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source: vbox/trunk/src/VBox/Devices/Graphics/shaderlib/wined3d_private.h@ 53740

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1/*
2 * Direct3D wine internal private include file
3 *
4 * Copyright 2002-2003 The wine-d3d team
5 * Copyright 2002-2003 Raphael Junqueira
6 * Copyright 2002-2003, 2004 Jason Edmeades
7 * Copyright 2005 Oliver Stieber
8 *
9 * This library is free software; you can redistribute it and/or
10 * modify it under the terms of the GNU Lesser General Public
11 * License as published by the Free Software Foundation; either
12 * version 2.1 of the License, or (at your option) any later version.
13 *
14 * This library is distributed in the hope that it will be useful,
15 * but WITHOUT ANY WARRANTY; without even the implied warranty of
16 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
17 * Lesser General Public License for more details.
18 *
19 * You should have received a copy of the GNU Lesser General Public
20 * License along with this library; if not, write to the Free Software
21 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
22 */
23
24/*
25 * Oracle LGPL Disclaimer: For the avoidance of doubt, except that if any license choice
26 * other than GPL or LGPL is available it will apply instead, Oracle elects to use only
27 * the Lesser General Public License version 2.1 (LGPLv2) at this time for any software where
28 * a choice of LGPL license versions is made available with the language indicating
29 * that LGPLv2 or any later version may be used, or where a choice of which version
30 * of the LGPL is applied is otherwise unspecified.
31 */
32
33#ifndef __WINE_WINED3D_PRIVATE_H
34#define __WINE_WINED3D_PRIVATE_H
35
36#include <stdarg.h>
37#include <math.h>
38#include <limits.h>
39#define NONAMELESSUNION
40#define NONAMELESSSTRUCT
41#define COBJMACROS
42#ifndef VBOX_WINE_WITHOUT_LIBWINE
43#include "windef.h"
44#include "winbase.h"
45#include "winreg.h"
46#include "wingdi.h"
47#include "winuser.h"
48#else
49#include <windows.h>
50#endif
51#include "wine/debug.h"
52#include "wine/unicode.h"
53
54#ifndef VBOX_WINE_WITHOUT_LIBWINE
55#include "objbase.h"
56#endif
57#include "wine/wined3d.h"
58#include "wined3d_gl.h"
59#include "wine/list.h"
60#include "wine/rbtree.h"
61
62#include "vboxext.h"
63
64#ifdef VBOX_WITH_VMSVGA
65#include "winoverride.h"
66#endif
67
68#ifdef VBOX_WITH_WDDM
69# include "vboxsharedrc.h"
70#endif
71
72#if defined(VBOX_WINE_WITH_SINGLE_CONTEXT) || defined(VBOX_WINE_WITH_SINGLE_SWAPCHAIN_CONTEXT)
73# define VBoxTlsRefGetImpl(_tls) (TlsGetValue((DWORD)(_tls)))
74# define VBoxTlsRefSetImpl(_tls, _val) (TlsSetValue((DWORD)(_tls), (_val)))
75# define VBoxTlsRefAssertImpl Assert
76# undef cdecl /* see windef.h */
77# include <VBox/VBoxVideo3D.h>
78#endif
79
80/* Driver quirks */
81#define WINED3D_QUIRK_ARB_VS_OFFSET_LIMIT 0x00000001
82#define WINED3D_QUIRK_SET_TEXCOORD_W 0x00000002
83#define WINED3D_QUIRK_GLSL_CLIP_VARYING 0x00000004
84#define WINED3D_QUIRK_ALLOWS_SPECULAR_ALPHA 0x00000008
85#define WINED3D_QUIRK_NV_CLIP_BROKEN 0x00000010
86#define WINED3D_QUIRK_FBO_TEX_UPDATE 0x00000020
87#define WINED3D_QUIRK_FULLSIZE_BLIT 0x00000040
88#define WINED3D_QUIRK_FORCE_BLIT 0x00000080
89
90/* Texture format fixups */
91
92enum fixup_channel_source
93{
94 CHANNEL_SOURCE_ZERO = 0,
95 CHANNEL_SOURCE_ONE = 1,
96 CHANNEL_SOURCE_X = 2,
97 CHANNEL_SOURCE_Y = 3,
98 CHANNEL_SOURCE_Z = 4,
99 CHANNEL_SOURCE_W = 5,
100 CHANNEL_SOURCE_COMPLEX0 = 6,
101 CHANNEL_SOURCE_COMPLEX1 = 7,
102};
103
104enum complex_fixup
105{
106 COMPLEX_FIXUP_NONE = 0,
107 COMPLEX_FIXUP_YUY2 = 1,
108 COMPLEX_FIXUP_UYVY = 2,
109 COMPLEX_FIXUP_YV12 = 3,
110 COMPLEX_FIXUP_P8 = 4,
111};
112
113#include <pshpack2.h>
114struct color_fixup_desc
115{
116 unsigned x_sign_fixup : 1;
117 unsigned x_source : 3;
118 unsigned y_sign_fixup : 1;
119 unsigned y_source : 3;
120 unsigned z_sign_fixup : 1;
121 unsigned z_source : 3;
122 unsigned w_sign_fixup : 1;
123 unsigned w_source : 3;
124};
125#include <poppack.h>
126
127static const struct color_fixup_desc COLOR_FIXUP_IDENTITY =
128 {0, CHANNEL_SOURCE_X, 0, CHANNEL_SOURCE_Y, 0, CHANNEL_SOURCE_Z, 0, CHANNEL_SOURCE_W};
129
130static inline struct color_fixup_desc create_color_fixup_desc(
131 int sign0, enum fixup_channel_source src0, int sign1, enum fixup_channel_source src1,
132 int sign2, enum fixup_channel_source src2, int sign3, enum fixup_channel_source src3)
133{
134 struct color_fixup_desc fixup =
135 {
136 sign0, src0,
137 sign1, src1,
138 sign2, src2,
139 sign3, src3,
140 };
141 return fixup;
142}
143
144static inline struct color_fixup_desc create_complex_fixup_desc(enum complex_fixup complex_fixup)
145{
146 struct color_fixup_desc fixup =
147 {
148 0, complex_fixup & (1 << 0) ? CHANNEL_SOURCE_COMPLEX1 : CHANNEL_SOURCE_COMPLEX0,
149 0, complex_fixup & (1 << 1) ? CHANNEL_SOURCE_COMPLEX1 : CHANNEL_SOURCE_COMPLEX0,
150 0, complex_fixup & (1 << 2) ? CHANNEL_SOURCE_COMPLEX1 : CHANNEL_SOURCE_COMPLEX0,
151 0, complex_fixup & (1 << 3) ? CHANNEL_SOURCE_COMPLEX1 : CHANNEL_SOURCE_COMPLEX0,
152 };
153 return fixup;
154}
155
156static inline BOOL is_identity_fixup(struct color_fixup_desc fixup)
157{
158 return !memcmp(&fixup, &COLOR_FIXUP_IDENTITY, sizeof(fixup));
159}
160
161static inline BOOL is_complex_fixup(struct color_fixup_desc fixup)
162{
163 return fixup.x_source == CHANNEL_SOURCE_COMPLEX0 || fixup.x_source == CHANNEL_SOURCE_COMPLEX1;
164}
165
166static inline enum complex_fixup get_complex_fixup(struct color_fixup_desc fixup)
167{
168 enum complex_fixup complex_fixup = 0;
169 if (fixup.x_source == CHANNEL_SOURCE_COMPLEX1) complex_fixup |= (1 << 0);
170 if (fixup.y_source == CHANNEL_SOURCE_COMPLEX1) complex_fixup |= (1 << 1);
171 if (fixup.z_source == CHANNEL_SOURCE_COMPLEX1) complex_fixup |= (1 << 2);
172 if (fixup.w_source == CHANNEL_SOURCE_COMPLEX1) complex_fixup |= (1 << 3);
173 return complex_fixup;
174}
175
176void *wined3d_rb_alloc(size_t size) DECLSPEC_HIDDEN;
177void *wined3d_rb_realloc(void *ptr, size_t size) DECLSPEC_HIDDEN;
178void wined3d_rb_free(void *ptr) DECLSPEC_HIDDEN;
179
180/* Device caps */
181#define MAX_PALETTES 65536
182#define MAX_STREAMS 16
183#define MAX_TEXTURES 8
184#define MAX_FRAGMENT_SAMPLERS 16
185#define MAX_VERTEX_SAMPLERS 4
186#define MAX_COMBINED_SAMPLERS (MAX_FRAGMENT_SAMPLERS + MAX_VERTEX_SAMPLERS)
187#define MAX_ACTIVE_LIGHTS 8
188#define MAX_CLIPPLANES WINED3DMAXUSERCLIPPLANES
189
190struct min_lookup
191{
192 GLenum mip[WINED3DTEXF_LINEAR + 1];
193};
194
195extern const struct min_lookup minMipLookup[WINED3DTEXF_LINEAR + 1] DECLSPEC_HIDDEN;
196extern const struct min_lookup minMipLookup_noFilter[WINED3DTEXF_LINEAR + 1] DECLSPEC_HIDDEN;
197extern const struct min_lookup minMipLookup_noMip[WINED3DTEXF_LINEAR + 1] DECLSPEC_HIDDEN;
198extern const GLenum magLookup[WINED3DTEXF_LINEAR + 1] DECLSPEC_HIDDEN;
199extern const GLenum magLookup_noFilter[WINED3DTEXF_LINEAR + 1] DECLSPEC_HIDDEN;
200
201static inline GLenum wined3d_gl_mag_filter(const GLenum mag_lookup[], WINED3DTEXTUREFILTERTYPE mag_filter)
202{
203 return mag_lookup[mag_filter];
204}
205
206static inline GLenum wined3d_gl_min_mip_filter(const struct min_lookup min_mip_lookup[],
207 WINED3DTEXTUREFILTERTYPE min_filter, WINED3DTEXTUREFILTERTYPE mip_filter)
208{
209 return min_mip_lookup[min_filter].mip[mip_filter];
210}
211
212/* float_16_to_32() and float_32_to_16() (see implementation in
213 * surface_base.c) convert 16 bit floats in the FLOAT16 data type
214 * to standard C floats and vice versa. They do not depend on the encoding
215 * of the C float, so they are platform independent, but slow. On x86 and
216 * other IEEE 754 compliant platforms the conversion can be accelerated by
217 * bit shifting the exponent and mantissa. There are also some SSE-based
218 * assembly routines out there.
219 *
220 * See GL_NV_half_float for a reference of the FLOAT16 / GL_HALF format
221 */
222static inline float float_16_to_32(const unsigned short *in) {
223 unsigned long fNaN = 0x7fc00000;
224 unsigned long fNegInf = 0xff800000;
225 unsigned long fInf = 0x7f800000;
226
227 const unsigned short s = ((*in) & 0x8000);
228 const unsigned short e = ((*in) & 0x7C00) >> 10;
229 const unsigned short m = (*in) & 0x3FF;
230 const float sgn = (s ? -1.0f : 1.0f);
231
232 if(e == 0) {
233 if(m == 0) return sgn * 0.0f; /* +0.0 or -0.0 */
234 else return sgn * pow(2, -14.0f) * ((float)m / 1024.0f);
235 } else if(e < 31) {
236 return sgn * pow(2, (float)e - 15.0f) * (1.0f + ((float)m / 1024.0f));
237 } else {
238 if(m == 0) return sgn>0? *(float*)(&fInf) : *(float*)(&fNegInf); //sgn / 0.0f; /* +INF / -INF */
239 else return *(float*)(&fNaN); //0.0f / 0.0f; /* NAN */
240 }
241}
242
243static inline float float_24_to_32(DWORD in)
244{
245 const float sgn = in & 0x800000 ? -1.0f : 1.0f;
246 const unsigned short e = (in & 0x780000) >> 19;
247 const unsigned short m = in & 0x7ffff;
248 unsigned long fNaN = 0x7fc00000;
249 unsigned long fNegInf = 0xff800000;
250 unsigned long fInf = 0x7f800000;
251
252 if (e == 0)
253 {
254 if (m == 0) return sgn * 0.0f; /* +0.0 or -0.0 */
255 else return sgn * pow(2, -6.0f) * ((float)m / 524288.0f);
256 }
257 else if (e < 15)
258 {
259 return sgn * pow(2, (float)e - 7.0f) * (1.0f + ((float)m / 524288.0f));
260 }
261 else
262 {
263 if (m == 0) return sgn>0? *(float*)(&fInf) : *(float*)(&fNegInf); //sgn / 0.0f; /* +INF / -INF */
264 else return *(float*)(&fNaN); //0.0f / 0.0f; /* NAN */
265 }
266}
267
268/**
269 * Settings
270 */
271#define VS_NONE 0
272#define VS_HW 1
273
274#define PS_NONE 0
275#define PS_HW 1
276
277#define VBO_NONE 0
278#define VBO_HW 1
279
280#define ORM_BACKBUFFER 0
281#define ORM_FBO 1
282
283#define SHADER_ARB 1
284#define SHADER_GLSL 2
285#define SHADER_ATI 3
286#define SHADER_NONE 4
287
288#define RTL_DISABLE -1
289#define RTL_READDRAW 1
290#define RTL_READTEX 2
291
292#define PCI_VENDOR_NONE 0xffff /* e.g. 0x8086 for Intel and 0x10de for Nvidia */
293#define PCI_DEVICE_NONE 0xffff /* e.g. 0x14f for a Geforce6200 */
294
295/* NOTE: When adding fields to this structure, make sure to update the default
296 * values in wined3d_main.c as well. */
297typedef struct wined3d_settings_s {
298/* vertex and pixel shader modes */
299 int vs_mode;
300 int ps_mode;
301/* Ideally, we don't want the user to have to request GLSL. If the hardware supports GLSL,
302 we should use it. However, until it's fully implemented, we'll leave it as a registry
303 setting for developers. */
304 BOOL glslRequested;
305 int offscreen_rendering_mode;
306 int rendertargetlock_mode;
307 unsigned short pci_vendor_id;
308 unsigned short pci_device_id;
309/* Memory tracking and object counting */
310 unsigned int emulated_textureram;
311 char *logo;
312 int allow_multisampling;
313 BOOL strict_draw_ordering;
314} wined3d_settings_t;
315
316extern wined3d_settings_t wined3d_settings DECLSPEC_HIDDEN;
317
318typedef enum _WINED3DSAMPLER_TEXTURE_TYPE
319{
320 WINED3DSTT_UNKNOWN = 0,
321 WINED3DSTT_1D = 1,
322 WINED3DSTT_2D = 2,
323 WINED3DSTT_CUBE = 3,
324 WINED3DSTT_VOLUME = 4,
325} WINED3DSAMPLER_TEXTURE_TYPE;
326
327typedef enum _WINED3DSHADER_PARAM_REGISTER_TYPE
328{
329 WINED3DSPR_TEMP = 0,
330 WINED3DSPR_INPUT = 1,
331 WINED3DSPR_CONST = 2,
332 WINED3DSPR_ADDR = 3,
333 WINED3DSPR_TEXTURE = 3,
334 WINED3DSPR_RASTOUT = 4,
335 WINED3DSPR_ATTROUT = 5,
336 WINED3DSPR_TEXCRDOUT = 6,
337 WINED3DSPR_OUTPUT = 6,
338 WINED3DSPR_CONSTINT = 7,
339 WINED3DSPR_COLOROUT = 8,
340 WINED3DSPR_DEPTHOUT = 9,
341 WINED3DSPR_SAMPLER = 10,
342 WINED3DSPR_CONST2 = 11,
343 WINED3DSPR_CONST3 = 12,
344 WINED3DSPR_CONST4 = 13,
345 WINED3DSPR_CONSTBOOL = 14,
346 WINED3DSPR_LOOP = 15,
347 WINED3DSPR_TEMPFLOAT16 = 16,
348 WINED3DSPR_MISCTYPE = 17,
349 WINED3DSPR_LABEL = 18,
350 WINED3DSPR_PREDICATE = 19,
351 WINED3DSPR_IMMCONST,
352 WINED3DSPR_CONSTBUFFER,
353} WINED3DSHADER_PARAM_REGISTER_TYPE;
354
355enum wined3d_immconst_type
356{
357 WINED3D_IMMCONST_FLOAT,
358 WINED3D_IMMCONST_FLOAT4,
359};
360
361#define WINED3DSP_NOSWIZZLE (0 | (1 << 2) | (2 << 4) | (3 << 6))
362
363typedef enum _WINED3DSHADER_PARAM_SRCMOD_TYPE
364{
365 WINED3DSPSM_NONE = 0,
366 WINED3DSPSM_NEG = 1,
367 WINED3DSPSM_BIAS = 2,
368 WINED3DSPSM_BIASNEG = 3,
369 WINED3DSPSM_SIGN = 4,
370 WINED3DSPSM_SIGNNEG = 5,
371 WINED3DSPSM_COMP = 6,
372 WINED3DSPSM_X2 = 7,
373 WINED3DSPSM_X2NEG = 8,
374 WINED3DSPSM_DZ = 9,
375 WINED3DSPSM_DW = 10,
376 WINED3DSPSM_ABS = 11,
377 WINED3DSPSM_ABSNEG = 12,
378 WINED3DSPSM_NOT = 13,
379} WINED3DSHADER_PARAM_SRCMOD_TYPE;
380
381#define WINED3DSP_WRITEMASK_0 0x1 /* .x r */
382#define WINED3DSP_WRITEMASK_1 0x2 /* .y g */
383#define WINED3DSP_WRITEMASK_2 0x4 /* .z b */
384#define WINED3DSP_WRITEMASK_3 0x8 /* .w a */
385#define WINED3DSP_WRITEMASK_ALL 0xf /* all */
386
387typedef enum _WINED3DSHADER_PARAM_DSTMOD_TYPE
388{
389 WINED3DSPDM_NONE = 0,
390 WINED3DSPDM_SATURATE = 1,
391 WINED3DSPDM_PARTIALPRECISION = 2,
392 WINED3DSPDM_MSAMPCENTROID = 4,
393} WINED3DSHADER_PARAM_DSTMOD_TYPE;
394
395/* Undocumented opcode control to identify projective texture lookups in ps 2.0 and later */
396#define WINED3DSI_TEXLD_PROJECT 1
397#define WINED3DSI_TEXLD_BIAS 2
398
399typedef enum COMPARISON_TYPE
400{
401 COMPARISON_GT = 1,
402 COMPARISON_EQ = 2,
403 COMPARISON_GE = 3,
404 COMPARISON_LT = 4,
405 COMPARISON_NE = 5,
406 COMPARISON_LE = 6,
407} COMPARISON_TYPE;
408
409#define WINED3D_SM1_VS 0xfffe
410#define WINED3D_SM1_PS 0xffff
411#define WINED3D_SM4_PS 0x0000
412#define WINED3D_SM4_VS 0x0001
413#define WINED3D_SM4_GS 0x0002
414
415/* Shader version tokens, and shader end tokens */
416#define WINED3DPS_VERSION(major, minor) ((WINED3D_SM1_PS << 16) | ((major) << 8) | (minor))
417#define WINED3DVS_VERSION(major, minor) ((WINED3D_SM1_VS << 16) | ((major) << 8) | (minor))
418
419/* Shader backends */
420
421/* TODO: Make this dynamic, based on shader limits ? */
422#define MAX_ATTRIBS 16
423#define MAX_REG_ADDR 1
424#define MAX_REG_TEMP 32
425#define MAX_REG_TEXCRD 8
426#define MAX_REG_INPUT 12
427#define MAX_REG_OUTPUT 12
428#define MAX_CONST_I 16
429#define MAX_CONST_B 16
430
431/* FIXME: This needs to go up to 2048 for
432 * Shader model 3 according to msdn (and for software shaders) */
433#define MAX_LABELS 16
434
435#define SHADER_PGMSIZE 65535
436
437struct wined3d_shader_buffer
438{
439 char *buffer;
440 unsigned int bsize;
441 unsigned int lineNo;
442 BOOL newline;
443};
444
445enum WINED3D_SHADER_INSTRUCTION_HANDLER
446{
447 WINED3DSIH_ABS,
448 WINED3DSIH_ADD,
449 WINED3DSIH_BEM,
450 WINED3DSIH_BREAK,
451 WINED3DSIH_BREAKC,
452 WINED3DSIH_BREAKP,
453 WINED3DSIH_CALL,
454 WINED3DSIH_CALLNZ,
455 WINED3DSIH_CMP,
456 WINED3DSIH_CND,
457 WINED3DSIH_CRS,
458 WINED3DSIH_CUT,
459 WINED3DSIH_DCL,
460 WINED3DSIH_DEF,
461 WINED3DSIH_DEFB,
462 WINED3DSIH_DEFI,
463 WINED3DSIH_DP2ADD,
464 WINED3DSIH_DP3,
465 WINED3DSIH_DP4,
466 WINED3DSIH_DST,
467 WINED3DSIH_DSX,
468 WINED3DSIH_DSY,
