/* * 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 #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" /* 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_YUV0 = 6, CHANNEL_SOURCE_YUV1 = 7, }; enum yuv_fixup { YUV_FIXUP_YUY2 = 0, YUV_FIXUP_UYVY = 1, YUV_FIXUP_YV12 = 2, }; #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_yuv_fixup_desc(enum yuv_fixup yuv_fixup) { struct color_fixup_desc fixup = { 0, yuv_fixup & (1 << 0) ? CHANNEL_SOURCE_YUV1 : CHANNEL_SOURCE_YUV0, 0, yuv_fixup & (1 << 1) ? CHANNEL_SOURCE_YUV1 : CHANNEL_SOURCE_YUV0, 0, yuv_fixup & (1 << 2) ? CHANNEL_SOURCE_YUV1 : CHANNEL_SOURCE_YUV0, 0, yuv_fixup & (1 << 3) ? CHANNEL_SOURCE_YUV1 : CHANNEL_SOURCE_YUV0, }; 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_yuv_fixup(struct color_fixup_desc fixup) { return fixup.x_source == CHANNEL_SOURCE_YUV0 || fixup.x_source == CHANNEL_SOURCE_YUV1; } static inline enum yuv_fixup get_yuv_fixup(struct color_fixup_desc fixup) { enum yuv_fixup yuv_fixup = 0; if (fixup.x_source == CHANNEL_SOURCE_YUV1) yuv_fixup |= (1 << 0); if (fixup.y_source == CHANNEL_SOURCE_YUV1) yuv_fixup |= (1 << 1); if (fixup.z_source == CHANNEL_SOURCE_YUV1) yuv_fixup |= (1 << 2); if (fixup.w_source == CHANNEL_SOURCE_YUV1) yuv_fixup |= (1 << 3); return yuv_fixup; } void *wined3d_rb_alloc(size_t size); void *wined3d_rb_realloc(void *ptr, size_t size); void wined3d_rb_free(void *ptr); /* 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 /* Used for CreateStateBlock */ #define NUM_SAVEDPIXELSTATES_R 35 #define NUM_SAVEDPIXELSTATES_T 18 #define NUM_SAVEDPIXELSTATES_S 12 #define NUM_SAVEDVERTEXSTATES_R 34 #define NUM_SAVEDVERTEXSTATES_T 2 #define NUM_SAVEDVERTEXSTATES_S 1 extern const DWORD SavedPixelStates_R[NUM_SAVEDPIXELSTATES_R]; extern const DWORD SavedPixelStates_T[NUM_SAVEDPIXELSTATES_T]; extern const DWORD SavedPixelStates_S[NUM_SAVEDPIXELSTATES_S]; extern const DWORD SavedVertexStates_R[NUM_SAVEDVERTEXSTATES_R]; extern const DWORD SavedVertexStates_T[NUM_SAVEDVERTEXSTATES_T]; extern const DWORD SavedVertexStates_S[NUM_SAVEDVERTEXSTATES_S]; typedef enum _WINELOOKUP { WINELOOKUP_WARPPARAM = 0, MAX_LOOKUPS = 1 } WINELOOKUP; extern const int minLookup[MAX_LOOKUPS]; extern const int maxLookup[MAX_LOOKUPS]; extern DWORD *stateLookup[MAX_LOOKUPS]; struct min_lookup { GLenum mip[WINED3DTEXF_LINEAR + 1]; }; struct min_lookup minMipLookup[WINED3DTEXF_ANISOTROPIC + 1]; const struct min_lookup minMipLookup_noFilter[WINED3DTEXF_ANISOTROPIC + 1]; GLenum magLookup[WINED3DTEXF_ANISOTROPIC + 1]; const GLenum magLookup_noFilter[WINED3DTEXF_ANISOTROPIC + 1]; extern const struct filter_lookup filter_lookup_nofilter; extern struct filter_lookup filter_lookup; /* 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 ? -1.0 : 1.0); if(e == 0) { if(m == 0) return sgn * 0.0; /* +0.0 or -0.0 */ else return sgn * pow(2, -14.0) * ( (float) m / 1024.0); } else if(e < 31) { return sgn * pow(2, (float) e-15.0) * (1.0 + ((float) m / 1024.0)); } else { if(m == 0) return sgn / 0.0; /* +INF / -INF */ else return 0.0 / 0.0; /* 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 short m = in & 0x7ffff; if (e == 0) { if (m == 0) return sgn * 0.0f; /* +0.0 or -0.0 */ else return sgn * pow(2, -6.0f) * ((float)m / 524288.0f); } else if (e < 15) { return sgn * pow(2, (float)e - 7.0f) * (1.0f + ((float)m / 524288.0f)); } else { if (m == 0) return sgn / 0.0; /* +INF / -INF */ else return 0.0 / 0.0; /* 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 NP2_NONE 0 #define NP2_REPACK 1 #define NP2_NATIVE 2 #define ORM_BACKBUFFER 0 #define ORM_PBUFFER 1 #define ORM_FBO 2 #define SHADER_ARB 1 #define SHADER_GLSL 2 #define SHADER_ATI 3 #define SHADER_NONE 4 #define RTL_DISABLE -1 #define RTL_AUTO 0 #define RTL_READDRAW 1 #define RTL_READTEX 2 #define RTL_TEXDRAW 3 #define RTL_TEXTEX 4 #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; int vbo_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; } wined3d_settings_t; extern wined3d_settings_t wined3d_settings; 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, } WINED3DSHADER_PARAM_REGISTER_TYPE; enum wined3d_immconst_type { WINED3D_IMMCONST_FLOAT, WINED3D_IMMCONST_FLOAT4, }; typedef enum _WINED3DVS_RASTOUT_OFFSETS { WINED3DSRO_POSITION = 0, WINED3DSRO_FOG = 1, WINED3DSRO_POINT_SIZE = 2, } WINED3DVS_RASTOUT_OFFSETS; #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; typedef enum _WINED3DSHADER_INSTRUCTION_OPCODE_TYPE { WINED3DSIO_NOP = 0, WINED3DSIO_MOV = 1, WINED3DSIO_ADD = 2, WINED3DSIO_SUB = 3, WINED3DSIO_MAD = 4, WINED3DSIO_MUL = 5, WINED3DSIO_RCP = 6, WINED3DSIO_RSQ = 7, WINED3DSIO_DP3 = 8, WINED3DSIO_DP4 = 9, WINED3DSIO_MIN = 10, WINED3DSIO_MAX = 11, WINED3DSIO_SLT = 12, WINED3DSIO_SGE = 13, WINED3DSIO_EXP = 14, WINED3DSIO_LOG = 15, WINED3DSIO_LIT = 16, WINED3DSIO_DST = 17, WINED3DSIO_LRP = 18, WINED3DSIO_FRC = 19, WINED3DSIO_M4x4 = 20, WINED3DSIO_M4x3 = 21, WINED3DSIO_M3x4 = 22, WINED3DSIO_M3x3 = 23, WINED3DSIO_M3x2 = 24, WINED3DSIO_CALL = 25, WINED3DSIO_CALLNZ = 26, WINED3DSIO_LOOP = 27, WINED3DSIO_RET = 28, WINED3DSIO_ENDLOOP = 29, WINED3DSIO_LABEL = 30, WINED3DSIO_DCL = 31, WINED3DSIO_POW = 32, WINED3DSIO_CRS = 33, WINED3DSIO_SGN = 34, WINED3DSIO_ABS = 35, WINED3DSIO_NRM = 36, WINED3DSIO_SINCOS = 37, WINED3DSIO_REP = 38, WINED3DSIO_ENDREP = 39, WINED3DSIO_IF = 40, WINED3DSIO_IFC = 41, WINED3DSIO_ELSE = 42, WINED3DSIO_ENDIF = 43, WINED3DSIO_BREAK = 44, WINED3DSIO_BREAKC = 45, WINED3DSIO_MOVA = 46, WINED3DSIO_DEFB = 47, WINED3DSIO_DEFI = 48, WINED3DSIO_TEXCOORD = 64, WINED3DSIO_TEXKILL = 65, WINED3DSIO_TEX = 66, WINED3DSIO_TEXBEM = 67, WINED3DSIO_TEXBEML = 68, WINED3DSIO_TEXREG2AR = 69, WINED3DSIO_TEXREG2GB = 70, WINED3DSIO_TEXM3x2PAD = 71, WINED3DSIO_TEXM3x2TEX = 72, WINED3DSIO_TEXM3x3PAD = 73, WINED3DSIO_TEXM3x3TEX = 74, WINED3DSIO_TEXM3x3DIFF = 75, WINED3DSIO_TEXM3x3SPEC = 76, WINED3DSIO_TEXM3x3VSPEC = 77, WINED3DSIO_EXPP = 78, WINED3DSIO_LOGP = 79, WINED3DSIO_CND = 80, WINED3DSIO_DEF = 81, WINED3DSIO_TEXREG2RGB = 82, WINED3DSIO_TEXDP3TEX = 83, WINED3DSIO_TEXM3x2DEPTH = 84, WINED3DSIO_TEXDP3 = 85, WINED3DSIO_TEXM3x3 = 86, WINED3DSIO_TEXDEPTH = 87, WINED3DSIO_CMP = 88, WINED3DSIO_BEM = 89, WINED3DSIO_DP2ADD = 90, WINED3DSIO_DSX = 91, WINED3DSIO_DSY = 92, WINED3DSIO_TEXLDD = 93, WINED3DSIO_SETP = 94, WINED3DSIO_TEXLDL = 95, WINED3DSIO_BREAKP = 96, WINED3DSIO_PHASE = 0xfffd, WINED3DSIO_COMMENT = 0xfffe, WINED3DSIO_END = 0Xffff, } WINED3DSHADER_INSTRUCTION_OPCODE_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 typedef struct SHADER_BUFFER { char* buffer; unsigned int bsize; unsigned int lineNo; BOOL newline; } SHADER_BUFFER; enum WINED3D_SHADER_INSTRUCTION_HANDLER { WINED3DSIH_ABS, WINED3DSIH_ADD, WINED3DSIH_BEM, WINED3DSIH_BREAK, WINED3DSIH_BREAKC, WINED3DSIH_BREAKP, WINED3DSIH_CALL, WINED3DSIH_CALLNZ, WINED3DSIH_CMP, WINED3DSIH_CND, WINED3DSIH_CRS, WINED3DSIH_DCL, WINED3DSIH_DEF, WINED3DSIH_DEFB, WINED3DSIH_DEFI, WINED3DSIH_DP2ADD, WINED3DSIH_DP3, WINED3DSIH_DP4, WINED3DSIH_DST, WINED3DSIH_DSX, WINED3DSIH_DSY, WINED3DSIH_ELSE, WINED3DSIH_ENDIF, WINED3DSIH_ENDLOOP, WINED3DSIH_ENDREP, WINED3DSIH_EXP, WINED3DSIH_EXPP, WINED3DSIH_FRC, WINED3DSIH_IF, WINED3DSIH_IFC, WINED3DSIH_LABEL, WINED3DSIH_LIT, WINED3DSIH_LOG, WINED3DSIH_LOGP, WINED3DSIH_LOOP, WINED3DSIH_LRP, WINED3DSIH_M3x2, WINED3DSIH_M3x3, WINED3DSIH_M3x4, WINED3DSIH_M4x3, WINED3DSIH_M4x4, WINED3DSIH_MAD, WINED3DSIH_MAX, WINED3DSIH_MIN, WINED3DSIH_MOV, WINED3DSIH_MOVA, WINED3DSIH_MUL, WINED3DSIH_NOP, WINED3DSIH_NRM, WINED3DSIH_PHASE, WINED3DSIH_POW, WINED3DSIH_RCP, WINED3DSIH_REP, WINED3DSIH_RET, WINED3DSIH_RSQ, WINED3DSIH_SETP, WINED3DSIH_SGE, WINED3DSIH_SGN, WINED3DSIH_SINCOS, WINED3DSIH_SLT, 