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source: vbox/trunk/src/VBox/Additions/WINNT/Graphics/Wine/wined3d/wined3d_private.h@ 35650

Last change on this file since 35650 was 35650, checked in by vboxsync, 14 years ago

wddm/3d: cube texture support fixes + some cleanup & refactoring

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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 * Oracle 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, Oracle 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#ifndef VBOX_WINE_WITHOUT_LIBWINE
43#include "windef.h"
44#include "winbase.h"
45#include "winreg.h"
46#include "wingdi.h"
47#include "winuser.h"
48#else
49#include <windows.h>
50#endif
51#include "wine/debug.h"
52#include "wine/unicode.h"
53
54#ifndef VBOX_WINE_WITHOUT_LIBWINE
55#include "objbase.h"
56#endif
57#include "wine/wined3d.h"
58#include "wined3d_gl.h"
59#include "wine/list.h"
60#include "wine/rbtree.h"
61
62#ifdef VBOX_WITH_WDDM
63# include "vboxsharedrc.h"
64#endif
65
66/* Driver quirks */
67#define WINED3D_QUIRK_ARB_VS_OFFSET_LIMIT 0x00000001
68#define WINED3D_QUIRK_SET_TEXCOORD_W 0x00000002
69#define WINED3D_QUIRK_GLSL_CLIP_VARYING 0x00000004
70#define WINED3D_QUIRK_ALLOWS_SPECULAR_ALPHA 0x00000008
71#define WINED3D_QUIRK_NV_CLIP_BROKEN 0x00000010
72#define WINED3D_QUIRK_FBO_TEX_UPDATE 0x00000020
73#define WINED3D_QUIRK_FULLSIZE_BLIT 0x00000040
74
75/* Texture format fixups */
76
77enum fixup_channel_source
78{
79 CHANNEL_SOURCE_ZERO = 0,
80 CHANNEL_SOURCE_ONE = 1,
81 CHANNEL_SOURCE_X = 2,
82 CHANNEL_SOURCE_Y = 3,
83 CHANNEL_SOURCE_Z = 4,
84 CHANNEL_SOURCE_W = 5,
85 CHANNEL_SOURCE_COMPLEX0 = 6,
86 CHANNEL_SOURCE_COMPLEX1 = 7,
87};
88
89enum complex_fixup
90{
91 COMPLEX_FIXUP_NONE = 0,
92 COMPLEX_FIXUP_YUY2 = 1,
93 COMPLEX_FIXUP_UYVY = 2,
94 COMPLEX_FIXUP_YV12 = 3,
95 COMPLEX_FIXUP_P8 = 4,
96};
97
98#include <pshpack2.h>
99struct color_fixup_desc
100{
101 unsigned x_sign_fixup : 1;
102 unsigned x_source : 3;
103 unsigned y_sign_fixup : 1;
104 unsigned y_source : 3;
105 unsigned z_sign_fixup : 1;
106 unsigned z_source : 3;
107 unsigned w_sign_fixup : 1;
108 unsigned w_source : 3;
109};
110#include <poppack.h>
111
112static const struct color_fixup_desc COLOR_FIXUP_IDENTITY =
113 {0, CHANNEL_SOURCE_X, 0, CHANNEL_SOURCE_Y, 0, CHANNEL_SOURCE_Z, 0, CHANNEL_SOURCE_W};
114
115static inline struct color_fixup_desc create_color_fixup_desc(
116 int sign0, enum fixup_channel_source src0, int sign1, enum fixup_channel_source src1,
117 int sign2, enum fixup_channel_source src2, int sign3, enum fixup_channel_source src3)
118{
119 struct color_fixup_desc fixup =
120 {
121 sign0, src0,
122 sign1, src1,
123 sign2, src2,
124 sign3, src3,
125 };
126 return fixup;
127}
128
129static inline struct color_fixup_desc create_complex_fixup_desc(enum complex_fixup complex_fixup)
130{
131 struct color_fixup_desc fixup =
132 {
133 0, complex_fixup & (1 << 0) ? CHANNEL_SOURCE_COMPLEX1 : CHANNEL_SOURCE_COMPLEX0,
134 0, complex_fixup & (1 << 1) ? CHANNEL_SOURCE_COMPLEX1 : CHANNEL_SOURCE_COMPLEX0,
135 0, complex_fixup & (1 << 2) ? CHANNEL_SOURCE_COMPLEX1 : CHANNEL_SOURCE_COMPLEX0,
136 0, complex_fixup & (1 << 3) ? CHANNEL_SOURCE_COMPLEX1 : CHANNEL_SOURCE_COMPLEX0,
137 };
138 return fixup;
139}
140
141static inline BOOL is_identity_fixup(struct color_fixup_desc fixup)
142{
143 return !memcmp(&fixup, &COLOR_FIXUP_IDENTITY, sizeof(fixup));
144}
145
146static inline BOOL is_complex_fixup(struct color_fixup_desc fixup)
147{
148 return fixup.x_source == CHANNEL_SOURCE_COMPLEX0 || fixup.x_source == CHANNEL_SOURCE_COMPLEX1;
149}
150
151static inline enum complex_fixup get_complex_fixup(struct color_fixup_desc fixup)
152{
153 enum complex_fixup complex_fixup = 0;
154 if (fixup.x_source == CHANNEL_SOURCE_COMPLEX1) complex_fixup |= (1 << 0);
155 if (fixup.y_source == CHANNEL_SOURCE_COMPLEX1) complex_fixup |= (1 << 1);
156 if (fixup.z_source == CHANNEL_SOURCE_COMPLEX1) complex_fixup |= (1 << 2);
157 if (fixup.w_source == CHANNEL_SOURCE_COMPLEX1) complex_fixup |= (1 << 3);
158 return complex_fixup;
159}
160
161void *wined3d_rb_alloc(size_t size) DECLSPEC_HIDDEN;
162void *wined3d_rb_realloc(void *ptr, size_t size) DECLSPEC_HIDDEN;
163void wined3d_rb_free(void *ptr) DECLSPEC_HIDDEN;
164
165/* Device caps */
166#define MAX_PALETTES 65536
167#define MAX_STREAMS 16
168#define MAX_TEXTURES 8
169#define MAX_FRAGMENT_SAMPLERS 16
170#define MAX_VERTEX_SAMPLERS 4
171#define MAX_COMBINED_SAMPLERS (MAX_FRAGMENT_SAMPLERS + MAX_VERTEX_SAMPLERS)
172#define MAX_ACTIVE_LIGHTS 8
173#define MAX_CLIPPLANES WINED3DMAXUSERCLIPPLANES
174
175struct min_lookup
176{
177 GLenum mip[WINED3DTEXF_LINEAR + 1];
178};
179
180const struct min_lookup minMipLookup[WINED3DTEXF_LINEAR + 1] DECLSPEC_HIDDEN;
181const struct min_lookup minMipLookup_noFilter[WINED3DTEXF_LINEAR + 1] DECLSPEC_HIDDEN;
182const struct min_lookup minMipLookup_noMip[WINED3DTEXF_LINEAR + 1] DECLSPEC_HIDDEN;
183const GLenum magLookup[WINED3DTEXF_LINEAR + 1] DECLSPEC_HIDDEN;
184const GLenum magLookup_noFilter[WINED3DTEXF_LINEAR + 1] DECLSPEC_HIDDEN;
185
186static inline GLenum wined3d_gl_mag_filter(const GLenum mag_lookup[], WINED3DTEXTUREFILTERTYPE mag_filter)
187{
188 return mag_lookup[mag_filter];
189}
190
191static inline GLenum wined3d_gl_min_mip_filter(const struct min_lookup min_mip_lookup[],
192 WINED3DTEXTUREFILTERTYPE min_filter, WINED3DTEXTUREFILTERTYPE mip_filter)
193{
194 return min_mip_lookup[min_filter].mip[mip_filter];
195}
196
197/* float_16_to_32() and float_32_to_16() (see implementation in
198 * surface_base.c) convert 16 bit floats in the FLOAT16 data type
199 * to standard C floats and vice versa. They do not depend on the encoding
200 * of the C float, so they are platform independent, but slow. On x86 and
201 * other IEEE 754 compliant platforms the conversion can be accelerated by
202 * bit shifting the exponent and mantissa. There are also some SSE-based
203 * assembly routines out there.
204 *
205 * See GL_NV_half_float for a reference of the FLOAT16 / GL_HALF format
206 */
207static inline float float_16_to_32(const unsigned short *in) {
208 unsigned long fNaN = 0x7fc00000;
209 unsigned long fNegInf = 0xff800000;
210 unsigned long fInf = 0x7f800000;
211
212 const unsigned short s = ((*in) & 0x8000);
213 const unsigned short e = ((*in) & 0x7C00) >> 10;
214 const unsigned short m = (*in) & 0x3FF;
215 const float sgn = (s ? -1.0f : 1.0f);
216
217 if(e == 0) {
218 if(m == 0) return sgn * 0.0f; /* +0.0 or -0.0 */
219 else return sgn * pow(2, -14.0f) * ((float)m / 1024.0f);
220 } else if(e < 31) {
221 return sgn * pow(2, (float)e - 15.0f) * (1.0f + ((float)m / 1024.0f));
222 } else {
223 if(m == 0) return sgn>0? *(float*)(&fInf) : *(float*)(&fNegInf); //sgn / 0.0f; /* +INF / -INF */
224 else return *(float*)(&fNaN); //0.0f / 0.0f; /* NAN */
225 }
226}
227
228static inline float float_24_to_32(DWORD in)
229{
230 const float sgn = in & 0x800000 ? -1.0f : 1.0f;
231 const unsigned short e = (in & 0x780000) >> 19;
232 const unsigned short m = in & 0x7ffff;
233 unsigned long fNaN = 0x7fc00000;
234 unsigned long fNegInf = 0xff800000;
235 unsigned long fInf = 0x7f800000;
236
237 if (e == 0)
238 {
239 if (m == 0) return sgn * 0.0f; /* +0.0 or -0.0 */
240 else return sgn * pow(2, -6.0f) * ((float)m / 524288.0f);
241 }
242 else if (e < 15)
243 {
244 return sgn * pow(2, (float)e - 7.0f) * (1.0f + ((float)m / 524288.0f));
245 }
246 else
247 {
248 if (m == 0) return sgn>0? *(float*)(&fInf) : *(float*)(&fNegInf); //sgn / 0.0f; /* +INF / -INF */
249 else return *(float*)(&fNaN); //0.0f / 0.0f; /* NAN */
250 }
251}
252
253/**
254 * Settings
255 */
256#define VS_NONE 0
257#define VS_HW 1
258
259#define PS_NONE 0
260#define PS_HW 1
261
262#define VBO_NONE 0
263#define VBO_HW 1
264
265#define ORM_BACKBUFFER 0
266#define ORM_FBO 1
267
268#define SHADER_ARB 1
269#define SHADER_GLSL 2
270#define SHADER_ATI 3
271#define SHADER_NONE 4
272
273#define RTL_DISABLE -1
274#define RTL_READDRAW 1
275#define RTL_READTEX 2
276
277#define PCI_VENDOR_NONE 0xffff /* e.g. 0x8086 for Intel and 0x10de for Nvidia */
278#define PCI_DEVICE_NONE 0xffff /* e.g. 0x14f for a Geforce6200 */
279
280/* NOTE: When adding fields to this structure, make sure to update the default
281 * values in wined3d_main.c as well. */
282typedef struct wined3d_settings_s {
283/* vertex and pixel shader modes */
284 int vs_mode;
285 int ps_mode;
286/* Ideally, we don't want the user to have to request GLSL. If the hardware supports GLSL,
287 we should use it. However, until it's fully implemented, we'll leave it as a registry
288 setting for developers. */
289 BOOL glslRequested;
290 int offscreen_rendering_mode;
291 int rendertargetlock_mode;
292 unsigned short pci_vendor_id;
293 unsigned short pci_device_id;
294/* Memory tracking and object counting */
295 unsigned int emulated_textureram;
296 char *logo;
297 int allow_multisampling;
298 BOOL strict_draw_ordering;
299} wined3d_settings_t;
300
301extern wined3d_settings_t wined3d_settings DECLSPEC_HIDDEN;
302
303typedef enum _WINED3DSAMPLER_TEXTURE_TYPE
304{
305 WINED3DSTT_UNKNOWN = 0,
306 WINED3DSTT_1D = 1,
307 WINED3DSTT_2D = 2,
308 WINED3DSTT_CUBE = 3,
309 WINED3DSTT_VOLUME = 4,
310} WINED3DSAMPLER_TEXTURE_TYPE;
311
312typedef enum _WINED3DSHADER_PARAM_REGISTER_TYPE
313{
314 WINED3DSPR_TEMP = 0,
315 WINED3DSPR_INPUT = 1,
316 WINED3DSPR_CONST = 2,
317 WINED3DSPR_ADDR = 3,
318 WINED3DSPR_TEXTURE = 3,
319 WINED3DSPR_RASTOUT = 4,
320 WINED3DSPR_ATTROUT = 5,
321 WINED3DSPR_TEXCRDOUT = 6,
322 WINED3DSPR_OUTPUT = 6,
323 WINED3DSPR_CONSTINT = 7,
324 WINED3DSPR_COLOROUT = 8,
325 WINED3DSPR_DEPTHOUT = 9,
326 WINED3DSPR_SAMPLER = 10,
327 WINED3DSPR_CONST2 = 11,
328 WINED3DSPR_CONST3 = 12,
329 WINED3DSPR_CONST4 = 13,
330 WINED3DSPR_CONSTBOOL = 14,
331 WINED3DSPR_LOOP = 15,
332 WINED3DSPR_TEMPFLOAT16 = 16,
333 WINED3DSPR_MISCTYPE = 17,
334 WINED3DSPR_LABEL = 18,
335 WINED3DSPR_PREDICATE = 19,
336 WINED3DSPR_IMMCONST,
337 WINED3DSPR_CONSTBUFFER,
338} WINED3DSHADER_PARAM_REGISTER_TYPE;
339
340enum wined3d_immconst_type
341{
342 WINED3D_IMMCONST_FLOAT,
343 WINED3D_IMMCONST_FLOAT4,
344};
345
346#define WINED3DSP_NOSWIZZLE (0 | (1 << 2) | (2 << 4) | (3 << 6))
347
348typedef enum _WINED3DSHADER_PARAM_SRCMOD_TYPE
349{
350 WINED3DSPSM_NONE = 0,
351 WINED3DSPSM_NEG = 1,
352 WINED3DSPSM_BIAS = 2,
353 WINED3DSPSM_BIASNEG = 3,
354 WINED3DSPSM_SIGN = 4,
355 WINED3DSPSM_SIGNNEG = 5,
356 WINED3DSPSM_COMP = 6,
357 WINED3DSPSM_X2 = 7,
358 WINED3DSPSM_X2NEG = 8,
359 WINED3DSPSM_DZ = 9,
360 WINED3DSPSM_DW = 10,
361 WINED3DSPSM_ABS = 11,
362 WINED3DSPSM_ABSNEG = 12,
363 WINED3DSPSM_NOT = 13,
364} WINED3DSHADER_PARAM_SRCMOD_TYPE;
365
366#define WINED3DSP_WRITEMASK_0 0x1 /* .x r */
367#define WINED3DSP_WRITEMASK_1 0x2 /* .y g */
368#define WINED3DSP_WRITEMASK_2 0x4 /* .z b */
369#define WINED3DSP_WRITEMASK_3 0x8 /* .w a */
370#define WINED3DSP_WRITEMASK_ALL 0xf /* all */
371
372typedef enum _WINED3DSHADER_PARAM_DSTMOD_TYPE
373{
374 WINED3DSPDM_NONE = 0,
375 WINED3DSPDM_SATURATE = 1,
376 WINED3DSPDM_PARTIALPRECISION = 2,
377 WINED3DSPDM_MSAMPCENTROID = 4,
378} WINED3DSHADER_PARAM_DSTMOD_TYPE;
379
380/* Undocumented opcode control to identify projective texture lookups in ps 2.0 and later */
381#define WINED3DSI_TEXLD_PROJECT 1
382#define WINED3DSI_TEXLD_BIAS 2
383
384typedef enum COMPARISON_TYPE
385{
386 COMPARISON_GT = 1,
387 COMPARISON_EQ = 2,
388 COMPARISON_GE = 3,
389 COMPARISON_LT = 4,
390 COMPARISON_NE = 5,
391 COMPARISON_LE = 6,
392} COMPARISON_TYPE;
393
394#define WINED3D_SM1_VS 0xfffe
395#define WINED3D_SM1_PS 0xffff
396#define WINED3D_SM4_PS 0x0000
397#define WINED3D_SM4_VS 0x0001
398#define WINED3D_SM4_GS 0x0002
399
400/* Shader version tokens, and shader end tokens */
401#define WINED3DPS_VERSION(major, minor) ((WINED3D_SM1_PS << 16) | ((major) << 8) | (minor))
402#define WINED3DVS_VERSION(major, minor) ((WINED3D_SM1_VS << 16) | ((major) << 8) | (minor))
403
404/* Shader backends */
405
406/* TODO: Make this dynamic, based on shader limits ? */
407#define MAX_ATTRIBS 16
408#define MAX_REG_ADDR 1
409#define MAX_REG_TEMP 32
410#define MAX_REG_TEXCRD 8
411#define MAX_REG_INPUT 12
412#define MAX_REG_OUTPUT 12
413#define MAX_CONST_I 16
414#define MAX_CONST_B 16
415
416/* FIXME: This needs to go up to 2048 for
417 * Shader model 3 according to msdn (and for software shaders) */
418#define MAX_LABELS 16
419
420#define SHADER_PGMSIZE 65535
421
422struct wined3d_shader_buffer
423{
424 char *buffer;
425 unsigned int bsize;
426 unsigned int lineNo;
427 BOOL newline;
428};
429
430enum WINED3D_SHADER_INSTRUCTION_HANDLER
431{
432 WINED3DSIH_ABS,
433 WINED3DSIH_ADD,
434 WINED3DSIH_BEM,
435 WINED3DSIH_BREAK,
436 WINED3DSIH_BREAKC,
437 WINED3DSIH_BREAKP,
438 WINED3DSIH_CALL,
439 WINED3DSIH_CALLNZ,
440 WINED3DSIH_CMP,
441 WINED3DSIH_CND,
442 WINED3DSIH_CRS,
443 WINED3DSIH_CUT,
444 WINED3DSIH_DCL,
445 WINED3DSIH_DEF,
446 WINED3DSIH_DEFB,
447 WINED3DSIH_DEFI,
448 WINED3DSIH_DP2ADD,
449 WINED3DSIH_DP3,
450 WINED3DSIH_DP4,
451 WINED3DSIH_DST,
452 WINED3DSIH_DSX,
453 WINED3DSIH_DSY,
454 WINED3DSIH_ELSE,
455 WINED3DSIH_EMIT,
456 WINED3DSIH_ENDIF,
457 WINED3DSIH_ENDLOOP,
458 WINED3DSIH_ENDREP,
459 WINED3DSIH_EXP,
460 WINED3DSIH_EXPP,
461 WINED3DSIH_FRC,
462 WINED3DSIH_IADD,
463 WINED3DSIH_IF,
464 WINED3DSIH_IFC,
465 WINED3DSIH_IGE,
466 WINED3DSIH_LABEL,
467 WINED3DSIH_LIT,
468 WINED3DSIH_LOG,
469 WINED3DSIH_LOGP,
470 WINED3DSIH_LOOP,
471 WINED3DSIH_LRP,
472 WINED3DSIH_LT,
473 WINED3DSIH_M3x2,
474 WINED3DSIH_M3x3,
475 WINED3DSIH_M3x4,
476 WINED3DSIH_M4x3,
477 WINED3DSIH_M4x4,
478 WINED3DSIH_MAD,
479 WINED3DSIH_MAX,
480 WINED3DSIH_MIN,
481 WINED3DSIH_MOV,
482 WINED3DSIH_MOVA,
483 WINED3DSIH_MUL,
484 WINED3DSIH_NOP,
