VirtualBox

source: vbox/trunk/src/VBox/Additions/WINNT/Graphics/Wine/wined3d/wined3d_private.h@ 22652

Last change on this file since 22652 was 22496, checked in by vboxsync, 15 years ago

crOpenGL: update wine to 1.1.27 and better fix for depthstencil surface refcounting

  • Property svn:eol-style set to native
File size: 106.6 KB
Line 
1/*
2 * Direct3D wine internal private include file
3 *
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
8 *
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.
13 *
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.
18 *
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
22 */
23
24/*
25 * Sun LGPL Disclaimer: For the avoidance of doubt, except that if any license choice
26 * other than GPL or LGPL is available it will apply instead, Sun elects to use only
27 * the Lesser General Public License version 2.1 (LGPLv2) at this time for any software where
28 * a choice of LGPL license versions is made available with the language indicating
29 * that LGPLv2 or any later version may be used, or where a choice of which version
30 * of the LGPL is applied is otherwise unspecified.
31 */
32
33#ifndef __WINE_WINED3D_PRIVATE_H
34#define __WINE_WINED3D_PRIVATE_H
35
36#include <stdarg.h>
37#include <math.h>
38#define NONAMELESSUNION
39#define NONAMELESSSTRUCT
40#define COBJMACROS
41#include "windef.h"
42#include "winbase.h"
43#include "winreg.h"
44#include "wingdi.h"
45#include "winuser.h"
46#include "wine/debug.h"
47#include "wine/unicode.h"
48
49#include "objbase.h"
50#include "wine/wined3d.h"
51#include "wined3d_gl.h"
52#include "wine/list.h"
53#include "wine/rbtree.h"
54
55/* Driver quirks */
56#define WINED3D_QUIRK_ARB_VS_OFFSET_LIMIT 0x00000001
57#define WINED3D_QUIRK_SET_TEXCOORD_W 0x00000002
58#define WINED3D_QUIRK_GLSL_CLIP_VARYING 0x00000004
59#define WINED3D_QUIRK_ALLOWS_SPECULAR_ALPHA 0x00000008
60
61/* Texture format fixups */
62
63enum fixup_channel_source
64{
65 CHANNEL_SOURCE_ZERO = 0,
66 CHANNEL_SOURCE_ONE = 1,
67 CHANNEL_SOURCE_X = 2,
68 CHANNEL_SOURCE_Y = 3,
69 CHANNEL_SOURCE_Z = 4,
70 CHANNEL_SOURCE_W = 5,
71 CHANNEL_SOURCE_YUV0 = 6,
72 CHANNEL_SOURCE_YUV1 = 7,
73};
74
75enum yuv_fixup
76{
77 YUV_FIXUP_YUY2 = 0,
78 YUV_FIXUP_UYVY = 1,
79 YUV_FIXUP_YV12 = 2,
80};
81
82#include <pshpack2.h>
83struct color_fixup_desc
84{
85 unsigned x_sign_fixup : 1;
86 unsigned x_source : 3;
87 unsigned y_sign_fixup : 1;
88 unsigned y_source : 3;
89 unsigned z_sign_fixup : 1;
90 unsigned z_source : 3;
91 unsigned w_sign_fixup : 1;
92 unsigned w_source : 3;
93};
94#include <poppack.h>
95
96static const struct color_fixup_desc COLOR_FIXUP_IDENTITY =
97 {0, CHANNEL_SOURCE_X, 0, CHANNEL_SOURCE_Y, 0, CHANNEL_SOURCE_Z, 0, CHANNEL_SOURCE_W};
98
99static inline struct color_fixup_desc create_color_fixup_desc(
100 int sign0, enum fixup_channel_source src0, int sign1, enum fixup_channel_source src1,
101 int sign2, enum fixup_channel_source src2, int sign3, enum fixup_channel_source src3)
102{
103 struct color_fixup_desc fixup =
104 {
105 sign0, src0,
106 sign1, src1,
107 sign2, src2,
108 sign3, src3,
109 };
110 return fixup;
111}
112
113static inline struct color_fixup_desc create_yuv_fixup_desc(enum yuv_fixup yuv_fixup)
114{
115 struct color_fixup_desc fixup =
116 {
117 0, yuv_fixup & (1 << 0) ? CHANNEL_SOURCE_YUV1 : CHANNEL_SOURCE_YUV0,
118 0, yuv_fixup & (1 << 1) ? CHANNEL_SOURCE_YUV1 : CHANNEL_SOURCE_YUV0,
119 0, yuv_fixup & (1 << 2) ? CHANNEL_SOURCE_YUV1 : CHANNEL_SOURCE_YUV0,
120 0, yuv_fixup & (1 << 3) ? CHANNEL_SOURCE_YUV1 : CHANNEL_SOURCE_YUV0,
121 };
122 return fixup;
123}
124
125static inline BOOL is_identity_fixup(struct color_fixup_desc fixup)
126{
127 return !memcmp(&fixup, &COLOR_FIXUP_IDENTITY, sizeof(fixup));
128}
129
130static inline BOOL is_yuv_fixup(struct color_fixup_desc fixup)
131{
132 return fixup.x_source == CHANNEL_SOURCE_YUV0 || fixup.x_source == CHANNEL_SOURCE_YUV1;
133}
134
135static inline enum yuv_fixup get_yuv_fixup(struct color_fixup_desc fixup)
136{
137 enum yuv_fixup yuv_fixup = 0;
138 if (fixup.x_source == CHANNEL_SOURCE_YUV1) yuv_fixup |= (1 << 0);
139 if (fixup.y_source == CHANNEL_SOURCE_YUV1) yuv_fixup |= (1 << 1);
140 if (fixup.z_source == CHANNEL_SOURCE_YUV1) yuv_fixup |= (1 << 2);
141 if (fixup.w_source == CHANNEL_SOURCE_YUV1) yuv_fixup |= (1 << 3);
142 return yuv_fixup;
143}
144
145void *wined3d_rb_alloc(size_t size);
146void *wined3d_rb_realloc(void *ptr, size_t size);
147void wined3d_rb_free(void *ptr);
148
149/* Device caps */
150#define MAX_PALETTES 65536
151#define MAX_STREAMS 16
152#define MAX_TEXTURES 8
153#define MAX_FRAGMENT_SAMPLERS 16
154#define MAX_VERTEX_SAMPLERS 4
155#define MAX_COMBINED_SAMPLERS (MAX_FRAGMENT_SAMPLERS + MAX_VERTEX_SAMPLERS)
156#define MAX_ACTIVE_LIGHTS 8
157#define MAX_CLIPPLANES WINED3DMAXUSERCLIPPLANES
158
159/* Used for CreateStateBlock */
160#define NUM_SAVEDPIXELSTATES_R 35
161#define NUM_SAVEDPIXELSTATES_T 18
162#define NUM_SAVEDPIXELSTATES_S 12
163#define NUM_SAVEDVERTEXSTATES_R 34
164#define NUM_SAVEDVERTEXSTATES_T 2
165#define NUM_SAVEDVERTEXSTATES_S 1
166
167extern const DWORD SavedPixelStates_R[NUM_SAVEDPIXELSTATES_R];
168extern const DWORD SavedPixelStates_T[NUM_SAVEDPIXELSTATES_T];
169extern const DWORD SavedPixelStates_S[NUM_SAVEDPIXELSTATES_S];
170extern const DWORD SavedVertexStates_R[NUM_SAVEDVERTEXSTATES_R];
171extern const DWORD SavedVertexStates_T[NUM_SAVEDVERTEXSTATES_T];
172extern const DWORD SavedVertexStates_S[NUM_SAVEDVERTEXSTATES_S];
173
174typedef enum _WINELOOKUP {
175 WINELOOKUP_WARPPARAM = 0,
176 MAX_LOOKUPS = 1
177} WINELOOKUP;
178
179extern const int minLookup[MAX_LOOKUPS];
180extern const int maxLookup[MAX_LOOKUPS];
181extern DWORD *stateLookup[MAX_LOOKUPS];
182
183struct min_lookup
184{
185 GLenum mip[WINED3DTEXF_LINEAR + 1];
186};
187
188const struct min_lookup minMipLookup[WINED3DTEXF_LINEAR + 1];
189const struct min_lookup minMipLookup_noFilter[WINED3DTEXF_LINEAR + 1];
190const GLenum magLookup[WINED3DTEXF_LINEAR + 1];
191const GLenum magLookup_noFilter[WINED3DTEXF_LINEAR + 1];
192
193static inline GLenum wined3d_gl_mag_filter(const GLenum mag_lookup[], WINED3DTEXTUREFILTERTYPE mag_filter)
194{
195 return mag_lookup[mag_filter];
196}
197
198static inline GLenum wined3d_gl_min_mip_filter(const struct min_lookup min_mip_lookup[],
199 WINED3DTEXTUREFILTERTYPE min_filter, WINED3DTEXTUREFILTERTYPE mip_filter)
200{
201 return min_mip_lookup[min_filter].mip[mip_filter];
202}
203
204/* float_16_to_32() and float_32_to_16() (see implementation in
205 * surface_base.c) convert 16 bit floats in the FLOAT16 data type
206 * to standard C floats and vice versa. They do not depend on the encoding
207 * of the C float, so they are platform independent, but slow. On x86 and
208 * other IEEE 754 compliant platforms the conversion can be accelerated by
209 * bit shifting the exponent and mantissa. There are also some SSE-based
210 * assembly routines out there.
211 *
212 * See GL_NV_half_float for a reference of the FLOAT16 / GL_HALF format
213 */
214static inline float float_16_to_32(const unsigned short *in) {
215 unsigned long fNaN = 0x7fc00000;
216 unsigned long fNegInf = 0xff800000;
217 unsigned long fInf = 0x7f800000;
218
219 const unsigned short s = ((*in) & 0x8000);
220 const unsigned short e = ((*in) & 0x7C00) >> 10;
221 const unsigned short m = (*in) & 0x3FF;
222 const float sgn = (s ? -1.0f : 1.0f);
223
224 if(e == 0) {
225 if(m == 0) return sgn * 0.0f; /* +0.0 or -0.0 */
226 else return sgn * pow(2, -14.0f) * ((float)m / 1024.0f);
227 } else if(e < 31) {
228 return sgn * pow(2, (float)e - 15.0f) * (1.0f + ((float)m / 1024.0f));
229 } else {
230 if(m == 0) return sgn>0? *(float*)(&fInf) : *(float*)(&fNegInf); //sgn / 0.0f; /* +INF / -INF */
231 else return *(float*)(&fNaN); //0.0f / 0.0f; /* NAN */
232 }
233}
234
235static inline float float_24_to_32(DWORD in)
236{
237 const float sgn = in & 0x800000 ? -1.0f : 1.0f;
238 const unsigned short e = (in & 0x780000) >> 19;
239 const unsigned short m = in & 0x7ffff;
240 unsigned long fNaN = 0x7fc00000;
241 unsigned long fNegInf = 0xff800000;
242 unsigned long fInf = 0x7f800000;
243
244 if (e == 0)
245 {
246 if (m == 0) return sgn * 0.0f; /* +0.0 or -0.0 */
247 else return sgn * pow(2, -6.0f) * ((float)m / 524288.0f);
248 }
249 else if (e < 15)
250 {
251 return sgn * pow(2, (float)e - 7.0f) * (1.0f + ((float)m / 524288.0f));
252 }
253 else
254 {
255 if (m == 0) return sgn>0? *(float*)(&fInf) : *(float*)(&fNegInf); //sgn / 0.0f; /* +INF / -INF */
256 else return *(float*)(&fNaN); //0.0f / 0.0f; /* NAN */
257 }
258}
259
260/**
261 * Settings
262 */
263#define VS_NONE 0
264#define VS_HW 1
265
266#define PS_NONE 0
267#define PS_HW 1
268
269#define VBO_NONE 0
270#define VBO_HW 1
271
272#define NP2_NONE 0
273#define NP2_REPACK 1
274#define NP2_NATIVE 2
275
276#define ORM_BACKBUFFER 0
277#define ORM_PBUFFER 1
278#define ORM_FBO 2
279
280#define SHADER_ARB 1
281#define SHADER_GLSL 2
282#define SHADER_ATI 3
283#define SHADER_NONE 4
284
285#define RTL_DISABLE -1
286#define RTL_AUTO 0
287#define RTL_READDRAW 1
288#define RTL_READTEX 2
289#define RTL_TEXDRAW 3
290#define RTL_TEXTEX 4
291
292#define PCI_VENDOR_NONE 0xffff /* e.g. 0x8086 for Intel and 0x10de for Nvidia */
293#define PCI_DEVICE_NONE 0xffff /* e.g. 0x14f for a Geforce6200 */
294
295/* NOTE: When adding fields to this structure, make sure to update the default
296 * values in wined3d_main.c as well. */
297typedef struct wined3d_settings_s {
298/* vertex and pixel shader modes */
299 int vs_mode;
300 int ps_mode;
301 int vbo_mode;
302/* Ideally, we don't want the user to have to request GLSL. If the hardware supports GLSL,
303 we should use it. However, until it's fully implemented, we'll leave it as a registry
304 setting for developers. */
305 BOOL glslRequested;
306 int offscreen_rendering_mode;
307 int rendertargetlock_mode;
308 unsigned short pci_vendor_id;
309 unsigned short pci_device_id;
310/* Memory tracking and object counting */
311 unsigned int emulated_textureram;
312 char *logo;
313 int allow_multisampling;
314} wined3d_settings_t;
315
316extern wined3d_settings_t wined3d_settings;
317
318typedef enum _WINED3DSAMPLER_TEXTURE_TYPE
319{
320 WINED3DSTT_UNKNOWN = 0,
321 WINED3DSTT_1D = 1,
322 WINED3DSTT_2D = 2,
323 WINED3DSTT_CUBE = 3,
324 WINED3DSTT_VOLUME = 4,
325} WINED3DSAMPLER_TEXTURE_TYPE;
326
327typedef enum _WINED3DSHADER_PARAM_REGISTER_TYPE
328{
329 WINED3DSPR_TEMP = 0,
330 WINED3DSPR_INPUT = 1,
331 WINED3DSPR_CONST = 2,
332 WINED3DSPR_ADDR = 3,
333 WINED3DSPR_TEXTURE = 3,
334 WINED3DSPR_RASTOUT = 4,
335 WINED3DSPR_ATTROUT = 5,
336 WINED3DSPR_TEXCRDOUT = 6,
337 WINED3DSPR_OUTPUT = 6,
338 WINED3DSPR_CONSTINT = 7,
339 WINED3DSPR_COLOROUT = 8,
340 WINED3DSPR_DEPTHOUT = 9,
341 WINED3DSPR_SAMPLER = 10,
342 WINED3DSPR_CONST2 = 11,
343 WINED3DSPR_CONST3 = 12,
344 WINED3DSPR_CONST4 = 13,
345 WINED3DSPR_CONSTBOOL = 14,
346 WINED3DSPR_LOOP = 15,
347 WINED3DSPR_TEMPFLOAT16 = 16,
348 WINED3DSPR_MISCTYPE = 17,
349 WINED3DSPR_LABEL = 18,
350 WINED3DSPR_PREDICATE = 19,
351 WINED3DSPR_IMMCONST,
352 WINED3DSPR_CONSTBUFFER,
353} WINED3DSHADER_PARAM_REGISTER_TYPE;
354
355enum wined3d_immconst_type
356{
357 WINED3D_IMMCONST_FLOAT,
358 WINED3D_IMMCONST_FLOAT4,
359};
360
361typedef enum _WINED3DVS_RASTOUT_OFFSETS
362{
363 WINED3DSRO_POSITION = 0,
364 WINED3DSRO_FOG = 1,
365 WINED3DSRO_POINT_SIZE = 2,
366} WINED3DVS_RASTOUT_OFFSETS;
367
368#define WINED3DSP_NOSWIZZLE (0 | (1 << 2) | (2 << 4) | (3 << 6))
369
370typedef enum _WINED3DSHADER_PARAM_SRCMOD_TYPE
371{
372 WINED3DSPSM_NONE = 0,
373 WINED3DSPSM_NEG = 1,
374 WINED3DSPSM_BIAS = 2,
375 WINED3DSPSM_BIASNEG = 3,
376 WINED3DSPSM_SIGN = 4,
377 WINED3DSPSM_SIGNNEG = 5,
378 WINED3DSPSM_COMP = 6,
379 WINED3DSPSM_X2 = 7,
380 WINED3DSPSM_X2NEG = 8,
381 WINED3DSPSM_DZ = 9,
382 WINED3DSPSM_DW = 10,
383 WINED3DSPSM_ABS = 11,
384 WINED3DSPSM_ABSNEG = 12,