469 WINED3DSIH_ELSE,
470 WINED3DSIH_EMIT,
471 WINED3DSIH_ENDIF,
472 WINED3DSIH_ENDLOOP,
473 WINED3DSIH_ENDREP,
474 WINED3DSIH_EXP,
475 WINED3DSIH_EXPP,
476 WINED3DSIH_FRC,
477 WINED3DSIH_IADD,
478 WINED3DSIH_IF,
479 WINED3DSIH_IFC,
480 WINED3DSIH_IGE,
481 WINED3DSIH_LABEL,
482 WINED3DSIH_LIT,
483 WINED3DSIH_LOG,
484 WINED3DSIH_LOGP,
485 WINED3DSIH_LOOP,
486 WINED3DSIH_LRP,
487 WINED3DSIH_LT,
488 WINED3DSIH_M3x2,
489 WINED3DSIH_M3x3,
490 WINED3DSIH_M3x4,
491 WINED3DSIH_M4x3,
492 WINED3DSIH_M4x4,
493 WINED3DSIH_MAD,
494 WINED3DSIH_MAX,
495 WINED3DSIH_MIN,
496 WINED3DSIH_MOV,
497 WINED3DSIH_MOVA,
498 WINED3DSIH_MUL,
499 WINED3DSIH_NOP,
500 WINED3DSIH_NRM,
501 WINED3DSIH_PHASE,
502 WINED3DSIH_POW,
503 WINED3DSIH_RCP,
504 WINED3DSIH_REP,
505 WINED3DSIH_RET,
506 WINED3DSIH_RSQ,
507 WINED3DSIH_SETP,
508 WINED3DSIH_SGE,
509 WINED3DSIH_SGN,
510 WINED3DSIH_SINCOS,
511 WINED3DSIH_SLT,
512 WINED3DSIH_SUB,
513 WINED3DSIH_TEX,
514 WINED3DSIH_TEXBEM,
515 WINED3DSIH_TEXBEML,
516 WINED3DSIH_TEXCOORD,
517 WINED3DSIH_TEXDEPTH,
518 WINED3DSIH_TEXDP3,
519 WINED3DSIH_TEXDP3TEX,
520 WINED3DSIH_TEXKILL,
521 WINED3DSIH_TEXLDD,
522 WINED3DSIH_TEXLDL,
523 WINED3DSIH_TEXM3x2DEPTH,
524 WINED3DSIH_TEXM3x2PAD,
525 WINED3DSIH_TEXM3x2TEX,
526 WINED3DSIH_TEXM3x3,
527 WINED3DSIH_TEXM3x3DIFF,
528 WINED3DSIH_TEXM3x3PAD,
529 WINED3DSIH_TEXM3x3SPEC,
530 WINED3DSIH_TEXM3x3TEX,
531 WINED3DSIH_TEXM3x3VSPEC,
532 WINED3DSIH_TEXREG2AR,
533 WINED3DSIH_TEXREG2GB,
534 WINED3DSIH_TEXREG2RGB,
535 WINED3DSIH_TABLE_SIZE
536};
537
538enum wined3d_shader_type
539{
540 WINED3D_SHADER_TYPE_PIXEL,
541 WINED3D_SHADER_TYPE_VERTEX,
542 WINED3D_SHADER_TYPE_GEOMETRY,
543};
544
545struct wined3d_shader_version
546{
547 enum wined3d_shader_type type;
548 BYTE major;
549 BYTE minor;
550};
551
552#define WINED3D_SHADER_VERSION(major, minor) (((major) << 8) | (minor))
553
554typedef struct shader_reg_maps
555{
556 struct wined3d_shader_version shader_version;
557 BYTE texcoord; /* MAX_REG_TEXCRD, 8 */
558 BYTE address; /* MAX_REG_ADDR, 1 */
559 WORD labels; /* MAX_LABELS, 16 */
560 DWORD temporary; /* MAX_REG_TEMP, 32 */
561 DWORD *constf; /* pixel, vertex */
562 DWORD texcoord_mask[MAX_REG_TEXCRD]; /* vertex < 3.0 */
563 WORD input_registers; /* max(MAX_REG_INPUT, MAX_ATTRIBS), 16 */
564 WORD output_registers; /* MAX_REG_OUTPUT, 12 */
565 WORD integer_constants; /* MAX_CONST_I, 16 */
566 WORD boolean_constants; /* MAX_CONST_B, 16 */
567 WORD local_int_consts; /* MAX_CONST_I, 16 */
568 WORD local_bool_consts; /* MAX_CONST_B, 16 */
569
570 WINED3DSAMPLER_TEXTURE_TYPE sampler_type[max(MAX_FRAGMENT_SAMPLERS, MAX_VERTEX_SAMPLERS)];
571 BYTE bumpmat; /* MAX_TEXTURES, 8 */
572 BYTE luminanceparams; /* MAX_TEXTURES, 8 */
573
574 WORD usesnrm : 1;
575 WORD vpos : 1;
576 WORD usesdsx : 1;
577 WORD usesdsy : 1;
578 WORD usestexldd : 1;
579 WORD usesmova : 1;
580 WORD usesfacing : 1;
581 WORD usesrelconstF : 1;
582 WORD fog : 1;
583 WORD usestexldl : 1;
584 WORD usesifc : 1;
585 WORD usescall : 1;
586 WORD padding : 4;
587
588 /* Whether or not loops are used in this shader, and nesting depth */
589 unsigned loop_depth;
590 unsigned highest_render_target;
591
592} shader_reg_maps;
593
594struct wined3d_shader_context
595{
596 IWineD3DBaseShader *shader;
597 const struct wined3d_gl_info *gl_info;
598 const struct shader_reg_maps *reg_maps;
599 struct wined3d_shader_buffer *buffer;
600 void *backend_data;
601};
602
603struct wined3d_shader_register
604{
605 WINED3DSHADER_PARAM_REGISTER_TYPE type;
606 UINT idx;
607 UINT array_idx;
608 const struct wined3d_shader_src_param *rel_addr;
609 enum wined3d_immconst_type immconst_type;
610 DWORD immconst_data[4];
611};
612
613struct wined3d_shader_dst_param
614{
615 struct wined3d_shader_register reg;
616 DWORD write_mask;
617 DWORD modifiers;
618 DWORD shift;
619};
620
621struct wined3d_shader_src_param
622{
623 struct wined3d_shader_register reg;
624 DWORD swizzle;
625 DWORD modifiers;
626};
627
628struct wined3d_shader_instruction
629{
630 const struct wined3d_shader_context *ctx;
631 enum WINED3D_SHADER_INSTRUCTION_HANDLER handler_idx;
632 DWORD flags;
633 BOOL coissue;
634 DWORD predicate;
635 UINT dst_count;
636 const struct wined3d_shader_dst_param *dst;
637 UINT src_count;
638 const struct wined3d_shader_src_param *src;
639};
640
641struct wined3d_shader_semantic
642{
643 WINED3DDECLUSAGE usage;
644 UINT usage_idx;
645 WINED3DSAMPLER_TEXTURE_TYPE sampler_type;
646 struct wined3d_shader_dst_param reg;
647};
648
649struct wined3d_shader_attribute
650{
651 WINED3DDECLUSAGE usage;
652 UINT usage_idx;
653};
654
655struct wined3d_shader_loop_control
656{
657 unsigned int count;
658 unsigned int start;
659 int step;
660};
661
662struct wined3d_shader_frontend
663{
664 void *(*shader_init)(const DWORD *ptr, const struct wined3d_shader_signature *output_signature);
665 void (*shader_free)(void *data);
666 void (*shader_read_header)(void *data, const DWORD **ptr, struct wined3d_shader_version *shader_version);
667 void (*shader_read_opcode)(void *data, const DWORD **ptr, struct wined3d_shader_instruction *ins, UINT *param_size);
668 void (*shader_read_src_param)(void *data, const DWORD **ptr, struct wined3d_shader_src_param *src_param,
669 struct wined3d_shader_src_param *src_rel_addr);
670 void (*shader_read_dst_param)(void *data, const DWORD **ptr, struct wined3d_shader_dst_param *dst_param,
671 struct wined3d_shader_src_param *dst_rel_addr);
672 void (*shader_read_semantic)(const DWORD **ptr, struct wined3d_shader_semantic *semantic);
673 void (*shader_read_comment)(const DWORD **ptr, const char **comment, UINT *comment_size);
674 BOOL (*shader_is_end)(void *data, const DWORD **ptr);
675};
676
677extern const struct wined3d_shader_frontend sm1_shader_frontend DECLSPEC_HIDDEN;
678extern const struct wined3d_shader_frontend sm4_shader_frontend DECLSPEC_HIDDEN;
679
680typedef void (*SHADER_HANDLER)(const struct wined3d_shader_instruction *);
681
682struct shader_caps {
683 DWORD VertexShaderVersion;
684 DWORD MaxVertexShaderConst;
685
686 DWORD PixelShaderVersion;
687 float PixelShader1xMaxValue;
688 DWORD MaxPixelShaderConst;
689
690 WINED3DVSHADERCAPS2_0 VS20Caps;
691 WINED3DPSHADERCAPS2_0 PS20Caps;
692
693 DWORD MaxVShaderInstructionsExecuted;
694 DWORD MaxPShaderInstructionsExecuted;
695 DWORD MaxVertexShader30InstructionSlots;
696 DWORD MaxPixelShader30InstructionSlots;
697
698 BOOL VSClipping;
699};
700
701enum tex_types
702{
703 tex_1d = 0,
704 tex_2d = 1,
705 tex_3d = 2,
706 tex_cube = 3,
707 tex_rect = 4,
708 tex_type_count = 5,
709};
710
711enum vertexprocessing_mode {
712 fixedfunction,
713 vertexshader,
714 pretransformed
715};
716
717#define WINED3D_CONST_NUM_UNUSED ~0U
718
719enum fogmode {
720 FOG_OFF,
721 FOG_LINEAR,
722 FOG_EXP,
723 FOG_EXP2
724};
725
726struct wined3d_context;
727
728#define WINED3D_PSARGS_PROJECTED (1<<3)
729#define WINED3D_PSARGS_TEXTRANSFORM_SHIFT 4
730#define WINED3D_PSARGS_TEXTRANSFORM_MASK 0xF
731
732/* Stateblock dependent parameters which have to be hardcoded
733 * into the shader code
734 */
735struct ps_compile_args {
736 struct color_fixup_desc color_fixup[MAX_FRAGMENT_SAMPLERS];
737 enum vertexprocessing_mode vp_mode;
738 enum fogmode fog;
739 /* Projected textures(ps 1.0-1.3) */
740 WORD tex_transform;
741 /* Texture types(2D, Cube, 3D) in ps 1.x */
742 WORD srgb_correction;
743 WORD np2_fixup;
744 /* Bitmap for NP2 texcoord fixups (16 samplers max currently).
745 D3D9 has a limit of 16 samplers and the fixup is superfluous
746 in D3D10 (unconditional NP2 support mandatory). */
747 WORD t_mirror;
748};
749
750enum fog_src_type {
751 VS_FOG_Z = 0,
752 VS_FOG_COORD = 1
753};
754
755struct vs_compile_args {
756 BYTE fog_src;
757 BYTE clip_enabled;
758 WORD swizzle_map; /* MAX_ATTRIBS, 16 */
759};
760
761typedef struct {
762 void (*shader_handle_instruction)(const struct wined3d_shader_instruction *);
763 void (*shader_select)(const struct wined3d_context *context, BOOL usePS, BOOL useVS);
764 void (*shader_select_depth_blt)(IWineD3DDevice *iface, enum tex_types tex_type);
765 void (*shader_deselect_depth_blt)(IWineD3DDevice *iface);
766 void (*shader_update_float_vertex_constants)(IWineD3DDevice *iface, UINT start, UINT count);
767 void (*shader_update_float_pixel_constants)(IWineD3DDevice *iface, UINT start, UINT count);
768 void (*shader_load_constants)(const struct wined3d_context *context, char usePS, char useVS);
769 void (*shader_load_np2fixup_constants)(IWineD3DDevice *iface, char usePS, char useVS);
770 void (*shader_destroy)(IWineD3DBaseShader *iface);
771 HRESULT (*shader_alloc_private)(IWineD3DDevice *iface);
772 void (*shader_free_private)(IWineD3DDevice *iface);
773 BOOL (*shader_dirtifyable_constants)(IWineD3DDevice *iface);
774 void (*shader_get_caps)(const struct wined3d_gl_info *gl_info, struct shader_caps *caps);
775 BOOL (*shader_color_fixup_supported)(struct color_fixup_desc fixup);
776 void (*shader_add_instruction_modifiers)(const struct wined3d_shader_instruction *ins);
777} shader_backend_t;
778
779extern const shader_backend_t glsl_shader_backend DECLSPEC_HIDDEN;
780extern const shader_backend_t arb_program_shader_backend DECLSPEC_HIDDEN;
781extern const shader_backend_t none_shader_backend DECLSPEC_HIDDEN;
782
783/* X11 locking */
784
785extern void (* CDECL wine_tsx11_lock_ptr)(void) DECLSPEC_HIDDEN;
786extern void (* CDECL wine_tsx11_unlock_ptr)(void) DECLSPEC_HIDDEN;
787
788/* As GLX relies on X, this is needed */
789extern int num_lock DECLSPEC_HIDDEN;
790
791#if 0
792#define ENTER_GL() ++num_lock; if (num_lock > 1) FIXME("Recursive use of GL lock to: %d\n", num_lock); wine_tsx11_lock_ptr()
793#define LEAVE_GL() if (num_lock != 1) FIXME("Recursive use of GL lock: %d\n", num_lock); --num_lock; wine_tsx11_unlock_ptr()
794#else
795#define ENTER_GL() wine_tsx11_lock_ptr()
796#define LEAVE_GL() wine_tsx11_unlock_ptr()
797#endif
798
799/*****************************************************************************
800 * Defines
801 */
802
803/* GL related defines */
804/* ------------------ */
805#define GL_EXTCALL(FuncName) (GLINFO_LOCATION.FuncName)
806
807#define D3DCOLOR_B_R(dw) (((dw) >> 16) & 0xFF)
808#define D3DCOLOR_B_G(dw) (((dw) >> 8) & 0xFF)
809#define D3DCOLOR_B_B(dw) (((dw) >> 0) & 0xFF)
810#define D3DCOLOR_B_A(dw) (((dw) >> 24) & 0xFF)
811
812#define D3DCOLOR_R(dw) (((float) (((dw) >> 16) & 0xFF)) / 255.0f)
813#define D3DCOLOR_G(dw) (((float) (((dw) >> 8) & 0xFF)) / 255.0f)
814#define D3DCOLOR_B(dw) (((float) (((dw) >> 0) & 0xFF)) / 255.0f)
815#define D3DCOLOR_A(dw) (((float) (((dw) >> 24) & 0xFF)) / 255.0f)
816
817#define D3DCOLORTOGLFLOAT4(dw, vec) do { \
818 (vec)[0] = D3DCOLOR_R(dw); \
819 (vec)[1] = D3DCOLOR_G(dw); \
820 (vec)[2] = D3DCOLOR_B(dw); \
821 (vec)[3] = D3DCOLOR_A(dw); \
822} while(0)
823
824/* DirectX Device Limits */
825/* --------------------- */
826#define MAX_MIP_LEVELS 32 /* Maximum number of mipmap levels. */
827#define HIGHEST_TRANSFORMSTATE WINED3DTS_WORLDMATRIX(255) /* Highest value in WINED3DTRANSFORMSTATETYPE */
828
829/* Checking of API calls */
830/* --------------------- */
831#ifndef WINE_NO_DEBUG_MSGS
832# ifdef VBOX_WITH_VMSVGA
833# define checkGLcall(A) \
834do { \
835 GLint err; \
836 if(!__WINE_IS_DEBUG_ON(_FIXME, __wine_dbch___default)) break; \
837 err = glGetError(); \
838 if (err == GL_NO_ERROR) { \
839 TRACE("%s call ok %s / %d\n", A, __FILE__, __LINE__); \
840 \
841 } else { \
842 ERR(">>>>>>>>>>>>>>>>> %s (%#x) from %s @ %s / %d\n", \
843 debug_glerror(err), err, A, __FILE__, __LINE__); \
844 } \
845} while(0)
846# else
847# define checkGLcall(A) \
848do { \
849 GLint err; \
850 if(!__WINE_IS_DEBUG_ON(_FIXME, __wine_dbch___default)) break; \
851 err = glGetError(); \
852 if (err == GL_NO_ERROR) { \
853 TRACE("%s call ok %s / %d\n", A, __FILE__, __LINE__); \
854 \
855 } else do { \
856 ERR(">>>>>>>>>>>>>>>>> %s (%#x) from %s @ %s / %d\n", \
857 debug_glerror(err), err, A, __FILE__, __LINE__); \
858 err = glGetError(); \
859 } while (err != GL_NO_ERROR); \
860} while(0)
861# endif
862#else
863#define checkGLcall(A) do {} while(0)
864#endif
865
866/* Trace routines / diagnostics */
867/* ---------------------------- */
868
869/* Dump out a matrix and copy it */
870#define conv_mat(mat,gl_mat) \
871do { \
872 TRACE("%f %f %f %f\n", (mat)->u.s._11, (mat)->u.s._12, (mat)->u.s._13, (mat)->u.s._14); \
873 TRACE("%f %f %f %f\n", (mat)->u.s._21, (mat)->u.s._22, (mat)->u.s._23, (mat)->u.s._24); \
874 TRACE("%f %f %f %f\n", (mat)->u.s._31, (mat)->u.s._32, (mat)->u.s._33, (mat)->u.s._34); \
875 TRACE("%f %f %f %f\n", (mat)->u.s._41, (mat)->u.s._42, (mat)->u.s._43, (mat)->u.s._44); \
876 memcpy(gl_mat, (mat), 16 * sizeof(float)); \
877} while (0)
878
879/* Trace vector and strided data information */
880#define TRACE_STRIDED(si, name) do { if (si->use_map & (1 << name)) \
881 TRACE( #name "=(data:%p, stride:%d, format:%#x, vbo %d, stream %u)\n", \
882 si->elements[name].data, si->elements[name].stride, si->elements[name].format_desc->format, \
883 si->elements[name].buffer_object, si->elements[name].stream_idx); } while(0)
884
885/* Advance declaration of structures to satisfy compiler */
886typedef struct IWineD3DStateBlockImpl IWineD3DStateBlockImpl;
887typedef struct IWineD3DSurfaceImpl IWineD3DSurfaceImpl;
888typedef struct IWineD3DPaletteImpl IWineD3DPaletteImpl;
889typedef struct IWineD3DDeviceImpl IWineD3DDeviceImpl;
890typedef struct IWineD3DSwapChainImpl IWineD3DSwapChainImpl;
891
892/* Global variables */
893extern const float identity[16] DECLSPEC_HIDDEN;
894
895/*****************************************************************************
896 * Compilable extra diagnostics
897 */
898
899/* TODO: Confirm each of these works when wined3d move completed */
900#if 0 /* NOTE: Must be 0 in cvs */
901 /* To avoid having to get gigabytes of trace, the following can be compiled in, and at the start
902 of each frame, a check is made for the existence of C:\D3DTRACE, and if it exists d3d trace
903 is enabled, and if it doesn't exist it is disabled. */
904# define FRAME_DEBUGGING
905 /* Adding in the SINGLE_FRAME_DEBUGGING gives a trace of just what makes up a single frame, before
906 the file is deleted */
907# if 1 /* NOTE: Must be 1 in cvs, as this is mostly more useful than a trace from program start */
908# define SINGLE_FRAME_DEBUGGING
909# endif
910 /* The following, when enabled, lets you see the makeup of the frame, by drawprimitive calls.
911 It can only be enabled when FRAME_DEBUGGING is also enabled
912 The contents of the back buffer are written into /tmp/backbuffer_* after each primitive
913 array is drawn. */
914# if 0 /* NOTE: Must be 0 in cvs, as this give a lot of ppm files when compiled in */
915# define SHOW_FRAME_MAKEUP 1
916# endif
917 /* The following, when enabled, lets you see the makeup of the all the textures used during each
918 of the drawprimitive calls. It can only be enabled when SHOW_FRAME_MAKEUP is also enabled.