485 WINED3DSIH_NRM,
486 WINED3DSIH_PHASE,
487 WINED3DSIH_POW,
488 WINED3DSIH_RCP,
489 WINED3DSIH_REP,
490 WINED3DSIH_RET,
491 WINED3DSIH_RSQ,
492 WINED3DSIH_SETP,
493 WINED3DSIH_SGE,
494 WINED3DSIH_SGN,
495 WINED3DSIH_SINCOS,
496 WINED3DSIH_SLT,
497 WINED3DSIH_SUB,
498 WINED3DSIH_TEX,
499 WINED3DSIH_TEXBEM,
500 WINED3DSIH_TEXBEML,
501 WINED3DSIH_TEXCOORD,
502 WINED3DSIH_TEXDEPTH,
503 WINED3DSIH_TEXDP3,
504 WINED3DSIH_TEXDP3TEX,
505 WINED3DSIH_TEXKILL,
506 WINED3DSIH_TEXLDD,
507 WINED3DSIH_TEXLDL,
508 WINED3DSIH_TEXM3x2DEPTH,
509 WINED3DSIH_TEXM3x2PAD,
510 WINED3DSIH_TEXM3x2TEX,
511 WINED3DSIH_TEXM3x3,
512 WINED3DSIH_TEXM3x3DIFF,
513 WINED3DSIH_TEXM3x3PAD,
514 WINED3DSIH_TEXM3x3SPEC,
515 WINED3DSIH_TEXM3x3TEX,
516 WINED3DSIH_TEXM3x3VSPEC,
517 WINED3DSIH_TEXREG2AR,
518 WINED3DSIH_TEXREG2GB,
519 WINED3DSIH_TEXREG2RGB,
520 WINED3DSIH_TABLE_SIZE
521};
522
523enum wined3d_shader_type
524{
525 WINED3D_SHADER_TYPE_PIXEL,
526 WINED3D_SHADER_TYPE_VERTEX,
527 WINED3D_SHADER_TYPE_GEOMETRY,
528};
529
530struct wined3d_shader_version
531{
532 enum wined3d_shader_type type;
533 BYTE major;
534 BYTE minor;
535};
536
537#define WINED3D_SHADER_VERSION(major, minor) (((major) << 8) | (minor))
538
539typedef struct shader_reg_maps
540{
541 struct wined3d_shader_version shader_version;
542 BYTE texcoord; /* MAX_REG_TEXCRD, 8 */
543 BYTE address; /* MAX_REG_ADDR, 1 */
544 WORD labels; /* MAX_LABELS, 16 */
545 DWORD temporary; /* MAX_REG_TEMP, 32 */
546 DWORD *constf; /* pixel, vertex */
547 DWORD texcoord_mask[MAX_REG_TEXCRD]; /* vertex < 3.0 */
548 WORD input_registers; /* max(MAX_REG_INPUT, MAX_ATTRIBS), 16 */
549 WORD output_registers; /* MAX_REG_OUTPUT, 12 */
550 WORD integer_constants; /* MAX_CONST_I, 16 */
551 WORD boolean_constants; /* MAX_CONST_B, 16 */
552 WORD local_int_consts; /* MAX_CONST_I, 16 */
553 WORD local_bool_consts; /* MAX_CONST_B, 16 */
554
555 WINED3DSAMPLER_TEXTURE_TYPE sampler_type[max(MAX_FRAGMENT_SAMPLERS, MAX_VERTEX_SAMPLERS)];
556 BYTE bumpmat; /* MAX_TEXTURES, 8 */
557 BYTE luminanceparams; /* MAX_TEXTURES, 8 */
558
559 WORD usesnrm : 1;
560 WORD vpos : 1;
561 WORD usesdsx : 1;
562 WORD usesdsy : 1;
563 WORD usestexldd : 1;
564 WORD usesmova : 1;
565 WORD usesfacing : 1;
566 WORD usesrelconstF : 1;
567 WORD fog : 1;
568 WORD usestexldl : 1;
569 WORD usesifc : 1;
570 WORD usescall : 1;
571 WORD padding : 4;
572
573 /* Whether or not loops are used in this shader, and nesting depth */
574 unsigned loop_depth;
575 unsigned highest_render_target;
576
577} shader_reg_maps;
578
579struct wined3d_shader_context
580{
581 IWineD3DBaseShader *shader;
582 const struct wined3d_gl_info *gl_info;
583 const struct shader_reg_maps *reg_maps;
584 struct wined3d_shader_buffer *buffer;
585 void *backend_data;
586};
587
588struct wined3d_shader_register
589{
590 WINED3DSHADER_PARAM_REGISTER_TYPE type;
591 UINT idx;
592 UINT array_idx;
593 const struct wined3d_shader_src_param *rel_addr;
594 enum wined3d_immconst_type immconst_type;
595 DWORD immconst_data[4];
596};
597
598struct wined3d_shader_dst_param
599{
600 struct wined3d_shader_register reg;
601 DWORD write_mask;
602 DWORD modifiers;
603 DWORD shift;
604};
605
606struct wined3d_shader_src_param
607{
608 struct wined3d_shader_register reg;
609 DWORD swizzle;
610 DWORD modifiers;
611};
612
613struct wined3d_shader_instruction
614{
615 const struct wined3d_shader_context *ctx;
616 enum WINED3D_SHADER_INSTRUCTION_HANDLER handler_idx;
617 DWORD flags;
618 BOOL coissue;
619 DWORD predicate;
620 UINT dst_count;
621 const struct wined3d_shader_dst_param *dst;
622 UINT src_count;
623 const struct wined3d_shader_src_param *src;
624};
625
626struct wined3d_shader_semantic
627{
628 WINED3DDECLUSAGE usage;
629 UINT usage_idx;
630 WINED3DSAMPLER_TEXTURE_TYPE sampler_type;
631 struct wined3d_shader_dst_param reg;
632};
633
634struct wined3d_shader_attribute
635{
636 WINED3DDECLUSAGE usage;
637 UINT usage_idx;
638};
639
640struct wined3d_shader_loop_control
641{
642 unsigned int count;
643 unsigned int start;
644 int step;
645};
646
647struct wined3d_shader_frontend
648{
649 void *(*shader_init)(const DWORD *ptr, const struct wined3d_shader_signature *output_signature);
650 void (*shader_free)(void *data);
651 void (*shader_read_header)(void *data, const DWORD **ptr, struct wined3d_shader_version *shader_version);
652 void (*shader_read_opcode)(void *data, const DWORD **ptr, struct wined3d_shader_instruction *ins, UINT *param_size);
653 void (*shader_read_src_param)(void *data, const DWORD **ptr, struct wined3d_shader_src_param *src_param,
654 struct wined3d_shader_src_param *src_rel_addr);
655 void (*shader_read_dst_param)(void *data, const DWORD **ptr, struct wined3d_shader_dst_param *dst_param,
656 struct wined3d_shader_src_param *dst_rel_addr);
657 void (*shader_read_semantic)(const DWORD **ptr, struct wined3d_shader_semantic *semantic);
658 void (*shader_read_comment)(const DWORD **ptr, const char **comment, UINT *comment_size);
659 BOOL (*shader_is_end)(void *data, const DWORD **ptr);
660};
661
662extern const struct wined3d_shader_frontend sm1_shader_frontend DECLSPEC_HIDDEN;
663extern const struct wined3d_shader_frontend sm4_shader_frontend DECLSPEC_HIDDEN;
664
665typedef void (*SHADER_HANDLER)(const struct wined3d_shader_instruction *);
666
667struct shader_caps {
668 DWORD VertexShaderVersion;
669 DWORD MaxVertexShaderConst;
670
671 DWORD PixelShaderVersion;
672 float PixelShader1xMaxValue;
673 DWORD MaxPixelShaderConst;
674
675 WINED3DVSHADERCAPS2_0 VS20Caps;
676 WINED3DPSHADERCAPS2_0 PS20Caps;
677
678 DWORD MaxVShaderInstructionsExecuted;
679 DWORD MaxPShaderInstructionsExecuted;
680 DWORD MaxVertexShader30InstructionSlots;
681 DWORD MaxPixelShader30InstructionSlots;
682
683 BOOL VSClipping;
684};
685
686enum tex_types
687{
688 tex_1d = 0,
689 tex_2d = 1,
690 tex_3d = 2,
691 tex_cube = 3,
692 tex_rect = 4,
693 tex_type_count = 5,
694};
695
696enum vertexprocessing_mode {
697 fixedfunction,
698 vertexshader,
699 pretransformed
700};
701
702#define WINED3D_CONST_NUM_UNUSED ~0U
703
704enum fogmode {
705 FOG_OFF,
706 FOG_LINEAR,
707 FOG_EXP,
708 FOG_EXP2
709};
710
711/* Stateblock dependent parameters which have to be hardcoded
712 * into the shader code
713 */
714struct ps_compile_args {
715 struct color_fixup_desc color_fixup[MAX_FRAGMENT_SAMPLERS];
716 enum vertexprocessing_mode vp_mode;
717 enum fogmode fog;
718 /* Projected textures(ps 1.0-1.3) */
719 /* Texture types(2D, Cube, 3D) in ps 1.x */
720 BOOL srgb_correction;
721 WORD np2_fixup;
722 /* Bitmap for NP2 texcoord fixups (16 samplers max currently).
723 D3D9 has a limit of 16 samplers and the fixup is superfluous
724 in D3D10 (unconditional NP2 support mandatory). */
725 WORD t_mirror;
726};
727
728enum fog_src_type {
729 VS_FOG_Z = 0,
730 VS_FOG_COORD = 1
731};
732
733struct vs_compile_args {
734 BYTE fog_src;
735 BYTE clip_enabled;
736 WORD swizzle_map; /* MAX_ATTRIBS, 16 */
737};
738
739struct wined3d_context;
740
741typedef struct {
742 void (*shader_handle_instruction)(const struct wined3d_shader_instruction *);
743 void (*shader_select)(const struct wined3d_context *context, BOOL usePS, BOOL useVS);
744 void (*shader_select_depth_blt)(IWineD3DDevice *iface, enum tex_types tex_type);
745 void (*shader_deselect_depth_blt)(IWineD3DDevice *iface);
746 void (*shader_update_float_vertex_constants)(IWineD3DDevice *iface, UINT start, UINT count);
747 void (*shader_update_float_pixel_constants)(IWineD3DDevice *iface, UINT start, UINT count);
748 void (*shader_load_constants)(const struct wined3d_context *context, char usePS, char useVS);
749 void (*shader_load_np2fixup_constants)(IWineD3DDevice *iface, char usePS, char useVS);
750 void (*shader_destroy)(IWineD3DBaseShader *iface);
751 HRESULT (*shader_alloc_private)(IWineD3DDevice *iface);
752 void (*shader_free_private)(IWineD3DDevice *iface);
753 BOOL (*shader_dirtifyable_constants)(IWineD3DDevice *iface);
754 void (*shader_get_caps)(const struct wined3d_gl_info *gl_info, struct shader_caps *caps);
755 BOOL (*shader_color_fixup_supported)(struct color_fixup_desc fixup);
756 void (*shader_add_instruction_modifiers)(const struct wined3d_shader_instruction *ins);
757} shader_backend_t;
758
759extern const shader_backend_t glsl_shader_backend DECLSPEC_HIDDEN;
760extern const shader_backend_t arb_program_shader_backend DECLSPEC_HIDDEN;
761extern const shader_backend_t none_shader_backend DECLSPEC_HIDDEN;
762
763/* X11 locking */
764
765extern void (* CDECL wine_tsx11_lock_ptr)(void) DECLSPEC_HIDDEN;
766extern void (* CDECL wine_tsx11_unlock_ptr)(void) DECLSPEC_HIDDEN;
767
768/* As GLX relies on X, this is needed */
769extern int num_lock DECLSPEC_HIDDEN;
770
771#if 0
772#define ENTER_GL() ++num_lock; if (num_lock > 1) FIXME("Recursive use of GL lock to: %d\n", num_lock); wine_tsx11_lock_ptr()
773#define LEAVE_GL() if (num_lock != 1) FIXME("Recursive use of GL lock: %d\n", num_lock); --num_lock; wine_tsx11_unlock_ptr()
774#else
775#define ENTER_GL() wine_tsx11_lock_ptr()
776#define LEAVE_GL() wine_tsx11_unlock_ptr()
777#endif
778
779/*****************************************************************************
780 * Defines
781 */
782
783/* GL related defines */
784/* ------------------ */
785#define GL_EXTCALL(FuncName) (GLINFO_LOCATION.FuncName)
786
787#define D3DCOLOR_B_R(dw) (((dw) >> 16) & 0xFF)
788#define D3DCOLOR_B_G(dw) (((dw) >> 8) & 0xFF)
789#define D3DCOLOR_B_B(dw) (((dw) >> 0) & 0xFF)
790#define D3DCOLOR_B_A(dw) (((dw) >> 24) & 0xFF)
791
792#define D3DCOLOR_R(dw) (((float) (((dw) >> 16) & 0xFF)) / 255.0f)
793#define D3DCOLOR_G(dw) (((float) (((dw) >> 8) & 0xFF)) / 255.0f)
794#define D3DCOLOR_B(dw) (((float) (((dw) >> 0) & 0xFF)) / 255.0f)
795#define D3DCOLOR_A(dw) (((float) (((dw) >> 24) & 0xFF)) / 255.0f)
796
797#define D3DCOLORTOGLFLOAT4(dw, vec) do { \
798 (vec)[0] = D3DCOLOR_R(dw); \
799 (vec)[1] = D3DCOLOR_G(dw); \
800 (vec)[2] = D3DCOLOR_B(dw); \
801 (vec)[3] = D3DCOLOR_A(dw); \
802} while(0)
803
804/* DirectX Device Limits */
805/* --------------------- */
806#define MAX_MIP_LEVELS 32 /* Maximum number of mipmap levels. */
807#define HIGHEST_TRANSFORMSTATE WINED3DTS_WORLDMATRIX(255) /* Highest value in WINED3DTRANSFORMSTATETYPE */
808
809/* Checking of API calls */
810/* --------------------- */
811#ifndef WINE_NO_DEBUG_MSGS
812#define checkGLcall(A) \
813do { \
814 GLint err; \
815 if(!__WINE_IS_DEBUG_ON(_FIXME, __wine_dbch___default)) break; \
816 err = glGetError(); \
817 if (err == GL_NO_ERROR) { \
818 TRACE("%s call ok %s / %d\n", A, __FILE__, __LINE__); \
819 \
820 } else do { \
821 ERR(">>>>>>>>>>>>>>>>> %s (%#x) from %s @ %s / %d\n", \
822 debug_glerror(err), err, A, __FILE__, __LINE__); \
823 err = glGetError(); \
824 } while (err != GL_NO_ERROR); \
825} while(0)
826#else
827#define checkGLcall(A) do {} while(0)
828#endif
829
830/* Trace routines / diagnostics */
831/* ---------------------------- */
832
833/* Dump out a matrix and copy it */
834#define conv_mat(mat,gl_mat) \
835do { \
836 TRACE("%f %f %f %f\n", (mat)->u.s._11, (mat)->u.s._12, (mat)->u.s._13, (mat)->u.s._14); \
837 TRACE("%f %f %f %f\n", (mat)->u.s._21, (mat)->u.s._22, (mat)->u.s._23, (mat)->u.s._24); \
838 TRACE("%f %f %f %f\n", (mat)->u.s._31, (mat)->u.s._32, (mat)->u.s._33, (mat)->u.s._34); \
839 TRACE("%f %f %f %f\n", (mat)->u.s._41, (mat)->u.s._42, (mat)->u.s._43, (mat)->u.s._44); \
840 memcpy(gl_mat, (mat), 16 * sizeof(float)); \
841} while (0)
842
843/* Trace vector and strided data information */
844#define TRACE_STRIDED(si, name) do { if (si->use_map & (1 << name)) \
845 TRACE( #name "=(data:%p, stride:%d, format:%#x, vbo %d, stream %u)\n", \
846 si->elements[name].data, si->elements[name].stride, si->elements[name].format_desc->format, \
847 si->elements[name].buffer_object, si->elements[name].stream_idx); } while(0)
848
849/* Advance declaration of structures to satisfy compiler */
850typedef struct IWineD3DStateBlockImpl IWineD3DStateBlockImpl;
851typedef struct IWineD3DSurfaceImpl IWineD3DSurfaceImpl;
852typedef struct IWineD3DPaletteImpl IWineD3DPaletteImpl;
853typedef struct IWineD3DDeviceImpl IWineD3DDeviceImpl;
854typedef struct IWineD3DSwapChainImpl IWineD3DSwapChainImpl;
855
856/* Global variables */
857extern const float identity[16] DECLSPEC_HIDDEN;
858
859/*****************************************************************************
860 * Compilable extra diagnostics
861 */
862
863/* TODO: Confirm each of these works when wined3d move completed */
864#if 0 /* NOTE: Must be 0 in cvs */
865 /* To avoid having to get gigabytes of trace, the following can be compiled in, and at the start
866 of each frame, a check is made for the existence of C:\D3DTRACE, and if it exists d3d trace
867 is enabled, and if it doesn't exist it is disabled. */
868# define FRAME_DEBUGGING
869 /* Adding in the SINGLE_FRAME_DEBUGGING gives a trace of just what makes up a single frame, before
870 the file is deleted */
871# if 1 /* NOTE: Must be 1 in cvs, as this is mostly more useful than a trace from program start */
872# define SINGLE_FRAME_DEBUGGING
873# endif
874 /* The following, when enabled, lets you see the makeup of the frame, by drawprimitive calls.
875 It can only be enabled when FRAME_DEBUGGING is also enabled
876 The contents of the back buffer are written into /tmp/backbuffer_* after each primitive
877 array is drawn. */
878# if 0 /* NOTE: Must be 0 in cvs, as this give a lot of ppm files when compiled in */
879# define SHOW_FRAME_MAKEUP 1
880# endif
881 /* The following, when enabled, lets you see the makeup of the all the textures used during each
882 of the drawprimitive calls. It can only be enabled when SHOW_FRAME_MAKEUP is also enabled.
