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source: vbox/trunk/src/VBox/Devices/Graphics/shaderlib/wined3d_private.h@ 78292

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Devices: Use VBOX_INCLUDED_SRC_ as header guard prefix with scm.

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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 VBOX_INCLUDED_SRC_Graphics_shaderlib_wined3d_private_h
34#define VBOX_INCLUDED_SRC_Graphics_shaderlib_wined3d_private_h
35#ifndef RT_WITHOUT_PRAGMA_ONCE
36# pragma once
37#endif
38
39#include <stdarg.h>
40#include <math.h>
41#include <limits.h>
42#define NONAMELESSUNION
43#define NONAMELESSSTRUCT
44#define COBJMACROS
45#ifndef VBOX_WINE_WITHOUT_LIBWINE
46#include "windef.h"
47#include "winbase.h"
48#include "winreg.h"
49#include "wingdi.h"
50#include "winuser.h"
51#else
52# ifdef _MSC_VER
53# include <iprt/win/windows.h>
54# else
55# include <windows.h>
56# undef cdecl /* see windef.h */
57# endif
58#endif
59#include "wine/debug.h"
60#include "wine/unicode.h"
61
62#ifndef VBOX_WINE_WITHOUT_LIBWINE
63#include "objbase.h"
64#endif
65#include "wine/wined3d.h"
66#include "wined3d_gl.h"
67#include "wine/list.h"
68#include "wine/rbtree.h"
69
70#include "vboxext.h"
71
72#ifdef VBOX_WITH_VMSVGA
73# ifndef LOG_GROUP
74# define LOG_GROUP LOG_GROUP_DEV_VMSVGA
75# endif
76# include <iprt/assert.h>
77# include <VBox/log.h>
78# include "winoverride.h"
79# include "shaderlib.h"
80#endif
81
82#ifdef VBOX_WITH_WDDM
83# include "vboxsharedrc.h"
84#endif
85
86#if defined(VBOX_WINE_WITH_SINGLE_CONTEXT) || defined(VBOX_WINE_WITH_SINGLE_SWAPCHAIN_CONTEXT)
87# define VBoxTlsRefGetImpl(_tls) (TlsGetValue((DWORD)(_tls)))
88# define VBoxTlsRefSetImpl(_tls, _val) (TlsSetValue((DWORD)(_tls), (_val)))
89# define VBoxTlsRefAssertImpl Assert
90# include <VBoxVideo3D.h>
91#endif
92
93/* Driver quirks */
94#define WINED3D_QUIRK_ARB_VS_OFFSET_LIMIT 0x00000001
95#define WINED3D_QUIRK_SET_TEXCOORD_W 0x00000002
96#define WINED3D_QUIRK_GLSL_CLIP_VARYING 0x00000004
97#define WINED3D_QUIRK_ALLOWS_SPECULAR_ALPHA 0x00000008
98#define WINED3D_QUIRK_NV_CLIP_BROKEN 0x00000010
99#define WINED3D_QUIRK_FBO_TEX_UPDATE 0x00000020
100#define WINED3D_QUIRK_FULLSIZE_BLIT 0x00000040
101#define WINED3D_QUIRK_FORCE_BLIT 0x00000080
102
103/* Texture format fixups */
104
105enum fixup_channel_source
106{
107 CHANNEL_SOURCE_ZERO = 0,
108 CHANNEL_SOURCE_ONE = 1,
109 CHANNEL_SOURCE_X = 2,
110 CHANNEL_SOURCE_Y = 3,
111 CHANNEL_SOURCE_Z = 4,
112 CHANNEL_SOURCE_W = 5,
113 CHANNEL_SOURCE_COMPLEX0 = 6,
114 CHANNEL_SOURCE_COMPLEX1 = 7,
115};
116
117enum complex_fixup
118{
119 COMPLEX_FIXUP_NONE = 0,
120 COMPLEX_FIXUP_YUY2 = 1,
121 COMPLEX_FIXUP_UYVY = 2,
122 COMPLEX_FIXUP_YV12 = 3,
123 COMPLEX_FIXUP_P8 = 4,
124};
125
126#include <pshpack2.h>
127struct color_fixup_desc
128{
129 unsigned x_sign_fixup : 1;
130 unsigned x_source : 3;
131 unsigned y_sign_fixup : 1;
132 unsigned y_source : 3;
133 unsigned z_sign_fixup : 1;
134 unsigned z_source : 3;
135 unsigned w_sign_fixup : 1;
136 unsigned w_source : 3;
137};
138#include <poppack.h>
139
140static const struct color_fixup_desc COLOR_FIXUP_IDENTITY =
141 {0, CHANNEL_SOURCE_X, 0, CHANNEL_SOURCE_Y, 0, CHANNEL_SOURCE_Z, 0, CHANNEL_SOURCE_W};
142
143static inline struct color_fixup_desc create_color_fixup_desc(
144 int sign0, enum fixup_channel_source src0, int sign1, enum fixup_channel_source src1,
145 int sign2, enum fixup_channel_source src2, int sign3, enum fixup_channel_source src3)
146{
147 struct color_fixup_desc fixup =
148 {
149 sign0, src0,
150 sign1, src1,
151 sign2, src2,
152 sign3, src3,
153 };
154 return fixup;
155}
156
157static inline struct color_fixup_desc create_complex_fixup_desc(enum complex_fixup complex_fixup)
158{
159 struct color_fixup_desc fixup =
160 {
161 0, complex_fixup & (1 << 0) ? CHANNEL_SOURCE_COMPLEX1 : CHANNEL_SOURCE_COMPLEX0,
162 0, complex_fixup & (1 << 1) ? CHANNEL_SOURCE_COMPLEX1 : CHANNEL_SOURCE_COMPLEX0,
163 0, complex_fixup & (1 << 2) ? CHANNEL_SOURCE_COMPLEX1 : CHANNEL_SOURCE_COMPLEX0,
164 0, complex_fixup & (1 << 3) ? CHANNEL_SOURCE_COMPLEX1 : CHANNEL_SOURCE_COMPLEX0,
165 };
166 return fixup;
167}
168
169static inline BOOL is_identity_fixup(struct color_fixup_desc fixup)
170{
171 return !memcmp(&fixup, &COLOR_FIXUP_IDENTITY, sizeof(fixup));
172}
173
174static inline BOOL is_complex_fixup(struct color_fixup_desc fixup)
175{
176 return fixup.x_source == CHANNEL_SOURCE_COMPLEX0 || fixup.x_source == CHANNEL_SOURCE_COMPLEX1;
177}
178
179static inline enum complex_fixup get_complex_fixup(struct color_fixup_desc fixup)
180{
181 enum complex_fixup complex_fixup = 0;
182 if (fixup.x_source == CHANNEL_SOURCE_COMPLEX1) complex_fixup |= (1 << 0);
183 if (fixup.y_source == CHANNEL_SOURCE_COMPLEX1) complex_fixup |= (1 << 1);
184 if (fixup.z_source == CHANNEL_SOURCE_COMPLEX1) complex_fixup |= (1 << 2);
185 if (fixup.w_source == CHANNEL_SOURCE_COMPLEX1) complex_fixup |= (1 << 3);
186 return complex_fixup;
187}
188
189void *wined3d_rb_alloc(size_t size) DECLSPEC_HIDDEN;
190void *wined3d_rb_realloc(void *ptr, size_t size) DECLSPEC_HIDDEN;
191void wined3d_rb_free(void *ptr) DECLSPEC_HIDDEN;
192
193/* Device caps */
194#define MAX_PALETTES 65536
195#define MAX_STREAMS 16
196#define MAX_TEXTURES 8
197#define MAX_FRAGMENT_SAMPLERS 16
198#define MAX_VERTEX_SAMPLERS 4
199#define MAX_COMBINED_SAMPLERS (MAX_FRAGMENT_SAMPLERS + MAX_VERTEX_SAMPLERS)
200#define MAX_ACTIVE_LIGHTS 8
201#define MAX_CLIPPLANES WINED3DMAXUSERCLIPPLANES
202
203struct min_lookup
204{
205 GLenum mip[WINED3DTEXF_LINEAR + 1];
206};
207
208extern const struct min_lookup minMipLookup[WINED3DTEXF_LINEAR + 1] DECLSPEC_HIDDEN;
209extern const struct min_lookup minMipLookup_noFilter[WINED3DTEXF_LINEAR + 1] DECLSPEC_HIDDEN;
210extern const struct min_lookup minMipLookup_noMip[WINED3DTEXF_LINEAR + 1] DECLSPEC_HIDDEN;
211extern const GLenum magLookup[WINED3DTEXF_LINEAR + 1] DECLSPEC_HIDDEN;
212extern const GLenum magLookup_noFilter[WINED3DTEXF_LINEAR + 1] DECLSPEC_HIDDEN;
213
214static inline GLenum wined3d_gl_mag_filter(const GLenum mag_lookup[], WINED3DTEXTUREFILTERTYPE mag_filter)
215{
216 return mag_lookup[mag_filter];
217}
218
219static inline GLenum wined3d_gl_min_mip_filter(const struct min_lookup min_mip_lookup[],
220 WINED3DTEXTUREFILTERTYPE min_filter, WINED3DTEXTUREFILTERTYPE mip_filter)
221{
222 return min_mip_lookup[min_filter].mip[mip_filter];
223}
224
225/* float_16_to_32() and float_32_to_16() (see implementation in
226 * surface_base.c) convert 16 bit floats in the FLOAT16 data type
227 * to standard C floats and vice versa. They do not depend on the encoding
228 * of the C float, so they are platform independent, but slow. On x86 and
229 * other IEEE 754 compliant platforms the conversion can be accelerated by
230 * bit shifting the exponent and mantissa. There are also some SSE-based
231 * assembly routines out there.
232 *
233 * See GL_NV_half_float for a reference of the FLOAT16 / GL_HALF format
234 */
235static inline float float_16_to_32(const unsigned short *in) {
236 unsigned long fNaN = 0x7fc00000;
237 unsigned long fNegInf = 0xff800000;
238 unsigned long fInf = 0x7f800000;
239
240 const unsigned short s = ((*in) & 0x8000);
241 const unsigned short e = ((*in) & 0x7C00) >> 10;
242 const unsigned short m = (*in) & 0x3FF;
243 const float sgn = (s ? -1.0f : 1.0f);
244
245 if(e == 0) {
246 if(m == 0) return sgn * 0.0f; /* +0.0 or -0.0 */
247 else return sgn * pow(2, -14.0f) * ((float)m / 1024.0f);
248 } else if(e < 31) {
249 return sgn * pow(2, (float)e - 15.0f) * (1.0f + ((float)m / 1024.0f));
250 } else {
251 if(m == 0) return sgn>0? *(float*)(&fInf) : *(float*)(&fNegInf); //sgn / 0.0f; /* +INF / -INF */
252 else return *(float*)(&fNaN); //0.0f / 0.0f; /* NAN */
253 }
254}
255
256static inline float float_24_to_32(DWORD in)
257{
258 const float sgn = in & 0x800000 ? -1.0f : 1.0f;
259 const unsigned short e = (in & 0x780000) >> 19;
260 const unsigned short m = in & 0x7ffff;
261 unsigned long fNaN = 0x7fc00000;
262 unsigned long fNegInf = 0xff800000;
263 unsigned long fInf = 0x7f800000;
264
265 if (e == 0)
266 {
267 if (m == 0) return sgn * 0.0f; /* +0.0 or -0.0 */
268 else return sgn * pow(2, -6.0f) * ((float)m / 524288.0f);
269 }
270 else if (e < 15)
271 {
272 return sgn * pow(2, (float)e - 7.0f) * (1.0f + ((float)m / 524288.0f));
273 }
274 else
275 {
276 if (m == 0) return sgn>0? *(float*)(&fInf) : *(float*)(&fNegInf); //sgn / 0.0f; /* +INF / -INF */
277 else return *(float*)(&fNaN); //0.0f / 0.0f; /* NAN */
278 }
279}
280
281/**
282 * Settings
283 */
284#define VS_NONE 0
285#define VS_HW 1
286
287#define PS_NONE 0
288#define PS_HW 1
289
290#define VBO_NONE 0
291#define VBO_HW 1
292
293#define ORM_BACKBUFFER 0
294#define ORM_FBO 1
295
296#define SHADER_ARB 1
297#define SHADER_GLSL 2
298#define SHADER_ATI 3
299#define SHADER_NONE 4
300
301#define RTL_DISABLE -1
302#define RTL_READDRAW 1
303#define RTL_READTEX 2
304
305#define PCI_VENDOR_NONE 0xffff /* e.g. 0x8086 for Intel and 0x10de for Nvidia */
306#define PCI_DEVICE_NONE 0xffff /* e.g. 0x14f for a Geforce6200 */
307
308/* NOTE: When adding fields to this structure, make sure to update the default
309 * values in wined3d_main.c as well. */
310typedef struct wined3d_settings_s {
311/* vertex and pixel shader modes */
312 int vs_mode;
313 int ps_mode;
314/* Ideally, we don't want the user to have to request GLSL. If the hardware supports GLSL,
315 we should use it. However, until it's fully implemented, we'll leave it as a registry
316 setting for developers. */
317 BOOL glslRequested;
318 int offscreen_rendering_mode;
319 int rendertargetlock_mode;
320 unsigned short pci_vendor_id;
321 unsigned short pci_device_id;
322/* Memory tracking and object counting */
323 unsigned int emulated_textureram;
324 char *logo;
325 int allow_multisampling;
326 BOOL strict_draw_ordering;
327} wined3d_settings_t;
328
329extern wined3d_settings_t wined3d_settings DECLSPEC_HIDDEN;
330
331typedef enum _WINED3DSAMPLER_TEXTURE_TYPE
332{
333 WINED3DSTT_UNKNOWN = 0,
334 WINED3DSTT_1D = 1,
335 WINED3DSTT_2D = 2,
336 WINED3DSTT_CUBE = 3,
337 WINED3DSTT_VOLUME = 4,
338} WINED3DSAMPLER_TEXTURE_TYPE;
339
340typedef enum _WINED3DSHADER_PARAM_REGISTER_TYPE
341{
342 WINED3DSPR_TEMP = 0,
343 WINED3DSPR_INPUT = 1,
344 WINED3DSPR_CONST = 2,
345 WINED3DSPR_ADDR = 3,
346 WINED3DSPR_TEXTURE = 3,
347 WINED3DSPR_RASTOUT = 4,
348 WINED3DSPR_ATTROUT = 5,
349 WINED3DSPR_TEXCRDOUT = 6,
350 WINED3DSPR_OUTPUT = 6,
351 WINED3DSPR_CONSTINT = 7,
352 WINED3DSPR_COLOROUT = 8,
353 WINED3DSPR_DEPTHOUT = 9,
354 WINED3DSPR_SAMPLER = 10,
355 WINED3DSPR_CONST2 = 11,
356 WINED3DSPR_CONST3 = 12,
357 WINED3DSPR_CONST4 = 13,
358 WINED3DSPR_CONSTBOOL = 14,
359 WINED3DSPR_LOOP = 15,
360 WINED3DSPR_TEMPFLOAT16 = 16,
361 WINED3DSPR_MISCTYPE = 17,
362 WINED3DSPR_LABEL = 18,
363 WINED3DSPR_PREDICATE = 19,
364 WINED3DSPR_IMMCONST,
365 WINED3DSPR_CONSTBUFFER,
366} WINED3DSHADER_PARAM_REGISTER_TYPE;
367
368enum wined3d_immconst_type
369{
370 WINED3D_IMMCONST_FLOAT,
371 WINED3D_IMMCONST_FLOAT4,
372};
373
374#define WINED3DSP_NOSWIZZLE (0 | (1 << 2) | (2 << 4) | (3 << 6))
375
376typedef enum _WINED3DSHADER_PARAM_SRCMOD_TYPE
377{
378 WINED3DSPSM_NONE = 0,
379 WINED3DSPSM_NEG = 1,
380 WINED3DSPSM_BIAS = 2,
381 WINED3DSPSM_BIASNEG = 3,
382 WINED3DSPSM_SIGN = 4,
383 WINED3DSPSM_SIGNNEG = 5,
384 WINED3DSPSM_COMP = 6,
385 WINED3DSPSM_X2 = 7,
386 WINED3DSPSM_X2NEG = 8,
387 WINED3DSPSM_DZ = 9,
388 WINED3DSPSM_DW = 10,
389 WINED3DSPSM_ABS = 11,
390 WINED3DSPSM_ABSNEG = 12,
391 WINED3DSPSM_NOT = 13,
392} WINED3DSHADER_PARAM_SRCMOD_TYPE;
393
394#define WINED3DSP_WRITEMASK_0 0x1 /* .x r */
395#define WINED3DSP_WRITEMASK_1 0x2 /* .y g */
396#define WINED3DSP_WRITEMASK_2 0x4 /* .z b */
397#define WINED3DSP_WRITEMASK_3 0x8 /* .w a */
398#define WINED3DSP_WRITEMASK_ALL 0xf /* all */
399
400typedef enum _WINED3DSHADER_PARAM_DSTMOD_TYPE
401{
402 WINED3DSPDM_NONE = 0,
403 WINED3DSPDM_SATURATE = 1,
404 WINED3DSPDM_PARTIALPRECISION = 2,
405 WINED3DSPDM_MSAMPCENTROID = 4,
406} WINED3DSHADER_PARAM_DSTMOD_TYPE;
407
408/* Undocumented opcode control to identify projective texture lookups in ps 2.0 and later */
409#define WINED3DSI_TEXLD_PROJECT 1
410#define WINED3DSI_TEXLD_BIAS 2
411
412typedef enum COMPARISON_TYPE
413{
414 COMPARISON_GT = 1,
415 COMPARISON_EQ = 2,
416 COMPARISON_GE = 3,
417 COMPARISON_LT = 4,
418 COMPARISON_NE = 5,
419 COMPARISON_LE = 6,
420} COMPARISON_TYPE;
421
422#define WINED3D_SM1_VS 0xfffe
423#define WINED3D_SM1_PS 0xffff
424#define WINED3D_SM4_PS 0x0000
425#define WINED3D_SM4_VS 0x0001
426#define WINED3D_SM4_GS 0x0002
427
428/* Shader version tokens, and shader end tokens */
429#define WINED3DPS_VERSION(major, minor) ((WINED3D_SM1_PS << 16) | ((major) << 8) | (minor))
430#define WINED3DVS_VERSION(major, minor) ((WINED3D_SM1_VS << 16) | ((major) << 8) | (minor))
431
432/* Shader backends */
433
434/* TODO: Make this dynamic, based on shader limits ? */
435#define MAX_ATTRIBS 16
436#define MAX_REG_ADDR 1
437#define MAX_REG_TEMP 32
438#define MAX_REG_TEXCRD 8
439#define MAX_REG_INPUT 12
440#define MAX_REG_OUTPUT 12
441#define MAX_CONST_I 16
442#define MAX_CONST_B 16
443
444/* FIXME: This needs to go up to 2048 for
445 * Shader model 3 according to msdn (and for software shaders) */
446#define MAX_LABELS 16
447
448#define SHADER_PGMSIZE 65535
449
450struct wined3d_shader_buffer
451{
452 char *buffer;
453 unsigned int bsize;
454 unsigned int lineNo;
455 BOOL newline;
456};
457
458enum WINED3D_SHADER_INSTRUCTION_HANDLER
459{
460 WINED3DSIH_ABS,
461 WINED3DSIH_ADD,
462 WINED3DSIH_BEM,
463 WINED3DSIH_BREAK,
464 WINED3DSIH_BREAKC,
465 WINED3DSIH_BREAKP,
466 WINED3DSIH_CALL,
467 WINED3DSIH_CALLNZ,
468 WINED3DSIH_CMP,
469 WINED3DSIH_CND,
470 WINED3DSIH_CRS,
471 WINED3DSIH_CUT,
472 WINED3DSIH_DCL,
473 WINED3DSIH_DEF,
474 WINED3DSIH_DEFB,
475 WINED3DSIH_DEFI,
476 WINED3DSIH_DP2ADD,
477 WINED3DSIH_DP3,
478 WINED3DSIH_DP4,
479 WINED3DSIH_DST,
480 WINED3DSIH_DSX,
481 WINED3DSIH_DSY,
482 WINED3DSIH_ELSE,
483 WINED3DSIH_EMIT,
484 WINED3DSIH_ENDIF,
485 WINED3DSIH_ENDLOOP,
486 WINED3DSIH_ENDREP,
487 WINED3DSIH_EXP,
488 WINED3DSIH_EXPP,
489 WINED3DSIH_FRC,
490 WINED3DSIH_IADD,
491 WINED3DSIH_IF,
492 WINED3DSIH_IFC,
493 WINED3DSIH_IGE,
494 WINED3DSIH_LABEL,
495 WINED3DSIH_LIT,
496 WINED3DSIH_LOG,
497 WINED3DSIH_LOGP,
498 WINED3DSIH_LOOP,
499 WINED3DSIH_LRP,
500 WINED3DSIH_LT,
501 WINED3DSIH_M3x2,
502 WINED3DSIH_M3x3,
503 WINED3DSIH_M3x4,
504 WINED3DSIH_M4x3,
