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source: vbox/trunk/src/VBox/Additions/WINNT/Graphics/Wine/wined3d/wined3d_private.h@ 40588

Last change on this file since 40588 was 40588, checked in by vboxsync, 13 years ago

wined3d/wddm: try fix mesa intel hd regression

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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#include "vboxext.h"
63
64#ifdef VBOX_WITH_WDDM
65# include "vboxsharedrc.h"
66#endif
67
68#if defined(VBOX_WINE_WITH_SINGLE_CONTEXT) || defined(VBOX_WINE_WITH_SINGLE_SWAPCHAIN_CONTEXT)
69# define VBoxTlsRefGetImpl(_tls) (TlsGetValue((DWORD)(_tls)))
70# define VBoxTlsRefSetImpl(_tls, _val) (TlsSetValue((DWORD)(_tls), (_val)))
71# define VBoxTlsRefAssertImpl Assert
72# include <VBox/VBoxVideo3D.h>
73#endif
74
75/* Driver quirks */
76#define WINED3D_QUIRK_ARB_VS_OFFSET_LIMIT 0x00000001
77#define WINED3D_QUIRK_SET_TEXCOORD_W 0x00000002
78#define WINED3D_QUIRK_GLSL_CLIP_VARYING 0x00000004
79#define WINED3D_QUIRK_ALLOWS_SPECULAR_ALPHA 0x00000008
80#define WINED3D_QUIRK_NV_CLIP_BROKEN 0x00000010
81#define WINED3D_QUIRK_FBO_TEX_UPDATE 0x00000020
82#define WINED3D_QUIRK_FULLSIZE_BLIT 0x00000040
83
84/* Texture format fixups */
85
86enum fixup_channel_source
87{
88 CHANNEL_SOURCE_ZERO = 0,
89 CHANNEL_SOURCE_ONE = 1,
90 CHANNEL_SOURCE_X = 2,
91 CHANNEL_SOURCE_Y = 3,
92 CHANNEL_SOURCE_Z = 4,
93 CHANNEL_SOURCE_W = 5,
94 CHANNEL_SOURCE_COMPLEX0 = 6,
95 CHANNEL_SOURCE_COMPLEX1 = 7,
96};
97
98enum complex_fixup
99{
100 COMPLEX_FIXUP_NONE = 0,
101 COMPLEX_FIXUP_YUY2 = 1,
102 COMPLEX_FIXUP_UYVY = 2,
103 COMPLEX_FIXUP_YV12 = 3,
104 COMPLEX_FIXUP_P8 = 4,
105};
106
107#include <pshpack2.h>
108struct color_fixup_desc
109{
110 unsigned x_sign_fixup : 1;
111 unsigned x_source : 3;
112 unsigned y_sign_fixup : 1;
113 unsigned y_source : 3;
114 unsigned z_sign_fixup : 1;
115 unsigned z_source : 3;
116 unsigned w_sign_fixup : 1;
117 unsigned w_source : 3;
118};
119#include <poppack.h>
120
121static const struct color_fixup_desc COLOR_FIXUP_IDENTITY =
122 {0, CHANNEL_SOURCE_X, 0, CHANNEL_SOURCE_Y, 0, CHANNEL_SOURCE_Z, 0, CHANNEL_SOURCE_W};
123
124static inline struct color_fixup_desc create_color_fixup_desc(
125 int sign0, enum fixup_channel_source src0, int sign1, enum fixup_channel_source src1,
126 int sign2, enum fixup_channel_source src2, int sign3, enum fixup_channel_source src3)
127{
128 struct color_fixup_desc fixup =
129 {
130 sign0, src0,
131 sign1, src1,
132 sign2, src2,
133 sign3, src3,
134 };
135 return fixup;
136}
137
138static inline struct color_fixup_desc create_complex_fixup_desc(enum complex_fixup complex_fixup)
139{
140 struct color_fixup_desc fixup =
141 {
142 0, complex_fixup & (1 << 0) ? CHANNEL_SOURCE_COMPLEX1 : CHANNEL_SOURCE_COMPLEX0,
143 0, complex_fixup & (1 << 1) ? CHANNEL_SOURCE_COMPLEX1 : CHANNEL_SOURCE_COMPLEX0,
144 0, complex_fixup & (1 << 2) ? CHANNEL_SOURCE_COMPLEX1 : CHANNEL_SOURCE_COMPLEX0,
145 0, complex_fixup & (1 << 3) ? CHANNEL_SOURCE_COMPLEX1 : CHANNEL_SOURCE_COMPLEX0,
146 };
147 return fixup;
148}
149
150static inline BOOL is_identity_fixup(struct color_fixup_desc fixup)
151{
152 return !memcmp(&fixup, &COLOR_FIXUP_IDENTITY, sizeof(fixup));
153}
154
155static inline BOOL is_complex_fixup(struct color_fixup_desc fixup)
156{
157 return fixup.x_source == CHANNEL_SOURCE_COMPLEX0 || fixup.x_source == CHANNEL_SOURCE_COMPLEX1;
158}
159
160static inline enum complex_fixup get_complex_fixup(struct color_fixup_desc fixup)
161{
162 enum complex_fixup complex_fixup = 0;
163 if (fixup.x_source == CHANNEL_SOURCE_COMPLEX1) complex_fixup |= (1 << 0);
164 if (fixup.y_source == CHANNEL_SOURCE_COMPLEX1) complex_fixup |= (1 << 1);
165 if (fixup.z_source == CHANNEL_SOURCE_COMPLEX1) complex_fixup |= (1 << 2);
166 if (fixup.w_source == CHANNEL_SOURCE_COMPLEX1) complex_fixup |= (1 << 3);
167 return complex_fixup;
168}
169
170void *wined3d_rb_alloc(size_t size) DECLSPEC_HIDDEN;
171void *wined3d_rb_realloc(void *ptr, size_t size) DECLSPEC_HIDDEN;
172void wined3d_rb_free(void *ptr) DECLSPEC_HIDDEN;
173
174/* Device caps */
175#define MAX_PALETTES 65536
176#define MAX_STREAMS 16
177#define MAX_TEXTURES 8
178#define MAX_FRAGMENT_SAMPLERS 16
179#define MAX_VERTEX_SAMPLERS 4
180#define MAX_COMBINED_SAMPLERS (MAX_FRAGMENT_SAMPLERS + MAX_VERTEX_SAMPLERS)
181#define MAX_ACTIVE_LIGHTS 8
182#define MAX_CLIPPLANES WINED3DMAXUSERCLIPPLANES
183
184struct min_lookup
185{
186 GLenum mip[WINED3DTEXF_LINEAR + 1];
187};
188
189const struct min_lookup minMipLookup[WINED3DTEXF_LINEAR + 1] DECLSPEC_HIDDEN;
190const struct min_lookup minMipLookup_noFilter[WINED3DTEXF_LINEAR + 1] DECLSPEC_HIDDEN;
191const struct min_lookup minMipLookup_noMip[WINED3DTEXF_LINEAR + 1] DECLSPEC_HIDDEN;
192const GLenum magLookup[WINED3DTEXF_LINEAR + 1] DECLSPEC_HIDDEN;
193const GLenum magLookup_noFilter[WINED3DTEXF_LINEAR + 1] DECLSPEC_HIDDEN;
194
195static inline GLenum wined3d_gl_mag_filter(const GLenum mag_lookup[], WINED3DTEXTUREFILTERTYPE mag_filter)
196{
197 return mag_lookup[mag_filter];
198}
199
200static inline GLenum wined3d_gl_min_mip_filter(const struct min_lookup min_mip_lookup[],
201 WINED3DTEXTUREFILTERTYPE min_filter, WINED3DTEXTUREFILTERTYPE mip_filter)
202{
203 return min_mip_lookup[min_filter].mip[mip_filter];
204}
205
206/* float_16_to_32() and float_32_to_16() (see implementation in
207 * surface_base.c) convert 16 bit floats in the FLOAT16 data type
208 * to standard C floats and vice versa. They do not depend on the encoding
209 * of the C float, so they are platform independent, but slow. On x86 and
210 * other IEEE 754 compliant platforms the conversion can be accelerated by
211 * bit shifting the exponent and mantissa. There are also some SSE-based
212 * assembly routines out there.
213 *
214 * See GL_NV_half_float for a reference of the FLOAT16 / GL_HALF format
215 */
216static inline float float_16_to_32(const unsigned short *in) {
217 unsigned long fNaN = 0x7fc00000;
218 unsigned long fNegInf = 0xff800000;
219 unsigned long fInf = 0x7f800000;
220
221 const unsigned short s = ((*in) & 0x8000);
222 const unsigned short e = ((*in) & 0x7C00) >> 10;
223 const unsigned short m = (*in) & 0x3FF;
224 const float sgn = (s ? -1.0f : 1.0f);
225
226 if(e == 0) {
227 if(m == 0) return sgn * 0.0f; /* +0.0 or -0.0 */
228 else return sgn * pow(2, -14.0f) * ((float)m / 1024.0f);
229 } else if(e < 31) {
230 return sgn * pow(2, (float)e - 15.0f) * (1.0f + ((float)m / 1024.0f));
231 } else {
232 if(m == 0) return sgn>0? *(float*)(&fInf) : *(float*)(&fNegInf); //sgn / 0.0f; /* +INF / -INF */
233 else return *(float*)(&fNaN); //0.0f / 0.0f; /* NAN */
234 }
235}
236
237static inline float float_24_to_32(DWORD in)
238{
239 const float sgn = in & 0x800000 ? -1.0f : 1.0f;
240 const unsigned short e = (in & 0x780000) >> 19;
241 const unsigned short m = in & 0x7ffff;
242 unsigned long fNaN = 0x7fc00000;
243 unsigned long fNegInf = 0xff800000;
244 unsigned long fInf = 0x7f800000;
245
246 if (e == 0)
247 {
248 if (m == 0) return sgn * 0.0f; /* +0.0 or -0.0 */
249 else return sgn * pow(2, -6.0f) * ((float)m / 524288.0f);
250 }
251 else if (e < 15)
252 {
253 return sgn * pow(2, (float)e - 7.0f) * (1.0f + ((float)m / 524288.0f));
254 }
255 else
256 {
257 if (m == 0) return sgn>0? *(float*)(&fInf) : *(float*)(&fNegInf); //sgn / 0.0f; /* +INF / -INF */
258 else return *(float*)(&fNaN); //0.0f / 0.0f; /* NAN */
259 }
260}
261
262/**
263 * Settings
264 */
265#define VS_NONE 0
266#define VS_HW 1
267
268#define PS_NONE 0
269#define PS_HW 1
270
271#define VBO_NONE 0
272#define VBO_HW 1
273
274#define ORM_BACKBUFFER 0
275#define ORM_FBO 1
276
277#define SHADER_ARB 1
278#define SHADER_GLSL 2
279#define SHADER_ATI 3
280#define SHADER_NONE 4
281
282#define RTL_DISABLE -1
283#define RTL_READDRAW 1
284#define RTL_READTEX 2
285
286#define PCI_VENDOR_NONE 0xffff /* e.g. 0x8086 for Intel and 0x10de for Nvidia */
287#define PCI_DEVICE_NONE 0xffff /* e.g. 0x14f for a Geforce6200 */
288
289/* NOTE: When adding fields to this structure, make sure to update the default
290 * values in wined3d_main.c as well. */
291typedef struct wined3d_settings_s {
292/* vertex and pixel shader modes */
293 int vs_mode;
294 int ps_mode;
295/* Ideally, we don't want the user to have to request GLSL. If the hardware supports GLSL,
296 we should use it. However, until it's fully implemented, we'll leave it as a registry
297 setting for developers. */
298 BOOL glslRequested;
299 int offscreen_rendering_mode;
300 int rendertargetlock_mode;
301 unsigned short pci_vendor_id;
302 unsigned short pci_device_id;
303/* Memory tracking and object counting */
304 unsigned int emulated_textureram;
305 char *logo;
306 int allow_multisampling;
307 BOOL strict_draw_ordering;
308} wined3d_settings_t;
309
310extern wined3d_settings_t wined3d_settings DECLSPEC_HIDDEN;
311
312typedef enum _WINED3DSAMPLER_TEXTURE_TYPE
313{
314 WINED3DSTT_UNKNOWN = 0,
315 WINED3DSTT_1D = 1,
316 WINED3DSTT_2D = 2,
317 WINED3DSTT_CUBE = 3,
318 WINED3DSTT_VOLUME = 4,
319} WINED3DSAMPLER_TEXTURE_TYPE;
320
321typedef enum _WINED3DSHADER_PARAM_REGISTER_TYPE
322{
323 WINED3DSPR_TEMP = 0,
324 WINED3DSPR_INPUT = 1,
325 WINED3DSPR_CONST = 2,
326 WINED3DSPR_ADDR = 3,
327 WINED3DSPR_TEXTURE = 3,
328 WINED3DSPR_RASTOUT = 4,
329 WINED3DSPR_ATTROUT = 5,
330 WINED3DSPR_TEXCRDOUT = 6,
331 WINED3DSPR_OUTPUT = 6,
332 WINED3DSPR_CONSTINT = 7,
333 WINED3DSPR_COLOROUT = 8,
334 WINED3DSPR_DEPTHOUT = 9,
335 WINED3DSPR_SAMPLER = 10,
336 WINED3DSPR_CONST2 = 11,
337 WINED3DSPR_CONST3 = 12,
338 WINED3DSPR_CONST4 = 13,
339 WINED3DSPR_CONSTBOOL = 14,
340 WINED3DSPR_LOOP = 15,
341 WINED3DSPR_TEMPFLOAT16 = 16,
342 WINED3DSPR_MISCTYPE = 17,
343 WINED3DSPR_LABEL = 18,
344 WINED3DSPR_PREDICATE = 19,
345 WINED3DSPR_IMMCONST,
346 WINED3DSPR_CONSTBUFFER,
347} WINED3DSHADER_PARAM_REGISTER_TYPE;
348
349enum wined3d_immconst_type
350{
351 WINED3D_IMMCONST_FLOAT,
352 WINED3D_IMMCONST_FLOAT4,
353};
354
355#define WINED3DSP_NOSWIZZLE (0 | (1 << 2) | (2 << 4) | (3 << 6))
356
357typedef enum _WINED3DSHADER_PARAM_SRCMOD_TYPE
358{
359 WINED3DSPSM_NONE = 0,
360 WINED3DSPSM_NEG = 1,
361 WINED3DSPSM_BIAS = 2,
362 WINED3DSPSM_BIASNEG = 3,
363 WINED3DSPSM_SIGN = 4,
364 WINED3DSPSM_SIGNNEG = 5,
365 WINED3DSPSM_COMP = 6,
366 WINED3DSPSM_X2 = 7,
367 WINED3DSPSM_X2NEG = 8,
368 WINED3DSPSM_DZ = 9,
369 WINED3DSPSM_DW = 10,
370 WINED3DSPSM_ABS = 11,
371 WINED3DSPSM_ABSNEG = 12,
372 WINED3DSPSM_NOT = 13,
373} WINED3DSHADER_PARAM_SRCMOD_TYPE;
374
375#define WINED3DSP_WRITEMASK_0 0x1 /* .x r */
376#define WINED3DSP_WRITEMASK_1 0x2 /* .y g */
377#define WINED3DSP_WRITEMASK_2 0x4 /* .z b */
378#define WINED3DSP_WRITEMASK_3 0x8 /* .w a */
379#define WINED3DSP_WRITEMASK_ALL 0xf /* all */
380
381typedef enum _WINED3DSHADER_PARAM_DSTMOD_TYPE
382{
383 WINED3DSPDM_NONE = 0,
384 WINED3DSPDM_SATURATE = 1,
385 WINED3DSPDM_PARTIALPRECISION = 2,
386 WINED3DSPDM_MSAMPCENTROID = 4,
387} WINED3DSHADER_PARAM_DSTMOD_TYPE;
388
389/* Undocumented opcode control to identify projective texture lookups in ps 2.0 and later */
390#define WINED3DSI_TEXLD_PROJECT 1
391#define WINED3DSI_TEXLD_BIAS 2
392
393typedef enum COMPARISON_TYPE
394{
395 COMPARISON_GT = 1,
396 COMPARISON_EQ = 2,
397 COMPARISON_GE = 3,
398 COMPARISON_LT = 4,
399 COMPARISON_NE = 5,
400 COMPARISON_LE = 6,
401} COMPARISON_TYPE;
402
403#define WINED3D_SM1_VS 0xfffe
404#define WINED3D_SM1_PS 0xffff
405#define WINED3D_SM4_PS 0x0000
406#define WINED3D_SM4_VS 0x0001
407#define WINED3D_SM4_GS 0x0002
408
409/* Shader version tokens, and shader end tokens */
410#define WINED3DPS_VERSION(major, minor) ((WINED3D_SM1_PS << 16) | ((major) << 8) | (minor))
411#define WINED3DVS_VERSION(major, minor) ((WINED3D_SM1_VS << 16) | ((major) << 8) | (minor))
412
413/* Shader backends */
414
415/* TODO: Make this dynamic, based on shader limits ? */
416#define MAX_ATTRIBS 16
417#define MAX_REG_ADDR 1
418#define MAX_REG_TEMP 32
419#define MAX_REG_TEXCRD 8
420#define MAX_REG_INPUT 12
421#define MAX_REG_OUTPUT 12
422#define MAX_CONST_I 16
423#define MAX_CONST_B 16
424
425/* FIXME: This needs to go up to 2048 for
426 * Shader model 3 according to msdn (and for software shaders) */
427#define MAX_LABELS 16
428
429#define SHADER_PGMSIZE 65535
430
431struct wined3d_shader_buffer
432{
433 char *buffer;
434 unsigned int bsize;
435 unsigned int lineNo;
436 BOOL newline;
437};
438
439enum WINED3D_SHADER_INSTRUCTION_HANDLER
440{
441 WINED3DSIH_ABS,
442 WINED3DSIH_ADD,
443 WINED3DSIH_BEM,
444 WINED3DSIH_BREAK,
445 WINED3DSIH_BREAKC,
446 WINED3DSIH_BREAKP,
447 WINED3DSIH_CALL,
448 WINED3DSIH_CALLNZ,
449 WINED3DSIH_CMP,
450 WINED3DSIH_CND,
451 WINED3DSIH_CRS,
452 WINED3DSIH_CUT,
453 WINED3DSIH_DCL,
454 WINED3DSIH_DEF,
455 WINED3DSIH_DEFB,
456 WINED3DSIH_DEFI,
457 WINED3DSIH_DP2ADD,
458 WINED3DSIH_DP3,
459 WINED3DSIH_DP4,
460 WINED3DSIH_DST,
461 WINED3DSIH_DSX,
462 WINED3DSIH_DSY,
463 WINED3DSIH_ELSE,
464 WINED3DSIH_EMIT,
465 WINED3DSIH_ENDIF,
466 WINED3DSIH_ENDLOOP,
467 WINED3DSIH_ENDREP,
468 WINED3DSIH_EXP,
469 WINED3DSIH_EXPP,
470 WINED3DSIH_FRC,
471 WINED3DSIH_IADD,
472 WINED3DSIH_IF,
473 WINED3DSIH_IFC,
474 WINED3DSIH_IGE,
475 WINED3DSIH_LABEL,
476 WINED3DSIH_LIT,
477 WINED3DSIH_LOG,
478 WINED3DSIH_LOGP,
479 WINED3DSIH_LOOP,
480 WINED3DSIH_LRP,
481 WINED3DSIH_LT,
482 WINED3DSIH_M3x2,
483 WINED3DSIH_M3x3,
484 WINED3DSIH_M3x4,
485 WINED3DSIH_M4x3,
486 WINED3DSIH_M4x4,
487 WINED3DSIH_MAD,
488 WINED3DSIH_MAX,
489 WINED3DSIH_MIN,
490 WINED3DSIH_MOV,
491 WINED3DSIH_MOVA,
492 WINED3DSIH_MUL,
493 WINED3DSIH_NOP,
494 WINED3DSIH_NRM,
495 WINED3DSIH_PHASE,
496 WINED3DSIH_POW,
497 WINED3DSIH_RCP,
498 WINED3DSIH_REP,
499 WINED3DSIH_RET,
500 WINED3DSIH_RSQ,
501 WINED3DSIH_SETP,
502 WINED3DSIH_SGE,
503 WINED3DSIH_SGN,
504 WINED3DSIH_SINCOS,
505 WINED3DSIH_SLT,
506 WINED3DSIH_SUB,