385 WINED3DSPSM_NOT = 13,
386} WINED3DSHADER_PARAM_SRCMOD_TYPE;
387
388#define WINED3DSP_WRITEMASK_0 0x1 /* .x r */
389#define WINED3DSP_WRITEMASK_1 0x2 /* .y g */
390#define WINED3DSP_WRITEMASK_2 0x4 /* .z b */
391#define WINED3DSP_WRITEMASK_3 0x8 /* .w a */
392#define WINED3DSP_WRITEMASK_ALL 0xf /* all */
393
394typedef enum _WINED3DSHADER_PARAM_DSTMOD_TYPE
395{
396 WINED3DSPDM_NONE = 0,
397 WINED3DSPDM_SATURATE = 1,
398 WINED3DSPDM_PARTIALPRECISION = 2,
399 WINED3DSPDM_MSAMPCENTROID = 4,
400} WINED3DSHADER_PARAM_DSTMOD_TYPE;
401
402typedef enum _WINED3DSHADER_INSTRUCTION_OPCODE_TYPE
403{
404 WINED3DSIO_NOP = 0,
405 WINED3DSIO_MOV = 1,
406 WINED3DSIO_ADD = 2,
407 WINED3DSIO_SUB = 3,
408 WINED3DSIO_MAD = 4,
409 WINED3DSIO_MUL = 5,
410 WINED3DSIO_RCP = 6,
411 WINED3DSIO_RSQ = 7,
412 WINED3DSIO_DP3 = 8,
413 WINED3DSIO_DP4 = 9,
414 WINED3DSIO_MIN = 10,
415 WINED3DSIO_MAX = 11,
416 WINED3DSIO_SLT = 12,
417 WINED3DSIO_SGE = 13,
418 WINED3DSIO_EXP = 14,
419 WINED3DSIO_LOG = 15,
420 WINED3DSIO_LIT = 16,
421 WINED3DSIO_DST = 17,
422 WINED3DSIO_LRP = 18,
423 WINED3DSIO_FRC = 19,
424 WINED3DSIO_M4x4 = 20,
425 WINED3DSIO_M4x3 = 21,
426 WINED3DSIO_M3x4 = 22,
427 WINED3DSIO_M3x3 = 23,
428 WINED3DSIO_M3x2 = 24,
429 WINED3DSIO_CALL = 25,
430 WINED3DSIO_CALLNZ = 26,
431 WINED3DSIO_LOOP = 27,
432 WINED3DSIO_RET = 28,
433 WINED3DSIO_ENDLOOP = 29,
434 WINED3DSIO_LABEL = 30,
435 WINED3DSIO_DCL = 31,
436 WINED3DSIO_POW = 32,
437 WINED3DSIO_CRS = 33,
438 WINED3DSIO_SGN = 34,
439 WINED3DSIO_ABS = 35,
440 WINED3DSIO_NRM = 36,
441 WINED3DSIO_SINCOS = 37,
442 WINED3DSIO_REP = 38,
443 WINED3DSIO_ENDREP = 39,
444 WINED3DSIO_IF = 40,
445 WINED3DSIO_IFC = 41,
446 WINED3DSIO_ELSE = 42,
447 WINED3DSIO_ENDIF = 43,
448 WINED3DSIO_BREAK = 44,
449 WINED3DSIO_BREAKC = 45,
450 WINED3DSIO_MOVA = 46,
451 WINED3DSIO_DEFB = 47,
452 WINED3DSIO_DEFI = 48,
453
454 WINED3DSIO_TEXCOORD = 64,
455 WINED3DSIO_TEXKILL = 65,
456 WINED3DSIO_TEX = 66,
457 WINED3DSIO_TEXBEM = 67,
458 WINED3DSIO_TEXBEML = 68,
459 WINED3DSIO_TEXREG2AR = 69,
460 WINED3DSIO_TEXREG2GB = 70,
461 WINED3DSIO_TEXM3x2PAD = 71,
462 WINED3DSIO_TEXM3x2TEX = 72,
463 WINED3DSIO_TEXM3x3PAD = 73,
464 WINED3DSIO_TEXM3x3TEX = 74,
465 WINED3DSIO_TEXM3x3DIFF = 75,
466 WINED3DSIO_TEXM3x3SPEC = 76,
467 WINED3DSIO_TEXM3x3VSPEC = 77,
468 WINED3DSIO_EXPP = 78,
469 WINED3DSIO_LOGP = 79,
470 WINED3DSIO_CND = 80,
471 WINED3DSIO_DEF = 81,
472 WINED3DSIO_TEXREG2RGB = 82,
473 WINED3DSIO_TEXDP3TEX = 83,
474 WINED3DSIO_TEXM3x2DEPTH = 84,
475 WINED3DSIO_TEXDP3 = 85,
476 WINED3DSIO_TEXM3x3 = 86,
477 WINED3DSIO_TEXDEPTH = 87,
478 WINED3DSIO_CMP = 88,
479 WINED3DSIO_BEM = 89,
480 WINED3DSIO_DP2ADD = 90,
481 WINED3DSIO_DSX = 91,
482 WINED3DSIO_DSY = 92,
483 WINED3DSIO_TEXLDD = 93,
484 WINED3DSIO_SETP = 94,
485 WINED3DSIO_TEXLDL = 95,
486 WINED3DSIO_BREAKP = 96,
487
488 WINED3DSIO_PHASE = 0xfffd,
489 WINED3DSIO_COMMENT = 0xfffe,
490 WINED3DSIO_END = 0Xffff,
491} WINED3DSHADER_INSTRUCTION_OPCODE_TYPE;
492
493/* Undocumented opcode control to identify projective texture lookups in ps 2.0 and later */
494#define WINED3DSI_TEXLD_PROJECT 1
495#define WINED3DSI_TEXLD_BIAS 2
496
497typedef enum COMPARISON_TYPE
498{
499 COMPARISON_GT = 1,
500 COMPARISON_EQ = 2,
501 COMPARISON_GE = 3,
502 COMPARISON_LT = 4,
503 COMPARISON_NE = 5,
504 COMPARISON_LE = 6,
505} COMPARISON_TYPE;
506
507#define WINED3D_SM1_VS 0xfffe
508#define WINED3D_SM1_PS 0xffff
509#define WINED3D_SM4_PS 0x0000
510#define WINED3D_SM4_VS 0x0001
511#define WINED3D_SM4_GS 0x0002
512
513/* Shader version tokens, and shader end tokens */
514#define WINED3DPS_VERSION(major, minor) ((WINED3D_SM1_PS << 16) | ((major) << 8) | (minor))
515#define WINED3DVS_VERSION(major, minor) ((WINED3D_SM1_VS << 16) | ((major) << 8) | (minor))
516
517/* Shader backends */
518
519/* TODO: Make this dynamic, based on shader limits ? */
520#define MAX_ATTRIBS 16
521#define MAX_REG_ADDR 1
522#define MAX_REG_TEMP 32
523#define MAX_REG_TEXCRD 8
524#define MAX_REG_INPUT 12
525#define MAX_REG_OUTPUT 12
526#define MAX_CONST_I 16
527#define MAX_CONST_B 16
528
529/* FIXME: This needs to go up to 2048 for
530 * Shader model 3 according to msdn (and for software shaders) */
531#define MAX_LABELS 16
532
533#define SHADER_PGMSIZE 65535
534
535struct wined3d_shader_buffer
536{
537 char *buffer;
538 unsigned int bsize;
539 unsigned int lineNo;
540 BOOL newline;
541};
542
543enum WINED3D_SHADER_INSTRUCTION_HANDLER
544{
545 WINED3DSIH_ABS,
546 WINED3DSIH_ADD,
547 WINED3DSIH_BEM,
548 WINED3DSIH_BREAK,
549 WINED3DSIH_BREAKC,
550 WINED3DSIH_BREAKP,
551 WINED3DSIH_CALL,
552 WINED3DSIH_CALLNZ,
553 WINED3DSIH_CMP,
554 WINED3DSIH_CND,
555 WINED3DSIH_CRS,
556 WINED3DSIH_DCL,
557 WINED3DSIH_DEF,
558 WINED3DSIH_DEFB,
559 WINED3DSIH_DEFI,
560 WINED3DSIH_DP2ADD,
561 WINED3DSIH_DP3,
562 WINED3DSIH_DP4,
563 WINED3DSIH_DST,
564 WINED3DSIH_DSX,
565 WINED3DSIH_DSY,
566 WINED3DSIH_ELSE,
567 WINED3DSIH_ENDIF,
568 WINED3DSIH_ENDLOOP,
569 WINED3DSIH_ENDREP,
570 WINED3DSIH_EXP,
571 WINED3DSIH_EXPP,
572 WINED3DSIH_FRC,
573 WINED3DSIH_IF,
574 WINED3DSIH_IFC,
575 WINED3DSIH_LABEL,
576 WINED3DSIH_LIT,
577 WINED3DSIH_LOG,
578 WINED3DSIH_LOGP,
579 WINED3DSIH_LOOP,
580 WINED3DSIH_LRP,
581 WINED3DSIH_M3x2,
582 WINED3DSIH_M3x3,
583 WINED3DSIH_M3x4,
584 WINED3DSIH_M4x3,
585 WINED3DSIH_M4x4,
586 WINED3DSIH_MAD,
587 WINED3DSIH_MAX,
588 WINED3DSIH_MIN,
589 WINED3DSIH_MOV,
590 WINED3DSIH_MOVA,
591 WINED3DSIH_MUL,
592 WINED3DSIH_NOP,
593 WINED3DSIH_NRM,
594 WINED3DSIH_PHASE,
595 WINED3DSIH_POW,
596 WINED3DSIH_RCP,
597 WINED3DSIH_REP,
598 WINED3DSIH_RET,
599 WINED3DSIH_RSQ,
600 WINED3DSIH_SETP,
601 WINED3DSIH_SGE,
602 WINED3DSIH_SGN,
603 WINED3DSIH_SINCOS,
604 WINED3DSIH_SLT,
605 WINED3DSIH_SUB,
606 WINED3DSIH_TEX,
607 WINED3DSIH_TEXBEM,
608 WINED3DSIH_TEXBEML,
609 WINED3DSIH_TEXCOORD,
610 WINED3DSIH_TEXDEPTH,
611 WINED3DSIH_TEXDP3,
612 WINED3DSIH_TEXDP3TEX,
613 WINED3DSIH_TEXKILL,
614 WINED3DSIH_TEXLDD,
615 WINED3DSIH_TEXLDL,
616 WINED3DSIH_TEXM3x2DEPTH,
617 WINED3DSIH_TEXM3x2PAD,
618 WINED3DSIH_TEXM3x2TEX,
619 WINED3DSIH_TEXM3x3,
620 WINED3DSIH_TEXM3x3DIFF,
621 WINED3DSIH_TEXM3x3PAD,
622 WINED3DSIH_TEXM3x3SPEC,
623 WINED3DSIH_TEXM3x3TEX,
624 WINED3DSIH_TEXM3x3VSPEC,
625 WINED3DSIH_TEXREG2AR,
626 WINED3DSIH_TEXREG2GB,
627 WINED3DSIH_TEXREG2RGB,
628 WINED3DSIH_TABLE_SIZE
629};
630
631enum wined3d_shader_type
632{
633 WINED3D_SHADER_TYPE_PIXEL,
634 WINED3D_SHADER_TYPE_VERTEX,
635 WINED3D_SHADER_TYPE_GEOMETRY,
636};
637
638struct wined3d_shader_version
639{
640 enum wined3d_shader_type type;
641 BYTE major;
642 BYTE minor;
643};
644
645#define WINED3D_SHADER_VERSION(major, minor) (((major) << 8) | (minor))
646
647typedef struct shader_reg_maps
648{
649 struct wined3d_shader_version shader_version;
650 char texcoord[MAX_REG_TEXCRD]; /* pixel < 3.0 */
651 char temporary[MAX_REG_TEMP]; /* pixel, vertex */
652 char address[MAX_REG_ADDR]; /* vertex */
653 char labels[MAX_LABELS]; /* pixel, vertex */
654 DWORD *constf; /* pixel, vertex */
655 DWORD texcoord_mask[MAX_REG_TEXCRD]; /* vertex < 3.0 */
656 WORD input_registers; /* max(MAX_REG_INPUT, MAX_ATTRIBS), 16 */
657 WORD output_registers; /* MAX_REG_OUTPUT, 12 */
658 WORD integer_constants; /* MAX_CONST_I, 16 */
659 WORD boolean_constants; /* MAX_CONST_B, 16 */
660 WORD local_int_consts; /* MAX_CONST_I, 16 */
661 WORD local_bool_consts; /* MAX_CONST_B, 16 */
662
663 WINED3DSAMPLER_TEXTURE_TYPE sampler_type[max(MAX_FRAGMENT_SAMPLERS, MAX_VERTEX_SAMPLERS)];
664 BOOL bumpmat[MAX_TEXTURES], luminanceparams[MAX_TEXTURES];
665
666 unsigned usesnrm : 1;
667 unsigned vpos : 1;
668 unsigned usesdsx : 1;
669 unsigned usesdsy : 1;
670 unsigned usestexldd : 1;
671 unsigned usesmova : 1;
672 unsigned usesfacing : 1;
673 unsigned usesrelconstF : 1;
674 unsigned fog : 1;
675 unsigned usestexldl : 1;
676 unsigned usesifc : 1;
677 unsigned usescall : 1;
678 unsigned padding : 4;
679
680 /* Whether or not loops are used in this shader, and nesting depth */
681 unsigned loop_depth;
682 unsigned highest_render_target;
683
684} shader_reg_maps;
685
686struct wined3d_shader_context
687{
688 IWineD3DBaseShader *shader;
689 const struct shader_reg_maps *reg_maps;
690 struct wined3d_shader_buffer *buffer;
691 void *backend_data;
692};
693
694struct wined3d_shader_register
695{
696 WINED3DSHADER_PARAM_REGISTER_TYPE type;
697 UINT idx;
698 UINT array_idx;
699 const struct wined3d_shader_src_param *rel_addr;
700 enum wined3d_immconst_type immconst_type;
701 DWORD immconst_data[4];
702};
703
704struct wined3d_shader_dst_param
705{
706 struct wined3d_shader_register reg;
707 DWORD write_mask;
708 DWORD modifiers;
709 DWORD shift;
710};
711
712struct wined3d_shader_src_param
713{
714 struct wined3d_shader_register reg;
715 DWORD swizzle;
716 DWORD modifiers;
717};
718
719struct wined3d_shader_instruction
720{
721 const struct wined3d_shader_context *ctx;
722 enum WINED3D_SHADER_INSTRUCTION_HANDLER handler_idx;
723 DWORD flags;
724 BOOL coissue;
725 DWORD predicate;
726 UINT dst_count;
727 const struct wined3d_shader_dst_param *dst;
728 UINT src_count;
729 const struct wined3d_shader_src_param *src;
730};
731
732struct wined3d_shader_semantic
733{
734 WINED3DDECLUSAGE usage;
735 UINT usage_idx;
736 WINED3DSAMPLER_TEXTURE_TYPE sampler_type;
737 struct wined3d_shader_dst_param reg;
738};
739
740struct wined3d_shader_attribute
741{
742 WINED3DDECLUSAGE usage;
743 UINT usage_idx;
744};
745
746struct wined3d_shader_frontend
747{
748 void *(*shader_init)(const DWORD *ptr, const struct wined3d_shader_signature *output_signature);
749 void (*shader_free)(void *data);
750 void (*shader_read_header)(void *data, const DWORD **ptr, struct wined3d_shader_version *shader_version);
751 void (*shader_read_opcode)(void *data, const DWORD **ptr, struct wined3d_shader_instruction *ins, UINT *param_size);
752 void (*shader_read_src_param)(void *data, const DWORD **ptr, struct wined3d_shader_src_param *src_param,
753 struct wined3d_shader_src_param *src_rel_addr);
754 void (*shader_read_dst_param)(void *data, const DWORD **ptr, struct wined3d_shader_dst_param *dst_param,
755 struct wined3d_shader_src_param *dst_rel_addr);
756 void (*shader_read_semantic)(const DWORD **ptr, struct wined3d_shader_semantic *semantic);
757 void (*shader_read_comment)(const DWORD **ptr, const char **comment);
758 BOOL (*shader_is_end)(void *data, const DWORD **ptr);
759};
760
761extern const struct wined3d_shader_frontend sm1_shader_frontend;
762extern const struct wined3d_shader_frontend sm4_shader_frontend;
763
764typedef void (*SHADER_HANDLER)(const struct wined3d_shader_instruction *);
765
766struct shader_caps {
767 DWORD VertexShaderVersion;
768 DWORD MaxVertexShaderConst;
769
770 DWORD PixelShaderVersion;
771 float PixelShader1xMaxValue;
772 DWORD MaxPixelShaderConst;
773
774 WINED3DVSHADERCAPS2_0 VS20Caps;
775 WINED3DPSHADERCAPS2_0 PS20Caps;
776
777 DWORD MaxVShaderInstructionsExecuted;
778 DWORD MaxPShaderInstructionsExecuted;
779 DWORD MaxVertexShader30InstructionSlots;
780 DWORD MaxPixelShader30InstructionSlots;
781
782 BOOL VSClipping;
783};
784
785enum tex_types
786{
787 tex_1d = 0,
788 tex_2d = 1,
789 tex_3d = 2,
790 tex_cube = 3,
791 tex_rect = 4,
792 tex_type_count = 5,
793};
794
795enum vertexprocessing_mode {
796 fixedfunction,
797 vertexshader,
798 pretransformed
799};
800
801#define WINED3D_CONST_NUM_UNUSED ~0U
802
803enum fogmode {
804 FOG_OFF,
805 FOG_LINEAR,
806 FOG_EXP,
807 FOG_EXP2
808};
809
810/* Stateblock dependent parameters which have to be hardcoded
811 * into the shader code
812 */
813struct ps_compile_args {
814 struct color_fixup_desc color_fixup[MAX_FRAGMENT_SAMPLERS];
815 enum vertexprocessing_mode vp_mode;
816 enum fogmode fog;
817 /* Projected textures(ps 1.0-1.3) */
818 /* Texture types(2D, Cube, 3D) in ps 1.x */
819 BOOL srgb_correction;
820 WORD np2_fixup;
821 /* Bitmap for NP2 texcoord fixups (16 samplers max currently).