505 WINED3DSIH_M4x4,
506 WINED3DSIH_MAD,
507 WINED3DSIH_MAX,
508 WINED3DSIH_MIN,
509 WINED3DSIH_MOV,
510 WINED3DSIH_MOVA,
511 WINED3DSIH_MUL,
512 WINED3DSIH_NOP,
513 WINED3DSIH_NRM,
514 WINED3DSIH_PHASE,
515 WINED3DSIH_POW,
516 WINED3DSIH_RCP,
517 WINED3DSIH_REP,
518 WINED3DSIH_RET,
519 WINED3DSIH_RSQ,
520 WINED3DSIH_SETP,
521 WINED3DSIH_SGE,
522 WINED3DSIH_SGN,
523 WINED3DSIH_SINCOS,
524 WINED3DSIH_SLT,
525 WINED3DSIH_SUB,
526 WINED3DSIH_TEX,
527 WINED3DSIH_TEXBEM,
528 WINED3DSIH_TEXBEML,
529 WINED3DSIH_TEXCOORD,
530 WINED3DSIH_TEXDEPTH,
531 WINED3DSIH_TEXDP3,
532 WINED3DSIH_TEXDP3TEX,
533 WINED3DSIH_TEXKILL,
534 WINED3DSIH_TEXLDD,
535 WINED3DSIH_TEXLDL,
536 WINED3DSIH_TEXM3x2DEPTH,
537 WINED3DSIH_TEXM3x2PAD,
538 WINED3DSIH_TEXM3x2TEX,
539 WINED3DSIH_TEXM3x3,
540 WINED3DSIH_TEXM3x3DIFF,
541 WINED3DSIH_TEXM3x3PAD,
542 WINED3DSIH_TEXM3x3SPEC,
543 WINED3DSIH_TEXM3x3TEX,
544 WINED3DSIH_TEXM3x3VSPEC,
545 WINED3DSIH_TEXREG2AR,
546 WINED3DSIH_TEXREG2GB,
547 WINED3DSIH_TEXREG2RGB,
548 WINED3DSIH_TABLE_SIZE
549};
550
551enum wined3d_shader_type
552{
553 WINED3D_SHADER_TYPE_PIXEL,
554 WINED3D_SHADER_TYPE_VERTEX,
555 WINED3D_SHADER_TYPE_GEOMETRY,
556};
557
558struct wined3d_shader_version
559{
560 enum wined3d_shader_type type;
561 BYTE major;
562 BYTE minor;
563};
564
565#define WINED3D_SHADER_VERSION(major, minor) (((major) << 8) | (minor))
566
567typedef struct shader_reg_maps
568{
569 struct wined3d_shader_version shader_version;
570 BYTE texcoord; /* MAX_REG_TEXCRD, 8 */
571 BYTE address; /* MAX_REG_ADDR, 1 */
572 WORD labels; /* MAX_LABELS, 16 */
573 DWORD temporary; /* MAX_REG_TEMP, 32 */
574 DWORD *constf; /* pixel, vertex */
575 DWORD texcoord_mask[MAX_REG_TEXCRD]; /* vertex < 3.0 */
576 WORD input_registers; /* max(MAX_REG_INPUT, MAX_ATTRIBS), 16 */
577 WORD output_registers; /* MAX_REG_OUTPUT, 12 */
578 WORD integer_constants; /* MAX_CONST_I, 16 */
579 WORD boolean_constants; /* MAX_CONST_B, 16 */
580 WORD local_int_consts; /* MAX_CONST_I, 16 */
581 WORD local_bool_consts; /* MAX_CONST_B, 16 */
582
583 WINED3DSAMPLER_TEXTURE_TYPE sampler_type[max(MAX_FRAGMENT_SAMPLERS, MAX_VERTEX_SAMPLERS)];
584 BYTE bumpmat; /* MAX_TEXTURES, 8 */
585 BYTE luminanceparams; /* MAX_TEXTURES, 8 */
586
587 WORD usesnrm : 1;
588 WORD vpos : 1;
589 WORD usesdsx : 1;
590 WORD usesdsy : 1;
591 WORD usestexldd : 1;
592 WORD usesmova : 1;
593 WORD usesfacing : 1;
594 WORD usesrelconstF : 1;
595 WORD fog : 1;
596 WORD usestexldl : 1;
597 WORD usesifc : 1;
598 WORD usescall : 1;
599 WORD padding : 4;
600
601 /* Whether or not loops are used in this shader, and nesting depth */
602 unsigned loop_depth;
603 unsigned highest_render_target;
604
605} shader_reg_maps;
606
607struct wined3d_shader_context
608{
609 IWineD3DBaseShader *shader;
610 const struct wined3d_gl_info *gl_info;
611 const struct shader_reg_maps *reg_maps;
612 struct wined3d_shader_buffer *buffer;
613 void *backend_data;
614};
615
616struct wined3d_shader_register
617{
618 WINED3DSHADER_PARAM_REGISTER_TYPE type;
619 UINT idx;
620 UINT array_idx;
621 const struct wined3d_shader_src_param *rel_addr;
622 enum wined3d_immconst_type immconst_type;
623 DWORD immconst_data[4];
624};
625
626struct wined3d_shader_dst_param
627{
628 struct wined3d_shader_register reg;
629 DWORD write_mask;
630 DWORD modifiers;
631 DWORD shift;
632};
633
634struct wined3d_shader_src_param
635{
636 struct wined3d_shader_register reg;
637 DWORD swizzle;
638 DWORD modifiers;
639};
640
641struct wined3d_shader_instruction
642{
643 const struct wined3d_shader_context *ctx;
644 enum WINED3D_SHADER_INSTRUCTION_HANDLER handler_idx;
645 DWORD flags;
646 BOOL coissue;
647 DWORD predicate;
648 UINT dst_count;
649 const struct wined3d_shader_dst_param *dst;
650 UINT src_count;
651 const struct wined3d_shader_src_param *src;
652};
653
654struct wined3d_shader_semantic
655{
656 WINED3DDECLUSAGE usage;
657 UINT usage_idx;
658 WINED3DSAMPLER_TEXTURE_TYPE sampler_type;
659 struct wined3d_shader_dst_param reg;
660};
661
662struct wined3d_shader_attribute
663{
664 WINED3DDECLUSAGE usage;
665 UINT usage_idx;
666};
667
668struct wined3d_shader_loop_control
669{
670 unsigned int count;
671 unsigned int start;
672 int step;
673};
674
675struct wined3d_shader_frontend
676{
677 void *(*shader_init)(const DWORD *ptr, const struct wined3d_shader_signature *output_signature);
678 void (*shader_free)(void *data);
679 void (*shader_read_header)(void *data, const DWORD **ptr, struct wined3d_shader_version *shader_version);
680 void (*shader_read_opcode)(void *data, const DWORD **ptr, struct wined3d_shader_instruction *ins, UINT *param_size);
681 void (*shader_read_src_param)(void *data, const DWORD **ptr, struct wined3d_shader_src_param *src_param,
682 struct wined3d_shader_src_param *src_rel_addr);
683 void (*shader_read_dst_param)(void *data, const DWORD **ptr, struct wined3d_shader_dst_param *dst_param,
684 struct wined3d_shader_src_param *dst_rel_addr);
685 void (*shader_read_semantic)(const DWORD **ptr, struct wined3d_shader_semantic *semantic);
686 void (*shader_read_comment)(const DWORD **ptr, const char **comment, UINT *comment_size);
687 BOOL (*shader_is_end)(void *data, const DWORD **ptr);
688};
689
690extern const struct wined3d_shader_frontend sm1_shader_frontend DECLSPEC_HIDDEN;
691extern const struct wined3d_shader_frontend sm4_shader_frontend DECLSPEC_HIDDEN;
692
693typedef void (*SHADER_HANDLER)(const struct wined3d_shader_instruction *);
694
695struct shader_caps {
696 DWORD VertexShaderVersion;
697 DWORD MaxVertexShaderConst;
698
699 DWORD PixelShaderVersion;
700 float PixelShader1xMaxValue;
701 DWORD MaxPixelShaderConst;
702
703 WINED3DVSHADERCAPS2_0 VS20Caps;
704 WINED3DPSHADERCAPS2_0 PS20Caps;
705
706 DWORD MaxVShaderInstructionsExecuted;
707 DWORD MaxPShaderInstructionsExecuted;
708 DWORD MaxVertexShader30InstructionSlots;
709 DWORD MaxPixelShader30InstructionSlots;
710
711 BOOL VSClipping;
712};
713
714enum tex_types
715{
716 tex_1d = 0,
717 tex_2d = 1,
718 tex_3d = 2,
719 tex_cube = 3,
720 tex_rect = 4,
721 tex_type_count = 5,
722};
723
724enum vertexprocessing_mode {
725 fixedfunction,
726 vertexshader,
727 pretransformed
728};
729
730#define WINED3D_CONST_NUM_UNUSED ~0U
731
732enum fogmode {
733 FOG_OFF,
734 FOG_LINEAR,
735 FOG_EXP,
736 FOG_EXP2
737};
738
739struct wined3d_context;
740
741#define WINED3D_PSARGS_PROJECTED (1<<3)
742#define WINED3D_PSARGS_TEXTRANSFORM_SHIFT 4
743#define WINED3D_PSARGS_TEXTRANSFORM_MASK 0xF
744
745/* Stateblock dependent parameters which have to be hardcoded
746 * into the shader code
747 */
748struct ps_compile_args {
749 struct color_fixup_desc color_fixup[MAX_FRAGMENT_SAMPLERS];
750 enum vertexprocessing_mode vp_mode;
751 enum fogmode fog;
752 /* Projected textures(ps 1.0-1.3) */
753 WORD tex_transform;
754 /* Texture types(2D, Cube, 3D) in ps 1.x */
755 WORD srgb_correction;
756 WORD np2_fixup;
757 /* Bitmap for NP2 texcoord fixups (16 samplers max currently).
758 D3D9 has a limit of 16 samplers and the fixup is superfluous
759 in D3D10 (unconditional NP2 support mandatory). */
760 WORD t_mirror;
761};
762
763enum fog_src_type {
764 VS_FOG_Z = 0,
765 VS_FOG_COORD = 1
766};
767
768struct vs_compile_args {
769 BYTE fog_src;
770 BYTE clip_enabled;
771 WORD swizzle_map; /* MAX_ATTRIBS, 16 */
772};
773
774typedef struct {
775 void (*shader_handle_instruction)(const struct wined3d_shader_instruction *);
776 void (*shader_select)(const struct wined3d_context *context, BOOL usePS, BOOL useVS);
777 void (*shader_select_depth_blt)(IWineD3DDevice *iface, enum tex_types tex_type);
778 void (*shader_deselect_depth_blt)(IWineD3DDevice *iface);
779 void (*shader_update_float_vertex_constants)(IWineD3DDevice *iface, UINT start, UINT count);
780 void (*shader_update_float_pixel_constants)(IWineD3DDevice *iface, UINT start, UINT count);
781 void (*shader_load_constants)(const struct wined3d_context *context, char usePS, char useVS);
782 void (*shader_load_np2fixup_constants)(IWineD3DDevice *iface, char usePS, char useVS);
783 void (*shader_destroy)(IWineD3DBaseShader *iface);
784 HRESULT (*shader_alloc_private)(IWineD3DDevice *iface);
785 void (*shader_free_private)(IWineD3DDevice *iface);
786 BOOL (*shader_dirtifyable_constants)(IWineD3DDevice *iface);
787 void (*shader_get_caps)(const struct wined3d_gl_info *gl_info, struct shader_caps *caps);
788 BOOL (*shader_color_fixup_supported)(struct color_fixup_desc fixup);
789 void (*shader_add_instruction_modifiers)(const struct wined3d_shader_instruction *ins);
790} shader_backend_t;
791
792extern const shader_backend_t glsl_shader_backend DECLSPEC_HIDDEN;
793extern const shader_backend_t arb_program_shader_backend DECLSPEC_HIDDEN;
794extern const shader_backend_t none_shader_backend DECLSPEC_HIDDEN;
795
796/* X11 locking */
797
798extern void (* CDECL wine_tsx11_lock_ptr)(void) DECLSPEC_HIDDEN;
799extern void (* CDECL wine_tsx11_unlock_ptr)(void) DECLSPEC_HIDDEN;
800
801/* As GLX relies on X, this is needed */
802extern int num_lock DECLSPEC_HIDDEN;
803
804#if 0
805#define ENTER_GL() ++num_lock; if (num_lock > 1) FIXME("Recursive use of GL lock to: %d\n", num_lock); wine_tsx11_lock_ptr()
806#define LEAVE_GL() if (num_lock != 1) FIXME("Recursive use of GL lock: %d\n", num_lock); --num_lock; wine_tsx11_unlock_ptr()
807#else
808#define ENTER_GL() wine_tsx11_lock_ptr()
809#define LEAVE_GL() wine_tsx11_unlock_ptr()
810#endif
811
812/*****************************************************************************
813 * Defines
814 */
815
816/* GL related defines */
817/* ------------------ */
818#define GL_EXTCALL(FuncName) (GLINFO_LOCATION.FuncName)
819
820#define D3DCOLOR_B_R(dw) (((dw) >> 16) & 0xFF)
821#define D3DCOLOR_B_G(dw) (((dw) >> 8) & 0xFF)
822#define D3DCOLOR_B_B(dw) (((dw) >> 0) & 0xFF)
823#define D3DCOLOR_B_A(dw) (((dw) >> 24) & 0xFF)
824
825#define D3DCOLOR_R(dw) (((float) (((dw) >> 16) & 0xFF)) / 255.0f)
826#define D3DCOLOR_G(dw) (((float) (((dw) >> 8) & 0xFF)) / 255.0f)
827#define D3DCOLOR_B(dw) (((float) (((dw) >> 0) & 0xFF)) / 255.0f)
828#define D3DCOLOR_A(dw) (((float) (((dw) >> 24) & 0xFF)) / 255.0f)
829
830#define D3DCOLORTOGLFLOAT4(dw, vec) do { \
831 (vec)[0] = D3DCOLOR_R(dw); \
832 (vec)[1] = D3DCOLOR_G(dw); \
833 (vec)[2] = D3DCOLOR_B(dw); \
834 (vec)[3] = D3DCOLOR_A(dw); \
835} while(0)
836
837/* DirectX Device Limits */
838/* --------------------- */
839#define MAX_MIP_LEVELS 32 /* Maximum number of mipmap levels. */
840#define HIGHEST_TRANSFORMSTATE WINED3DTS_WORLDMATRIX(255) /* Highest value in WINED3DTRANSFORMSTATETYPE */
841
842/* Checking of API calls */
843/* --------------------- */
844#ifndef WINE_NO_DEBUG_MSGS
845# ifdef VBOX_WITH_VMSVGA
846# define checkGLcall(A) \
847do { \
848 GLint err; \
849 if(!__WINE_IS_DEBUG_ON(_FIXME, __wine_dbch___default)) break; \
850 err = glGetError(); \
851 if (err == GL_NO_ERROR) { \
852 TRACE("%s call ok %s / %d\n", A, __FILE__, __LINE__); \
853 \
854 } else { \
855 ERR(">>>>>>>>>>>>>>>>> %s (%#x) from %s @ %s / %d\n", \
856 debug_glerror(err), err, A, __FILE__, __LINE__); \
857 } \
858} while(0)
859# else
860# define checkGLcall(A) \
861do { \
862 GLint err; \
863 if(!__WINE_IS_DEBUG_ON(_FIXME, __wine_dbch___default)) break; \
864 err = glGetError(); \
865 if (err == GL_NO_ERROR) { \
866 TRACE("%s call ok %s / %d\n", A, __FILE__, __LINE__); \
867 \
868 } else do { \
869 ERR(">>>>>>>>>>>>>>>>> %s (%#x) from %s @ %s / %d\n", \
870 debug_glerror(err), err, A, __FILE__, __LINE__); \
871 err = glGetError(); \
872 } while (err != GL_NO_ERROR); \
873} while(0)
874# endif
875#else
876#define checkGLcall(A) do {} while(0)
877#endif
878
879/* Trace routines / diagnostics */
880/* ---------------------------- */
881
882/* Dump out a matrix and copy it */
883#define conv_mat(mat,gl_mat) \
884do { \
885 TRACE("%f %f %f %f\n", (mat)->u.s._11, (mat)->u.s._12, (mat)->u.s._13, (mat)->u.s._14); \
886 TRACE("%f %f %f %f\n", (mat)->u.s._21, (mat)->u.s._22, (mat)->u.s._23, (mat)->u.s._24); \
887 TRACE("%f %f %f %f\n", (mat)->u.s._31, (mat)->u.s._32, (mat)->u.s._33, (mat)->u.s._34); \
888 TRACE("%f %f %f %f\n", (mat)->u.s._41, (mat)->u.s._42, (mat)->u.s._43, (mat)->u.s._44); \
889 memcpy(gl_mat, (mat), 16 * sizeof(float)); \
890} while (0)
891
892/* Trace vector and strided data information */
893#define TRACE_STRIDED(si, name) do { if (si->use_map & (1 << name)) \
894 TRACE( #name "=(data:%p, stride:%d, format:%#x, vbo %d, stream %u)\n", \
895 si->elements[name].data, si->elements[name].stride, si->elements[name].format_desc->format, \
896 si->elements[name].buffer_object, si->elements[name].stream_idx); } while(0)
897
898/* Advance declaration of structures to satisfy compiler */
899typedef struct IWineD3DStateBlockImpl IWineD3DStateBlockImpl;
900typedef struct IWineD3DSurfaceImpl IWineD3DSurfaceImpl;
901typedef struct IWineD3DPaletteImpl IWineD3DPaletteImpl;
902typedef struct IWineD3DDeviceImpl IWineD3DDeviceImpl;
903typedef struct IWineD3DSwapChainImpl IWineD3DSwapChainImpl;
904
905/* Global variables */
906extern const float identity[16] DECLSPEC_HIDDEN;
907
908/*****************************************************************************
909 * Compilable extra diagnostics
910 */
911
912/* TODO: Confirm each of these works when wined3d move completed */
913#if 0 /* NOTE: Must be 0 in cvs */
914 /* To avoid having to get gigabytes of trace, the following can be compiled in, and at the start
915 of each frame, a check is made for the existence of C:\D3DTRACE, and if it exists d3d trace
916 is enabled, and if it doesn't exist it is disabled. */
917# define FRAME_DEBUGGING
918 /* Adding in the SINGLE_FRAME_DEBUGGING gives a trace of just what makes up a single frame, before
919 the file is deleted */
920# if 1 /* NOTE: Must be 1 in cvs, as this is mostly more useful than a trace from program start */
921# define SINGLE_FRAME_DEBUGGING
922# endif
923 /* The following, when enabled, lets you see the makeup of the frame, by drawprimitive calls.
924 It can only be enabled when FRAME_DEBUGGING is also enabled
925 The contents of the back buffer are written into /tmp/backbuffer_* after each primitive
926 array is drawn. */
927# if 0 /* NOTE: Must be 0 in cvs, as this give a lot of ppm files when compiled in */
928# define SHOW_FRAME_MAKEUP 1
929# endif
930 /* The following, when enabled, lets you see the makeup of the all the textures used during each
931 of the drawprimitive calls. It can only be enabled when SHOW_FRAME_MAKEUP is also enabled.