507 WINED3DSIH_TEX,
508 WINED3DSIH_TEXBEM,
509 WINED3DSIH_TEXBEML,
510 WINED3DSIH_TEXCOORD,
511 WINED3DSIH_TEXDEPTH,
512 WINED3DSIH_TEXDP3,
513 WINED3DSIH_TEXDP3TEX,
514 WINED3DSIH_TEXKILL,
515 WINED3DSIH_TEXLDD,
516 WINED3DSIH_TEXLDL,
517 WINED3DSIH_TEXM3x2DEPTH,
518 WINED3DSIH_TEXM3x2PAD,
519 WINED3DSIH_TEXM3x2TEX,
520 WINED3DSIH_TEXM3x3,
521 WINED3DSIH_TEXM3x3DIFF,
522 WINED3DSIH_TEXM3x3PAD,
523 WINED3DSIH_TEXM3x3SPEC,
524 WINED3DSIH_TEXM3x3TEX,
525 WINED3DSIH_TEXM3x3VSPEC,
526 WINED3DSIH_TEXREG2AR,
527 WINED3DSIH_TEXREG2GB,
528 WINED3DSIH_TEXREG2RGB,
529 WINED3DSIH_TABLE_SIZE
530};
531
532enum wined3d_shader_type
533{
534 WINED3D_SHADER_TYPE_PIXEL,
535 WINED3D_SHADER_TYPE_VERTEX,
536 WINED3D_SHADER_TYPE_GEOMETRY,
537};
538
539struct wined3d_shader_version
540{
541 enum wined3d_shader_type type;
542 BYTE major;
543 BYTE minor;
544};
545
546#define WINED3D_SHADER_VERSION(major, minor) (((major) << 8) | (minor))
547
548typedef struct shader_reg_maps
549{
550 struct wined3d_shader_version shader_version;
551 BYTE texcoord; /* MAX_REG_TEXCRD, 8 */
552 BYTE address; /* MAX_REG_ADDR, 1 */
553 WORD labels; /* MAX_LABELS, 16 */
554 DWORD temporary; /* MAX_REG_TEMP, 32 */
555 DWORD *constf; /* pixel, vertex */
556 DWORD texcoord_mask[MAX_REG_TEXCRD]; /* vertex < 3.0 */
557 WORD input_registers; /* max(MAX_REG_INPUT, MAX_ATTRIBS), 16 */
558 WORD output_registers; /* MAX_REG_OUTPUT, 12 */
559 WORD integer_constants; /* MAX_CONST_I, 16 */
560 WORD boolean_constants; /* MAX_CONST_B, 16 */
561 WORD local_int_consts; /* MAX_CONST_I, 16 */
562 WORD local_bool_consts; /* MAX_CONST_B, 16 */
563
564 WINED3DSAMPLER_TEXTURE_TYPE sampler_type[max(MAX_FRAGMENT_SAMPLERS, MAX_VERTEX_SAMPLERS)];
565 BYTE bumpmat; /* MAX_TEXTURES, 8 */
566 BYTE luminanceparams; /* MAX_TEXTURES, 8 */
567
568 WORD usesnrm : 1;
569 WORD vpos : 1;
570 WORD usesdsx : 1;
571 WORD usesdsy : 1;
572 WORD usestexldd : 1;
573 WORD usesmova : 1;
574 WORD usesfacing : 1;
575 WORD usesrelconstF : 1;
576 WORD fog : 1;
577 WORD usestexldl : 1;
578 WORD usesifc : 1;
579 WORD usescall : 1;
580 WORD padding : 4;
581
582 /* Whether or not loops are used in this shader, and nesting depth */
583 unsigned loop_depth;
584 unsigned highest_render_target;
585
586} shader_reg_maps;
587
588struct wined3d_shader_context
589{
590 IWineD3DBaseShader *shader;
591 const struct wined3d_gl_info *gl_info;
592 const struct shader_reg_maps *reg_maps;
593 struct wined3d_shader_buffer *buffer;
594 void *backend_data;
595};
596
597struct wined3d_shader_register
598{
599 WINED3DSHADER_PARAM_REGISTER_TYPE type;
600 UINT idx;
601 UINT array_idx;
602 const struct wined3d_shader_src_param *rel_addr;
603 enum wined3d_immconst_type immconst_type;
604 DWORD immconst_data[4];
605};
606
607struct wined3d_shader_dst_param
608{
609 struct wined3d_shader_register reg;
610 DWORD write_mask;
611 DWORD modifiers;
612 DWORD shift;
613};
614
615struct wined3d_shader_src_param
616{
617 struct wined3d_shader_register reg;
618 DWORD swizzle;
619 DWORD modifiers;
620};
621
622struct wined3d_shader_instruction
623{
624 const struct wined3d_shader_context *ctx;
625 enum WINED3D_SHADER_INSTRUCTION_HANDLER handler_idx;
626 DWORD flags;
627 BOOL coissue;
628 DWORD predicate;
629 UINT dst_count;
630 const struct wined3d_shader_dst_param *dst;
631 UINT src_count;
632 const struct wined3d_shader_src_param *src;
633};
634
635struct wined3d_shader_semantic
636{
637 WINED3DDECLUSAGE usage;
638 UINT usage_idx;
639 WINED3DSAMPLER_TEXTURE_TYPE sampler_type;
640 struct wined3d_shader_dst_param reg;
641};
642
643struct wined3d_shader_attribute
644{
645 WINED3DDECLUSAGE usage;
646 UINT usage_idx;
647};
648
649struct wined3d_shader_loop_control
650{
651 unsigned int count;
652 unsigned int start;
653 int step;
654};
655
656struct wined3d_shader_frontend
657{
658 void *(*shader_init)(const DWORD *ptr, const struct wined3d_shader_signature *output_signature);
659 void (*shader_free)(void *data);
660 void (*shader_read_header)(void *data, const DWORD **ptr, struct wined3d_shader_version *shader_version);
661 void (*shader_read_opcode)(void *data, const DWORD **ptr, struct wined3d_shader_instruction *ins, UINT *param_size);
662 void (*shader_read_src_param)(void *data, const DWORD **ptr, struct wined3d_shader_src_param *src_param,
663 struct wined3d_shader_src_param *src_rel_addr);
664 void (*shader_read_dst_param)(void *data, const DWORD **ptr, struct wined3d_shader_dst_param *dst_param,
665 struct wined3d_shader_src_param *dst_rel_addr);
666 void (*shader_read_semantic)(const DWORD **ptr, struct wined3d_shader_semantic *semantic);
667 void (*shader_read_comment)(const DWORD **ptr, const char **comment, UINT *comment_size);
668 BOOL (*shader_is_end)(void *data, const DWORD **ptr);
669};
670
671extern const struct wined3d_shader_frontend sm1_shader_frontend DECLSPEC_HIDDEN;
672extern const struct wined3d_shader_frontend sm4_shader_frontend DECLSPEC_HIDDEN;
673
674typedef void (*SHADER_HANDLER)(const struct wined3d_shader_instruction *);
675
676struct shader_caps {
677 DWORD VertexShaderVersion;
678 DWORD MaxVertexShaderConst;
679
680 DWORD PixelShaderVersion;
681 float PixelShader1xMaxValue;
682 DWORD MaxPixelShaderConst;
683
684 WINED3DVSHADERCAPS2_0 VS20Caps;
685 WINED3DPSHADERCAPS2_0 PS20Caps;
686
687 DWORD MaxVShaderInstructionsExecuted;
688 DWORD MaxPShaderInstructionsExecuted;
689 DWORD MaxVertexShader30InstructionSlots;
690 DWORD MaxPixelShader30InstructionSlots;
691
692 BOOL VSClipping;
693};
694
695enum tex_types
696{
697 tex_1d = 0,
698 tex_2d = 1,
699 tex_3d = 2,
700 tex_cube = 3,
701 tex_rect = 4,
702 tex_type_count = 5,
703};
704
705enum vertexprocessing_mode {
706 fixedfunction,
707 vertexshader,
708 pretransformed
709};
710
711#define WINED3D_CONST_NUM_UNUSED ~0U
712
713enum fogmode {
714 FOG_OFF,
715 FOG_LINEAR,
716 FOG_EXP,
717 FOG_EXP2
718};
719
720struct wined3d_context;
721
722#define WINED3D_PSARGS_PROJECTED (1<<3)
723#define WINED3D_PSARGS_TEXTRANSFORM_SHIFT 4
724#define WINED3D_PSARGS_TEXTRANSFORM_MASK 0xF
725
726/* Stateblock dependent parameters which have to be hardcoded
727 * into the shader code
728 */
729struct ps_compile_args {
730 struct color_fixup_desc color_fixup[MAX_FRAGMENT_SAMPLERS];
731 enum vertexprocessing_mode vp_mode;
732 enum fogmode fog;
733 /* Projected textures(ps 1.0-1.3) */
734 WORD tex_transform;
735 /* Texture types(2D, Cube, 3D) in ps 1.x */
736 WORD srgb_correction;
737 WORD np2_fixup;
738 /* Bitmap for NP2 texcoord fixups (16 samplers max currently).
739 D3D9 has a limit of 16 samplers and the fixup is superfluous
740 in D3D10 (unconditional NP2 support mandatory). */
741 WORD t_mirror;
742};
743
744enum fog_src_type {
745 VS_FOG_Z = 0,
746 VS_FOG_COORD = 1
747};
748
749struct vs_compile_args {
750 BYTE fog_src;
751 BYTE clip_enabled;
752 WORD swizzle_map; /* MAX_ATTRIBS, 16 */
753};
754
755typedef struct {
756 void (*shader_handle_instruction)(const struct wined3d_shader_instruction *);
757 void (*shader_select)(const struct wined3d_context *context, BOOL usePS, BOOL useVS);
758 void (*shader_select_depth_blt)(IWineD3DDevice *iface, enum tex_types tex_type);
759 void (*shader_deselect_depth_blt)(IWineD3DDevice *iface);
760 void (*shader_update_float_vertex_constants)(IWineD3DDevice *iface, UINT start, UINT count);
761 void (*shader_update_float_pixel_constants)(IWineD3DDevice *iface, UINT start, UINT count);
762 void (*shader_load_constants)(const struct wined3d_context *context, char usePS, char useVS);
763 void (*shader_load_np2fixup_constants)(IWineD3DDevice *iface, char usePS, char useVS);
764 void (*shader_destroy)(IWineD3DBaseShader *iface);
765 HRESULT (*shader_alloc_private)(IWineD3DDevice *iface);
766 void (*shader_free_private)(IWineD3DDevice *iface);
767 BOOL (*shader_dirtifyable_constants)(IWineD3DDevice *iface);
768 void (*shader_get_caps)(const struct wined3d_gl_info *gl_info, struct shader_caps *caps);
769 BOOL (*shader_color_fixup_supported)(struct color_fixup_desc fixup);
770 void (*shader_add_instruction_modifiers)(const struct wined3d_shader_instruction *ins);
771} shader_backend_t;
772
773extern const shader_backend_t glsl_shader_backend DECLSPEC_HIDDEN;
774extern const shader_backend_t arb_program_shader_backend DECLSPEC_HIDDEN;
775extern const shader_backend_t none_shader_backend DECLSPEC_HIDDEN;
776
777/* X11 locking */
778
779extern void (* CDECL wine_tsx11_lock_ptr)(void) DECLSPEC_HIDDEN;
780extern void (* CDECL wine_tsx11_unlock_ptr)(void) DECLSPEC_HIDDEN;
781
782/* As GLX relies on X, this is needed */
783extern int num_lock DECLSPEC_HIDDEN;
784
785#if 0
786#define ENTER_GL() ++num_lock; if (num_lock > 1) FIXME("Recursive use of GL lock to: %d\n", num_lock); wine_tsx11_lock_ptr()
787#define LEAVE_GL() if (num_lock != 1) FIXME("Recursive use of GL lock: %d\n", num_lock); --num_lock; wine_tsx11_unlock_ptr()
788#else
789#define ENTER_GL() wine_tsx11_lock_ptr()
790#define LEAVE_GL() wine_tsx11_unlock_ptr()
791#endif
792
793/*****************************************************************************
794 * Defines
795 */
796
797/* GL related defines */
798/* ------------------ */
799#define GL_EXTCALL(FuncName) (GLINFO_LOCATION.FuncName)
800
801#define D3DCOLOR_B_R(dw) (((dw) >> 16) & 0xFF)
802#define D3DCOLOR_B_G(dw) (((dw) >> 8) & 0xFF)
803#define D3DCOLOR_B_B(dw) (((dw) >> 0) & 0xFF)
804#define D3DCOLOR_B_A(dw) (((dw) >> 24) & 0xFF)
805
806#define D3DCOLOR_R(dw) (((float) (((dw) >> 16) & 0xFF)) / 255.0f)
807#define D3DCOLOR_G(dw) (((float) (((dw) >> 8) & 0xFF)) / 255.0f)
808#define D3DCOLOR_B(dw) (((float) (((dw) >> 0) & 0xFF)) / 255.0f)
809#define D3DCOLOR_A(dw) (((float) (((dw) >> 24) & 0xFF)) / 255.0f)
810
811#define D3DCOLORTOGLFLOAT4(dw, vec) do { \
812 (vec)[0] = D3DCOLOR_R(dw); \
813 (vec)[1] = D3DCOLOR_G(dw); \
814 (vec)[2] = D3DCOLOR_B(dw); \
815 (vec)[3] = D3DCOLOR_A(dw); \
816} while(0)
817
818/* DirectX Device Limits */
819/* --------------------- */
820#define MAX_MIP_LEVELS 32 /* Maximum number of mipmap levels. */
821#define HIGHEST_TRANSFORMSTATE WINED3DTS_WORLDMATRIX(255) /* Highest value in WINED3DTRANSFORMSTATETYPE */
822
823/* Checking of API calls */
824/* --------------------- */
825#ifndef WINE_NO_DEBUG_MSGS
826#define checkGLcall(A) \
827do { \
828 GLint err; \
829 if(!__WINE_IS_DEBUG_ON(_FIXME, __wine_dbch___default)) break; \
830 err = glGetError(); \
831 if (!pwglGetCurrentContext()) \
832 { \
833 ERR(">>>>>>>>>>>>>>>>> NULL ctx issuing %s @ %s / %d\n", \
834 A, __FILE__, __LINE__); \
835 break; \
836 } \
837 if (err == GL_NO_ERROR) { \
838 TRACE("%s call ok %s / %d\n", A, __FILE__, __LINE__); \
839 \
840 } else do { \
841 ERR(">>>>>>>>>>>>>>>>> %s (%#x) from %s @ %s / %d\n", \
842 debug_glerror(err), err, A, __FILE__, __LINE__); \
843 err = glGetError(); \
844 } while (err != GL_NO_ERROR); \
845} while(0)
846#else
847#define checkGLcall(A) do {} while(0)
848#endif
849
850/* Trace routines / diagnostics */
851/* ---------------------------- */
852
853/* Dump out a matrix and copy it */
854#define conv_mat(mat,gl_mat) \
855do { \
856 TRACE("%f %f %f %f\n", (mat)->u.s._11, (mat)->u.s._12, (mat)->u.s._13, (mat)->u.s._14); \
857 TRACE("%f %f %f %f\n", (mat)->u.s._21, (mat)->u.s._22, (mat)->u.s._23, (mat)->u.s._24); \
858 TRACE("%f %f %f %f\n", (mat)->u.s._31, (mat)->u.s._32, (mat)->u.s._33, (mat)->u.s._34); \
859 TRACE("%f %f %f %f\n", (mat)->u.s._41, (mat)->u.s._42, (mat)->u.s._43, (mat)->u.s._44); \
860 memcpy(gl_mat, (mat), 16 * sizeof(float)); \
861} while (0)
862
863/* Trace vector and strided data information */
864#define TRACE_STRIDED(si, name) do { if (si->use_map & (1 << name)) \
865 TRACE( #name "=(data:%p, stride:%d, format:%#x, vbo %d, stream %u)\n", \
866 si->elements[name].data, si->elements[name].stride, si->elements[name].format_desc->format, \
867 si->elements[name].buffer_object, si->elements[name].stream_idx); } while(0)
868
869/* Advance declaration of structures to satisfy compiler */
870typedef struct IWineD3DStateBlockImpl IWineD3DStateBlockImpl;
871typedef struct IWineD3DSurfaceImpl IWineD3DSurfaceImpl;
872typedef struct IWineD3DPaletteImpl IWineD3DPaletteImpl;
873typedef struct IWineD3DDeviceImpl IWineD3DDeviceImpl;
874typedef struct IWineD3DSwapChainImpl IWineD3DSwapChainImpl;
875
876/* Global variables */
877extern const float identity[16] DECLSPEC_HIDDEN;
878
879/*****************************************************************************
880 * Compilable extra diagnostics
881 */
882
883/* TODO: Confirm each of these works when wined3d move completed */
884#if 0 /* NOTE: Must be 0 in cvs */
885 /* To avoid having to get gigabytes of trace, the following can be compiled in, and at the start
886 of each frame, a check is made for the existence of C:\D3DTRACE, and if it exists d3d trace
887 is enabled, and if it doesn't exist it is disabled. */
888# define FRAME_DEBUGGING
889 /* Adding in the SINGLE_FRAME_DEBUGGING gives a trace of just what makes up a single frame, before
890 the file is deleted */
891# if 1 /* NOTE: Must be 1 in cvs, as this is mostly more useful than a trace from program start */
892# define SINGLE_FRAME_DEBUGGING
893# endif
894 /* The following, when enabled, lets you see the makeup of the frame, by drawprimitive calls.
895 It can only be enabled when FRAME_DEBUGGING is also enabled
896 The contents of the back buffer are written into /tmp/backbuffer_* after each primitive
897 array is drawn. */
898# if 0 /* NOTE: Must be 0 in cvs, as this give a lot of ppm files when compiled in */
899# define SHOW_FRAME_MAKEUP 1
900# endif
901 /* The following, when enabled, lets you see the makeup of the all the textures used during each
902 of the drawprimitive calls. It can only be enabled when SHOW_FRAME_MAKEUP is also enabled.