822 D3D9 has a limit of 16 samplers and the fixup is superfluous
823 in D3D10 (unconditional NP2 support mandatory). */
824};
825
826enum fog_src_type {
827 VS_FOG_Z = 0,
828 VS_FOG_COORD = 1
829};
830
831struct vs_compile_args {
832 WORD fog_src;
833 WORD swizzle_map; /* MAX_ATTRIBS, 16 */
834};
835
836struct wined3d_context;
837
838typedef struct {
839 void (*shader_handle_instruction)(const struct wined3d_shader_instruction *);
840 void (*shader_select)(const struct wined3d_context *context, BOOL usePS, BOOL useVS);
841 void (*shader_select_depth_blt)(IWineD3DDevice *iface, enum tex_types tex_type);
842 void (*shader_deselect_depth_blt)(IWineD3DDevice *iface);
843 void (*shader_update_float_vertex_constants)(IWineD3DDevice *iface, UINT start, UINT count);
844 void (*shader_update_float_pixel_constants)(IWineD3DDevice *iface, UINT start, UINT count);
845 void (*shader_load_constants)(const struct wined3d_context *context, char usePS, char useVS);
846 void (*shader_load_np2fixup_constants)(IWineD3DDevice *iface, char usePS, char useVS);
847 void (*shader_destroy)(IWineD3DBaseShader *iface);
848 HRESULT (*shader_alloc_private)(IWineD3DDevice *iface);
849 void (*shader_free_private)(IWineD3DDevice *iface);
850 BOOL (*shader_dirtifyable_constants)(IWineD3DDevice *iface);
851 void (*shader_get_caps)(WINED3DDEVTYPE devtype, const struct wined3d_gl_info *gl_info, struct shader_caps *caps);
852 BOOL (*shader_color_fixup_supported)(struct color_fixup_desc fixup);
853 void (*shader_add_instruction_modifiers)(const struct wined3d_shader_instruction *ins);
854} shader_backend_t;
855
856extern const shader_backend_t glsl_shader_backend;
857extern const shader_backend_t arb_program_shader_backend;
858extern const shader_backend_t none_shader_backend;
859
860/* X11 locking */
861
862extern void (* CDECL wine_tsx11_lock_ptr)(void);
863extern void (* CDECL wine_tsx11_unlock_ptr)(void);
864
865/* As GLX relies on X, this is needed */
866extern int num_lock;
867
868#if 0
869#define ENTER_GL() ++num_lock; if (num_lock > 1) FIXME("Recursive use of GL lock to: %d\n", num_lock); wine_tsx11_lock_ptr()
870#define LEAVE_GL() if (num_lock != 1) FIXME("Recursive use of GL lock: %d\n", num_lock); --num_lock; wine_tsx11_unlock_ptr()
871#else
872#define ENTER_GL() wine_tsx11_lock_ptr()
873#define LEAVE_GL() wine_tsx11_unlock_ptr()
874#endif
875
876/*****************************************************************************
877 * Defines
878 */
879
880/* GL related defines */
881/* ------------------ */
882#define GL_SUPPORT(ExtName) (GLINFO_LOCATION.supported[ExtName] != 0)
883#define GL_LIMITS(ExtName) (GLINFO_LOCATION.max_##ExtName)
884#define GL_EXTCALL(FuncName) (GLINFO_LOCATION.FuncName)
885#define GL_VEND(_VendName) (GLINFO_LOCATION.gl_vendor == VENDOR_##_VendName ? TRUE : FALSE)
886
887#define D3DCOLOR_B_R(dw) (((dw) >> 16) & 0xFF)
888#define D3DCOLOR_B_G(dw) (((dw) >> 8) & 0xFF)
889#define D3DCOLOR_B_B(dw) (((dw) >> 0) & 0xFF)
890#define D3DCOLOR_B_A(dw) (((dw) >> 24) & 0xFF)
891
892#define D3DCOLOR_R(dw) (((float) (((dw) >> 16) & 0xFF)) / 255.0f)
893#define D3DCOLOR_G(dw) (((float) (((dw) >> 8) & 0xFF)) / 255.0f)
894#define D3DCOLOR_B(dw) (((float) (((dw) >> 0) & 0xFF)) / 255.0f)
895#define D3DCOLOR_A(dw) (((float) (((dw) >> 24) & 0xFF)) / 255.0f)
896
897#define D3DCOLORTOGLFLOAT4(dw, vec) do { \
898 (vec)[0] = D3DCOLOR_R(dw); \
899 (vec)[1] = D3DCOLOR_G(dw); \
900 (vec)[2] = D3DCOLOR_B(dw); \
901 (vec)[3] = D3DCOLOR_A(dw); \
902} while(0)
903
904/* DirectX Device Limits */
905/* --------------------- */
906#define MAX_MIP_LEVELS 32 /* Maximum number of mipmap levels. */
907#define MAX_STREAMS 16 /* Maximum possible streams - used for fixed size arrays
908 See MaxStreams in MSDN under GetDeviceCaps */
909#define HIGHEST_TRANSFORMSTATE WINED3DTS_WORLDMATRIX(255) /* Highest value in WINED3DTRANSFORMSTATETYPE */
910
911/* Checking of API calls */
912/* --------------------- */
913#ifndef WINE_NO_DEBUG_MSGS
914#define checkGLcall(A) \
915do { \
916 GLint err; \
917 if(!__WINE_IS_DEBUG_ON(_FIXME, __wine_dbch___default)) break; \
918 err = glGetError(); \
919 if (err == GL_NO_ERROR) { \
920 TRACE("%s call ok %s / %d\n", A, __FILE__, __LINE__); \
921 \
922 } else do { \
923 FIXME(">>>>>>>>>>>>>>>>> %s (%#x) from %s @ %s / %d\n", \
924 debug_glerror(err), err, A, __FILE__, __LINE__); \
925 err = glGetError(); \
926 } while (err != GL_NO_ERROR); \
927} while(0)
928#else
929#define checkGLcall(A) do {} while(0)
930#endif
931
932/* Trace routines / diagnostics */
933/* ---------------------------- */
934
935/* Dump out a matrix and copy it */
936#define conv_mat(mat,gl_mat) \
937do { \
938 TRACE("%f %f %f %f\n", (mat)->u.s._11, (mat)->u.s._12, (mat)->u.s._13, (mat)->u.s._14); \
939 TRACE("%f %f %f %f\n", (mat)->u.s._21, (mat)->u.s._22, (mat)->u.s._23, (mat)->u.s._24); \
940 TRACE("%f %f %f %f\n", (mat)->u.s._31, (mat)->u.s._32, (mat)->u.s._33, (mat)->u.s._34); \
941 TRACE("%f %f %f %f\n", (mat)->u.s._41, (mat)->u.s._42, (mat)->u.s._43, (mat)->u.s._44); \
942 memcpy(gl_mat, (mat), 16 * sizeof(float)); \
943} while (0)
944
945/* Macro to dump out the current state of the light chain */
946#define DUMP_LIGHT_CHAIN() \
947do { \
948 PLIGHTINFOEL *el = This->stateBlock->lights;\
949 while (el) { \
950 TRACE("Light %p (glIndex %ld, d3dIndex %ld, enabled %d)\n", el, el->glIndex, el->OriginalIndex, el->lightEnabled);\
951 el = el->next; \
952 } \
953} while(0)
954
955/* Trace vector and strided data information */
956#define TRACE_VECTOR(name) TRACE( #name "=(%f, %f, %f, %f)\n", name.x, name.y, name.z, name.w);
957#define TRACE_STRIDED(si, name) TRACE( #name "=(data:%p, stride:%d, format:%#x, vbo %d, stream %u)\n", \
958 si->elements[name].data, si->elements[name].stride, si->elements[name].format_desc->format, \
959 si->elements[name].buffer_object, si->elements[name].stream_idx);
960
961/* Defines used for optimizations */
962
963/* Only reapply what is necessary */
964#define REAPPLY_ALPHAOP 0x0001
965#define REAPPLY_ALL 0xFFFF
966
967/* Advance declaration of structures to satisfy compiler */
968typedef struct IWineD3DStateBlockImpl IWineD3DStateBlockImpl;
969typedef struct IWineD3DSurfaceImpl IWineD3DSurfaceImpl;
970typedef struct IWineD3DPaletteImpl IWineD3DPaletteImpl;
971typedef struct IWineD3DDeviceImpl IWineD3DDeviceImpl;
972
973/* Global variables */
974extern const float identity[16];
975
976/*****************************************************************************
977 * Compilable extra diagnostics
978 */
979
980/* Trace information per-vertex: (extremely high amount of trace) */
981#if 0 /* NOTE: Must be 0 in cvs */
982# define VTRACE(A) TRACE A
983#else
984# define VTRACE(A)
985#endif
986
987/* TODO: Confirm each of these works when wined3d move completed */
988#if 0 /* NOTE: Must be 0 in cvs */
989 /* To avoid having to get gigabytes of trace, the following can be compiled in, and at the start
990 of each frame, a check is made for the existence of C:\D3DTRACE, and if it exists d3d trace
991 is enabled, and if it doesn't exist it is disabled. */
992# define FRAME_DEBUGGING
993 /* Adding in the SINGLE_FRAME_DEBUGGING gives a trace of just what makes up a single frame, before
994 the file is deleted */
995# if 1 /* NOTE: Must be 1 in cvs, as this is mostly more useful than a trace from program start */
996# define SINGLE_FRAME_DEBUGGING
997# endif
998 /* The following, when enabled, lets you see the makeup of the frame, by drawprimitive calls.
999 It can only be enabled when FRAME_DEBUGGING is also enabled
1000 The contents of the back buffer are written into /tmp/backbuffer_* after each primitive
1001 array is drawn. */
1002# if 0 /* NOTE: Must be 0 in cvs, as this give a lot of ppm files when compiled in */
1003# define SHOW_FRAME_MAKEUP 1
1004# endif
1005 /* The following, when enabled, lets you see the makeup of the all the textures used during each
1006 of the drawprimitive calls. It can only be enabled when SHOW_FRAME_MAKEUP is also enabled.
1007 The contents of the textures assigned to each stage are written into
1008 /tmp/texture_*_<Stage>.ppm after each primitive array is drawn. */
1009# if 0 /* NOTE: Must be 0 in cvs, as this give a lot of ppm files when compiled in */
1010# define SHOW_TEXTURE_MAKEUP 0
1011# endif
1012extern BOOL isOn;
1013extern BOOL isDumpingFrames;
1014extern LONG primCounter;
1015#endif
1016
1017enum wined3d_ffp_idx
1018{
1019 WINED3D_FFP_POSITION = 0,
1020 WINED3D_FFP_BLENDWEIGHT = 1,
1021 WINED3D_FFP_BLENDINDICES = 2,
1022 WINED3D_FFP_NORMAL = 3,
1023 WINED3D_FFP_PSIZE = 4,
1024 WINED3D_FFP_DIFFUSE = 5,
1025 WINED3D_FFP_SPECULAR = 6,
1026 WINED3D_FFP_TEXCOORD0 = 7,
1027 WINED3D_FFP_TEXCOORD1 = 8,
1028 WINED3D_FFP_TEXCOORD2 = 9,
1029 WINED3D_FFP_TEXCOORD3 = 10,
1030 WINED3D_FFP_TEXCOORD4 = 11,
1031 WINED3D_FFP_TEXCOORD5 = 12,
1032 WINED3D_FFP_TEXCOORD6 = 13,
1033 WINED3D_FFP_TEXCOORD7 = 14,
1034};
1035
1036enum wined3d_ffp_emit_idx
1037{
1038 WINED3D_FFP_EMIT_FLOAT1 = 0,
1039 WINED3D_FFP_EMIT_FLOAT2 = 1,
1040 WINED3D_FFP_EMIT_FLOAT3 = 2,
1041 WINED3D_FFP_EMIT_FLOAT4 = 3,
1042 WINED3D_FFP_EMIT_D3DCOLOR = 4,
1043 WINED3D_FFP_EMIT_UBYTE4 = 5,
1044 WINED3D_FFP_EMIT_SHORT2 = 6,
1045 WINED3D_FFP_EMIT_SHORT4 = 7,
1046 WINED3D_FFP_EMIT_UBYTE4N = 8,
1047 WINED3D_FFP_EMIT_SHORT2N = 9,
1048 WINED3D_FFP_EMIT_SHORT4N = 10,
1049 WINED3D_FFP_EMIT_USHORT2N = 11,
1050 WINED3D_FFP_EMIT_USHORT4N = 12,
1051 WINED3D_FFP_EMIT_UDEC3 = 13,
1052 WINED3D_FFP_EMIT_DEC3N = 14,
1053 WINED3D_FFP_EMIT_FLOAT16_2 = 15,
1054 WINED3D_FFP_EMIT_FLOAT16_4 = 16,
1055 WINED3D_FFP_EMIT_COUNT = 17
1056};
1057
1058struct wined3d_stream_info_element
1059{
1060 const struct GlPixelFormatDesc *format_desc;
1061 GLsizei stride;
1062 const BYTE *data;
1063 UINT stream_idx;
1064 GLuint buffer_object;
1065};
1066
1067struct wined3d_stream_info
1068{
1069 struct wined3d_stream_info_element elements[MAX_ATTRIBS];
1070 BOOL position_transformed;
1071 WORD swizzle_map; /* MAX_ATTRIBS, 16 */
1072 WORD use_map; /* MAX_ATTRIBS, 16 */
1073};
1074
1075/*****************************************************************************
1076 * Prototypes
1077 */
1078
1079/* Routine common to the draw primitive and draw indexed primitive routines */
1080void drawPrimitive(IWineD3DDevice *iface, UINT index_count, UINT numberOfVertices,
1081 UINT start_idx, UINT idxBytes, const void *idxData, UINT minIndex);
1082DWORD get_flexible_vertex_size(DWORD d3dvtVertexType);
1083
1084typedef void (WINE_GLAPI *glAttribFunc)(const void *data);
1085typedef void (WINE_GLAPI *glMultiTexCoordFunc)(GLenum unit, const void *data);
1086extern glAttribFunc position_funcs[WINED3D_FFP_EMIT_COUNT];
1087extern glAttribFunc diffuse_funcs[WINED3D_FFP_EMIT_COUNT];
1088extern glAttribFunc specular_func_3ubv;
1089extern glAttribFunc specular_funcs[WINED3D_FFP_EMIT_COUNT];
1090extern glAttribFunc normal_funcs[WINED3D_FFP_EMIT_COUNT];
1091extern glMultiTexCoordFunc multi_texcoord_funcs[WINED3D_FFP_EMIT_COUNT];
1092
1093#define eps 1e-8
1094
1095#define GET_TEXCOORD_SIZE_FROM_FVF(d3dvtVertexType, tex_num) \
1096 (((((d3dvtVertexType) >> (16 + (2 * (tex_num)))) + 1) & 0x03) + 1)
1097
1098/* Routines and structures related to state management */
1099
1100#define STATE_RENDER(a) (a)
1101#define STATE_IS_RENDER(a) ((a) >= STATE_RENDER(1) && (a) <= STATE_RENDER(WINEHIGHEST_RENDER_STATE))
1102
1103#define STATE_TEXTURESTAGE(stage, num) (STATE_RENDER(WINEHIGHEST_RENDER_STATE) + 1 + (stage) * (WINED3D_HIGHEST_TEXTURE_STATE + 1) + (num))
1104#define STATE_IS_TEXTURESTAGE(a) ((a) >= STATE_TEXTURESTAGE(0, 1) && (a) <= STATE_TEXTURESTAGE(MAX_TEXTURES - 1, WINED3D_HIGHEST_TEXTURE_STATE))
1105
1106/* + 1 because samplers start with 0 */
1107#define STATE_SAMPLER(num) (STATE_TEXTURESTAGE(MAX_TEXTURES - 1, WINED3D_HIGHEST_TEXTURE_STATE) + 1 + (num))
1108#define STATE_IS_SAMPLER(num) ((num) >= STATE_SAMPLER(0) && (num) <= STATE_SAMPLER(MAX_COMBINED_SAMPLERS - 1))
1109
1110#define STATE_PIXELSHADER (STATE_SAMPLER(MAX_COMBINED_SAMPLERS - 1) + 1)
1111#define STATE_IS_PIXELSHADER(a) ((a) == STATE_PIXELSHADER)
1112
1113#define STATE_TRANSFORM(a) (STATE_PIXELSHADER + (a))
1114#define STATE_IS_TRANSFORM(a) ((a) >= STATE_TRANSFORM(1) && (a) <= STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(255)))
1115
1116#define STATE_STREAMSRC (STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(255)) + 1)
1117#define STATE_IS_STREAMSRC(a) ((a) == STATE_STREAMSRC)
1118#define STATE_INDEXBUFFER (STATE_STREAMSRC + 1)
1119#define STATE_IS_INDEXBUFFER(a) ((a) == STATE_INDEXBUFFER)
1120
1121#define STATE_VDECL (STATE_INDEXBUFFER + 1)
1122#define STATE_IS_VDECL(a) ((a) == STATE_VDECL)
1123
1124#define STATE_VSHADER (STATE_VDECL + 1)
1125#define STATE_IS_VSHADER(a) ((a) == STATE_VSHADER)
1126
1127#define STATE_VIEWPORT (STATE_VSHADER + 1)
1128#define STATE_IS_VIEWPORT(a) ((a) == STATE_VIEWPORT)
1129
1130#define STATE_VERTEXSHADERCONSTANT (STATE_VIEWPORT + 1)
1131#define STATE_PIXELSHADERCONSTANT (STATE_VERTEXSHADERCONSTANT + 1)
1132#define STATE_IS_VERTEXSHADERCONSTANT(a) ((a) == STATE_VERTEXSHADERCONSTANT)
1133#define STATE_IS_PIXELSHADERCONSTANT(a) ((a) == STATE_PIXELSHADERCONSTANT)
1134
1135#define STATE_ACTIVELIGHT(a) (STATE_PIXELSHADERCONSTANT + (a) + 1)
1136#define STATE_IS_ACTIVELIGHT(a) ((a) >= STATE_ACTIVELIGHT(0) && (a) < STATE_ACTIVELIGHT(MAX_ACTIVE_LIGHTS))
1137
1138#define STATE_SCISSORRECT (STATE_ACTIVELIGHT(MAX_ACTIVE_LIGHTS - 1) + 1)
1139#define STATE_IS_SCISSORRECT(a) ((a) == STATE_SCISSORRECT)
1140
1141#define STATE_CLIPPLANE(a) (STATE_SCISSORRECT + 1 + (a))
1142#define STATE_IS_CLIPPLANE(a) ((a) >= STATE_CLIPPLANE(0) && (a) <= STATE_CLIPPLANE(MAX_CLIPPLANES - 1))
1143
1144#define STATE_MATERIAL (STATE_CLIPPLANE(MAX_CLIPPLANES))
1145
1146#define STATE_FRONTFACE (STATE_MATERIAL + 1)
1147
1148#define STATE_HIGHEST (STATE_FRONTFACE)
1149
1150enum fogsource {
1151 FOGSOURCE_FFP,
1152 FOGSOURCE_VS,
1153 FOGSOURCE_COORD,
1154};
1155
1156#define WINED3D_MAX_FBO_ENTRIES 64
1157
1158struct wined3d_occlusion_query
1159{
1160 struct list entry;
1161 GLuint id;
1162 struct wined3d_context *context;
1163};
1164
1165struct wined3d_event_query
1166{
1167 struct list entry;
1168 GLuint id;
1169 struct wined3d_context *context;
1170};
1171
1172struct wined3d_context
1173{
1174 const struct wined3d_gl_info *gl_info;
1175 /* State dirtification
1176 * dirtyArray is an array that contains markers for dirty states. numDirtyEntries states are dirty, their numbers are in indices
1177 * 0...numDirtyEntries - 1. isStateDirty is a redundant copy of the dirtyArray. Technically only one of them would be needed,
1178 * 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
1179 * only numDirtyEntries array elements have to be checked, not STATE_HIGHEST states.