932 The contents of the textures assigned to each stage are written into
933 /tmp/texture_*_<Stage>.ppm after each primitive array is drawn. */
934# if 0 /* NOTE: Must be 0 in cvs, as this give a lot of ppm files when compiled in */
935# define SHOW_TEXTURE_MAKEUP 0
936# endif
937extern BOOL isOn;
938extern BOOL isDumpingFrames;
939extern LONG primCounter;
940#endif
941
942enum wined3d_ffp_idx
943{
944 WINED3D_FFP_POSITION = 0,
945 WINED3D_FFP_BLENDWEIGHT = 1,
946 WINED3D_FFP_BLENDINDICES = 2,
947 WINED3D_FFP_NORMAL = 3,
948 WINED3D_FFP_PSIZE = 4,
949 WINED3D_FFP_DIFFUSE = 5,
950 WINED3D_FFP_SPECULAR = 6,
951 WINED3D_FFP_TEXCOORD0 = 7,
952 WINED3D_FFP_TEXCOORD1 = 8,
953 WINED3D_FFP_TEXCOORD2 = 9,
954 WINED3D_FFP_TEXCOORD3 = 10,
955 WINED3D_FFP_TEXCOORD4 = 11,
956 WINED3D_FFP_TEXCOORD5 = 12,
957 WINED3D_FFP_TEXCOORD6 = 13,
958 WINED3D_FFP_TEXCOORD7 = 14,
959};
960
961enum wined3d_ffp_emit_idx
962{
963 WINED3D_FFP_EMIT_FLOAT1 = 0,
964 WINED3D_FFP_EMIT_FLOAT2 = 1,
965 WINED3D_FFP_EMIT_FLOAT3 = 2,
966 WINED3D_FFP_EMIT_FLOAT4 = 3,
967 WINED3D_FFP_EMIT_D3DCOLOR = 4,
968 WINED3D_FFP_EMIT_UBYTE4 = 5,
969 WINED3D_FFP_EMIT_SHORT2 = 6,
970 WINED3D_FFP_EMIT_SHORT4 = 7,
971 WINED3D_FFP_EMIT_UBYTE4N = 8,
972 WINED3D_FFP_EMIT_SHORT2N = 9,
973 WINED3D_FFP_EMIT_SHORT4N = 10,
974 WINED3D_FFP_EMIT_USHORT2N = 11,
975 WINED3D_FFP_EMIT_USHORT4N = 12,
976 WINED3D_FFP_EMIT_UDEC3 = 13,
977 WINED3D_FFP_EMIT_DEC3N = 14,
978 WINED3D_FFP_EMIT_FLOAT16_2 = 15,
979 WINED3D_FFP_EMIT_FLOAT16_4 = 16,
980 WINED3D_FFP_EMIT_COUNT = 17
981};
982
983struct wined3d_stream_info_element
984{
985 const struct wined3d_format_desc *format_desc;
986 GLsizei stride;
987 const BYTE *data;
988 UINT stream_idx;
989 GLuint buffer_object;
990};
991
992struct wined3d_stream_info
993{
994 struct wined3d_stream_info_element elements[MAX_ATTRIBS];
995 BOOL position_transformed;
996 WORD swizzle_map; /* MAX_ATTRIBS, 16 */
997 WORD use_map; /* MAX_ATTRIBS, 16 */
998};
999
1000/*****************************************************************************
1001 * Prototypes
1002 */
1003
1004/* Routine common to the draw primitive and draw indexed primitive routines */
1005void drawPrimitive(IWineD3DDevice *iface, UINT index_count,
1006 UINT start_idx, UINT idxBytes, const void *idxData) DECLSPEC_HIDDEN;
1007DWORD get_flexible_vertex_size(DWORD d3dvtVertexType) DECLSPEC_HIDDEN;
1008
1009typedef void (WINE_GLAPI *glAttribFunc)(const void *data);
1010typedef void (WINE_GLAPI *glMultiTexCoordFunc)(GLenum unit, const void *data);
1011extern glAttribFunc position_funcs[WINED3D_FFP_EMIT_COUNT] DECLSPEC_HIDDEN;
1012extern glAttribFunc diffuse_funcs[WINED3D_FFP_EMIT_COUNT] DECLSPEC_HIDDEN;
1013extern glAttribFunc specular_func_3ubv DECLSPEC_HIDDEN;
1014extern glAttribFunc specular_funcs[WINED3D_FFP_EMIT_COUNT] DECLSPEC_HIDDEN;
1015extern glAttribFunc normal_funcs[WINED3D_FFP_EMIT_COUNT] DECLSPEC_HIDDEN;
1016extern glMultiTexCoordFunc multi_texcoord_funcs[WINED3D_FFP_EMIT_COUNT] DECLSPEC_HIDDEN;
1017
1018#define eps 1e-8
1019
1020#define GET_TEXCOORD_SIZE_FROM_FVF(d3dvtVertexType, tex_num) \
1021 (((((d3dvtVertexType) >> (16 + (2 * (tex_num)))) + 1) & 0x03) + 1)
1022
1023/* Routines and structures related to state management */
1024
1025#define STATE_RENDER(a) (a)
1026#define STATE_IS_RENDER(a) ((a) >= STATE_RENDER(1) && (a) <= STATE_RENDER(WINEHIGHEST_RENDER_STATE))
1027
1028#define STATE_TEXTURESTAGE(stage, num) (STATE_RENDER(WINEHIGHEST_RENDER_STATE) + 1 + (stage) * (WINED3D_HIGHEST_TEXTURE_STATE + 1) + (num))
1029#define STATE_IS_TEXTURESTAGE(a) ((a) >= STATE_TEXTURESTAGE(0, 1) && (a) <= STATE_TEXTURESTAGE(MAX_TEXTURES - 1, WINED3D_HIGHEST_TEXTURE_STATE))
1030
1031/* + 1 because samplers start with 0 */
1032#define STATE_SAMPLER(num) (STATE_TEXTURESTAGE(MAX_TEXTURES - 1, WINED3D_HIGHEST_TEXTURE_STATE) + 1 + (num))
1033#define STATE_IS_SAMPLER(num) ((num) >= STATE_SAMPLER(0) && (num) <= STATE_SAMPLER(MAX_COMBINED_SAMPLERS - 1))
1034
1035#define STATE_PIXELSHADER (STATE_SAMPLER(MAX_COMBINED_SAMPLERS - 1) + 1)
1036#define STATE_IS_PIXELSHADER(a) ((a) == STATE_PIXELSHADER)
1037
1038#define STATE_TRANSFORM(a) (STATE_PIXELSHADER + (a))
1039#define STATE_IS_TRANSFORM(a) ((a) >= STATE_TRANSFORM(1) && (a) <= STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(255)))
1040
1041#define STATE_STREAMSRC (STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(255)) + 1)
1042#define STATE_IS_STREAMSRC(a) ((a) == STATE_STREAMSRC)
1043#define STATE_INDEXBUFFER (STATE_STREAMSRC + 1)
1044#define STATE_IS_INDEXBUFFER(a) ((a) == STATE_INDEXBUFFER)
1045
1046#define STATE_VDECL (STATE_INDEXBUFFER + 1)
1047#define STATE_IS_VDECL(a) ((a) == STATE_VDECL)
1048
1049#define STATE_VSHADER (STATE_VDECL + 1)
1050#define STATE_IS_VSHADER(a) ((a) == STATE_VSHADER)
1051
1052#define STATE_VIEWPORT (STATE_VSHADER + 1)
1053#define STATE_IS_VIEWPORT(a) ((a) == STATE_VIEWPORT)
1054
1055#define STATE_VERTEXSHADERCONSTANT (STATE_VIEWPORT + 1)
1056#define STATE_PIXELSHADERCONSTANT (STATE_VERTEXSHADERCONSTANT + 1)
1057#define STATE_IS_VERTEXSHADERCONSTANT(a) ((a) == STATE_VERTEXSHADERCONSTANT)
1058#define STATE_IS_PIXELSHADERCONSTANT(a) ((a) == STATE_PIXELSHADERCONSTANT)
1059
1060#define STATE_ACTIVELIGHT(a) (STATE_PIXELSHADERCONSTANT + (a) + 1)
1061#define STATE_IS_ACTIVELIGHT(a) ((a) >= STATE_ACTIVELIGHT(0) && (a) < STATE_ACTIVELIGHT(MAX_ACTIVE_LIGHTS))
1062
1063#define STATE_SCISSORRECT (STATE_ACTIVELIGHT(MAX_ACTIVE_LIGHTS - 1) + 1)
1064#define STATE_IS_SCISSORRECT(a) ((a) == STATE_SCISSORRECT)
1065
1066#define STATE_CLIPPLANE(a) (STATE_SCISSORRECT + 1 + (a))
1067#define STATE_IS_CLIPPLANE(a) ((a) >= STATE_CLIPPLANE(0) && (a) <= STATE_CLIPPLANE(MAX_CLIPPLANES - 1))
1068
1069#define STATE_MATERIAL (STATE_CLIPPLANE(MAX_CLIPPLANES))
1070#define STATE_IS_MATERIAL(a) ((a) == STATE_MATERIAL)
1071
1072#define STATE_FRONTFACE (STATE_MATERIAL + 1)
1073#define STATE_IS_FRONTFACE(a) ((a) == STATE_FRONTFACE)
1074
1075#define STATE_HIGHEST (STATE_FRONTFACE)
1076
1077enum fogsource {
1078 FOGSOURCE_FFP,
1079 FOGSOURCE_VS,
1080 FOGSOURCE_COORD,
1081};
1082
1083#define WINED3D_MAX_FBO_ENTRIES 64
1084
1085struct wined3d_occlusion_query
1086{
1087 struct list entry;
1088 GLuint id;
1089 struct wined3d_context *context;
1090};
1091
1092union wined3d_gl_query_object
1093{
1094 GLuint id;
1095 GLsync sync;
1096};
1097
1098struct wined3d_event_query
1099{
1100 struct list entry;
1101 union wined3d_gl_query_object object;
1102 struct wined3d_context *context;
1103};
1104
1105enum wined3d_event_query_result
1106{
1107 WINED3D_EVENT_QUERY_OK,
1108 WINED3D_EVENT_QUERY_WAITING,
1109 WINED3D_EVENT_QUERY_NOT_STARTED,
1110 WINED3D_EVENT_QUERY_WRONG_THREAD,
1111 WINED3D_EVENT_QUERY_ERROR
1112};
1113
1114void wined3d_event_query_destroy(struct wined3d_event_query *query) DECLSPEC_HIDDEN;
1115enum wined3d_event_query_result wined3d_event_query_test(struct wined3d_event_query *query, IWineD3DDeviceImpl *device) DECLSPEC_HIDDEN;
1116enum wined3d_event_query_result wined3d_event_query_finish(struct wined3d_event_query *query, IWineD3DDeviceImpl *device) DECLSPEC_HIDDEN;
1117void wined3d_event_query_issue(struct wined3d_event_query *query, IWineD3DDeviceImpl *device) DECLSPEC_HIDDEN;
1118HRESULT wined3d_event_query_supported(const struct wined3d_gl_info *gl_info) DECLSPEC_HIDDEN;
1119
1120struct wined3d_context
1121{
1122 const struct wined3d_gl_info *gl_info;
1123 /* State dirtification
1124 * dirtyArray is an array that contains markers for dirty states. numDirtyEntries states are dirty, their numbers are in indices
1125 * 0...numDirtyEntries - 1. isStateDirty is a redundant copy of the dirtyArray. Technically only one of them would be needed,
1126 * 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
1127 * only numDirtyEntries array elements have to be checked, not STATE_HIGHEST states.
1128 */
1129 DWORD dirtyArray[STATE_HIGHEST + 1]; /* Won't get bigger than that, a state is never marked dirty 2 times */
1130 DWORD numDirtyEntries;
1131 DWORD isStateDirty[STATE_HIGHEST / (sizeof(DWORD) * CHAR_BIT) + 1]; /* Bitmap to find out quickly if a state is dirty */
1132
1133#ifdef VBOX_WITH_WDDM
1134 IWineD3DDeviceImpl *device;
1135 IWineD3DSwapChainImpl *currentSwapchain;
1136#else
1137 IWineD3DSwapChainImpl *swapchain;
1138#endif
1139
1140 IWineD3DSurface *current_rt;
1141 DWORD tid; /* Thread ID which owns this context at the moment */
1142
1143 /* Stores some information about the context state for optimization */
1144 WORD render_offscreen : 1;
1145 WORD draw_buffer_dirty : 1;
1146 WORD last_was_rhw : 1; /* true iff last draw_primitive was in xyzrhw mode */
1147 WORD last_was_pshader : 1;
1148 WORD last_was_vshader : 1;
1149 WORD namedArraysLoaded : 1;
1150 WORD numberedArraysLoaded : 1;
1151 WORD last_was_blit : 1;
1152 WORD last_was_ckey : 1;
1153 WORD fog_coord : 1;
1154 WORD fog_enabled : 1;
1155 WORD num_untracked_materials : 2; /* Max value 2 */
1156 WORD current : 1;
1157#if !defined(VBOX_WINE_WITH_SINGLE_CONTEXT) && !defined(VBOX_WINE_WITH_SINGLE_SWAPCHAIN_CONTEXT)
1158 WORD destroyed : 1;
1159#endif
1160 WORD valid : 1;
1161 BYTE texShaderBumpMap; /* MAX_TEXTURES, 8 */
1162 BYTE lastWasPow2Texture; /* MAX_TEXTURES, 8 */
1163 DWORD numbered_array_mask;
1164 GLenum tracking_parm; /* Which source is tracking current colour */
1165 GLenum untracked_materials[2];
1166 UINT blit_w, blit_h;
1167 enum fogsource fog_source;
1168
1169 char *vshader_const_dirty, *pshader_const_dirty;
1170
1171 /* The actual opengl context */
1172 UINT level;
1173 HGLRC restore_ctx;
1174 HDC restore_dc;
1175 HGLRC glCtx;
1176#ifndef VBOX_WITH_WDDM
1177 HWND win_handle;
1178 HDC hdc;
1179#endif
1180
1181#if defined(VBOX_WINE_WITH_SINGLE_CONTEXT) || defined(VBOX_WINE_WITH_SINGLE_SWAPCHAIN_CONTEXT)
1182 VBOXTLSREFDATA
1183#endif
1184
1185#ifdef VBOX_WITH_VMSVGA
1186 IWineD3DDeviceImpl *pDeviceContext;
1187 BOOL fChangedVertexShaderConstant;
1188 BOOL fChangedPixelShaderConstant;
1189 BOOL fChangedVertexShader;
1190 BOOL fChangedPixelShader;
1191#endif
1192 int pixel_format;
1193 GLint aux_buffers;
1194
1195 /* FBOs */
1196 UINT fbo_entry_count;
1197 struct list fbo_list;
1198 struct list fbo_destroy_list;
1199 struct fbo_entry *current_fbo;
1200 GLuint src_fbo;
1201 GLuint dst_fbo;
1202 GLuint fbo_read_binding;
1203 GLuint fbo_draw_binding;
1204 BOOL rebind_fbo;
1205
1206 /* Queries */
1207 GLuint *free_occlusion_queries;
1208 UINT free_occlusion_query_size;
1209 UINT free_occlusion_query_count;
1210 struct list occlusion_queries;
1211
1212 union wined3d_gl_query_object *free_event_queries;
1213 UINT free_event_query_size;
1214 UINT free_event_query_count;
1215 struct list event_queries;
1216
1217 /* Extension emulation */
1218 GLint gl_fog_source;
1219 GLfloat fog_coord_value;
1220 GLfloat color[4], fogstart, fogend, fogcolor[4];
1221 GLuint dummy_arbfp_prog;
1222};
1223
1224typedef void (*APPLYSTATEFUNC)(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *ctx);
1225
1226struct StateEntry
1227{
1228 DWORD representative;
1229 APPLYSTATEFUNC apply;
1230};
1231
1232struct StateEntryTemplate
1233{
1234 DWORD state;
1235 struct StateEntry content;
1236 GL_SupportedExt extension;
1237};
1238
1239struct fragment_caps
1240{
1241 DWORD PrimitiveMiscCaps;
1242 DWORD TextureOpCaps;
1243 DWORD MaxTextureBlendStages;
1244 DWORD MaxSimultaneousTextures;
1245};
1246
1247struct fragment_pipeline
1248{
1249 void (*enable_extension)(IWineD3DDevice *iface, BOOL enable);
1250 void (*get_caps)(const struct wined3d_gl_info *gl_info, struct fragment_caps *caps);
1251 HRESULT (*alloc_private)(IWineD3DDevice *iface);
1252 void (*free_private)(IWineD3DDevice *iface);
1253 BOOL (*color_fixup_supported)(struct color_fixup_desc fixup);
1254 const struct StateEntryTemplate *states;
1255 BOOL ffp_proj_control;
1256};
1257
1258extern const struct StateEntryTemplate misc_state_template[] DECLSPEC_HIDDEN;
1259extern const struct StateEntryTemplate ffp_vertexstate_template[] DECLSPEC_HIDDEN;
1260extern const struct fragment_pipeline ffp_fragment_pipeline DECLSPEC_HIDDEN;
1261extern const struct fragment_pipeline atifs_fragment_pipeline DECLSPEC_HIDDEN;
1262extern const struct fragment_pipeline arbfp_fragment_pipeline DECLSPEC_HIDDEN;
1263extern const struct fragment_pipeline nvts_fragment_pipeline DECLSPEC_HIDDEN;
1264extern const struct fragment_pipeline nvrc_fragment_pipeline DECLSPEC_HIDDEN;
1265
1266/* "Base" state table */
1267HRESULT compile_state_table(struct StateEntry *StateTable, APPLYSTATEFUNC **dev_multistate_funcs,
1268 const struct wined3d_gl_info *gl_info, const struct StateEntryTemplate *vertex,
1269 const struct fragment_pipeline *fragment, const struct StateEntryTemplate *misc) DECLSPEC_HIDDEN;
1270
1271enum blit_operation
1272{
1273 BLIT_OP_BLIT,
1274 BLIT_OP_COLOR_FILL
1275};
1276
1277/* Shaders for color conversions in blits */
1278struct blit_shader
1279{
1280 HRESULT (*alloc_private)(IWineD3DDevice *iface);
1281 void (*free_private)(IWineD3DDevice *iface);
1282 HRESULT (*set_shader)(IWineD3DDevice *iface, IWineD3DSurfaceImpl *surface);
1283 void (*unset_shader)(IWineD3DDevice *iface);
1284 BOOL (*blit_supported)(const struct wined3d_gl_info *gl_info, enum blit_operation blit_op,
1285 const RECT *src_rect, DWORD src_usage, WINED3DPOOL src_pool, const struct wined3d_format_desc *src_format_desc,
1286 const RECT *dst_rect, DWORD dst_usage, WINED3DPOOL dst_pool, const struct wined3d_format_desc *dst_format_desc);
1287 HRESULT (*color_fill)(IWineD3DDeviceImpl *device, IWineD3DSurfaceImpl *dst_surface, const RECT *dst_rect, DWORD fill_color);
1288};
1289
1290extern const struct blit_shader ffp_blit DECLSPEC_HIDDEN;
1291extern const struct blit_shader arbfp_blit DECLSPEC_HIDDEN;
1292extern const struct blit_shader cpu_blit DECLSPEC_HIDDEN;
1293
1294/* Temporary blit_shader helper functions */
1295HRESULT arbfp_blit_surface(IWineD3DDeviceImpl *device, IWineD3DSurfaceImpl *src_surface, const RECT *src_rect,
1296 IWineD3DSurfaceImpl *dst_surface, const RECT *dst_rect_in, enum blit_operation blit_op,
1297 DWORD Filter) DECLSPEC_HIDDEN;
1298
1299typedef enum ContextUsage {
1300 CTXUSAGE_RESOURCELOAD = 1, /* Only loads textures: No State is applied */
1301 CTXUSAGE_DRAWPRIM = 2, /* OpenGL states are set up for blitting DirectDraw surfaces */
1302 CTXUSAGE_BLIT = 3, /* OpenGL states are set up 3D drawing */
1303 CTXUSAGE_CLEAR = 4, /* Drawable and states are set up for clearing */
1304} ContextUsage;
1305
1306struct wined3d_context *context_acquire(IWineD3DDeviceImpl *This,
1307 IWineD3DSurface *target, enum ContextUsage usage) DECLSPEC_HIDDEN;
1308void context_alloc_event_query(struct wined3d_context *context,
1309 struct wined3d_event_query *query) DECLSPEC_HIDDEN;
1310void context_alloc_occlusion_query(struct wined3d_context *context,
1311 struct wined3d_occlusion_query *query) DECLSPEC_HIDDEN;
1312void context_resource_released(IWineD3DDevice *iface,
1313 IWineD3DResource *resource, WINED3DRESOURCETYPE type) DECLSPEC_HIDDEN;
1314void context_bind_fbo(struct wined3d_context *context, GLenum target, GLuint *fbo) DECLSPEC_HIDDEN;
1315void context_attach_depth_stencil_fbo(struct wined3d_context *context,
1316 GLenum fbo_target, IWineD3DSurfaceImpl *depth_stencil, BOOL use_render_buffer) DECLSPEC_HIDDEN;
1317void context_attach_surface_fbo(const struct wined3d_context *context,
1318 GLenum fbo_target, DWORD idx, IWineD3DSurfaceImpl *surface) DECLSPEC_HIDDEN;
1319struct wined3d_context *context_create(IWineD3DSwapChainImpl *swapchain, IWineD3DSurfaceImpl *target,
1320 const struct wined3d_format_desc *ds_format_desc
1321#ifdef VBOX_WITH_WDDM
1322 , struct VBOXUHGSMI *pHgsmi
1323#endif
1324 ) DECLSPEC_HIDDEN;
1325struct IWineD3DDeviceImpl *context_get_device(const struct wined3d_context *context); DECLSPEC_HIDDEN;
1326#ifdef VBOX_WITH_WDDM
1327struct wined3d_context *context_find_create(IWineD3DDeviceImpl *device, IWineD3DSwapChainImpl *swapchain, IWineD3DSurfaceImpl *target,
1328 const struct wined3d_format_desc *ds_format_desc) DECLSPEC_HIDDEN;
1329BOOL context_acquire_context(struct wined3d_context * context, IWineD3DSurface *target, enum ContextUsage usage, BOOL bReValidate) DECLSPEC_HIDDEN;
1330#endif
1331void context_destroy(IWineD3DDeviceImpl *This, struct wined3d_context *context) DECLSPEC_HIDDEN;
1332void context_free_event_query(struct wined3d_event_query *query) DECLSPEC_HIDDEN;
1333void context_free_occlusion_query(struct wined3d_occlusion_query *query) DECLSPEC_HIDDEN;
1334struct wined3d_context *context_get_current(void) DECLSPEC_HIDDEN;
1335DWORD context_get_tls_idx(void) DECLSPEC_HIDDEN;
1336void context_release(struct wined3d_context *context) DECLSPEC_HIDDEN;