903 The contents of the textures assigned to each stage are written into
904 /tmp/texture_*_<Stage>.ppm after each primitive array is drawn. */
905# if 0 /* NOTE: Must be 0 in cvs, as this give a lot of ppm files when compiled in */
906# define SHOW_TEXTURE_MAKEUP 0
907# endif
908extern BOOL isOn;
909extern BOOL isDumpingFrames;
910extern LONG primCounter;
911#endif
912
913enum wined3d_ffp_idx
914{
915 WINED3D_FFP_POSITION = 0,
916 WINED3D_FFP_BLENDWEIGHT = 1,
917 WINED3D_FFP_BLENDINDICES = 2,
918 WINED3D_FFP_NORMAL = 3,
919 WINED3D_FFP_PSIZE = 4,
920 WINED3D_FFP_DIFFUSE = 5,
921 WINED3D_FFP_SPECULAR = 6,
922 WINED3D_FFP_TEXCOORD0 = 7,
923 WINED3D_FFP_TEXCOORD1 = 8,
924 WINED3D_FFP_TEXCOORD2 = 9,
925 WINED3D_FFP_TEXCOORD3 = 10,
926 WINED3D_FFP_TEXCOORD4 = 11,
927 WINED3D_FFP_TEXCOORD5 = 12,
928 WINED3D_FFP_TEXCOORD6 = 13,
929 WINED3D_FFP_TEXCOORD7 = 14,
930};
931
932enum wined3d_ffp_emit_idx
933{
934 WINED3D_FFP_EMIT_FLOAT1 = 0,
935 WINED3D_FFP_EMIT_FLOAT2 = 1,
936 WINED3D_FFP_EMIT_FLOAT3 = 2,
937 WINED3D_FFP_EMIT_FLOAT4 = 3,
938 WINED3D_FFP_EMIT_D3DCOLOR = 4,
939 WINED3D_FFP_EMIT_UBYTE4 = 5,
940 WINED3D_FFP_EMIT_SHORT2 = 6,
941 WINED3D_FFP_EMIT_SHORT4 = 7,
942 WINED3D_FFP_EMIT_UBYTE4N = 8,
943 WINED3D_FFP_EMIT_SHORT2N = 9,
944 WINED3D_FFP_EMIT_SHORT4N = 10,
945 WINED3D_FFP_EMIT_USHORT2N = 11,
946 WINED3D_FFP_EMIT_USHORT4N = 12,
947 WINED3D_FFP_EMIT_UDEC3 = 13,
948 WINED3D_FFP_EMIT_DEC3N = 14,
949 WINED3D_FFP_EMIT_FLOAT16_2 = 15,
950 WINED3D_FFP_EMIT_FLOAT16_4 = 16,
951 WINED3D_FFP_EMIT_COUNT = 17
952};
953
954struct wined3d_stream_info_element
955{
956 const struct wined3d_format_desc *format_desc;
957 GLsizei stride;
958 const BYTE *data;
959 UINT stream_idx;
960 GLuint buffer_object;
961};
962
963struct wined3d_stream_info
964{
965 struct wined3d_stream_info_element elements[MAX_ATTRIBS];
966 BOOL position_transformed;
967 WORD swizzle_map; /* MAX_ATTRIBS, 16 */
968 WORD use_map; /* MAX_ATTRIBS, 16 */
969};
970
971/*****************************************************************************
972 * Prototypes
973 */
974
975/* Routine common to the draw primitive and draw indexed primitive routines */
976void drawPrimitive(IWineD3DDevice *iface, UINT index_count,
977 UINT start_idx, UINT idxBytes, const void *idxData) DECLSPEC_HIDDEN;
978DWORD get_flexible_vertex_size(DWORD d3dvtVertexType) DECLSPEC_HIDDEN;
979
980typedef void (WINE_GLAPI *glAttribFunc)(const void *data);
981typedef void (WINE_GLAPI *glMultiTexCoordFunc)(GLenum unit, const void *data);
982extern glAttribFunc position_funcs[WINED3D_FFP_EMIT_COUNT] DECLSPEC_HIDDEN;
983extern glAttribFunc diffuse_funcs[WINED3D_FFP_EMIT_COUNT] DECLSPEC_HIDDEN;
984extern glAttribFunc specular_func_3ubv DECLSPEC_HIDDEN;
985extern glAttribFunc specular_funcs[WINED3D_FFP_EMIT_COUNT] DECLSPEC_HIDDEN;
986extern glAttribFunc normal_funcs[WINED3D_FFP_EMIT_COUNT] DECLSPEC_HIDDEN;
987extern glMultiTexCoordFunc multi_texcoord_funcs[WINED3D_FFP_EMIT_COUNT] DECLSPEC_HIDDEN;
988
989#define eps 1e-8
990
991#define GET_TEXCOORD_SIZE_FROM_FVF(d3dvtVertexType, tex_num) \
992 (((((d3dvtVertexType) >> (16 + (2 * (tex_num)))) + 1) & 0x03) + 1)
993
994/* Routines and structures related to state management */
995
996#define STATE_RENDER(a) (a)
997#define STATE_IS_RENDER(a) ((a) >= STATE_RENDER(1) && (a) <= STATE_RENDER(WINEHIGHEST_RENDER_STATE))
998
999#define STATE_TEXTURESTAGE(stage, num) (STATE_RENDER(WINEHIGHEST_RENDER_STATE) + 1 + (stage) * (WINED3D_HIGHEST_TEXTURE_STATE + 1) + (num))
1000#define STATE_IS_TEXTURESTAGE(a) ((a) >= STATE_TEXTURESTAGE(0, 1) && (a) <= STATE_TEXTURESTAGE(MAX_TEXTURES - 1, WINED3D_HIGHEST_TEXTURE_STATE))
1001
1002/* + 1 because samplers start with 0 */
1003#define STATE_SAMPLER(num) (STATE_TEXTURESTAGE(MAX_TEXTURES - 1, WINED3D_HIGHEST_TEXTURE_STATE) + 1 + (num))
1004#define STATE_IS_SAMPLER(num) ((num) >= STATE_SAMPLER(0) && (num) <= STATE_SAMPLER(MAX_COMBINED_SAMPLERS - 1))
1005
1006#define STATE_PIXELSHADER (STATE_SAMPLER(MAX_COMBINED_SAMPLERS - 1) + 1)
1007#define STATE_IS_PIXELSHADER(a) ((a) == STATE_PIXELSHADER)
1008
1009#define STATE_TRANSFORM(a) (STATE_PIXELSHADER + (a))
1010#define STATE_IS_TRANSFORM(a) ((a) >= STATE_TRANSFORM(1) && (a) <= STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(255)))
1011
1012#define STATE_STREAMSRC (STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(255)) + 1)
1013#define STATE_IS_STREAMSRC(a) ((a) == STATE_STREAMSRC)
1014#define STATE_INDEXBUFFER (STATE_STREAMSRC + 1)
1015#define STATE_IS_INDEXBUFFER(a) ((a) == STATE_INDEXBUFFER)
1016
1017#define STATE_VDECL (STATE_INDEXBUFFER + 1)
1018#define STATE_IS_VDECL(a) ((a) == STATE_VDECL)
1019
1020#define STATE_VSHADER (STATE_VDECL + 1)
1021#define STATE_IS_VSHADER(a) ((a) == STATE_VSHADER)
1022
1023#define STATE_VIEWPORT (STATE_VSHADER + 1)
1024#define STATE_IS_VIEWPORT(a) ((a) == STATE_VIEWPORT)
1025
1026#define STATE_VERTEXSHADERCONSTANT (STATE_VIEWPORT + 1)
1027#define STATE_PIXELSHADERCONSTANT (STATE_VERTEXSHADERCONSTANT + 1)
1028#define STATE_IS_VERTEXSHADERCONSTANT(a) ((a) == STATE_VERTEXSHADERCONSTANT)
1029#define STATE_IS_PIXELSHADERCONSTANT(a) ((a) == STATE_PIXELSHADERCONSTANT)
1030
1031#define STATE_ACTIVELIGHT(a) (STATE_PIXELSHADERCONSTANT + (a) + 1)
1032#define STATE_IS_ACTIVELIGHT(a) ((a) >= STATE_ACTIVELIGHT(0) && (a) < STATE_ACTIVELIGHT(MAX_ACTIVE_LIGHTS))
1033
1034#define STATE_SCISSORRECT (STATE_ACTIVELIGHT(MAX_ACTIVE_LIGHTS - 1) + 1)
1035#define STATE_IS_SCISSORRECT(a) ((a) == STATE_SCISSORRECT)
1036
1037#define STATE_CLIPPLANE(a) (STATE_SCISSORRECT + 1 + (a))
1038#define STATE_IS_CLIPPLANE(a) ((a) >= STATE_CLIPPLANE(0) && (a) <= STATE_CLIPPLANE(MAX_CLIPPLANES - 1))
1039
1040#define STATE_MATERIAL (STATE_CLIPPLANE(MAX_CLIPPLANES))
1041#define STATE_IS_MATERIAL(a) ((a) == STATE_MATERIAL)
1042
1043#define STATE_FRONTFACE (STATE_MATERIAL + 1)
1044#define STATE_IS_FRONTFACE(a) ((a) == STATE_FRONTFACE)
1045
1046#define STATE_HIGHEST (STATE_FRONTFACE)
1047
1048enum fogsource {
1049 FOGSOURCE_FFP,
1050 FOGSOURCE_VS,
1051 FOGSOURCE_COORD,
1052};
1053
1054#define WINED3D_MAX_FBO_ENTRIES 64
1055
1056struct wined3d_occlusion_query
1057{
1058 struct list entry;
1059 GLuint id;
1060 struct wined3d_context *context;
1061};
1062
1063union wined3d_gl_query_object
1064{
1065 GLuint id;
1066 GLsync sync;
1067};
1068
1069struct wined3d_event_query
1070{
1071 struct list entry;
1072 union wined3d_gl_query_object object;
1073 struct wined3d_context *context;
1074};
1075
1076enum wined3d_event_query_result
1077{
1078 WINED3D_EVENT_QUERY_OK,
1079 WINED3D_EVENT_QUERY_WAITING,
1080 WINED3D_EVENT_QUERY_NOT_STARTED,
1081 WINED3D_EVENT_QUERY_WRONG_THREAD,
1082 WINED3D_EVENT_QUERY_ERROR
1083};
1084
1085void wined3d_event_query_destroy(struct wined3d_event_query *query) DECLSPEC_HIDDEN;
1086enum wined3d_event_query_result wined3d_event_query_test(struct wined3d_event_query *query, IWineD3DDeviceImpl *device) DECLSPEC_HIDDEN;
1087enum wined3d_event_query_result wined3d_event_query_finish(struct wined3d_event_query *query, IWineD3DDeviceImpl *device) DECLSPEC_HIDDEN;
1088void wined3d_event_query_issue(struct wined3d_event_query *query, IWineD3DDeviceImpl *device) DECLSPEC_HIDDEN;
1089HRESULT wined3d_event_query_supported(const struct wined3d_gl_info *gl_info) DECLSPEC_HIDDEN;
1090
1091struct wined3d_context
1092{
1093 const struct wined3d_gl_info *gl_info;
1094 /* State dirtification
1095 * dirtyArray is an array that contains markers for dirty states. numDirtyEntries states are dirty, their numbers are in indices
1096 * 0...numDirtyEntries - 1. isStateDirty is a redundant copy of the dirtyArray. Technically only one of them would be needed,
1097 * 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
1098 * only numDirtyEntries array elements have to be checked, not STATE_HIGHEST states.
1099 */
1100 DWORD dirtyArray[STATE_HIGHEST + 1]; /* Won't get bigger than that, a state is never marked dirty 2 times */
1101 DWORD numDirtyEntries;
1102 DWORD isStateDirty[STATE_HIGHEST / (sizeof(DWORD) * CHAR_BIT) + 1]; /* Bitmap to find out quickly if a state is dirty */
1103
1104#ifdef VBOX_WITH_WDDM
1105 IWineD3DDeviceImpl *device;
1106 IWineD3DSwapChainImpl *currentSwapchain;
1107#else
1108 IWineD3DSwapChainImpl *swapchain;
1109#endif
1110
1111 IWineD3DSurface *current_rt;
1112 DWORD tid; /* Thread ID which owns this context at the moment */
1113
1114 /* Stores some information about the context state for optimization */
1115 WORD render_offscreen : 1;
1116 WORD draw_buffer_dirty : 1;
1117 WORD last_was_rhw : 1; /* true iff last draw_primitive was in xyzrhw mode */
1118 WORD last_was_pshader : 1;
1119 WORD last_was_vshader : 1;
1120 WORD namedArraysLoaded : 1;
1121 WORD numberedArraysLoaded : 1;
1122 WORD last_was_blit : 1;
1123 WORD last_was_ckey : 1;
1124 WORD fog_coord : 1;
1125 WORD fog_enabled : 1;
1126 WORD num_untracked_materials : 2; /* Max value 2 */
1127 WORD current : 1;
1128#if !defined(VBOX_WINE_WITH_SINGLE_CONTEXT) && !defined(VBOX_WINE_WITH_SINGLE_SWAPCHAIN_CONTEXT)
1129 WORD destroyed : 1;
1130#endif
1131 WORD valid : 1;
1132 BYTE texShaderBumpMap; /* MAX_TEXTURES, 8 */
1133 BYTE lastWasPow2Texture; /* MAX_TEXTURES, 8 */
1134 DWORD numbered_array_mask;
1135 GLenum tracking_parm; /* Which source is tracking current colour */
1136 GLenum untracked_materials[2];
1137 UINT blit_w, blit_h;
1138 enum fogsource fog_source;
1139
1140 char *vshader_const_dirty, *pshader_const_dirty;
1141
1142 /* The actual opengl context */
1143 UINT level;
1144 HGLRC restore_ctx;
1145 HDC restore_dc;
1146 HGLRC glCtx;
1147#ifndef VBOX_WITH_WDDM
1148 HWND win_handle;
1149 HDC hdc;
1150#endif
1151
1152#if defined(VBOX_WINE_WITH_SINGLE_CONTEXT) || defined(VBOX_WINE_WITH_SINGLE_SWAPCHAIN_CONTEXT)
1153 VBOXTLSREFDATA
1154#endif
1155
1156 int pixel_format;
1157 GLint aux_buffers;
1158
1159 /* FBOs */
1160 UINT fbo_entry_count;
1161 struct list fbo_list;
1162 struct list fbo_destroy_list;
1163 struct fbo_entry *current_fbo;
1164 GLuint src_fbo;
1165 GLuint dst_fbo;
1166 GLuint fbo_read_binding;
1167 GLuint fbo_draw_binding;
1168 BOOL rebind_fbo;
1169
1170 /* Queries */
1171 GLuint *free_occlusion_queries;
1172 UINT free_occlusion_query_size;
1173 UINT free_occlusion_query_count;
1174 struct list occlusion_queries;
1175
1176 union wined3d_gl_query_object *free_event_queries;
1177 UINT free_event_query_size;
1178 UINT free_event_query_count;
1179 struct list event_queries;
1180
1181 /* Extension emulation */
1182 GLint gl_fog_source;
1183 GLfloat fog_coord_value;
1184 GLfloat color[4], fogstart, fogend, fogcolor[4];
1185 GLuint dummy_arbfp_prog;
1186};
1187
1188typedef void (*APPLYSTATEFUNC)(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *ctx);
1189
1190struct StateEntry
1191{
1192 DWORD representative;
1193 APPLYSTATEFUNC apply;
1194};
1195
1196struct StateEntryTemplate
1197{
1198 DWORD state;
1199 struct StateEntry content;
1200 GL_SupportedExt extension;
1201};
1202
1203struct fragment_caps
1204{
1205 DWORD PrimitiveMiscCaps;
1206 DWORD TextureOpCaps;
1207 DWORD MaxTextureBlendStages;
1208 DWORD MaxSimultaneousTextures;
1209};
1210
1211struct fragment_pipeline
1212{
1213 void (*enable_extension)(IWineD3DDevice *iface, BOOL enable);
1214 void (*get_caps)(const struct wined3d_gl_info *gl_info, struct fragment_caps *caps);
1215 HRESULT (*alloc_private)(IWineD3DDevice *iface);
1216 void (*free_private)(IWineD3DDevice *iface);
1217 BOOL (*color_fixup_supported)(struct color_fixup_desc fixup);
1218 const struct StateEntryTemplate *states;
1219 BOOL ffp_proj_control;
1220};
1221
1222extern const struct StateEntryTemplate misc_state_template[] DECLSPEC_HIDDEN;
1223extern const struct StateEntryTemplate ffp_vertexstate_template[] DECLSPEC_HIDDEN;
1224extern const struct fragment_pipeline ffp_fragment_pipeline DECLSPEC_HIDDEN;
1225extern const struct fragment_pipeline atifs_fragment_pipeline DECLSPEC_HIDDEN;
1226extern const struct fragment_pipeline arbfp_fragment_pipeline DECLSPEC_HIDDEN;
1227extern const struct fragment_pipeline nvts_fragment_pipeline DECLSPEC_HIDDEN;
1228extern const struct fragment_pipeline nvrc_fragment_pipeline DECLSPEC_HIDDEN;
1229
1230/* "Base" state table */
1231HRESULT compile_state_table(struct StateEntry *StateTable, APPLYSTATEFUNC **dev_multistate_funcs,
1232 const struct wined3d_gl_info *gl_info, const struct StateEntryTemplate *vertex,
1233 const struct fragment_pipeline *fragment, const struct StateEntryTemplate *misc) DECLSPEC_HIDDEN;
1234
1235enum blit_operation
1236{
1237 BLIT_OP_BLIT,
1238 BLIT_OP_COLOR_FILL
1239};
1240
1241/* Shaders for color conversions in blits */
1242struct blit_shader
1243{
1244 HRESULT (*alloc_private)(IWineD3DDevice *iface);
1245 void (*free_private)(IWineD3DDevice *iface);
1246 HRESULT (*set_shader)(IWineD3DDevice *iface, IWineD3DSurfaceImpl *surface);
1247 void (*unset_shader)(IWineD3DDevice *iface);
1248 BOOL (*blit_supported)(const struct wined3d_gl_info *gl_info, enum blit_operation blit_op,
1249 const RECT *src_rect, DWORD src_usage, WINED3DPOOL src_pool, const struct wined3d_format_desc *src_format_desc,
1250 const RECT *dst_rect, DWORD dst_usage, WINED3DPOOL dst_pool, const struct wined3d_format_desc *dst_format_desc);
1251 HRESULT (*color_fill)(IWineD3DDeviceImpl *device, IWineD3DSurfaceImpl *dst_surface, const RECT *dst_rect, DWORD fill_color);
1252};
1253
1254extern const struct blit_shader ffp_blit DECLSPEC_HIDDEN;
1255extern const struct blit_shader arbfp_blit DECLSPEC_HIDDEN;
1256extern const struct blit_shader cpu_blit DECLSPEC_HIDDEN;
1257
1258/* Temporary blit_shader helper functions */
1259HRESULT arbfp_blit_surface(IWineD3DDeviceImpl *device, IWineD3DSurfaceImpl *src_surface, const RECT *src_rect,
1260 IWineD3DSurfaceImpl *dst_surface, const RECT *dst_rect_in, enum blit_operation blit_op,
1261 DWORD Filter) DECLSPEC_HIDDEN;
1262
1263typedef enum ContextUsage {
1264 CTXUSAGE_RESOURCELOAD = 1, /* Only loads textures: No State is applied */
1265 CTXUSAGE_DRAWPRIM = 2, /* OpenGL states are set up for blitting DirectDraw surfaces */
1266 CTXUSAGE_BLIT = 3, /* OpenGL states are set up 3D drawing */
1267 CTXUSAGE_CLEAR = 4, /* Drawable and states are set up for clearing */
1268} ContextUsage;
1269
1270struct wined3d_context *context_acquire(IWineD3DDeviceImpl *This,
1271 IWineD3DSurface *target, enum ContextUsage usage) DECLSPEC_HIDDEN;
1272void context_alloc_event_query(struct wined3d_context *context,
1273 struct wined3d_event_query *query) DECLSPEC_HIDDEN;
1274void context_alloc_occlusion_query(struct wined3d_context *context,
1275 struct wined3d_occlusion_query *query) DECLSPEC_HIDDEN;
1276void context_resource_released(IWineD3DDevice *iface,
1277 IWineD3DResource *resource, WINED3DRESOURCETYPE type) DECLSPEC_HIDDEN;
