Sweden-Number/dlls/wined3d/wined3d_private.h

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/*
* Direct3D wine internal private include file
*
* Copyright 2002-2003 The wine-d3d team
* Copyright 2002-2003 Raphael Junqueira
2005-06-23 13:05:24 +02:00
* Copyright 2004 Jason Edmeades
* 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., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
*/
#ifndef __WINE_WINED3D_PRIVATE_H
#define __WINE_WINED3D_PRIVATE_H
#include <stdarg.h>
#include <math.h>
#define NONAMELESSUNION
#define NONAMELESSSTRUCT
#define COBJMACROS
#include "windef.h"
#include "winbase.h"
#include "winreg.h"
#include "wingdi.h"
#include "winuser.h"
#include "wine/debug.h"
#include "wine/unicode.h"
#include "d3d9.h"
#include "d3d9types.h"
#include "wine/wined3d_interface.h"
#include "wine/wined3d_gl.h"
/* Device caps */
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#define MAX_PALETTES 256
#define MAX_STREAMS 16
#define MAX_TEXTURES 8
#define MAX_SAMPLERS 16
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#define MAX_ACTIVE_LIGHTS 8
#define MAX_CLIPPLANES D3DMAXUSERCLIPPLANES
#define MAX_LEVELS 256
#define MAX_VSHADER_CONSTANTS 96
#define MAX_PSHADER_CONSTANTS 32
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/* Used for CreateStateBlock */
#define NUM_SAVEDPIXELSTATES_R 35
#define NUM_SAVEDPIXELSTATES_T 18
#define NUM_SAVEDPIXELSTATES_S 12
#define NUM_SAVEDVERTEXSTATES_R 31
#define NUM_SAVEDVERTEXSTATES_T 2
#define NUM_SAVEDVERTEXSTATES_S 1
extern const DWORD SavedPixelStates_R[NUM_SAVEDPIXELSTATES_R];
extern const DWORD SavedPixelStates_T[NUM_SAVEDPIXELSTATES_T];
extern const DWORD SavedPixelStates_S[NUM_SAVEDPIXELSTATES_S];
extern const DWORD SavedVertexStates_R[NUM_SAVEDVERTEXSTATES_R];
extern const DWORD SavedVertexStates_T[NUM_SAVEDVERTEXSTATES_T];
extern const DWORD SavedVertexStates_S[NUM_SAVEDVERTEXSTATES_S];
typedef enum _WINELOOKUP {
WINELOOKUP_WARPPARAM = 0,
WINELOOKUP_MAGFILTER = 1,
MAX_LOOKUPS = 2
} WINELOOKUP;
extern int minLookup[MAX_LOOKUPS];
extern int maxLookup[MAX_LOOKUPS];
extern DWORD *stateLookup[MAX_LOOKUPS];
extern DWORD minMipLookup[D3DTEXF_ANISOTROPIC + 1][D3DTEXF_LINEAR + 1];
/* NOTE: Make sure these are in the correct numerical order. (see /include/d3d9types.h typedef enum _D3DDECLTYPE) */
UINT static const glTypeLookup[D3DDECLTYPE_UNUSED][5] = {
{D3DDECLTYPE_FLOAT1, 1, GL_FLOAT , GL_FALSE ,sizeof(float)},
{D3DDECLTYPE_FLOAT2, 2, GL_FLOAT , GL_FALSE ,sizeof(float)},
{D3DDECLTYPE_FLOAT3, 3, GL_FLOAT , GL_FALSE ,sizeof(float)},
{D3DDECLTYPE_FLOAT4, 4, GL_FLOAT , GL_FALSE ,sizeof(float)},
{D3DDECLTYPE_D3DCOLOR, 4, GL_UNSIGNED_BYTE , GL_TRUE ,sizeof(BYTE)},
{D3DDECLTYPE_UBYTE4, 4, GL_UNSIGNED_BYTE , GL_FALSE ,sizeof(BYTE)},
{D3DDECLTYPE_SHORT2, 2, GL_SHORT , GL_FALSE ,sizeof(short int)},
{D3DDECLTYPE_SHORT4, 4, GL_SHORT , GL_FALSE ,sizeof(short int)},
{D3DDECLTYPE_UBYTE4N, 4, GL_UNSIGNED_BYTE , GL_FALSE ,sizeof(BYTE)},
{D3DDECLTYPE_SHORT2N, 2, GL_SHORT , GL_FALSE ,sizeof(short int)},
{D3DDECLTYPE_SHORT4N, 4, GL_SHORT , GL_FALSE ,sizeof(short int)},
{D3DDECLTYPE_USHORT2N, 2, GL_UNSIGNED_SHORT , GL_FALSE ,sizeof(short int)},
{D3DDECLTYPE_USHORT4N, 4, GL_UNSIGNED_SHORT , GL_FALSE ,sizeof(short int)},
{D3DDECLTYPE_UDEC3, 3, GL_UNSIGNED_SHORT , GL_FALSE ,sizeof(short int)},
{D3DDECLTYPE_DEC3N, 3, GL_SHORT , GL_FALSE ,sizeof(short int)},
{D3DDECLTYPE_FLOAT16_2, 2, GL_FLOAT , GL_FALSE ,sizeof(short int)},
{D3DDECLTYPE_FLOAT16_4, 4, GL_FLOAT , GL_FALSE ,sizeof(short int)}};
#define WINED3D_ATR_TYPE(_attribute) glTypeLookup[sd->u.s._attribute.dwType][0]
#define WINED3D_ATR_SIZE(_attribute) glTypeLookup[sd->u.s._attribute.dwType][1]
#define WINED3D_ATR_GLTYPE(_attribute) glTypeLookup[sd->u.s._attribute.dwType][2]
#define WINED3D_ATR_NORMALIZED(_attribute) glTypeLookup[sd->u.s._attribute.dwType][3]
#define WINED3D_ATR_TYPESIZE(_attribute) glTypeLookup[sd->u.s._attribute.dwType][4]
/**
* Settings
*/
#define VS_NONE 0
#define VS_HW 1
#define VS_SW 2
#define PS_NONE 0
#define PS_HW 1
#define VBO_NONE 0
#define VBO_HW 1
#define NP2_NONE 0
#define NP2_REPACK 1
typedef struct wined3d_settings_s {
/* vertex and pixel shader modes */
int vs_mode;
int ps_mode;
int vbo_mode;
/* nonpower 2 function */
int nonpower2_mode;
} wined3d_settings_t;
extern wined3d_settings_t wined3d_settings;
/* X11 locking */
extern void (*wine_tsx11_lock_ptr)(void);
extern void (*wine_tsx11_unlock_ptr)(void);
/* As GLX relies on X, this is needed */
extern int num_lock;
#if 0
#define ENTER_GL() ++num_lock; if (num_lock > 1) FIXME("Recursive use of GL lock to: %d\n", num_lock); wine_tsx11_lock_ptr()
#define LEAVE_GL() if (num_lock != 1) FIXME("Recursive use of GL lock: %d\n", num_lock); --num_lock; wine_tsx11_unlock_ptr()
#else
#define ENTER_GL() wine_tsx11_lock_ptr()
