Sweden-Number/dlls/d3d9/d3d9_private.h

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/*
* Direct3D 9 private include file
*
* Copyright 2002-2003 Jason Edmeades
* Copyright 2002-2003 Raphael Junqueira
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* Copyright 2005 Oliver Stieber
*
* This library is free software; you can redistribute it and/or
* modify it under the terms of the GNU Lesser General Public
* License as published by the Free Software Foundation; either
* version 2.1 of the License, or (at your option) any later version.
*
* This library is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
* Lesser General Public License for more details.
*
* You should have received a copy of the GNU Lesser General Public
* License along with this library; if not, write to the Free Software
* Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
*/
#ifndef __WINE_D3D9_PRIVATE_H
#define __WINE_D3D9_PRIVATE_H
#include <assert.h>
#include <stdarg.h>
#define NONAMELESSUNION
#define NONAMELESSSTRUCT
#define COBJMACROS
#include "windef.h"
#include "winbase.h"
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#include "wingdi.h"
#include "winuser.h"
#include "wine/debug.h"
#include "wine/unicode.h"
#include "d3d9.h"
#include "wine/wined3d.h"
/* ===========================================================================
Internal use
=========================================================================== */
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extern HRESULT vdecl_convert_fvf(DWORD FVF, D3DVERTEXELEMENT9 **ppVertexElements) DECLSPEC_HIDDEN;
D3DFORMAT d3dformat_from_wined3dformat(enum wined3d_format_id format) DECLSPEC_HIDDEN;
enum wined3d_format_id wined3dformat_from_d3dformat(D3DFORMAT format) DECLSPEC_HIDDEN;
/* ===========================================================================
Macros
=========================================================================== */
/* Not nice, but it lets wined3d support different versions of directx */
#define WINECAPSTOD3D9CAPS(_pD3D9Caps, _pWineCaps) \
_pD3D9Caps->DeviceType = (D3DDEVTYPE) _pWineCaps->DeviceType; \
_pD3D9Caps->AdapterOrdinal = _pWineCaps->AdapterOrdinal; \
_pD3D9Caps->Caps = _pWineCaps->Caps; \
_pD3D9Caps->Caps2 = _pWineCaps->Caps2; \
_pD3D9Caps->Caps3 = _pWineCaps->Caps3; \
_pD3D9Caps->PresentationIntervals = _pWineCaps->PresentationIntervals; \
_pD3D9Caps->CursorCaps = _pWineCaps->CursorCaps; \
_pD3D9Caps->DevCaps = _pWineCaps->DevCaps; \
_pD3D9Caps->PrimitiveMiscCaps = _pWineCaps->PrimitiveMiscCaps; \
_pD3D9Caps->RasterCaps = _pWineCaps->RasterCaps; \
_pD3D9Caps->ZCmpCaps = _pWineCaps->ZCmpCaps; \
_pD3D9Caps->SrcBlendCaps = _pWineCaps->SrcBlendCaps; \
_pD3D9Caps->DestBlendCaps = _pWineCaps->DestBlendCaps; \
_pD3D9Caps->AlphaCmpCaps = _pWineCaps->AlphaCmpCaps; \
_pD3D9Caps->ShadeCaps = _pWineCaps->ShadeCaps; \
_pD3D9Caps->TextureCaps = _pWineCaps->TextureCaps; \
_pD3D9Caps->TextureFilterCaps = _pWineCaps->TextureFilterCaps; \
_pD3D9Caps->CubeTextureFilterCaps = _pWineCaps->CubeTextureFilterCaps; \
_pD3D9Caps->VolumeTextureFilterCaps = _pWineCaps->VolumeTextureFilterCaps; \
_pD3D9Caps->TextureAddressCaps = _pWineCaps->TextureAddressCaps; \
_pD3D9Caps->VolumeTextureAddressCaps = _pWineCaps->VolumeTextureAddressCaps; \
_pD3D9Caps->LineCaps = _pWineCaps->LineCaps; \
_pD3D9Caps->MaxTextureWidth = _pWineCaps->MaxTextureWidth; \
_pD3D9Caps->MaxTextureHeight = _pWineCaps->MaxTextureHeight; \
_pD3D9Caps->MaxVolumeExtent = _pWineCaps->MaxVolumeExtent; \
_pD3D9Caps->MaxTextureRepeat = _pWineCaps->MaxTextureRepeat; \
