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source: vbox/trunk/src/VBox/Additions/WINNT/Graphics/Wine/wined3d/wined3d_private.h@ 32461

Last change on this file since 32461 was 32461, checked in by vboxsync, 14 years ago

wddm/3d: wine multi-swapchain fixes

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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#ifdef VBOXWDDM
1077 IWineD3DDeviceImpl *device;
1078 IWineD3DSwapChainImpl *currentSwapchain;
1079#else
1080 IWineD3DSwapChainImpl *swapchain;
1081#endif
1082
1083 IWineD3DSurface *current_rt;
1084 DWORD tid; /* Thread ID which owns this context at the moment */
1085
1086 /* Stores some information about the context state for optimization */
1087 WORD render_offscreen : 1;
1088 WORD draw_buffer_dirty : 1;
1089 WORD last_was_rhw : 1; /* true iff last draw_primitive was in xyzrhw mode */
1090 WORD last_was_pshader : 1;
1091 WORD last_was_vshader : 1;
1092 WORD namedArraysLoaded : 1;
1093 WORD numberedArraysLoaded : 1;
1094 WORD last_was_blit : 1;
1095 WORD last_was_ckey : 1;
1096 WORD fog_coord : 1;
1097 WORD fog_enabled : 1;
1098 WORD num_untracked_materials : 2; /* Max value 2 */
1099 WORD current : 1;
1100 WORD destroyed : 1;
1101 WORD valid : 1;
1102 BYTE texShaderBumpMap; /* MAX_TEXTURES, 8 */
1103 BYTE lastWasPow2Texture; /* MAX_TEXTURES, 8 */
1104 DWORD numbered_array_mask;
1105 GLenum tracking_parm; /* Which source is tracking current colour */
1106 GLenum untracked_materials[2];
1107 UINT blit_w, blit_h;
1108 enum fogsource fog_source;
1109
1110 char *vshader_const_dirty, *pshader_const_dirty;
1111
1112 /* The actual opengl context */
1113 UINT level;
1114 HGLRC restore_ctx;
1115 HDC restore_dc;
1116 HGLRC glCtx;
1117 HWND win_handle;
1118 HDC hdc;
1119 int pixel_format;
1120 GLint aux_buffers;
1121
1122 /* FBOs */
1123 UINT fbo_entry_count;
1124 struct list fbo_list;
1125 struct list fbo_destroy_list;
1126 struct fbo_entry *current_fbo;
1127 GLuint src_fbo;
1128 GLuint dst_fbo;
1129 GLuint fbo_read_binding;
1130 GLuint fbo_draw_binding;
1131 BOOL rebind_fbo;
1132
1133 /* Queries */
1134 GLuint *free_occlusion_queries;
1135 UINT free_occlusion_query_size;
1136 UINT free_occlusion_query_count;
1137 struct list occlusion_queries;
1138
1139 union wined3d_gl_query_object *free_event_queries;
1140 UINT free_event_query_size;
1141 UINT free_event_query_count;
1142 struct list event_queries;
1143
1144 /* Extension emulation */
1145 GLint gl_fog_source;
1146 GLfloat fog_coord_value;
1147 GLfloat color[4], fogstart, fogend, fogcolor[4];
1148 GLuint dummy_arbfp_prog;
1149};
1150
1151typedef void (*APPLYSTATEFUNC)(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *ctx);
1152
1153struct StateEntry
1154{
1155 DWORD representative;
1156 APPLYSTATEFUNC apply;
1157};
1158
1159struct StateEntryTemplate
1160{
1161 DWORD state;
1162 struct StateEntry content;
1163 GL_SupportedExt extension;
1164};
1165
1166struct fragment_caps
1167{
1168 DWORD PrimitiveMiscCaps;
1169 DWORD TextureOpCaps;
1170 DWORD MaxTextureBlendStages;
1171 DWORD MaxSimultaneousTextures;
1172};
1173
1174struct fragment_pipeline
1175{
1176 void (*enable_extension)(IWineD3DDevice *iface, BOOL enable);
1177 void (*get_caps)(const struct wined3d_gl_info *gl_info, struct fragment_caps *caps);
1178 HRESULT (*alloc_private)(IWineD3DDevice *iface);
1179 void (*free_private)(IWineD3DDevice *iface);
1180 BOOL (*color_fixup_supported)(struct color_fixup_desc fixup);
1181 const struct StateEntryTemplate *states;
1182 BOOL ffp_proj_control;
1183};
1184
1185extern const struct StateEntryTemplate misc_state_template[] DECLSPEC_HIDDEN;
1186extern const struct StateEntryTemplate ffp_vertexstate_template[] DECLSPEC_HIDDEN;
1187extern const struct fragment_pipeline ffp_fragment_pipeline DECLSPEC_HIDDEN;
1188extern const struct fragment_pipeline atifs_fragment_pipeline DECLSPEC_HIDDEN;
1189extern const struct fragment_pipeline arbfp_fragment_pipeline DECLSPEC_HIDDEN;
1190extern const struct fragment_pipeline nvts_fragment_pipeline DECLSPEC_HIDDEN;
1191extern const struct fragment_pipeline nvrc_fragment_pipeline DECLSPEC_HIDDEN;
1192
1193/* "Base" state table */
1194HRESULT compile_state_table(struct StateEntry *StateTable, APPLYSTATEFUNC **dev_multistate_funcs,
1195 const struct wined3d_gl_info *gl_info, const struct StateEntryTemplate *vertex,
1196 const struct fragment_pipeline *fragment, const struct StateEntryTemplate *misc) DECLSPEC_HIDDEN;
1197
1198enum blit_operation
1199{
1200 BLIT_OP_BLIT,
1201 BLIT_OP_COLOR_FILL
1202};
1203
1204/* Shaders for color conversions in blits */
1205struct blit_shader
1206{
1207 HRESULT (*alloc_private)(IWineD3DDevice *iface);
1208 void (*free_private)(IWineD3DDevice *iface);
1209 HRESULT (*set_shader)(IWineD3DDevice *iface, IWineD3DSurfaceImpl *surface);
1210 void (*unset_shader)(IWineD3DDevice *iface);
1211 BOOL (*blit_supported)(const struct wined3d_gl_info *gl_info, enum blit_operation blit_op,
1212 const RECT *src_rect, DWORD src_usage, WINED3DPOOL src_pool, const struct wined3d_format_desc *src_format_desc,
1213 const RECT *dst_rect, DWORD dst_usage, WINED3DPOOL dst_pool, const struct wined3d_format_desc *dst_format_desc);
1214 HRESULT (*color_fill)(IWineD3DDeviceImpl *device, IWineD3DSurfaceImpl *dst_surface, const RECT *dst_rect, DWORD fill_color);
1215};
1216
1217extern const struct blit_shader ffp_blit DECLSPEC_HIDDEN;
1218extern const struct blit_shader arbfp_blit DECLSPEC_HIDDEN;
1219extern const struct blit_shader cpu_blit DECLSPEC_HIDDEN;
1220
1221/* Temporary blit_shader helper functions */
1222HRESULT arbfp_blit_surface(IWineD3DDeviceImpl *device, IWineD3DSurfaceImpl *src_surface, const RECT *src_rect,
1223 IWineD3DSurfaceImpl *dst_surface, const RECT *dst_rect_in, enum blit_operation blit_op,
1224 DWORD Filter) DECLSPEC_HIDDEN;
1225
1226typedef enum ContextUsage {
1227 CTXUSAGE_RESOURCELOAD = 1, /* Only loads textures: No State is applied */
1228 CTXUSAGE_DRAWPRIM = 2, /* OpenGL states are set up for blitting DirectDraw surfaces */
1229 CTXUSAGE_BLIT = 3, /* OpenGL states are set up 3D drawing */
1230 CTXUSAGE_CLEAR = 4, /* Drawable and states are set up for clearing */
1231} ContextUsage;
1232
1233struct wined3d_context *context_acquire(IWineD3DDeviceImpl *This,
1234 IWineD3DSurface *target, enum ContextUsage usage) DECLSPEC_HIDDEN;
1235void context_alloc_event_query(struct wined3d_context *context,
1236 struct wined3d_event_query *query) DECLSPEC_HIDDEN;
1237void context_alloc_occlusion_query(struct wined3d_context *context,
1238 struct wined3d_occlusion_query *query) DECLSPEC_HIDDEN;
1239void context_resource_released(IWineD3DDevice *iface,
1240 IWineD3DResource *resource, WINED3DRESOURCETYPE type) DECLSPEC_HIDDEN;
1241void context_bind_fbo(struct wined3d_context *context, GLenum target, GLuint *fbo) DECLSPEC_HIDDEN;
1242void context_attach_depth_stencil_fbo(struct wined3d_context *context,
1243 GLenum fbo_target, IWineD3DSurfaceImpl *depth_stencil, BOOL use_render_buffer) DECLSPEC_HIDDEN;
1244void context_attach_surface_fbo(const struct wined3d_context *context,
1245 GLenum fbo_target, DWORD idx, IWineD3DSurfaceImpl *surface) DECLSPEC_HIDDEN;
1246struct wined3d_context *context_create(IWineD3DSwapChainImpl *swapchain, IWineD3DSurfaceImpl *target,
1247 const struct wined3d_format_desc *ds_format_desc) DECLSPEC_HIDDEN;
1248#ifdef VBOXWDDM
1249struct wined3d_context *context_find_create(IWineD3DDeviceImpl *device, IWineD3DSwapChainImpl *swapchain, IWineD3DSurfaceImpl *target,
1250 const struct wined3d_format_desc *ds_format_desc) DECLSPEC_HIDDEN;
1251#endif
1252void context_destroy(IWineD3DDeviceImpl *This, struct wined3d_context *context) DECLSPEC_HIDDEN;
1253void context_free_event_query(struct wined3d_event_query *query) DECLSPEC_HIDDEN;
1254void context_free_occlusion_query(struct wined3d_occlusion_query *query) DECLSPEC_HIDDEN;
1255struct wined3d_context *context_get_current(void) DECLSPEC_HIDDEN;
1256DWORD context_get_tls_idx(void) DECLSPEC_HIDDEN;
1257void context_release(struct wined3d_context *context) DECLSPEC_HIDDEN;
1258BOOL context_set_current(struct wined3d_context *ctx) DECLSPEC_HIDDEN;
1259void context_set_draw_buffer(struct wined3d_context *context, GLenum buffer) DECLSPEC_HIDDEN;
1260void context_set_tls_idx(DWORD idx) DECLSPEC_HIDDEN;
1261void context_surface_update(struct wined3d_context *context, IWineD3DSurfaceImpl *surface) DECLSPEC_HIDDEN;
1262
1263/* Macros for doing basic GPU detection based on opengl capabilities */
1264#define WINE_D3D6_CAPABLE(gl_info) (gl_info->supported[ARB_MULTITEXTURE])
1265#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])
1266#define WINE_D3D8_CAPABLE(gl_info) WINE_D3D7_CAPABLE(gl_info) && (gl_info->supported[ARB_MULTISAMPLE] && gl_info->supported[ARB_TEXTURE_BORDER_CLAMP])
1267#define WINE_D3D9_CAPABLE(gl_info) WINE_D3D8_CAPABLE(gl_info) && (gl_info->supported[ARB_FRAGMENT_PROGRAM] && gl_info->supported[ARB_VERTEX_SHADER])
1268#define WINE_D3D10_CAPABLE(gl_info) WINE_D3D9_CAPABLE(gl_info) && (gl_info->supported[EXT_GPU_SHADER4])
1269
1270/*****************************************************************************
1271 * Internal representation of a light
1272 */
1273struct wined3d_light_info
1274{
1275 WINED3DLIGHT OriginalParms; /* Note D3D8LIGHT == D3D9LIGHT */
1276 DWORD OriginalIndex;
1277 LONG glIndex;
1278 BOOL enabled;
1279
1280 /* Converted parms to speed up swapping lights */
1281 float lightPosn[4];
1282 float lightDirn[4];
1283 float exponent;
1284 float cutoff;
1285
1286 struct list entry;
1287};
1288
1289/* The default light parameters */
1290extern const WINED3DLIGHT WINED3D_default_light DECLSPEC_HIDDEN;
1291
1292typedef struct WineD3D_PixelFormat
1293{
1294 int iPixelFormat; /* WGL pixel format */
1295 int iPixelType; /* WGL pixel type e.g. WGL_TYPE_RGBA_ARB, WGL_TYPE_RGBA_FLOAT_ARB or WGL_TYPE_COLORINDEX_ARB */
