Sweden-Number/dlls/d3d8/d3d8_private.h

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/*
* Direct3D 8 private include file
*
* Copyright 2002-2004 Jason Edmeades
* Copyright 2003-2004 Raphael Junqueira
* Copyright 2004 Christian Costa
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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., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
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*/
#ifndef __WINE_D3D8_PRIVATE_H
#define __WINE_D3D8_PRIVATE_H
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#include <assert.h>
#include <stdarg.h>
#define NONAMELESSUNION
#define NONAMELESSSTRUCT
#define COBJMACROS
#include "windef.h"
#include "winbase.h"
#include "wingdi.h"
#include "wine/debug.h"
#include "wine/heap.h"
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#include "d3d8.h"
#include "wine/wined3d.h"
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#define D3DPRESENTFLAGS_MASK 0x00000fffu
/* CreateVertexShader can return > 0xFFFF */
#define VS_HIGHESTFIXEDFXF 0xF0000000
void d3dcaps_from_wined3dcaps(D3DCAPS8 *caps, const struct wined3d_caps *wined3d_caps) DECLSPEC_HIDDEN;
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struct d3d8
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{
IDirect3D8 IDirect3D8_iface;
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LONG refcount;
struct wined3d *wined3d;
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};
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BOOL d3d8_init(struct d3d8 *d3d8) DECLSPEC_HIDDEN;
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/*****************************************************************************
* IDirect3DDevice8 implementation structure
*/
#define D3D8_INITIAL_HANDLE_TABLE_SIZE 64
#define D3D8_INVALID_HANDLE ~0U
enum d3d8_handle_type
{
D3D8_HANDLE_FREE,
D3D8_HANDLE_VS,
D3D8_HANDLE_PS,
D3D8_HANDLE_SB,
};
struct d3d8_handle_entry
{
void *object;
enum d3d8_handle_type type;
};
struct d3d8_handle_table
{
struct d3d8_handle_entry *entries;
struct d3d8_handle_entry *free_entries;
UINT table_size;
UINT entry_count;
};
struct FvfToDecl
{
DWORD fvf;
struct d3d8_vertex_declaration *declaration;
};
enum d3d8_device_state
{
D3D8_DEVICE_STATE_OK,
D3D8_DEVICE_STATE_LOST,
D3D8_DEVICE_STATE_NOT_RESET,
};
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struct d3d8_device
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{
/* IUnknown fields */
IDirect3DDevice8 IDirect3DDevice8_iface;
struct wined3d_device_parent device_parent;
LONG ref;
struct wined3d_device *wined3d_device;
IDirect3D8 *d3d_parent;
struct d3d8_handle_table handle_table;
/* FVF management */
struct FvfToDecl *decls;
UINT numConvertedDecls, declArraySize;
/* User data draws */
struct wined3d_buffer *vertex_buffer;
UINT vertex_buffer_size;
UINT vertex_buffer_pos;
struct wined3d_buffer *index_buffer;
UINT index_buffer_size;
UINT index_buffer_pos;
LONG device_state;
/* Avoids recursion with nested ReleaseRef to 0 */
BOOL inDestruction;
/* The d3d8 API supports only one implicit swapchain (no D3DCREATE_ADAPTERGROUP_DEVICE,
* no GetSwapchain, GetBackBuffer doesn't accept a swapchain number). */
struct d3d8_swapchain *implicit_swapchain;
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};
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HRESULT device_init(struct d3d8_device *device, struct d3d8 *parent, struct wined3d *wined3d, UINT adapter,
D3DDEVTYPE device_type, HWND focus_window, DWORD flags, D3DPRESENT_PARAMETERS *parameters) DECLSPEC_HIDDEN;
static inline struct d3d8_device *impl_from_IDirect3DDevice8(IDirect3DDevice8 *iface)
{
return CONTAINING_RECORD(iface, struct d3d8_device, IDirect3DDevice8_iface);
}
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struct d3d8_resource
{
LONG refcount;
struct wined3d_private_store private_store;
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};
void d3d8_resource_cleanup(struct d3d8_resource *resource) DECLSPEC_HIDDEN;
HRESULT d3d8_resource_free_private_data(struct d3d8_resource *resource, const GUID *guid) DECLSPEC_HIDDEN;
HRESULT d3d8_resource_get_private_data(struct d3d8_resource *resource, const GUID *guid,
void *data, DWORD *data_size) DECLSPEC_HIDDEN;
