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/*
* Direct3D wine internal private include file
*
* Copyright 2002 - 2003 The wine - d3d team
* Copyright 2002 - 2003 Raphael Junqueira
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* Copyright 2004 Jason Edmeades
* Copyright 2005 Oliver Stieber
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*
* 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>
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# include <math.h>
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# define NONAMELESSUNION
# define NONAMELESSSTRUCT
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# define COBJMACROS
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# include "windef.h"
# include "winbase.h"
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# include "winreg.h"
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# include "wingdi.h"
# include "winuser.h"
# include "wine/debug.h"
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# include "wine/unicode.h"
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# include "d3d9.h"
# include "d3d9types.h"
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# include "wine/wined3d_interface.h"
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# include "wine/wined3d_gl.h"
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/* Device caps */
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# define MAX_PALETTES 256
# define MAX_STREAMS 16
# define MAX_TEXTURES 8
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# define MAX_SAMPLERS 16
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# define MAX_ACTIVE_LIGHTS 8
# define MAX_CLIPPLANES D3DMAXUSERCLIPPLANES
# define MAX_LEVELS 256
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# define MAX_VSHADER_CONSTANTS 96
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# 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 ] ;
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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]
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# define WINED3D_ATR_NORMALIZED(_attribute) glTypeLookup[sd->u.s._attribute.dwType][3]
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# define WINED3D_ATR_TYPESIZE(_attribute) glTypeLookup[sd->u.s._attribute.dwType][4]
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/**
* Settings
*/
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# define VS_NONE 0
# define VS_HW 1
# define VS_SW 2
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# define PS_NONE 0
# define PS_HW 1
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# define VBO_NONE 0
# define VBO_HW 1
# define NP2_NONE 0
# define NP2_REPACK 1
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typedef struct wined3d_settings_s {
/* vertex and pixel shader modes */
int vs_mode ;
int ps_mode ;
int vbo_mode ;
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/* nonpower 2 function */
int nonpower2_mode ;
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} wined3d_settings_t ;
extern wined3d_settings_t wined3d_settings ;
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/* 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
*/
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/* GL related defines */
/* ------------------ */
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# define GL_SUPPORT(ExtName) (GLINFO_LOCATION.supported[ExtName] != 0)
# define GL_LIMITS(ExtName) (GLINFO_LOCATION.max_##ExtName)
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# define GL_EXTCALL(FuncName) (GLINFO_LOCATION.FuncName)
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# define GL_VEND(_VendName) (GLINFO_LOCATION.gl_vendor == VENDOR_##_VendName ? TRUE : FALSE)
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# 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)
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# define GLACTIVETEXTURE(textureNo) \
glActiveTexture ( GL_TEXTURE0 + textureNo ) ; \
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checkGLcall ( " glActiveTexture " ) ;
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# define GLCLIENTACTIVETEXTURE(textureNo) \
glClientActiveTexture ( GL_TEXTURE0 + textureNo ) ;
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# 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 ) ;
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# define GLTEXTURECUBEMAP GL_TEXTURE_CUBE_MAP
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# else
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# define GLACTIVETEXTURE(textureNo) \
glActiveTextureARB ( GL_TEXTURE0_ARB + textureNo ) ; \
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checkGLcall ( " glActiveTextureARB " ) ;
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# define GLCLIENTACTIVETEXTURE(textureNo) \
glClientActiveTextureARB ( GL_TEXTURE0_ARB + textureNo ) ;
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# define GLMULTITEXCOORD1F(a,b) \
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glMultiTexCoord1fARB ( GL_TEXTURE0_ARB + a , b ) ;
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# define GLMULTITEXCOORD2F(a,b,c) \
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glMultiTexCoord2fARB ( GL_TEXTURE0_ARB + a , b , c ) ;
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# define GLMULTITEXCOORD3F(a,b,c,d) \
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glMultiTexCoord3fARB ( GL_TEXTURE0_ARB + a , b , c , d ) ;
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# define GLMULTITEXCOORD4F(a,b,c,d,e) \