883 The contents of the textures assigned to each stage are written into
884 /tmp/texture_*_<Stage>.ppm after each primitive array is drawn. */
885# if 0 /* NOTE: Must be 0 in cvs, as this give a lot of ppm files when compiled in */
886# define SHOW_TEXTURE_MAKEUP 0
887# endif
888extern BOOL isOn;
889extern BOOL isDumpingFrames;
890extern LONG primCounter;
891#endif
892
893enum wined3d_ffp_idx
894{
895 WINED3D_FFP_POSITION = 0,
896 WINED3D_FFP_BLENDWEIGHT = 1,
897 WINED3D_FFP_BLENDINDICES = 2,
898 WINED3D_FFP_NORMAL = 3,
899 WINED3D_FFP_PSIZE = 4,
900 WINED3D_FFP_DIFFUSE = 5,
901 WINED3D_FFP_SPECULAR = 6,
902 WINED3D_FFP_TEXCOORD0 = 7,
903 WINED3D_FFP_TEXCOORD1 = 8,
904 WINED3D_FFP_TEXCOORD2 = 9,
905 WINED3D_FFP_TEXCOORD3 = 10,
906 WINED3D_FFP_TEXCOORD4 = 11,
907 WINED3D_FFP_TEXCOORD5 = 12,
908 WINED3D_FFP_TEXCOORD6 = 13,
909 WINED3D_FFP_TEXCOORD7 = 14,
910};
911
912enum wined3d_ffp_emit_idx
913{
914 WINED3D_FFP_EMIT_FLOAT1 = 0,
915 WINED3D_FFP_EMIT_FLOAT2 = 1,
916 WINED3D_FFP_EMIT_FLOAT3 = 2,
917 WINED3D_FFP_EMIT_FLOAT4 = 3,
918 WINED3D_FFP_EMIT_D3DCOLOR = 4,
919 WINED3D_FFP_EMIT_UBYTE4 = 5,
920 WINED3D_FFP_EMIT_SHORT2 = 6,
921 WINED3D_FFP_EMIT_SHORT4 = 7,
922 WINED3D_FFP_EMIT_UBYTE4N = 8,
923 WINED3D_FFP_EMIT_SHORT2N = 9,
924 WINED3D_FFP_EMIT_SHORT4N = 10,
925 WINED3D_FFP_EMIT_USHORT2N = 11,
926 WINED3D_FFP_EMIT_USHORT4N = 12,
927 WINED3D_FFP_EMIT_UDEC3 = 13,
928 WINED3D_FFP_EMIT_DEC3N = 14,
929 WINED3D_FFP_EMIT_FLOAT16_2 = 15,
930 WINED3D_FFP_EMIT_FLOAT16_4 = 16,
931 WINED3D_FFP_EMIT_COUNT = 17
932};
933
934struct wined3d_stream_info_element
935{
936 const struct wined3d_format_desc *format_desc;
937 GLsizei stride;
938 const BYTE *data;
939 UINT stream_idx;
940 GLuint buffer_object;
941};
942
943struct wined3d_stream_info
944{
945 struct wined3d_stream_info_element elements[MAX_ATTRIBS];
946 BOOL position_transformed;
947 WORD swizzle_map; /* MAX_ATTRIBS, 16 */
948 WORD use_map; /* MAX_ATTRIBS, 16 */
949};
950
951/*****************************************************************************
952 * Prototypes
953 */
954
955/* Routine common to the draw primitive and draw indexed primitive routines */
956void drawPrimitive(IWineD3DDevice *iface, UINT index_count,
957 UINT start_idx, UINT idxBytes, const void *idxData) DECLSPEC_HIDDEN;
958DWORD get_flexible_vertex_size(DWORD d3dvtVertexType) DECLSPEC_HIDDEN;
959
960typedef void (WINE_GLAPI *glAttribFunc)(const void *data);
961typedef void (WINE_GLAPI *glMultiTexCoordFunc)(GLenum unit, const void *data);
962extern glAttribFunc position_funcs[WINED3D_FFP_EMIT_COUNT] DECLSPEC_HIDDEN;
963extern glAttribFunc diffuse_funcs[WINED3D_FFP_EMIT_COUNT] DECLSPEC_HIDDEN;
964extern glAttribFunc specular_func_3ubv DECLSPEC_HIDDEN;
965extern glAttribFunc specular_funcs[WINED3D_FFP_EMIT_COUNT] DECLSPEC_HIDDEN;
966extern glAttribFunc normal_funcs[WINED3D_FFP_EMIT_COUNT] DECLSPEC_HIDDEN;
967extern glMultiTexCoordFunc multi_texcoord_funcs[WINED3D_FFP_EMIT_COUNT] DECLSPEC_HIDDEN;
968
969#define eps 1e-8
970
971#define GET_TEXCOORD_SIZE_FROM_FVF(d3dvtVertexType, tex_num) \
972 (((((d3dvtVertexType) >> (16 + (2 * (tex_num)))) + 1) & 0x03) + 1)
973
974/* Routines and structures related to state management */
975
976#define STATE_RENDER(a) (a)
977#define STATE_IS_RENDER(a) ((a) >= STATE_RENDER(1) && (a) <= STATE_RENDER(WINEHIGHEST_RENDER_STATE))
978
979#define STATE_TEXTURESTAGE(stage, num) (STATE_RENDER(WINEHIGHEST_RENDER_STATE) + 1 + (stage) * (WINED3D_HIGHEST_TEXTURE_STATE + 1) + (num))
980#define STATE_IS_TEXTURESTAGE(a) ((a) >= STATE_TEXTURESTAGE(0, 1) && (a) <= STATE_TEXTURESTAGE(MAX_TEXTURES - 1, WINED3D_HIGHEST_TEXTURE_STATE))
981
982/* + 1 because samplers start with 0 */
983#define STATE_SAMPLER(num) (STATE_TEXTURESTAGE(MAX_TEXTURES - 1, WINED3D_HIGHEST_TEXTURE_STATE) + 1 + (num))
984#define STATE_IS_SAMPLER(num) ((num) >= STATE_SAMPLER(0) && (num) <= STATE_SAMPLER(MAX_COMBINED_SAMPLERS - 1))
985
986#define STATE_PIXELSHADER (STATE_SAMPLER(MAX_COMBINED_SAMPLERS - 1) + 1)
987#define STATE_IS_PIXELSHADER(a) ((a) == STATE_PIXELSHADER)
988
989#define STATE_TRANSFORM(a) (STATE_PIXELSHADER + (a))
990#define STATE_IS_TRANSFORM(a) ((a) >= STATE_TRANSFORM(1) && (a) <= STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(255)))
991
992#define STATE_STREAMSRC (STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(255)) + 1)
993#define STATE_IS_STREAMSRC(a) ((a) == STATE_STREAMSRC)
994#define STATE_INDEXBUFFER (STATE_STREAMSRC + 1)
995#define STATE_IS_INDEXBUFFER(a) ((a) == STATE_INDEXBUFFER)
996
997#define STATE_VDECL (STATE_INDEXBUFFER + 1)
998#define STATE_IS_VDECL(a) ((a) == STATE_VDECL)
999
1000#define STATE_VSHADER (STATE_VDECL + 1)
1001#define STATE_IS_VSHADER(a) ((a) == STATE_VSHADER)
1002
1003#define STATE_VIEWPORT (STATE_VSHADER + 1)
1004#define STATE_IS_VIEWPORT(a) ((a) == STATE_VIEWPORT)
1005
1006#define STATE_VERTEXSHADERCONSTANT (STATE_VIEWPORT + 1)
1007#define STATE_PIXELSHADERCONSTANT (STATE_VERTEXSHADERCONSTANT + 1)
1008#define STATE_IS_VERTEXSHADERCONSTANT(a) ((a) == STATE_VERTEXSHADERCONSTANT)
1009#define STATE_IS_PIXELSHADERCONSTANT(a) ((a) == STATE_PIXELSHADERCONSTANT)
1010
1011#define STATE_ACTIVELIGHT(a) (STATE_PIXELSHADERCONSTANT + (a) + 1)
1012#define STATE_IS_ACTIVELIGHT(a) ((a) >= STATE_ACTIVELIGHT(0) && (a) < STATE_ACTIVELIGHT(MAX_ACTIVE_LIGHTS))
1013
1014#define STATE_SCISSORRECT (STATE_ACTIVELIGHT(MAX_ACTIVE_LIGHTS - 1) + 1)
1015#define STATE_IS_SCISSORRECT(a) ((a) == STATE_SCISSORRECT)
1016
1017#define STATE_CLIPPLANE(a) (STATE_SCISSORRECT + 1 + (a))
1018#define STATE_IS_CLIPPLANE(a) ((a) >= STATE_CLIPPLANE(0) && (a) <= STATE_CLIPPLANE(MAX_CLIPPLANES - 1))
1019
1020#define STATE_MATERIAL (STATE_CLIPPLANE(MAX_CLIPPLANES))
1021#define STATE_IS_MATERIAL(a) ((a) == STATE_MATERIAL)
1022
1023#define STATE_FRONTFACE (STATE_MATERIAL + 1)
1024#define STATE_IS_FRONTFACE(a) ((a) == STATE_FRONTFACE)
1025
1026#define STATE_HIGHEST (STATE_FRONTFACE)
1027
1028enum fogsource {
1029 FOGSOURCE_FFP,
1030 FOGSOURCE_VS,
1031 FOGSOURCE_COORD,
1032};
1033
1034#define WINED3D_MAX_FBO_ENTRIES 64
1035
1036struct wined3d_occlusion_query
1037{
1038 struct list entry;
1039 GLuint id;
1040 struct wined3d_context *context;
1041};
1042
1043union wined3d_gl_query_object
1044{
1045 GLuint id;
1046 GLsync sync;
1047};
1048
1049struct wined3d_event_query
1050{
1051 struct list entry;
1052 union wined3d_gl_query_object object;
1053 struct wined3d_context *context;
1054};
1055
1056enum wined3d_event_query_result
1057{
1058 WINED3D_EVENT_QUERY_OK,
1059 WINED3D_EVENT_QUERY_WAITING,
1060 WINED3D_EVENT_QUERY_NOT_STARTED,
1061 WINED3D_EVENT_QUERY_WRONG_THREAD,
1062 WINED3D_EVENT_QUERY_ERROR
1063};
1064
1065void wined3d_event_query_destroy(struct wined3d_event_query *query) DECLSPEC_HIDDEN;
1066enum wined3d_event_query_result wined3d_event_query_test(struct wined3d_event_query *query, IWineD3DDeviceImpl *device) DECLSPEC_HIDDEN;
1067enum wined3d_event_query_result wined3d_event_query_finish(struct wined3d_event_query *query, IWineD3DDeviceImpl *device) DECLSPEC_HIDDEN;
1068void wined3d_event_query_issue(struct wined3d_event_query *query, IWineD3DDeviceImpl *device) DECLSPEC_HIDDEN;
1069HRESULT wined3d_event_query_supported(const struct wined3d_gl_info *gl_info) DECLSPEC_HIDDEN;
1070
1071struct wined3d_context
1072{
1073 const struct wined3d_gl_info *gl_info;
1074 /* State dirtification
1075 * dirtyArray is an array that contains markers for dirty states. numDirtyEntries states are dirty, their numbers are in indices
1076 * 0...numDirtyEntries - 1. isStateDirty is a redundant copy of the dirtyArray. Technically only one of them would be needed,
1077 * 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
1078 * only numDirtyEntries array elements have to be checked, not STATE_HIGHEST states.
1079 */
1080 DWORD dirtyArray[STATE_HIGHEST + 1]; /* Won't get bigger than that, a state is never marked dirty 2 times */
1081 DWORD numDirtyEntries;
1082 DWORD isStateDirty[STATE_HIGHEST / (sizeof(DWORD) * CHAR_BIT) + 1]; /* Bitmap to find out quickly if a state is dirty */
1083
1084#ifdef VBOX_WITH_WDDM
1085 IWineD3DDeviceImpl *device;
1086 IWineD3DSwapChainImpl *currentSwapchain;
1087#else
1088 IWineD3DSwapChainImpl *swapchain;
1089#endif
1090
1091 IWineD3DSurface *current_rt;
1092 DWORD tid; /* Thread ID which owns this context at the moment */
1093
1094 /* Stores some information about the context state for optimization */
1095 WORD render_offscreen : 1;
1096 WORD draw_buffer_dirty : 1;
1097 WORD last_was_rhw : 1; /* true iff last draw_primitive was in xyzrhw mode */
1098 WORD last_was_pshader : 1;
1099 WORD last_was_vshader : 1;
1100 WORD namedArraysLoaded : 1;
1101 WORD numberedArraysLoaded : 1;
1102 WORD last_was_blit : 1;
1103 WORD last_was_ckey : 1;
1104 WORD fog_coord : 1;
1105 WORD fog_enabled : 1;
1106 WORD num_untracked_materials : 2; /* Max value 2 */
1107 WORD current : 1;
1108 WORD destroyed : 1;
1109 WORD valid : 1;
1110 BYTE texShaderBumpMap; /* MAX_TEXTURES, 8 */
1111 BYTE lastWasPow2Texture; /* MAX_TEXTURES, 8 */
1112 DWORD numbered_array_mask;
1113 GLenum tracking_parm; /* Which source is tracking current colour */
1114 GLenum untracked_materials[2];
1115 UINT blit_w, blit_h;
1116 enum fogsource fog_source;
1117
1118 char *vshader_const_dirty, *pshader_const_dirty;
1119
1120 /* The actual opengl context */
1121 UINT level;
1122 HGLRC restore_ctx;
1123 HDC restore_dc;
1124 HGLRC glCtx;
1125 HWND win_handle;
1126 HDC hdc;
1127 int pixel_format;
1128 GLint aux_buffers;
1129
1130 /* FBOs */
1131 UINT fbo_entry_count;
1132 struct list fbo_list;
1133 struct list fbo_destroy_list;
1134 struct fbo_entry *current_fbo;
1135 GLuint src_fbo;
1136 GLuint dst_fbo;
1137 GLuint fbo_read_binding;
1138 GLuint fbo_draw_binding;
1139 BOOL rebind_fbo;
1140
1141 /* Queries */
1142 GLuint *free_occlusion_queries;
1143 UINT free_occlusion_query_size;
1144 UINT free_occlusion_query_count;
1145 struct list occlusion_queries;
1146
1147 union wined3d_gl_query_object *free_event_queries;
1148 UINT free_event_query_size;
1149 UINT free_event_query_count;
1150 struct list event_queries;
1151
1152 /* Extension emulation */
1153 GLint gl_fog_source;
1154 GLfloat fog_coord_value;
1155 GLfloat color[4], fogstart, fogend, fogcolor[4];
1156 GLuint dummy_arbfp_prog;
1157};
1158
1159typedef void (*APPLYSTATEFUNC)(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *ctx);
1160
1161struct StateEntry
1162{
1163 DWORD representative;
1164 APPLYSTATEFUNC apply;
1165};
1166
1167struct StateEntryTemplate
1168{
1169 DWORD state;
1170 struct StateEntry content;
1171 GL_SupportedExt extension;
1172};
1173
1174struct fragment_caps
1175{
1176 DWORD PrimitiveMiscCaps;
1177 DWORD TextureOpCaps;
1178 DWORD MaxTextureBlendStages;
1179 DWORD MaxSimultaneousTextures;
1180};
1181
1182struct fragment_pipeline
1183{
1184 void (*enable_extension)(IWineD3DDevice *iface, BOOL enable);
1185 void (*get_caps)(const struct wined3d_gl_info *gl_info, struct fragment_caps *caps);
1186 HRESULT (*alloc_private)(IWineD3DDevice *iface);
1187 void (*free_private)(IWineD3DDevice *iface);
1188 BOOL (*color_fixup_supported)(struct color_fixup_desc fixup);
1189 const struct StateEntryTemplate *states;
1190 BOOL ffp_proj_control;
1191};
1192
1193extern const struct StateEntryTemplate misc_state_template[] DECLSPEC_HIDDEN;
1194extern const struct StateEntryTemplate ffp_vertexstate_template[] DECLSPEC_HIDDEN;
1195extern const struct fragment_pipeline ffp_fragment_pipeline DECLSPEC_HIDDEN;
1196extern const struct fragment_pipeline atifs_fragment_pipeline DECLSPEC_HIDDEN;
1197extern const struct fragment_pipeline arbfp_fragment_pipeline DECLSPEC_HIDDEN;
1198extern const struct fragment_pipeline nvts_fragment_pipeline DECLSPEC_HIDDEN;
1199extern const struct fragment_pipeline nvrc_fragment_pipeline DECLSPEC_HIDDEN;
1200
1201/* "Base" state table */
1202HRESULT compile_state_table(struct StateEntry *StateTable, APPLYSTATEFUNC **dev_multistate_funcs,
1203 const struct wined3d_gl_info *gl_info, const struct StateEntryTemplate *vertex,
1204 const struct fragment_pipeline *fragment, const struct StateEntryTemplate *misc) DECLSPEC_HIDDEN;
1205
1206enum blit_operation
1207{
1208 BLIT_OP_BLIT,
1209 BLIT_OP_COLOR_FILL
1210};
1211
1212/* Shaders for color conversions in blits */
1213struct blit_shader
1214{
1215 HRESULT (*alloc_private)(IWineD3DDevice *iface);
1216 void (*free_private)(IWineD3DDevice *iface);
1217 HRESULT (*set_shader)(IWineD3DDevice *iface, IWineD3DSurfaceImpl *surface);
1218 void (*unset_shader)(IWineD3DDevice *iface);
1219 BOOL (*blit_supported)(const struct wined3d_gl_info *gl_info, enum blit_operation blit_op,
1220 const RECT *src_rect, DWORD src_usage, WINED3DPOOL src_pool, const struct wined3d_format_desc *src_format_desc,
1221 const RECT *dst_rect, DWORD dst_usage, WINED3DPOOL dst_pool, const struct wined3d_format_desc *dst_format_desc);
1222 HRESULT (*color_fill)(IWineD3DDeviceImpl *device, IWineD3DSurfaceImpl *dst_surface, const RECT *dst_rect, DWORD fill_color);
1223};
1224
1225extern const struct blit_shader ffp_blit DECLSPEC_HIDDEN;
1226extern const struct blit_shader arbfp_blit DECLSPEC_HIDDEN;
1227extern const struct blit_shader cpu_blit DECLSPEC_HIDDEN;
1228
1229/* Temporary blit_shader helper functions */
1230HRESULT arbfp_blit_surface(IWineD3DDeviceImpl *device, IWineD3DSurfaceImpl *src_surface, const RECT *src_rect,
1231 IWineD3DSurfaceImpl *dst_surface, const RECT *dst_rect_in, enum blit_operation blit_op,
1232 DWORD Filter) DECLSPEC_HIDDEN;
1233
1234typedef enum ContextUsage {
1235 CTXUSAGE_RESOURCELOAD = 1, /* Only loads textures: No State is applied */
1236 CTXUSAGE_DRAWPRIM = 2, /* OpenGL states are set up for blitting DirectDraw surfaces */
1237 CTXUSAGE_BLIT = 3, /* OpenGL states are set up 3D drawing */
1238 CTXUSAGE_CLEAR = 4, /* Drawable and states are set up for clearing */
1239} ContextUsage;
1240
1241struct wined3d_context *context_acquire(IWineD3DDeviceImpl *This,
1242 IWineD3DSurface *target, enum ContextUsage usage) DECLSPEC_HIDDEN;
1243void context_alloc_event_query(struct wined3d_context *context,
1244 struct wined3d_event_query *query) DECLSPEC_HIDDEN;
1245void context_alloc_occlusion_query(struct wined3d_context *context,
1246 struct wined3d_occlusion_query *query) DECLSPEC_HIDDEN;
1247void context_resource_released(IWineD3DDevice *iface,