_pD3D9Caps->MaxTextureAspectRatio = _pWineCaps->MaxTextureAspectRatio; \
_pD3D9Caps->MaxAnisotropy = _pWineCaps->MaxAnisotropy; \
_pD3D9Caps->MaxVertexW = _pWineCaps->MaxVertexW; \
_pD3D9Caps->GuardBandLeft = _pWineCaps->GuardBandLeft; \
_pD3D9Caps->GuardBandTop = _pWineCaps->GuardBandTop; \
_pD3D9Caps->GuardBandRight = _pWineCaps->GuardBandRight; \
_pD3D9Caps->GuardBandBottom = _pWineCaps->GuardBandBottom; \
_pD3D9Caps->ExtentsAdjust = _pWineCaps->ExtentsAdjust; \
_pD3D9Caps->StencilCaps = _pWineCaps->StencilCaps; \
_pD3D9Caps->FVFCaps = _pWineCaps->FVFCaps; \
_pD3D9Caps->TextureOpCaps = _pWineCaps->TextureOpCaps; \
_pD3D9Caps->MaxTextureBlendStages = _pWineCaps->MaxTextureBlendStages; \
_pD3D9Caps->MaxSimultaneousTextures = _pWineCaps->MaxSimultaneousTextures; \
_pD3D9Caps->VertexProcessingCaps = _pWineCaps->VertexProcessingCaps; \
_pD3D9Caps->MaxActiveLights = _pWineCaps->MaxActiveLights; \
_pD3D9Caps->MaxUserClipPlanes = _pWineCaps->MaxUserClipPlanes; \
_pD3D9Caps->MaxVertexBlendMatrices = _pWineCaps->MaxVertexBlendMatrices; \
_pD3D9Caps->MaxVertexBlendMatrixIndex = _pWineCaps->MaxVertexBlendMatrixIndex; \
_pD3D9Caps->MaxPointSize = _pWineCaps->MaxPointSize; \
_pD3D9Caps->MaxPrimitiveCount = _pWineCaps->MaxPrimitiveCount; \
_pD3D9Caps->MaxVertexIndex = _pWineCaps->MaxVertexIndex; \
_pD3D9Caps->MaxStreams = _pWineCaps->MaxStreams; \
_pD3D9Caps->MaxStreamStride = _pWineCaps->MaxStreamStride; \
_pD3D9Caps->VertexShaderVersion = _pWineCaps->VertexShaderVersion; \
_pD3D9Caps->MaxVertexShaderConst = _pWineCaps->MaxVertexShaderConst; \
_pD3D9Caps->PixelShaderVersion = _pWineCaps->PixelShaderVersion; \
_pD3D9Caps->PixelShader1xMaxValue = _pWineCaps->PixelShader1xMaxValue; \
_pD3D9Caps->DevCaps2 = _pWineCaps->DevCaps2; \
_pD3D9Caps->MaxNpatchTessellationLevel = _pWineCaps->MaxNpatchTessellationLevel; \
_pD3D9Caps->MasterAdapterOrdinal = _pWineCaps->MasterAdapterOrdinal; \
_pD3D9Caps->AdapterOrdinalInGroup = _pWineCaps->AdapterOrdinalInGroup; \
_pD3D9Caps->NumberOfAdaptersInGroup = _pWineCaps->NumberOfAdaptersInGroup; \
_pD3D9Caps->DeclTypes = _pWineCaps->DeclTypes; \
_pD3D9Caps->NumSimultaneousRTs = _pWineCaps->NumSimultaneousRTs; \
_pD3D9Caps->StretchRectFilterCaps = _pWineCaps->StretchRectFilterCaps; \
_pD3D9Caps->VS20Caps.Caps = _pWineCaps->VS20Caps.caps; \
_pD3D9Caps->VS20Caps.DynamicFlowControlDepth = _pWineCaps->VS20Caps.dynamic_flow_control_depth; \
_pD3D9Caps->VS20Caps.NumTemps = _pWineCaps->VS20Caps.temp_count; \
_pD3D9Caps->VS20Caps.StaticFlowControlDepth = _pWineCaps->VS20Caps.static_flow_control_depth; \
_pD3D9Caps->PS20Caps.Caps = _pWineCaps->PS20Caps.caps; \
_pD3D9Caps->PS20Caps.DynamicFlowControlDepth = _pWineCaps->PS20Caps.dynamic_flow_control_depth; \
_pD3D9Caps->PS20Caps.NumTemps = _pWineCaps->PS20Caps.temp_count; \
_pD3D9Caps->PS20Caps.StaticFlowControlDepth = _pWineCaps->PS20Caps.static_flow_control_depth; \
_pD3D9Caps->PS20Caps.NumInstructionSlots = _pWineCaps->PS20Caps.instruction_slot_count; \
_pD3D9Caps->VertexTextureFilterCaps = _pWineCaps->VertexTextureFilterCaps; \
_pD3D9Caps->MaxVShaderInstructionsExecuted = _pWineCaps->MaxVShaderInstructionsExecuted; \
_pD3D9Caps->MaxPShaderInstructionsExecuted = _pWineCaps->MaxPShaderInstructionsExecuted; \
_pD3D9Caps->MaxVertexShader30InstructionSlots = _pWineCaps->MaxVertexShader30InstructionSlots; \
_pD3D9Caps->MaxPixelShader30InstructionSlots = _pWineCaps->MaxPixelShader30InstructionSlots;
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struct d3d9
{
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IDirect3D9Ex IDirect3D9Ex_iface;
LONG refcount;
struct wined3d *wined3d;
BOOL extended;