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glMultiTexCoord4fARB ( GL_TEXTURE0_ARB + a , b , c , d , e ) ;
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# define GLTEXTURECUBEMAP GL_TEXTURE_CUBE_MAP_ARB
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# endif
/* DirectX Device Limits */
/* --------------------- */
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# define MAX_LEVELS 256 /* Maximum number of mipmap levels. Guessed at 256 */
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# define MAX_STREAMS 16 / * Maximum possible streams - used for fixed size arrays
See MaxStreams in MSDN under GetDeviceCaps */
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/* Maximum number of constants provided to the shaders */
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# define HIGHEST_TRANSFORMSTATE 512
/* Highest value in D3DTRANSFORMSTATETYPE */
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# define MAX_CLIPPLANES D3DMAXUSERCLIPPLANES
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# define MAX_PALETTES 256
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/* Checking of API calls */
/* --------------------- */
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# 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__ ) ; \
} \
}
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/* Trace routines / diagnostics */
/* ---------------------------- */
/* Dump out a matrix and copy it */
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# 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 )
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/* 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 ; \
} \
}
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/* Trace vector and strided data information */
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# 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);
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/* Defines used for optimizations */
/* Only reapply what is necessary */
# define REAPPLY_ALPHAOP 0x0001
# define REAPPLY_ALL 0xFFFF
/* Advance declaration of structures to satisfy compiler */
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typedef struct IWineD3DStateBlockImpl IWineD3DStateBlockImpl ;
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typedef struct IWineD3DSurfaceImpl IWineD3DSurfaceImpl ;
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/* 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
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*/
typedef struct WineD3DGlobalStatistics {
int glsurfaceram ; /* The aproximate amount of glTexture memory allocated for textures */
} WineD3DGlobalStatistics ;
extern WineD3DGlobalStatistics * wineD3DGlobalStatistics ;
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/* Global variables */
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extern const float identity [ 16 ] ;
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/*****************************************************************************
* 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__ ) ) ; \
} \
}
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/* 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
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/*****************************************************************************
* Prototypes
*/
/* Routine common to the draw primitive and draw indexed primitive routines */
void drawPrimitive ( IWineD3DDevice * iface ,
int PrimitiveType ,
long NumPrimitives ,
/* for Indexed: */
long StartVertexIndex ,
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UINT numberOfVertices ,
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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 ] ;
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Direct3DStridedData position2 ; /* tween data */
Direct3DStridedData normal2 ; /* tween data */
Direct3DStridedData tangent ;
Direct3DStridedData binormal ;
Direct3DStridedData tessFactor ;
Direct3DStridedData fog ;
Direct3DStridedData depth ;
Direct3DStridedData sample ;
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} s ;
Direct3DStridedData input [ 16 ] ; /* Indexed by constants in D3DVSDE_REGISTER */
} u ;
} Direct3DVertexStridedData ;
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/*****************************************************************************
* 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 ;
} ;
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/*****************************************************************************
* IWineD3D implementation structure
*/
typedef struct IWineD3DImpl
{
/* IUnknown fields */
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const IWineD3DVtbl * lpVtbl ;
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LONG ref ; /* Note: Ref counting not required */
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/* WineD3D Information */
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IUnknown * parent ;
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UINT dxVersion ;
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/* GL Information */
BOOL isGLInfoValid ;
WineD3D_GL_Info gl_info ;
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} IWineD3DImpl ;
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extern const IWineD3DVtbl IWineD3D_Vtbl ;
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typedef struct SwapChainList {
IWineD3DSwapChain * swapchain ;
struct SwapChainList * next ;
} SwapChainList ;
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/** 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
