/* * Direct3D wine internal private include file * * Copyright 2002-2003 The wine-d3d team * Copyright 2002-2003 Raphael Junqueira * Copyright 2002-2003, 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., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA */ #ifndef __WINE_WINED3D_PRIVATE_H #define __WINE_WINED3D_PRIVATE_H #include #include #include #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 "objbase.h" #include "wine/wined3d.h" #include "wined3d_gl.h" #include "wine/list.h" #include "wine/rbtree.h" /* Driver quirks */ #define WINED3D_QUIRK_ARB_VS_OFFSET_LIMIT 0x00000001 #define WINED3D_QUIRK_SET_TEXCOORD_W 0x00000002 #define WINED3D_QUIRK_GLSL_CLIP_VARYING 0x00000004 #define WINED3D_QUIRK_ALLOWS_SPECULAR_ALPHA 0x00000008 #define WINED3D_QUIRK_NV_CLIP_BROKEN 0x00000010 #define WINED3D_QUIRK_FBO_TEX_UPDATE 0x00000020 typedef struct IWineD3DSurfaceImpl IWineD3DSurfaceImpl; typedef struct IWineD3DPaletteImpl IWineD3DPaletteImpl; typedef struct IWineD3DDeviceImpl IWineD3DDeviceImpl; typedef struct IWineD3DSwapChainImpl IWineD3DSwapChainImpl; struct IWineD3DBaseShaderImpl; struct IWineD3DBaseTextureImpl; struct IWineD3DResourceImpl; typedef struct wined3d IWineD3DImpl; typedef struct wined3d IWineD3D; /* Texture format fixups */ enum fixup_channel_source { CHANNEL_SOURCE_ZERO = 0, CHANNEL_SOURCE_ONE = 1, CHANNEL_SOURCE_X = 2, CHANNEL_SOURCE_Y = 3, CHANNEL_SOURCE_Z = 4, CHANNEL_SOURCE_W = 5, CHANNEL_SOURCE_COMPLEX0 = 6, CHANNEL_SOURCE_COMPLEX1 = 7, }; enum complex_fixup { COMPLEX_FIXUP_NONE = 0, COMPLEX_FIXUP_YUY2 = 1, COMPLEX_FIXUP_UYVY = 2, COMPLEX_FIXUP_YV12 = 3, COMPLEX_FIXUP_P8 = 4, }; #include struct color_fixup_desc { unsigned x_sign_fixup : 1; unsigned x_source : 3; unsigned y_sign_fixup : 1; unsigned y_source : 3; unsigned z_sign_fixup : 1; unsigned z_source : 3; unsigned w_sign_fixup : 1; unsigned w_source : 3; }; #include static const struct color_fixup_desc COLOR_FIXUP_IDENTITY = {0, CHANNEL_SOURCE_X, 0, CHANNEL_SOURCE_Y, 0, CHANNEL_SOURCE_Z, 0, CHANNEL_SOURCE_W}; static inline struct color_fixup_desc create_color_fixup_desc( int sign0, enum fixup_channel_source src0, int sign1, enum fixup_channel_source src1, int sign2, enum fixup_channel_source src2, int sign3, enum fixup_channel_source src3) { struct color_fixup_desc fixup = { sign0, src0, sign1, src1, sign2, src2, sign3, src3, }; return fixup; } static inline struct color_fixup_desc create_complex_fixup_desc(enum complex_fixup complex_fixup) { struct color_fixup_desc fixup = { 0, complex_fixup & (1 << 0) ? CHANNEL_SOURCE_COMPLEX1 : CHANNEL_SOURCE_COMPLEX0, 0, complex_fixup & (1 << 1) ? CHANNEL_SOURCE_COMPLEX1 : CHANNEL_SOURCE_COMPLEX0, 0, complex_fixup & (1 << 2) ? CHANNEL_SOURCE_COMPLEX1 : CHANNEL_SOURCE_COMPLEX0, 0, complex_fixup & (1 << 3) ? CHANNEL_SOURCE_COMPLEX1 : CHANNEL_SOURCE_COMPLEX0, }; return fixup; } static inline BOOL is_identity_fixup(struct color_fixup_desc fixup) { return !memcmp(&fixup, &COLOR_FIXUP_IDENTITY, sizeof(fixup)); } static inline BOOL is_complex_fixup(struct color_fixup_desc fixup) { return fixup.x_source == CHANNEL_SOURCE_COMPLEX0 || fixup.x_source == CHANNEL_SOURCE_COMPLEX1; } static inline enum complex_fixup get_complex_fixup(struct color_fixup_desc fixup) { enum complex_fixup complex_fixup = 0; if (fixup.x_source == CHANNEL_SOURCE_COMPLEX1) complex_fixup |= (1 << 0); if (fixup.y_source == CHANNEL_SOURCE_COMPLEX1) complex_fixup |= (1 << 1); if (fixup.z_source == CHANNEL_SOURCE_COMPLEX1) complex_fixup |= (1 << 2); if (fixup.w_source == CHANNEL_SOURCE_COMPLEX1) complex_fixup |= (1 << 3); return complex_fixup; } void *wined3d_rb_alloc(size_t size) DECLSPEC_HIDDEN; void *wined3d_rb_realloc(void *ptr, size_t size) DECLSPEC_HIDDEN; void wined3d_rb_free(void *ptr) DECLSPEC_HIDDEN; /* Device caps */ #define MAX_PALETTES 65536 #define MAX_STREAMS 16 #define MAX_TEXTURES 8 #define MAX_FRAGMENT_SAMPLERS 16 #define MAX_VERTEX_SAMPLERS 4 #define MAX_COMBINED_SAMPLERS (MAX_FRAGMENT_SAMPLERS + MAX_VERTEX_SAMPLERS) #define MAX_ACTIVE_LIGHTS 8 #define MAX_CLIPPLANES WINED3DMAXUSERCLIPPLANES struct min_lookup { GLenum mip[WINED3DTEXF_LINEAR + 1]; }; extern const struct min_lookup minMipLookup[WINED3DTEXF_LINEAR + 1] DECLSPEC_HIDDEN; extern const struct min_lookup minMipLookup_noFilter[WINED3DTEXF_LINEAR + 1] DECLSPEC_HIDDEN; extern const struct min_lookup minMipLookup_noMip[WINED3DTEXF_LINEAR + 1] DECLSPEC_HIDDEN; extern const GLenum magLookup[WINED3DTEXF_LINEAR + 1] DECLSPEC_HIDDEN; extern const GLenum magLookup_noFilter[WINED3DTEXF_LINEAR + 1] DECLSPEC_HIDDEN; static inline GLenum wined3d_gl_mag_filter(const GLenum mag_lookup[], WINED3DTEXTUREFILTERTYPE mag_filter) { return mag_lookup[mag_filter]; } static inline GLenum wined3d_gl_min_mip_filter(const struct min_lookup min_mip_lookup[], WINED3DTEXTUREFILTERTYPE min_filter, WINED3DTEXTUREFILTERTYPE mip_filter) { return min_mip_lookup[min_filter].mip[mip_filter]; } /* float_16_to_32() and float_32_to_16() (see implementation in * surface_base.c) convert 16 bit floats in the FLOAT16 data type * to standard C floats and vice versa. They do not depend on the encoding * of the C float, so they are platform independent, but slow. On x86 and * other IEEE 754 compliant platforms the conversion can be accelerated by * bit shifting the exponent and mantissa. There are also some SSE-based * assembly routines out there. * * See GL_NV_half_float for a reference of the FLOAT16 / GL_HALF format */ static inline float float_16_to_32(const unsigned short *in) { const unsigned short s = ((*in) & 0x8000); const unsigned short e = ((*in) & 0x7C00) >> 10; const unsigned short m = (*in) & 0x3FF; const float sgn = (s ? -1.0f : 1.0f); if(e == 0) { if(m == 0) return sgn * 0.0f; /* +0.0 or -0.0 */ else return sgn * powf(2, -14.0f) * ((float)m / 1024.0f); } else if(e < 31) { return sgn * powf(2, (float)e - 15.0f) * (1.0f + ((float)m / 1024.0f)); } else { if(m == 0) return sgn / 0.0f; /* +INF / -INF */ else return 0.0f / 0.0f; /* NAN */ } } static inline float float_24_to_32(DWORD in) { const float sgn = in & 0x800000 ? -1.0f : 1.0f; const unsigned short e = (in & 0x780000) >> 19; const unsigned int m = in & 0x7ffff; if (e == 0) { if (m == 0) return sgn * 0.0f; /* +0.0 or -0.0 */ else return sgn * powf(2, -6.0f) * ((float)m / 524288.0f); } else if (e < 15) { return sgn * powf(2, (float)e - 7.0f) * (1.0f + ((float)m / 524288.0f)); } else { if (m == 0) return sgn / 0.0f; /* +INF / -INF */ else return 0.0f / 0.0f; /* NAN */ } } /** * Settings */ #define VS_NONE 0 #define VS_HW 1 #define PS_NONE 0 #define PS_HW 1 #define VBO_NONE 0 #define VBO_HW 1 #define ORM_BACKBUFFER 0 #define ORM_FBO 1 #define SHADER_ARB 1 #define SHADER_GLSL 2 #define SHADER_ATI 3 #define SHADER_NONE 4 #define RTL_DISABLE -1 #define RTL_READDRAW 1 #define RTL_READTEX 2 #define PCI_VENDOR_NONE 0xffff /* e.g. 0x8086 for Intel and 0x10de for Nvidia */ #define PCI_DEVICE_NONE 0xffff /* e.g. 0x14f for a Geforce6200 */ /* NOTE: When adding fields to this structure, make sure to update the default * values in wined3d_main.c as well. */ typedef struct wined3d_settings_s { /* vertex and pixel shader modes */ int vs_mode; int ps_mode; /* Ideally, we don't want the user to have to request GLSL. If the hardware supports GLSL, we should use it. However, until it's fully implemented, we'll leave it as a registry setting for developers. */ BOOL glslRequested; int offscreen_rendering_mode; int rendertargetlock_mode; unsigned short pci_vendor_id; unsigned short pci_device_id; /* Memory tracking and object counting */ unsigned int emulated_textureram; char *logo; int allow_multisampling; BOOL strict_draw_ordering; } wined3d_settings_t; extern wined3d_settings_t wined3d_settings DECLSPEC_HIDDEN; typedef enum _WINED3DSAMPLER_TEXTURE_TYPE { WINED3DSTT_UNKNOWN = 0, WINED3DSTT_1D = 1, WINED3DSTT_2D = 2, WINED3DSTT_CUBE = 3, WINED3DSTT_VOLUME = 4, } WINED3DSAMPLER_TEXTURE_TYPE; typedef enum _WINED3DSHADER_PARAM_REGISTER_TYPE { WINED3DSPR_TEMP = 0, WINED3DSPR_INPUT = 1, WINED3DSPR_CONST = 2, WINED3DSPR_ADDR = 3, WINED3DSPR_TEXTURE = 3, WINED3DSPR_RASTOUT = 4, WINED3DSPR_ATTROUT = 5, WINED3DSPR_TEXCRDOUT = 6, WINED3DSPR_OUTPUT = 6, WINED3DSPR_CONSTINT = 7, WINED3DSPR_COLOROUT = 8, WINED3DSPR_DEPTHOUT = 9, WINED3DSPR_SAMPLER = 10, WINED3DSPR_CONST2 = 11, WINED3DSPR_CONST3 = 12, WINED3DSPR_CONST4 = 13, WINED3DSPR_CONSTBOOL = 14, WINED3DSPR_LOOP = 15, WINED3DSPR_TEMPFLOAT16 = 16, WINED3DSPR_MISCTYPE = 17, WINED3DSPR_LABEL = 18, WINED3DSPR_PREDICATE = 19, WINED3DSPR_IMMCONST, WINED3DSPR_CONSTBUFFER, WINED3DSPR_NULL, WINED3DSPR_RESOURCE, } WINED3DSHADER_PARAM_REGISTER_TYPE; enum wined3d_immconst_type { WINED3D_IMMCONST_SCALAR, WINED3D_IMMCONST_VEC4, }; #define WINED3DSP_NOSWIZZLE (0 | (1 << 2) | (2 << 4) | (3 << 6)) typedef enum _WINED3DSHADER_PARAM_SRCMOD_TYPE { WINED3DSPSM_NONE = 0, WINED3DSPSM_NEG = 1, WINED3DSPSM_BIAS = 2, WINED3DSPSM_BIASNEG = 3, WINED3DSPSM_SIGN = 4, WINED3DSPSM_SIGNNEG = 5, WINED3DSPSM_COMP = 6, WINED3DSPSM_X2 = 7, WINED3DSPSM_X2NEG = 8, WINED3DSPSM_DZ = 9, WINED3DSPSM_DW = 10, WINED3DSPSM_ABS = 11, WINED3DSPSM_ABSNEG = 12, WINED3DSPSM_NOT = 13, } WINED3DSHADER_PARAM_SRCMOD_TYPE; #define WINED3DSP_WRITEMASK_0 0x1 /* .x r */ #define WINED3DSP_WRITEMASK_1 0x2 /* .y g */ #define WINED3DSP_WRITEMASK_2 0x4 /* .z b */ #define WINED3DSP_WRITEMASK_3 0x8 /* .w a */ #define WINED3DSP_WRITEMASK_ALL 0xf /* all */ typedef enum _WINED3DSHADER_PARAM_DSTMOD_TYPE { WINED3DSPDM_NONE = 0, WINED3DSPDM_SATURATE = 1, WINED3DSPDM_PARTIALPRECISION = 2, WINED3DSPDM_MSAMPCENTROID = 4, } WINED3DSHADER_PARAM_DSTMOD_TYPE; /* Undocumented opcode control to identify projective texture lookups in ps 2.0 and later */ #define WINED3DSI_TEXLD_PROJECT 1 #define WINED3DSI_TEXLD_BIAS 2 typedef enum COMPARISON_TYPE { COMPARISON_GT = 1, COMPARISON_EQ = 2, COMPARISON_GE = 3, COMPARISON_LT = 4, COMPARISON_NE = 5, COMPARISON_LE = 6, } COMPARISON_TYPE; #define WINED3D_SM1_VS 0xfffe #define WINED3D_SM1_PS 0xffff #define WINED3D_SM4_PS 0x0000 #define WINED3D_SM4_VS 0x0001 #define WINED3D_SM4_GS 0x0002 /* Shader version tokens, and shader end tokens */ #define WINED3DPS_VERSION(major, minor) ((WINED3D_SM1_PS << 16) | ((major) << 8) | (minor)) #define WINED3DVS_VERSION(major, minor) ((WINED3D_SM1_VS << 16) | ((major) << 8) | (minor)) /* Shader backends */ /* TODO: Make this dynamic, based on shader limits ? */ #define MAX_ATTRIBS 16 #define MAX_REG_ADDR 1 #define MAX_REG_TEMP 32 #define MAX_REG_TEXCRD 8 #define MAX_REG_INPUT 12 #define MAX_REG_OUTPUT 12 #define MAX_CONST_I 16 #define MAX_CONST_B 16 /* FIXME: This needs to go up to 2048 for * Shader model 3 according to msdn (and for software shaders) */ #define MAX_LABELS 16 #define SHADER_PGMSIZE 65535 struct wined3d_shader_buffer { char *buffer; unsigned int bsize; unsigned int lineNo; BOOL newline; }; enum WINED3D_SHADER_INSTRUCTION_HANDLER { WINED3DSIH_ABS, WINED3DSIH_ADD, WINED3DSIH_AND, WINED3DSIH_BEM, WINED3DSIH_BREAK, WINED3DSIH_BREAKC, WINED3DSIH_BREAKP, WINED3DSIH_CALL, WINED3DSIH_CALLNZ, WINED3DSIH_CMP, WINED3DSIH_CND, WINED3DSIH_CRS, WINED3DSIH_CUT, WINED3DSIH_DCL, WINED3DSIH_DEF, WINED3DSIH_DEFB, WINED3DSIH_DEFI, WINED3DSIH_DIV, WINED3DSIH_DP2ADD, WINED3DSIH_DP3, WINED3DSIH_DP4, WINED3DSIH_DST, WINED3DSIH_DSX, WINED3DSIH_DSY, WINED3DSIH_ELSE, WINED3DSIH_EMIT, WINED3DSIH_ENDIF, WINED3DSIH_ENDLOOP, WINED3DSIH_ENDREP, WINED3DSIH_EXP, WINED3DSIH_EXPP, WINED3DSIH_FRC, WINED3DSIH_FTOI, WINED3DSIH_IADD, WINED3DSIH_IEQ, WINED3DSIH_IF, WINED3DSIH_IFC, WINED3DSIH_IGE, WINED3DSIH_IMUL, WINED3DSIH_ITOF, WINED3DSIH_LABEL, WINED3DSIH_LD, WINED3DSIH_LIT, WINED3DSIH_LOG, WINED3DSIH_LOGP, WINED3DSIH_LOOP, WINED3DSIH_LRP, WINED3DSIH_LT, WINED3DSIH_M3x2, WINED3DSIH_M3x3, WINED3DSIH_M3x4, WINED3DSIH_M4x3, WINED3DSIH_M4x4, WINED3DSIH_MAD, WINED3DSIH_MAX, WINED3DSIH_MIN, WINED3DSIH_MOV, WINED3DSIH_MOVA, WINED3DSIH_MOVC, WINED3DSIH_MUL, WINED3DSIH_NOP, WINED3DSIH_NRM, WINED3DSIH_PHASE, WINED3DSIH_POW, WINED3DSIH_RCP, WINED3DSIH_REP, WINED3DSIH_RET, WINED3DSIH_RSQ, WINED3DSIH_SAMPLE, WINED3DSIH_SAMPLE_GRAD, WINED3DSIH_SAMPLE_LOD, WINED3DSIH_SETP, WINED3DSIH_SGE, WINED3DSIH_SGN, WINED3DSIH_SINCOS, WINED3DSIH_SLT, WINED3DSIH_SQRT, WINED3DSIH_SUB, WINED3DSIH_TEX, WINED3DSIH_TEXBEM, WINED3DSIH_TEXBEML, WINED3DSIH_TEXCOORD, WINED3DSIH_TEXDEPTH, WINED3DSIH_TEXDP3, WINED3DSIH_TEXDP3TEX, WINED3DSIH_TEXKILL, WINED3DSIH_TEXLDD, WINED3DSIH_TEXLDL, WINED3DSIH_TEXM3x2DEPTH, WINED3DSIH_TEXM3x2PAD, WINED3DSIH_TEXM3x2TEX, WINED3DSIH_TEXM3x3, WINED3DSIH_TEXM3x3DIFF, WINED3DSIH_TEXM3x3PAD, WINED3DSIH_TEXM3x3SPEC, WINED3DSIH_TEXM3x3TEX, WINED3DSIH_TEXM3x3VSPEC, WINED3DSIH_TEXREG2AR, WINED3DSIH_TEXREG2GB, WINED3DSIH_TEXREG2RGB, WINED3DSIH_UTOF, WINED3DSIH_TABLE_SIZE }; enum wined3d_shader_type { WINED3D_SHADER_TYPE_PIXEL, WINED3D_SHADER_TYPE_VERTEX, WINED3D_SHADER_TYPE_GEOMETRY, }; struct wined3d_shader_version { enum wined3d_shader_type