1278void context_bind_fbo(struct wined3d_context *context, GLenum target, GLuint *fbo) DECLSPEC_HIDDEN;
1279void context_attach_depth_stencil_fbo(struct wined3d_context *context,
1280 GLenum fbo_target, IWineD3DSurfaceImpl *depth_stencil, BOOL use_render_buffer) DECLSPEC_HIDDEN;
1281void context_attach_surface_fbo(const struct wined3d_context *context,
1282 GLenum fbo_target, DWORD idx, IWineD3DSurfaceImpl *surface) DECLSPEC_HIDDEN;
1283struct wined3d_context *context_create(IWineD3DSwapChainImpl *swapchain, IWineD3DSurfaceImpl *target,
1284 const struct wined3d_format_desc *ds_format_desc) DECLSPEC_HIDDEN;
1285struct IWineD3DDeviceImpl *context_get_device(const struct wined3d_context *context); DECLSPEC_HIDDEN;
1286#ifdef VBOX_WITH_WDDM
1287struct wined3d_context *context_find_create(IWineD3DDeviceImpl *device, IWineD3DSwapChainImpl *swapchain, IWineD3DSurfaceImpl *target,
1288 const struct wined3d_format_desc *ds_format_desc) DECLSPEC_HIDDEN;
1289BOOL context_acquire_context(struct wined3d_context * context, IWineD3DSurface *target, enum ContextUsage usage, BOOL bReValidate) DECLSPEC_HIDDEN;
1290#endif
1291void context_destroy(IWineD3DDeviceImpl *This, struct wined3d_context *context) DECLSPEC_HIDDEN;
1292void context_free_event_query(struct wined3d_event_query *query) DECLSPEC_HIDDEN;
1293void context_free_occlusion_query(struct wined3d_occlusion_query *query) DECLSPEC_HIDDEN;
1294struct wined3d_context *context_get_current(void) DECLSPEC_HIDDEN;
1295DWORD context_get_tls_idx(void) DECLSPEC_HIDDEN;
1296void context_release(struct wined3d_context *context) DECLSPEC_HIDDEN;
1297BOOL context_set_current(struct wined3d_context *ctx) DECLSPEC_HIDDEN;
1298void context_set_draw_buffer(struct wined3d_context *context, GLenum buffer) DECLSPEC_HIDDEN;
1299void context_set_tls_idx(DWORD idx) DECLSPEC_HIDDEN;
1300void context_surface_update(struct wined3d_context *context, IWineD3DSurfaceImpl *surface) DECLSPEC_HIDDEN;
1301#if defined(VBOX_WINE_WITH_SINGLE_CONTEXT) || defined(VBOX_WINE_WITH_SINGLE_SWAPCHAIN_CONTEXT)
1302void context_clear_on_thread_detach();
1303#endif
1304/* Macros for doing basic GPU detection based on opengl capabilities */
1305#define WINE_D3D6_CAPABLE(gl_info) (gl_info->supported[ARB_MULTITEXTURE])
1306#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])
1307#define WINE_D3D8_CAPABLE(gl_info) WINE_D3D7_CAPABLE(gl_info) && (gl_info->supported[ARB_MULTISAMPLE] && gl_info->supported[ARB_TEXTURE_BORDER_CLAMP])
1308#define WINE_D3D9_CAPABLE(gl_info) WINE_D3D8_CAPABLE(gl_info) && (gl_info->supported[ARB_FRAGMENT_PROGRAM] && gl_info->supported[ARB_VERTEX_SHADER])
1309#define WINE_D3D10_CAPABLE(gl_info) WINE_D3D9_CAPABLE(gl_info) && (gl_info->supported[EXT_GPU_SHADER4])
1310
1311/*****************************************************************************
1312 * Internal representation of a light
1313 */
1314struct wined3d_light_info
1315{
1316 WINED3DLIGHT OriginalParms; /* Note D3D8LIGHT == D3D9LIGHT */
1317 DWORD OriginalIndex;
1318 LONG glIndex;
1319 BOOL enabled;
1320
1321 /* Converted parms to speed up swapping lights */
1322 float lightPosn[4];
1323 float lightDirn[4];
1324 float exponent;
1325 float cutoff;
1326
1327 struct list entry;
1328};
1329
1330/* The default light parameters */
1331extern const WINED3DLIGHT WINED3D_default_light DECLSPEC_HIDDEN;
1332
1333typedef struct WineD3D_PixelFormat
1334{
1335 int iPixelFormat; /* WGL pixel format */
1336 int iPixelType; /* WGL pixel type e.g. WGL_TYPE_RGBA_ARB, WGL_TYPE_RGBA_FLOAT_ARB or WGL_TYPE_COLORINDEX_ARB */
1337 int redSize, greenSize, blueSize, alphaSize, colorSize;
1338 int depthSize, stencilSize;
1339 BOOL windowDrawable;
1340 BOOL doubleBuffer;
1341 int auxBuffers;
1342 int numSamples;
1343} WineD3D_PixelFormat;
1344
1345enum wined3d_gl_vendor
1346{
1347 GL_VENDOR_UNKNOWN,
1348 GL_VENDOR_APPLE,
1349 GL_VENDOR_FGLRX,
1350 GL_VENDOR_INTEL,
1351 GL_VENDOR_MESA,
1352 GL_VENDOR_NVIDIA,
1353};
1354
1355
1356enum wined3d_pci_vendor
1357{
1358 HW_VENDOR_SOFTWARE = 0x0000,
1359 HW_VENDOR_ATI = 0x1002,
1360 HW_VENDOR_NVIDIA = 0x10de,
1361 HW_VENDOR_INTEL = 0x8086,
1362};
1363
1364enum wined3d_pci_device
1365{
1366 CARD_WINE = 0x0000,
1367
1368 CARD_ATI_RAGE_128PRO = 0x5246,
1369 CARD_ATI_RADEON_7200 = 0x5144,
1370 CARD_ATI_RADEON_8500 = 0x514c,
1371 CARD_ATI_RADEON_9500 = 0x4144,
1372 CARD_ATI_RADEON_XPRESS_200M = 0x5955,
1373 CARD_ATI_RADEON_X700 = 0x5e4c,
1374 CARD_ATI_RADEON_X1600 = 0x71c2,
1375 CARD_ATI_RADEON_HD2350 = 0x94c7,
1376 CARD_ATI_RADEON_HD2600 = 0x9581,
1377 CARD_ATI_RADEON_HD2900 = 0x9400,
1378 CARD_ATI_RADEON_HD3200 = 0x9620,
1379 CARD_ATI_RADEON_HD4350 = 0x954f,
1380 CARD_ATI_RADEON_HD4550 = 0x9540,
1381 CARD_ATI_RADEON_HD4600 = 0x9495,
1382 CARD_ATI_RADEON_HD4650 = 0x9498,
1383 CARD_ATI_RADEON_HD4670 = 0x9490,
1384 CARD_ATI_RADEON_HD4700 = 0x944e,
1385 CARD_ATI_RADEON_HD4770 = 0x94b3,
1386 CARD_ATI_RADEON_HD4800 = 0x944c, /* Picked one value between 9440, 944c, 9442, 9460 */
1387 CARD_ATI_RADEON_HD4830 = 0x944c,
1388 CARD_ATI_RADEON_HD4850 = 0x9442,
1389 CARD_ATI_RADEON_HD4870 = 0x9440,
1390 CARD_ATI_RADEON_HD4890 = 0x9460,
1391 CARD_ATI_RADEON_HD5700 = 0x68BE, /* Picked HD5750 */
1392 CARD_ATI_RADEON_HD5750 = 0x68BE,
1393 CARD_ATI_RADEON_HD5770 = 0x68B8,
1394 CARD_ATI_RADEON_HD5800 = 0x6898, /* Picked HD5850 */
1395 CARD_ATI_RADEON_HD5850 = 0x6898,
1396 CARD_ATI_RADEON_HD5870 = 0x6899,
1397
1398 CARD_NVIDIA_RIVA_128 = 0x0018,
1399 CARD_NVIDIA_RIVA_TNT = 0x0020,
1400 CARD_NVIDIA_RIVA_TNT2 = 0x0028,
1401 CARD_NVIDIA_GEFORCE = 0x0100,
1402 CARD_NVIDIA_GEFORCE2_MX = 0x0110,
1403 CARD_NVIDIA_GEFORCE2 = 0x0150,
1404 CARD_NVIDIA_GEFORCE3 = 0x0200,
1405 CARD_NVIDIA_GEFORCE4_MX = 0x0170,
1406 CARD_NVIDIA_GEFORCE4_TI4200 = 0x0253,
1407 CARD_NVIDIA_GEFORCEFX_5200 = 0x0320,
1408 CARD_NVIDIA_GEFORCEFX_5600 = 0x0312,
1409 CARD_NVIDIA_GEFORCEFX_5800 = 0x0302,
1410 CARD_NVIDIA_GEFORCE_6200 = 0x014f,
1411 CARD_NVIDIA_GEFORCE_6600GT = 0x0140,
1412 CARD_NVIDIA_GEFORCE_6800 = 0x0041,
1413 CARD_NVIDIA_GEFORCE_7400 = 0x01d8,
1414 CARD_NVIDIA_GEFORCE_7300 = 0x01d7, /* GeForce Go 7300 */
1415 CARD_NVIDIA_GEFORCE_7600 = 0x0391,
1416 CARD_NVIDIA_GEFORCE_7800GT = 0x0092,
1417 CARD_NVIDIA_GEFORCE_8100 = 0x084F,
1418 CARD_NVIDIA_GEFORCE_8200 = 0x0849, /* Other PCI ID 0x084B */
1419 CARD_NVIDIA_GEFORCE_8300GS = 0x0423,
1420 CARD_NVIDIA_GEFORCE_8400GS = 0x0404,
1421 CARD_NVIDIA_GEFORCE_8500GT = 0x0421,
1422 CARD_NVIDIA_GEFORCE_8600GT = 0x0402,
1423 CARD_NVIDIA_GEFORCE_8600MGT = 0x0407,
1424 CARD_NVIDIA_GEFORCE_8800GTS = 0x0193,
1425 CARD_NVIDIA_GEFORCE_9200 = 0x086d,
1426 CARD_NVIDIA_GEFORCE_9400GT = 0x042c,
1427 CARD_NVIDIA_GEFORCE_9500GT = 0x0640,
1428 CARD_NVIDIA_GEFORCE_9600GT = 0x0622,
1429 CARD_NVIDIA_GEFORCE_9800GT = 0x0614,
1430 CARD_NVIDIA_GEFORCE_GTX260 = 0x05e2,
1431 CARD_NVIDIA_GEFORCE_GTX275 = 0x05e6,
1432 CARD_NVIDIA_GEFORCE_GTX280 = 0x05e1,
1433 CARD_NVIDIA_GEFORCE_GT240 = 0x0ca3,
1434
1435 CARD_INTEL_845G = 0x2562,
1436 CARD_INTEL_I830G = 0x3577,
1437 CARD_INTEL_I855G = 0x3582,
1438 CARD_INTEL_I865G = 0x2572,
1439 CARD_INTEL_I915G = 0x2582,
1440 CARD_INTEL_I915GM = 0x2592,
1441 CARD_INTEL_I945GM = 0x27a2, /* Same as GMA 950? */
1442 CARD_INTEL_X3100 = 0x2a02, /* Found in Macs. Same as GMA 965? */
1443 CARD_INTEL_SBHD = 0x0126, /* SundyBridge HD Desktop */
1444};
1445
1446struct wined3d_fbo_ops
1447{
1448 PGLFNGLISRENDERBUFFERPROC glIsRenderbuffer;
1449 PGLFNGLBINDRENDERBUFFERPROC glBindRenderbuffer;
1450 PGLFNGLDELETERENDERBUFFERSPROC glDeleteRenderbuffers;
1451 PGLFNGLGENRENDERBUFFERSPROC glGenRenderbuffers;
1452 PGLFNGLRENDERBUFFERSTORAGEPROC glRenderbufferStorage;
1453 PGLFNRENDERBUFFERSTORAGEMULTISAMPLEPROC glRenderbufferStorageMultisample;
1454 PGLFNGLGETRENDERBUFFERPARAMETERIVPROC glGetRenderbufferParameteriv;
1455 PGLFNGLISFRAMEBUFFERPROC glIsFramebuffer;
1456 PGLFNGLBINDFRAMEBUFFERPROC glBindFramebuffer;
1457 PGLFNGLDELETEFRAMEBUFFERSPROC glDeleteFramebuffers;
1458 PGLFNGLGENFRAMEBUFFERSPROC glGenFramebuffers;
1459 PGLFNGLCHECKFRAMEBUFFERSTATUSPROC glCheckFramebufferStatus;
1460 PGLFNGLFRAMEBUFFERTEXTURE1DPROC glFramebufferTexture1D;
1461 PGLFNGLFRAMEBUFFERTEXTURE2DPROC glFramebufferTexture2D;
1462 PGLFNGLFRAMEBUFFERTEXTURE3DPROC glFramebufferTexture3D;
1463 PGLFNGLFRAMEBUFFERRENDERBUFFERPROC glFramebufferRenderbuffer;
1464 PGLFNGLGETFRAMEBUFFERATTACHMENTPARAMETERIVPROC glGetFramebufferAttachmentParameteriv;
1465 PGLFNGLBLITFRAMEBUFFERPROC glBlitFramebuffer;
1466 PGLFNGLGENERATEMIPMAPPROC glGenerateMipmap;
1467};
1468
1469struct wined3d_gl_limits
1470{
1471 UINT buffers;
1472 UINT lights;
1473 UINT textures;
1474 UINT texture_stages;
1475 UINT fragment_samplers;
1476 UINT vertex_samplers;
1477 UINT combined_samplers;
1478 UINT general_combiners;
1479 UINT sampler_stages;
1480 UINT clipplanes;
1481 UINT texture_size;
1482 UINT texture3d_size;
1483 float pointsize_max;
1484 float pointsize_min;
1485 UINT point_sprite_units;
1486 UINT blends;
1487 UINT anisotropy;
1488 float shininess;
1489
1490 UINT glsl_varyings;
1491 UINT glsl_vs_float_constants;
1492 UINT glsl_ps_float_constants;
1493
1494 UINT arb_vs_float_constants;
1495 UINT arb_vs_native_constants;
1496 UINT arb_vs_instructions;
1497 UINT arb_vs_temps;
1498 UINT arb_ps_float_constants;
1499 UINT arb_ps_local_constants;
1500 UINT arb_ps_native_constants;
1501 UINT arb_ps_instructions;
1502 UINT arb_ps_temps;
1503};
1504
1505struct wined3d_gl_info
1506{
1507 DWORD glsl_version;
1508 UINT vidmem;
1509 struct wined3d_gl_limits limits;
1510 DWORD reserved_glsl_constants;
1511 DWORD quirks;
1512 BOOL supported[WINED3D_GL_EXT_COUNT];
1513 GLint wrap_lookup[WINED3DTADDRESS_MIRRORONCE - WINED3DTADDRESS_WRAP + 1];
1514
1515 struct wined3d_fbo_ops fbo_ops;
1516#define USE_GL_FUNC(type, pfn, ext, replace) type pfn;
1517 /* GL function pointers */
1518 GL_EXT_FUNCS_GEN
1519 /* WGL function pointers */
1520 WGL_EXT_FUNCS_GEN
1521#undef USE_GL_FUNC
1522
1523 struct wined3d_format_desc *gl_formats;
1524};
1525
1526struct wined3d_driver_info
1527{
1528 enum wined3d_pci_vendor vendor;
1529 enum wined3d_pci_device device;
1530 const char *name;
1531 const char *description;
1532 DWORD version_high;
1533 DWORD version_low;
1534};
1535
1536/* The adapter structure */
1537struct wined3d_adapter
1538{
1539 UINT ordinal;
1540 BOOL opengl;
1541 POINT monitorPoint;
1542 struct wined3d_gl_info gl_info;
1543 struct wined3d_driver_info driver_info;
1544 WCHAR DeviceName[CCHDEVICENAME]; /* DeviceName for use with e.g. ChangeDisplaySettings */
1545 int nCfgs;
1546 WineD3D_PixelFormat *cfgs;
1547 BOOL brokenStencil; /* Set on cards which only offer mixed depth+stencil */
1548 unsigned int TextureRam; /* Amount of texture memory both video ram + AGP/TurboCache/HyperMemory/.. */
1549 unsigned int UsedTextureRam;
1550 LUID luid;
1551
1552 const struct fragment_pipeline *fragment_pipe;
1553 const shader_backend_t *shader_backend;
1554 const struct blit_shader *blitter;
1555};
1556
1557BOOL initPixelFormats(struct wined3d_gl_info *gl_info, enum wined3d_pci_vendor vendor) DECLSPEC_HIDDEN;
1558BOOL initPixelFormatsNoGL(struct wined3d_gl_info *gl_info) DECLSPEC_HIDDEN;
1559extern long WineD3DAdapterChangeGLRam(IWineD3DDeviceImpl *D3DDevice, long glram) DECLSPEC_HIDDEN;
1560extern void add_gl_compat_wrappers(struct wined3d_gl_info *gl_info) DECLSPEC_HIDDEN;
1561
1562/*****************************************************************************
1563 * High order patch management
1564 */
1565struct WineD3DRectPatch
1566{
1567 UINT Handle;
1568 float *mem;
1569 WineDirect3DVertexStridedData strided;
1570 WINED3DRECTPATCH_INFO RectPatchInfo;
1571 float numSegs[4];
1572 char has_normals, has_texcoords;
1573 struct list entry;
1574};
1575
1576HRESULT tesselate_rectpatch(IWineD3DDeviceImpl *This, struct WineD3DRectPatch *patch) DECLSPEC_HIDDEN;
1577
1578enum projection_types
1579{
1580 proj_none = 0,
1581 proj_count3 = 1,
1582 proj_count4 = 2
1583};
1584
1585enum dst_arg
1586{
1587 resultreg = 0,
1588 tempreg = 1
1589};
1590
1591/*****************************************************************************
1592 * Fixed function pipeline replacements
1593 */
1594#define ARG_UNUSED 0xff
1595
1596struct texture_stage_op
1597{
1598 unsigned cop : 8;
1599 unsigned carg1 : 8;
1600 unsigned carg2 : 8;
1601 unsigned carg0 : 8;
1602
1603 unsigned aop : 8;
1604 unsigned aarg1 : 8;
1605 unsigned aarg2 : 8;
1606 unsigned aarg0 : 8;
1607
1608 struct color_fixup_desc color_fixup;
1609 unsigned tex_type : 3;
1610 unsigned dst : 1;
1611 unsigned projected : 2;
1612 unsigned padding : 10;
1613};
1614
1615struct ffp_frag_settings {
1616 struct texture_stage_op op[MAX_TEXTURES];
1617 enum fogmode fog;
1618 /* Use shorts instead of chars to get dword alignment */
1619 unsigned short sRGB_write;
1620 unsigned short emul_clipplanes;
1621};
1622
1623struct ffp_frag_desc
1624{
1625 struct wine_rb_entry entry;
1626 struct ffp_frag_settings settings;
1627};
1628
1629extern const struct wine_rb_functions wined3d_ffp_frag_program_rb_functions DECLSPEC_HIDDEN;
1630extern const struct wined3d_parent_ops wined3d_null_parent_ops DECLSPEC_HIDDEN;
1631
1632void gen_ffp_frag_op(IWineD3DStateBlockImpl *stateblock, struct ffp_frag_settings *settings,
1633 BOOL ignore_textype) DECLSPEC_HIDDEN;
1634const struct ffp_frag_desc *find_ffp_frag_shader(const struct wine_rb_tree *fragment_shaders,
1635 const struct ffp_frag_settings *settings) DECLSPEC_HIDDEN;
1636void add_ffp_frag_shader(struct wine_rb_tree *shaders, struct ffp_frag_desc *desc) DECLSPEC_HIDDEN;
1637
1638/*****************************************************************************
1639 * IWineD3D implementation structure
1640 */
1641typedef struct IWineD3DImpl
1642{
1643 /* IUnknown fields */
1644 const IWineD3DVtbl *lpVtbl;
1645 LONG ref; /* Note: Ref counting not required */
1646
1647 /* WineD3D Information */
1648 IUnknown *parent;
1649 UINT dxVersion;
1650
1651 UINT adapter_count;
1652 struct wined3d_adapter adapters[1];
1653} IWineD3DImpl;
1654
1655HRESULT wined3d_init(IWineD3DImpl *wined3d, UINT version, IUnknown *parent) DECLSPEC_HIDDEN;
1656#ifndef VBOX_WITH_WDDM
1657BOOL wined3d_register_window(HWND window, struct IWineD3DDeviceImpl *device) DECLSPEC_HIDDEN;
1658void wined3d_unregister_window(HWND window) DECLSPEC_HIDDEN;
1659#endif
1660
1661/*****************************************************************************
1662 * IWineD3DDevice implementation structure
1663 */
1664#define WINED3D_UNMAPPED_STAGE ~0U
1665
1666/* Multithreaded flag. Removed from the public header to signal that IWineD3D::CreateDevice ignores it */
1667#define WINED3DCREATE_MULTITHREADED 0x00000004
1668
1669struct IWineD3DDeviceImpl
1670{
1671 /* IUnknown fields */
1672 const IWineD3DDeviceVtbl *lpVtbl;