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void d3d8_resource_init(struct d3d8_resource *resource) DECLSPEC_HIDDEN;
HRESULT d3d8_resource_set_private_data(struct d3d8_resource *resource, const GUID *guid,
const void *data, DWORD data_size, DWORD flags) DECLSPEC_HIDDEN;
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struct d3d8_volume
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{
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IDirect3DVolume8 IDirect3DVolume8_iface;
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struct d3d8_resource resource;
struct wined3d_texture *wined3d_texture;
unsigned int sub_resource_idx;
struct d3d8_texture *texture;
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};
void volume_init(struct d3d8_volume *volume, struct wined3d_texture *wined3d_texture,
unsigned int sub_resource_idx, const struct wined3d_parent_ops **parent_ops) DECLSPEC_HIDDEN;
struct d3d8_swapchain
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{
IDirect3DSwapChain8 IDirect3DSwapChain8_iface;
LONG refcount;
struct wined3d_swapchain *wined3d_swapchain;
IDirect3DDevice8 *parent_device;
unsigned int swap_interval;
};
HRESULT d3d8_swapchain_create(struct d3d8_device *device, struct wined3d_swapchain_desc *desc,
unsigned int swap_interval, struct d3d8_swapchain **swapchain) DECLSPEC_HIDDEN;
struct d3d8_surface
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{
IDirect3DSurface8 IDirect3DSurface8_iface;
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struct d3d8_resource resource;
struct wined3d_texture *wined3d_texture;
unsigned int sub_resource_idx;
struct list rtv_entry;
struct wined3d_rendertarget_view *wined3d_rtv;
IDirect3DDevice8 *parent_device;
IUnknown *container;
struct d3d8_texture *texture;
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};
struct wined3d_rendertarget_view *d3d8_surface_acquire_rendertarget_view(struct d3d8_surface *surface) DECLSPEC_HIDDEN;
struct d3d8_device *d3d8_surface_get_device(const struct d3d8_surface *surface) DECLSPEC_HIDDEN;
void d3d8_surface_release_rendertarget_view(struct d3d8_surface *surface,
struct wined3d_rendertarget_view *rtv) DECLSPEC_HIDDEN;
void surface_init(struct d3d8_surface *surface, struct wined3d_texture *wined3d_texture, unsigned int sub_resource_idx,
const struct wined3d_parent_ops **parent_ops) DECLSPEC_HIDDEN;
struct d3d8_surface *unsafe_impl_from_IDirect3DSurface8(IDirect3DSurface8 *iface) DECLSPEC_HIDDEN;
struct d3d8_vertexbuffer
{
IDirect3DVertexBuffer8 IDirect3DVertexBuffer8_iface;
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struct d3d8_resource resource;
struct wined3d_buffer *wined3d_buffer;
IDirect3DDevice8 *parent_device;
DWORD fvf;
};
HRESULT vertexbuffer_init(struct d3d8_vertexbuffer *buffer, struct d3d8_device *device,
UINT size, DWORD usage, DWORD fvf, D3DPOOL pool) DECLSPEC_HIDDEN;
struct d3d8_vertexbuffer *unsafe_impl_from_IDirect3DVertexBuffer8(IDirect3DVertexBuffer8 *iface) DECLSPEC_HIDDEN;
struct d3d8_indexbuffer
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{
IDirect3DIndexBuffer8 IDirect3DIndexBuffer8_iface;
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struct d3d8_resource resource;
struct wined3d_buffer *wined3d_buffer;
IDirect3DDevice8 *parent_device;
enum wined3d_format_id format;
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};
HRESULT indexbuffer_init(struct d3d8_indexbuffer *buffer, struct d3d8_device *device,
UINT size, DWORD usage, D3DFORMAT format, D3DPOOL pool) DECLSPEC_HIDDEN;
struct d3d8_indexbuffer *unsafe_impl_from_IDirect3DIndexBuffer8(IDirect3DIndexBuffer8 *iface) DECLSPEC_HIDDEN;
struct d3d8_texture
{
IDirect3DBaseTexture8 IDirect3DBaseTexture8_iface;
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struct d3d8_resource resource;
struct wined3d_texture *wined3d_texture;
IDirect3DDevice8 *parent_device;
struct list rtv_list;
};
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HRESULT cubetexture_init(struct d3d8_texture *texture, struct d3d8_device *device,
UINT edge_length, UINT levels, DWORD usage, D3DFORMAT format, D3DPOOL pool) DECLSPEC_HIDDEN;
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HRESULT texture_init(struct d3d8_texture *texture, struct d3d8_device *device,
UINT width, UINT height, UINT levels, DWORD usage, D3DFORMAT format, D3DPOOL pool) DECLSPEC_HIDDEN;