type; BYTE major; BYTE minor; }; #define WINED3D_SHADER_VERSION(major, minor) (((major) << 8) | (minor)) struct wined3d_shader_reg_maps { struct wined3d_shader_version shader_version; BYTE texcoord; /* MAX_REG_TEXCRD, 8 */ BYTE address; /* MAX_REG_ADDR, 1 */ WORD labels; /* MAX_LABELS, 16 */ DWORD temporary; /* MAX_REG_TEMP, 32 */ DWORD *constf; /* pixel, vertex */ DWORD texcoord_mask[MAX_REG_TEXCRD]; /* vertex < 3.0 */ WORD input_registers; /* max(MAX_REG_INPUT, MAX_ATTRIBS), 16 */ WORD output_registers; /* MAX_REG_OUTPUT, 12 */ WORD integer_constants; /* MAX_CONST_I, 16 */ WORD boolean_constants; /* MAX_CONST_B, 16 */ WORD local_int_consts; /* MAX_CONST_I, 16 */ WORD local_bool_consts; /* MAX_CONST_B, 16 */ WINED3DSAMPLER_TEXTURE_TYPE sampler_type[max(MAX_FRAGMENT_SAMPLERS, MAX_VERTEX_SAMPLERS)]; BYTE bumpmat; /* MAX_TEXTURES, 8 */ BYTE luminanceparams; /* MAX_TEXTURES, 8 */ WORD usesnrm : 1; WORD vpos : 1; WORD usesdsx : 1; WORD usesdsy : 1; WORD usestexldd : 1; WORD usesmova : 1; WORD usesfacing : 1; WORD usesrelconstF : 1; WORD fog : 1; WORD usestexldl : 1; WORD usesifc : 1; WORD usescall : 1; WORD usesrcp : 1; WORD padding : 3; /* Whether or not loops are used in this shader, and nesting depth */ unsigned loop_depth; unsigned highest_render_target; UINT min_rel_offset, max_rel_offset; }; /* Keeps track of details for TEX_M#x# instructions which need to maintain * state information between multiple instructions. */ struct wined3d_shader_tex_mx { unsigned int current_row; DWORD texcoord_w[2]; }; struct wined3d_shader_loop_state { UINT current_depth; UINT current_reg; }; struct wined3d_shader_context { struct IWineD3DBaseShaderImpl *shader; const struct wined3d_gl_info *gl_info; const struct wined3d_shader_reg_maps *reg_maps; struct wined3d_shader_buffer *buffer; struct wined3d_shader_tex_mx *tex_mx; struct wined3d_shader_loop_state *loop_state; void *backend_data; }; struct wined3d_shader_register { WINED3DSHADER_PARAM_REGISTER_TYPE type; UINT idx; UINT array_idx; const struct wined3d_shader_src_param *rel_addr; enum wined3d_immconst_type immconst_type; DWORD immconst_data[4]; }; struct wined3d_shader_dst_param { struct wined3d_shader_register reg; DWORD write_mask; DWORD modifiers; DWORD shift; }; struct wined3d_shader_src_param { struct wined3d_shader_register reg; DWORD swizzle; DWORD modifiers; }; struct wined3d_shader_instruction { const struct wined3d_shader_context *ctx; enum WINED3D_SHADER_INSTRUCTION_HANDLER handler_idx; DWORD flags; BOOL coissue; DWORD predicate; UINT dst_count; const struct wined3d_shader_dst_param *dst; UINT src_count; const struct wined3d_shader_src_param *src; }; struct wined3d_shader_semantic { WINED3DDECLUSAGE usage; UINT usage_idx; WINED3DSAMPLER_TEXTURE_TYPE sampler_type; struct wined3d_shader_dst_param reg; }; struct wined3d_shader_attribute { WINED3DDECLUSAGE usage; UINT usage_idx; }; struct wined3d_shader_loop_control { unsigned int count; unsigned int start; int step; }; struct wined3d_shader_frontend { void *(*shader_init)(const DWORD *ptr, const struct wined3d_shader_signature *output_signature); void (*shader_free)(void *data); void (*shader_read_header)(void *data, const DWORD **ptr, struct wined3d_shader_version *shader_version); void (*shader_read_opcode)(void *data, const DWORD **ptr, struct wined3d_shader_instruction *ins, UINT *param_size); void (*shader_read_src_param)(void *data, const DWORD **ptr, struct wined3d_shader_src_param *src_param, struct wined3d_shader_src_param *src_rel_addr); void (*shader_read_dst_param)(void *data, const DWORD **ptr, struct wined3d_shader_dst_param *dst_param, struct wined3d_shader_src_param *dst_rel_addr); void (*shader_read_semantic)(const DWORD **ptr, struct wined3d_shader_semantic *semantic); void (*shader_read_comment)(const DWORD **ptr, const char **comment, UINT *comment_size); BOOL (*shader_is_end)(void *data, const DWORD **ptr); }; extern const struct wined3d_shader_frontend sm1_shader_frontend DECLSPEC_HIDDEN; extern const struct wined3d_shader_frontend sm4_shader_frontend DECLSPEC_HIDDEN; typedef void (*SHADER_HANDLER)(const struct wined3d_shader_instruction *); struct shader_caps { DWORD VertexShaderVersion; DWORD MaxVertexShaderConst; DWORD PixelShaderVersion; float PixelShader1xMaxValue; DWORD MaxPixelShaderConst; BOOL VSClipping; }; enum tex_types { tex_1d = 0, tex_2d = 1, tex_3d = 2, tex_cube = 3, tex_rect = 4, tex_type_count = 5, }; enum vertexprocessing_mode { fixedfunction, vertexshader, pretransformed }; #define WINED3D_CONST_NUM_UNUSED ~0U enum fogmode { FOG_OFF, FOG_LINEAR, FOG_EXP, FOG_EXP2 }; /* Stateblock dependent parameters which have to be hardcoded * into the shader code */ #define WINED3D_PSARGS_PROJECTED (1 << 3) #define WINED3D_PSARGS_TEXTRANSFORM_SHIFT 4 #define WINED3D_PSARGS_TEXTRANSFORM_MASK 0xf struct ps_compile_args { struct color_fixup_desc color_fixup[MAX_FRAGMENT_SAMPLERS]; enum vertexprocessing_mode vp_mode; enum fogmode fog; WORD tex_transform; /* ps 1.0-1.3, 4 textures */ /* Texture types(2D, Cube, 3D) in ps 1.x */ WORD srgb_correction; WORD np2_fixup; /* Bitmap for NP2 texcoord fixups (16 samplers max currently). D3D9 has a limit of 16 samplers and the fixup is superfluous in D3D10 (unconditional NP2 support mandatory). */ WORD shadow; /* MAX_FRAGMENT_SAMPLERS, 16 */ }; enum fog_src_type { VS_FOG_Z = 0, VS_FOG_COORD = 1 }; struct vs_compile_args { BYTE fog_src; BYTE clip_enabled; WORD swizzle_map; /* MAX_ATTRIBS, 16 */ }; struct wined3d_context; struct wined3d_state; typedef struct { void (*shader_handle_instruction)(const struct wined3d_shader_instruction *); void (*shader_select)(const struct wined3d_context *context, BOOL usePS, BOOL useVS); void (*shader_select_depth_blt)(void *shader_priv, const struct wined3d_gl_info *gl_info, enum tex_types tex_type, const SIZE *ds_mask_size); void (*shader_deselect_depth_blt)(void *shader_priv, const struct wined3d_gl_info *gl_info); void (*shader_update_float_vertex_constants)(IWineD3DDeviceImpl *device, UINT start, UINT count); void (*shader_update_float_pixel_constants)(IWineD3DDeviceImpl *device, UINT start, UINT count); void (*shader_load_constants)(const struct wined3d_context *context, char usePS, char useVS); void (*shader_load_np2fixup_constants)(void *shader_priv, const struct wined3d_gl_info *gl_info, const struct wined3d_state *state); void (*shader_destroy)(struct IWineD3DBaseShaderImpl *shader); HRESULT (*shader_alloc_private)(IWineD3DDeviceImpl *device); void (*shader_free_private)(IWineD3DDeviceImpl *device); BOOL (*shader_dirtifyable_constants)(void); void (*shader_get_caps)(const struct wined3d_gl_info *gl_info, struct shader_caps *caps); BOOL (*shader_color_fixup_supported)(struct color_fixup_desc fixup); void (*shader_add_instruction_modifiers)(const struct wined3d_shader_instruction *ins); } shader_backend_t; extern const shader_backend_t glsl_shader_backend DECLSPEC_HIDDEN; extern const shader_backend_t arb_program_shader_backend DECLSPEC_HIDDEN; extern const shader_backend_t none_shader_backend DECLSPEC_HIDDEN; /* X11 locking */ extern void (CDECL *wine_tsx11_lock_ptr)(void) DECLSPEC_HIDDEN; extern void (CDECL *wine_tsx11_unlock_ptr)(void) DECLSPEC_HIDDEN; /* As GLX relies on X, this is needed */ extern int num_lock DECLSPEC_HIDDEN; #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_EXTCALL(f) (gl_info->f) #define D3DCOLOR_B_R(dw) (((dw) >> 16) & 0xFF) #define D3DCOLOR_B_G(dw) (((dw) >> 8) & 0xFF) #define D3DCOLOR_B_B(dw) (((dw) >> 0) & 0xFF) #define D3DCOLOR_B_A(dw) (((dw) >> 24) & 0xFF) #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) do { \ (vec)[0] = D3DCOLOR_R(dw); \ (vec)[1] = D3DCOLOR_G(dw); \ (vec)[2] = D3DCOLOR_B(dw); \ (vec)[3] = D3DCOLOR_A(dw); \ } while(0) #define HIGHEST_TRANSFORMSTATE WINED3DTS_WORLDMATRIX(255) /* Highest value in WINED3DTRANSFORMSTATETYPE */ /* Checking of API calls */ /* --------------------- */ #ifndef WINE_NO_DEBUG_MSGS #define checkGLcall(A) \ do { \ GLint err; \ if(!__WINE_IS_DEBUG_ON(_FIXME, __wine_dbch___default)) break; \ err = glGetError(); \ if (err == GL_NO_ERROR) { \ TRACE("%s call ok %s / %d\n", A, __FILE__, __LINE__); \ \ } else do { \ ERR(">>>>>>>>>>>>>>>>> %s (%#x) from %s @ %s / %d\n", \ debug_glerror(err), err, A, __FILE__, __LINE__); \ err = glGetError(); \ } while (err != GL_NO_ERROR); \ } while(0) #else #define checkGLcall(A) do {} while(0) #endif /* 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) /* Trace vector and strided data information */ #define TRACE_STRIDED(si, name) do { if (si->use_map & (1 << name)) \ TRACE( #name "=(data:%p, stride:%d, format:%#x, vbo %d, stream %u)\n", \ si->elements[name].data, si->elements[name].stride, si->elements[name].format->id, \ si->elements[name].buffer_object, si->elements[name].stream_idx); } while(0) /* Global variables */ extern const float identity[16] DECLSPEC_HIDDEN; enum wined3d_ffp_idx { WINED3D_FFP_POSITION = 0, WINED3D_FFP_BLENDWEIGHT = 1, WINED3D_FFP_BLENDINDICES = 2, WINED3D_FFP_NORMAL = 3, WINED3D_FFP_PSIZE = 4, WINED3D_FFP_DIFFUSE = 5, WINED3D_FFP_SPECULAR = 6, WINED3D_FFP_TEXCOORD0 = 7, WINED3D_FFP_TEXCOORD1 = 8, WINED3D_FFP_TEXCOORD2 = 9, WINED3D_FFP_TEXCOORD3 = 10, WINED3D_FFP_TEXCOORD4 = 11, WINED3D_FFP_TEXCOORD5 = 12, WINED3D_FFP_TEXCOORD6 = 13, WINED3D_FFP_TEXCOORD7 = 14, }; enum wined3d_ffp_emit_idx { WINED3D_FFP_EMIT_FLOAT1 = 0, WINED3D_FFP_EMIT_FLOAT2 = 1, WINED3D_FFP_EMIT_FLOAT3 = 2, WINED3D_FFP_EMIT_FLOAT4 = 3, WINED3D_FFP_EMIT_D3DCOLOR = 4, WINED3D_FFP_EMIT_UBYTE4 = 5, WINED3D_FFP_EMIT_SHORT2 = 6, WINED3D_FFP_EMIT_SHORT4 = 7, WINED3D_FFP_EMIT_UBYTE4N = 8, WINED3D_FFP_EMIT_SHORT2N = 9, WINED3D_FFP_EMIT_SHORT4N = 10, WINED3D_FFP_EMIT_USHORT2N = 11, WINED3D_FFP_EMIT_USHORT4N = 12, WINED3D_FFP_EMIT_UDEC3 = 13, WINED3D_FFP_EMIT_DEC3N = 14, WINED3D_FFP_EMIT_FLOAT16_2 = 15, WINED3D_FFP_EMIT_FLOAT16_4 = 16, WINED3D_FFP_EMIT_COUNT = 17 }; struct wined3d_stream_info_element { const struct wined3d_format *format; GLsizei stride; const BYTE *data; UINT stream_idx; GLuint buffer_object; }; struct wined3d_stream_info { struct wined3d_stream_info_element elements[MAX_ATTRIBS]; BOOL position_transformed; WORD swizzle_map; /* MAX_ATTRIBS, 16 */ WORD use_map; /* MAX_ATTRIBS, 16 */ }; /***************************************************************************** * Prototypes */ /* Routine common to the draw primitive and draw indexed primitive routines */ void drawPrimitive(IWineD3DDeviceImpl *device, UINT index_count, UINT start_idx, UINT idxBytes, const void *idxData) DECLSPEC_HIDDEN; DWORD get_flexible_vertex_size(DWORD d3dvtVertexType) DECLSPEC_HIDDEN; typedef void (WINE_GLAPI *glAttribFunc)(const void *data); typedef void (WINE_GLAPI *glMultiTexCoordFunc)(GLenum unit, const void *data); extern glAttribFunc position_funcs[WINED3D_FFP_EMIT_COUNT] DECLSPEC_HIDDEN; extern glAttribFunc diffuse_funcs[WINED3D_FFP_EMIT_COUNT] DECLSPEC_HIDDEN; extern glAttribFunc specular_func_3ubv DECLSPEC_HIDDEN; extern glAttribFunc specular_funcs[WINED3D_FFP_EMIT_COUNT] DECLSPEC_HIDDEN; extern glAttribFunc normal_funcs[WINED3D_FFP_EMIT_COUNT] DECLSPEC_HIDDEN; extern glMultiTexCoordFunc multi_texcoord_funcs[WINED3D_FFP_EMIT_COUNT] DECLSPEC_HIDDEN; #define eps 1e-8 #define GET_TEXCOORD_SIZE_FROM_FVF(d3dvtVertexType, tex_num) \ (((((d3dvtVertexType) >> (16 + (2 * (tex_num)))) + 1) & 0x03) + 1) /* Routines and structures related to state management */ #define STATE_RENDER(a) (a) #define STATE_IS_RENDER(a) ((a) >= STATE_RENDER(1) && (a) <= STATE_RENDER(WINEHIGHEST_RENDER_STATE)) #define STATE_TEXTURESTAGE(stage, num) (STATE_RENDER(WINEHIGHEST_RENDER_STATE) + 1 + (stage) * (WINED3D_HIGHEST_TEXTURE_STATE + 1) + (num)) #define STATE_IS_TEXTURESTAGE(a) ((a) >= STATE_TEXTURESTAGE(0, 1) && (a) <= STATE_TEXTURESTAGE(MAX_TEXTURES - 1, WINED3D_HIGHEST_TEXTURE_STATE)) /* + 1 because samplers start with 0 */ #define STATE_SAMPLER(num) (STATE_TEXTURESTAGE(MAX_TEXTURES - 1, WINED3D_HIGHEST_TEXTURE_STATE) + 1 + (num)) #define STATE_IS_SAMPLER(num) ((num) >= STATE_SAMPLER(0) && (num) <= STATE_SAMPLER(MAX_COMBINED_SAMPLERS - 1)) #define STATE_PIXELSHADER (STATE_SAMPLER(MAX_COMBINED_SAMPLERS - 1) + 1) #define STATE_IS_PIXELSHADER(a) ((a) == STATE_PIXELSHADER) #define STATE_TRANSFORM(a) (STATE_PIXELSHADER + (a)) #define STATE_IS_TRANSFORM(a) ((a) >= STATE_TRANSFORM(1) && (a) <= STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(255))) #define STATE_STREAMSRC (STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(255)) + 1) #define STATE_IS_STREAMSRC(a) ((a) == STATE_STREAMSRC) #define STATE_INDEXBUFFER (STATE_STREAMSRC + 1) #define STATE_IS_INDEXBUFFER(a) ((a) == STATE_INDEXBUFFER) #define STATE_VDECL (STATE_INDEXBUFFER + 1) #define STATE_IS_VDECL(a) ((a) == STATE_VDECL) #define STATE_VSHADER (STATE_VDECL + 1) #define STATE_IS_VSHADER(a) ((a) == STATE_VSHADER) #define STATE_VIEWPORT (STATE_VSHADER + 1) #define