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source: vbox/trunk/src/VBox/Additions/WINNT/Graphics/Wine/wined3d/wined3d_private.h@ 31828

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wine: basics for shared resource handling

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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#include <limits.h>
39#define NONAMELESSUNION
40#define NONAMELESSSTRUCT
41#define COBJMACROS
42#include "windef.h"
43#include "winbase.h"
44#include "winreg.h"
45#include "wingdi.h"
46#include "winuser.h"
47#include "wine/debug.h"
48#include "wine/unicode.h"
49
50#include "objbase.h"
51#include "wine/wined3d.h"
52#include "wined3d_gl.h"
53#include "wine/list.h"
54#include "wine/rbtree.h"
55
56#ifdef VBOXWDDM
57# include "vboxsharedrc.h"
58#endif
59
60/* Driver quirks */
61#define WINED3D_QUIRK_ARB_VS_OFFSET_LIMIT 0x00000001
62#define WINED3D_QUIRK_SET_TEXCOORD_W 0x00000002
63#define WINED3D_QUIRK_GLSL_CLIP_VARYING 0x00000004
64#define WINED3D_QUIRK_ALLOWS_SPECULAR_ALPHA 0x00000008
65#define WINED3D_QUIRK_NV_CLIP_BROKEN 0x00000010
66#define WINED3D_QUIRK_FBO_TEX_UPDATE 0x00000020
67
68/* Texture format fixups */
69
70enum fixup_channel_source
71{
72 CHANNEL_SOURCE_ZERO = 0,
73 CHANNEL_SOURCE_ONE = 1,
74 CHANNEL_SOURCE_X = 2,
75 CHANNEL_SOURCE_Y = 3,
76 CHANNEL_SOURCE_Z = 4,
77 CHANNEL_SOURCE_W = 5,
78 CHANNEL_SOURCE_COMPLEX0 = 6,
79 CHANNEL_SOURCE_COMPLEX1 = 7,
80};
81
82enum complex_fixup
83{
84 COMPLEX_FIXUP_NONE = 0,
85 COMPLEX_FIXUP_YUY2 = 1,
86 COMPLEX_FIXUP_UYVY = 2,
87 COMPLEX_FIXUP_YV12 = 3,
88 COMPLEX_FIXUP_P8 = 4,
89};
90
91#include <pshpack2.h>
92struct color_fixup_desc
93{
94 unsigned x_sign_fixup : 1;
95 unsigned x_source : 3;
96 unsigned y_sign_fixup : 1;
97 unsigned y_source : 3;
98 unsigned z_sign_fixup : 1;
99 unsigned z_source : 3;
100 unsigned w_sign_fixup : 1;
101 unsigned w_source : 3;
102};
103#include <poppack.h>
104
105static const struct color_fixup_desc COLOR_FIXUP_IDENTITY =
106 {0, CHANNEL_SOURCE_X, 0, CHANNEL_SOURCE_Y, 0, CHANNEL_SOURCE_Z, 0, CHANNEL_SOURCE_W};
107
108static inline struct color_fixup_desc create_color_fixup_desc(
109 int sign0, enum fixup_channel_source src0, int sign1, enum fixup_channel_source src1,
110 int sign2, enum fixup_channel_source src2, int sign3, enum fixup_channel_source src3)
111{
112 struct color_fixup_desc fixup =
113 {
114 sign0, src0,
115 sign1, src1,
116 sign2, src2,
117 sign3, src3,
118 };
119 return fixup;
120}
121
122static inline struct color_fixup_desc create_complex_fixup_desc(enum complex_fixup complex_fixup)
123{
124 struct color_fixup_desc fixup =
125 {
126 0, complex_fixup & (1 << 0) ? CHANNEL_SOURCE_COMPLEX1 : CHANNEL_SOURCE_COMPLEX0,
127 0, complex_fixup & (1 << 1) ? CHANNEL_SOURCE_COMPLEX1 : CHANNEL_SOURCE_COMPLEX0,
128 0, complex_fixup & (1 << 2) ? CHANNEL_SOURCE_COMPLEX1 : CHANNEL_SOURCE_COMPLEX0,
129 0, complex_fixup & (1 << 3) ? CHANNEL_SOURCE_COMPLEX1 : CHANNEL_SOURCE_COMPLEX0,
130 };
131 return fixup;
132}
133
134static inline BOOL is_identity_fixup(struct color_fixup_desc fixup)
135{
136 return !memcmp(&fixup, &COLOR_FIXUP_IDENTITY, sizeof(fixup));
137}
138
139static inline BOOL is_complex_fixup(struct color_fixup_desc fixup)
140{
141 return fixup.x_source == CHANNEL_SOURCE_COMPLEX0 || fixup.x_source == CHANNEL_SOURCE_COMPLEX1;
142}
143
144static inline enum complex_fixup get_complex_fixup(struct color_fixup_desc fixup)
145{
146 enum complex_fixup complex_fixup = 0;
147 if (fixup.x_source == CHANNEL_SOURCE_COMPLEX1) complex_fixup |= (1 << 0);
148 if (fixup.y_source == CHANNEL_SOURCE_COMPLEX1) complex_fixup |= (1 << 1);
149 if (fixup.z_source == CHANNEL_SOURCE_COMPLEX1) complex_fixup |= (1 << 2);
150 if (fixup.w_source == CHANNEL_SOURCE_COMPLEX1) complex_fixup |= (1 << 3);
151 return complex_fixup;
152}
153
154void *wined3d_rb_alloc(size_t size) DECLSPEC_HIDDEN;
155void *wined3d_rb_realloc(void *ptr, size_t size) DECLSPEC_HIDDEN;
156void wined3d_rb_free(void *ptr) DECLSPEC_HIDDEN;
157
158/* Device caps */
159#define MAX_PALETTES 65536
160#define MAX_STREAMS 16
161#define MAX_TEXTURES 8
162#define MAX_FRAGMENT_SAMPLERS 16
163#define MAX_VERTEX_SAMPLERS 4
164#define MAX_COMBINED_SAMPLERS (MAX_FRAGMENT_SAMPLERS + MAX_VERTEX_SAMPLERS)
165#define MAX_ACTIVE_LIGHTS 8
166#define MAX_CLIPPLANES WINED3DMAXUSERCLIPPLANES
167
168struct min_lookup
169{
170 GLenum mip[WINED3DTEXF_LINEAR + 1];
171};
172
173const struct min_lookup minMipLookup[WINED3DTEXF_LINEAR + 1] DECLSPEC_HIDDEN;
174const struct min_lookup minMipLookup_noFilter[WINED3DTEXF_LINEAR + 1] DECLSPEC_HIDDEN;
175const struct min_lookup minMipLookup_noMip[WINED3DTEXF_LINEAR + 1] DECLSPEC_HIDDEN;
176const GLenum magLookup[WINED3DTEXF_LINEAR + 1] DECLSPEC_HIDDEN;
177const GLenum magLookup_noFilter[WINED3DTEXF_LINEAR + 1] DECLSPEC_HIDDEN;
178
179static inline GLenum wined3d_gl_mag_filter(const GLenum mag_lookup[], WINED3DTEXTUREFILTERTYPE mag_filter)
180{
181 return mag_lookup[mag_filter];
182}
183
184static inline GLenum wined3d_gl_min_mip_filter(const struct min_lookup min_mip_lookup[],
185 WINED3DTEXTUREFILTERTYPE min_filter, WINED3DTEXTUREFILTERTYPE mip_filter)
186{
187 return min_mip_lookup[min_filter].mip[mip_filter];
188}
189
190/* float_16_to_32() and float_32_to_16() (see implementation in
191 * surface_base.c) convert 16 bit floats in the FLOAT16 data type
192 * to standard C floats and vice versa. They do not depend on the encoding
193 * of the C float, so they are platform independent, but slow. On x86 and
194 * other IEEE 754 compliant platforms the conversion can be accelerated by
195 * bit shifting the exponent and mantissa. There are also some SSE-based
196 * assembly routines out there.
197 *
198 * See GL_NV_half_float for a reference of the FLOAT16 / GL_HALF format
199 */
200static inline float float_16_to_32(const unsigned short *in) {
201 unsigned long fNaN = 0x7fc00000;
202 unsigned long fNegInf = 0xff800000;
203 unsigned long fInf = 0x7f800000;
204
205 const unsigned short s = ((*in) & 0x8000);
206 const unsigned short e = ((*in) & 0x7C00) >> 10;
207 const unsigned short m = (*in) & 0x3FF;
208 const float sgn = (s ? -1.0f : 1.0f);
209
210 if(e == 0) {
211 if(m == 0) return sgn * 0.0f; /* +0.0 or -0.0 */
212 else return sgn * pow(2, -14.0f) * ((float)m / 1024.0f);
213 } else if(e < 31) {
214 return sgn * pow(2, (float)e - 15.0f) * (1.0f + ((float)m / 1024.0f));
215 } else {
216 if(m == 0) return sgn>0? *(float*)(&fInf) : *(float*)(&fNegInf); //sgn / 0.0f; /* +INF / -INF */
217 else return *(float*)(&fNaN); //0.0f / 0.0f; /* NAN */
218 }
219}
220
221static inline float float_24_to_32(DWORD in)
222{
223 const float sgn = in & 0x800000 ? -1.0f : 1.0f;
224 const unsigned short e = (in & 0x780000) >> 19;
225 const unsigned short m = in & 0x7ffff;
226 unsigned long fNaN = 0x7fc00000;
227 unsigned long fNegInf = 0xff800000;
228 unsigned long fInf = 0x7f800000;
229
230 if (e == 0)
231 {
232 if (m == 0) return sgn * 0.0f; /* +0.0 or -0.0 */
233 else return sgn * pow(2, -6.0f) * ((float)m / 524288.0f);
234 }
235 else if (e < 15)
236 {
237 return sgn * pow(2, (float)e - 7.0f) * (1.0f + ((float)m / 524288.0f));
238 }
239 else
240 {
241 if (m == 0) return sgn>0? *(float*)(&fInf) : *(float*)(&fNegInf); //sgn / 0.0f; /* +INF / -INF */
242 else return *(float*)(&fNaN); //0.0f / 0.0f; /* NAN */
243 }
244}
245
246/**
247 * Settings
248 */
249#define VS_NONE 0
250#define VS_HW 1
251
252#define PS_NONE 0
253#define PS_HW 1
254
255#define VBO_NONE 0
256#define VBO_HW 1
257
258#define ORM_BACKBUFFER 0
259#define ORM_FBO 1
260
261#define SHADER_ARB 1
262#define SHADER_GLSL 2
263#define SHADER_ATI 3
264#define SHADER_NONE 4
265
266#define RTL_DISABLE -1
267#define RTL_READDRAW 1
268#define RTL_READTEX 2
269
270#define PCI_VENDOR_NONE 0xffff /* e.g. 0x8086 for Intel and 0x10de for Nvidia */
271#define PCI_DEVICE_NONE 0xffff /* e.g. 0x14f for a Geforce6200 */
272
273/* NOTE: When adding fields to this structure, make sure to update the default
274 * values in wined3d_main.c as well. */
275typedef struct wined3d_settings_s {
276/* vertex and pixel shader modes */
277 int vs_mode;
278 int ps_mode;
279/* Ideally, we don't want the user to have to request GLSL. If the hardware supports GLSL,
280 we should use it. However, until it's fully implemented, we'll leave it as a registry
281 setting for developers. */
282 BOOL glslRequested;
283 int offscreen_rendering_mode;
284 int rendertargetlock_mode;
285 unsigned short pci_vendor_id;
286 unsigned short pci_device_id;
287/* Memory tracking and object counting */
288 unsigned int emulated_textureram;
289 char *logo;
290 int allow_multisampling;
291 BOOL strict_draw_ordering;
292} wined3d_settings_t;
293
294extern wined3d_settings_t wined3d_settings DECLSPEC_HIDDEN;
295
296typedef enum _WINED3DSAMPLER_TEXTURE_TYPE
297{
298 WINED3DSTT_UNKNOWN = 0,
299 WINED3DSTT_1D = 1,
300 WINED3DSTT_2D = 2,
301 WINED3DSTT_CUBE = 3,
302 WINED3DSTT_VOLUME = 4,
303} WINED3DSAMPLER_TEXTURE_TYPE;
304
305typedef enum _WINED3DSHADER_PARAM_REGISTER_TYPE
306{
307 WINED3DSPR_TEMP = 0,
308 WINED3DSPR_INPUT = 1,
309 WINED3DSPR_CONST = 2,
310 WINED3DSPR_ADDR = 3,
311 WINED3DSPR_TEXTURE = 3,
312 WINED3DSPR_RASTOUT = 4,
313 WINED3DSPR_ATTROUT = 5,
314 WINED3DSPR_TEXCRDOUT = 6,
315 WINED3DSPR_OUTPUT = 6,
316 WINED3DSPR_CONSTINT = 7,
317 WINED3DSPR_COLOROUT = 8,
318 WINED3DSPR_DEPTHOUT = 9,
319 WINED3DSPR_SAMPLER = 10,
320 WINED3DSPR_CONST2 = 11,
321 WINED3DSPR_CONST3 = 12,
322 WINED3DSPR_CONST4 = 13,
323 WINED3DSPR_CONSTBOOL = 14,
324 WINED3DSPR_LOOP = 15,
325 WINED3DSPR_TEMPFLOAT16 = 16,
326 WINED3DSPR_MISCTYPE = 17,
327 WINED3DSPR_LABEL = 18,
328 WINED3DSPR_PREDICATE = 19,
329 WINED3DSPR_IMMCONST,
330 WINED3DSPR_CONSTBUFFER,
331} WINED3DSHADER_PARAM_REGISTER_TYPE;
332
333enum wined3d_immconst_type
334{
335 WINED3D_IMMCONST_FLOAT,
336 WINED3D_IMMCONST_FLOAT4,
337};
338
339#define WINED3DSP_NOSWIZZLE (0 | (1 << 2) | (2 << 4) | (3 << 6))
340
341typedef enum _WINED3DSHADER_PARAM_SRCMOD_TYPE
342{
343 WINED3DSPSM_NONE = 0,
344 WINED3DSPSM_NEG = 1,
345 WINED3DSPSM_BIAS = 2,
346 WINED3DSPSM_BIASNEG = 3,
347 WINED3DSPSM_SIGN = 4,
348 WINED3DSPSM_SIGNNEG = 5,
349 WINED3DSPSM_COMP = 6,
350 WINED3DSPSM_X2 = 7,
351 WINED3DSPSM_X2NEG = 8,
352 WINED3DSPSM_DZ = 9,
353 WINED3DSPSM_DW = 10,
354 WINED3DSPSM_ABS = 11,
355 WINED3DSPSM_ABSNEG = 12,
356 WINED3DSPSM_NOT = 13,
357} WINED3DSHADER_PARAM_SRCMOD_TYPE;
358
359#define WINED3DSP_WRITEMASK_0 0x1 /* .x r */
360#define WINED3DSP_WRITEMASK_1 0x2 /* .y g */
361#define WINED3DSP_WRITEMASK_2 0x4 /* .z b */
362#define WINED3DSP_WRITEMASK_3 0x8 /* .w a */
363#define WINED3DSP_WRITEMASK_ALL 0xf /* all */
364
365typedef enum _WINED3DSHADER_PARAM_DSTMOD_TYPE
366{
367 WINED3DSPDM_NONE = 0,
368 WINED3DSPDM_SATURATE = 1,
369 WINED3DSPDM_PARTIALPRECISION = 2,
370 WINED3DSPDM_MSAMPCENTROID = 4,
371} WINED3DSHADER_PARAM_DSTMOD_TYPE;
372
373/* Undocumented opcode control to identify projective texture lookups in ps 2.0 and later */
374#define WINED3DSI_TEXLD_PROJECT 1
375#define WINED3DSI_TEXLD_BIAS 2
376
377typedef enum COMPARISON_TYPE
378{
379 COMPARISON_GT = 1,
380 COMPARISON_EQ = 2,
381 COMPARISON_GE = 3,
382 COMPARISON_LT = 4,
383 COMPARISON_NE = 5,
384 COMPARISON_LE = 6,
385} COMPARISON_TYPE;
386
387#define WINED3D_SM1_VS 0xfffe
388#define WINED3D_SM1_PS 0xffff
389#define WINED3D_SM4_PS 0x0000
390#define WINED3D_SM4_VS 0x0001
391#define WINED3D_SM4_GS 0x0002
392
393/* Shader version tokens, and shader end tokens */
394#define WINED3DPS_VERSION(major, minor) ((WINED3D_SM1_PS << 16) | ((major) << 8) | (minor))
395#define WINED3DVS_VERSION(major, minor) ((WINED3D_SM1_VS << 16) | ((major) << 8) | (minor))
396
397/* Shader backends */
398
399/* TODO: Make this dynamic, based on shader limits ? */
400#define MAX_ATTRIBS 16
401#define MAX_REG_ADDR 1
402#define MAX_REG_TEMP 32
403#define MAX_REG_TEXCRD 8
404#define MAX_REG_INPUT 12
405#define MAX_REG_OUTPUT 12
406#define MAX_CONST_I 16
407#define MAX_CONST_B 16
408
409/* FIXME: This needs to go up to 2048 for
410 * Shader model 3 according to msdn (and for software shaders) */
411#define MAX_LABELS 16
412
413#define SHADER_PGMSIZE 65535
414
415struct wined3d_shader_buffer
416{
417 char *buffer;
418 unsigned int bsize;
419 unsigned int lineNo;
420 BOOL newline;
421};
422
423enum WINED3D_SHADER_INSTRUCTION_HANDLER
424{
425 WINED3DSIH_ABS,
426 WINED3DSIH_ADD,
427 WINED3DSIH_BEM,
428 WINED3DSIH_BREAK,
429 WINED3DSIH_BREAKC,
430 WINED3DSIH_BREAKP,
431 WINED3DSIH_CALL,
432 WINED3DSIH_CALLNZ,
433 WINED3DSIH_CMP,
434 WINED3DSIH_CND,
435 WINED3DSIH_CRS,
436 WINED3DSIH_CUT,
437 WINED3DSIH_DCL,
438 WINED3DSIH_DEF,
439 WINED3DSIH_DEFB,
440 WINED3DSIH_DEFI,
441 WINED3DSIH_DP2ADD,
442 WINED3DSIH_DP3,
443 WINED3DSIH_DP4,
444 WINED3DSIH_DST,
445 WINED3DSIH_DSX,
446 WINED3DSIH_DSY,
447 WINED3DSIH_ELSE,
448 WINED3DSIH_EMIT,
449 WINED3DSIH_ENDIF,
450 WINED3DSIH_ENDLOOP,
451 WINED3DSIH_ENDREP,
452 WINED3DSIH_EXP,
453 WINED3DSIH_EXPP,
454 WINED3DSIH_FRC,
455 WINED3DSIH_IADD,
456 WINED3DSIH_IF,
457 WINED3DSIH_IFC,
458 WINED3DSIH_IGE,
459 WINED3DSIH_LABEL,
460 WINED3DSIH_LIT,
461 WINED3DSIH_LOG,
462 WINED3DSIH_LOGP,
463 WINED3DSIH_LOOP,
464 WINED3DSIH_LRP,
465 WINED3DSIH_LT,
466 WINED3DSIH_M3x2,
467 WINED3DSIH_M3x3,
468 WINED3DSIH_M3x4,
469 WINED3DSIH_M4x3,
470 WINED3DSIH_M4x4,
471 WINED3DSIH_MAD,
472 WINED3DSIH_MAX,
473 WINED3DSIH_MIN,
474 WINED3DSIH_MOV,
475 WINED3DSIH_MOVA,
476 WINED3DSIH_MUL,
477 WINED3DSIH_NOP,
478 WINED3DSIH_NRM,
479 WINED3DSIH_PHASE,
480 WINED3DSIH_POW,
481 WINED3DSIH_RCP,
482 WINED3DSIH_REP,
483 WINED3DSIH_RET,