1673 LONG ref; /* Note: Ref counting not required */
1674
1675 /* WineD3D Information */
1676 IUnknown *parent;
1677 IWineD3DDeviceParent *device_parent;
1678 IWineD3D *wined3d;
1679 struct wined3d_adapter *adapter;
1680
1681 /* Window styles to restore when switching fullscreen mode */
1682 LONG style;
1683 LONG exStyle;
1684
1685 /* X and GL Information */
1686 GLint maxConcurrentLights;
1687 GLenum offscreenBuffer;
1688
1689 /* Selected capabilities */
1690 int vs_selected_mode;
1691 int ps_selected_mode;
1692 const shader_backend_t *shader_backend;
1693 void *shader_priv;
1694 void *fragment_priv;
1695 void *blit_priv;
1696 struct StateEntry StateTable[STATE_HIGHEST + 1];
1697 /* Array of functions for states which are handled by more than one pipeline part */
1698 APPLYSTATEFUNC *multistate_funcs[STATE_HIGHEST + 1];
1699 const struct fragment_pipeline *frag_pipe;
1700 const struct blit_shader *blitter;
1701
1702 unsigned int max_ffp_textures;
1703 DWORD d3d_vshader_constantF, d3d_pshader_constantF; /* Advertised d3d caps, not GL ones */
1704 DWORD vs_clipping;
1705
1706 WORD view_ident : 1; /* true iff view matrix is identity */
1707 WORD untransformed : 1;
1708 WORD vertexBlendUsed : 1; /* To avoid needless setting of the blend matrices */
1709 WORD isRecordingState : 1;
1710 WORD isInDraw : 1;
1711 WORD bCursorVisible : 1;
1712 WORD haveHardwareCursor : 1;
1713 WORD d3d_initialized : 1;
1714 WORD inScene : 1; /* A flag to check for proper BeginScene / EndScene call pairs */
1715 WORD softwareVertexProcessing : 1; /* process vertex shaders using software or hardware */
1716 WORD useDrawStridedSlow : 1;
1717 WORD instancedDraw : 1;
1718 WORD filter_messages : 1;
1719 WORD padding : 3;
1720
1721 BYTE fixed_function_usage_map; /* MAX_TEXTURES, 8 */
1722
1723#define DDRAW_PITCH_ALIGNMENT 8
1724#define D3D8_PITCH_ALIGNMENT 4
1725 unsigned char surface_alignment; /* Line Alignment of surfaces */
1726
1727 /* State block related */
1728 IWineD3DStateBlockImpl *stateBlock;
1729 IWineD3DStateBlockImpl *updateStateBlock;
1730
1731 /* Internal use fields */
1732 WINED3DDEVICE_CREATION_PARAMETERS createParms;
1733 WINED3DDEVTYPE devType;
1734#ifndef VBOX_WITH_WDDM
1735 HWND focus_window;
1736#endif
1737
1738 IWineD3DSwapChain **swapchains;
1739 UINT NumberOfSwapChains;
1740
1741 struct list resources; /* a linked list to track resources created by the device */
1742 struct list shaders; /* a linked list to track shaders (pixel and vertex) */
1743 unsigned int highest_dirty_ps_const, highest_dirty_vs_const;
1744
1745 /* Render Target Support */
1746 IWineD3DSurface **render_targets;
1747 IWineD3DSurface *auto_depth_stencil_buffer;
1748 IWineD3DSurface *stencilBufferTarget;
1749
1750 /* palettes texture management */
1751 UINT NumberOfPalettes;
1752 PALETTEENTRY **palettes;
1753 UINT currentPalette;
1754
1755 /* For rendering to a texture using glCopyTexImage */
1756 GLenum *draw_buffers;
1757 GLuint depth_blt_texture;
1758 GLuint depth_blt_rb;
1759 UINT depth_blt_rb_w;
1760 UINT depth_blt_rb_h;
1761
1762 /* Cursor management */
1763 UINT xHotSpot;
1764 UINT yHotSpot;
1765 UINT xScreenSpace;
1766 UINT yScreenSpace;
1767 UINT cursorWidth, cursorHeight;
1768 GLuint cursorTexture;
1769 HCURSOR hardwareCursor;
1770
1771 /* The Wine logo surface */
1772 IWineD3DSurface *logo_surface;
1773
1774 /* Textures for when no other textures are mapped */
1775 UINT dummyTextureName[MAX_TEXTURES];
1776
1777 /* DirectDraw stuff */
1778 DWORD ddraw_width, ddraw_height;
1779 WINED3DFORMAT ddraw_format;
1780
1781 /* Final position fixup constant */
1782 float posFixup[4];
1783
1784 /* With register combiners we can skip junk texture stages */
1785 DWORD texUnitMap[MAX_COMBINED_SAMPLERS];
1786 DWORD rev_tex_unit_map[MAX_COMBINED_SAMPLERS];
1787
1788 /* Stream source management */
1789 struct wined3d_stream_info strided_streams;
1790 const WineDirect3DVertexStridedData *up_strided;
1791 struct wined3d_event_query *buffer_queries[MAX_ATTRIBS];
1792 unsigned int num_buffer_queries;
1793
1794 /* Context management */
1795 struct wined3d_context **contexts;
1796 UINT numContexts;
1797
1798 /* High level patch management */
1799#define PATCHMAP_SIZE 43
1800#define PATCHMAP_HASHFUNC(x) ((x) % PATCHMAP_SIZE) /* Primitive and simple function */
1801 struct list patches[PATCHMAP_SIZE];
1802 struct WineD3DRectPatch *currentPatch;
1803};
1804
1805BOOL device_context_add(IWineD3DDeviceImpl *device, struct wined3d_context *context) DECLSPEC_HIDDEN;
1806void device_context_remove(IWineD3DDeviceImpl *device, struct wined3d_context *context) DECLSPEC_HIDDEN;
1807HRESULT device_init(IWineD3DDeviceImpl *device, IWineD3DImpl *wined3d,
1808 UINT adapter_idx, WINED3DDEVTYPE device_type, HWND focus_window, DWORD flags,
1809 IUnknown *parent, IWineD3DDeviceParent *device_parent) DECLSPEC_HIDDEN;
1810void device_preload_textures(IWineD3DDeviceImpl *device) DECLSPEC_HIDDEN;
1811#ifndef VBOX_WITH_WDDM
1812LRESULT device_process_message(IWineD3DDeviceImpl *device, HWND window,
1813 UINT message, WPARAM wparam, LPARAM lparam, WNDPROC proc) DECLSPEC_HIDDEN;
1814#else
1815void device_cleanup_durtify_texture_target(IWineD3DDeviceImpl *This, GLuint texture_target);
1816#endif
1817void device_resource_add(IWineD3DDeviceImpl *This, IWineD3DResource *resource) DECLSPEC_HIDDEN;
1818void device_resource_released(IWineD3DDeviceImpl *This, IWineD3DResource *resource) DECLSPEC_HIDDEN;
1819void device_stream_info_from_declaration(IWineD3DDeviceImpl *This,
1820 BOOL use_vshader, struct wined3d_stream_info *stream_info, BOOL *fixup) DECLSPEC_HIDDEN;
1821void device_update_stream_info(IWineD3DDeviceImpl *device, const struct wined3d_gl_info *gl_info) DECLSPEC_HIDDEN;
1822HRESULT IWineD3DDeviceImpl_ClearSurface(IWineD3DDeviceImpl *This, IWineD3DSurfaceImpl *target, DWORD Count,
1823 const WINED3DRECT *pRects, DWORD Flags, WINED3DCOLOR Color, float Z, DWORD Stencil) DECLSPEC_HIDDEN;
1824void IWineD3DDeviceImpl_FindTexUnitMap(IWineD3DDeviceImpl *This) DECLSPEC_HIDDEN;
1825void IWineD3DDeviceImpl_MarkStateDirty(IWineD3DDeviceImpl *This, DWORD state) DECLSPEC_HIDDEN;
1826
1827static inline BOOL isStateDirty(struct wined3d_context *context, DWORD state)
1828{
1829 DWORD idx = state / (sizeof(*context->isStateDirty) * CHAR_BIT);
1830 BYTE shift = state & ((sizeof(*context->isStateDirty) * CHAR_BIT) - 1);
1831 return context->isStateDirty[idx] & (1 << shift);
1832}
1833
1834/* Support for IWineD3DResource ::Set/Get/FreePrivateData. */
1835typedef struct PrivateData
1836{
1837 struct list entry;
1838
1839 GUID tag;
1840 DWORD flags; /* DDSPD_* */
1841
1842 union
1843 {
1844 LPVOID data;
1845 LPUNKNOWN object;
1846 } ptr;
1847
1848 DWORD size;
1849} PrivateData;
1850
1851/*****************************************************************************
1852 * IWineD3DResource implementation structure
1853 */
1854typedef struct IWineD3DResourceClass
1855{
1856 /* IUnknown fields */
1857 LONG ref; /* Note: Ref counting not required */
1858
1859 /* WineD3DResource Information */
1860 IUnknown *parent;
1861 WINED3DRESOURCETYPE resourceType;
1862 IWineD3DDeviceImpl *device;
1863 WINED3DPOOL pool;
1864 UINT size;
1865 DWORD usage;
1866 const struct wined3d_format_desc *format_desc;
1867 DWORD priority;
1868 BYTE *allocatedMemory; /* Pointer to the real data location */
1869 BYTE *heapMemory; /* Pointer to the HeapAlloced block of memory */
1870#ifdef VBOX_WITH_WDDM
1871 DWORD sharerc_flags; /* shared resource flags */
1872 DWORD sharerc_handle; /* shared resource handle */
1873 DWORD sharerc_locks; /* lock count */
1874#endif
1875 struct list privateData;
1876 struct list resource_list_entry;
1877 const struct wined3d_parent_ops *parent_ops;
1878} IWineD3DResourceClass;
1879
1880typedef struct IWineD3DResourceImpl
1881{
1882 /* IUnknown & WineD3DResource Information */
1883 const IWineD3DResourceVtbl *lpVtbl;
1884 IWineD3DResourceClass resource;
1885} IWineD3DResourceImpl;
1886
1887void resource_cleanup(IWineD3DResource *iface) DECLSPEC_HIDDEN;
1888HRESULT resource_free_private_data(IWineD3DResource *iface, REFGUID guid) DECLSPEC_HIDDEN;
1889HRESULT resource_get_parent(IWineD3DResource *iface, IUnknown **parent) DECLSPEC_HIDDEN;
1890DWORD resource_get_priority(IWineD3DResource *iface) DECLSPEC_HIDDEN;
1891HRESULT resource_get_private_data(IWineD3DResource *iface, REFGUID guid,
1892 void *data, DWORD *data_size) DECLSPEC_HIDDEN;
1893HRESULT resource_init(IWineD3DResource *iface, WINED3DRESOURCETYPE resource_type,
1894 IWineD3DDeviceImpl *device, UINT size, DWORD usage, const struct wined3d_format_desc *format_desc,
1895 WINED3DPOOL pool, IUnknown *parent, const struct wined3d_parent_ops *parent_ops
1896#ifdef VBOX_WITH_WDDM
1897 , HANDLE *shared_handle
1898 , void *pvClientMem
1899#endif
1900 ) DECLSPEC_HIDDEN;
1901WINED3DRESOURCETYPE resource_get_type(IWineD3DResource *iface) DECLSPEC_HIDDEN;
1902DWORD resource_set_priority(IWineD3DResource *iface, DWORD new_priority) DECLSPEC_HIDDEN;
1903HRESULT resource_set_private_data(IWineD3DResource *iface, REFGUID guid,
1904 const void *data, DWORD data_size, DWORD flags) DECLSPEC_HIDDEN;
1905
1906#ifdef VBOX_WITH_WDDM
1907HRESULT WINAPI IWineD3DResourceImpl_SetShRcState(IWineD3DResource *iface, VBOXWINEEX_SHRC_STATE enmState);
1908#endif
1909
1910/* Tests show that the start address of resources is 32 byte aligned */
1911#define RESOURCE_ALIGNMENT 16
1912
1913/*****************************************************************************
1914 * IWineD3DBaseTexture D3D- > openGL state map lookups
1915 */
1916
1917typedef enum winetexturestates {
1918 WINED3DTEXSTA_ADDRESSU = 0,
1919 WINED3DTEXSTA_ADDRESSV = 1,
1920 WINED3DTEXSTA_ADDRESSW = 2,
1921 WINED3DTEXSTA_BORDERCOLOR = 3,
1922 WINED3DTEXSTA_MAGFILTER = 4,
1923 WINED3DTEXSTA_MINFILTER = 5,
1924 WINED3DTEXSTA_MIPFILTER = 6,
1925 WINED3DTEXSTA_MAXMIPLEVEL = 7,
1926 WINED3DTEXSTA_MAXANISOTROPY = 8,
1927 WINED3DTEXSTA_SRGBTEXTURE = 9,
1928 WINED3DTEXSTA_ELEMENTINDEX = 10,
1929 WINED3DTEXSTA_DMAPOFFSET = 11,
1930 WINED3DTEXSTA_TSSADDRESSW = 12,
1931 MAX_WINETEXTURESTATES = 13,
1932} winetexturestates;
1933
1934enum WINED3DSRGB
1935{
1936 SRGB_ANY = 0, /* Uses the cached value(e.g. external calls) */
1937 SRGB_RGB = 1, /* Loads the rgb texture */
1938 SRGB_SRGB = 2, /* Loads the srgb texture */
1939 SRGB_BOTH = 3, /* Loads both textures */
1940};
1941
1942struct gl_texture
1943{
1944 DWORD states[MAX_WINETEXTURESTATES];
1945 BOOL dirty;
1946 GLuint name;
1947};
1948
1949/*****************************************************************************
1950 * IWineD3DBaseTexture implementation structure (extends IWineD3DResourceImpl)
1951 */
1952typedef struct IWineD3DBaseTextureClass
1953{
1954 struct gl_texture texture_rgb, texture_srgb;
1955 UINT levels;
1956 float pow2Matrix[16];
1957 UINT LOD;
1958 WINED3DTEXTUREFILTERTYPE filterType;
1959 LONG bindCount;
1960 DWORD sampler;
1961 BOOL is_srgb;
1962 BOOL pow2Matrix_identity;
1963 BOOL t_mirror;
1964 const struct min_lookup *minMipLookup;
1965 const GLenum *magLookup;
1966 void (*internal_preload)(IWineD3DBaseTexture *iface, enum WINED3DSRGB srgb);
1967} IWineD3DBaseTextureClass;
1968
1969void surface_internal_preload(IWineD3DSurface *iface, enum WINED3DSRGB srgb) DECLSPEC_HIDDEN;
1970BOOL surface_init_sysmem(IWineD3DSurface *iface) DECLSPEC_HIDDEN;
1971BOOL surface_is_offscreen(IWineD3DSurface *iface) DECLSPEC_HIDDEN;
1972void surface_prepare_texture(IWineD3DSurfaceImpl *surface,
1973 const struct wined3d_gl_info *gl_info, BOOL srgb) DECLSPEC_HIDDEN;
1974#ifdef VBOX_WITH_WDDM
1975void surface_setup_location_onopen(IWineD3DSurfaceImpl *This) DECLSPEC_HIDDEN;
1976#endif
1977
1978typedef struct IWineD3DBaseTextureImpl
1979{
1980 /* IUnknown & WineD3DResource Information */
1981 const IWineD3DBaseTextureVtbl *lpVtbl;
1982 IWineD3DResourceClass resource;
1983 IWineD3DBaseTextureClass baseTexture;
1984
1985} IWineD3DBaseTextureImpl;
1986
1987void basetexture_apply_state_changes(IWineD3DBaseTexture *iface,
1988 const DWORD textureStates[WINED3D_HIGHEST_TEXTURE_STATE + 1],
1989 const DWORD samplerStates[WINED3D_HIGHEST_SAMPLER_STATE + 1],
1990 const struct wined3d_gl_info *gl_info) DECLSPEC_HIDDEN;
1991void basetexture_state_init(IWineD3DBaseTexture *iface, struct gl_texture *gl_tex);
1992HRESULT basetexture_bind(IWineD3DBaseTexture *iface, BOOL srgb, BOOL *set_surface_desc) DECLSPEC_HIDDEN;
1993void basetexture_cleanup(IWineD3DBaseTexture *iface) DECLSPEC_HIDDEN;
1994void basetexture_generate_mipmaps(IWineD3DBaseTexture *iface) DECLSPEC_HIDDEN;
1995WINED3DTEXTUREFILTERTYPE basetexture_get_autogen_filter_type(IWineD3DBaseTexture *iface) DECLSPEC_HIDDEN;
1996BOOL basetexture_get_dirty(IWineD3DBaseTexture *iface) DECLSPEC_HIDDEN;
1997DWORD basetexture_get_level_count(IWineD3DBaseTexture *iface) DECLSPEC_HIDDEN;
1998DWORD basetexture_get_lod(IWineD3DBaseTexture *iface) DECLSPEC_HIDDEN;
1999HRESULT basetexture_init(IWineD3DBaseTextureImpl *texture, UINT levels, WINED3DRESOURCETYPE resource_type,
2000 IWineD3DDeviceImpl *device, UINT size, DWORD usage, const struct wined3d_format_desc *format_desc,
2001 WINED3DPOOL pool, IUnknown *parent, const struct wined3d_parent_ops *parent_ops
2002#ifdef VBOX_WITH_WDDM
2003 , HANDLE *shared_handle
2004 , void **pavClientMem
2005#endif
2006 ) DECLSPEC_HIDDEN;
2007HRESULT basetexture_set_autogen_filter_type(IWineD3DBaseTexture *iface,
2008 WINED3DTEXTUREFILTERTYPE filter_type) DECLSPEC_HIDDEN;
2009BOOL basetexture_set_dirty(IWineD3DBaseTexture *iface, BOOL dirty) DECLSPEC_HIDDEN;
2010DWORD basetexture_set_lod(IWineD3DBaseTexture *iface, DWORD new_lod) DECLSPEC_HIDDEN;
2011void basetexture_unload(IWineD3DBaseTexture *iface) DECLSPEC_HIDDEN;
2012
2013/*****************************************************************************
2014 * IWineD3DTexture implementation structure (extends IWineD3DBaseTextureImpl)
2015 */
2016typedef struct IWineD3DTextureImpl
2017{
2018 /* IUnknown & WineD3DResource/WineD3DBaseTexture Information */
2019 const IWineD3DTextureVtbl *lpVtbl;
2020 IWineD3DResourceClass resource;
2021 IWineD3DBaseTextureClass baseTexture;
2022
2023 /* IWineD3DTexture */
2024 IWineD3DSurface *surfaces[MAX_MIP_LEVELS];
2025 UINT target;
2026 BOOL cond_np2;
2027
2028} IWineD3DTextureImpl;
2029
2030void texture_state_init(IWineD3DTexture *iface, struct gl_texture *gl_tex);
2031HRESULT texture_init(IWineD3DTextureImpl *texture, UINT width, UINT height, UINT levels,
2032 IWineD3DDeviceImpl *device, DWORD usage, WINED3DFORMAT format, WINED3DPOOL pool,
2033 IUnknown *parent, const struct wined3d_parent_ops *parent_ops
2034#ifdef VBOX_WITH_WDDM
2035 , HANDLE *shared_handle
2036 , void **pavClientMem
2037#endif
2038 ) DECLSPEC_HIDDEN;
2039