STATE_IS_VIEWPORT(a) ((a) == STATE_VIEWPORT) #define STATE_VERTEXSHADERCONSTANT (STATE_VIEWPORT + 1) #define STATE_PIXELSHADERCONSTANT (STATE_VERTEXSHADERCONSTANT + 1) #define STATE_IS_VERTEXSHADERCONSTANT(a) ((a) == STATE_VERTEXSHADERCONSTANT) #define STATE_IS_PIXELSHADERCONSTANT(a) ((a) == STATE_PIXELSHADERCONSTANT) #define STATE_ACTIVELIGHT(a) (STATE_PIXELSHADERCONSTANT + (a) + 1) #define STATE_IS_ACTIVELIGHT(a) ((a) >= STATE_ACTIVELIGHT(0) && (a) < STATE_ACTIVELIGHT(MAX_ACTIVE_LIGHTS)) #define STATE_SCISSORRECT (STATE_ACTIVELIGHT(MAX_ACTIVE_LIGHTS - 1) + 1) #define STATE_IS_SCISSORRECT(a) ((a) == STATE_SCISSORRECT) #define STATE_CLIPPLANE(a) (STATE_SCISSORRECT + 1 + (a)) #define STATE_IS_CLIPPLANE(a) ((a) >= STATE_CLIPPLANE(0) && (a) <= STATE_CLIPPLANE(MAX_CLIPPLANES - 1)) #define STATE_MATERIAL (STATE_CLIPPLANE(MAX_CLIPPLANES)) #define STATE_IS_MATERIAL(a) ((a) == STATE_MATERIAL) #define STATE_FRONTFACE (STATE_MATERIAL + 1) #define STATE_IS_FRONTFACE(a) ((a) == STATE_FRONTFACE) #define STATE_POINTSPRITECOORDORIGIN (STATE_FRONTFACE + 1) #define STATE_IS_POINTSPRITECOORDORIGIN(a) ((a) == STATE_POINTSPRITECOORDORIGIN) #define STATE_HIGHEST (STATE_POINTSPRITECOORDORIGIN) enum fogsource { FOGSOURCE_FFP, FOGSOURCE_VS, FOGSOURCE_COORD, }; #define WINED3D_MAX_FBO_ENTRIES 64 struct wined3d_occlusion_query { struct list entry; GLuint id; struct wined3d_context *context; }; union wined3d_gl_query_object { GLuint id; GLsync sync; }; struct wined3d_event_query { struct list entry; union wined3d_gl_query_object object; struct wined3d_context *context; }; enum wined3d_event_query_result { WINED3D_EVENT_QUERY_OK, WINED3D_EVENT_QUERY_WAITING, WINED3D_EVENT_QUERY_NOT_STARTED, WINED3D_EVENT_QUERY_WRONG_THREAD, WINED3D_EVENT_QUERY_ERROR }; void wined3d_event_query_destroy(struct wined3d_event_query *query) DECLSPEC_HIDDEN; enum wined3d_event_query_result wined3d_event_query_test(struct wined3d_event_query *query, IWineD3DDeviceImpl *device) DECLSPEC_HIDDEN; enum wined3d_event_query_result wined3d_event_query_finish(struct wined3d_event_query *query, IWineD3DDeviceImpl *device) DECLSPEC_HIDDEN; void wined3d_event_query_issue(struct wined3d_event_query *query, IWineD3DDeviceImpl *device) DECLSPEC_HIDDEN; BOOL wined3d_event_query_supported(const struct wined3d_gl_info *gl_info) DECLSPEC_HIDDEN; struct wined3d_context { const struct wined3d_gl_info *gl_info; /* State dirtification * dirtyArray is an array that contains markers for dirty states. numDirtyEntries states are dirty, their numbers are in indices * 0...numDirtyEntries - 1. isStateDirty is a redundant copy of the dirtyArray. Technically only one of them would be needed, * but with the help of both it is easy to find out if a state is dirty(just check the array index), and for applying dirty states * only numDirtyEntries array elements have to be checked, not STATE_HIGHEST states. */ DWORD dirtyArray[STATE_HIGHEST + 1]; /* Won't get bigger than that, a state is never marked dirty 2 times */ DWORD numDirtyEntries; DWORD isStateDirty[STATE_HIGHEST / (sizeof(DWORD) * CHAR_BIT) + 1]; /* Bitmap to find out quickly if a state is dirty */ IWineD3DSwapChainImpl *swapchain; IWineD3DSurfaceImpl *current_rt; DWORD tid; /* Thread ID which owns this context at the moment */ /* Stores some information about the context state for optimization */ WORD render_offscreen : 1; WORD draw_buffer_dirty : 1; WORD last_was_rhw : 1; /* true iff last draw_primitive was in xyzrhw mode */ WORD last_was_pshader : 1; WORD last_was_vshader : 1; WORD namedArraysLoaded : 1; WORD numberedArraysLoaded : 1; WORD last_was_blit : 1; WORD last_was_ckey : 1; WORD fog_coord : 1; WORD fog_enabled : 1; WORD num_untracked_materials : 2; /* Max value 2 */ WORD current : 1; WORD destroyed : 1; WORD valid : 1; BYTE texShaderBumpMap; /* MAX_TEXTURES, 8 */ BYTE lastWasPow2Texture; /* MAX_TEXTURES, 8 */ DWORD numbered_array_mask; GLenum tracking_parm; /* Which source is tracking current colour */ GLenum untracked_materials[2]; UINT blit_w, blit_h; enum fogsource fog_source; char *vshader_const_dirty, *pshader_const_dirty; /* The actual opengl context */ UINT level; HGLRC restore_ctx; HDC restore_dc; HGLRC glCtx; HWND win_handle; HDC hdc; int pixel_format; GLint aux_buffers; /* FBOs */ UINT fbo_entry_count; struct list fbo_list; struct list fbo_destroy_list; struct fbo_entry *current_fbo; GLuint dst_fbo; GLuint fbo_read_binding; GLuint fbo_draw_binding; BOOL rebind_fbo; IWineD3DSurfaceImpl **blit_targets; GLenum *draw_buffers; /* Queries */ GLuint *free_occlusion_queries; UINT free_occlusion_query_size; UINT free_occlusion_query_count; struct list occlusion_queries; union wined3d_gl_query_object *free_event_queries; UINT free_event_query_size; UINT free_event_query_count; struct list event_queries; /* Extension emulation */ GLint gl_fog_source; GLfloat fog_coord_value; GLfloat color[4], fogstart, fogend, fogcolor[4]; GLuint dummy_arbfp_prog; }; typedef void (*APPLYSTATEFUNC)(DWORD state, struct wined3d_stateblock *stateblock, struct wined3d_context *ctx); struct StateEntry { DWORD representative; APPLYSTATEFUNC apply; }; struct StateEntryTemplate { DWORD state; struct StateEntry content; GL_SupportedExt extension; }; struct fragment_caps { DWORD PrimitiveMiscCaps; DWORD TextureOpCaps; DWORD MaxTextureBlendStages; DWORD MaxSimultaneousTextures; }; struct fragment_pipeline { void (*enable_extension)(BOOL enable); void (*get_caps)(const struct wined3d_gl_info *gl_info, struct fragment_caps *caps); HRESULT (*alloc_private)(IWineD3DDeviceImpl *device); void (*free_private)(IWineD3DDeviceImpl *device); BOOL (*color_fixup_supported)(struct color_fixup_desc fixup); const struct StateEntryTemplate *states; BOOL ffp_proj_control; }; extern const struct StateEntryTemplate misc_state_template[] DECLSPEC_HIDDEN; extern const struct StateEntryTemplate ffp_vertexstate_template[] DECLSPEC_HIDDEN; extern const struct fragment_pipeline ffp_fragment_pipeline DECLSPEC_HIDDEN; extern const struct fragment_pipeline atifs_fragment_pipeline DECLSPEC_HIDDEN; extern const struct fragment_pipeline arbfp_fragment_pipeline DECLSPEC_HIDDEN; extern const struct fragment_pipeline nvts_fragment_pipeline DECLSPEC_HIDDEN; extern const struct fragment_pipeline nvrc_fragment_pipeline DECLSPEC_HIDDEN; /* "Base" state table */ HRESULT compile_state_table(struct StateEntry *StateTable, APPLYSTATEFUNC **dev_multistate_funcs, const struct wined3d_gl_info *gl_info, const struct StateEntryTemplate *vertex, const struct fragment_pipeline *fragment, const struct StateEntryTemplate *misc) DECLSPEC_HIDDEN; enum blit_operation { BLIT_OP_BLIT, BLIT_OP_COLOR_FILL }; /* Shaders for color conversions in blits. Do not do blit operations while * already under the GL lock. */ struct blit_shader { HRESULT (*alloc_private)(IWineD3DDeviceImpl *device); void (*free_private)(IWineD3DDeviceImpl *device); HRESULT (*set_shader)(void *blit_priv, const struct wined3d_gl_info *gl_info, IWineD3DSurfaceImpl *surface); void (*unset_shader)(const struct wined3d_gl_info *gl_info); BOOL (*blit_supported)(const struct wined3d_gl_info *gl_info, enum blit_operation blit_op, const RECT *src_rect, DWORD src_usage, WINED3DPOOL src_pool, const struct wined3d_format *src_format, const RECT *dst_rect, DWORD dst_usage, WINED3DPOOL dst_pool, const struct wined3d_format *dst_format); HRESULT (*color_fill)(IWineD3DDeviceImpl *device, IWineD3DSurfaceImpl *dst_surface, const RECT *dst_rect, const WINED3DCOLORVALUE *color); }; extern const struct blit_shader ffp_blit DECLSPEC_HIDDEN; extern const struct blit_shader arbfp_blit DECLSPEC_HIDDEN; extern const struct blit_shader cpu_blit DECLSPEC_HIDDEN; const struct blit_shader *wined3d_select_blitter(const struct wined3d_gl_info *gl_info, enum blit_operation blit_op, const RECT *src_rect, DWORD src_usage, WINED3DPOOL src_pool, const struct wined3d_format *src_format, const RECT *dst_rect, DWORD dst_usage, WINED3DPOOL dst_pool, const struct wined3d_format *dst_format) DECLSPEC_HIDDEN; /* Temporary blit_shader helper functions */ HRESULT arbfp_blit_surface(IWineD3DDeviceImpl *device, IWineD3DSurfaceImpl *src_surface, const RECT *src_rect, IWineD3DSurfaceImpl *dst_surface, const RECT *dst_rect_in, enum blit_operation blit_op, DWORD Filter) DECLSPEC_HIDDEN; struct wined3d_context *context_acquire(IWineD3DDeviceImpl *This, IWineD3DSurfaceImpl *target) DECLSPEC_HIDDEN; void context_alloc_event_query(struct wined3d_context *context, struct wined3d_event_query *query) DECLSPEC_HIDDEN; void context_alloc_occlusion_query(struct wined3d_context *context, struct wined3d_occlusion_query *query) DECLSPEC_HIDDEN; void context_apply_blit_state(struct wined3d_context *context, IWineD3DDeviceImpl *device) DECLSPEC_HIDDEN; BOOL context_apply_clear_state(struct wined3d_context *context, IWineD3DDeviceImpl *device, UINT rt_count, IWineD3DSurfaceImpl **rts, IWineD3DSurfaceImpl *depth_stencil) DECLSPEC_HIDDEN; BOOL context_apply_draw_state(struct wined3d_context *context, IWineD3DDeviceImpl *device) DECLSPEC_HIDDEN; void context_apply_fbo_state_blit(struct wined3d_context *context, GLenum target, IWineD3DSurfaceImpl *render_target, IWineD3DSurfaceImpl *depth_stencil, DWORD location) DECLSPEC_HIDDEN; void context_attach_depth_stencil_fbo(struct wined3d_context *context, GLenum fbo_target, IWineD3DSurfaceImpl *depth_stencil, BOOL use_render_buffer) DECLSPEC_HIDDEN; void context_bind_fbo(struct wined3d_context *context, GLenum target, GLuint *fbo) DECLSPEC_HIDDEN; struct wined3d_context *context_create(IWineD3DSwapChainImpl *swapchain, IWineD3DSurfaceImpl *target, const struct wined3d_format *ds_format) DECLSPEC_HIDDEN; void context_destroy(IWineD3DDeviceImpl *This, struct wined3d_context *context) DECLSPEC_HIDDEN; void context_free_event_query(struct wined3d_event_query *query) DECLSPEC_HIDDEN; void context_free_occlusion_query(struct wined3d_occlusion_query *query) DECLSPEC_HIDDEN; struct wined3d_context *context_get_current(void) DECLSPEC_HIDDEN; DWORD context_get_tls_idx(void) DECLSPEC_HIDDEN; void context_release(struct wined3d_context *context) DECLSPEC_HIDDEN; void context_resource_released(struct IWineD3DDeviceImpl *device, struct IWineD3DResourceImpl *resource, WINED3DRESOURCETYPE type) DECLSPEC_HIDDEN; void context_resource_unloaded(struct IWineD3DDeviceImpl *device, struct IWineD3DResourceImpl *resource, WINED3DRESOURCETYPE type) DECLSPEC_HIDDEN; BOOL context_set_current(struct wined3d_context *ctx) DECLSPEC_HIDDEN; void context_set_draw_buffer(struct wined3d_context *context, GLenum buffer) DECLSPEC_HIDDEN; void context_set_tls_idx(DWORD idx) DECLSPEC_HIDDEN; void context_surface_update(struct wined3d_context *context, IWineD3DSurfaceImpl *surface) DECLSPEC_HIDDEN; /* Macros for doing basic GPU detection based on opengl capabilities */ #define WINE_D3D6_CAPABLE(gl_info) (gl_info->supported[ARB_MULTITEXTURE]) #define WINE_D3D7_CAPABLE(gl_info) (gl_info->supported[ARB_TEXTURE_COMPRESSION] && gl_info->supported[ARB_TEXTURE_CUBE_MAP] && gl_info->supported[ARB_TEXTURE_ENV_DOT3]) #define WINE_D3D8_CAPABLE(gl_info) WINE_D3D7_CAPABLE(gl_info) && (gl_info->supported[ARB_MULTISAMPLE] && gl_info->supported[ARB_TEXTURE_BORDER_CLAMP]) #define WINE_D3D9_CAPABLE(gl_info) WINE_D3D8_CAPABLE(gl_info) && (gl_info->supported[ARB_FRAGMENT_PROGRAM] && gl_info->supported[ARB_VERTEX_SHADER]) #define WINE_D3D10_CAPABLE(gl_info) WINE_D3D9_CAPABLE(gl_info) && (gl_info->supported[EXT_GPU_SHADER4]) /***************************************************************************** * Internal representation of a light */ struct wined3d_light_info { WINED3DLIGHT OriginalParms; /* Note D3D8LIGHT == D3D9LIGHT */ DWORD OriginalIndex; LONG glIndex; BOOL enabled; /* Converted parms to speed up swapping lights */ float lightPosn[4]; float lightDirn[4]; float exponent; float cutoff; struct list entry; }; /* The default light parameters */ extern const WINED3DLIGHT WINED3D_default_light DECLSPEC_HIDDEN; typedef struct WineD3D_PixelFormat { int iPixelFormat; /* WGL pixel format */ int iPixelType; /* WGL pixel type e.g. WGL_TYPE_RGBA_ARB, WGL_TYPE_RGBA_FLOAT_ARB or WGL_TYPE_COLORINDEX_ARB */ int redSize, greenSize, blueSize, alphaSize, colorSize; int depthSize, stencilSize; BOOL windowDrawable; BOOL doubleBuffer; int auxBuffers; int numSamples; } WineD3D_PixelFormat; /* The driver names reflect the lowest GPU supported * by a certain driver, so DRIVER_ATI_R300 supports * R3xx, R4xx and R5xx GPUs. */ enum wined3d_display_driver { DRIVER_ATI_RAGE_128PRO, DRIVER_ATI_R100, DRIVER_ATI_R300, DRIVER_ATI_R600, DRIVER_INTEL_GMA800, DRIVER_INTEL_GMA900, DRIVER_INTEL_GMA950, DRIVER_INTEL_GMA3000, DRIVER_NVIDIA_TNT, DRIVER_NVIDIA_GEFORCE2MX, DRIVER_NVIDIA_GEFORCEFX, DRIVER_NVIDIA_GEFORCE6, DRIVER_UNKNOWN }; enum wined3d_driver_model { DRIVER_MODEL_WIN9X, DRIVER_MODEL_NT40, DRIVER_MODEL_NT5X, DRIVER_MODEL_NT6X }; enum wined3d_gl_vendor { GL_VENDOR_UNKNOWN, GL_VENDOR_APPLE, GL_VENDOR_FGLRX, GL_VENDOR_INTEL, GL_VENDOR_MESA, GL_VENDOR_NVIDIA, }; enum wined3d_pci_vendor { HW_VENDOR_SOFTWARE = 0x0000, HW_VENDOR_ATI = 0x1002, HW_VENDOR_NVIDIA = 0x10de, HW_VENDOR_INTEL = 0x8086, }; enum wined3d_pci_device { CARD_WINE = 0x0000, CARD_ATI_RAGE_128PRO = 0x5246, CARD_ATI_RADEON_7200 = 0x5144, CARD_ATI_RADEON_8500 = 0x514c, CARD_ATI_RADEON_9500 = 0x4144, CARD_ATI_RADEON_XPRESS_200M = 0x5955, CARD_ATI_RADEON_X700 = 0x5e4c, CARD_ATI_RADEON_X1600 = 0x71c2, CARD_ATI_RADEON_HD2350 = 0x94c7, CARD_ATI_RADEON_HD2600 = 0x9581, CARD_ATI_RADEON_HD2900 = 0x9400, CARD_ATI_RADEON_HD3200 = 0x9620, CARD_ATI_RADEON_HD4350 = 0x954f, CARD_ATI_RADEON_HD4550 = 0x9540, CARD_ATI_RADEON_HD4600 = 0x9495, CARD_ATI_RADEON_HD4650 = 0x9498, CARD_ATI_RADEON_HD4670 = 0x9490, CARD_ATI_RADEON_HD4700 = 0x944e, CARD_ATI_RADEON_HD4770 = 0x94b3, CARD_ATI_RADEON_HD4800 = 0x944c, /* Picked one value between 9440, 944c, 9442, 9460 */ CARD_ATI_RADEON_HD4830 = 0x944c, CARD_ATI_RADEON_HD4850 = 0x9442, CARD_ATI_RADEON_HD4870 = 0x9440, CARD_ATI_RADEON_HD4890 = 0x9460, CARD_ATI_RADEON_HD5400 = 0x68f9, CARD_ATI_RADEON_HD5600 = 0x68d8, CARD_ATI_RADEON_HD5700 = 0x68BE, /* Picked HD5750 */ CARD_ATI_RADEON_HD5750 = 0x68BE, CARD_ATI_RADEON_HD5770 = 0x68B8, CARD_ATI_RADEON_HD5800 = 0x6898, /* Picked HD5850 */ CARD_ATI_RADEON_HD5850 = 0x6898, CARD_ATI_RADEON_HD5870 = 0x6899, CARD_ATI_RADEON_HD5900 = 0x689c, CARD_NVIDIA_RIVA_128 = 0x0018, CARD_NVIDIA_RIVA_TNT = 0x0020, CARD_NVIDIA_RIVA_TNT2 = 0x0028, CARD_NVIDIA_GEFORCE = 0x0100, CARD_NVIDIA_GEFORCE2_MX = 0x0110, CARD_NVIDIA_GEFORCE2 = 0x0150, CARD_NVIDIA_GEFORCE3 = 0x0200, CARD_NVIDIA_GEFORCE4_MX = 0x0170, CARD_NVIDIA_GEFORCE4_TI4200 = 0x0253, CARD_NVIDIA_GEFORCEFX_5200 = 0x0320, CARD_NVIDIA_GEFORCEFX_5600 = 0x0312, CARD_NVIDIA_GEFORCEFX_5800 = 0x0302, CARD_NVIDIA_GEFORCE_6200 = 0x014f, CARD_NVIDIA_GEFORCE_6600GT = 0x0140, CARD_NVIDIA_GEFORCE_6800 = 0x0041, CARD_NVIDIA_GEFORCE_7400 = 0x01d8, CARD_NVIDIA_GEFORCE_7300 = 0x01d7, /* GeForce Go 7300 */ CARD_NVIDIA_GEFORCE_7600 = 0x0391, CARD_NVIDIA_GEFORCE_7800GT = 0x0092, CARD_NVIDIA_GEFORCE_8100 = 0x084F, CARD_NVIDIA_GEFORCE_8200 = 0x0849, /* Other PCI ID 0x084B */ CARD_NVIDIA_GEFORCE_8300GS = 0x0423, CARD_NVIDIA_GEFORCE_8400GS = 0x0404, CARD_NVIDIA_GEFORCE_8500GT = 0x0421, CARD_NVIDIA_GEFORCE_8600GT = 0x0402, CARD_NVIDIA_GEFORCE_8600MGT = 0x0407, CARD_NVIDIA_GEFORCE_8800GTS = 0x0193, CARD_NVIDIA_GEFORCE_8800GTX = 0x0191, CARD_NVIDIA_GEFORCE_9200 = 0x086d, CARD_NVIDIA_GEFORCE_9400GT = 0x042c, CARD_NVIDIA_GEFORCE_9500GT = 0x0640, CARD_NVIDIA_GEFORCE_9600GT = 0x0622, CARD_NVIDIA_GEFORCE_9800GT = 0x0614, CARD_NVIDIA_GEFORCE_210 = 0x0a23, CARD_NVIDIA_GEFORCE_GT220 = 0x0a20, CARD_NVIDIA_GEFORCE_GT240 = 0x0ca3, CARD_NVIDIA_GEFORCE_GTX260 = 0x05e2, CARD_NVIDIA_GEFORCE_GTX275 = 0x05e6, CARD_NVIDIA_GEFORCE_GTX280 = 0x05e1, CARD_NVIDIA_GEFORCE_GT320M = 0x0a2d, CARD_NVIDIA_GEFORCE_GT325M = 0x0a35, CARD_NVIDIA_GEFORCE_GT330 = 0x0ca0, CARD_NVIDIA_GEFORCE_GTS350M = 0x0cb0, CARD_NVIDIA_GEFORCE_GTX460 = 0x0e22, CARD_NVIDIA_GEFORCE_GTX465 = 0x06c4, CARD_NVIDIA_GEFORCE_GTX470 = 0x06cd, CARD_NVIDIA_GEFORCE_GTX480 = 0x06c0, CARD_INTEL_845G = 0x2562, CARD_INTEL_I830G = 0x3577, CARD_INTEL_I855G = 0x3582, CARD_INTEL_I865G = 0x2572, CARD_INTEL_I915G = 0x2582, CARD_INTEL_I915GM = 0x2592, CARD_INTEL_I945GM = 0x27a2, /* Same as GMA 950? */ CARD_INTEL_X3100 = 0x2a02, /* Found in Macs. Same as GM965/GL960 */ CARD_INTEL_GM45 = 0x2a42, }; struct wined3d_fbo_ops { PGLFNGLISRENDERBUFFERPROC glIsRenderbuffer; PGLFNGLBINDRENDERBUFFERPROC glBindRenderbuffer; PGLFNGLDELETERENDERBUFFERSPROC glDeleteRenderbuffers; PGLFNGLGENRENDERBUFFERSPROC glGenRenderbuffers; PGLFNGLRENDERBUFFERSTORAGEPROC glRenderbufferStorage; PGLFNRENDERBUFFERSTORAGEMULTISAMPLEPROC glRenderbufferStorageMultisample; PGLFNGLGETRENDERBUFFERPARAMETERIVPROC glGetRenderbufferParameteriv; PGLFNGLISFRAMEBUFFERPROC glIsFramebuffer; PGLFNGLBINDFRAMEBUFFERPROC glBindFramebuffer; PGLFNGLDELETEFRAMEBUFFERSPROC glDeleteFramebuffers; PGLFNGLGENFRAMEBUFFERSPROC glGenFramebuffers; PGLFNGLCHECKFRAMEBUFFERSTATUSPROC glCheckFramebufferStatus; PGLFNGLFRAMEBUFFERTEXTURE1DPROC glFramebufferTexture1D; PGLFNGLFRAMEBUFFERTEXTURE2DPROC glFramebufferTexture2D; PGLFNGLFRAMEBUFFERTEXTURE3DPROC glFramebufferTexture3D; PGLFNGLFRAMEBUFFERRENDERBUFFERPROC glFramebufferRenderbuffer; PGLFNGLGETFRAMEBUFFERATTACHMENTPARAMETERIVPROC glGetFramebufferAttachmentParameteriv; PGLFNGLBLITFRAMEBUFFERPROC glBlitFramebuffer; PGLFNGLGENERATEMIPMAPPROC glGenerateMipmap; }; struct wined3d_gl_limits { UINT buffers; UINT lights; UINT textures; UINT texture_stages; UINT fragment_samplers; UINT vertex_samplers; UINT combined_samplers; UINT general_combiners; UINT sampler_stages; UINT clipplanes; UINT texture_size; UINT texture3d_size; float pointsize_max; float pointsize_min; UINT point_sprite_units; UINT blends; UINT anisotropy; float shininess; UINT glsl_varyings; UINT glsl_vs_float_constants; UINT glsl_ps_float_constants; UINT arb_vs_float_constants; UINT arb_vs_native_constants; UINT arb_vs_instructions; UINT arb_vs_temps; UINT arb_ps_float_constants; UINT arb_ps_local_constants; UINT arb_ps_native_constants; UINT arb_ps_instructions; UINT arb_ps_temps; }; struct wined3d_gl_info { DWORD glsl_version; struct wined3d_gl_limits limits; DWORD reserved_glsl_constants; DWORD quirks; BOOL supported[WINED3D_GL_EXT_COUNT]; GLint wrap_lookup[WINED3DTADDRESS_MIRRORONCE - WINED3DTADDRESS_WRAP + 1]; struct wined3d_fbo_ops fbo_ops; #define USE_GL_FUNC(type, pfn, ext, replace) type pfn; /* GL function pointers */ GL_EXT_FUNCS_GEN /* WGL function pointers */ WGL_EXT_FUNCS_GEN #undef USE_GL_FUNC struct wined3d_format *formats; }; struct wined3d_driver_info { enum wined3d_pci_vendor vendor; enum wined3d_pci_device device; const char *name; const char *description; unsigned int vidmem; DWORD version_high; DWORD version_low; }; /* The adapter structure */ struct wined3d_adapter { UINT ordinal; BOOL opengl; POINT monitorPoint; struct wined3d_gl_info gl_info; struct wined3d_driver_info driver_info; WCHAR DeviceName[CCHDEVICENAME]; /* DeviceName for use with e.g. ChangeDisplaySettings */ int nCfgs; WineD3D_PixelFormat *cfgs; BOOL brokenStencil; /* Set on cards which only offer mixed depth+stencil */ unsigned int TextureRam; /* Amount of texture memory both video ram + AGP/TurboCache/HyperMemory/.. */ unsigned int UsedTextureRam; LUID luid; const struct fragment_pipeline *fragment_pipe; const shader_backend_t *shader_backend; const struct blit_shader *blitter; }; BOOL initPixelFormats(struct wined3d_gl_info *gl_info, enum wined3d_pci_vendor vendor) DECLSPEC_HIDDEN; BOOL initPixelFormatsNoGL(struct wined3d_gl_info *gl_info) DECLSPEC_HIDDEN; extern unsigned int WineD3DAdapterChangeGLRam(IWineD3DDeviceImpl *D3DDevice, unsigned int glram) DECLSPEC_HIDDEN; extern void add_gl_compat_wrappers(struct wined3d_gl_info *gl_info) DECLSPEC_HIDDEN; /***************************************************************************** * High order patch management */ struct WineD3DRectPatch { UINT Handle; float *mem; WineDirect3DVertexStridedData strided; WINED3DRECTPATCH_INFO RectPatchInfo; float numSegs[4]; char has_normals, has_texcoords; struct list entry; }; HRESULT tesselate_rectpatch(IWineD3DDeviceImpl *This, struct WineD3DRectPatch *patch) DECLSPEC_HIDDEN; enum projection_types { proj_none = 0, proj_count3 = 1, proj_count4 = 2 }; enum dst_arg { resultreg = 0, tempreg = 1 }; /***************************************************************************** * Fixed function pipeline replacements */ #define ARG_UNUSED 0xff struct texture_stage_op { unsigned cop : 8; unsigned carg1 : 8; unsigned carg2 : 8; unsigned carg0 : 8; unsigned aop : 8; unsigned aarg1 : 8; unsigned aarg2 : 8; unsigned aarg0 : 8; struct color_fixup_desc color_fixup; unsigned tex_type : 3; unsigned dst : 1; unsigned projected : 2; unsigned padding : 10; }; struct ffp_frag_settings { struct texture_stage_op op[MAX_TEXTURES]; enum fogmode fog; /* Use shorts instead of chars to get dword alignment */ unsigned short sRGB_write; unsigned short emul_clipplanes; }; struct ffp_frag_desc { struct wine_rb_entry entry; struct ffp_frag_settings settings; }; extern const struct wine_rb_functions wined3d_ffp_frag_program_rb_functions DECLSPEC_HIDDEN; extern const struct wined3d_parent_ops wined3d_null_parent_ops DECLSPEC_HIDDEN; void gen_ffp_frag_op(struct wined3d_stateblock *stateblock, struct ffp_frag_settings *settings, BOOL ignore_textype) DECLSPEC_HIDDEN; const struct ffp_frag_desc *find_ffp_frag_shader(const struct wine_rb_tree *fragment_shaders, const struct ffp_frag_settings *settings) DECLSPEC_HIDDEN; void add_ffp_frag_shader(struct wine_rb_tree *shaders, struct ffp_frag_desc *desc) DECLSPEC_HIDDEN; struct wined3d { LONG ref; void *parent; UINT dxVersion; UINT adapter_count; struct wined3d_adapter adapters[1]; }; HRESULT wined3d_init(IWineD3DImpl *wined3d, UINT version, void *parent) DECLSPEC_HIDDEN; BOOL wined3d_register_window(HWND window, struct IWineD3DDeviceImpl *device) DECLSPEC_HIDDEN; void wined3d_unregister_window(HWND window) DECLSPEC_HIDDEN; /***************************************************************************** * IWineD3DDevice implementation structure */ #define WINED3D_UNMAPPED_STAGE ~0U /* Multithreaded flag. Removed from the public header to signal that IWineD3D::CreateDevice ignores it */ #define WINED3DCREATE_MULTITHREADED 0x00000004 struct IWineD3DDeviceImpl { /* IUnknown fields */ const IWineD3DDeviceVtbl *lpVtbl; LONG ref; /* Note: Ref counting not required */ /* WineD3D Information */ IWineD3DDeviceParent *device_parent; IWineD3D *wined3d; struct wined3d_adapter *adapter; /* Window styles to restore when switching fullscreen mode */ LONG style; LONG exStyle; /* X and GL Information */ GLint maxConcurrentLights; GLenum offscreenBuffer; /* Selected capabilities */ int vs_selected_mode; int ps_selected_mode; const shader_backend_t *shader_backend; void *shader_priv; void *fragment_priv; void *blit_priv; struct StateEntry StateTable[STATE_HIGHEST + 1]; /* Array of functions for states which are handled by more than one pipeline part */ APPLYSTATEFUNC *multistate_funcs[STATE_HIGHEST + 1]; const struct fragment_pipeline *frag_pipe; const struct blit_shader *blitter; unsigned int max_ffp_textures; DWORD d3d_vshader_constantF, d3d_pshader_constantF; /* Advertised d3d caps, not GL ones */ DWORD vs_clipping; WORD view_ident : 1; /* true iff view matrix is identity */ WORD untransformed : 1; WORD vertexBlendUsed : 1; /* To avoid needless setting of the blend matrices */ WORD isRecordingState : 1; WORD isInDraw : 1; WORD bCursorVisible : 1; WORD haveHardwareCursor : 1; WORD d3d_initialized : 1; WORD inScene : 1; /* A flag to check for proper BeginScene / EndScene call pairs */ WORD softwareVertexProcessing : 1; /* process vertex shaders using software or hardware */ WORD useDrawStridedSlow : 1; WORD instancedDraw : 1; WORD filter_messages : 1; WORD padding : 3; BYTE fixed_function_usage_map; /* MAX_TEXTURES, 8 */ #define DDRAW_PITCH_ALIGNMENT 8 #define D3D8_PITCH_ALIGNMENT 4 unsigned char surface_alignment; /* Line Alignment of surfaces */ /* State block related */ struct wined3d_stateblock *stateBlock; struct wined3d_stateblock *updateStateBlock; /* Internal use fields */ WINED3DDEVICE_CREATION_PARAMETERS createParms; WINED3DDEVTYPE devType; HWND focus_window; IWineD3DSwapChainImpl **swapchains; UINT NumberOfSwapChains; struct list resources; /* a linked list to track resources created by the device */ struct list shaders; /* a linked list to track shaders (pixel and vertex) */ unsigned int highest_dirty_ps_const, highest_dirty_vs_const; /* Render Target Support */ IWineD3DSurfaceImpl **render_targets; IWineD3DSurfaceImpl *auto_depth_stencil; IWineD3DSurfaceImpl *onscreen_depth_stencil; IWineD3DSurfaceImpl *depth_stencil; /* palettes texture management */ UINT NumberOfPalettes; PALETTEENTRY **palettes; UINT currentPalette; /* For rendering to a texture using glCopyTexImage */ GLuint depth_blt_texture; GLuint depth_blt_rb; UINT depth_blt_rb_w; UINT depth_blt_rb_h; /* Cursor management */ UINT xHotSpot; UINT yHotSpot; UINT xScreenSpace; UINT yScreenSpace; UINT cursorWidth, cursorHeight; GLuint cursorTexture; HCURSOR hardwareCursor; /* The Wine logo surface */ IWineD3DSurface *logo_surface; /* Textures for when no other textures are mapped */ UINT dummyTextureName[MAX_TEXTURES]; /* DirectDraw stuff */ DWORD ddraw_width, ddraw_height; enum wined3d_format_id ddraw_format; /* With register combiners we can skip junk texture stages */ DWORD texUnitMap[MAX_COMBINED_SAMPLERS]; DWORD rev_tex_unit_map[MAX_COMBINED_SAMPLERS]; /* Stream source management */ struct wined3d_stream_info strided_streams; const WineDirect3DVertexStridedData *up_strided; struct wined3d_event_query *buffer_queries[MAX_ATTRIBS]; unsigned int num_buffer_queries; /* Context management */ struct wined3d_context **contexts; UINT numContexts; /* High level patch management */ #define PATCHMAP_SIZE 43 #define PATCHMAP_HASHFUNC(x) ((x) % PATCHMAP_SIZE) /* Primitive and simple function */ struct list patches[PATCHMAP_SIZE]; struct WineD3DRectPatch *currentPatch; }; HRESULT device_clear_render_targets(IWineD3DDeviceImpl *device, UINT rt_count, IWineD3DSurfaceImpl **rts, UINT rect_count, const RECT *rects, const RECT *draw_rect, DWORD flags, const WINED3DCOLORVALUE *color, float depth, DWORD stencil) DECLSPEC_HIDDEN; BOOL device_context_add(IWineD3DDeviceImpl *device, struct wined3d_context *context) DECLSPEC_HIDDEN; void device_context_remove(IWineD3DDeviceImpl *device, struct wined3d_context *context) DECLSPEC_HIDDEN; void device_get_draw_rect(IWineD3DDeviceImpl *device, RECT *rect) DECLSPEC_HIDDEN; HRESULT device_init(IWineD3DDeviceImpl *device, IWineD3DImpl *wined3d, UINT adapter_idx, WINED3DDEVTYPE device_type, HWND focus_window, DWORD flags, IWineD3DDeviceParent *device_parent) DECLSPEC_HIDDEN; void device_preload_textures(IWineD3DDeviceImpl *device) DECLSPEC_HIDDEN; LRESULT device_process_message(IWineD3DDeviceImpl *device, HWND window, BOOL unicode, UINT message, WPARAM wparam, LPARAM lparam, WNDPROC proc) DECLSPEC_HIDDEN; void device_resource_add(struct IWineD3DDeviceImpl *device, struct IWineD3DResourceImpl *resource) DECLSPEC_HIDDEN; void device_resource_released(struct IWineD3DDeviceImpl *device, struct IWineD3DResourceImpl *resource) DECLSPEC_HIDDEN; void device_stream_info_from_declaration(IWineD3DDeviceImpl *This, BOOL use_vshader, struct wined3d_stream_info *stream_info, BOOL *fixup) DECLSPEC_HIDDEN; void device_switch_onscreen_ds(IWineD3DDeviceImpl *device, struct wined3d_context *context, IWineD3DSurfaceImpl *depth_stencil) DECLSPEC_HIDDEN; void device_update_stream_info(IWineD3DDeviceImpl *device, const struct wined3d_gl_info *gl_info) DECLSPEC_HIDDEN; void IWineD3DDeviceImpl_FindTexUnitMap(IWineD3DDeviceImpl *This) DECLSPEC_HIDDEN; void IWineD3DDeviceImpl_MarkStateDirty(IWineD3DDeviceImpl *This, DWORD state) DECLSPEC_HIDDEN; static inline BOOL isStateDirty(struct wined3d_context *context, DWORD state) { DWORD idx = state / (sizeof(*context->isStateDirty) * CHAR_BIT); BYTE shift = state & ((sizeof(*context->isStateDirty) * CHAR_BIT) - 1); return context->isStateDirty[idx] & (1 << shift); } /***************************************************************************** * IWineD3DResource implementation structure */ typedef struct IWineD3DResourceClass { /* IUnknown fields */ LONG ref; /* Note: Ref counting not required */ /* WineD3DResource Information */ WINED3DRESOURCETYPE resourceType; IWineD3DDeviceImpl *device; WINED3DPOOL pool; UINT size; DWORD usage; const struct wined3d_format *format; DWORD priority; BYTE *allocatedMemory; /* Pointer to the real data location */ BYTE *heapMemory; /* Pointer to the HeapAlloced block of memory */ struct list privateData; struct list resource_list_entry; void *parent; const struct wined3d_parent_ops *parent_ops; } IWineD3DResourceClass; typedef struct IWineD3DResourceImpl { /* IUnknown & WineD3DResource Information */ const IWineD3DResourceVtbl *lpVtbl; IWineD3DResourceClass resource; } IWineD3DResourceImpl; void resource_cleanup(struct IWineD3DResourceImpl *resource) DECLSPEC_HIDDEN; HRESULT resource_free_private_data(struct IWineD3DResourceImpl *resource, REFGUID guid) DECLSPEC_HIDDEN; DWORD resource_get_priority(struct IWineD3DResourceImpl *resource) DECLSPEC_HIDDEN; HRESULT resource_get_private_data(struct IWineD3DResourceImpl *resource, REFGUID guid, void *data, DWORD *data_size) DECLSPEC_HIDDEN; HRESULT resource_init(struct IWineD3DResourceImpl *resource, WINED3DRESOURCETYPE resource_type, IWineD3DDeviceImpl *device, UINT size, DWORD usage, const struct wined3d_format *format, WINED3DPOOL pool, void *parent, const struct wined3d_parent_ops *parent_ops) DECLSPEC_HIDDEN; WINED3DRESOURCETYPE resource_get_type(struct IWineD3DResourceImpl *resource) DECLSPEC_HIDDEN; DWORD resource_set_priority(struct IWineD3DResourceImpl *resource, DWORD priority) DECLSPEC_HIDDEN; HRESULT resource_set_private_data(struct IWineD3DResourceImpl *resource, REFGUID guid, const void *data, DWORD data_size, DWORD flags) DECLSPEC_HIDDEN; void resource_unload(IWineD3DResourceImpl *resource) DECLSPEC_HIDDEN; /* Tests show that the start address of resources is 32 byte aligned */ #define RESOURCE_ALIGNMENT 16 /***************************************************************************** * IWineD3DBaseTexture D3D- > openGL state map lookups */ 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_SHADOW = 10, MAX_WINETEXTURESTATES = 11, } winetexturestates; enum WINED3DSRGB { SRGB_ANY = 0, /* Uses the cached value(e.g. external calls) */ SRGB_RGB = 1, /* Loads the rgb texture */ SRGB_SRGB = 2, /* Loads the srgb texture */ SRGB_BOTH = 3, /* Loads both textures */ }; struct gl_texture { DWORD states[MAX_WINETEXTURESTATES]; BOOL dirty; GLuint name; }; struct wined3d_texture_ops { HRESULT (*texture_bind)(struct IWineD3DBaseTextureImpl *texture, BOOL srgb); void (*texture_preload)(struct IWineD3DBaseTextureImpl *texture, enum WINED3DSRGB srgb); }; /***************************************************************************** * IWineD3DBaseTexture implementation structure (extends IWineD3DResourceImpl) */ typedef struct IWineD3DBaseTextureClass { const struct wined3d_texture_ops *texture_ops; struct gl_texture texture_rgb, texture_srgb; IWineD3DResourceImpl **sub_resources; UINT layer_count; UINT level_count; float pow2Matrix[16]; UINT LOD; WINED3DTEXTUREFILTERTYPE filterType; LONG bindCount; DWORD sampler; BOOL is_srgb; BOOL pow2Matrix_identity; const struct min_lookup *minMipLookup; const GLenum *magLookup; GLenum target; } IWineD3DBaseTextureClass; typedef struct IWineD3DBaseTextureImpl { /* IUnknown & WineD3DResource Information */ const IWineD3DBaseTextureVtbl *lpVtbl; IWineD3DResourceClass resource; IWineD3DBaseTextureClass baseTexture; } IWineD3DBaseTextureImpl; void basetexture_apply_state_changes(IWineD3DBaseTextureImpl *texture, const DWORD samplerStates[WINED3D_HIGHEST_SAMPLER_STATE + 1], const struct wined3d_gl_info *gl_info) DECLSPEC_HIDDEN; HRESULT basetexture_bind(IWineD3DBaseTextureImpl *texture, BOOL srgb, BOOL *set_surface_desc) DECLSPEC_HIDDEN; void basetexture_cleanup(IWineD3DBaseTextureImpl *texture) DECLSPEC_HIDDEN; void basetexture_generate_mipmaps(IWineD3DBaseTextureImpl *texture) DECLSPEC_HIDDEN; WINED3DTEXTUREFILTERTYPE basetexture_get_autogen_filter_type(IWineD3DBaseTextureImpl *texture) DECLSPEC_HIDDEN; DWORD basetexture_get_level_count(IWineD3DBaseTextureImpl *texture) DECLSPEC_HIDDEN; DWORD basetexture_get_lod(IWineD3DBaseTextureImpl *texture) DECLSPEC_HIDDEN; IWineD3DResourceImpl *basetexture_get_sub_resource(IWineD3DBaseTextureImpl *texture, UINT sub_resource_idx) DECLSPEC_HIDDEN; HRESULT basetexture_init(IWineD3DBaseTextureImpl *texture, const struct wined3d_texture_ops *texture_ops, UINT layer_count, UINT level_count, WINED3DRESOURCETYPE resource_type, IWineD3DDeviceImpl *device, DWORD usage, const struct wined3d_format *format, WINED3DPOOL pool, void *parent, const struct wined3d_parent_ops *parent_ops) DECLSPEC_HIDDEN; HRESULT basetexture_set_autogen_filter_type(IWineD3DBaseTextureImpl *texture, WINED3DTEXTUREFILTERTYPE filter_type) DECLSPEC_HIDDEN; BOOL basetexture_set_dirty(IWineD3DBaseTextureImpl *texture, BOOL dirty) DECLSPEC_HIDDEN; DWORD basetexture_set_lod(IWineD3DBaseTextureImpl *texture, DWORD lod) DECLSPEC_HIDDEN; void basetexture_unload(IWineD3DBaseTextureImpl *texture) DECLSPEC_HIDDEN; /***************************************************************************** * IWineD3DTexture implementation structure (extends IWineD3DBaseTextureImpl) */ typedef struct IWineD3DTextureImpl { /* IUnknown & WineD3DResource/WineD3DBaseTexture Information */ const IWineD3DTextureVtbl *lpVtbl; IWineD3DResourceClass resource; IWineD3DBaseTextureClass baseTexture; /* IWineD3DTexture */ BOOL cond_np2; } IWineD3DTextureImpl; HRESULT texture_init(IWineD3DTextureImpl *texture, UINT width, UINT height, UINT levels, IWineD3DDeviceImpl *device, DWORD usage, enum wined3d_format_id format_id, WINED3DPOOL pool, void *parent, const struct wined3d_parent_ops *parent_ops) DECLSPEC_HIDDEN; /***************************************************************************** * IWineD3DCubeTexture implementation structure (extends IWineD3DBaseTextureImpl) */ typedef struct IWineD3DCubeTextureImpl { /* IUnknown & WineD3DResource/WineD3DBaseTexture Information */ const IWineD3DCubeTextureVtbl *lpVtbl; IWineD3DResourceClass resource; IWineD3DBaseTextureClass baseTexture; } IWineD3DCubeTextureImpl; HRESULT cubetexture_init(IWineD3DCubeTextureImpl *texture, UINT edge_length, UINT levels, IWineD3DDeviceImpl *device, DWORD usage, enum wined3d_format_id format_id, WINED3DPOOL pool, void *parent, const struct wined3d_parent_ops *parent_ops) DECLSPEC_HIDDEN; typedef struct _WINED3DVOLUMET_DESC { UINT Width; UINT Height; UINT Depth; } WINED3DVOLUMET_DESC; /***************************************************************************** * IWineD3DVolume implementation structure (extends IUnknown) */ typedef struct IWineD3DVolumeImpl { /* IUnknown & WineD3DResource fields */ const IWineD3DVolumeVtbl *lpVtbl; IWineD3DResourceClass resource; /* WineD3DVolume Information */ WINED3DVOLUMET_DESC currentDesc; struct IWineD3DVolumeTextureImpl *container; BOOL lockable; BOOL locked; WINED3DBOX lockedBox; WINED3DBOX dirtyBox; BOOL dirty; } IWineD3DVolumeImpl; void volume_add_dirty_box(struct IWineD3DVolumeImpl *volume, const WINED3DBOX *dirty_box) DECLSPEC_HIDDEN; HRESULT volume_init(IWineD3DVolumeImpl *volume, IWineD3DDeviceImpl *device, UINT width, UINT height, UINT depth, DWORD usage, enum wined3d_format_id format_id, WINED3DPOOL pool, void *parent, const struct wined3d_parent_ops *parent_ops) DECLSPEC_HIDDEN; void volume_load(IWineD3DVolumeImpl *volume, UINT level, BOOL srgb_mode) DECLSPEC_HIDDEN; void volume_set_container(IWineD3DVolumeImpl *volume, struct IWineD3DVolumeTextureImpl *container) DECLSPEC_HIDDEN; /***************************************************************************** * IWineD3DVolumeTexture implementation structure (extends IWineD3DBaseTextureImpl) */ typedef struct IWineD3DVolumeTextureImpl { /* IUnknown & WineD3DResource/WineD3DBaseTexture Information */ const IWineD3DVolumeTextureVtbl *lpVtbl; IWineD3DResourceClass resource; IWineD3DBaseTextureClass baseTexture; } IWineD3DVolumeTextureImpl; HRESULT volumetexture_init(IWineD3DVolumeTextureImpl *texture, UINT width, UINT height, UINT depth, UINT levels, IWineD3DDeviceImpl *device, DWORD usage, enum wined3d_format_id format_id, WINED3DPOOL pool, void *parent, const struct wined3d_parent_ops *parent_ops) DECLSPEC_HIDDEN; typedef struct _WINED3DSURFACET_DESC { WINED3DMULTISAMPLE_TYPE MultiSampleType; DWORD MultiSampleQuality; UINT Width; UINT Height; } WINED3DSURFACET_DESC; /***************************************************************************** * Structure for DIB Surfaces (GetDC and GDI surfaces) */ typedef struct wineD3DSurface_DIB { HBITMAP DIBsection; void* bitmap_data; UINT bitmap_size; HGDIOBJ holdbitmap; BOOL client_memory; } wineD3DSurface_DIB; typedef struct { struct list entry; GLuint id; UINT width; UINT height; } renderbuffer_entry_t; struct fbo_entry { struct list entry; IWineD3DSurfaceImpl **render_targets; IWineD3DSurfaceImpl *depth_stencil; DWORD location; BOOL attached; GLuint id; }; /***************************************************************************** * IWineD3DClipp implementation structure */ typedef struct IWineD3DClipperImpl { const IWineD3DClipperVtbl *lpVtbl; LONG ref; HWND hWnd; } IWineD3DClipperImpl; enum wined3d_container_type { WINED3D_CONTAINER_NONE = 0, WINED3D_CONTAINER_SWAPCHAIN, WINED3D_CONTAINER_TEXTURE, }; struct wined3d_subresource_container { enum wined3d_container_type type; union { struct IWineD3DBase *base; struct IWineD3DSwapChainImpl *swapchain; struct IWineD3DBaseTextureImpl *texture; } u; }; struct wined3d_surface_ops { void (*surface_realize_palette)(struct IWineD3DSurfaceImpl *surface); HRESULT (*surface_draw_overlay)(struct IWineD3DSurfaceImpl *surface); }; /***************************************************************************** * IWineD3DSurface implementation structure */ struct IWineD3DSurfaceImpl { /* IUnknown & IWineD3DResource Information */ const IWineD3DSurfaceVtbl *lpVtbl; IWineD3DResourceClass resource; /* IWineD3DSurface fields */ const struct wined3d_surface_ops *surface_ops; struct wined3d_subresource_container container; WINED3DSURFACET_DESC currentDesc; IWineD3DPaletteImpl *palette; /* D3D7 style palette