484 WINED3DSIH_RSQ,
485 WINED3DSIH_SETP,
486 WINED3DSIH_SGE,
487 WINED3DSIH_SGN,
488 WINED3DSIH_SINCOS,
489 WINED3DSIH_SLT,
490 WINED3DSIH_SUB,
491 WINED3DSIH_TEX,
492 WINED3DSIH_TEXBEM,
493 WINED3DSIH_TEXBEML,
494 WINED3DSIH_TEXCOORD,
495 WINED3DSIH_TEXDEPTH,
496 WINED3DSIH_TEXDP3,
497 WINED3DSIH_TEXDP3TEX,
498 WINED3DSIH_TEXKILL,
499 WINED3DSIH_TEXLDD,
500 WINED3DSIH_TEXLDL,
501 WINED3DSIH_TEXM3x2DEPTH,
502 WINED3DSIH_TEXM3x2PAD,
503 WINED3DSIH_TEXM3x2TEX,
504 WINED3DSIH_TEXM3x3,
505 WINED3DSIH_TEXM3x3DIFF,
506 WINED3DSIH_TEXM3x3PAD,
507 WINED3DSIH_TEXM3x3SPEC,
508 WINED3DSIH_TEXM3x3TEX,
509 WINED3DSIH_TEXM3x3VSPEC,
510 WINED3DSIH_TEXREG2AR,
511 WINED3DSIH_TEXREG2GB,
512 WINED3DSIH_TEXREG2RGB,
513 WINED3DSIH_TABLE_SIZE
514};
515
516enum wined3d_shader_type
517{
518 WINED3D_SHADER_TYPE_PIXEL,
519 WINED3D_SHADER_TYPE_VERTEX,
520 WINED3D_SHADER_TYPE_GEOMETRY,
521};
522
523struct wined3d_shader_version
524{
525 enum wined3d_shader_type type;
526 BYTE major;
527 BYTE minor;
528};
529
530#define WINED3D_SHADER_VERSION(major, minor) (((major) << 8) | (minor))
531
532typedef struct shader_reg_maps
533{
534 struct wined3d_shader_version shader_version;
535 BYTE texcoord; /* MAX_REG_TEXCRD, 8 */
536 BYTE address; /* MAX_REG_ADDR, 1 */
537 WORD labels; /* MAX_LABELS, 16 */
538 DWORD temporary; /* MAX_REG_TEMP, 32 */
539 DWORD *constf; /* pixel, vertex */
540 DWORD texcoord_mask[MAX_REG_TEXCRD]; /* vertex < 3.0 */
541 WORD input_registers; /* max(MAX_REG_INPUT, MAX_ATTRIBS), 16 */
542 WORD output_registers; /* MAX_REG_OUTPUT, 12 */
543 WORD integer_constants; /* MAX_CONST_I, 16 */
544 WORD boolean_constants; /* MAX_CONST_B, 16 */
545 WORD local_int_consts; /* MAX_CONST_I, 16 */
546 WORD local_bool_consts; /* MAX_CONST_B, 16 */
547
548 WINED3DSAMPLER_TEXTURE_TYPE sampler_type[max(MAX_FRAGMENT_SAMPLERS, MAX_VERTEX_SAMPLERS)];
549 BYTE bumpmat; /* MAX_TEXTURES, 8 */
550 BYTE luminanceparams; /* MAX_TEXTURES, 8 */
551
552 WORD usesnrm : 1;
553 WORD vpos : 1;
554 WORD usesdsx : 1;
555 WORD usesdsy : 1;
556 WORD usestexldd : 1;
557 WORD usesmova : 1;
558 WORD usesfacing : 1;
559 WORD usesrelconstF : 1;
560 WORD fog : 1;
561 WORD usestexldl : 1;
562 WORD usesifc : 1;
563 WORD usescall : 1;
564 WORD padding : 4;
565
566 /* Whether or not loops are used in this shader, and nesting depth */
567 unsigned loop_depth;
568 unsigned highest_render_target;
569
570} shader_reg_maps;
571
572struct wined3d_shader_context
573{
574 IWineD3DBaseShader *shader;
575 const struct wined3d_gl_info *gl_info;
576 const struct shader_reg_maps *reg_maps;
577 struct wined3d_shader_buffer *buffer;
578 void *backend_data;
579};
580
581struct wined3d_shader_register
582{
583 WINED3DSHADER_PARAM_REGISTER_TYPE type;
584 UINT idx;
585 UINT array_idx;
586 const struct wined3d_shader_src_param *rel_addr;
587 enum wined3d_immconst_type immconst_type;
588 DWORD immconst_data[4];
589};
590
591struct wined3d_shader_dst_param
592{
593 struct wined3d_shader_register reg;
594 DWORD write_mask;
595 DWORD modifiers;
596 DWORD shift;
597};
598
599struct wined3d_shader_src_param
600{
601 struct wined3d_shader_register reg;
602 DWORD swizzle;
603 DWORD modifiers;
604};
605
606struct wined3d_shader_instruction
607{
608 const struct wined3d_shader_context *ctx;
609 enum WINED3D_SHADER_INSTRUCTION_HANDLER handler_idx;
610 DWORD flags;
611 BOOL coissue;
612 DWORD predicate;
613 UINT dst_count;
614 const struct wined3d_shader_dst_param *dst;
615 UINT src_count;
616 const struct wined3d_shader_src_param *src;
617};
618
619struct wined3d_shader_semantic
620{
621 WINED3DDECLUSAGE usage;
622 UINT usage_idx;
623 WINED3DSAMPLER_TEXTURE_TYPE sampler_type;
624 struct wined3d_shader_dst_param reg;
625};
626
627struct wined3d_shader_attribute
628{
629 WINED3DDECLUSAGE usage;
630 UINT usage_idx;
631};
632
633struct wined3d_shader_loop_control
634{
635 unsigned int count;
636 unsigned int start;
637 int step;
638};
639
640struct wined3d_shader_frontend
641{
642 void *(*shader_init)(const DWORD *ptr, const struct wined3d_shader_signature *output_signature);
643 void (*shader_free)(void *data);
644 void (*shader_read_header)(void *data, const DWORD **ptr, struct wined3d_shader_version *shader_version);
645 void (*shader_read_opcode)(void *data, const DWORD **ptr, struct wined3d_shader_instruction *ins, UINT *param_size);
646 void (*shader_read_src_param)(void *data, const DWORD **ptr, struct wined3d_shader_src_param *src_param,
647 struct wined3d_shader_src_param *src_rel_addr);
648 void (*shader_read_dst_param)(void *data, const DWORD **ptr, struct wined3d_shader_dst_param *dst_param,
649 struct wined3d_shader_src_param *dst_rel_addr);
650 void (*shader_read_semantic)(const DWORD **ptr, struct wined3d_shader_semantic *semantic);
651 void (*shader_read_comment)(const DWORD **ptr, const char **comment, UINT *comment_size);
652 BOOL (*shader_is_end)(void *data, const DWORD **ptr);
653};
654
655extern const struct wined3d_shader_frontend sm1_shader_frontend DECLSPEC_HIDDEN;
656extern const struct wined3d_shader_frontend sm4_shader_frontend DECLSPEC_HIDDEN;
657
658typedef void (*SHADER_HANDLER)(const struct wined3d_shader_instruction *);
659
660struct shader_caps {
661 DWORD VertexShaderVersion;
662 DWORD MaxVertexShaderConst;
663
664 DWORD PixelShaderVersion;
665 float PixelShader1xMaxValue;
666 DWORD MaxPixelShaderConst;
667
668 WINED3DVSHADERCAPS2_0 VS20Caps;
669 WINED3DPSHADERCAPS2_0 PS20Caps;
670
671 DWORD MaxVShaderInstructionsExecuted;
672 DWORD MaxPShaderInstructionsExecuted;
673 DWORD MaxVertexShader30InstructionSlots;
674 DWORD MaxPixelShader30InstructionSlots;
675
676 BOOL VSClipping;
677};
678
679enum tex_types
680{
681 tex_1d = 0,
682 tex_2d = 1,
683 tex_3d = 2,
684 tex_cube = 3,
685 tex_rect = 4,
686 tex_type_count = 5,
687};
688
689enum vertexprocessing_mode {
690 fixedfunction,
691 vertexshader,
692 pretransformed
693};
694
695#define WINED3D_CONST_NUM_UNUSED ~0U
696
697enum fogmode {
698 FOG_OFF,
699 FOG_LINEAR,
700 FOG_EXP,
701 FOG_EXP2
702};
703
704/* Stateblock dependent parameters which have to be hardcoded
705 * into the shader code
706 */
707struct ps_compile_args {
708 struct color_fixup_desc color_fixup[MAX_FRAGMENT_SAMPLERS];
709 enum vertexprocessing_mode vp_mode;
710 enum fogmode fog;
711 /* Projected textures(ps 1.0-1.3) */
712 /* Texture types(2D, Cube, 3D) in ps 1.x */
713 BOOL srgb_correction;
714 WORD np2_fixup;
715 /* Bitmap for NP2 texcoord fixups (16 samplers max currently).
716 D3D9 has a limit of 16 samplers and the fixup is superfluous
717 in D3D10 (unconditional NP2 support mandatory). */
718};
719
720enum fog_src_type {
721 VS_FOG_Z = 0,
722 VS_FOG_COORD = 1
723};
724
725struct vs_compile_args {
726 BYTE fog_src;
727 BYTE clip_enabled;
728 WORD swizzle_map; /* MAX_ATTRIBS, 16 */
729};
730
731struct wined3d_context;
732
733typedef struct {
734 void (*shader_handle_instruction)(const struct wined3d_shader_instruction *);
735 void (*shader_select)(const struct wined3d_context *context, BOOL usePS, BOOL useVS);
736 void (*shader_select_depth_blt)(IWineD3DDevice *iface, enum tex_types tex_type);
737 void (*shader_deselect_depth_blt)(IWineD3DDevice *iface);
738 void (*shader_update_float_vertex_constants)(IWineD3DDevice *iface, UINT start, UINT count);
739 void (*shader_update_float_pixel_constants)(IWineD3DDevice *iface, UINT start, UINT count);
740 void (*shader_load_constants)(const struct wined3d_context *context, char usePS, char useVS);
741 void (*shader_load_np2fixup_constants)(IWineD3DDevice *iface, char usePS, char useVS);
742 void (*shader_destroy)(IWineD3DBaseShader *iface);
743 HRESULT (*shader_alloc_private)(IWineD3DDevice *iface);
744 void (*shader_free_private)(IWineD3DDevice *iface);
745 BOOL (*shader_dirtifyable_constants)(IWineD3DDevice *iface);
746 void (*shader_get_caps)(const struct wined3d_gl_info *gl_info, struct shader_caps *caps);
747 BOOL (*shader_color_fixup_supported)(struct color_fixup_desc fixup);
748 void (*shader_add_instruction_modifiers)(const struct wined3d_shader_instruction *ins);
749} shader_backend_t;
750
751extern const shader_backend_t glsl_shader_backend DECLSPEC_HIDDEN;
752extern const shader_backend_t arb_program_shader_backend DECLSPEC_HIDDEN;
753extern const shader_backend_t none_shader_backend DECLSPEC_HIDDEN;
754
755/* X11 locking */
756
757extern void (* CDECL wine_tsx11_lock_ptr)(void) DECLSPEC_HIDDEN;
758extern void (* CDECL wine_tsx11_unlock_ptr)(void) DECLSPEC_HIDDEN;
759
760/* As GLX relies on X, this is needed */
761extern int num_lock DECLSPEC_HIDDEN;
762
763#if 0
764#define ENTER_GL() ++num_lock; if (num_lock > 1) FIXME("Recursive use of GL lock to: %d\n", num_lock); wine_tsx11_lock_ptr()
765#define LEAVE_GL() if (num_lock != 1) FIXME("Recursive use of GL lock: %d\n", num_lock); --num_lock; wine_tsx11_unlock_ptr()
766#else
767#define ENTER_GL() wine_tsx11_lock_ptr()
768#define LEAVE_GL() wine_tsx11_unlock_ptr()
769#endif
770
771/*****************************************************************************
772 * Defines
773 */
774
775/* GL related defines */
776/* ------------------ */
777#define GL_EXTCALL(FuncName) (GLINFO_LOCATION.FuncName)
778
779#define D3DCOLOR_B_R(dw) (((dw) >> 16) & 0xFF)
780#define D3DCOLOR_B_G(dw) (((dw) >> 8) & 0xFF)
781#define D3DCOLOR_B_B(dw) (((dw) >> 0) & 0xFF)
782#define D3DCOLOR_B_A(dw) (((dw) >> 24) & 0xFF)
783
784#define D3DCOLOR_R(dw) (((float) (((dw) >> 16) & 0xFF)) / 255.0f)
785#define D3DCOLOR_G(dw) (((float) (((dw) >> 8) & 0xFF)) / 255.0f)
786#define D3DCOLOR_B(dw) (((float) (((dw) >> 0) & 0xFF)) / 255.0f)
787#define D3DCOLOR_A(dw) (((float) (((dw) >> 24) & 0xFF)) / 255.0f)
788
789#define D3DCOLORTOGLFLOAT4(dw, vec) do { \
790 (vec)[0] = D3DCOLOR_R(dw); \
791 (vec)[1] = D3DCOLOR_G(dw); \
792 (vec)[2] = D3DCOLOR_B(dw); \
793 (vec)[3] = D3DCOLOR_A(dw); \
794} while(0)
795
796/* DirectX Device Limits */
797/* --------------------- */
798#define MAX_MIP_LEVELS 32 /* Maximum number of mipmap levels. */
799#define HIGHEST_TRANSFORMSTATE WINED3DTS_WORLDMATRIX(255) /* Highest value in WINED3DTRANSFORMSTATETYPE */
800
801/* Checking of API calls */
802/* --------------------- */
803#ifndef WINE_NO_DEBUG_MSGS
804#define checkGLcall(A) \
805do { \
806 GLint err; \
807 if(!__WINE_IS_DEBUG_ON(_FIXME, __wine_dbch___default)) break; \
808 err = glGetError(); \
809 if (err == GL_NO_ERROR) { \
810 TRACE("%s call ok %s / %d\n", A, __FILE__, __LINE__); \
811 \
812 } else do { \
813 ERR(">>>>>>>>>>>>>>>>> %s (%#x) from %s @ %s / %d\n", \
814 debug_glerror(err), err, A, __FILE__, __LINE__); \
815 err = glGetError(); \
816 } while (err != GL_NO_ERROR); \
817} while(0)
818#else
819#define checkGLcall(A) do {} while(0)
820#endif
821
822/* Trace routines / diagnostics */
823/* ---------------------------- */
824
825/* Dump out a matrix and copy it */
826#define conv_mat(mat,gl_mat) \
827do { \
828 TRACE("%f %f %f %f\n", (mat)->u.s._11, (mat)->u.s._12, (mat)->u.s._13, (mat)->u.s._14); \
829 TRACE("%f %f %f %f\n", (mat)->u.s._21, (mat)->u.s._22, (mat)->u.s._23, (mat)->u.s._24); \
830 TRACE("%f %f %f %f\n", (mat)->u.s._31, (mat)->u.s._32, (mat)->u.s._33, (mat)->u.s._34); \
831 TRACE("%f %f %f %f\n", (mat)->u.s._41, (mat)->u.s._42, (mat)->u.s._43, (mat)->u.s._44); \
832 memcpy(gl_mat, (mat), 16 * sizeof(float)); \
833} while (0)
834
835/* Trace vector and strided data information */
836#define TRACE_STRIDED(si, name) do { if (si->use_map & (1 << name)) \
837 TRACE( #name "=(data:%p, stride:%d, format:%#x, vbo %d, stream %u)\n", \
838 si->elements[name].data, si->elements[name].stride, si->elements[name].format_desc->format, \
839 si->elements[name].buffer_object, si->elements[name].stream_idx); } while(0)
840
841/* Advance declaration of structures to satisfy compiler */
842typedef struct IWineD3DStateBlockImpl IWineD3DStateBlockImpl;
843typedef struct IWineD3DSurfaceImpl IWineD3DSurfaceImpl;
844typedef struct IWineD3DPaletteImpl IWineD3DPaletteImpl;
845typedef struct IWineD3DDeviceImpl IWineD3DDeviceImpl;
846typedef struct IWineD3DSwapChainImpl IWineD3DSwapChainImpl;
847
848/* Global variables */
849extern const float identity[16] DECLSPEC_HIDDEN;
850
851/*****************************************************************************
852 * Compilable extra diagnostics
853 */
854
855/* TODO: Confirm each of these works when wined3d move completed */
856#if 0 /* NOTE: Must be 0 in cvs */
857 /* To avoid having to get gigabytes of trace, the following can be compiled in, and at the start
858 of each frame, a check is made for the existence of C:\D3DTRACE, and if it exists d3d trace
859 is enabled, and if it doesn't exist it is disabled. */
860# define FRAME_DEBUGGING
861 /* Adding in the SINGLE_FRAME_DEBUGGING gives a trace of just what makes up a single frame, before
862 the file is deleted */
863# if 1 /* NOTE: Must be 1 in cvs, as this is mostly more useful than a trace from program start */
864# define SINGLE_FRAME_DEBUGGING
865# endif
866 /* The following, when enabled, lets you see the makeup of the frame, by drawprimitive calls.
867 It can only be enabled when FRAME_DEBUGGING is also enabled
868 The contents of the back buffer are written into /tmp/backbuffer_* after each primitive
869 array is drawn. */
870# if 0 /* NOTE: Must be 0 in cvs, as this give a lot of ppm files when compiled in */
871# define SHOW_FRAME_MAKEUP 1
872# endif
873 /* The following, when enabled, lets you see the makeup of the all the textures used during each
874 of the drawprimitive calls. It can only be enabled when SHOW_FRAME_MAKEUP is also enabled.