1337BOOL context_set_current(struct wined3d_context *ctx) DECLSPEC_HIDDEN;
1338void context_set_draw_buffer(struct wined3d_context *context, GLenum buffer) DECLSPEC_HIDDEN;
1339void context_set_tls_idx(DWORD idx) DECLSPEC_HIDDEN;
1340void context_surface_update(struct wined3d_context *context, IWineD3DSurfaceImpl *surface) DECLSPEC_HIDDEN;
1341#if defined(VBOX_WINE_WITH_SINGLE_CONTEXT) || defined(VBOX_WINE_WITH_SINGLE_SWAPCHAIN_CONTEXT)
1342void context_clear_on_thread_detach(void);
1343#endif
1344/* Macros for doing basic GPU detection based on opengl capabilities */
1345#define WINE_D3D6_CAPABLE(gl_info) (gl_info->supported[ARB_MULTITEXTURE])
1346#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])
1347#define WINE_D3D8_CAPABLE(gl_info) WINE_D3D7_CAPABLE(gl_info) && (gl_info->supported[ARB_MULTISAMPLE] && gl_info->supported[ARB_TEXTURE_BORDER_CLAMP])
1348#define WINE_D3D9_CAPABLE(gl_info) WINE_D3D8_CAPABLE(gl_info) && (gl_info->supported[ARB_FRAGMENT_PROGRAM] && gl_info->supported[ARB_VERTEX_SHADER])
1349#define WINE_D3D10_CAPABLE(gl_info) WINE_D3D9_CAPABLE(gl_info) && (gl_info->supported[EXT_GPU_SHADER4])
1350
1351/*****************************************************************************
1352 * Internal representation of a light
1353 */
1354struct wined3d_light_info
1355{
1356 WINED3DLIGHT OriginalParms; /* Note D3D8LIGHT == D3D9LIGHT */
1357 DWORD OriginalIndex;
1358 LONG glIndex;
1359 BOOL enabled;
1360
1361 /* Converted parms to speed up swapping lights */
1362 float lightPosn[4];
1363 float lightDirn[4];
1364 float exponent;
1365 float cutoff;
1366
1367 struct list entry;
1368};
1369
1370/* The default light parameters */
1371extern const WINED3DLIGHT WINED3D_default_light DECLSPEC_HIDDEN;
1372
1373typedef struct WineD3D_PixelFormat
1374{
1375 int iPixelFormat; /* WGL pixel format */
1376 int iPixelType; /* WGL pixel type e.g. WGL_TYPE_RGBA_ARB, WGL_TYPE_RGBA_FLOAT_ARB or WGL_TYPE_COLORINDEX_ARB */
1377 int redSize, greenSize, blueSize, alphaSize, colorSize;
1378 int depthSize, stencilSize;
1379 BOOL windowDrawable;
1380 BOOL doubleBuffer;
1381 int auxBuffers;
1382 int numSamples;
1383} WineD3D_PixelFormat;
1384
1385enum wined3d_gl_vendor
1386{
1387 GL_VENDOR_UNKNOWN,
1388 GL_VENDOR_APPLE,
1389 GL_VENDOR_FGLRX,
1390 GL_VENDOR_INTEL,
1391 GL_VENDOR_MESA,
1392 GL_VENDOR_NVIDIA,
1393};
1394
1395
1396enum wined3d_pci_vendor
1397{
1398 HW_VENDOR_SOFTWARE = 0x0000,
1399 HW_VENDOR_ATI = 0x1002,
1400 HW_VENDOR_NVIDIA = 0x10de,
1401 HW_VENDOR_INTEL = 0x8086,
1402};
1403
1404enum wined3d_pci_device
1405{
1406 CARD_WINE = 0x0000,
1407
1408 CARD_ATI_RAGE_128PRO = 0x5246,
1409 CARD_ATI_RADEON_7200 = 0x5144,
1410 CARD_ATI_RADEON_8500 = 0x514c,
1411 CARD_ATI_RADEON_9500 = 0x4144,
1412 CARD_ATI_RADEON_XPRESS_200M = 0x5955,
1413 CARD_ATI_RADEON_X700 = 0x5e4c,
1414 CARD_ATI_RADEON_X1600 = 0x71c2,
1415 CARD_ATI_RADEON_HD2350 = 0x94c7,
1416 CARD_ATI_RADEON_HD2600 = 0x9581,
1417 CARD_ATI_RADEON_HD2900 = 0x9400,
1418 CARD_ATI_RADEON_HD3200 = 0x9620,
1419 CARD_ATI_RADEON_HD4350 = 0x954f,
1420 CARD_ATI_RADEON_HD4550 = 0x9540,
1421 CARD_ATI_RADEON_HD4600 = 0x9495,
1422 CARD_ATI_RADEON_HD4650 = 0x9498,
1423 CARD_ATI_RADEON_HD4670 = 0x9490,
1424 CARD_ATI_RADEON_HD4700 = 0x944e,
1425 CARD_ATI_RADEON_HD4770 = 0x94b3,
1426 CARD_ATI_RADEON_HD4800 = 0x944c, /* Picked one value between 9440, 944c, 9442, 9460 */
1427 CARD_ATI_RADEON_HD4830 = 0x944c,
1428 CARD_ATI_RADEON_HD4850 = 0x9442,
1429 CARD_ATI_RADEON_HD4870 = 0x9440,
1430 CARD_ATI_RADEON_HD4890 = 0x9460,
1431 CARD_ATI_RADEON_HD5700 = 0x68BE, /* Picked HD5750 */
1432 CARD_ATI_RADEON_HD5750 = 0x68BE,
1433 CARD_ATI_RADEON_HD5770 = 0x68B8,
1434 CARD_ATI_RADEON_HD5800 = 0x6898, /* Picked HD5850 */
1435 CARD_ATI_RADEON_HD5850 = 0x6898,
1436 CARD_ATI_RADEON_HD5870 = 0x6899,
1437
1438 CARD_NVIDIA_RIVA_128 = 0x0018,
1439 CARD_NVIDIA_RIVA_TNT = 0x0020,
1440 CARD_NVIDIA_RIVA_TNT2 = 0x0028,
1441 CARD_NVIDIA_GEFORCE = 0x0100,
1442 CARD_NVIDIA_GEFORCE2_MX = 0x0110,
1443 CARD_NVIDIA_GEFORCE2 = 0x0150,
1444 CARD_NVIDIA_GEFORCE3 = 0x0200,
1445 CARD_NVIDIA_GEFORCE4_MX = 0x0170,
1446 CARD_NVIDIA_GEFORCE4_TI4200 = 0x0253,
1447 CARD_NVIDIA_GEFORCEFX_5200 = 0x0320,
1448 CARD_NVIDIA_GEFORCEFX_5600 = 0x0312,
1449 CARD_NVIDIA_GEFORCEFX_5800 = 0x0302,
1450 CARD_NVIDIA_GEFORCE_6200 = 0x014f,
1451 CARD_NVIDIA_GEFORCE_6600GT = 0x0140,
1452 CARD_NVIDIA_GEFORCE_6800 = 0x0041,
1453 CARD_NVIDIA_GEFORCE_7400 = 0x01d8,
1454 CARD_NVIDIA_GEFORCE_7300 = 0x01d7, /* GeForce Go 7300 */
1455 CARD_NVIDIA_GEFORCE_7600 = 0x0391,
1456 CARD_NVIDIA_GEFORCE_7800GT = 0x0092,
1457 CARD_NVIDIA_GEFORCE_8100 = 0x084F,
1458 CARD_NVIDIA_GEFORCE_8200 = 0x0849, /* Other PCI ID 0x084B */
1459 CARD_NVIDIA_GEFORCE_8300GS = 0x0423,
1460 CARD_NVIDIA_GEFORCE_8400GS = 0x0404,
1461 CARD_NVIDIA_GEFORCE_8500GT = 0x0421,
1462 CARD_NVIDIA_GEFORCE_8600GT = 0x0402,
1463 CARD_NVIDIA_GEFORCE_8600MGT = 0x0407,
1464 CARD_NVIDIA_GEFORCE_8800GTS = 0x0193,
1465 CARD_NVIDIA_GEFORCE_9200 = 0x086d,
1466 CARD_NVIDIA_GEFORCE_9400GT = 0x042c,
1467 CARD_NVIDIA_GEFORCE_9500GT = 0x0640,
1468 CARD_NVIDIA_GEFORCE_9600GT = 0x0622,
1469 CARD_NVIDIA_GEFORCE_9800GT = 0x0614,
1470 CARD_NVIDIA_GEFORCE_GTX260 = 0x05e2,
1471 CARD_NVIDIA_GEFORCE_GTX275 = 0x05e6,
1472 CARD_NVIDIA_GEFORCE_GTX280 = 0x05e1,
1473 CARD_NVIDIA_GEFORCE_GT240 = 0x0ca3,
1474
1475 CARD_INTEL_845G = 0x2562,
1476 CARD_INTEL_I830G = 0x3577,
1477 CARD_INTEL_I855G = 0x3582,
1478 CARD_INTEL_I865G = 0x2572,
1479 CARD_INTEL_I915G = 0x2582,
1480 CARD_INTEL_I915GM = 0x2592,
1481 CARD_INTEL_I945GM = 0x27a2, /* Same as GMA 950? */
1482 CARD_INTEL_X3100 = 0x2a02, /* Found in Macs. Same as GMA 965? */
1483 CARD_INTEL_SBHD = 0x0126, /* SundyBridge HD */
1484};
1485
1486struct wined3d_fbo_ops
1487{
1488 PGLFNGLISRENDERBUFFERPROC glIsRenderbuffer;
1489 PGLFNGLBINDRENDERBUFFERPROC glBindRenderbuffer;
1490 PGLFNGLDELETERENDERBUFFERSPROC glDeleteRenderbuffers;
1491 PGLFNGLGENRENDERBUFFERSPROC glGenRenderbuffers;
1492 PGLFNGLRENDERBUFFERSTORAGEPROC glRenderbufferStorage;
1493 PGLFNRENDERBUFFERSTORAGEMULTISAMPLEPROC glRenderbufferStorageMultisample;
1494 PGLFNGLGETRENDERBUFFERPARAMETERIVPROC glGetRenderbufferParameteriv;
1495 PGLFNGLISFRAMEBUFFERPROC glIsFramebuffer;
1496 PGLFNGLBINDFRAMEBUFFERPROC glBindFramebuffer;
1497 PGLFNGLDELETEFRAMEBUFFERSPROC glDeleteFramebuffers;
1498 PGLFNGLGENFRAMEBUFFERSPROC glGenFramebuffers;
1499 PGLFNGLCHECKFRAMEBUFFERSTATUSPROC glCheckFramebufferStatus;
1500 PGLFNGLFRAMEBUFFERTEXTURE1DPROC glFramebufferTexture1D;
1501 PGLFNGLFRAMEBUFFERTEXTURE2DPROC glFramebufferTexture2D;
1502 PGLFNGLFRAMEBUFFERTEXTURE3DPROC glFramebufferTexture3D;
1503 PGLFNGLFRAMEBUFFERRENDERBUFFERPROC glFramebufferRenderbuffer;
1504 PGLFNGLGETFRAMEBUFFERATTACHMENTPARAMETERIVPROC glGetFramebufferAttachmentParameteriv;
1505 PGLFNGLBLITFRAMEBUFFERPROC glBlitFramebuffer;
1506 PGLFNGLGENERATEMIPMAPPROC glGenerateMipmap;
1507};
1508
1509struct wined3d_gl_limits
1510{
1511 UINT buffers;
1512 UINT lights;
1513 UINT textures;
1514 UINT texture_stages;
1515 UINT fragment_samplers;
1516 UINT vertex_samplers;
1517 UINT combined_samplers;
1518 UINT general_combiners;
1519 UINT sampler_stages;
1520 UINT clipplanes;
1521 UINT texture_size;
1522 UINT texture3d_size;
1523 float pointsize_max;
1524 float pointsize_min;
1525 UINT point_sprite_units;
1526 UINT blends;
1527 UINT anisotropy;
1528 float shininess;
1529
1530 UINT glsl_varyings;
1531 UINT glsl_vs_float_constants;
1532 UINT glsl_ps_float_constants;
1533
1534 UINT arb_vs_float_constants;
1535 UINT arb_vs_native_constants;
1536 UINT arb_vs_instructions;
1537 UINT arb_vs_temps;
1538 UINT arb_ps_float_constants;
1539 UINT arb_ps_local_constants;
1540 UINT arb_ps_native_constants;
1541 UINT arb_ps_instructions;
1542 UINT arb_ps_temps;
1543};
1544
1545struct wined3d_gl_info
1546{
1547 DWORD glsl_version;
1548 UINT vidmem;
1549 struct wined3d_gl_limits limits;
1550 DWORD reserved_glsl_constants;
1551 DWORD quirks;
1552 BOOL supported[WINED3D_GL_EXT_COUNT];
1553 GLint wrap_lookup[WINED3DTADDRESS_MIRRORONCE - WINED3DTADDRESS_WRAP + 1];
1554
1555 struct wined3d_fbo_ops fbo_ops;
1556#define USE_GL_FUNC(type, pfn, ext, replace) type pfn;
1557 /* GL function pointers */
1558 GL_EXT_FUNCS_GEN
1559 /* WGL function pointers */
1560 WGL_EXT_FUNCS_GEN
1561#undef USE_GL_FUNC
1562
1563 struct wined3d_format_desc *gl_formats;
1564};
1565
1566struct wined3d_driver_info
1567{
1568 enum wined3d_pci_vendor vendor;
1569 enum wined3d_pci_device device;
1570 const char *name;
1571 const char *description;
1572 DWORD version_high;
1573 DWORD version_low;
1574};
1575
1576/* The adapter structure */
1577struct wined3d_adapter
1578{
1579 UINT ordinal;
1580 BOOL opengl;
1581 POINT monitorPoint;
1582 struct wined3d_gl_info gl_info;
1583 struct wined3d_driver_info driver_info;
1584 WCHAR DeviceName[CCHDEVICENAME]; /* DeviceName for use with e.g. ChangeDisplaySettings */
1585 int nCfgs;
1586 WineD3D_PixelFormat *cfgs;
1587 BOOL brokenStencil; /* Set on cards which only offer mixed depth+stencil */
1588#ifndef VBOX_WITH_WDDM
1589 unsigned int TextureRam; /* Amount of texture memory both video ram + AGP/TurboCache/HyperMemory/.. */
1590 unsigned int UsedTextureRam;
1591#endif
1592 LUID luid;
1593
1594 const struct fragment_pipeline *fragment_pipe;
1595 const shader_backend_t *shader_backend;
1596 const struct blit_shader *blitter;
1597};
1598
1599BOOL initPixelFormats(struct wined3d_gl_info *gl_info, enum wined3d_pci_vendor vendor) DECLSPEC_HIDDEN;
1600BOOL initPixelFormatsNoGL(struct wined3d_gl_info *gl_info) DECLSPEC_HIDDEN;
1601#ifndef VBOX_WITH_WDDM
1602extern long WineD3DAdapterChangeGLRam(IWineD3DDeviceImpl *D3DDevice, long glram) DECLSPEC_HIDDEN;
1603#endif
1604extern void add_gl_compat_wrappers(struct wined3d_gl_info *gl_info) DECLSPEC_HIDDEN;
1605
1606struct VBOXVMSVGASHADERIF;
1607extern BOOL IWineD3DImpl_FillGLCaps(struct wined3d_adapter *adapter, struct VBOXVMSVGASHADERIF *pVBoxShaderIf);
1608
1609
1610/*****************************************************************************
1611 * High order patch management
1612 */
1613struct WineD3DRectPatch
1614{
1615 UINT Handle;
1616 float *mem;
1617 WineDirect3DVertexStridedData strided;
1618 WINED3DRECTPATCH_INFO RectPatchInfo;
1619 float numSegs[4];
1620 char has_normals, has_texcoords;
1621 struct list entry;
1622};
1623
1624HRESULT tesselate_rectpatch(IWineD3DDeviceImpl *This, struct WineD3DRectPatch *patch) DECLSPEC_HIDDEN;
1625
1626enum projection_types
1627{
1628 proj_none = 0,
1629 proj_count3 = 1,
1630 proj_count4 = 2
1631};
1632
1633enum dst_arg
1634{
1635 resultreg = 0,
1636 tempreg = 1
1637};
1638
1639/*****************************************************************************
1640 * Fixed function pipeline replacements
1641 */
1642#define ARG_UNUSED 0xff
1643
1644struct texture_stage_op
1645{
1646 unsigned cop : 8;
1647 unsigned carg1 : 8;
1648 unsigned carg2 : 8;
1649 unsigned carg0 : 8;
1650
1651 unsigned aop : 8;
1652 unsigned aarg1 : 8;
1653 unsigned aarg2 : 8;
1654 unsigned aarg0 : 8;
1655
1656 struct color_fixup_desc color_fixup;
1657 unsigned tex_type : 3;
1658 unsigned dst : 1;
1659 unsigned projected : 2;
1660 unsigned padding : 10;
1661};
1662
1663struct ffp_frag_settings {
1664 struct texture_stage_op op[MAX_TEXTURES];
1665 enum fogmode fog;
1666 /* Use shorts instead of chars to get dword alignment */
1667 unsigned short sRGB_write;
1668 unsigned short emul_clipplanes;
1669};
1670
1671struct ffp_frag_desc
1672{
1673 struct wine_rb_entry entry;
1674 struct ffp_frag_settings settings;
1675};
1676
1677extern const struct wine_rb_functions wined3d_ffp_frag_program_rb_functions DECLSPEC_HIDDEN;
1678extern const struct wined3d_parent_ops wined3d_null_parent_ops DECLSPEC_HIDDEN;
1679
1680void gen_ffp_frag_op(IWineD3DStateBlockImpl *stateblock, struct ffp_frag_settings *settings,
1681 BOOL ignore_textype) DECLSPEC_HIDDEN;
1682const struct ffp_frag_desc *find_ffp_frag_shader(const struct wine_rb_tree *fragment_shaders,
1683 const struct ffp_frag_settings *settings) DECLSPEC_HIDDEN;
1684void add_ffp_frag_shader(struct wine_rb_tree *shaders, struct ffp_frag_desc *desc) DECLSPEC_HIDDEN;
1685
1686/*****************************************************************************
1687 * IWineD3D implementation structure
1688 */
1689typedef struct IWineD3DImpl
1690{
1691 /* IUnknown fields */
1692 const IWineD3DVtbl *lpVtbl;
1693 LONG ref; /* Note: Ref counting not required */
1694
1695 /* WineD3D Information */
1696 IUnknown *parent;
1697 UINT dxVersion;
1698
1699 UINT adapter_count;
1700 struct wined3d_adapter adapters[1];
1701} IWineD3DImpl;
1702
1703HRESULT wined3d_init(IWineD3DImpl *wined3d, UINT version, IUnknown *parent) DECLSPEC_HIDDEN;
1704#ifndef VBOX_WITH_WDDM
1705BOOL wined3d_register_window(HWND window, struct IWineD3DDeviceImpl *device) DECLSPEC_HIDDEN;
1706void wined3d_unregister_window(HWND window, struct IWineD3DDeviceImpl *device) DECLSPEC_HIDDEN;
1707#endif
1708
1709/*****************************************************************************
1710 * IWineD3DDevice implementation structure
1711 */
1712#define WINED3D_UNMAPPED_STAGE ~0U
1713
1714/* Multithreaded flag. Removed from the public header to signal that IWineD3D::CreateDevice ignores it */
1715#define WINED3DCREATE_MULTITHREADED 0x00000004
1716
1717#ifdef VBOX_WINE_WITH_PROFILE
1718
1719#include <iprt/time.h>
1720
1721#define VBOXWINEPROFILE_GET_TIME_NANO() RTTimeNanoTS()
1722#define VBOXWINEPROFILE_GET_TIME_MILLI() RTTimeMilliTS()
1723
1724# define PRLOG(_m) do {\
1725 vboxWDbgPrintF _m ; \
1726 } while (0)
1727
1728typedef struct VBOXWINEPROFILE_ELEMENT
1729{
1730 uint64_t u64Time;
1731 uint32_t cu32Calls;
1732} VBOXWINEPROFILE_ELEMENT, *PVBOXWINEPROFILE_ELEMENT;
1733
1734typedef struct VBOXWINEPROFILE_HASHMAP_ELEMENT
1735{
1736 VBOXEXT_HASHMAP_ENTRY MapEntry;
1737 VBOXWINEPROFILE_ELEMENT Data;
1738} VBOXWINEPROFILE_HASHMAP_ELEMENT, *PVBOXWINEPROFILE_HASHMAP_ELEMENT;
1739
1740#define VBOXWINEPROFILE_HASHMAP_ELEMENT_FROMENTRY(_p) ((PVBOXWINEPROFILE_HASHMAP_ELEMENT)(((uint8_t*)(_p)) - RT_UOFFSETOF(VBOXWINEPROFILE_HASHMAP_ELEMENT, MapEntry)))
1741
1742#define VBOXWINEPROFILE_ELEMENT_DUMP(_p, _pn) do { \
1743 PRLOG(("%s: t(%u);c(%u)\n", \
1744 (_pn), \
1745 (uint32_t)((_p)->u64Time / 1000000), \
1746 (_p)->cu32Calls \
1747 )); \
1748 } while (0)
1749
1750#define VBOXWINEPROFILE_ELEMENT_RESET(_p) do { \
1751 memset(_p, 0, sizeof (*(_p))); \
1752 } while (0)
1753
1754#define VBOXWINEPROFILE_ELEMENT_STEP(_p, _t) do { \
1755 (_p)->u64Time += (_t); \
1756 ++(_p)->cu32Calls; \
1757 } while (0)
1758
1759#define VBOXWINEPROFILE_HASHMAP_ELEMENT_CREATE() ( (PVBOXWINEPROFILE_HASHMAP_ELEMENT)HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof (VBOXWINEPROFILE_HASHMAP_ELEMENT)) )
1760
1761#define VBOXWINEPROFILE_HASHMAP_ELEMENT_TERM(_pe) do { \
1762 HeapFree(GetProcessHeap(), 0, (_pe)); \
1763 } while (0)
1764
1765DECLINLINE(PVBOXWINEPROFILE_HASHMAP_ELEMENT) vboxWineProfileHashMapElementGet(PVBOXEXT_HASHMAP pMap, void *pvKey)
1766{
1767 PVBOXEXT_HASHMAP_ENTRY pEntry = VBoxExtHashGet(pMap, pvKey);
1768 if (pEntry)
1769 {
1770 return VBOXWINEPROFILE_HASHMAP_ELEMENT_FROMENTRY(pEntry);
1771 }
1772 else
1773 {
1774 PVBOXWINEPROFILE_HASHMAP_ELEMENT pElement = VBOXWINEPROFILE_HASHMAP_ELEMENT_CREATE();
1775 Assert(pElement);
1776 if (pElement)
1777 VBoxExtHashPut(pMap, pvKey, &pElement->MapEntry);
1778 return pElement;
1779 }
1780}
1781
1782#define VBOXWINEPROFILE_HASHMAP_ELEMENT_STEP(_pm, _pk, _t) do { \
1783 PVBOXWINEPROFILE_HASHMAP_ELEMENT pElement = vboxWineProfileHashMapElementGet(_pm, _pk); \
1784 VBOXWINEPROFILE_ELEMENT_STEP(&pElement->Data, _t); \
1785 } while (0)
1786
1787static DECLCALLBACK(bool) vboxWineProfileElementResetCb(struct VBOXEXT_HASHMAP *pMap, void *pvKey, struct VBOXEXT_HASHMAP_ENTRY *pValue, void *pvVisitor)
1788{
1789 PVBOXWINEPROFILE_HASHMAP_ELEMENT pElement = VBOXWINEPROFILE_HASHMAP_ELEMENT_FROMENTRY(pValue);
1790 VBOXWINEPROFILE_ELEMENT_RESET(&pElement->Data);
1791 return true;
1792}
1793
1794static DECLCALLBACK(bool) vboxWineProfileElementDumpCb(struct VBOXEXT_HASHMAP *pMap, void *pvKey, struct VBOXEXT_HASHMAP_ENTRY *pValue, void *pvVisitor)
1795{
1796 PVBOXWINEPROFILE_HASHMAP_ELEMENT pElement = VBOXWINEPROFILE_HASHMAP_ELEMENT_FROMENTRY(pValue);
1797 char *pName = (char*)pvVisitor;
1798 PRLOG(("%s[%d]:", pName, (uint32_t)pvKey));
1799 VBOXWINEPROFILE_ELEMENT_DUMP(&pElement->Data, "");
1800 return true;
1801}
1802
1803#define VBOXWINEPROFILE_HASHMAP_RESET(_pm) do { \
1804 VBoxExtHashVisit((_pm), vboxWineProfileElementResetCb, NULL); \
1805 } while (0)
1806
1807#define VBOXWINEPROFILE_HASHMAP_DUMP(_pm, _pn) do { \