};
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BOOL d3d9_init(struct d3d9 *d3d9, BOOL extended) DECLSPEC_HIDDEN;
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void filter_caps(D3DCAPS9* pCaps) DECLSPEC_HIDDEN;
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struct fvf_declaration
{
struct wined3d_vertex_declaration *decl;
DWORD fvf;
};
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struct d3d9_device
{
IDirect3DDevice9Ex IDirect3DDevice9Ex_iface;
struct wined3d_device_parent device_parent;
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LONG refcount;
struct wined3d_device *wined3d_device;
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struct d3d9 *d3d_parent;
struct fvf_declaration *fvf_decls;
UINT fvf_decl_count, fvf_decl_size;
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BOOL in_destruction;
BOOL not_reset;
BOOL in_scene;
};
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HRESULT device_init(struct d3d9_device *device, struct d3d9 *parent, struct wined3d *wined3d,
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UINT adapter, D3DDEVTYPE device_type, HWND focus_window, DWORD flags,
D3DPRESENT_PARAMETERS *parameters, D3DDISPLAYMODEEX *mode) DECLSPEC_HIDDEN;
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struct d3d9_volume
{
IDirect3DVolume9 IDirect3DVolume9_iface;
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LONG refcount;
struct wined3d_volume *wined3d_volume;
IUnknown *container;
IUnknown *forwardReference;
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};
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HRESULT volume_init(struct d3d9_volume *volume, struct d3d9_device *device, UINT width, UINT height,
UINT depth, DWORD usage, enum wined3d_format_id format, enum wined3d_pool pool) DECLSPEC_HIDDEN;
struct d3d9_swapchain
{
IDirect3DSwapChain9 IDirect3DSwapChain9_iface;
LONG refcount;
struct wined3d_swapchain *wined3d_swapchain;
IDirect3DDevice9Ex *parent_device;
};
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HRESULT d3d9_swapchain_create(struct d3d9_device *device, D3DPRESENT_PARAMETERS *present_parameters,
struct d3d9_swapchain **swapchain) DECLSPEC_HIDDEN;
struct d3d9_surface
{
IDirect3DSurface9 IDirect3DSurface9_iface;
LONG refcount;
struct wined3d_surface *wined3d_surface;
IDirect3DDevice9Ex *parent_device;
IUnknown *container;
IUnknown *forwardReference;
BOOL getdc_supported;
};
HRESULT surface_init(struct d3d9_surface *surface, struct d3d9_device *device,
UINT width, UINT height, D3DFORMAT format, BOOL lockable, BOOL discard, UINT level,
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DWORD usage, D3DPOOL pool, D3DMULTISAMPLE_TYPE multisample_type, DWORD multisample_quality) DECLSPEC_HIDDEN;
struct d3d9_surface *unsafe_impl_from_IDirect3DSurface9(IDirect3DSurface9 *iface) DECLSPEC_HIDDEN;
struct d3d9_vertexbuffer
{
IDirect3DVertexBuffer9 IDirect3DVertexBuffer9_iface;
LONG refcount;
struct wined3d_buffer *wined3d_buffer;
IDirect3DDevice9Ex *parent_device;
DWORD fvf;
};
HRESULT vertexbuffer_init(struct d3d9_vertexbuffer *buffer, struct d3d9_device *device,
UINT size, UINT usage, DWORD fvf, D3DPOOL pool) DECLSPEC_HIDDEN;
struct d3d9_vertexbuffer *unsafe_impl_from_IDirect3DVertexBuffer9(IDirect3DVertexBuffer9 *iface) DECLSPEC_HIDDEN;
struct d3d9_indexbuffer
{
IDirect3DIndexBuffer9 IDirect3DIndexBuffer9_iface;
LONG refcount;
struct wined3d_buffer *wined3d_buffer;
IDirect3DDevice9Ex *parent_device;
enum wined3d_format_id format;
};
HRESULT indexbuffer_init(struct d3d9_indexbuffer *buffer, struct d3d9_device *device,