875 The contents of the textures assigned to each stage are written into
876 /tmp/texture_*_<Stage>.ppm after each primitive array is drawn. */
877# if 0 /* NOTE: Must be 0 in cvs, as this give a lot of ppm files when compiled in */
878# define SHOW_TEXTURE_MAKEUP 0
879# endif
880extern BOOL isOn;
881extern BOOL isDumpingFrames;
882extern LONG primCounter;
883#endif
884
885enum wined3d_ffp_idx
886{
887 WINED3D_FFP_POSITION = 0,
888 WINED3D_FFP_BLENDWEIGHT = 1,
889 WINED3D_FFP_BLENDINDICES = 2,
890 WINED3D_FFP_NORMAL = 3,
891 WINED3D_FFP_PSIZE = 4,
892 WINED3D_FFP_DIFFUSE = 5,
893 WINED3D_FFP_SPECULAR = 6,
894 WINED3D_FFP_TEXCOORD0 = 7,
895 WINED3D_FFP_TEXCOORD1 = 8,
896 WINED3D_FFP_TEXCOORD2 = 9,
897 WINED3D_FFP_TEXCOORD3 = 10,
898 WINED3D_FFP_TEXCOORD4 = 11,
899 WINED3D_FFP_TEXCOORD5 = 12,
900 WINED3D_FFP_TEXCOORD6 = 13,
901 WINED3D_FFP_TEXCOORD7 = 14,
902};
903
904enum wined3d_ffp_emit_idx
905{
906 WINED3D_FFP_EMIT_FLOAT1 = 0,
907 WINED3D_FFP_EMIT_FLOAT2 = 1,
908 WINED3D_FFP_EMIT_FLOAT3 = 2,
909 WINED3D_FFP_EMIT_FLOAT4 = 3,
910 WINED3D_FFP_EMIT_D3DCOLOR = 4,
911 WINED3D_FFP_EMIT_UBYTE4 = 5,
912 WINED3D_FFP_EMIT_SHORT2 = 6,
913 WINED3D_FFP_EMIT_SHORT4 = 7,
914 WINED3D_FFP_EMIT_UBYTE4N = 8,
915 WINED3D_FFP_EMIT_SHORT2N = 9,
916 WINED3D_FFP_EMIT_SHORT4N = 10,
917 WINED3D_FFP_EMIT_USHORT2N = 11,
918 WINED3D_FFP_EMIT_USHORT4N = 12,
919 WINED3D_FFP_EMIT_UDEC3 = 13,
920 WINED3D_FFP_EMIT_DEC3N = 14,
921 WINED3D_FFP_EMIT_FLOAT16_2 = 15,
922 WINED3D_FFP_EMIT_FLOAT16_4 = 16,
923 WINED3D_FFP_EMIT_COUNT = 17
924};
925
926struct wined3d_stream_info_element
927{
928 const struct wined3d_format_desc *format_desc;
929 GLsizei stride;
930 const BYTE *data;
931 UINT stream_idx;
932 GLuint buffer_object;
933};
934
935struct wined3d_stream_info
936{
937 struct wined3d_stream_info_element elements[MAX_ATTRIBS];
938 BOOL position_transformed;
939 WORD swizzle_map; /* MAX_ATTRIBS, 16 */
940 WORD use_map; /* MAX_ATTRIBS, 16 */
941};
942
943/*****************************************************************************
944 * Prototypes
945 */
946
947/* Routine common to the draw primitive and draw indexed primitive routines */
948void drawPrimitive(IWineD3DDevice *iface, UINT index_count,
949 UINT start_idx, UINT idxBytes, const void *idxData) DECLSPEC_HIDDEN;
950DWORD get_flexible_vertex_size(DWORD d3dvtVertexType) DECLSPEC_HIDDEN;
951
952typedef void (WINE_GLAPI *glAttribFunc)(const void *data);
953typedef void (WINE_GLAPI *glMultiTexCoordFunc)(GLenum unit, const void *data);
954extern glAttribFunc position_funcs[WINED3D_FFP_EMIT_COUNT] DECLSPEC_HIDDEN;
955extern glAttribFunc diffuse_funcs[WINED3D_FFP_EMIT_COUNT] DECLSPEC_HIDDEN;
956extern glAttribFunc specular_func_3ubv DECLSPEC_HIDDEN;
957extern glAttribFunc specular_funcs[WINED3D_FFP_EMIT_COUNT] DECLSPEC_HIDDEN;
958extern glAttribFunc normal_funcs[WINED3D_FFP_EMIT_COUNT] DECLSPEC_HIDDEN;
959extern glMultiTexCoordFunc multi_texcoord_funcs[WINED3D_FFP_EMIT_COUNT] DECLSPEC_HIDDEN;
960
961#define eps 1e-8
962
963#define GET_TEXCOORD_SIZE_FROM_FVF(d3dvtVertexType, tex_num) \
964 (((((d3dvtVertexType) >> (16 + (2 * (tex_num)))) + 1) & 0x03) + 1)
965
966/* Routines and structures related to state management */
967
968#define STATE_RENDER(a) (a)
969#define STATE_IS_RENDER(a) ((a) >= STATE_RENDER(1) && (a) <= STATE_RENDER(WINEHIGHEST_RENDER_STATE))
970
971#define STATE_TEXTURESTAGE(stage, num) (STATE_RENDER(WINEHIGHEST_RENDER_STATE) + 1 + (stage) * (WINED3D_HIGHEST_TEXTURE_STATE + 1) + (num))
972#define STATE_IS_TEXTURESTAGE(a) ((a) >= STATE_TEXTURESTAGE(0, 1) && (a) <= STATE_TEXTURESTAGE(MAX_TEXTURES - 1, WINED3D_HIGHEST_TEXTURE_STATE))
973
974/* + 1 because samplers start with 0 */
975#define STATE_SAMPLER(num) (STATE_TEXTURESTAGE(MAX_TEXTURES - 1, WINED3D_HIGHEST_TEXTURE_STATE) + 1 + (num))
976#define STATE_IS_SAMPLER(num) ((num) >= STATE_SAMPLER(0) && (num) <= STATE_SAMPLER(MAX_COMBINED_SAMPLERS - 1))
977
978#define STATE_PIXELSHADER (STATE_SAMPLER(MAX_COMBINED_SAMPLERS - 1) + 1)
979#define STATE_IS_PIXELSHADER(a) ((a) == STATE_PIXELSHADER)
980
981#define STATE_TRANSFORM(a) (STATE_PIXELSHADER + (a))
982#define STATE_IS_TRANSFORM(a) ((a) >= STATE_TRANSFORM(1) && (a) <= STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(255)))
983
984#define STATE_STREAMSRC (STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(255)) + 1)
985#define STATE_IS_STREAMSRC(a) ((a) == STATE_STREAMSRC)
986#define STATE_INDEXBUFFER (STATE_STREAMSRC + 1)
987#define STATE_IS_INDEXBUFFER(a) ((a) == STATE_INDEXBUFFER)
988
989#define STATE_VDECL (STATE_INDEXBUFFER + 1)
990#define STATE_IS_VDECL(a) ((a) == STATE_VDECL)
991
992#define STATE_VSHADER (STATE_VDECL + 1)
993#define STATE_IS_VSHADER(a) ((a) == STATE_VSHADER)
994
995#define STATE_VIEWPORT (STATE_VSHADER + 1)
996#define STATE_IS_VIEWPORT(a) ((a) == STATE_VIEWPORT)
997
998#define STATE_VERTEXSHADERCONSTANT (STATE_VIEWPORT + 1)
999#define STATE_PIXELSHADERCONSTANT (STATE_VERTEXSHADERCONSTANT + 1)
1000#define STATE_IS_VERTEXSHADERCONSTANT(a) ((a) == STATE_VERTEXSHADERCONSTANT)
1001#define STATE_IS_PIXELSHADERCONSTANT(a) ((a) == STATE_PIXELSHADERCONSTANT)
1002
1003#define STATE_ACTIVELIGHT(a) (STATE_PIXELSHADERCONSTANT + (a) + 1)
1004#define STATE_IS_ACTIVELIGHT(a) ((a) >= STATE_ACTIVELIGHT(0) && (a) < STATE_ACTIVELIGHT(MAX_ACTIVE_LIGHTS))
1005
1006#define STATE_SCISSORRECT (STATE_ACTIVELIGHT(MAX_ACTIVE_LIGHTS - 1) + 1)
1007#define STATE_IS_SCISSORRECT(a) ((a) == STATE_SCISSORRECT)
1008
1009#define STATE_CLIPPLANE(a) (STATE_SCISSORRECT + 1 + (a))
1010#define STATE_IS_CLIPPLANE(a) ((a) >= STATE_CLIPPLANE(0) && (a) <= STATE_CLIPPLANE(MAX_CLIPPLANES - 1))
1011
1012#define STATE_MATERIAL (STATE_CLIPPLANE(MAX_CLIPPLANES))
1013#define STATE_IS_MATERIAL(a) ((a) == STATE_MATERIAL)
1014
1015#define STATE_FRONTFACE (STATE_MATERIAL + 1)
1016#define STATE_IS_FRONTFACE(a) ((a) == STATE_FRONTFACE)
1017
1018#define STATE_HIGHEST (STATE_FRONTFACE)
1019
1020enum fogsource {
1021 FOGSOURCE_FFP,
1022 FOGSOURCE_VS,
1023 FOGSOURCE_COORD,
1024};
1025
1026#define WINED3D_MAX_FBO_ENTRIES 64
1027
1028struct wined3d_occlusion_query
1029{
1030 struct list entry;
1031 GLuint id;
1032 struct wined3d_context *context;
1033};
1034
1035union wined3d_gl_query_object
1036{
1037 GLuint id;
1038 GLsync sync;
1039};
1040
1041struct wined3d_event_query
1042{
1043 struct list entry;
1044 union wined3d_gl_query_object object;
1045 struct wined3d_context *context;
1046};
1047
1048enum wined3d_event_query_result
1049{
1050 WINED3D_EVENT_QUERY_OK,
1051 WINED3D_EVENT_QUERY_WAITING,
1052 WINED3D_EVENT_QUERY_NOT_STARTED,
1053 WINED3D_EVENT_QUERY_WRONG_THREAD,
1054 WINED3D_EVENT_QUERY_ERROR
1055};
1056
1057void wined3d_event_query_destroy(struct wined3d_event_query *query) DECLSPEC_HIDDEN;
1058enum wined3d_event_query_result wined3d_event_query_test(struct wined3d_event_query *query, IWineD3DDeviceImpl *device) DECLSPEC_HIDDEN;
1059enum wined3d_event_query_result wined3d_event_query_finish(struct wined3d_event_query *query, IWineD3DDeviceImpl *device) DECLSPEC_HIDDEN;
1060void wined3d_event_query_issue(struct wined3d_event_query *query, IWineD3DDeviceImpl *device) DECLSPEC_HIDDEN;
1061HRESULT wined3d_event_query_supported(const struct wined3d_gl_info *gl_info) DECLSPEC_HIDDEN;
1062
1063struct wined3d_context
1064{
1065 const struct wined3d_gl_info *gl_info;
1066 /* State dirtification
1067 * dirtyArray is an array that contains markers for dirty states. numDirtyEntries states are dirty, their numbers are in indices
1068 * 0...numDirtyEntries - 1. isStateDirty is a redundant copy of the dirtyArray. Technically only one of them would be needed,
1069 * 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
1070 * only numDirtyEntries array elements have to be checked, not STATE_HIGHEST states.
1071 */
1072 DWORD dirtyArray[STATE_HIGHEST + 1]; /* Won't get bigger than that, a state is never marked dirty 2 times */
1073 DWORD numDirtyEntries;
1074 DWORD isStateDirty[STATE_HIGHEST / (sizeof(DWORD) * CHAR_BIT) + 1]; /* Bitmap to find out quickly if a state is dirty */
1075
1076 IWineD3DSwapChainImpl *swapchain;
1077 IWineD3DSurface *current_rt;
1078 DWORD tid; /* Thread ID which owns this context at the moment */
1079
1080 /* Stores some information about the context state for optimization */
1081 WORD render_offscreen : 1;
1082 WORD draw_buffer_dirty : 1;
1083 WORD last_was_rhw : 1; /* true iff last draw_primitive was in xyzrhw mode */
1084 WORD last_was_pshader : 1;
1085 WORD last_was_vshader : 1;
1086 WORD namedArraysLoaded : 1;
1087 WORD numberedArraysLoaded : 1;
1088 WORD last_was_blit : 1;
1089 WORD last_was_ckey : 1;
1090 WORD fog_coord : 1;
1091 WORD fog_enabled : 1;
1092 WORD num_untracked_materials : 2; /* Max value 2 */
1093 WORD current : 1;
1094 WORD destroyed : 1;
1095 WORD valid : 1;
1096 BYTE texShaderBumpMap; /* MAX_TEXTURES, 8 */
1097 BYTE lastWasPow2Texture; /* MAX_TEXTURES, 8 */
1098 DWORD numbered_array_mask;
1099 GLenum tracking_parm; /* Which source is tracking current colour */
1100 GLenum untracked_materials[2];
1101 UINT blit_w, blit_h;
1102 enum fogsource fog_source;
1103
1104 char *vshader_const_dirty, *pshader_const_dirty;
1105
1106 /* The actual opengl context */
1107 UINT level;
1108 HGLRC restore_ctx;
1109 HDC restore_dc;
1110 HGLRC glCtx;
1111 HWND win_handle;
1112 HDC hdc;
1113 int pixel_format;
1114 GLint aux_buffers;
1115
1116 /* FBOs */
1117 UINT fbo_entry_count;
1118 struct list fbo_list;
1119 struct list fbo_destroy_list;
1120 struct fbo_entry *current_fbo;
1121 GLuint src_fbo;
1122 GLuint dst_fbo;
1123 GLuint fbo_read_binding;
1124 GLuint fbo_draw_binding;
1125 BOOL rebind_fbo;
1126
1127 /* Queries */
1128 GLuint *free_occlusion_queries;
1129 UINT free_occlusion_query_size;
1130 UINT free_occlusion_query_count;
1131 struct list occlusion_queries;
1132
1133 union wined3d_gl_query_object *free_event_queries;
1134 UINT free_event_query_size;
1135 UINT free_event_query_count;
1136 struct list event_queries;
1137
1138 /* Extension emulation */
1139 GLint gl_fog_source;
1140 GLfloat fog_coord_value;
1141 GLfloat color[4], fogstart, fogend, fogcolor[4];
1142 GLuint dummy_arbfp_prog;
1143};
1144
1145typedef void (*APPLYSTATEFUNC)(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *ctx);
1146
1147struct StateEntry
1148{
1149 DWORD representative;
1150 APPLYSTATEFUNC apply;
1151};
1152
1153struct StateEntryTemplate
1154{
1155 DWORD state;
1156 struct StateEntry content;
1157 GL_SupportedExt extension;
1158};
1159
1160struct fragment_caps
1161{
1162 DWORD PrimitiveMiscCaps;
1163 DWORD TextureOpCaps;
1164 DWORD MaxTextureBlendStages;
1165 DWORD MaxSimultaneousTextures;
1166};
1167
1168struct fragment_pipeline
1169{
1170 void (*enable_extension)(IWineD3DDevice *iface, BOOL enable);
1171 void (*get_caps)(const struct wined3d_gl_info *gl_info, struct fragment_caps *caps);
1172 HRESULT (*alloc_private)(IWineD3DDevice *iface);
1173 void (*free_private)(IWineD3DDevice *iface);
1174 BOOL (*color_fixup_supported)(struct color_fixup_desc fixup);
1175 const struct StateEntryTemplate *states;
1176 BOOL ffp_proj_control;
1177};
1178
1179extern const struct StateEntryTemplate misc_state_template[] DECLSPEC_HIDDEN;
1180extern const struct StateEntryTemplate ffp_vertexstate_template[] DECLSPEC_HIDDEN;
1181extern const struct fragment_pipeline ffp_fragment_pipeline DECLSPEC_HIDDEN;
1182extern const struct fragment_pipeline atifs_fragment_pipeline DECLSPEC_HIDDEN;
1183extern const struct fragment_pipeline arbfp_fragment_pipeline DECLSPEC_HIDDEN;
1184extern const struct fragment_pipeline nvts_fragment_pipeline DECLSPEC_HIDDEN;
1185extern const struct fragment_pipeline nvrc_fragment_pipeline DECLSPEC_HIDDEN;
1186
1187/* "Base" state table */
1188HRESULT compile_state_table(struct StateEntry *StateTable, APPLYSTATEFUNC **dev_multistate_funcs,
1189 const struct wined3d_gl_info *gl_info, const struct StateEntryTemplate *vertex,
1190 const struct fragment_pipeline *fragment, const struct StateEntryTemplate *misc) DECLSPEC_HIDDEN;
1191
1192enum blit_operation
1193{
1194 BLIT_OP_BLIT,
1195 BLIT_OP_COLOR_FILL
1196};
1197
1198/* Shaders for color conversions in blits */
1199struct blit_shader
1200{
1201 HRESULT (*alloc_private)(IWineD3DDevice *iface);
1202 void (*free_private)(IWineD3DDevice *iface);
1203 HRESULT (*set_shader)(IWineD3DDevice *iface, IWineD3DSurfaceImpl *surface);
1204 void (*unset_shader)(IWineD3DDevice *iface);
1205 BOOL (*blit_supported)(const struct wined3d_gl_info *gl_info, enum blit_operation blit_op,
1206 const RECT *src_rect, DWORD src_usage, WINED3DPOOL src_pool, const struct wined3d_format_desc *src_format_desc,
1207 const RECT *dst_rect, DWORD dst_usage, WINED3DPOOL dst_pool, const struct wined3d_format_desc *dst_format_desc);
1208 HRESULT (*color_fill)(IWineD3DDeviceImpl *device, IWineD3DSurfaceImpl *dst_surface, const RECT *dst_rect, DWORD fill_color);
1209};
1210
1211extern const struct blit_shader ffp_blit DECLSPEC_HIDDEN;
1212extern const struct blit_shader arbfp_blit DECLSPEC_HIDDEN;
1213extern const struct blit_shader cpu_blit DECLSPEC_HIDDEN;
1214
1215/* Temporary blit_shader helper functions */
1216HRESULT arbfp_blit_surface(IWineD3DDeviceImpl *device, IWineD3DSurfaceImpl *src_surface, const RECT *src_rect,
1217 IWineD3DSurfaceImpl *dst_surface, const RECT *dst_rect_in, enum blit_operation blit_op,
1218 DWORD Filter) DECLSPEC_HIDDEN;
1219
1220typedef enum ContextUsage {
1221 CTXUSAGE_RESOURCELOAD = 1, /* Only loads textures: No State is applied */
1222 CTXUSAGE_DRAWPRIM = 2, /* OpenGL states are set up for blitting DirectDraw surfaces */
1223 CTXUSAGE_BLIT = 3, /* OpenGL states are set up 3D drawing */
1224 CTXUSAGE_CLEAR = 4, /* Drawable and states are set up for clearing */
1225} ContextUsage;
1226
1227struct wined3d_context *context_acquire(IWineD3DDeviceImpl *This,
1228 IWineD3DSurface *target, enum ContextUsage usage) DECLSPEC_HIDDEN;
1229void context_alloc_event_query(struct wined3d_context *context,
1230 struct wined3d_event_query *query) DECLSPEC_HIDDEN;
1231void context_alloc_occlusion_query(struct wined3d_context *context,
1232 struct wined3d_occlusion_query *query) DECLSPEC_HIDDEN;
1233void context_resource_released(IWineD3DDevice *iface,