1296 int redSize, greenSize, blueSize, alphaSize, colorSize;
1297 int depthSize, stencilSize;
1298 BOOL windowDrawable;
1299 BOOL doubleBuffer;
1300 int auxBuffers;
1301 int numSamples;
1302} WineD3D_PixelFormat;
1303
1304enum wined3d_gl_vendor
1305{
1306 GL_VENDOR_UNKNOWN,
1307 GL_VENDOR_APPLE,
1308 GL_VENDOR_FGLRX,
1309 GL_VENDOR_INTEL,
1310 GL_VENDOR_MESA,
1311 GL_VENDOR_NVIDIA,
1312};
1313
1314
1315enum wined3d_pci_vendor
1316{
1317 HW_VENDOR_SOFTWARE = 0x0000,
1318 HW_VENDOR_ATI = 0x1002,
1319 HW_VENDOR_NVIDIA = 0x10de,
1320 HW_VENDOR_INTEL = 0x8086,
1321};
1322
1323enum wined3d_pci_device
1324{
1325 CARD_WINE = 0x0000,
1326
1327 CARD_ATI_RAGE_128PRO = 0x5246,
1328 CARD_ATI_RADEON_7200 = 0x5144,
1329 CARD_ATI_RADEON_8500 = 0x514c,
1330 CARD_ATI_RADEON_9500 = 0x4144,
1331 CARD_ATI_RADEON_XPRESS_200M = 0x5955,
1332 CARD_ATI_RADEON_X700 = 0x5e4c,
1333 CARD_ATI_RADEON_X1600 = 0x71c2,
1334 CARD_ATI_RADEON_HD2350 = 0x94c7,
1335 CARD_ATI_RADEON_HD2600 = 0x9581,
1336 CARD_ATI_RADEON_HD2900 = 0x9400,
1337 CARD_ATI_RADEON_HD3200 = 0x9620,
1338 CARD_ATI_RADEON_HD4350 = 0x954f,
1339 CARD_ATI_RADEON_HD4550 = 0x9540,
1340 CARD_ATI_RADEON_HD4600 = 0x9495,
1341 CARD_ATI_RADEON_HD4650 = 0x9498,
1342 CARD_ATI_RADEON_HD4670 = 0x9490,
1343 CARD_ATI_RADEON_HD4700 = 0x944e,
1344 CARD_ATI_RADEON_HD4770 = 0x94b3,
1345 CARD_ATI_RADEON_HD4800 = 0x944c, /* Picked one value between 9440, 944c, 9442, 9460 */
1346 CARD_ATI_RADEON_HD4830 = 0x944c,
1347 CARD_ATI_RADEON_HD4850 = 0x9442,
1348 CARD_ATI_RADEON_HD4870 = 0x9440,
1349 CARD_ATI_RADEON_HD4890 = 0x9460,
1350 CARD_ATI_RADEON_HD5700 = 0x68BE, /* Picked HD5750 */
1351 CARD_ATI_RADEON_HD5750 = 0x68BE,
1352 CARD_ATI_RADEON_HD5770 = 0x68B8,
1353 CARD_ATI_RADEON_HD5800 = 0x6898, /* Picked HD5850 */
1354 CARD_ATI_RADEON_HD5850 = 0x6898,
1355 CARD_ATI_RADEON_HD5870 = 0x6899,
1356
1357 CARD_NVIDIA_RIVA_128 = 0x0018,
1358 CARD_NVIDIA_RIVA_TNT = 0x0020,
1359 CARD_NVIDIA_RIVA_TNT2 = 0x0028,
1360 CARD_NVIDIA_GEFORCE = 0x0100,
1361 CARD_NVIDIA_GEFORCE2_MX = 0x0110,
1362 CARD_NVIDIA_GEFORCE2 = 0x0150,
1363 CARD_NVIDIA_GEFORCE3 = 0x0200,
1364 CARD_NVIDIA_GEFORCE4_MX = 0x0170,
1365 CARD_NVIDIA_GEFORCE4_TI4200 = 0x0253,
1366 CARD_NVIDIA_GEFORCEFX_5200 = 0x0320,
1367 CARD_NVIDIA_GEFORCEFX_5600 = 0x0312,
1368 CARD_NVIDIA_GEFORCEFX_5800 = 0x0302,
1369 CARD_NVIDIA_GEFORCE_6200 = 0x014f,
1370 CARD_NVIDIA_GEFORCE_6600GT = 0x0140,
1371 CARD_NVIDIA_GEFORCE_6800 = 0x0041,
1372 CARD_NVIDIA_GEFORCE_7400 = 0x01d8,
1373 CARD_NVIDIA_GEFORCE_7300 = 0x01d7, /* GeForce Go 7300 */
1374 CARD_NVIDIA_GEFORCE_7600 = 0x0391,
1375 CARD_NVIDIA_GEFORCE_7800GT = 0x0092,
1376 CARD_NVIDIA_GEFORCE_8100 = 0x084F,
1377 CARD_NVIDIA_GEFORCE_8200 = 0x0849, /* Other PCI ID 0x084B */
1378 CARD_NVIDIA_GEFORCE_8300GS = 0x0423,
1379 CARD_NVIDIA_GEFORCE_8400GS = 0x0404,
1380 CARD_NVIDIA_GEFORCE_8500GT = 0x0421,
1381 CARD_NVIDIA_GEFORCE_8600GT = 0x0402,
1382 CARD_NVIDIA_GEFORCE_8600MGT = 0x0407,
1383 CARD_NVIDIA_GEFORCE_8800GTS = 0x0193,
1384 CARD_NVIDIA_GEFORCE_9200 = 0x086d,
1385 CARD_NVIDIA_GEFORCE_9400GT = 0x042c,
1386 CARD_NVIDIA_GEFORCE_9500GT = 0x0640,
1387 CARD_NVIDIA_GEFORCE_9600GT = 0x0622,
1388 CARD_NVIDIA_GEFORCE_9800GT = 0x0614,
1389 CARD_NVIDIA_GEFORCE_GTX260 = 0x05e2,
1390 CARD_NVIDIA_GEFORCE_GTX275 = 0x05e6,
1391 CARD_NVIDIA_GEFORCE_GTX280 = 0x05e1,
1392 CARD_NVIDIA_GEFORCE_GT240 = 0x0ca3,
1393
1394 CARD_INTEL_845G = 0x2562,
1395 CARD_INTEL_I830G = 0x3577,
1396 CARD_INTEL_I855G = 0x3582,
1397 CARD_INTEL_I865G = 0x2572,
1398 CARD_INTEL_I915G = 0x2582,
1399 CARD_INTEL_I915GM = 0x2592,
1400 CARD_INTEL_I945GM = 0x27a2, /* Same as GMA 950? */
1401 CARD_INTEL_X3100 = 0x2a02, /* Found in Macs. Same as GMA 965? */
1402};
1403
1404struct wined3d_fbo_ops
1405{
1406 PGLFNGLISRENDERBUFFERPROC glIsRenderbuffer;
1407 PGLFNGLBINDRENDERBUFFERPROC glBindRenderbuffer;
1408 PGLFNGLDELETERENDERBUFFERSPROC glDeleteRenderbuffers;
1409 PGLFNGLGENRENDERBUFFERSPROC glGenRenderbuffers;
1410 PGLFNGLRENDERBUFFERSTORAGEPROC glRenderbufferStorage;
1411 PGLFNRENDERBUFFERSTORAGEMULTISAMPLEPROC glRenderbufferStorageMultisample;
1412 PGLFNGLGETRENDERBUFFERPARAMETERIVPROC glGetRenderbufferParameteriv;
1413 PGLFNGLISFRAMEBUFFERPROC glIsFramebuffer;
1414 PGLFNGLBINDFRAMEBUFFERPROC glBindFramebuffer;
1415 PGLFNGLDELETEFRAMEBUFFERSPROC glDeleteFramebuffers;
1416 PGLFNGLGENFRAMEBUFFERSPROC glGenFramebuffers;
1417 PGLFNGLCHECKFRAMEBUFFERSTATUSPROC glCheckFramebufferStatus;
1418 PGLFNGLFRAMEBUFFERTEXTURE1DPROC glFramebufferTexture1D;
1419 PGLFNGLFRAMEBUFFERTEXTURE2DPROC glFramebufferTexture2D;
1420 PGLFNGLFRAMEBUFFERTEXTURE3DPROC glFramebufferTexture3D;
1421 PGLFNGLFRAMEBUFFERRENDERBUFFERPROC glFramebufferRenderbuffer;
1422 PGLFNGLGETFRAMEBUFFERATTACHMENTPARAMETERIVPROC glGetFramebufferAttachmentParameteriv;
1423 PGLFNGLBLITFRAMEBUFFERPROC glBlitFramebuffer;
1424 PGLFNGLGENERATEMIPMAPPROC glGenerateMipmap;
1425};
1426
1427struct wined3d_gl_limits
1428{
1429 UINT buffers;
1430 UINT lights;
1431 UINT textures;
1432 UINT texture_stages;
1433 UINT fragment_samplers;
1434 UINT vertex_samplers;
1435 UINT combined_samplers;
1436 UINT general_combiners;
1437 UINT sampler_stages;
1438 UINT clipplanes;
1439 UINT texture_size;
1440 UINT texture3d_size;
1441 float pointsize_max;
1442 float pointsize_min;
1443 UINT point_sprite_units;
1444 UINT blends;
1445 UINT anisotropy;
1446 float shininess;
1447
1448 UINT glsl_varyings;
1449 UINT glsl_vs_float_constants;
1450 UINT glsl_ps_float_constants;
1451
1452 UINT arb_vs_float_constants;
1453 UINT arb_vs_native_constants;
1454 UINT arb_vs_instructions;
1455 UINT arb_vs_temps;
1456 UINT arb_ps_float_constants;
1457 UINT arb_ps_local_constants;
1458 UINT arb_ps_native_constants;
1459 UINT arb_ps_instructions;
1460 UINT arb_ps_temps;
1461};
1462
1463struct wined3d_gl_info
1464{
1465 DWORD glsl_version;
1466 UINT vidmem;
1467 struct wined3d_gl_limits limits;
1468 DWORD reserved_glsl_constants;
1469 DWORD quirks;
1470 BOOL supported[WINED3D_GL_EXT_COUNT];
1471 GLint wrap_lookup[WINED3DTADDRESS_MIRRORONCE - WINED3DTADDRESS_WRAP + 1];
1472
1473 struct wined3d_fbo_ops fbo_ops;
1474#define USE_GL_FUNC(type, pfn, ext, replace) type pfn;
1475 /* GL function pointers */
1476 GL_EXT_FUNCS_GEN
1477 /* WGL function pointers */
1478 WGL_EXT_FUNCS_GEN
1479#undef USE_GL_FUNC
1480
1481 struct wined3d_format_desc *gl_formats;
1482};
1483
1484struct wined3d_driver_info
1485{
1486 enum wined3d_pci_vendor vendor;
1487 enum wined3d_pci_device device;
1488 const char *name;
1489 const char *description;
1490 DWORD version_high;
1491 DWORD version_low;
1492};
1493
1494/* The adapter structure */
1495struct wined3d_adapter
1496{
1497 UINT ordinal;
1498 BOOL opengl;
1499 POINT monitorPoint;
1500 struct wined3d_gl_info gl_info;
1501 struct wined3d_driver_info driver_info;
1502 WCHAR DeviceName[CCHDEVICENAME]; /* DeviceName for use with e.g. ChangeDisplaySettings */
1503 int nCfgs;
1504 WineD3D_PixelFormat *cfgs;
1505 BOOL brokenStencil; /* Set on cards which only offer mixed depth+stencil */
1506 unsigned int TextureRam; /* Amount of texture memory both video ram + AGP/TurboCache/HyperMemory/.. */
1507 unsigned int UsedTextureRam;
1508 LUID luid;
1509
1510 const struct fragment_pipeline *fragment_pipe;
1511 const shader_backend_t *shader_backend;
1512 const struct blit_shader *blitter;
1513};
1514
1515BOOL initPixelFormats(struct wined3d_gl_info *gl_info, enum wined3d_pci_vendor vendor) DECLSPEC_HIDDEN;
1516BOOL initPixelFormatsNoGL(struct wined3d_gl_info *gl_info) DECLSPEC_HIDDEN;
1517extern long WineD3DAdapterChangeGLRam(IWineD3DDeviceImpl *D3DDevice, long glram) DECLSPEC_HIDDEN;
1518extern void add_gl_compat_wrappers(struct wined3d_gl_info *gl_info) DECLSPEC_HIDDEN;
1519
1520/*****************************************************************************
1521 * High order patch management
1522 */
1523struct WineD3DRectPatch
1524{
1525 UINT Handle;
1526 float *mem;
1527 WineDirect3DVertexStridedData strided;
1528 WINED3DRECTPATCH_INFO RectPatchInfo;
1529 float numSegs[4];
1530 char has_normals, has_texcoords;
1531 struct list entry;
1532};
1533
1534HRESULT tesselate_rectpatch(IWineD3DDeviceImpl *This, struct WineD3DRectPatch *patch) DECLSPEC_HIDDEN;
1535
1536enum projection_types
1537{
1538 proj_none = 0,
1539 proj_count3 = 1,
1540 proj_count4 = 2
1541};
1542
1543enum dst_arg
1544{
1545 resultreg = 0,
1546 tempreg = 1
1547};
1548
1549/*****************************************************************************
1550 * Fixed function pipeline replacements
1551 */
1552#define ARG_UNUSED 0xff
1553
1554struct texture_stage_op
1555{
1556 unsigned cop : 8;
1557 unsigned carg1 : 8;
1558 unsigned carg2 : 8;
1559 unsigned carg0 : 8;
1560
1561 unsigned aop : 8;
1562 unsigned aarg1 : 8;
1563 unsigned aarg2 : 8;
1564 unsigned aarg0 : 8;
1565
1566 struct color_fixup_desc color_fixup;
1567 unsigned tex_type : 3;
1568 unsigned dst : 1;
1569 unsigned projected : 2;
1570 unsigned padding : 10;
1571};
1572
1573struct ffp_frag_settings {
1574 struct texture_stage_op op[MAX_TEXTURES];
1575 enum fogmode fog;
1576 /* Use shorts instead of chars to get dword alignment */
1577 unsigned short sRGB_write;
1578 unsigned short emul_clipplanes;
1579};
1580
1581struct ffp_frag_desc
1582{
1583 struct wine_rb_entry entry;
1584 struct ffp_frag_settings settings;
1585};
1586
1587extern const struct wine_rb_functions wined3d_ffp_frag_program_rb_functions DECLSPEC_HIDDEN;
1588extern const struct wined3d_parent_ops wined3d_null_parent_ops DECLSPEC_HIDDEN;
1589
1590void gen_ffp_frag_op(IWineD3DStateBlockImpl *stateblock, struct ffp_frag_settings *settings,
1591 BOOL ignore_textype) DECLSPEC_HIDDEN;
1592const struct ffp_frag_desc *find_ffp_frag_shader(const struct wine_rb_tree *fragment_shaders,
1593 const struct ffp_frag_settings *settings) DECLSPEC_HIDDEN;
1594void add_ffp_frag_shader(struct wine_rb_tree *shaders, struct ffp_frag_desc *desc) DECLSPEC_HIDDEN;
1595