#define LEAVE_GL() wine_tsx11_unlock_ptr()
#endif
/*****************************************************************************
* Defines
*/
/* GL related defines */
/* ------------------ */
#define GL_SUPPORT(ExtName) (GLINFO_LOCATION.supported[ExtName] != 0)
#define GL_LIMITS(ExtName) (GLINFO_LOCATION.max_##ExtName)
#define GL_EXTCALL(FuncName) (GLINFO_LOCATION.FuncName)
#define GL_VEND(_VendName) (GLINFO_LOCATION.gl_vendor == VENDOR_##_VendName ? TRUE : FALSE)
#define D3DCOLOR_R(dw) (((float) (((dw) >> 16) & 0xFF)) / 255.0f)
#define D3DCOLOR_G(dw) (((float) (((dw) >> 8) & 0xFF)) / 255.0f)
#define D3DCOLOR_B(dw) (((float) (((dw) >> 0) & 0xFF)) / 255.0f)
#define D3DCOLOR_A(dw) (((float) (((dw) >> 24) & 0xFF)) / 255.0f)
#define D3DCOLORTOGLFLOAT4(dw, vec) \
(vec)[0] = D3DCOLOR_R(dw); \
(vec)[1] = D3DCOLOR_G(dw); \
(vec)[2] = D3DCOLOR_B(dw); \
(vec)[3] = D3DCOLOR_A(dw);
/* Note: The following is purely to keep the source code as clear from #ifdefs as possible */
#if defined(GL_VERSION_1_3)
#define GLACTIVETEXTURE(textureNo) \
glActiveTexture(GL_TEXTURE0 + textureNo); \
checkGLcall("glActiveTexture");
#define GLCLIENTACTIVETEXTURE(textureNo) \
glClientActiveTexture(GL_TEXTURE0 + textureNo);
#define GLMULTITEXCOORD1F(a,b) \
glMultiTexCoord1f(GL_TEXTURE0 + a, b);
#define GLMULTITEXCOORD2F(a,b,c) \
glMultiTexCoord2f(GL_TEXTURE0 + a, b, c);
#define GLMULTITEXCOORD3F(a,b,c,d) \
glMultiTexCoord3f(GL_TEXTURE0 + a, b, c, d);
#define GLMULTITEXCOORD4F(a,b,c,d,e) \
glMultiTexCoord4f(GL_TEXTURE0 + a, b, c, d, e);
#define GLTEXTURECUBEMAP GL_TEXTURE_CUBE_MAP
#else
#define GLACTIVETEXTURE(textureNo) \
glActiveTextureARB(GL_TEXTURE0_ARB + textureNo); \
checkGLcall("glActiveTextureARB");
#define GLCLIENTACTIVETEXTURE(textureNo) \
glClientActiveTextureARB(GL_TEXTURE0_ARB + textureNo);
#define GLMULTITEXCOORD1F(a,b) \
glMultiTexCoord1fARB(GL_TEXTURE0_ARB + a, b);
#define GLMULTITEXCOORD2F(a,b,c) \
glMultiTexCoord2fARB(GL_TEXTURE0_ARB + a, b, c);
#define GLMULTITEXCOORD3F(a,b,c,d) \
glMultiTexCoord3fARB(GL_TEXTURE0_ARB + a, b, c, d);
#define GLMULTITEXCOORD4F(a,b,c,d,e) \
glMultiTexCoord4fARB(GL_TEXTURE0_ARB + a, b, c, d, e);
#define GLTEXTURECUBEMAP GL_TEXTURE_CUBE_MAP_ARB
#endif
/* DirectX Device Limits */
/* --------------------- */
#define MAX_LEVELS 256 /* Maximum number of mipmap levels. Guessed at 256 */
#define MAX_STREAMS 16 /* Maximum possible streams - used for fixed size arrays
See MaxStreams in MSDN under GetDeviceCaps */
/* Maximum number of constants provided to the shaders */
#define HIGHEST_TRANSFORMSTATE 512
/* Highest value in D3DTRANSFORMSTATETYPE */
#define MAX_CLIPPLANES D3DMAXUSERCLIPPLANES
#define MAX_PALETTES 256
/* Checking of API calls */
/* --------------------- */
#define checkGLcall(A) \
{ \
GLint err = glGetError(); \
if (err != GL_NO_ERROR) { \
FIXME(">>>>>>>>>>>>>>>>> %x from %s @ %s / %d\n", err, A, __FILE__, __LINE__); \
} else { \
TRACE("%s call ok %s / %d\n", A, __FILE__, __LINE__); \
} \
}
/* Trace routines / diagnostics */
/* ---------------------------- */
/* Dump out a matrix and copy it */
#define conv_mat(mat,gl_mat) \
do { \
TRACE("%f %f %f %f\n", (mat)->u.s._11, (mat)->u.s._12, (mat)->u.s._13, (mat)->u.s._14); \
TRACE("%f %f %f %f\n", (mat)->u.s._21, (mat)->u.s._22, (mat)->u.s._23, (mat)->u.s._24); \
TRACE("%f %f %f %f\n", (mat)->u.s._31, (mat)->u.s._32, (mat)->u.s._33, (mat)->u.s._34); \
TRACE("%f %f %f %f\n", (mat)->u.s._41, (mat)->u.s._42, (mat)->u.s._43, (mat)->u.s._44); \
memcpy(gl_mat, (mat), 16 * sizeof(float)); \
} while (0)
/* Macro to dump out the current state of the light chain */
#define DUMP_LIGHT_CHAIN() \
{ \
PLIGHTINFOEL *el = This->stateBlock->lights;\
while (el) { \
TRACE("Light %p (glIndex %ld, d3dIndex %ld, enabled %d)\n", el, el->glIndex, el->OriginalIndex, el->lightEnabled);\
el = el->next; \
} \
}
/* Trace vector and strided data information */
#define TRACE_VECTOR(name) TRACE( #name "=(%f, %f, %f, %f)\n", name.x, name.y, name.z, name.w);
#define TRACE_STRIDED(sd,name) TRACE( #name "=(data:%p, stride:%ld, type:%ld)\n", sd->u.s.name.lpData, sd->u.s.name.dwStride, sd->u.s.name.dwType);
/* Defines used for optimizations */
/* Only reapply what is necessary */
#define REAPPLY_ALPHAOP 0x0001
#define REAPPLY_ALL 0xFFFF
/* Advance declaration of structures to satisfy compiler */
typedef struct IWineD3DStateBlockImpl IWineD3DStateBlockImpl;
typedef struct IWineD3DSurfaceImpl IWineD3DSurfaceImpl;
/* Tracking */
/* TODO: Move some of this to the device */
long globalChangeGlRam(long glram);
/* Memory and object tracking */
/*Structure for holding information on all direct3d objects
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useful for making sure tracking is ok and when release is called on a device!