919 The contents of the textures assigned to each stage are written into
920 /tmp/texture_*_<Stage>.ppm after each primitive array is drawn. */
921# if 0 /* NOTE: Must be 0 in cvs, as this give a lot of ppm files when compiled in */
922# define SHOW_TEXTURE_MAKEUP 0
923# endif
924extern BOOL isOn;
925extern BOOL isDumpingFrames;
926extern LONG primCounter;
927#endif
928
929enum wined3d_ffp_idx
930{
931 WINED3D_FFP_POSITION = 0,
932 WINED3D_FFP_BLENDWEIGHT = 1,
933 WINED3D_FFP_BLENDINDICES = 2,
934 WINED3D_FFP_NORMAL = 3,
935 WINED3D_FFP_PSIZE = 4,
936 WINED3D_FFP_DIFFUSE = 5,
937 WINED3D_FFP_SPECULAR = 6,
938 WINED3D_FFP_TEXCOORD0 = 7,
939 WINED3D_FFP_TEXCOORD1 = 8,
940 WINED3D_FFP_TEXCOORD2 = 9,
941 WINED3D_FFP_TEXCOORD3 = 10,
942 WINED3D_FFP_TEXCOORD4 = 11,
943 WINED3D_FFP_TEXCOORD5 = 12,
944 WINED3D_FFP_TEXCOORD6 = 13,
945 WINED3D_FFP_TEXCOORD7 = 14,
946};
947
948enum wined3d_ffp_emit_idx
949{
950 WINED3D_FFP_EMIT_FLOAT1 = 0,
951 WINED3D_FFP_EMIT_FLOAT2 = 1,
952 WINED3D_FFP_EMIT_FLOAT3 = 2,
953 WINED3D_FFP_EMIT_FLOAT4 = 3,
954 WINED3D_FFP_EMIT_D3DCOLOR = 4,
955 WINED3D_FFP_EMIT_UBYTE4 = 5,
956 WINED3D_FFP_EMIT_SHORT2 = 6,
957 WINED3D_FFP_EMIT_SHORT4 = 7,
958 WINED3D_FFP_EMIT_UBYTE4N = 8,
959 WINED3D_FFP_EMIT_SHORT2N = 9,
960 WINED3D_FFP_EMIT_SHORT4N = 10,
961 WINED3D_FFP_EMIT_USHORT2N = 11,
962 WINED3D_FFP_EMIT_USHORT4N = 12,
963 WINED3D_FFP_EMIT_UDEC3 = 13,
964 WINED3D_FFP_EMIT_DEC3N = 14,
965 WINED3D_FFP_EMIT_FLOAT16_2 = 15,
966 WINED3D_FFP_EMIT_FLOAT16_4 = 16,
967 WINED3D_FFP_EMIT_COUNT = 17
968};
969
970struct wined3d_stream_info_element
971{
972 const struct wined3d_format_desc *format_desc;
973 GLsizei stride;
974 const BYTE *data;
975 UINT stream_idx;
976 GLuint buffer_object;
977};
978
979struct wined3d_stream_info
980{
981 struct wined3d_stream_info_element elements[MAX_ATTRIBS];
982 BOOL position_transformed;
983 WORD swizzle_map; /* MAX_ATTRIBS, 16 */
984 WORD use_map; /* MAX_ATTRIBS, 16 */
985};
986
987/*****************************************************************************
988 * Prototypes
989 */
990
991/* Routine common to the draw primitive and draw indexed primitive routines */
992void drawPrimitive(IWineD3DDevice *iface, UINT index_count,
993 UINT start_idx, UINT idxBytes, const void *idxData) DECLSPEC_HIDDEN;
994DWORD get_flexible_vertex_size(DWORD d3dvtVertexType) DECLSPEC_HIDDEN;
995
996typedef void (WINE_GLAPI *glAttribFunc)(const void *data);
997typedef void (WINE_GLAPI *glMultiTexCoordFunc)(GLenum unit, const void *data);
998extern glAttribFunc position_funcs[WINED3D_FFP_EMIT_COUNT] DECLSPEC_HIDDEN;
999extern glAttribFunc diffuse_funcs[WINED3D_FFP_EMIT_COUNT] DECLSPEC_HIDDEN;
1000extern glAttribFunc specular_func_3ubv DECLSPEC_HIDDEN;
1001extern glAttribFunc specular_funcs[WINED3D_FFP_EMIT_COUNT] DECLSPEC_HIDDEN;
1002extern glAttribFunc normal_funcs[WINED3D_FFP_EMIT_COUNT] DECLSPEC_HIDDEN;
1003extern glMultiTexCoordFunc multi_texcoord_funcs[WINED3D_FFP_EMIT_COUNT] DECLSPEC_HIDDEN;
1004
1005#define eps 1e-8
1006
1007#define GET_TEXCOORD_SIZE_FROM_FVF(d3dvtVertexType, tex_num) \
1008 (((((d3dvtVertexType) >> (16 + (2 * (tex_num)))) + 1) & 0x03) + 1)
1009
1010/* Routines and structures related to state management */
1011
1012#define STATE_RENDER(a) (a)
1013#define STATE_IS_RENDER(a) ((a) >= STATE_RENDER(1) && (a) <= STATE_RENDER(WINEHIGHEST_RENDER_STATE))
1014
1015#define STATE_TEXTURESTAGE(stage, num) (STATE_RENDER(WINEHIGHEST_RENDER_STATE) + 1 + (stage) * (WINED3D_HIGHEST_TEXTURE_STATE + 1) + (num))
1016#define STATE_IS_TEXTURESTAGE(a) ((a) >= STATE_TEXTURESTAGE(0, 1) && (a) <= STATE_TEXTURESTAGE(MAX_TEXTURES - 1, WINED3D_HIGHEST_TEXTURE_STATE))
1017
1018/* + 1 because samplers start with 0 */
1019#define STATE_SAMPLER(num) (STATE_TEXTURESTAGE(MAX_TEXTURES - 1, WINED3D_HIGHEST_TEXTURE_STATE) + 1 + (num))
1020#define STATE_IS_SAMPLER(num) ((num) >= STATE_SAMPLER(0) && (num) <= STATE_SAMPLER(MAX_COMBINED_SAMPLERS - 1))
1021
1022#define STATE_PIXELSHADER (STATE_SAMPLER(MAX_COMBINED_SAMPLERS - 1) + 1)
1023#define STATE_IS_PIXELSHADER(a) ((a) == STATE_PIXELSHADER)
1024
1025#define STATE_TRANSFORM(a) (STATE_PIXELSHADER + (a))
1026#define STATE_IS_TRANSFORM(a) ((a) >= STATE_TRANSFORM(1) && (a) <= STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(255)))
1027
1028#define STATE_STREAMSRC (STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(255)) + 1)
1029#define STATE_IS_STREAMSRC(a) ((a) == STATE_STREAMSRC)
1030#define STATE_INDEXBUFFER (STATE_STREAMSRC + 1)
1031#define STATE_IS_INDEXBUFFER(a) ((a) == STATE_INDEXBUFFER)
1032
1033#define STATE_VDECL (STATE_INDEXBUFFER + 1)
1034#define STATE_IS_VDECL(a) ((a) == STATE_VDECL)
1035
1036#define STATE_VSHADER (STATE_VDECL + 1)
1037#define STATE_IS_VSHADER(a) ((a) == STATE_VSHADER)
1038
1039#define STATE_VIEWPORT (STATE_VSHADER + 1)
1040#define STATE_IS_VIEWPORT(a) ((a) == STATE_VIEWPORT)
1041
1042#define STATE_VERTEXSHADERCONSTANT (STATE_VIEWPORT + 1)
1043#define STATE_PIXELSHADERCONSTANT (STATE_VERTEXSHADERCONSTANT + 1)
1044#define STATE_IS_VERTEXSHADERCONSTANT(a) ((a) == STATE_VERTEXSHADERCONSTANT)
1045#define STATE_IS_PIXELSHADERCONSTANT(a) ((a) == STATE_PIXELSHADERCONSTANT)
1046
1047#define STATE_ACTIVELIGHT(a) (STATE_PIXELSHADERCONSTANT + (a) + 1)
1048#define STATE_IS_ACTIVELIGHT(a) ((a) >= STATE_ACTIVELIGHT(0) && (a) < STATE_ACTIVELIGHT(MAX_ACTIVE_LIGHTS))
1049
1050#define STATE_SCISSORRECT (STATE_ACTIVELIGHT(MAX_ACTIVE_LIGHTS - 1) + 1)
1051#define STATE_IS_SCISSORRECT(a) ((a) == STATE_SCISSORRECT)
1052
1053#define STATE_CLIPPLANE(a) (STATE_SCISSORRECT + 1 + (a))
1054#define STATE_IS_CLIPPLANE(a) ((a) >= STATE_CLIPPLANE(0) && (a) <= STATE_CLIPPLANE(MAX_CLIPPLANES - 1))
1055
1056#define STATE_MATERIAL (STATE_CLIPPLANE(MAX_CLIPPLANES))
1057#define STATE_IS_MATERIAL(a) ((a) == STATE_MATERIAL)
1058
1059#define STATE_FRONTFACE (STATE_MATERIAL + 1)
1060#define STATE_IS_FRONTFACE(a) ((a) == STATE_FRONTFACE)
1061
1062#define STATE_HIGHEST (STATE_FRONTFACE)
1063
1064enum fogsource {
1065 FOGSOURCE_FFP,
1066 FOGSOURCE_VS,
1067 FOGSOURCE_COORD,
1068};
1069
1070#define WINED3D_MAX_FBO_ENTRIES 64
1071
1072struct wined3d_occlusion_query
1073{
1074 struct list entry;
1075 GLuint id;
1076 struct wined3d_context *context;
1077};
1078
1079union wined3d_gl_query_object
1080{
1081 GLuint id;
1082 GLsync sync;
1083};
1084
1085struct wined3d_event_query
1086{
1087 struct list entry;
1088 union wined3d_gl_query_object object;
1089 struct wined3d_context *context;
1090};
1091
1092enum wined3d_event_query_result
1093{
1094 WINED3D_EVENT_QUERY_OK,
1095 WINED3D_EVENT_QUERY_WAITING,
1096 WINED3D_EVENT_QUERY_NOT_STARTED,
1097 WINED3D_EVENT_QUERY_WRONG_THREAD,
1098 WINED3D_EVENT_QUERY_ERROR
1099};
1100
1101void wined3d_event_query_destroy(struct wined3d_event_query *query) DECLSPEC_HIDDEN;
1102enum wined3d_event_query_result wined3d_event_query_test(struct wined3d_event_query *query, IWineD3DDeviceImpl *device) DECLSPEC_HIDDEN;
1103enum wined3d_event_query_result wined3d_event_query_finish(struct wined3d_event_query *query, IWineD3DDeviceImpl *device) DECLSPEC_HIDDEN;
1104void wined3d_event_query_issue(struct wined3d_event_query *query, IWineD3DDeviceImpl *device) DECLSPEC_HIDDEN;
1105HRESULT wined3d_event_query_supported(const struct wined3d_gl_info *gl_info) DECLSPEC_HIDDEN;
1106
1107struct wined3d_context
1108{
1109 const struct wined3d_gl_info *gl_info;
1110 /* State dirtification
1111 * dirtyArray is an array that contains markers for dirty states. numDirtyEntries states are dirty, their numbers are in indices
1112 * 0...numDirtyEntries - 1. isStateDirty is a redundant copy of the dirtyArray. Technically only one of them would be needed,
1113 * 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
1114 * only numDirtyEntries array elements have to be checked, not STATE_HIGHEST states.
1115 */
1116 DWORD dirtyArray[STATE_HIGHEST + 1]; /* Won't get bigger than that, a state is never marked dirty 2 times */
1117 DWORD numDirtyEntries;
1118 DWORD isStateDirty[STATE_HIGHEST / (sizeof(DWORD) * CHAR_BIT) + 1]; /* Bitmap to find out quickly if a state is dirty */
1119
1120#ifdef VBOX_WITH_WDDM
1121 IWineD3DDeviceImpl *device;
1122 IWineD3DSwapChainImpl *currentSwapchain;
1123#else
1124 IWineD3DSwapChainImpl *swapchain;
1125#endif
1126
1127 IWineD3DSurface *current_rt;
1128 DWORD tid; /* Thread ID which owns this context at the moment */
1129
1130 /* Stores some information about the context state for optimization */
1131 WORD render_offscreen : 1;
1132 WORD draw_buffer_dirty : 1;
1133 WORD last_was_rhw : 1; /* true iff last draw_primitive was in xyzrhw mode */
1134 WORD last_was_pshader : 1;
1135 WORD last_was_vshader : 1;
1136 WORD namedArraysLoaded : 1;
1137 WORD numberedArraysLoaded : 1;
1138 WORD last_was_blit : 1;
1139 WORD last_was_ckey : 1;
1140 WORD fog_coord : 1;
1141 WORD fog_enabled : 1;
1142 WORD num_untracked_materials : 2; /* Max value 2 */
1143 WORD current : 1;
1144#if !defined(VBOX_WINE_WITH_SINGLE_CONTEXT) && !defined(VBOX_WINE_WITH_SINGLE_SWAPCHAIN_CONTEXT)
1145 WORD destroyed : 1;
1146#endif
1147 WORD valid : 1;
1148 BYTE texShaderBumpMap; /* MAX_TEXTURES, 8 */
1149 BYTE lastWasPow2Texture; /* MAX_TEXTURES, 8 */
1150 DWORD numbered_array_mask;
1151 GLenum tracking_parm; /* Which source is tracking current colour */
1152 GLenum untracked_materials[2];
1153 UINT blit_w, blit_h;
1154 enum fogsource fog_source;
1155
1156 char *vshader_const_dirty, *pshader_const_dirty;
1157
1158 /* The actual opengl context */
1159 UINT level;
1160 HGLRC restore_ctx;
1161 HDC restore_dc;
1162 HGLRC glCtx;
1163#ifndef VBOX_WITH_WDDM
1164 HWND win_handle;
1165 HDC hdc;
1166#endif
1167
1168#if defined(VBOX_WINE_WITH_SINGLE_CONTEXT) || defined(VBOX_WINE_WITH_SINGLE_SWAPCHAIN_CONTEXT)
1169 VBOXTLSREFDATA
1170#endif
1171
1172#ifdef VBOX_WITH_VMSVGA
1173 IWineD3DDeviceImpl *pDeviceContext;
1174 BOOL fChangedVertexShaderConstant;
1175 BOOL fChangedPixelShaderConstant;
1176 BOOL fChangedVertexShader;
1177 BOOL fChangedPixelShader;
1178#endif
1179 int pixel_format;
1180 GLint aux_buffers;
1181
1182 /* FBOs */
1183 UINT fbo_entry_count;
1184 struct list fbo_list;
1185 struct list fbo_destroy_list;
1186 struct fbo_entry *current_fbo;
1187 GLuint src_fbo;
1188 GLuint dst_fbo;
1189 GLuint fbo_read_binding;
1190 GLuint fbo_draw_binding;
1191 BOOL rebind_fbo;
1192
1193 /* Queries */
1194 GLuint *free_occlusion_queries;
1195 UINT free_occlusion_query_size;
1196 UINT free_occlusion_query_count;
1197 struct list occlusion_queries;
1198
1199 union wined3d_gl_query_object *free_event_queries;
1200 UINT free_event_query_size;
1201 UINT free_event_query_count;
1202 struct list event_queries;
1203
1204 /* Extension emulation */
1205 GLint gl_fog_source;
1206 GLfloat fog_coord_value;
1207 GLfloat color[4], fogstart, fogend, fogcolor[4];
1208 GLuint dummy_arbfp_prog;
1209};
1210
1211typedef void (*APPLYSTATEFUNC)(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *ctx);
1212
1213struct StateEntry
1214{
1215 DWORD representative;
1216 APPLYSTATEFUNC apply;
1217};
1218
1219struct StateEntryTemplate
1220{
1221 DWORD state;
1222 struct StateEntry content;
1223 GL_SupportedExt extension;
1224};
1225
1226struct fragment_caps
1227{
1228 DWORD PrimitiveMiscCaps;
1229 DWORD TextureOpCaps;
1230 DWORD MaxTextureBlendStages;
1231 DWORD MaxSimultaneousTextures;
1232};
1233
1234struct fragment_pipeline
1235{
1236 void (*enable_extension)(IWineD3DDevice *iface, BOOL enable);
1237 void (*get_caps)(const struct wined3d_gl_info *gl_info, struct fragment_caps *caps);
1238 HRESULT (*alloc_private)(IWineD3DDevice *iface);
1239 void (*free_private)(IWineD3DDevice *iface);
1240 BOOL (*color_fixup_supported)(struct color_fixup_desc fixup);
1241 const struct StateEntryTemplate *states;
1242 BOOL ffp_proj_control;
1243};
1244
1245extern const struct StateEntryTemplate misc_state_template[] DECLSPEC_HIDDEN;
1246extern const struct StateEntryTemplate ffp_vertexstate_template[] DECLSPEC_HIDDEN;
1247extern const struct fragment_pipeline ffp_fragment_pipeline DECLSPEC_HIDDEN;
1248extern const struct fragment_pipeline atifs_fragment_pipeline DECLSPEC_HIDDEN;
1249extern const struct fragment_pipeline arbfp_fragment_pipeline DECLSPEC_HIDDEN;
1250extern const struct fragment_pipeline nvts_fragment_pipeline DECLSPEC_HIDDEN;
1251extern const struct fragment_pipeline nvrc_fragment_pipeline DECLSPEC_HIDDEN;
1252
1253/* "Base" state table */
1254HRESULT compile_state_table(struct StateEntry *StateTable, APPLYSTATEFUNC **dev_multistate_funcs,
1255 const struct wined3d_gl_info *gl_info, const struct StateEntryTemplate *vertex,
1256 const struct fragment_pipeline *fragment, const struct StateEntryTemplate *misc) DECLSPEC_HIDDEN;
1257
1258enum blit_operation
1259{
1260 BLIT_OP_BLIT,
1261 BLIT_OP_COLOR_FILL
1262};
1263
1264/* Shaders for color conversions in blits */
1265struct blit_shader
1266{
1267 HRESULT (*alloc_private)(IWineD3DDevice *iface);
1268 void (*free_private)(IWineD3DDevice *iface);
1269 HRESULT (*set_shader)(IWineD3DDevice *iface, IWineD3DSurfaceImpl *surface);
1270 void (*unset_shader)(IWineD3DDevice *iface);
1271 BOOL (*blit_supported)(const struct wined3d_gl_info *gl_info, enum blit_operation blit_op,
1272 const RECT *src_rect, DWORD src_usage, WINED3DPOOL src_pool, const struct wined3d_format_desc *src_format_desc,
1273 const RECT *dst_rect, DWORD dst_usage, WINED3DPOOL dst_pool, const struct wined3d_format_desc *dst_format_desc);
1274 HRESULT (*color_fill)(IWineD3DDeviceImpl *device, IWineD3DSurfaceImpl *dst_surface, const RECT *dst_rect, DWORD fill_color);
1275};
1276
1277extern const struct blit_shader ffp_blit DECLSPEC_HIDDEN;
1278extern const struct blit_shader arbfp_blit DECLSPEC_HIDDEN;
1279extern const struct blit_shader cpu_blit DECLSPEC_HIDDEN;
1280
1281/* Temporary blit_shader helper functions */
1282HRESULT arbfp_blit_surface(IWineD3DDeviceImpl *device, IWineD3DSurfaceImpl *src_surface, const RECT *src_rect,
1283 IWineD3DSurfaceImpl *dst_surface, const RECT *dst_rect_in, enum blit_operation blit_op,
1284 DWORD Filter) DECLSPEC_HIDDEN;
1285
1286typedef enum ContextUsage {
1287 CTXUSAGE_RESOURCELOAD = 1, /* Only loads textures: No State is applied */
1288 CTXUSAGE_DRAWPRIM = 2, /* OpenGL states are set up for blitting DirectDraw surfaces */
1289 CTXUSAGE_BLIT = 3, /* OpenGL states are set up 3D drawing */
1290 CTXUSAGE_CLEAR = 4, /* Drawable and states are set up for clearing */
1291} ContextUsage;
1292
1293struct wined3d_context *context_acquire(IWineD3DDeviceImpl *This,
1294 IWineD3DSurface *target, enum ContextUsage usage) DECLSPEC_HIDDEN;
1295void context_alloc_event_query(struct wined3d_context *context,
1296 struct wined3d_event_query *query) DECLSPEC_HIDDEN;
1297void context_alloc_occlusion_query(struct wined3d_context *context,
1298 struct wined3d_occlusion_query *query) DECLSPEC_HIDDEN;
1299void context_resource_released(IWineD3DDevice *iface,
1300 IWineD3DResource *resource, WINED3DRESOURCETYPE type) DECLSPEC_HIDDEN;
1301void context_bind_fbo(struct wined3d_context *context, GLenum target, GLuint *fbo) DECLSPEC_HIDDEN;
1302void context_attach_depth_stencil_fbo(struct wined3d_context *context,
1303 GLenum fbo_target, IWineD3DSurfaceImpl *depth_stencil, BOOL use_render_buffer) DECLSPEC_HIDDEN;
1304void context_attach_surface_fbo(const struct wined3d_context *context,
1305 GLenum fbo_target, DWORD idx, IWineD3DSurfaceImpl *surface) DECLSPEC_HIDDEN;
1306struct wined3d_context *context_create(IWineD3DSwapChainImpl *swapchain, IWineD3DSurfaceImpl *target,
1307 const struct wined3d_format_desc *ds_format_desc
1308#ifdef VBOX_WITH_WDDM
1309 , struct VBOXUHGSMI *pHgsmi
1310#endif
1311 ) DECLSPEC_HIDDEN;
1312struct IWineD3DDeviceImpl *context_get_device(const struct wined3d_context *context); DECLSPEC_HIDDEN;
1313#ifdef VBOX_WITH_WDDM
1314struct wined3d_context *context_find_create(IWineD3DDeviceImpl *device, IWineD3DSwapChainImpl *swapchain, IWineD3DSurfaceImpl *target,
1315 const struct wined3d_format_desc *ds_format_desc) DECLSPEC_HIDDEN;
1316BOOL context_acquire_context(struct wined3d_context * context, IWineD3DSurface *target, enum ContextUsage usage, BOOL bReValidate) DECLSPEC_HIDDEN;
1317#endif
1318void context_destroy(IWineD3DDeviceImpl *This, struct wined3d_context *context) DECLSPEC_HIDDEN;
1319void context_free_event_query(struct wined3d_event_query *query) DECLSPEC_HIDDEN;
1320void context_free_occlusion_query(struct wined3d_occlusion_query *query) DECLSPEC_HIDDEN;
1321struct wined3d_context *context_get_current(void) DECLSPEC_HIDDEN;
1322DWORD context_get_tls_idx(void) DECLSPEC_HIDDEN;
1323void context_release(struct wined3d_context *context) DECLSPEC_HIDDEN;