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_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)) typedef struct shader_reg_maps { struct wined3d_shader_version shader_version; char texcoord[MAX_REG_TEXCRD]; /* pixel < 3.0 */ char temporary[MAX_REG_TEMP]; /* pixel, vertex */ char address[MAX_REG_ADDR]; /* vertex */ char labels[MAX_LABELS]; /* pixel, vertex */ 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)]; BOOL bumpmat[MAX_TEXTURES], luminanceparams[MAX_TEXTURES]; unsigned usesnrm : 1; unsigned vpos : 1; unsigned usesdsx : 1; unsigned usesdsy : 1; unsigned usestexldd : 1; unsigned usesmova : 1; unsigned usesfacing : 1; unsigned usesrelconstF : 1; unsigned fog : 1; unsigned usestexldl : 1; unsigned padding : 6; /* Whether or not loops are used in this shader, and nesting depth */ unsigned loop_depth; unsigned highest_render_target; } shader_reg_maps; struct wined3d_shader_context { IWineD3DBaseShader *shader; const struct shader_reg_maps *reg_maps; SHADER_BUFFER *buffer; void *backend_data; }; struct wined3d_shader_register { WINED3DSHADER_PARAM_REGISTER_TYPE type; UINT 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_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); BOOL (*shader_is_end)(void *data, const DWORD **ptr); }; extern const struct wined3d_shader_frontend sm1_shader_frontend; extern const struct wined3d_shader_frontend sm4_shader_frontend; typedef void (*SHADER_HANDLER)(const struct wined3d_shader_instruction *); struct shader_caps { DWORD VertexShaderVersion; DWORD MaxVertexShaderConst; DWORD PixelShaderVersion; float PixelShader1xMaxValue; DWORD MaxPixelShaderConst; WINED3DVSHADERCAPS2_0 VS20Caps; WINED3DPSHADERCAPS2_0 PS20Caps; DWORD MaxVShaderInstructionsExecuted; DWORD MaxPShaderInstructionsExecuted; DWORD MaxVertexShader30InstructionSlots; DWORD MaxPixelShader30InstructionSlots; 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 */ struct ps_compile_args { struct color_fixup_desc color_fixup[MAX_FRAGMENT_SAMPLERS]; enum vertexprocessing_mode vp_mode; enum fogmode fog; /* Projected textures(ps 1.0-1.3) */ /* Texture types(2D, Cube, 3D) in ps 1.x */ BOOL 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). */ }; enum fog_src_type { VS_FOG_Z = 0, VS_FOG_COORD = 1 }; struct vs_compile_args { WORD fog_src; WORD swizzle_map; /* MAX_ATTRIBS, 16 */ }; typedef struct { void (*shader_handle_instruction)(const struct wined3d_shader_instruction *); void (*shader_select)(IWineD3DDevice *iface, BOOL usePS, BOOL useVS); void (*shader_select_depth_blt)(IWineD3DDevice *iface, enum tex_types tex_type); void (*shader_deselect_depth_blt)(IWineD3DDevice *iface); void (*shader_update_float_vertex_constants)(IWineD3DDevice *iface, UINT start, UINT count); void (*shader_update_float_pixel_constants)(IWineD3DDevice *iface, UINT start, UINT count); void (*shader_load_constants)(IWineD3DDevice *iface, char usePS, char useVS); void (*shader_load_np2fixup_constants)(IWineD3DDevice *iface, char usePS, char useVS); void (*shader_destroy)(IWineD3DBaseShader *iface); HRESULT (*shader_alloc_private)(IWineD3DDevice *iface); void (*shader_free_private)(IWineD3DDevice *iface); BOOL (*shader_dirtifyable_constants)(IWineD3DDevice *iface); void (*shader_get_caps)(WINED3DDEVTYPE devtype, const 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; extern const shader_backend_t arb_program_shader_backend; extern const shader_backend_t none_shader_backend; /* X11 locking */ extern void (* CDECL wine_tsx11_lock_ptr)(void); extern void (* CDECL wine_tsx11_unlock_ptr)(void); /* As GLX relies on X, this is needed */ extern int num_lock; #if 0 #define ENTER_GL() ++num_lock; if (num_lock > 1) FIXME("Recursive use of GL lock to: %d\n", num_lock); wine_tsx11_lock_ptr() #define LEAVE_GL() if (num_lock != 1) FIXME("Recursive use of GL lock: %d\n", num_lock); --num_lock; wine_tsx11_unlock_ptr() #else #define ENTER_GL() wine_tsx11_lock_ptr() #define LEAVE_GL() wine_tsx11_unlock_ptr() #endif /***************************************************************************** * Defines */ /* GL related defines */ /* ------------------ */ #define GL_SUPPORT(ExtName) (GLINFO_LOCATION.supported[ExtName] != 0) #define GL_LIMITS(ExtName) (GLINFO_LOCATION.max_##ExtName) #define GL_EXTCALL(FuncName) (GLINFO_LOCATION.FuncName) #define GL_VEND(_VendName) (GLINFO_LOCATION.gl_vendor == VENDOR_##_VendName ? TRUE : FALSE) #define D3DCOLOR_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) /* DirectX Device Limits */ /* --------------------- */ #define MAX_MIP_LEVELS 32 /* Maximum number of mipmap levels. */ #define MAX_STREAMS 16 /* Maximum possible streams - used for fixed size arrays See MaxStreams in MSDN under GetDeviceCaps */ #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 = glGetError(); \ if (err == GL_NO_ERROR) { \ TRACE("%s call ok %s / %d\n", A, __FILE__, __LINE__); \ \ } else do { \ FIXME(">>>>>>>>>>>>>>>>> %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) /* Macro to dump out the current state of the light chain */ #define DUMP_LIGHT_CHAIN() \ do { \ PLIGHTINFOEL *el = This->stateBlock->lights;\ while (el) { \ TRACE("Light %p (glIndex %ld, d3dIndex %ld, enabled %d)\n", el, el->glIndex, el->OriginalIndex, el->lightEnabled);\ el = el->next; \ } \ } while(0) /* Trace vector and strided data information */ #define TRACE_VECTOR(name) TRACE( #name "=(%f, %f, %f, %f)\n", name.x, name.y, name.z, name.w); #define TRACE_STRIDED(si, 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_desc->format, \ si->elements[name].buffer_object, si->elements[name].stream_idx); /* Defines used for optimizations */ /* Only reapply what is necessary */ #define REAPPLY_ALPHAOP 0x0001 #define REAPPLY_ALL 0xFFFF /* Advance declaration of structures to satisfy compiler */ typedef struct IWineD3DStateBlockImpl IWineD3DStateBlockImpl; typedef struct IWineD3DSurfaceImpl IWineD3DSurfaceImpl; typedef struct IWineD3DPaletteImpl IWineD3DPaletteImpl; typedef struct IWineD3DDeviceImpl IWineD3DDeviceImpl; /* Global variables */ extern const float identity[16]; /***************************************************************************** * Compilable extra diagnostics */ /* Trace information per-vertex: (extremely high amount of trace) */ #if 0 /* NOTE: Must be 0 in cvs */ # define VTRACE(A) TRACE A #else # define VTRACE(A) #endif /* TODO: Confirm each of these works when wined3d move completed */ #if 0 /* NOTE: Must be 0 in cvs */ /* To avoid having to get gigabytes of trace, the following can be compiled in, and at the start of each frame, a check is made for the existence of C:\D3DTRACE, and if it exists d3d trace is enabled, and if it doesn't exist it is disabled. */ # define