1808 VBoxExtHashVisit((_pm), vboxWineProfileElementDumpCb, (_pn)); \
1809 } while (0)
1810
1811static DECLCALLBACK(bool) vboxWineProfileElementCleanupCb(struct VBOXEXT_HASHMAP *pMap, void *pvKey, struct VBOXEXT_HASHMAP_ENTRY *pValue, void *pvVisitor)
1812{
1813 PVBOXWINEPROFILE_HASHMAP_ELEMENT pElement = VBOXWINEPROFILE_HASHMAP_ELEMENT_FROMENTRY(pValue);
1814 VBOXWINEPROFILE_HASHMAP_ELEMENT_TERM(pElement);
1815 return true;
1816}
1817
1818#define VBOXWINEPROFILE_HASHMAP_TERM(_pm) do { \
1819 VBoxExtHashCleanup((_pm), vboxWineProfileElementCleanupCb, NULL); \
1820 VBoxExtHashVisit((_pm), vboxWineProfileElementResetCb, NULL); \
1821 } while (0)
1822
1823typedef struct VBOXWINEPROFILE_DRAWPRIM
1824{
1825 uint64_t u64LoadLocationTime;
1826 uint64_t u64CtxAcquireTime;
1827 uint64_t u64PostProcess;
1828 VBOXEXT_HASHMAP MapDrawPrimSlowVs;
1829 VBOXEXT_HASHMAP MapDrawPrimSlow;
1830 VBOXEXT_HASHMAP MapDrawPrimStrided;
1831 VBOXEXT_HASHMAP MapDrawPrimFast;
1832 uint32_t cu32Calls;
1833} VBOXWINEPROFILE_DRAWPRIM, *PVBOXWINEPROFILE_DRAWPRIM;
1834
1835#define VBOXWINEPROFILE_DRAWPRIM_RESET_NEXT(_p) do { \
1836 (_p)->u64LoadLocationTime = 0; \
1837 (_p)->u64CtxAcquireTime = 0; \
1838 (_p)->u64PostProcess = 0; \
1839 VBOXWINEPROFILE_HASHMAP_RESET(&(_p)->MapDrawPrimSlowVs); \
1840 VBOXWINEPROFILE_HASHMAP_RESET(&(_p)->MapDrawPrimSlow); \
1841 VBOXWINEPROFILE_HASHMAP_RESET(&(_p)->MapDrawPrimStrided); \
1842 VBOXWINEPROFILE_HASHMAP_RESET(&(_p)->MapDrawPrimFast); \
1843 } while (0)
1844
1845static DECLCALLBACK(uint32_t) vboxWineProfileDrawPrimHashMapHash(void *pvKey)
1846{
1847 return (uint32_t)pvKey;
1848}
1849
1850static DECLCALLBACK(bool) vboxWineProfileDrawPrimHashMapEqual(void *pvKey1, void *pvKey2)
1851{
1852 return ((uint32_t)pvKey1) == ((uint32_t)pvKey2);
1853}
1854
1855#define VBOXWINEPROFILE_DRAWPRIM_INIT(_p) do { \
1856 memset((_p), 0, sizeof (*(_p))); \
1857 VBoxExtHashInit(&(_p)->MapDrawPrimSlowVs, vboxWineProfileDrawPrimHashMapHash, vboxWineProfileDrawPrimHashMapEqual); \
1858 VBoxExtHashInit(&(_p)->MapDrawPrimSlow, vboxWineProfileDrawPrimHashMapHash, vboxWineProfileDrawPrimHashMapEqual); \
1859 VBoxExtHashInit(&(_p)->MapDrawPrimStrided, vboxWineProfileDrawPrimHashMapHash, vboxWineProfileDrawPrimHashMapEqual); \
1860 VBoxExtHashInit(&(_p)->MapDrawPrimFast, vboxWineProfileDrawPrimHashMapHash, vboxWineProfileDrawPrimHashMapEqual); \
1861 } while (0)
1862
1863#define VBOXWINEPROFILE_DRAWPRIM_TERM(_p) do { \
1864 memset((_p), 0, sizeof (*(_p))); \
1865 VBOXWINEPROFILE_HASHMAP_TERM(&(_p)->MapDrawPrimSlowVs); \
1866 VBOXWINEPROFILE_HASHMAP_TERM(&(_p)->MapDrawPrimSlow); \
1867 VBOXWINEPROFILE_HASHMAP_TERM(&(_p)->MapDrawPrimStrided); \
1868 VBOXWINEPROFILE_HASHMAP_TERM(&(_p)->MapDrawPrimFast); \
1869 } while (0)
1870#else
1871# define PRLOG(_m) do {} while (0)
1872#endif
1873struct IWineD3DDeviceImpl
1874{
1875 /* IUnknown fields */
1876 const IWineD3DDeviceVtbl *lpVtbl;
1877 LONG ref; /* Note: Ref counting not required */
1878
1879 /* WineD3D Information */
1880 IUnknown *parent;
1881 IWineD3DDeviceParent *device_parent;
1882 IWineD3D *wined3d;
1883 struct wined3d_adapter *adapter;
1884
1885 /* Window styles to restore when switching fullscreen mode */
1886 LONG style;
1887 LONG exStyle;
1888
1889 /* X and GL Information */
1890 GLint maxConcurrentLights;
1891 GLenum offscreenBuffer;
1892
1893 /* Selected capabilities */
1894 int vs_selected_mode;
1895 int ps_selected_mode;
1896 const shader_backend_t *shader_backend;
1897 void *shader_priv;
1898 void *fragment_priv;
1899 void *blit_priv;
1900 struct StateEntry StateTable[STATE_HIGHEST + 1];
1901 /* Array of functions for states which are handled by more than one pipeline part */
1902 APPLYSTATEFUNC *multistate_funcs[STATE_HIGHEST + 1];
1903 const struct fragment_pipeline *frag_pipe;
1904 const struct blit_shader *blitter;
1905
1906 unsigned int max_ffp_textures;
1907 DWORD d3d_vshader_constantF, d3d_pshader_constantF; /* Advertised d3d caps, not GL ones */
1908 DWORD vs_clipping;
1909
1910 WORD view_ident : 1; /* true iff view matrix is identity */
1911 WORD untransformed : 1;
1912 WORD vertexBlendUsed : 1; /* To avoid needless setting of the blend matrices */
1913 WORD isRecordingState : 1;
1914 WORD isInDraw : 1;
1915 WORD bCursorVisible : 1;
1916 WORD haveHardwareCursor : 1;
1917 WORD d3d_initialized : 1;
1918 WORD inScene : 1; /* A flag to check for proper BeginScene / EndScene call pairs */
1919 WORD softwareVertexProcessing : 1; /* process vertex shaders using software or hardware */
1920 WORD useDrawStridedSlow : 1;
1921 WORD instancedDraw : 1;
1922 WORD filter_messages : 1;
1923 WORD padding : 3;
1924
1925 BYTE fixed_function_usage_map; /* MAX_TEXTURES, 8 */
1926
1927#define DDRAW_PITCH_ALIGNMENT 8
1928#define D3D8_PITCH_ALIGNMENT 4
1929 unsigned char surface_alignment; /* Line Alignment of surfaces */
1930
1931 /* State block related */
1932 IWineD3DStateBlockImpl *stateBlock;
1933 IWineD3DStateBlockImpl *updateStateBlock;
1934
1935 /* Internal use fields */
1936 WINED3DDEVICE_CREATION_PARAMETERS createParms;
1937 WINED3DDEVTYPE devType;
1938#ifndef VBOX_WITH_WDDM
1939 HWND focus_window;
1940#endif
1941
1942 IWineD3DSwapChain **swapchains;
1943 UINT NumberOfSwapChains;
1944
1945 struct list resources; /* a linked list to track resources created by the device */
1946 struct list shaders; /* a linked list to track shaders (pixel and vertex) */
1947 unsigned int highest_dirty_ps_const, highest_dirty_vs_const;
1948
1949 /* Render Target Support */
1950 IWineD3DSurface **render_targets;
1951 IWineD3DSurface *auto_depth_stencil_buffer;
1952 IWineD3DSurface *stencilBufferTarget;
1953
1954 /* palettes texture management */
1955 UINT NumberOfPalettes;
1956 PALETTEENTRY **palettes;
1957 UINT currentPalette;
1958
1959 /* For rendering to a texture using glCopyTexImage */
1960 GLenum *draw_buffers;
1961 GLuint depth_blt_texture;
1962 GLuint depth_blt_rb;
1963 UINT depth_blt_rb_w;
1964 UINT depth_blt_rb_h;
1965
1966 /* Cursor management */
1967 UINT xHotSpot;
1968 UINT yHotSpot;
1969 UINT xScreenSpace;
1970 UINT yScreenSpace;
1971 UINT cursorWidth, cursorHeight;
1972 GLuint cursorTexture;
1973 HCURSOR hardwareCursor;
1974
1975 /* The Wine logo surface */
1976 IWineD3DSurface *logo_surface;
1977
1978 /* Textures for when no other textures are mapped */
1979 UINT dummyTextureName[MAX_TEXTURES];
1980
1981 /* DirectDraw stuff */
1982 DWORD ddraw_width, ddraw_height;
1983 WINED3DFORMAT ddraw_format;
1984
1985 /* Final position fixup constant */
1986 float posFixup[4];
1987#ifdef VBOX_WITH_VMSVGA
1988 UINT rtHeight;
1989#endif
1990
1991 /* With register combiners we can skip junk texture stages */
1992 DWORD texUnitMap[MAX_COMBINED_SAMPLERS];
1993 DWORD rev_tex_unit_map[MAX_COMBINED_SAMPLERS];
1994
1995 /* Stream source management */
1996 struct wined3d_stream_info strided_streams;
1997 const WineDirect3DVertexStridedData *up_strided;
1998 struct wined3d_event_query *buffer_queries[MAX_ATTRIBS];
1999 unsigned int num_buffer_queries;
2000
2001 /* Context management */
2002 struct wined3d_context **contexts;
2003 UINT numContexts;
2004
2005#ifdef VBOX_WITH_WDDM
2006 struct VBOXUHGSMI *pHgsmi;
2007#endif
2008
2009#ifdef VBOX_WINE_WITH_SHADER_CACHE
2010 VBOXEXT_HASHCACHE vshaderCache;
2011 VBOXEXT_HASHCACHE pshaderCache;
2012#endif
2013
2014#ifdef VBOX_WINE_WITH_PROFILE
2015 VBOXWINEPROFILE_DRAWPRIM DrawPrimProfile;
2016#endif
2017
2018 /* High level patch management */
2019#define PATCHMAP_SIZE 43
2020#define PATCHMAP_HASHFUNC(x) ((x) % PATCHMAP_SIZE) /* Primitive and simple function */
2021 struct list patches[PATCHMAP_SIZE];
2022 struct WineD3DRectPatch *currentPatch;
2023};
2024
2025BOOL device_context_add(IWineD3DDeviceImpl *device, struct wined3d_context *context) DECLSPEC_HIDDEN;
2026void device_context_remove(IWineD3DDeviceImpl *device, struct wined3d_context *context) DECLSPEC_HIDDEN;
2027HRESULT device_init(IWineD3DDeviceImpl *device, IWineD3DImpl *wined3d,
2028 UINT adapter_idx, WINED3DDEVTYPE device_type, HWND focus_window, DWORD flags,
2029 IUnknown *parent, IWineD3DDeviceParent *device_parent) DECLSPEC_HIDDEN;
2030void device_preload_textures(IWineD3DDeviceImpl *device) DECLSPEC_HIDDEN;
2031#ifndef VBOX_WITH_WDDM
2032LRESULT device_process_message(IWineD3DDeviceImpl *device, HWND window,
2033 UINT message, WPARAM wparam, LPARAM lparam, WNDPROC proc) DECLSPEC_HIDDEN;
2034#else
2035void device_cleanup_durtify_texture_target(IWineD3DDeviceImpl *This, GLuint texture_target);
2036#endif
2037void device_resource_add(IWineD3DDeviceImpl *This, IWineD3DResource *resource) DECLSPEC_HIDDEN;
2038void device_resource_released(IWineD3DDeviceImpl *This, IWineD3DResource *resource) DECLSPEC_HIDDEN;
2039void device_stream_info_from_declaration(IWineD3DDeviceImpl *This,
2040 BOOL use_vshader, struct wined3d_stream_info *stream_info, BOOL *fixup) DECLSPEC_HIDDEN;
2041void device_update_stream_info(IWineD3DDeviceImpl *device, const struct wined3d_gl_info *gl_info) DECLSPEC_HIDDEN;
2042HRESULT IWineD3DDeviceImpl_ClearSurface(IWineD3DDeviceImpl *This, IWineD3DSurfaceImpl *target, DWORD Count,
2043 const WINED3DRECT *pRects, DWORD Flags, WINED3DCOLOR Color, float Z, DWORD Stencil) DECLSPEC_HIDDEN;
2044void IWineD3DDeviceImpl_FindTexUnitMap(IWineD3DDeviceImpl *This) DECLSPEC_HIDDEN;
2045void IWineD3DDeviceImpl_MarkStateDirty(IWineD3DDeviceImpl *This, DWORD state) DECLSPEC_HIDDEN;
2046
2047static inline BOOL isStateDirty(struct wined3d_context *context, DWORD state)
2048{
2049 DWORD idx = state / (sizeof(*context->isStateDirty) * CHAR_BIT);
2050 BYTE shift = state & ((sizeof(*context->isStateDirty) * CHAR_BIT) - 1);
2051 return context->isStateDirty[idx] & (1 << shift);
2052}
2053
2054/* Support for IWineD3DResource ::Set/Get/FreePrivateData. */
2055typedef struct PrivateData
2056{
2057 struct list entry;
2058
2059 GUID tag;
2060 DWORD flags; /* DDSPD_* */
2061
2062 union
2063 {
2064 LPVOID data;
2065 LPUNKNOWN object;
2066 } ptr;
2067
2068 DWORD size;
2069} PrivateData;
2070
2071/*****************************************************************************
2072 * IWineD3DResource implementation structure
2073 */
2074typedef struct IWineD3DResourceClass
2075{
2076 /* IUnknown fields */
2077 LONG ref; /* Note: Ref counting not required */
2078
2079 /* WineD3DResource Information */
2080 IUnknown *parent;
2081 WINED3DRESOURCETYPE resourceType;
2082 IWineD3DDeviceImpl *device;
2083 WINED3DPOOL pool;
2084 UINT size;
2085 DWORD usage;
2086 const struct wined3d_format_desc *format_desc;
2087 DWORD priority;
2088 BYTE *allocatedMemory; /* Pointer to the real data location */
2089 BYTE *heapMemory; /* Pointer to the HeapAlloced block of memory */
2090#ifdef VBOX_WITH_WDDM
2091 DWORD sharerc_flags; /* shared resource flags */
2092 DWORD sharerc_handle; /* shared resource handle */
2093 DWORD sharerc_locks; /* lock count */
2094#endif
2095 struct list privateData;
2096 struct list resource_list_entry;
2097 const struct wined3d_parent_ops *parent_ops;
2098} IWineD3DResourceClass;
2099
2100typedef struct IWineD3DResourceImpl
2101{
2102 /* IUnknown & WineD3DResource Information */
2103 const IWineD3DResourceVtbl *lpVtbl;
2104 IWineD3DResourceClass resource;
2105} IWineD3DResourceImpl;
2106
2107void resource_cleanup(IWineD3DResource *iface) DECLSPEC_HIDDEN;
2108HRESULT resource_free_private_data(IWineD3DResource *iface, REFGUID guid) DECLSPEC_HIDDEN;
2109HRESULT resource_get_parent(IWineD3DResource *iface, IUnknown **parent) DECLSPEC_HIDDEN;
2110DWORD resource_get_priority(IWineD3DResource *iface) DECLSPEC_HIDDEN;
2111HRESULT resource_get_private_data(IWineD3DResource *iface, REFGUID guid,
2112 void *data, DWORD *data_size) DECLSPEC_HIDDEN;
2113HRESULT resource_init(IWineD3DResource *iface, WINED3DRESOURCETYPE resource_type,
2114 IWineD3DDeviceImpl *device, UINT size, DWORD usage, const struct wined3d_format_desc *format_desc,
2115 WINED3DPOOL pool, IUnknown *parent, const struct wined3d_parent_ops *parent_ops
2116#ifdef VBOX_WITH_WDDM
2117 , HANDLE *shared_handle
2118 , void *pvClientMem
2119#endif
2120 ) DECLSPEC_HIDDEN;
2121WINED3DRESOURCETYPE resource_get_type(IWineD3DResource *iface) DECLSPEC_HIDDEN;
2122DWORD resource_set_priority(IWineD3DResource *iface, DWORD new_priority) DECLSPEC_HIDDEN;
2123HRESULT resource_set_private_data(IWineD3DResource *iface, REFGUID guid,
2124 const void *data, DWORD data_size, DWORD flags) DECLSPEC_HIDDEN;
2125
2126#ifdef VBOX_WITH_WDDM
2127HRESULT WINAPI IWineD3DResourceImpl_SetShRcState(IWineD3DResource *iface, VBOXWINEEX_SHRC_STATE enmState);
2128#endif
2129
2130/* Tests show that the start address of resources is 32 byte aligned */
2131#define RESOURCE_ALIGNMENT 16
2132
2133/*****************************************************************************
2134 * IWineD3DBaseTexture D3D- > openGL state map lookups
2135 */
2136
2137typedef enum winetexturestates {
2138 WINED3DTEXSTA_ADDRESSU = 0,
2139 WINED3DTEXSTA_ADDRESSV = 1,
2140 WINED3DTEXSTA_ADDRESSW = 2,
2141 WINED3DTEXSTA_BORDERCOLOR = 3,
2142 WINED3DTEXSTA_MAGFILTER = 4,
2143 WINED3DTEXSTA_MINFILTER = 5,
2144 WINED3DTEXSTA_MIPFILTER = 6,
2145 WINED3DTEXSTA_MAXMIPLEVEL = 7,
2146 WINED3DTEXSTA_MAXANISOTROPY = 8,
2147 WINED3DTEXSTA_SRGBTEXTURE = 9,
2148 WINED3DTEXSTA_ELEMENTINDEX = 10,
2149 WINED3DTEXSTA_DMAPOFFSET = 11,
2150 WINED3DTEXSTA_TSSADDRESSW = 12,
2151 MAX_WINETEXTURESTATES = 13,
2152} winetexturestates;
2153
2154enum WINED3DSRGB
2155{
2156 SRGB_ANY = 0, /* Uses the cached value(e.g. external calls) */
2157 SRGB_RGB = 1, /* Loads the rgb texture */
2158 SRGB_SRGB = 2, /* Loads the srgb texture */
2159 SRGB_BOTH = 3, /* Loads both textures */
2160};
2161
2162struct gl_texture
2163{
2164 DWORD states[MAX_WINETEXTURESTATES];
2165 BOOL dirty;
2166 GLuint name;
2167};
2168
2169/*****************************************************************************
2170 * IWineD3DBaseTexture implementation structure (extends IWineD3DResourceImpl)
2171 */
2172typedef struct IWineD3DBaseTextureClass
2173{
2174 struct gl_texture texture_rgb, texture_srgb;
2175 UINT levels;
2176 float pow2Matrix[16];
2177 UINT LOD;
2178 WINED3DTEXTUREFILTERTYPE filterType;
2179 LONG bindCount;
2180 DWORD sampler;
2181 BOOL is_srgb;
2182 BOOL pow2Matrix_identity;
2183 BOOL t_mirror;
2184 const struct min_lookup *minMipLookup;
2185 const GLenum *magLookup;
2186 void (*internal_preload)(IWineD3DBaseTexture *iface, enum WINED3DSRGB srgb);
2187} IWineD3DBaseTextureClass;
2188
2189void surface_internal_preload(IWineD3DSurface *iface, enum WINED3DSRGB srgb) DECLSPEC_HIDDEN;
2190BOOL surface_init_sysmem(IWineD3DSurface *iface) DECLSPEC_HIDDEN;
2191BOOL surface_is_offscreen(IWineD3DSurface *iface) DECLSPEC_HIDDEN;
2192void surface_prepare_texture(IWineD3DSurfaceImpl *surface,
2193 const struct wined3d_gl_info *gl_info, BOOL srgb) DECLSPEC_HIDDEN;
2194#ifdef VBOX_WITH_WDDM
2195void surface_setup_location_onopen(IWineD3DSurfaceImpl *This) DECLSPEC_HIDDEN;
2196#endif
2197
2198typedef struct IWineD3DBaseTextureImpl
2199{
2200 /* IUnknown & WineD3DResource Information */
2201 const IWineD3DBaseTextureVtbl *lpVtbl;
2202 IWineD3DResourceClass resource;
2203 IWineD3DBaseTextureClass baseTexture;
2204
2205} IWineD3DBaseTextureImpl;
2206
2207void basetexture_apply_state_changes(IWineD3DBaseTexture *iface,
2208 const DWORD textureStates[WINED3D_HIGHEST_TEXTURE_STATE + 1],
2209 const DWORD samplerStates[WINED3D_HIGHEST_SAMPLER_STATE + 1],
2210 const struct wined3d_gl_info *gl_info) DECLSPEC_HIDDEN;
2211void basetexture_state_init(IWineD3DBaseTexture *iface, struct gl_texture *gl_tex);
2212HRESULT basetexture_bind(IWineD3DBaseTexture *iface, BOOL srgb, BOOL *set_surface_desc) DECLSPEC_HIDDEN;
2213void basetexture_cleanup(IWineD3DBaseTexture *iface) DECLSPEC_HIDDEN;
2214void basetexture_generate_mipmaps(IWineD3DBaseTexture *iface) DECLSPEC_HIDDEN;
2215WINED3DTEXTUREFILTERTYPE basetexture_get_autogen_filter_type(IWineD3DBaseTexture *iface) DECLSPEC_HIDDEN;
2216BOOL basetexture_get_dirty(IWineD3DBaseTexture *iface) DECLSPEC_HIDDEN;
2217DWORD basetexture_get_level_count(IWineD3DBaseTexture *iface) DECLSPEC_HIDDEN;
2218DWORD basetexture_get_lod(IWineD3DBaseTexture *iface) DECLSPEC_HIDDEN;
2219HRESULT basetexture_init(IWineD3DBaseTextureImpl *texture, UINT levels, WINED3DRESOURCETYPE resource_type,
2220 IWineD3DDeviceImpl *device, UINT size, DWORD usage, const struct wined3d_format_desc *format_desc,
2221 WINED3DPOOL pool, IUnknown *parent, const struct wined3d_parent_ops *parent_ops
2222#ifdef VBOX_WITH_WDDM
2223 , HANDLE *shared_handle
2224 , void **pavClientMem
2225#endif
2226 ) DECLSPEC_HIDDEN;
2227HRESULT basetexture_set_autogen_filter_type(IWineD3DBaseTexture *iface,