1180 */
1181 DWORD dirtyArray[STATE_HIGHEST + 1]; /* Won't get bigger than that, a state is never marked dirty 2 times */
1182 DWORD numDirtyEntries;
1183 DWORD isStateDirty[STATE_HIGHEST/32 + 1]; /* Bitmap to find out quickly if a state is dirty */
1184
1185 IWineD3DSurface *surface;
1186 IWineD3DSurface *current_rt;
1187 DWORD tid; /* Thread ID which owns this context at the moment */
1188
1189 /* Stores some information about the context state for optimization */
1190 WORD render_offscreen : 1;
1191 WORD draw_buffer_dirty : 1;
1192 WORD last_was_rhw : 1; /* true iff last draw_primitive was in xyzrhw mode */
1193 WORD last_was_pshader : 1;
1194 WORD last_was_vshader : 1;
1195 WORD namedArraysLoaded : 1;
1196 WORD numberedArraysLoaded : 1;
1197 WORD last_was_blit : 1;
1198 WORD last_was_ckey : 1;
1199 WORD fog_coord : 1;
1200 WORD isPBuffer : 1;
1201 WORD fog_enabled : 1;
1202 WORD num_untracked_materials : 2; /* Max value 2 */
1203 WORD current : 1;
1204 WORD destroyed : 1;
1205 BYTE texShaderBumpMap; /* MAX_TEXTURES, 8 */
1206 BYTE lastWasPow2Texture; /* MAX_TEXTURES, 8 */
1207 DWORD numbered_array_mask;
1208 GLenum tracking_parm; /* Which source is tracking current colour */
1209 GLenum untracked_materials[2];
1210 UINT blit_w, blit_h;
1211 enum fogsource fog_source;
1212
1213 char *vshader_const_dirty, *pshader_const_dirty;
1214
1215 /* The actual opengl context */
1216 HGLRC glCtx;
1217 HWND win_handle;
1218 HDC hdc;
1219 HPBUFFERARB pbuffer;
1220 GLint aux_buffers;
1221
1222 /* FBOs */
1223 UINT fbo_entry_count;
1224 struct list fbo_list;
1225 struct fbo_entry *current_fbo;
1226 GLuint src_fbo;
1227 GLuint dst_fbo;
1228 GLuint fbo_read_binding;
1229 GLuint fbo_draw_binding;
1230
1231 /* Queries */
1232 GLuint *free_occlusion_queries;
1233 UINT free_occlusion_query_size;
1234 UINT free_occlusion_query_count;
1235 struct list occlusion_queries;
1236
1237 GLuint *free_event_queries;
1238 UINT free_event_query_size;
1239 UINT free_event_query_count;
1240 struct list event_queries;
1241
1242 /* Extension emulation */
1243 GLint gl_fog_source;
1244 GLfloat fog_coord_value;
1245 GLfloat color[4], fogstart, fogend, fogcolor[4];
1246 GLuint dummy_arbfp_prog;
1247};
1248
1249typedef void (*APPLYSTATEFUNC)(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *ctx);
1250
1251struct StateEntry
1252{
1253 DWORD representative;
1254 APPLYSTATEFUNC apply;
1255};
1256
1257struct StateEntryTemplate
1258{
1259 DWORD state;
1260 struct StateEntry content;
1261 GL_SupportedExt extension;
1262};
1263
1264struct fragment_caps
1265{
1266 DWORD PrimitiveMiscCaps;
1267 DWORD TextureOpCaps;
1268 DWORD MaxTextureBlendStages;
1269 DWORD MaxSimultaneousTextures;
1270};
1271
1272struct fragment_pipeline
1273{
1274 void (*enable_extension)(IWineD3DDevice *iface, BOOL enable);
1275 void (*get_caps)(WINED3DDEVTYPE devtype, const struct wined3d_gl_info *gl_info, struct fragment_caps *caps);
1276 HRESULT (*alloc_private)(IWineD3DDevice *iface);
1277 void (*free_private)(IWineD3DDevice *iface);
1278 BOOL (*color_fixup_supported)(struct color_fixup_desc fixup);
1279 const struct StateEntryTemplate *states;
1280 BOOL ffp_proj_control;
1281};
1282
1283extern const struct StateEntryTemplate misc_state_template[];
1284extern const struct StateEntryTemplate ffp_vertexstate_template[];
1285extern const struct fragment_pipeline ffp_fragment_pipeline;
1286extern const struct fragment_pipeline atifs_fragment_pipeline;
1287extern const struct fragment_pipeline arbfp_fragment_pipeline;
1288extern const struct fragment_pipeline nvts_fragment_pipeline;
1289extern const struct fragment_pipeline nvrc_fragment_pipeline;
1290
1291/* "Base" state table */
1292HRESULT compile_state_table(struct StateEntry *StateTable, APPLYSTATEFUNC **dev_multistate_funcs,
1293 const struct wined3d_gl_info *gl_info, const struct StateEntryTemplate *vertex,
1294 const struct fragment_pipeline *fragment, const struct StateEntryTemplate *misc);
1295
1296/* Shaders for color conversions in blits */
1297struct blit_shader
1298{
1299 HRESULT (*alloc_private)(IWineD3DDevice *iface);
1300 void (*free_private)(IWineD3DDevice *iface);
1301 HRESULT (*set_shader)(IWineD3DDevice *iface, const struct GlPixelFormatDesc *format_desc,
1302 GLenum textype, UINT width, UINT height);
1303 void (*unset_shader)(IWineD3DDevice *iface);
1304 BOOL (*color_fixup_supported)(struct color_fixup_desc fixup);
1305};
1306
1307extern const struct blit_shader ffp_blit;
1308extern const struct blit_shader arbfp_blit;
1309
1310typedef enum ContextUsage {
1311 CTXUSAGE_RESOURCELOAD = 1, /* Only loads textures: No State is applied */
1312 CTXUSAGE_DRAWPRIM = 2, /* OpenGL states are set up for blitting DirectDraw surfaces */
1313 CTXUSAGE_BLIT = 3, /* OpenGL states are set up 3D drawing */
1314 CTXUSAGE_CLEAR = 4, /* Drawable and states are set up for clearing */
1315} ContextUsage;
1316
1317struct wined3d_context *ActivateContext(IWineD3DDeviceImpl *This, IWineD3DSurface *target, enum ContextUsage usage);
1318struct wined3d_context *CreateContext(IWineD3DDeviceImpl *This, IWineD3DSurfaceImpl *target, HWND win,
1319 BOOL create_pbuffer, const WINED3DPRESENT_PARAMETERS *pPresentParms);
1320void DestroyContext(IWineD3DDeviceImpl *This, struct wined3d_context *context);
1321void context_alloc_event_query(struct wined3d_context *context, struct wined3d_event_query *query);
1322void context_alloc_occlusion_query(struct wined3d_context *context, struct wined3d_occlusion_query *query);
1323void context_resource_released(IWineD3DDevice *iface, IWineD3DResource *resource, WINED3DRESOURCETYPE type);
1324void context_bind_fbo(struct wined3d_context *context, GLenum target, GLuint *fbo);
1325void context_attach_depth_stencil_fbo(struct wined3d_context *context,
1326 GLenum fbo_target, IWineD3DSurface *depth_stencil, BOOL use_render_buffer);
1327void context_attach_surface_fbo(const struct wined3d_context *context,
1328 GLenum fbo_target, DWORD idx, IWineD3DSurface *surface);
1329void context_free_event_query(struct wined3d_event_query *query);
1330void context_free_occlusion_query(struct wined3d_occlusion_query *query);
1331struct wined3d_context *context_get_current(void);
1332DWORD context_get_tls_idx(void);
1333BOOL context_set_current(struct wined3d_context *ctx);
1334void context_set_tls_idx(DWORD idx);
1335
1336void delete_opengl_contexts(IWineD3DDevice *iface, IWineD3DSwapChain *swapchain);
1337HRESULT create_primary_opengl_context(IWineD3DDevice *iface, IWineD3DSwapChain *swapchain);
1338
1339/* Macros for doing basic GPU detection based on opengl capabilities */
1340#define WINE_D3D6_CAPABLE(gl_info) (gl_info->supported[ARB_MULTITEXTURE])
1341#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])
1342#define WINE_D3D8_CAPABLE(gl_info) WINE_D3D7_CAPABLE(gl_info) && (gl_info->supported[ARB_MULTISAMPLE] && gl_info->supported[ARB_TEXTURE_BORDER_CLAMP])
1343#define WINE_D3D9_CAPABLE(gl_info) WINE_D3D8_CAPABLE(gl_info) && (gl_info->supported[ARB_FRAGMENT_PROGRAM] && gl_info->supported[ARB_VERTEX_SHADER])
1344
1345/* Default callbacks for implicit object destruction */
1346extern ULONG WINAPI D3DCB_DefaultDestroySurface(IWineD3DSurface *pSurface);
1347
1348extern ULONG WINAPI D3DCB_DefaultDestroyVolume(IWineD3DVolume *pSurface);
1349
1350/*****************************************************************************
1351 * Internal representation of a light
1352 */
1353typedef struct PLIGHTINFOEL PLIGHTINFOEL;
1354struct PLIGHTINFOEL {
1355 WINED3DLIGHT OriginalParms; /* Note D3D8LIGHT == D3D9LIGHT */
1356 DWORD OriginalIndex;
1357 LONG glIndex;
1358 BOOL changed;
1359 BOOL enabledChanged;
1360 BOOL enabled;
1361
1362 /* Converted parms to speed up swapping lights */
1363 float lightPosn[4];
1364 float lightDirn[4];
1365 float exponent;
1366 float cutoff;
1367
1368 struct list entry;
1369};
1370
1371/* The default light parameters */
1372extern const WINED3DLIGHT WINED3D_default_light;
1373
1374typedef struct WineD3D_PixelFormat
1375{
1376 int iPixelFormat; /* WGL pixel format */
1377 int iPixelType; /* WGL pixel type e.g. WGL_TYPE_RGBA_ARB, WGL_TYPE_RGBA_FLOAT_ARB or WGL_TYPE_COLORINDEX_ARB */
1378 int redSize, greenSize, blueSize, alphaSize;
1379 int depthSize, stencilSize;
1380 BOOL windowDrawable;
1381 BOOL pbufferDrawable;
1382 BOOL doubleBuffer;
1383 int auxBuffers;
1384 int numSamples;
1385} WineD3D_PixelFormat;
1386
1387/* The adapter structure */
1388struct WineD3DAdapter
1389{
1390 UINT num;
1391 BOOL opengl;
1392 POINT monitorPoint;
1393 struct wined3d_gl_info gl_info;
1394 const char *driver;
1395 const char *description;
1396 WCHAR DeviceName[CCHDEVICENAME]; /* DeviceName for use with e.g. ChangeDisplaySettings */
1397 int nCfgs;
1398 WineD3D_PixelFormat *cfgs;
1399 BOOL brokenStencil; /* Set on cards which only offer mixed depth+stencil */
1400 unsigned int TextureRam; /* Amount of texture memory both video ram + AGP/TurboCache/HyperMemory/.. */
1401 unsigned int UsedTextureRam;
1402};
1403
1404extern BOOL initPixelFormats(struct wined3d_gl_info *gl_info);
1405BOOL initPixelFormatsNoGL(struct wined3d_gl_info *gl_info);
1406extern long WineD3DAdapterChangeGLRam(IWineD3DDeviceImpl *D3DDevice, long glram);
1407extern void add_gl_compat_wrappers(struct wined3d_gl_info *gl_info);
1408
1409/*****************************************************************************
1410 * High order patch management
1411 */
1412struct WineD3DRectPatch
1413{
1414 UINT Handle;
1415 float *mem;
1416 WineDirect3DVertexStridedData strided;
1417 WINED3DRECTPATCH_INFO RectPatchInfo;
1418 float numSegs[4];
1419 char has_normals, has_texcoords;
1420 struct list entry;
1421};
1422
1423HRESULT tesselate_rectpatch(IWineD3DDeviceImpl *This, struct WineD3DRectPatch *patch);
1424
1425enum projection_types
1426{
1427 proj_none = 0,
1428 proj_count3 = 1,
1429 proj_count4 = 2
1430};
1431
1432enum dst_arg
1433{
1434 resultreg = 0,
1435 tempreg = 1
1436};
1437
1438/*****************************************************************************
1439 * Fixed function pipeline replacements
1440 */
1441#define ARG_UNUSED 0xff
1442
1443struct texture_stage_op
1444{
1445 unsigned cop : 8;
1446 unsigned carg1 : 8;
1447 unsigned carg2 : 8;
1448 unsigned carg0 : 8;
1449
1450 unsigned aop : 8;
1451 unsigned aarg1 : 8;
1452 unsigned aarg2 : 8;
1453 unsigned aarg0 : 8;
1454
1455 struct color_fixup_desc color_fixup;
1456 unsigned tex_type : 3;
1457 unsigned dst : 1;
1458 unsigned projected : 2;
1459 unsigned padding : 10;
1460};
1461
1462struct ffp_frag_settings {
1463 struct texture_stage_op op[MAX_TEXTURES];
1464 enum fogmode fog;
1465 /* Use shorts instead of chars to get dword alignment */
1466 unsigned short sRGB_write;
1467 unsigned short emul_clipplanes;
1468};
1469
1470struct ffp_frag_desc
1471{
1472 struct wine_rb_entry entry;
1473 struct ffp_frag_settings settings;
1474};
1475
1476extern const struct wine_rb_functions wined3d_ffp_frag_program_rb_functions;
1477
1478void gen_ffp_frag_op(IWineD3DStateBlockImpl *stateblock, struct ffp_frag_settings *settings, BOOL ignore_textype);
1479const struct ffp_frag_desc *find_ffp_frag_shader(const struct wine_rb_tree *fragment_shaders,
1480 const struct ffp_frag_settings *settings);
1481void add_ffp_frag_shader(struct wine_rb_tree *shaders, struct ffp_frag_desc *desc);
1482
1483/*****************************************************************************
1484 * IWineD3D implementation structure
1485 */
1486typedef struct IWineD3DImpl
1487{
1488 /* IUnknown fields */
1489 const IWineD3DVtbl *lpVtbl;
1490 LONG ref; /* Note: Ref counting not required */
1491
1492 /* WineD3D Information */
1493 IUnknown *parent;
1494 UINT dxVersion;
1495
1496 UINT adapter_count;
1497 struct WineD3DAdapter adapters[1];
1498} IWineD3DImpl;
1499
1500extern const IWineD3DVtbl IWineD3D_Vtbl;
1501
1502BOOL InitAdapters(IWineD3DImpl *This);
1503
1504/* A helper function that dumps a resource list */
1505void dumpResources(struct list *list);
1506
1507/*****************************************************************************
1508 * IWineD3DDevice implementation structure
1509 */
1510#define WINED3D_UNMAPPED_STAGE ~0U
1511
1512/* Multithreaded flag. Removed from the public header to signal that IWineD3D::CreateDevice ignores it */
1513#define WINED3DCREATE_MULTITHREADED 0x00000004
1514
1515struct IWineD3DDeviceImpl
1516{
1517 /* IUnknown fields */
1518 const IWineD3DDeviceVtbl *lpVtbl;
1519 LONG ref; /* Note: Ref counting not required */
1520
1521 /* WineD3D Information */
1522 IUnknown *parent;
1523 IWineD3DDeviceParent *device_parent;
1524 IWineD3D *wineD3D;
1525 struct WineD3DAdapter *adapter;
1526
1527 /* Window styles to restore when switching fullscreen mode */