1596/*****************************************************************************
1597 * IWineD3D implementation structure
1598 */
1599typedef struct IWineD3DImpl
1600{
1601 /* IUnknown fields */
1602 const IWineD3DVtbl *lpVtbl;
1603 LONG ref; /* Note: Ref counting not required */
1604
1605 /* WineD3D Information */
1606 IUnknown *parent;
1607 UINT dxVersion;
1608
1609 UINT adapter_count;
1610 struct wined3d_adapter adapters[1];
1611} IWineD3DImpl;
1612
1613HRESULT wined3d_init(IWineD3DImpl *wined3d, UINT version, IUnknown *parent) DECLSPEC_HIDDEN;
1614BOOL wined3d_register_window(HWND window, struct IWineD3DDeviceImpl *device) DECLSPEC_HIDDEN;
1615void wined3d_unregister_window(HWND window) DECLSPEC_HIDDEN;
1616
1617/*****************************************************************************
1618 * IWineD3DDevice implementation structure
1619 */
1620#define WINED3D_UNMAPPED_STAGE ~0U
1621
1622/* Multithreaded flag. Removed from the public header to signal that IWineD3D::CreateDevice ignores it */
1623#define WINED3DCREATE_MULTITHREADED 0x00000004
1624
1625struct IWineD3DDeviceImpl
1626{
1627 /* IUnknown fields */
1628 const IWineD3DDeviceVtbl *lpVtbl;
1629 LONG ref; /* Note: Ref counting not required */
1630
1631 /* WineD3D Information */
1632 IUnknown *parent;
1633 IWineD3DDeviceParent *device_parent;
1634 IWineD3D *wined3d;
1635 struct wined3d_adapter *adapter;
1636
1637 /* Window styles to restore when switching fullscreen mode */
1638 LONG style;
1639 LONG exStyle;
1640
1641 /* X and GL Information */
1642 GLint maxConcurrentLights;
1643 GLenum offscreenBuffer;
1644
1645 /* Selected capabilities */
1646 int vs_selected_mode;
1647 int ps_selected_mode;
1648 const shader_backend_t *shader_backend;
1649 void *shader_priv;
1650 void *fragment_priv;
1651 void *blit_priv;
1652 struct StateEntry StateTable[STATE_HIGHEST + 1];
1653 /* Array of functions for states which are handled by more than one pipeline part */
1654 APPLYSTATEFUNC *multistate_funcs[STATE_HIGHEST + 1];
1655 const struct fragment_pipeline *frag_pipe;
1656 const struct blit_shader *blitter;
1657
1658 unsigned int max_ffp_textures;
1659 DWORD d3d_vshader_constantF, d3d_pshader_constantF; /* Advertised d3d caps, not GL ones */
1660 DWORD vs_clipping;
1661
1662 WORD view_ident : 1; /* true iff view matrix is identity */
1663 WORD untransformed : 1;
1664 WORD vertexBlendUsed : 1; /* To avoid needless setting of the blend matrices */
1665 WORD isRecordingState : 1;
1666 WORD isInDraw : 1;
1667 WORD bCursorVisible : 1;
1668 WORD haveHardwareCursor : 1;
1669 WORD d3d_initialized : 1;
1670 WORD inScene : 1; /* A flag to check for proper BeginScene / EndScene call pairs */
1671 WORD softwareVertexProcessing : 1; /* process vertex shaders using software or hardware */
1672 WORD useDrawStridedSlow : 1;
1673 WORD instancedDraw : 1;
1674 WORD filter_messages : 1;
1675 WORD padding : 3;
1676
1677 BYTE fixed_function_usage_map; /* MAX_TEXTURES, 8 */
1678
1679#define DDRAW_PITCH_ALIGNMENT 8
1680#define D3D8_PITCH_ALIGNMENT 4
1681 unsigned char surface_alignment; /* Line Alignment of surfaces */
1682
1683 /* State block related */
1684 IWineD3DStateBlockImpl *stateBlock;
1685 IWineD3DStateBlockImpl *updateStateBlock;
1686
1687 /* Internal use fields */
1688 WINED3DDEVICE_CREATION_PARAMETERS createParms;
1689 WINED3DDEVTYPE devType;
1690 HWND focus_window;
1691
1692 IWineD3DSwapChain **swapchains;
1693 UINT NumberOfSwapChains;
1694
1695 struct list resources; /* a linked list to track resources created by the device */
1696 struct list shaders; /* a linked list to track shaders (pixel and vertex) */
1697 unsigned int highest_dirty_ps_const, highest_dirty_vs_const;
1698
1699 /* Render Target Support */
1700 IWineD3DSurface **render_targets;
1701 IWineD3DSurface *auto_depth_stencil_buffer;
1702 IWineD3DSurface *stencilBufferTarget;
1703
1704 /* palettes texture management */
1705 UINT NumberOfPalettes;
1706 PALETTEENTRY **palettes;
1707 UINT currentPalette;
1708
1709 /* For rendering to a texture using glCopyTexImage */
1710 GLenum *draw_buffers;
1711 GLuint depth_blt_texture;
1712 GLuint depth_blt_rb;
1713 UINT depth_blt_rb_w;
1714 UINT depth_blt_rb_h;
1715
1716 /* Cursor management */
1717 UINT xHotSpot;
1718 UINT yHotSpot;
1719 UINT xScreenSpace;
1720 UINT yScreenSpace;
1721 UINT cursorWidth, cursorHeight;
1722 GLuint cursorTexture;
1723 HCURSOR hardwareCursor;
1724
1725 /* The Wine logo surface */
1726 IWineD3DSurface *logo_surface;
1727
1728 /* Textures for when no other textures are mapped */
1729 UINT dummyTextureName[MAX_TEXTURES];
1730
1731 /* DirectDraw stuff */
1732 DWORD ddraw_width, ddraw_height;
1733 WINED3DFORMAT ddraw_format;
1734
1735 /* Final position fixup constant */
1736 float posFixup[4];
1737
1738 /* With register combiners we can skip junk texture stages */
1739 DWORD texUnitMap[MAX_COMBINED_SAMPLERS];
1740 DWORD rev_tex_unit_map[MAX_COMBINED_SAMPLERS];
1741
1742 /* Stream source management */
1743 struct wined3d_stream_info strided_streams;
1744 const WineDirect3DVertexStridedData *up_strided;
1745 struct wined3d_event_query *buffer_queries[MAX_ATTRIBS];
1746 unsigned int num_buffer_queries;
1747
1748 /* Context management */
1749 struct wined3d_context **contexts;
1750 UINT numContexts;
1751
1752 /* High level patch management */
1753#define PATCHMAP_SIZE 43
1754#define PATCHMAP_HASHFUNC(x) ((x) % PATCHMAP_SIZE) /* Primitive and simple function */
1755 struct list patches[PATCHMAP_SIZE];
1756 struct WineD3DRectPatch *currentPatch;
1757};
1758
1759BOOL device_context_add(IWineD3DDeviceImpl *device, struct wined3d_context *context) DECLSPEC_HIDDEN;
1760void device_context_remove(IWineD3DDeviceImpl *device, struct wined3d_context *context) DECLSPEC_HIDDEN;
1761HRESULT device_init(IWineD3DDeviceImpl *device, IWineD3DImpl *wined3d,
1762 UINT adapter_idx, WINED3DDEVTYPE device_type, HWND focus_window, DWORD flags,
1763 IUnknown *parent, IWineD3DDeviceParent *device_parent) DECLSPEC_HIDDEN;
1764void device_preload_textures(IWineD3DDeviceImpl *device) DECLSPEC_HIDDEN;
1765LRESULT device_process_message(IWineD3DDeviceImpl *device, HWND window,
1766 UINT message, WPARAM wparam, LPARAM lparam, WNDPROC proc) DECLSPEC_HIDDEN;
1767void device_resource_add(IWineD3DDeviceImpl *This, IWineD3DResource *resource) DECLSPEC_HIDDEN;
1768void device_resource_released(IWineD3DDeviceImpl *This, IWineD3DResource *resource) DECLSPEC_HIDDEN;
1769void device_stream_info_from_declaration(IWineD3DDeviceImpl *This,
1770 BOOL use_vshader, struct wined3d_stream_info *stream_info, BOOL *fixup) DECLSPEC_HIDDEN;
1771void device_update_stream_info(IWineD3DDeviceImpl *device, const struct wined3d_gl_info *gl_info) DECLSPEC_HIDDEN;
1772HRESULT IWineD3DDeviceImpl_ClearSurface(IWineD3DDeviceImpl *This, IWineD3DSurfaceImpl *target, DWORD Count,
1773 const WINED3DRECT *pRects, DWORD Flags, WINED3DCOLOR Color, float Z, DWORD Stencil) DECLSPEC_HIDDEN;
1774void IWineD3DDeviceImpl_FindTexUnitMap(IWineD3DDeviceImpl *This) DECLSPEC_HIDDEN;
1775void IWineD3DDeviceImpl_MarkStateDirty(IWineD3DDeviceImpl *This, DWORD state) DECLSPEC_HIDDEN;
1776
1777static inline BOOL isStateDirty(struct wined3d_context *context, DWORD state)
1778{
1779 DWORD idx = state / (sizeof(*context->isStateDirty) * CHAR_BIT);
1780 BYTE shift = state & ((sizeof(*context->isStateDirty) * CHAR_BIT) - 1);
1781 return context->isStateDirty[idx] & (1 << shift);
1782}
1783
1784/* Support for IWineD3DResource ::Set/Get/FreePrivateData. */
1785typedef struct PrivateData
1786{
1787 struct list entry;
1788
1789 GUID tag;
1790 DWORD flags; /* DDSPD_* */
1791
1792 union
1793 {
1794 LPVOID data;
1795 LPUNKNOWN object;
1796 } ptr;
1797
1798 DWORD size;
1799} PrivateData;
1800
1801/*****************************************************************************
1802 * IWineD3DResource implementation structure
1803 */
1804typedef struct IWineD3DResourceClass
1805{
1806 /* IUnknown fields */
1807 LONG ref; /* Note: Ref counting not required */
1808
1809 /* WineD3DResource Information */
1810 IUnknown *parent;
1811 WINED3DRESOURCETYPE resourceType;
1812 IWineD3DDeviceImpl *device;
1813 WINED3DPOOL pool;
1814 UINT size;
1815 DWORD usage;
1816 const struct wined3d_format_desc *format_desc;
1817 DWORD priority;
1818 BYTE *allocatedMemory; /* Pointer to the real data location */
1819 BYTE *heapMemory; /* Pointer to the HeapAlloced block of memory */
1820#ifdef VBOXWDDM
1821 DWORD sharerc_flags; /* shared resource flags */
1822 DWORD sharerc_handle;
1823#endif
1824 struct list privateData;
1825 struct list resource_list_entry;
1826 const struct wined3d_parent_ops *parent_ops;
1827} IWineD3DResourceClass;
1828
1829typedef struct IWineD3DResourceImpl
1830{
1831 /* IUnknown & WineD3DResource Information */
1832 const IWineD3DResourceVtbl *lpVtbl;
1833 IWineD3DResourceClass resource;
1834} IWineD3DResourceImpl;
1835
1836void resource_cleanup(IWineD3DResource *iface) DECLSPEC_HIDDEN;
1837HRESULT resource_free_private_data(IWineD3DResource *iface, REFGUID guid) DECLSPEC_HIDDEN;
1838HRESULT resource_get_parent(IWineD3DResource *iface, IUnknown **parent) DECLSPEC_HIDDEN;
1839DWORD resource_get_priority(IWineD3DResource *iface) DECLSPEC_HIDDEN;
1840HRESULT resource_get_private_data(IWineD3DResource *iface, REFGUID guid,
1841 void *data, DWORD *data_size) DECLSPEC_HIDDEN;
1842HRESULT resource_init(IWineD3DResource *iface, WINED3DRESOURCETYPE resource_type,
1843 IWineD3DDeviceImpl *device, UINT size, DWORD usage, const struct wined3d_format_desc *format_desc,
1844 WINED3DPOOL pool, IUnknown *parent, const struct wined3d_parent_ops *parent_ops
1845#ifdef VBOXWDDM
1846 , HANDLE *shared_handle
1847 , void *pvClientMem
1848#endif
1849 ) DECLSPEC_HIDDEN;
1850WINED3DRESOURCETYPE resource_get_type(IWineD3DResource *iface) DECLSPEC_HIDDEN;
1851DWORD resource_set_priority(IWineD3DResource *iface, DWORD new_priority) DECLSPEC_HIDDEN;