FRAME_DEBUGGING /* Adding in the SINGLE_FRAME_DEBUGGING gives a trace of just what makes up a single frame, before the file is deleted */ # if 1 /* NOTE: Must be 1 in cvs, as this is mostly more useful than a trace from program start */ # define SINGLE_FRAME_DEBUGGING # endif /* The following, when enabled, lets you see the makeup of the frame, by drawprimitive calls. It can only be enabled when FRAME_DEBUGGING is also enabled The contents of the back buffer are written into /tmp/backbuffer_* after each primitive array is drawn. */ # if 0 /* NOTE: Must be 0 in cvs, as this give a lot of ppm files when compiled in */ # define SHOW_FRAME_MAKEUP 1 # endif /* The following, when enabled, lets you see the makeup of the all the textures used during each of the drawprimitive calls. It can only be enabled when SHOW_FRAME_MAKEUP is also enabled. The contents of the textures assigned to each stage are written into /tmp/texture_*_.ppm after each primitive array is drawn. */ # if 0 /* NOTE: Must be 0 in cvs, as this give a lot of ppm files when compiled in */ # define SHOW_TEXTURE_MAKEUP 0 # endif extern BOOL isOn; extern BOOL isDumpingFrames; extern LONG primCounter; #endif 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 GlPixelFormatDesc *format_desc; 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(IWineD3DDevice *iface, UINT index_count, UINT numberOfVertices, UINT start_idx, UINT idxBytes, const void *idxData, UINT minIndex); DWORD get_flexible_vertex_size(DWORD d3dvtVertexType); 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]; extern glAttribFunc diffuse_funcs[WINED3D_FFP_EMIT_COUNT]; extern glAttribFunc specular_func_3ubv; extern glAttribFunc specular_funcs[WINED3D_FFP_EMIT_COUNT]; extern glAttribFunc normal_funcs[WINED3D_FFP_EMIT_COUNT]; extern glMultiTexCoordFunc multi_texcoord_funcs[WINED3D_FFP_EMIT_COUNT]; #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 */ typedef struct WineD3DContext WineD3DContext; typedef void (*APPLYSTATEFUNC)(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *ctx); #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_FRONTFACE (STATE_MATERIAL + 1) #define STATE_HIGHEST (STATE_FRONTFACE) 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)(IWineD3DDevice *iface, BOOL enable); void (*get_caps)(WINED3DDEVTYPE devtype, const WineD3D_GL_Info *gl_info, struct fragment_caps *caps); HRESULT (*alloc_private)(IWineD3DDevice *iface); void (*free_private)(IWineD3DDevice *iface); BOOL (*color_fixup_supported)(struct color_fixup_desc fixup); const struct StateEntryTemplate *states; BOOL ffp_proj_control; }; extern const struct StateEntryTemplate misc_state_template[]; extern const struct StateEntryTemplate ffp_vertexstate_template[]; extern const struct fragment_pipeline ffp_fragment_pipeline; extern const struct fragment_pipeline atifs_fragment_pipeline; extern const struct fragment_pipeline arbfp_fragment_pipeline; extern const struct fragment_pipeline nvts_fragment_pipeline; extern const struct fragment_pipeline nvrc_fragment_pipeline; /* "Base" state table */ HRESULT compile_state_table(struct StateEntry *StateTable, APPLYSTATEFUNC **dev_multistate_funcs, const WineD3D_GL_Info *gl_info, const struct StateEntryTemplate *vertex, const struct fragment_pipeline *fragment, const struct StateEntryTemplate *misc); /* Shaders for color conversions in blits */ struct blit_shader { HRESULT (*alloc_private)(IWineD3DDevice *iface); void (*free_private)(IWineD3DDevice *iface); HRESULT (*set_shader)(IWineD3DDevice *iface, const struct GlPixelFormatDesc *format_desc, GLenum textype, UINT