and probably quite handy for debugging and dumping states out
*/
typedef struct WineD3DGlobalStatistics {
int glsurfaceram; /* The aproximate amount of glTexture memory allocated for textures */
} WineD3DGlobalStatistics;
extern WineD3DGlobalStatistics* wineD3DGlobalStatistics;
/* Global variables */
extern const float identity[16];
/*****************************************************************************
* Compilable extra diagnostics
*/
/* Trace information per-vertex: (extremely high amount of trace) */
#if 0 /* NOTE: Must be 0 in cvs */
# define VTRACE(A) TRACE A
#else
# define VTRACE(A)
#endif
/* Checking of per-vertex related GL calls */
#define vcheckGLcall(A) \
{ \
GLint err = glGetError(); \
if (err != GL_NO_ERROR) { \
FIXME(">>>>>>>>>>>>>>>>> %x from %s @ %s / %d\n", err, A, __FILE__, __LINE__); \
} else { \
VTRACE(("%s call ok %s / %d\n", A, __FILE__, __LINE__)); \
} \
}
/* TODO: Confirm each of these works when wined3d move completed */
#if 0 /* NOTE: Must be 0 in cvs */
/* To avoid having to get gigabytes of trace, the following can be compiled in, and at the start
of each frame, a check is made for the existence of C:\D3DTRACE, and if if exists d3d trace
is enabled, and if it doesn't exists it is disabled. */
# define FRAME_DEBUGGING
/* Adding in the SINGLE_FRAME_DEBUGGING gives a trace of just what makes up a single frame, before
the file is deleted */
# if 1 /* NOTE: Must be 1 in cvs, as this is mostly more useful than a trace from program start */
# define SINGLE_FRAME_DEBUGGING
# endif
/* The following, when enabled, lets you see the makeup of the frame, by drawprimitive calls.
It can only be enabled when FRAME_DEBUGGING is also enabled
The contents of the back buffer are written into /tmp/backbuffer_* after each primitive
array is drawn. */
# if 0 /* NOTE: Must be 0 in cvs, as this give a lot of ppm files when compiled in */
# define SHOW_FRAME_MAKEUP 1
# endif
/* The following, when enabled, lets you see the makeup of the all the textures used during each
of the drawprimitive calls. It can only be enabled when SHOW_FRAME_MAKEUP is also enabled.
The contents of the textures assigned to each stage are written into
/tmp/texture_*_<Stage>.ppm after each primitive array is drawn. */
# if 0 /* NOTE: Must be 0 in cvs, as this give a lot of ppm files when compiled in */
# define SHOW_TEXTURE_MAKEUP 0
# endif
extern BOOL isOn;
extern BOOL isDumpingFrames;
extern LONG primCounter;
#endif
/*****************************************************************************
* Prototypes
*/
/* Routine common to the draw primitive and draw indexed primitive routines */
void drawPrimitive(IWineD3DDevice *iface,
int PrimitiveType,
long NumPrimitives,
/* for Indexed: */
long StartVertexIndex,
UINT numberOfVertices,
long StartIdx,
short idxBytes,
const void *idxData,
int minIndex);
/*****************************************************************************
* Structures required to draw primitives
*/
typedef struct Direct3DStridedData {
BYTE *lpData; /* Pointer to start of data */
DWORD dwStride; /* Stride between occurances of this data */
DWORD dwType; /* Type (as in D3DVSDT_TYPE) */
} Direct3DStridedData;
typedef struct Direct3DVertexStridedData {
union {
struct {
Direct3DStridedData position;
Direct3DStridedData blendWeights;
Direct3DStridedData blendMatrixIndices;
Direct3DStridedData normal;
Direct3DStridedData pSize;
Direct3DStridedData diffuse;
Direct3DStridedData specular;
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Direct3DStridedData texCoords[MAX_TEXTURES];
Direct3DStridedData position2; /* tween data */
Direct3DStridedData normal2; /* tween data */
Direct3DStridedData tangent;
Direct3DStridedData binormal;
Direct3DStridedData tessFactor;
Direct3DStridedData fog;
Direct3DStridedData depth;
Direct3DStridedData sample;
} s;
Direct3DStridedData input[16]; /* Indexed by constants in D3DVSDE_REGISTER */
} u;
} Direct3DVertexStridedData;
/*****************************************************************************
* Internal representation of a light
*/
typedef struct PLIGHTINFOEL PLIGHTINFOEL;
struct PLIGHTINFOEL {
WINED3DLIGHT OriginalParms; /* Note D3D8LIGHT == D3D9LIGHT */
DWORD OriginalIndex;
LONG glIndex;
BOOL lightEnabled;
BOOL changed;
BOOL enabledChanged;
/* Converted parms to speed up swapping lights */
float lightPosn[4];
float lightDirn[4];
float exponent;
float cutoff;
PLIGHTINFOEL *next;
PLIGHTINFOEL *prev;
};
/*****************************************************************************
* IWineD3D implementation structure
*/
typedef struct IWineD3DImpl
{
/* IUnknown fields */
const IWineD3DVtbl *lpVtbl;
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LONG ref; /* Note: Ref counting not required */
/* WineD3D Information */
IUnknown *parent;
UINT dxVersion;
/* GL Information */
BOOL isGLInfoValid;
WineD3D_GL_Info gl_info;
} IWineD3DImpl;
extern const IWineD3DVtbl IWineD3D_Vtbl;
typedef struct SwapChainList {
IWineD3DSwapChain *swapchain;
struct SwapChainList *next;
} SwapChainList;
/** Hacked out start of a context manager!! **/
typedef struct glContext {
int Width;
int Height;
int usedcount;
GLXContext context;
Drawable drawable;
IWineD3DSurface *pSurface;
#if 0 /* TODO: someway to represent the state of the context */
IWineD3DStateBlock *pStateBlock;
#endif
/* a few other things like format */
} glContext;
/* TODO: setup some flags in the regestry to enable, disable pbuffer support
(since it will break quite a few things until contexts are managed properly!) */
extern BOOL pbuffer_support;
/* allocate one pbuffer per surface */
extern BOOL pbuffer_per_surface;
/* Maximum number of contexts/pbuffers to keep in cache,
set to 100 because ATI's drivers don't support deleting pBuffers properly
this needs to be migrated to a list and some option availalbe for controle the cache size.