1248 IWineD3DResource *resource, WINED3DRESOURCETYPE type) DECLSPEC_HIDDEN;
1249void context_bind_fbo(struct wined3d_context *context, GLenum target, GLuint *fbo) DECLSPEC_HIDDEN;
1250void context_attach_depth_stencil_fbo(struct wined3d_context *context,
1251 GLenum fbo_target, IWineD3DSurfaceImpl *depth_stencil, BOOL use_render_buffer) DECLSPEC_HIDDEN;
1252void context_attach_surface_fbo(const struct wined3d_context *context,
1253 GLenum fbo_target, DWORD idx, IWineD3DSurfaceImpl *surface) DECLSPEC_HIDDEN;
1254struct wined3d_context *context_create(IWineD3DSwapChainImpl *swapchain, IWineD3DSurfaceImpl *target,
1255 const struct wined3d_format_desc *ds_format_desc) DECLSPEC_HIDDEN;
1256#ifdef VBOX_WITH_WDDM
1257struct wined3d_context *context_find_create(IWineD3DDeviceImpl *device, IWineD3DSwapChainImpl *swapchain, IWineD3DSurfaceImpl *target,
1258 const struct wined3d_format_desc *ds_format_desc) DECLSPEC_HIDDEN;
1259BOOL context_acquire_context(struct wined3d_context * context, IWineD3DSurface *target, enum ContextUsage usage, BOOL bReValidate) DECLSPEC_HIDDEN;
1260#endif
1261void context_destroy(IWineD3DDeviceImpl *This, struct wined3d_context *context) DECLSPEC_HIDDEN;
1262void context_free_event_query(struct wined3d_event_query *query) DECLSPEC_HIDDEN;
1263void context_free_occlusion_query(struct wined3d_occlusion_query *query) DECLSPEC_HIDDEN;
1264struct wined3d_context *context_get_current(void) DECLSPEC_HIDDEN;
1265DWORD context_get_tls_idx(void) DECLSPEC_HIDDEN;
1266void context_release(struct wined3d_context *context) DECLSPEC_HIDDEN;
1267BOOL context_set_current(struct wined3d_context *ctx) DECLSPEC_HIDDEN;
1268void context_set_draw_buffer(struct wined3d_context *context, GLenum buffer) DECLSPEC_HIDDEN;
1269void context_set_tls_idx(DWORD idx) DECLSPEC_HIDDEN;
1270void context_surface_update(struct wined3d_context *context, IWineD3DSurfaceImpl *surface) DECLSPEC_HIDDEN;
1271
1272/* Macros for doing basic GPU detection based on opengl capabilities */
1273#define WINE_D3D6_CAPABLE(gl_info) (gl_info->supported[ARB_MULTITEXTURE])
1274#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])
1275#define WINE_D3D8_CAPABLE(gl_info) WINE_D3D7_CAPABLE(gl_info) && (gl_info->supported[ARB_MULTISAMPLE] && gl_info->supported[ARB_TEXTURE_BORDER_CLAMP])
1276#define WINE_D3D9_CAPABLE(gl_info) WINE_D3D8_CAPABLE(gl_info) && (gl_info->supported[ARB_FRAGMENT_PROGRAM] && gl_info->supported[ARB_VERTEX_SHADER])
1277#define WINE_D3D10_CAPABLE(gl_info) WINE_D3D9_CAPABLE(gl_info) && (gl_info->supported[EXT_GPU_SHADER4])
1278
1279/*****************************************************************************
1280 * Internal representation of a light
1281 */
1282struct wined3d_light_info
1283{
1284 WINED3DLIGHT OriginalParms; /* Note D3D8LIGHT == D3D9LIGHT */
1285 DWORD OriginalIndex;
1286 LONG glIndex;
1287 BOOL enabled;
1288
1289 /* Converted parms to speed up swapping lights */
1290 float lightPosn[4];
1291 float lightDirn[4];
1292 float exponent;
1293 float cutoff;
1294
1295 struct list entry;
1296};
1297
1298/* The default light parameters */
1299extern const WINED3DLIGHT WINED3D_default_light DECLSPEC_HIDDEN;
1300
1301typedef struct WineD3D_PixelFormat
1302{
1303 int iPixelFormat; /* WGL pixel format */
1304 int iPixelType; /* WGL pixel type e.g. WGL_TYPE_RGBA_ARB, WGL_TYPE_RGBA_FLOAT_ARB or WGL_TYPE_COLORINDEX_ARB */
1305 int redSize, greenSize, blueSize, alphaSize, colorSize;
1306 int depthSize, stencilSize;
1307 BOOL windowDrawable;
1308 BOOL doubleBuffer;
1309 int auxBuffers;
1310 int numSamples;
1311} WineD3D_PixelFormat;
1312
1313enum wined3d_gl_vendor
1314{
1315 GL_VENDOR_UNKNOWN,
1316 GL_VENDOR_APPLE,
1317 GL_VENDOR_FGLRX,
1318 GL_VENDOR_INTEL,
1319 GL_VENDOR_MESA,
1320 GL_VENDOR_NVIDIA,
1321};
1322
1323
1324enum wined3d_pci_vendor
1325{
1326 HW_VENDOR_SOFTWARE = 0x0000,
1327 HW_VENDOR_ATI = 0x1002,
1328 HW_VENDOR_NVIDIA = 0x10de,
1329 HW_VENDOR_INTEL = 0x8086,
1330};
1331
1332enum wined3d_pci_device
1333{
1334 CARD_WINE = 0x0000,
1335
1336 CARD_ATI_RAGE_128PRO = 0x5246,
1337 CARD_ATI_RADEON_7200 = 0x5144,
1338 CARD_ATI_RADEON_8500 = 0x514c,
1339 CARD_ATI_RADEON_9500 = 0x4144,
1340 CARD_ATI_RADEON_XPRESS_200M = 0x5955,
1341 CARD_ATI_RADEON_X700 = 0x5e4c,
1342 CARD_ATI_RADEON_X1600 = 0x71c2,
1343 CARD_ATI_RADEON_HD2350 = 0x94c7,
1344 CARD_ATI_RADEON_HD2600 = 0x9581,
1345 CARD_ATI_RADEON_HD2900 = 0x9400,
1346 CARD_ATI_RADEON_HD3200 = 0x9620,
1347 CARD_ATI_RADEON_HD4350 = 0x954f,
1348 CARD_ATI_RADEON_HD4550 = 0x9540,
1349 CARD_ATI_RADEON_HD4600 = 0x9495,
1350 CARD_ATI_RADEON_HD4650 = 0x9498,
1351 CARD_ATI_RADEON_HD4670 = 0x9490,
1352 CARD_ATI_RADEON_HD4700 = 0x944e,
1353 CARD_ATI_RADEON_HD4770 = 0x94b3,
1354 CARD_ATI_RADEON_HD4800 = 0x944c, /* Picked one value between 9440, 944c, 9442, 9460 */
1355 CARD_ATI_RADEON_HD4830 = 0x944c,
1356 CARD_ATI_RADEON_HD4850 = 0x9442,
1357 CARD_ATI_RADEON_HD4870 = 0x9440,
1358 CARD_ATI_RADEON_HD4890 = 0x9460,
1359 CARD_ATI_RADEON_HD5700 = 0x68BE, /* Picked HD5750 */
1360 CARD_ATI_RADEON_HD5750 = 0x68BE,
1361 CARD_ATI_RADEON_HD5770 = 0x68B8,
1362 CARD_ATI_RADEON_HD5800 = 0x6898, /* Picked HD5850 */
1363 CARD_ATI_RADEON_HD5850 = 0x6898,
1364 CARD_ATI_RADEON_HD5870 = 0x6899,
1365
1366 CARD_NVIDIA_RIVA_128 = 0x0018,
1367 CARD_NVIDIA_RIVA_TNT = 0x0020,
1368 CARD_NVIDIA_RIVA_TNT2 = 0x0028,
1369 CARD_NVIDIA_GEFORCE = 0x0100,
1370 CARD_NVIDIA_GEFORCE2_MX = 0x0110,
1371 CARD_NVIDIA_GEFORCE2 = 0x0150,
1372 CARD_NVIDIA_GEFORCE3 = 0x0200,
1373 CARD_NVIDIA_GEFORCE4_MX = 0x0170,
1374 CARD_NVIDIA_GEFORCE4_TI4200 = 0x0253,
1375 CARD_NVIDIA_GEFORCEFX_5200 = 0x0320,
1376 CARD_NVIDIA_GEFORCEFX_5600 = 0x0312,
1377 CARD_NVIDIA_GEFORCEFX_5800 = 0x0302,
1378 CARD_NVIDIA_GEFORCE_6200 = 0x014f,
1379 CARD_NVIDIA_GEFORCE_6600GT = 0x0140,
1380 CARD_NVIDIA_GEFORCE_6800 = 0x0041,
1381 CARD_NVIDIA_GEFORCE_7400 = 0x01d8,
1382 CARD_NVIDIA_GEFORCE_7300 = 0x01d7, /* GeForce Go 7300 */
1383 CARD_NVIDIA_GEFORCE_7600 = 0x0391,
1384 CARD_NVIDIA_GEFORCE_7800GT = 0x0092,
1385 CARD_NVIDIA_GEFORCE_8100 = 0x084F,
1386 CARD_NVIDIA_GEFORCE_8200 = 0x0849, /* Other PCI ID 0x084B */
1387 CARD_NVIDIA_GEFORCE_8300GS = 0x0423,
1388 CARD_NVIDIA_GEFORCE_8400GS = 0x0404,
1389 CARD_NVIDIA_GEFORCE_8500GT = 0x0421,
1390 CARD_NVIDIA_GEFORCE_8600GT = 0x0402,
1391 CARD_NVIDIA_GEFORCE_8600MGT = 0x0407,
1392 CARD_NVIDIA_GEFORCE_8800GTS = 0x0193,
1393 CARD_NVIDIA_GEFORCE_9200 = 0x086d,
1394 CARD_NVIDIA_GEFORCE_9400GT = 0x042c,
1395 CARD_NVIDIA_GEFORCE_9500GT = 0x0640,
1396 CARD_NVIDIA_GEFORCE_9600GT = 0x0622,
1397 CARD_NVIDIA_GEFORCE_9800GT = 0x0614,
1398 CARD_NVIDIA_GEFORCE_GTX260 = 0x05e2,
1399 CARD_NVIDIA_GEFORCE_GTX275 = 0x05e6,
1400 CARD_NVIDIA_GEFORCE_GTX280 = 0x05e1,
1401 CARD_NVIDIA_GEFORCE_GT240 = 0x0ca3,
1402
1403 CARD_INTEL_845G = 0x2562,
1404 CARD_INTEL_I830G = 0x3577,
1405 CARD_INTEL_I855G = 0x3582,
1406 CARD_INTEL_I865G = 0x2572,
1407 CARD_INTEL_I915G = 0x2582,
1408 CARD_INTEL_I915GM = 0x2592,
1409 CARD_INTEL_I945GM = 0x27a2, /* Same as GMA 950? */
1410 CARD_INTEL_X3100 = 0x2a02, /* Found in Macs. Same as GMA 965? */
1411};
1412
1413struct wined3d_fbo_ops
1414{
1415 PGLFNGLISRENDERBUFFERPROC glIsRenderbuffer;
1416 PGLFNGLBINDRENDERBUFFERPROC glBindRenderbuffer;
1417 PGLFNGLDELETERENDERBUFFERSPROC glDeleteRenderbuffers;
1418 PGLFNGLGENRENDERBUFFERSPROC glGenRenderbuffers;
1419 PGLFNGLRENDERBUFFERSTORAGEPROC glRenderbufferStorage;
1420 PGLFNRENDERBUFFERSTORAGEMULTISAMPLEPROC glRenderbufferStorageMultisample;
1421 PGLFNGLGETRENDERBUFFERPARAMETERIVPROC glGetRenderbufferParameteriv;
1422 PGLFNGLISFRAMEBUFFERPROC glIsFramebuffer;
1423 PGLFNGLBINDFRAMEBUFFERPROC glBindFramebuffer;
1424 PGLFNGLDELETEFRAMEBUFFERSPROC glDeleteFramebuffers;
1425 PGLFNGLGENFRAMEBUFFERSPROC glGenFramebuffers;
1426 PGLFNGLCHECKFRAMEBUFFERSTATUSPROC glCheckFramebufferStatus;
1427 PGLFNGLFRAMEBUFFERTEXTURE1DPROC glFramebufferTexture1D;
1428 PGLFNGLFRAMEBUFFERTEXTURE2DPROC glFramebufferTexture2D;
1429 PGLFNGLFRAMEBUFFERTEXTURE3DPROC glFramebufferTexture3D;
1430 PGLFNGLFRAMEBUFFERRENDERBUFFERPROC glFramebufferRenderbuffer;
1431 PGLFNGLGETFRAMEBUFFERATTACHMENTPARAMETERIVPROC glGetFramebufferAttachmentParameteriv;
1432 PGLFNGLBLITFRAMEBUFFERPROC glBlitFramebuffer;
1433 PGLFNGLGENERATEMIPMAPPROC glGenerateMipmap;
1434};
1435
1436struct wined3d_gl_limits
1437{
1438 UINT buffers;
1439 UINT lights;
1440 UINT textures;
1441 UINT texture_stages;
1442 UINT fragment_samplers;
1443 UINT vertex_samplers;
1444 UINT combined_samplers;
1445 UINT general_combiners;
1446 UINT sampler_stages;
1447 UINT clipplanes;
1448 UINT texture_size;
1449 UINT texture3d_size;
1450 float pointsize_max;
1451 float pointsize_min;
1452 UINT point_sprite_units;
1453 UINT blends;
1454 UINT anisotropy;
1455 float shininess;
1456
1457 UINT glsl_varyings;
1458 UINT glsl_vs_float_constants;
1459 UINT glsl_ps_float_constants;
1460
1461 UINT arb_vs_float_constants;
1462 UINT arb_vs_native_constants;
1463 UINT arb_vs_instructions;
1464 UINT arb_vs_temps;
1465 UINT arb_ps_float_constants;
1466 UINT arb_ps_local_constants;
1467 UINT arb_ps_native_constants;
1468 UINT arb_ps_instructions;
1469 UINT arb_ps_temps;
1470};
1471
1472struct wined3d_gl_info
1473{
1474 DWORD glsl_version;
1475 UINT vidmem;
1476 struct wined3d_gl_limits limits;
1477 DWORD reserved_glsl_constants;
1478 DWORD quirks;
1479 BOOL supported[WINED3D_GL_EXT_COUNT];
1480 GLint wrap_lookup[WINED3DTADDRESS_MIRRORONCE - WINED3DTADDRESS_WRAP + 1];
1481
1482 struct wined3d_fbo_ops fbo_ops;
1483#define USE_GL_FUNC(type, pfn, ext, replace) type pfn;
1484 /* GL function pointers */
1485 GL_EXT_FUNCS_GEN
1486 /* WGL function pointers */
1487 WGL_EXT_FUNCS_GEN
1488#undef USE_GL_FUNC
1489
1490 struct wined3d_format_desc *gl_formats;
1491};
1492
1493struct wined3d_driver_info
1494{
1495 enum wined3d_pci_vendor vendor;
1496 enum wined3d_pci_device device;
1497 const char *name;
1498 const char *description;
1499 DWORD version_high;
1500 DWORD version_low;
1501};
1502
1503/* The adapter structure */
1504struct wined3d_adapter
1505{
1506 UINT ordinal;
1507 BOOL opengl;
1508 POINT monitorPoint;
1509 struct wined3d_gl_info gl_info;
1510 struct wined3d_driver_info driver_info;
1511 WCHAR DeviceName[CCHDEVICENAME]; /* DeviceName for use with e.g. ChangeDisplaySettings */
1512 int nCfgs;
1513 WineD3D_PixelFormat *cfgs;
1514 BOOL brokenStencil; /* Set on cards which only offer mixed depth+stencil */
1515 unsigned int TextureRam; /* Amount of texture memory both video ram + AGP/TurboCache/HyperMemory/.. */
1516 unsigned int UsedTextureRam;
1517 LUID luid;
1518
1519 const struct fragment_pipeline *fragment_pipe;
1520 const shader_backend_t *shader_backend;
1521 const struct blit_shader *blitter;
1522};
1523
1524BOOL initPixelFormats(struct wined3d_gl_info *gl_info, enum wined3d_pci_vendor vendor) DECLSPEC_HIDDEN;
1525BOOL initPixelFormatsNoGL(struct wined3d_gl_info *gl_info) DECLSPEC_HIDDEN;
1526extern long WineD3DAdapterChangeGLRam(IWineD3DDeviceImpl *D3DDevice, long glram) DECLSPEC_HIDDEN;
1527extern void add_gl_compat_wrappers(struct wined3d_gl_info *gl_info) DECLSPEC_HIDDEN;
1528
1529/*****************************************************************************
1530 * High order patch management
1531 */
1532struct WineD3DRectPatch
1533{
1534 UINT Handle;
1535 float *mem;
1536 WineDirect3DVertexStridedData strided;
1537 WINED3DRECTPATCH_INFO RectPatchInfo;
1538 float numSegs[4];
1539 char has_normals, has_texcoords;
1540 struct list entry;
1541};
1542
1543HRESULT tesselate_rectpatch(IWineD3DDeviceImpl *This, struct WineD3DRectPatch *patch) DECLSPEC_HIDDEN;
1544
1545enum projection_types
1546{
1547 proj_none = 0,
1548 proj_count3 = 1,
1549 proj_count4 = 2
1550};
1551
1552enum dst_arg
1553{
1554 resultreg = 0,
1555 tempreg = 1
1556};
1557
1558/*****************************************************************************
1559 * Fixed function pipeline replacements
1560 */
1561#define ARG_UNUSED 0xff
1562
1563struct texture_stage_op
1564{
1565 unsigned cop : 8;
1566 unsigned carg1 : 8;
1567 unsigned carg2 : 8;
1568 unsigned carg0 : 8;
1569
1570 unsigned aop : 8;
1571 unsigned aarg1 : 8;
1572 unsigned aarg2 : 8;
1573 unsigned aarg0 : 8;
1574
1575 struct color_fixup_desc color_fixup;
1576 unsigned tex_type : 3;
1577 unsigned dst : 1;
1578 unsigned projected : 2;
1579 unsigned padding : 10;
1580};
1581
1582struct ffp_frag_settings {
1583 struct texture_stage_op op[MAX_TEXTURES];
1584 enum fogmode fog;
1585 /* Use shorts instead of chars to get dword alignment */
1586 unsigned short sRGB_write;
1587 unsigned short emul_clipplanes;
1588};
1589
1590struct ffp_frag_desc
1591{
1592 struct wine_rb_entry entry;
1593 struct ffp_frag_settings settings;
1594};
1595
1596extern const struct wine_rb_functions wined3d_ffp_frag_program_rb_functions DECLSPEC_HIDDEN;
1597extern const struct wined3d_parent_ops wined3d_null_parent_ops DECLSPEC_HIDDEN;
1598
1599void gen_ffp_frag_op(IWineD3DStateBlockImpl *stateblock, struct ffp_frag_settings *settings,
1600 BOOL ignore_textype) DECLSPEC_HIDDEN;
1601const struct ffp_frag_desc *find_ffp_frag_shader(const struct wine_rb_tree *fragment_shaders,
1602 const struct ffp_frag_settings *settings) DECLSPEC_HIDDEN;
1603void add_ffp_frag_shader(struct wine_rb_tree *shaders, struct ffp_frag_desc *desc) DECLSPEC_HIDDEN;
1604
1605/*****************************************************************************
1606 * IWineD3D implementation structure
1607 */
1608typedef struct IWineD3DImpl
1609{
1610 /* IUnknown fields */
1611 const IWineD3DVtbl *lpVtbl;
1612 LONG ref; /* Note: Ref counting not required */
1613
1614 /* WineD3D Information */
1615 IUnknown *parent;
1616 UINT dxVersion;
1617
1618 UINT adapter_count;
1619 struct wined3d_adapter adapters[1];
1620} IWineD3DImpl;
1621
1622HRESULT wined3d_init(IWineD3DImpl *wined3d, UINT version, IUnknown *parent) DECLSPEC_HIDDEN;
1623BOOL wined3d_register_window(HWND window, struct IWineD3DDeviceImpl *device) DECLSPEC_HIDDEN;
1624void wined3d_unregister_window(HWND window) DECLSPEC_HIDDEN;
1625
1626/*****************************************************************************
1627 * IWineD3DDevice implementation structure
1628 */
1629#define WINED3D_UNMAPPED_STAGE ~0U
1630
1631/* Multithreaded flag. Removed from the public header to signal that IWineD3D::CreateDevice ignores it */
1632#define WINED3DCREATE_MULTITHREADED 0x00000004
1633
1634struct IWineD3DDeviceImpl
1635{
1636 /* IUnknown fields */