width, UINT height); void (*unset_shader)(IWineD3DDevice *iface); BOOL (*color_fixup_supported)(struct color_fixup_desc fixup); }; extern const struct blit_shader ffp_blit; extern const struct blit_shader arbfp_blit; enum fogsource { FOGSOURCE_FFP, FOGSOURCE_VS, FOGSOURCE_COORD, }; #define WINED3D_MAX_FBO_ENTRIES 64 /* The new context manager that should deal with onscreen and offscreen rendering */ struct WineD3DContext { /* 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/32 + 1]; /* Bitmap to find out quickly if a state is dirty */ IWineD3DSurface *surface; DWORD tid; /* Thread ID which owns this context at the moment */ /* Stores some information about the context state for optimization */ 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 isPBuffer : 1; WORD fog_enabled : 1; WORD num_untracked_materials : 2; /* Max value 2 */ WORD padding : 3; 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 */ HGLRC glCtx; HWND win_handle; HDC hdc; HPBUFFERARB pbuffer; GLint aux_buffers; /* FBOs */ UINT fbo_entry_count; struct list fbo_list; struct fbo_entry *current_fbo; GLuint src_fbo; GLuint dst_fbo; /* Extension emulation */ GLint gl_fog_source; GLfloat fog_coord_value; GLfloat color[4], fogstart, fogend, fogcolor[4]; GLuint dummy_arbfp_prog; }; typedef enum ContextUsage { CTXUSAGE_RESOURCELOAD = 1, /* Only loads textures: No State is applied */ CTXUSAGE_DRAWPRIM = 2, /* OpenGL states are set up for blitting DirectDraw surfaces */ CTXUSAGE_BLIT = 3, /* OpenGL states are set up 3D drawing */ CTXUSAGE_CLEAR = 4, /* Drawable and states are set up for clearing */ } ContextUsage; void ActivateContext(IWineD3DDeviceImpl *device, IWineD3DSurface *target, ContextUsage usage); WineD3DContext *getActiveContext(void); WineD3DContext *CreateContext(IWineD3DDeviceImpl *This, IWineD3DSurfaceImpl *target, HWND win, BOOL create_pbuffer, const WINED3DPRESENT_PARAMETERS *pPresentParms); void DestroyContext(IWineD3DDeviceImpl *This, WineD3DContext *context); void context_resource_released(IWineD3DDevice *iface, IWineD3DResource *resource, WINED3DRESOURCETYPE type); void context_bind_fbo(IWineD3DDevice *iface, GLenum target, GLuint *fbo); void context_attach_depth_stencil_fbo(IWineD3DDeviceImpl *This, GLenum fbo_target, IWineD3DSurface *depth_stencil, BOOL use_render_buffer); void context_attach_surface_fbo(IWineD3DDeviceImpl *This, GLenum fbo_target, DWORD idx, IWineD3DSurface *surface); void delete_opengl_contexts(IWineD3DDevice *iface, IWineD3DSwapChain *swapchain); HRESULT create_primary_opengl_context(IWineD3DDevice *iface, IWineD3DSwapChain *swapchain); /* 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]) /* Default callbacks for implicit object destruction */ extern ULONG WINAPI D3DCB_DefaultDestroySurface(IWineD3DSurface *pSurface); extern ULONG WINAPI D3DCB_DefaultDestroyVolume(IWineD3DVolume *pSurface); /***************************************************************************** * Internal representation of a light */ typedef struct PLIGHTINFOEL PLIGHTINFOEL; struct PLIGHTINFOEL { WINED3DLIGHT OriginalParms; /* Note D3D8LIGHT == D3D9LIGHT */ DWORD OriginalIndex; LONG glIndex; BOOL changed; BOOL enabledChanged; 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; 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; int depthSize, stencilSize; BOOL windowDrawable; BOOL pbufferDrawable; BOOL doubleBuffer; int auxBuffers; int numSamples; } WineD3D_PixelFormat; /* The adapter structure */ struct WineD3DAdapter { UINT num; BOOL opengl; POINT monitorPoint; WineD3D_GL_Info gl_info; const char *driver; const