handling */ PALETTEENTRY *palette9; /* D3D8/9 style palette handling */ DWORD flags; UINT pow2Width; UINT pow2Height; /* A method to retrieve the drawable size. Not in the Vtable to make it changeable */ void (*get_drawable_size)(struct wined3d_context *context, UINT *width, UINT *height); /* PBO */ GLuint pbo; GLuint texture_name; GLuint texture_name_srgb; GLint texture_level; GLenum texture_target; RECT lockedRect; RECT dirtyRect; int lockCount; #define MAXLOCKCOUNT 50 /* After this amount of locks do not free the sysmem copy */ /* For GetDC */ wineD3DSurface_DIB dib; HDC hDC; /* Color keys for DDraw */ WINEDDCOLORKEY DestBltCKey; WINEDDCOLORKEY DestOverlayCKey; WINEDDCOLORKEY SrcOverlayCKey; WINEDDCOLORKEY SrcBltCKey; DWORD CKeyFlags; WINEDDCOLORKEY glCKey; struct list renderbuffers; renderbuffer_entry_t *current_renderbuffer; SIZE ds_current_size; /* DirectDraw clippers */ struct IWineD3DClipperImpl *clipper; /* DirectDraw Overlay handling */ RECT overlay_srcrect; RECT overlay_destrect; IWineD3DSurfaceImpl *overlay_dest; struct list overlays; struct list overlay_entry; }; extern const IWineD3DSurfaceVtbl IWineD3DSurface_Vtbl DECLSPEC_HIDDEN; extern const IWineD3DSurfaceVtbl IWineGDISurface_Vtbl DECLSPEC_HIDDEN; void surface_add_dirty_rect(IWineD3DSurfaceImpl *surface, const RECT *dirty_rect) DECLSPEC_HIDDEN; void surface_bind(IWineD3DSurfaceImpl *surface, BOOL srgb) DECLSPEC_HIDDEN; HRESULT surface_color_fill(IWineD3DSurfaceImpl *s, const RECT *rect, const WINED3DCOLORVALUE *color) DECLSPEC_HIDDEN; void surface_gdi_cleanup(IWineD3DSurfaceImpl *This) DECLSPEC_HIDDEN; GLenum surface_get_gl_buffer(IWineD3DSurfaceImpl *surface) DECLSPEC_HIDDEN; HRESULT surface_init(IWineD3DSurfaceImpl *surface, WINED3DSURFTYPE surface_type, UINT alignment, UINT width, UINT height, UINT level, BOOL lockable, BOOL discard, WINED3DMULTISAMPLE_TYPE multisample_type, UINT multisample_quality, IWineD3DDeviceImpl *device, DWORD usage, enum wined3d_format_id format_id, WINED3DPOOL pool, void *parent, const struct wined3d_parent_ops *parent_ops) DECLSPEC_HIDDEN; BOOL surface_init_sysmem(IWineD3DSurfaceImpl *surface) DECLSPEC_HIDDEN; void surface_internal_preload(IWineD3DSurfaceImpl *surface, enum WINED3DSRGB srgb) DECLSPEC_HIDDEN; BOOL surface_is_offscreen(IWineD3DSurfaceImpl *iface) DECLSPEC_HIDDEN; HRESULT surface_load(IWineD3DSurfaceImpl *surface, BOOL srgb) DECLSPEC_HIDDEN; void surface_load_ds_location(IWineD3DSurfaceImpl *surface, struct wined3d_context *context, DWORD location) DECLSPEC_HIDDEN; HRESULT surface_load_location(IWineD3DSurfaceImpl *surface, DWORD flag, const RECT *rect) DECLSPEC_HIDDEN; void surface_modify_ds_location(IWineD3DSurfaceImpl *surface, DWORD location, UINT w, UINT h) DECLSPEC_HIDDEN; void surface_modify_location(IWineD3DSurfaceImpl *surface, DWORD flag, BOOL persistent) DECLSPEC_HIDDEN; void surface_prepare_texture(IWineD3DSurfaceImpl *surface, const struct wined3d_gl_info *gl_info, BOOL srgb) DECLSPEC_HIDDEN; void surface_set_compatible_renderbuffer(IWineD3DSurfaceImpl *surface, unsigned int width, unsigned int height) DECLSPEC_HIDDEN; void surface_set_container(IWineD3DSurfaceImpl *surface, enum wined3d_container_type type, IWineD3DBase *container) DECLSPEC_HIDDEN; void surface_set_texture_name(IWineD3DSurfaceImpl *surface, GLuint name, BOOL srgb_name) DECLSPEC_HIDDEN; void surface_set_texture_target(IWineD3DSurfaceImpl *surface, GLenum target) DECLSPEC_HIDDEN; void surface_translate_drawable_coords(IWineD3DSurfaceImpl *surface, HWND window, RECT *rect) DECLSPEC_HIDDEN; /* Predeclare the shared Surface functions */ HRESULT WINAPI IWineD3DBaseSurfaceImpl_QueryInterface(IWineD3DSurface *iface, REFIID riid, LPVOID *ppobj) DECLSPEC_HIDDEN; ULONG WINAPI IWineD3DBaseSurfaceImpl_AddRef(IWineD3DSurface *iface) DECLSPEC_HIDDEN; void * WINAPI IWineD3DBaseSurfaceImpl_GetParent(IWineD3DSurface *iface) DECLSPEC_HIDDEN; HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetPrivateData(IWineD3DSurface *iface, REFGUID refguid, const void *pData, DWORD SizeOfData, DWORD flags) DECLSPEC_HIDDEN; HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetPrivateData(IWineD3DSurface *iface, REFGUID refguid, void *pData, DWORD *pSizeOfData) DECLSPEC_HIDDEN; HRESULT WINAPI IWineD3DBaseSurfaceImpl_FreePrivateData(IWineD3DSurface *iface, REFGUID refguid) DECLSPEC_HIDDEN; DWORD WINAPI IWineD3DBaseSurfaceImpl_SetPriority(IWineD3DSurface *iface, DWORD PriorityNew) DECLSPEC_HIDDEN; DWORD WINAPI IWineD3DBaseSurfaceImpl_GetPriority(IWineD3DSurface *iface) DECLSPEC_HIDDEN; WINED3DRESOURCETYPE WINAPI IWineD3DBaseSurfaceImpl_GetType(IWineD3DSurface *iface) DECLSPEC_HIDDEN; void WINAPI IWineD3DBaseSurfaceImpl_GetDesc(IWineD3DSurface *iface, WINED3DSURFACE_DESC *desc) DECLSPEC_HIDDEN; HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetBltStatus(IWineD3DSurface *iface, DWORD flags) DECLSPEC_HIDDEN; HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetFlipStatus(IWineD3DSurface *iface, DWORD flags) DECLSPEC_HIDDEN; HRESULT WINAPI IWineD3DBaseSurfaceImpl_IsLost(IWineD3DSurface *iface) DECLSPEC_HIDDEN; HRESULT WINAPI IWineD3DBaseSurfaceImpl_Restore(IWineD3DSurface *iface) DECLSPEC_HIDDEN; HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetPalette(IWineD3DSurface *iface, IWineD3DPalette **Pal) DECLSPEC_HIDDEN; HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetPalette(IWineD3DSurface *iface, IWineD3DPalette *Pal) DECLSPEC_HIDDEN; HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetColorKey(IWineD3DSurface *iface, DWORD flags, const WINEDDCOLORKEY *CKey) DECLSPEC_HIDDEN; DWORD WINAPI IWineD3DBaseSurfaceImpl_GetPitch(IWineD3DSurface *iface) DECLSPEC_HIDDEN; HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetOverlayPosition(IWineD3DSurface *iface, LONG X, LONG Y) DECLSPEC_HIDDEN; HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetOverlayPosition(IWineD3DSurface *iface, LONG *X, LONG *Y) DECLSPEC_HIDDEN; HRESULT WINAPI IWineD3DBaseSurfaceImpl_UpdateOverlayZOrder(IWineD3DSurface *iface, DWORD flags, IWineD3DSurface *Ref) DECLSPEC_HIDDEN; HRESULT WINAPI IWineD3DBaseSurfaceImpl_UpdateOverlay(IWineD3DSurface *iface, const RECT *SrcRect, IWineD3DSurface *DstSurface, const RECT *DstRect, DWORD flags, const WINEDDOVERLAYFX *FX) DECLSPEC_HIDDEN; HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetClipper(IWineD3DSurface *iface, IWineD3DClipper *clipper) DECLSPEC_HIDDEN; HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetClipper(IWineD3DSurface *iface, IWineD3DClipper **clipper) DECLSPEC_HIDDEN; HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetFormat(IWineD3DSurface *iface, enum wined3d_format_id format_id) DECLSPEC_HIDDEN; HRESULT IWineD3DBaseSurfaceImpl_CreateDIBSection(IWineD3DSurface *iface) DECLSPEC_HIDDEN; HRESULT WINAPI IWineD3DBaseSurfaceImpl_Blt(IWineD3DSurface *iface, const RECT *dst_rect, IWineD3DSurface *src_surface, const RECT *src_rect, DWORD flags, const WINEDDBLTFX *fx, WINED3DTEXTUREFILTERTYPE filter) DECLSPEC_HIDDEN; HRESULT WINAPI IWineD3DBaseSurfaceImpl_BltFast(IWineD3DSurface *iface, DWORD dstx, DWORD dsty, IWineD3DSurface *Source, const RECT *rsrc, DWORD trans) DECLSPEC_HIDDEN; HRESULT WINAPI IWineD3DBaseSurfaceImpl_Map(IWineD3DSurface *iface, WINED3DLOCKED_RECT *pLockedRect, const RECT *pRect, DWORD flags) DECLSPEC_HIDDEN; const void *WINAPI IWineD3DBaseSurfaceImpl_GetData(IWineD3DSurface *iface) DECLSPEC_HIDDEN; void get_drawable_size_swapchain(struct wined3d_context *context, UINT *width, UINT *height) DECLSPEC_HIDDEN; void get_drawable_size_backbuffer(struct wined3d_context *context, UINT *width, UINT *height) DECLSPEC_HIDDEN; void get_drawable_size_fbo(struct wined3d_context *context, UINT *width, UINT *height) DECLSPEC_HIDDEN; void draw_textured_quad(IWineD3DSurfaceImpl *src_surface, const RECT *src_rect, const RECT *dst_rect, WINED3DTEXTUREFILTERTYPE Filter) DECLSPEC_HIDDEN; void flip_surface(IWineD3DSurfaceImpl *front, IWineD3DSurfaceImpl *back) DECLSPEC_HIDDEN; /* Surface flags: */ #define SFLAG_CONVERTED 0x00000002 /* Converted for color keying or Palettized */ #define SFLAG_DIBSECTION 0x00000004 /* Has a DIB section attached for GetDC */ #define SFLAG_LOCKABLE 0x00000008 /* Surface can be locked */ #define SFLAG_DISCARD 0x00000010 /* ??? */ #define SFLAG_LOCKED 0x00000020 /* Surface is locked atm */ #define SFLAG_INTEXTURE 0x00000040 /* The GL texture contains the newest surface content */ #define SFLAG_INSRGBTEX 0x00000080 /* The GL srgb texture contains the newest surface content */ #define SFLAG_INDRAWABLE 0x00000100 /* The gl drawable contains the most up to date data */ #define SFLAG_INSYSMEM 0x00000200 /* The system memory copy is most up to date */ #define SFLAG_NONPOW2 0x00000400 /* Surface sizes are not a power of 2 */ #define SFLAG_DYNLOCK 0x00000800 /* Surface is often locked by the app */ #define SFLAG_DCINUSE 0x00001000 /* Set between GetDC and ReleaseDC calls */ #define SFLAG_LOST 0x00002000 /* Surface lost flag for DDraw */ #define SFLAG_USERPTR 0x00004000 /* The application allocated the memory for this surface */ #define SFLAG_GLCKEY 0x00008000 /* The gl texture was created with a color key */ #define SFLAG_CLIENT 0x00010000 /* GL_APPLE_client_storage is used on that texture */ #define SFLAG_ALLOCATED 0x00020000 /* A gl texture is allocated for this surface */ #define SFLAG_SRGBALLOCATED 0x00040000 /* A srgb gl texture is allocated for this surface */ #define SFLAG_PBO 0x00080000 /* Has a PBO attached for speeding up data transfers for dynamically locked surfaces */ #define SFLAG_NORMCOORD 0x00100000 /* Set if the GL texture coords are normalized(non-texture rectangle) */ #define SFLAG_DS_ONSCREEN 0x00200000 /* Is a depth stencil, last modified onscreen */ #define SFLAG_DS_OFFSCREEN 0x00400000 /* Is a depth stencil, last modified offscreen */ #define SFLAG_INOVERLAYDRAW 0x00800000 /* Overlay drawing is in progress. Recursion prevention */ /* In some conditions the surface memory must not be freed: * SFLAG_CONVERTED: Converting the data back would take too long * SFLAG_DIBSECTION: The dib code manages the memory * SFLAG_LOCKED: The app requires access to the surface data * SFLAG_DYNLOCK: Avoid freeing the data for performance * SFLAG_PBO: PBOs don't use 'normal' memory. It is either allocated by the driver or must be NULL. * SFLAG_CLIENT: OpenGL uses our memory as backup */ #define SFLAG_DONOTFREE (SFLAG_CONVERTED | \ SFLAG_DIBSECTION | \ SFLAG_LOCKED | \ SFLAG_DYNLOCK | \ SFLAG_USERPTR | \ SFLAG_PBO | \ SFLAG_CLIENT) #define SFLAG_LOCATIONS (SFLAG_INSYSMEM | \ SFLAG_INTEXTURE | \ SFLAG_INDRAWABLE | \ SFLAG_INSRGBTEX) #define SFLAG_DS_LOCATIONS (SFLAG_DS_ONSCREEN | \ SFLAG_DS_OFFSCREEN) #define SFLAG_DS_DISCARDED SFLAG_DS_LOCATIONS typedef enum { NO_CONVERSION, CONVERT_PALETTED, CONVERT_PALETTED_CK, CONVERT_CK_565, CONVERT_CK_5551, CONVERT_CK_RGB24, CONVERT_RGB32_888 } CONVERT_TYPES; HRESULT d3dfmt_get_conv(IWineD3DSurfaceImpl *surface, BOOL need_alpha_ck, BOOL use_texturing, struct wined3d_format *format, CONVERT_TYPES *convert) DECLSPEC_HIDDEN; void d3dfmt_p8_init_palette(IWineD3DSurfaceImpl *surface, BYTE table[256][4], BOOL colorkey) DECLSPEC_HIDDEN; BOOL palette9_changed(IWineD3DSurfaceImpl *This) DECLSPEC_HIDDEN; /***************************************************************************** * IWineD3DVertexDeclaration implementation structure */ struct wined3d_vertex_declaration_element { const struct wined3d_format *format; BOOL ffp_valid; WORD input_slot; WORD offset; UINT output_slot; BYTE method; BYTE usage; BYTE usage_idx; }; typedef struct IWineD3DVertexDeclarationImpl { /* IUnknown Information */ const IWineD3DVertexDeclarationVtbl *lpVtbl; LONG ref; void *parent; const struct wined3d_parent_ops *parent_ops; IWineD3DDeviceImpl *device; struct wined3d_vertex_declaration_element *elements; UINT element_count; DWORD streams[MAX_STREAMS]; UINT num_streams; BOOL position_transformed; BOOL half_float_conv_needed; } IWineD3DVertexDeclarationImpl; HRESULT vertexdeclaration_init(IWineD3DVertexDeclarationImpl *declaration, IWineD3DDeviceImpl *device, const WINED3DVERTEXELEMENT *elements, UINT element_count, void *parent, const struct wined3d_parent_ops *parent_ops) DECLSPEC_HIDDEN; /* 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 { DWORD transform[(HIGHEST_TRANSFORMSTATE >> 5) + 1]; WORD streamSource; /* MAX_STREAMS, 16 */ WORD streamFreq; /* MAX_STREAMS, 16 */ DWORD renderState[(WINEHIGHEST_RENDER_STATE >> 5) + 1]; DWORD textureState[MAX_TEXTURES]; /* WINED3D_HIGHEST_TEXTURE_STATE + 1, 18 */ WORD samplerState[MAX_COMBINED_SAMPLERS]; /* WINED3D_HIGHEST_SAMPLER_STATE + 1, 14 */ DWORD clipplane; /* WINED3DMAXUSERCLIPPLANES, 32 */ WORD pixelShaderConstantsB; /* MAX_CONST_B, 16 */ WORD pixelShaderConstantsI; /* MAX_CONST_I, 16 */ BOOL *pixelShaderConstantsF; WORD vertexShaderConstantsB; /* MAX_CONST_B, 16 */ WORD