2228 WINED3DTEXTUREFILTERTYPE filter_type) DECLSPEC_HIDDEN;
2229BOOL basetexture_set_dirty(IWineD3DBaseTexture *iface, BOOL dirty) DECLSPEC_HIDDEN;
2230DWORD basetexture_set_lod(IWineD3DBaseTexture *iface, DWORD new_lod) DECLSPEC_HIDDEN;
2231void basetexture_unload(IWineD3DBaseTexture *iface) DECLSPEC_HIDDEN;
2232
2233#ifdef VBOX_WITH_WDDM
2234#define texture_gl_delete(_o, _t) do { \
2235 if (VBOXSHRC_IS_SHARED(_o)) GL_EXTCALL(glChromiumParameteriCR(GL_RCUSAGE_TEXTURE_CLEAR_CR, _t)); \
2236 else glDeleteTextures(1, &_t); \
2237 } while (0)
2238#else
2239#define texture_gl_delete(_o, _t) do { \
2240 glDeleteTextures(1, &_t); \
2241 } while (0)
2242
2243#endif
2244/*****************************************************************************
2245 * IWineD3DTexture implementation structure (extends IWineD3DBaseTextureImpl)
2246 */
2247typedef struct IWineD3DTextureImpl
2248{
2249 /* IUnknown & WineD3DResource/WineD3DBaseTexture Information */
2250 const IWineD3DTextureVtbl *lpVtbl;
2251 IWineD3DResourceClass resource;
2252 IWineD3DBaseTextureClass baseTexture;
2253
2254 /* IWineD3DTexture */
2255 IWineD3DSurface *surfaces[MAX_MIP_LEVELS];
2256 UINT target;
2257 BOOL cond_np2;
2258
2259} IWineD3DTextureImpl;
2260
2261void texture_state_init(IWineD3DTexture *iface, struct gl_texture *gl_tex);
2262HRESULT texture_init(IWineD3DTextureImpl *texture, UINT width, UINT height, UINT levels,
2263 IWineD3DDeviceImpl *device, DWORD usage, WINED3DFORMAT format, WINED3DPOOL pool,
2264 IUnknown *parent, const struct wined3d_parent_ops *parent_ops
2265#ifdef VBOX_WITH_WDDM
2266 , HANDLE *shared_handle
2267 , void **pavClientMem
2268#endif
2269 ) DECLSPEC_HIDDEN;
2270
2271/*****************************************************************************
2272 * IWineD3DCubeTexture implementation structure (extends IWineD3DBaseTextureImpl)
2273 */
2274typedef struct IWineD3DCubeTextureImpl
2275{
2276 /* IUnknown & WineD3DResource/WineD3DBaseTexture Information */
2277 const IWineD3DCubeTextureVtbl *lpVtbl;
2278 IWineD3DResourceClass resource;
2279 IWineD3DBaseTextureClass baseTexture;
2280
2281 /* IWineD3DCubeTexture */
2282 IWineD3DSurface *surfaces[6][MAX_MIP_LEVELS];
2283} IWineD3DCubeTextureImpl;
2284
2285HRESULT cubetexture_init(IWineD3DCubeTextureImpl *texture, UINT edge_length, UINT levels,
2286 IWineD3DDeviceImpl *device, DWORD usage, WINED3DFORMAT format, WINED3DPOOL pool,
2287 IUnknown *parent, const struct wined3d_parent_ops *parent_ops
2288#ifdef VBOX_WITH_WDDM
2289 , HANDLE *shared_handle
2290 , void **pavClientMem
2291#endif
2292 ) DECLSPEC_HIDDEN;
2293
2294typedef struct _WINED3DVOLUMET_DESC
2295{
2296 UINT Width;
2297 UINT Height;
2298 UINT Depth;
2299} WINED3DVOLUMET_DESC;
2300
2301/*****************************************************************************
2302 * IWineD3DVolume implementation structure (extends IUnknown)
2303 */
2304typedef struct IWineD3DVolumeImpl
2305{
2306 /* IUnknown & WineD3DResource fields */
2307 const IWineD3DVolumeVtbl *lpVtbl;
2308 IWineD3DResourceClass resource;
2309
2310 /* WineD3DVolume Information */
2311 WINED3DVOLUMET_DESC currentDesc;
2312 IWineD3DBase *container;
2313 BOOL lockable;
2314 BOOL locked;
2315 WINED3DBOX lockedBox;
2316 WINED3DBOX dirtyBox;
2317 BOOL dirty;
2318} IWineD3DVolumeImpl;
2319
2320void volume_add_dirty_box(IWineD3DVolume *iface, const WINED3DBOX *dirty_box) DECLSPEC_HIDDEN;
2321HRESULT volume_init(IWineD3DVolumeImpl *volume, IWineD3DDeviceImpl *device, UINT width,
2322 UINT height, UINT depth, DWORD usage, WINED3DFORMAT format, WINED3DPOOL pool,
2323 IUnknown *parent, const struct wined3d_parent_ops *parent_ops
2324#ifdef VBOX_WITH_WDDM
2325 , HANDLE *shared_handle
2326 , void *pvClientMem
2327#endif
2328 ) DECLSPEC_HIDDEN;
2329
2330/*****************************************************************************
2331 * IWineD3DVolumeTexture implementation structure (extends IWineD3DBaseTextureImpl)
2332 */
2333typedef struct IWineD3DVolumeTextureImpl
2334{
2335 /* IUnknown & WineD3DResource/WineD3DBaseTexture Information */
2336 const IWineD3DVolumeTextureVtbl *lpVtbl;
2337 IWineD3DResourceClass resource;
2338 IWineD3DBaseTextureClass baseTexture;
2339
2340 /* IWineD3DVolumeTexture */
2341 IWineD3DVolume *volumes[MAX_MIP_LEVELS];
2342} IWineD3DVolumeTextureImpl;
2343
2344HRESULT volumetexture_init(IWineD3DVolumeTextureImpl *texture, UINT width, UINT height,
2345 UINT depth, UINT levels, IWineD3DDeviceImpl *device, DWORD usage, WINED3DFORMAT format,
2346 WINED3DPOOL pool, IUnknown *parent, const struct wined3d_parent_ops *parent_ops
2347#ifdef VBOX_WITH_WDDM
2348 , HANDLE *shared_handle
2349 , void **pavClientMem
2350#endif
2351 ) DECLSPEC_HIDDEN;
2352
2353typedef struct _WINED3DSURFACET_DESC
2354{
2355 WINED3DMULTISAMPLE_TYPE MultiSampleType;
2356 DWORD MultiSampleQuality;
2357 UINT Width;
2358 UINT Height;
2359} WINED3DSURFACET_DESC;
2360
2361/*****************************************************************************
2362 * Structure for DIB Surfaces (GetDC and GDI surfaces)
2363 */
2364typedef struct wineD3DSurface_DIB {
2365 HBITMAP DIBsection;
2366 void* bitmap_data;
2367 UINT bitmap_size;
2368 HGDIOBJ holdbitmap;
2369 BOOL client_memory;
2370} wineD3DSurface_DIB;
2371
2372typedef struct {
2373 struct list entry;
2374 GLuint id;
2375 UINT width;
2376 UINT height;
2377} renderbuffer_entry_t;
2378
2379struct fbo_entry
2380{
2381 struct list entry;
2382 IWineD3DSurfaceImpl **render_targets;
2383 IWineD3DSurfaceImpl *depth_stencil;
2384 BOOL attached;
2385 GLuint id;
2386};
2387
2388/*****************************************************************************
2389 * IWineD3DClipp implementation structure
2390 */
2391typedef struct IWineD3DClipperImpl
2392{
2393 const IWineD3DClipperVtbl *lpVtbl;
2394 LONG ref;
2395
2396 IUnknown *Parent;
2397 HWND hWnd;
2398} IWineD3DClipperImpl;
2399
2400
2401/*****************************************************************************
2402 * IWineD3DSurface implementation structure
2403 */
2404struct IWineD3DSurfaceImpl
2405{
2406 /* IUnknown & IWineD3DResource Information */
2407 const IWineD3DSurfaceVtbl *lpVtbl;
2408 IWineD3DResourceClass resource;
2409
2410 /* IWineD3DSurface fields */
2411 IWineD3DBase *container;
2412 WINED3DSURFACET_DESC currentDesc;
2413 IWineD3DPaletteImpl *palette; /* D3D7 style palette handling */
2414 PALETTEENTRY *palette9; /* D3D8/9 style palette handling */
2415
2416 /* TODO: move this off into a management class(maybe!) */
2417 DWORD Flags;
2418
2419 UINT pow2Width;
2420 UINT pow2Height;
2421
2422 /* A method to retrieve the drawable size. Not in the Vtable to make it changeable */
2423 void (*get_drawable_size)(struct wined3d_context *context, UINT *width, UINT *height);
2424
2425 /* PBO */
2426 GLuint pbo;
2427 GLuint texture_name;
2428 GLuint texture_name_srgb;
2429 GLint texture_level;
2430 GLenum texture_target;
2431
2432 RECT lockedRect;
2433 RECT dirtyRect;
2434 int lockCount;
2435#define MAXLOCKCOUNT 50 /* After this amount of locks do not free the sysmem copy */
2436
2437 /* For GetDC */
2438 wineD3DSurface_DIB dib;
2439 HDC hDC;
2440
2441 /* Color keys for DDraw */
2442 WINEDDCOLORKEY DestBltCKey;
2443 WINEDDCOLORKEY DestOverlayCKey;
2444 WINEDDCOLORKEY SrcOverlayCKey;
2445 WINEDDCOLORKEY SrcBltCKey;
2446 DWORD CKeyFlags;
2447
2448 WINEDDCOLORKEY glCKey;
2449
2450 struct list renderbuffers;
2451 renderbuffer_entry_t *current_renderbuffer;
2452
2453 /* DirectDraw clippers */
2454 IWineD3DClipper *clipper;
2455
2456 /* DirectDraw Overlay handling */
2457 RECT overlay_srcrect;
2458 RECT overlay_destrect;
2459 IWineD3DSurfaceImpl *overlay_dest;
2460 struct list overlays;
2461 struct list overlay_entry;
2462
2463#ifdef VBOX_WITH_WDDM
2464 struct IWineD3DSwapChain *presentSwapchain;
2465#endif
2466};
2467
2468extern const IWineD3DSurfaceVtbl IWineD3DSurface_Vtbl DECLSPEC_HIDDEN;
2469extern const IWineD3DSurfaceVtbl IWineGDISurface_Vtbl DECLSPEC_HIDDEN;
2470
2471UINT surface_calculate_size(const struct wined3d_format_desc *format_desc,
2472 UINT alignment, UINT width, UINT height) DECLSPEC_HIDDEN;
2473void surface_gdi_cleanup(IWineD3DSurfaceImpl *This) DECLSPEC_HIDDEN;
2474HRESULT surface_init(IWineD3DSurfaceImpl *surface, WINED3DSURFTYPE surface_type, UINT alignment,
2475 UINT width, UINT height, UINT level, BOOL lockable, BOOL discard, WINED3DMULTISAMPLE_TYPE multisample_type,
2476 UINT multisample_quality, IWineD3DDeviceImpl *device, DWORD usage, WINED3DFORMAT format,
2477 WINED3DPOOL pool, IUnknown *parent, const struct wined3d_parent_ops *parent_ops
2478#ifdef VBOX_WITH_WDDM
2479 , HANDLE *shared_handle
2480 , void *pvClientMem
2481#endif
2482 ) DECLSPEC_HIDDEN;
2483
2484/* Predeclare the shared Surface functions */
2485HRESULT WINAPI IWineD3DBaseSurfaceImpl_QueryInterface(IWineD3DSurface *iface,
2486 REFIID riid, LPVOID *ppobj) DECLSPEC_HIDDEN;
2487ULONG WINAPI IWineD3DBaseSurfaceImpl_AddRef(IWineD3DSurface *iface) DECLSPEC_HIDDEN;
2488HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetParent(IWineD3DSurface *iface, IUnknown **pParent) DECLSPEC_HIDDEN;
2489HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetPrivateData(IWineD3DSurface *iface,
2490 REFGUID refguid, const void *pData, DWORD SizeOfData, DWORD Flags) DECLSPEC_HIDDEN;
2491HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetPrivateData(IWineD3DSurface *iface,
2492 REFGUID refguid, void *pData, DWORD *pSizeOfData) DECLSPEC_HIDDEN;
2493HRESULT WINAPI IWineD3DBaseSurfaceImpl_FreePrivateData(IWineD3DSurface *iface, REFGUID refguid) DECLSPEC_HIDDEN;
2494DWORD WINAPI IWineD3DBaseSurfaceImpl_SetPriority(IWineD3DSurface *iface, DWORD PriorityNew) DECLSPEC_HIDDEN;
2495DWORD WINAPI IWineD3DBaseSurfaceImpl_GetPriority(IWineD3DSurface *iface) DECLSPEC_HIDDEN;
2496WINED3DRESOURCETYPE WINAPI IWineD3DBaseSurfaceImpl_GetType(IWineD3DSurface *iface) DECLSPEC_HIDDEN;
2497HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetContainer(IWineD3DSurface* iface,
2498 REFIID riid, void **ppContainer) DECLSPEC_HIDDEN;
2499HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetDesc(IWineD3DSurface *iface, WINED3DSURFACE_DESC *pDesc) DECLSPEC_HIDDEN;
2500HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetBltStatus(IWineD3DSurface *iface, DWORD Flags) DECLSPEC_HIDDEN;
2501HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetFlipStatus(IWineD3DSurface *iface, DWORD Flags) DECLSPEC_HIDDEN;
2502HRESULT WINAPI IWineD3DBaseSurfaceImpl_IsLost(IWineD3DSurface *iface) DECLSPEC_HIDDEN;
2503HRESULT WINAPI IWineD3DBaseSurfaceImpl_Restore(IWineD3DSurface *iface) DECLSPEC_HIDDEN;
2504HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetPalette(IWineD3DSurface *iface, IWineD3DPalette **Pal) DECLSPEC_HIDDEN;
2505HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetPalette(IWineD3DSurface *iface, IWineD3DPalette *Pal) DECLSPEC_HIDDEN;
2506HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetColorKey(IWineD3DSurface *iface,
2507 DWORD Flags, const WINEDDCOLORKEY *CKey) DECLSPEC_HIDDEN;
2508HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetContainer(IWineD3DSurface *iface, IWineD3DBase *container) DECLSPEC_HIDDEN;
2509DWORD WINAPI IWineD3DBaseSurfaceImpl_GetPitch(IWineD3DSurface *iface) DECLSPEC_HIDDEN;
2510HRESULT WINAPI IWineD3DBaseSurfaceImpl_RealizePalette(IWineD3DSurface *iface) DECLSPEC_HIDDEN;
2511HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetOverlayPosition(IWineD3DSurface *iface, LONG X, LONG Y) DECLSPEC_HIDDEN;
2512HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetOverlayPosition(IWineD3DSurface *iface, LONG *X, LONG *Y) DECLSPEC_HIDDEN;
2513HRESULT WINAPI IWineD3DBaseSurfaceImpl_UpdateOverlayZOrder(IWineD3DSurface *iface,
2514 DWORD Flags, IWineD3DSurface *Ref) DECLSPEC_HIDDEN;
2515HRESULT WINAPI IWineD3DBaseSurfaceImpl_UpdateOverlay(IWineD3DSurface *iface, const RECT *SrcRect,
2516 IWineD3DSurface *DstSurface, const RECT *DstRect, DWORD Flags, const WINEDDOVERLAYFX *FX) DECLSPEC_HIDDEN;
2517HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetClipper(IWineD3DSurface *iface, IWineD3DClipper *clipper) DECLSPEC_HIDDEN;
2518HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetClipper(IWineD3DSurface *iface, IWineD3DClipper **clipper) DECLSPEC_HIDDEN;
2519HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetFormat(IWineD3DSurface *iface, WINED3DFORMAT format) DECLSPEC_HIDDEN;
2520HRESULT IWineD3DBaseSurfaceImpl_CreateDIBSection(IWineD3DSurface *iface) DECLSPEC_HIDDEN;
2521HRESULT WINAPI IWineD3DBaseSurfaceImpl_Blt(IWineD3DSurface *iface, const RECT *DestRect, IWineD3DSurface *SrcSurface,
2522 const RECT *SrcRect, DWORD Flags, const WINEDDBLTFX *DDBltFx, WINED3DTEXTUREFILTERTYPE Filter) DECLSPEC_HIDDEN;
2523HRESULT WINAPI IWineD3DBaseSurfaceImpl_BltFast(IWineD3DSurface *iface, DWORD dstx, DWORD dsty,
2524 IWineD3DSurface *Source, const RECT *rsrc, DWORD trans) DECLSPEC_HIDDEN;
2525HRESULT WINAPI IWineD3DBaseSurfaceImpl_LockRect(IWineD3DSurface *iface, WINED3DLOCKED_RECT *pLockedRect,
2526 const RECT *pRect, DWORD Flags) DECLSPEC_HIDDEN;
2527void WINAPI IWineD3DBaseSurfaceImpl_BindTexture(IWineD3DSurface *iface, BOOL srgb) DECLSPEC_HIDDEN;
2528const void *WINAPI IWineD3DBaseSurfaceImpl_GetData(IWineD3DSurface *iface) DECLSPEC_HIDDEN;
2529
2530void get_drawable_size_swapchain(struct wined3d_context *context, UINT *width, UINT *height) DECLSPEC_HIDDEN;
2531void get_drawable_size_backbuffer(struct wined3d_context *context, UINT *width, UINT *height) DECLSPEC_HIDDEN;
2532void get_drawable_size_fbo(struct wined3d_context *context, UINT *width, UINT *height) DECLSPEC_HIDDEN;
2533
2534void draw_textured_quad(IWineD3DSurfaceImpl *src_surface, const RECT *src_rect,
2535 const RECT *dst_rect, WINED3DTEXTUREFILTERTYPE Filter) DECLSPEC_HIDDEN;
2536void flip_surface(IWineD3DSurfaceImpl *front, IWineD3DSurfaceImpl *back) DECLSPEC_HIDDEN;
2537
2538/* Surface flags: */
2539#define SFLAG_CONVERTED 0x00000002 /* Converted for color keying or Palettized */
2540#define SFLAG_DIBSECTION 0x00000004 /* Has a DIB section attached for GetDC */
2541#define SFLAG_LOCKABLE 0x00000008 /* Surface can be locked */
2542#define SFLAG_DISCARD 0x00000010 /* ??? */
2543#define SFLAG_LOCKED 0x00000020 /* Surface is locked atm */
2544#define SFLAG_INTEXTURE 0x00000040 /* The GL texture contains the newest surface content */
2545#define SFLAG_INSRGBTEX 0x00000080 /* The GL srgb texture contains the newest surface content */
2546#define SFLAG_INDRAWABLE 0x00000100 /* The gl drawable contains the most up to date data */
2547#define SFLAG_INSYSMEM 0x00000200 /* The system memory copy is most up to date */
2548#define SFLAG_NONPOW2 0x00000400 /* Surface sizes are not a power of 2 */
2549#define SFLAG_DYNLOCK 0x00000800 /* Surface is often locked by the app */
2550#define SFLAG_DCINUSE 0x00001000 /* Set between GetDC and ReleaseDC calls */
2551#define SFLAG_LOST 0x00002000 /* Surface lost flag for DDraw */
2552#define SFLAG_USERPTR 0x00004000 /* The application allocated the memory for this surface */
2553#define SFLAG_GLCKEY 0x00008000 /* The gl texture was created with a color key */
2554#define SFLAG_CLIENT 0x00010000 /* GL_APPLE_client_storage is used on that texture */
2555#define SFLAG_ALLOCATED 0x00020000 /* A gl texture is allocated for this surface */
2556#define SFLAG_SRGBALLOCATED 0x00040000 /* A srgb gl texture is allocated for this surface */
2557#define SFLAG_PBO 0x00080000 /* Has a PBO attached for speeding up data transfers for dynamically locked surfaces */
2558#define SFLAG_NORMCOORD 0x00100000 /* Set if the GL texture coords are normalized(non-texture rectangle) */
2559#define SFLAG_DS_ONSCREEN 0x00200000 /* Is a depth stencil, last modified onscreen */
2560#define SFLAG_DS_OFFSCREEN 0x00400000 /* Is a depth stencil, last modified offscreen */
2561#define SFLAG_INOVERLAYDRAW 0x00800000 /* Overlay drawing is in progress. Recursion prevention */
2562#define SFLAG_SWAPCHAIN 0x01000000 /* The surface is part of a swapchain */
2563
2564#ifdef VBOX_WITH_WDDM
2565# define SFLAG_CLIENTMEM 0x10000000 /* SYSMEM surface using client-supplied memory buffer */
2566# define SFLAG_DONOTFREE_VBOXWDDM SFLAG_CLIENTMEM
2567#else
2568# define SFLAG_DONOTFREE_VBOXWDDM 0
2569#endif
2570
2571/* In some conditions the surface memory must not be freed:
2572 * SFLAG_CONVERTED: Converting the data back would take too long
2573 * SFLAG_DIBSECTION: The dib code manages the memory
2574 * SFLAG_LOCKED: The app requires access to the surface data
2575 * SFLAG_DYNLOCK: Avoid freeing the data for performance
2576 * SFLAG_PBO: PBOs don't use 'normal' memory. It is either allocated by the driver or must be NULL.