1852HRESULT resource_set_private_data(IWineD3DResource *iface, REFGUID guid,
1853 const void *data, DWORD data_size, DWORD flags) DECLSPEC_HIDDEN;
1854
1855/* Tests show that the start address of resources is 32 byte aligned */
1856#define RESOURCE_ALIGNMENT 16
1857
1858/*****************************************************************************
1859 * IWineD3DBaseTexture D3D- > openGL state map lookups
1860 */
1861
1862typedef enum winetexturestates {
1863 WINED3DTEXSTA_ADDRESSU = 0,
1864 WINED3DTEXSTA_ADDRESSV = 1,
1865 WINED3DTEXSTA_ADDRESSW = 2,
1866 WINED3DTEXSTA_BORDERCOLOR = 3,
1867 WINED3DTEXSTA_MAGFILTER = 4,
1868 WINED3DTEXSTA_MINFILTER = 5,
1869 WINED3DTEXSTA_MIPFILTER = 6,
1870 WINED3DTEXSTA_MAXMIPLEVEL = 7,
1871 WINED3DTEXSTA_MAXANISOTROPY = 8,
1872 WINED3DTEXSTA_SRGBTEXTURE = 9,
1873 WINED3DTEXSTA_ELEMENTINDEX = 10,
1874 WINED3DTEXSTA_DMAPOFFSET = 11,
1875 WINED3DTEXSTA_TSSADDRESSW = 12,
1876 MAX_WINETEXTURESTATES = 13,
1877} winetexturestates;
1878
1879enum WINED3DSRGB
1880{
1881 SRGB_ANY = 0, /* Uses the cached value(e.g. external calls) */
1882 SRGB_RGB = 1, /* Loads the rgb texture */
1883 SRGB_SRGB = 2, /* Loads the srgb texture */
1884 SRGB_BOTH = 3, /* Loads both textures */
1885};
1886
1887struct gl_texture
1888{
1889 DWORD states[MAX_WINETEXTURESTATES];
1890 BOOL dirty;
1891 GLuint name;
1892};
1893
1894/*****************************************************************************
1895 * IWineD3DBaseTexture implementation structure (extends IWineD3DResourceImpl)
1896 */
1897typedef struct IWineD3DBaseTextureClass
1898{
1899 struct gl_texture texture_rgb, texture_srgb;
1900 UINT levels;
1901 float pow2Matrix[16];
1902 UINT LOD;
1903 WINED3DTEXTUREFILTERTYPE filterType;
1904 LONG bindCount;
1905 DWORD sampler;
1906 BOOL is_srgb;
1907 BOOL pow2Matrix_identity;
1908 const struct min_lookup *minMipLookup;
1909 const GLenum *magLookup;
1910 void (*internal_preload)(IWineD3DBaseTexture *iface, enum WINED3DSRGB srgb);
1911} IWineD3DBaseTextureClass;
1912
1913void surface_internal_preload(IWineD3DSurface *iface, enum WINED3DSRGB srgb) DECLSPEC_HIDDEN;
1914BOOL surface_init_sysmem(IWineD3DSurface *iface) DECLSPEC_HIDDEN;
1915BOOL surface_is_offscreen(IWineD3DSurface *iface) DECLSPEC_HIDDEN;
1916void surface_prepare_texture(IWineD3DSurfaceImpl *surface,
1917 const struct wined3d_gl_info *gl_info, BOOL srgb) DECLSPEC_HIDDEN;
1918
1919typedef struct IWineD3DBaseTextureImpl
1920{
1921 /* IUnknown & WineD3DResource Information */
1922 const IWineD3DBaseTextureVtbl *lpVtbl;
1923 IWineD3DResourceClass resource;
1924 IWineD3DBaseTextureClass baseTexture;
1925
1926} IWineD3DBaseTextureImpl;
1927
1928void basetexture_apply_state_changes(IWineD3DBaseTexture *iface,
1929 const DWORD textureStates[WINED3D_HIGHEST_TEXTURE_STATE + 1],
1930 const DWORD samplerStates[WINED3D_HIGHEST_SAMPLER_STATE + 1],
1931 const struct wined3d_gl_info *gl_info) DECLSPEC_HIDDEN;
1932HRESULT basetexture_bind(IWineD3DBaseTexture *iface, BOOL srgb, BOOL *set_surface_desc) DECLSPEC_HIDDEN;
1933void basetexture_cleanup(IWineD3DBaseTexture *iface) DECLSPEC_HIDDEN;
1934void basetexture_generate_mipmaps(IWineD3DBaseTexture *iface) DECLSPEC_HIDDEN;
1935WINED3DTEXTUREFILTERTYPE basetexture_get_autogen_filter_type(IWineD3DBaseTexture *iface) DECLSPEC_HIDDEN;
1936BOOL basetexture_get_dirty(IWineD3DBaseTexture *iface) DECLSPEC_HIDDEN;
1937DWORD basetexture_get_level_count(IWineD3DBaseTexture *iface) DECLSPEC_HIDDEN;
1938DWORD basetexture_get_lod(IWineD3DBaseTexture *iface) DECLSPEC_HIDDEN;
1939HRESULT basetexture_init(IWineD3DBaseTextureImpl *texture, UINT levels, WINED3DRESOURCETYPE resource_type,
1940 IWineD3DDeviceImpl *device, UINT size, DWORD usage, const struct wined3d_format_desc *format_desc,
1941 WINED3DPOOL pool, IUnknown *parent, const struct wined3d_parent_ops *parent_ops
1942#ifdef VBOXWDDM
1943 , HANDLE *shared_handle
1944 , void *pvClientMem
1945#endif
1946 ) DECLSPEC_HIDDEN;
1947HRESULT basetexture_set_autogen_filter_type(IWineD3DBaseTexture *iface,
1948 WINED3DTEXTUREFILTERTYPE filter_type) DECLSPEC_HIDDEN;
1949BOOL basetexture_set_dirty(IWineD3DBaseTexture *iface, BOOL dirty) DECLSPEC_HIDDEN;
1950DWORD basetexture_set_lod(IWineD3DBaseTexture *iface, DWORD new_lod) DECLSPEC_HIDDEN;
1951void basetexture_unload(IWineD3DBaseTexture *iface) DECLSPEC_HIDDEN;
1952
1953/*****************************************************************************
1954 * IWineD3DTexture implementation structure (extends IWineD3DBaseTextureImpl)
1955 */
1956typedef struct IWineD3DTextureImpl
1957{
1958 /* IUnknown & WineD3DResource/WineD3DBaseTexture Information */
1959 const IWineD3DTextureVtbl *lpVtbl;
1960 IWineD3DResourceClass resource;
1961 IWineD3DBaseTextureClass baseTexture;
1962
1963 /* IWineD3DTexture */
1964 IWineD3DSurface *surfaces[MAX_MIP_LEVELS];
1965 UINT target;
1966 BOOL cond_np2;
1967
1968} IWineD3DTextureImpl;
1969
1970HRESULT texture_init(IWineD3DTextureImpl *texture, UINT width, UINT height, UINT levels,
1971 IWineD3DDeviceImpl *device, DWORD usage, WINED3DFORMAT format, WINED3DPOOL pool,
1972 IUnknown *parent, const struct wined3d_parent_ops *parent_ops
1973#ifdef VBOXWDDM
1974 , HANDLE *shared_handle
1975 , void *pvClientMem
1976#endif
1977 ) DECLSPEC_HIDDEN;
1978
1979/*****************************************************************************
1980 * IWineD3DCubeTexture implementation structure (extends IWineD3DBaseTextureImpl)
1981 */
1982typedef struct IWineD3DCubeTextureImpl
1983{
1984 /* IUnknown & WineD3DResource/WineD3DBaseTexture Information */
1985 const IWineD3DCubeTextureVtbl *lpVtbl;
1986 IWineD3DResourceClass resource;
1987 IWineD3DBaseTextureClass baseTexture;
1988
1989 /* IWineD3DCubeTexture */
1990 IWineD3DSurface *surfaces[6][MAX_MIP_LEVELS];
1991} IWineD3DCubeTextureImpl;
1992
1993HRESULT cubetexture_init(IWineD3DCubeTextureImpl *texture, UINT edge_length, UINT levels,
1994 IWineD3DDeviceImpl *device, DWORD usage, WINED3DFORMAT format, WINED3DPOOL pool,
1995 IUnknown *parent, const struct wined3d_parent_ops *parent_ops) DECLSPEC_HIDDEN;
1996
1997typedef struct _WINED3DVOLUMET_DESC
1998{
1999 UINT Width;
2000 UINT Height;
2001 UINT Depth;
2002} WINED3DVOLUMET_DESC;
2003
2004/*****************************************************************************
2005 * IWineD3DVolume implementation structure (extends IUnknown)
2006 */
2007typedef struct IWineD3DVolumeImpl
2008{
2009 /* IUnknown & WineD3DResource fields */
2010 const IWineD3DVolumeVtbl *lpVtbl;
2011 IWineD3DResourceClass resource;
2012
2013 /* WineD3DVolume Information */
2014 WINED3DVOLUMET_DESC currentDesc;
2015 IWineD3DBase *container;
2016 BOOL lockable;
2017 BOOL locked;
2018 WINED3DBOX lockedBox;
2019 WINED3DBOX dirtyBox;
2020 BOOL dirty;
2021} IWineD3DVolumeImpl;
2022
2023void volume_add_dirty_box(IWineD3DVolume *iface, const WINED3DBOX *dirty_box) DECLSPEC_HIDDEN;
2024HRESULT volume_init(IWineD3DVolumeImpl *volume, IWineD3DDeviceImpl *device, UINT width,
2025 UINT height, UINT depth, DWORD usage, WINED3DFORMAT format, WINED3DPOOL pool,
2026 IUnknown *parent, const struct wined3d_parent_ops *parent_ops) DECLSPEC_HIDDEN;
2027
2028/*****************************************************************************
2029 * IWineD3DVolumeTexture implementation structure (extends IWineD3DBaseTextureImpl)
2030 */
2031typedef struct IWineD3DVolumeTextureImpl
2032{
2033 /* IUnknown & WineD3DResource/WineD3DBaseTexture Information */
2034 const IWineD3DVolumeTextureVtbl *lpVtbl;
2035 IWineD3DResourceClass resource;
2036 IWineD3DBaseTextureClass baseTexture;
2037
2038 /* IWineD3DVolumeTexture */
2039 IWineD3DVolume *volumes[MAX_MIP_LEVELS];
2040} IWineD3DVolumeTextureImpl;
2041
2042HRESULT volumetexture_init(IWineD3DVolumeTextureImpl *texture, UINT width, UINT height,
2043 UINT depth, UINT levels, IWineD3DDeviceImpl *device, DWORD usage, WINED3DFORMAT format,
2044 WINED3DPOOL pool, IUnknown *parent, const struct wined3d_parent_ops *parent_ops) DECLSPEC_HIDDEN;
2045
2046typedef struct _WINED3DSURFACET_DESC
2047{
2048 WINED3DMULTISAMPLE_TYPE MultiSampleType;
2049 DWORD MultiSampleQuality;
2050 UINT Width;
2051 UINT Height;
2052} WINED3DSURFACET_DESC;
2053
2054/*****************************************************************************
2055 * Structure for DIB Surfaces (GetDC and GDI surfaces)
2056 */
2057typedef struct wineD3DSurface_DIB {
2058 HBITMAP DIBsection;
2059 void* bitmap_data;
2060 UINT bitmap_size;
2061 HGDIOBJ holdbitmap;
2062 BOOL client_memory;
2063} wineD3DSurface_DIB;
2064
2065typedef struct {
2066 struct list entry;
2067 GLuint id;
2068 UINT width;
2069 UINT height;
2070} renderbuffer_entry_t;
2071
2072struct fbo_entry
2073{
2074 struct list entry;
2075 IWineD3DSurfaceImpl **render_targets;
2076 IWineD3DSurfaceImpl *depth_stencil;
2077 BOOL attached;
2078 GLuint id;
2079};
2080
2081/*****************************************************************************
2082 * IWineD3DClipp implementation structure
2083 */
2084typedef struct IWineD3DClipperImpl
2085{
2086 const IWineD3DClipperVtbl *lpVtbl;
2087 LONG ref;
2088
2089 IUnknown *Parent;
2090 HWND hWnd;
2091} IWineD3DClipperImpl;
2092
2093
2094/*****************************************************************************
2095 * IWineD3DSurface implementation structure
2096 */
2097struct IWineD3DSurfaceImpl
2098{
2099 /* IUnknown & IWineD3DResource Information */
2100 const IWineD3DSurfaceVtbl *lpVtbl;
2101 IWineD3DResourceClass resource;
2102
2103 /* IWineD3DSurface fields */
2104 IWineD3DBase *container;
2105 WINED3DSURFACET_DESC currentDesc;
2106 IWineD3DPaletteImpl *palette; /* D3D7 style palette handling */
2107 PALETTEENTRY *palette9; /* D3D8/9 style palette handling */
2108
2109 /* TODO: move this off into a management class(maybe!) */
2110 DWORD Flags;
2111
2112 UINT pow2Width;
2113 UINT pow2Height;
2114
2115 /* A method to retrieve the drawable size. Not in the Vtable to make it changeable */