1528 LONG style;
1529 LONG exStyle;
1530
1531 /* X and GL Information */
1532 GLint maxConcurrentLights;
1533 GLenum offscreenBuffer;
1534
1535 /* Selected capabilities */
1536 int vs_selected_mode;
1537 int ps_selected_mode;
1538 const shader_backend_t *shader_backend;
1539 void *shader_priv;
1540 void *fragment_priv;
1541 void *blit_priv;
1542 struct StateEntry StateTable[STATE_HIGHEST + 1];
1543 /* Array of functions for states which are handled by more than one pipeline part */
1544 APPLYSTATEFUNC *multistate_funcs[STATE_HIGHEST + 1];
1545 const struct fragment_pipeline *frag_pipe;
1546 const struct blit_shader *blitter;
1547
1548 unsigned int max_ffp_textures, max_ffp_texture_stages;
1549 DWORD d3d_vshader_constantF, d3d_pshader_constantF; /* Advertised d3d caps, not GL ones */
1550 DWORD vs_clipping;
1551
1552 WORD view_ident : 1; /* true iff view matrix is identity */
1553 WORD untransformed : 1;
1554 WORD vertexBlendUsed : 1; /* To avoid needless setting of the blend matrices */
1555 WORD isRecordingState : 1;
1556 WORD isInDraw : 1;
1557 WORD bCursorVisible : 1;
1558 WORD haveHardwareCursor : 1;
1559 WORD d3d_initialized : 1;
1560 WORD inScene : 1; /* A flag to check for proper BeginScene / EndScene call pairs */
1561 WORD softwareVertexProcessing : 1; /* process vertex shaders using software or hardware */
1562 WORD useDrawStridedSlow : 1;
1563 WORD instancedDraw : 1;
1564 WORD padding : 4;
1565
1566 BYTE fixed_function_usage_map; /* MAX_TEXTURES, 8 */
1567
1568#define DDRAW_PITCH_ALIGNMENT 8
1569#define D3D8_PITCH_ALIGNMENT 4
1570 unsigned char surface_alignment; /* Line Alignment of surfaces */
1571
1572 /* State block related */
1573 IWineD3DStateBlockImpl *stateBlock;
1574 IWineD3DStateBlockImpl *updateStateBlock;
1575
1576 /* Internal use fields */
1577 WINED3DDEVICE_CREATION_PARAMETERS createParms;
1578 UINT adapterNo;
1579 WINED3DDEVTYPE devType;
1580
1581 IWineD3DSwapChain **swapchains;
1582 UINT NumberOfSwapChains;
1583
1584 struct list resources; /* a linked list to track resources created by the device */
1585 struct list shaders; /* a linked list to track shaders (pixel and vertex) */
1586 unsigned int highest_dirty_ps_const, highest_dirty_vs_const;
1587
1588 /* Render Target Support */
1589 IWineD3DSurface **render_targets;
1590 IWineD3DSurface *auto_depth_stencil_buffer;
1591 IWineD3DSurface *stencilBufferTarget;
1592
1593 /* palettes texture management */
1594 UINT NumberOfPalettes;
1595 PALETTEENTRY **palettes;
1596 UINT currentPalette;
1597 UINT paletteConversionShader;
1598
1599 /* For rendering to a texture using glCopyTexImage */
1600 GLenum *draw_buffers;
1601 GLuint depth_blt_texture;
1602 GLuint depth_blt_rb;
1603 UINT depth_blt_rb_w;
1604 UINT depth_blt_rb_h;
1605
1606 /* Cursor management */
1607 UINT xHotSpot;
1608 UINT yHotSpot;
1609 UINT xScreenSpace;
1610 UINT yScreenSpace;
1611 UINT cursorWidth, cursorHeight;
1612 GLuint cursorTexture;
1613 HCURSOR hardwareCursor;
1614
1615 /* The Wine logo surface */
1616 IWineD3DSurface *logo_surface;
1617
1618 /* Textures for when no other textures are mapped */
1619 UINT dummyTextureName[MAX_TEXTURES];
1620
1621 /* Device state management */
1622 HRESULT state;
1623
1624 /* DirectDraw stuff */
1625 DWORD ddraw_width, ddraw_height;
1626 WINED3DFORMAT ddraw_format;
1627
1628 /* Final position fixup constant */
1629 float posFixup[4];
1630
1631 /* With register combiners we can skip junk texture stages */
1632 DWORD texUnitMap[MAX_COMBINED_SAMPLERS];
1633 DWORD rev_tex_unit_map[MAX_COMBINED_SAMPLERS];
1634
1635 /* Stream source management */
1636 struct wined3d_stream_info strided_streams;
1637 const WineDirect3DVertexStridedData *up_strided;
1638
1639 /* Context management */
1640 struct wined3d_context **contexts;
1641 UINT numContexts;
1642 struct wined3d_context *pbufferContext; /* The context that has a pbuffer as drawable */
1643 DWORD pbufferWidth, pbufferHeight; /* Size of the buffer drawable */
1644
1645 /* High level patch management */
1646#define PATCHMAP_SIZE 43
1647#define PATCHMAP_HASHFUNC(x) ((x) % PATCHMAP_SIZE) /* Primitive and simple function */
1648 struct list patches[PATCHMAP_SIZE];
1649 struct WineD3DRectPatch *currentPatch;
1650};
1651
1652extern const IWineD3DDeviceVtbl IWineD3DDevice_Vtbl;
1653
1654void device_resource_add(IWineD3DDeviceImpl *This, IWineD3DResource *resource);
1655void device_resource_released(IWineD3DDeviceImpl *This, IWineD3DResource *resource);
1656void device_stream_info_from_declaration(IWineD3DDeviceImpl *This,
1657 BOOL use_vshader, struct wined3d_stream_info *stream_info, BOOL *fixup);
1658void device_stream_info_from_strided(IWineD3DDeviceImpl *This,
1659 const struct WineDirect3DVertexStridedData *strided, struct wined3d_stream_info *stream_info);
1660HRESULT IWineD3DDeviceImpl_ClearSurface(IWineD3DDeviceImpl *This, IWineD3DSurfaceImpl *target, DWORD Count,
1661 CONST WINED3DRECT* pRects, DWORD Flags, WINED3DCOLOR Color,
1662 float Z, DWORD Stencil);
1663void IWineD3DDeviceImpl_FindTexUnitMap(IWineD3DDeviceImpl *This);
1664void IWineD3DDeviceImpl_MarkStateDirty(IWineD3DDeviceImpl *This, DWORD state);
1665static inline BOOL isStateDirty(struct wined3d_context *context, DWORD state)
1666{
1667 DWORD idx = state >> 5;
1668 BYTE shift = state & 0x1f;
1669 return context->isStateDirty[idx] & (1 << shift);
1670}
1671
1672/* Support for IWineD3DResource ::Set/Get/FreePrivateData. */
1673typedef struct PrivateData
1674{
1675 struct list entry;
1676
1677 GUID tag;
1678 DWORD flags; /* DDSPD_* */
1679
1680 union
1681 {
1682 LPVOID data;
1683 LPUNKNOWN object;
1684 } ptr;
1685
1686 DWORD size;
1687} PrivateData;
1688
1689/*****************************************************************************
1690 * IWineD3DResource implementation structure
1691 */
1692typedef struct IWineD3DResourceClass
1693{
1694 /* IUnknown fields */
1695 LONG ref; /* Note: Ref counting not required */
1696
1697 /* WineD3DResource Information */
1698 IUnknown *parent;
1699 WINED3DRESOURCETYPE resourceType;
1700 IWineD3DDeviceImpl *wineD3DDevice;
1701 WINED3DPOOL pool;
1702 UINT size;
1703 DWORD usage;
1704 const struct GlPixelFormatDesc *format_desc;
1705 DWORD priority;
1706 BYTE *allocatedMemory; /* Pointer to the real data location */
1707 BYTE *heapMemory; /* Pointer to the HeapAlloced block of memory */
1708 struct list privateData;
1709 struct list resource_list_entry;
1710
1711} IWineD3DResourceClass;
1712
1713typedef struct IWineD3DResourceImpl
1714{
1715 /* IUnknown & WineD3DResource Information */
1716 const IWineD3DResourceVtbl *lpVtbl;
1717 IWineD3DResourceClass resource;
1718} IWineD3DResourceImpl;
1719
1720void resource_cleanup(IWineD3DResource *iface);
1721HRESULT resource_free_private_data(IWineD3DResource *iface, REFGUID guid);
1722HRESULT resource_get_device(IWineD3DResource *iface, IWineD3DDevice **device);
1723HRESULT resource_get_parent(IWineD3DResource *iface, IUnknown **parent);
1724DWORD resource_get_priority(IWineD3DResource *iface);
1725HRESULT resource_get_private_data(IWineD3DResource *iface, REFGUID guid,
1726 void *data, DWORD *data_size);
1727HRESULT resource_init(IWineD3DResource *iface, WINED3DRESOURCETYPE resource_type,
1728 IWineD3DDeviceImpl *device, UINT size, DWORD usage, const struct GlPixelFormatDesc *format_desc,
1729 WINED3DPOOL pool, IUnknown *parent);
1730WINED3DRESOURCETYPE resource_get_type(IWineD3DResource *iface);
1731DWORD resource_set_priority(IWineD3DResource *iface, DWORD new_priority);
1732HRESULT resource_set_private_data(IWineD3DResource *iface, REFGUID guid,
1733 const void *data, DWORD data_size, DWORD flags);
1734
1735/* Tests show that the start address of resources is 32 byte aligned */
1736#define RESOURCE_ALIGNMENT 32
1737
1738/*****************************************************************************
1739 * IWineD3DBaseTexture D3D- > openGL state map lookups
1740 */
1741
1742typedef enum winetexturestates {
1743 WINED3DTEXSTA_ADDRESSU = 0,
1744 WINED3DTEXSTA_ADDRESSV = 1,
1745 WINED3DTEXSTA_ADDRESSW = 2,
1746 WINED3DTEXSTA_BORDERCOLOR = 3,
1747 WINED3DTEXSTA_MAGFILTER = 4,
1748 WINED3DTEXSTA_MINFILTER = 5,
1749 WINED3DTEXSTA_MIPFILTER = 6,
1750 WINED3DTEXSTA_MAXMIPLEVEL = 7,
1751 WINED3DTEXSTA_MAXANISOTROPY = 8,
1752 WINED3DTEXSTA_SRGBTEXTURE = 9,
1753 WINED3DTEXSTA_ELEMENTINDEX = 10,
1754 WINED3DTEXSTA_DMAPOFFSET = 11,
1755 WINED3DTEXSTA_TSSADDRESSW = 12,
1756 MAX_WINETEXTURESTATES = 13,
1757} winetexturestates;
1758
1759enum WINED3DSRGB
1760{
1761 SRGB_ANY = 0, /* Uses the cached value(e.g. external calls) */
1762 SRGB_RGB = 1, /* Loads the rgb texture */
1763 SRGB_SRGB = 2, /* Loads the srgb texture */
1764 SRGB_BOTH = 3, /* Loads both textures */
1765};
1766
1767/*****************************************************************************
1768 * IWineD3DBaseTexture implementation structure (extends IWineD3DResourceImpl)
1769 */
1770typedef struct IWineD3DBaseTextureClass
1771{
1772 DWORD states[MAX_WINETEXTURESTATES];
1773 DWORD srgbstates[MAX_WINETEXTURESTATES];
1774 UINT levels;
1775 BOOL dirty, srgbDirty;
1776 UINT textureName, srgbTextureName;
1777 float pow2Matrix[16];
1778 UINT LOD;
1779 WINED3DTEXTUREFILTERTYPE filterType;
1780 LONG bindCount;
1781 DWORD sampler;
1782 BOOL is_srgb;
1783 BOOL pow2Matrix_identity;
1784 const struct min_lookup *minMipLookup;
1785 const GLenum *magLookup;
1786 void (*internal_preload)(IWineD3DBaseTexture *iface, enum WINED3DSRGB srgb);
1787} IWineD3DBaseTextureClass;
1788
1789void surface_internal_preload(IWineD3DSurface *iface, enum WINED3DSRGB srgb);
1790
1791typedef struct IWineD3DBaseTextureImpl
1792{
1793 /* IUnknown & WineD3DResource Information */
1794 const IWineD3DBaseTextureVtbl *lpVtbl;
1795 IWineD3DResourceClass resource;
1796 IWineD3DBaseTextureClass baseTexture;
1797
1798} IWineD3DBaseTextureImpl;
1799
1800void basetexture_apply_state_changes(IWineD3DBaseTexture *iface,
1801 const DWORD texture_states[WINED3D_HIGHEST_TEXTURE_STATE + 1],
1802 const DWORD sampler_states[WINED3D_HIGHEST_SAMPLER_STATE + 1]);
1803HRESULT basetexture_bind(IWineD3DBaseTexture *iface, BOOL srgb, BOOL *set_surface_desc);
1804void basetexture_cleanup(IWineD3DBaseTexture *iface);
1805void basetexture_generate_mipmaps(IWineD3DBaseTexture *iface);
1806WINED3DTEXTUREFILTERTYPE basetexture_get_autogen_filter_type(IWineD3DBaseTexture *iface);
1807BOOL basetexture_get_dirty(IWineD3DBaseTexture *iface);
1808DWORD basetexture_get_level_count(IWineD3DBaseTexture *iface);
1809DWORD basetexture_get_lod(IWineD3DBaseTexture *iface);
1810HRESULT basetexture_init(IWineD3DBaseTextureImpl *texture, UINT levels, WINED3DRESOURCETYPE resource_type,
1811 IWineD3DDeviceImpl *device, UINT size, DWORD usage, const struct GlPixelFormatDesc *format_desc,
1812 WINED3DPOOL pool, IUnknown *parent);
1813HRESULT basetexture_set_autogen_filter_type(IWineD3DBaseTexture *iface, WINED3DTEXTUREFILTERTYPE filter_type);
1814BOOL basetexture_set_dirty(IWineD3DBaseTexture *iface, BOOL dirty);
1815DWORD basetexture_set_lod(IWineD3DBaseTexture *iface, DWORD new_lod);
1816void basetexture_unload(IWineD3DBaseTexture *iface);
1817
1818/*****************************************************************************
1819 * IWineD3DTexture implementation structure (extends IWineD3DBaseTextureImpl)
1820 */
1821typedef struct IWineD3DTextureImpl
1822{
1823 /* IUnknown & WineD3DResource/WineD3DBaseTexture Information */
1824 const IWineD3DTextureVtbl *lpVtbl;
1825 IWineD3DResourceClass resource;
1826 IWineD3DBaseTextureClass baseTexture;
1827
1828 /* IWineD3DTexture */
1829 IWineD3DSurface *surfaces[MAX_MIP_LEVELS];
1830 UINT target;
1831 BOOL cond_np2;
1832
1833} IWineD3DTextureImpl;
1834
1835extern const IWineD3DTextureVtbl IWineD3DTexture_Vtbl;
1836
1837HRESULT texture_init(IWineD3DTextureImpl *texture, UINT width, UINT height, UINT levels,
1838 IWineD3DDeviceImpl *device, DWORD usage, WINED3DFORMAT format, WINED3DPOOL pool, IUnknown *parent);
1839
1840/*****************************************************************************
1841 * IWineD3DCubeTexture implementation structure (extends IWineD3DBaseTextureImpl)
1842 */
1843typedef struct IWineD3DCubeTextureImpl
1844{
1845 /* IUnknown & WineD3DResource/WineD3DBaseTexture Information */
1846 const IWineD3DCubeTextureVtbl *lpVtbl;
1847 IWineD3DResourceClass resource;
1848 IWineD3DBaseTextureClass baseTexture;
1849
1850 /* IWineD3DCubeTexture */
1851 IWineD3DSurface *surfaces[6][MAX_MIP_LEVELS];
1852} IWineD3DCubeTextureImpl;
1853
1854extern const IWineD3DCubeTextureVtbl IWineD3DCubeTexture_Vtbl;
1855
1856HRESULT cubetexture_init(IWineD3DCubeTextureImpl *texture, UINT edge_length, UINT levels,
1857 IWineD3DDeviceImpl *device, DWORD usage, WINED3DFORMAT format, WINED3DPOOL pool, IUnknown *parent);