1234 IWineD3DResource *resource, WINED3DRESOURCETYPE type) DECLSPEC_HIDDEN;
1235void context_bind_fbo(struct wined3d_context *context, GLenum target, GLuint *fbo) DECLSPEC_HIDDEN;
1236void context_attach_depth_stencil_fbo(struct wined3d_context *context,
1237 GLenum fbo_target, IWineD3DSurfaceImpl *depth_stencil, BOOL use_render_buffer) DECLSPEC_HIDDEN;
1238void context_attach_surface_fbo(const struct wined3d_context *context,
1239 GLenum fbo_target, DWORD idx, IWineD3DSurfaceImpl *surface) DECLSPEC_HIDDEN;
1240struct wined3d_context *context_create(IWineD3DSwapChainImpl *swapchain, IWineD3DSurfaceImpl *target,
1241 const struct wined3d_format_desc *ds_format_desc) DECLSPEC_HIDDEN;
1242void context_destroy(IWineD3DDeviceImpl *This, struct wined3d_context *context) DECLSPEC_HIDDEN;
1243void context_free_event_query(struct wined3d_event_query *query) DECLSPEC_HIDDEN;
1244void context_free_occlusion_query(struct wined3d_occlusion_query *query) DECLSPEC_HIDDEN;
1245struct wined3d_context *context_get_current(void) DECLSPEC_HIDDEN;
1246DWORD context_get_tls_idx(void) DECLSPEC_HIDDEN;
1247void context_release(struct wined3d_context *context) DECLSPEC_HIDDEN;
1248BOOL context_set_current(struct wined3d_context *ctx) DECLSPEC_HIDDEN;
1249void context_set_draw_buffer(struct wined3d_context *context, GLenum buffer) DECLSPEC_HIDDEN;
1250void context_set_tls_idx(DWORD idx) DECLSPEC_HIDDEN;
1251void context_surface_update(struct wined3d_context *context, IWineD3DSurfaceImpl *surface) DECLSPEC_HIDDEN;
1252
1253/* Macros for doing basic GPU detection based on opengl capabilities */
1254#define WINE_D3D6_CAPABLE(gl_info) (gl_info->supported[ARB_MULTITEXTURE])
1255#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])
1256#define WINE_D3D8_CAPABLE(gl_info) WINE_D3D7_CAPABLE(gl_info) && (gl_info->supported[ARB_MULTISAMPLE] && gl_info->supported[ARB_TEXTURE_BORDER_CLAMP])
1257#define WINE_D3D9_CAPABLE(gl_info) WINE_D3D8_CAPABLE(gl_info) && (gl_info->supported[ARB_FRAGMENT_PROGRAM] && gl_info->supported[ARB_VERTEX_SHADER])
1258#define WINE_D3D10_CAPABLE(gl_info) WINE_D3D9_CAPABLE(gl_info) && (gl_info->supported[EXT_GPU_SHADER4])
1259
1260/*****************************************************************************
1261 * Internal representation of a light
1262 */
1263struct wined3d_light_info
1264{
1265 WINED3DLIGHT OriginalParms; /* Note D3D8LIGHT == D3D9LIGHT */
1266 DWORD OriginalIndex;
1267 LONG glIndex;
1268 BOOL enabled;
1269
1270 /* Converted parms to speed up swapping lights */
1271 float lightPosn[4];
1272 float lightDirn[4];
1273 float exponent;
1274 float cutoff;
1275
1276 struct list entry;
1277};
1278
1279/* The default light parameters */
1280extern const WINED3DLIGHT WINED3D_default_light DECLSPEC_HIDDEN;
1281
1282typedef struct WineD3D_PixelFormat
1283{
1284 int iPixelFormat; /* WGL pixel format */
1285 int iPixelType; /* WGL pixel type e.g. WGL_TYPE_RGBA_ARB, WGL_TYPE_RGBA_FLOAT_ARB or WGL_TYPE_COLORINDEX_ARB */
1286 int redSize, greenSize, blueSize, alphaSize, colorSize;
1287 int depthSize, stencilSize;
1288 BOOL windowDrawable;
1289 BOOL doubleBuffer;
1290 int auxBuffers;
1291 int numSamples;
1292} WineD3D_PixelFormat;
1293
1294enum wined3d_gl_vendor
1295{
1296 GL_VENDOR_UNKNOWN,
1297 GL_VENDOR_APPLE,
1298 GL_VENDOR_FGLRX,
1299 GL_VENDOR_INTEL,
1300 GL_VENDOR_MESA,
1301 GL_VENDOR_NVIDIA,
1302};
1303
1304
1305enum wined3d_pci_vendor
1306{
1307 HW_VENDOR_SOFTWARE = 0x0000,
1308 HW_VENDOR_ATI = 0x1002,
1309 HW_VENDOR_NVIDIA = 0x10de,
1310 HW_VENDOR_INTEL = 0x8086,
1311};
1312
1313enum wined3d_pci_device
1314{
1315 CARD_WINE = 0x0000,
1316
1317 CARD_ATI_RAGE_128PRO = 0x5246,
1318 CARD_ATI_RADEON_7200 = 0x5144,
1319 CARD_ATI_RADEON_8500 = 0x514c,
1320 CARD_ATI_RADEON_9500 = 0x4144,
1321 CARD_ATI_RADEON_XPRESS_200M = 0x5955,
1322 CARD_ATI_RADEON_X700 = 0x5e4c,
1323 CARD_ATI_RADEON_X1600 = 0x71c2,
1324 CARD_ATI_RADEON_HD2350 = 0x94c7,
1325 CARD_ATI_RADEON_HD2600 = 0x9581,
1326 CARD_ATI_RADEON_HD2900 = 0x9400,
1327 CARD_ATI_RADEON_HD3200 = 0x9620,
1328 CARD_ATI_RADEON_HD4350 = 0x954f,
1329 CARD_ATI_RADEON_HD4550 = 0x9540,
1330 CARD_ATI_RADEON_HD4600 = 0x9495,
1331 CARD_ATI_RADEON_HD4650 = 0x9498,
1332 CARD_ATI_RADEON_HD4670 = 0x9490,
1333 CARD_ATI_RADEON_HD4700 = 0x944e,
1334 CARD_ATI_RADEON_HD4770 = 0x94b3,
1335 CARD_ATI_RADEON_HD4800 = 0x944c, /* Picked one value between 9440, 944c, 9442, 9460 */
1336 CARD_ATI_RADEON_HD4830 = 0x944c,
1337 CARD_ATI_RADEON_HD4850 = 0x9442,
1338 CARD_ATI_RADEON_HD4870 = 0x9440,
1339 CARD_ATI_RADEON_HD4890 = 0x9460,
1340 CARD_ATI_RADEON_HD5700 = 0x68BE, /* Picked HD5750 */
1341 CARD_ATI_RADEON_HD5750 = 0x68BE,
1342 CARD_ATI_RADEON_HD5770 = 0x68B8,
1343 CARD_ATI_RADEON_HD5800 = 0x6898, /* Picked HD5850 */
1344 CARD_ATI_RADEON_HD5850 = 0x6898,
1345 CARD_ATI_RADEON_HD5870 = 0x6899,
1346
1347 CARD_NVIDIA_RIVA_128 = 0x0018,
1348 CARD_NVIDIA_RIVA_TNT = 0x0020,
1349 CARD_NVIDIA_RIVA_TNT2 = 0x0028,
1350 CARD_NVIDIA_GEFORCE = 0x0100,
1351 CARD_NVIDIA_GEFORCE2_MX = 0x0110,
1352 CARD_NVIDIA_GEFORCE2 = 0x0150,
1353 CARD_NVIDIA_GEFORCE3 = 0x0200,
1354 CARD_NVIDIA_GEFORCE4_MX = 0x0170,
1355 CARD_NVIDIA_GEFORCE4_TI4200 = 0x0253,
1356 CARD_NVIDIA_GEFORCEFX_5200 = 0x0320,
1357 CARD_NVIDIA_GEFORCEFX_5600 = 0x0312,
1358 CARD_NVIDIA_GEFORCEFX_5800 = 0x0302,
1359 CARD_NVIDIA_GEFORCE_6200 = 0x014f,
1360 CARD_NVIDIA_GEFORCE_6600GT = 0x0140,
1361 CARD_NVIDIA_GEFORCE_6800 = 0x0041,
1362 CARD_NVIDIA_GEFORCE_7400 = 0x01d8,
1363 CARD_NVIDIA_GEFORCE_7300 = 0x01d7, /* GeForce Go 7300 */
1364 CARD_NVIDIA_GEFORCE_7600 = 0x0391,
1365 CARD_NVIDIA_GEFORCE_7800GT = 0x0092,
1366 CARD_NVIDIA_GEFORCE_8100 = 0x084F,
1367 CARD_NVIDIA_GEFORCE_8200 = 0x0849, /* Other PCI ID 0x084B */
1368 CARD_NVIDIA_GEFORCE_8300GS = 0x0423,
1369 CARD_NVIDIA_GEFORCE_8400GS = 0x0404,
1370 CARD_NVIDIA_GEFORCE_8500GT = 0x0421,
1371 CARD_NVIDIA_GEFORCE_8600GT = 0x0402,
1372 CARD_NVIDIA_GEFORCE_8600MGT = 0x0407,
1373 CARD_NVIDIA_GEFORCE_8800GTS = 0x0193,
1374 CARD_NVIDIA_GEFORCE_9200 = 0x086d,
1375 CARD_NVIDIA_GEFORCE_9400GT = 0x042c,
1376 CARD_NVIDIA_GEFORCE_9500GT = 0x0640,
1377 CARD_NVIDIA_GEFORCE_9600GT = 0x0622,
1378 CARD_NVIDIA_GEFORCE_9800GT = 0x0614,
1379 CARD_NVIDIA_GEFORCE_GTX260 = 0x05e2,
1380 CARD_NVIDIA_GEFORCE_GTX275 = 0x05e6,
1381 CARD_NVIDIA_GEFORCE_GTX280 = 0x05e1,
1382 CARD_NVIDIA_GEFORCE_GT240 = 0x0ca3,
1383
1384 CARD_INTEL_845G = 0x2562,
1385 CARD_INTEL_I830G = 0x3577,
1386 CARD_INTEL_I855G = 0x3582,
1387 CARD_INTEL_I865G = 0x2572,
1388 CARD_INTEL_I915G = 0x2582,
1389 CARD_INTEL_I915GM = 0x2592,
1390 CARD_INTEL_I945GM = 0x27a2, /* Same as GMA 950? */
1391 CARD_INTEL_X3100 = 0x2a02, /* Found in Macs. Same as GMA 965? */
1392};
1393
1394struct wined3d_fbo_ops
1395{
1396 PGLFNGLISRENDERBUFFERPROC glIsRenderbuffer;
1397 PGLFNGLBINDRENDERBUFFERPROC glBindRenderbuffer;
1398 PGLFNGLDELETERENDERBUFFERSPROC glDeleteRenderbuffers;
1399 PGLFNGLGENRENDERBUFFERSPROC glGenRenderbuffers;
1400 PGLFNGLRENDERBUFFERSTORAGEPROC glRenderbufferStorage;
1401 PGLFNRENDERBUFFERSTORAGEMULTISAMPLEPROC glRenderbufferStorageMultisample;
1402 PGLFNGLGETRENDERBUFFERPARAMETERIVPROC glGetRenderbufferParameteriv;
1403 PGLFNGLISFRAMEBUFFERPROC glIsFramebuffer;
1404 PGLFNGLBINDFRAMEBUFFERPROC glBindFramebuffer;
1405 PGLFNGLDELETEFRAMEBUFFERSPROC glDeleteFramebuffers;
1406 PGLFNGLGENFRAMEBUFFERSPROC glGenFramebuffers;
1407 PGLFNGLCHECKFRAMEBUFFERSTATUSPROC glCheckFramebufferStatus;
1408 PGLFNGLFRAMEBUFFERTEXTURE1DPROC glFramebufferTexture1D;
1409 PGLFNGLFRAMEBUFFERTEXTURE2DPROC glFramebufferTexture2D;
1410 PGLFNGLFRAMEBUFFERTEXTURE3DPROC glFramebufferTexture3D;
1411 PGLFNGLFRAMEBUFFERRENDERBUFFERPROC glFramebufferRenderbuffer;
1412 PGLFNGLGETFRAMEBUFFERATTACHMENTPARAMETERIVPROC glGetFramebufferAttachmentParameteriv;
1413 PGLFNGLBLITFRAMEBUFFERPROC glBlitFramebuffer;
1414 PGLFNGLGENERATEMIPMAPPROC glGenerateMipmap;
1415};
1416
1417struct wined3d_gl_limits
1418{
1419 UINT buffers;
1420 UINT lights;
1421 UINT textures;
1422 UINT texture_stages;
1423 UINT fragment_samplers;
1424 UINT vertex_samplers;
1425 UINT combined_samplers;
1426 UINT general_combiners;
1427 UINT sampler_stages;
1428 UINT clipplanes;
1429 UINT texture_size;
1430 UINT texture3d_size;
1431 float pointsize_max;
1432 float pointsize_min;
1433 UINT point_sprite_units;
1434 UINT blends;
1435 UINT anisotropy;
1436 float shininess;
1437
1438 UINT glsl_varyings;
1439 UINT glsl_vs_float_constants;
1440 UINT glsl_ps_float_constants;
1441
1442 UINT arb_vs_float_constants;
1443 UINT arb_vs_native_constants;
1444 UINT arb_vs_instructions;
1445 UINT arb_vs_temps;
1446 UINT arb_ps_float_constants;
1447 UINT arb_ps_local_constants;
1448 UINT arb_ps_native_constants;
1449 UINT arb_ps_instructions;
1450 UINT arb_ps_temps;
1451};
1452
1453struct wined3d_gl_info
1454{
1455 DWORD glsl_version;
1456 UINT vidmem;
1457 struct wined3d_gl_limits limits;
1458 DWORD reserved_glsl_constants;
1459 DWORD quirks;
1460 BOOL supported[WINED3D_GL_EXT_COUNT];
1461 GLint wrap_lookup[WINED3DTADDRESS_MIRRORONCE - WINED3DTADDRESS_WRAP + 1];
1462
1463 struct wined3d_fbo_ops fbo_ops;
1464#define USE_GL_FUNC(type, pfn, ext, replace) type pfn;
1465 /* GL function pointers */
1466 GL_EXT_FUNCS_GEN
1467 /* WGL function pointers */
1468 WGL_EXT_FUNCS_GEN
1469#undef USE_GL_FUNC
1470
1471 struct wined3d_format_desc *gl_formats;
1472};
1473
1474struct wined3d_driver_info
1475{
1476 enum wined3d_pci_vendor vendor;
1477 enum wined3d_pci_device device;
1478 const char *name;
1479 const char *description;
1480 DWORD version_high;
1481 DWORD version_low;
1482};
1483
1484/* The adapter structure */
1485struct wined3d_adapter
1486{
1487 UINT ordinal;
1488 BOOL opengl;
1489 POINT monitorPoint;
1490 struct wined3d_gl_info gl_info;
1491 struct wined3d_driver_info driver_info;
1492 WCHAR DeviceName[CCHDEVICENAME]; /* DeviceName for use with e.g. ChangeDisplaySettings */
1493 int nCfgs;
1494 WineD3D_PixelFormat *cfgs;
1495 BOOL brokenStencil; /* Set on cards which only offer mixed depth+stencil */
1496 unsigned int TextureRam; /* Amount of texture memory both video ram + AGP/TurboCache/HyperMemory/.. */
1497 unsigned int UsedTextureRam;
1498 LUID luid;
1499
1500 const struct fragment_pipeline *fragment_pipe;
1501 const shader_backend_t *shader_backend;
1502 const struct blit_shader *blitter;
1503};
1504
1505BOOL initPixelFormats(struct wined3d_gl_info *gl_info, enum wined3d_pci_vendor vendor) DECLSPEC_HIDDEN;
1506BOOL initPixelFormatsNoGL(struct wined3d_gl_info *gl_info) DECLSPEC_HIDDEN;
1507extern long WineD3DAdapterChangeGLRam(IWineD3DDeviceImpl *D3DDevice, long glram) DECLSPEC_HIDDEN;
1508extern void add_gl_compat_wrappers(struct wined3d_gl_info *gl_info) DECLSPEC_HIDDEN;
1509
1510/*****************************************************************************
1511 * High order patch management
1512 */
1513struct WineD3DRectPatch
1514{
1515 UINT Handle;
1516 float *mem;
1517 WineDirect3DVertexStridedData strided;
1518 WINED3DRECTPATCH_INFO RectPatchInfo;
1519 float numSegs[4];
1520 char has_normals, has_texcoords;
1521 struct list entry;
1522};
1523
1524HRESULT tesselate_rectpatch(IWineD3DDeviceImpl *This, struct WineD3DRectPatch *patch) DECLSPEC_HIDDEN;
1525
1526enum projection_types
1527{
1528 proj_none = 0,
1529 proj_count3 = 1,
1530 proj_count4 = 2
1531};
1532
1533enum dst_arg
1534{
1535 resultreg = 0,
1536 tempreg = 1
1537};
1538
1539/*****************************************************************************
1540 * Fixed function pipeline replacements
1541 */
1542#define ARG_UNUSED 0xff
1543
1544struct texture_stage_op
1545{
1546 unsigned cop : 8;
1547 unsigned carg1 : 8;
1548 unsigned carg2 : 8;
1549 unsigned carg0 : 8;
1550
1551 unsigned aop : 8;
1552 unsigned aarg1 : 8;
1553 unsigned aarg2 : 8;
1554 unsigned aarg0 : 8;
1555
1556 struct color_fixup_desc color_fixup;
1557 unsigned tex_type : 3;
1558 unsigned dst : 1;
1559 unsigned projected : 2;
1560 unsigned padding : 10;
1561};
1562
1563struct ffp_frag_settings {
1564 struct texture_stage_op op[MAX_TEXTURES];
1565 enum fogmode fog;
1566 /* Use shorts instead of chars to get dword alignment */
1567 unsigned short sRGB_write;
1568 unsigned short emul_clipplanes;
1569};
1570
1571struct ffp_frag_desc
1572{
1573 struct wine_rb_entry entry;
1574 struct ffp_frag_settings settings;
1575};
1576
1577extern const struct wine_rb_functions wined3d_ffp_frag_program_rb_functions DECLSPEC_HIDDEN;
1578extern const struct wined3d_parent_ops wined3d_null_parent_ops DECLSPEC_HIDDEN;
1579
1580void gen_ffp_frag_op(IWineD3DStateBlockImpl *stateblock, struct ffp_frag_settings *settings,
1581 BOOL ignore_textype) DECLSPEC_HIDDEN;
1582const struct ffp_frag_desc *find_ffp_frag_shader(const struct wine_rb_tree *fragment_shaders,
1583 const struct ffp_frag_settings *settings) DECLSPEC_HIDDEN;
1584void add_ffp_frag_shader(struct wine_rb_tree *shaders, struct ffp_frag_desc *desc) DECLSPEC_HIDDEN;
1585
1586/*****************************************************************************
1587 * IWineD3D implementation structure
1588 */
1589typedef struct IWineD3DImpl
1590{
1591 /* IUnknown fields */
1592 const IWineD3DVtbl *lpVtbl;
1593 LONG ref; /* Note: Ref counting not required */
1594
1595 /* WineD3D Information */
1596 IUnknown *parent;
1597 UINT dxVersion;
1598
1599 UINT adapter_count;
1600 struct wined3d_adapter adapters[1];
1601} IWineD3DImpl;
1602
1603HRESULT wined3d_init(IWineD3DImpl *wined3d, UINT version, IUnknown *parent) DECLSPEC_HIDDEN;
1604BOOL wined3d_register_window(HWND window, struct IWineD3DDeviceImpl *device) DECLSPEC_HIDDEN;
1605void wined3d_unregister_window(HWND window) DECLSPEC_HIDDEN;
1606
1607/*****************************************************************************
1608 * IWineD3DDevice implementation structure
1609 */
1610#define WINED3D_UNMAPPED_STAGE ~0U
1611
1612/* Multithreaded flag. Removed from the public header to signal that IWineD3D::CreateDevice ignores it */
1613#define WINED3DCREATE_MULTITHREADED 0x00000004
1614
1615struct IWineD3DDeviceImpl
1616{
1617 /* IUnknown fields */
1618 const IWineD3DDeviceVtbl *lpVtbl;
1619 LONG ref; /* Note: Ref counting not required */
1620
1621 /* WineD3D Information */
1622 IUnknown *parent;
1623 IWineD3DDeviceParent *device_parent;