2116 void (*get_drawable_size)(struct wined3d_context *context, UINT *width, UINT *height);
2117
2118 /* PBO */
2119 GLuint pbo;
2120 GLuint texture_name;
2121 GLuint texture_name_srgb;
2122 GLint texture_level;
2123 GLenum texture_target;
2124
2125 RECT lockedRect;
2126 RECT dirtyRect;
2127 int lockCount;
2128#define MAXLOCKCOUNT 50 /* After this amount of locks do not free the sysmem copy */
2129
2130 /* For GetDC */
2131 wineD3DSurface_DIB dib;
2132 HDC hDC;
2133
2134 /* Color keys for DDraw */
2135 WINEDDCOLORKEY DestBltCKey;
2136 WINEDDCOLORKEY DestOverlayCKey;
2137 WINEDDCOLORKEY SrcOverlayCKey;
2138 WINEDDCOLORKEY SrcBltCKey;
2139 DWORD CKeyFlags;
2140
2141 WINEDDCOLORKEY glCKey;
2142
2143 struct list renderbuffers;
2144 renderbuffer_entry_t *current_renderbuffer;
2145
2146 /* DirectDraw clippers */
2147 IWineD3DClipper *clipper;
2148
2149 /* DirectDraw Overlay handling */
2150 RECT overlay_srcrect;
2151 RECT overlay_destrect;
2152 IWineD3DSurfaceImpl *overlay_dest;
2153 struct list overlays;
2154 struct list overlay_entry;
2155};
2156
2157extern const IWineD3DSurfaceVtbl IWineD3DSurface_Vtbl DECLSPEC_HIDDEN;
2158extern const IWineD3DSurfaceVtbl IWineGDISurface_Vtbl DECLSPEC_HIDDEN;
2159
2160UINT surface_calculate_size(const struct wined3d_format_desc *format_desc,
2161 UINT alignment, UINT width, UINT height) DECLSPEC_HIDDEN;
2162void surface_gdi_cleanup(IWineD3DSurfaceImpl *This) DECLSPEC_HIDDEN;
2163HRESULT surface_init(IWineD3DSurfaceImpl *surface, WINED3DSURFTYPE surface_type, UINT alignment,
2164 UINT width, UINT height, UINT level, BOOL lockable, BOOL discard, WINED3DMULTISAMPLE_TYPE multisample_type,
2165 UINT multisample_quality, IWineD3DDeviceImpl *device, DWORD usage, WINED3DFORMAT format,
2166 WINED3DPOOL pool, IUnknown *parent, const struct wined3d_parent_ops *parent_ops
2167#ifdef VBOXWDDM
2168 , HANDLE *shared_handle
2169 , void *pvClientMem
2170#endif
2171 ) DECLSPEC_HIDDEN;
2172
2173/* Predeclare the shared Surface functions */
2174HRESULT WINAPI IWineD3DBaseSurfaceImpl_QueryInterface(IWineD3DSurface *iface,
2175 REFIID riid, LPVOID *ppobj) DECLSPEC_HIDDEN;
2176ULONG WINAPI IWineD3DBaseSurfaceImpl_AddRef(IWineD3DSurface *iface) DECLSPEC_HIDDEN;
2177HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetParent(IWineD3DSurface *iface, IUnknown **pParent) DECLSPEC_HIDDEN;
2178HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetPrivateData(IWineD3DSurface *iface,
2179 REFGUID refguid, const void *pData, DWORD SizeOfData, DWORD Flags) DECLSPEC_HIDDEN;
2180HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetPrivateData(IWineD3DSurface *iface,
2181 REFGUID refguid, void *pData, DWORD *pSizeOfData) DECLSPEC_HIDDEN;
2182HRESULT WINAPI IWineD3DBaseSurfaceImpl_FreePrivateData(IWineD3DSurface *iface, REFGUID refguid) DECLSPEC_HIDDEN;
2183DWORD WINAPI IWineD3DBaseSurfaceImpl_SetPriority(IWineD3DSurface *iface, DWORD PriorityNew) DECLSPEC_HIDDEN;
2184DWORD WINAPI IWineD3DBaseSurfaceImpl_GetPriority(IWineD3DSurface *iface) DECLSPEC_HIDDEN;
2185WINED3DRESOURCETYPE WINAPI IWineD3DBaseSurfaceImpl_GetType(IWineD3DSurface *iface) DECLSPEC_HIDDEN;
2186HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetContainer(IWineD3DSurface* iface,
2187 REFIID riid, void **ppContainer) DECLSPEC_HIDDEN;
2188HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetDesc(IWineD3DSurface *iface, WINED3DSURFACE_DESC *pDesc) DECLSPEC_HIDDEN;
2189HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetBltStatus(IWineD3DSurface *iface, DWORD Flags) DECLSPEC_HIDDEN;
2190HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetFlipStatus(IWineD3DSurface *iface, DWORD Flags) DECLSPEC_HIDDEN;
2191HRESULT WINAPI IWineD3DBaseSurfaceImpl_IsLost(IWineD3DSurface *iface) DECLSPEC_HIDDEN;
2192HRESULT WINAPI IWineD3DBaseSurfaceImpl_Restore(IWineD3DSurface *iface) DECLSPEC_HIDDEN;
2193HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetPalette(IWineD3DSurface *iface, IWineD3DPalette **Pal) DECLSPEC_HIDDEN;
2194HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetPalette(IWineD3DSurface *iface, IWineD3DPalette *Pal) DECLSPEC_HIDDEN;
2195HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetColorKey(IWineD3DSurface *iface,
2196 DWORD Flags, const WINEDDCOLORKEY *CKey) DECLSPEC_HIDDEN;
2197HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetContainer(IWineD3DSurface *iface, IWineD3DBase *container) DECLSPEC_HIDDEN;
2198DWORD WINAPI IWineD3DBaseSurfaceImpl_GetPitch(IWineD3DSurface *iface) DECLSPEC_HIDDEN;
2199HRESULT WINAPI IWineD3DBaseSurfaceImpl_RealizePalette(IWineD3DSurface *iface) DECLSPEC_HIDDEN;
2200HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetOverlayPosition(IWineD3DSurface *iface, LONG X, LONG Y) DECLSPEC_HIDDEN;
2201HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetOverlayPosition(IWineD3DSurface *iface, LONG *X, LONG *Y) DECLSPEC_HIDDEN;
2202HRESULT WINAPI IWineD3DBaseSurfaceImpl_UpdateOverlayZOrder(IWineD3DSurface *iface,
2203 DWORD Flags, IWineD3DSurface *Ref) DECLSPEC_HIDDEN;
2204HRESULT WINAPI IWineD3DBaseSurfaceImpl_UpdateOverlay(IWineD3DSurface *iface, const RECT *SrcRect,
2205 IWineD3DSurface *DstSurface, const RECT *DstRect, DWORD Flags, const WINEDDOVERLAYFX *FX) DECLSPEC_HIDDEN;
2206HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetClipper(IWineD3DSurface *iface, IWineD3DClipper *clipper) DECLSPEC_HIDDEN;
2207HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetClipper(IWineD3DSurface *iface, IWineD3DClipper **clipper) DECLSPEC_HIDDEN;
2208HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetFormat(IWineD3DSurface *iface, WINED3DFORMAT format) DECLSPEC_HIDDEN;
2209HRESULT IWineD3DBaseSurfaceImpl_CreateDIBSection(IWineD3DSurface *iface) DECLSPEC_HIDDEN;
2210HRESULT WINAPI IWineD3DBaseSurfaceImpl_Blt(IWineD3DSurface *iface, const RECT *DestRect, IWineD3DSurface *SrcSurface,
2211 const RECT *SrcRect, DWORD Flags, const WINEDDBLTFX *DDBltFx, WINED3DTEXTUREFILTERTYPE Filter) DECLSPEC_HIDDEN;
2212HRESULT WINAPI IWineD3DBaseSurfaceImpl_BltFast(IWineD3DSurface *iface, DWORD dstx, DWORD dsty,
2213 IWineD3DSurface *Source, const RECT *rsrc, DWORD trans) DECLSPEC_HIDDEN;
2214HRESULT WINAPI IWineD3DBaseSurfaceImpl_LockRect(IWineD3DSurface *iface, WINED3DLOCKED_RECT *pLockedRect,
2215 const RECT *pRect, DWORD Flags) DECLSPEC_HIDDEN;
2216void WINAPI IWineD3DBaseSurfaceImpl_BindTexture(IWineD3DSurface *iface, BOOL srgb) DECLSPEC_HIDDEN;
2217const void *WINAPI IWineD3DBaseSurfaceImpl_GetData(IWineD3DSurface *iface) DECLSPEC_HIDDEN;
2218
2219void get_drawable_size_swapchain(struct wined3d_context *context, UINT *width, UINT *height) DECLSPEC_HIDDEN;
2220void get_drawable_size_backbuffer(struct wined3d_context *context, UINT *width, UINT *height) DECLSPEC_HIDDEN;
2221void get_drawable_size_fbo(struct wined3d_context *context, UINT *width, UINT *height) DECLSPEC_HIDDEN;
2222
2223void draw_textured_quad(IWineD3DSurfaceImpl *src_surface, const RECT *src_rect,
2224 const RECT *dst_rect, WINED3DTEXTUREFILTERTYPE Filter) DECLSPEC_HIDDEN;
2225void flip_surface(IWineD3DSurfaceImpl *front, IWineD3DSurfaceImpl *back) DECLSPEC_HIDDEN;
2226
2227/* Surface flags: */
2228#define SFLAG_CONVERTED 0x00000002 /* Converted for color keying or Palettized */
2229#define SFLAG_DIBSECTION 0x00000004 /* Has a DIB section attached for GetDC */
2230#define SFLAG_LOCKABLE 0x00000008 /* Surface can be locked */
2231#define SFLAG_DISCARD 0x00000010 /* ??? */
2232#define SFLAG_LOCKED 0x00000020 /* Surface is locked atm */
2233#define SFLAG_INTEXTURE 0x00000040 /* The GL texture contains the newest surface content */
2234#define SFLAG_INSRGBTEX 0x00000080 /* The GL srgb texture contains the newest surface content */
2235#define SFLAG_INDRAWABLE 0x00000100 /* The gl drawable contains the most up to date data */
2236#define SFLAG_INSYSMEM 0x00000200 /* The system memory copy is most up to date */
2237#define SFLAG_NONPOW2 0x00000400 /* Surface sizes are not a power of 2 */
2238#define SFLAG_DYNLOCK 0x00000800 /* Surface is often locked by the app */
2239#define SFLAG_DCINUSE 0x00001000 /* Set between GetDC and ReleaseDC calls */
2240#define SFLAG_LOST 0x00002000 /* Surface lost flag for DDraw */
2241#define SFLAG_USERPTR 0x00004000 /* The application allocated the memory for this surface */
2242#define SFLAG_GLCKEY 0x00008000 /* The gl texture was created with a color key */
2243#define SFLAG_CLIENT 0x00010000 /* GL_APPLE_client_storage is used on that texture */
2244#define SFLAG_ALLOCATED 0x00020000 /* A gl texture is allocated for this surface */
2245#define SFLAG_SRGBALLOCATED 0x00040000 /* A srgb gl texture is allocated for this surface */
2246#define SFLAG_PBO 0x00080000 /* Has a PBO attached for speeding up data transfers for dynamically locked surfaces */
2247#define SFLAG_NORMCOORD 0x00100000 /* Set if the GL texture coords are normalized(non-texture rectangle) */
2248#define SFLAG_DS_ONSCREEN 0x00200000 /* Is a depth stencil, last modified onscreen */
2249#define SFLAG_DS_OFFSCREEN 0x00400000 /* Is a depth stencil, last modified offscreen */
2250#define SFLAG_INOVERLAYDRAW 0x00800000 /* Overlay drawing is in progress. Recursion prevention */
2251#define SFLAG_SWAPCHAIN 0x01000000 /* The surface is part of a swapchain */
2252
2253#ifdef VBOXWDDM
2254# define SFLAG_CLIENTMEM 0x10000000 /* SYSMEM surface using client-supplied memory buffer */
2255# define SFLAG_DONOTFREE_VBOXWDDM SFLAG_CLIENTMEM
2256#else
2257# define SFLAG_DONOTFREE_VBOXWDDM 0
2258#endif
2259
2260/* In some conditions the surface memory must not be freed:
2261 * SFLAG_CONVERTED: Converting the data back would take too long
2262 * SFLAG_DIBSECTION: The dib code manages the memory
2263 * SFLAG_LOCKED: The app requires access to the surface data
2264 * SFLAG_DYNLOCK: Avoid freeing the data for performance
2265 * SFLAG_PBO: PBOs don't use 'normal' memory. It is either allocated by the driver or must be NULL.