1858
1859typedef struct _WINED3DVOLUMET_DESC
1860{
1861 UINT Width;
1862 UINT Height;
1863 UINT Depth;
1864} WINED3DVOLUMET_DESC;
1865
1866/*****************************************************************************
1867 * IWineD3DVolume implementation structure (extends IUnknown)
1868 */
1869typedef struct IWineD3DVolumeImpl
1870{
1871 /* IUnknown & WineD3DResource fields */
1872 const IWineD3DVolumeVtbl *lpVtbl;
1873 IWineD3DResourceClass resource;
1874
1875 /* WineD3DVolume Information */
1876 WINED3DVOLUMET_DESC currentDesc;
1877 IWineD3DBase *container;
1878 BOOL lockable;
1879 BOOL locked;
1880 WINED3DBOX lockedBox;
1881 WINED3DBOX dirtyBox;
1882 BOOL dirty;
1883} IWineD3DVolumeImpl;
1884
1885extern const IWineD3DVolumeVtbl IWineD3DVolume_Vtbl;
1886
1887void volume_add_dirty_box(IWineD3DVolume *iface, const WINED3DBOX *dirty_box);
1888
1889/*****************************************************************************
1890 * IWineD3DVolumeTexture implementation structure (extends IWineD3DBaseTextureImpl)
1891 */
1892typedef struct IWineD3DVolumeTextureImpl
1893{
1894 /* IUnknown & WineD3DResource/WineD3DBaseTexture Information */
1895 const IWineD3DVolumeTextureVtbl *lpVtbl;
1896 IWineD3DResourceClass resource;
1897 IWineD3DBaseTextureClass baseTexture;
1898
1899 /* IWineD3DVolumeTexture */
1900 IWineD3DVolume *volumes[MAX_MIP_LEVELS];
1901} IWineD3DVolumeTextureImpl;
1902
1903extern const IWineD3DVolumeTextureVtbl IWineD3DVolumeTexture_Vtbl;
1904
1905HRESULT volumetexture_init(IWineD3DVolumeTextureImpl *texture, UINT width, UINT height, UINT depth, UINT levels,
1906 IWineD3DDeviceImpl *device, DWORD usage, WINED3DFORMAT format, WINED3DPOOL pool, IUnknown *parent);
1907
1908typedef struct _WINED3DSURFACET_DESC
1909{
1910 WINED3DMULTISAMPLE_TYPE MultiSampleType;
1911 DWORD MultiSampleQuality;
1912 UINT Width;
1913 UINT Height;
1914} WINED3DSURFACET_DESC;
1915
1916/*****************************************************************************
1917 * Structure for DIB Surfaces (GetDC and GDI surfaces)
1918 */
1919typedef struct wineD3DSurface_DIB {
1920 HBITMAP DIBsection;
1921 void* bitmap_data;
1922 UINT bitmap_size;
1923 HGDIOBJ holdbitmap;
1924 BOOL client_memory;
1925} wineD3DSurface_DIB;
1926
1927typedef struct {
1928 struct list entry;
1929 GLuint id;
1930 UINT width;
1931 UINT height;
1932} renderbuffer_entry_t;
1933
1934struct fbo_entry
1935{
1936 struct list entry;
1937 IWineD3DSurface **render_targets;
1938 IWineD3DSurface *depth_stencil;
1939 BOOL attached;
1940 GLuint id;
1941};
1942
1943/*****************************************************************************
1944 * IWineD3DClipp implementation structure
1945 */
1946typedef struct IWineD3DClipperImpl
1947{
1948 const IWineD3DClipperVtbl *lpVtbl;
1949 LONG ref;
1950
1951 IUnknown *Parent;
1952 HWND hWnd;
1953} IWineD3DClipperImpl;
1954
1955
1956/*****************************************************************************
1957 * IWineD3DSurface implementation structure
1958 */
1959struct IWineD3DSurfaceImpl
1960{
1961 /* IUnknown & IWineD3DResource Information */
1962 const IWineD3DSurfaceVtbl *lpVtbl;
1963 IWineD3DResourceClass resource;
1964
1965 /* IWineD3DSurface fields */
1966 IWineD3DBase *container;
1967 WINED3DSURFACET_DESC currentDesc;
1968 IWineD3DPaletteImpl *palette; /* D3D7 style palette handling */
1969 PALETTEENTRY *palette9; /* D3D8/9 style palette handling */
1970
1971 /* TODO: move this off into a management class(maybe!) */
1972 DWORD Flags;
1973
1974 UINT pow2Width;
1975 UINT pow2Height;
1976
1977 /* A method to retrieve the drawable size. Not in the Vtable to make it changeable */
1978 void (*get_drawable_size)(struct wined3d_context *context, UINT *width, UINT *height);
1979
1980 /* Oversized texture */
1981 RECT glRect;
1982
1983 /* PBO */
1984 GLuint pbo;
1985 GLuint texture_name;
1986 GLuint texture_name_srgb;
1987 GLint texture_level;
1988 GLenum texture_target;
1989
1990 RECT lockedRect;
1991 RECT dirtyRect;
1992 int lockCount;
1993#define MAXLOCKCOUNT 50 /* After this amount of locks do not free the sysmem copy */
1994
1995 /* For GetDC */
1996 wineD3DSurface_DIB dib;
1997 HDC hDC;
1998
1999 /* Color keys for DDraw */
2000 WINEDDCOLORKEY DestBltCKey;
2001 WINEDDCOLORKEY DestOverlayCKey;
2002 WINEDDCOLORKEY SrcOverlayCKey;
2003 WINEDDCOLORKEY SrcBltCKey;
2004 DWORD CKeyFlags;
2005
2006 WINEDDCOLORKEY glCKey;
2007
2008 struct list renderbuffers;
2009 renderbuffer_entry_t *current_renderbuffer;
2010
2011 /* DirectDraw clippers */
2012 IWineD3DClipper *clipper;
2013
2014 /* DirectDraw Overlay handling */
2015 RECT overlay_srcrect;
2016 RECT overlay_destrect;
2017 IWineD3DSurfaceImpl *overlay_dest;
2018 struct list overlays;
2019 struct list overlay_entry;
2020};
2021
2022extern const IWineD3DSurfaceVtbl IWineD3DSurface_Vtbl;
2023extern const IWineD3DSurfaceVtbl IWineGDISurface_Vtbl;
2024
2025UINT surface_calculate_size(const struct GlPixelFormatDesc *format_desc, UINT alignment, UINT width, UINT height);
2026void surface_gdi_cleanup(IWineD3DSurfaceImpl *This);
2027HRESULT surface_init(IWineD3DSurfaceImpl *surface, WINED3DSURFTYPE surface_type, UINT alignment,
2028 UINT width, UINT height, UINT level, BOOL lockable, BOOL discard, WINED3DMULTISAMPLE_TYPE multisample_type,
2029 UINT multisample_quality, IWineD3DDeviceImpl *device, DWORD usage, WINED3DFORMAT format,
2030 WINED3DPOOL pool, IUnknown *parent);
2031
2032/* Predeclare the shared Surface functions */
2033HRESULT WINAPI IWineD3DBaseSurfaceImpl_QueryInterface(IWineD3DSurface *iface, REFIID riid, LPVOID *ppobj);
2034ULONG WINAPI IWineD3DBaseSurfaceImpl_AddRef(IWineD3DSurface *iface);
2035HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetParent(IWineD3DSurface *iface, IUnknown **pParent);
2036HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetDevice(IWineD3DSurface *iface, IWineD3DDevice** ppDevice);
2037HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetPrivateData(IWineD3DSurface *iface, REFGUID refguid, CONST void* pData, DWORD SizeOfData, DWORD Flags);
2038HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetPrivateData(IWineD3DSurface *iface, REFGUID refguid, void* pData, DWORD* pSizeOfData);
2039HRESULT WINAPI IWineD3DBaseSurfaceImpl_FreePrivateData(IWineD3DSurface *iface, REFGUID refguid);
2040DWORD WINAPI IWineD3DBaseSurfaceImpl_SetPriority(IWineD3DSurface *iface, DWORD PriorityNew);
2041DWORD WINAPI IWineD3DBaseSurfaceImpl_GetPriority(IWineD3DSurface *iface);
2042WINED3DRESOURCETYPE WINAPI IWineD3DBaseSurfaceImpl_GetType(IWineD3DSurface *iface);
2043HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetContainer(IWineD3DSurface* iface, REFIID riid, void** ppContainer);
2044HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetDesc(IWineD3DSurface *iface, WINED3DSURFACE_DESC *pDesc);
2045HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetBltStatus(IWineD3DSurface *iface, DWORD Flags);
2046HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetFlipStatus(IWineD3DSurface *iface, DWORD Flags);
2047HRESULT WINAPI IWineD3DBaseSurfaceImpl_IsLost(IWineD3DSurface *iface);
2048HRESULT WINAPI IWineD3DBaseSurfaceImpl_Restore(IWineD3DSurface *iface);
2049HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetPalette(IWineD3DSurface *iface, IWineD3DPalette **Pal);
2050HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetPalette(IWineD3DSurface *iface, IWineD3DPalette *Pal);
2051HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetColorKey(IWineD3DSurface *iface, DWORD Flags, const WINEDDCOLORKEY *CKey);
2052HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetContainer(IWineD3DSurface *iface, IWineD3DBase *container);
2053DWORD WINAPI IWineD3DBaseSurfaceImpl_GetPitch(IWineD3DSurface *iface);
2054HRESULT WINAPI IWineD3DBaseSurfaceImpl_RealizePalette(IWineD3DSurface *iface);
2055HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetOverlayPosition(IWineD3DSurface *iface, LONG X, LONG Y);
2056HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetOverlayPosition(IWineD3DSurface *iface, LONG *X, LONG *Y);
2057HRESULT WINAPI IWineD3DBaseSurfaceImpl_UpdateOverlayZOrder(IWineD3DSurface *iface, DWORD Flags, IWineD3DSurface *Ref);
2058HRESULT WINAPI IWineD3DBaseSurfaceImpl_UpdateOverlay(IWineD3DSurface *iface, const RECT *SrcRect,
2059 IWineD3DSurface *DstSurface, const RECT *DstRect, DWORD Flags, const WINEDDOVERLAYFX *FX);
2060HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetClipper(IWineD3DSurface *iface, IWineD3DClipper *clipper);
2061HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetClipper(IWineD3DSurface *iface, IWineD3DClipper **clipper);
2062HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetFormat(IWineD3DSurface *iface, WINED3DFORMAT format);
2063HRESULT IWineD3DBaseSurfaceImpl_CreateDIBSection(IWineD3DSurface *iface);
2064HRESULT WINAPI IWineD3DBaseSurfaceImpl_Blt(IWineD3DSurface *iface, const RECT *DestRect, IWineD3DSurface *SrcSurface,
2065 const RECT *SrcRect, DWORD Flags, const WINEDDBLTFX *DDBltFx, WINED3DTEXTUREFILTERTYPE Filter);
2066HRESULT WINAPI IWineD3DBaseSurfaceImpl_BltFast(IWineD3DSurface *iface, DWORD dstx, DWORD dsty,
2067 IWineD3DSurface *Source, const RECT *rsrc, DWORD trans);
2068HRESULT WINAPI IWineD3DBaseSurfaceImpl_LockRect(IWineD3DSurface *iface, WINED3DLOCKED_RECT* pLockedRect, CONST RECT* pRect, DWORD Flags);
2069void WINAPI IWineD3DBaseSurfaceImpl_BindTexture(IWineD3DSurface *iface, BOOL srgb);
2070const void *WINAPI IWineD3DBaseSurfaceImpl_GetData(IWineD3DSurface *iface);
2071
2072void get_drawable_size_swapchain(struct wined3d_context *context, UINT *width, UINT *height);
2073void get_drawable_size_backbuffer(struct wined3d_context *context, UINT *width, UINT *height);
2074void get_drawable_size_pbuffer(struct wined3d_context *context, UINT *width, UINT *height);
2075void get_drawable_size_fbo(struct wined3d_context *context, UINT *width, UINT *height);
2076
2077void flip_surface(IWineD3DSurfaceImpl *front, IWineD3DSurfaceImpl *back);
2078
2079/* Surface flags: */
2080#define SFLAG_OVERSIZE 0x00000001 /* Surface is bigger than gl size, blts only */
2081#define SFLAG_CONVERTED 0x00000002 /* Converted for color keying or Palettized */
2082#define SFLAG_DIBSECTION 0x00000004 /* Has a DIB section attached for GetDC */
2083#define SFLAG_LOCKABLE 0x00000008 /* Surface can be locked */
2084#define SFLAG_DISCARD 0x00000010 /* ??? */
2085#define SFLAG_LOCKED 0x00000020 /* Surface is locked atm */
2086#define SFLAG_INTEXTURE 0x00000040 /* The GL texture contains the newest surface content */
2087#define SFLAG_INSRGBTEX 0x00000080 /* The GL srgb texture contains the newest surface content */
2088#define SFLAG_INDRAWABLE 0x00000100 /* The gl drawable contains the most up to date data */
2089#define SFLAG_INSYSMEM 0x00000200 /* The system memory copy is most up to date */
2090#define SFLAG_NONPOW2 0x00000400 /* Surface sizes are not a power of 2 */
2091#define SFLAG_DYNLOCK 0x00000800 /* Surface is often locked by the app */
2092#define SFLAG_DCINUSE 0x00001000 /* Set between GetDC and ReleaseDC calls */
2093#define SFLAG_LOST 0x00002000 /* Surface lost flag for DDraw */
2094#define SFLAG_USERPTR 0x00004000 /* The application allocated the memory for this surface */
2095#define SFLAG_GLCKEY 0x00008000 /* The gl texture was created with a color key */
2096#define SFLAG_CLIENT 0x00010000 /* GL_APPLE_client_storage is used on that texture */
2097#define SFLAG_ALLOCATED 0x00020000 /* A gl texture is allocated for this surface */
2098#define SFLAG_SRGBALLOCATED 0x00040000 /* A srgb gl texture is allocated for this surface */
2099#define SFLAG_PBO 0x00080000 /* Has a PBO attached for speeding up data transfers for dynamically locked surfaces */
2100#define SFLAG_NORMCOORD 0x00100000 /* Set if the GL texture coords are normalized(non-texture rectangle) */
2101#define SFLAG_DS_ONSCREEN 0x00200000 /* Is a depth stencil, last modified onscreen */
2102#define SFLAG_DS_OFFSCREEN 0x00400000 /* Is a depth stencil, last modified offscreen */
2103#define SFLAG_INOVERLAYDRAW 0x00800000 /* Overlay drawing is in progress. Recursion prevention */
2104#define SFLAG_SWAPCHAIN 0x01000000 /* The surface is part of a swapchain */
2105
2106/* In some conditions the surface memory must not be freed:
2107 * SFLAG_OVERSIZE: Not all data can be kept in GL
2108 * SFLAG_CONVERTED: Converting the data back would take too long
2109 * SFLAG_DIBSECTION: The dib code manages the memory
2110 * SFLAG_LOCKED: The app requires access to the surface data
2111 * SFLAG_DYNLOCK: Avoid freeing the data for performance
2112 * SFLAG_PBO: PBOs don't use 'normal' memory. It is either allocated by the driver or must be NULL.