1324BOOL context_set_current(struct wined3d_context *ctx) DECLSPEC_HIDDEN;
1325void context_set_draw_buffer(struct wined3d_context *context, GLenum buffer) DECLSPEC_HIDDEN;
1326void context_set_tls_idx(DWORD idx) DECLSPEC_HIDDEN;
1327void context_surface_update(struct wined3d_context *context, IWineD3DSurfaceImpl *surface) DECLSPEC_HIDDEN;
1328#if defined(VBOX_WINE_WITH_SINGLE_CONTEXT) || defined(VBOX_WINE_WITH_SINGLE_SWAPCHAIN_CONTEXT)
1329void context_clear_on_thread_detach();
1330#endif
1331/* Macros for doing basic GPU detection based on opengl capabilities */
1332#define WINE_D3D6_CAPABLE(gl_info) (gl_info->supported[ARB_MULTITEXTURE])
1333#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])
1334#define WINE_D3D8_CAPABLE(gl_info) WINE_D3D7_CAPABLE(gl_info) && (gl_info->supported[ARB_MULTISAMPLE] && gl_info->supported[ARB_TEXTURE_BORDER_CLAMP])
1335#define WINE_D3D9_CAPABLE(gl_info) WINE_D3D8_CAPABLE(gl_info) && (gl_info->supported[ARB_FRAGMENT_PROGRAM] && gl_info->supported[ARB_VERTEX_SHADER])
1336#define WINE_D3D10_CAPABLE(gl_info) WINE_D3D9_CAPABLE(gl_info) && (gl_info->supported[EXT_GPU_SHADER4])
1337
1338/*****************************************************************************
1339 * Internal representation of a light
1340 */
1341struct wined3d_light_info
1342{
1343 WINED3DLIGHT OriginalParms; /* Note D3D8LIGHT == D3D9LIGHT */
1344 DWORD OriginalIndex;
1345 LONG glIndex;
1346 BOOL enabled;
1347
1348 /* Converted parms to speed up swapping lights */
1349 float lightPosn[4];
1350 float lightDirn[4];
1351 float exponent;
1352 float cutoff;
1353
1354 struct list entry;
1355};
1356
1357/* The default light parameters */
1358extern const WINED3DLIGHT WINED3D_default_light DECLSPEC_HIDDEN;
1359
1360typedef struct WineD3D_PixelFormat
1361{
1362 int iPixelFormat; /* WGL pixel format */
1363 int iPixelType; /* WGL pixel type e.g. WGL_TYPE_RGBA_ARB, WGL_TYPE_RGBA_FLOAT_ARB or WGL_TYPE_COLORINDEX_ARB */
1364 int redSize, greenSize, blueSize, alphaSize, colorSize;
1365 int depthSize, stencilSize;
1366 BOOL windowDrawable;
1367 BOOL doubleBuffer;
1368 int auxBuffers;
1369 int numSamples;
1370} WineD3D_PixelFormat;
1371
1372enum wined3d_gl_vendor
1373{
1374 GL_VENDOR_UNKNOWN,
1375 GL_VENDOR_APPLE,
1376 GL_VENDOR_FGLRX,
1377 GL_VENDOR_INTEL,
1378 GL_VENDOR_MESA,
1379 GL_VENDOR_NVIDIA,
1380};
1381
1382
1383enum wined3d_pci_vendor
1384{
1385 HW_VENDOR_SOFTWARE = 0x0000,
1386 HW_VENDOR_ATI = 0x1002,
1387 HW_VENDOR_NVIDIA = 0x10de,
1388 HW_VENDOR_INTEL = 0x8086,
1389};
1390
1391enum wined3d_pci_device
1392{
1393 CARD_WINE = 0x0000,
1394
1395 CARD_ATI_RAGE_128PRO = 0x5246,
1396 CARD_ATI_RADEON_7200 = 0x5144,
1397 CARD_ATI_RADEON_8500 = 0x514c,
1398 CARD_ATI_RADEON_9500 = 0x4144,
1399 CARD_ATI_RADEON_XPRESS_200M = 0x5955,
1400 CARD_ATI_RADEON_X700 = 0x5e4c,
1401 CARD_ATI_RADEON_X1600 = 0x71c2,
1402 CARD_ATI_RADEON_HD2350 = 0x94c7,
1403 CARD_ATI_RADEON_HD2600 = 0x9581,
1404 CARD_ATI_RADEON_HD2900 = 0x9400,
1405 CARD_ATI_RADEON_HD3200 = 0x9620,
1406 CARD_ATI_RADEON_HD4350 = 0x954f,
1407 CARD_ATI_RADEON_HD4550 = 0x9540,
1408 CARD_ATI_RADEON_HD4600 = 0x9495,
1409 CARD_ATI_RADEON_HD4650 = 0x9498,
1410 CARD_ATI_RADEON_HD4670 = 0x9490,
1411 CARD_ATI_RADEON_HD4700 = 0x944e,
1412 CARD_ATI_RADEON_HD4770 = 0x94b3,
1413 CARD_ATI_RADEON_HD4800 = 0x944c, /* Picked one value between 9440, 944c, 9442, 9460 */
1414 CARD_ATI_RADEON_HD4830 = 0x944c,
1415 CARD_ATI_RADEON_HD4850 = 0x9442,
1416 CARD_ATI_RADEON_HD4870 = 0x9440,
1417 CARD_ATI_RADEON_HD4890 = 0x9460,
1418 CARD_ATI_RADEON_HD5700 = 0x68BE, /* Picked HD5750 */
1419 CARD_ATI_RADEON_HD5750 = 0x68BE,
1420 CARD_ATI_RADEON_HD5770 = 0x68B8,
1421 CARD_ATI_RADEON_HD5800 = 0x6898, /* Picked HD5850 */
1422 CARD_ATI_RADEON_HD5850 = 0x6898,
1423 CARD_ATI_RADEON_HD5870 = 0x6899,
1424
1425 CARD_NVIDIA_RIVA_128 = 0x0018,
1426 CARD_NVIDIA_RIVA_TNT = 0x0020,
1427 CARD_NVIDIA_RIVA_TNT2 = 0x0028,
1428 CARD_NVIDIA_GEFORCE = 0x0100,
1429 CARD_NVIDIA_GEFORCE2_MX = 0x0110,
1430 CARD_NVIDIA_GEFORCE2 = 0x0150,
1431 CARD_NVIDIA_GEFORCE3 = 0x0200,
1432 CARD_NVIDIA_GEFORCE4_MX = 0x0170,
1433 CARD_NVIDIA_GEFORCE4_TI4200 = 0x0253,
1434 CARD_NVIDIA_GEFORCEFX_5200 = 0x0320,
1435 CARD_NVIDIA_GEFORCEFX_5600 = 0x0312,
1436 CARD_NVIDIA_GEFORCEFX_5800 = 0x0302,
1437 CARD_NVIDIA_GEFORCE_6200 = 0x014f,
1438 CARD_NVIDIA_GEFORCE_6600GT = 0x0140,
1439 CARD_NVIDIA_GEFORCE_6800 = 0x0041,
1440 CARD_NVIDIA_GEFORCE_7400 = 0x01d8,
1441 CARD_NVIDIA_GEFORCE_7300 = 0x01d7, /* GeForce Go 7300 */
1442 CARD_NVIDIA_GEFORCE_7600 = 0x0391,
1443 CARD_NVIDIA_GEFORCE_7800GT = 0x0092,
1444 CARD_NVIDIA_GEFORCE_8100 = 0x084F,
1445 CARD_NVIDIA_GEFORCE_8200 = 0x0849, /* Other PCI ID 0x084B */
1446 CARD_NVIDIA_GEFORCE_8300GS = 0x0423,
1447 CARD_NVIDIA_GEFORCE_8400GS = 0x0404,
1448 CARD_NVIDIA_GEFORCE_8500GT = 0x0421,
1449 CARD_NVIDIA_GEFORCE_8600GT = 0x0402,
1450 CARD_NVIDIA_GEFORCE_8600MGT = 0x0407,
1451 CARD_NVIDIA_GEFORCE_8800GTS = 0x0193,
1452 CARD_NVIDIA_GEFORCE_9200 = 0x086d,
1453 CARD_NVIDIA_GEFORCE_9400GT = 0x042c,
1454 CARD_NVIDIA_GEFORCE_9500GT = 0x0640,
1455 CARD_NVIDIA_GEFORCE_9600GT = 0x0622,
1456 CARD_NVIDIA_GEFORCE_9800GT = 0x0614,
1457 CARD_NVIDIA_GEFORCE_GTX260 = 0x05e2,
1458 CARD_NVIDIA_GEFORCE_GTX275 = 0x05e6,
1459 CARD_NVIDIA_GEFORCE_GTX280 = 0x05e1,
1460 CARD_NVIDIA_GEFORCE_GT240 = 0x0ca3,
1461
1462 CARD_INTEL_845G = 0x2562,
1463 CARD_INTEL_I830G = 0x3577,
1464 CARD_INTEL_I855G = 0x3582,
1465 CARD_INTEL_I865G = 0x2572,
1466 CARD_INTEL_I915G = 0x2582,
1467 CARD_INTEL_I915GM = 0x2592,
1468 CARD_INTEL_I945GM = 0x27a2, /* Same as GMA 950? */
1469 CARD_INTEL_X3100 = 0x2a02, /* Found in Macs. Same as GMA 965? */
1470 CARD_INTEL_SBHD = 0x0126, /* SundyBridge HD */
1471};
1472
1473struct wined3d_fbo_ops
1474{
1475 PGLFNGLISRENDERBUFFERPROC glIsRenderbuffer;
1476 PGLFNGLBINDRENDERBUFFERPROC glBindRenderbuffer;
1477 PGLFNGLDELETERENDERBUFFERSPROC glDeleteRenderbuffers;
1478 PGLFNGLGENRENDERBUFFERSPROC glGenRenderbuffers;
1479 PGLFNGLRENDERBUFFERSTORAGEPROC glRenderbufferStorage;
1480 PGLFNRENDERBUFFERSTORAGEMULTISAMPLEPROC glRenderbufferStorageMultisample;
1481 PGLFNGLGETRENDERBUFFERPARAMETERIVPROC glGetRenderbufferParameteriv;
1482 PGLFNGLISFRAMEBUFFERPROC glIsFramebuffer;
1483 PGLFNGLBINDFRAMEBUFFERPROC glBindFramebuffer;
1484 PGLFNGLDELETEFRAMEBUFFERSPROC glDeleteFramebuffers;
1485 PGLFNGLGENFRAMEBUFFERSPROC glGenFramebuffers;
1486 PGLFNGLCHECKFRAMEBUFFERSTATUSPROC glCheckFramebufferStatus;
1487 PGLFNGLFRAMEBUFFERTEXTURE1DPROC glFramebufferTexture1D;
1488 PGLFNGLFRAMEBUFFERTEXTURE2DPROC glFramebufferTexture2D;
1489 PGLFNGLFRAMEBUFFERTEXTURE3DPROC glFramebufferTexture3D;
1490 PGLFNGLFRAMEBUFFERRENDERBUFFERPROC glFramebufferRenderbuffer;
1491 PGLFNGLGETFRAMEBUFFERATTACHMENTPARAMETERIVPROC glGetFramebufferAttachmentParameteriv;
1492 PGLFNGLBLITFRAMEBUFFERPROC glBlitFramebuffer;
1493 PGLFNGLGENERATEMIPMAPPROC glGenerateMipmap;
1494};
1495
1496struct wined3d_gl_limits
1497{
1498 UINT buffers;
1499 UINT lights;
1500 UINT textures;
1501 UINT texture_stages;
1502 UINT fragment_samplers;
1503 UINT vertex_samplers;
1504 UINT combined_samplers;
1505 UINT general_combiners;
1506 UINT sampler_stages;
1507 UINT clipplanes;
1508 UINT texture_size;
1509 UINT texture3d_size;
1510 float pointsize_max;
1511 float pointsize_min;
1512 UINT point_sprite_units;
1513 UINT blends;
1514 UINT anisotropy;
1515 float shininess;
1516
1517 UINT glsl_varyings;
1518 UINT glsl_vs_float_constants;
1519 UINT glsl_ps_float_constants;
1520
1521 UINT arb_vs_float_constants;
1522 UINT arb_vs_native_constants;
1523 UINT arb_vs_instructions;
1524 UINT arb_vs_temps;
1525 UINT arb_ps_float_constants;
1526 UINT arb_ps_local_constants;
1527 UINT arb_ps_native_constants;
1528 UINT arb_ps_instructions;
1529 UINT arb_ps_temps;
1530};
1531
1532struct wined3d_gl_info
1533{
1534 DWORD glsl_version;
1535 UINT vidmem;
1536 struct wined3d_gl_limits limits;
1537 DWORD reserved_glsl_constants;
1538 DWORD quirks;
1539 BOOL supported[WINED3D_GL_EXT_COUNT];
1540 GLint wrap_lookup[WINED3DTADDRESS_MIRRORONCE - WINED3DTADDRESS_WRAP + 1];
1541
1542 struct wined3d_fbo_ops fbo_ops;
1543#define USE_GL_FUNC(type, pfn, ext, replace) type pfn;
1544 /* GL function pointers */
1545 GL_EXT_FUNCS_GEN
1546 /* WGL function pointers */
1547 WGL_EXT_FUNCS_GEN
1548#undef USE_GL_FUNC
1549
1550 struct wined3d_format_desc *gl_formats;
1551};
1552
1553struct wined3d_driver_info
1554{
1555 enum wined3d_pci_vendor vendor;
1556 enum wined3d_pci_device device;
1557 const char *name;
1558 const char *description;
1559 DWORD version_high;
1560 DWORD version_low;
1561};
1562
1563/* The adapter structure */
1564struct wined3d_adapter
1565{
1566 UINT ordinal;
1567 BOOL opengl;
1568 POINT monitorPoint;
1569 struct wined3d_gl_info gl_info;
1570 struct wined3d_driver_info driver_info;
1571 WCHAR DeviceName[CCHDEVICENAME]; /* DeviceName for use with e.g. ChangeDisplaySettings */
1572 int nCfgs;
1573 WineD3D_PixelFormat *cfgs;
1574 BOOL brokenStencil; /* Set on cards which only offer mixed depth+stencil */
1575#ifndef VBOX_WITH_WDDM
1576 unsigned int TextureRam; /* Amount of texture memory both video ram + AGP/TurboCache/HyperMemory/.. */
1577 unsigned int UsedTextureRam;
1578#endif
1579 LUID luid;
1580
1581 const struct fragment_pipeline *fragment_pipe;
1582 const shader_backend_t *shader_backend;
1583 const struct blit_shader *blitter;
1584};
1585
1586BOOL initPixelFormats(struct wined3d_gl_info *gl_info, enum wined3d_pci_vendor vendor) DECLSPEC_HIDDEN;
1587BOOL initPixelFormatsNoGL(struct wined3d_gl_info *gl_info) DECLSPEC_HIDDEN;
1588#ifndef VBOX_WITH_WDDM
1589extern long WineD3DAdapterChangeGLRam(IWineD3DDeviceImpl *D3DDevice, long glram) DECLSPEC_HIDDEN;
1590#endif
1591extern void add_gl_compat_wrappers(struct wined3d_gl_info *gl_info) DECLSPEC_HIDDEN;
1592
1593extern BOOL IWineD3DImpl_FillGLCaps(struct wined3d_adapter *adapter);
1594
1595
1596/*****************************************************************************
1597 * High order patch management
1598 */
1599struct WineD3DRectPatch
1600{
1601 UINT Handle;
1602 float *mem;
1603 WineDirect3DVertexStridedData strided;
1604 WINED3DRECTPATCH_INFO RectPatchInfo;
1605 float numSegs[4];
1606 char has_normals, has_texcoords;
1607 struct list entry;
1608};
1609
1610HRESULT tesselate_rectpatch(IWineD3DDeviceImpl *This, struct WineD3DRectPatch *patch) DECLSPEC_HIDDEN;
1611
1612enum projection_types
1613{
1614 proj_none = 0,
1615 proj_count3 = 1,
1616 proj_count4 = 2
1617};
1618
1619enum dst_arg
1620{
1621 resultreg = 0,
1622 tempreg = 1
1623};
1624
1625/*****************************************************************************
1626 * Fixed function pipeline replacements
1627 */
1628#define ARG_UNUSED 0xff
1629
1630struct texture_stage_op
1631{
1632 unsigned cop : 8;
1633 unsigned carg1 : 8;
1634 unsigned carg2 : 8;
1635 unsigned carg0 : 8;
1636
1637 unsigned aop : 8;
1638 unsigned aarg1 : 8;
1639 unsigned aarg2 : 8;
1640 unsigned aarg0 : 8;
1641
1642 struct color_fixup_desc color_fixup;
1643 unsigned tex_type : 3;
1644 unsigned dst : 1;
1645 unsigned projected : 2;
1646 unsigned padding : 10;
1647};
1648
1649struct ffp_frag_settings {
1650 struct texture_stage_op op[MAX_TEXTURES];
1651 enum fogmode fog;
1652 /* Use shorts instead of chars to get dword alignment */
1653 unsigned short sRGB_write;
1654 unsigned short emul_clipplanes;
1655};
1656
1657struct ffp_frag_desc
1658{
1659 struct wine_rb_entry entry;
1660 struct ffp_frag_settings settings;
1661};
1662
1663extern const struct wine_rb_functions wined3d_ffp_frag_program_rb_functions DECLSPEC_HIDDEN;
1664extern const struct wined3d_parent_ops wined3d_null_parent_ops DECLSPEC_HIDDEN;
1665
1666void gen_ffp_frag_op(IWineD3DStateBlockImpl *stateblock, struct ffp_frag_settings *settings,
1667 BOOL ignore_textype) DECLSPEC_HIDDEN;
1668const struct ffp_frag_desc *find_ffp_frag_shader(const struct wine_rb_tree *fragment_shaders,
1669 const struct ffp_frag_settings *settings) DECLSPEC_HIDDEN;
1670void add_ffp_frag_shader(struct wine_rb_tree *shaders, struct ffp_frag_desc *desc) DECLSPEC_HIDDEN;
1671
1672/*****************************************************************************
1673 * IWineD3D implementation structure
1674 */
1675typedef struct IWineD3DImpl
1676{
1677 /* IUnknown fields */
1678 const IWineD3DVtbl *lpVtbl;
1679 LONG ref; /* Note: Ref counting not required */
1680
1681 /* WineD3D Information */
1682 IUnknown *parent;
1683 UINT dxVersion;
1684
1685 UINT adapter_count;
1686 struct wined3d_adapter adapters[1];
1687} IWineD3DImpl;
1688
1689HRESULT wined3d_init(IWineD3DImpl *wined3d, UINT version, IUnknown *parent) DECLSPEC_HIDDEN;
1690#ifndef VBOX_WITH_WDDM
1691BOOL wined3d_register_window(HWND window, struct IWineD3DDeviceImpl *device) DECLSPEC_HIDDEN;
1692void wined3d_unregister_window(HWND window, struct IWineD3DDeviceImpl *device) DECLSPEC_HIDDEN;
1693#endif
1694
1695/*****************************************************************************
1696 * IWineD3DDevice implementation structure
1697 */
1698#define WINED3D_UNMAPPED_STAGE ~0U
1699
1700/* Multithreaded flag. Removed from the public header to signal that IWineD3D::CreateDevice ignores it */
1701#define WINED3DCREATE_MULTITHREADED 0x00000004
1702
1703#ifdef VBOX_WINE_WITH_PROFILE
1704
1705#include <iprt/time.h>
1706
1707#define VBOXWINEPROFILE_GET_TIME_NANO() RTTimeNanoTS()
1708#define VBOXWINEPROFILE_GET_TIME_MILLI() RTTimeMilliTS()
1709
1710# define PRLOG(_m) do {\
1711 vboxWDbgPrintF _m ; \
1712 } while (0)
1713
1714typedef struct VBOXWINEPROFILE_ELEMENT
1715{
1716 uint64_t u64Time;
1717 uint32_t cu32Calls;
1718} VBOXWINEPROFILE_ELEMENT, *PVBOXWINEPROFILE_ELEMENT;
1719
1720typedef struct VBOXWINEPROFILE_HASHMAP_ELEMENT
1721{
1722 VBOXEXT_HASHMAP_ENTRY MapEntry;
1723 VBOXWINEPROFILE_ELEMENT Data;
1724} VBOXWINEPROFILE_HASHMAP_ELEMENT, *PVBOXWINEPROFILE_HASHMAP_ELEMENT;
1725
1726#define VBOXWINEPROFILE_HASHMAP_ELEMENT_FROMENTRY(_p) ((PVBOXWINEPROFILE_HASHMAP_ELEMENT)(((uint8_t*)(_p)) - RT_OFFSETOF(VBOXWINEPROFILE_HASHMAP_ELEMENT, MapEntry)))
1727
1728#define VBOXWINEPROFILE_ELEMENT_DUMP(_p, _pn) do { \
1729 PRLOG(("%s: t(%u);c(%u)\n", \
1730 (_pn), \
1731 (uint32_t)((_p)->u64Time / 1000000), \
1732 (_p)->cu32Calls \
1733 )); \
1734 } while (0)
1735
1736#define VBOXWINEPROFILE_ELEMENT_RESET(_p) do { \
1737 memset(_p, 0, sizeof (*(_p))); \
1738 } while (0)
1739
1740#define VBOXWINEPROFILE_ELEMENT_STEP(_p, _t) do { \
1741 (_p)->u64Time += (_t); \
1742 ++(_p)->cu32Calls; \
1743 } while (0)
1744
1745#define VBOXWINEPROFILE_HASHMAP_ELEMENT_CREATE() ( (PVBOXWINEPROFILE_HASHMAP_ELEMENT)HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof (VBOXWINEPROFILE_HASHMAP_ELEMENT)) )
1746
1747#define VBOXWINEPROFILE_HASHMAP_ELEMENT_TERM(_pe) do { \
1748 HeapFree(GetProcessHeap(), 0, (_pe)); \
1749 } while (0)
1750
1751DECLINLINE(PVBOXWINEPROFILE_HASHMAP_ELEMENT) vboxWineProfileHashMapElementGet(PVBOXEXT_HASHMAP pMap, void *pvKey)
1752{
1753 PVBOXEXT_HASHMAP_ENTRY pEntry = VBoxExtHashGet(pMap, pvKey);
1754 if (pEntry)
1755 {
1756 return VBOXWINEPROFILE_HASHMAP_ELEMENT_FROMENTRY(pEntry);
1757 }
1758 else
1759 {
1760 PVBOXWINEPROFILE_HASHMAP_ELEMENT pElement = VBOXWINEPROFILE_HASHMAP_ELEMENT_CREATE();
1761 Assert(pElement);
1762 if (pElement)
1763 VBoxExtHashPut(pMap, pvKey, &pElement->MapEntry);
1764 return pElement;
1765 }
1766}
1767
1768#define VBOXWINEPROFILE_HASHMAP_ELEMENT_STEP(_pm, _pk, _t) do { \
1769 PVBOXWINEPROFILE_HASHMAP_ELEMENT pElement = vboxWineProfileHashMapElementGet(_pm, _pk); \
1770 VBOXWINEPROFILE_ELEMENT_STEP(&pElement->Data, _t); \
1771 } while (0)
1772
1773static DECLCALLBACK(bool) vboxWineProfileElementResetCb(struct VBOXEXT_HASHMAP *pMap, void *pvKey, struct VBOXEXT_HASHMAP_ENTRY *pValue, void *pvVisitor)
1774{
1775 PVBOXWINEPROFILE_HASHMAP_ELEMENT pElement = VBOXWINEPROFILE_HASHMAP_ELEMENT_FROMENTRY(pValue);
1776 VBOXWINEPROFILE_ELEMENT_RESET(&pElement->Data);
1777 return true;
1778}
1779
1780static DECLCALLBACK(bool) vboxWineProfileElementDumpCb(struct VBOXEXT_HASHMAP *pMap, void *pvKey, struct VBOXEXT_HASHMAP_ENTRY *pValue, void *pvVisitor)
1781{
1782 PVBOXWINEPROFILE_HASHMAP_ELEMENT pElement = VBOXWINEPROFILE_HASHMAP_ELEMENT_FROMENTRY(pValue);
1783 char *pName = (char*)pvVisitor;
1784 PRLOG(("%s[%d]:", pName, (uint32_t)pvKey));
1785 VBOXWINEPROFILE_ELEMENT_DUMP(&pElement->Data, "");
1786 return true;
1787}
1788
1789#define VBOXWINEPROFILE_HASHMAP_RESET(_pm) do { \
1790 VBoxExtHashVisit((_pm), vboxWineProfileElementResetCb, NULL); \
1791 } while (0)
1792
1793#define VBOXWINEPROFILE_HASHMAP_DUMP(_pm, _pn) do { \
1794 VBoxExtHashVisit((_pm), vboxWineProfileElementDumpCb, (_pn)); \