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typedef struct ResourceList {
IWineD3DResource * resource ;
struct ResourceList * next ;
} ResourceList ;
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/*****************************************************************************
* IWineD3DDevice implementation structure
*/
typedef struct IWineD3DDeviceImpl
{
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/* IUnknown fields */
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const IWineD3DDeviceVtbl * lpVtbl ;
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LONG ref ; /* Note: Ref counting not required */
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/* WineD3D Information */
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IUnknown * parent ;
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IWineD3D * wineD3D ;
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/* 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 */
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GLenum tracking_parm ; /* Which source is tracking current colour */
LONG tracking_color ; /* used iff GL_COLOR_MATERIAL was enabled */
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# 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*/
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UINT srcBlend ;
UINT dstBlend ;
UINT alphafunc ;
UINT stencilfunc ;
BOOL texture_shader_active ; /* TODO: Confirm use is correct */
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/* State block related */
BOOL isRecordingState ;
IWineD3DStateBlockImpl * stateBlock ;
IWineD3DStateBlockImpl * updateStateBlock ;
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/* Internal use fields */
D3DDEVICE_CREATION_PARAMETERS createParms ;
UINT adapterNo ;
D3DDEVTYPE devType ;
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SwapChainList * swapchains ;
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ResourceList * resources ; /* a linked list to track resources created by the device */
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/* Render Target Support */
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IWineD3DSurface * depthStencilBuffer ;
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IWineD3DSurface * renderTarget ;
IWineD3DSurface * stencilBufferTarget ;
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/* palettes texture management */
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PALETTEENTRY palettes [ MAX_PALETTES ] [ 256 ] ;
UINT currentPalette ;
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/* For rendering to a texture using glCopyTexImage */
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BOOL renderUpsideDown ;
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/* Cursor management */
BOOL bCursorVisible ;
UINT xHotSpot ;
UINT yHotSpot ;
UINT xScreenSpace ;
UINT yScreenSpace ;
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/* Textures for when no other textures are mapped */
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UINT dummyTextureName [ MAX_TEXTURES ] ;
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/* Debug stream management */
BOOL debug ;
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/* Device state management */
HRESULT state ;
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/* Screen buffer resources */
glContext contextCache [ CONTEXT_CACHE ] ;
/* A flag to check if endscene has been called before changing the render tartet */
BOOL sceneEnded ;
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} IWineD3DDeviceImpl ;
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extern const IWineD3DDeviceVtbl IWineD3DDevice_Vtbl ;
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/* 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 ;
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/*****************************************************************************
* IWineD3DResource implementation structure
*/
typedef struct IWineD3DResourceClass
{
/* IUnknown fields */
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LONG ref ; /* Note: Ref counting not required */
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/* WineD3DResource Information */
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IUnknown * parent ;
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D3DRESOURCETYPE resourceType ;
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IWineD3DDeviceImpl * wineD3DDevice ;
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D3DPOOL pool ;
UINT size ;
DWORD usage ;
WINED3DFORMAT format ;
BYTE * allocatedMemory ;
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PrivateData * privateData ;
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} IWineD3DResourceClass ;
typedef struct IWineD3DResourceImpl
{
/* IUnknown & WineD3DResource Information */
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const IWineD3DResourceVtbl * lpVtbl ;
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IWineD3DResourceClass resource ;
} IWineD3DResourceImpl ;
/*****************************************************************************
* IWineD3DVertexBuffer implementation structure ( extends IWineD3DResourceImpl )
*/
typedef struct IWineD3DVertexBufferImpl
{
/* IUnknown & WineD3DResource Information */
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const IWineD3DVertexBufferVtbl * lpVtbl ;
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IWineD3DResourceClass resource ;
/* WineD3DVertexBuffer specifics */
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DWORD fvf ;