2040/*****************************************************************************
2041 * IWineD3DCubeTexture implementation structure (extends IWineD3DBaseTextureImpl)
2042 */
2043typedef struct IWineD3DCubeTextureImpl
2044{
2045 /* IUnknown & WineD3DResource/WineD3DBaseTexture Information */
2046 const IWineD3DCubeTextureVtbl *lpVtbl;
2047 IWineD3DResourceClass resource;
2048 IWineD3DBaseTextureClass baseTexture;
2049
2050 /* IWineD3DCubeTexture */
2051 IWineD3DSurface *surfaces[6][MAX_MIP_LEVELS];
2052} IWineD3DCubeTextureImpl;
2053
2054HRESULT cubetexture_init(IWineD3DCubeTextureImpl *texture, UINT edge_length, UINT levels,
2055 IWineD3DDeviceImpl *device, DWORD usage, WINED3DFORMAT format, WINED3DPOOL pool,
2056 IUnknown *parent, const struct wined3d_parent_ops *parent_ops
2057#ifdef VBOX_WITH_WDDM
2058 , HANDLE *shared_handle
2059 , void **pavClientMem
2060#endif
2061 ) DECLSPEC_HIDDEN;
2062
2063typedef struct _WINED3DVOLUMET_DESC
2064{
2065 UINT Width;
2066 UINT Height;
2067 UINT Depth;
2068} WINED3DVOLUMET_DESC;
2069
2070/*****************************************************************************
2071 * IWineD3DVolume implementation structure (extends IUnknown)
2072 */
2073typedef struct IWineD3DVolumeImpl
2074{
2075 /* IUnknown & WineD3DResource fields */
2076 const IWineD3DVolumeVtbl *lpVtbl;
2077 IWineD3DResourceClass resource;
2078
2079 /* WineD3DVolume Information */
2080 WINED3DVOLUMET_DESC currentDesc;
2081 IWineD3DBase *container;
2082 BOOL lockable;
2083 BOOL locked;
2084 WINED3DBOX lockedBox;
2085 WINED3DBOX dirtyBox;
2086 BOOL dirty;
2087} IWineD3DVolumeImpl;
2088
2089void volume_add_dirty_box(IWineD3DVolume *iface, const WINED3DBOX *dirty_box) DECLSPEC_HIDDEN;
2090HRESULT volume_init(IWineD3DVolumeImpl *volume, IWineD3DDeviceImpl *device, UINT width,
2091 UINT height, UINT depth, DWORD usage, WINED3DFORMAT format, WINED3DPOOL pool,
2092 IUnknown *parent, const struct wined3d_parent_ops *parent_ops) DECLSPEC_HIDDEN;
2093
2094/*****************************************************************************
2095 * IWineD3DVolumeTexture implementation structure (extends IWineD3DBaseTextureImpl)
2096 */
2097typedef struct IWineD3DVolumeTextureImpl
2098{
2099 /* IUnknown & WineD3DResource/WineD3DBaseTexture Information */
2100 const IWineD3DVolumeTextureVtbl *lpVtbl;
2101 IWineD3DResourceClass resource;
2102 IWineD3DBaseTextureClass baseTexture;
2103
2104 /* IWineD3DVolumeTexture */
2105 IWineD3DVolume *volumes[MAX_MIP_LEVELS];
2106} IWineD3DVolumeTextureImpl;
2107
2108HRESULT volumetexture_init(IWineD3DVolumeTextureImpl *texture, UINT width, UINT height,
2109 UINT depth, UINT levels, IWineD3DDeviceImpl *device, DWORD usage, WINED3DFORMAT format,
2110 WINED3DPOOL pool, IUnknown *parent, const struct wined3d_parent_ops *parent_ops) DECLSPEC_HIDDEN;
2111
2112typedef struct _WINED3DSURFACET_DESC
2113{
2114 WINED3DMULTISAMPLE_TYPE MultiSampleType;
2115 DWORD MultiSampleQuality;
2116 UINT Width;
2117 UINT Height;
2118} WINED3DSURFACET_DESC;
2119
2120/*****************************************************************************
2121 * Structure for DIB Surfaces (GetDC and GDI surfaces)
2122 */
2123typedef struct wineD3DSurface_DIB {
2124 HBITMAP DIBsection;
2125 void* bitmap_data;
2126 UINT bitmap_size;
2127 HGDIOBJ holdbitmap;
2128 BOOL client_memory;
2129} wineD3DSurface_DIB;
2130
2131typedef struct {
2132 struct list entry;
2133 GLuint id;
2134 UINT width;
2135 UINT height;
2136} renderbuffer_entry_t;
2137
2138struct fbo_entry
2139{
2140 struct list entry;
2141 IWineD3DSurfaceImpl **render_targets;
2142 IWineD3DSurfaceImpl *depth_stencil;
2143 BOOL attached;
2144 GLuint id;
2145};
2146
2147/*****************************************************************************
2148 * IWineD3DClipp implementation structure
2149 */
2150typedef struct IWineD3DClipperImpl
2151{
2152 const IWineD3DClipperVtbl *lpVtbl;
2153 LONG ref;
2154
2155 IUnknown *Parent;
2156 HWND hWnd;
2157} IWineD3DClipperImpl;
2158
2159
2160/*****************************************************************************
2161 * IWineD3DSurface implementation structure
2162 */
2163struct IWineD3DSurfaceImpl
2164{
2165 /* IUnknown & IWineD3DResource Information */
2166 const IWineD3DSurfaceVtbl *lpVtbl;
2167 IWineD3DResourceClass resource;
2168
2169 /* IWineD3DSurface fields */
2170 IWineD3DBase *container;
2171 WINED3DSURFACET_DESC currentDesc;
2172 IWineD3DPaletteImpl *palette; /* D3D7 style palette handling */
2173 PALETTEENTRY *palette9; /* D3D8/9 style palette handling */
2174
2175 /* TODO: move this off into a management class(maybe!) */
2176 DWORD Flags;
2177
2178 UINT pow2Width;
2179 UINT pow2Height;
2180
2181 /* A method to retrieve the drawable size. Not in the Vtable to make it changeable */
2182 void (*get_drawable_size)(struct wined3d_context *context, UINT *width, UINT *height);
2183
2184 /* PBO */
2185 GLuint pbo;
2186 GLuint texture_name;
2187 GLuint texture_name_srgb;
2188 GLint texture_level;
2189 GLenum texture_target;
2190
2191 RECT lockedRect;
2192 RECT dirtyRect;
2193 int lockCount;
2194#define MAXLOCKCOUNT 50 /* After this amount of locks do not free the sysmem copy */
2195
2196 /* For GetDC */
2197 wineD3DSurface_DIB dib;
2198 HDC hDC;
2199
2200 /* Color keys for DDraw */
2201 WINEDDCOLORKEY DestBltCKey;
2202 WINEDDCOLORKEY DestOverlayCKey;
2203 WINEDDCOLORKEY SrcOverlayCKey;
2204 WINEDDCOLORKEY SrcBltCKey;
2205 DWORD CKeyFlags;
2206
2207 WINEDDCOLORKEY glCKey;
2208
2209 struct list renderbuffers;
2210 renderbuffer_entry_t *current_renderbuffer;
2211
2212 /* DirectDraw clippers */
2213 IWineD3DClipper *clipper;
2214
2215 /* DirectDraw Overlay handling */
2216 RECT overlay_srcrect;
2217 RECT overlay_destrect;
2218 IWineD3DSurfaceImpl *overlay_dest;
2219 struct list overlays;
2220 struct list overlay_entry;
2221
2222#ifdef VBOX_WITH_WDDM
2223 struct IWineD3DSwapChain *presentSwapchain;
2224#endif
2225};
2226
2227extern const IWineD3DSurfaceVtbl IWineD3DSurface_Vtbl DECLSPEC_HIDDEN;
2228extern const IWineD3DSurfaceVtbl IWineGDISurface_Vtbl DECLSPEC_HIDDEN;
2229
2230UINT surface_calculate_size(const struct wined3d_format_desc *format_desc,
2231 UINT alignment, UINT width, UINT height) DECLSPEC_HIDDEN;
2232void surface_gdi_cleanup(IWineD3DSurfaceImpl *This) DECLSPEC_HIDDEN;
2233HRESULT surface_init(IWineD3DSurfaceImpl *surface, WINED3DSURFTYPE surface_type, UINT alignment,
2234 UINT width, UINT height, UINT level, BOOL lockable, BOOL discard, WINED3DMULTISAMPLE_TYPE multisample_type,
2235 UINT multisample_quality, IWineD3DDeviceImpl *device, DWORD usage, WINED3DFORMAT format,
2236 WINED3DPOOL pool, IUnknown *parent, const struct wined3d_parent_ops *parent_ops
2237#ifdef VBOX_WITH_WDDM
2238 , HANDLE *shared_handle
2239 , void *pvClientMem
2240#endif
2241 ) DECLSPEC_HIDDEN;
2242
2243/* Predeclare the shared Surface functions */
2244HRESULT WINAPI IWineD3DBaseSurfaceImpl_QueryInterface(IWineD3DSurface *iface,
2245 REFIID riid, LPVOID *ppobj) DECLSPEC_HIDDEN;
2246ULONG WINAPI IWineD3DBaseSurfaceImpl_AddRef(IWineD3DSurface *iface) DECLSPEC_HIDDEN;
2247HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetParent(IWineD3DSurface *iface, IUnknown **pParent) DECLSPEC_HIDDEN;
2248HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetPrivateData(IWineD3DSurface *iface,
2249 REFGUID refguid, const void *pData, DWORD SizeOfData, DWORD Flags) DECLSPEC_HIDDEN;
2250HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetPrivateData(IWineD3DSurface *iface,
2251 REFGUID refguid, void *pData, DWORD *pSizeOfData) DECLSPEC_HIDDEN;
2252HRESULT WINAPI IWineD3DBaseSurfaceImpl_FreePrivateData(IWineD3DSurface *iface, REFGUID refguid) DECLSPEC_HIDDEN;
2253DWORD WINAPI IWineD3DBaseSurfaceImpl_SetPriority(IWineD3DSurface *iface, DWORD PriorityNew) DECLSPEC_HIDDEN;
2254DWORD WINAPI IWineD3DBaseSurfaceImpl_GetPriority(IWineD3DSurface *iface) DECLSPEC_HIDDEN;
2255WINED3DRESOURCETYPE WINAPI IWineD3DBaseSurfaceImpl_GetType(IWineD3DSurface *iface) DECLSPEC_HIDDEN;
2256HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetContainer(IWineD3DSurface* iface,
2257 REFIID riid, void **ppContainer) DECLSPEC_HIDDEN;
2258HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetDesc(IWineD3DSurface *iface, WINED3DSURFACE_DESC *pDesc) DECLSPEC_HIDDEN;
2259HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetBltStatus(IWineD3DSurface *iface, DWORD Flags) DECLSPEC_HIDDEN;
2260HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetFlipStatus(IWineD3DSurface *iface, DWORD Flags) DECLSPEC_HIDDEN;
2261HRESULT WINAPI IWineD3DBaseSurfaceImpl_IsLost(IWineD3DSurface *iface) DECLSPEC_HIDDEN;
2262HRESULT WINAPI IWineD3DBaseSurfaceImpl_Restore(IWineD3DSurface *iface) DECLSPEC_HIDDEN;
2263HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetPalette(IWineD3DSurface *iface, IWineD3DPalette **Pal) DECLSPEC_HIDDEN;
2264HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetPalette(IWineD3DSurface *iface, IWineD3DPalette *Pal) DECLSPEC_HIDDEN;
2265HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetColorKey(IWineD3DSurface *iface,
2266 DWORD Flags, const WINEDDCOLORKEY *CKey) DECLSPEC_HIDDEN;
2267HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetContainer(IWineD3DSurface *iface, IWineD3DBase *container) DECLSPEC_HIDDEN;
2268DWORD WINAPI IWineD3DBaseSurfaceImpl_GetPitch(IWineD3DSurface *iface) DECLSPEC_HIDDEN;
2269HRESULT WINAPI IWineD3DBaseSurfaceImpl_RealizePalette(IWineD3DSurface *iface) DECLSPEC_HIDDEN;
2270HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetOverlayPosition(IWineD3DSurface *iface, LONG X, LONG Y) DECLSPEC_HIDDEN;
2271HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetOverlayPosition(IWineD3DSurface *iface, LONG *X, LONG *Y) DECLSPEC_HIDDEN;
2272HRESULT WINAPI IWineD3DBaseSurfaceImpl_UpdateOverlayZOrder(IWineD3DSurface *iface,
2273 DWORD Flags, IWineD3DSurface *Ref) DECLSPEC_HIDDEN;
2274HRESULT WINAPI IWineD3DBaseSurfaceImpl_UpdateOverlay(IWineD3DSurface *iface, const RECT *SrcRect,
2275 IWineD3DSurface *DstSurface, const RECT *DstRect, DWORD Flags, const WINEDDOVERLAYFX *FX) DECLSPEC_HIDDEN;
2276HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetClipper(IWineD3DSurface *iface, IWineD3DClipper *clipper) DECLSPEC_HIDDEN;
2277HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetClipper(IWineD3DSurface *iface, IWineD3DClipper **clipper) DECLSPEC_HIDDEN;
2278HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetFormat(IWineD3DSurface *iface, WINED3DFORMAT format) DECLSPEC_HIDDEN;
2279HRESULT IWineD3DBaseSurfaceImpl_CreateDIBSection(IWineD3DSurface *iface) DECLSPEC_HIDDEN;
2280HRESULT WINAPI IWineD3DBaseSurfaceImpl_Blt(IWineD3DSurface *iface, const RECT *DestRect, IWineD3DSurface *SrcSurface,
2281 const RECT *SrcRect, DWORD Flags, const WINEDDBLTFX *DDBltFx, WINED3DTEXTUREFILTERTYPE Filter) DECLSPEC_HIDDEN;
2282HRESULT WINAPI IWineD3DBaseSurfaceImpl_BltFast(IWineD3DSurface *iface, DWORD dstx, DWORD dsty,
2283 IWineD3DSurface *Source, const RECT *rsrc, DWORD trans) DECLSPEC_HIDDEN;
2284HRESULT WINAPI IWineD3DBaseSurfaceImpl_LockRect(IWineD3DSurface *iface, WINED3DLOCKED_RECT *pLockedRect,
2285 const RECT *pRect, DWORD Flags) DECLSPEC_HIDDEN;
2286void WINAPI IWineD3DBaseSurfaceImpl_BindTexture(IWineD3DSurface *iface, BOOL srgb) DECLSPEC_HIDDEN;
2287const void *WINAPI IWineD3DBaseSurfaceImpl_GetData(IWineD3DSurface *iface) DECLSPEC_HIDDEN;
2288
2289void get_drawable_size_swapchain(struct wined3d_context *context, UINT *width, UINT *height) DECLSPEC_HIDDEN;
2290void get_drawable_size_backbuffer(struct wined3d_context *context, UINT *width, UINT *height) DECLSPEC_HIDDEN;
2291void get_drawable_size_fbo(struct wined3d_context *context, UINT *width, UINT *height) DECLSPEC_HIDDEN;
2292
2293void draw_textured_quad(IWineD3DSurfaceImpl *src_surface, const RECT *src_rect,
2294 const RECT *dst_rect, WINED3DTEXTUREFILTERTYPE Filter) DECLSPEC_HIDDEN;
2295void flip_surface(IWineD3DSurfaceImpl *front, IWineD3DSurfaceImpl *back) DECLSPEC_HIDDEN;
2296
2297/* Surface flags: */
2298#define SFLAG_CONVERTED 0x00000002 /* Converted for color keying or Palettized */
2299#define SFLAG_DIBSECTION 0x00000004 /* Has a DIB section attached for GetDC */
2300#define SFLAG_LOCKABLE 0x00000008 /* Surface can be locked */
2301#define SFLAG_DISCARD 0x00000010 /* ??? */
2302#define SFLAG_LOCKED 0x00000020 /* Surface is locked atm */
2303#define SFLAG_INTEXTURE 0x00000040 /* The GL texture contains the newest surface content */
2304#define SFLAG_INSRGBTEX 0x00000080 /* The GL srgb texture contains the newest surface content */
2305#define SFLAG_INDRAWABLE 0x00000100 /* The gl drawable contains the most up to date data */
2306#define SFLAG_INSYSMEM 0x00000200 /* The system memory copy is most up to date */
2307#define SFLAG_NONPOW2 0x00000400 /* Surface sizes are not a power of 2 */
2308#define SFLAG_DYNLOCK 0x00000800 /* Surface is often locked by the app */
2309#define SFLAG_DCINUSE 0x00001000 /* Set between GetDC and ReleaseDC calls */
2310#define SFLAG_LOST 0x00002000 /* Surface lost flag for DDraw */
2311#define SFLAG_USERPTR 0x00004000 /* The application allocated the memory for this surface */
2312#define SFLAG_GLCKEY 0x00008000 /* The gl texture was created with a color key */
2313#define SFLAG_CLIENT 0x00010000 /* GL_APPLE_client_storage is used on that texture */
2314#define SFLAG_ALLOCATED 0x00020000 /* A gl texture is allocated for this surface */
2315#define SFLAG_SRGBALLOCATED 0x00040000 /* A srgb gl texture is allocated for this surface */
2316#define SFLAG_PBO 0x00080000 /* Has a PBO attached for speeding up data transfers for dynamically locked surfaces */
2317#define SFLAG_NORMCOORD 0x00100000 /* Set if the GL texture coords are normalized(non-texture rectangle) */
2318#define SFLAG_DS_ONSCREEN 0x00200000 /* Is a depth stencil, last modified onscreen */
2319#define SFLAG_DS_OFFSCREEN 0x00400000 /* Is a depth stencil, last modified offscreen */
2320#define SFLAG_INOVERLAYDRAW 0x00800000 /* Overlay drawing is in progress. Recursion prevention */
2321#define SFLAG_SWAPCHAIN 0x01000000 /* The surface is part of a swapchain */
2322
2323#ifdef VBOX_WITH_WDDM
2324# define SFLAG_CLIENTMEM 0x10000000 /* SYSMEM surface using client-supplied memory buffer */
2325# define SFLAG_DONOTFREE_VBOXWDDM SFLAG_CLIENTMEM
2326#else
2327# define SFLAG_DONOTFREE_VBOXWDDM 0
2328#endif
2329
2330/* In some conditions the surface memory must not be freed:
2331 * SFLAG_CONVERTED: Converting the data back would take too long
2332 * SFLAG_DIBSECTION: The dib code manages the memory
2333 * SFLAG_LOCKED: The app requires access to the surface data
2334 * SFLAG_DYNLOCK: Avoid freeing the data for performance
2335 * SFLAG_PBO: PBOs don't use 'normal' memory. It is either allocated by the driver or must be NULL.