1795 } while (0)
1796
1797static DECLCALLBACK(bool) vboxWineProfileElementCleanupCb(struct VBOXEXT_HASHMAP *pMap, void *pvKey, struct VBOXEXT_HASHMAP_ENTRY *pValue, void *pvVisitor)
1798{
1799 PVBOXWINEPROFILE_HASHMAP_ELEMENT pElement = VBOXWINEPROFILE_HASHMAP_ELEMENT_FROMENTRY(pValue);
1800 VBOXWINEPROFILE_HASHMAP_ELEMENT_TERM(pElement);
1801 return true;
1802}
1803
1804#define VBOXWINEPROFILE_HASHMAP_TERM(_pm) do { \
1805 VBoxExtHashCleanup((_pm), vboxWineProfileElementCleanupCb, NULL); \
1806 VBoxExtHashVisit((_pm), vboxWineProfileElementResetCb, NULL); \
1807 } while (0)
1808
1809typedef struct VBOXWINEPROFILE_DRAWPRIM
1810{
1811 uint64_t u64LoadLocationTime;
1812 uint64_t u64CtxAcquireTime;
1813 uint64_t u64PostProcess;
1814 VBOXEXT_HASHMAP MapDrawPrimSlowVs;
1815 VBOXEXT_HASHMAP MapDrawPrimSlow;
1816 VBOXEXT_HASHMAP MapDrawPrimStrided;
1817 VBOXEXT_HASHMAP MapDrawPrimFast;
1818 uint32_t cu32Calls;
1819} VBOXWINEPROFILE_DRAWPRIM, *PVBOXWINEPROFILE_DRAWPRIM;
1820
1821#define VBOXWINEPROFILE_DRAWPRIM_RESET_NEXT(_p) do { \
1822 (_p)->u64LoadLocationTime = 0; \
1823 (_p)->u64CtxAcquireTime = 0; \
1824 (_p)->u64PostProcess = 0; \
1825 VBOXWINEPROFILE_HASHMAP_RESET(&(_p)->MapDrawPrimSlowVs); \
1826 VBOXWINEPROFILE_HASHMAP_RESET(&(_p)->MapDrawPrimSlow); \
1827 VBOXWINEPROFILE_HASHMAP_RESET(&(_p)->MapDrawPrimStrided); \
1828 VBOXWINEPROFILE_HASHMAP_RESET(&(_p)->MapDrawPrimFast); \
1829 } while (0)
1830
1831static DECLCALLBACK(uint32_t) vboxWineProfileDrawPrimHashMapHash(void *pvKey)
1832{
1833 return (uint32_t)pvKey;
1834}
1835
1836static DECLCALLBACK(bool) vboxWineProfileDrawPrimHashMapEqual(void *pvKey1, void *pvKey2)
1837{
1838 return ((uint32_t)pvKey1) == ((uint32_t)pvKey2);
1839}
1840
1841#define VBOXWINEPROFILE_DRAWPRIM_INIT(_p) do { \
1842 memset((_p), 0, sizeof (*(_p))); \
1843 VBoxExtHashInit(&(_p)->MapDrawPrimSlowVs, vboxWineProfileDrawPrimHashMapHash, vboxWineProfileDrawPrimHashMapEqual); \
1844 VBoxExtHashInit(&(_p)->MapDrawPrimSlow, vboxWineProfileDrawPrimHashMapHash, vboxWineProfileDrawPrimHashMapEqual); \
1845 VBoxExtHashInit(&(_p)->MapDrawPrimStrided, vboxWineProfileDrawPrimHashMapHash, vboxWineProfileDrawPrimHashMapEqual); \
1846 VBoxExtHashInit(&(_p)->MapDrawPrimFast, vboxWineProfileDrawPrimHashMapHash, vboxWineProfileDrawPrimHashMapEqual); \
1847 } while (0)
1848
1849#define VBOXWINEPROFILE_DRAWPRIM_TERM(_p) do { \
1850 memset((_p), 0, sizeof (*(_p))); \
1851 VBOXWINEPROFILE_HASHMAP_TERM(&(_p)->MapDrawPrimSlowVs); \
1852 VBOXWINEPROFILE_HASHMAP_TERM(&(_p)->MapDrawPrimSlow); \
1853 VBOXWINEPROFILE_HASHMAP_TERM(&(_p)->MapDrawPrimStrided); \
1854 VBOXWINEPROFILE_HASHMAP_TERM(&(_p)->MapDrawPrimFast); \
1855 } while (0)
1856#else
1857# define PRLOG(_m) do {} while (0)
1858#endif
1859struct IWineD3DDeviceImpl
1860{
1861 /* IUnknown fields */
1862 const IWineD3DDeviceVtbl *lpVtbl;
1863 LONG ref; /* Note: Ref counting not required */
1864
1865 /* WineD3D Information */
1866 IUnknown *parent;
1867 IWineD3DDeviceParent *device_parent;
1868 IWineD3D *wined3d;
1869 struct wined3d_adapter *adapter;
1870
1871 /* Window styles to restore when switching fullscreen mode */
1872 LONG style;
1873 LONG exStyle;
1874
1875 /* X and GL Information */
1876 GLint maxConcurrentLights;
1877 GLenum offscreenBuffer;
1878
1879 /* Selected capabilities */
1880 int vs_selected_mode;
1881 int ps_selected_mode;
1882 const shader_backend_t *shader_backend;
1883 void *shader_priv;
1884 void *fragment_priv;
1885 void *blit_priv;
1886 struct StateEntry StateTable[STATE_HIGHEST + 1];
1887 /* Array of functions for states which are handled by more than one pipeline part */
1888 APPLYSTATEFUNC *multistate_funcs[STATE_HIGHEST + 1];
1889 const struct fragment_pipeline *frag_pipe;
1890 const struct blit_shader *blitter;
1891
1892 unsigned int max_ffp_textures;
1893 DWORD d3d_vshader_constantF, d3d_pshader_constantF; /* Advertised d3d caps, not GL ones */
1894 DWORD vs_clipping;
1895
1896 WORD view_ident : 1; /* true iff view matrix is identity */
1897 WORD untransformed : 1;
1898 WORD vertexBlendUsed : 1; /* To avoid needless setting of the blend matrices */
1899 WORD isRecordingState : 1;
1900 WORD isInDraw : 1;
1901 WORD bCursorVisible : 1;
1902 WORD haveHardwareCursor : 1;
1903 WORD d3d_initialized : 1;
1904 WORD inScene : 1; /* A flag to check for proper BeginScene / EndScene call pairs */
1905 WORD softwareVertexProcessing : 1; /* process vertex shaders using software or hardware */
1906 WORD useDrawStridedSlow : 1;
1907 WORD instancedDraw : 1;
1908 WORD filter_messages : 1;
1909 WORD padding : 3;
1910
1911 BYTE fixed_function_usage_map; /* MAX_TEXTURES, 8 */
1912
1913#define DDRAW_PITCH_ALIGNMENT 8
1914#define D3D8_PITCH_ALIGNMENT 4
1915 unsigned char surface_alignment; /* Line Alignment of surfaces */
1916
1917 /* State block related */
1918 IWineD3DStateBlockImpl *stateBlock;
1919 IWineD3DStateBlockImpl *updateStateBlock;
1920
1921 /* Internal use fields */
1922 WINED3DDEVICE_CREATION_PARAMETERS createParms;
1923 WINED3DDEVTYPE devType;
1924#ifndef VBOX_WITH_WDDM
1925 HWND focus_window;
1926#endif
1927
1928 IWineD3DSwapChain **swapchains;
1929 UINT NumberOfSwapChains;
1930
1931 struct list resources; /* a linked list to track resources created by the device */
1932 struct list shaders; /* a linked list to track shaders (pixel and vertex) */
1933 unsigned int highest_dirty_ps_const, highest_dirty_vs_const;
1934
1935 /* Render Target Support */
1936 IWineD3DSurface **render_targets;
1937 IWineD3DSurface *auto_depth_stencil_buffer;
1938 IWineD3DSurface *stencilBufferTarget;
1939
1940 /* palettes texture management */
1941 UINT NumberOfPalettes;
1942 PALETTEENTRY **palettes;
1943 UINT currentPalette;
1944
1945 /* For rendering to a texture using glCopyTexImage */
1946 GLenum *draw_buffers;
1947 GLuint depth_blt_texture;
1948 GLuint depth_blt_rb;
1949 UINT depth_blt_rb_w;
1950 UINT depth_blt_rb_h;
1951
1952 /* Cursor management */
1953 UINT xHotSpot;
1954 UINT yHotSpot;
1955 UINT xScreenSpace;
1956 UINT yScreenSpace;
1957 UINT cursorWidth, cursorHeight;
1958 GLuint cursorTexture;
1959 HCURSOR hardwareCursor;
1960
1961 /* The Wine logo surface */
1962 IWineD3DSurface *logo_surface;
1963
1964 /* Textures for when no other textures are mapped */
1965 UINT dummyTextureName[MAX_TEXTURES];
1966
1967 /* DirectDraw stuff */
1968 DWORD ddraw_width, ddraw_height;
1969 WINED3DFORMAT ddraw_format;
1970
1971 /* Final position fixup constant */
1972 float posFixup[4];
1973#ifdef VBOX_WITH_VMSVGA
1974 UINT rtHeight;
1975#endif
1976
1977 /* With register combiners we can skip junk texture stages */
1978 DWORD texUnitMap[MAX_COMBINED_SAMPLERS];
1979 DWORD rev_tex_unit_map[MAX_COMBINED_SAMPLERS];
1980
1981 /* Stream source management */
1982 struct wined3d_stream_info strided_streams;
1983 const WineDirect3DVertexStridedData *up_strided;
1984 struct wined3d_event_query *buffer_queries[MAX_ATTRIBS];
1985 unsigned int num_buffer_queries;
1986
1987 /* Context management */
1988 struct wined3d_context **contexts;
1989 UINT numContexts;
1990
1991#ifdef VBOX_WITH_WDDM
1992 struct VBOXUHGSMI *pHgsmi;
1993#endif
1994
1995#ifdef VBOX_WINE_WITH_SHADER_CACHE
1996 VBOXEXT_HASHCACHE vshaderCache;
1997 VBOXEXT_HASHCACHE pshaderCache;
1998#endif
1999
2000#ifdef VBOX_WINE_WITH_PROFILE
2001 VBOXWINEPROFILE_DRAWPRIM DrawPrimProfile;
2002#endif
2003
2004 /* High level patch management */
2005#define PATCHMAP_SIZE 43
2006#define PATCHMAP_HASHFUNC(x) ((x) % PATCHMAP_SIZE) /* Primitive and simple function */
2007 struct list patches[PATCHMAP_SIZE];
2008 struct WineD3DRectPatch *currentPatch;
2009};
2010
2011BOOL device_context_add(IWineD3DDeviceImpl *device, struct wined3d_context *context) DECLSPEC_HIDDEN;
2012void device_context_remove(IWineD3DDeviceImpl *device, struct wined3d_context *context) DECLSPEC_HIDDEN;
2013HRESULT device_init(IWineD3DDeviceImpl *device, IWineD3DImpl *wined3d,
2014 UINT adapter_idx, WINED3DDEVTYPE device_type, HWND focus_window, DWORD flags,
2015 IUnknown *parent, IWineD3DDeviceParent *device_parent) DECLSPEC_HIDDEN;
2016void device_preload_textures(IWineD3DDeviceImpl *device) DECLSPEC_HIDDEN;
2017#ifndef VBOX_WITH_WDDM
2018LRESULT device_process_message(IWineD3DDeviceImpl *device, HWND window,
2019 UINT message, WPARAM wparam, LPARAM lparam, WNDPROC proc) DECLSPEC_HIDDEN;
2020#else
2021void device_cleanup_durtify_texture_target(IWineD3DDeviceImpl *This, GLuint texture_target);
2022#endif
2023void device_resource_add(IWineD3DDeviceImpl *This, IWineD3DResource *resource) DECLSPEC_HIDDEN;
2024void device_resource_released(IWineD3DDeviceImpl *This, IWineD3DResource *resource) DECLSPEC_HIDDEN;
2025void device_stream_info_from_declaration(IWineD3DDeviceImpl *This,
2026 BOOL use_vshader, struct wined3d_stream_info *stream_info, BOOL *fixup) DECLSPEC_HIDDEN;
2027void device_update_stream_info(IWineD3DDeviceImpl *device, const struct wined3d_gl_info *gl_info) DECLSPEC_HIDDEN;
2028HRESULT IWineD3DDeviceImpl_ClearSurface(IWineD3DDeviceImpl *This, IWineD3DSurfaceImpl *target, DWORD Count,
2029 const WINED3DRECT *pRects, DWORD Flags, WINED3DCOLOR Color, float Z, DWORD Stencil) DECLSPEC_HIDDEN;
2030void IWineD3DDeviceImpl_FindTexUnitMap(IWineD3DDeviceImpl *This) DECLSPEC_HIDDEN;
2031void IWineD3DDeviceImpl_MarkStateDirty(IWineD3DDeviceImpl *This, DWORD state) DECLSPEC_HIDDEN;
2032
2033static inline BOOL isStateDirty(struct wined3d_context *context, DWORD state)
2034{
2035 DWORD idx = state / (sizeof(*context->isStateDirty) * CHAR_BIT);
2036 BYTE shift = state & ((sizeof(*context->isStateDirty) * CHAR_BIT) - 1);
2037 return context->isStateDirty[idx] & (1 << shift);
2038}
2039
2040/* Support for IWineD3DResource ::Set/Get/FreePrivateData. */
2041typedef struct PrivateData
2042{
2043 struct list entry;
2044
2045 GUID tag;
2046 DWORD flags; /* DDSPD_* */
2047
2048 union
2049 {
2050 LPVOID data;
2051 LPUNKNOWN object;
2052 } ptr;
2053
2054 DWORD size;
2055} PrivateData;
2056
2057/*****************************************************************************
2058 * IWineD3DResource implementation structure
2059 */
2060typedef struct IWineD3DResourceClass
2061{
2062 /* IUnknown fields */
2063 LONG ref; /* Note: Ref counting not required */
2064
2065 /* WineD3DResource Information */
2066 IUnknown *parent;
2067 WINED3DRESOURCETYPE resourceType;
2068 IWineD3DDeviceImpl *device;
2069 WINED3DPOOL pool;
2070 UINT size;
2071 DWORD usage;
2072 const struct wined3d_format_desc *format_desc;
2073 DWORD priority;
2074 BYTE *allocatedMemory; /* Pointer to the real data location */
2075 BYTE *heapMemory; /* Pointer to the HeapAlloced block of memory */
2076#ifdef VBOX_WITH_WDDM
2077 DWORD sharerc_flags; /* shared resource flags */
2078 DWORD sharerc_handle; /* shared resource handle */
2079 DWORD sharerc_locks; /* lock count */
2080#endif
2081 struct list privateData;
2082 struct list resource_list_entry;
2083 const struct wined3d_parent_ops *parent_ops;
2084} IWineD3DResourceClass;
2085
2086typedef struct IWineD3DResourceImpl
2087{
2088 /* IUnknown & WineD3DResource Information */
2089 const IWineD3DResourceVtbl *lpVtbl;
2090 IWineD3DResourceClass resource;
2091} IWineD3DResourceImpl;
2092
2093void resource_cleanup(IWineD3DResource *iface) DECLSPEC_HIDDEN;
2094HRESULT resource_free_private_data(IWineD3DResource *iface, REFGUID guid) DECLSPEC_HIDDEN;
2095HRESULT resource_get_parent(IWineD3DResource *iface, IUnknown **parent) DECLSPEC_HIDDEN;
2096DWORD resource_get_priority(IWineD3DResource *iface) DECLSPEC_HIDDEN;
2097HRESULT resource_get_private_data(IWineD3DResource *iface, REFGUID guid,
2098 void *data, DWORD *data_size) DECLSPEC_HIDDEN;
2099HRESULT resource_init(IWineD3DResource *iface, WINED3DRESOURCETYPE resource_type,
2100 IWineD3DDeviceImpl *device, UINT size, DWORD usage, const struct wined3d_format_desc *format_desc,
2101 WINED3DPOOL pool, IUnknown *parent, const struct wined3d_parent_ops *parent_ops
2102#ifdef VBOX_WITH_WDDM
2103 , HANDLE *shared_handle
2104 , void *pvClientMem
2105#endif
2106 ) DECLSPEC_HIDDEN;
2107WINED3DRESOURCETYPE resource_get_type(IWineD3DResource *iface) DECLSPEC_HIDDEN;
2108DWORD resource_set_priority(IWineD3DResource *iface, DWORD new_priority) DECLSPEC_HIDDEN;
2109HRESULT resource_set_private_data(IWineD3DResource *iface, REFGUID guid,
2110 const void *data, DWORD data_size, DWORD flags) DECLSPEC_HIDDEN;
2111
2112#ifdef VBOX_WITH_WDDM
2113HRESULT WINAPI IWineD3DResourceImpl_SetShRcState(IWineD3DResource *iface, VBOXWINEEX_SHRC_STATE enmState);
2114#endif
2115
2116/* Tests show that the start address of resources is 32 byte aligned */
2117#define RESOURCE_ALIGNMENT 16
2118
2119/*****************************************************************************
2120 * IWineD3DBaseTexture D3D- > openGL state map lookups
2121 */
2122
2123typedef enum winetexturestates {
2124 WINED3DTEXSTA_ADDRESSU = 0,
2125 WINED3DTEXSTA_ADDRESSV = 1,
2126 WINED3DTEXSTA_ADDRESSW = 2,
2127 WINED3DTEXSTA_BORDERCOLOR = 3,
2128 WINED3DTEXSTA_MAGFILTER = 4,
2129 WINED3DTEXSTA_MINFILTER = 5,
2130 WINED3DTEXSTA_MIPFILTER = 6,
2131 WINED3DTEXSTA_MAXMIPLEVEL = 7,
2132 WINED3DTEXSTA_MAXANISOTROPY = 8,
2133 WINED3DTEXSTA_SRGBTEXTURE = 9,
2134 WINED3DTEXSTA_ELEMENTINDEX = 10,
2135 WINED3DTEXSTA_DMAPOFFSET = 11,
2136 WINED3DTEXSTA_TSSADDRESSW = 12,
2137 MAX_WINETEXTURESTATES = 13,
2138} winetexturestates;
2139
2140enum WINED3DSRGB
2141{
2142 SRGB_ANY = 0, /* Uses the cached value(e.g. external calls) */
2143 SRGB_RGB = 1, /* Loads the rgb texture */
2144 SRGB_SRGB = 2, /* Loads the srgb texture */
2145 SRGB_BOTH = 3, /* Loads both textures */
2146};
2147
2148struct gl_texture
2149{
2150 DWORD states[MAX_WINETEXTURESTATES];
2151 BOOL dirty;
2152 GLuint name;
2153};
2154
2155/*****************************************************************************
2156 * IWineD3DBaseTexture implementation structure (extends IWineD3DResourceImpl)
2157 */
2158typedef struct IWineD3DBaseTextureClass
2159{
2160 struct gl_texture texture_rgb, texture_srgb;
2161 UINT levels;
2162 float pow2Matrix[16];
2163 UINT LOD;
2164 WINED3DTEXTUREFILTERTYPE filterType;
2165 LONG bindCount;
2166 DWORD sampler;
2167 BOOL is_srgb;
2168 BOOL pow2Matrix_identity;
2169 BOOL t_mirror;
2170 const struct min_lookup *minMipLookup;
2171 const GLenum *magLookup;
2172 void (*internal_preload)(IWineD3DBaseTexture *iface, enum WINED3DSRGB srgb);
2173} IWineD3DBaseTextureClass;
2174
2175void surface_internal_preload(IWineD3DSurface *iface, enum WINED3DSRGB srgb) DECLSPEC_HIDDEN;
2176BOOL surface_init_sysmem(IWineD3DSurface *iface) DECLSPEC_HIDDEN;
2177BOOL surface_is_offscreen(IWineD3DSurface *iface) DECLSPEC_HIDDEN;
2178void surface_prepare_texture(IWineD3DSurfaceImpl *surface,
2179 const struct wined3d_gl_info *gl_info, BOOL srgb) DECLSPEC_HIDDEN;
2180#ifdef VBOX_WITH_WDDM
2181void surface_setup_location_onopen(IWineD3DSurfaceImpl *This) DECLSPEC_HIDDEN;
2182#endif
2183
2184typedef struct IWineD3DBaseTextureImpl
2185{
2186 /* IUnknown & WineD3DResource Information */
2187 const IWineD3DBaseTextureVtbl *lpVtbl;
2188 IWineD3DResourceClass resource;
2189 IWineD3DBaseTextureClass baseTexture;
2190
2191} IWineD3DBaseTextureImpl;
2192
2193void basetexture_apply_state_changes(IWineD3DBaseTexture *iface,
2194 const DWORD textureStates[WINED3D_HIGHEST_TEXTURE_STATE + 1],
2195 const DWORD samplerStates[WINED3D_HIGHEST_SAMPLER_STATE + 1],
2196 const struct wined3d_gl_info *gl_info) DECLSPEC_HIDDEN;
2197void basetexture_state_init(IWineD3DBaseTexture *iface, struct gl_texture *gl_tex);
2198HRESULT basetexture_bind(IWineD3DBaseTexture *iface, BOOL srgb, BOOL *set_surface_desc) DECLSPEC_HIDDEN;
2199void basetexture_cleanup(IWineD3DBaseTexture *iface) DECLSPEC_HIDDEN;
2200void basetexture_generate_mipmaps(IWineD3DBaseTexture *iface) DECLSPEC_HIDDEN;
2201WINED3DTEXTUREFILTERTYPE basetexture_get_autogen_filter_type(IWineD3DBaseTexture *iface) DECLSPEC_HIDDEN;
2202BOOL basetexture_get_dirty(IWineD3DBaseTexture *iface) DECLSPEC_HIDDEN;
2203DWORD basetexture_get_level_count(IWineD3DBaseTexture *iface) DECLSPEC_HIDDEN;
2204DWORD basetexture_get_lod(IWineD3DBaseTexture *iface) DECLSPEC_HIDDEN;
2205HRESULT basetexture_init(IWineD3DBaseTextureImpl *texture, UINT levels, WINED3DRESOURCETYPE resource_type,
2206 IWineD3DDeviceImpl *device, UINT size, DWORD usage, const struct wined3d_format_desc *format_desc,
2207 WINED3DPOOL pool, IUnknown *parent, const struct wined3d_parent_ops *parent_ops
2208#ifdef VBOX_WITH_WDDM
2209 , HANDLE *shared_handle
2210 , void **pavClientMem
2211#endif
2212 ) DECLSPEC_HIDDEN;
2213HRESULT basetexture_set_autogen_filter_type(IWineD3DBaseTexture *iface,