2577 * SFLAG_CLIENT: OpenGL uses our memory as backup
2578 */
2579#define SFLAG_DONOTFREE (SFLAG_CONVERTED | \
2580 SFLAG_DIBSECTION | \
2581 SFLAG_LOCKED | \
2582 SFLAG_DYNLOCK | \
2583 SFLAG_USERPTR | \
2584 SFLAG_PBO | \
2585 SFLAG_CLIENT | \
2586 SFLAG_DONOTFREE_VBOXWDDM \
2587 )
2588
2589#define SFLAG_LOCATIONS (SFLAG_INSYSMEM | \
2590 SFLAG_INTEXTURE | \
2591 SFLAG_INDRAWABLE | \
2592 SFLAG_INSRGBTEX)
2593
2594#define SFLAG_DS_LOCATIONS (SFLAG_DS_ONSCREEN | \
2595 SFLAG_DS_OFFSCREEN)
2596#define SFLAG_DS_DISCARDED SFLAG_DS_LOCATIONS
2597
2598typedef enum {
2599 NO_CONVERSION,
2600 CONVERT_PALETTED,
2601 CONVERT_PALETTED_CK,
2602 CONVERT_CK_565,
2603 CONVERT_CK_5551,
2604 CONVERT_CK_4444,
2605 CONVERT_CK_4444_ARGB,
2606 CONVERT_CK_1555,
2607 CONVERT_555,
2608 CONVERT_CK_RGB24,
2609 CONVERT_CK_8888,
2610 CONVERT_CK_8888_ARGB,
2611 CONVERT_RGB32_888,
2612 CONVERT_V8U8,
2613 CONVERT_L6V5U5,
2614 CONVERT_X8L8V8U8,
2615 CONVERT_Q8W8V8U8,
2616 CONVERT_V16U16,
2617 CONVERT_A4L4,
2618 CONVERT_G16R16,
2619 CONVERT_R16G16F,
2620 CONVERT_R32G32F,
2621 CONVERT_D15S1,
2622 CONVERT_D24X4S4,
2623 CONVERT_D24FS8,
2624} CONVERT_TYPES;
2625
2626HRESULT d3dfmt_get_conv(IWineD3DSurfaceImpl *This, BOOL need_alpha_ck, BOOL use_texturing,
2627 struct wined3d_format_desc *desc, CONVERT_TYPES *convert) DECLSPEC_HIDDEN;
2628void d3dfmt_p8_init_palette(IWineD3DSurfaceImpl *This, BYTE table[256][4], BOOL colorkey) DECLSPEC_HIDDEN;
2629
2630BOOL palette9_changed(IWineD3DSurfaceImpl *This) DECLSPEC_HIDDEN;
2631
2632/*****************************************************************************
2633 * IWineD3DVertexDeclaration implementation structure
2634 */
2635
2636struct wined3d_vertex_declaration_element
2637{
2638 const struct wined3d_format_desc *format_desc;
2639 BOOL ffp_valid;
2640 WORD input_slot;
2641 WORD offset;
2642 UINT output_slot;
2643 BYTE method;
2644 BYTE usage;
2645 BYTE usage_idx;
2646};
2647
2648typedef struct IWineD3DVertexDeclarationImpl {
2649 /* IUnknown Information */
2650 const IWineD3DVertexDeclarationVtbl *lpVtbl;
2651 LONG ref;
2652
2653 IUnknown *parent;
2654 const struct wined3d_parent_ops *parent_ops;
2655 IWineD3DDeviceImpl *device;
2656
2657 struct wined3d_vertex_declaration_element *elements;
2658 UINT element_count;
2659
2660 DWORD streams[MAX_STREAMS];
2661 UINT num_streams;
2662 BOOL position_transformed;
2663 BOOL half_float_conv_needed;
2664} IWineD3DVertexDeclarationImpl;
2665
2666HRESULT vertexdeclaration_init(IWineD3DVertexDeclarationImpl *declaration, IWineD3DDeviceImpl *device,
2667 const WINED3DVERTEXELEMENT *elements, UINT element_count,
2668 IUnknown *parent, const struct wined3d_parent_ops *parent_ops) DECLSPEC_HIDDEN;
2669
2670/*****************************************************************************
2671 * IWineD3DStateBlock implementation structure
2672 */
2673
2674/* Internal state Block for Begin/End/Capture/Create/Apply info */
2675/* Note: Very long winded but gl Lists are not flexible enough */
2676/* to resolve everything we need, so doing it manually for now */
2677typedef struct SAVEDSTATES {
2678 DWORD transform[(HIGHEST_TRANSFORMSTATE >> 5) + 1];
2679 WORD streamSource; /* MAX_STREAMS, 16 */
2680 WORD streamFreq; /* MAX_STREAMS, 16 */
2681 DWORD renderState[(WINEHIGHEST_RENDER_STATE >> 5) + 1];
2682 DWORD textureState[MAX_TEXTURES]; /* WINED3D_HIGHEST_TEXTURE_STATE + 1, 18 */
2683 WORD samplerState[MAX_COMBINED_SAMPLERS]; /* WINED3D_HIGHEST_SAMPLER_STATE + 1, 14 */
2684 DWORD clipplane; /* WINED3DMAXUSERCLIPPLANES, 32 */
2685 WORD pixelShaderConstantsB; /* MAX_CONST_B, 16 */
2686 WORD pixelShaderConstantsI; /* MAX_CONST_I, 16 */
2687 BOOL *pixelShaderConstantsF;
2688 WORD vertexShaderConstantsB; /* MAX_CONST_B, 16 */
2689 WORD vertexShaderConstantsI; /* MAX_CONST_I, 16 */
2690 BOOL *vertexShaderConstantsF;
2691 DWORD textures : 20; /* MAX_COMBINED_SAMPLERS, 20 */
2692 DWORD primitive_type : 1;
2693 DWORD indices : 1;
2694 DWORD material : 1;
2695 DWORD viewport : 1;
2696 DWORD vertexDecl : 1;
2697 DWORD pixelShader : 1;
2698 DWORD vertexShader : 1;
2699 DWORD scissorRect : 1;
2700 DWORD padding : 4;
2701} SAVEDSTATES;
2702
2703struct StageState {
2704 DWORD stage;
2705 DWORD state;
2706};
2707
2708struct IWineD3DStateBlockImpl
2709{
2710 /* IUnknown fields */
2711 const IWineD3DStateBlockVtbl *lpVtbl;
2712 LONG ref; /* Note: Ref counting not required */
2713
2714 /* IWineD3DStateBlock information */
2715 IWineD3DDeviceImpl *device;
2716 WINED3DSTATEBLOCKTYPE blockType;
2717
2718 /* Array indicating whether things have been set or changed */
2719 SAVEDSTATES changed;
2720
2721 /* Vertex Shader Declaration */
2722 IWineD3DVertexDeclaration *vertexDecl;
2723
2724 IWineD3DVertexShader *vertexShader;
2725
2726 /* Vertex Shader Constants */
2727 BOOL vertexShaderConstantB[MAX_CONST_B];
2728 INT vertexShaderConstantI[MAX_CONST_I * 4];
2729 float *vertexShaderConstantF;
2730
2731 /* primitive type */
2732 GLenum gl_primitive_type;
2733
2734 /* Stream Source */
2735 BOOL streamIsUP;
2736 UINT streamStride[MAX_STREAMS];
2737 UINT streamOffset[MAX_STREAMS + 1 /* tesselated pseudo-stream */ ];
2738 IWineD3DBuffer *streamSource[MAX_STREAMS];
2739 UINT streamFreq[MAX_STREAMS + 1];
2740 UINT streamFlags[MAX_STREAMS + 1]; /*0 | WINED3DSTREAMSOURCE_INSTANCEDATA | WINED3DSTREAMSOURCE_INDEXEDDATA */
2741
2742 /* Indices */
2743 IWineD3DBuffer* pIndexData;
2744 WINED3DFORMAT IndexFmt;
2745 INT baseVertexIndex;
2746 INT loadBaseVertexIndex; /* non-indexed drawing needs 0 here, indexed baseVertexIndex */
2747
2748 /* Transform */
2749 WINED3DMATRIX transforms[HIGHEST_TRANSFORMSTATE + 1];
2750
2751 /* Light hashmap . Collisions are handled using standard wine double linked lists */
2752#define LIGHTMAP_SIZE 43 /* Use of a prime number recommended. Set to 1 for a linked list! */
2753#define LIGHTMAP_HASHFUNC(x) ((x) % LIGHTMAP_SIZE) /* Primitive and simple function */
2754 struct list lightMap[LIGHTMAP_SIZE]; /* Hash map containing the lights */
2755 const struct wined3d_light_info *activeLights[MAX_ACTIVE_LIGHTS]; /* Map of opengl lights to d3d lights */
2756
2757 /* Clipping */
2758 double clipplane[MAX_CLIPPLANES][4];
2759 WINED3DCLIPSTATUS clip_status;
2760
2761 /* ViewPort */
2762 WINED3DVIEWPORT viewport;
2763
2764 /* Material */
2765 WINED3DMATERIAL material;
2766
2767 /* Pixel Shader */
2768 IWineD3DPixelShader *pixelShader;
2769
2770 /* Pixel Shader Constants */
2771 BOOL pixelShaderConstantB[MAX_CONST_B];
2772 INT pixelShaderConstantI[MAX_CONST_I * 4];
2773 float *pixelShaderConstantF;
2774
2775 /* RenderState */
2776 DWORD renderState[WINEHIGHEST_RENDER_STATE + 1];
2777
2778 /* Texture */
2779 IWineD3DBaseTexture *textures[MAX_COMBINED_SAMPLERS];
2780
2781 /* Texture State Stage */
2782 DWORD textureState[MAX_TEXTURES][WINED3D_HIGHEST_TEXTURE_STATE + 1];
2783 DWORD lowest_disabled_stage;
2784 /* Sampler States */
2785 DWORD samplerState[MAX_COMBINED_SAMPLERS][WINED3D_HIGHEST_SAMPLER_STATE + 1];
2786
2787 /* Scissor test rectangle */
2788 RECT scissorRect;
2789
2790 /* Contained state management */
2791 DWORD contained_render_states[WINEHIGHEST_RENDER_STATE + 1];
2792 unsigned int num_contained_render_states;
2793 DWORD contained_transform_states[HIGHEST_TRANSFORMSTATE + 1];
2794 unsigned int num_contained_transform_states;
2795 DWORD contained_vs_consts_i[MAX_CONST_I];
2796 unsigned int num_contained_vs_consts_i;
2797 DWORD contained_vs_consts_b[MAX_CONST_B];
2798 unsigned int num_contained_vs_consts_b;
2799 DWORD *contained_vs_consts_f;
2800 unsigned int num_contained_vs_consts_f;
2801 DWORD contained_ps_consts_i[MAX_CONST_I];
2802 unsigned int num_contained_ps_consts_i;
2803 DWORD contained_ps_consts_b[MAX_CONST_B];
2804 unsigned int num_contained_ps_consts_b;
2805 DWORD *contained_ps_consts_f;
2806 unsigned int num_contained_ps_consts_f;
2807 struct StageState contained_tss_states[MAX_TEXTURES * (WINED3D_HIGHEST_TEXTURE_STATE + 1)];
2808 unsigned int num_contained_tss_states;
2809 struct StageState contained_sampler_states[MAX_COMBINED_SAMPLERS * WINED3D_HIGHEST_SAMPLER_STATE];
2810 unsigned int num_contained_sampler_states;
2811};
2812
2813HRESULT stateblock_init(IWineD3DStateBlockImpl *stateblock,
2814 IWineD3DDeviceImpl *device, WINED3DSTATEBLOCKTYPE type) DECLSPEC_HIDDEN;
2815void stateblock_init_contained_states(IWineD3DStateBlockImpl *object) DECLSPEC_HIDDEN;
2816
2817static inline void stateblock_apply_state(DWORD state, IWineD3DStateBlockImpl *stateblock,
2818 struct wined3d_context *context)
2819{
2820 const struct StateEntry *statetable = stateblock->device->StateTable;
2821 DWORD rep = statetable[state].representative;
2822 statetable[rep].apply(rep, stateblock, context);
2823}
2824
2825/* Direct3D terminology with little modifications. We do not have an issued state
2826 * because only the driver knows about it, but we have a created state because d3d
2827 * allows GetData on a created issue, but opengl doesn't
2828 */
2829enum query_state {
2830 QUERY_CREATED,
2831 QUERY_SIGNALLED,
2832 QUERY_BUILDING
2833};
2834/*****************************************************************************
2835 * IWineD3DQueryImpl implementation structure (extends IUnknown)
2836 */
2837typedef struct IWineD3DQueryImpl
2838{
2839 const IWineD3DQueryVtbl *lpVtbl;
2840 LONG ref; /* Note: Ref counting not required */
2841
2842 IUnknown *parent;
2843 IWineD3DDeviceImpl *device;
2844
2845 /* IWineD3DQuery fields */
2846 enum query_state state;
2847 WINED3DQUERYTYPE type;
2848 /* TODO: Think about using a IUnknown instead of a void* */
2849 void *extendedData;
2850} IWineD3DQueryImpl;
2851
2852HRESULT query_init(IWineD3DQueryImpl *query, IWineD3DDeviceImpl *device,
2853 WINED3DQUERYTYPE type, IUnknown *parent) DECLSPEC_HIDDEN;
2854
2855/* IWineD3DBuffer */
2856
2857/* TODO: Add tests and support for FLOAT16_4 POSITIONT, D3DCOLOR position, other
2858 * fixed function semantics as D3DCOLOR or FLOAT16 */
2859enum wined3d_buffer_conversion_type
2860{
2861 CONV_NONE,
2862 CONV_D3DCOLOR,
2863 CONV_POSITIONT,
2864 CONV_FLOAT16_2, /* Also handles FLOAT16_4 */
2865};
2866
2867struct wined3d_map_range
2868{
2869 UINT offset;
2870 UINT size;
2871};
2872
2873#define WINED3D_BUFFER_OPTIMIZED 0x01 /* Optimize has been called for the buffer */
2874#define WINED3D_BUFFER_HASDESC 0x02 /* A vertex description has been found */
2875#define WINED3D_BUFFER_CREATEBO 0x04 /* Attempt to create a buffer object next PreLoad */
2876#define WINED3D_BUFFER_DOUBLEBUFFER 0x08 /* Use a vbo and local allocated memory */
2877#define WINED3D_BUFFER_FLUSH 0x10 /* Manual unmap flushing */
2878#define WINED3D_BUFFER_DISCARD 0x20 /* A DISCARD lock has occurred since the last PreLoad */
2879#define WINED3D_BUFFER_NOSYNC 0x40 /* All locks since the last PreLoad had NOOVERWRITE set */
2880#define WINED3D_BUFFER_APPLESYNC 0x80 /* Using sync as in GL_APPLE_flush_buffer_range */
2881
2882struct wined3d_buffer
2883{
2884 const struct IWineD3DBufferVtbl *vtbl;
2885 IWineD3DResourceClass resource;
2886
2887 struct wined3d_buffer_desc desc;
2888
2889 GLuint buffer_object;
2890 GLenum buffer_object_usage;
2891 GLenum buffer_type_hint;
2892 UINT buffer_object_size;
2893 LONG bind_count;
2894 DWORD flags;
2895
2896 LONG lock_count;
2897 struct wined3d_map_range *maps;
2898 ULONG maps_size, modified_areas;
2899 struct wined3d_event_query *query;
2900
2901 /* conversion stuff */
2902 UINT decl_change_count, full_conversion_count;
2903 UINT draw_count;
2904 UINT stride; /* 0 if no conversion */
2905 UINT conversion_stride; /* 0 if no shifted conversion */
2906 enum wined3d_buffer_conversion_type *conversion_map; /* NULL if no conversion */
2907 /* Extra load offsets, for FLOAT16 conversion */
2908 UINT *conversion_shift; /* NULL if no shifted conversion */
2909};
2910
2911const BYTE *buffer_get_memory(IWineD3DBuffer *iface, GLuint *buffer_object) DECLSPEC_HIDDEN;
2912BYTE *buffer_get_sysmem(struct wined3d_buffer *This) DECLSPEC_HIDDEN;
2913HRESULT buffer_init(struct wined3d_buffer *buffer, IWineD3DDeviceImpl *device,
2914 UINT size, DWORD usage, WINED3DFORMAT format, WINED3DPOOL pool, GLenum bind_hint,
2915 const char *data, IUnknown *parent, const struct wined3d_parent_ops *parent_ops) DECLSPEC_HIDDEN;
2916
2917/* IWineD3DRendertargetView */
2918struct wined3d_rendertarget_view
2919{
2920 const struct IWineD3DRendertargetViewVtbl *vtbl;
2921 LONG refcount;
2922
2923 IWineD3DResource *resource;
2924 IUnknown *parent;
2925};
2926
2927void wined3d_rendertarget_view_init(struct wined3d_rendertarget_view *view,
2928 IWineD3DResource *resource, IUnknown *parent) DECLSPEC_HIDDEN;
2929
2930/*****************************************************************************
2931 * IWineD3DSwapChainImpl implementation structure (extends IUnknown)
2932 */
2933
2934struct IWineD3DSwapChainImpl
2935{
2936 /*IUnknown part*/
2937 const IWineD3DSwapChainVtbl *lpVtbl;
2938 LONG ref; /* Note: Ref counting not required */
2939
2940 IUnknown *parent;
2941 IWineD3DDeviceImpl *device;
2942
2943 /* IWineD3DSwapChain fields */
2944 IWineD3DSurface **backBuffer;
2945 IWineD3DSurface *frontBuffer;
2946 WINED3DPRESENT_PARAMETERS presentParms;
2947 DWORD orig_width, orig_height;
2948 WINED3DFORMAT orig_fmt;
2949 WINED3DGAMMARAMP orig_gamma;
2950 BOOL render_to_fbo;
2951 const struct wined3d_format_desc *ds_format;
2952
2953 long prev_time, frames; /* Performance tracking */
2954 unsigned int vSyncCounter;
2955
2956#ifndef VBOX_WITH_WDDM
2957 struct wined3d_context **context;
2958 unsigned int num_contexts;
2959 HWND win_handle;
2960 HWND device_window;
2961 HDC hDC;
2962#else
2963 HWND win_handle;
2964 HDC hDC;
2965 IWineD3DSurface *presentRt;
2966#endif
2967};
2968
2969extern const IWineD3DSwapChainVtbl IWineGDISwapChain_Vtbl DECLSPEC_HIDDEN;
2970void x11_copy_to_screen(IWineD3DSwapChainImpl *This, const RECT *rc) DECLSPEC_HIDDEN;
2971
2972HRESULT WINAPI IWineD3DBaseSwapChainImpl_QueryInterface(IWineD3DSwapChain *iface,
2973 REFIID riid, LPVOID *ppobj) DECLSPEC_HIDDEN;
2974ULONG WINAPI IWineD3DBaseSwapChainImpl_AddRef(IWineD3DSwapChain *iface) DECLSPEC_HIDDEN;
2975ULONG WINAPI IWineD3DBaseSwapChainImpl_Release(IWineD3DSwapChain *iface) DECLSPEC_HIDDEN;
2976HRESULT WINAPI IWineD3DBaseSwapChainImpl_GetParent(IWineD3DSwapChain *iface, IUnknown **ppParent) DECLSPEC_HIDDEN;
2977HRESULT WINAPI IWineD3DBaseSwapChainImpl_GetFrontBufferData(IWineD3DSwapChain *iface,
2978 IWineD3DSurface *pDestSurface) DECLSPEC_HIDDEN;
2979HRESULT WINAPI IWineD3DBaseSwapChainImpl_GetBackBuffer(IWineD3DSwapChain *iface, UINT iBackBuffer,
2980 WINED3DBACKBUFFER_TYPE Type, IWineD3DSurface **ppBackBuffer) DECLSPEC_HIDDEN;
2981HRESULT WINAPI IWineD3DBaseSwapChainImpl_GetRasterStatus(IWineD3DSwapChain *iface,
2982 WINED3DRASTER_STATUS *pRasterStatus) DECLSPEC_HIDDEN;
2983HRESULT WINAPI IWineD3DBaseSwapChainImpl_GetDisplayMode(IWineD3DSwapChain *iface,
2984 WINED3DDISPLAYMODE *pMode) DECLSPEC_HIDDEN;
2985HRESULT WINAPI IWineD3DBaseSwapChainImpl_GetDevice(IWineD3DSwapChain *iface,
2986 IWineD3DDevice **ppDevice) DECLSPEC_HIDDEN;
2987HRESULT WINAPI IWineD3DBaseSwapChainImpl_GetPresentParameters(IWineD3DSwapChain *iface,
2988 WINED3DPRESENT_PARAMETERS *pPresentationParameters) DECLSPEC_HIDDEN;
2989HRESULT WINAPI IWineD3DBaseSwapChainImpl_SetGammaRamp(IWineD3DSwapChain *iface,
2990 DWORD Flags, const WINED3DGAMMARAMP *pRamp) DECLSPEC_HIDDEN;
2991HRESULT WINAPI IWineD3DBaseSwapChainImpl_GetGammaRamp(IWineD3DSwapChain *iface,
2992 WINED3DGAMMARAMP *pRamp) DECLSPEC_HIDDEN;
2993
2994struct wined3d_context *swapchain_create_context_for_thread(IWineD3DSwapChain *iface) DECLSPEC_HIDDEN;
2995HRESULT swapchain_init(IWineD3DSwapChainImpl *swapchain, WINED3DSURFTYPE surface_type,
2996 IWineD3DDeviceImpl *device, WINED3DPRESENT_PARAMETERS *present_parameters, IUnknown *parent) DECLSPEC_HIDDEN;
2997void swapchain_restore_fullscreen_window(IWineD3DSwapChainImpl *swapchain) DECLSPEC_HIDDEN;
2998void swapchain_setup_fullscreen_window(IWineD3DSwapChainImpl *swapchain, UINT w, UINT h) DECLSPEC_HIDDEN;
2999
3000#define DEFAULT_REFRESH_RATE 0
3001
3002/*****************************************************************************
3003 * Utility function prototypes
3004 */
3005
3006/* Trace routines */
3007const char *debug_d3dformat(WINED3DFORMAT fmt) DECLSPEC_HIDDEN;
3008const char *debug_d3ddevicetype(WINED3DDEVTYPE devtype) DECLSPEC_HIDDEN;
3009const char *debug_d3dresourcetype(WINED3DRESOURCETYPE res) DECLSPEC_HIDDEN;
3010const char *debug_d3dusage(DWORD usage) DECLSPEC_HIDDEN;
3011const char *debug_d3dusagequery(DWORD usagequery) DECLSPEC_HIDDEN;
3012const char *debug_d3ddeclmethod(WINED3DDECLMETHOD method) DECLSPEC_HIDDEN;
3013const char *debug_d3ddeclusage(BYTE usage) DECLSPEC_HIDDEN;
3014const char *debug_d3dprimitivetype(WINED3DPRIMITIVETYPE PrimitiveType) DECLSPEC_HIDDEN;
3015const char *debug_d3drenderstate(DWORD state) DECLSPEC_HIDDEN;
3016const char *debug_d3dsamplerstate(DWORD state) DECLSPEC_HIDDEN;
3017const char *debug_d3dstate(DWORD state) DECLSPEC_HIDDEN;
3018const char *debug_d3dtexturefiltertype(WINED3DTEXTUREFILTERTYPE filter_type) DECLSPEC_HIDDEN;
3019const char *debug_d3dtexturestate(DWORD state) DECLSPEC_HIDDEN;
3020const char *debug_d3dtstype(WINED3DTRANSFORMSTATETYPE tstype) DECLSPEC_HIDDEN;
3021const char *debug_d3dpool(WINED3DPOOL pool) DECLSPEC_HIDDEN;
3022const char *debug_fbostatus(GLenum status) DECLSPEC_HIDDEN;
3023const char *debug_glerror(GLenum error) DECLSPEC_HIDDEN;
3024const char *debug_d3dbasis(WINED3DBASISTYPE basis) DECLSPEC_HIDDEN;
3025const char *debug_d3ddegree(WINED3DDEGREETYPE order) DECLSPEC_HIDDEN;
3026const char *debug_d3dtop(WINED3DTEXTUREOP d3dtop) DECLSPEC_HIDDEN;
3027void dump_color_fixup_desc(struct color_fixup_desc fixup) DECLSPEC_HIDDEN;