UINT size, DWORD usage, D3DFORMAT format, D3DPOOL pool) DECLSPEC_HIDDEN;
struct d3d9_indexbuffer *unsafe_impl_from_IDirect3DIndexBuffer9(IDirect3DIndexBuffer9 *iface) DECLSPEC_HIDDEN;
struct d3d9_texture
{
IDirect3DBaseTexture9 IDirect3DBaseTexture9_iface;
LONG refcount;
struct wined3d_texture *wined3d_texture;
IDirect3DDevice9Ex *parent_device;
};
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HRESULT cubetexture_init(struct d3d9_texture *texture, struct d3d9_device *device,
UINT edge_length, UINT levels, DWORD usage, D3DFORMAT format, D3DPOOL pool) DECLSPEC_HIDDEN;
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HRESULT texture_init(struct d3d9_texture *texture, struct d3d9_device *device,
UINT width, UINT height, UINT levels, DWORD usage, D3DFORMAT format, D3DPOOL pool) DECLSPEC_HIDDEN;
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HRESULT volumetexture_init(struct d3d9_texture *texture, struct d3d9_device *device,
UINT width, UINT height, UINT depth, UINT levels, DWORD usage, D3DFORMAT format, D3DPOOL pool) DECLSPEC_HIDDEN;
struct d3d9_texture *unsafe_impl_from_IDirect3DBaseTexture9(IDirect3DBaseTexture9 *iface) DECLSPEC_HIDDEN;
struct d3d9_stateblock
{
IDirect3DStateBlock9 IDirect3DStateBlock9_iface;
LONG refcount;
struct wined3d_stateblock *wined3d_stateblock;
IDirect3DDevice9Ex *parent_device;
};
HRESULT stateblock_init(struct d3d9_stateblock *stateblock, struct d3d9_device *device,
D3DSTATEBLOCKTYPE type, struct wined3d_stateblock *wined3d_stateblock) DECLSPEC_HIDDEN;
struct d3d9_vertex_declaration
{
IDirect3DVertexDeclaration9 IDirect3DVertexDeclaration9_iface;
LONG refcount;
D3DVERTEXELEMENT9 *elements;
UINT element_count;
struct wined3d_vertex_declaration *wined3d_declaration;
DWORD fvf;
IDirect3DDevice9Ex *parent_device;
};
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HRESULT d3d9_vertex_declaration_create(struct d3d9_device *device,
const D3DVERTEXELEMENT9 *elements, struct d3d9_vertex_declaration **declaration) DECLSPEC_HIDDEN;
struct d3d9_vertex_declaration *unsafe_impl_from_IDirect3DVertexDeclaration9(
IDirect3DVertexDeclaration9 *iface) DECLSPEC_HIDDEN;
struct d3d9_vertexshader
{
IDirect3DVertexShader9 IDirect3DVertexShader9_iface;
LONG refcount;
struct wined3d_shader *wined3d_shader;
IDirect3DDevice9Ex *parent_device;
};
HRESULT vertexshader_init(struct d3d9_vertexshader *shader,
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struct d3d9_device *device, const DWORD *byte_code) DECLSPEC_HIDDEN;
struct d3d9_vertexshader *unsafe_impl_from_IDirect3DVertexShader9(IDirect3DVertexShader9 *iface) DECLSPEC_HIDDEN;
#define D3D9_MAX_VERTEX_SHADER_CONSTANTF 256
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#define D3D9_MAX_SIMULTANEOUS_RENDERTARGETS 4
struct d3d9_pixelshader
{
IDirect3DPixelShader9 IDirect3DPixelShader9_iface;
LONG refcount;
struct wined3d_shader *wined3d_shader;
IDirect3DDevice9Ex *parent_device;
};
HRESULT pixelshader_init(struct d3d9_pixelshader *shader,
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struct d3d9_device *device, const DWORD *byte_code) DECLSPEC_HIDDEN;
struct d3d9_pixelshader *unsafe_impl_from_IDirect3DPixelShader9(IDirect3DPixelShader9 *iface) DECLSPEC_HIDDEN;
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struct d3d9_query
{
IDirect3DQuery9 IDirect3DQuery9_iface;
LONG refcount;
struct wined3d_query *wined3d_query;
IDirect3DDevice9Ex *parent_device;
};
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HRESULT query_init(struct d3d9_query *query, struct d3d9_device *device, D3DQUERYTYPE type) DECLSPEC_HIDDEN;
#endif /* __WINE_D3D9_PRIVATE_H */