2214 WINED3DTEXTUREFILTERTYPE filter_type) DECLSPEC_HIDDEN;
2215BOOL basetexture_set_dirty(IWineD3DBaseTexture *iface, BOOL dirty) DECLSPEC_HIDDEN;
2216DWORD basetexture_set_lod(IWineD3DBaseTexture *iface, DWORD new_lod) DECLSPEC_HIDDEN;
2217void basetexture_unload(IWineD3DBaseTexture *iface) DECLSPEC_HIDDEN;
2218
2219#ifdef VBOX_WITH_WDDM
2220#define texture_gl_delete(_o, _t) do { \
2221 if (VBOXSHRC_IS_SHARED(_o)) GL_EXTCALL(glChromiumParameteriCR(GL_RCUSAGE_TEXTURE_CLEAR_CR, _t)); \
2222 else glDeleteTextures(1, &_t); \
2223 } while (0)
2224#else
2225#define texture_gl_delete(_o, _t) do { \
2226 glDeleteTextures(1, &_t); \
2227 } while (0)
2228
2229#endif
2230/*****************************************************************************
2231 * IWineD3DTexture implementation structure (extends IWineD3DBaseTextureImpl)
2232 */
2233typedef struct IWineD3DTextureImpl
2234{
2235 /* IUnknown & WineD3DResource/WineD3DBaseTexture Information */
2236 const IWineD3DTextureVtbl *lpVtbl;
2237 IWineD3DResourceClass resource;
2238 IWineD3DBaseTextureClass baseTexture;
2239
2240 /* IWineD3DTexture */
2241 IWineD3DSurface *surfaces[MAX_MIP_LEVELS];
2242 UINT target;
2243 BOOL cond_np2;
2244
2245} IWineD3DTextureImpl;
2246
2247void texture_state_init(IWineD3DTexture *iface, struct gl_texture *gl_tex);
2248HRESULT texture_init(IWineD3DTextureImpl *texture, UINT width, UINT height, UINT levels,
2249 IWineD3DDeviceImpl *device, DWORD usage, WINED3DFORMAT format, WINED3DPOOL pool,
2250 IUnknown *parent, const struct wined3d_parent_ops *parent_ops
2251#ifdef VBOX_WITH_WDDM
2252 , HANDLE *shared_handle
2253 , void **pavClientMem
2254#endif
2255 ) DECLSPEC_HIDDEN;
2256
2257/*****************************************************************************
2258 * IWineD3DCubeTexture implementation structure (extends IWineD3DBaseTextureImpl)
2259 */
2260typedef struct IWineD3DCubeTextureImpl
2261{
2262 /* IUnknown & WineD3DResource/WineD3DBaseTexture Information */
2263 const IWineD3DCubeTextureVtbl *lpVtbl;
2264 IWineD3DResourceClass resource;
2265 IWineD3DBaseTextureClass baseTexture;
2266
2267 /* IWineD3DCubeTexture */
2268 IWineD3DSurface *surfaces[6][MAX_MIP_LEVELS];
2269} IWineD3DCubeTextureImpl;
2270
2271HRESULT cubetexture_init(IWineD3DCubeTextureImpl *texture, UINT edge_length, UINT levels,
2272 IWineD3DDeviceImpl *device, DWORD usage, WINED3DFORMAT format, WINED3DPOOL pool,
2273 IUnknown *parent, const struct wined3d_parent_ops *parent_ops
2274#ifdef VBOX_WITH_WDDM
2275 , HANDLE *shared_handle
2276 , void **pavClientMem
2277#endif
2278 ) DECLSPEC_HIDDEN;
2279
2280typedef struct _WINED3DVOLUMET_DESC
2281{
2282 UINT Width;
2283 UINT Height;
2284 UINT Depth;
2285} WINED3DVOLUMET_DESC;
2286
2287/*****************************************************************************
2288 * IWineD3DVolume implementation structure (extends IUnknown)
2289 */
2290typedef struct IWineD3DVolumeImpl
2291{
2292 /* IUnknown & WineD3DResource fields */
2293 const IWineD3DVolumeVtbl *lpVtbl;
2294 IWineD3DResourceClass resource;
2295
2296 /* WineD3DVolume Information */
2297 WINED3DVOLUMET_DESC currentDesc;
2298 IWineD3DBase *container;
2299 BOOL lockable;
2300 BOOL locked;
2301 WINED3DBOX lockedBox;
2302 WINED3DBOX dirtyBox;
2303 BOOL dirty;
2304} IWineD3DVolumeImpl;
2305
2306void volume_add_dirty_box(IWineD3DVolume *iface, const WINED3DBOX *dirty_box) DECLSPEC_HIDDEN;
2307HRESULT volume_init(IWineD3DVolumeImpl *volume, IWineD3DDeviceImpl *device, UINT width,
2308 UINT height, UINT depth, DWORD usage, WINED3DFORMAT format, WINED3DPOOL pool,
2309 IUnknown *parent, const struct wined3d_parent_ops *parent_ops
2310#ifdef VBOX_WITH_WDDM
2311 , HANDLE *shared_handle
2312 , void *pvClientMem
2313#endif
2314 ) DECLSPEC_HIDDEN;
2315
2316/*****************************************************************************
2317 * IWineD3DVolumeTexture implementation structure (extends IWineD3DBaseTextureImpl)
2318 */
2319typedef struct IWineD3DVolumeTextureImpl
2320{
2321 /* IUnknown & WineD3DResource/WineD3DBaseTexture Information */
2322 const IWineD3DVolumeTextureVtbl *lpVtbl;
2323 IWineD3DResourceClass resource;
2324 IWineD3DBaseTextureClass baseTexture;
2325
2326 /* IWineD3DVolumeTexture */
2327 IWineD3DVolume *volumes[MAX_MIP_LEVELS];
2328} IWineD3DVolumeTextureImpl;
2329
2330HRESULT volumetexture_init(IWineD3DVolumeTextureImpl *texture, UINT width, UINT height,
2331 UINT depth, UINT levels, IWineD3DDeviceImpl *device, DWORD usage, WINED3DFORMAT format,
2332 WINED3DPOOL pool, IUnknown *parent, const struct wined3d_parent_ops *parent_ops
2333#ifdef VBOX_WITH_WDDM
2334 , HANDLE *shared_handle
2335 , void **pavClientMem
2336#endif
2337 ) DECLSPEC_HIDDEN;
2338
2339typedef struct _WINED3DSURFACET_DESC
2340{
2341 WINED3DMULTISAMPLE_TYPE MultiSampleType;
2342 DWORD MultiSampleQuality;
2343 UINT Width;
2344 UINT Height;
2345} WINED3DSURFACET_DESC;
2346
2347/*****************************************************************************
2348 * Structure for DIB Surfaces (GetDC and GDI surfaces)
2349 */
2350typedef struct wineD3DSurface_DIB {
2351 HBITMAP DIBsection;
2352 void* bitmap_data;
2353 UINT bitmap_size;
2354 HGDIOBJ holdbitmap;
2355 BOOL client_memory;
2356} wineD3DSurface_DIB;
2357
2358typedef struct {
2359 struct list entry;
2360 GLuint id;
2361 UINT width;
2362 UINT height;
2363} renderbuffer_entry_t;
2364
2365struct fbo_entry
2366{
2367 struct list entry;
2368 IWineD3DSurfaceImpl **render_targets;
2369 IWineD3DSurfaceImpl *depth_stencil;
2370 BOOL attached;
2371 GLuint id;
2372};
2373
2374/*****************************************************************************
2375 * IWineD3DClipp implementation structure
2376 */
2377typedef struct IWineD3DClipperImpl
2378{
2379 const IWineD3DClipperVtbl *lpVtbl;
2380 LONG ref;
2381
2382 IUnknown *Parent;
2383 HWND hWnd;
2384} IWineD3DClipperImpl;
2385
2386
2387/*****************************************************************************
2388 * IWineD3DSurface implementation structure
2389 */
2390struct IWineD3DSurfaceImpl
2391{
2392 /* IUnknown & IWineD3DResource Information */
2393 const IWineD3DSurfaceVtbl *lpVtbl;
2394 IWineD3DResourceClass resource;
2395
2396 /* IWineD3DSurface fields */
2397 IWineD3DBase *container;
2398 WINED3DSURFACET_DESC currentDesc;
2399 IWineD3DPaletteImpl *palette; /* D3D7 style palette handling */
2400 PALETTEENTRY *palette9; /* D3D8/9 style palette handling */
2401
2402 /* TODO: move this off into a management class(maybe!) */
2403 DWORD Flags;
2404
2405 UINT pow2Width;
2406 UINT pow2Height;
2407
2408 /* A method to retrieve the drawable size. Not in the Vtable to make it changeable */
2409 void (*get_drawable_size)(struct wined3d_context *context, UINT *width, UINT *height);
2410
2411 /* PBO */
2412 GLuint pbo;
2413 GLuint texture_name;
2414 GLuint texture_name_srgb;
2415 GLint texture_level;
2416 GLenum texture_target;
2417
2418 RECT lockedRect;
2419 RECT dirtyRect;
2420 int lockCount;
2421#define MAXLOCKCOUNT 50 /* After this amount of locks do not free the sysmem copy */
2422
2423 /* For GetDC */
2424 wineD3DSurface_DIB dib;
2425 HDC hDC;
2426
2427 /* Color keys for DDraw */
2428 WINEDDCOLORKEY DestBltCKey;
2429 WINEDDCOLORKEY DestOverlayCKey;
2430 WINEDDCOLORKEY SrcOverlayCKey;
2431 WINEDDCOLORKEY SrcBltCKey;
2432 DWORD CKeyFlags;
2433
2434 WINEDDCOLORKEY glCKey;
2435
2436 struct list renderbuffers;
2437 renderbuffer_entry_t *current_renderbuffer;
2438
2439 /* DirectDraw clippers */
2440 IWineD3DClipper *clipper;
2441
2442 /* DirectDraw Overlay handling */
2443 RECT overlay_srcrect;
2444 RECT overlay_destrect;
2445 IWineD3DSurfaceImpl *overlay_dest;
2446 struct list overlays;
2447 struct list overlay_entry;
2448
2449#ifdef VBOX_WITH_WDDM
2450 struct IWineD3DSwapChain *presentSwapchain;
2451#endif
2452};
2453
2454extern const IWineD3DSurfaceVtbl IWineD3DSurface_Vtbl DECLSPEC_HIDDEN;
2455extern const IWineD3DSurfaceVtbl IWineGDISurface_Vtbl DECLSPEC_HIDDEN;
2456
2457UINT surface_calculate_size(const struct wined3d_format_desc *format_desc,
2458 UINT alignment, UINT width, UINT height) DECLSPEC_HIDDEN;
2459void surface_gdi_cleanup(IWineD3DSurfaceImpl *This) DECLSPEC_HIDDEN;
2460HRESULT surface_init(IWineD3DSurfaceImpl *surface, WINED3DSURFTYPE surface_type, UINT alignment,
2461 UINT width, UINT height, UINT level, BOOL lockable, BOOL discard, WINED3DMULTISAMPLE_TYPE multisample_type,
2462 UINT multisample_quality, IWineD3DDeviceImpl *device, DWORD usage, WINED3DFORMAT format,
2463 WINED3DPOOL pool, IUnknown *parent, const struct wined3d_parent_ops *parent_ops
2464#ifdef VBOX_WITH_WDDM
2465 , HANDLE *shared_handle
2466 , void *pvClientMem
2467#endif
2468 ) DECLSPEC_HIDDEN;
2469
2470/* Predeclare the shared Surface functions */
2471HRESULT WINAPI IWineD3DBaseSurfaceImpl_QueryInterface(IWineD3DSurface *iface,
2472 REFIID riid, LPVOID *ppobj) DECLSPEC_HIDDEN;
2473ULONG WINAPI IWineD3DBaseSurfaceImpl_AddRef(IWineD3DSurface *iface) DECLSPEC_HIDDEN;
2474HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetParent(IWineD3DSurface *iface, IUnknown **pParent) DECLSPEC_HIDDEN;
2475HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetPrivateData(IWineD3DSurface *iface,
2476 REFGUID refguid, const void *pData, DWORD SizeOfData, DWORD Flags) DECLSPEC_HIDDEN;
2477HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetPrivateData(IWineD3DSurface *iface,
2478 REFGUID refguid, void *pData, DWORD *pSizeOfData) DECLSPEC_HIDDEN;
2479HRESULT WINAPI IWineD3DBaseSurfaceImpl_FreePrivateData(IWineD3DSurface *iface, REFGUID refguid) DECLSPEC_HIDDEN;
2480DWORD WINAPI IWineD3DBaseSurfaceImpl_SetPriority(IWineD3DSurface *iface, DWORD PriorityNew) DECLSPEC_HIDDEN;
2481DWORD WINAPI IWineD3DBaseSurfaceImpl_GetPriority(IWineD3DSurface *iface) DECLSPEC_HIDDEN;
2482WINED3DRESOURCETYPE WINAPI IWineD3DBaseSurfaceImpl_GetType(IWineD3DSurface *iface) DECLSPEC_HIDDEN;
2483HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetContainer(IWineD3DSurface* iface,
2484 REFIID riid, void **ppContainer) DECLSPEC_HIDDEN;
2485HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetDesc(IWineD3DSurface *iface, WINED3DSURFACE_DESC *pDesc) DECLSPEC_HIDDEN;
2486HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetBltStatus(IWineD3DSurface *iface, DWORD Flags) DECLSPEC_HIDDEN;
2487HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetFlipStatus(IWineD3DSurface *iface, DWORD Flags) DECLSPEC_HIDDEN;
2488HRESULT WINAPI IWineD3DBaseSurfaceImpl_IsLost(IWineD3DSurface *iface) DECLSPEC_HIDDEN;
2489HRESULT WINAPI IWineD3DBaseSurfaceImpl_Restore(IWineD3DSurface *iface) DECLSPEC_HIDDEN;
2490HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetPalette(IWineD3DSurface *iface, IWineD3DPalette **Pal) DECLSPEC_HIDDEN;
2491HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetPalette(IWineD3DSurface *iface, IWineD3DPalette *Pal) DECLSPEC_HIDDEN;
2492HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetColorKey(IWineD3DSurface *iface,
2493 DWORD Flags, const WINEDDCOLORKEY *CKey) DECLSPEC_HIDDEN;
2494HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetContainer(IWineD3DSurface *iface, IWineD3DBase *container) DECLSPEC_HIDDEN;
2495DWORD WINAPI IWineD3DBaseSurfaceImpl_GetPitch(IWineD3DSurface *iface) DECLSPEC_HIDDEN;
2496HRESULT WINAPI IWineD3DBaseSurfaceImpl_RealizePalette(IWineD3DSurface *iface) DECLSPEC_HIDDEN;
2497HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetOverlayPosition(IWineD3DSurface *iface, LONG X, LONG Y) DECLSPEC_HIDDEN;
2498HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetOverlayPosition(IWineD3DSurface *iface, LONG *X, LONG *Y) DECLSPEC_HIDDEN;
2499HRESULT WINAPI IWineD3DBaseSurfaceImpl_UpdateOverlayZOrder(IWineD3DSurface *iface,
2500 DWORD Flags, IWineD3DSurface *Ref) DECLSPEC_HIDDEN;
2501HRESULT WINAPI IWineD3DBaseSurfaceImpl_UpdateOverlay(IWineD3DSurface *iface, const RECT *SrcRect,
2502 IWineD3DSurface *DstSurface, const RECT *DstRect, DWORD Flags, const WINEDDOVERLAYFX *FX) DECLSPEC_HIDDEN;
2503HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetClipper(IWineD3DSurface *iface, IWineD3DClipper *clipper) DECLSPEC_HIDDEN;
2504HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetClipper(IWineD3DSurface *iface, IWineD3DClipper **clipper) DECLSPEC_HIDDEN;
2505HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetFormat(IWineD3DSurface *iface, WINED3DFORMAT format) DECLSPEC_HIDDEN;
2506HRESULT IWineD3DBaseSurfaceImpl_CreateDIBSection(IWineD3DSurface *iface) DECLSPEC_HIDDEN;
2507HRESULT WINAPI IWineD3DBaseSurfaceImpl_Blt(IWineD3DSurface *iface, const RECT *DestRect, IWineD3DSurface *SrcSurface,
2508 const RECT *SrcRect, DWORD Flags, const WINEDDBLTFX *DDBltFx, WINED3DTEXTUREFILTERTYPE Filter) DECLSPEC_HIDDEN;
2509HRESULT WINAPI IWineD3DBaseSurfaceImpl_BltFast(IWineD3DSurface *iface, DWORD dstx, DWORD dsty,
2510 IWineD3DSurface *Source, const RECT *rsrc, DWORD trans) DECLSPEC_HIDDEN;
2511HRESULT WINAPI IWineD3DBaseSurfaceImpl_LockRect(IWineD3DSurface *iface, WINED3DLOCKED_RECT *pLockedRect,
2512 const RECT *pRect, DWORD Flags) DECLSPEC_HIDDEN;
2513void WINAPI IWineD3DBaseSurfaceImpl_BindTexture(IWineD3DSurface *iface, BOOL srgb) DECLSPEC_HIDDEN;
2514const void *WINAPI IWineD3DBaseSurfaceImpl_GetData(IWineD3DSurface *iface) DECLSPEC_HIDDEN;
2515
2516void get_drawable_size_swapchain(struct wined3d_context *context, UINT *width, UINT *height) DECLSPEC_HIDDEN;
2517void get_drawable_size_backbuffer(struct wined3d_context *context, UINT *width, UINT *height) DECLSPEC_HIDDEN;
2518void get_drawable_size_fbo(struct wined3d_context *context, UINT *width, UINT *height) DECLSPEC_HIDDEN;
2519
2520void draw_textured_quad(IWineD3DSurfaceImpl *src_surface, const RECT *src_rect,
2521 const RECT *dst_rect, WINED3DTEXTUREFILTERTYPE Filter) DECLSPEC_HIDDEN;
2522void flip_surface(IWineD3DSurfaceImpl *front, IWineD3DSurfaceImpl *back) DECLSPEC_HIDDEN;
2523
2524/* Surface flags: */
2525#define SFLAG_CONVERTED 0x00000002 /* Converted for color keying or Palettized */
2526#define SFLAG_DIBSECTION 0x00000004 /* Has a DIB section attached for GetDC */
2527#define SFLAG_LOCKABLE 0x00000008 /* Surface can be locked */
2528#define SFLAG_DISCARD 0x00000010 /* ??? */
2529#define SFLAG_LOCKED 0x00000020 /* Surface is locked atm */
2530#define SFLAG_INTEXTURE 0x00000040 /* The GL texture contains the newest surface content */
2531#define SFLAG_INSRGBTEX 0x00000080 /* The GL srgb texture contains the newest surface content */
2532#define SFLAG_INDRAWABLE 0x00000100 /* The gl drawable contains the most up to date data */
2533#define SFLAG_INSYSMEM 0x00000200 /* The system memory copy is most up to date */
2534#define SFLAG_NONPOW2 0x00000400 /* Surface sizes are not a power of 2 */
2535#define SFLAG_DYNLOCK 0x00000800 /* Surface is often locked by the app */
2536#define SFLAG_DCINUSE 0x00001000 /* Set between GetDC and ReleaseDC calls */
2537#define SFLAG_LOST 0x00002000 /* Surface lost flag for DDraw */
2538#define SFLAG_USERPTR 0x00004000 /* The application allocated the memory for this surface */
2539#define SFLAG_GLCKEY 0x00008000 /* The gl texture was created with a color key */
2540#define SFLAG_CLIENT 0x00010000 /* GL_APPLE_client_storage is used on that texture */
2541#define SFLAG_ALLOCATED 0x00020000 /* A gl texture is allocated for this surface */
2542#define SFLAG_SRGBALLOCATED 0x00040000 /* A srgb gl texture is allocated for this surface */
2543#define SFLAG_PBO 0x00080000 /* Has a PBO attached for speeding up data transfers for dynamically locked surfaces */
2544#define SFLAG_NORMCOORD 0x00100000 /* Set if the GL texture coords are normalized(non-texture rectangle) */
2545#define SFLAG_DS_ONSCREEN 0x00200000 /* Is a depth stencil, last modified onscreen */
2546#define SFLAG_DS_OFFSCREEN 0x00400000 /* Is a depth stencil, last modified offscreen */
2547#define SFLAG_INOVERLAYDRAW 0x00800000 /* Overlay drawing is in progress. Recursion prevention */
2548#define SFLAG_SWAPCHAIN 0x01000000 /* The surface is part of a swapchain */
2549
2550#ifdef VBOX_WITH_WDDM
2551# define SFLAG_CLIENTMEM 0x10000000 /* SYSMEM surface using client-supplied memory buffer */
2552# define SFLAG_DONOTFREE_VBOXWDDM SFLAG_CLIENTMEM
2553#else
2554# define SFLAG_DONOTFREE_VBOXWDDM 0
2555#endif
2556
2557/* In some conditions the surface memory must not be freed:
2558 * SFLAG_CONVERTED: Converting the data back would take too long
2559 * SFLAG_DIBSECTION: The dib code manages the memory
2560 * SFLAG_LOCKED: The app requires access to the surface data
2561 * SFLAG_DYNLOCK: Avoid freeing the data for performance
2562 * SFLAG_PBO: PBOs don't use 'normal' memory. It is either allocated by the driver or must be NULL.