2336 * SFLAG_CLIENT: OpenGL uses our memory as backup
2337 */
2338#define SFLAG_DONOTFREE (SFLAG_CONVERTED | \
2339 SFLAG_DIBSECTION | \
2340 SFLAG_LOCKED | \
2341 SFLAG_DYNLOCK | \
2342 SFLAG_USERPTR | \
2343 SFLAG_PBO | \
2344 SFLAG_CLIENT | \
2345 SFLAG_DONOTFREE_VBOXWDDM \
2346 )
2347
2348#define SFLAG_LOCATIONS (SFLAG_INSYSMEM | \
2349 SFLAG_INTEXTURE | \
2350 SFLAG_INDRAWABLE | \
2351 SFLAG_INSRGBTEX)
2352
2353#define SFLAG_DS_LOCATIONS (SFLAG_DS_ONSCREEN | \
2354 SFLAG_DS_OFFSCREEN)
2355#define SFLAG_DS_DISCARDED SFLAG_DS_LOCATIONS
2356
2357typedef enum {
2358 NO_CONVERSION,
2359 CONVERT_PALETTED,
2360 CONVERT_PALETTED_CK,
2361 CONVERT_CK_565,
2362 CONVERT_CK_5551,
2363 CONVERT_CK_4444,
2364 CONVERT_CK_4444_ARGB,
2365 CONVERT_CK_1555,
2366 CONVERT_555,
2367 CONVERT_CK_RGB24,
2368 CONVERT_CK_8888,
2369 CONVERT_CK_8888_ARGB,
2370 CONVERT_RGB32_888,
2371 CONVERT_V8U8,
2372 CONVERT_L6V5U5,
2373 CONVERT_X8L8V8U8,
2374 CONVERT_Q8W8V8U8,
2375 CONVERT_V16U16,
2376 CONVERT_A4L4,
2377 CONVERT_G16R16,
2378 CONVERT_R16G16F,
2379 CONVERT_R32G32F,
2380 CONVERT_D15S1,
2381 CONVERT_D24X4S4,
2382 CONVERT_D24FS8,
2383} CONVERT_TYPES;
2384
2385HRESULT d3dfmt_get_conv(IWineD3DSurfaceImpl *This, BOOL need_alpha_ck, BOOL use_texturing,
2386 struct wined3d_format_desc *desc, CONVERT_TYPES *convert) DECLSPEC_HIDDEN;
2387void d3dfmt_p8_init_palette(IWineD3DSurfaceImpl *This, BYTE table[256][4], BOOL colorkey) DECLSPEC_HIDDEN;
2388
2389BOOL palette9_changed(IWineD3DSurfaceImpl *This) DECLSPEC_HIDDEN;
2390
2391/*****************************************************************************
2392 * IWineD3DVertexDeclaration implementation structure
2393 */
2394
2395struct wined3d_vertex_declaration_element
2396{
2397 const struct wined3d_format_desc *format_desc;
2398 BOOL ffp_valid;
2399 WORD input_slot;
2400 WORD offset;
2401 UINT output_slot;
2402 BYTE method;
2403 BYTE usage;
2404 BYTE usage_idx;
2405};
2406
2407typedef struct IWineD3DVertexDeclarationImpl {
2408 /* IUnknown Information */
2409 const IWineD3DVertexDeclarationVtbl *lpVtbl;
2410 LONG ref;
2411
2412 IUnknown *parent;
2413 const struct wined3d_parent_ops *parent_ops;
2414 IWineD3DDeviceImpl *device;
2415
2416 struct wined3d_vertex_declaration_element *elements;
2417 UINT element_count;
2418
2419 DWORD streams[MAX_STREAMS];
2420 UINT num_streams;
2421 BOOL position_transformed;
2422 BOOL half_float_conv_needed;
2423} IWineD3DVertexDeclarationImpl;
2424
2425HRESULT vertexdeclaration_init(IWineD3DVertexDeclarationImpl *declaration, IWineD3DDeviceImpl *device,
2426 const WINED3DVERTEXELEMENT *elements, UINT element_count,
2427 IUnknown *parent, const struct wined3d_parent_ops *parent_ops) DECLSPEC_HIDDEN;
2428
2429/*****************************************************************************
2430 * IWineD3DStateBlock implementation structure
2431 */
2432
2433/* Internal state Block for Begin/End/Capture/Create/Apply info */
2434/* Note: Very long winded but gl Lists are not flexible enough */
2435/* to resolve everything we need, so doing it manually for now */
2436typedef struct SAVEDSTATES {
2437 DWORD transform[(HIGHEST_TRANSFORMSTATE >> 5) + 1];
2438 WORD streamSource; /* MAX_STREAMS, 16 */
2439 WORD streamFreq; /* MAX_STREAMS, 16 */
2440 DWORD renderState[(WINEHIGHEST_RENDER_STATE >> 5) + 1];
2441 DWORD textureState[MAX_TEXTURES]; /* WINED3D_HIGHEST_TEXTURE_STATE + 1, 18 */
2442 WORD samplerState[MAX_COMBINED_SAMPLERS]; /* WINED3D_HIGHEST_SAMPLER_STATE + 1, 14 */
2443 DWORD clipplane; /* WINED3DMAXUSERCLIPPLANES, 32 */
2444 WORD pixelShaderConstantsB; /* MAX_CONST_B, 16 */
2445 WORD pixelShaderConstantsI; /* MAX_CONST_I, 16 */
2446 BOOL *pixelShaderConstantsF;
2447 WORD vertexShaderConstantsB; /* MAX_CONST_B, 16 */
2448 WORD vertexShaderConstantsI; /* MAX_CONST_I, 16 */
2449 BOOL *vertexShaderConstantsF;
2450 DWORD textures : 20; /* MAX_COMBINED_SAMPLERS, 20 */
2451 DWORD primitive_type : 1;
2452 DWORD indices : 1;
2453 DWORD material : 1;
2454 DWORD viewport : 1;
2455 DWORD vertexDecl : 1;
2456 DWORD pixelShader : 1;
2457 DWORD vertexShader : 1;
2458 DWORD scissorRect : 1;
2459 DWORD padding : 4;
2460} SAVEDSTATES;
2461
2462struct StageState {
2463 DWORD stage;
2464 DWORD state;
2465};
2466
2467struct IWineD3DStateBlockImpl
2468{
2469 /* IUnknown fields */
2470 const IWineD3DStateBlockVtbl *lpVtbl;
2471 LONG ref; /* Note: Ref counting not required */
2472
2473 /* IWineD3DStateBlock information */
2474 IWineD3DDeviceImpl *device;
2475 WINED3DSTATEBLOCKTYPE blockType;
2476
2477 /* Array indicating whether things have been set or changed */
2478 SAVEDSTATES changed;
2479
2480 /* Vertex Shader Declaration */
2481 IWineD3DVertexDeclaration *vertexDecl;
2482
2483 IWineD3DVertexShader *vertexShader;
2484
2485 /* Vertex Shader Constants */
2486 BOOL vertexShaderConstantB[MAX_CONST_B];
2487 INT vertexShaderConstantI[MAX_CONST_I * 4];
2488 float *vertexShaderConstantF;
2489
2490 /* primitive type */
2491 GLenum gl_primitive_type;
2492
2493 /* Stream Source */
2494 BOOL streamIsUP;
2495 UINT streamStride[MAX_STREAMS];
2496 UINT streamOffset[MAX_STREAMS + 1 /* tesselated pseudo-stream */ ];
2497 IWineD3DBuffer *streamSource[MAX_STREAMS];
2498 UINT streamFreq[MAX_STREAMS + 1];
2499 UINT streamFlags[MAX_STREAMS + 1]; /*0 | WINED3DSTREAMSOURCE_INSTANCEDATA | WINED3DSTREAMSOURCE_INDEXEDDATA */
2500
2501 /* Indices */
2502 IWineD3DBuffer* pIndexData;
2503 WINED3DFORMAT IndexFmt;
2504 INT baseVertexIndex;
2505 INT loadBaseVertexIndex; /* non-indexed drawing needs 0 here, indexed baseVertexIndex */
2506
2507 /* Transform */
2508 WINED3DMATRIX transforms[HIGHEST_TRANSFORMSTATE + 1];
2509
2510 /* Light hashmap . Collisions are handled using standard wine double linked lists */
2511#define LIGHTMAP_SIZE 43 /* Use of a prime number recommended. Set to 1 for a linked list! */
2512#define LIGHTMAP_HASHFUNC(x) ((x) % LIGHTMAP_SIZE) /* Primitive and simple function */
2513 struct list lightMap[LIGHTMAP_SIZE]; /* Hash map containing the lights */
2514 const struct wined3d_light_info *activeLights[MAX_ACTIVE_LIGHTS]; /* Map of opengl lights to d3d lights */
2515
2516 /* Clipping */
2517 double clipplane[MAX_CLIPPLANES][4];
2518 WINED3DCLIPSTATUS clip_status;
2519
2520 /* ViewPort */
2521 WINED3DVIEWPORT viewport;
2522
2523 /* Material */
2524 WINED3DMATERIAL material;
2525
2526 /* Pixel Shader */
2527 IWineD3DPixelShader *pixelShader;
2528
2529 /* Pixel Shader Constants */
2530 BOOL pixelShaderConstantB[MAX_CONST_B];
2531 INT pixelShaderConstantI[MAX_CONST_I * 4];
2532 float *pixelShaderConstantF;
2533
2534 /* RenderState */
2535 DWORD renderState[WINEHIGHEST_RENDER_STATE + 1];
2536
2537 /* Texture */
2538 IWineD3DBaseTexture *textures[MAX_COMBINED_SAMPLERS];
2539
2540 /* Texture State Stage */
2541 DWORD textureState[MAX_TEXTURES][WINED3D_HIGHEST_TEXTURE_STATE + 1];
2542 DWORD lowest_disabled_stage;
2543 /* Sampler States */
2544 DWORD samplerState[MAX_COMBINED_SAMPLERS][WINED3D_HIGHEST_SAMPLER_STATE + 1];
2545
2546 /* Scissor test rectangle */
2547 RECT scissorRect;
2548
2549 /* Contained state management */
2550 DWORD contained_render_states[WINEHIGHEST_RENDER_STATE + 1];
2551 unsigned int num_contained_render_states;
2552 DWORD contained_transform_states[HIGHEST_TRANSFORMSTATE + 1];
2553 unsigned int num_contained_transform_states;
2554 DWORD contained_vs_consts_i[MAX_CONST_I];
2555 unsigned int num_contained_vs_consts_i;
2556 DWORD contained_vs_consts_b[MAX_CONST_B];
2557 unsigned int num_contained_vs_consts_b;
2558 DWORD *contained_vs_consts_f;
2559 unsigned int num_contained_vs_consts_f;
2560 DWORD contained_ps_consts_i[MAX_CONST_I];
2561 unsigned int num_contained_ps_consts_i;
2562 DWORD contained_ps_consts_b[MAX_CONST_B];
2563 unsigned int num_contained_ps_consts_b;
2564 DWORD *contained_ps_consts_f;
2565 unsigned int num_contained_ps_consts_f;
2566 struct StageState contained_tss_states[MAX_TEXTURES * (WINED3D_HIGHEST_TEXTURE_STATE + 1)];
2567 unsigned int num_contained_tss_states;
2568 struct StageState contained_sampler_states[MAX_COMBINED_SAMPLERS * WINED3D_HIGHEST_SAMPLER_STATE];
2569 unsigned int num_contained_sampler_states;
2570};
2571
2572HRESULT stateblock_init(IWineD3DStateBlockImpl *stateblock,
2573 IWineD3DDeviceImpl *device, WINED3DSTATEBLOCKTYPE type) DECLSPEC_HIDDEN;
2574void stateblock_init_contained_states(IWineD3DStateBlockImpl *object) DECLSPEC_HIDDEN;
2575
2576static inline void stateblock_apply_state(DWORD state, IWineD3DStateBlockImpl *stateblock,
2577 struct wined3d_context *context)
2578{
2579 const struct StateEntry *statetable = stateblock->device->StateTable;
2580 DWORD rep = statetable[state].representative;
2581 statetable[rep].apply(rep, stateblock, context);
2582}
2583
2584/* Direct3D terminology with little modifications. We do not have an issued state
2585 * because only the driver knows about it, but we have a created state because d3d
2586 * allows GetData on a created issue, but opengl doesn't
2587 */
2588enum query_state {
2589 QUERY_CREATED,
2590 QUERY_SIGNALLED,
2591 QUERY_BUILDING
2592};
2593/*****************************************************************************
2594 * IWineD3DQueryImpl implementation structure (extends IUnknown)
2595 */
2596typedef struct IWineD3DQueryImpl
2597{
2598 const IWineD3DQueryVtbl *lpVtbl;
2599 LONG ref; /* Note: Ref counting not required */
2600
2601 IUnknown *parent;
2602 IWineD3DDeviceImpl *device;
2603
2604 /* IWineD3DQuery fields */
2605 enum query_state state;
2606 WINED3DQUERYTYPE type;
2607 /* TODO: Think about using a IUnknown instead of a void* */
2608 void *extendedData;
2609} IWineD3DQueryImpl;
2610
2611HRESULT query_init(IWineD3DQueryImpl *query, IWineD3DDeviceImpl *device,
2612 WINED3DQUERYTYPE type, IUnknown *parent) DECLSPEC_HIDDEN;
2613
2614/* IWineD3DBuffer */
2615
2616/* TODO: Add tests and support for FLOAT16_4 POSITIONT, D3DCOLOR position, other
2617 * fixed function semantics as D3DCOLOR or FLOAT16 */
2618enum wined3d_buffer_conversion_type
2619{
2620 CONV_NONE,
2621 CONV_D3DCOLOR,
2622 CONV_POSITIONT,
2623 CONV_FLOAT16_2, /* Also handles FLOAT16_4 */
2624};
2625
2626struct wined3d_map_range
2627{
2628 UINT offset;
2629 UINT size;
2630};
2631
2632#define WINED3D_BUFFER_OPTIMIZED 0x01 /* Optimize has been called for the buffer */
2633#define WINED3D_BUFFER_HASDESC 0x02 /* A vertex description has been found */
2634#define WINED3D_BUFFER_CREATEBO 0x04 /* Attempt to create a buffer object next PreLoad */
2635#define WINED3D_BUFFER_DOUBLEBUFFER 0x08 /* Use a vbo and local allocated memory */
2636#define WINED3D_BUFFER_FLUSH 0x10 /* Manual unmap flushing */
2637#define WINED3D_BUFFER_DISCARD 0x20 /* A DISCARD lock has occurred since the last PreLoad */
2638#define WINED3D_BUFFER_NOSYNC 0x40 /* All locks since the last PreLoad had NOOVERWRITE set */
2639#define WINED3D_BUFFER_APPLESYNC 0x80 /* Using sync as in GL_APPLE_flush_buffer_range */
2640
2641struct wined3d_buffer
2642{
2643 const struct IWineD3DBufferVtbl *vtbl;
2644 IWineD3DResourceClass resource;
2645
2646 struct wined3d_buffer_desc desc;
2647
2648 GLuint buffer_object;
2649 GLenum buffer_object_usage;
2650 GLenum buffer_type_hint;
2651 UINT buffer_object_size;
2652 LONG bind_count;
2653 DWORD flags;
2654
2655 LONG lock_count;
2656 struct wined3d_map_range *maps;
2657 ULONG maps_size, modified_areas;
2658 struct wined3d_event_query *query;
2659
2660 /* conversion stuff */
2661 UINT decl_change_count, full_conversion_count;
2662 UINT draw_count;
2663 UINT stride; /* 0 if no conversion */
2664 UINT conversion_stride; /* 0 if no shifted conversion */
2665 enum wined3d_buffer_conversion_type *conversion_map; /* NULL if no conversion */
2666 /* Extra load offsets, for FLOAT16 conversion */
2667 UINT *conversion_shift; /* NULL if no shifted conversion */
2668};
2669
2670const BYTE *buffer_get_memory(IWineD3DBuffer *iface, GLuint *buffer_object) DECLSPEC_HIDDEN;
2671BYTE *buffer_get_sysmem(struct wined3d_buffer *This) DECLSPEC_HIDDEN;
2672HRESULT buffer_init(struct wined3d_buffer *buffer, IWineD3DDeviceImpl *device,
2673 UINT size, DWORD usage, WINED3DFORMAT format, WINED3DPOOL pool, GLenum bind_hint,
2674 const char *data, IUnknown *parent, const struct wined3d_parent_ops *parent_ops) DECLSPEC_HIDDEN;
2675
2676/* IWineD3DRendertargetView */
2677struct wined3d_rendertarget_view
2678{
2679 const struct IWineD3DRendertargetViewVtbl *vtbl;
2680 LONG refcount;
2681
2682 IWineD3DResource *resource;
2683 IUnknown *parent;
2684};
2685
2686void wined3d_rendertarget_view_init(struct wined3d_rendertarget_view *view,
2687 IWineD3DResource *resource, IUnknown *parent) DECLSPEC_HIDDEN;
2688
2689/*****************************************************************************
2690 * IWineD3DSwapChainImpl implementation structure (extends IUnknown)
2691 */
2692
2693struct IWineD3DSwapChainImpl
2694{
2695 /*IUnknown part*/
2696 const IWineD3DSwapChainVtbl *lpVtbl;
2697 LONG ref; /* Note: Ref counting not required */
2698
2699 IUnknown *parent;
2700 IWineD3DDeviceImpl *device;
2701
2702 /* IWineD3DSwapChain fields */
2703 IWineD3DSurface **backBuffer;
2704 IWineD3DSurface *frontBuffer;
2705 WINED3DPRESENT_PARAMETERS presentParms;
2706 DWORD orig_width, orig_height;
2707 WINED3DFORMAT orig_fmt;
2708 WINED3DGAMMARAMP orig_gamma;
2709 BOOL render_to_fbo;
2710 const struct wined3d_format_desc *ds_format;
2711
2712 long prev_time, frames; /* Performance tracking */
2713 unsigned int vSyncCounter;
2714
2715#ifndef VBOX_WITH_WDDM
2716 struct wined3d_context **context;
2717 unsigned int num_contexts;
2718 HWND win_handle;
2719 HWND device_window;
2720 HDC hDC;
2721#else
2722 HWND win_handle;
2723 HDC hDC;
2724 IWineD3DSurface *presentRt;
2725#endif
2726};
2727
2728const IWineD3DSwapChainVtbl IWineGDISwapChain_Vtbl DECLSPEC_HIDDEN;
2729void x11_copy_to_screen(IWineD3DSwapChainImpl *This, const RECT *rc) DECLSPEC_HIDDEN;
2730
2731HRESULT WINAPI IWineD3DBaseSwapChainImpl_QueryInterface(IWineD3DSwapChain *iface,
2732 REFIID riid, LPVOID *ppobj) DECLSPEC_HIDDEN;
2733ULONG WINAPI IWineD3DBaseSwapChainImpl_AddRef(IWineD3DSwapChain *iface) DECLSPEC_HIDDEN;
2734ULONG WINAPI IWineD3DBaseSwapChainImpl_Release(IWineD3DSwapChain *iface) DECLSPEC_HIDDEN;
2735HRESULT WINAPI IWineD3DBaseSwapChainImpl_GetParent(IWineD3DSwapChain *iface, IUnknown **ppParent) DECLSPEC_HIDDEN;
2736HRESULT WINAPI IWineD3DBaseSwapChainImpl_GetFrontBufferData(IWineD3DSwapChain *iface,
2737 IWineD3DSurface *pDestSurface) DECLSPEC_HIDDEN;
2738HRESULT WINAPI IWineD3DBaseSwapChainImpl_GetBackBuffer(IWineD3DSwapChain *iface, UINT iBackBuffer,
2739 WINED3DBACKBUFFER_TYPE Type, IWineD3DSurface **ppBackBuffer) DECLSPEC_HIDDEN;
2740HRESULT WINAPI IWineD3DBaseSwapChainImpl_GetRasterStatus(IWineD3DSwapChain *iface,
2741 WINED3DRASTER_STATUS *pRasterStatus) DECLSPEC_HIDDEN;
2742HRESULT WINAPI IWineD3DBaseSwapChainImpl_GetDisplayMode(IWineD3DSwapChain *iface,
2743 WINED3DDISPLAYMODE *pMode) DECLSPEC_HIDDEN;
2744HRESULT WINAPI IWineD3DBaseSwapChainImpl_GetDevice(IWineD3DSwapChain *iface,
2745 IWineD3DDevice **ppDevice) DECLSPEC_HIDDEN;
2746HRESULT WINAPI IWineD3DBaseSwapChainImpl_GetPresentParameters(IWineD3DSwapChain *iface,
2747 WINED3DPRESENT_PARAMETERS *pPresentationParameters) DECLSPEC_HIDDEN;
2748HRESULT WINAPI IWineD3DBaseSwapChainImpl_SetGammaRamp(IWineD3DSwapChain *iface,
2749 DWORD Flags, const WINED3DGAMMARAMP *pRamp) DECLSPEC_HIDDEN;
2750HRESULT WINAPI IWineD3DBaseSwapChainImpl_GetGammaRamp(IWineD3DSwapChain *iface,
2751 WINED3DGAMMARAMP *pRamp) DECLSPEC_HIDDEN;
2752
2753struct wined3d_context *swapchain_create_context_for_thread(IWineD3DSwapChain *iface) DECLSPEC_HIDDEN;
2754HRESULT swapchain_init(IWineD3DSwapChainImpl *swapchain, WINED3DSURFTYPE surface_type,
2755 IWineD3DDeviceImpl *device, WINED3DPRESENT_PARAMETERS *present_parameters, IUnknown *parent) DECLSPEC_HIDDEN;
2756void swapchain_restore_fullscreen_window(IWineD3DSwapChainImpl *swapchain) DECLSPEC_HIDDEN;
2757void swapchain_setup_fullscreen_window(IWineD3DSwapChainImpl *swapchain, UINT w, UINT h) DECLSPEC_HIDDEN;
2758
2759#define DEFAULT_REFRESH_RATE 0
2760
2761/*****************************************************************************
2762 * Utility function prototypes
2763 */
2764
2765/* Trace routines */
2766const char *debug_d3dformat(WINED3DFORMAT fmt) DECLSPEC_HIDDEN;
2767const char *debug_d3ddevicetype(WINED3DDEVTYPE devtype) DECLSPEC_HIDDEN;
2768const char *debug_d3dresourcetype(WINED3DRESOURCETYPE res) DECLSPEC_HIDDEN;
2769const char *debug_d3dusage(DWORD usage) DECLSPEC_HIDDEN;
2770const char *debug_d3dusagequery(DWORD usagequery) DECLSPEC_HIDDEN;
2771const char *debug_d3ddeclmethod(WINED3DDECLMETHOD method) DECLSPEC_HIDDEN;
2772const char *debug_d3ddeclusage(BYTE usage) DECLSPEC_HIDDEN;
2773const char *debug_d3dprimitivetype(WINED3DPRIMITIVETYPE PrimitiveType) DECLSPEC_HIDDEN;
2774const char *debug_d3drenderstate(DWORD state) DECLSPEC_HIDDEN;
2775const char *debug_d3dsamplerstate(DWORD state) DECLSPEC_HIDDEN;
2776const char *debug_d3dstate(DWORD state) DECLSPEC_HIDDEN;