1637 const IWineD3DDeviceVtbl *lpVtbl;
1638 LONG ref; /* Note: Ref counting not required */
1639
1640 /* WineD3D Information */
1641 IUnknown *parent;
1642 IWineD3DDeviceParent *device_parent;
1643 IWineD3D *wined3d;
1644 struct wined3d_adapter *adapter;
1645
1646 /* Window styles to restore when switching fullscreen mode */
1647 LONG style;
1648 LONG exStyle;
1649
1650 /* X and GL Information */
1651 GLint maxConcurrentLights;
1652 GLenum offscreenBuffer;
1653
1654 /* Selected capabilities */
1655 int vs_selected_mode;
1656 int ps_selected_mode;
1657 const shader_backend_t *shader_backend;
1658 void *shader_priv;
1659 void *fragment_priv;
1660 void *blit_priv;
1661 struct StateEntry StateTable[STATE_HIGHEST + 1];
1662 /* Array of functions for states which are handled by more than one pipeline part */
1663 APPLYSTATEFUNC *multistate_funcs[STATE_HIGHEST + 1];
1664 const struct fragment_pipeline *frag_pipe;
1665 const struct blit_shader *blitter;
1666
1667 unsigned int max_ffp_textures;
1668 DWORD d3d_vshader_constantF, d3d_pshader_constantF; /* Advertised d3d caps, not GL ones */
1669 DWORD vs_clipping;
1670
1671 WORD view_ident : 1; /* true iff view matrix is identity */
1672 WORD untransformed : 1;
1673 WORD vertexBlendUsed : 1; /* To avoid needless setting of the blend matrices */
1674 WORD isRecordingState : 1;
1675 WORD isInDraw : 1;
1676 WORD bCursorVisible : 1;
1677 WORD haveHardwareCursor : 1;
1678 WORD d3d_initialized : 1;
1679 WORD inScene : 1; /* A flag to check for proper BeginScene / EndScene call pairs */
1680 WORD softwareVertexProcessing : 1; /* process vertex shaders using software or hardware */
1681 WORD useDrawStridedSlow : 1;
1682 WORD instancedDraw : 1;
1683 WORD filter_messages : 1;
1684 WORD padding : 3;
1685
1686 BYTE fixed_function_usage_map; /* MAX_TEXTURES, 8 */
1687
1688#define DDRAW_PITCH_ALIGNMENT 8
1689#define D3D8_PITCH_ALIGNMENT 4
1690 unsigned char surface_alignment; /* Line Alignment of surfaces */
1691
1692 /* State block related */
1693 IWineD3DStateBlockImpl *stateBlock;
1694 IWineD3DStateBlockImpl *updateStateBlock;
1695
1696 /* Internal use fields */
1697 WINED3DDEVICE_CREATION_PARAMETERS createParms;
1698 WINED3DDEVTYPE devType;
1699 HWND focus_window;
1700
1701 IWineD3DSwapChain **swapchains;
1702 UINT NumberOfSwapChains;
1703
1704 struct list resources; /* a linked list to track resources created by the device */
1705 struct list shaders; /* a linked list to track shaders (pixel and vertex) */
1706 unsigned int highest_dirty_ps_const, highest_dirty_vs_const;
1707
1708 /* Render Target Support */
1709 IWineD3DSurface **render_targets;
1710 IWineD3DSurface *auto_depth_stencil_buffer;
1711 IWineD3DSurface *stencilBufferTarget;
1712
1713 /* palettes texture management */
1714 UINT NumberOfPalettes;
1715 PALETTEENTRY **palettes;
1716 UINT currentPalette;
1717
1718 /* For rendering to a texture using glCopyTexImage */
1719 GLenum *draw_buffers;
1720 GLuint depth_blt_texture;
1721 GLuint depth_blt_rb;
1722 UINT depth_blt_rb_w;
1723 UINT depth_blt_rb_h;
1724
1725 /* Cursor management */
1726 UINT xHotSpot;
1727 UINT yHotSpot;
1728 UINT xScreenSpace;
1729 UINT yScreenSpace;
1730 UINT cursorWidth, cursorHeight;
1731 GLuint cursorTexture;
1732 HCURSOR hardwareCursor;
1733
1734 /* The Wine logo surface */
1735 IWineD3DSurface *logo_surface;
1736
1737 /* Textures for when no other textures are mapped */
1738 UINT dummyTextureName[MAX_TEXTURES];
1739
1740 /* DirectDraw stuff */
1741 DWORD ddraw_width, ddraw_height;
1742 WINED3DFORMAT ddraw_format;
1743
1744 /* Final position fixup constant */
1745 float posFixup[4];
1746
1747 /* With register combiners we can skip junk texture stages */
1748 DWORD texUnitMap[MAX_COMBINED_SAMPLERS];
1749 DWORD rev_tex_unit_map[MAX_COMBINED_SAMPLERS];
1750
1751 /* Stream source management */
1752 struct wined3d_stream_info strided_streams;
1753 const WineDirect3DVertexStridedData *up_strided;
1754 struct wined3d_event_query *buffer_queries[MAX_ATTRIBS];
1755 unsigned int num_buffer_queries;
1756
1757 /* Context management */
1758 struct wined3d_context **contexts;
1759 UINT numContexts;
1760
1761 /* High level patch management */
1762#define PATCHMAP_SIZE 43
1763#define PATCHMAP_HASHFUNC(x) ((x) % PATCHMAP_SIZE) /* Primitive and simple function */
1764 struct list patches[PATCHMAP_SIZE];
1765 struct WineD3DRectPatch *currentPatch;
1766};
1767
1768BOOL device_context_add(IWineD3DDeviceImpl *device, struct wined3d_context *context) DECLSPEC_HIDDEN;
1769void device_context_remove(IWineD3DDeviceImpl *device, struct wined3d_context *context) DECLSPEC_HIDDEN;
1770HRESULT device_init(IWineD3DDeviceImpl *device, IWineD3DImpl *wined3d,
1771 UINT adapter_idx, WINED3DDEVTYPE device_type, HWND focus_window, DWORD flags,
1772 IUnknown *parent, IWineD3DDeviceParent *device_parent) DECLSPEC_HIDDEN;
1773void device_preload_textures(IWineD3DDeviceImpl *device) DECLSPEC_HIDDEN;
1774LRESULT device_process_message(IWineD3DDeviceImpl *device, HWND window,
1775 UINT message, WPARAM wparam, LPARAM lparam, WNDPROC proc) DECLSPEC_HIDDEN;
1776void device_resource_add(IWineD3DDeviceImpl *This, IWineD3DResource *resource) DECLSPEC_HIDDEN;
1777void device_resource_released(IWineD3DDeviceImpl *This, IWineD3DResource *resource) DECLSPEC_HIDDEN;
1778void device_stream_info_from_declaration(IWineD3DDeviceImpl *This,
1779 BOOL use_vshader, struct wined3d_stream_info *stream_info, BOOL *fixup) DECLSPEC_HIDDEN;
1780void device_update_stream_info(IWineD3DDeviceImpl *device, const struct wined3d_gl_info *gl_info) DECLSPEC_HIDDEN;
1781HRESULT IWineD3DDeviceImpl_ClearSurface(IWineD3DDeviceImpl *This, IWineD3DSurfaceImpl *target, DWORD Count,
1782 const WINED3DRECT *pRects, DWORD Flags, WINED3DCOLOR Color, float Z, DWORD Stencil) DECLSPEC_HIDDEN;
1783void IWineD3DDeviceImpl_FindTexUnitMap(IWineD3DDeviceImpl *This) DECLSPEC_HIDDEN;
1784void IWineD3DDeviceImpl_MarkStateDirty(IWineD3DDeviceImpl *This, DWORD state) DECLSPEC_HIDDEN;
1785
1786static inline BOOL isStateDirty(struct wined3d_context *context, DWORD state)
1787{
1788 DWORD idx = state / (sizeof(*context->isStateDirty) * CHAR_BIT);
1789 BYTE shift = state & ((sizeof(*context->isStateDirty) * CHAR_BIT) - 1);
1790 return context->isStateDirty[idx] & (1 << shift);
1791}
1792
1793/* Support for IWineD3DResource ::Set/Get/FreePrivateData. */
1794typedef struct PrivateData
1795{
1796 struct list entry;
1797
1798 GUID tag;
1799 DWORD flags; /* DDSPD_* */
1800
1801 union
1802 {
1803 LPVOID data;
1804 LPUNKNOWN object;
1805 } ptr;
1806
1807 DWORD size;
1808} PrivateData;
1809
1810/*****************************************************************************
1811 * IWineD3DResource implementation structure
1812 */
1813typedef struct IWineD3DResourceClass
1814{
1815 /* IUnknown fields */
1816 LONG ref; /* Note: Ref counting not required */
1817
1818 /* WineD3DResource Information */
1819 IUnknown *parent;
1820 WINED3DRESOURCETYPE resourceType;
1821 IWineD3DDeviceImpl *device;
1822 WINED3DPOOL pool;
1823 UINT size;
1824 DWORD usage;
1825 const struct wined3d_format_desc *format_desc;
1826 DWORD priority;
1827 BYTE *allocatedMemory; /* Pointer to the real data location */
1828 BYTE *heapMemory; /* Pointer to the HeapAlloced block of memory */
1829#ifdef VBOX_WITH_WDDM
1830 DWORD sharerc_flags; /* shared resource flags */
1831 DWORD sharerc_handle;
1832#endif
1833 struct list privateData;
1834 struct list resource_list_entry;
1835 const struct wined3d_parent_ops *parent_ops;
1836} IWineD3DResourceClass;
1837
1838typedef struct IWineD3DResourceImpl
1839{
1840 /* IUnknown & WineD3DResource Information */
1841 const IWineD3DResourceVtbl *lpVtbl;
1842 IWineD3DResourceClass resource;
1843} IWineD3DResourceImpl;
1844
1845void resource_cleanup(IWineD3DResource *iface) DECLSPEC_HIDDEN;
1846HRESULT resource_free_private_data(IWineD3DResource *iface, REFGUID guid) DECLSPEC_HIDDEN;
1847HRESULT resource_get_parent(IWineD3DResource *iface, IUnknown **parent) DECLSPEC_HIDDEN;
1848DWORD resource_get_priority(IWineD3DResource *iface) DECLSPEC_HIDDEN;
1849HRESULT resource_get_private_data(IWineD3DResource *iface, REFGUID guid,
1850 void *data, DWORD *data_size) DECLSPEC_HIDDEN;
1851HRESULT resource_init(IWineD3DResource *iface, WINED3DRESOURCETYPE resource_type,
1852 IWineD3DDeviceImpl *device, UINT size, DWORD usage, const struct wined3d_format_desc *format_desc,
1853 WINED3DPOOL pool, IUnknown *parent, const struct wined3d_parent_ops *parent_ops
1854#ifdef VBOX_WITH_WDDM
1855 , HANDLE *shared_handle
1856 , void *pvClientMem
1857#endif
1858 ) DECLSPEC_HIDDEN;
1859WINED3DRESOURCETYPE resource_get_type(IWineD3DResource *iface) DECLSPEC_HIDDEN;
1860DWORD resource_set_priority(IWineD3DResource *iface, DWORD new_priority) DECLSPEC_HIDDEN;
1861HRESULT resource_set_private_data(IWineD3DResource *iface, REFGUID guid,
1862 const void *data, DWORD data_size, DWORD flags) DECLSPEC_HIDDEN;
1863
1864/* Tests show that the start address of resources is 32 byte aligned */
1865#define RESOURCE_ALIGNMENT 16
1866
1867/*****************************************************************************
1868 * IWineD3DBaseTexture D3D- > openGL state map lookups
1869 */
1870
1871typedef enum winetexturestates {
1872 WINED3DTEXSTA_ADDRESSU = 0,
1873 WINED3DTEXSTA_ADDRESSV = 1,
1874 WINED3DTEXSTA_ADDRESSW = 2,
1875 WINED3DTEXSTA_BORDERCOLOR = 3,
1876 WINED3DTEXSTA_MAGFILTER = 4,
1877 WINED3DTEXSTA_MINFILTER = 5,
1878 WINED3DTEXSTA_MIPFILTER = 6,
1879 WINED3DTEXSTA_MAXMIPLEVEL = 7,
1880 WINED3DTEXSTA_MAXANISOTROPY = 8,
1881 WINED3DTEXSTA_SRGBTEXTURE = 9,
1882 WINED3DTEXSTA_ELEMENTINDEX = 10,
1883 WINED3DTEXSTA_DMAPOFFSET = 11,
1884 WINED3DTEXSTA_TSSADDRESSW = 12,
1885 MAX_WINETEXTURESTATES = 13,
1886} winetexturestates;
1887
1888enum WINED3DSRGB
1889{
1890 SRGB_ANY = 0, /* Uses the cached value(e.g. external calls) */
1891 SRGB_RGB = 1, /* Loads the rgb texture */
1892 SRGB_SRGB = 2, /* Loads the srgb texture */
1893 SRGB_BOTH = 3, /* Loads both textures */
1894};
1895
1896struct gl_texture
1897{
1898 DWORD states[MAX_WINETEXTURESTATES];
1899 BOOL dirty;
1900 GLuint name;
1901};
1902
1903/*****************************************************************************
1904 * IWineD3DBaseTexture implementation structure (extends IWineD3DResourceImpl)
1905 */
1906typedef struct IWineD3DBaseTextureClass
1907{
1908 struct gl_texture texture_rgb, texture_srgb;
1909 UINT levels;
1910 float pow2Matrix[16];
1911 UINT LOD;
1912 WINED3DTEXTUREFILTERTYPE filterType;
1913 LONG bindCount;
1914 DWORD sampler;
1915 BOOL is_srgb;
1916 BOOL pow2Matrix_identity;
1917 BOOL t_mirror;
1918 const struct min_lookup *minMipLookup;
1919 const GLenum *magLookup;
1920 void (*internal_preload)(IWineD3DBaseTexture *iface, enum WINED3DSRGB srgb);
1921} IWineD3DBaseTextureClass;
1922
1923void surface_internal_preload(IWineD3DSurface *iface, enum WINED3DSRGB srgb) DECLSPEC_HIDDEN;
1924BOOL surface_init_sysmem(IWineD3DSurface *iface) DECLSPEC_HIDDEN;
1925BOOL surface_is_offscreen(IWineD3DSurface *iface) DECLSPEC_HIDDEN;
1926void surface_prepare_texture(IWineD3DSurfaceImpl *surface,
1927 const struct wined3d_gl_info *gl_info, BOOL srgb) DECLSPEC_HIDDEN;
1928
1929typedef struct IWineD3DBaseTextureImpl
1930{
1931 /* IUnknown & WineD3DResource Information */
1932 const IWineD3DBaseTextureVtbl *lpVtbl;
1933 IWineD3DResourceClass resource;
1934 IWineD3DBaseTextureClass baseTexture;
1935
1936} IWineD3DBaseTextureImpl;
1937
1938void basetexture_apply_state_changes(IWineD3DBaseTexture *iface,
1939 const DWORD textureStates[WINED3D_HIGHEST_TEXTURE_STATE + 1],
1940 const DWORD samplerStates[WINED3D_HIGHEST_SAMPLER_STATE + 1],
1941 const struct wined3d_gl_info *gl_info) DECLSPEC_HIDDEN;
1942HRESULT basetexture_bind(IWineD3DBaseTexture *iface, BOOL srgb, BOOL *set_surface_desc) DECLSPEC_HIDDEN;
1943void basetexture_cleanup(IWineD3DBaseTexture *iface) DECLSPEC_HIDDEN;
1944void basetexture_generate_mipmaps(IWineD3DBaseTexture *iface) DECLSPEC_HIDDEN;
1945WINED3DTEXTUREFILTERTYPE basetexture_get_autogen_filter_type(IWineD3DBaseTexture *iface) DECLSPEC_HIDDEN;
1946BOOL basetexture_get_dirty(IWineD3DBaseTexture *iface) DECLSPEC_HIDDEN;
1947DWORD basetexture_get_level_count(IWineD3DBaseTexture *iface) DECLSPEC_HIDDEN;
1948DWORD basetexture_get_lod(IWineD3DBaseTexture *iface) DECLSPEC_HIDDEN;
1949HRESULT basetexture_init(IWineD3DBaseTextureImpl *texture, UINT levels, WINED3DRESOURCETYPE resource_type,
1950 IWineD3DDeviceImpl *device, UINT size, DWORD usage, const struct wined3d_format_desc *format_desc,
1951 WINED3DPOOL pool, IUnknown *parent, const struct wined3d_parent_ops *parent_ops
1952#ifdef VBOX_WITH_WDDM
1953 , HANDLE *shared_handle
1954 , void **pavClientMem
1955#endif
1956 ) DECLSPEC_HIDDEN;
1957HRESULT basetexture_set_autogen_filter_type(IWineD3DBaseTexture *iface,
1958 WINED3DTEXTUREFILTERTYPE filter_type) DECLSPEC_HIDDEN;
1959BOOL basetexture_set_dirty(IWineD3DBaseTexture *iface, BOOL dirty) DECLSPEC_HIDDEN;
1960DWORD basetexture_set_lod(IWineD3DBaseTexture *iface, DWORD new_lod) DECLSPEC_HIDDEN;
1961void basetexture_unload(IWineD3DBaseTexture *iface) DECLSPEC_HIDDEN;
1962
1963/*****************************************************************************
1964 * IWineD3DTexture implementation structure (extends IWineD3DBaseTextureImpl)
1965 */
1966typedef struct IWineD3DTextureImpl
1967{
1968 /* IUnknown & WineD3DResource/WineD3DBaseTexture Information */
1969 const IWineD3DTextureVtbl *lpVtbl;
1970 IWineD3DResourceClass resource;
1971 IWineD3DBaseTextureClass baseTexture;
1972
1973 /* IWineD3DTexture */
1974 IWineD3DSurface *surfaces[MAX_MIP_LEVELS];
1975 UINT target;
1976 BOOL cond_np2;
1977
1978} IWineD3DTextureImpl;
1979
1980HRESULT texture_init(IWineD3DTextureImpl *texture, UINT width, UINT height, UINT levels,
1981 IWineD3DDeviceImpl *device, DWORD usage, WINED3DFORMAT format, WINED3DPOOL pool,
1982 IUnknown *parent, const struct wined3d_parent_ops *parent_ops
1983#ifdef VBOX_WITH_WDDM
1984 , HANDLE *shared_handle
1985 , void **pavClientMem
1986#endif
1987 ) DECLSPEC_HIDDEN;
1988
1989/*****************************************************************************
1990 * IWineD3DCubeTexture implementation structure (extends IWineD3DBaseTextureImpl)
1991 */
1992typedef struct IWineD3DCubeTextureImpl
1993{
1994 /* IUnknown & WineD3DResource/WineD3DBaseTexture Information */