1624 IWineD3D *wined3d;
1625 struct wined3d_adapter *adapter;
1626
1627 /* Window styles to restore when switching fullscreen mode */
1628 LONG style;
1629 LONG exStyle;
1630
1631 /* X and GL Information */
1632 GLint maxConcurrentLights;
1633 GLenum offscreenBuffer;
1634
1635 /* Selected capabilities */
1636 int vs_selected_mode;
1637 int ps_selected_mode;
1638 const shader_backend_t *shader_backend;
1639 void *shader_priv;
1640 void *fragment_priv;
1641 void *blit_priv;
1642 struct StateEntry StateTable[STATE_HIGHEST + 1];
1643 /* Array of functions for states which are handled by more than one pipeline part */
1644 APPLYSTATEFUNC *multistate_funcs[STATE_HIGHEST + 1];
1645 const struct fragment_pipeline *frag_pipe;
1646 const struct blit_shader *blitter;
1647
1648 unsigned int max_ffp_textures;
1649 DWORD d3d_vshader_constantF, d3d_pshader_constantF; /* Advertised d3d caps, not GL ones */
1650 DWORD vs_clipping;
1651
1652 WORD view_ident : 1; /* true iff view matrix is identity */
1653 WORD untransformed : 1;
1654 WORD vertexBlendUsed : 1; /* To avoid needless setting of the blend matrices */
1655 WORD isRecordingState : 1;
1656 WORD isInDraw : 1;
1657 WORD bCursorVisible : 1;
1658 WORD haveHardwareCursor : 1;
1659 WORD d3d_initialized : 1;
1660 WORD inScene : 1; /* A flag to check for proper BeginScene / EndScene call pairs */
1661 WORD softwareVertexProcessing : 1; /* process vertex shaders using software or hardware */
1662 WORD useDrawStridedSlow : 1;
1663 WORD instancedDraw : 1;
1664 WORD filter_messages : 1;
1665 WORD padding : 3;
1666
1667 BYTE fixed_function_usage_map; /* MAX_TEXTURES, 8 */
1668
1669#define DDRAW_PITCH_ALIGNMENT 8
1670#define D3D8_PITCH_ALIGNMENT 4
1671 unsigned char surface_alignment; /* Line Alignment of surfaces */
1672
1673 /* State block related */
1674 IWineD3DStateBlockImpl *stateBlock;
1675 IWineD3DStateBlockImpl *updateStateBlock;
1676
1677 /* Internal use fields */
1678 WINED3DDEVICE_CREATION_PARAMETERS createParms;
1679 WINED3DDEVTYPE devType;
1680 HWND focus_window;
1681
1682 IWineD3DSwapChain **swapchains;
1683 UINT NumberOfSwapChains;
1684
1685 struct list resources; /* a linked list to track resources created by the device */
1686 struct list shaders; /* a linked list to track shaders (pixel and vertex) */
1687 unsigned int highest_dirty_ps_const, highest_dirty_vs_const;
1688
1689 /* Render Target Support */
1690 IWineD3DSurface **render_targets;
1691 IWineD3DSurface *auto_depth_stencil_buffer;
1692 IWineD3DSurface *stencilBufferTarget;
1693
1694 /* palettes texture management */
1695 UINT NumberOfPalettes;
1696 PALETTEENTRY **palettes;
1697 UINT currentPalette;
1698
1699 /* For rendering to a texture using glCopyTexImage */
1700 GLenum *draw_buffers;
1701 GLuint depth_blt_texture;
1702 GLuint depth_blt_rb;
1703 UINT depth_blt_rb_w;
1704 UINT depth_blt_rb_h;
1705
1706 /* Cursor management */
1707 UINT xHotSpot;
1708 UINT yHotSpot;
1709 UINT xScreenSpace;
1710 UINT yScreenSpace;
1711 UINT cursorWidth, cursorHeight;
1712 GLuint cursorTexture;
1713 HCURSOR hardwareCursor;
1714
1715 /* The Wine logo surface */
1716 IWineD3DSurface *logo_surface;
1717
1718 /* Textures for when no other textures are mapped */
1719 UINT dummyTextureName[MAX_TEXTURES];
1720
1721 /* DirectDraw stuff */
1722 DWORD ddraw_width, ddraw_height;
1723 WINED3DFORMAT ddraw_format;
1724
1725 /* Final position fixup constant */
1726 float posFixup[4];
1727
1728 /* With register combiners we can skip junk texture stages */
1729 DWORD texUnitMap[MAX_COMBINED_SAMPLERS];
1730 DWORD rev_tex_unit_map[MAX_COMBINED_SAMPLERS];
1731
1732 /* Stream source management */
1733 struct wined3d_stream_info strided_streams;
1734 const WineDirect3DVertexStridedData *up_strided;
1735 struct wined3d_event_query *buffer_queries[MAX_ATTRIBS];
1736 unsigned int num_buffer_queries;
1737
1738 /* Context management */
1739 struct wined3d_context **contexts;
1740 UINT numContexts;
1741
1742 /* High level patch management */
1743#define PATCHMAP_SIZE 43
1744#define PATCHMAP_HASHFUNC(x) ((x) % PATCHMAP_SIZE) /* Primitive and simple function */
1745 struct list patches[PATCHMAP_SIZE];
1746 struct WineD3DRectPatch *currentPatch;
1747};
1748
1749BOOL device_context_add(IWineD3DDeviceImpl *device, struct wined3d_context *context) DECLSPEC_HIDDEN;
1750void device_context_remove(IWineD3DDeviceImpl *device, struct wined3d_context *context) DECLSPEC_HIDDEN;
1751HRESULT device_init(IWineD3DDeviceImpl *device, IWineD3DImpl *wined3d,
1752 UINT adapter_idx, WINED3DDEVTYPE device_type, HWND focus_window, DWORD flags,
1753 IUnknown *parent, IWineD3DDeviceParent *device_parent) DECLSPEC_HIDDEN;
1754void device_preload_textures(IWineD3DDeviceImpl *device) DECLSPEC_HIDDEN;
1755LRESULT device_process_message(IWineD3DDeviceImpl *device, HWND window,
1756 UINT message, WPARAM wparam, LPARAM lparam, WNDPROC proc) DECLSPEC_HIDDEN;
1757void device_resource_add(IWineD3DDeviceImpl *This, IWineD3DResource *resource) DECLSPEC_HIDDEN;
1758void device_resource_released(IWineD3DDeviceImpl *This, IWineD3DResource *resource) DECLSPEC_HIDDEN;
1759void device_stream_info_from_declaration(IWineD3DDeviceImpl *This,
1760 BOOL use_vshader, struct wined3d_stream_info *stream_info, BOOL *fixup) DECLSPEC_HIDDEN;
1761void device_update_stream_info(IWineD3DDeviceImpl *device, const struct wined3d_gl_info *gl_info) DECLSPEC_HIDDEN;
1762HRESULT IWineD3DDeviceImpl_ClearSurface(IWineD3DDeviceImpl *This, IWineD3DSurfaceImpl *target, DWORD Count,
1763 const WINED3DRECT *pRects, DWORD Flags, WINED3DCOLOR Color, float Z, DWORD Stencil) DECLSPEC_HIDDEN;
1764void IWineD3DDeviceImpl_FindTexUnitMap(IWineD3DDeviceImpl *This) DECLSPEC_HIDDEN;
1765void IWineD3DDeviceImpl_MarkStateDirty(IWineD3DDeviceImpl *This, DWORD state) DECLSPEC_HIDDEN;
1766
1767static inline BOOL isStateDirty(struct wined3d_context *context, DWORD state)
1768{
1769 DWORD idx = state / (sizeof(*context->isStateDirty) * CHAR_BIT);
1770 BYTE shift = state & ((sizeof(*context->isStateDirty) * CHAR_BIT) - 1);
1771 return context->isStateDirty[idx] & (1 << shift);
1772}
1773
1774/* Support for IWineD3DResource ::Set/Get/FreePrivateData. */
1775typedef struct PrivateData
1776{
1777 struct list entry;
1778
1779 GUID tag;
1780 DWORD flags; /* DDSPD_* */
1781
1782 union
1783 {
1784 LPVOID data;
1785 LPUNKNOWN object;
1786 } ptr;
1787
1788 DWORD size;
1789} PrivateData;
1790
1791/*****************************************************************************
1792 * IWineD3DResource implementation structure
1793 */
1794typedef struct IWineD3DResourceClass
1795{
1796 /* IUnknown fields */
1797 LONG ref; /* Note: Ref counting not required */
1798
1799 /* WineD3DResource Information */
1800 IUnknown *parent;
1801 WINED3DRESOURCETYPE resourceType;
1802 IWineD3DDeviceImpl *device;
1803 WINED3DPOOL pool;
1804 UINT size;
1805 DWORD usage;
1806 const struct wined3d_format_desc *format_desc;
1807 DWORD priority;
1808 BYTE *allocatedMemory; /* Pointer to the real data location */
1809 BYTE *heapMemory; /* Pointer to the HeapAlloced block of memory */
1810#ifdef VBOXWDDM
1811 DWORD sharerc_flags; /* shared resource flags */
1812 DWORD sharerc_handle;
1813#endif
1814 struct list privateData;
1815 struct list resource_list_entry;
1816 const struct wined3d_parent_ops *parent_ops;
1817} IWineD3DResourceClass;
1818
1819typedef struct IWineD3DResourceImpl
1820{
1821 /* IUnknown & WineD3DResource Information */
1822 const IWineD3DResourceVtbl *lpVtbl;
1823 IWineD3DResourceClass resource;
1824} IWineD3DResourceImpl;
1825
1826void resource_cleanup(IWineD3DResource *iface) DECLSPEC_HIDDEN;
1827HRESULT resource_free_private_data(IWineD3DResource *iface, REFGUID guid) DECLSPEC_HIDDEN;
1828HRESULT resource_get_parent(IWineD3DResource *iface, IUnknown **parent) DECLSPEC_HIDDEN;
1829DWORD resource_get_priority(IWineD3DResource *iface) DECLSPEC_HIDDEN;
1830HRESULT resource_get_private_data(IWineD3DResource *iface, REFGUID guid,
1831 void *data, DWORD *data_size) DECLSPEC_HIDDEN;
1832HRESULT resource_init(IWineD3DResource *iface, WINED3DRESOURCETYPE resource_type,
1833 IWineD3DDeviceImpl *device, UINT size, DWORD usage, const struct wined3d_format_desc *format_desc,
1834 WINED3DPOOL pool, IUnknown *parent, const struct wined3d_parent_ops *parent_ops
1835#ifdef VBOXWDDM
1836 , HANDLE *shared_handle
1837 , void *pvClientMem
1838#endif
1839 ) DECLSPEC_HIDDEN;
1840WINED3DRESOURCETYPE resource_get_type(IWineD3DResource *iface) DECLSPEC_HIDDEN;
1841DWORD resource_set_priority(IWineD3DResource *iface, DWORD new_priority) DECLSPEC_HIDDEN;
1842HRESULT resource_set_private_data(IWineD3DResource *iface, REFGUID guid,
1843 const void *data, DWORD data_size, DWORD flags) DECLSPEC_HIDDEN;
1844
1845/* Tests show that the start address of resources is 32 byte aligned */
1846#define RESOURCE_ALIGNMENT 16
1847
1848/*****************************************************************************
1849 * IWineD3DBaseTexture D3D- > openGL state map lookups
1850 */
1851
1852typedef enum winetexturestates {
1853 WINED3DTEXSTA_ADDRESSU = 0,
1854 WINED3DTEXSTA_ADDRESSV = 1,
1855 WINED3DTEXSTA_ADDRESSW = 2,
1856 WINED3DTEXSTA_BORDERCOLOR = 3,
1857 WINED3DTEXSTA_MAGFILTER = 4,
1858 WINED3DTEXSTA_MINFILTER = 5,
1859 WINED3DTEXSTA_MIPFILTER = 6,
1860 WINED3DTEXSTA_MAXMIPLEVEL = 7,
1861 WINED3DTEXSTA_MAXANISOTROPY = 8,
1862 WINED3DTEXSTA_SRGBTEXTURE = 9,
1863 WINED3DTEXSTA_ELEMENTINDEX = 10,
1864 WINED3DTEXSTA_DMAPOFFSET = 11,
1865 WINED3DTEXSTA_TSSADDRESSW = 12,
1866 MAX_WINETEXTURESTATES = 13,
1867} winetexturestates;
1868
1869enum WINED3DSRGB
1870{
1871 SRGB_ANY = 0, /* Uses the cached value(e.g. external calls) */
1872 SRGB_RGB = 1, /* Loads the rgb texture */
1873 SRGB_SRGB = 2, /* Loads the srgb texture */
1874 SRGB_BOTH = 3, /* Loads both textures */
1875};
1876
1877struct gl_texture
1878{
1879 DWORD states[MAX_WINETEXTURESTATES];
1880 BOOL dirty;
1881 GLuint name;
1882};
1883
1884/*****************************************************************************
1885 * IWineD3DBaseTexture implementation structure (extends IWineD3DResourceImpl)
1886 */
1887typedef struct IWineD3DBaseTextureClass
1888{
1889 struct gl_texture texture_rgb, texture_srgb;
1890 UINT levels;
1891 float pow2Matrix[16];
1892 UINT LOD;
1893 WINED3DTEXTUREFILTERTYPE filterType;
1894 LONG bindCount;
1895 DWORD sampler;
1896 BOOL is_srgb;
1897 BOOL pow2Matrix_identity;
1898 const struct min_lookup *minMipLookup;
1899 const GLenum *magLookup;
1900 void (*internal_preload)(IWineD3DBaseTexture *iface, enum WINED3DSRGB srgb);
1901} IWineD3DBaseTextureClass;
1902
1903void surface_internal_preload(IWineD3DSurface *iface, enum WINED3DSRGB srgb) DECLSPEC_HIDDEN;
1904BOOL surface_init_sysmem(IWineD3DSurface *iface) DECLSPEC_HIDDEN;
1905BOOL surface_is_offscreen(IWineD3DSurface *iface) DECLSPEC_HIDDEN;
1906void surface_prepare_texture(IWineD3DSurfaceImpl *surface,
1907 const struct wined3d_gl_info *gl_info, BOOL srgb) DECLSPEC_HIDDEN;
1908
1909typedef struct IWineD3DBaseTextureImpl
1910{
1911 /* IUnknown & WineD3DResource Information */
1912 const IWineD3DBaseTextureVtbl *lpVtbl;
1913 IWineD3DResourceClass resource;
1914 IWineD3DBaseTextureClass baseTexture;
1915
1916} IWineD3DBaseTextureImpl;
1917
1918void basetexture_apply_state_changes(IWineD3DBaseTexture *iface,
1919 const DWORD textureStates[WINED3D_HIGHEST_TEXTURE_STATE + 1],
1920 const DWORD samplerStates[WINED3D_HIGHEST_SAMPLER_STATE + 1],
1921 const struct wined3d_gl_info *gl_info) DECLSPEC_HIDDEN;
1922HRESULT basetexture_bind(IWineD3DBaseTexture *iface, BOOL srgb, BOOL *set_surface_desc) DECLSPEC_HIDDEN;
1923void basetexture_cleanup(IWineD3DBaseTexture *iface) DECLSPEC_HIDDEN;
1924void basetexture_generate_mipmaps(IWineD3DBaseTexture *iface) DECLSPEC_HIDDEN;
1925WINED3DTEXTUREFILTERTYPE basetexture_get_autogen_filter_type(IWineD3DBaseTexture *iface) DECLSPEC_HIDDEN;
1926BOOL basetexture_get_dirty(IWineD3DBaseTexture *iface) DECLSPEC_HIDDEN;
1927DWORD basetexture_get_level_count(IWineD3DBaseTexture *iface) DECLSPEC_HIDDEN;
1928DWORD basetexture_get_lod(IWineD3DBaseTexture *iface) DECLSPEC_HIDDEN;
1929HRESULT basetexture_init(IWineD3DBaseTextureImpl *texture, UINT levels, WINED3DRESOURCETYPE resource_type,
1930 IWineD3DDeviceImpl *device, UINT size, DWORD usage, const struct wined3d_format_desc *format_desc,
1931 WINED3DPOOL pool, IUnknown *parent, const struct wined3d_parent_ops *parent_ops
1932#ifdef VBOXWDDM
1933 , HANDLE *shared_handle
1934 , void *pvClientMem
1935#endif
1936 ) DECLSPEC_HIDDEN;
1937HRESULT basetexture_set_autogen_filter_type(IWineD3DBaseTexture *iface,
1938 WINED3DTEXTUREFILTERTYPE filter_type) DECLSPEC_HIDDEN;
1939BOOL basetexture_set_dirty(IWineD3DBaseTexture *iface, BOOL dirty) DECLSPEC_HIDDEN;
1940DWORD basetexture_set_lod(IWineD3DBaseTexture *iface, DWORD new_lod) DECLSPEC_HIDDEN;
1941void basetexture_unload(IWineD3DBaseTexture *iface) DECLSPEC_HIDDEN;
1942
1943/*****************************************************************************
1944 * IWineD3DTexture implementation structure (extends IWineD3DBaseTextureImpl)
1945 */
1946typedef struct IWineD3DTextureImpl
1947{
1948 /* IUnknown & WineD3DResource/WineD3DBaseTexture Information */
1949 const IWineD3DTextureVtbl *lpVtbl;
1950 IWineD3DResourceClass resource;
1951 IWineD3DBaseTextureClass baseTexture;
1952
1953 /* IWineD3DTexture */
1954 IWineD3DSurface *surfaces[MAX_MIP_LEVELS];
1955 UINT target;
1956 BOOL cond_np2;
1957
1958} IWineD3DTextureImpl;
1959
1960HRESULT texture_init(IWineD3DTextureImpl *texture, UINT width, UINT height, UINT levels,
1961 IWineD3DDeviceImpl *device, DWORD usage, WINED3DFORMAT format, WINED3DPOOL pool,
1962 IUnknown *parent, const struct wined3d_parent_ops *parent_ops
1963#ifdef VBOXWDDM
1964 , HANDLE *shared_handle
1965 , void *pvClientMem
1966#endif
1967 ) DECLSPEC_HIDDEN;
1968
1969/*****************************************************************************
1970 * IWineD3DCubeTexture implementation structure (extends IWineD3DBaseTextureImpl)
1971 */
1972typedef struct IWineD3DCubeTextureImpl
1973{
1974 /* IUnknown & WineD3DResource/WineD3DBaseTexture Information */
1975 const IWineD3DCubeTextureVtbl *lpVtbl;
1976 IWineD3DResourceClass resource;