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} IWineD3DVertexBufferImpl ;
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extern const IWineD3DVertexBufferVtbl IWineD3DVertexBuffer_Vtbl ;
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/*****************************************************************************
* IWineD3DIndexBuffer implementation structure ( extends IWineD3DResourceImpl )
*/
typedef struct IWineD3DIndexBufferImpl
{
/* IUnknown & WineD3DResource Information */
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const IWineD3DIndexBufferVtbl * lpVtbl ;
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IWineD3DResourceClass resource ;
/* WineD3DVertexBuffer specifics */
} IWineD3DIndexBufferImpl ;
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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 ;
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/*****************************************************************************
* IWineD3DBaseTexture implementation structure ( extends IWineD3DResourceImpl )
*/
typedef struct IWineD3DBaseTextureClass
{
UINT levels ;
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BOOL dirty ;
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D3DFORMAT format ;
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DWORD usage ;
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UINT textureName ;
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UINT LOD ;
D3DTEXTUREFILTERTYPE filterType ;
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DWORD states [ MAX_WINETEXTURESTATES ] ;
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} IWineD3DBaseTextureClass ;
typedef struct IWineD3DBaseTextureImpl
{
/* IUnknown & WineD3DResource Information */
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const IWineD3DBaseTextureVtbl * lpVtbl ;
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IWineD3DResourceClass resource ;
IWineD3DBaseTextureClass baseTexture ;
} IWineD3DBaseTextureImpl ;
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/*****************************************************************************
* IWineD3DTexture implementation structure ( extends IWineD3DBaseTextureImpl )
*/
typedef struct IWineD3DTextureImpl
{
/* IUnknown & WineD3DResource/WineD3DBaseTexture Information */
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const IWineD3DTextureVtbl * lpVtbl ;
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IWineD3DResourceClass resource ;
IWineD3DBaseTextureClass baseTexture ;
/* IWineD3DTexture */
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IWineD3DSurface * surfaces [ MAX_LEVELS ] ;
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UINT width ;
UINT height ;
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float pow2scalingFactorX ;
float pow2scalingFactorY ;
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} IWineD3DTextureImpl ;
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extern const IWineD3DTextureVtbl IWineD3DTexture_Vtbl ;
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/*****************************************************************************
* IWineD3DCubeTexture implementation structure ( extends IWineD3DBaseTextureImpl )
*/
typedef struct IWineD3DCubeTextureImpl
{
/* IUnknown & WineD3DResource/WineD3DBaseTexture Information */
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const IWineD3DCubeTextureVtbl * lpVtbl ;
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IWineD3DResourceClass resource ;
IWineD3DBaseTextureClass baseTexture ;
/* IWineD3DCubeTexture */
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IWineD3DSurface * surfaces [ 6 ] [ MAX_LEVELS ] ;
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UINT edgeLength ;
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float pow2scalingFactor ;
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} IWineD3DCubeTextureImpl ;
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extern const IWineD3DCubeTextureVtbl IWineD3DCubeTexture_Vtbl ;
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/*****************************************************************************
* IWineD3DVolume implementation structure ( extends IUnknown )
*/
typedef struct IWineD3DVolumeImpl
{
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/* IUnknown & WineD3DResource fields */
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const IWineD3DVolumeVtbl * lpVtbl ;
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IWineD3DResourceClass resource ;
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/* WineD3DVolume Information */
D3DVOLUME_DESC currentDesc ;
IUnknown * container ;
UINT bytesPerPixel ;
BOOL lockable ;
BOOL locked ;
D3DBOX lockedBox ;
D3DBOX dirtyBox ;
BOOL dirty ;
} IWineD3DVolumeImpl ;
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extern const IWineD3DVolumeVtbl IWineD3DVolume_Vtbl ;
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/*****************************************************************************
* IWineD3DVolumeTexture implementation structure ( extends IWineD3DBaseTextureImpl )
*/
typedef struct IWineD3DVolumeTextureImpl
{
/* IUnknown & WineD3DResource/WineD3DBaseTexture Information */
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const IWineD3DVolumeTextureVtbl * lpVtbl ;
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IWineD3DResourceClass resource ;
IWineD3DBaseTextureClass baseTexture ;
/* IWineD3DVolumeTexture */
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IWineD3DVolume * volumes [ MAX_LEVELS ] ;