1995 const IWineD3DCubeTextureVtbl *lpVtbl;
1996 IWineD3DResourceClass resource;
1997 IWineD3DBaseTextureClass baseTexture;
1998
1999 /* IWineD3DCubeTexture */
2000 IWineD3DSurface *surfaces[6][MAX_MIP_LEVELS];
2001} IWineD3DCubeTextureImpl;
2002
2003HRESULT cubetexture_init(IWineD3DCubeTextureImpl *texture, UINT edge_length, UINT levels,
2004 IWineD3DDeviceImpl *device, DWORD usage, WINED3DFORMAT format, WINED3DPOOL pool,
2005 IUnknown *parent, const struct wined3d_parent_ops *parent_ops
2006#ifdef VBOX_WITH_WDDM
2007 , HANDLE *shared_handle
2008 , void **pavClientMem
2009#endif
2010 ) DECLSPEC_HIDDEN;
2011
2012typedef struct _WINED3DVOLUMET_DESC
2013{
2014 UINT Width;
2015 UINT Height;
2016 UINT Depth;
2017} WINED3DVOLUMET_DESC;
2018
2019/*****************************************************************************
2020 * IWineD3DVolume implementation structure (extends IUnknown)
2021 */
2022typedef struct IWineD3DVolumeImpl
2023{
2024 /* IUnknown & WineD3DResource fields */
2025 const IWineD3DVolumeVtbl *lpVtbl;
2026 IWineD3DResourceClass resource;
2027
2028 /* WineD3DVolume Information */
2029 WINED3DVOLUMET_DESC currentDesc;
2030 IWineD3DBase *container;
2031 BOOL lockable;
2032 BOOL locked;
2033 WINED3DBOX lockedBox;
2034 WINED3DBOX dirtyBox;
2035 BOOL dirty;
2036} IWineD3DVolumeImpl;
2037
2038void volume_add_dirty_box(IWineD3DVolume *iface, const WINED3DBOX *dirty_box) DECLSPEC_HIDDEN;
2039HRESULT volume_init(IWineD3DVolumeImpl *volume, IWineD3DDeviceImpl *device, UINT width,
2040 UINT height, UINT depth, DWORD usage, WINED3DFORMAT format, WINED3DPOOL pool,
2041 IUnknown *parent, const struct wined3d_parent_ops *parent_ops) DECLSPEC_HIDDEN;
2042
2043/*****************************************************************************
2044 * IWineD3DVolumeTexture implementation structure (extends IWineD3DBaseTextureImpl)
2045 */
2046typedef struct IWineD3DVolumeTextureImpl
2047{
2048 /* IUnknown & WineD3DResource/WineD3DBaseTexture Information */
2049 const IWineD3DVolumeTextureVtbl *lpVtbl;
2050 IWineD3DResourceClass resource;
2051 IWineD3DBaseTextureClass baseTexture;
2052
2053 /* IWineD3DVolumeTexture */
2054 IWineD3DVolume *volumes[MAX_MIP_LEVELS];
2055} IWineD3DVolumeTextureImpl;
2056
2057HRESULT volumetexture_init(IWineD3DVolumeTextureImpl *texture, UINT width, UINT height,
2058 UINT depth, UINT levels, IWineD3DDeviceImpl *device, DWORD usage, WINED3DFORMAT format,
2059 WINED3DPOOL pool, IUnknown *parent, const struct wined3d_parent_ops *parent_ops) DECLSPEC_HIDDEN;
2060
2061typedef struct _WINED3DSURFACET_DESC
2062{
2063 WINED3DMULTISAMPLE_TYPE MultiSampleType;
2064 DWORD MultiSampleQuality;
2065 UINT Width;
2066 UINT Height;
2067} WINED3DSURFACET_DESC;
2068
2069/*****************************************************************************
2070 * Structure for DIB Surfaces (GetDC and GDI surfaces)
2071 */
2072typedef struct wineD3DSurface_DIB {
2073 HBITMAP DIBsection;
2074 void* bitmap_data;
2075 UINT bitmap_size;
2076 HGDIOBJ holdbitmap;
2077 BOOL client_memory;
2078} wineD3DSurface_DIB;
2079
2080typedef struct {
2081 struct list entry;
2082 GLuint id;
2083 UINT width;
2084 UINT height;
2085} renderbuffer_entry_t;
2086
2087struct fbo_entry
2088{
2089 struct list entry;
2090 IWineD3DSurfaceImpl **render_targets;
2091 IWineD3DSurfaceImpl *depth_stencil;
2092 BOOL attached;
2093 GLuint id;
2094};
2095
2096/*****************************************************************************
2097 * IWineD3DClipp implementation structure
2098 */
2099typedef struct IWineD3DClipperImpl
2100{
2101 const IWineD3DClipperVtbl *lpVtbl;
2102 LONG ref;
2103
2104 IUnknown *Parent;
2105 HWND hWnd;
2106} IWineD3DClipperImpl;
2107
2108
2109/*****************************************************************************
2110 * IWineD3DSurface implementation structure
2111 */
2112struct IWineD3DSurfaceImpl
2113{
2114 /* IUnknown & IWineD3DResource Information */
2115 const IWineD3DSurfaceVtbl *lpVtbl;
2116 IWineD3DResourceClass resource;
2117
2118 /* IWineD3DSurface fields */
2119 IWineD3DBase *container;
2120 WINED3DSURFACET_DESC currentDesc;
2121 IWineD3DPaletteImpl *palette; /* D3D7 style palette handling */
2122 PALETTEENTRY *palette9; /* D3D8/9 style palette handling */
2123
2124 /* TODO: move this off into a management class(maybe!) */
2125 DWORD Flags;
2126
2127 UINT pow2Width;
2128 UINT pow2Height;
2129
2130 /* A method to retrieve the drawable size. Not in the Vtable to make it changeable */
2131 void (*get_drawable_size)(struct wined3d_context *context, UINT *width, UINT *height);
2132
2133 /* PBO */
2134 GLuint pbo;
2135 GLuint texture_name;
2136 GLuint texture_name_srgb;
2137 GLint texture_level;
2138 GLenum texture_target;
2139
2140 RECT lockedRect;
2141 RECT dirtyRect;
2142 int lockCount;
2143#define MAXLOCKCOUNT 50 /* After this amount of locks do not free the sysmem copy */
2144
2145 /* For GetDC */
2146 wineD3DSurface_DIB dib;
2147 HDC hDC;
2148
2149 /* Color keys for DDraw */
2150 WINEDDCOLORKEY DestBltCKey;
2151 WINEDDCOLORKEY DestOverlayCKey;
2152 WINEDDCOLORKEY SrcOverlayCKey;
2153 WINEDDCOLORKEY SrcBltCKey;
2154 DWORD CKeyFlags;
2155
2156 WINEDDCOLORKEY glCKey;
2157
2158 struct list renderbuffers;
2159 renderbuffer_entry_t *current_renderbuffer;
2160
2161 /* DirectDraw clippers */
2162 IWineD3DClipper *clipper;
2163
2164 /* DirectDraw Overlay handling */
2165 RECT overlay_srcrect;
2166 RECT overlay_destrect;
2167 IWineD3DSurfaceImpl *overlay_dest;
2168 struct list overlays;
2169 struct list overlay_entry;
2170};
2171
2172extern const IWineD3DSurfaceVtbl IWineD3DSurface_Vtbl DECLSPEC_HIDDEN;
2173extern const IWineD3DSurfaceVtbl IWineGDISurface_Vtbl DECLSPEC_HIDDEN;
2174
2175UINT surface_calculate_size(const struct wined3d_format_desc *format_desc,
2176 UINT alignment, UINT width, UINT height) DECLSPEC_HIDDEN;
2177void surface_gdi_cleanup(IWineD3DSurfaceImpl *This) DECLSPEC_HIDDEN;
2178HRESULT surface_init(IWineD3DSurfaceImpl *surface, WINED3DSURFTYPE surface_type, UINT alignment,
2179 UINT width, UINT height, UINT level, BOOL lockable, BOOL discard, WINED3DMULTISAMPLE_TYPE multisample_type,
2180 UINT multisample_quality, IWineD3DDeviceImpl *device, DWORD usage, WINED3DFORMAT format,
2181 WINED3DPOOL pool, IUnknown *parent, const struct wined3d_parent_ops *parent_ops
2182#ifdef VBOX_WITH_WDDM
2183 , HANDLE *shared_handle
2184 , void *pvClientMem
2185#endif
2186 ) DECLSPEC_HIDDEN;
2187
2188/* Predeclare the shared Surface functions */
2189HRESULT WINAPI IWineD3DBaseSurfaceImpl_QueryInterface(IWineD3DSurface *iface,
2190 REFIID riid, LPVOID *ppobj) DECLSPEC_HIDDEN;
2191ULONG WINAPI IWineD3DBaseSurfaceImpl_AddRef(IWineD3DSurface *iface) DECLSPEC_HIDDEN;
2192HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetParent(IWineD3DSurface *iface, IUnknown **pParent) DECLSPEC_HIDDEN;
2193HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetPrivateData(IWineD3DSurface *iface,
2194 REFGUID refguid, const void *pData, DWORD SizeOfData, DWORD Flags) DECLSPEC_HIDDEN;
2195HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetPrivateData(IWineD3DSurface *iface,
2196 REFGUID refguid, void *pData, DWORD *pSizeOfData) DECLSPEC_HIDDEN;
2197HRESULT WINAPI IWineD3DBaseSurfaceImpl_FreePrivateData(IWineD3DSurface *iface, REFGUID refguid) DECLSPEC_HIDDEN;
2198DWORD WINAPI IWineD3DBaseSurfaceImpl_SetPriority(IWineD3DSurface *iface, DWORD PriorityNew) DECLSPEC_HIDDEN;
2199DWORD WINAPI IWineD3DBaseSurfaceImpl_GetPriority(IWineD3DSurface *iface) DECLSPEC_HIDDEN;
2200WINED3DRESOURCETYPE WINAPI IWineD3DBaseSurfaceImpl_GetType(IWineD3DSurface *iface) DECLSPEC_HIDDEN;
2201HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetContainer(IWineD3DSurface* iface,
2202 REFIID riid, void **ppContainer) DECLSPEC_HIDDEN;
2203HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetDesc(IWineD3DSurface *iface, WINED3DSURFACE_DESC *pDesc) DECLSPEC_HIDDEN;
2204HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetBltStatus(IWineD3DSurface *iface, DWORD Flags) DECLSPEC_HIDDEN;
2205HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetFlipStatus(IWineD3DSurface *iface, DWORD Flags) DECLSPEC_HIDDEN;
2206HRESULT WINAPI IWineD3DBaseSurfaceImpl_IsLost(IWineD3DSurface *iface) DECLSPEC_HIDDEN;
2207HRESULT WINAPI IWineD3DBaseSurfaceImpl_Restore(IWineD3DSurface *iface) DECLSPEC_HIDDEN;
2208HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetPalette(IWineD3DSurface *iface, IWineD3DPalette **Pal) DECLSPEC_HIDDEN;
2209HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetPalette(IWineD3DSurface *iface, IWineD3DPalette *Pal) DECLSPEC_HIDDEN;
2210HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetColorKey(IWineD3DSurface *iface,
2211 DWORD Flags, const WINEDDCOLORKEY *CKey) DECLSPEC_HIDDEN;
2212HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetContainer(IWineD3DSurface *iface, IWineD3DBase *container) DECLSPEC_HIDDEN;
2213DWORD WINAPI IWineD3DBaseSurfaceImpl_GetPitch(IWineD3DSurface *iface) DECLSPEC_HIDDEN;
2214HRESULT WINAPI IWineD3DBaseSurfaceImpl_RealizePalette(IWineD3DSurface *iface) DECLSPEC_HIDDEN;
2215HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetOverlayPosition(IWineD3DSurface *iface, LONG X, LONG Y) DECLSPEC_HIDDEN;
2216HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetOverlayPosition(IWineD3DSurface *iface, LONG *X, LONG *Y) DECLSPEC_HIDDEN;
2217HRESULT WINAPI IWineD3DBaseSurfaceImpl_UpdateOverlayZOrder(IWineD3DSurface *iface,
2218 DWORD Flags, IWineD3DSurface *Ref) DECLSPEC_HIDDEN;
2219HRESULT WINAPI IWineD3DBaseSurfaceImpl_UpdateOverlay(IWineD3DSurface *iface, const RECT *SrcRect,
2220 IWineD3DSurface *DstSurface, const RECT *DstRect, DWORD Flags, const WINEDDOVERLAYFX *FX) DECLSPEC_HIDDEN;
2221HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetClipper(IWineD3DSurface *iface, IWineD3DClipper *clipper) DECLSPEC_HIDDEN;
2222HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetClipper(IWineD3DSurface *iface, IWineD3DClipper **clipper) DECLSPEC_HIDDEN;
2223HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetFormat(IWineD3DSurface *iface, WINED3DFORMAT format) DECLSPEC_HIDDEN;
2224HRESULT IWineD3DBaseSurfaceImpl_CreateDIBSection(IWineD3DSurface *iface) DECLSPEC_HIDDEN;
2225HRESULT WINAPI IWineD3DBaseSurfaceImpl_Blt(IWineD3DSurface *iface, const RECT *DestRect, IWineD3DSurface *SrcSurface,
2226 const RECT *SrcRect, DWORD Flags, const WINEDDBLTFX *DDBltFx, WINED3DTEXTUREFILTERTYPE Filter) DECLSPEC_HIDDEN;
2227HRESULT WINAPI IWineD3DBaseSurfaceImpl_BltFast(IWineD3DSurface *iface, DWORD dstx, DWORD dsty,
2228 IWineD3DSurface *Source, const RECT *rsrc, DWORD trans) DECLSPEC_HIDDEN;
2229HRESULT WINAPI IWineD3DBaseSurfaceImpl_LockRect(IWineD3DSurface *iface, WINED3DLOCKED_RECT *pLockedRect,
2230 const RECT *pRect, DWORD Flags) DECLSPEC_HIDDEN;
2231void WINAPI IWineD3DBaseSurfaceImpl_BindTexture(IWineD3DSurface *iface, BOOL srgb) DECLSPEC_HIDDEN;
2232const void *WINAPI IWineD3DBaseSurfaceImpl_GetData(IWineD3DSurface *iface) DECLSPEC_HIDDEN;
2233
2234void get_drawable_size_swapchain(struct wined3d_context *context, UINT *width, UINT *height) DECLSPEC_HIDDEN;
2235void get_drawable_size_backbuffer(struct wined3d_context *context, UINT *width, UINT *height) DECLSPEC_HIDDEN;
2236void get_drawable_size_fbo(struct wined3d_context *context, UINT *width, UINT *height) DECLSPEC_HIDDEN;
2237
2238void draw_textured_quad(IWineD3DSurfaceImpl *src_surface, const RECT *src_rect,
2239 const RECT *dst_rect, WINED3DTEXTUREFILTERTYPE Filter) DECLSPEC_HIDDEN;
2240void flip_surface(IWineD3DSurfaceImpl *front, IWineD3DSurfaceImpl *back) DECLSPEC_HIDDEN;
2241
2242/* Surface flags: */
2243#define SFLAG_CONVERTED 0x00000002 /* Converted for color keying or Palettized */
2244#define SFLAG_DIBSECTION 0x00000004 /* Has a DIB section attached for GetDC */
2245#define SFLAG_LOCKABLE 0x00000008 /* Surface can be locked */
2246#define SFLAG_DISCARD 0x00000010 /* ??? */
2247#define SFLAG_LOCKED 0x00000020 /* Surface is locked atm */
2248#define SFLAG_INTEXTURE 0x00000040 /* The GL texture contains the newest surface content */
2249#define SFLAG_INSRGBTEX 0x00000080 /* The GL srgb texture contains the newest surface content */
2250#define SFLAG_INDRAWABLE 0x00000100 /* The gl drawable contains the most up to date data */
2251#define SFLAG_INSYSMEM 0x00000200 /* The system memory copy is most up to date */
2252#define SFLAG_NONPOW2 0x00000400 /* Surface sizes are not a power of 2 */
2253#define SFLAG_DYNLOCK 0x00000800 /* Surface is often locked by the app */
2254#define SFLAG_DCINUSE 0x00001000 /* Set between GetDC and ReleaseDC calls */
2255#define SFLAG_LOST 0x00002000 /* Surface lost flag for DDraw */
2256#define SFLAG_USERPTR 0x00004000 /* The application allocated the memory for this surface */
2257#define SFLAG_GLCKEY 0x00008000 /* The gl texture was created with a color key */
2258#define SFLAG_CLIENT 0x00010000 /* GL_APPLE_client_storage is used on that texture */
2259#define SFLAG_ALLOCATED 0x00020000 /* A gl texture is allocated for this surface */
2260#define SFLAG_SRGBALLOCATED 0x00040000 /* A srgb gl texture is allocated for this surface */
2261#define SFLAG_PBO 0x00080000 /* Has a PBO attached for speeding up data transfers for dynamically locked surfaces */
2262#define SFLAG_NORMCOORD 0x00100000 /* Set if the GL texture coords are normalized(non-texture rectangle) */
2263#define SFLAG_DS_ONSCREEN 0x00200000 /* Is a depth stencil, last modified onscreen */
2264#define SFLAG_DS_OFFSCREEN 0x00400000 /* Is a depth stencil, last modified offscreen */
2265#define SFLAG_INOVERLAYDRAW 0x00800000 /* Overlay drawing is in progress. Recursion prevention */
2266#define SFLAG_SWAPCHAIN 0x01000000 /* The surface is part of a swapchain */
2267
2268#ifdef VBOX_WITH_WDDM
2269# define SFLAG_CLIENTMEM 0x10000000 /* SYSMEM surface using client-supplied memory buffer */
2270# define SFLAG_DONOTFREE_VBOXWDDM SFLAG_CLIENTMEM
2271#else
2272# define SFLAG_DONOTFREE_VBOXWDDM 0
2273#endif
2274
2275/* In some conditions the surface memory must not be freed:
2276 * SFLAG_CONVERTED: Converting the data back would take too long
2277 * SFLAG_DIBSECTION: The dib code manages the memory
2278 * SFLAG_LOCKED: The app requires access to the surface data
2279 * SFLAG_DYNLOCK: Avoid freeing the data for performance
2280 * SFLAG_PBO: PBOs don't use 'normal' memory. It is either allocated by the driver or must be NULL.