*/
#define CONTEXT_CACHE 100
typedef struct ResourceList {
IWineD3DResource *resource;
struct ResourceList *next;
} ResourceList;
/*****************************************************************************
* IWineD3DDevice implementation structure
*/
typedef struct IWineD3DDeviceImpl
{
/* IUnknown fields */
const IWineD3DDeviceVtbl *lpVtbl;
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LONG ref; /* Note: Ref counting not required */
/* WineD3D Information */
IUnknown *parent;
IWineD3D *wineD3D;
/* X and GL Information */
GLint maxConcurrentLights;
/* Optimization */
BOOL modelview_valid;
BOOL proj_valid;
BOOL view_ident; /* true iff view matrix is identity */
BOOL last_was_rhw; /* true iff last draw_primitive was in xyzrhw mode */
GLenum tracking_parm; /* Which source is tracking current colour */
LONG tracking_color; /* used iff GL_COLOR_MATERIAL was enabled */
#define DISABLED_TRACKING 0 /* Disabled */
#define IS_TRACKING 1 /* tracking_parm is tracking diffuse color */
#define NEEDS_TRACKING 2 /* Tracking needs to be enabled when needed */
#define NEEDS_DISABLE 3 /* Tracking needs to be disabled when needed*/
UINT srcBlend;
UINT dstBlend;
UINT alphafunc;
UINT stencilfunc;
BOOL texture_shader_active; /* TODO: Confirm use is correct */
/* State block related */
BOOL isRecordingState;
IWineD3DStateBlockImpl *stateBlock;
IWineD3DStateBlockImpl *updateStateBlock;
/* Internal use fields */
D3DDEVICE_CREATION_PARAMETERS createParms;
UINT adapterNo;
D3DDEVTYPE devType;
SwapChainList *swapchains;
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ResourceList *resources; /* a linked list to track resources created by the device */
/* Render Target Support */
IWineD3DSurface *depthStencilBuffer;
IWineD3DSurface *renderTarget;
IWineD3DSurface *stencilBufferTarget;
/* palettes texture management */
PALETTEENTRY palettes[MAX_PALETTES][256];
UINT currentPalette;
/* For rendering to a texture using glCopyTexImage */
BOOL renderUpsideDown;
/* Cursor management */
BOOL bCursorVisible;
UINT xHotSpot;
UINT yHotSpot;
UINT xScreenSpace;
UINT yScreenSpace;
/* Textures for when no other textures are mapped */
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UINT dummyTextureName[MAX_TEXTURES];
/* Debug stream management */
BOOL debug;
/* Device state management */
HRESULT state;
/* Screen buffer resources */
glContext contextCache[CONTEXT_CACHE];
/* A flag to check if endscene has been called before changing the render tartet */
BOOL sceneEnded;
} IWineD3DDeviceImpl;
extern const IWineD3DDeviceVtbl IWineD3DDevice_Vtbl;
/* Support for IWineD3DResource ::Set/Get/FreePrivateData. I don't think
* anybody uses it for much so a good implementation is optional. */
typedef struct PrivateData
{
struct PrivateData* next;
GUID tag;
DWORD flags; /* DDSPD_* */
DWORD uniqueness_value;
union
{
LPVOID data;
LPUNKNOWN object;
} ptr;
DWORD size;
} PrivateData;
/*****************************************************************************
* IWineD3DResource implementation structure
*/
typedef struct IWineD3DResourceClass
{
/* IUnknown fields */
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LONG ref; /* Note: Ref counting not required */
/* WineD3DResource Information */
IUnknown *parent;
D3DRESOURCETYPE resourceType;
IWineD3DDeviceImpl *wineD3DDevice;
D3DPOOL pool;
UINT size;
DWORD usage;
WINED3DFORMAT format;
BYTE *allocatedMemory;
PrivateData *privateData;
} IWineD3DResourceClass;
typedef struct IWineD3DResourceImpl
{
/* IUnknown & WineD3DResource Information */
const IWineD3DResourceVtbl *lpVtbl;
IWineD3DResourceClass resource;
} IWineD3DResourceImpl;
/*****************************************************************************
* IWineD3DVertexBuffer implementation structure (extends IWineD3DResourceImpl)
*/
typedef struct IWineD3DVertexBufferImpl
{
/* IUnknown & WineD3DResource Information */
const IWineD3DVertexBufferVtbl *lpVtbl;
IWineD3DResourceClass resource;
/* WineD3DVertexBuffer specifics */
DWORD fvf;
} IWineD3DVertexBufferImpl;
extern const IWineD3DVertexBufferVtbl IWineD3DVertexBuffer_Vtbl;
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/*****************************************************************************
* IWineD3DIndexBuffer implementation structure (extends IWineD3DResourceImpl)
*/
typedef struct IWineD3DIndexBufferImpl
{
/* IUnknown & WineD3DResource Information */
const IWineD3DIndexBufferVtbl *lpVtbl;
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IWineD3DResourceClass resource;
/* WineD3DVertexBuffer specifics */
} IWineD3DIndexBufferImpl;
extern const IWineD3DIndexBufferVtbl IWineD3DIndexBuffer_Vtbl;
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/*****************************************************************************
* IWineD3DBaseTexture D3D- > openGL state map lookups
*/
#define WINED3DFUNC_NOTSUPPORTED -2
#define WINED3DFUNC_UNIMPLEMENTED -1
typedef enum winetexturestates {
WINED3DTEXSTA_ADDRESSU = 0,
WINED3DTEXSTA_ADDRESSV = 1,
WINED3DTEXSTA_ADDRESSW = 2,
WINED3DTEXSTA_BORDERCOLOR = 3,
WINED3DTEXSTA_MAGFILTER = 4,
WINED3DTEXSTA_MINFILTER = 5,
WINED3DTEXSTA_MIPFILTER = 6,
WINED3DTEXSTA_MAXMIPLEVEL = 7,
WINED3DTEXSTA_MAXANISOTROPY = 8,
WINED3DTEXSTA_SRGBTEXTURE = 9,
WINED3DTEXSTA_ELEMENTINDEX = 10,
WINED3DTEXSTA_DMAPOFFSET = 11,
WINED3DTEXSTA_TSSADDRESSW = 12,