2777const char *debug_d3dtexturefiltertype(WINED3DTEXTUREFILTERTYPE filter_type) DECLSPEC_HIDDEN;
2778const char *debug_d3dtexturestate(DWORD state) DECLSPEC_HIDDEN;
2779const char *debug_d3dtstype(WINED3DTRANSFORMSTATETYPE tstype) DECLSPEC_HIDDEN;
2780const char *debug_d3dpool(WINED3DPOOL pool) DECLSPEC_HIDDEN;
2781const char *debug_fbostatus(GLenum status) DECLSPEC_HIDDEN;
2782const char *debug_glerror(GLenum error) DECLSPEC_HIDDEN;
2783const char *debug_d3dbasis(WINED3DBASISTYPE basis) DECLSPEC_HIDDEN;
2784const char *debug_d3ddegree(WINED3DDEGREETYPE order) DECLSPEC_HIDDEN;
2785const char *debug_d3dtop(WINED3DTEXTUREOP d3dtop) DECLSPEC_HIDDEN;
2786void dump_color_fixup_desc(struct color_fixup_desc fixup) DECLSPEC_HIDDEN;
2787const char *debug_surflocation(DWORD flag) DECLSPEC_HIDDEN;
2788
2789/* Color conversion routines */
2790DWORD color_convert_argb_to_fmt(DWORD color, WINED3DFORMAT destfmt) DECLSPEC_HIDDEN;
2791
2792/* Routines for GL <-> D3D values */
2793GLenum StencilOp(DWORD op) DECLSPEC_HIDDEN;
2794GLenum CompareFunc(DWORD func) DECLSPEC_HIDDEN;
2795BOOL is_invalid_op(IWineD3DDeviceImpl *This, int stage, WINED3DTEXTUREOP op,
2796 DWORD arg1, DWORD arg2, DWORD arg3) DECLSPEC_HIDDEN;
2797void set_tex_op_nvrc(IWineD3DDevice *iface, BOOL is_alpha, int stage, WINED3DTEXTUREOP op,
2798 DWORD arg1, DWORD arg2, DWORD arg3, INT texture_idx, DWORD dst) DECLSPEC_HIDDEN;
2799void set_texture_matrix(const float *smat, DWORD flags, BOOL calculatedCoords,
2800 BOOL transformed, WINED3DFORMAT coordtype, BOOL ffp_can_disable_proj) DECLSPEC_HIDDEN;
2801void texture_activate_dimensions(DWORD stage, IWineD3DStateBlockImpl *stateblock,
2802 struct wined3d_context *context) DECLSPEC_HIDDEN;
2803void sampler_texdim(DWORD state, IWineD3DStateBlockImpl *stateblock,
2804 struct wined3d_context *context) DECLSPEC_HIDDEN;
2805void tex_alphaop(DWORD state, IWineD3DStateBlockImpl *stateblock,
2806 struct wined3d_context *context) DECLSPEC_HIDDEN;
2807void apply_pixelshader(DWORD state, IWineD3DStateBlockImpl *stateblock,
2808 struct wined3d_context *context) DECLSPEC_HIDDEN;
2809void state_fogcolor(DWORD state, IWineD3DStateBlockImpl *stateblock,
2810 struct wined3d_context *context) DECLSPEC_HIDDEN;
2811void state_fogdensity(DWORD state, IWineD3DStateBlockImpl *stateblock,
2812 struct wined3d_context *context) DECLSPEC_HIDDEN;
2813void state_fogstartend(DWORD state, IWineD3DStateBlockImpl *stateblock,
2814 struct wined3d_context *context) DECLSPEC_HIDDEN;
2815void state_fog_fragpart(DWORD state, IWineD3DStateBlockImpl *stateblock,
2816 struct wined3d_context *context) DECLSPEC_HIDDEN;
2817
2818void surface_add_dirty_rect(IWineD3DSurface *iface, const RECT *dirty_rect) DECLSPEC_HIDDEN;
2819GLenum surface_get_gl_buffer(IWineD3DSurface *iface) DECLSPEC_HIDDEN;
2820void surface_load_ds_location(IWineD3DSurface *iface, struct wined3d_context *context, DWORD location) DECLSPEC_HIDDEN;
2821void surface_modify_ds_location(IWineD3DSurface *iface, DWORD location) DECLSPEC_HIDDEN;
2822void surface_set_compatible_renderbuffer(IWineD3DSurface *iface,
2823 unsigned int width, unsigned int height) DECLSPEC_HIDDEN;
2824void surface_set_texture_name(IWineD3DSurface *iface, GLuint name, BOOL srgb_name) DECLSPEC_HIDDEN;
2825void surface_set_texture_target(IWineD3DSurface *iface, GLenum target) DECLSPEC_HIDDEN;
2826
2827BOOL getColorBits(const struct wined3d_format_desc *format_desc,
2828 short *redSize, short *greenSize, short *blueSize, short *alphaSize, short *totalSize) DECLSPEC_HIDDEN;
2829BOOL getDepthStencilBits(const struct wined3d_format_desc *format_desc,
2830 short *depthSize, short *stencilSize) DECLSPEC_HIDDEN;
2831
2832/* Math utils */
2833void multiply_matrix(WINED3DMATRIX *dest, const WINED3DMATRIX *src1, const WINED3DMATRIX *src2) DECLSPEC_HIDDEN;
2834UINT wined3d_log2i(UINT32 x) DECLSPEC_HIDDEN;
2835unsigned int count_bits(unsigned int mask) DECLSPEC_HIDDEN;
2836
2837void select_shader_mode(const struct wined3d_gl_info *gl_info, int *ps_selected, int *vs_selected) DECLSPEC_HIDDEN;
2838
2839typedef struct local_constant {
2840 struct list entry;
2841 unsigned int idx;
2842 DWORD value[4];
2843} local_constant;
2844
2845typedef struct SHADER_LIMITS {
2846 unsigned int temporary;
2847 unsigned int texcoord;
2848 unsigned int sampler;
2849 unsigned int constant_int;
2850 unsigned int constant_float;
2851 unsigned int constant_bool;
2852 unsigned int address;
2853 unsigned int packed_output;
2854 unsigned int packed_input;
2855 unsigned int attributes;
2856 unsigned int label;
2857} SHADER_LIMITS;
2858
2859/* Keeps track of details for TEX_M#x# shader opcodes which need to
2860 * maintain state information between multiple codes */
2861typedef struct SHADER_PARSE_STATE {
2862 unsigned int current_row;
2863 DWORD texcoord_w[2];
2864} SHADER_PARSE_STATE;
2865
2866#ifdef __GNUC__
2867#define PRINTF_ATTR(fmt,args) __attribute__((format (printf,fmt,args)))
2868#else
2869#define PRINTF_ATTR(fmt,args)
2870#endif
2871
2872/* Base Shader utility functions. */
2873int shader_addline(struct wined3d_shader_buffer *buffer, const char *fmt, ...) PRINTF_ATTR(2,3) DECLSPEC_HIDDEN;
2874int shader_vaddline(struct wined3d_shader_buffer *buffer, const char *fmt, va_list args) DECLSPEC_HIDDEN;
2875
2876/* Vertex shader utility functions */
2877extern BOOL vshader_get_input(IWineD3DVertexShader *iface,
2878 BYTE usage_req, BYTE usage_idx_req, unsigned int *regnum) DECLSPEC_HIDDEN;
2879
2880/*****************************************************************************
2881 * IDirect3DBaseShader implementation structure
2882 */
2883typedef struct IWineD3DBaseShaderClass
2884{
2885 LONG ref;
2886 SHADER_LIMITS limits;
2887 SHADER_PARSE_STATE parse_state;
2888 DWORD *function;
2889 UINT functionLength;
2890 UINT cur_loop_depth, cur_loop_regno;
2891 BOOL load_local_constsF;
2892 const struct wined3d_shader_frontend *frontend;
2893 void *frontend_data;
2894 void *backend_data;
2895
2896 IUnknown *parent;
2897 const struct wined3d_parent_ops *parent_ops;
2898
2899 /* Programs this shader is linked with */
2900 struct list linked_programs;
2901
2902 /* Immediate constants (override global ones) */
2903 struct list constantsB;
2904 struct list constantsF;
2905 struct list constantsI;
2906 shader_reg_maps reg_maps;
2907
2908 struct wined3d_shader_signature_element input_signature[max(MAX_ATTRIBS, MAX_REG_INPUT)];
2909 struct wined3d_shader_signature_element output_signature[MAX_REG_OUTPUT];
2910
2911 /* Pointer to the parent device */
2912 IWineD3DDevice *device;
2913 struct list shader_list_entry;
2914
2915} IWineD3DBaseShaderClass;
2916
2917typedef struct IWineD3DBaseShaderImpl {
2918 /* IUnknown */
2919 const IWineD3DBaseShaderVtbl *lpVtbl;
2920
2921 /* IWineD3DBaseShader */
2922 IWineD3DBaseShaderClass baseShader;
2923} IWineD3DBaseShaderImpl;
2924
2925void shader_buffer_clear(struct wined3d_shader_buffer *buffer) DECLSPEC_HIDDEN;
2926BOOL shader_buffer_init(struct wined3d_shader_buffer *buffer) DECLSPEC_HIDDEN;
2927void shader_buffer_free(struct wined3d_shader_buffer *buffer) DECLSPEC_HIDDEN;
2928void shader_dump_src_param(const struct wined3d_shader_src_param *param,
2929 const struct wined3d_shader_version *shader_version) DECLSPEC_HIDDEN;
2930void shader_dump_dst_param(const struct wined3d_shader_dst_param *param,
2931 const struct wined3d_shader_version *shader_version) DECLSPEC_HIDDEN;
2932unsigned int shader_find_free_input_register(const struct shader_reg_maps *reg_maps, unsigned int max) DECLSPEC_HIDDEN;
2933void shader_generate_main(IWineD3DBaseShader *iface, struct wined3d_shader_buffer *buffer,
2934 const shader_reg_maps *reg_maps, const DWORD *pFunction, void *backend_ctx) DECLSPEC_HIDDEN;
2935BOOL shader_match_semantic(const char *semantic_name, WINED3DDECLUSAGE usage) DECLSPEC_HIDDEN;
2936
2937static inline BOOL shader_is_pshader_version(enum wined3d_shader_type type)
2938{
2939 return type == WINED3D_SHADER_TYPE_PIXEL;
2940}
2941
2942static inline BOOL shader_is_vshader_version(enum wined3d_shader_type type)
2943{
2944 return type == WINED3D_SHADER_TYPE_VERTEX;
2945}
2946
2947static inline BOOL shader_is_scalar(const struct wined3d_shader_register *reg)
2948{
2949 switch (reg->type)
2950 {
2951 case WINED3DSPR_RASTOUT:
2952 /* oFog & oPts */
2953 if (reg->idx != 0) return TRUE;
2954 /* oPos */
2955 return FALSE;
2956
2957 case WINED3DSPR_DEPTHOUT: /* oDepth */
2958 case WINED3DSPR_CONSTBOOL: /* b# */
2959 case WINED3DSPR_LOOP: /* aL */
2960 case WINED3DSPR_PREDICATE: /* p0 */
2961 return TRUE;
2962
2963 case WINED3DSPR_MISCTYPE:
2964 switch(reg->idx)
2965 {
2966 case 0: /* vPos */
2967 return FALSE;
2968 case 1: /* vFace */
2969 return TRUE;
2970 default:
2971 return FALSE;
2972 }
2973
2974 case WINED3DSPR_IMMCONST:
2975 switch(reg->immconst_type)
2976 {
2977 case WINED3D_IMMCONST_FLOAT:
2978 return TRUE;
2979 default:
2980 return FALSE;
2981 }
2982
2983 default:
2984 return FALSE;
2985 }
2986}
2987
2988static inline BOOL shader_constant_is_local(IWineD3DBaseShaderImpl* This, DWORD reg) {
2989 local_constant* lconst;
2990
2991 if(This->baseShader.load_local_constsF) return FALSE;
2992 LIST_FOR_EACH_ENTRY(lconst, &This->baseShader.constantsF, local_constant, entry) {
2993 if(lconst->idx == reg) return TRUE;
2994 }
2995 return FALSE;
2996
2997}
2998
2999/*****************************************************************************
3000 * IDirect3DVertexShader implementation structures
3001 */
3002typedef struct IWineD3DVertexShaderImpl {
3003 /* IUnknown parts */
3004 const IWineD3DVertexShaderVtbl *lpVtbl;
3005
3006 /* IWineD3DBaseShader */
3007 IWineD3DBaseShaderClass baseShader;
3008
3009 /* Vertex shader attributes. */
3010 struct wined3d_shader_attribute attributes[MAX_ATTRIBS];
3011
3012 UINT min_rel_offset, max_rel_offset;
3013 UINT rel_offset;
3014} IWineD3DVertexShaderImpl;
3015
3016void find_vs_compile_args(IWineD3DVertexShaderImpl *shader, IWineD3DStateBlockImpl *stateblock,
3017 struct vs_compile_args *args) DECLSPEC_HIDDEN;
3018HRESULT vertexshader_init(IWineD3DVertexShaderImpl *shader, IWineD3DDeviceImpl *device,
3019 const DWORD *byte_code, const struct wined3d_shader_signature *output_signature,
3020 IUnknown *parent, const struct wined3d_parent_ops *parent_ops) DECLSPEC_HIDDEN;
3021
3022struct wined3d_geometryshader
3023{
3024 const struct IWineD3DGeometryShaderVtbl *vtbl;
3025 IWineD3DBaseShaderClass base_shader;
3026};
3027
3028HRESULT geometryshader_init(struct wined3d_geometryshader *shader, IWineD3DDeviceImpl *device,
3029 const DWORD *byte_code, const struct wined3d_shader_signature *output_signature,
3030 IUnknown *parent, const struct wined3d_parent_ops *parent_ops) DECLSPEC_HIDDEN;
3031
3032/*****************************************************************************
3033 * IDirect3DPixelShader implementation structure
3034 */
3035
3036/* Using additional shader constants (uniforms in GLSL / program environment
3037 * or local parameters in ARB) is costly:
3038 * ARB only knows float4 parameters and GLSL compiler are not really smart
3039 * when it comes to efficiently pack float2 uniforms, so no space is wasted
3040 * (in fact most compilers map a float2 to a full float4 uniform).
3041 *
3042 * For NP2 texcoord fixup we only need 2 floats (width and height) for each
3043 * 2D texture used in the shader. We therefore pack fixup info for 2 textures
3044 * into a single shader constant (uniform / program parameter).
3045 *
3046 * This structure is shared between the GLSL and the ARB backend.*/
3047struct ps_np2fixup_info {
3048 unsigned char idx[MAX_FRAGMENT_SAMPLERS]; /* indices to the real constant */
3049 WORD active; /* bitfield indicating if we can apply the fixup */
3050 WORD num_consts;
3051};
3052
3053typedef struct IWineD3DPixelShaderImpl {
3054 /* IUnknown parts */
3055 const IWineD3DPixelShaderVtbl *lpVtbl;
3056
3057 /* IWineD3DBaseShader */
3058 IWineD3DBaseShaderClass baseShader;
3059
3060 /* Pixel shader input semantics */
3061 DWORD input_reg_map[MAX_REG_INPUT];
3062 BOOL input_reg_used[MAX_REG_INPUT];
3063 unsigned int declared_in_count;
3064
3065 /* Some information about the shader behavior */
3066 char vpos_uniform;
3067
3068 BOOL color0_mov;
3069 DWORD color0_reg;
3070
3071} IWineD3DPixelShaderImpl;
3072
3073HRESULT pixelshader_init(IWineD3DPixelShaderImpl *shader, IWineD3DDeviceImpl *device,
3074 const DWORD *byte_code, const struct wined3d_shader_signature *output_signature,
3075 IUnknown *parent, const struct wined3d_parent_ops *parent_ops) DECLSPEC_HIDDEN;
3076void pixelshader_update_samplers(struct shader_reg_maps *reg_maps,
3077 IWineD3DBaseTexture * const *textures) DECLSPEC_HIDDEN;
3078void find_ps_compile_args(IWineD3DPixelShaderImpl *shader, IWineD3DStateBlockImpl *stateblock,
3079 struct ps_compile_args *args) DECLSPEC_HIDDEN;
3080
3081/* sRGB correction constants */
3082static const float srgb_cmp = 0.0031308f;
3083static const float srgb_mul_low = 12.92f;
3084static const float srgb_pow = 0.41666f;
3085static const float srgb_mul_high = 1.055f;
3086static const float srgb_sub_high = 0.055f;
3087
3088/*****************************************************************************
3089 * IWineD3DPalette implementation structure
3090 */
3091struct IWineD3DPaletteImpl {
3092 /* IUnknown parts */
3093 const IWineD3DPaletteVtbl *lpVtbl;
3094 LONG ref;
3095
3096 IUnknown *parent;
3097 IWineD3DDeviceImpl *device;
3098
3099 /* IWineD3DPalette */
3100 HPALETTE hpal;
3101 WORD palVersion; /*| */
3102 WORD palNumEntries; /*| LOGPALETTE */
3103 PALETTEENTRY palents[256]; /*| */
3104 /* This is to store the palette in 'screen format' */
3105 int screen_palents[256];
3106 DWORD Flags;
3107};
3108
3109HRESULT wined3d_palette_init(IWineD3DPaletteImpl *palette, IWineD3DDeviceImpl *device,
3110 DWORD flags, const PALETTEENTRY *entries, IUnknown *parent) DECLSPEC_HIDDEN;
3111
3112/* DirectDraw utility functions */
3113extern WINED3DFORMAT pixelformat_for_depth(DWORD depth) DECLSPEC_HIDDEN;
3114
3115/*****************************************************************************
3116 * Pixel format management
3117 */
3118
3119/* WineD3D pixel format flags */
3120#define WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING 0x1
3121#define WINED3DFMT_FLAG_FILTERING 0x2
3122#define WINED3DFMT_FLAG_DEPTH 0x4
3123#define WINED3DFMT_FLAG_STENCIL 0x8
3124#define WINED3DFMT_FLAG_RENDERTARGET 0x10
3125#define WINED3DFMT_FLAG_FOURCC 0x20
3126#define WINED3DFMT_FLAG_FBO_ATTACHABLE 0x40
3127#define WINED3DFMT_FLAG_COMPRESSED 0x80
3128#define WINED3DFMT_FLAG_GETDC 0x100
3129#define WINED3DFMT_FLAG_FLOAT 0x200
3130
3131struct wined3d_format_desc
3132{
3133 WINED3DFORMAT format;
3134 DWORD red_mask;
3135 DWORD green_mask;
3136 DWORD blue_mask;
3137 DWORD alpha_mask;
3138 UINT byte_count;
3139 WORD depth_size;
3140 WORD stencil_size;
3141
3142 UINT block_width;
3143 UINT block_height;
3144 UINT block_byte_count;
3145
3146 enum wined3d_ffp_emit_idx emit_idx;
3147 GLint component_count;
3148 GLenum gl_vtx_type;
3149 GLint gl_vtx_format;
3150 GLboolean gl_normalized;
3151 unsigned int component_size;
3152
3153 GLint glInternal;
3154 GLint glGammaInternal;
3155 GLint rtInternal;
3156 GLint glFormat;
3157 GLint glType;
3158 UINT conv_byte_count;
3159 unsigned int Flags;
3160 float heightscale;
3161 struct color_fixup_desc color_fixup;
3162 void (*convert)(const BYTE *src, BYTE *dst, UINT pitch, UINT width, UINT height);
3163};
3164
3165const struct wined3d_format_desc *getFormatDescEntry(WINED3DFORMAT fmt,
3166 const struct wined3d_gl_info *gl_info) DECLSPEC_HIDDEN;
3167
3168static inline BOOL use_vs(IWineD3DStateBlockImpl *stateblock)
3169{
3170 /* Check stateblock->vertexDecl to allow this to be used from
3171 * IWineD3DDeviceImpl_FindTexUnitMap(). This is safe because
3172 * stateblock->vertexShader implies a vertex declaration instead of ddraw
3173 * style strided data. */
3174 return (stateblock->vertexShader
3175 && !((IWineD3DVertexDeclarationImpl *)stateblock->vertexDecl)->position_transformed
3176 && stateblock->device->vs_selected_mode != SHADER_NONE);
3177}
3178
3179static inline BOOL use_ps(IWineD3DStateBlockImpl *stateblock)
3180{
3181 return (stateblock->pixelShader && stateblock->device->ps_selected_mode != SHADER_NONE);
3182}
3183
3184void stretch_rect_fbo(IWineD3DDevice *iface, IWineD3DSurface *src_surface,
3185 const RECT *src_rect, IWineD3DSurface *dst_surface, const RECT *dst_rect,
3186 const WINED3DTEXTUREFILTERTYPE filter) DECLSPEC_HIDDEN;
3187
3188/* The WNDCLASS-Name for the fake window which we use to retrieve the GL capabilities */
3189#define WINED3D_OPENGL_WINDOW_CLASS_NAME "WineD3D_OpenGL"
3190
3191#define WINEMAKEFOURCC(ch0, ch1, ch2, ch3) \
3192 ((DWORD)(BYTE)(ch0) | ((DWORD)(BYTE)(ch1) << 8) | \
3193 ((DWORD)(BYTE)(ch2) << 16) | ((DWORD)(BYTE)(ch3) << 24 ))
3194
3195#define MAKEDWORD_VERSION(maj, min) (((maj & 0xffff) << 16) | (min & 0xffff))
3196
3197#endif
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