2281 * SFLAG_CLIENT: OpenGL uses our memory as backup
2282 */
2283#define SFLAG_DONOTFREE (SFLAG_CONVERTED | \
2284 SFLAG_DIBSECTION | \
2285 SFLAG_LOCKED | \
2286 SFLAG_DYNLOCK | \
2287 SFLAG_USERPTR | \
2288 SFLAG_PBO | \
2289 SFLAG_CLIENT | \
2290 SFLAG_DONOTFREE_VBOXWDDM \
2291 )
2292
2293#define SFLAG_LOCATIONS (SFLAG_INSYSMEM | \
2294 SFLAG_INTEXTURE | \
2295 SFLAG_INDRAWABLE | \
2296 SFLAG_INSRGBTEX)
2297
2298#define SFLAG_DS_LOCATIONS (SFLAG_DS_ONSCREEN | \
2299 SFLAG_DS_OFFSCREEN)
2300#define SFLAG_DS_DISCARDED SFLAG_DS_LOCATIONS
2301
2302typedef enum {
2303 NO_CONVERSION,
2304 CONVERT_PALETTED,
2305 CONVERT_PALETTED_CK,
2306 CONVERT_CK_565,
2307 CONVERT_CK_5551,
2308 CONVERT_CK_4444,
2309 CONVERT_CK_4444_ARGB,
2310 CONVERT_CK_1555,
2311 CONVERT_555,
2312 CONVERT_CK_RGB24,
2313 CONVERT_CK_8888,
2314 CONVERT_CK_8888_ARGB,
2315 CONVERT_RGB32_888,
2316 CONVERT_V8U8,
2317 CONVERT_L6V5U5,
2318 CONVERT_X8L8V8U8,
2319 CONVERT_Q8W8V8U8,
2320 CONVERT_V16U16,
2321 CONVERT_A4L4,
2322 CONVERT_G16R16,
2323 CONVERT_R16G16F,
2324 CONVERT_R32G32F,
2325 CONVERT_D15S1,
2326 CONVERT_D24X4S4,
2327 CONVERT_D24FS8,
2328} CONVERT_TYPES;
2329
2330HRESULT d3dfmt_get_conv(IWineD3DSurfaceImpl *This, BOOL need_alpha_ck, BOOL use_texturing,
2331 struct wined3d_format_desc *desc, CONVERT_TYPES *convert) DECLSPEC_HIDDEN;
2332void d3dfmt_p8_init_palette(IWineD3DSurfaceImpl *This, BYTE table[256][4], BOOL colorkey) DECLSPEC_HIDDEN;
2333
2334BOOL palette9_changed(IWineD3DSurfaceImpl *This) DECLSPEC_HIDDEN;
2335
2336/*****************************************************************************
2337 * IWineD3DVertexDeclaration implementation structure
2338 */
2339
2340struct wined3d_vertex_declaration_element
2341{
2342 const struct wined3d_format_desc *format_desc;
2343 BOOL ffp_valid;
2344 WORD input_slot;
2345 WORD offset;
2346 UINT output_slot;
2347 BYTE method;
2348 BYTE usage;
2349 BYTE usage_idx;
2350};
2351
2352typedef struct IWineD3DVertexDeclarationImpl {
2353 /* IUnknown Information */
2354 const IWineD3DVertexDeclarationVtbl *lpVtbl;
2355 LONG ref;
2356
2357 IUnknown *parent;
2358 const struct wined3d_parent_ops *parent_ops;
2359 IWineD3DDeviceImpl *device;
2360
2361 struct wined3d_vertex_declaration_element *elements;
2362 UINT element_count;
2363
2364 DWORD streams[MAX_STREAMS];
2365 UINT num_streams;
2366 BOOL position_transformed;
2367 BOOL half_float_conv_needed;
2368} IWineD3DVertexDeclarationImpl;
2369
2370HRESULT vertexdeclaration_init(IWineD3DVertexDeclarationImpl *declaration, IWineD3DDeviceImpl *device,
2371 const WINED3DVERTEXELEMENT *elements, UINT element_count,
2372 IUnknown *parent, const struct wined3d_parent_ops *parent_ops) DECLSPEC_HIDDEN;
2373
2374/*****************************************************************************
2375 * IWineD3DStateBlock implementation structure
2376 */
2377
2378/* Internal state Block for Begin/End/Capture/Create/Apply info */
2379/* Note: Very long winded but gl Lists are not flexible enough */
2380/* to resolve everything we need, so doing it manually for now */
2381typedef struct SAVEDSTATES {
2382 DWORD transform[(HIGHEST_TRANSFORMSTATE >> 5) + 1];
2383 WORD streamSource; /* MAX_STREAMS, 16 */
2384 WORD streamFreq; /* MAX_STREAMS, 16 */
2385 DWORD renderState[(WINEHIGHEST_RENDER_STATE >> 5) + 1];
2386 DWORD textureState[MAX_TEXTURES]; /* WINED3D_HIGHEST_TEXTURE_STATE + 1, 18 */
2387 WORD samplerState[MAX_COMBINED_SAMPLERS]; /* WINED3D_HIGHEST_SAMPLER_STATE + 1, 14 */
2388 DWORD clipplane; /* WINED3DMAXUSERCLIPPLANES, 32 */
2389 WORD pixelShaderConstantsB; /* MAX_CONST_B, 16 */
2390 WORD pixelShaderConstantsI; /* MAX_CONST_I, 16 */
2391 BOOL *pixelShaderConstantsF;
2392 WORD vertexShaderConstantsB; /* MAX_CONST_B, 16 */
2393 WORD vertexShaderConstantsI; /* MAX_CONST_I, 16 */
2394 BOOL *vertexShaderConstantsF;
2395 DWORD textures : 20; /* MAX_COMBINED_SAMPLERS, 20 */
2396 DWORD primitive_type : 1;
2397 DWORD indices : 1;
2398 DWORD material : 1;
2399 DWORD viewport : 1;
2400 DWORD vertexDecl : 1;
2401 DWORD pixelShader : 1;
2402 DWORD vertexShader : 1;
2403 DWORD scissorRect : 1;
2404 DWORD padding : 4;
2405} SAVEDSTATES;
2406
2407struct StageState {
2408 DWORD stage;
2409 DWORD state;
2410};
2411
2412struct IWineD3DStateBlockImpl
2413{
2414 /* IUnknown fields */
2415 const IWineD3DStateBlockVtbl *lpVtbl;
2416 LONG ref; /* Note: Ref counting not required */
2417
2418 /* IWineD3DStateBlock information */
2419 IWineD3DDeviceImpl *device;
2420 WINED3DSTATEBLOCKTYPE blockType;
2421
2422 /* Array indicating whether things have been set or changed */
2423 SAVEDSTATES changed;
2424
2425 /* Vertex Shader Declaration */
2426 IWineD3DVertexDeclaration *vertexDecl;
2427
2428 IWineD3DVertexShader *vertexShader;
2429
2430 /* Vertex Shader Constants */
2431 BOOL vertexShaderConstantB[MAX_CONST_B];
2432 INT vertexShaderConstantI[MAX_CONST_I * 4];
2433 float *vertexShaderConstantF;
2434
2435 /* primitive type */
2436 GLenum gl_primitive_type;
2437
2438 /* Stream Source */
2439 BOOL streamIsUP;
2440 UINT streamStride[MAX_STREAMS];
2441 UINT streamOffset[MAX_STREAMS + 1 /* tesselated pseudo-stream */ ];
2442 IWineD3DBuffer *streamSource[MAX_STREAMS];
2443 UINT streamFreq[MAX_STREAMS + 1];
2444 UINT streamFlags[MAX_STREAMS + 1]; /*0 | WINED3DSTREAMSOURCE_INSTANCEDATA | WINED3DSTREAMSOURCE_INDEXEDDATA */
2445
2446 /* Indices */
2447 IWineD3DBuffer* pIndexData;
2448 WINED3DFORMAT IndexFmt;
2449 INT baseVertexIndex;
2450 INT loadBaseVertexIndex; /* non-indexed drawing needs 0 here, indexed baseVertexIndex */
2451
2452 /* Transform */
2453 WINED3DMATRIX transforms[HIGHEST_TRANSFORMSTATE + 1];
2454
2455 /* Light hashmap . Collisions are handled using standard wine double linked lists */
2456#define LIGHTMAP_SIZE 43 /* Use of a prime number recommended. Set to 1 for a linked list! */
2457#define LIGHTMAP_HASHFUNC(x) ((x) % LIGHTMAP_SIZE) /* Primitive and simple function */
2458 struct list lightMap[LIGHTMAP_SIZE]; /* Hash map containing the lights */
2459 const struct wined3d_light_info *activeLights[MAX_ACTIVE_LIGHTS]; /* Map of opengl lights to d3d lights */
2460
2461 /* Clipping */
2462 double clipplane[MAX_CLIPPLANES][4];
2463 WINED3DCLIPSTATUS clip_status;
2464
2465 /* ViewPort */
2466 WINED3DVIEWPORT viewport;
2467
2468 /* Material */
2469 WINED3DMATERIAL material;
2470
2471 /* Pixel Shader */
2472 IWineD3DPixelShader *pixelShader;
2473
2474 /* Pixel Shader Constants */
2475 BOOL pixelShaderConstantB[MAX_CONST_B];
2476 INT pixelShaderConstantI[MAX_CONST_I * 4];
2477 float *pixelShaderConstantF;
2478
2479 /* RenderState */
2480 DWORD renderState[WINEHIGHEST_RENDER_STATE + 1];
2481
2482 /* Texture */
2483 IWineD3DBaseTexture *textures[MAX_COMBINED_SAMPLERS];
2484
2485 /* Texture State Stage */
2486 DWORD textureState[MAX_TEXTURES][WINED3D_HIGHEST_TEXTURE_STATE + 1];
2487 DWORD lowest_disabled_stage;
2488 /* Sampler States */
2489 DWORD samplerState[MAX_COMBINED_SAMPLERS][WINED3D_HIGHEST_SAMPLER_STATE + 1];
2490
2491 /* Scissor test rectangle */
2492 RECT scissorRect;
2493
2494 /* Contained state management */
2495 DWORD contained_render_states[WINEHIGHEST_RENDER_STATE + 1];
2496 unsigned int num_contained_render_states;
2497 DWORD contained_transform_states[HIGHEST_TRANSFORMSTATE + 1];
2498 unsigned int num_contained_transform_states;
2499 DWORD contained_vs_consts_i[MAX_CONST_I];
2500 unsigned int num_contained_vs_consts_i;
2501 DWORD contained_vs_consts_b[MAX_CONST_B];
2502 unsigned int num_contained_vs_consts_b;
2503 DWORD *contained_vs_consts_f;
2504 unsigned int num_contained_vs_consts_f;
2505 DWORD contained_ps_consts_i[MAX_CONST_I];
2506 unsigned int num_contained_ps_consts_i;
2507 DWORD contained_ps_consts_b[MAX_CONST_B];
2508 unsigned int num_contained_ps_consts_b;
2509 DWORD *contained_ps_consts_f;
2510 unsigned int num_contained_ps_consts_f;
2511 struct StageState contained_tss_states[MAX_TEXTURES * (WINED3D_HIGHEST_TEXTURE_STATE + 1)];
2512 unsigned int num_contained_tss_states;
2513 struct StageState contained_sampler_states[MAX_COMBINED_SAMPLERS * WINED3D_HIGHEST_SAMPLER_STATE];
2514 unsigned int num_contained_sampler_states;
2515};
2516
2517HRESULT stateblock_init(IWineD3DStateBlockImpl *stateblock,
2518 IWineD3DDeviceImpl *device, WINED3DSTATEBLOCKTYPE type) DECLSPEC_HIDDEN;
2519void stateblock_init_contained_states(IWineD3DStateBlockImpl *object) DECLSPEC_HIDDEN;
2520
2521static inline void stateblock_apply_state(DWORD state, IWineD3DStateBlockImpl *stateblock,
2522 struct wined3d_context *context)
2523{
2524 const struct StateEntry *statetable = stateblock->device->StateTable;
2525 DWORD rep = statetable[state].representative;
2526 statetable[rep].apply(rep, stateblock, context);
2527}
2528
2529/* Direct3D terminology with little modifications. We do not have an issued state
2530 * because only the driver knows about it, but we have a created state because d3d
2531 * allows GetData on a created issue, but opengl doesn't
2532 */
2533enum query_state {
2534 QUERY_CREATED,
2535 QUERY_SIGNALLED,
2536 QUERY_BUILDING
2537};
2538/*****************************************************************************
2539 * IWineD3DQueryImpl implementation structure (extends IUnknown)
2540 */
2541typedef struct IWineD3DQueryImpl
2542{
2543 const IWineD3DQueryVtbl *lpVtbl;
2544 LONG ref; /* Note: Ref counting not required */
2545
2546 IUnknown *parent;
2547 IWineD3DDeviceImpl *device;
2548
2549 /* IWineD3DQuery fields */
2550 enum query_state state;
2551 WINED3DQUERYTYPE type;
2552 /* TODO: Think about using a IUnknown instead of a void* */
2553 void *extendedData;
2554} IWineD3DQueryImpl;
2555
2556HRESULT query_init(IWineD3DQueryImpl *query, IWineD3DDeviceImpl *device,
2557 WINED3DQUERYTYPE type, IUnknown *parent) DECLSPEC_HIDDEN;
2558
2559/* IWineD3DBuffer */
2560
2561/* TODO: Add tests and support for FLOAT16_4 POSITIONT, D3DCOLOR position, other
2562 * fixed function semantics as D3DCOLOR or FLOAT16 */
2563enum wined3d_buffer_conversion_type
2564{
2565 CONV_NONE,
2566 CONV_D3DCOLOR,
2567 CONV_POSITIONT,
2568 CONV_FLOAT16_2, /* Also handles FLOAT16_4 */
2569};
2570
2571struct wined3d_map_range
2572{
2573 UINT offset;
2574 UINT size;
2575};
2576
2577#define WINED3D_BUFFER_OPTIMIZED 0x01 /* Optimize has been called for the buffer */
2578#define WINED3D_BUFFER_HASDESC 0x02 /* A vertex description has been found */
2579#define WINED3D_BUFFER_CREATEBO 0x04 /* Attempt to create a buffer object next PreLoad */
2580#define WINED3D_BUFFER_DOUBLEBUFFER 0x08 /* Use a vbo and local allocated memory */
2581#define WINED3D_BUFFER_FLUSH 0x10 /* Manual unmap flushing */
2582#define WINED3D_BUFFER_DISCARD 0x20 /* A DISCARD lock has occurred since the last PreLoad */
2583#define WINED3D_BUFFER_NOSYNC 0x40 /* All locks since the last PreLoad had NOOVERWRITE set */
2584#define WINED3D_BUFFER_APPLESYNC 0x80 /* Using sync as in GL_APPLE_flush_buffer_range */
2585
2586struct wined3d_buffer
2587{
2588 const struct IWineD3DBufferVtbl *vtbl;
2589 IWineD3DResourceClass resource;
2590
2591 struct wined3d_buffer_desc desc;
2592
2593 GLuint buffer_object;
2594 GLenum buffer_object_usage;
2595 GLenum buffer_type_hint;
2596 UINT buffer_object_size;
2597 LONG bind_count;
2598 DWORD flags;
2599
2600 LONG lock_count;
2601 struct wined3d_map_range *maps;
2602 ULONG maps_size, modified_areas;
2603 struct wined3d_event_query *query;
2604
2605 /* conversion stuff */
2606 UINT decl_change_count, full_conversion_count;
2607 UINT draw_count;
2608 UINT stride; /* 0 if no conversion */
2609 UINT conversion_stride; /* 0 if no shifted conversion */
2610 enum wined3d_buffer_conversion_type *conversion_map; /* NULL if no conversion */
2611 /* Extra load offsets, for FLOAT16 conversion */
2612 UINT *conversion_shift; /* NULL if no shifted conversion */
2613};
2614
2615const BYTE *buffer_get_memory(IWineD3DBuffer *iface, GLuint *buffer_object) DECLSPEC_HIDDEN;
2616BYTE *buffer_get_sysmem(struct wined3d_buffer *This) DECLSPEC_HIDDEN;
2617HRESULT buffer_init(struct wined3d_buffer *buffer, IWineD3DDeviceImpl *device,
2618 UINT size, DWORD usage, WINED3DFORMAT format, WINED3DPOOL pool, GLenum bind_hint,
2619 const char *data, IUnknown *parent, const struct wined3d_parent_ops *parent_ops) DECLSPEC_HIDDEN;
2620
2621/* IWineD3DRendertargetView */
2622struct wined3d_rendertarget_view
2623{
2624 const struct IWineD3DRendertargetViewVtbl *vtbl;
2625 LONG refcount;
2626
2627 IWineD3DResource *resource;
2628 IUnknown *parent;
2629};
2630
2631void wined3d_rendertarget_view_init(struct wined3d_rendertarget_view *view,
2632 IWineD3DResource *resource, IUnknown *parent) DECLSPEC_HIDDEN;
2633
2634/*****************************************************************************
2635 * IWineD3DSwapChainImpl implementation structure (extends IUnknown)
2636 */
2637
2638struct IWineD3DSwapChainImpl
2639{
2640 /*IUnknown part*/
2641 const IWineD3DSwapChainVtbl *lpVtbl;
2642 LONG ref; /* Note: Ref counting not required */
2643
2644 IUnknown *parent;
2645 IWineD3DDeviceImpl *device;
2646
2647 /* IWineD3DSwapChain fields */
2648 IWineD3DSurface **backBuffer;
2649 IWineD3DSurface *frontBuffer;
2650 WINED3DPRESENT_PARAMETERS presentParms;
2651 DWORD orig_width, orig_height;
2652 WINED3DFORMAT orig_fmt;
2653 WINED3DGAMMARAMP orig_gamma;
2654 BOOL render_to_fbo;
2655 const struct wined3d_format_desc *ds_format;
2656
2657 long prev_time, frames; /* Performance tracking */
2658 unsigned int vSyncCounter;
2659
2660#ifndef VBOX_WITH_WDDM
2661 struct wined3d_context **context;
2662 unsigned int num_contexts;
2663#endif
2664
2665 HWND win_handle;
2666 HWND device_window;
2667#ifdef VBOX_WITH_WDDM
2668 HDC hDC;
2669#endif
2670};
2671
2672const IWineD3DSwapChainVtbl IWineGDISwapChain_Vtbl DECLSPEC_HIDDEN;
2673void x11_copy_to_screen(IWineD3DSwapChainImpl *This, const RECT *rc) DECLSPEC_HIDDEN;
2674
2675HRESULT WINAPI IWineD3DBaseSwapChainImpl_QueryInterface(IWineD3DSwapChain *iface,
2676 REFIID riid, LPVOID *ppobj) DECLSPEC_HIDDEN;
2677ULONG WINAPI IWineD3DBaseSwapChainImpl_AddRef(IWineD3DSwapChain *iface) DECLSPEC_HIDDEN;
2678ULONG WINAPI IWineD3DBaseSwapChainImpl_Release(IWineD3DSwapChain *iface) DECLSPEC_HIDDEN;
2679HRESULT WINAPI IWineD3DBaseSwapChainImpl_GetParent(IWineD3DSwapChain *iface, IUnknown **ppParent) DECLSPEC_HIDDEN;
2680HRESULT WINAPI IWineD3DBaseSwapChainImpl_GetFrontBufferData(IWineD3DSwapChain *iface,
2681 IWineD3DSurface *pDestSurface) DECLSPEC_HIDDEN;
2682HRESULT WINAPI IWineD3DBaseSwapChainImpl_GetBackBuffer(IWineD3DSwapChain *iface, UINT iBackBuffer,
2683 WINED3DBACKBUFFER_TYPE Type, IWineD3DSurface **ppBackBuffer) DECLSPEC_HIDDEN;
2684HRESULT WINAPI IWineD3DBaseSwapChainImpl_GetRasterStatus(IWineD3DSwapChain *iface,
2685 WINED3DRASTER_STATUS *pRasterStatus) DECLSPEC_HIDDEN;
2686HRESULT WINAPI IWineD3DBaseSwapChainImpl_GetDisplayMode(IWineD3DSwapChain *iface,
2687 WINED3DDISPLAYMODE *pMode) DECLSPEC_HIDDEN;
2688HRESULT WINAPI IWineD3DBaseSwapChainImpl_GetDevice(IWineD3DSwapChain *iface,
2689 IWineD3DDevice **ppDevice) DECLSPEC_HIDDEN;
2690HRESULT WINAPI IWineD3DBaseSwapChainImpl_GetPresentParameters(IWineD3DSwapChain *iface,
2691 WINED3DPRESENT_PARAMETERS *pPresentationParameters) DECLSPEC_HIDDEN;
2692HRESULT WINAPI IWineD3DBaseSwapChainImpl_SetGammaRamp(IWineD3DSwapChain *iface,
2693 DWORD Flags, const WINED3DGAMMARAMP *pRamp) DECLSPEC_HIDDEN;
2694HRESULT WINAPI IWineD3DBaseSwapChainImpl_GetGammaRamp(IWineD3DSwapChain *iface,
2695 WINED3DGAMMARAMP *pRamp) DECLSPEC_HIDDEN;
2696
2697struct wined3d_context *swapchain_create_context_for_thread(IWineD3DSwapChain *iface) DECLSPEC_HIDDEN;
2698HRESULT swapchain_init(IWineD3DSwapChainImpl *swapchain, WINED3DSURFTYPE surface_type,
2699 IWineD3DDeviceImpl *device, WINED3DPRESENT_PARAMETERS *present_parameters, IUnknown *parent) DECLSPEC_HIDDEN;
2700void swapchain_restore_fullscreen_window(IWineD3DSwapChainImpl *swapchain) DECLSPEC_HIDDEN;
2701void swapchain_setup_fullscreen_window(IWineD3DSwapChainImpl *swapchain, UINT w, UINT h) DECLSPEC_HIDDEN;
2702
2703#define DEFAULT_REFRESH_RATE 0
2704
2705/*****************************************************************************
2706 * Utility function prototypes
2707 */
2708
2709/* Trace routines */
2710const char *debug_d3dformat(WINED3DFORMAT fmt) DECLSPEC_HIDDEN;
2711const char *debug_d3ddevicetype(WINED3DDEVTYPE devtype) DECLSPEC_HIDDEN;
2712const char *debug_d3dresourcetype(WINED3DRESOURCETYPE res) DECLSPEC_HIDDEN;
2713const char *debug_d3dusage(DWORD usage) DECLSPEC_HIDDEN;
2714const char *debug_d3dusagequery(DWORD usagequery) DECLSPEC_HIDDEN;
2715const char *debug_d3ddeclmethod(WINED3DDECLMETHOD method) DECLSPEC_HIDDEN;
2716const char *debug_d3ddeclusage(BYTE usage) DECLSPEC_HIDDEN;
2717const char *debug_d3dprimitivetype(WINED3DPRIMITIVETYPE PrimitiveType) DECLSPEC_HIDDEN;
2718const char *debug_d3drenderstate(DWORD state) DECLSPEC_HIDDEN;
2719const char *debug_d3dsamplerstate(DWORD state) DECLSPEC_HIDDEN;
2720const char *debug_d3dstate(DWORD state) DECLSPEC_HIDDEN;