MAX_WINETEXTURESTATES = 13,
} winetexturestates;
typedef struct Wined3dTextureStateMap {
CONST int state;
int function;
} Wined3dTextureStateMap;
/*****************************************************************************
* IWineD3DBaseTexture implementation structure (extends IWineD3DResourceImpl)
*/
typedef struct IWineD3DBaseTextureClass
{
UINT levels;
BOOL dirty;
D3DFORMAT format;
DWORD usage;
UINT textureName;
UINT LOD;
D3DTEXTUREFILTERTYPE filterType;
DWORD states[MAX_WINETEXTURESTATES];
} IWineD3DBaseTextureClass;
typedef struct IWineD3DBaseTextureImpl
{
/* IUnknown & WineD3DResource Information */
const IWineD3DBaseTextureVtbl *lpVtbl;
IWineD3DResourceClass resource;
IWineD3DBaseTextureClass baseTexture;
} IWineD3DBaseTextureImpl;
/*****************************************************************************
* IWineD3DTexture implementation structure (extends IWineD3DBaseTextureImpl)
*/
typedef struct IWineD3DTextureImpl
{
/* IUnknown & WineD3DResource/WineD3DBaseTexture Information */
const IWineD3DTextureVtbl *lpVtbl;
IWineD3DResourceClass resource;
IWineD3DBaseTextureClass baseTexture;
/* IWineD3DTexture */
IWineD3DSurface *surfaces[MAX_LEVELS];
UINT width;
UINT height;
float pow2scalingFactorX;
float pow2scalingFactorY;
} IWineD3DTextureImpl;
extern const IWineD3DTextureVtbl IWineD3DTexture_Vtbl;
/*****************************************************************************
* IWineD3DCubeTexture implementation structure (extends IWineD3DBaseTextureImpl)
*/
typedef struct IWineD3DCubeTextureImpl
{
/* IUnknown & WineD3DResource/WineD3DBaseTexture Information */
const IWineD3DCubeTextureVtbl *lpVtbl;
IWineD3DResourceClass resource;
IWineD3DBaseTextureClass baseTexture;
/* IWineD3DCubeTexture */
IWineD3DSurface *surfaces[6][MAX_LEVELS];
UINT edgeLength;
float pow2scalingFactor;
} IWineD3DCubeTextureImpl;
extern const IWineD3DCubeTextureVtbl IWineD3DCubeTexture_Vtbl;
/*****************************************************************************
* IWineD3DVolume implementation structure (extends IUnknown)
*/
typedef struct IWineD3DVolumeImpl
{
/* IUnknown & WineD3DResource fields */
const IWineD3DVolumeVtbl *lpVtbl;
IWineD3DResourceClass resource;
/* WineD3DVolume Information */
D3DVOLUME_DESC currentDesc;
IUnknown *container;
UINT bytesPerPixel;
BOOL lockable;
BOOL locked;
D3DBOX lockedBox;
D3DBOX dirtyBox;
BOOL dirty;
} IWineD3DVolumeImpl;
extern const IWineD3DVolumeVtbl IWineD3DVolume_Vtbl;
/*****************************************************************************
* IWineD3DVolumeTexture implementation structure (extends IWineD3DBaseTextureImpl)
*/
typedef struct IWineD3DVolumeTextureImpl
{
/* IUnknown & WineD3DResource/WineD3DBaseTexture Information */
const IWineD3DVolumeTextureVtbl *lpVtbl;
IWineD3DResourceClass resource;
IWineD3DBaseTextureClass baseTexture;
/* IWineD3DVolumeTexture */
IWineD3DVolume *volumes[MAX_LEVELS];
UINT width;
UINT height;
UINT depth;
} IWineD3DVolumeTextureImpl;
extern const IWineD3DVolumeTextureVtbl IWineD3DVolumeTexture_Vtbl;
typedef struct _WINED3DSURFACET_DESC
{
D3DMULTISAMPLE_TYPE MultiSampleType;
DWORD MultiSampleQuality;
UINT Width;
UINT Height;
} WINED3DSURFACET_DESC;
/*****************************************************************************
* IWineD3DSurface implementation structure
*/
struct IWineD3DSurfaceImpl
{
/* IUnknown & IWineD3DResource Information */
const IWineD3DSurfaceVtbl *lpVtbl;
IWineD3DResourceClass resource;
/* IWineD3DSurface fields */
IUnknown *container;
WINED3DSURFACET_DESC currentDesc;
UINT textureName;
UINT bytesPerPixel;
/* TODO: move this off into a management class(maybe!) */
BOOL nonpow2;
UINT pow2Width;
UINT pow2Height;
UINT pow2Size;
#if 0
/* precalculated x and y scalings for texture coords */
float pow2scalingFactorX; /* = (Width / pow2Width ) */
float pow2scalingFactorY; /* = (Height / pow2Height) */
#endif
BOOL lockable;
BOOL discard;
BOOL locked;
BOOL activeLock;
RECT lockedRect;
RECT dirtyRect;
BOOL Dirty;
BOOL inTexture;
BOOL inPBuffer;
glDescriptor glDescription;
};
extern const IWineD3DSurfaceVtbl IWineD3DSurface_Vtbl;
/*****************************************************************************
* IWineD3DVertexDeclaration implementation structure
*/
typedef struct IWineD3DVertexDeclarationImpl {
/* IUnknown Information */
const IWineD3DVertexDeclarationVtbl *lpVtbl;
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LONG ref; /* Note: Ref counting not required */
IUnknown *parent;
/** precomputed fvf if simple declaration */
IWineD3DDeviceImpl *wineD3DDevice;
DWORD fvf[MAX_STREAMS];
DWORD allFVF;
/** dx8 compatible Declaration fields */
DWORD* pDeclaration8;
DWORD declaration8Length;
/** dx9+ */
D3DVERTEXELEMENT9* pDeclaration9;
UINT declaration9NumElements;
} IWineD3DVertexDeclarationImpl;
extern const IWineD3DVertexDeclarationVtbl IWineD3DVertexDeclaration_Vtbl;
/*****************************************************************************
* IWineD3DStateBlock implementation structure
*/
/* Internal state Block for Begin/End/Capture/Create/Apply info */
/* Note: Very long winded but gl Lists are not flexible enough */
/* to resolve everything we need, so doing it manually for now */
typedef struct SAVEDSTATES {
BOOL indices;
BOOL material;
BOOL fvf;
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BOOL streamSource[MAX_STREAMS];