2563 * SFLAG_CLIENT: OpenGL uses our memory as backup
2564 */
2565#define SFLAG_DONOTFREE (SFLAG_CONVERTED | \
2566 SFLAG_DIBSECTION | \
2567 SFLAG_LOCKED | \
2568 SFLAG_DYNLOCK | \
2569 SFLAG_USERPTR | \
2570 SFLAG_PBO | \
2571 SFLAG_CLIENT | \
2572 SFLAG_DONOTFREE_VBOXWDDM \
2573 )
2574
2575#define SFLAG_LOCATIONS (SFLAG_INSYSMEM | \
2576 SFLAG_INTEXTURE | \
2577 SFLAG_INDRAWABLE | \
2578 SFLAG_INSRGBTEX)
2579
2580#define SFLAG_DS_LOCATIONS (SFLAG_DS_ONSCREEN | \
2581 SFLAG_DS_OFFSCREEN)
2582#define SFLAG_DS_DISCARDED SFLAG_DS_LOCATIONS
2583
2584typedef enum {
2585 NO_CONVERSION,
2586 CONVERT_PALETTED,
2587 CONVERT_PALETTED_CK,
2588 CONVERT_CK_565,
2589 CONVERT_CK_5551,
2590 CONVERT_CK_4444,
2591 CONVERT_CK_4444_ARGB,
2592 CONVERT_CK_1555,
2593 CONVERT_555,
2594 CONVERT_CK_RGB24,
2595 CONVERT_CK_8888,
2596 CONVERT_CK_8888_ARGB,
2597 CONVERT_RGB32_888,
2598 CONVERT_V8U8,
2599 CONVERT_L6V5U5,
2600 CONVERT_X8L8V8U8,
2601 CONVERT_Q8W8V8U8,
2602 CONVERT_V16U16,
2603 CONVERT_A4L4,
2604 CONVERT_G16R16,
2605 CONVERT_R16G16F,
2606 CONVERT_R32G32F,
2607 CONVERT_D15S1,
2608 CONVERT_D24X4S4,
2609 CONVERT_D24FS8,
2610} CONVERT_TYPES;
2611
2612HRESULT d3dfmt_get_conv(IWineD3DSurfaceImpl *This, BOOL need_alpha_ck, BOOL use_texturing,
2613 struct wined3d_format_desc *desc, CONVERT_TYPES *convert) DECLSPEC_HIDDEN;
2614void d3dfmt_p8_init_palette(IWineD3DSurfaceImpl *This, BYTE table[256][4], BOOL colorkey) DECLSPEC_HIDDEN;
2615
2616BOOL palette9_changed(IWineD3DSurfaceImpl *This) DECLSPEC_HIDDEN;
2617
2618/*****************************************************************************
2619 * IWineD3DVertexDeclaration implementation structure
2620 */
2621
2622struct wined3d_vertex_declaration_element
2623{
2624 const struct wined3d_format_desc *format_desc;
2625 BOOL ffp_valid;
2626 WORD input_slot;
2627 WORD offset;
2628 UINT output_slot;
2629 BYTE method;
2630 BYTE usage;
2631 BYTE usage_idx;
2632};
2633
2634typedef struct IWineD3DVertexDeclarationImpl {
2635 /* IUnknown Information */
2636 const IWineD3DVertexDeclarationVtbl *lpVtbl;
2637 LONG ref;
2638
2639 IUnknown *parent;
2640 const struct wined3d_parent_ops *parent_ops;
2641 IWineD3DDeviceImpl *device;
2642
2643 struct wined3d_vertex_declaration_element *elements;
2644 UINT element_count;
2645
2646 DWORD streams[MAX_STREAMS];
2647 UINT num_streams;
2648 BOOL position_transformed;
2649 BOOL half_float_conv_needed;
2650} IWineD3DVertexDeclarationImpl;
2651
2652HRESULT vertexdeclaration_init(IWineD3DVertexDeclarationImpl *declaration, IWineD3DDeviceImpl *device,
2653 const WINED3DVERTEXELEMENT *elements, UINT element_count,
2654 IUnknown *parent, const struct wined3d_parent_ops *parent_ops) DECLSPEC_HIDDEN;
2655
2656/*****************************************************************************
2657 * IWineD3DStateBlock implementation structure
2658 */
2659
2660/* Internal state Block for Begin/End/Capture/Create/Apply info */
2661/* Note: Very long winded but gl Lists are not flexible enough */
2662/* to resolve everything we need, so doing it manually for now */
2663typedef struct SAVEDSTATES {
2664 DWORD transform[(HIGHEST_TRANSFORMSTATE >> 5) + 1];
2665 WORD streamSource; /* MAX_STREAMS, 16 */
2666 WORD streamFreq; /* MAX_STREAMS, 16 */
2667 DWORD renderState[(WINEHIGHEST_RENDER_STATE >> 5) + 1];
2668 DWORD textureState[MAX_TEXTURES]; /* WINED3D_HIGHEST_TEXTURE_STATE + 1, 18 */
2669 WORD samplerState[MAX_COMBINED_SAMPLERS]; /* WINED3D_HIGHEST_SAMPLER_STATE + 1, 14 */
2670 DWORD clipplane; /* WINED3DMAXUSERCLIPPLANES, 32 */
2671 WORD pixelShaderConstantsB; /* MAX_CONST_B, 16 */
2672 WORD pixelShaderConstantsI; /* MAX_CONST_I, 16 */
2673 BOOL *pixelShaderConstantsF;
2674 WORD vertexShaderConstantsB; /* MAX_CONST_B, 16 */
2675 WORD vertexShaderConstantsI; /* MAX_CONST_I, 16 */
2676 BOOL *vertexShaderConstantsF;
2677 DWORD textures : 20; /* MAX_COMBINED_SAMPLERS, 20 */
2678 DWORD primitive_type : 1;
2679 DWORD indices : 1;
2680 DWORD material : 1;
2681 DWORD viewport : 1;
2682 DWORD vertexDecl : 1;
2683 DWORD pixelShader : 1;
2684 DWORD vertexShader : 1;
2685 DWORD scissorRect : 1;
2686 DWORD padding : 4;
2687} SAVEDSTATES;
2688
2689struct StageState {
2690 DWORD stage;
2691 DWORD state;
2692};
2693
2694struct IWineD3DStateBlockImpl
2695{
2696 /* IUnknown fields */
2697 const IWineD3DStateBlockVtbl *lpVtbl;
2698 LONG ref; /* Note: Ref counting not required */
2699
2700 /* IWineD3DStateBlock information */
2701 IWineD3DDeviceImpl *device;
2702 WINED3DSTATEBLOCKTYPE blockType;
2703
2704 /* Array indicating whether things have been set or changed */
2705 SAVEDSTATES changed;
2706
2707 /* Vertex Shader Declaration */
2708 IWineD3DVertexDeclaration *vertexDecl;
2709
2710 IWineD3DVertexShader *vertexShader;
2711
2712 /* Vertex Shader Constants */
2713 BOOL vertexShaderConstantB[MAX_CONST_B];
2714 INT vertexShaderConstantI[MAX_CONST_I * 4];
2715 float *vertexShaderConstantF;
2716
2717 /* primitive type */
2718 GLenum gl_primitive_type;
2719
2720 /* Stream Source */
2721 BOOL streamIsUP;
2722 UINT streamStride[MAX_STREAMS];
2723 UINT streamOffset[MAX_STREAMS + 1 /* tesselated pseudo-stream */ ];
2724 IWineD3DBuffer *streamSource[MAX_STREAMS];
2725 UINT streamFreq[MAX_STREAMS + 1];
2726 UINT streamFlags[MAX_STREAMS + 1]; /*0 | WINED3DSTREAMSOURCE_INSTANCEDATA | WINED3DSTREAMSOURCE_INDEXEDDATA */
2727
2728 /* Indices */
2729 IWineD3DBuffer* pIndexData;
2730 WINED3DFORMAT IndexFmt;
2731 INT baseVertexIndex;
2732 INT loadBaseVertexIndex; /* non-indexed drawing needs 0 here, indexed baseVertexIndex */
2733
2734 /* Transform */
2735 WINED3DMATRIX transforms[HIGHEST_TRANSFORMSTATE + 1];
2736
2737 /* Light hashmap . Collisions are handled using standard wine double linked lists */
2738#define LIGHTMAP_SIZE 43 /* Use of a prime number recommended. Set to 1 for a linked list! */
2739#define LIGHTMAP_HASHFUNC(x) ((x) % LIGHTMAP_SIZE) /* Primitive and simple function */
2740 struct list lightMap[LIGHTMAP_SIZE]; /* Hash map containing the lights */
2741 const struct wined3d_light_info *activeLights[MAX_ACTIVE_LIGHTS]; /* Map of opengl lights to d3d lights */
2742
2743 /* Clipping */
2744 double clipplane[MAX_CLIPPLANES][4];
2745 WINED3DCLIPSTATUS clip_status;
2746
2747 /* ViewPort */
2748 WINED3DVIEWPORT viewport;
2749
2750 /* Material */
2751 WINED3DMATERIAL material;
2752
2753 /* Pixel Shader */
2754 IWineD3DPixelShader *pixelShader;
2755
2756 /* Pixel Shader Constants */
2757 BOOL pixelShaderConstantB[MAX_CONST_B];
2758 INT pixelShaderConstantI[MAX_CONST_I * 4];
2759 float *pixelShaderConstantF;
2760
2761 /* RenderState */
2762 DWORD renderState[WINEHIGHEST_RENDER_STATE + 1];
2763
2764 /* Texture */
2765 IWineD3DBaseTexture *textures[MAX_COMBINED_SAMPLERS];
2766
2767 /* Texture State Stage */
2768 DWORD textureState[MAX_TEXTURES][WINED3D_HIGHEST_TEXTURE_STATE + 1];
2769 DWORD lowest_disabled_stage;
2770 /* Sampler States */
2771 DWORD samplerState[MAX_COMBINED_SAMPLERS][WINED3D_HIGHEST_SAMPLER_STATE + 1];
2772
2773 /* Scissor test rectangle */
2774 RECT scissorRect;
2775
2776 /* Contained state management */
2777 DWORD contained_render_states[WINEHIGHEST_RENDER_STATE + 1];
2778 unsigned int num_contained_render_states;
2779 DWORD contained_transform_states[HIGHEST_TRANSFORMSTATE + 1];
2780 unsigned int num_contained_transform_states;
2781 DWORD contained_vs_consts_i[MAX_CONST_I];
2782 unsigned int num_contained_vs_consts_i;
2783 DWORD contained_vs_consts_b[MAX_CONST_B];
2784 unsigned int num_contained_vs_consts_b;
2785 DWORD *contained_vs_consts_f;
2786 unsigned int num_contained_vs_consts_f;
2787 DWORD contained_ps_consts_i[MAX_CONST_I];
2788 unsigned int num_contained_ps_consts_i;
2789 DWORD contained_ps_consts_b[MAX_CONST_B];
2790 unsigned int num_contained_ps_consts_b;
2791 DWORD *contained_ps_consts_f;
2792 unsigned int num_contained_ps_consts_f;
2793 struct StageState contained_tss_states[MAX_TEXTURES * (WINED3D_HIGHEST_TEXTURE_STATE + 1)];
2794 unsigned int num_contained_tss_states;
2795 struct StageState contained_sampler_states[MAX_COMBINED_SAMPLERS * WINED3D_HIGHEST_SAMPLER_STATE];
2796 unsigned int num_contained_sampler_states;
2797};
2798
2799HRESULT stateblock_init(IWineD3DStateBlockImpl *stateblock,
2800 IWineD3DDeviceImpl *device, WINED3DSTATEBLOCKTYPE type) DECLSPEC_HIDDEN;
2801void stateblock_init_contained_states(IWineD3DStateBlockImpl *object) DECLSPEC_HIDDEN;
2802
2803static inline void stateblock_apply_state(DWORD state, IWineD3DStateBlockImpl *stateblock,
2804 struct wined3d_context *context)
2805{
2806 const struct StateEntry *statetable = stateblock->device->StateTable;
2807 DWORD rep = statetable[state].representative;
2808 statetable[rep].apply(rep, stateblock, context);
2809}
2810
2811/* Direct3D terminology with little modifications. We do not have an issued state
2812 * because only the driver knows about it, but we have a created state because d3d
2813 * allows GetData on a created issue, but opengl doesn't
2814 */
2815enum query_state {
2816 QUERY_CREATED,
2817 QUERY_SIGNALLED,
2818 QUERY_BUILDING
2819};
2820/*****************************************************************************
2821 * IWineD3DQueryImpl implementation structure (extends IUnknown)
2822 */
2823typedef struct IWineD3DQueryImpl
2824{
2825 const IWineD3DQueryVtbl *lpVtbl;
2826 LONG ref; /* Note: Ref counting not required */
2827
2828 IUnknown *parent;
2829 IWineD3DDeviceImpl *device;
2830
2831 /* IWineD3DQuery fields */
2832 enum query_state state;
2833 WINED3DQUERYTYPE type;
2834 /* TODO: Think about using a IUnknown instead of a void* */
2835 void *extendedData;
2836} IWineD3DQueryImpl;
2837
2838HRESULT query_init(IWineD3DQueryImpl *query, IWineD3DDeviceImpl *device,
2839 WINED3DQUERYTYPE type, IUnknown *parent) DECLSPEC_HIDDEN;
2840
2841/* IWineD3DBuffer */
2842
2843/* TODO: Add tests and support for FLOAT16_4 POSITIONT, D3DCOLOR position, other
2844 * fixed function semantics as D3DCOLOR or FLOAT16 */
2845enum wined3d_buffer_conversion_type
2846{
2847 CONV_NONE,
2848 CONV_D3DCOLOR,
2849 CONV_POSITIONT,
2850 CONV_FLOAT16_2, /* Also handles FLOAT16_4 */
2851};
2852
2853struct wined3d_map_range
2854{
2855 UINT offset;
2856 UINT size;
2857};
2858
2859#define WINED3D_BUFFER_OPTIMIZED 0x01 /* Optimize has been called for the buffer */
2860#define WINED3D_BUFFER_HASDESC 0x02 /* A vertex description has been found */
2861#define WINED3D_BUFFER_CREATEBO 0x04 /* Attempt to create a buffer object next PreLoad */
2862#define WINED3D_BUFFER_DOUBLEBUFFER 0x08 /* Use a vbo and local allocated memory */
2863#define WINED3D_BUFFER_FLUSH 0x10 /* Manual unmap flushing */
2864#define WINED3D_BUFFER_DISCARD 0x20 /* A DISCARD lock has occurred since the last PreLoad */
2865#define WINED3D_BUFFER_NOSYNC 0x40 /* All locks since the last PreLoad had NOOVERWRITE set */
2866#define WINED3D_BUFFER_APPLESYNC 0x80 /* Using sync as in GL_APPLE_flush_buffer_range */
2867
2868struct wined3d_buffer
2869{
2870 const struct IWineD3DBufferVtbl *vtbl;
2871 IWineD3DResourceClass resource;
2872
2873 struct wined3d_buffer_desc desc;
2874
2875 GLuint buffer_object;
2876 GLenum buffer_object_usage;
2877 GLenum buffer_type_hint;
2878 UINT buffer_object_size;
2879 LONG bind_count;
2880 DWORD flags;
2881
2882 LONG lock_count;
2883 struct wined3d_map_range *maps;
2884 ULONG maps_size, modified_areas;
2885 struct wined3d_event_query *query;
2886
2887 /* conversion stuff */
2888 UINT decl_change_count, full_conversion_count;
2889 UINT draw_count;
2890 UINT stride; /* 0 if no conversion */
2891 UINT conversion_stride; /* 0 if no shifted conversion */
2892 enum wined3d_buffer_conversion_type *conversion_map; /* NULL if no conversion */
2893 /* Extra load offsets, for FLOAT16 conversion */
2894 UINT *conversion_shift; /* NULL if no shifted conversion */
2895};
2896
2897const BYTE *buffer_get_memory(IWineD3DBuffer *iface, GLuint *buffer_object) DECLSPEC_HIDDEN;
2898BYTE *buffer_get_sysmem(struct wined3d_buffer *This) DECLSPEC_HIDDEN;
2899HRESULT buffer_init(struct wined3d_buffer *buffer, IWineD3DDeviceImpl *device,
2900 UINT size, DWORD usage, WINED3DFORMAT format, WINED3DPOOL pool, GLenum bind_hint,
2901 const char *data, IUnknown *parent, const struct wined3d_parent_ops *parent_ops) DECLSPEC_HIDDEN;
2902
2903/* IWineD3DRendertargetView */
2904struct wined3d_rendertarget_view
2905{
2906 const struct IWineD3DRendertargetViewVtbl *vtbl;
2907 LONG refcount;
2908
2909 IWineD3DResource *resource;
2910 IUnknown *parent;
2911};
2912
2913void wined3d_rendertarget_view_init(struct wined3d_rendertarget_view *view,
2914 IWineD3DResource *resource, IUnknown *parent) DECLSPEC_HIDDEN;
2915
2916/*****************************************************************************
2917 * IWineD3DSwapChainImpl implementation structure (extends IUnknown)
2918 */
2919
2920struct IWineD3DSwapChainImpl
2921{
2922 /*IUnknown part*/
2923 const IWineD3DSwapChainVtbl *lpVtbl;
2924 LONG ref; /* Note: Ref counting not required */
2925
2926 IUnknown *parent;
2927 IWineD3DDeviceImpl *device;
2928
2929 /* IWineD3DSwapChain fields */
2930 IWineD3DSurface **backBuffer;
2931 IWineD3DSurface *frontBuffer;
2932 WINED3DPRESENT_PARAMETERS presentParms;
2933 DWORD orig_width, orig_height;
2934 WINED3DFORMAT orig_fmt;
2935 WINED3DGAMMARAMP orig_gamma;
2936 BOOL render_to_fbo;
2937 const struct wined3d_format_desc *ds_format;
2938
2939 long prev_time, frames; /* Performance tracking */
2940 unsigned int vSyncCounter;
2941
2942#ifndef VBOX_WITH_WDDM
2943 struct wined3d_context **context;
2944 unsigned int num_contexts;
2945 HWND win_handle;
2946 HWND device_window;
2947 HDC hDC;
2948#else
2949 HWND win_handle;
2950 HDC hDC;
2951 IWineD3DSurface *presentRt;
2952#endif
2953};
2954
2955extern const IWineD3DSwapChainVtbl IWineGDISwapChain_Vtbl DECLSPEC_HIDDEN;
2956void x11_copy_to_screen(IWineD3DSwapChainImpl *This, const RECT *rc) DECLSPEC_HIDDEN;
2957
2958HRESULT WINAPI IWineD3DBaseSwapChainImpl_QueryInterface(IWineD3DSwapChain *iface,
2959 REFIID riid, LPVOID *ppobj) DECLSPEC_HIDDEN;
2960ULONG WINAPI IWineD3DBaseSwapChainImpl_AddRef(IWineD3DSwapChain *iface) DECLSPEC_HIDDEN;
2961ULONG WINAPI IWineD3DBaseSwapChainImpl_Release(IWineD3DSwapChain *iface) DECLSPEC_HIDDEN;
2962HRESULT WINAPI IWineD3DBaseSwapChainImpl_GetParent(IWineD3DSwapChain *iface, IUnknown **ppParent) DECLSPEC_HIDDEN;
2963HRESULT WINAPI IWineD3DBaseSwapChainImpl_GetFrontBufferData(IWineD3DSwapChain *iface,
2964 IWineD3DSurface *pDestSurface) DECLSPEC_HIDDEN;
2965HRESULT WINAPI IWineD3DBaseSwapChainImpl_GetBackBuffer(IWineD3DSwapChain *iface, UINT iBackBuffer,
2966 WINED3DBACKBUFFER_TYPE Type, IWineD3DSurface **ppBackBuffer) DECLSPEC_HIDDEN;
2967HRESULT WINAPI IWineD3DBaseSwapChainImpl_GetRasterStatus(IWineD3DSwapChain *iface,
2968 WINED3DRASTER_STATUS *pRasterStatus) DECLSPEC_HIDDEN;
2969HRESULT WINAPI IWineD3DBaseSwapChainImpl_GetDisplayMode(IWineD3DSwapChain *iface,
2970 WINED3DDISPLAYMODE *pMode) DECLSPEC_HIDDEN;
2971HRESULT WINAPI IWineD3DBaseSwapChainImpl_GetDevice(IWineD3DSwapChain *iface,
2972 IWineD3DDevice **ppDevice) DECLSPEC_HIDDEN;
2973HRESULT WINAPI IWineD3DBaseSwapChainImpl_GetPresentParameters(IWineD3DSwapChain *iface,
2974 WINED3DPRESENT_PARAMETERS *pPresentationParameters) DECLSPEC_HIDDEN;
2975HRESULT WINAPI IWineD3DBaseSwapChainImpl_SetGammaRamp(IWineD3DSwapChain *iface,
2976 DWORD Flags, const WINED3DGAMMARAMP *pRamp) DECLSPEC_HIDDEN;
2977HRESULT WINAPI IWineD3DBaseSwapChainImpl_GetGammaRamp(IWineD3DSwapChain *iface,
2978 WINED3DGAMMARAMP *pRamp) DECLSPEC_HIDDEN;
2979
2980struct wined3d_context *swapchain_create_context_for_thread(IWineD3DSwapChain *iface) DECLSPEC_HIDDEN;
2981HRESULT swapchain_init(IWineD3DSwapChainImpl *swapchain, WINED3DSURFTYPE surface_type,
2982 IWineD3DDeviceImpl *device, WINED3DPRESENT_PARAMETERS *present_parameters, IUnknown *parent) DECLSPEC_HIDDEN;
2983void swapchain_restore_fullscreen_window(IWineD3DSwapChainImpl *swapchain) DECLSPEC_HIDDEN;
2984void swapchain_setup_fullscreen_window(IWineD3DSwapChainImpl *swapchain, UINT w, UINT h) DECLSPEC_HIDDEN;
2985
2986#define DEFAULT_REFRESH_RATE 0
2987
2988/*****************************************************************************
2989 * Utility function prototypes
2990 */
2991
2992/* Trace routines */
2993const char *debug_d3dformat(WINED3DFORMAT fmt) DECLSPEC_HIDDEN;
2994const char *debug_d3ddevicetype(WINED3DDEVTYPE devtype) DECLSPEC_HIDDEN;
2995const char *debug_d3dresourcetype(WINED3DRESOURCETYPE res) DECLSPEC_HIDDEN;
2996const char *debug_d3dusage(DWORD usage) DECLSPEC_HIDDEN;
2997const char *debug_d3dusagequery(DWORD usagequery) DECLSPEC_HIDDEN;
2998const char *debug_d3ddeclmethod(WINED3DDECLMETHOD method) DECLSPEC_HIDDEN;
2999const char *debug_d3ddeclusage(BYTE usage) DECLSPEC_HIDDEN;
3000const char *debug_d3dprimitivetype(WINED3DPRIMITIVETYPE PrimitiveType) DECLSPEC_HIDDEN;
3001const char *debug_d3drenderstate(DWORD state) DECLSPEC_HIDDEN;
3002const char *debug_d3dsamplerstate(DWORD state) DECLSPEC_HIDDEN;
3003const char *debug_d3dstate(DWORD state) DECLSPEC_HIDDEN;
3004const char *debug_d3dtexturefiltertype(WINED3DTEXTUREFILTERTYPE filter_type) DECLSPEC_HIDDEN;
3005const char *debug_d3dtexturestate(DWORD state) DECLSPEC_HIDDEN;
3006const char *debug_d3dtstype(WINED3DTRANSFORMSTATETYPE tstype) DECLSPEC_HIDDEN;
3007const char *debug_d3dpool(WINED3DPOOL pool) DECLSPEC_HIDDEN;