1977 IWineD3DBaseTextureClass baseTexture;
1978
1979 /* IWineD3DCubeTexture */
1980 IWineD3DSurface *surfaces[6][MAX_MIP_LEVELS];
1981} IWineD3DCubeTextureImpl;
1982
1983HRESULT cubetexture_init(IWineD3DCubeTextureImpl *texture, UINT edge_length, UINT levels,
1984 IWineD3DDeviceImpl *device, DWORD usage, WINED3DFORMAT format, WINED3DPOOL pool,
1985 IUnknown *parent, const struct wined3d_parent_ops *parent_ops) DECLSPEC_HIDDEN;
1986
1987typedef struct _WINED3DVOLUMET_DESC
1988{
1989 UINT Width;
1990 UINT Height;
1991 UINT Depth;
1992} WINED3DVOLUMET_DESC;
1993
1994/*****************************************************************************
1995 * IWineD3DVolume implementation structure (extends IUnknown)
1996 */
1997typedef struct IWineD3DVolumeImpl
1998{
1999 /* IUnknown & WineD3DResource fields */
2000 const IWineD3DVolumeVtbl *lpVtbl;
2001 IWineD3DResourceClass resource;
2002
2003 /* WineD3DVolume Information */
2004 WINED3DVOLUMET_DESC currentDesc;
2005 IWineD3DBase *container;
2006 BOOL lockable;
2007 BOOL locked;
2008 WINED3DBOX lockedBox;
2009 WINED3DBOX dirtyBox;
2010 BOOL dirty;
2011} IWineD3DVolumeImpl;
2012
2013void volume_add_dirty_box(IWineD3DVolume *iface, const WINED3DBOX *dirty_box) DECLSPEC_HIDDEN;
2014HRESULT volume_init(IWineD3DVolumeImpl *volume, IWineD3DDeviceImpl *device, UINT width,
2015 UINT height, UINT depth, DWORD usage, WINED3DFORMAT format, WINED3DPOOL pool,
2016 IUnknown *parent, const struct wined3d_parent_ops *parent_ops) DECLSPEC_HIDDEN;
2017
2018/*****************************************************************************
2019 * IWineD3DVolumeTexture implementation structure (extends IWineD3DBaseTextureImpl)
2020 */
2021typedef struct IWineD3DVolumeTextureImpl
2022{
2023 /* IUnknown & WineD3DResource/WineD3DBaseTexture Information */
2024 const IWineD3DVolumeTextureVtbl *lpVtbl;
2025 IWineD3DResourceClass resource;
2026 IWineD3DBaseTextureClass baseTexture;
2027
2028 /* IWineD3DVolumeTexture */
2029 IWineD3DVolume *volumes[MAX_MIP_LEVELS];
2030} IWineD3DVolumeTextureImpl;
2031
2032HRESULT volumetexture_init(IWineD3DVolumeTextureImpl *texture, UINT width, UINT height,
2033 UINT depth, UINT levels, IWineD3DDeviceImpl *device, DWORD usage, WINED3DFORMAT format,
2034 WINED3DPOOL pool, IUnknown *parent, const struct wined3d_parent_ops *parent_ops) DECLSPEC_HIDDEN;
2035
2036typedef struct _WINED3DSURFACET_DESC
2037{
2038 WINED3DMULTISAMPLE_TYPE MultiSampleType;
2039 DWORD MultiSampleQuality;
2040 UINT Width;
2041 UINT Height;
2042} WINED3DSURFACET_DESC;
2043
2044/*****************************************************************************
2045 * Structure for DIB Surfaces (GetDC and GDI surfaces)
2046 */
2047typedef struct wineD3DSurface_DIB {
2048 HBITMAP DIBsection;
2049 void* bitmap_data;
2050 UINT bitmap_size;
2051 HGDIOBJ holdbitmap;
2052 BOOL client_memory;
2053} wineD3DSurface_DIB;
2054
2055typedef struct {
2056 struct list entry;
2057 GLuint id;
2058 UINT width;
2059 UINT height;
2060} renderbuffer_entry_t;
2061
2062struct fbo_entry
2063{
2064 struct list entry;
2065 IWineD3DSurfaceImpl **render_targets;
2066 IWineD3DSurfaceImpl *depth_stencil;
2067 BOOL attached;
2068 GLuint id;
2069};
2070
2071/*****************************************************************************
2072 * IWineD3DClipp implementation structure
2073 */
2074typedef struct IWineD3DClipperImpl
2075{
2076 const IWineD3DClipperVtbl *lpVtbl;
2077 LONG ref;
2078
2079 IUnknown *Parent;
2080 HWND hWnd;
2081} IWineD3DClipperImpl;
2082
2083
2084/*****************************************************************************
2085 * IWineD3DSurface implementation structure
2086 */
2087struct IWineD3DSurfaceImpl
2088{
2089 /* IUnknown & IWineD3DResource Information */
2090 const IWineD3DSurfaceVtbl *lpVtbl;
2091 IWineD3DResourceClass resource;
2092
2093 /* IWineD3DSurface fields */
2094 IWineD3DBase *container;
2095 WINED3DSURFACET_DESC currentDesc;
2096 IWineD3DPaletteImpl *palette; /* D3D7 style palette handling */
2097 PALETTEENTRY *palette9; /* D3D8/9 style palette handling */
2098
2099 /* TODO: move this off into a management class(maybe!) */
2100 DWORD Flags;
2101
2102 UINT pow2Width;
2103 UINT pow2Height;
2104
2105 /* A method to retrieve the drawable size. Not in the Vtable to make it changeable */
2106 void (*get_drawable_size)(struct wined3d_context *context, UINT *width, UINT *height);
2107
2108 /* PBO */
2109 GLuint pbo;
2110 GLuint texture_name;
2111 GLuint texture_name_srgb;
2112 GLint texture_level;
2113 GLenum texture_target;
2114
2115 RECT lockedRect;
2116 RECT dirtyRect;
2117 int lockCount;
2118#define MAXLOCKCOUNT 50 /* After this amount of locks do not free the sysmem copy */
2119
2120 /* For GetDC */
2121 wineD3DSurface_DIB dib;
2122 HDC hDC;
2123
2124 /* Color keys for DDraw */
2125 WINEDDCOLORKEY DestBltCKey;
2126 WINEDDCOLORKEY DestOverlayCKey;
2127 WINEDDCOLORKEY SrcOverlayCKey;
2128 WINEDDCOLORKEY SrcBltCKey;
2129 DWORD CKeyFlags;
2130
2131 WINEDDCOLORKEY glCKey;
2132
2133 struct list renderbuffers;
2134 renderbuffer_entry_t *current_renderbuffer;
2135
2136 /* DirectDraw clippers */
2137 IWineD3DClipper *clipper;
2138
2139 /* DirectDraw Overlay handling */
2140 RECT overlay_srcrect;
2141 RECT overlay_destrect;
2142 IWineD3DSurfaceImpl *overlay_dest;
2143 struct list overlays;
2144 struct list overlay_entry;
2145};
2146
2147extern const IWineD3DSurfaceVtbl IWineD3DSurface_Vtbl DECLSPEC_HIDDEN;
2148extern const IWineD3DSurfaceVtbl IWineGDISurface_Vtbl DECLSPEC_HIDDEN;
2149
2150UINT surface_calculate_size(const struct wined3d_format_desc *format_desc,
2151 UINT alignment, UINT width, UINT height) DECLSPEC_HIDDEN;
2152void surface_gdi_cleanup(IWineD3DSurfaceImpl *This) DECLSPEC_HIDDEN;
2153HRESULT surface_init(IWineD3DSurfaceImpl *surface, WINED3DSURFTYPE surface_type, UINT alignment,
2154 UINT width, UINT height, UINT level, BOOL lockable, BOOL discard, WINED3DMULTISAMPLE_TYPE multisample_type,
2155 UINT multisample_quality, IWineD3DDeviceImpl *device, DWORD usage, WINED3DFORMAT format,
2156 WINED3DPOOL pool, IUnknown *parent, const struct wined3d_parent_ops *parent_ops
2157#ifdef VBOXWDDM
2158 , HANDLE *shared_handle
2159 , void *pvClientMem
2160#endif
2161 ) DECLSPEC_HIDDEN;
2162
2163/* Predeclare the shared Surface functions */
2164HRESULT WINAPI IWineD3DBaseSurfaceImpl_QueryInterface(IWineD3DSurface *iface,
2165 REFIID riid, LPVOID *ppobj) DECLSPEC_HIDDEN;
2166ULONG WINAPI IWineD3DBaseSurfaceImpl_AddRef(IWineD3DSurface *iface) DECLSPEC_HIDDEN;
2167HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetParent(IWineD3DSurface *iface, IUnknown **pParent) DECLSPEC_HIDDEN;
2168HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetPrivateData(IWineD3DSurface *iface,
2169 REFGUID refguid, const void *pData, DWORD SizeOfData, DWORD Flags) DECLSPEC_HIDDEN;
2170HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetPrivateData(IWineD3DSurface *iface,
2171 REFGUID refguid, void *pData, DWORD *pSizeOfData) DECLSPEC_HIDDEN;
2172HRESULT WINAPI IWineD3DBaseSurfaceImpl_FreePrivateData(IWineD3DSurface *iface, REFGUID refguid) DECLSPEC_HIDDEN;
2173DWORD WINAPI IWineD3DBaseSurfaceImpl_SetPriority(IWineD3DSurface *iface, DWORD PriorityNew) DECLSPEC_HIDDEN;
2174DWORD WINAPI IWineD3DBaseSurfaceImpl_GetPriority(IWineD3DSurface *iface) DECLSPEC_HIDDEN;
2175WINED3DRESOURCETYPE WINAPI IWineD3DBaseSurfaceImpl_GetType(IWineD3DSurface *iface) DECLSPEC_HIDDEN;
2176HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetContainer(IWineD3DSurface* iface,
2177 REFIID riid, void **ppContainer) DECLSPEC_HIDDEN;
2178HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetDesc(IWineD3DSurface *iface, WINED3DSURFACE_DESC *pDesc) DECLSPEC_HIDDEN;
2179HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetBltStatus(IWineD3DSurface *iface, DWORD Flags) DECLSPEC_HIDDEN;
2180HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetFlipStatus(IWineD3DSurface *iface, DWORD Flags) DECLSPEC_HIDDEN;
2181HRESULT WINAPI IWineD3DBaseSurfaceImpl_IsLost(IWineD3DSurface *iface) DECLSPEC_HIDDEN;
2182HRESULT WINAPI IWineD3DBaseSurfaceImpl_Restore(IWineD3DSurface *iface) DECLSPEC_HIDDEN;
2183HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetPalette(IWineD3DSurface *iface, IWineD3DPalette **Pal) DECLSPEC_HIDDEN;
2184HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetPalette(IWineD3DSurface *iface, IWineD3DPalette *Pal) DECLSPEC_HIDDEN;
2185HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetColorKey(IWineD3DSurface *iface,
2186 DWORD Flags, const WINEDDCOLORKEY *CKey) DECLSPEC_HIDDEN;
2187HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetContainer(IWineD3DSurface *iface, IWineD3DBase *container) DECLSPEC_HIDDEN;
2188DWORD WINAPI IWineD3DBaseSurfaceImpl_GetPitch(IWineD3DSurface *iface) DECLSPEC_HIDDEN;
2189HRESULT WINAPI IWineD3DBaseSurfaceImpl_RealizePalette(IWineD3DSurface *iface) DECLSPEC_HIDDEN;
2190HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetOverlayPosition(IWineD3DSurface *iface, LONG X, LONG Y) DECLSPEC_HIDDEN;
2191HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetOverlayPosition(IWineD3DSurface *iface, LONG *X, LONG *Y) DECLSPEC_HIDDEN;
2192HRESULT WINAPI IWineD3DBaseSurfaceImpl_UpdateOverlayZOrder(IWineD3DSurface *iface,
2193 DWORD Flags, IWineD3DSurface *Ref) DECLSPEC_HIDDEN;
2194HRESULT WINAPI IWineD3DBaseSurfaceImpl_UpdateOverlay(IWineD3DSurface *iface, const RECT *SrcRect,
2195 IWineD3DSurface *DstSurface, const RECT *DstRect, DWORD Flags, const WINEDDOVERLAYFX *FX) DECLSPEC_HIDDEN;
2196HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetClipper(IWineD3DSurface *iface, IWineD3DClipper *clipper) DECLSPEC_HIDDEN;
2197HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetClipper(IWineD3DSurface *iface, IWineD3DClipper **clipper) DECLSPEC_HIDDEN;
2198HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetFormat(IWineD3DSurface *iface, WINED3DFORMAT format) DECLSPEC_HIDDEN;
2199HRESULT IWineD3DBaseSurfaceImpl_CreateDIBSection(IWineD3DSurface *iface) DECLSPEC_HIDDEN;
2200HRESULT WINAPI IWineD3DBaseSurfaceImpl_Blt(IWineD3DSurface *iface, const RECT *DestRect, IWineD3DSurface *SrcSurface,
2201 const RECT *SrcRect, DWORD Flags, const WINEDDBLTFX *DDBltFx, WINED3DTEXTUREFILTERTYPE Filter) DECLSPEC_HIDDEN;
2202HRESULT WINAPI IWineD3DBaseSurfaceImpl_BltFast(IWineD3DSurface *iface, DWORD dstx, DWORD dsty,
2203 IWineD3DSurface *Source, const RECT *rsrc, DWORD trans) DECLSPEC_HIDDEN;
2204HRESULT WINAPI IWineD3DBaseSurfaceImpl_LockRect(IWineD3DSurface *iface, WINED3DLOCKED_RECT *pLockedRect,
2205 const RECT *pRect, DWORD Flags) DECLSPEC_HIDDEN;
2206void WINAPI IWineD3DBaseSurfaceImpl_BindTexture(IWineD3DSurface *iface, BOOL srgb) DECLSPEC_HIDDEN;
2207const void *WINAPI IWineD3DBaseSurfaceImpl_GetData(IWineD3DSurface *iface) DECLSPEC_HIDDEN;
2208
2209void get_drawable_size_swapchain(struct wined3d_context *context, UINT *width, UINT *height) DECLSPEC_HIDDEN;
2210void get_drawable_size_backbuffer(struct wined3d_context *context, UINT *width, UINT *height) DECLSPEC_HIDDEN;
2211void get_drawable_size_fbo(struct wined3d_context *context, UINT *width, UINT *height) DECLSPEC_HIDDEN;
2212
2213void draw_textured_quad(IWineD3DSurfaceImpl *src_surface, const RECT *src_rect,
2214 const RECT *dst_rect, WINED3DTEXTUREFILTERTYPE Filter) DECLSPEC_HIDDEN;
2215void flip_surface(IWineD3DSurfaceImpl *front, IWineD3DSurfaceImpl *back) DECLSPEC_HIDDEN;
2216
2217/* Surface flags: */
2218#define SFLAG_CONVERTED 0x00000002 /* Converted for color keying or Palettized */
2219#define SFLAG_DIBSECTION 0x00000004 /* Has a DIB section attached for GetDC */
2220#define SFLAG_LOCKABLE 0x00000008 /* Surface can be locked */
2221#define SFLAG_DISCARD 0x00000010 /* ??? */
2222#define SFLAG_LOCKED 0x00000020 /* Surface is locked atm */
2223#define SFLAG_INTEXTURE 0x00000040 /* The GL texture contains the newest surface content */
2224#define SFLAG_INSRGBTEX 0x00000080 /* The GL srgb texture contains the newest surface content */
2225#define SFLAG_INDRAWABLE 0x00000100 /* The gl drawable contains the most up to date data */
2226#define SFLAG_INSYSMEM 0x00000200 /* The system memory copy is most up to date */
2227#define SFLAG_NONPOW2 0x00000400 /* Surface sizes are not a power of 2 */
2228#define SFLAG_DYNLOCK 0x00000800 /* Surface is often locked by the app */
2229#define SFLAG_DCINUSE 0x00001000 /* Set between GetDC and ReleaseDC calls */
2230#define SFLAG_LOST 0x00002000 /* Surface lost flag for DDraw */
2231#define SFLAG_USERPTR 0x00004000 /* The application allocated the memory for this surface */
2232#define SFLAG_GLCKEY 0x00008000 /* The gl texture was created with a color key */
2233#define SFLAG_CLIENT 0x00010000 /* GL_APPLE_client_storage is used on that texture */
2234#define SFLAG_ALLOCATED 0x00020000 /* A gl texture is allocated for this surface */
2235#define SFLAG_SRGBALLOCATED 0x00040000 /* A srgb gl texture is allocated for this surface */
2236#define SFLAG_PBO 0x00080000 /* Has a PBO attached for speeding up data transfers for dynamically locked surfaces */
2237#define SFLAG_NORMCOORD 0x00100000 /* Set if the GL texture coords are normalized(non-texture rectangle) */
2238#define SFLAG_DS_ONSCREEN 0x00200000 /* Is a depth stencil, last modified onscreen */
2239#define SFLAG_DS_OFFSCREEN 0x00400000 /* Is a depth stencil, last modified offscreen */
2240#define SFLAG_INOVERLAYDRAW 0x00800000 /* Overlay drawing is in progress. Recursion prevention */
2241#define SFLAG_SWAPCHAIN 0x01000000 /* The surface is part of a swapchain */
2242
2243#ifdef VBOXWDDM
2244# define SFLAG_CLIENTMEM 0x10000000 /* SYSMEM surface using client-supplied memory buffer */
2245# define SFLAG_DONOTFREE_VBOXWDDM SFLAG_CLIENTMEM
2246#else
2247# define SFLAG_DONOTFREE_VBOXWDDM 0
2248#endif
2249
2250/* In some conditions the surface memory must not be freed:
2251 * SFLAG_CONVERTED: Converting the data back would take too long
2252 * SFLAG_DIBSECTION: The dib code manages the memory
2253 * SFLAG_LOCKED: The app requires access to the surface data
2254 * SFLAG_DYNLOCK: Avoid freeing the data for performance
2255 * SFLAG_PBO: PBOs don't use 'normal' memory. It is either allocated by the driver or must be NULL.