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UINT width ;
UINT height ;
UINT depth ;
} IWineD3DVolumeTextureImpl ;
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extern const IWineD3DVolumeTextureVtbl IWineD3DVolumeTexture_Vtbl ;
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typedef struct _WINED3DSURFACET_DESC
{
D3DMULTISAMPLE_TYPE MultiSampleType ;
DWORD MultiSampleQuality ;
UINT Width ;
UINT Height ;
} WINED3DSURFACET_DESC ;
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/*****************************************************************************
* IWineD3DSurface implementation structure
*/
struct IWineD3DSurfaceImpl
{
/* IUnknown & IWineD3DResource Information */
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const IWineD3DSurfaceVtbl * lpVtbl ;
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IWineD3DResourceClass resource ;
/* IWineD3DSurface fields */
IUnknown * container ;
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WINED3DSURFACET_DESC currentDesc ;
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UINT textureName ;
UINT bytesPerPixel ;
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/* TODO: move this off into a management class(maybe!) */
BOOL nonpow2 ;
UINT pow2Width ;
UINT pow2Height ;
UINT pow2Size ;
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#if 0
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/* precalculated x and y scalings for texture coords */
float pow2scalingFactorX ; /* = (Width / pow2Width ) */
float pow2scalingFactorY ; /* = (Height / pow2Height) */
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# endif
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BOOL lockable ;
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BOOL discard ;
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BOOL locked ;
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BOOL activeLock ;
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RECT lockedRect ;
RECT dirtyRect ;
BOOL Dirty ;
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BOOL inTexture ;
BOOL inPBuffer ;
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glDescriptor glDescription ;
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} ;
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extern const IWineD3DSurfaceVtbl IWineD3DSurface_Vtbl ;
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/*****************************************************************************
* IWineD3DVertexDeclaration implementation structure
*/
typedef struct IWineD3DVertexDeclarationImpl {
/* IUnknown Information */
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const IWineD3DVertexDeclarationVtbl * lpVtbl ;
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LONG ref ; /* Note: Ref counting not required */
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IUnknown * parent ;
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/** 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 ;
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extern const IWineD3DVertexDeclarationVtbl IWineD3DVertexDeclaration_Vtbl ;
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/*****************************************************************************
* 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 {
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BOOL indices ;
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BOOL material ;
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BOOL fvf ;
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BOOL streamSource [ MAX_STREAMS ] ;
BOOL streamFreq [ MAX_STREAMS ] ;
BOOL textures [ MAX_TEXTURES ] ;
BOOL transform [ HIGHEST_TRANSFORMSTATE + 1 ] ;
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BOOL viewport ;
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BOOL renderState [ WINEHIGHEST_RENDER_STATE + 1 ] ;
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BOOL textureState [ MAX_TEXTURES ] [ WINED3D_HIGHEST_TEXTURE_STATE + 1 ] ;
BOOL samplerState [ MAX_SAMPLERS ] [ WINED3D_HIGHEST_SAMPLER_STATE + 1 ] ;
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BOOL clipplane [ MAX_CLIPPLANES ] ;
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BOOL vertexDecl ;
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BOOL pixelShader ;
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BOOL pixelShaderConstants [ MAX_PSHADER_CONSTANTS ] ;
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BOOL vertexShader ;
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BOOL vertexShaderConstants [ MAX_VSHADER_CONSTANTS ] ;
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} SAVEDSTATES ;
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typedef enum {
WINESHADERCNST_FLOAT = 0 ,
WINESHADERCNST_INTEGER = 1 ,
WINESHADERCNST_BOOL = 2
} WINESHADERCNST ;
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struct IWineD3DStateBlockImpl
{
/* IUnknown fields */
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const IWineD3DStateBlockVtbl * lpVtbl ;
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LONG ref ; /* Note: Ref counting not required */
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/* IWineD3DStateBlock information */
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IUnknown * parent ;
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IWineD3DDeviceImpl * wineD3DDevice ;
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WINED3DSTATEBLOCKTYPE blockType ;
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/* 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 ;