2266 * SFLAG_CLIENT: OpenGL uses our memory as backup
2267 */
2268#define SFLAG_DONOTFREE (SFLAG_CONVERTED | \
2269 SFLAG_DIBSECTION | \
2270 SFLAG_LOCKED | \
2271 SFLAG_DYNLOCK | \
2272 SFLAG_USERPTR | \
2273 SFLAG_PBO | \
2274 SFLAG_CLIENT | \
2275 SFLAG_DONOTFREE_VBOXWDDM \
2276 )
2277
2278#define SFLAG_LOCATIONS (SFLAG_INSYSMEM | \
2279 SFLAG_INTEXTURE | \
2280 SFLAG_INDRAWABLE | \
2281 SFLAG_INSRGBTEX)
2282
2283#define SFLAG_DS_LOCATIONS (SFLAG_DS_ONSCREEN | \
2284 SFLAG_DS_OFFSCREEN)
2285#define SFLAG_DS_DISCARDED SFLAG_DS_LOCATIONS
2286
2287typedef enum {
2288 NO_CONVERSION,
2289 CONVERT_PALETTED,
2290 CONVERT_PALETTED_CK,
2291 CONVERT_CK_565,
2292 CONVERT_CK_5551,
2293 CONVERT_CK_4444,
2294 CONVERT_CK_4444_ARGB,
2295 CONVERT_CK_1555,
2296 CONVERT_555,
2297 CONVERT_CK_RGB24,
2298 CONVERT_CK_8888,
2299 CONVERT_CK_8888_ARGB,
2300 CONVERT_RGB32_888,
2301 CONVERT_V8U8,
2302 CONVERT_L6V5U5,
2303 CONVERT_X8L8V8U8,
2304 CONVERT_Q8W8V8U8,
2305 CONVERT_V16U16,
2306 CONVERT_A4L4,
2307 CONVERT_G16R16,
2308 CONVERT_R16G16F,
2309 CONVERT_R32G32F,
2310 CONVERT_D15S1,
2311 CONVERT_D24X4S4,
2312 CONVERT_D24FS8,
2313} CONVERT_TYPES;
2314
2315HRESULT d3dfmt_get_conv(IWineD3DSurfaceImpl *This, BOOL need_alpha_ck, BOOL use_texturing,
2316 struct wined3d_format_desc *desc, CONVERT_TYPES *convert) DECLSPEC_HIDDEN;
2317void d3dfmt_p8_init_palette(IWineD3DSurfaceImpl *This, BYTE table[256][4], BOOL colorkey) DECLSPEC_HIDDEN;
2318
2319BOOL palette9_changed(IWineD3DSurfaceImpl *This) DECLSPEC_HIDDEN;
2320
2321/*****************************************************************************
2322 * IWineD3DVertexDeclaration implementation structure
2323 */
2324
2325struct wined3d_vertex_declaration_element
2326{
2327 const struct wined3d_format_desc *format_desc;
2328 BOOL ffp_valid;
2329 WORD input_slot;
2330 WORD offset;
2331 UINT output_slot;
2332 BYTE method;
2333 BYTE usage;
2334 BYTE usage_idx;
2335};
2336
2337typedef struct IWineD3DVertexDeclarationImpl {
2338 /* IUnknown Information */
2339 const IWineD3DVertexDeclarationVtbl *lpVtbl;
2340 LONG ref;
2341
2342 IUnknown *parent;
2343 const struct wined3d_parent_ops *parent_ops;
2344 IWineD3DDeviceImpl *device;
2345
2346 struct wined3d_vertex_declaration_element *elements;
2347 UINT element_count;
2348
2349 DWORD streams[MAX_STREAMS];
2350 UINT num_streams;
2351 BOOL position_transformed;
2352 BOOL half_float_conv_needed;
2353} IWineD3DVertexDeclarationImpl;
2354
2355HRESULT vertexdeclaration_init(IWineD3DVertexDeclarationImpl *declaration, IWineD3DDeviceImpl *device,
2356 const WINED3DVERTEXELEMENT *elements, UINT element_count,
2357 IUnknown *parent, const struct wined3d_parent_ops *parent_ops) DECLSPEC_HIDDEN;
2358
2359/*****************************************************************************
2360 * IWineD3DStateBlock implementation structure
2361 */
2362
2363/* Internal state Block for Begin/End/Capture/Create/Apply info */
2364/* Note: Very long winded but gl Lists are not flexible enough */
2365/* to resolve everything we need, so doing it manually for now */
2366typedef struct SAVEDSTATES {
2367 DWORD transform[(HIGHEST_TRANSFORMSTATE >> 5) + 1];
2368 WORD streamSource; /* MAX_STREAMS, 16 */
2369 WORD streamFreq; /* MAX_STREAMS, 16 */
2370 DWORD renderState[(WINEHIGHEST_RENDER_STATE >> 5) + 1];
2371 DWORD textureState[MAX_TEXTURES]; /* WINED3D_HIGHEST_TEXTURE_STATE + 1, 18 */
2372 WORD samplerState[MAX_COMBINED_SAMPLERS]; /* WINED3D_HIGHEST_SAMPLER_STATE + 1, 14 */
2373 DWORD clipplane; /* WINED3DMAXUSERCLIPPLANES, 32 */
2374 WORD pixelShaderConstantsB; /* MAX_CONST_B, 16 */
2375 WORD pixelShaderConstantsI; /* MAX_CONST_I, 16 */
2376 BOOL *pixelShaderConstantsF;
2377 WORD vertexShaderConstantsB; /* MAX_CONST_B, 16 */
2378 WORD vertexShaderConstantsI; /* MAX_CONST_I, 16 */
2379 BOOL *vertexShaderConstantsF;
2380 DWORD textures : 20; /* MAX_COMBINED_SAMPLERS, 20 */
2381 DWORD primitive_type : 1;
2382 DWORD indices : 1;
2383 DWORD material : 1;
2384 DWORD viewport : 1;
2385 DWORD vertexDecl : 1;
2386 DWORD pixelShader : 1;
2387 DWORD vertexShader : 1;
2388 DWORD scissorRect : 1;
2389 DWORD padding : 4;
2390} SAVEDSTATES;
2391
2392struct StageState {
2393 DWORD stage;
2394 DWORD state;
2395};
2396
2397struct IWineD3DStateBlockImpl
2398{
2399 /* IUnknown fields */
2400 const IWineD3DStateBlockVtbl *lpVtbl;
2401 LONG ref; /* Note: Ref counting not required */
2402
2403 /* IWineD3DStateBlock information */
2404 IWineD3DDeviceImpl *device;
2405 WINED3DSTATEBLOCKTYPE blockType;
2406
2407 /* Array indicating whether things have been set or changed */
2408 SAVEDSTATES changed;
2409
2410 /* Vertex Shader Declaration */
2411 IWineD3DVertexDeclaration *vertexDecl;
2412
2413 IWineD3DVertexShader *vertexShader;
2414
2415 /* Vertex Shader Constants */
2416 BOOL vertexShaderConstantB[MAX_CONST_B];
2417 INT vertexShaderConstantI[MAX_CONST_I * 4];
2418 float *vertexShaderConstantF;
2419
2420 /* primitive type */
2421 GLenum gl_primitive_type;
2422
2423 /* Stream Source */
2424 BOOL streamIsUP;
2425 UINT streamStride[MAX_STREAMS];
2426 UINT streamOffset[MAX_STREAMS + 1 /* tesselated pseudo-stream */ ];
2427 IWineD3DBuffer *streamSource[MAX_STREAMS];
2428 UINT streamFreq[MAX_STREAMS + 1];
2429 UINT streamFlags[MAX_STREAMS + 1]; /*0 | WINED3DSTREAMSOURCE_INSTANCEDATA | WINED3DSTREAMSOURCE_INDEXEDDATA */
2430
2431 /* Indices */
2432 IWineD3DBuffer* pIndexData;
2433 WINED3DFORMAT IndexFmt;
2434 INT baseVertexIndex;
2435 INT loadBaseVertexIndex; /* non-indexed drawing needs 0 here, indexed baseVertexIndex */
2436
2437 /* Transform */
2438 WINED3DMATRIX transforms[HIGHEST_TRANSFORMSTATE + 1];
2439
2440 /* Light hashmap . Collisions are handled using standard wine double linked lists */
2441#define LIGHTMAP_SIZE 43 /* Use of a prime number recommended. Set to 1 for a linked list! */
2442#define LIGHTMAP_HASHFUNC(x) ((x) % LIGHTMAP_SIZE) /* Primitive and simple function */
2443 struct list lightMap[LIGHTMAP_SIZE]; /* Hash map containing the lights */
2444 const struct wined3d_light_info *activeLights[MAX_ACTIVE_LIGHTS]; /* Map of opengl lights to d3d lights */
2445
2446 /* Clipping */
2447 double clipplane[MAX_CLIPPLANES][4];
2448 WINED3DCLIPSTATUS clip_status;
2449
2450 /* ViewPort */
2451 WINED3DVIEWPORT viewport;
2452
2453 /* Material */
2454 WINED3DMATERIAL material;
2455
2456 /* Pixel Shader */
2457 IWineD3DPixelShader *pixelShader;
2458
2459 /* Pixel Shader Constants */
2460 BOOL pixelShaderConstantB[MAX_CONST_B];
2461 INT pixelShaderConstantI[MAX_CONST_I * 4];
2462 float *pixelShaderConstantF;
2463
2464 /* RenderState */
2465 DWORD renderState[WINEHIGHEST_RENDER_STATE + 1];
2466
2467 /* Texture */
2468 IWineD3DBaseTexture *textures[MAX_COMBINED_SAMPLERS];
2469
2470 /* Texture State Stage */
2471 DWORD textureState[MAX_TEXTURES][WINED3D_HIGHEST_TEXTURE_STATE + 1];
2472 DWORD lowest_disabled_stage;
2473 /* Sampler States */
2474 DWORD samplerState[MAX_COMBINED_SAMPLERS][WINED3D_HIGHEST_SAMPLER_STATE + 1];
2475
2476 /* Scissor test rectangle */
2477 RECT scissorRect;
2478
2479 /* Contained state management */
2480 DWORD contained_render_states[WINEHIGHEST_RENDER_STATE + 1];
2481 unsigned int num_contained_render_states;
2482 DWORD contained_transform_states[HIGHEST_TRANSFORMSTATE + 1];
2483 unsigned int num_contained_transform_states;
2484 DWORD contained_vs_consts_i[MAX_CONST_I];
2485 unsigned int num_contained_vs_consts_i;
2486 DWORD contained_vs_consts_b[MAX_CONST_B];
2487 unsigned int num_contained_vs_consts_b;
2488 DWORD *contained_vs_consts_f;
2489 unsigned int num_contained_vs_consts_f;
2490 DWORD contained_ps_consts_i[MAX_CONST_I];
2491 unsigned int num_contained_ps_consts_i;
2492 DWORD contained_ps_consts_b[MAX_CONST_B];
2493 unsigned int num_contained_ps_consts_b;
2494 DWORD *contained_ps_consts_f;
2495 unsigned int num_contained_ps_consts_f;
2496 struct StageState contained_tss_states[MAX_TEXTURES * (WINED3D_HIGHEST_TEXTURE_STATE + 1)];
2497 unsigned int num_contained_tss_states;
2498 struct StageState contained_sampler_states[MAX_COMBINED_SAMPLERS * WINED3D_HIGHEST_SAMPLER_STATE];
2499 unsigned int num_contained_sampler_states;
2500};
2501
2502HRESULT stateblock_init(IWineD3DStateBlockImpl *stateblock,
2503 IWineD3DDeviceImpl *device, WINED3DSTATEBLOCKTYPE type) DECLSPEC_HIDDEN;
2504void stateblock_init_contained_states(IWineD3DStateBlockImpl *object) DECLSPEC_HIDDEN;
2505
2506static inline void stateblock_apply_state(DWORD state, IWineD3DStateBlockImpl *stateblock,
2507 struct wined3d_context *context)
2508{
2509 const struct StateEntry *statetable = stateblock->device->StateTable;
2510 DWORD rep = statetable[state].representative;
2511 statetable[rep].apply(rep, stateblock, context);
2512}
2513
2514/* Direct3D terminology with little modifications. We do not have an issued state
2515 * because only the driver knows about it, but we have a created state because d3d
2516 * allows GetData on a created issue, but opengl doesn't
2517 */
2518enum query_state {
2519 QUERY_CREATED,
2520 QUERY_SIGNALLED,
2521 QUERY_BUILDING
2522};
2523/*****************************************************************************
2524 * IWineD3DQueryImpl implementation structure (extends IUnknown)
2525 */
2526typedef struct IWineD3DQueryImpl
2527{
2528 const IWineD3DQueryVtbl *lpVtbl;
2529 LONG ref; /* Note: Ref counting not required */
2530
2531 IUnknown *parent;
2532 IWineD3DDeviceImpl *device;
2533
2534 /* IWineD3DQuery fields */
2535 enum query_state state;
2536 WINED3DQUERYTYPE type;
2537 /* TODO: Think about using a IUnknown instead of a void* */
2538 void *extendedData;
2539} IWineD3DQueryImpl;
2540
2541HRESULT query_init(IWineD3DQueryImpl *query, IWineD3DDeviceImpl *device,
2542 WINED3DQUERYTYPE type, IUnknown *parent) DECLSPEC_HIDDEN;
2543
2544/* IWineD3DBuffer */
2545
2546/* TODO: Add tests and support for FLOAT16_4 POSITIONT, D3DCOLOR position, other
2547 * fixed function semantics as D3DCOLOR or FLOAT16 */
2548enum wined3d_buffer_conversion_type
2549{
2550 CONV_NONE,
2551 CONV_D3DCOLOR,
2552 CONV_POSITIONT,
2553 CONV_FLOAT16_2, /* Also handles FLOAT16_4 */
2554};
2555
2556struct wined3d_map_range
2557{
2558 UINT offset;
2559 UINT size;
2560};
2561
2562#define WINED3D_BUFFER_OPTIMIZED 0x01 /* Optimize has been called for the buffer */
2563#define WINED3D_BUFFER_HASDESC 0x02 /* A vertex description has been found */
2564#define WINED3D_BUFFER_CREATEBO 0x04 /* Attempt to create a buffer object next PreLoad */
2565#define WINED3D_BUFFER_DOUBLEBUFFER 0x08 /* Use a vbo and local allocated memory */
2566#define WINED3D_BUFFER_FLUSH 0x10 /* Manual unmap flushing */
2567#define WINED3D_BUFFER_DISCARD 0x20 /* A DISCARD lock has occurred since the last PreLoad */
2568#define WINED3D_BUFFER_NOSYNC 0x40 /* All locks since the last PreLoad had NOOVERWRITE set */
2569#define WINED3D_BUFFER_APPLESYNC 0x80 /* Using sync as in GL_APPLE_flush_buffer_range */
2570
2571struct wined3d_buffer
2572{
2573 const struct IWineD3DBufferVtbl *vtbl;
2574 IWineD3DResourceClass resource;
2575
2576 struct wined3d_buffer_desc desc;
2577
2578 GLuint buffer_object;
2579 GLenum buffer_object_usage;
2580 GLenum buffer_type_hint;
2581 UINT buffer_object_size;
2582 LONG bind_count;
2583 DWORD flags;
2584
2585 LONG lock_count;