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HRESULT volumetexture_init(struct d3d8_texture *texture, struct d3d8_device *device,
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UINT width, UINT height, UINT depth, UINT levels, DWORD usage, D3DFORMAT format, D3DPOOL pool) DECLSPEC_HIDDEN;
struct d3d8_texture *unsafe_impl_from_IDirect3DBaseTexture8(IDirect3DBaseTexture8 *iface) DECLSPEC_HIDDEN;
struct d3d8_vertex_declaration
{
DWORD *elements;
DWORD elements_size; /* Size of elements, in bytes */
struct wined3d_vertex_declaration *wined3d_vertex_declaration;
DWORD shader_handle;
};
void d3d8_vertex_declaration_destroy(struct d3d8_vertex_declaration *declaration) DECLSPEC_HIDDEN;
HRESULT d3d8_vertex_declaration_init(struct d3d8_vertex_declaration *declaration,
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struct d3d8_device *device, const DWORD *elements, DWORD shader_handle) DECLSPEC_HIDDEN;
HRESULT d3d8_vertex_declaration_init_fvf(struct d3d8_vertex_declaration *declaration,
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struct d3d8_device *device, DWORD fvf) DECLSPEC_HIDDEN;
struct d3d8_vertex_shader
{
struct d3d8_vertex_declaration *vertex_declaration;
struct wined3d_shader *wined3d_shader;
};
void d3d8_vertex_shader_destroy(struct d3d8_vertex_shader *shader) DECLSPEC_HIDDEN;
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HRESULT d3d8_vertex_shader_init(struct d3d8_vertex_shader *shader, struct d3d8_device *device,
const DWORD *declaration, const DWORD *byte_code, DWORD shader_handle, DWORD usage) DECLSPEC_HIDDEN;
#define D3D8_MAX_VERTEX_SHADER_CONSTANTF 256
struct d3d8_pixel_shader
{
DWORD handle;
struct wined3d_shader *wined3d_shader;
};
void d3d8_pixel_shader_destroy(struct d3d8_pixel_shader *shader) DECLSPEC_HIDDEN;
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HRESULT d3d8_pixel_shader_init(struct d3d8_pixel_shader *shader, struct d3d8_device *device,
const DWORD *byte_code, DWORD shader_handle) DECLSPEC_HIDDEN;
D3DFORMAT d3dformat_from_wined3dformat(enum wined3d_format_id format) DECLSPEC_HIDDEN;
enum wined3d_format_id wined3dformat_from_d3dformat(D3DFORMAT format) DECLSPEC_HIDDEN;
unsigned int wined3dmapflags_from_d3dmapflags(unsigned int flags) DECLSPEC_HIDDEN;
void load_local_constants(const DWORD *d3d8_elements, struct wined3d_shader *wined3d_vertex_shader) DECLSPEC_HIDDEN;
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size_t parse_token(const DWORD *pToken) DECLSPEC_HIDDEN;
static inline DWORD d3dusage_from_wined3dusage(unsigned int wined3d_usage, unsigned int bind_flags)
{
DWORD usage = wined3d_usage & WINED3DUSAGE_MASK;
if (bind_flags & WINED3D_BIND_RENDER_TARGET)
usage |= D3DUSAGE_RENDERTARGET;
if (bind_flags & WINED3D_BIND_DEPTH_STENCIL)
usage |= D3DUSAGE_DEPTHSTENCIL;
return usage;
}
static inline D3DPOOL d3dpool_from_wined3daccess(unsigned int access, unsigned int usage)
{
switch (access & (WINED3D_RESOURCE_ACCESS_GPU | WINED3D_RESOURCE_ACCESS_CPU))
{
default:
case WINED3D_RESOURCE_ACCESS_GPU:
return D3DPOOL_DEFAULT;
case WINED3D_RESOURCE_ACCESS_CPU:
if (usage & WINED3DUSAGE_SCRATCH)
return D3DPOOL_SCRATCH;
return D3DPOOL_SYSTEMMEM;
case WINED3D_RESOURCE_ACCESS_GPU | WINED3D_RESOURCE_ACCESS_CPU:
return D3DPOOL_MANAGED;
}
}
static inline unsigned int wined3daccess_from_d3dpool(D3DPOOL pool, unsigned int usage)
{
switch (pool)
{
case D3DPOOL_DEFAULT:
if (usage & D3DUSAGE_DYNAMIC)
return WINED3D_RESOURCE_ACCESS_GPU | WINED3D_RESOURCE_ACCESS_MAP_R | WINED3D_RESOURCE_ACCESS_MAP_W;
return WINED3D_RESOURCE_ACCESS_GPU;
case D3DPOOL_MANAGED:
return WINED3D_RESOURCE_ACCESS_GPU | WINED3D_RESOURCE_ACCESS_CPU
| WINED3D_RESOURCE_ACCESS_MAP_R | WINED3D_RESOURCE_ACCESS_MAP_W;
case D3DPOOL_SYSTEMMEM:
case D3DPOOL_SCRATCH:
return WINED3D_RESOURCE_ACCESS_CPU | WINED3D_RESOURCE_ACCESS_MAP_R | WINED3D_RESOURCE_ACCESS_MAP_W;
default:
return 0;
}
}
static inline unsigned int wined3d_bind_flags_from_d3d8_usage(DWORD usage)
{
unsigned int bind_flags = 0;
if (usage & D3DUSAGE_RENDERTARGET)
bind_flags |= WINED3D_BIND_RENDER_TARGET;
if (usage & D3DUSAGE_DEPTHSTENCIL)
bind_flags |= WINED3D_BIND_DEPTH_STENCIL;
return bind_flags;
}
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#endif /* __WINE_D3DX8_PRIVATE_H */