BOOL streamFreq[MAX_STREAMS];
BOOL textures[MAX_TEXTURES];
BOOL transform[HIGHEST_TRANSFORMSTATE + 1];
BOOL viewport;
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BOOL renderState[WINEHIGHEST_RENDER_STATE + 1];
BOOL textureState[MAX_TEXTURES][WINED3D_HIGHEST_TEXTURE_STATE + 1];
BOOL samplerState[MAX_SAMPLERS][WINED3D_HIGHEST_SAMPLER_STATE + 1];
BOOL clipplane[MAX_CLIPPLANES];
BOOL vertexDecl;
BOOL pixelShader;
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BOOL vertexShader;
BOOL vertexShaderConstants[MAX_VSHADER_CONSTANTS];
} SAVEDSTATES;
typedef enum {
WINESHADERCNST_FLOAT = 0,
WINESHADERCNST_INTEGER = 1,
WINESHADERCNST_BOOL = 2
} WINESHADERCNST;
struct IWineD3DStateBlockImpl
{
/* IUnknown fields */
const IWineD3DStateBlockVtbl *lpVtbl;
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LONG ref; /* Note: Ref counting not required */
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/* IWineD3DStateBlock information */
IUnknown *parent;
IWineD3DDeviceImpl *wineD3DDevice;
WINED3DSTATEBLOCKTYPE blockType;
/* Array indicating whether things have been set or changed */
SAVEDSTATES changed;
SAVEDSTATES set;
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/* Drawing - Vertex Shader or FVF related */
DWORD fvf;
/* Vertex Shader Declaration */
IWineD3DVertexDeclaration *vertexDecl;
IWineD3DVertexShader *vertexShader; /* @TODO: Replace void * with IWineD3DVertexShader * */
/* Vertex Shader Constants */
BOOL vertexShaderConstantB[MAX_VSHADER_CONSTANTS];
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INT vertexShaderConstantI[MAX_VSHADER_CONSTANTS * 4];
float vertexShaderConstantF[MAX_VSHADER_CONSTANTS * 4];
WINESHADERCNST vertexShaderConstantT[MAX_VSHADER_CONSTANTS]; /* TODO: Think about changing this to a char to possibly save a little memory */
BOOL softwareVertexProcessing;
/* Stream Source */
BOOL streamIsUP;
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UINT streamStride[MAX_STREAMS];
UINT streamOffset[MAX_STREAMS];
IWineD3DVertexBuffer *streamSource[MAX_STREAMS];
UINT streamFreq[MAX_STREAMS];
UINT streamFlags[MAX_STREAMS]; /*0 | D3DSTREAMSOURCE_INSTANCEDATA | D3DSTREAMSOURCE_INDEXEDDATA */
/* Indices */
IWineD3DIndexBuffer* pIndexData;
UINT baseVertexIndex; /* Note: only used for d3d8 */
/* Transform */
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D3DMATRIX transforms[HIGHEST_TRANSFORMSTATE + 1];
/* Lights */
PLIGHTINFOEL *lights; /* NOTE: active GL lights must be front of the chain */
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/* Clipping */
double clipplane[MAX_CLIPPLANES][4];
WINED3DCLIPSTATUS clip_status;
/* ViewPort */
WINED3DVIEWPORT viewport;
/* Material */
WINED3DMATERIAL material;
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/* Pixel Shader */
IWineD3DPixelShader *pixelShader; /* TODO: Replace void * with IWineD3DPixelShader */
/* Pixel Shader Constants */
BOOL pixelShaderConstantB[MAX_PSHADER_CONSTANTS];
UINT pixelShaderConstantI[MAX_PSHADER_CONSTANTS * 4];
float pixelShaderConstantF[MAX_PSHADER_CONSTANTS * 4];
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/* Indexed Vertex Blending */
D3DVERTEXBLENDFLAGS vertex_blend;
FLOAT tween_factor;
/* RenderState */
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DWORD renderState[WINEHIGHEST_RENDER_STATE + 1];
/* Texture */
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IWineD3DBaseTexture *textures[MAX_TEXTURES];
int textureDimensions[MAX_SAMPLERS];
/* Texture State Stage */
DWORD textureState[MAX_TEXTURES][WINED3D_HIGHEST_TEXTURE_STATE + 1];
/* Sampler States */
DWORD samplerState[MAX_SAMPLERS][WINED3D_HIGHEST_SAMPLER_STATE + 1];
};
extern const IWineD3DStateBlockVtbl IWineD3DStateBlock_Vtbl;
/*****************************************************************************
* IWineD3DQueryImpl implementation structure (extends IUnknown)
*/
typedef struct IWineD3DQueryImpl
{
const IWineD3DQueryVtbl *lpVtbl;
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LONG ref; /* Note: Ref counting not required */
IUnknown *parent;
/*TODO: replace with iface usage */
#if 0
IWineD3DDevice *wineD3DDevice;
#else
IWineD3DDeviceImpl *wineD3DDevice;
#endif
/* IWineD3DQuery fields */
D3DQUERYTYPE type;
/* TODO: Think about using a IUnknown instead of a void* */
void *extendedData;
} IWineD3DQueryImpl;
extern const IWineD3DQueryVtbl IWineD3DQuery_Vtbl;
/* Datastructures for IWineD3DQueryImpl.extendedData */
typedef struct WineQueryOcclusionData {
unsigned int queryId;
} WineQueryOcclusionData;
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/*****************************************************************************
* IWineD3DSwapChainImpl implementation structure (extends IUnknown)
*/
typedef struct IWineD3DSwapChainImpl
{
/*IUnknown part*/
IWineD3DSwapChainVtbl *lpVtbl;
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LONG ref; /* Note: Ref counting not required */
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IUnknown *parent;
IWineD3DDeviceImpl *wineD3DDevice;
/* IWineD3DSwapChain fields */
IWineD3DSurface *backBuffer;
IWineD3DSurface *frontBuffer;
BOOL wantsDepthStencilBuffer;
D3DPRESENT_PARAMETERS presentParms;
/* TODO: move everything upto drawable off into a context manager
and store the 'data' in the contextManagerData interface.