2256 * SFLAG_CLIENT: OpenGL uses our memory as backup
2257 */
2258#define SFLAG_DONOTFREE (SFLAG_CONVERTED | \
2259 SFLAG_DIBSECTION | \
2260 SFLAG_LOCKED | \
2261 SFLAG_DYNLOCK | \
2262 SFLAG_USERPTR | \
2263 SFLAG_PBO | \
2264 SFLAG_CLIENT | \
2265 SFLAG_DONOTFREE_VBOXWDDM \
2266 )
2267
2268#define SFLAG_LOCATIONS (SFLAG_INSYSMEM | \
2269 SFLAG_INTEXTURE | \
2270 SFLAG_INDRAWABLE | \
2271 SFLAG_INSRGBTEX)
2272
2273#define SFLAG_DS_LOCATIONS (SFLAG_DS_ONSCREEN | \
2274 SFLAG_DS_OFFSCREEN)
2275#define SFLAG_DS_DISCARDED SFLAG_DS_LOCATIONS
2276
2277typedef enum {
2278 NO_CONVERSION,
2279 CONVERT_PALETTED,
2280 CONVERT_PALETTED_CK,
2281 CONVERT_CK_565,
2282 CONVERT_CK_5551,
2283 CONVERT_CK_4444,
2284 CONVERT_CK_4444_ARGB,
2285 CONVERT_CK_1555,
2286 CONVERT_555,
2287 CONVERT_CK_RGB24,
2288 CONVERT_CK_8888,
2289 CONVERT_CK_8888_ARGB,
2290 CONVERT_RGB32_888,
2291 CONVERT_V8U8,
2292 CONVERT_L6V5U5,
2293 CONVERT_X8L8V8U8,
2294 CONVERT_Q8W8V8U8,
2295 CONVERT_V16U16,
2296 CONVERT_A4L4,
2297 CONVERT_G16R16,
2298 CONVERT_R16G16F,
2299 CONVERT_R32G32F,
2300 CONVERT_D15S1,
2301 CONVERT_D24X4S4,
2302 CONVERT_D24FS8,
2303} CONVERT_TYPES;
2304
2305HRESULT d3dfmt_get_conv(IWineD3DSurfaceImpl *This, BOOL need_alpha_ck, BOOL use_texturing,
2306 struct wined3d_format_desc *desc, CONVERT_TYPES *convert) DECLSPEC_HIDDEN;
2307void d3dfmt_p8_init_palette(IWineD3DSurfaceImpl *This, BYTE table[256][4], BOOL colorkey) DECLSPEC_HIDDEN;
2308
2309BOOL palette9_changed(IWineD3DSurfaceImpl *This) DECLSPEC_HIDDEN;
2310
2311/*****************************************************************************
2312 * IWineD3DVertexDeclaration implementation structure
2313 */
2314
2315struct wined3d_vertex_declaration_element
2316{
2317 const struct wined3d_format_desc *format_desc;
2318 BOOL ffp_valid;
2319 WORD input_slot;
2320 WORD offset;
2321 UINT output_slot;
2322 BYTE method;
2323 BYTE usage;
2324 BYTE usage_idx;
2325};
2326
2327typedef struct IWineD3DVertexDeclarationImpl {
2328 /* IUnknown Information */
2329 const IWineD3DVertexDeclarationVtbl *lpVtbl;
2330 LONG ref;
2331
2332 IUnknown *parent;
2333 const struct wined3d_parent_ops *parent_ops;
2334 IWineD3DDeviceImpl *device;
2335
2336 struct wined3d_vertex_declaration_element *elements;
2337 UINT element_count;
2338
2339 DWORD streams[MAX_STREAMS];
2340 UINT num_streams;
2341 BOOL position_transformed;
2342 BOOL half_float_conv_needed;
2343} IWineD3DVertexDeclarationImpl;
2344
2345HRESULT vertexdeclaration_init(IWineD3DVertexDeclarationImpl *declaration, IWineD3DDeviceImpl *device,
2346 const WINED3DVERTEXELEMENT *elements, UINT element_count,
2347 IUnknown *parent, const struct wined3d_parent_ops *parent_ops) DECLSPEC_HIDDEN;
2348
2349/*****************************************************************************
2350 * IWineD3DStateBlock implementation structure
2351 */
2352
2353/* Internal state Block for Begin/End/Capture/Create/Apply info */
2354/* Note: Very long winded but gl Lists are not flexible enough */
2355/* to resolve everything we need, so doing it manually for now */
2356typedef struct SAVEDSTATES {
2357 DWORD transform[(HIGHEST_TRANSFORMSTATE >> 5) + 1];
2358 WORD streamSource; /* MAX_STREAMS, 16 */
2359 WORD streamFreq; /* MAX_STREAMS, 16 */
2360 DWORD renderState[(WINEHIGHEST_RENDER_STATE >> 5) + 1];
2361 DWORD textureState[MAX_TEXTURES]; /* WINED3D_HIGHEST_TEXTURE_STATE + 1, 18 */
2362 WORD samplerState[MAX_COMBINED_SAMPLERS]; /* WINED3D_HIGHEST_SAMPLER_STATE + 1, 14 */
2363 DWORD clipplane; /* WINED3DMAXUSERCLIPPLANES, 32 */
2364 WORD pixelShaderConstantsB; /* MAX_CONST_B, 16 */
2365 WORD pixelShaderConstantsI; /* MAX_CONST_I, 16 */
2366 BOOL *pixelShaderConstantsF;
2367 WORD vertexShaderConstantsB; /* MAX_CONST_B, 16 */
2368 WORD vertexShaderConstantsI; /* MAX_CONST_I, 16 */
2369 BOOL *vertexShaderConstantsF;
2370 DWORD textures : 20; /* MAX_COMBINED_SAMPLERS, 20 */
2371 DWORD primitive_type : 1;
2372 DWORD indices : 1;
2373 DWORD material : 1;
2374 DWORD viewport : 1;
2375 DWORD vertexDecl : 1;
2376 DWORD pixelShader : 1;
2377 DWORD vertexShader : 1;
2378 DWORD scissorRect : 1;
2379 DWORD padding : 4;
2380} SAVEDSTATES;
2381
2382struct StageState {
2383 DWORD stage;
2384 DWORD state;
2385};
2386
2387struct IWineD3DStateBlockImpl
2388{
2389 /* IUnknown fields */
2390 const IWineD3DStateBlockVtbl *lpVtbl;
2391 LONG ref; /* Note: Ref counting not required */
2392
2393 /* IWineD3DStateBlock information */
2394 IWineD3DDeviceImpl *device;
2395 WINED3DSTATEBLOCKTYPE blockType;
2396
2397 /* Array indicating whether things have been set or changed */
2398 SAVEDSTATES changed;
2399
2400 /* Vertex Shader Declaration */
2401 IWineD3DVertexDeclaration *vertexDecl;
2402
2403 IWineD3DVertexShader *vertexShader;
2404
2405 /* Vertex Shader Constants */
2406 BOOL vertexShaderConstantB[MAX_CONST_B];
2407 INT vertexShaderConstantI[MAX_CONST_I * 4];
2408 float *vertexShaderConstantF;
2409
2410 /* primitive type */
2411 GLenum gl_primitive_type;
2412
2413 /* Stream Source */
2414 BOOL streamIsUP;
2415 UINT streamStride[MAX_STREAMS];
2416 UINT streamOffset[MAX_STREAMS + 1 /* tesselated pseudo-stream */ ];
2417 IWineD3DBuffer *streamSource[MAX_STREAMS];
2418 UINT streamFreq[MAX_STREAMS + 1];
2419 UINT streamFlags[MAX_STREAMS + 1]; /*0 | WINED3DSTREAMSOURCE_INSTANCEDATA | WINED3DSTREAMSOURCE_INDEXEDDATA */
2420
2421 /* Indices */
2422 IWineD3DBuffer* pIndexData;
2423 WINED3DFORMAT IndexFmt;
2424 INT baseVertexIndex;
2425 INT loadBaseVertexIndex; /* non-indexed drawing needs 0 here, indexed baseVertexIndex */
2426
2427 /* Transform */
2428 WINED3DMATRIX transforms[HIGHEST_TRANSFORMSTATE + 1];
2429
2430 /* Light hashmap . Collisions are handled using standard wine double linked lists */
2431#define LIGHTMAP_SIZE 43 /* Use of a prime number recommended. Set to 1 for a linked list! */
2432#define LIGHTMAP_HASHFUNC(x) ((x) % LIGHTMAP_SIZE) /* Primitive and simple function */
2433 struct list lightMap[LIGHTMAP_SIZE]; /* Hash map containing the lights */
2434 const struct wined3d_light_info *activeLights[MAX_ACTIVE_LIGHTS]; /* Map of opengl lights to d3d lights */
2435
2436 /* Clipping */
2437 double clipplane[MAX_CLIPPLANES][4];
2438 WINED3DCLIPSTATUS clip_status;
2439
2440 /* ViewPort */
2441 WINED3DVIEWPORT viewport;
2442
2443 /* Material */
2444 WINED3DMATERIAL material;
2445
2446 /* Pixel Shader */
2447 IWineD3DPixelShader *pixelShader;
2448
2449 /* Pixel Shader Constants */
2450 BOOL pixelShaderConstantB[MAX_CONST_B];
2451 INT pixelShaderConstantI[MAX_CONST_I * 4];
2452 float *pixelShaderConstantF;
2453
2454 /* RenderState */
2455 DWORD renderState[WINEHIGHEST_RENDER_STATE + 1];
2456
2457 /* Texture */
2458 IWineD3DBaseTexture *textures[MAX_COMBINED_SAMPLERS];
2459
2460 /* Texture State Stage */
2461 DWORD textureState[MAX_TEXTURES][WINED3D_HIGHEST_TEXTURE_STATE + 1];
2462 DWORD lowest_disabled_stage;
2463 /* Sampler States */
2464 DWORD samplerState[MAX_COMBINED_SAMPLERS][WINED3D_HIGHEST_SAMPLER_STATE + 1];
2465
2466 /* Scissor test rectangle */
2467 RECT scissorRect;
2468
2469 /* Contained state management */
2470 DWORD contained_render_states[WINEHIGHEST_RENDER_STATE + 1];
2471 unsigned int num_contained_render_states;
2472 DWORD contained_transform_states[HIGHEST_TRANSFORMSTATE + 1];
2473 unsigned int num_contained_transform_states;
2474 DWORD contained_vs_consts_i[MAX_CONST_I];
2475 unsigned int num_contained_vs_consts_i;
2476 DWORD contained_vs_consts_b[MAX_CONST_B];
2477 unsigned int num_contained_vs_consts_b;
2478 DWORD *contained_vs_consts_f;
2479 unsigned int num_contained_vs_consts_f;
2480 DWORD contained_ps_consts_i[MAX_CONST_I];
2481 unsigned int num_contained_ps_consts_i;
2482 DWORD contained_ps_consts_b[MAX_CONST_B];
2483 unsigned int num_contained_ps_consts_b;
2484 DWORD *contained_ps_consts_f;
2485 unsigned int num_contained_ps_consts_f;
2486 struct StageState contained_tss_states[MAX_TEXTURES * (WINED3D_HIGHEST_TEXTURE_STATE + 1)];
2487 unsigned int num_contained_tss_states;
2488 struct StageState contained_sampler_states[MAX_COMBINED_SAMPLERS * WINED3D_HIGHEST_SAMPLER_STATE];
2489 unsigned int num_contained_sampler_states;
2490};
2491
2492HRESULT stateblock_init(IWineD3DStateBlockImpl *stateblock,
2493 IWineD3DDeviceImpl *device, WINED3DSTATEBLOCKTYPE type) DECLSPEC_HIDDEN;
2494void stateblock_init_contained_states(IWineD3DStateBlockImpl *object) DECLSPEC_HIDDEN;
2495
2496static inline void stateblock_apply_state(DWORD state, IWineD3DStateBlockImpl *stateblock,
2497 struct wined3d_context *context)
2498{
2499 const struct StateEntry *statetable = stateblock->device->StateTable;
2500 DWORD rep = statetable[state].representative;
2501 statetable[rep].apply(rep, stateblock, context);
2502}
2503
2504/* Direct3D terminology with little modifications. We do not have an issued state
2505 * because only the driver knows about it, but we have a created state because d3d
2506 * allows GetData on a created issue, but opengl doesn't
2507 */
2508enum query_state {
2509 QUERY_CREATED,
2510 QUERY_SIGNALLED,
2511 QUERY_BUILDING
2512};
2513/*****************************************************************************
2514 * IWineD3DQueryImpl implementation structure (extends IUnknown)
2515 */
2516typedef struct IWineD3DQueryImpl
2517{
2518 const IWineD3DQueryVtbl *lpVtbl;
2519 LONG ref; /* Note: Ref counting not required */
2520
2521 IUnknown *parent;
2522 IWineD3DDeviceImpl *device;
2523
2524 /* IWineD3DQuery fields */
2525 enum query_state state;
2526 WINED3DQUERYTYPE type;
2527 /* TODO: Think about using a IUnknown instead of a void* */
2528 void *extendedData;
2529} IWineD3DQueryImpl;
2530
2531HRESULT query_init(IWineD3DQueryImpl *query, IWineD3DDeviceImpl *device,
2532 WINED3DQUERYTYPE type, IUnknown *parent) DECLSPEC_HIDDEN;
2533
2534/* IWineD3DBuffer */
2535
2536/* TODO: Add tests and support for FLOAT16_4 POSITIONT, D3DCOLOR position, other
2537 * fixed function semantics as D3DCOLOR or FLOAT16 */
2538enum wined3d_buffer_conversion_type
2539{
2540 CONV_NONE,
2541 CONV_D3DCOLOR,
2542 CONV_POSITIONT,
2543 CONV_FLOAT16_2, /* Also handles FLOAT16_4 */
2544};
2545
2546struct wined3d_map_range
2547{
2548 UINT offset;
2549 UINT size;
2550};
2551
2552#define WINED3D_BUFFER_OPTIMIZED 0x01 /* Optimize has been called for the buffer */
2553#define WINED3D_BUFFER_HASDESC 0x02 /* A vertex description has been found */
2554#define WINED3D_BUFFER_CREATEBO 0x04 /* Attempt to create a buffer object next PreLoad */
2555#define WINED3D_BUFFER_DOUBLEBUFFER 0x08 /* Use a vbo and local allocated memory */
2556#define WINED3D_BUFFER_FLUSH 0x10 /* Manual unmap flushing */
2557#define WINED3D_BUFFER_DISCARD 0x20 /* A DISCARD lock has occurred since the last PreLoad */
2558#define WINED3D_BUFFER_NOSYNC 0x40 /* All locks since the last PreLoad had NOOVERWRITE set */
2559#define WINED3D_BUFFER_APPLESYNC 0x80 /* Using sync as in GL_APPLE_flush_buffer_range */
2560
2561struct wined3d_buffer
2562{
2563 const struct IWineD3DBufferVtbl *vtbl;
2564 IWineD3DResourceClass resource;
2565
2566 struct wined3d_buffer_desc desc;
2567
2568 GLuint buffer_object;
2569 GLenum buffer_object_usage;
2570 GLenum buffer_type_hint;
2571 UINT buffer_object_size;
2572 LONG bind_count;
2573 DWORD flags;
2574
2575 LONG lock_count;
2576 struct wined3d_map_range *maps;
2577 ULONG maps_size, modified_areas;
2578 struct wined3d_event_query *query;
2579
2580 /* conversion stuff */
2581 UINT decl_change_count, full_conversion_count;
2582 UINT draw_count;
2583 UINT stride; /* 0 if no conversion */
2584 UINT conversion_stride; /* 0 if no shifted conversion */
2585 enum wined3d_buffer_conversion_type *conversion_map; /* NULL if no conversion */
2586 /* Extra load offsets, for FLOAT16 conversion */
2587 UINT *conversion_shift; /* NULL if no shifted conversion */
2588};
2589
2590const BYTE *buffer_get_memory(IWineD3DBuffer *iface, GLuint *buffer_object) DECLSPEC_HIDDEN;
2591BYTE *buffer_get_sysmem(struct wined3d_buffer *This) DECLSPEC_HIDDEN;
2592HRESULT buffer_init(struct wined3d_buffer *buffer, IWineD3DDeviceImpl *device,
2593 UINT size, DWORD usage, WINED3DFORMAT format, WINED3DPOOL pool, GLenum bind_hint,
2594 const char *data, IUnknown *parent, const struct wined3d_parent_ops *parent_ops) DECLSPEC_HIDDEN;
2595
2596/* IWineD3DRendertargetView */
2597struct wined3d_rendertarget_view
2598{
2599 const struct IWineD3DRendertargetViewVtbl *vtbl;
2600 LONG refcount;
2601
2602 IWineD3DResource *resource;
2603 IUnknown *parent;
2604};
2605
2606void wined3d_rendertarget_view_init(struct wined3d_rendertarget_view *view,
2607 IWineD3DResource *resource, IUnknown *parent) DECLSPEC_HIDDEN;
2608
2609/*****************************************************************************
2610 * IWineD3DSwapChainImpl implementation structure (extends IUnknown)
2611 */
2612
2613struct IWineD3DSwapChainImpl
2614{
2615 /*IUnknown part*/
2616 const IWineD3DSwapChainVtbl *lpVtbl;
2617 LONG ref; /* Note: Ref counting not required */
2618
2619 IUnknown *parent;
2620 IWineD3DDeviceImpl *device;
2621
2622 /* IWineD3DSwapChain fields */
2623 IWineD3DSurface **backBuffer;
2624 IWineD3DSurface *frontBuffer;
2625 WINED3DPRESENT_PARAMETERS presentParms;
2626 DWORD orig_width, orig_height;
2627 WINED3DFORMAT orig_fmt;
2628 WINED3DGAMMARAMP orig_gamma;
2629 BOOL render_to_fbo;
2630 const struct wined3d_format_desc *ds_format;
2631
2632 long prev_time, frames; /* Performance tracking */
2633 unsigned int vSyncCounter;
2634
2635 struct wined3d_context **context;
2636 unsigned int num_contexts;
2637
2638 HWND win_handle;
2639 HWND device_window;
2640};
2641
2642const IWineD3DSwapChainVtbl IWineGDISwapChain_Vtbl DECLSPEC_HIDDEN;
2643void x11_copy_to_screen(IWineD3DSwapChainImpl *This, const RECT *rc) DECLSPEC_HIDDEN;
2644
2645HRESULT WINAPI IWineD3DBaseSwapChainImpl_QueryInterface(IWineD3DSwapChain *iface,
2646 REFIID riid, LPVOID *ppobj) DECLSPEC_HIDDEN;
2647ULONG WINAPI IWineD3DBaseSwapChainImpl_AddRef(IWineD3DSwapChain *iface) DECLSPEC_HIDDEN;
2648ULONG WINAPI IWineD3DBaseSwapChainImpl_Release(IWineD3DSwapChain *iface) DECLSPEC_HIDDEN;
2649HRESULT WINAPI IWineD3DBaseSwapChainImpl_GetParent(IWineD3DSwapChain *iface, IUnknown **ppParent) DECLSPEC_HIDDEN;
2650HRESULT WINAPI IWineD3DBaseSwapChainImpl_GetFrontBufferData(IWineD3DSwapChain *iface,
2651 IWineD3DSurface *pDestSurface) DECLSPEC_HIDDEN;
2652HRESULT WINAPI IWineD3DBaseSwapChainImpl_GetBackBuffer(IWineD3DSwapChain *iface, UINT iBackBuffer,
2653 WINED3DBACKBUFFER_TYPE Type, IWineD3DSurface **ppBackBuffer) DECLSPEC_HIDDEN;
2654HRESULT WINAPI IWineD3DBaseSwapChainImpl_GetRasterStatus(IWineD3DSwapChain *iface,
2655 WINED3DRASTER_STATUS *pRasterStatus) DECLSPEC_HIDDEN;
2656HRESULT WINAPI IWineD3DBaseSwapChainImpl_GetDisplayMode(IWineD3DSwapChain *iface,
2657 WINED3DDISPLAYMODE *pMode) DECLSPEC_HIDDEN;
2658HRESULT WINAPI IWineD3DBaseSwapChainImpl_GetDevice(IWineD3DSwapChain *iface,
2659 IWineD3DDevice **ppDevice) DECLSPEC_HIDDEN;
2660HRESULT WINAPI IWineD3DBaseSwapChainImpl_GetPresentParameters(IWineD3DSwapChain *iface,
2661 WINED3DPRESENT_PARAMETERS *pPresentationParameters) DECLSPEC_HIDDEN;
2662HRESULT WINAPI IWineD3DBaseSwapChainImpl_SetGammaRamp(IWineD3DSwapChain *iface,
2663 DWORD Flags, const WINED3DGAMMARAMP *pRamp) DECLSPEC_HIDDEN;
2664HRESULT WINAPI IWineD3DBaseSwapChainImpl_GetGammaRamp(IWineD3DSwapChain *iface,
2665 WINED3DGAMMARAMP *pRamp) DECLSPEC_HIDDEN;
2666
2667struct wined3d_context *swapchain_create_context_for_thread(IWineD3DSwapChain *iface) DECLSPEC_HIDDEN;
2668HRESULT swapchain_init(IWineD3DSwapChainImpl *swapchain, WINED3DSURFTYPE surface_type,
2669 IWineD3DDeviceImpl *device, WINED3DPRESENT_PARAMETERS *present_parameters, IUnknown *parent) DECLSPEC_HIDDEN;
2670void swapchain_restore_fullscreen_window(IWineD3DSwapChainImpl *swapchain) DECLSPEC_HIDDEN;
2671void swapchain_setup_fullscreen_window(IWineD3DSwapChainImpl *swapchain, UINT w, UINT h) DECLSPEC_HIDDEN;
2672
2673#define DEFAULT_REFRESH_RATE 0
2674
2675/*****************************************************************************
2676 * Utility function prototypes
2677 */
2678
2679/* Trace routines */
2680const char *debug_d3dformat(WINED3DFORMAT fmt) DECLSPEC_HIDDEN;
2681const char *debug_d3ddevicetype(WINED3DDEVTYPE devtype) DECLSPEC_HIDDEN;
2682const char *debug_d3dresourcetype(WINED3DRESOURCETYPE res) DECLSPEC_HIDDEN;
2683const char *debug_d3dusage(DWORD usage) DECLSPEC_HIDDEN;
2684const char *debug_d3dusagequery(DWORD usagequery) DECLSPEC_HIDDEN;
2685const char *debug_d3ddeclmethod(WINED3DDECLMETHOD method) DECLSPEC_HIDDEN;
2686const char *debug_d3ddeclusage(BYTE usage) DECLSPEC_HIDDEN;
2687const char *debug_d3dprimitivetype(WINED3DPRIMITIVETYPE PrimitiveType) DECLSPEC_HIDDEN;
2688const char *debug_d3drenderstate(DWORD state) DECLSPEC_HIDDEN;
2689const char *debug_d3dsamplerstate(DWORD state) DECLSPEC_HIDDEN;
2690const char *debug_d3dstate(DWORD state) DECLSPEC_HIDDEN;
2691const char *debug_d3dtexturefiltertype(WINED3DTEXTUREFILTERTYPE filter_type) DECLSPEC_HIDDEN;