3028const char *debug_surflocation(DWORD flag) DECLSPEC_HIDDEN;
3029
3030/* Color conversion routines */
3031DWORD color_convert_argb_to_fmt(DWORD color, WINED3DFORMAT destfmt) DECLSPEC_HIDDEN;
3032
3033/* Routines for GL <-> D3D values */
3034GLenum StencilOp(DWORD op) DECLSPEC_HIDDEN;
3035GLenum CompareFunc(DWORD func) DECLSPEC_HIDDEN;
3036BOOL is_invalid_op(IWineD3DDeviceImpl *This, int stage, WINED3DTEXTUREOP op,
3037 DWORD arg1, DWORD arg2, DWORD arg3) DECLSPEC_HIDDEN;
3038void set_tex_op_nvrc(IWineD3DDevice *iface, BOOL is_alpha, int stage, WINED3DTEXTUREOP op,
3039 DWORD arg1, DWORD arg2, DWORD arg3, INT texture_idx, DWORD dst) DECLSPEC_HIDDEN;
3040void set_texture_matrix(const float *smat, DWORD flags, BOOL calculatedCoords,
3041 BOOL transformed, WINED3DFORMAT coordtype, BOOL ffp_can_disable_proj) DECLSPEC_HIDDEN;
3042void texture_activate_dimensions(DWORD stage, IWineD3DStateBlockImpl *stateblock,
3043 struct wined3d_context *context) DECLSPEC_HIDDEN;
3044void sampler_texdim(DWORD state, IWineD3DStateBlockImpl *stateblock,
3045 struct wined3d_context *context) DECLSPEC_HIDDEN;
3046void tex_alphaop(DWORD state, IWineD3DStateBlockImpl *stateblock,
3047 struct wined3d_context *context) DECLSPEC_HIDDEN;
3048void apply_pixelshader(DWORD state, IWineD3DStateBlockImpl *stateblock,
3049 struct wined3d_context *context) DECLSPEC_HIDDEN;
3050void state_fogcolor(DWORD state, IWineD3DStateBlockImpl *stateblock,
3051 struct wined3d_context *context) DECLSPEC_HIDDEN;
3052void state_fogdensity(DWORD state, IWineD3DStateBlockImpl *stateblock,
3053 struct wined3d_context *context) DECLSPEC_HIDDEN;
3054void state_fogstartend(DWORD state, IWineD3DStateBlockImpl *stateblock,
3055 struct wined3d_context *context) DECLSPEC_HIDDEN;
3056void state_fog_fragpart(DWORD state, IWineD3DStateBlockImpl *stateblock,
3057 struct wined3d_context *context) DECLSPEC_HIDDEN;
3058
3059void surface_add_dirty_rect(IWineD3DSurface *iface, const RECT *dirty_rect) DECLSPEC_HIDDEN;
3060GLenum surface_get_gl_buffer(IWineD3DSurface *iface) DECLSPEC_HIDDEN;
3061void surface_load_ds_location(IWineD3DSurface *iface, struct wined3d_context *context, DWORD location) DECLSPEC_HIDDEN;
3062void surface_modify_ds_location(IWineD3DSurface *iface, DWORD location) DECLSPEC_HIDDEN;
3063void surface_set_compatible_renderbuffer(IWineD3DSurface *iface,
3064 unsigned int width, unsigned int height) DECLSPEC_HIDDEN;
3065void surface_set_texture_name(IWineD3DSurface *iface, GLuint name, BOOL srgb_name) DECLSPEC_HIDDEN;
3066void surface_set_texture_target(IWineD3DSurface *iface, GLenum target) DECLSPEC_HIDDEN;
3067
3068BOOL getColorBits(const struct wined3d_format_desc *format_desc,
3069 short *redSize, short *greenSize, short *blueSize, short *alphaSize, short *totalSize) DECLSPEC_HIDDEN;
3070BOOL getDepthStencilBits(const struct wined3d_format_desc *format_desc,
3071 short *depthSize, short *stencilSize) DECLSPEC_HIDDEN;
3072
3073/* Math utils */
3074void multiply_matrix(WINED3DMATRIX *dest, const WINED3DMATRIX *src1, const WINED3DMATRIX *src2) DECLSPEC_HIDDEN;
3075UINT wined3d_log2i(UINT32 x) DECLSPEC_HIDDEN;
3076unsigned int count_bits(unsigned int mask) DECLSPEC_HIDDEN;
3077
3078void select_shader_mode(const struct wined3d_gl_info *gl_info, int *ps_selected, int *vs_selected) DECLSPEC_HIDDEN;
3079
3080typedef struct local_constant {
3081 struct list entry;
3082 unsigned int idx;
3083 DWORD value[4];
3084} local_constant;
3085
3086typedef struct SHADER_LIMITS {
3087 unsigned int temporary;
3088 unsigned int texcoord;
3089 unsigned int sampler;
3090 unsigned int constant_int;
3091 unsigned int constant_float;
3092 unsigned int constant_bool;
3093 unsigned int address;
3094 unsigned int packed_output;
3095 unsigned int packed_input;
3096 unsigned int attributes;
3097 unsigned int label;
3098} SHADER_LIMITS;
3099
3100/* Keeps track of details for TEX_M#x# shader opcodes which need to
3101 * maintain state information between multiple codes */
3102typedef struct SHADER_PARSE_STATE {
3103 unsigned int current_row;
3104 DWORD texcoord_w[2];
3105} SHADER_PARSE_STATE;
3106
3107#ifdef __GNUC__
3108#define PRINTF_ATTR(fmt,args) __attribute__((format (printf,fmt,args)))
3109#else
3110#define PRINTF_ATTR(fmt,args)
3111#endif
3112
3113/* Base Shader utility functions. */
3114int shader_addline(struct wined3d_shader_buffer *buffer, const char *fmt, ...) PRINTF_ATTR(2,3) DECLSPEC_HIDDEN;
3115int shader_vaddline(struct wined3d_shader_buffer *buffer, const char *fmt, va_list args) DECLSPEC_HIDDEN;
3116
3117/* Vertex shader utility functions */
3118extern BOOL vshader_get_input(IWineD3DVertexShader *iface,
3119 BYTE usage_req, BYTE usage_idx_req, unsigned int *regnum) DECLSPEC_HIDDEN;
3120
3121/*****************************************************************************
3122 * IDirect3DBaseShader implementation structure
3123 */
3124typedef struct IWineD3DBaseShaderClass
3125{
3126 LONG ref;
3127 SHADER_LIMITS limits;
3128 SHADER_PARSE_STATE parse_state;
3129 DWORD *function;
3130 UINT functionLength;
3131 UINT cur_loop_depth, cur_loop_regno;
3132 BOOL load_local_constsF;
3133 const struct wined3d_shader_frontend *frontend;
3134 void *frontend_data;
3135 void *backend_data;
3136
3137 IUnknown *parent;
3138 const struct wined3d_parent_ops *parent_ops;
3139
3140 /* Programs this shader is linked with */
3141 struct list linked_programs;
3142
3143 /* Immediate constants (override global ones) */
3144 struct list constantsB;
3145 struct list constantsF;
3146 struct list constantsI;
3147 shader_reg_maps reg_maps;
3148
3149 struct wined3d_shader_signature_element input_signature[max(MAX_ATTRIBS, MAX_REG_INPUT)];
3150 struct wined3d_shader_signature_element output_signature[MAX_REG_OUTPUT];
3151
3152 /* Pointer to the parent device */
3153 IWineD3DDevice *device;
3154 struct list shader_list_entry;
3155
3156#ifdef VBOX_WINE_WITH_SHADER_CACHE
3157 VBOXEXT_HASHCACHE_ENTRY CacheEntry;
3158 uint32_t u32CacheDataInited;
3159 uint32_t u32Hash;
3160#endif
3161} IWineD3DBaseShaderClass;
3162
3163typedef struct IWineD3DBaseShaderImpl {
3164 /* IUnknown */
3165 const IWineD3DBaseShaderVtbl *lpVtbl;
3166
3167 /* IWineD3DBaseShader */
3168 IWineD3DBaseShaderClass baseShader;
3169} IWineD3DBaseShaderImpl;
3170
3171void shader_buffer_clear(struct wined3d_shader_buffer *buffer) DECLSPEC_HIDDEN;
3172BOOL shader_buffer_init(struct wined3d_shader_buffer *buffer) DECLSPEC_HIDDEN;
3173void shader_buffer_free(struct wined3d_shader_buffer *buffer) DECLSPEC_HIDDEN;
3174void shader_dump_src_param(const struct wined3d_shader_src_param *param,
3175 const struct wined3d_shader_version *shader_version) DECLSPEC_HIDDEN;
3176void shader_dump_dst_param(const struct wined3d_shader_dst_param *param,
3177 const struct wined3d_shader_version *shader_version) DECLSPEC_HIDDEN;
3178unsigned int shader_find_free_input_register(const struct shader_reg_maps *reg_maps, unsigned int max) DECLSPEC_HIDDEN;
3179void shader_generate_main(IWineD3DBaseShader *iface, struct wined3d_shader_buffer *buffer,
3180 const shader_reg_maps *reg_maps, const DWORD *pFunction, void *backend_ctx) DECLSPEC_HIDDEN;
3181BOOL shader_match_semantic(const char *semantic_name, WINED3DDECLUSAGE usage) DECLSPEC_HIDDEN;
3182
3183static inline BOOL shader_is_pshader_version(enum wined3d_shader_type type)
3184{
3185 return type == WINED3D_SHADER_TYPE_PIXEL;
3186}
3187
3188static inline BOOL shader_is_vshader_version(enum wined3d_shader_type type)
3189{
3190 return type == WINED3D_SHADER_TYPE_VERTEX;
3191}
3192
3193static inline BOOL shader_is_scalar(const struct wined3d_shader_register *reg)
3194{
3195 switch (reg->type)
3196 {
3197 case WINED3DSPR_RASTOUT:
3198 /* oFog & oPts */
3199 if (reg->idx != 0) return TRUE;
3200 /* oPos */
3201 return FALSE;
3202
3203 case WINED3DSPR_DEPTHOUT: /* oDepth */
3204 case WINED3DSPR_CONSTBOOL: /* b# */
3205 case WINED3DSPR_LOOP: /* aL */
3206#ifndef VBOX_WITH_VMSVGA
3207 case WINED3DSPR_PREDICATE: /* p0 */
3208 return TRUE;
3209#else
3210 return TRUE;
3211 case WINED3DSPR_PREDICATE: /* p0 */
3212 return FALSE;
3213#endif
3214
3215 case WINED3DSPR_MISCTYPE:
3216 switch(reg->idx)
3217 {
3218 case 0: /* vPos */
3219 return FALSE;
3220 case 1: /* vFace */
3221 return TRUE;
3222 default:
3223 return FALSE;
3224 }
3225
3226 case WINED3DSPR_IMMCONST:
3227 switch(reg->immconst_type)
3228 {
3229 case WINED3D_IMMCONST_FLOAT:
3230 return TRUE;
3231 default:
3232 return FALSE;
3233 }
3234
3235 default:
3236 return FALSE;
3237 }
3238}
3239
3240static inline BOOL shader_constant_is_local(IWineD3DBaseShaderImpl* This, DWORD reg) {
3241 local_constant* lconst;
3242
3243 if(This->baseShader.load_local_constsF) return FALSE;
3244 LIST_FOR_EACH_ENTRY(lconst, &This->baseShader.constantsF, local_constant, entry) {
3245 if(lconst->idx == reg) return TRUE;
3246 }
3247 return FALSE;
3248
3249}
3250
3251/*****************************************************************************
3252 * IDirect3DVertexShader implementation structures
3253 */
3254typedef struct IWineD3DVertexShaderImpl {
3255 /* IUnknown parts */
3256 const IWineD3DVertexShaderVtbl *lpVtbl;
3257
3258 /* IWineD3DBaseShader */
3259 IWineD3DBaseShaderClass baseShader;
3260
3261 /* Vertex shader attributes. */
3262 struct wined3d_shader_attribute attributes[MAX_ATTRIBS];
3263
3264 UINT min_rel_offset, max_rel_offset;
3265 UINT rel_offset;
3266} IWineD3DVertexShaderImpl;
3267
3268void find_vs_compile_args(IWineD3DVertexShaderImpl *shader, IWineD3DStateBlockImpl *stateblock,
3269 struct vs_compile_args *args) DECLSPEC_HIDDEN;
3270HRESULT vertexshader_init(IWineD3DVertexShaderImpl *shader, IWineD3DDeviceImpl *device,
3271 const DWORD *byte_code, const struct wined3d_shader_signature *output_signature,
3272 IUnknown *parent, const struct wined3d_parent_ops *parent_ops) DECLSPEC_HIDDEN;
3273
3274struct wined3d_geometryshader
3275{
3276 const struct IWineD3DGeometryShaderVtbl *vtbl;
3277 IWineD3DBaseShaderClass base_shader;
3278};
3279
3280HRESULT geometryshader_init(struct wined3d_geometryshader *shader, IWineD3DDeviceImpl *device,
3281 const DWORD *byte_code, const struct wined3d_shader_signature *output_signature,
3282 IUnknown *parent, const struct wined3d_parent_ops *parent_ops) DECLSPEC_HIDDEN;
3283
3284/*****************************************************************************
3285 * IDirect3DPixelShader implementation structure
3286 */
3287
3288/* Using additional shader constants (uniforms in GLSL / program environment
3289 * or local parameters in ARB) is costly:
3290 * ARB only knows float4 parameters and GLSL compiler are not really smart
3291 * when it comes to efficiently pack float2 uniforms, so no space is wasted
3292 * (in fact most compilers map a float2 to a full float4 uniform).
3293 *
3294 * For NP2 texcoord fixup we only need 2 floats (width and height) for each
3295 * 2D texture used in the shader. We therefore pack fixup info for 2 textures
3296 * into a single shader constant (uniform / program parameter).
3297 *
3298 * This structure is shared between the GLSL and the ARB backend.*/
3299struct ps_np2fixup_info {
3300 unsigned char idx[MAX_FRAGMENT_SAMPLERS]; /* indices to the real constant */
3301 WORD active; /* bitfield indicating if we can apply the fixup */
3302 WORD num_consts;
3303};
3304
3305typedef struct IWineD3DPixelShaderImpl {
3306 /* IUnknown parts */
3307 const IWineD3DPixelShaderVtbl *lpVtbl;
3308
3309 /* IWineD3DBaseShader */
3310 IWineD3DBaseShaderClass baseShader;
3311
3312 /* Pixel shader input semantics */
3313 DWORD input_reg_map[MAX_REG_INPUT];
3314 BOOL input_reg_used[MAX_REG_INPUT];
3315 unsigned int declared_in_count;
3316
3317 /* Some information about the shader behavior */
3318 char vpos_uniform;
3319
3320 BOOL color0_mov;
3321 DWORD color0_reg;
3322
3323} IWineD3DPixelShaderImpl;
3324
3325HRESULT pixelshader_init(IWineD3DPixelShaderImpl *shader, IWineD3DDeviceImpl *device,
3326 const DWORD *byte_code, const struct wined3d_shader_signature *output_signature,
3327 IUnknown *parent, const struct wined3d_parent_ops *parent_ops) DECLSPEC_HIDDEN;
3328void pixelshader_update_samplers(struct shader_reg_maps *reg_maps,
3329 IWineD3DBaseTexture * const *textures) DECLSPEC_HIDDEN;
3330void find_ps_compile_args(IWineD3DPixelShaderImpl *shader, IWineD3DStateBlockImpl *stateblock,
3331 struct ps_compile_args *args) DECLSPEC_HIDDEN;
3332
3333#ifdef VBOX_WINE_WITH_SHADER_CACHE
3334IWineD3DVertexShaderImpl * vertexshader_check_cached(IWineD3DDeviceImpl *device, IWineD3DVertexShaderImpl *object) DECLSPEC_HIDDEN;
3335IWineD3DPixelShaderImpl * pixelshader_check_cached(IWineD3DDeviceImpl *device, IWineD3DPixelShaderImpl *object) DECLSPEC_HIDDEN;
3336void shader_chaches_init(IWineD3DDeviceImpl *device) DECLSPEC_HIDDEN;
3337void shader_chaches_term(IWineD3DDeviceImpl *device) DECLSPEC_HIDDEN;
3338#endif
3339
3340/* sRGB correction constants */
3341static const float srgb_cmp = 0.0031308f;
3342static const float srgb_mul_low = 12.92f;
3343static const float srgb_pow = 0.41666f;
3344static const float srgb_mul_high = 1.055f;
3345static const float srgb_sub_high = 0.055f;
3346
3347/*****************************************************************************
3348 * IWineD3DPalette implementation structure
3349 */
3350struct IWineD3DPaletteImpl {
3351 /* IUnknown parts */
3352 const IWineD3DPaletteVtbl *lpVtbl;
3353 LONG ref;
3354
3355 IUnknown *parent;
3356 IWineD3DDeviceImpl *device;
3357
3358 /* IWineD3DPalette */
3359 HPALETTE hpal;
3360 WORD palVersion; /*| */
3361 WORD palNumEntries; /*| LOGPALETTE */
3362 PALETTEENTRY palents[256]; /*| */
3363 /* This is to store the palette in 'screen format' */
3364 int screen_palents[256];
3365 DWORD Flags;
3366};
3367
3368HRESULT wined3d_palette_init(IWineD3DPaletteImpl *palette, IWineD3DDeviceImpl *device,
3369 DWORD flags, const PALETTEENTRY *entries, IUnknown *parent) DECLSPEC_HIDDEN;
3370
3371/* DirectDraw utility functions */
3372extern WINED3DFORMAT pixelformat_for_depth(DWORD depth) DECLSPEC_HIDDEN;
3373
3374/*****************************************************************************
3375 * Pixel format management
3376 */
3377
3378/* WineD3D pixel format flags */
3379#define WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING 0x1
3380#define WINED3DFMT_FLAG_FILTERING 0x2
3381#define WINED3DFMT_FLAG_DEPTH 0x4
3382#define WINED3DFMT_FLAG_STENCIL 0x8
3383#define WINED3DFMT_FLAG_RENDERTARGET 0x10
3384#define WINED3DFMT_FLAG_FOURCC 0x20
3385#define WINED3DFMT_FLAG_FBO_ATTACHABLE 0x40
3386#define WINED3DFMT_FLAG_COMPRESSED 0x80
3387#define WINED3DFMT_FLAG_GETDC 0x100
3388#define WINED3DFMT_FLAG_FLOAT 0x200
3389
3390struct wined3d_format_desc
3391{
3392 WINED3DFORMAT format;
3393 DWORD red_mask;
3394 DWORD green_mask;
3395 DWORD blue_mask;
3396 DWORD alpha_mask;
3397 UINT byte_count;
3398 WORD depth_size;
3399 WORD stencil_size;
3400
3401 UINT block_width;
3402 UINT block_height;
3403 UINT block_byte_count;
3404
3405 enum wined3d_ffp_emit_idx emit_idx;
3406 GLint component_count;
3407 GLenum gl_vtx_type;
3408 GLint gl_vtx_format;
3409 GLboolean gl_normalized;
3410 unsigned int component_size;
3411
3412 GLint glInternal;
3413 GLint glGammaInternal;
3414 GLint rtInternal;
3415 GLint glFormat;
3416 GLint glType;
3417 UINT conv_byte_count;
3418 unsigned int Flags;
3419 float heightscale;
3420 struct color_fixup_desc color_fixup;
3421 void (*convert)(const BYTE *src, BYTE *dst, UINT pitch, UINT width, UINT height);
3422};
3423
3424const struct wined3d_format_desc *getFormatDescEntry(WINED3DFORMAT fmt,
3425 const struct wined3d_gl_info *gl_info) DECLSPEC_HIDDEN;
3426
3427static inline BOOL use_vs(IWineD3DStateBlockImpl *stateblock)
3428{
3429 /* Check stateblock->vertexDecl to allow this to be used from
3430 * IWineD3DDeviceImpl_FindTexUnitMap(). This is safe because
3431 * stateblock->vertexShader implies a vertex declaration instead of ddraw
3432 * style strided data. */
3433 return (stateblock->vertexShader
3434 && !((IWineD3DVertexDeclarationImpl *)stateblock->vertexDecl)->position_transformed
3435 && stateblock->device->vs_selected_mode != SHADER_NONE);
3436}
3437
3438static inline BOOL use_ps(IWineD3DStateBlockImpl *stateblock)
3439{
3440 return (stateblock->pixelShader && stateblock->device->ps_selected_mode != SHADER_NONE);
3441}
3442
3443void stretch_rect_fbo(IWineD3DDevice *iface, IWineD3DSurface *src_surface,
3444 const RECT *src_rect, IWineD3DSurface *dst_surface, const RECT *dst_rect,
3445 const WINED3DTEXTUREFILTERTYPE filter) DECLSPEC_HIDDEN;
3446
3447/* The WNDCLASS-Name for the fake window which we use to retrieve the GL capabilities */
3448#define WINED3D_OPENGL_WINDOW_CLASS_NAME "WineD3D_OpenGL"
3449
3450#define WINEMAKEFOURCC(ch0, ch1, ch2, ch3) \
3451 ((DWORD)(BYTE)(ch0) | ((DWORD)(BYTE)(ch1) << 8) | \
3452 ((DWORD)(BYTE)(ch2) << 16) | ((DWORD)(BYTE)(ch3) << 24 ))
3453
3454#define MAKEDWORD_VERSION(maj, min) (((maj & 0xffff) << 16) | (min & 0xffff))
3455
3456#ifdef RT_OS_DARWIN
3457void *MyNSGLGetProcAddress(const char *name);
3458#endif
3459
3460/** @def VBOX_CHECK_GL_CALL
3461 * Performs OpenGL call @a a_Expr and check glGetError.
3462 * Errors will be asserted in strict builds and hit the release log in
3463 * non-strict builds.
3464 * @param a_Expr The OpenGL call expression. Always executed!
3465 */
3466#ifdef VBOX_WITH_VMSVGA
3467# define VBOX_CHECK_GL_CALL(a_Expr) \
3468 do { \
3469 GLint rcCheckCall; \
3470 a_Expr; \
3471 rcCheckCall = glGetError(); \
3472 AssertLogRelMsg(rcCheckCall == GL_NO_ERROR, ("%s -> %#x\n", #a_Expr, rcCheckCall)); \
3473 } while (0)
3474#else
3475# define VBOX_CHECK_GL_CALL(a_Expr) do { a_Expr; } while (0)
3476#endif
3477
3478#endif /* !VBOX_INCLUDED_SRC_Graphics_shaderlib_wined3d_private_h */
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