IUnknown *contextManagerData;
*/
HWND win_handle;
Window win;
Display *display;
GLXContext glCtx;
XVisualInfo *visInfo;
GLXContext render_ctx;
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/* This has been left in device for now, but needs moving off into a rendertarget management class and separated out from swapchains and devices. */
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Drawable drawable;
} IWineD3DSwapChainImpl;
extern IWineD3DSwapChainVtbl IWineD3DSwapChain_Vtbl;
/*****************************************************************************
* Utility function prototypes
*/
/* Trace routines */
const char* debug_d3dformat(WINED3DFORMAT fmt);
const char* debug_d3ddevicetype(D3DDEVTYPE devtype);
const char* debug_d3dresourcetype(D3DRESOURCETYPE res);
const char* debug_d3dusage(DWORD usage);
const char* debug_d3dprimitivetype(D3DPRIMITIVETYPE PrimitiveType);
const char* debug_d3drenderstate(DWORD state);
const char* debug_d3dtexturestate(DWORD state);
const char* debug_d3dpool(D3DPOOL pool);
/* Routines for GL <-> D3D values */
GLenum StencilOp(DWORD op);
void set_tex_op(IWineD3DDevice *iface, BOOL isAlpha, int Stage, D3DTEXTUREOP op, DWORD arg1, DWORD arg2, DWORD arg3);
void set_texture_matrix(const float *smat, DWORD flags, BOOL calculatedCoords);
void GetSrcAndOpFromValue(DWORD iValue, BOOL isAlphaArg, GLenum* source, GLenum* operand);
SHORT D3DFmtGetBpp(IWineD3DDeviceImpl* This, D3DFORMAT fmt);
GLenum D3DFmt2GLFmt(IWineD3DDeviceImpl* This, D3DFORMAT fmt);
GLenum D3DFmt2GLType(IWineD3DDeviceImpl *This, D3DFORMAT fmt);
GLint D3DFmt2GLIntFmt(IWineD3DDeviceImpl* This, D3DFORMAT fmt);
int D3DFmtMakeGlCfg(D3DFORMAT BackBufferFormat, D3DFORMAT StencilBufferFormat, int *attribs, int* nAttribs, BOOL alternate);
/*****************************************************************************
* To enable calling of inherited functions, requires prototypes
*
* Note: Only require classes which are subclassed, ie resource, basetexture,
*/
/*** IUnknown methods ***/
extern HRESULT WINAPI IWineD3DResourceImpl_QueryInterface(IWineD3DResource *iface, REFIID riid, void** ppvObject);
extern ULONG WINAPI IWineD3DResourceImpl_AddRef(IWineD3DResource *iface);
extern ULONG WINAPI IWineD3DResourceImpl_Release(IWineD3DResource *iface);
/*** IWineD3DResource methods ***/
extern HRESULT WINAPI IWineD3DResourceImpl_GetParent(IWineD3DResource *iface, IUnknown **pParent);
extern HRESULT WINAPI IWineD3DResourceImpl_GetDevice(IWineD3DResource *iface, IWineD3DDevice ** ppDevice);
extern HRESULT WINAPI IWineD3DResourceImpl_SetPrivateData(IWineD3DResource *iface, REFGUID refguid, CONST void * pData, DWORD SizeOfData, DWORD Flags);
extern HRESULT WINAPI IWineD3DResourceImpl_GetPrivateData(IWineD3DResource *iface, REFGUID refguid, void * pData, DWORD * pSizeOfData);
extern HRESULT WINAPI IWineD3DResourceImpl_FreePrivateData(IWineD3DResource *iface, REFGUID refguid);
extern DWORD WINAPI IWineD3DResourceImpl_SetPriority(IWineD3DResource *iface, DWORD PriorityNew);
extern DWORD WINAPI IWineD3DResourceImpl_GetPriority(IWineD3DResource *iface);
extern void WINAPI IWineD3DResourceImpl_PreLoad(IWineD3DResource *iface);
extern D3DRESOURCETYPE WINAPI IWineD3DResourceImpl_GetType(IWineD3DResource *iface);
/*** class static members ***/
void IWineD3DResourceImpl_CleanUp(IWineD3DResource *iface);
/*** IUnknown methods ***/
extern HRESULT WINAPI IWineD3DBaseTextureImpl_QueryInterface(IWineD3DBaseTexture *iface, REFIID riid, void** ppvObject);
extern ULONG WINAPI IWineD3DBaseTextureImpl_AddRef(IWineD3DBaseTexture *iface);
extern ULONG WINAPI IWineD3DBaseTextureImpl_Release(IWineD3DBaseTexture *iface);
/*** IWineD3DResource methods ***/
extern HRESULT WINAPI IWineD3DBaseTextureImpl_GetParent(IWineD3DBaseTexture *iface, IUnknown **pParent);
extern HRESULT WINAPI IWineD3DBaseTextureImpl_GetDevice(IWineD3DBaseTexture *iface, IWineD3DDevice ** ppDevice);
extern HRESULT WINAPI IWineD3DBaseTextureImpl_SetPrivateData(IWineD3DBaseTexture *iface, REFGUID refguid, CONST void * pData, DWORD SizeOfData, DWORD Flags);
extern HRESULT WINAPI IWineD3DBaseTextureImpl_GetPrivateData(IWineD3DBaseTexture *iface, REFGUID refguid, void * pData, DWORD * pSizeOfData);