2113 * SFLAG_CLIENT: OpenGL uses our memory as backup
2114 */
2115#define SFLAG_DONOTFREE (SFLAG_OVERSIZE | \
2116 SFLAG_CONVERTED | \
2117 SFLAG_DIBSECTION | \
2118 SFLAG_LOCKED | \
2119 SFLAG_DYNLOCK | \
2120 SFLAG_USERPTR | \
2121 SFLAG_PBO | \
2122 SFLAG_CLIENT)
2123
2124#define SFLAG_LOCATIONS (SFLAG_INSYSMEM | \
2125 SFLAG_INTEXTURE | \
2126 SFLAG_INDRAWABLE | \
2127 SFLAG_INSRGBTEX)
2128
2129#define SFLAG_DS_LOCATIONS (SFLAG_DS_ONSCREEN | \
2130 SFLAG_DS_OFFSCREEN)
2131#define SFLAG_DS_DISCARDED SFLAG_DS_LOCATIONS
2132
2133BOOL CalculateTexRect(IWineD3DSurfaceImpl *This, RECT *Rect, float glTexCoord[4]);
2134
2135typedef enum {
2136 NO_CONVERSION,
2137 CONVERT_PALETTED,
2138 CONVERT_PALETTED_CK,
2139 CONVERT_CK_565,
2140 CONVERT_CK_5551,
2141 CONVERT_CK_4444,
2142 CONVERT_CK_4444_ARGB,
2143 CONVERT_CK_1555,
2144 CONVERT_555,
2145 CONVERT_CK_RGB24,
2146 CONVERT_CK_8888,
2147 CONVERT_CK_8888_ARGB,
2148 CONVERT_RGB32_888,
2149 CONVERT_V8U8,
2150 CONVERT_L6V5U5,
2151 CONVERT_X8L8V8U8,
2152 CONVERT_Q8W8V8U8,
2153 CONVERT_V16U16,
2154 CONVERT_A4L4,
2155 CONVERT_G16R16,
2156 CONVERT_R16G16F,
2157 CONVERT_R32G32F,
2158 CONVERT_D15S1,
2159 CONVERT_D24X4S4,
2160 CONVERT_D24FS8,
2161} CONVERT_TYPES;
2162
2163HRESULT 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);
2164
2165BOOL palette9_changed(IWineD3DSurfaceImpl *This);
2166
2167/*****************************************************************************
2168 * IWineD3DVertexDeclaration implementation structure
2169 */
2170#define MAX_ATTRIBS 16
2171
2172struct wined3d_vertex_declaration_element
2173{
2174 const struct GlPixelFormatDesc *format_desc;
2175 BOOL ffp_valid;
2176 WORD input_slot;
2177 WORD offset;
2178 UINT output_slot;
2179 BYTE method;
2180 BYTE usage;
2181 BYTE usage_idx;
2182};
2183
2184typedef struct IWineD3DVertexDeclarationImpl {
2185 /* IUnknown Information */
2186 const IWineD3DVertexDeclarationVtbl *lpVtbl;
2187 LONG ref;
2188
2189 IUnknown *parent;
2190 IWineD3DDeviceImpl *wineD3DDevice;
2191
2192 struct wined3d_vertex_declaration_element *elements;
2193 UINT element_count;
2194
2195 DWORD streams[MAX_STREAMS];
2196 UINT num_streams;
2197 BOOL position_transformed;
2198 BOOL half_float_conv_needed;
2199} IWineD3DVertexDeclarationImpl;
2200
2201extern const IWineD3DVertexDeclarationVtbl IWineD3DVertexDeclaration_Vtbl;
2202
2203HRESULT vertexdeclaration_init(IWineD3DVertexDeclarationImpl *This,
2204 const WINED3DVERTEXELEMENT *elements, UINT element_count);
2205
2206/*****************************************************************************
2207 * IWineD3DStateBlock implementation structure
2208 */
2209
2210/* Internal state Block for Begin/End/Capture/Create/Apply info */
2211/* Note: Very long winded but gl Lists are not flexible enough */
2212/* to resolve everything we need, so doing it manually for now */
2213typedef struct SAVEDSTATES {
2214 DWORD transform[(HIGHEST_TRANSFORMSTATE >> 5) + 1];
2215 WORD streamSource; /* MAX_STREAMS, 16 */
2216 WORD streamFreq; /* MAX_STREAMS, 16 */
2217 DWORD renderState[(WINEHIGHEST_RENDER_STATE >> 5) + 1];
2218 DWORD textureState[MAX_TEXTURES]; /* WINED3D_HIGHEST_TEXTURE_STATE + 1, 18 */
2219 WORD samplerState[MAX_COMBINED_SAMPLERS]; /* WINED3D_HIGHEST_SAMPLER_STATE + 1, 14 */
2220 DWORD textures; /* MAX_COMBINED_SAMPLERS, 20 */
2221 DWORD clipplane; /* WINED3DMAXUSERCLIPPLANES, 32 */
2222 WORD pixelShaderConstantsB; /* MAX_CONST_B, 16 */
2223 WORD pixelShaderConstantsI; /* MAX_CONST_I, 16 */
2224 BOOL *pixelShaderConstantsF;
2225 WORD vertexShaderConstantsB; /* MAX_CONST_B, 16 */
2226 WORD vertexShaderConstantsI; /* MAX_CONST_I, 16 */
2227 BOOL *vertexShaderConstantsF;
2228 WORD primitive_type : 1;
2229 WORD indices : 1;
2230 WORD material : 1;
2231 WORD viewport : 1;
2232 WORD vertexDecl : 1;
2233 WORD pixelShader : 1;
2234 WORD vertexShader : 1;
2235 WORD scissorRect : 1;
2236 WORD padding : 1;
2237} SAVEDSTATES;
2238
2239struct StageState {
2240 DWORD stage;
2241 DWORD state;
2242};
2243
2244struct IWineD3DStateBlockImpl
2245{
2246 /* IUnknown fields */
2247 const IWineD3DStateBlockVtbl *lpVtbl;
2248 LONG ref; /* Note: Ref counting not required */
2249
2250 /* IWineD3DStateBlock information */
2251 IUnknown *parent;
2252 IWineD3DDeviceImpl *wineD3DDevice;
2253 WINED3DSTATEBLOCKTYPE blockType;
2254
2255 /* Array indicating whether things have been set or changed */
2256 SAVEDSTATES changed;
2257
2258 /* Vertex Shader Declaration */
2259 IWineD3DVertexDeclaration *vertexDecl;
2260
2261 IWineD3DVertexShader *vertexShader;
2262
2263 /* Vertex Shader Constants */
2264 BOOL vertexShaderConstantB[MAX_CONST_B];
2265 INT vertexShaderConstantI[MAX_CONST_I * 4];
2266 float *vertexShaderConstantF;
2267
2268 /* primitive type */
2269 GLenum gl_primitive_type;
2270
2271 /* Stream Source */
2272 BOOL streamIsUP;
2273 UINT streamStride[MAX_STREAMS];
2274 UINT streamOffset[MAX_STREAMS + 1 /* tesselated pseudo-stream */ ];
2275 IWineD3DBuffer *streamSource[MAX_STREAMS];
2276 UINT streamFreq[MAX_STREAMS + 1];
2277 UINT streamFlags[MAX_STREAMS + 1]; /*0 | WINED3DSTREAMSOURCE_INSTANCEDATA | WINED3DSTREAMSOURCE_INDEXEDDATA */
2278
2279 /* Indices */
2280 IWineD3DBuffer* pIndexData;
2281 WINED3DFORMAT IndexFmt;
2282 INT baseVertexIndex;
2283 INT loadBaseVertexIndex; /* non-indexed drawing needs 0 here, indexed baseVertexIndex */
2284
2285 /* Transform */
2286 WINED3DMATRIX transforms[HIGHEST_TRANSFORMSTATE + 1];
2287
2288 /* Light hashmap . Collisions are handled using standard wine double linked lists */
2289#define LIGHTMAP_SIZE 43 /* Use of a prime number recommended. Set to 1 for a linked list! */
2290#define LIGHTMAP_HASHFUNC(x) ((x) % LIGHTMAP_SIZE) /* Primitive and simple function */
2291 struct list lightMap[LIGHTMAP_SIZE]; /* Mashmap containing the lights */
2292 PLIGHTINFOEL *activeLights[MAX_ACTIVE_LIGHTS]; /* Map of opengl lights to d3d lights */
2293
2294 /* Clipping */
2295 double clipplane[MAX_CLIPPLANES][4];
2296 WINED3DCLIPSTATUS clip_status;
2297
2298 /* ViewPort */
2299 WINED3DVIEWPORT viewport;
2300
2301 /* Material */
2302 WINED3DMATERIAL material;
2303
2304 /* Pixel Shader */
2305 IWineD3DPixelShader *pixelShader;
2306
2307 /* Pixel Shader Constants */
2308 BOOL pixelShaderConstantB[MAX_CONST_B];
2309 INT pixelShaderConstantI[MAX_CONST_I * 4];
2310 float *pixelShaderConstantF;
2311
2312 /* RenderState */
2313 DWORD renderState[WINEHIGHEST_RENDER_STATE + 1];
2314
2315 /* Texture */
2316 IWineD3DBaseTexture *textures[MAX_COMBINED_SAMPLERS];
2317
2318 /* Texture State Stage */
2319 DWORD textureState[MAX_TEXTURES][WINED3D_HIGHEST_TEXTURE_STATE + 1];
2320 DWORD lowest_disabled_stage;
2321 /* Sampler States */
2322 DWORD samplerState[MAX_COMBINED_SAMPLERS][WINED3D_HIGHEST_SAMPLER_STATE + 1];
2323
2324 /* Scissor test rectangle */
2325 RECT scissorRect;
2326
2327 /* Contained state management */
2328 DWORD contained_render_states[WINEHIGHEST_RENDER_STATE + 1];
2329 unsigned int num_contained_render_states;
2330 DWORD contained_transform_states[HIGHEST_TRANSFORMSTATE + 1];
2331 unsigned int num_contained_transform_states;
2332 DWORD contained_vs_consts_i[MAX_CONST_I];
2333 unsigned int num_contained_vs_consts_i;
2334 DWORD contained_vs_consts_b[MAX_CONST_B];
2335 unsigned int num_contained_vs_consts_b;
2336 DWORD *contained_vs_consts_f;
2337 unsigned int num_contained_vs_consts_f;
2338 DWORD contained_ps_consts_i[MAX_CONST_I];
2339 unsigned int num_contained_ps_consts_i;
2340 DWORD contained_ps_consts_b[MAX_CONST_B];
2341 unsigned int num_contained_ps_consts_b;
2342 DWORD *contained_ps_consts_f;
2343 unsigned int num_contained_ps_consts_f;
2344 struct StageState contained_tss_states[MAX_TEXTURES * (WINED3D_HIGHEST_TEXTURE_STATE + 1)];
2345 unsigned int num_contained_tss_states;
2346 struct StageState contained_sampler_states[MAX_COMBINED_SAMPLERS * WINED3D_HIGHEST_SAMPLER_STATE];
2347 unsigned int num_contained_sampler_states;
2348};
2349
2350extern void stateblock_savedstates_set(
2351 IWineD3DStateBlock* iface,
2352 SAVEDSTATES* states,
2353 BOOL value);
2354
2355extern void stateblock_copy(
2356 IWineD3DStateBlock* destination,
2357 IWineD3DStateBlock* source);
2358
2359extern const IWineD3DStateBlockVtbl IWineD3DStateBlock_Vtbl;
2360
2361/* Direct3D terminology with little modifications. We do not have an issued state
2362 * because only the driver knows about it, but we have a created state because d3d
2363 * allows GetData on a created issue, but opengl doesn't
2364 */
2365enum query_state {
2366 QUERY_CREATED,
2367 QUERY_SIGNALLED,
2368 QUERY_BUILDING
2369};
2370/*****************************************************************************
2371 * IWineD3DQueryImpl implementation structure (extends IUnknown)
2372 */
2373typedef struct IWineD3DQueryImpl
2374{
2375 const IWineD3DQueryVtbl *lpVtbl;
2376 LONG ref; /* Note: Ref counting not required */
2377
2378 IUnknown *parent;
2379 /*TODO: replace with iface usage */
2380#if 0
2381 IWineD3DDevice *wineD3DDevice;
2382#else
2383 IWineD3DDeviceImpl *wineD3DDevice;
2384#endif
2385
2386 /* IWineD3DQuery fields */
2387 enum query_state state;
2388 WINED3DQUERYTYPE type;
2389 /* TODO: Think about using a IUnknown instead of a void* */
2390 void *extendedData;
2391
2392
2393} IWineD3DQueryImpl;
2394
2395extern const IWineD3DQueryVtbl IWineD3DQuery_Vtbl;
2396extern const IWineD3DQueryVtbl IWineD3DEventQuery_Vtbl;
2397extern const IWineD3DQueryVtbl IWineD3DOcclusionQuery_Vtbl;
2398
2399/* IWineD3DBuffer */
2400
2401/* TODO: Add tests and support for FLOAT16_4 POSITIONT, D3DCOLOR position, other
2402 * fixed function semantics as D3DCOLOR or FLOAT16 */
2403enum wined3d_buffer_conversion_type
2404{
2405 CONV_NONE,
2406 CONV_D3DCOLOR,
2407 CONV_POSITIONT,
2408 CONV_FLOAT16_2, /* Also handles FLOAT16_4 */
2409};
2410
2411#define WINED3D_BUFFER_OPTIMIZED 0x01 /* Optimize has been called for the buffer */
2412#define WINED3D_BUFFER_DIRTY 0x02 /* Buffer data has been modified */
2413#define WINED3D_BUFFER_HASDESC 0x04 /* A vertex description has been found */
2414#define WINED3D_BUFFER_CREATEBO 0x08 /* Attempt to create a buffer object next PreLoad */
2415#define WINED3D_BUFFER_DOUBLEBUFFER 0x10 /* Use a vbo and local allocated memory */
2416
2417struct wined3d_buffer
2418{
2419 const struct IWineD3DBufferVtbl *vtbl;
2420 IWineD3DResourceClass resource;
2421
2422 struct wined3d_buffer_desc desc;
2423
2424 GLuint buffer_object;
2425 GLenum buffer_object_usage;
2426 GLenum buffer_type_hint;
2427 UINT buffer_object_size;
2428 LONG bind_count;
2429 DWORD flags;
2430
2431 UINT dirty_start;
2432 UINT dirty_end;
2433 LONG lock_count;
2434
2435 /* conversion stuff */
2436 UINT conversion_count;
2437 UINT draw_count;
2438 UINT stride; /* 0 if no conversion */
2439 UINT conversion_stride; /* 0 if no shifted conversion */
2440 enum wined3d_buffer_conversion_type *conversion_map; /* NULL if no conversion */
2441 /* Extra load offsets, for FLOAT16 conversion */
2442 UINT *conversion_shift; /* NULL if no shifted conversion */
2443};
2444
2445extern const IWineD3DBufferVtbl wined3d_buffer_vtbl;
2446const BYTE *buffer_get_memory(IWineD3DBuffer *iface, UINT offset, GLuint *buffer_object);
2447BYTE *buffer_get_sysmem(struct wined3d_buffer *This);
2448
2449/* IWineD3DRendertargetView */
2450struct wined3d_rendertarget_view
2451{
2452 const struct IWineD3DRendertargetViewVtbl *vtbl;
2453 LONG refcount;
2454
2455 IWineD3DResource *resource;
2456 IUnknown *parent;
2457};
2458
2459extern const IWineD3DRendertargetViewVtbl wined3d_rendertarget_view_vtbl;
2460
2461/*****************************************************************************
2462 * IWineD3DSwapChainImpl implementation structure (extends IUnknown)
2463 */
2464
2465typedef struct IWineD3DSwapChainImpl
2466{
2467 /*IUnknown part*/
2468 const IWineD3DSwapChainVtbl *lpVtbl;
2469 LONG ref; /* Note: Ref counting not required */
2470
2471 IUnknown *parent;
2472 IWineD3DDeviceImpl *wineD3DDevice;
2473
2474 /* IWineD3DSwapChain fields */
2475 IWineD3DSurface **backBuffer;
2476 IWineD3DSurface *frontBuffer;
2477 WINED3DPRESENT_PARAMETERS presentParms;
2478 DWORD orig_width, orig_height;
2479 WINED3DFORMAT orig_fmt;
2480 WINED3DGAMMARAMP orig_gamma;
2481
2482 long prev_time, frames; /* Performance tracking */
2483 unsigned int vSyncCounter;
2484
2485 struct wined3d_context **context;
2486 unsigned int num_contexts;
2487
2488 HWND win_handle;
2489} IWineD3DSwapChainImpl;
2490
2491extern const IWineD3DSwapChainVtbl IWineD3DSwapChain_Vtbl;
2492const IWineD3DSwapChainVtbl IWineGDISwapChain_Vtbl;
2493void x11_copy_to_screen(IWineD3DSwapChainImpl *This, const RECT *rc);
2494
2495HRESULT WINAPI IWineD3DBaseSwapChainImpl_QueryInterface(IWineD3DSwapChain *iface, REFIID riid, LPVOID *ppobj);
2496ULONG WINAPI IWineD3DBaseSwapChainImpl_AddRef(IWineD3DSwapChain *iface);
2497ULONG WINAPI IWineD3DBaseSwapChainImpl_Release(IWineD3DSwapChain *iface);
2498HRESULT WINAPI IWineD3DBaseSwapChainImpl_GetParent(IWineD3DSwapChain *iface, IUnknown ** ppParent);
2499HRESULT WINAPI IWineD3DBaseSwapChainImpl_GetFrontBufferData(IWineD3DSwapChain *iface, IWineD3DSurface *pDestSurface);
2500HRESULT WINAPI IWineD3DBaseSwapChainImpl_GetBackBuffer(IWineD3DSwapChain *iface, UINT iBackBuffer, WINED3DBACKBUFFER_TYPE Type, IWineD3DSurface **ppBackBuffer);
2501HRESULT WINAPI IWineD3DBaseSwapChainImpl_GetRasterStatus(IWineD3DSwapChain *iface, WINED3DRASTER_STATUS *pRasterStatus);
2502HRESULT WINAPI IWineD3DBaseSwapChainImpl_GetDisplayMode(IWineD3DSwapChain *iface, WINED3DDISPLAYMODE*pMode);
2503HRESULT WINAPI IWineD3DBaseSwapChainImpl_GetDevice(IWineD3DSwapChain *iface, IWineD3DDevice**ppDevice);
2504HRESULT WINAPI IWineD3DBaseSwapChainImpl_GetPresentParameters(IWineD3DSwapChain *iface, WINED3DPRESENT_PARAMETERS *pPresentationParameters);
2505HRESULT WINAPI IWineD3DBaseSwapChainImpl_SetGammaRamp(IWineD3DSwapChain *iface, DWORD Flags, CONST WINED3DGAMMARAMP *pRamp);
2506HRESULT WINAPI IWineD3DBaseSwapChainImpl_GetGammaRamp(IWineD3DSwapChain *iface, WINED3DGAMMARAMP *pRamp);
2507
2508struct wined3d_context *IWineD3DSwapChainImpl_CreateContextForThread(IWineD3DSwapChain *iface);
2509
2510/*****************************************************************************
2511 * Utility function prototypes
2512 */
2513
2514/* Trace routines */
2515const char* debug_d3dformat(WINED3DFORMAT fmt);
2516const char* debug_d3ddevicetype(WINED3DDEVTYPE devtype);
2517const char* debug_d3dresourcetype(WINED3DRESOURCETYPE res);
2518const char* debug_d3dusage(DWORD usage);
2519const char* debug_d3dusagequery(DWORD usagequery);
2520const char* debug_d3ddeclmethod(WINED3DDECLMETHOD method);
2521const char* debug_d3ddeclusage(BYTE usage);
2522const char* debug_d3dprimitivetype(WINED3DPRIMITIVETYPE PrimitiveType);
2523const char* debug_d3drenderstate(DWORD state);
2524const char* debug_d3dsamplerstate(DWORD state);
2525const char* debug_d3dtexturefiltertype(WINED3DTEXTUREFILTERTYPE filter_type);
2526const char* debug_d3dtexturestate(DWORD state);