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/* Vertex Shader Declaration */
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IWineD3DVertexDeclaration * vertexDecl ;
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IWineD3DVertexShader * vertexShader ;
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/* Vertex Shader Constants */
BOOL vertexShaderConstantB [ MAX_VSHADER_CONSTANTS ] ;
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INT vertexShaderConstantI [ MAX_VSHADER_CONSTANTS * 4 ] ;
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float vertexShaderConstantF [ MAX_VSHADER_CONSTANTS * 4 ] ;
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WINESHADERCNST vertexShaderConstantT [ MAX_VSHADER_CONSTANTS ] ; /* TODO: Think about changing this to a char to possibly save a little memory */
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BOOL softwareVertexProcessing ;
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/* Stream Source */
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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 */
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/* Indices */
IWineD3DIndexBuffer * pIndexData ;
UINT baseVertexIndex ; /* Note: only used for d3d8 */
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/* Transform */
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D3DMATRIX transforms [ HIGHEST_TRANSFORMSTATE + 1 ] ;
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/* 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 ;
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/* ViewPort */
WINED3DVIEWPORT viewport ;
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/* Material */
WINED3DMATERIAL material ;
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/* Pixel Shader */
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IWineD3DPixelShader * pixelShader ;
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/* Pixel Shader Constants */
BOOL pixelShaderConstantB [ MAX_PSHADER_CONSTANTS ] ;
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INT pixelShaderConstantI [ MAX_PSHADER_CONSTANTS * 4 ] ;
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float pixelShaderConstantF [ MAX_PSHADER_CONSTANTS * 4 ] ;
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WINESHADERCNST pixelShaderConstantT [ MAX_PSHADER_CONSTANTS ] ; /* TODO: Think about changing this to a char to possibly save a little memory */
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/* Indexed Vertex Blending */
D3DVERTEXBLENDFLAGS vertex_blend ;
FLOAT tween_factor ;
/* RenderState */
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DWORD renderState [ WINEHIGHEST_RENDER_STATE + 1 ] ;
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/* Texture */
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IWineD3DBaseTexture * textures [ MAX_TEXTURES ] ;
int textureDimensions [ MAX_SAMPLERS ] ;
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/* Texture State Stage */
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DWORD textureState [ MAX_TEXTURES ] [ WINED3D_HIGHEST_TEXTURE_STATE + 1 ] ;
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/* Sampler States */
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DWORD samplerState [ MAX_SAMPLERS ] [ WINED3D_HIGHEST_SAMPLER_STATE + 1 ] ;
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} ;
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extern const IWineD3DStateBlockVtbl IWineD3DStateBlock_Vtbl ;
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/*****************************************************************************
* IWineD3DQueryImpl implementation structure ( extends IUnknown )
*/
typedef struct IWineD3DQueryImpl
{
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const IWineD3DQueryVtbl * lpVtbl ;
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LONG ref ; /* Note: Ref counting not required */
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IUnknown * parent ;
/*TODO: replace with iface usage */
#if 0
IWineD3DDevice * wineD3DDevice ;
# else
IWineD3DDeviceImpl * wineD3DDevice ;
# endif
/* IWineD3DQuery fields */
D3DQUERYTYPE type ;
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/* TODO: Think about using a IUnknown instead of a void* */
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void * extendedData ;
} IWineD3DQueryImpl ;
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extern const IWineD3DQueryVtbl IWineD3DQuery_Vtbl ;
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/* 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 ;
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/*****************************************************************************
* Utility function prototypes
*/
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/* Trace routines */
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const char * debug_d3dformat ( WINED3DFORMAT fmt ) ;
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const char * debug_d3ddevicetype ( D3DDEVTYPE devtype ) ;
const char * debug_d3dresourcetype ( D3DRESOURCETYPE res ) ;
const char * debug_d3dusage ( DWORD usage ) ;
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const char * debug_d3dprimitivetype ( D3DPRIMITIVETYPE PrimitiveType ) ;
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const char * debug_d3drenderstate ( DWORD state ) ;
const char * debug_d3dtexturestate ( DWORD state ) ;
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const char * debug_d3dpool ( D3DPOOL pool ) ;
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/* 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 ) ;