3008const char *debug_fbostatus(GLenum status) DECLSPEC_HIDDEN;
3009const char *debug_glerror(GLenum error) DECLSPEC_HIDDEN;
3010const char *debug_d3dbasis(WINED3DBASISTYPE basis) DECLSPEC_HIDDEN;
3011const char *debug_d3ddegree(WINED3DDEGREETYPE order) DECLSPEC_HIDDEN;
3012const char *debug_d3dtop(WINED3DTEXTUREOP d3dtop) DECLSPEC_HIDDEN;
3013void dump_color_fixup_desc(struct color_fixup_desc fixup) DECLSPEC_HIDDEN;
3014const char *debug_surflocation(DWORD flag) DECLSPEC_HIDDEN;
3015
3016/* Color conversion routines */
3017DWORD color_convert_argb_to_fmt(DWORD color, WINED3DFORMAT destfmt) DECLSPEC_HIDDEN;
3018
3019/* Routines for GL <-> D3D values */
3020GLenum StencilOp(DWORD op) DECLSPEC_HIDDEN;
3021GLenum CompareFunc(DWORD func) DECLSPEC_HIDDEN;
3022BOOL is_invalid_op(IWineD3DDeviceImpl *This, int stage, WINED3DTEXTUREOP op,
3023 DWORD arg1, DWORD arg2, DWORD arg3) DECLSPEC_HIDDEN;
3024void set_tex_op_nvrc(IWineD3DDevice *iface, BOOL is_alpha, int stage, WINED3DTEXTUREOP op,
3025 DWORD arg1, DWORD arg2, DWORD arg3, INT texture_idx, DWORD dst) DECLSPEC_HIDDEN;
3026void set_texture_matrix(const float *smat, DWORD flags, BOOL calculatedCoords,
3027 BOOL transformed, WINED3DFORMAT coordtype, BOOL ffp_can_disable_proj) DECLSPEC_HIDDEN;
3028void texture_activate_dimensions(DWORD stage, IWineD3DStateBlockImpl *stateblock,
3029 struct wined3d_context *context) DECLSPEC_HIDDEN;
3030void sampler_texdim(DWORD state, IWineD3DStateBlockImpl *stateblock,
3031 struct wined3d_context *context) DECLSPEC_HIDDEN;
3032void tex_alphaop(DWORD state, IWineD3DStateBlockImpl *stateblock,
3033 struct wined3d_context *context) DECLSPEC_HIDDEN;
3034void apply_pixelshader(DWORD state, IWineD3DStateBlockImpl *stateblock,
3035 struct wined3d_context *context) DECLSPEC_HIDDEN;
3036void state_fogcolor(DWORD state, IWineD3DStateBlockImpl *stateblock,
3037 struct wined3d_context *context) DECLSPEC_HIDDEN;
3038void state_fogdensity(DWORD state, IWineD3DStateBlockImpl *stateblock,
3039 struct wined3d_context *context) DECLSPEC_HIDDEN;
3040void state_fogstartend(DWORD state, IWineD3DStateBlockImpl *stateblock,
3041 struct wined3d_context *context) DECLSPEC_HIDDEN;
3042void state_fog_fragpart(DWORD state, IWineD3DStateBlockImpl *stateblock,
3043 struct wined3d_context *context) DECLSPEC_HIDDEN;
3044
3045void surface_add_dirty_rect(IWineD3DSurface *iface, const RECT *dirty_rect) DECLSPEC_HIDDEN;
3046GLenum surface_get_gl_buffer(IWineD3DSurface *iface) DECLSPEC_HIDDEN;
3047void surface_load_ds_location(IWineD3DSurface *iface, struct wined3d_context *context, DWORD location) DECLSPEC_HIDDEN;
3048void surface_modify_ds_location(IWineD3DSurface *iface, DWORD location) DECLSPEC_HIDDEN;
3049void surface_set_compatible_renderbuffer(IWineD3DSurface *iface,
3050 unsigned int width, unsigned int height) DECLSPEC_HIDDEN;
3051void surface_set_texture_name(IWineD3DSurface *iface, GLuint name, BOOL srgb_name) DECLSPEC_HIDDEN;
3052void surface_set_texture_target(IWineD3DSurface *iface, GLenum target) DECLSPEC_HIDDEN;
3053
3054BOOL getColorBits(const struct wined3d_format_desc *format_desc,
3055 short *redSize, short *greenSize, short *blueSize, short *alphaSize, short *totalSize) DECLSPEC_HIDDEN;
3056BOOL getDepthStencilBits(const struct wined3d_format_desc *format_desc,
3057 short *depthSize, short *stencilSize) DECLSPEC_HIDDEN;
3058
3059/* Math utils */
3060void multiply_matrix(WINED3DMATRIX *dest, const WINED3DMATRIX *src1, const WINED3DMATRIX *src2) DECLSPEC_HIDDEN;
3061UINT wined3d_log2i(UINT32 x) DECLSPEC_HIDDEN;
3062unsigned int count_bits(unsigned int mask) DECLSPEC_HIDDEN;
3063
3064void select_shader_mode(const struct wined3d_gl_info *gl_info, int *ps_selected, int *vs_selected) DECLSPEC_HIDDEN;
3065
3066typedef struct local_constant {
3067 struct list entry;
3068 unsigned int idx;
3069 DWORD value[4];
3070} local_constant;
3071
3072typedef struct SHADER_LIMITS {
3073 unsigned int temporary;
3074 unsigned int texcoord;
3075 unsigned int sampler;
3076 unsigned int constant_int;
3077 unsigned int constant_float;
3078 unsigned int constant_bool;
3079 unsigned int address;
3080 unsigned int packed_output;
3081 unsigned int packed_input;
3082 unsigned int attributes;
3083 unsigned int label;
3084} SHADER_LIMITS;
3085
3086/* Keeps track of details for TEX_M#x# shader opcodes which need to
3087 * maintain state information between multiple codes */
3088typedef struct SHADER_PARSE_STATE {
3089 unsigned int current_row;
3090 DWORD texcoord_w[2];
3091} SHADER_PARSE_STATE;
3092
3093#ifdef __GNUC__
3094#define PRINTF_ATTR(fmt,args) __attribute__((format (printf,fmt,args)))
3095#else
3096#define PRINTF_ATTR(fmt,args)
3097#endif
3098
3099/* Base Shader utility functions. */
3100int shader_addline(struct wined3d_shader_buffer *buffer, const char *fmt, ...) PRINTF_ATTR(2,3) DECLSPEC_HIDDEN;
3101int shader_vaddline(struct wined3d_shader_buffer *buffer, const char *fmt, va_list args) DECLSPEC_HIDDEN;
3102
3103/* Vertex shader utility functions */
3104extern BOOL vshader_get_input(IWineD3DVertexShader *iface,
3105 BYTE usage_req, BYTE usage_idx_req, unsigned int *regnum) DECLSPEC_HIDDEN;
3106
3107/*****************************************************************************
3108 * IDirect3DBaseShader implementation structure
3109 */
3110typedef struct IWineD3DBaseShaderClass
3111{
3112 LONG ref;
3113 SHADER_LIMITS limits;
3114 SHADER_PARSE_STATE parse_state;
3115 DWORD *function;
3116 UINT functionLength;
3117 UINT cur_loop_depth, cur_loop_regno;
3118 BOOL load_local_constsF;
3119 const struct wined3d_shader_frontend *frontend;
3120 void *frontend_data;
3121 void *backend_data;
3122
3123 IUnknown *parent;
3124 const struct wined3d_parent_ops *parent_ops;
3125
3126 /* Programs this shader is linked with */
3127 struct list linked_programs;
3128
3129 /* Immediate constants (override global ones) */
3130 struct list constantsB;
3131 struct list constantsF;
3132 struct list constantsI;
3133 shader_reg_maps reg_maps;
3134
3135 struct wined3d_shader_signature_element input_signature[max(MAX_ATTRIBS, MAX_REG_INPUT)];
3136 struct wined3d_shader_signature_element output_signature[MAX_REG_OUTPUT];
3137
3138 /* Pointer to the parent device */
3139 IWineD3DDevice *device;
3140 struct list shader_list_entry;
3141
3142#ifdef VBOX_WINE_WITH_SHADER_CACHE
3143 VBOXEXT_HASHCACHE_ENTRY CacheEntry;
3144 uint32_t u32CacheDataInited;
3145 uint32_t u32Hash;
3146#endif
3147} IWineD3DBaseShaderClass;
3148
3149typedef struct IWineD3DBaseShaderImpl {
3150 /* IUnknown */
3151 const IWineD3DBaseShaderVtbl *lpVtbl;
3152
3153 /* IWineD3DBaseShader */
3154 IWineD3DBaseShaderClass baseShader;
3155} IWineD3DBaseShaderImpl;
3156
3157void shader_buffer_clear(struct wined3d_shader_buffer *buffer) DECLSPEC_HIDDEN;
3158BOOL shader_buffer_init(struct wined3d_shader_buffer *buffer) DECLSPEC_HIDDEN;
3159void shader_buffer_free(struct wined3d_shader_buffer *buffer) DECLSPEC_HIDDEN;
3160void shader_dump_src_param(const struct wined3d_shader_src_param *param,
3161 const struct wined3d_shader_version *shader_version) DECLSPEC_HIDDEN;
3162void shader_dump_dst_param(const struct wined3d_shader_dst_param *param,
3163 const struct wined3d_shader_version *shader_version) DECLSPEC_HIDDEN;
3164unsigned int shader_find_free_input_register(const struct shader_reg_maps *reg_maps, unsigned int max) DECLSPEC_HIDDEN;
3165void shader_generate_main(IWineD3DBaseShader *iface, struct wined3d_shader_buffer *buffer,
3166 const shader_reg_maps *reg_maps, const DWORD *pFunction, void *backend_ctx) DECLSPEC_HIDDEN;
3167BOOL shader_match_semantic(const char *semantic_name, WINED3DDECLUSAGE usage) DECLSPEC_HIDDEN;
3168
3169static inline BOOL shader_is_pshader_version(enum wined3d_shader_type type)
3170{
3171 return type == WINED3D_SHADER_TYPE_PIXEL;
3172}
3173
3174static inline BOOL shader_is_vshader_version(enum wined3d_shader_type type)
3175{
3176 return type == WINED3D_SHADER_TYPE_VERTEX;
3177}
3178
3179static inline BOOL shader_is_scalar(const struct wined3d_shader_register *reg)
3180{
3181 switch (reg->type)
3182 {
3183 case WINED3DSPR_RASTOUT:
3184 /* oFog & oPts */
3185 if (reg->idx != 0) return TRUE;
3186 /* oPos */
3187 return FALSE;
3188
3189 case WINED3DSPR_DEPTHOUT: /* oDepth */
3190 case WINED3DSPR_CONSTBOOL: /* b# */
3191 case WINED3DSPR_LOOP: /* aL */
3192 case WINED3DSPR_PREDICATE: /* p0 */
3193 return TRUE;
3194
3195 case WINED3DSPR_MISCTYPE:
3196 switch(reg->idx)
3197 {
3198 case 0: /* vPos */
3199 return FALSE;
3200 case 1: /* vFace */
3201 return TRUE;
3202 default:
3203 return FALSE;
3204 }
3205
3206 case WINED3DSPR_IMMCONST:
3207 switch(reg->immconst_type)
3208 {
3209 case WINED3D_IMMCONST_FLOAT:
3210 return TRUE;
3211 default:
3212 return FALSE;
3213 }
3214
3215 default:
3216 return FALSE;
3217 }
3218}
3219
3220static inline BOOL shader_constant_is_local(IWineD3DBaseShaderImpl* This, DWORD reg) {
3221 local_constant* lconst;
3222
3223 if(This->baseShader.load_local_constsF) return FALSE;
3224 LIST_FOR_EACH_ENTRY(lconst, &This->baseShader.constantsF, local_constant, entry) {
3225 if(lconst->idx == reg) return TRUE;
3226 }
3227 return FALSE;
3228
3229}
3230
3231/*****************************************************************************
3232 * IDirect3DVertexShader implementation structures
3233 */
3234typedef struct IWineD3DVertexShaderImpl {
3235 /* IUnknown parts */
3236 const IWineD3DVertexShaderVtbl *lpVtbl;
3237
3238 /* IWineD3DBaseShader */
3239 IWineD3DBaseShaderClass baseShader;
3240
3241 /* Vertex shader attributes. */
3242 struct wined3d_shader_attribute attributes[MAX_ATTRIBS];
3243
3244 UINT min_rel_offset, max_rel_offset;
3245 UINT rel_offset;
3246} IWineD3DVertexShaderImpl;
3247
3248void find_vs_compile_args(IWineD3DVertexShaderImpl *shader, IWineD3DStateBlockImpl *stateblock,
3249 struct vs_compile_args *args) DECLSPEC_HIDDEN;
3250HRESULT vertexshader_init(IWineD3DVertexShaderImpl *shader, IWineD3DDeviceImpl *device,
3251 const DWORD *byte_code, const struct wined3d_shader_signature *output_signature,
3252 IUnknown *parent, const struct wined3d_parent_ops *parent_ops) DECLSPEC_HIDDEN;
3253
3254struct wined3d_geometryshader
3255{
3256 const struct IWineD3DGeometryShaderVtbl *vtbl;
3257 IWineD3DBaseShaderClass base_shader;
3258};
3259
3260HRESULT geometryshader_init(struct wined3d_geometryshader *shader, IWineD3DDeviceImpl *device,
3261 const DWORD *byte_code, const struct wined3d_shader_signature *output_signature,
3262 IUnknown *parent, const struct wined3d_parent_ops *parent_ops) DECLSPEC_HIDDEN;
3263
3264/*****************************************************************************
3265 * IDirect3DPixelShader implementation structure
3266 */
3267
3268/* Using additional shader constants (uniforms in GLSL / program environment
3269 * or local parameters in ARB) is costly:
3270 * ARB only knows float4 parameters and GLSL compiler are not really smart
3271 * when it comes to efficiently pack float2 uniforms, so no space is wasted
3272 * (in fact most compilers map a float2 to a full float4 uniform).
3273 *
3274 * For NP2 texcoord fixup we only need 2 floats (width and height) for each
3275 * 2D texture used in the shader. We therefore pack fixup info for 2 textures
3276 * into a single shader constant (uniform / program parameter).
3277 *
3278 * This structure is shared between the GLSL and the ARB backend.*/
3279struct ps_np2fixup_info {
3280 unsigned char idx[MAX_FRAGMENT_SAMPLERS]; /* indices to the real constant */
3281 WORD active; /* bitfield indicating if we can apply the fixup */
3282 WORD num_consts;
3283};
3284
3285typedef struct IWineD3DPixelShaderImpl {
3286 /* IUnknown parts */
3287 const IWineD3DPixelShaderVtbl *lpVtbl;
3288
3289 /* IWineD3DBaseShader */
3290 IWineD3DBaseShaderClass baseShader;
3291
3292 /* Pixel shader input semantics */
3293 DWORD input_reg_map[MAX_REG_INPUT];
3294 BOOL input_reg_used[MAX_REG_INPUT];
3295 unsigned int declared_in_count;
3296
3297 /* Some information about the shader behavior */
3298 char vpos_uniform;
3299
3300 BOOL color0_mov;
3301 DWORD color0_reg;
3302
3303} IWineD3DPixelShaderImpl;
3304
3305HRESULT pixelshader_init(IWineD3DPixelShaderImpl *shader, IWineD3DDeviceImpl *device,
3306 const DWORD *byte_code, const struct wined3d_shader_signature *output_signature,
3307 IUnknown *parent, const struct wined3d_parent_ops *parent_ops) DECLSPEC_HIDDEN;
3308void pixelshader_update_samplers(struct shader_reg_maps *reg_maps,
3309 IWineD3DBaseTexture * const *textures) DECLSPEC_HIDDEN;
3310void find_ps_compile_args(IWineD3DPixelShaderImpl *shader, IWineD3DStateBlockImpl *stateblock,
3311 struct ps_compile_args *args) DECLSPEC_HIDDEN;
3312
3313#ifdef VBOX_WINE_WITH_SHADER_CACHE
3314IWineD3DVertexShaderImpl * vertexshader_check_cached(IWineD3DDeviceImpl *device, IWineD3DVertexShaderImpl *object) DECLSPEC_HIDDEN;
3315IWineD3DPixelShaderImpl * pixelshader_check_cached(IWineD3DDeviceImpl *device, IWineD3DPixelShaderImpl *object) DECLSPEC_HIDDEN;
3316void shader_chaches_init(IWineD3DDeviceImpl *device) DECLSPEC_HIDDEN;
3317void shader_chaches_term(IWineD3DDeviceImpl *device) DECLSPEC_HIDDEN;
3318#endif
3319
3320/* sRGB correction constants */
3321static const float srgb_cmp = 0.0031308f;
3322static const float srgb_mul_low = 12.92f;
3323static const float srgb_pow = 0.41666f;
3324static const float srgb_mul_high = 1.055f;
3325static const float srgb_sub_high = 0.055f;
3326
3327/*****************************************************************************
3328 * IWineD3DPalette implementation structure
3329 */
3330struct IWineD3DPaletteImpl {
3331 /* IUnknown parts */
3332 const IWineD3DPaletteVtbl *lpVtbl;
3333 LONG ref;
3334
3335 IUnknown *parent;
3336 IWineD3DDeviceImpl *device;
3337
3338 /* IWineD3DPalette */
3339 HPALETTE hpal;
3340 WORD palVersion; /*| */
3341 WORD palNumEntries; /*| LOGPALETTE */
3342 PALETTEENTRY palents[256]; /*| */
3343 /* This is to store the palette in 'screen format' */
3344 int screen_palents[256];
3345 DWORD Flags;
3346};
3347
3348HRESULT wined3d_palette_init(IWineD3DPaletteImpl *palette, IWineD3DDeviceImpl *device,
3349 DWORD flags, const PALETTEENTRY *entries, IUnknown *parent) DECLSPEC_HIDDEN;
3350
3351/* DirectDraw utility functions */
3352extern WINED3DFORMAT pixelformat_for_depth(DWORD depth) DECLSPEC_HIDDEN;
3353
3354/*****************************************************************************
3355 * Pixel format management
3356 */
3357
3358/* WineD3D pixel format flags */
3359#define WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING 0x1
3360#define WINED3DFMT_FLAG_FILTERING 0x2
3361#define WINED3DFMT_FLAG_DEPTH 0x4
3362#define WINED3DFMT_FLAG_STENCIL 0x8
3363#define WINED3DFMT_FLAG_RENDERTARGET 0x10
3364#define WINED3DFMT_FLAG_FOURCC 0x20
3365#define WINED3DFMT_FLAG_FBO_ATTACHABLE 0x40
3366#define WINED3DFMT_FLAG_COMPRESSED 0x80
3367#define WINED3DFMT_FLAG_GETDC 0x100
3368#define WINED3DFMT_FLAG_FLOAT 0x200
3369
3370struct wined3d_format_desc
3371{
3372 WINED3DFORMAT format;
3373 DWORD red_mask;
3374 DWORD green_mask;
3375 DWORD blue_mask;
3376 DWORD alpha_mask;
3377 UINT byte_count;
3378 WORD depth_size;
3379 WORD stencil_size;
3380
3381 UINT block_width;
3382 UINT block_height;
3383 UINT block_byte_count;
3384
3385 enum wined3d_ffp_emit_idx emit_idx;
3386 GLint component_count;
3387 GLenum gl_vtx_type;
3388 GLint gl_vtx_format;
3389 GLboolean gl_normalized;
3390 unsigned int component_size;
3391
3392 GLint glInternal;
3393 GLint glGammaInternal;
3394 GLint rtInternal;
3395 GLint glFormat;
3396 GLint glType;
3397 UINT conv_byte_count;
3398 unsigned int Flags;
3399 float heightscale;
3400 struct color_fixup_desc color_fixup;
3401 void (*convert)(const BYTE *src, BYTE *dst, UINT pitch, UINT width, UINT height);
3402};
3403
3404const struct wined3d_format_desc *getFormatDescEntry(WINED3DFORMAT fmt,
3405 const struct wined3d_gl_info *gl_info) DECLSPEC_HIDDEN;
3406
3407static inline BOOL use_vs(IWineD3DStateBlockImpl *stateblock)
3408{
3409 /* Check stateblock->vertexDecl to allow this to be used from
3410 * IWineD3DDeviceImpl_FindTexUnitMap(). This is safe because
3411 * stateblock->vertexShader implies a vertex declaration instead of ddraw
3412 * style strided data. */
3413 return (stateblock->vertexShader
3414 && !((IWineD3DVertexDeclarationImpl *)stateblock->vertexDecl)->position_transformed
3415 && stateblock->device->vs_selected_mode != SHADER_NONE);
3416}
3417
3418static inline BOOL use_ps(IWineD3DStateBlockImpl *stateblock)
3419{
3420 return (stateblock->pixelShader && stateblock->device->ps_selected_mode != SHADER_NONE);
3421}
3422
3423void stretch_rect_fbo(IWineD3DDevice *iface, IWineD3DSurface *src_surface,
3424 const RECT *src_rect, IWineD3DSurface *dst_surface, const RECT *dst_rect,
3425 const WINED3DTEXTUREFILTERTYPE filter) DECLSPEC_HIDDEN;
3426
3427/* The WNDCLASS-Name for the fake window which we use to retrieve the GL capabilities */
3428#define WINED3D_OPENGL_WINDOW_CLASS_NAME "WineD3D_OpenGL"
3429
3430#define WINEMAKEFOURCC(ch0, ch1, ch2, ch3) \
3431 ((DWORD)(BYTE)(ch0) | ((DWORD)(BYTE)(ch1) << 8) | \
3432 ((DWORD)(BYTE)(ch2) << 16) | ((DWORD)(BYTE)(ch3) << 24 ))
3433
3434#define MAKEDWORD_VERSION(maj, min) (((maj & 0xffff) << 16) | (min & 0xffff))
3435
3436#ifdef RT_OS_DARWIN
3437void *MyNSGLGetProcAddress(const char *name);
3438#endif
3439
3440#endif
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