2586 struct wined3d_map_range *maps;
2587 ULONG maps_size, modified_areas;
2588 struct wined3d_event_query *query;
2589
2590 /* conversion stuff */
2591 UINT decl_change_count, full_conversion_count;
2592 UINT draw_count;
2593 UINT stride; /* 0 if no conversion */
2594 UINT conversion_stride; /* 0 if no shifted conversion */
2595 enum wined3d_buffer_conversion_type *conversion_map; /* NULL if no conversion */
2596 /* Extra load offsets, for FLOAT16 conversion */
2597 UINT *conversion_shift; /* NULL if no shifted conversion */
2598};
2599
2600const BYTE *buffer_get_memory(IWineD3DBuffer *iface, GLuint *buffer_object) DECLSPEC_HIDDEN;
2601BYTE *buffer_get_sysmem(struct wined3d_buffer *This) DECLSPEC_HIDDEN;
2602HRESULT buffer_init(struct wined3d_buffer *buffer, IWineD3DDeviceImpl *device,
2603 UINT size, DWORD usage, WINED3DFORMAT format, WINED3DPOOL pool, GLenum bind_hint,
2604 const char *data, IUnknown *parent, const struct wined3d_parent_ops *parent_ops) DECLSPEC_HIDDEN;
2605
2606/* IWineD3DRendertargetView */
2607struct wined3d_rendertarget_view
2608{
2609 const struct IWineD3DRendertargetViewVtbl *vtbl;
2610 LONG refcount;
2611
2612 IWineD3DResource *resource;
2613 IUnknown *parent;
2614};
2615
2616void wined3d_rendertarget_view_init(struct wined3d_rendertarget_view *view,
2617 IWineD3DResource *resource, IUnknown *parent) DECLSPEC_HIDDEN;
2618
2619/*****************************************************************************
2620 * IWineD3DSwapChainImpl implementation structure (extends IUnknown)
2621 */
2622
2623struct IWineD3DSwapChainImpl
2624{
2625 /*IUnknown part*/
2626 const IWineD3DSwapChainVtbl *lpVtbl;
2627 LONG ref; /* Note: Ref counting not required */
2628
2629 IUnknown *parent;
2630 IWineD3DDeviceImpl *device;
2631
2632 /* IWineD3DSwapChain fields */
2633 IWineD3DSurface **backBuffer;
2634 IWineD3DSurface *frontBuffer;
2635 WINED3DPRESENT_PARAMETERS presentParms;
2636 DWORD orig_width, orig_height;
2637 WINED3DFORMAT orig_fmt;
2638 WINED3DGAMMARAMP orig_gamma;
2639 BOOL render_to_fbo;
2640 const struct wined3d_format_desc *ds_format;
2641
2642 long prev_time, frames; /* Performance tracking */
2643 unsigned int vSyncCounter;
2644
2645 struct wined3d_context **context;
2646 unsigned int num_contexts;
2647
2648 HWND win_handle;
2649 HWND device_window;
2650};
2651
2652const IWineD3DSwapChainVtbl IWineGDISwapChain_Vtbl DECLSPEC_HIDDEN;
2653void x11_copy_to_screen(IWineD3DSwapChainImpl *This, const RECT *rc) DECLSPEC_HIDDEN;
2654
2655HRESULT WINAPI IWineD3DBaseSwapChainImpl_QueryInterface(IWineD3DSwapChain *iface,
2656 REFIID riid, LPVOID *ppobj) DECLSPEC_HIDDEN;
2657ULONG WINAPI IWineD3DBaseSwapChainImpl_AddRef(IWineD3DSwapChain *iface) DECLSPEC_HIDDEN;
2658ULONG WINAPI IWineD3DBaseSwapChainImpl_Release(IWineD3DSwapChain *iface) DECLSPEC_HIDDEN;
2659HRESULT WINAPI IWineD3DBaseSwapChainImpl_GetParent(IWineD3DSwapChain *iface, IUnknown **ppParent) DECLSPEC_HIDDEN;
2660HRESULT WINAPI IWineD3DBaseSwapChainImpl_GetFrontBufferData(IWineD3DSwapChain *iface,
2661 IWineD3DSurface *pDestSurface) DECLSPEC_HIDDEN;
2662HRESULT WINAPI IWineD3DBaseSwapChainImpl_GetBackBuffer(IWineD3DSwapChain *iface, UINT iBackBuffer,
2663 WINED3DBACKBUFFER_TYPE Type, IWineD3DSurface **ppBackBuffer) DECLSPEC_HIDDEN;
2664HRESULT WINAPI IWineD3DBaseSwapChainImpl_GetRasterStatus(IWineD3DSwapChain *iface,
2665 WINED3DRASTER_STATUS *pRasterStatus) DECLSPEC_HIDDEN;
2666HRESULT WINAPI IWineD3DBaseSwapChainImpl_GetDisplayMode(IWineD3DSwapChain *iface,
2667 WINED3DDISPLAYMODE *pMode) DECLSPEC_HIDDEN;
2668HRESULT WINAPI IWineD3DBaseSwapChainImpl_GetDevice(IWineD3DSwapChain *iface,
2669 IWineD3DDevice **ppDevice) DECLSPEC_HIDDEN;
2670HRESULT WINAPI IWineD3DBaseSwapChainImpl_GetPresentParameters(IWineD3DSwapChain *iface,
2671 WINED3DPRESENT_PARAMETERS *pPresentationParameters) DECLSPEC_HIDDEN;
2672HRESULT WINAPI IWineD3DBaseSwapChainImpl_SetGammaRamp(IWineD3DSwapChain *iface,
2673 DWORD Flags, const WINED3DGAMMARAMP *pRamp) DECLSPEC_HIDDEN;
2674HRESULT WINAPI IWineD3DBaseSwapChainImpl_GetGammaRamp(IWineD3DSwapChain *iface,
2675 WINED3DGAMMARAMP *pRamp) DECLSPEC_HIDDEN;
2676
2677struct wined3d_context *swapchain_create_context_for_thread(IWineD3DSwapChain *iface) DECLSPEC_HIDDEN;
2678HRESULT swapchain_init(IWineD3DSwapChainImpl *swapchain, WINED3DSURFTYPE surface_type,
2679 IWineD3DDeviceImpl *device, WINED3DPRESENT_PARAMETERS *present_parameters, IUnknown *parent) DECLSPEC_HIDDEN;
2680void swapchain_restore_fullscreen_window(IWineD3DSwapChainImpl *swapchain) DECLSPEC_HIDDEN;
2681void swapchain_setup_fullscreen_window(IWineD3DSwapChainImpl *swapchain, UINT w, UINT h) DECLSPEC_HIDDEN;
2682
2683#define DEFAULT_REFRESH_RATE 0
2684
2685/*****************************************************************************
2686 * Utility function prototypes
2687 */
2688
2689/* Trace routines */
2690const char *debug_d3dformat(WINED3DFORMAT fmt) DECLSPEC_HIDDEN;
2691const char *debug_d3ddevicetype(WINED3DDEVTYPE devtype) DECLSPEC_HIDDEN;
2692const char *debug_d3dresourcetype(WINED3DRESOURCETYPE res) DECLSPEC_HIDDEN;
2693const char *debug_d3dusage(DWORD usage) DECLSPEC_HIDDEN;
2694const char *debug_d3dusagequery(DWORD usagequery) DECLSPEC_HIDDEN;
2695const char *debug_d3ddeclmethod(WINED3DDECLMETHOD method) DECLSPEC_HIDDEN;
2696const char *debug_d3ddeclusage(BYTE usage) DECLSPEC_HIDDEN;
2697const char *debug_d3dprimitivetype(WINED3DPRIMITIVETYPE PrimitiveType) DECLSPEC_HIDDEN;
2698const char *debug_d3drenderstate(DWORD state) DECLSPEC_HIDDEN;
2699const char *debug_d3dsamplerstate(DWORD state) DECLSPEC_HIDDEN;
2700const char *debug_d3dstate(DWORD state) DECLSPEC_HIDDEN;
2701const char *debug_d3dtexturefiltertype(WINED3DTEXTUREFILTERTYPE filter_type) DECLSPEC_HIDDEN;
2702const char *debug_d3dtexturestate(DWORD state) DECLSPEC_HIDDEN;
2703const char *debug_d3dtstype(WINED3DTRANSFORMSTATETYPE tstype) DECLSPEC_HIDDEN;
2704const char *debug_d3dpool(WINED3DPOOL pool) DECLSPEC_HIDDEN;
2705const char *debug_fbostatus(GLenum status) DECLSPEC_HIDDEN;
2706const char *debug_glerror(GLenum error) DECLSPEC_HIDDEN;
2707const char *debug_d3dbasis(WINED3DBASISTYPE basis) DECLSPEC_HIDDEN;
2708const char *debug_d3ddegree(WINED3DDEGREETYPE order) DECLSPEC_HIDDEN;
2709const char *debug_d3dtop(WINED3DTEXTUREOP d3dtop) DECLSPEC_HIDDEN;
2710void dump_color_fixup_desc(struct color_fixup_desc fixup) DECLSPEC_HIDDEN;
2711const char *debug_surflocation(DWORD flag) DECLSPEC_HIDDEN;
2712
2713/* Color conversion routines */
2714DWORD color_convert_argb_to_fmt(DWORD color, WINED3DFORMAT destfmt) DECLSPEC_HIDDEN;
2715
2716/* Routines for GL <-> D3D values */
2717GLenum StencilOp(DWORD op) DECLSPEC_HIDDEN;
2718GLenum CompareFunc(DWORD func) DECLSPEC_HIDDEN;
2719BOOL is_invalid_op(IWineD3DDeviceImpl *This, int stage, WINED3DTEXTUREOP op,
2720 DWORD arg1, DWORD arg2, DWORD arg3) DECLSPEC_HIDDEN;
2721void set_tex_op_nvrc(IWineD3DDevice *iface, BOOL is_alpha, int stage, WINED3DTEXTUREOP op,
2722 DWORD arg1, DWORD arg2, DWORD arg3, INT texture_idx, DWORD dst) DECLSPEC_HIDDEN;
2723void set_texture_matrix(const float *smat, DWORD flags, BOOL calculatedCoords,
2724 BOOL transformed, WINED3DFORMAT coordtype, BOOL ffp_can_disable_proj) DECLSPEC_HIDDEN;
2725void texture_activate_dimensions(DWORD stage, IWineD3DStateBlockImpl *stateblock,
2726 struct wined3d_context *context) DECLSPEC_HIDDEN;
2727void sampler_texdim(DWORD state, IWineD3DStateBlockImpl *stateblock,
2728 struct wined3d_context *context) DECLSPEC_HIDDEN;
2729void tex_alphaop(DWORD state, IWineD3DStateBlockImpl *stateblock,
2730 struct wined3d_context *context) DECLSPEC_HIDDEN;
2731void apply_pixelshader(DWORD state, IWineD3DStateBlockImpl *stateblock,
2732 struct wined3d_context *context) DECLSPEC_HIDDEN;
2733void state_fogcolor(DWORD state, IWineD3DStateBlockImpl *stateblock,
2734 struct wined3d_context *context) DECLSPEC_HIDDEN;
2735void state_fogdensity(DWORD state, IWineD3DStateBlockImpl *stateblock,
2736 struct wined3d_context *context) DECLSPEC_HIDDEN;
2737void state_fogstartend(DWORD state, IWineD3DStateBlockImpl *stateblock,
2738 struct wined3d_context *context) DECLSPEC_HIDDEN;
2739void state_fog_fragpart(DWORD state, IWineD3DStateBlockImpl *stateblock,
2740 struct wined3d_context *context) DECLSPEC_HIDDEN;
2741
2742void surface_add_dirty_rect(IWineD3DSurface *iface, const RECT *dirty_rect) DECLSPEC_HIDDEN;
2743GLenum surface_get_gl_buffer(IWineD3DSurface *iface) DECLSPEC_HIDDEN;
2744void surface_load_ds_location(IWineD3DSurface *iface, struct wined3d_context *context, DWORD location) DECLSPEC_HIDDEN;
2745void surface_modify_ds_location(IWineD3DSurface *iface, DWORD location) DECLSPEC_HIDDEN;
2746void surface_set_compatible_renderbuffer(IWineD3DSurface *iface,
2747 unsigned int width, unsigned int height) DECLSPEC_HIDDEN;
2748void surface_set_texture_name(IWineD3DSurface *iface, GLuint name, BOOL srgb_name) DECLSPEC_HIDDEN;
2749void surface_set_texture_target(IWineD3DSurface *iface, GLenum target) DECLSPEC_HIDDEN;
2750
2751BOOL getColorBits(const struct wined3d_format_desc *format_desc,
2752 short *redSize, short *greenSize, short *blueSize, short *alphaSize, short *totalSize) DECLSPEC_HIDDEN;
2753BOOL getDepthStencilBits(const struct wined3d_format_desc *format_desc,
2754 short *depthSize, short *stencilSize) DECLSPEC_HIDDEN;
2755
2756/* Math utils */
2757void multiply_matrix(WINED3DMATRIX *dest, const WINED3DMATRIX *src1, const WINED3DMATRIX *src2) DECLSPEC_HIDDEN;
2758UINT wined3d_log2i(UINT32 x) DECLSPEC_HIDDEN;
2759unsigned int count_bits(unsigned int mask) DECLSPEC_HIDDEN;
2760
2761void select_shader_mode(const struct wined3d_gl_info *gl_info, int *ps_selected, int *vs_selected) DECLSPEC_HIDDEN;
2762
2763typedef struct local_constant {
2764 struct list entry;
2765 unsigned int idx;
2766 DWORD value[4];
2767} local_constant;
2768
2769typedef struct SHADER_LIMITS {
2770 unsigned int temporary;
2771 unsigned int texcoord;
2772 unsigned int sampler;
2773 unsigned int constant_int;
2774 unsigned int constant_float;
2775 unsigned int constant_bool;
2776 unsigned int address;
2777 unsigned int packed_output;
2778 unsigned int packed_input;
2779 unsigned int attributes;
2780 unsigned int label;
2781} SHADER_LIMITS;
2782
2783/* Keeps track of details for TEX_M#x# shader opcodes which need to
2784 * maintain state information between multiple codes */
2785typedef struct SHADER_PARSE_STATE {
2786 unsigned int current_row;
2787 DWORD texcoord_w[2];
2788} SHADER_PARSE_STATE;
2789
2790#ifdef __GNUC__
2791#define PRINTF_ATTR(fmt,args) __attribute__((format (printf,fmt,args)))
2792#else
2793#define PRINTF_ATTR(fmt,args)
2794#endif
2795
2796/* Base Shader utility functions. */
2797int shader_addline(struct wined3d_shader_buffer *buffer, const char *fmt, ...) PRINTF_ATTR(2,3) DECLSPEC_HIDDEN;
2798int shader_vaddline(struct wined3d_shader_buffer *buffer, const char *fmt, va_list args) DECLSPEC_HIDDEN;
2799
2800/* Vertex shader utility functions */
2801extern BOOL vshader_get_input(IWineD3DVertexShader *iface,
2802 BYTE usage_req, BYTE usage_idx_req, unsigned int *regnum) DECLSPEC_HIDDEN;
2803
2804/*****************************************************************************
2805 * IDirect3DBaseShader implementation structure