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void set_texture_matrix ( const float * smat , DWORD flags , BOOL calculatedCoords ) ;
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void GetSrcAndOpFromValue ( DWORD iValue , BOOL isAlphaArg , GLenum * source , GLenum * operand ) ;
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SHORT D3DFmtGetBpp ( IWineD3DDeviceImpl * This , D3DFORMAT fmt ) ;
GLenum D3DFmt2GLFmt ( IWineD3DDeviceImpl * This , D3DFORMAT fmt ) ;
GLenum D3DFmt2GLType ( IWineD3DDeviceImpl * This , D3DFORMAT fmt ) ;
GLint D3DFmt2GLIntFmt ( IWineD3DDeviceImpl * This , D3DFORMAT fmt ) ;
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int D3DFmtMakeGlCfg ( D3DFORMAT BackBufferFormat , D3DFORMAT StencilBufferFormat , int * attribs , int * nAttribs , BOOL alternate ) ;
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/*****************************************************************************
* To enable calling of inherited functions , requires prototypes
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*
* Note : Only require classes which are subclassed , ie resource , basetexture ,
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*/
/*** 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 ) ;
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/*** class static members ***/
void IWineD3DResourceImpl_CleanUp ( IWineD3DResource * iface ) ;
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/*** 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 ) ;
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extern BYTE * WINAPI IWineD3DVertexBufferImpl_GetMemory ( IWineD3DVertexBuffer * iface , DWORD iOffset ) ;
extern HRESULT WINAPI IWineD3DVertexBufferImpl_ReleaseMemory ( IWineD3DVertexBuffer * iface ) ;
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extern HRESULT WINAPI IWineD3DBaseTextureImpl_BindTexture ( IWineD3DBaseTexture * iface ) ;
extern HRESULT WINAPI IWineD3DBaseTextureImpl_UnBindTexture ( IWineD3DBaseTexture * iface ) ;
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extern void WINAPI IWineD3DBaseTextureImpl_ApplyStateChanges ( IWineD3DBaseTexture * iface , const DWORD textureStates [ WINED3D_HIGHEST_TEXTURE_STATE + 1 ] , const DWORD samplerStates [ WINED3D_HIGHEST_SAMPLER_STATE + 1 ] ) ;
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/*** class static members ***/
void IWineD3DBaseTextureImpl_CleanUp ( IWineD3DBaseTexture * iface ) ;
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/* An enum for the type of constants that are used... addressing 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 ?
*/
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enum vsConstantsEnum {
VS_CONSTANT_NOT_USED = 0 ,
VS_CONSTANT_CONSTANT ,
VS_CONSTANT_INTEGER ,
VS_CONSTANT_BOOLEAN ,
VS_CONSTANT_FLOAT
} ;
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/*****************************************************************************
* IDirect3DVertexShader implementation structure
*/
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typedef struct IWineD3DVertexShaderImpl {
/* IUnknown parts*/
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const IWineD3DVertexShaderVtbl * lpVtbl ;
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LONG ref ; /* Note: Ref counting not required */
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IUnknown * parent ;
IWineD3DDeviceImpl * wineD3DDevice ;
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/* IWineD3DVertexShaderImpl */
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CONST DWORD * function ;
UINT functionLength ;
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DWORD usage ;
DWORD version ;
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/* 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 */
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/* run time datas... */
VSHADERDATA * data ;
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GLuint prgId ;
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#if 0 /* needs reworking */
/* run time datas */
VSHADERINPUTDATA input ;
VSHADEROUTPUTDATA output ;
# endif
} IWineD3DVertexShaderImpl ;
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extern const IWineD3DVertexShaderVtbl IWineD3DVertexShader_Vtbl ;
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/*****************************************************************************
* IDirect3DPixelShader implementation structure
*/
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typedef struct IWineD3DPixelShaderImpl {
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/* IUnknown parts */
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const IWineD3DPixelShaderVtbl * lpVtbl ;
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LONG ref ; /* Note: Ref counting not required */
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IUnknown * parent ;
IWineD3DDeviceImpl * wineD3DDevice ;
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/* IWineD3DPixelShaderImpl */
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CONST DWORD * function ;
UINT functionLength ;
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DWORD version ;
/* run time data */
PSHADERDATA * data ;
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#if 0 /* needs reworking */
PSHADERINPUTDATA input ;
PSHADEROUTPUTDATA output ;
# endif
} IWineD3DPixelShaderImpl ;
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extern const IWineD3DPixelShaderVtbl IWineD3DPixelShader_Vtbl ;
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# endif