2692const char *debug_d3dtexturestate(DWORD state) DECLSPEC_HIDDEN;
2693const char *debug_d3dtstype(WINED3DTRANSFORMSTATETYPE tstype) DECLSPEC_HIDDEN;
2694const char *debug_d3dpool(WINED3DPOOL pool) DECLSPEC_HIDDEN;
2695const char *debug_fbostatus(GLenum status) DECLSPEC_HIDDEN;
2696const char *debug_glerror(GLenum error) DECLSPEC_HIDDEN;
2697const char *debug_d3dbasis(WINED3DBASISTYPE basis) DECLSPEC_HIDDEN;
2698const char *debug_d3ddegree(WINED3DDEGREETYPE order) DECLSPEC_HIDDEN;
2699const char *debug_d3dtop(WINED3DTEXTUREOP d3dtop) DECLSPEC_HIDDEN;
2700void dump_color_fixup_desc(struct color_fixup_desc fixup) DECLSPEC_HIDDEN;
2701const char *debug_surflocation(DWORD flag) DECLSPEC_HIDDEN;
2702
2703/* Color conversion routines */
2704DWORD color_convert_argb_to_fmt(DWORD color, WINED3DFORMAT destfmt) DECLSPEC_HIDDEN;
2705
2706/* Routines for GL <-> D3D values */
2707GLenum StencilOp(DWORD op) DECLSPEC_HIDDEN;
2708GLenum CompareFunc(DWORD func) DECLSPEC_HIDDEN;
2709BOOL is_invalid_op(IWineD3DDeviceImpl *This, int stage, WINED3DTEXTUREOP op,
2710 DWORD arg1, DWORD arg2, DWORD arg3) DECLSPEC_HIDDEN;
2711void set_tex_op_nvrc(IWineD3DDevice *iface, BOOL is_alpha, int stage, WINED3DTEXTUREOP op,
2712 DWORD arg1, DWORD arg2, DWORD arg3, INT texture_idx, DWORD dst) DECLSPEC_HIDDEN;
2713void set_texture_matrix(const float *smat, DWORD flags, BOOL calculatedCoords,
2714 BOOL transformed, WINED3DFORMAT coordtype, BOOL ffp_can_disable_proj) DECLSPEC_HIDDEN;
2715void texture_activate_dimensions(DWORD stage, IWineD3DStateBlockImpl *stateblock,
2716 struct wined3d_context *context) DECLSPEC_HIDDEN;
2717void sampler_texdim(DWORD state, IWineD3DStateBlockImpl *stateblock,
2718 struct wined3d_context *context) DECLSPEC_HIDDEN;
2719void tex_alphaop(DWORD state, IWineD3DStateBlockImpl *stateblock,
2720 struct wined3d_context *context) DECLSPEC_HIDDEN;
2721void apply_pixelshader(DWORD state, IWineD3DStateBlockImpl *stateblock,
2722 struct wined3d_context *context) DECLSPEC_HIDDEN;
2723void state_fogcolor(DWORD state, IWineD3DStateBlockImpl *stateblock,
2724 struct wined3d_context *context) DECLSPEC_HIDDEN;
2725void state_fogdensity(DWORD state, IWineD3DStateBlockImpl *stateblock,
2726 struct wined3d_context *context) DECLSPEC_HIDDEN;
2727void state_fogstartend(DWORD state, IWineD3DStateBlockImpl *stateblock,
2728 struct wined3d_context *context) DECLSPEC_HIDDEN;
2729void state_fog_fragpart(DWORD state, IWineD3DStateBlockImpl *stateblock,
2730 struct wined3d_context *context) DECLSPEC_HIDDEN;
2731
2732void surface_add_dirty_rect(IWineD3DSurface *iface, const RECT *dirty_rect) DECLSPEC_HIDDEN;
2733GLenum surface_get_gl_buffer(IWineD3DSurface *iface) DECLSPEC_HIDDEN;
2734void surface_load_ds_location(IWineD3DSurface *iface, struct wined3d_context *context, DWORD location) DECLSPEC_HIDDEN;
2735void surface_modify_ds_location(IWineD3DSurface *iface, DWORD location) DECLSPEC_HIDDEN;
2736void surface_set_compatible_renderbuffer(IWineD3DSurface *iface,
2737 unsigned int width, unsigned int height) DECLSPEC_HIDDEN;
2738void surface_set_texture_name(IWineD3DSurface *iface, GLuint name, BOOL srgb_name) DECLSPEC_HIDDEN;
2739void surface_set_texture_target(IWineD3DSurface *iface, GLenum target) DECLSPEC_HIDDEN;
2740
2741BOOL getColorBits(const struct wined3d_format_desc *format_desc,
2742 short *redSize, short *greenSize, short *blueSize, short *alphaSize, short *totalSize) DECLSPEC_HIDDEN;
2743BOOL getDepthStencilBits(const struct wined3d_format_desc *format_desc,
2744 short *depthSize, short *stencilSize) DECLSPEC_HIDDEN;
2745
2746/* Math utils */
2747void multiply_matrix(WINED3DMATRIX *dest, const WINED3DMATRIX *src1, const WINED3DMATRIX *src2) DECLSPEC_HIDDEN;
2748UINT wined3d_log2i(UINT32 x) DECLSPEC_HIDDEN;
2749unsigned int count_bits(unsigned int mask) DECLSPEC_HIDDEN;
2750
2751void select_shader_mode(const struct wined3d_gl_info *gl_info, int *ps_selected, int *vs_selected) DECLSPEC_HIDDEN;
2752
2753typedef struct local_constant {
2754 struct list entry;
2755 unsigned int idx;
2756 DWORD value[4];
2757} local_constant;
2758
2759typedef struct SHADER_LIMITS {
2760 unsigned int temporary;
2761 unsigned int texcoord;
2762 unsigned int sampler;
2763 unsigned int constant_int;
2764 unsigned int constant_float;
2765 unsigned int constant_bool;
2766 unsigned int address;
2767 unsigned int packed_output;
2768 unsigned int packed_input;
2769 unsigned int attributes;
2770 unsigned int label;
2771} SHADER_LIMITS;
2772
2773/* Keeps track of details for TEX_M#x# shader opcodes which need to
2774 * maintain state information between multiple codes */
2775typedef struct SHADER_PARSE_STATE {
2776 unsigned int current_row;
2777 DWORD texcoord_w[2];
2778} SHADER_PARSE_STATE;
2779
2780#ifdef __GNUC__
2781#define PRINTF_ATTR(fmt,args) __attribute__((format (printf,fmt,args)))
2782#else
2783#define PRINTF_ATTR(fmt,args)
2784#endif
2785
2786/* Base Shader utility functions. */
2787int shader_addline(struct wined3d_shader_buffer *buffer, const char *fmt, ...) PRINTF_ATTR(2,3) DECLSPEC_HIDDEN;
2788int shader_vaddline(struct wined3d_shader_buffer *buffer, const char *fmt, va_list args) DECLSPEC_HIDDEN;
2789
2790/* Vertex shader utility functions */
2791extern BOOL vshader_get_input(IWineD3DVertexShader *iface,
2792 BYTE usage_req, BYTE usage_idx_req, unsigned int *regnum) DECLSPEC_HIDDEN;
2793
2794/*****************************************************************************
2795 * IDirect3DBaseShader implementation structure
2796 */
2797typedef struct IWineD3DBaseShaderClass
2798{
2799 LONG ref;
2800 SHADER_LIMITS limits;
2801 SHADER_PARSE_STATE parse_state;
2802 DWORD *function;
2803 UINT functionLength;
2804 UINT cur_loop_depth, cur_loop_regno;
2805 BOOL load_local_constsF;
2806 const struct wined3d_shader_frontend *frontend;
2807 void *frontend_data;
2808 void *backend_data;
2809
2810 IUnknown *parent;
2811 const struct wined3d_parent_ops *parent_ops;
2812
2813 /* Programs this shader is linked with */
2814 struct list linked_programs;
2815
2816 /* Immediate constants (override global ones) */
2817 struct list constantsB;
2818 struct list constantsF;
2819 struct list constantsI;
2820 shader_reg_maps reg_maps;
2821
2822 struct wined3d_shader_signature_element input_signature[max(MAX_ATTRIBS, MAX_REG_INPUT)];
2823 struct wined3d_shader_signature_element output_signature[MAX_REG_OUTPUT];
2824
2825 /* Pointer to the parent device */
2826 IWineD3DDevice *device;
2827 struct list shader_list_entry;
2828
2829} IWineD3DBaseShaderClass;
2830
2831typedef struct IWineD3DBaseShaderImpl {
2832 /* IUnknown */
2833 const IWineD3DBaseShaderVtbl *lpVtbl;
2834
2835 /* IWineD3DBaseShader */
2836 IWineD3DBaseShaderClass baseShader;
2837} IWineD3DBaseShaderImpl;
2838
2839void shader_buffer_clear(struct wined3d_shader_buffer *buffer) DECLSPEC_HIDDEN;
2840BOOL shader_buffer_init(struct wined3d_shader_buffer *buffer) DECLSPEC_HIDDEN;
2841void shader_buffer_free(struct wined3d_shader_buffer *buffer) DECLSPEC_HIDDEN;
2842void shader_dump_src_param(const struct wined3d_shader_src_param *param,
2843 const struct wined3d_shader_version *shader_version) DECLSPEC_HIDDEN;
2844void shader_dump_dst_param(const struct wined3d_shader_dst_param *param,
2845 const struct wined3d_shader_version *shader_version) DECLSPEC_HIDDEN;
2846unsigned int shader_find_free_input_register(const struct shader_reg_maps *reg_maps, unsigned int max) DECLSPEC_HIDDEN;
2847void shader_generate_main(IWineD3DBaseShader *iface, struct wined3d_shader_buffer *buffer,
2848 const shader_reg_maps *reg_maps, const DWORD *pFunction, void *backend_ctx) DECLSPEC_HIDDEN;
2849BOOL shader_match_semantic(const char *semantic_name, WINED3DDECLUSAGE usage) DECLSPEC_HIDDEN;
2850
2851static inline BOOL shader_is_pshader_version(enum wined3d_shader_type type)
2852{
2853 return type == WINED3D_SHADER_TYPE_PIXEL;
2854}
2855
2856static inline BOOL shader_is_vshader_version(enum wined3d_shader_type type)
2857{
2858 return type == WINED3D_SHADER_TYPE_VERTEX;
2859}
2860
2861static inline BOOL shader_is_scalar(const struct wined3d_shader_register *reg)
2862{
2863 switch (reg->type)
2864 {
2865 case WINED3DSPR_RASTOUT:
2866 /* oFog & oPts */
2867 if (reg->idx != 0) return TRUE;
2868 /* oPos */
2869 return FALSE;
2870
2871 case WINED3DSPR_DEPTHOUT: /* oDepth */
2872 case WINED3DSPR_CONSTBOOL: /* b# */
2873 case WINED3DSPR_LOOP: /* aL */
2874 case WINED3DSPR_PREDICATE: /* p0 */
2875 return TRUE;
2876
2877 case WINED3DSPR_MISCTYPE:
2878 switch(reg->idx)
2879 {
2880 case 0: /* vPos */
2881 return FALSE;
2882 case 1: /* vFace */
2883 return TRUE;
2884 default:
2885 return FALSE;
2886 }
2887
2888 case WINED3DSPR_IMMCONST:
2889 switch(reg->immconst_type)
2890 {
2891 case WINED3D_IMMCONST_FLOAT:
2892 return TRUE;
2893 default:
2894 return FALSE;
2895 }
2896
2897 default:
2898 return FALSE;
2899 }
2900}
2901
2902static inline BOOL shader_constant_is_local(IWineD3DBaseShaderImpl* This, DWORD reg) {
2903 local_constant* lconst;
2904
2905 if(This->baseShader.load_local_constsF) return FALSE;
2906 LIST_FOR_EACH_ENTRY(lconst, &This->baseShader.constantsF, local_constant, entry) {
2907 if(lconst->idx == reg) return TRUE;
2908 }
2909 return FALSE;
2910
2911}
2912
2913/*****************************************************************************
2914 * IDirect3DVertexShader implementation structures
2915 */
2916typedef struct IWineD3DVertexShaderImpl {
2917 /* IUnknown parts */
2918 const IWineD3DVertexShaderVtbl *lpVtbl;
2919
2920 /* IWineD3DBaseShader */
2921 IWineD3DBaseShaderClass baseShader;
2922
2923 /* Vertex shader attributes. */
2924 struct wined3d_shader_attribute attributes[MAX_ATTRIBS];
2925
2926 UINT min_rel_offset, max_rel_offset;
2927 UINT rel_offset;
2928} IWineD3DVertexShaderImpl;
2929
2930void find_vs_compile_args(IWineD3DVertexShaderImpl *shader, IWineD3DStateBlockImpl *stateblock,
2931 struct vs_compile_args *args) DECLSPEC_HIDDEN;
2932HRESULT vertexshader_init(IWineD3DVertexShaderImpl *shader, IWineD3DDeviceImpl *device,
2933 const DWORD *byte_code, const struct wined3d_shader_signature *output_signature,
2934 IUnknown *parent, const struct wined3d_parent_ops *parent_ops) DECLSPEC_HIDDEN;
2935
2936struct wined3d_geometryshader
2937{
2938 const struct IWineD3DGeometryShaderVtbl *vtbl;
2939 IWineD3DBaseShaderClass base_shader;
2940};
2941
2942HRESULT geometryshader_init(struct wined3d_geometryshader *shader, IWineD3DDeviceImpl *device,
2943 const DWORD *byte_code, const struct wined3d_shader_signature *output_signature,
2944 IUnknown *parent, const struct wined3d_parent_ops *parent_ops) DECLSPEC_HIDDEN;
2945
2946/*****************************************************************************
2947 * IDirect3DPixelShader implementation structure
2948 */
2949
2950/* Using additional shader constants (uniforms in GLSL / program environment
2951 * or local parameters in ARB) is costly:
2952 * ARB only knows float4 parameters and GLSL compiler are not really smart
2953 * when it comes to efficiently pack float2 uniforms, so no space is wasted
2954 * (in fact most compilers map a float2 to a full float4 uniform).
2955 *
2956 * For NP2 texcoord fixup we only need 2 floats (width and height) for each
2957 * 2D texture used in the shader. We therefore pack fixup info for 2 textures
2958 * into a single shader constant (uniform / program parameter).
2959 *
2960 * This structure is shared between the GLSL and the ARB backend.*/
2961struct ps_np2fixup_info {
2962 unsigned char idx[MAX_FRAGMENT_SAMPLERS]; /* indices to the real constant */
2963 WORD active; /* bitfield indicating if we can apply the fixup */
2964 WORD num_consts;
2965};
2966
2967typedef struct IWineD3DPixelShaderImpl {
2968 /* IUnknown parts */
2969 const IWineD3DPixelShaderVtbl *lpVtbl;
2970
2971 /* IWineD3DBaseShader */
2972 IWineD3DBaseShaderClass baseShader;
2973
2974 /* Pixel shader input semantics */
2975 DWORD input_reg_map[MAX_REG_INPUT];
2976 BOOL input_reg_used[MAX_REG_INPUT];
2977 unsigned int declared_in_count;
2978
2979 /* Some information about the shader behavior */
2980 char vpos_uniform;
2981
2982 BOOL color0_mov;
2983 DWORD color0_reg;
2984
2985} IWineD3DPixelShaderImpl;
2986
2987HRESULT pixelshader_init(IWineD3DPixelShaderImpl *shader, IWineD3DDeviceImpl *device,
2988 const DWORD *byte_code, const struct wined3d_shader_signature *output_signature,
2989 IUnknown *parent, const struct wined3d_parent_ops *parent_ops) DECLSPEC_HIDDEN;
2990void pixelshader_update_samplers(struct shader_reg_maps *reg_maps,
2991 IWineD3DBaseTexture * const *textures) DECLSPEC_HIDDEN;
2992void find_ps_compile_args(IWineD3DPixelShaderImpl *shader, IWineD3DStateBlockImpl *stateblock,
2993 struct ps_compile_args *args) DECLSPEC_HIDDEN;
2994
2995/* sRGB correction constants */
2996static const float srgb_cmp = 0.0031308f;
2997static const float srgb_mul_low = 12.92f;
2998static const float srgb_pow = 0.41666f;
2999static const float srgb_mul_high = 1.055f;
3000static const float srgb_sub_high = 0.055f;
3001
3002/*****************************************************************************
3003 * IWineD3DPalette implementation structure
3004 */
3005struct IWineD3DPaletteImpl {
3006 /* IUnknown parts */
3007 const IWineD3DPaletteVtbl *lpVtbl;
3008 LONG ref;
3009
3010 IUnknown *parent;
3011 IWineD3DDeviceImpl *device;
3012
3013 /* IWineD3DPalette */
3014 HPALETTE hpal;
3015 WORD palVersion; /*| */
3016 WORD palNumEntries; /*| LOGPALETTE */
3017 PALETTEENTRY palents[256]; /*| */
3018 /* This is to store the palette in 'screen format' */
3019 int screen_palents[256];
3020 DWORD Flags;
3021};
3022
3023HRESULT wined3d_palette_init(IWineD3DPaletteImpl *palette, IWineD3DDeviceImpl *device,
3024 DWORD flags, const PALETTEENTRY *entries, IUnknown *parent) DECLSPEC_HIDDEN;
3025
3026/* DirectDraw utility functions */
3027extern WINED3DFORMAT pixelformat_for_depth(DWORD depth) DECLSPEC_HIDDEN;
3028
3029/*****************************************************************************
3030 * Pixel format management
3031 */
3032
3033/* WineD3D pixel format flags */
3034#define WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING 0x1
3035#define WINED3DFMT_FLAG_FILTERING 0x2
3036#define WINED3DFMT_FLAG_DEPTH 0x4
3037#define WINED3DFMT_FLAG_STENCIL 0x8
3038#define WINED3DFMT_FLAG_RENDERTARGET 0x10
3039#define WINED3DFMT_FLAG_FOURCC 0x20
3040#define WINED3DFMT_FLAG_FBO_ATTACHABLE 0x40
3041#define WINED3DFMT_FLAG_COMPRESSED 0x80
3042#define WINED3DFMT_FLAG_GETDC 0x100
3043#define WINED3DFMT_FLAG_FLOAT 0x200
3044
3045struct wined3d_format_desc
3046{
3047 WINED3DFORMAT format;
3048 DWORD red_mask;
3049 DWORD green_mask;
3050 DWORD blue_mask;
3051 DWORD alpha_mask;
3052 UINT byte_count;
3053 WORD depth_size;
3054 WORD stencil_size;
3055
3056 UINT block_width;
3057 UINT block_height;
3058 UINT block_byte_count;
3059
3060 enum wined3d_ffp_emit_idx emit_idx;
3061 GLint component_count;
3062 GLenum gl_vtx_type;
3063 GLint gl_vtx_format;
3064 GLboolean gl_normalized;
3065 unsigned int component_size;
3066
3067 GLint glInternal;
3068 GLint glGammaInternal;
3069 GLint rtInternal;
3070 GLint glFormat;
3071 GLint glType;
3072 UINT conv_byte_count;
3073 unsigned int Flags;
3074 float heightscale;
3075 struct color_fixup_desc color_fixup;
3076 void (*convert)(const BYTE *src, BYTE *dst, UINT pitch, UINT width, UINT height);
3077};
3078
3079const struct wined3d_format_desc *getFormatDescEntry(WINED3DFORMAT fmt,
3080 const struct wined3d_gl_info *gl_info) DECLSPEC_HIDDEN;
3081
3082static inline BOOL use_vs(IWineD3DStateBlockImpl *stateblock)
3083{
3084 /* Check stateblock->vertexDecl to allow this to be used from
3085 * IWineD3DDeviceImpl_FindTexUnitMap(). This is safe because
3086 * stateblock->vertexShader implies a vertex declaration instead of ddraw
3087 * style strided data. */
3088 return (stateblock->vertexShader
3089 && !((IWineD3DVertexDeclarationImpl *)stateblock->vertexDecl)->position_transformed
3090 && stateblock->device->vs_selected_mode != SHADER_NONE);
3091}
3092
3093static inline BOOL use_ps(IWineD3DStateBlockImpl *stateblock)
3094{
3095 return (stateblock->pixelShader && stateblock->device->ps_selected_mode != SHADER_NONE);
3096}
3097
3098void stretch_rect_fbo(IWineD3DDevice *iface, IWineD3DSurface *src_surface,
3099 const RECT *src_rect, IWineD3DSurface *dst_surface, const RECT *dst_rect,
3100 const WINED3DTEXTUREFILTERTYPE filter) DECLSPEC_HIDDEN;
3101
3102/* The WNDCLASS-Name for the fake window which we use to retrieve the GL capabilities */
3103#define WINED3D_OPENGL_WINDOW_CLASS_NAME "WineD3D_OpenGL"
3104
3105#define WINEMAKEFOURCC(ch0, ch1, ch2, ch3) \
3106 ((DWORD)(BYTE)(ch0) | ((DWORD)(BYTE)(ch1) << 8) | \
3107 ((DWORD)(BYTE)(ch2) << 16) | ((DWORD)(BYTE)(ch3) << 24 ))
3108
3109#define MAKEDWORD_VERSION(maj, min) (((maj & 0xffff) << 16) | (min & 0xffff))
3110
3111#endif
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