2806 */
2807typedef struct IWineD3DBaseShaderClass
2808{
2809 LONG ref;
2810 SHADER_LIMITS limits;
2811 SHADER_PARSE_STATE parse_state;
2812 DWORD *function;
2813 UINT functionLength;
2814 UINT cur_loop_depth, cur_loop_regno;
2815 BOOL load_local_constsF;
2816 const struct wined3d_shader_frontend *frontend;
2817 void *frontend_data;
2818 void *backend_data;
2819
2820 IUnknown *parent;
2821 const struct wined3d_parent_ops *parent_ops;
2822
2823 /* Programs this shader is linked with */
2824 struct list linked_programs;
2825
2826 /* Immediate constants (override global ones) */
2827 struct list constantsB;
2828 struct list constantsF;
2829 struct list constantsI;
2830 shader_reg_maps reg_maps;
2831
2832 struct wined3d_shader_signature_element input_signature[max(MAX_ATTRIBS, MAX_REG_INPUT)];
2833 struct wined3d_shader_signature_element output_signature[MAX_REG_OUTPUT];
2834
2835 /* Pointer to the parent device */
2836 IWineD3DDevice *device;
2837 struct list shader_list_entry;
2838
2839} IWineD3DBaseShaderClass;
2840
2841typedef struct IWineD3DBaseShaderImpl {
2842 /* IUnknown */
2843 const IWineD3DBaseShaderVtbl *lpVtbl;
2844
2845 /* IWineD3DBaseShader */
2846 IWineD3DBaseShaderClass baseShader;
2847} IWineD3DBaseShaderImpl;
2848
2849void shader_buffer_clear(struct wined3d_shader_buffer *buffer) DECLSPEC_HIDDEN;
2850BOOL shader_buffer_init(struct wined3d_shader_buffer *buffer) DECLSPEC_HIDDEN;
2851void shader_buffer_free(struct wined3d_shader_buffer *buffer) DECLSPEC_HIDDEN;
2852void shader_dump_src_param(const struct wined3d_shader_src_param *param,
2853 const struct wined3d_shader_version *shader_version) DECLSPEC_HIDDEN;
2854void shader_dump_dst_param(const struct wined3d_shader_dst_param *param,
2855 const struct wined3d_shader_version *shader_version) DECLSPEC_HIDDEN;
2856unsigned int shader_find_free_input_register(const struct shader_reg_maps *reg_maps, unsigned int max) DECLSPEC_HIDDEN;
2857void shader_generate_main(IWineD3DBaseShader *iface, struct wined3d_shader_buffer *buffer,
2858 const shader_reg_maps *reg_maps, const DWORD *pFunction, void *backend_ctx) DECLSPEC_HIDDEN;
2859BOOL shader_match_semantic(const char *semantic_name, WINED3DDECLUSAGE usage) DECLSPEC_HIDDEN;
2860
2861static inline BOOL shader_is_pshader_version(enum wined3d_shader_type type)
2862{
2863 return type == WINED3D_SHADER_TYPE_PIXEL;
2864}
2865
2866static inline BOOL shader_is_vshader_version(enum wined3d_shader_type type)
2867{
2868 return type == WINED3D_SHADER_TYPE_VERTEX;
2869}
2870
2871static inline BOOL shader_is_scalar(const struct wined3d_shader_register *reg)
2872{
2873 switch (reg->type)
2874 {
2875 case WINED3DSPR_RASTOUT:
2876 /* oFog & oPts */
2877 if (reg->idx != 0) return TRUE;
2878 /* oPos */
2879 return FALSE;
2880
2881 case WINED3DSPR_DEPTHOUT: /* oDepth */
2882 case WINED3DSPR_CONSTBOOL: /* b# */
2883 case WINED3DSPR_LOOP: /* aL */
2884 case WINED3DSPR_PREDICATE: /* p0 */
2885 return TRUE;
2886
2887 case WINED3DSPR_MISCTYPE:
2888 switch(reg->idx)
2889 {
2890 case 0: /* vPos */
2891 return FALSE;
2892 case 1: /* vFace */
2893 return TRUE;
2894 default:
2895 return FALSE;
2896 }
2897
2898 case WINED3DSPR_IMMCONST:
2899 switch(reg->immconst_type)
2900 {
2901 case WINED3D_IMMCONST_FLOAT:
2902 return TRUE;
2903 default:
2904 return FALSE;
2905 }
2906
2907 default:
2908 return FALSE;
2909 }
2910}
2911
2912static inline BOOL shader_constant_is_local(IWineD3DBaseShaderImpl* This, DWORD reg) {
2913 local_constant* lconst;
2914
2915 if(This->baseShader.load_local_constsF) return FALSE;
2916 LIST_FOR_EACH_ENTRY(lconst, &This->baseShader.constantsF, local_constant, entry) {
2917 if(lconst->idx == reg) return TRUE;
2918 }
2919 return FALSE;
2920
2921}
2922
2923/*****************************************************************************
2924 * IDirect3DVertexShader implementation structures
2925 */
2926typedef struct IWineD3DVertexShaderImpl {
2927 /* IUnknown parts */
2928 const IWineD3DVertexShaderVtbl *lpVtbl;
2929
2930 /* IWineD3DBaseShader */
2931 IWineD3DBaseShaderClass baseShader;
2932
2933 /* Vertex shader attributes. */
2934 struct wined3d_shader_attribute attributes[MAX_ATTRIBS];
2935
2936 UINT min_rel_offset, max_rel_offset;
2937 UINT rel_offset;
2938} IWineD3DVertexShaderImpl;
2939
2940void find_vs_compile_args(IWineD3DVertexShaderImpl *shader, IWineD3DStateBlockImpl *stateblock,
2941 struct vs_compile_args *args) DECLSPEC_HIDDEN;
2942HRESULT vertexshader_init(IWineD3DVertexShaderImpl *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
2946struct wined3d_geometryshader
2947{
2948 const struct IWineD3DGeometryShaderVtbl *vtbl;
2949 IWineD3DBaseShaderClass base_shader;
2950};
2951
2952HRESULT geometryshader_init(struct wined3d_geometryshader *shader, IWineD3DDeviceImpl *device,
2953 const DWORD *byte_code, const struct wined3d_shader_signature *output_signature,
2954 IUnknown *parent, const struct wined3d_parent_ops *parent_ops) DECLSPEC_HIDDEN;
2955
2956/*****************************************************************************
2957 * IDirect3DPixelShader implementation structure
2958 */
2959
2960/* Using additional shader constants (uniforms in GLSL / program environment
2961 * or local parameters in ARB) is costly:
2962 * ARB only knows float4 parameters and GLSL compiler are not really smart
2963 * when it comes to efficiently pack float2 uniforms, so no space is wasted
2964 * (in fact most compilers map a float2 to a full float4 uniform).
2965 *
2966 * For NP2 texcoord fixup we only need 2 floats (width and height) for each
2967 * 2D texture used in the shader. We therefore pack fixup info for 2 textures
2968 * into a single shader constant (uniform / program parameter).
2969 *
2970 * This structure is shared between the GLSL and the ARB backend.*/
2971struct ps_np2fixup_info {
2972 unsigned char idx[MAX_FRAGMENT_SAMPLERS]; /* indices to the real constant */
2973 WORD active; /* bitfield indicating if we can apply the fixup */
2974 WORD num_consts;
2975};
2976
2977typedef struct IWineD3DPixelShaderImpl {
2978 /* IUnknown parts */
2979 const IWineD3DPixelShaderVtbl *lpVtbl;
2980
2981 /* IWineD3DBaseShader */
2982 IWineD3DBaseShaderClass baseShader;
2983
2984 /* Pixel shader input semantics */
2985 DWORD input_reg_map[MAX_REG_INPUT];
2986 BOOL input_reg_used[MAX_REG_INPUT];
2987 unsigned int declared_in_count;
2988
2989 /* Some information about the shader behavior */
2990 char vpos_uniform;
2991
2992 BOOL color0_mov;
2993 DWORD color0_reg;
2994
2995} IWineD3DPixelShaderImpl;
2996
2997HRESULT pixelshader_init(IWineD3DPixelShaderImpl *shader, IWineD3DDeviceImpl *device,
2998 const DWORD *byte_code, const struct wined3d_shader_signature *output_signature,
2999 IUnknown *parent, const struct wined3d_parent_ops *parent_ops) DECLSPEC_HIDDEN;
3000void pixelshader_update_samplers(struct shader_reg_maps *reg_maps,
3001 IWineD3DBaseTexture * const *textures) DECLSPEC_HIDDEN;
3002void find_ps_compile_args(IWineD3DPixelShaderImpl *shader, IWineD3DStateBlockImpl *stateblock,
3003 struct ps_compile_args *args) DECLSPEC_HIDDEN;
3004
3005/* sRGB correction constants */
3006static const float srgb_cmp = 0.0031308f;
3007static const float srgb_mul_low = 12.92f;
3008static const float srgb_pow = 0.41666f;
3009static const float srgb_mul_high = 1.055f;
3010static const float srgb_sub_high = 0.055f;
3011
3012/*****************************************************************************
3013 * IWineD3DPalette implementation structure
3014 */
3015struct IWineD3DPaletteImpl {
3016 /* IUnknown parts */
3017 const IWineD3DPaletteVtbl *lpVtbl;
3018 LONG ref;
3019
3020 IUnknown *parent;
3021 IWineD3DDeviceImpl *device;
3022
3023 /* IWineD3DPalette */
3024 HPALETTE hpal;
3025 WORD palVersion; /*| */
3026 WORD palNumEntries; /*| LOGPALETTE */
3027 PALETTEENTRY palents[256]; /*| */
3028 /* This is to store the palette in 'screen format' */
3029 int screen_palents[256];
3030 DWORD Flags;
3031};
3032
3033HRESULT wined3d_palette_init(IWineD3DPaletteImpl *palette, IWineD3DDeviceImpl *device,
3034 DWORD flags, const PALETTEENTRY *entries, IUnknown *parent) DECLSPEC_HIDDEN;
3035
3036/* DirectDraw utility functions */
3037extern WINED3DFORMAT pixelformat_for_depth(DWORD depth) DECLSPEC_HIDDEN;
3038
3039/*****************************************************************************
3040 * Pixel format management
3041 */
3042
3043/* WineD3D pixel format flags */
3044#define WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING 0x1
3045#define WINED3DFMT_FLAG_FILTERING 0x2
3046#define WINED3DFMT_FLAG_DEPTH 0x4
3047#define WINED3DFMT_FLAG_STENCIL 0x8
3048#define WINED3DFMT_FLAG_RENDERTARGET 0x10
3049#define WINED3DFMT_FLAG_FOURCC 0x20
3050#define WINED3DFMT_FLAG_FBO_ATTACHABLE 0x40
3051#define WINED3DFMT_FLAG_COMPRESSED 0x80
3052#define WINED3DFMT_FLAG_GETDC 0x100
3053#define WINED3DFMT_FLAG_FLOAT 0x200
3054
3055struct wined3d_format_desc
3056{
3057 WINED3DFORMAT format;
3058 DWORD red_mask;
3059 DWORD green_mask;
3060 DWORD blue_mask;
3061 DWORD alpha_mask;
3062 UINT byte_count;
3063 WORD depth_size;
3064 WORD stencil_size;
3065
3066 UINT block_width;
3067 UINT block_height;
3068 UINT block_byte_count;
3069
3070 enum wined3d_ffp_emit_idx emit_idx;
3071 GLint component_count;
3072 GLenum gl_vtx_type;
3073 GLint gl_vtx_format;
3074 GLboolean gl_normalized;
3075 unsigned int component_size;
3076
3077 GLint glInternal;
3078 GLint glGammaInternal;
3079 GLint rtInternal;
3080 GLint glFormat;
3081 GLint glType;
3082 UINT conv_byte_count;
3083 unsigned int Flags;
3084 float heightscale;
3085 struct color_fixup_desc color_fixup;
3086 void (*convert)(const BYTE *src, BYTE *dst, UINT pitch, UINT width, UINT height);
3087};
3088
3089const struct wined3d_format_desc *getFormatDescEntry(WINED3DFORMAT fmt,
3090 const struct wined3d_gl_info *gl_info) DECLSPEC_HIDDEN;
3091
3092static inline BOOL use_vs(IWineD3DStateBlockImpl *stateblock)
3093{
3094 /* Check stateblock->vertexDecl to allow this to be used from
3095 * IWineD3DDeviceImpl_FindTexUnitMap(). This is safe because
3096 * stateblock->vertexShader implies a vertex declaration instead of ddraw
3097 * style strided data. */
3098 return (stateblock->vertexShader
3099 && !((IWineD3DVertexDeclarationImpl *)stateblock->vertexDecl)->position_transformed
3100 && stateblock->device->vs_selected_mode != SHADER_NONE);
3101}
3102
3103static inline BOOL use_ps(IWineD3DStateBlockImpl *stateblock)
3104{
3105 return (stateblock->pixelShader && stateblock->device->ps_selected_mode != SHADER_NONE);
3106}
3107
3108void stretch_rect_fbo(IWineD3DDevice *iface, IWineD3DSurface *src_surface,
3109 const RECT *src_rect, IWineD3DSurface *dst_surface, const RECT *dst_rect,
3110 const WINED3DTEXTUREFILTERTYPE filter) DECLSPEC_HIDDEN;
3111
3112/* The WNDCLASS-Name for the fake window which we use to retrieve the GL capabilities */
3113#define WINED3D_OPENGL_WINDOW_CLASS_NAME "WineD3D_OpenGL"
3114
3115#define WINEMAKEFOURCC(ch0, ch1, ch2, ch3) \
3116 ((DWORD)(BYTE)(ch0) | ((DWORD)(BYTE)(ch1) << 8) | \
3117 ((DWORD)(BYTE)(ch2) << 16) | ((DWORD)(BYTE)(ch3) << 24 ))
3118
3119#define MAKEDWORD_VERSION(maj, min) (((maj & 0xffff) << 16) | (min & 0xffff))
3120
3121#endif
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