vertexShaderConstantsI; /* MAX_CONST_I, 16 */ BOOL *vertexShaderConstantsF; DWORD textures : 20; /* MAX_COMBINED_SAMPLERS, 20 */ DWORD primitive_type : 1; DWORD indices : 1; DWORD material : 1; DWORD viewport : 1; DWORD vertexDecl : 1; DWORD pixelShader : 1; DWORD vertexShader : 1; DWORD scissorRect : 1; DWORD padding : 4; } SAVEDSTATES; struct StageState { DWORD stage; DWORD state; }; struct wined3d_stream_state { struct wined3d_buffer *buffer; UINT offset; UINT stride; UINT frequency; UINT flags; }; struct wined3d_state { IWineD3DVertexDeclarationImpl *vertex_declaration; struct wined3d_stream_state streams[MAX_STREAMS + 1 /* tesselated pseudo-stream */]; BOOL user_stream; struct wined3d_buffer *index_buffer; enum wined3d_format_id index_format; INT base_vertex_index; INT load_base_vertex_index; /* Non-indexed drawing needs 0 here, indexed needs base_vertex_index. */ GLenum gl_primitive_type; struct IWineD3DVertexShaderImpl *vertex_shader; BOOL vs_consts_b[MAX_CONST_B]; INT vs_consts_i[MAX_CONST_I * 4]; float *vs_consts_f; struct IWineD3DPixelShaderImpl *pixel_shader; BOOL ps_consts_b[MAX_CONST_B]; INT ps_consts_i[MAX_CONST_I * 4]; float *ps_consts_f; IWineD3DBaseTextureImpl *textures[MAX_COMBINED_SAMPLERS]; DWORD sampler_states[MAX_COMBINED_SAMPLERS][WINED3D_HIGHEST_SAMPLER_STATE + 1]; DWORD texture_states[MAX_TEXTURES][WINED3D_HIGHEST_TEXTURE_STATE + 1]; DWORD lowest_disabled_stage; WINED3DMATRIX transforms[HIGHEST_TRANSFORMSTATE + 1]; double clip_planes[MAX_CLIPPLANES][4]; WINED3DCLIPSTATUS clip_status; WINED3DMATERIAL material; WINED3DVIEWPORT viewport; RECT scissor_rect; /* Light hashmap . Collisions are handled using standard wine double linked lists */ #define LIGHTMAP_SIZE 43 /* Use of a prime number recommended. Set to 1 for a linked list! */ #define LIGHTMAP_HASHFUNC(x) ((x) % LIGHTMAP_SIZE) /* Primitive and simple function */ struct list light_map[LIGHTMAP_SIZE]; /* Hash map containing the lights */ const struct wined3d_light_info *lights[MAX_ACTIVE_LIGHTS]; /* Map of opengl lights to d3d lights */ DWORD render_states[WINEHIGHEST_RENDER_STATE + 1]; }; struct wined3d_stateblock { LONG ref; /* Note: Ref counting not required */ IWineD3DDeviceImpl *device; WINED3DSTATEBLOCKTYPE blockType; /* Array indicating whether things have been set or changed */ SAVEDSTATES changed; struct wined3d_state state; /* Contained state management */ DWORD contained_render_states[WINEHIGHEST_RENDER_STATE + 1]; unsigned int num_contained_render_states; DWORD contained_transform_states[HIGHEST_TRANSFORMSTATE + 1]; unsigned int num_contained_transform_states; DWORD contained_vs_consts_i[MAX_CONST_I]; unsigned int num_contained_vs_consts_i; DWORD contained_vs_consts_b[MAX_CONST_B]; unsigned int num_contained_vs_consts_b; DWORD *contained_vs_consts_f; unsigned int num_contained_vs_consts_f; DWORD contained_ps_consts_i[MAX_CONST_I]; unsigned int num_contained_ps_consts_i; DWORD contained_ps_consts_b[MAX_CONST_B]; unsigned int num_contained_ps_consts_b; DWORD *contained_ps_consts_f; unsigned int num_contained_ps_consts_f; struct StageState contained_tss_states[MAX_TEXTURES * (WINED3D_HIGHEST_TEXTURE_STATE + 1)]; unsigned int num_contained_tss_states; struct StageState contained_sampler_states[MAX_COMBINED_SAMPLERS * WINED3D_HIGHEST_SAMPLER_STATE]; unsigned int num_contained_sampler_states; }; HRESULT stateblock_init(struct wined3d_stateblock *stateblock, IWineD3DDeviceImpl *device, WINED3DSTATEBLOCKTYPE type) DECLSPEC_HIDDEN; void stateblock_init_contained_states(struct wined3d_stateblock *stateblock) DECLSPEC_HIDDEN; void stateblock_init_default_state(struct wined3d_stateblock *stateblock) DECLSPEC_HIDDEN; static inline void stateblock_apply_state(DWORD state, struct wined3d_stateblock *stateblock, struct wined3d_context *context) { const struct StateEntry *statetable = stateblock->device->StateTable; DWORD rep = statetable[state].representative; statetable[rep].apply(rep, stateblock, context); } /* Direct3D terminology with little modifications. We do not have an issued state * because only the driver knows about it, but we have a created state because d3d * allows GetData on a created issue, but opengl doesn't */ enum query_state { QUERY_CREATED, QUERY_SIGNALLED, QUERY_BUILDING }; /***************************************************************************** * IWineD3DQueryImpl implementation structure (extends IUnknown) */ typedef struct IWineD3DQueryImpl { const IWineD3DQueryVtbl *lpVtbl; LONG ref; /* Note: Ref counting not required */ IWineD3DDeviceImpl *device; /* IWineD3DQuery fields */ enum query_state state; WINED3DQUERYTYPE type; /* TODO: Think about using a IUnknown instead of a void* */ void *extendedData; } IWineD3DQueryImpl; HRESULT query_init(IWineD3DQueryImpl *query, IWineD3DDeviceImpl *device, WINED3DQUERYTYPE type) DECLSPEC_HIDDEN; /* IWineD3DBuffer */ /* TODO: Add tests and support for FLOAT16_4 POSITIONT, D3DCOLOR position, other * fixed function semantics as D3DCOLOR or FLOAT16 */ enum wined3d_buffer_conversion_type { CONV_NONE, CONV_D3DCOLOR, CONV_POSITIONT, CONV_FLOAT16_2, /* Also handles FLOAT16_4 */ }; struct wined3d_map_range { UINT offset; UINT size; }; #define WINED3D_BUFFER_OPTIMIZED 0x01 /* Optimize has been called for the buffer */ #define WINED3D_BUFFER_HASDESC 0x02 /* A vertex description has been found */ #define WINED3D_BUFFER_CREATEBO 0x04 /* Attempt to create a buffer object next PreLoad */ #define WINED3D_BUFFER_DOUBLEBUFFER 0x08 /* Use a vbo and local allocated memory */ #define WINED3D_BUFFER_FLUSH 0x10 /* Manual unmap flushing */ #define WINED3D_BUFFER_DISCARD 0x20 /* A DISCARD lock has occurred since the last PreLoad */ #define WINED3D_BUFFER_NOSYNC 0x40 /* All locks since the last PreLoad had NOOVERWRITE set */ #define WINED3D_BUFFER_APPLESYNC 0x80 /* Using sync as in GL_APPLE_flush_buffer_range */ struct wined3d_buffer { const struct IWineD3DBufferVtbl *vtbl; IWineD3DResourceClass resource; struct wined3d_buffer_desc desc; GLuint buffer_object; GLenum buffer_object_usage; GLenum buffer_type_hint; UINT buffer_object_size; LONG bind_count; DWORD flags; LONG lock_count; struct wined3d_map_range *maps; ULONG maps_size, modified_areas; struct wined3d_event_query *query; /* conversion stuff */ UINT decl_change_count, full_conversion_count; UINT draw_count; UINT stride; /* 0 if no conversion */ UINT conversion_stride; /* 0 if no shifted conversion */ enum wined3d_buffer_conversion_type *conversion_map; /* NULL if no conversion */ /* Extra load offsets, for FLOAT16 conversion */ UINT *conversion_shift; /* NULL if no shifted conversion */ }; const BYTE *buffer_get_memory(struct wined3d_buffer *buffer, const struct wined3d_gl_info *gl_info, GLuint *buffer_object) DECLSPEC_HIDDEN; BYTE *buffer_get_sysmem(struct wined3d_buffer *This, const struct wined3d_gl_info *gl_info) DECLSPEC_HIDDEN; HRESULT buffer_init(struct wined3d_buffer *buffer, IWineD3DDeviceImpl *device, UINT size, DWORD usage, enum wined3d_format_id format_id, WINED3DPOOL pool, GLenum bind_hint, const char *data, void *parent, const struct wined3d_parent_ops *parent_ops) DECLSPEC_HIDDEN; /* IWineD3DRendertargetView */ struct wined3d_rendertarget_view { const struct IWineD3DRendertargetViewVtbl *vtbl; LONG refcount; struct IWineD3DResourceImpl *resource; void *parent; }; void wined3d_rendertarget_view_init(struct wined3d_rendertarget_view *view, struct IWineD3DResourceImpl *resource, void *parent) DECLSPEC_HIDDEN; /***************************************************************************** * IWineD3DSwapChainImpl implementation structure (extends IUnknown) */ struct IWineD3DSwapChainImpl { /*IUnknown part*/ const IWineD3DSwapChainVtbl *lpVtbl; LONG ref; /* Note: Ref counting not required */ void *parent; IWineD3DDeviceImpl *device; /* IWineD3DSwapChain fields */ IWineD3DSurfaceImpl **back_buffers; IWineD3DSurfaceImpl *front_buffer; WINED3DPRESENT_PARAMETERS presentParms; DWORD orig_width, orig_height; enum wined3d_format_id orig_fmt; WINED3DGAMMARAMP orig_gamma; BOOL render_to_fbo; const struct wined3d_format *ds_format; LONG prev_time, frames; /* Performance tracking */ unsigned int vSyncCounter; struct wined3d_context **context; unsigned int num_contexts; HWND win_handle; HWND device_window; }; extern const IWineD3DSwapChainVtbl IWineGDISwapChain_Vtbl DECLSPEC_HIDDEN; void x11_copy_to_screen(IWineD3DSwapChainImpl *This, const RECT *rc) DECLSPEC_HIDDEN; HRESULT WINAPI IWineD3DBaseSwapChainImpl_QueryInterface(IWineD3DSwapChain *iface, REFIID riid, LPVOID *ppobj) DECLSPEC_HIDDEN; ULONG WINAPI IWineD3DBaseSwapChainImpl_AddRef(IWineD3DSwapChain *iface) DECLSPEC_HIDDEN; ULONG WINAPI IWineD3DBaseSwapChainImpl_Release(IWineD3DSwapChain *iface) DECLSPEC_HIDDEN; void * WINAPI IWineD3DBaseSwapChainImpl_GetParent(IWineD3DSwapChain *iface) DECLSPEC_HIDDEN; HRESULT WINAPI IWineD3DBaseSwapChainImpl_GetFrontBufferData(IWineD3DSwapChain *iface, IWineD3DSurface *dst_surface) DECLSPEC_HIDDEN; HRESULT WINAPI IWineD3DBaseSwapChainImpl_GetBackBuffer(IWineD3DSwapChain *iface, UINT iBackBuffer, WINED3DBACKBUFFER_TYPE Type, IWineD3DSurface **ppBackBuffer) DECLSPEC_HIDDEN; HRESULT WINAPI IWineD3DBaseSwapChainImpl_GetRasterStatus(IWineD3DSwapChain *iface, WINED3DRASTER_STATUS *pRasterStatus) DECLSPEC_HIDDEN; HRESULT WINAPI IWineD3DBaseSwapChainImpl_GetDisplayMode(IWineD3DSwapChain *iface, WINED3DDISPLAYMODE *pMode) DECLSPEC_HIDDEN; HRESULT WINAPI IWineD3DBaseSwapChainImpl_GetDevice(IWineD3DSwapChain *iface, IWineD3DDevice **device) DECLSPEC_HIDDEN; HRESULT WINAPI IWineD3DBaseSwapChainImpl_GetPresentParameters(IWineD3DSwapChain *iface, WINED3DPRESENT_PARAMETERS *pPresentationParameters) DECLSPEC_HIDDEN; HRESULT WINAPI IWineD3DBaseSwapChainImpl_SetGammaRamp(IWineD3DSwapChain *iface, DWORD flags, const WINED3DGAMMARAMP *pRamp) DECLSPEC_HIDDEN; HRESULT WINAPI IWineD3DBaseSwapChainImpl_GetGammaRamp(IWineD3DSwapChain *iface, WINED3DGAMMARAMP *pRamp) DECLSPEC_HIDDEN; struct wined3d_context *swapchain_get_context(struct IWineD3DSwapChainImpl *swapchain) DECLSPEC_HIDDEN; HRESULT swapchain_init(IWineD3DSwapChainImpl *swapchain, WINED3DSURFTYPE surface_type, IWineD3DDeviceImpl *device, WINED3DPRESENT_PARAMETERS *present_parameters, void *parent) DECLSPEC_HIDDEN; #define DEFAULT_REFRESH_RATE 0 /***************************************************************************** * Utility function prototypes */ /* Trace routines */ const char *debug_d3dformat(enum wined3d_format_id format_id) DECLSPEC_HIDDEN; const char *debug_d3ddevicetype(WINED3DDEVTYPE devtype) DECLSPEC_HIDDEN; const char *debug_d3dresourcetype(WINED3DRESOURCETYPE res) DECLSPEC_HIDDEN; const char *debug_d3dusage(DWORD usage) DECLSPEC_HIDDEN; const char *debug_d3dusagequery(DWORD usagequery) DECLSPEC_HIDDEN; const char *debug_d3ddeclmethod(WINED3DDECLMETHOD method) DECLSPEC_HIDDEN; const char *debug_d3ddeclusage(BYTE usage) DECLSPEC_HIDDEN; const char *debug_d3dprimitivetype(WINED3DPRIMITIVETYPE PrimitiveType) DECLSPEC_HIDDEN; const char *debug_d3drenderstate(DWORD state) DECLSPEC_HIDDEN; const char *debug_d3dsamplerstate(DWORD state) DECLSPEC_HIDDEN; const char *debug_d3dstate(DWORD state) DECLSPEC_HIDDEN; const char *debug_d3dtexturefiltertype(WINED3DTEXTUREFILTERTYPE filter_type) DECLSPEC_HIDDEN; const char *debug_d3dtexturestate(DWORD state) DECLSPEC_HIDDEN; const char *debug_d3dtstype(WINED3DTRANSFORMSTATETYPE tstype) DECLSPEC_HIDDEN; const char *debug_d3dpool(WINED3DPOOL pool) DECLSPEC_HIDDEN; const char *debug_fbostatus(GLenum status) DECLSPEC_HIDDEN; const char *debug_glerror(GLenum error) DECLSPEC_HIDDEN; const char *debug_d3dbasis(WINED3DBASISTYPE basis) DECLSPEC_HIDDEN; const char *debug_d3ddegree(WINED3DDEGREETYPE order) DECLSPEC_HIDDEN; const char *debug_d3dtop(WINED3DTEXTUREOP d3dtop) DECLSPEC_HIDDEN; void dump_color_fixup_desc(struct color_fixup_desc fixup) DECLSPEC_HIDDEN; const char *debug_surflocation(DWORD flag) DECLSPEC_HIDDEN; /* Routines for GL <-> D3D values */ GLenum StencilOp(DWORD op) DECLSPEC_HIDDEN; GLenum CompareFunc(DWORD func) DECLSPEC_HIDDEN; BOOL is_invalid_op(const struct wined3d_state *state, int stage, WINED3DTEXTUREOP op, DWORD arg1, DWORD arg2, DWORD arg3) DECLSPEC_HIDDEN; void set_tex_op_nvrc(const struct wined3d_gl_info *gl_info, const struct wined3d_state *state, BOOL is_alpha, int stage, WINED3DTEXTUREOP op, DWORD arg1, DWORD arg2, DWORD arg3, INT texture_idx, DWORD dst) DECLSPEC_HIDDEN; void set_texture_matrix(const float *smat, DWORD flags, BOOL calculatedCoords, BOOL transformed, enum wined3d_format_id coordtype, BOOL ffp_can_disable_proj) DECLSPEC_HIDDEN; void texture_activate_dimensions(IWineD3DBaseTextureImpl *texture, const struct wined3d_gl_info *gl_info) DECLSPEC_HIDDEN; void sampler_texdim(DWORD state, struct wined3d_stateblock *stateblock, struct wined3d_context *context) DECLSPEC_HIDDEN; void tex_alphaop(DWORD state, struct wined3d_stateblock *stateblock, struct wined3d_context *context) DECLSPEC_HIDDEN; void apply_pixelshader(DWORD state, struct wined3d_stateblock *stateblock, struct wined3d_context *context) DECLSPEC_HIDDEN; void state_fogcolor(DWORD state, struct wined3d_stateblock *stateblock, struct wined3d_context *context) DECLSPEC_HIDDEN; void state_fogdensity(DWORD state, struct wined3d_stateblock *stateblock, struct wined3d_context *context) DECLSPEC_HIDDEN; void state_fogstartend(DWORD state, struct wined3d_stateblock *stateblock, struct wined3d_context *context) DECLSPEC_HIDDEN; void state_fog_fragpart(DWORD state, struct wined3d_stateblock *stateblock, struct wined3d_context *context) DECLSPEC_HIDDEN; BOOL getColorBits(const struct wined3d_format *format, short *redSize, short *greenSize, short *blueSize, short *alphaSize, short *totalSize) DECLSPEC_HIDDEN; BOOL getDepthStencilBits(const struct wined3d_format *format, short *depthSize, short *stencilSize) DECLSPEC_HIDDEN; /* Math utils */ void multiply_matrix(WINED3DMATRIX *dest, const WINED3DMATRIX *src1, const WINED3DMATRIX *src2) DECLSPEC_HIDDEN; UINT wined3d_log2i(UINT32 x) DECLSPEC_HIDDEN; unsigned int count_bits(unsigned int mask) DECLSPEC_HIDDEN; void select_shader_mode(const struct wined3d_gl_info *gl_info, int *ps_selected, int *vs_selected) DECLSPEC_HIDDEN; typedef struct local_constant { struct list entry; unsigned int idx; DWORD value[4]; } local_constant; typedef struct SHADER_LIMITS { unsigned int temporary; unsigned int texcoord; unsigned int sampler; unsigned int constant_int; unsigned int constant_float; unsigned int constant_bool; unsigned int address; unsigned int packed_output; unsigned int packed_input; unsigned int attributes; unsigned int label; } SHADER_LIMITS; #ifdef __GNUC__ #define PRINTF_ATTR(fmt,args) __attribute__((format (printf,fmt,args))) #else #define PRINTF_ATTR(fmt,args) #endif /* Base Shader utility functions. */ int shader_addline(struct wined3d_shader_buffer *buffer, const char *fmt, ...) PRINTF_ATTR(2,3) DECLSPEC_HIDDEN; int shader_vaddline(struct wined3d_shader_buffer *buffer, const char *fmt, va_list args) DECLSPEC_HIDDEN; /* Vertex shader utility functions */ extern BOOL vshader_get_input(struct IWineD3DVertexShaderImpl *shader, BYTE usage_req, BYTE usage_idx_req, unsigned int *regnum) DECLSPEC_HIDDEN; /***************************************************************************** * IDirect3DBaseShader implementation structure */ typedef struct IWineD3DBaseShaderClass { LONG ref; SHADER_LIMITS limits; DWORD *function; UINT functionLength; BOOL load_local_constsF; const struct wined3d_shader_frontend *frontend; void *frontend_data; void *backend_data; void *parent; const struct wined3d_parent_ops *parent_ops; /* Programs this shader is linked with */ struct list linked_programs; /* Immediate constants (override global ones) */ struct list constantsB; struct list constantsF; struct list constantsI; struct wined3d_shader_reg_maps reg_maps; struct wined3d_shader_signature_element input_signature[max(MAX_ATTRIBS, MAX_REG_INPUT)]; struct wined3d_shader_signature_element output_signature[MAX_REG_OUTPUT]; /* Pointer to the parent device */ struct IWineD3DDeviceImpl *device; struct list shader_list_entry; } IWineD3DBaseShaderClass; typedef struct IWineD3DBaseShaderImpl { /* IUnknown */ const IWineD3DBaseShaderVtbl *lpVtbl; /* IWineD3DBaseShader */ IWineD3DBaseShaderClass baseShader; } IWineD3DBaseShaderImpl; void shader_buffer_clear(struct wined3d_shader_buffer *buffer) DECLSPEC_HIDDEN; BOOL shader_buffer_init(struct wined3d_shader_buffer *buffer) DECLSPEC_HIDDEN; void shader_buffer_free(struct wined3d_shader_buffer *buffer) DECLSPEC_HIDDEN; void shader_dump_src_param(const struct wined3d_shader_src_param *param, const struct wined3d_shader_version *shader_version) DECLSPEC_HIDDEN; void shader_dump_dst_param(const struct wined3d_shader_dst_param *param, const struct wined3d_shader_version *shader_version) DECLSPEC_HIDDEN; unsigned int shader_find_free_input_register(const struct wined3d_shader_reg_maps *reg_maps, unsigned int max) DECLSPEC_HIDDEN; void shader_generate_main(IWineD3DBaseShaderImpl *shader, struct wined3d_shader_buffer *buffer, const struct wined3d_shader_reg_maps *reg_maps, const DWORD *pFunction, void *backend_ctx) DECLSPEC_HIDDEN; BOOL shader_match_semantic(const char *semantic_name, WINED3DDECLUSAGE usage) DECLSPEC_HIDDEN; static inline BOOL shader_is_pshader_version(enum wined3d_shader_type type) { return type == WINED3D_SHADER_TYPE_PIXEL; } static inline BOOL shader_is_vshader_version(enum wined3d_shader_type type) { return type == WINED3D_SHADER_TYPE_VERTEX; } static inline BOOL shader_is_scalar(const struct wined3d_shader_register *reg) { switch (reg->type) { case WINED3DSPR_RASTOUT: /* oFog & oPts */ if (reg->idx) return TRUE; /* oPos */ return FALSE; case WINED3DSPR_DEPTHOUT: /* oDepth */ case WINED3DSPR_CONSTBOOL: /* b# */ case WINED3DSPR_LOOP: /* aL */ case WINED3DSPR_PREDICATE: /* p0 */ return TRUE; case WINED3DSPR_MISCTYPE: switch(reg->idx) { case 0: /* vPos */ return FALSE; case 1: /* vFace */ return TRUE; default: return FALSE; } case WINED3DSPR_IMMCONST: return reg->immconst_type == WINED3D_IMMCONST_SCALAR; default: return FALSE; } } static inline void shader_get_position_fixup(const struct wined3d_context *context, const struct wined3d_state *state, float *position_fixup) { position_fixup[0] = 1.0f; position_fixup[1] = 1.0f; position_fixup[2] = (63.0f / 64.0f) / state->viewport.Width; position_fixup[3] = -(63.0f / 64.0f) / state->viewport.Height; if (context->render_offscreen) { position_fixup[1] *= -1.0f; position_fixup[3] *= -1.0f; } } static inline BOOL shader_constant_is_local(IWineD3DBaseShaderImpl* This, DWORD reg) { local_constant* lconst; if(This->baseShader.load_local_constsF) return FALSE; LIST_FOR_EACH_ENTRY(lconst, &This->baseShader.constantsF, local_constant, entry) { if(lconst->idx == reg) return TRUE; } return FALSE; } /***************************************************************************** * IDirect3DVertexShader implementation structures */ typedef struct IWineD3DVertexShaderImpl { /* IUnknown parts */ const IWineD3DVertexShaderVtbl *lpVtbl; /* IWineD3DBaseShader */ IWineD3DBaseShaderClass baseShader; /* Vertex shader attributes. */ struct wined3d_shader_attribute attributes[MAX_ATTRIBS]; } IWineD3DVertexShaderImpl; void find_vs_compile_args(const struct wined3d_state *state, IWineD3DVertexShaderImpl *shader, struct vs_compile_args *args) DECLSPEC_HIDDEN; HRESULT vertexshader_init(IWineD3DVertexShaderImpl *shader, IWineD3DDeviceImpl *device, const DWORD *byte_code, const struct wined3d_shader_signature *output_signature, void *parent, const struct wined3d_parent_ops *parent_ops) DECLSPEC_HIDDEN; struct wined3d_geometryshader { const struct IWineD3DGeometryShaderVtbl *vtbl; IWineD3DBaseShaderClass base_shader; }; HRESULT geometryshader_init(struct wined3d_geometryshader *shader, IWineD3DDeviceImpl *device, const DWORD *byte_code, const struct wined3d_shader_signature *output_signature, void *parent, const struct wined3d_parent_ops *parent_ops) DECLSPEC_HIDDEN; /***************************************************************************** * IDirect3DPixelShader implementation structure */ /* Using additional shader constants (uniforms in GLSL / program environment * or local parameters in ARB) is costly: * ARB only knows float4 parameters and GLSL compiler are not really smart * when it comes to efficiently pack float2 uniforms, so no space is wasted * (in fact most compilers map a float2 to a full float4 uniform). * * For NP2 texcoord fixup we only need 2 floats (width and height) for each * 2D texture used in the shader. We therefore pack fixup info for 2 textures * into a single shader constant (uniform / program parameter). * * This structure is shared between the GLSL and the ARB backend.*/ struct ps_np2fixup_info { unsigned char idx[MAX_FRAGMENT_SAMPLERS]; /* indices to the real constant */ WORD active; /* bitfield indicating if we can apply the fixup */ WORD num_consts; }; typedef struct IWineD3DPixelShaderImpl { /* IUnknown parts */ const IWineD3DPixelShaderVtbl *lpVtbl; /* IWineD3DBaseShader */ IWineD3DBaseShaderClass baseShader; /* Pixel shader input semantics */ DWORD input_reg_map[MAX_REG_INPUT]; BOOL input_reg_used[MAX_REG_INPUT]; unsigned int declared_in_count; /* Some information about the shader behavior */ char vpos_uniform; BOOL color0_mov; DWORD color0_reg; } IWineD3DPixelShaderImpl; HRESULT pixelshader_init(IWineD3DPixelShaderImpl *shader, IWineD3DDeviceImpl *device, const DWORD *byte_code, const struct wined3d_shader_signature *output_signature, void *parent, const struct wined3d_parent_ops *parent_ops) DECLSPEC_HIDDEN; void pixelshader_update_samplers(struct wined3d_shader_reg_maps *reg_maps, IWineD3DBaseTextureImpl * const *textures) DECLSPEC_HIDDEN; void find_ps_compile_args(const struct wined3d_state *state, IWineD3DPixelShaderImpl *shader, struct ps_compile_args *args) DECLSPEC_HIDDEN; /* sRGB correction constants */ static const float srgb_cmp = 0.0031308f; static const float srgb_mul_low = 12.92f; static const float srgb_pow = 0.41666f; static const float srgb_mul_high = 1.055f; static const float srgb_sub_high = 0.055f; /***************************************************************************** * IWineD3DPalette implementation structure */ struct IWineD3DPaletteImpl { /* IUnknown parts */ const IWineD3DPaletteVtbl *lpVtbl; LONG ref; void *parent; IWineD3DDeviceImpl *device; /* IWineD3DPalette */ HPALETTE hpal; WORD palVersion; /*| */ WORD palNumEntries; /*| LOGPALETTE */ PALETTEENTRY palents[256]; /*| */ /* This is to store the palette in 'screen format' */ int screen_palents[256]; DWORD flags; }; HRESULT wined3d_palette_init(IWineD3DPaletteImpl *palette, IWineD3DDeviceImpl *device, DWORD flags, const PALETTEENTRY *entries, void *parent) DECLSPEC_HIDDEN; /* DirectDraw utility functions */ extern enum wined3d_format_id pixelformat_for_depth(DWORD depth) DECLSPEC_HIDDEN; /***************************************************************************** * Pixel format management */ /* WineD3D pixel format flags */ #define WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING 0x00000001 #define WINED3DFMT_FLAG_FILTERING 0x00000002 #define WINED3DFMT_FLAG_DEPTH 0x00000004 #define WINED3DFMT_FLAG_STENCIL 0x00000008 #define WINED3DFMT_FLAG_RENDERTARGET 0x00000010 #define WINED3DFMT_FLAG_FOURCC 0x00000020 #define WINED3DFMT_FLAG_FBO_ATTACHABLE 0x00000040 #define WINED3DFMT_FLAG_FBO_ATTACHABLE_SRGB 0x00000080 #define WINED3DFMT_FLAG_GETDC 0x00000100 #define WINED3DFMT_FLAG_FLOAT 0x00000200 #define WINED3DFMT_FLAG_BUMPMAP 0x00000400 #define WINED3DFMT_FLAG_SRGB_READ 0x00000800 #define WINED3DFMT_FLAG_SRGB_WRITE 0x00001000 #define WINED3DFMT_FLAG_VTF 0x00002000 #define WINED3DFMT_FLAG_SHADOW 0x00004000 #define WINED3DFMT_FLAG_COMPRESSED 0x00008000 #define WINED3DFMT_FLAG_BROKEN_PITCH 0x00010000 struct wined3d_format { enum wined3d_format_id id; DWORD red_mask; DWORD green_mask; DWORD blue_mask; DWORD alpha_mask; UINT byte_count; WORD depth_size; WORD stencil_size; UINT block_width; UINT block_height; UINT block_byte_count; enum wined3d_ffp_emit_idx emit_idx; GLint component_count; GLenum gl_vtx_type; GLint gl_vtx_format; GLboolean gl_normalized; unsigned int component_size; GLint glInternal; GLint glGammaInternal; GLint rtInternal; GLint glFormat; GLint glType; UINT conv_byte_count; unsigned int flags; float heightscale; struct color_fixup_desc color_fixup; void (*convert)(const BYTE *src, BYTE *dst, UINT pitch, UINT width, UINT height); }; const struct wined3d_format *wined3d_get_format(const struct wined3d_gl_info *gl_info, enum wined3d_format_id format_id) DECLSPEC_HIDDEN; UINT wined3d_format_calculate_size(const struct wined3d_format *format, UINT alignment, UINT width, UINT height) DECLSPEC_HIDDEN; DWORD wined3d_format_convert_from_float(const struct wined3d_format *format, const WINED3DCOLORVALUE *color) DECLSPEC_HIDDEN; static inline BOOL use_vs(const struct wined3d_state *state) { /* Check stateblock->vertexDecl to allow this to be used from * IWineD3DDeviceImpl_FindTexUnitMap(). This is safe because * stateblock->vertexShader implies a vertex declaration instead of ddraw * style strided data. */ return state->vertex_shader && !state->vertex_declaration->position_transformed; } static inline BOOL use_ps(const struct wined3d_state *state) { return !!state->pixel_shader; } /* The WNDCLASS-Name for the fake window which we use to retrieve the GL capabilities */ #define WINED3D_OPENGL_WINDOW_CLASS_NAME "WineD3D_OpenGL" #define WINEMAKEFOURCC(ch0, ch1, ch2, ch3) \ ((DWORD)(BYTE)(ch0) | ((DWORD)(BYTE)(ch1) << 8) | \ ((DWORD)(BYTE)(ch2) << 16) | ((DWORD)(BYTE)(ch3) << 24 )) #define MAKEDWORD_VERSION(maj, min) (((maj & 0xffff) << 16) | (min & 0xffff)) #endif