2721const char *debug_d3dtexturefiltertype(WINED3DTEXTUREFILTERTYPE filter_type) DECLSPEC_HIDDEN;
2722const char *debug_d3dtexturestate(DWORD state) DECLSPEC_HIDDEN;
2723const char *debug_d3dtstype(WINED3DTRANSFORMSTATETYPE tstype) DECLSPEC_HIDDEN;
2724const char *debug_d3dpool(WINED3DPOOL pool) DECLSPEC_HIDDEN;
2725const char *debug_fbostatus(GLenum status) DECLSPEC_HIDDEN;
2726const char *debug_glerror(GLenum error) DECLSPEC_HIDDEN;
2727const char *debug_d3dbasis(WINED3DBASISTYPE basis) DECLSPEC_HIDDEN;
2728const char *debug_d3ddegree(WINED3DDEGREETYPE order) DECLSPEC_HIDDEN;
2729const char *debug_d3dtop(WINED3DTEXTUREOP d3dtop) DECLSPEC_HIDDEN;
2730void dump_color_fixup_desc(struct color_fixup_desc fixup) DECLSPEC_HIDDEN;
2731const char *debug_surflocation(DWORD flag) DECLSPEC_HIDDEN;
2732
2733/* Color conversion routines */
2734DWORD color_convert_argb_to_fmt(DWORD color, WINED3DFORMAT destfmt) DECLSPEC_HIDDEN;
2735
2736/* Routines for GL <-> D3D values */
2737GLenum StencilOp(DWORD op) DECLSPEC_HIDDEN;
2738GLenum CompareFunc(DWORD func) DECLSPEC_HIDDEN;
2739BOOL is_invalid_op(IWineD3DDeviceImpl *This, int stage, WINED3DTEXTUREOP op,
2740 DWORD arg1, DWORD arg2, DWORD arg3) DECLSPEC_HIDDEN;
2741void set_tex_op_nvrc(IWineD3DDevice *iface, BOOL is_alpha, int stage, WINED3DTEXTUREOP op,
2742 DWORD arg1, DWORD arg2, DWORD arg3, INT texture_idx, DWORD dst) DECLSPEC_HIDDEN;
2743void set_texture_matrix(const float *smat, DWORD flags, BOOL calculatedCoords,
2744 BOOL transformed, WINED3DFORMAT coordtype, BOOL ffp_can_disable_proj) DECLSPEC_HIDDEN;
2745void texture_activate_dimensions(DWORD stage, IWineD3DStateBlockImpl *stateblock,
2746 struct wined3d_context *context) DECLSPEC_HIDDEN;
2747void sampler_texdim(DWORD state, IWineD3DStateBlockImpl *stateblock,
2748 struct wined3d_context *context) DECLSPEC_HIDDEN;
2749void tex_alphaop(DWORD state, IWineD3DStateBlockImpl *stateblock,
2750 struct wined3d_context *context) DECLSPEC_HIDDEN;
2751void apply_pixelshader(DWORD state, IWineD3DStateBlockImpl *stateblock,
2752 struct wined3d_context *context) DECLSPEC_HIDDEN;
2753void state_fogcolor(DWORD state, IWineD3DStateBlockImpl *stateblock,
2754 struct wined3d_context *context) DECLSPEC_HIDDEN;
2755void state_fogdensity(DWORD state, IWineD3DStateBlockImpl *stateblock,
2756 struct wined3d_context *context) DECLSPEC_HIDDEN;
2757void state_fogstartend(DWORD state, IWineD3DStateBlockImpl *stateblock,
2758 struct wined3d_context *context) DECLSPEC_HIDDEN;
2759void state_fog_fragpart(DWORD state, IWineD3DStateBlockImpl *stateblock,
2760 struct wined3d_context *context) DECLSPEC_HIDDEN;
2761
2762void surface_add_dirty_rect(IWineD3DSurface *iface, const RECT *dirty_rect) DECLSPEC_HIDDEN;
2763GLenum surface_get_gl_buffer(IWineD3DSurface *iface) DECLSPEC_HIDDEN;
2764void surface_load_ds_location(IWineD3DSurface *iface, struct wined3d_context *context, DWORD location) DECLSPEC_HIDDEN;
2765void surface_modify_ds_location(IWineD3DSurface *iface, DWORD location) DECLSPEC_HIDDEN;
2766void surface_set_compatible_renderbuffer(IWineD3DSurface *iface,
2767 unsigned int width, unsigned int height) DECLSPEC_HIDDEN;
2768void surface_set_texture_name(IWineD3DSurface *iface, GLuint name, BOOL srgb_name) DECLSPEC_HIDDEN;
2769void surface_set_texture_target(IWineD3DSurface *iface, GLenum target) DECLSPEC_HIDDEN;
2770
2771BOOL getColorBits(const struct wined3d_format_desc *format_desc,
2772 short *redSize, short *greenSize, short *blueSize, short *alphaSize, short *totalSize) DECLSPEC_HIDDEN;
2773BOOL getDepthStencilBits(const struct wined3d_format_desc *format_desc,
2774 short *depthSize, short *stencilSize) DECLSPEC_HIDDEN;
2775
2776/* Math utils */
2777void multiply_matrix(WINED3DMATRIX *dest, const WINED3DMATRIX *src1, const WINED3DMATRIX *src2) DECLSPEC_HIDDEN;
2778UINT wined3d_log2i(UINT32 x) DECLSPEC_HIDDEN;
2779unsigned int count_bits(unsigned int mask) DECLSPEC_HIDDEN;
2780
2781void select_shader_mode(const struct wined3d_gl_info *gl_info, int *ps_selected, int *vs_selected) DECLSPEC_HIDDEN;
2782
2783typedef struct local_constant {
2784 struct list entry;
2785 unsigned int idx;
2786 DWORD value[4];
2787} local_constant;
2788
2789typedef struct SHADER_LIMITS {
2790 unsigned int temporary;
2791 unsigned int texcoord;
2792 unsigned int sampler;
2793 unsigned int constant_int;
2794 unsigned int constant_float;
2795 unsigned int constant_bool;
2796 unsigned int address;
2797 unsigned int packed_output;
2798 unsigned int packed_input;
2799 unsigned int attributes;
2800 unsigned int label;
2801} SHADER_LIMITS;
2802
2803/* Keeps track of details for TEX_M#x# shader opcodes which need to
2804 * maintain state information between multiple codes */
2805typedef struct SHADER_PARSE_STATE {
2806 unsigned int current_row;
2807 DWORD texcoord_w[2];
2808} SHADER_PARSE_STATE;
2809
2810#ifdef __GNUC__
2811#define PRINTF_ATTR(fmt,args) __attribute__((format (printf,fmt,args)))
2812#else
2813#define PRINTF_ATTR(fmt,args)
2814#endif
2815
2816/* Base Shader utility functions. */
2817int shader_addline(struct wined3d_shader_buffer *buffer, const char *fmt, ...) PRINTF_ATTR(2,3) DECLSPEC_HIDDEN;
2818int shader_vaddline(struct wined3d_shader_buffer *buffer, const char *fmt, va_list args) DECLSPEC_HIDDEN;
2819
2820/* Vertex shader utility functions */
2821extern BOOL vshader_get_input(IWineD3DVertexShader *iface,
2822 BYTE usage_req, BYTE usage_idx_req, unsigned int *regnum) DECLSPEC_HIDDEN;
2823
2824/*****************************************************************************
2825 * IDirect3DBaseShader implementation structure
2826 */
2827typedef struct IWineD3DBaseShaderClass
2828{
2829 LONG ref;
2830 SHADER_LIMITS limits;
2831 SHADER_PARSE_STATE parse_state;
2832 DWORD *function;
2833 UINT functionLength;
2834 UINT cur_loop_depth, cur_loop_regno;
2835 BOOL load_local_constsF;
2836 const struct wined3d_shader_frontend *frontend;
2837 void *frontend_data;
2838 void *backend_data;
2839
2840 IUnknown *parent;
2841 const struct wined3d_parent_ops *parent_ops;
2842
2843 /* Programs this shader is linked with */
2844 struct list linked_programs;
2845
2846 /* Immediate constants (override global ones) */
2847 struct list constantsB;
2848 struct list constantsF;
2849 struct list constantsI;
2850 shader_reg_maps reg_maps;
2851
2852 struct wined3d_shader_signature_element input_signature[max(MAX_ATTRIBS, MAX_REG_INPUT)];
2853 struct wined3d_shader_signature_element output_signature[MAX_REG_OUTPUT];
2854
2855 /* Pointer to the parent device */
2856 IWineD3DDevice *device;
2857 struct list shader_list_entry;
2858
2859} IWineD3DBaseShaderClass;
2860
2861typedef struct IWineD3DBaseShaderImpl {
2862 /* IUnknown */
2863 const IWineD3DBaseShaderVtbl *lpVtbl;
2864
2865 /* IWineD3DBaseShader */
2866 IWineD3DBaseShaderClass baseShader;
2867} IWineD3DBaseShaderImpl;
2868
2869void shader_buffer_clear(struct wined3d_shader_buffer *buffer) DECLSPEC_HIDDEN;
2870BOOL shader_buffer_init(struct wined3d_shader_buffer *buffer) DECLSPEC_HIDDEN;
2871void shader_buffer_free(struct wined3d_shader_buffer *buffer) DECLSPEC_HIDDEN;
2872void shader_dump_src_param(const struct wined3d_shader_src_param *param,
2873 const struct wined3d_shader_version *shader_version) DECLSPEC_HIDDEN;
2874void shader_dump_dst_param(const struct wined3d_shader_dst_param *param,
2875 const struct wined3d_shader_version *shader_version) DECLSPEC_HIDDEN;
2876unsigned int shader_find_free_input_register(const struct shader_reg_maps *reg_maps, unsigned int max) DECLSPEC_HIDDEN;
2877void shader_generate_main(IWineD3DBaseShader *iface, struct wined3d_shader_buffer *buffer,
2878 const shader_reg_maps *reg_maps, const DWORD *pFunction, void *backend_ctx) DECLSPEC_HIDDEN;
2879BOOL shader_match_semantic(const char *semantic_name, WINED3DDECLUSAGE usage) DECLSPEC_HIDDEN;
2880
2881static inline BOOL shader_is_pshader_version(enum wined3d_shader_type type)
2882{
2883 return type == WINED3D_SHADER_TYPE_PIXEL;
2884}
2885
2886static inline BOOL shader_is_vshader_version(enum wined3d_shader_type type)
2887{
2888 return type == WINED3D_SHADER_TYPE_VERTEX;
2889}
2890
2891static inline BOOL shader_is_scalar(const struct wined3d_shader_register *reg)
2892{
2893 switch (reg->type)
2894 {
2895 case WINED3DSPR_RASTOUT:
2896 /* oFog & oPts */
2897 if (reg->idx != 0) return TRUE;
2898 /* oPos */
2899 return FALSE;
2900
2901 case WINED3DSPR_DEPTHOUT: /* oDepth */
2902 case WINED3DSPR_CONSTBOOL: /* b# */
2903 case WINED3DSPR_LOOP: /* aL */
2904 case WINED3DSPR_PREDICATE: /* p0 */
2905 return TRUE;
2906
2907 case WINED3DSPR_MISCTYPE:
2908 switch(reg->idx)
2909 {
2910 case 0: /* vPos */
2911 return FALSE;
2912 case 1: /* vFace */
2913 return TRUE;
2914 default:
2915 return FALSE;
2916 }
2917
2918 case WINED3DSPR_IMMCONST:
2919 switch(reg->immconst_type)
2920 {
2921 case WINED3D_IMMCONST_FLOAT:
2922 return TRUE;
2923 default:
2924 return FALSE;
2925 }
2926
2927 default:
2928 return FALSE;
2929 }
2930}
2931
2932static inline BOOL shader_constant_is_local(IWineD3DBaseShaderImpl* This, DWORD reg) {
2933 local_constant* lconst;
2934
2935 if(This->baseShader.load_local_constsF) return FALSE;
2936 LIST_FOR_EACH_ENTRY(lconst, &This->baseShader.constantsF, local_constant, entry) {
2937 if(lconst->idx == reg) return TRUE;
2938 }
2939 return FALSE;
2940
2941}
2942
2943/*****************************************************************************
2944 * IDirect3DVertexShader implementation structures
2945 */
2946typedef struct IWineD3DVertexShaderImpl {
2947 /* IUnknown parts */
2948 const IWineD3DVertexShaderVtbl *lpVtbl;
2949
2950 /* IWineD3DBaseShader */
2951 IWineD3DBaseShaderClass baseShader;
2952
2953 /* Vertex shader attributes. */
2954 struct wined3d_shader_attribute attributes[MAX_ATTRIBS];
2955
2956 UINT min_rel_offset, max_rel_offset;
2957 UINT rel_offset;
2958} IWineD3DVertexShaderImpl;
2959
2960void find_vs_compile_args(IWineD3DVertexShaderImpl *shader, IWineD3DStateBlockImpl *stateblock,
2961 struct vs_compile_args *args) DECLSPEC_HIDDEN;
2962HRESULT vertexshader_init(IWineD3DVertexShaderImpl *shader, IWineD3DDeviceImpl *device,
2963 const DWORD *byte_code, const struct wined3d_shader_signature *output_signature,
2964 IUnknown *parent, const struct wined3d_parent_ops *parent_ops) DECLSPEC_HIDDEN;
2965
2966struct wined3d_geometryshader
2967{
2968 const struct IWineD3DGeometryShaderVtbl *vtbl;
2969 IWineD3DBaseShaderClass base_shader;
2970};
2971
2972HRESULT geometryshader_init(struct wined3d_geometryshader *shader, IWineD3DDeviceImpl *device,
2973 const DWORD *byte_code, const struct wined3d_shader_signature *output_signature,
2974 IUnknown *parent, const struct wined3d_parent_ops *parent_ops) DECLSPEC_HIDDEN;
2975
2976/*****************************************************************************
2977 * IDirect3DPixelShader implementation structure
2978 */
2979
2980/* Using additional shader constants (uniforms in GLSL / program environment
2981 * or local parameters in ARB) is costly:
2982 * ARB only knows float4 parameters and GLSL compiler are not really smart
2983 * when it comes to efficiently pack float2 uniforms, so no space is wasted
2984 * (in fact most compilers map a float2 to a full float4 uniform).
2985 *
2986 * For NP2 texcoord fixup we only need 2 floats (width and height) for each
2987 * 2D texture used in the shader. We therefore pack fixup info for 2 textures
2988 * into a single shader constant (uniform / program parameter).
2989 *
2990 * This structure is shared between the GLSL and the ARB backend.*/
2991struct ps_np2fixup_info {
2992 unsigned char idx[MAX_FRAGMENT_SAMPLERS]; /* indices to the real constant */
2993 WORD active; /* bitfield indicating if we can apply the fixup */
2994 WORD num_consts;
2995};
2996
2997typedef struct IWineD3DPixelShaderImpl {
2998 /* IUnknown parts */
2999 const IWineD3DPixelShaderVtbl *lpVtbl;
3000
3001 /* IWineD3DBaseShader */
3002 IWineD3DBaseShaderClass baseShader;
3003
3004 /* Pixel shader input semantics */
3005 DWORD input_reg_map[MAX_REG_INPUT];
3006 BOOL input_reg_used[MAX_REG_INPUT];
3007 unsigned int declared_in_count;
3008
3009 /* Some information about the shader behavior */
3010 char vpos_uniform;
3011
3012 BOOL color0_mov;
3013 DWORD color0_reg;
3014
3015} IWineD3DPixelShaderImpl;
3016
3017HRESULT pixelshader_init(IWineD3DPixelShaderImpl *shader, IWineD3DDeviceImpl *device,
3018 const DWORD *byte_code, const struct wined3d_shader_signature *output_signature,
3019 IUnknown *parent, const struct wined3d_parent_ops *parent_ops) DECLSPEC_HIDDEN;
3020void pixelshader_update_samplers(struct shader_reg_maps *reg_maps,
3021 IWineD3DBaseTexture * const *textures) DECLSPEC_HIDDEN;
3022void find_ps_compile_args(IWineD3DPixelShaderImpl *shader, IWineD3DStateBlockImpl *stateblock,
3023 struct ps_compile_args *args) DECLSPEC_HIDDEN;
3024
3025/* sRGB correction constants */
3026static const float srgb_cmp = 0.0031308f;
3027static const float srgb_mul_low = 12.92f;
3028static const float srgb_pow = 0.41666f;
3029static const float srgb_mul_high = 1.055f;
3030static const float srgb_sub_high = 0.055f;
3031
3032/*****************************************************************************
3033 * IWineD3DPalette implementation structure
3034 */
3035struct IWineD3DPaletteImpl {
3036 /* IUnknown parts */
3037 const IWineD3DPaletteVtbl *lpVtbl;
3038 LONG ref;
3039
3040 IUnknown *parent;
3041 IWineD3DDeviceImpl *device;
3042
3043 /* IWineD3DPalette */
3044 HPALETTE hpal;
3045 WORD palVersion; /*| */
3046 WORD palNumEntries; /*| LOGPALETTE */
3047 PALETTEENTRY palents[256]; /*| */
3048 /* This is to store the palette in 'screen format' */
3049 int screen_palents[256];
3050 DWORD Flags;
3051};
3052
3053HRESULT wined3d_palette_init(IWineD3DPaletteImpl *palette, IWineD3DDeviceImpl *device,
3054 DWORD flags, const PALETTEENTRY *entries, IUnknown *parent) DECLSPEC_HIDDEN;
3055
3056/* DirectDraw utility functions */
3057extern WINED3DFORMAT pixelformat_for_depth(DWORD depth) DECLSPEC_HIDDEN;
3058
3059/*****************************************************************************
3060 * Pixel format management
3061 */
3062
3063/* WineD3D pixel format flags */
3064#define WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING 0x1
3065#define WINED3DFMT_FLAG_FILTERING 0x2
3066#define WINED3DFMT_FLAG_DEPTH 0x4
3067#define WINED3DFMT_FLAG_STENCIL 0x8
3068#define WINED3DFMT_FLAG_RENDERTARGET 0x10
3069#define WINED3DFMT_FLAG_FOURCC 0x20
3070#define WINED3DFMT_FLAG_FBO_ATTACHABLE 0x40
3071#define WINED3DFMT_FLAG_COMPRESSED 0x80
3072#define WINED3DFMT_FLAG_GETDC 0x100
3073#define WINED3DFMT_FLAG_FLOAT 0x200
3074
3075struct wined3d_format_desc
3076{
3077 WINED3DFORMAT format;
3078 DWORD red_mask;
3079 DWORD green_mask;
3080 DWORD blue_mask;
3081 DWORD alpha_mask;
3082 UINT byte_count;
3083 WORD depth_size;
3084 WORD stencil_size;
3085
3086 UINT block_width;
3087 UINT block_height;
3088 UINT block_byte_count;
3089
3090 enum wined3d_ffp_emit_idx emit_idx;
3091 GLint component_count;
3092 GLenum gl_vtx_type;
3093 GLint gl_vtx_format;
3094 GLboolean gl_normalized;
3095 unsigned int component_size;
3096
3097 GLint glInternal;
3098 GLint glGammaInternal;
3099 GLint rtInternal;
3100 GLint glFormat;
3101 GLint glType;
3102 UINT conv_byte_count;
3103 unsigned int Flags;
3104 float heightscale;
3105 struct color_fixup_desc color_fixup;
3106 void (*convert)(const BYTE *src, BYTE *dst, UINT pitch, UINT width, UINT height);
3107};
3108
3109const struct wined3d_format_desc *getFormatDescEntry(WINED3DFORMAT fmt,
3110 const struct wined3d_gl_info *gl_info) DECLSPEC_HIDDEN;
3111
3112static inline BOOL use_vs(IWineD3DStateBlockImpl *stateblock)
3113{
3114 /* Check stateblock->vertexDecl to allow this to be used from
3115 * IWineD3DDeviceImpl_FindTexUnitMap(). This is safe because
3116 * stateblock->vertexShader implies a vertex declaration instead of ddraw
3117 * style strided data. */
3118 return (stateblock->vertexShader
3119 && !((IWineD3DVertexDeclarationImpl *)stateblock->vertexDecl)->position_transformed
3120 && stateblock->device->vs_selected_mode != SHADER_NONE);
3121}
3122
3123static inline BOOL use_ps(IWineD3DStateBlockImpl *stateblock)
3124{
3125 return (stateblock->pixelShader && stateblock->device->ps_selected_mode != SHADER_NONE);
3126}
3127
3128void stretch_rect_fbo(IWineD3DDevice *iface, IWineD3DSurface *src_surface,
3129 const RECT *src_rect, IWineD3DSurface *dst_surface, const RECT *dst_rect,
3130 const WINED3DTEXTUREFILTERTYPE filter) DECLSPEC_HIDDEN;
3131
3132/* The WNDCLASS-Name for the fake window which we use to retrieve the GL capabilities */
3133#define WINED3D_OPENGL_WINDOW_CLASS_NAME "WineD3D_OpenGL"
3134
3135#define WINEMAKEFOURCC(ch0, ch1, ch2, ch3) \
3136 ((DWORD)(BYTE)(ch0) | ((DWORD)(BYTE)(ch1) << 8) | \
3137 ((DWORD)(BYTE)(ch2) << 16) | ((DWORD)(BYTE)(ch3) << 24 ))
3138
3139#define MAKEDWORD_VERSION(maj, min) (((maj & 0xffff) << 16) | (min & 0xffff))
3140
3141#endif
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