extern HRESULT WINAPI IWineD3DBaseTextureImpl_FreePrivateData(IWineD3DBaseTexture *iface, REFGUID refguid);
extern DWORD WINAPI IWineD3DBaseTextureImpl_SetPriority(IWineD3DBaseTexture *iface, DWORD PriorityNew);
extern DWORD WINAPI IWineD3DBaseTextureImpl_GetPriority(IWineD3DBaseTexture *iface);
extern void WINAPI IWineD3DBaseTextureImpl_PreLoad(IWineD3DBaseTexture *iface);
extern D3DRESOURCETYPE WINAPI IWineD3DBaseTextureImpl_GetType(IWineD3DBaseTexture *iface);
/*** IWineD3DBaseTexture methods ***/
extern DWORD WINAPI IWineD3DBaseTextureImpl_SetLOD(IWineD3DBaseTexture *iface, DWORD LODNew);
extern DWORD WINAPI IWineD3DBaseTextureImpl_GetLOD(IWineD3DBaseTexture *iface);
extern DWORD WINAPI IWineD3DBaseTextureImpl_GetLevelCount(IWineD3DBaseTexture *iface);
extern HRESULT WINAPI IWineD3DBaseTextureImpl_SetAutoGenFilterType(IWineD3DBaseTexture *iface, D3DTEXTUREFILTERTYPE FilterType);
extern D3DTEXTUREFILTERTYPE WINAPI IWineD3DBaseTextureImpl_GetAutoGenFilterType(IWineD3DBaseTexture *iface);
extern void WINAPI IWineD3DBaseTextureImpl_GenerateMipSubLevels(IWineD3DBaseTexture *iface);
extern BOOL WINAPI IWineD3DBaseTextureImpl_SetDirty(IWineD3DBaseTexture *iface, BOOL);
extern BOOL WINAPI IWineD3DBaseTextureImpl_GetDirty(IWineD3DBaseTexture *iface);
extern BYTE* WINAPI IWineD3DVertexBufferImpl_GetMemory(IWineD3DVertexBuffer* iface, DWORD iOffset);
extern HRESULT WINAPI IWineD3DVertexBufferImpl_ReleaseMemory(IWineD3DVertexBuffer* iface);
extern HRESULT WINAPI IWineD3DBaseTextureImpl_BindTexture(IWineD3DBaseTexture *iface);
extern HRESULT WINAPI IWineD3DBaseTextureImpl_UnBindTexture(IWineD3DBaseTexture *iface);
extern void WINAPI IWineD3DBaseTextureImpl_ApplyStateChanges(IWineD3DBaseTexture *iface, const DWORD textureStates[WINED3D_HIGHEST_TEXTURE_STATE + 1], const DWORD samplerStates[WINED3D_HIGHEST_SAMPLER_STATE + 1]);
/*** class static members ***/
void IWineD3DBaseTextureImpl_CleanUp(IWineD3DBaseTexture *iface);
/* an emul for the type of constants that are used... adressing causes problems with being able to work out what's used and what's not.. so maybe we'll have to rely on the server vertex shader const functions? */
enum vsConstantsEnum {
VS_CONSTANT_NOT_USED = 0,
VS_CONSTANT_CONSTANT,
VS_CONSTANT_INTEGER,
VS_CONSTANT_BOOLEAN,
VS_CONSTANT_FLOAT
};
/*****************************************************************************
* IDirect3DVertexShader implementation structure
*/
typedef struct IWineD3DVertexShaderImpl {
/* IUnknown parts*/
const IWineD3DVertexShaderVtbl *lpVtbl;
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LONG ref; /* Note: Ref counting not required */
IUnknown *parent;
IWineD3DDeviceImpl *wineD3DDevice;
/* IWineD3DVertexShaderImpl */
CONST DWORD *function;
UINT functionLength;
DWORD usage;
DWORD version;
/* vertex declaration array mapping */
BOOL namedArrays; /* don't map use named functions */
BOOL declaredArrays; /* mapping requires */
INT arrayUsageMap[WINED3DSHADERDECLUSAGE_MAX_USAGE]; /* lookup table for the maps */
INT highestConstant;
CHAR constantsUsedBitmap[256];
/* FIXME: This needs to be populated with some flags of VS_CONSTANT_NOT_USED, VS_CONSTANT_CONSTANT, VS_CONSTANT_INTEGER, VS_CONSTANT_BOOLEAN, VS_CONSTANT_FLOAT, a half byte bitmap will be the best option, but I'll keep it as chards for siplicity */
/* run time datas... */
VSHADERDATA* data;
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GLuint prgId;
#if 0 /* needs reworking */
/* run time datas */
VSHADERINPUTDATA input;
VSHADEROUTPUTDATA output;
#endif
} IWineD3DVertexShaderImpl;
extern const IWineD3DVertexShaderVtbl IWineD3DVertexShader_Vtbl;
/*****************************************************************************
* IDirect3DPixelShader implementation structure
*/
typedef struct IWineD3DPixelShaderImpl {
/* IUnknown parts*/
const IWineD3DPixelShaderVtbl *lpVtbl;
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LONG ref; /* Note: Ref counting not required */
IUnknown *parent;
IWineD3DDeviceImpl *wineD3DDevice;
/* IWineD3DPixelShaderImpl */
CONST DWORD *function;
UINT functionLength;
#if 0 /* needs reworking */
/* run time datas */
PSHADERDATA* data;
PSHADERINPUTDATA input;
PSHADEROUTPUTDATA output;
#endif
} IWineD3DPixelShaderImpl;
extern const IWineD3DPixelShaderVtbl IWineD3DPixelShader_Vtbl;
#endif