2527const char* debug_d3dtstype(WINED3DTRANSFORMSTATETYPE tstype);
2528const char* debug_d3dpool(WINED3DPOOL pool);
2529const char *debug_fbostatus(GLenum status);
2530const char *debug_glerror(GLenum error);
2531const char *debug_d3dbasis(WINED3DBASISTYPE basis);
2532const char *debug_d3ddegree(WINED3DDEGREETYPE order);
2533const char* debug_d3dtop(WINED3DTEXTUREOP d3dtop);
2534void dump_color_fixup_desc(struct color_fixup_desc fixup);
2535const char *debug_surflocation(DWORD flag);
2536
2537/* Routines for GL <-> D3D values */
2538GLenum StencilOp(DWORD op);
2539GLenum CompareFunc(DWORD func);
2540BOOL is_invalid_op(IWineD3DDeviceImpl *This, int stage, WINED3DTEXTUREOP op, DWORD arg1, DWORD arg2, DWORD arg3);
2541void set_tex_op_nvrc(IWineD3DDevice *iface, BOOL is_alpha, int stage, WINED3DTEXTUREOP op, DWORD arg1, DWORD arg2, DWORD arg3, INT texture_idx, DWORD dst);
2542void set_texture_matrix(const float *smat, DWORD flags, BOOL calculatedCoords, BOOL transformed, DWORD coordtype, BOOL ffp_can_disable_proj);
2543void texture_activate_dimensions(DWORD stage, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context);
2544void sampler_texdim(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context);
2545void tex_alphaop(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context);
2546void apply_pixelshader(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context);
2547void state_fogcolor(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context);
2548void state_fogdensity(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context);
2549void state_fogstartend(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context);
2550void state_fog_fragpart(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context);
2551
2552void surface_add_dirty_rect(IWineD3DSurface *iface, const RECT *dirty_rect);
2553GLenum surface_get_gl_buffer(IWineD3DSurface *iface, IWineD3DSwapChain *swapchain);
2554void surface_load_ds_location(IWineD3DSurface *iface, struct wined3d_context *context, DWORD location);
2555void surface_modify_ds_location(IWineD3DSurface *iface, DWORD location);
2556void surface_set_compatible_renderbuffer(IWineD3DSurface *iface, unsigned int width, unsigned int height);
2557void surface_set_texture_name(IWineD3DSurface *iface, GLuint name, BOOL srgb_name);
2558void surface_set_texture_target(IWineD3DSurface *iface, GLenum target);
2559
2560BOOL getColorBits(const struct GlPixelFormatDesc *format_desc,
2561 short *redSize, short *greenSize, short *blueSize, short *alphaSize, short *totalSize);
2562BOOL getDepthStencilBits(const struct GlPixelFormatDesc *format_desc, short *depthSize, short *stencilSize);
2563
2564/* Math utils */
2565void multiply_matrix(WINED3DMATRIX *dest, const WINED3DMATRIX *src1, const WINED3DMATRIX *src2);
2566UINT wined3d_log2i(UINT32 x);
2567unsigned int count_bits(unsigned int mask);
2568
2569typedef struct local_constant {
2570 struct list entry;
2571 unsigned int idx;
2572 DWORD value[4];
2573} local_constant;
2574
2575typedef struct SHADER_LIMITS {
2576 unsigned int temporary;
2577 unsigned int texcoord;
2578 unsigned int sampler;
2579 unsigned int constant_int;
2580 unsigned int constant_float;
2581 unsigned int constant_bool;
2582 unsigned int address;
2583 unsigned int packed_output;
2584 unsigned int packed_input;
2585 unsigned int attributes;
2586 unsigned int label;
2587} SHADER_LIMITS;
2588
2589/** Keeps track of details for TEX_M#x# shader opcodes which need to
2590 maintain state information between multiple codes */
2591typedef struct SHADER_PARSE_STATE {
2592 unsigned int current_row;
2593 DWORD texcoord_w[2];
2594} SHADER_PARSE_STATE;
2595
2596#ifdef __GNUC__
2597#define PRINTF_ATTR(fmt,args) __attribute__((format (printf,fmt,args)))
2598#else
2599#define PRINTF_ATTR(fmt,args)
2600#endif
2601
2602/* Base Shader utility functions. */
2603int shader_addline(struct wined3d_shader_buffer *buffer, const char *fmt, ...) PRINTF_ATTR(2,3);
2604int shader_vaddline(struct wined3d_shader_buffer *buffer, const char *fmt, va_list args);
2605
2606/* Vertex shader utility functions */
2607extern BOOL vshader_get_input(
2608 IWineD3DVertexShader* iface,
2609 BYTE usage_req, BYTE usage_idx_req,
2610 unsigned int* regnum);
2611
2612extern HRESULT allocate_shader_constants(IWineD3DStateBlockImpl* object);
2613
2614/*****************************************************************************
2615 * IDirect3DBaseShader implementation structure
2616 */
2617typedef struct IWineD3DBaseShaderClass
2618{
2619 LONG ref;
2620 SHADER_LIMITS limits;
2621 SHADER_PARSE_STATE parse_state;
2622 DWORD *function;
2623 UINT functionLength;
2624 UINT cur_loop_depth, cur_loop_regno;
2625 BOOL load_local_constsF;
2626 const struct wined3d_shader_frontend *frontend;
2627 void *frontend_data;
2628
2629 /* Programs this shader is linked with */
2630 struct list linked_programs;
2631
2632 /* Immediate constants (override global ones) */
2633 struct list constantsB;
2634 struct list constantsF;
2635 struct list constantsI;
2636 shader_reg_maps reg_maps;
2637
2638 /* Pointer to the parent device */
2639 IWineD3DDevice *device;
2640 struct list shader_list_entry;
2641
2642} IWineD3DBaseShaderClass;
2643
2644typedef struct IWineD3DBaseShaderImpl {
2645 /* IUnknown */
2646 const IWineD3DBaseShaderVtbl *lpVtbl;
2647
2648 /* IWineD3DBaseShader */
2649 IWineD3DBaseShaderClass baseShader;
2650} IWineD3DBaseShaderImpl;
2651
2652void shader_buffer_clear(struct wined3d_shader_buffer *buffer);
2653BOOL shader_buffer_init(struct wined3d_shader_buffer *buffer);
2654void shader_buffer_free(struct wined3d_shader_buffer *buffer);
2655void shader_cleanup(IWineD3DBaseShader *iface);
2656void shader_dump_src_param(const struct wined3d_shader_src_param *param,
2657 const struct wined3d_shader_version *shader_version);
2658void shader_dump_dst_param(const struct wined3d_shader_dst_param *param,
2659 const struct wined3d_shader_version *shader_version);
2660void shader_generate_main(IWineD3DBaseShader *iface, struct wined3d_shader_buffer *buffer,
2661 const shader_reg_maps *reg_maps, const DWORD *pFunction, void *backend_ctx);
2662HRESULT shader_get_registers_used(IWineD3DBaseShader *iface, const struct wined3d_shader_frontend *fe,
2663 struct shader_reg_maps *reg_maps, struct wined3d_shader_attribute *attributes,
2664 struct wined3d_shader_signature_element *input_signature,
2665 struct wined3d_shader_signature_element *output_signature, const DWORD *byte_code, DWORD constf_size);
2666void shader_init(struct IWineD3DBaseShaderClass *shader, IWineD3DDevice *device);
2667BOOL shader_match_semantic(const char *semantic_name, WINED3DDECLUSAGE usage);
2668const struct wined3d_shader_frontend *shader_select_frontend(DWORD version_token);
2669void shader_trace_init(const struct wined3d_shader_frontend *fe, void *fe_data, const DWORD *pFunction);
2670
2671static inline BOOL shader_is_pshader_version(enum wined3d_shader_type type)
2672{
2673 return type == WINED3D_SHADER_TYPE_PIXEL;
2674}
2675
2676static inline BOOL shader_is_vshader_version(enum wined3d_shader_type type)
2677{
2678 return type == WINED3D_SHADER_TYPE_VERTEX;
2679}
2680
2681static inline BOOL shader_is_scalar(const struct wined3d_shader_register *reg)
2682{
2683 switch (reg->type)
2684 {
2685 case WINED3DSPR_RASTOUT:
2686 /* oFog & oPts */
2687 if (reg->idx != 0) return TRUE;
2688 /* oPos */
2689 return FALSE;
2690
2691 case WINED3DSPR_DEPTHOUT: /* oDepth */
2692 case WINED3DSPR_CONSTBOOL: /* b# */
2693 case WINED3DSPR_LOOP: /* aL */
2694 case WINED3DSPR_PREDICATE: /* p0 */
2695 return TRUE;
2696
2697 case WINED3DSPR_MISCTYPE:
2698 switch(reg->idx)
2699 {
2700 case 0: /* vPos */
2701 return FALSE;
2702 case 1: /* vFace */
2703 return TRUE;
2704 default:
2705 return FALSE;
2706 }
2707
2708 case WINED3DSPR_IMMCONST:
2709 switch(reg->immconst_type)
2710 {
2711 case WINED3D_IMMCONST_FLOAT:
2712 return TRUE;
2713 default:
2714 return FALSE;
2715 }
2716
2717 default:
2718 return FALSE;
2719 }
2720}
2721
2722static inline BOOL shader_constant_is_local(IWineD3DBaseShaderImpl* This, DWORD reg) {
2723 local_constant* lconst;
2724
2725 if(This->baseShader.load_local_constsF) return FALSE;
2726 LIST_FOR_EACH_ENTRY(lconst, &This->baseShader.constantsF, local_constant, entry) {
2727 if(lconst->idx == reg) return TRUE;
2728 }
2729 return FALSE;
2730
2731}
2732
2733/*****************************************************************************
2734 * IDirect3DVertexShader implementation structures
2735 */
2736typedef struct IWineD3DVertexShaderImpl {
2737 /* IUnknown parts*/
2738 const IWineD3DVertexShaderVtbl *lpVtbl;
2739
2740 /* IWineD3DBaseShader */
2741 IWineD3DBaseShaderClass baseShader;
2742
2743 /* IWineD3DVertexShaderImpl */
2744 IUnknown *parent;
2745
2746 DWORD usage;
2747
2748 /* The GL shader */
2749 void *backend_priv;
2750
2751 /* Vertex shader input and output semantics */
2752 struct wined3d_shader_attribute attributes[MAX_ATTRIBS];
2753 struct wined3d_shader_signature_element output_signature[MAX_REG_OUTPUT];
2754
2755 UINT min_rel_offset, max_rel_offset;
2756 UINT rel_offset;
2757
2758 UINT recompile_count;
2759} IWineD3DVertexShaderImpl;
2760extern const IWineD3DVertexShaderVtbl IWineD3DVertexShader_Vtbl;
2761
2762void find_vs_compile_args(IWineD3DVertexShaderImpl *shader, IWineD3DStateBlockImpl *stateblock, struct vs_compile_args *args);
2763
2764/*****************************************************************************
2765 * IDirect3DPixelShader implementation structure
2766 */
2767
2768/* Using additional shader constants (uniforms in GLSL / program environment
2769 * or local parameters in ARB) is costly:
2770 * ARB only knows float4 parameters and GLSL compiler are not really smart
2771 * when it comes to efficiently pack float2 uniforms, so no space is wasted
2772 * (in fact most compilers map a float2 to a full float4 uniform).
2773 *
2774 * For NP2 texcoord fixup we only need 2 floats (width and height) for each
2775 * 2D texture used in the shader. We therefore pack fixup info for 2 textures
2776 * into a single shader constant (uniform / program parameter).
2777 *
2778 * This structure is shared between the GLSL and the ARB backend.*/
2779struct ps_np2fixup_info {
2780 unsigned char idx[MAX_FRAGMENT_SAMPLERS]; /* indices to the real constant */
2781 WORD active; /* bitfield indicating if we can apply the fixup */
2782 WORD num_consts;
2783};
2784
2785typedef struct IWineD3DPixelShaderImpl {
2786 /* IUnknown parts */
2787 const IWineD3DPixelShaderVtbl *lpVtbl;
2788
2789 /* IWineD3DBaseShader */
2790 IWineD3DBaseShaderClass baseShader;
2791
2792 /* IWineD3DPixelShaderImpl */
2793 IUnknown *parent;
2794
2795 /* Pixel shader input semantics */
2796 struct wined3d_shader_signature_element input_signature[MAX_REG_INPUT];
2797 DWORD input_reg_map[MAX_REG_INPUT];
2798 BOOL input_reg_used[MAX_REG_INPUT];
2799 unsigned int declared_in_count;
2800
2801 /* The GL shader */
2802 void *backend_priv;
2803
2804 /* Some information about the shader behavior */
2805 char vpos_uniform;
2806
2807 BOOL color0_mov;
2808 DWORD color0_reg;
2809
2810} IWineD3DPixelShaderImpl;
2811
2812extern const IWineD3DPixelShaderVtbl IWineD3DPixelShader_Vtbl;
2813void pixelshader_update_samplers(struct shader_reg_maps *reg_maps, IWineD3DBaseTexture * const *textures);
2814void find_ps_compile_args(IWineD3DPixelShaderImpl *shader, IWineD3DStateBlockImpl *stateblock, struct ps_compile_args *args);
2815
2816/* sRGB correction constants */
2817static const float srgb_cmp = 0.0031308f;
2818static const float srgb_mul_low = 12.92f;
2819static const float srgb_pow = 0.41666f;
2820static const float srgb_mul_high = 1.055f;
2821static const float srgb_sub_high = 0.055f;
2822
2823/*****************************************************************************
2824 * IWineD3DPalette implementation structure
2825 */
2826struct IWineD3DPaletteImpl {
2827 /* IUnknown parts */
2828 const IWineD3DPaletteVtbl *lpVtbl;
2829 LONG ref;
2830
2831 IUnknown *parent;
2832 IWineD3DDeviceImpl *wineD3DDevice;
2833
2834 /* IWineD3DPalette */
2835 HPALETTE hpal;
2836 WORD palVersion; /*| */
2837 WORD palNumEntries; /*| LOGPALETTE */
2838 PALETTEENTRY palents[256]; /*| */
2839 /* This is to store the palette in 'screen format' */
2840 int screen_palents[256];
2841 DWORD Flags;
2842};
2843
2844extern const IWineD3DPaletteVtbl IWineD3DPalette_Vtbl;
2845DWORD IWineD3DPaletteImpl_Size(DWORD dwFlags);
2846
2847/* DirectDraw utility functions */
2848extern WINED3DFORMAT pixelformat_for_depth(DWORD depth);
2849
2850/*****************************************************************************
2851 * Pixel format management
2852 */
2853
2854/* WineD3D pixel format flags */
2855#define WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING 0x1
2856#define WINED3DFMT_FLAG_FILTERING 0x2
2857#define WINED3DFMT_FLAG_DEPTH 0x4
2858#define WINED3DFMT_FLAG_STENCIL 0x8
2859#define WINED3DFMT_FLAG_RENDERTARGET 0x10
2860#define WINED3DFMT_FLAG_FOURCC 0x20
2861#define WINED3DFMT_FLAG_FBO_ATTACHABLE 0x40
2862#define WINED3DFMT_FLAG_COMPRESSED 0x80
2863
2864struct GlPixelFormatDesc
2865{
2866 WINED3DFORMAT format;
2867 DWORD red_mask;
2868 DWORD green_mask;
2869 DWORD blue_mask;
2870 DWORD alpha_mask;
2871 UINT byte_count;
2872 WORD depth_size;
2873 WORD stencil_size;
2874
2875 UINT block_width;
2876 UINT block_height;
2877 UINT block_byte_count;
2878
2879 enum wined3d_ffp_emit_idx emit_idx;
2880 GLint component_count;
2881 GLenum gl_vtx_type;
2882 GLint gl_vtx_format;
2883 GLboolean gl_normalized;
2884 unsigned int component_size;
2885
2886 GLint glInternal;
2887 GLint glGammaInternal;
2888 GLint rtInternal;
2889 GLint glFormat;
2890 GLint glType;
2891 unsigned int Flags;
2892 float heightscale;
2893 struct color_fixup_desc color_fixup;
2894};
2895
2896const struct GlPixelFormatDesc *getFormatDescEntry(WINED3DFORMAT fmt, const struct wined3d_gl_info *gl_info);
2897
2898static inline BOOL use_vs(IWineD3DStateBlockImpl *stateblock)
2899{
2900 return (stateblock->vertexShader
2901 && !stateblock->wineD3DDevice->strided_streams.position_transformed
2902 && stateblock->wineD3DDevice->vs_selected_mode != SHADER_NONE);
2903}
2904
2905static inline BOOL use_ps(IWineD3DStateBlockImpl *stateblock)
2906{
2907 return (stateblock->pixelShader
2908 && stateblock->wineD3DDevice->ps_selected_mode != SHADER_NONE);
2909}
2910
2911void stretch_rect_fbo(IWineD3DDevice *iface, IWineD3DSurface *src_surface, WINED3DRECT *src_rect,
2912 IWineD3DSurface *dst_surface, WINED3DRECT *dst_rect, const WINED3DTEXTUREFILTERTYPE filter, BOOL flip);
2913
2914/* The WNDCLASS-Name for the fake window which we use to retrieve the GL capabilities */
2915#define WINED3D_OPENGL_WINDOW_CLASS_NAME "WineD3D_OpenGL"
2916
2917#endif
Note: See TracBrowser for help on using the repository browser.

© 2024 Oracle Support Privacy / Do Not Sell My Info Terms of Use Trademark Policy Automated Access Etiquette