char *description; 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; }; extern BOOL initPixelFormats(WineD3D_GL_Info *gl_info); BOOL initPixelFormatsNoGL(WineD3D_GL_Info *gl_info); extern long WineD3DAdapterChangeGLRam(IWineD3DDeviceImpl *D3DDevice, long glram); extern void add_gl_compat_wrappers(WineD3D_GL_Info *gl_info); /***************************************************************************** * 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); 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 an int instead of a char to get dword alignment */ unsigned int sRGB_write; }; 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; void gen_ffp_frag_op(IWineD3DStateBlockImpl *stateblock, struct ffp_frag_settings *settings, BOOL ignore_textype); const struct ffp_frag_desc *find_ffp_frag_shader(const struct wine_rb_tree *fragment_shaders, const struct ffp_frag_settings *settings); void add_ffp_frag_shader(struct wine_rb_tree *shaders, struct ffp_frag_desc *desc); /***************************************************************************** * IWineD3D implementation structure */ typedef struct IWineD3DImpl { /* IUnknown fields */ const IWineD3DVtbl *lpVtbl; LONG ref; /* Note: Ref counting not required */ /* WineD3D Information */ IUnknown *parent; UINT dxVersion; UINT adapter_count; struct WineD3DAdapter adapters[1]; } IWineD3DImpl; extern const IWineD3DVtbl IWineD3D_Vtbl; BOOL InitAdapters(IWineD3DImpl *This); /* TODO: setup some flags in the registry to enable, disable pbuffer support (since it will break quite a few things until contexts are managed properly!) */ extern BOOL pbuffer_support; /* allocate one pbuffer per surface */ extern BOOL pbuffer_per_surface; /* A helper function that dumps a resource list */ void dumpResources(struct list *list); /***************************************************************************** * 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 */ IUnknown *parent; IWineD3DDeviceParent *device_parent; IWineD3D *wineD3D; struct WineD3DAdapter *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, max_ffp_texture_stages; 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 render_offscreen : 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 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 */ IWineD3DStateBlockImpl *stateBlock; IWineD3DStateBlockImpl *updateStateBlock; /* Internal use fields */ WINED3DDEVICE_CREATION_PARAMETERS createParms; UINT adapterNo; WINED3DDEVTYPE devType; IWineD3DSwapChain **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 */ IWineD3DSurface **render_targets; IWineD3DSurface *auto_depth_stencil_buffer; IWineD3DSurface *stencilBufferTarget; /* Caches to avoid unneeded context changes */ IWineD3DSurface *lastActiveRenderTarget; IWineD3DSwapChain *lastActiveSwapChain; /* palettes texture management */ UINT NumberOfPalettes; PALETTEENTRY **palettes; UINT currentPalette; UINT paletteConversionShader; /* For rendering to a texture using glCopyTexImage */ GLenum *draw_buffers; 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]; /* Device state management */ HRESULT state; /* DirectDraw stuff */ DWORD ddraw_width, ddraw_height; WINED3DFORMAT ddraw_format; /* Final position fixup constant */ float posFixup[4]; /* 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; /* Context management */ WineD3DContext **contexts; /* Dynamic array containing pointers to context structures */ WineD3DContext *activeContext; DWORD lastThread; UINT numContexts; WineD3DContext *pbufferContext; /* The context that has a pbuffer as drawable */ DWORD pbufferWidth, pbufferHeight; /* Size of the buffer drawable */ /* 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; }; extern const IWineD3DDeviceVtbl IWineD3DDevice_Vtbl; void device_resource_add(IWineD3DDeviceImpl *This, IWineD3DResource *resource); void device_resource_released(IWineD3DDeviceImpl *This, IWineD3DResource *resource); void device_stream_info_from_declaration(IWineD3DDeviceImpl *This, BOOL use_vshader, struct wined3d_stream_info *stream_info, BOOL *fixup); void device_stream_info_from_strided(IWineD3DDeviceImpl *This, const struct WineDirect3DVertexStridedData *strided, struct wined3d_stream_info *stream_info); HRESULT IWineD3DDeviceImpl_ClearSurface(IWineD3DDeviceImpl *This, IWineD3DSurfaceImpl *target, DWORD Count, CONST WINED3DRECT* pRects, DWORD Flags, WINED3DCOLOR Color, float Z, DWORD Stencil); void IWineD3DDeviceImpl_FindTexUnitMap(IWineD3DDeviceImpl *This); void IWineD3DDeviceImpl_MarkStateDirty(IWineD3DDeviceImpl *This, DWORD state); static inline BOOL isStateDirty(WineD3DContext *context, DWORD state) { DWORD idx = state >> 5; BYTE shift = state & 0x1f; return context->isStateDirty[idx] & (1 << shift); } /* Support for IWineD3DResource ::Set/Get/FreePrivateData. */ typedef struct PrivateData { struct list entry; GUID tag; DWORD flags; /* DDSPD_* */ union { LPVOID data; LPUNKNOWN object; } ptr; DWORD size; } PrivateData; /***************************************************************************** * IWineD3DResource implementation structure */ typedef struct IWineD3DResourceClass { /* IUnknown fields */ LONG ref; /* Note: Ref counting not required */ /* WineD3DResource Information */ IUnknown *parent; WINED3DRESOURCETYPE resourceType; IWineD3DDeviceImpl *wineD3DDevice; WINED3DPOOL pool; UINT size; DWORD usage; const struct GlPixelFormatDesc *format_desc; 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; } IWineD3DResourceClass; typedef struct IWineD3DResourceImpl { /* IUnknown & WineD3DResource Information */ const IWineD3DResourceVtbl *lpVtbl; IWineD3DResourceClass resource; } IWineD3DResourceImpl; void resource_cleanup(IWineD3DResource *iface); HRESULT resource_free_private_data(IWineD3DResource *iface, REFGUID guid); HRESULT resource_get_device(IWineD3DResource *iface, IWineD3DDevice **device); HRESULT resource_get_parent(IWineD3DResource *iface, IUnknown **parent); DWORD resource_get_priority(IWineD3DResource *iface); HRESULT resource_get_private_data(IWineD3DResource *iface, REFGUID guid, void *data, DWORD *data_size); HRESULT resource_init(IWineD3DResource *iface, WINED3DRESOURCETYPE resource_type, IWineD3DDeviceImpl *device, UINT size, DWORD usage, const struct GlPixelFormatDesc *format_desc, WINED3DPOOL pool, IUnknown *parent); WINED3DRESOURCETYPE resource_get_type(IWineD3DResource *iface); DWORD resource_set_priority(IWineD3DResource *iface, DWORD new_priority); HRESULT resource_set_private_data(IWineD3DResource *iface, REFGUID guid, const void *data, DWORD data_size, DWORD flags); /* Tests show that the start address of resources is 32 byte aligned */ #define RESOURCE_ALIGNMENT 32 /***************************************************************************** * 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_ELEMENTINDEX = 10, WINED3DTEXSTA_DMAPOFFSET = 11, WINED3DTEXSTA_TSSADDRESSW = 12, MAX_WINETEXTURESTATES = 13, } 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 */ }; /***************************************************************************** * IWineD3DBaseTexture implementation structure (extends IWineD3DResourceImpl) */ typedef struct IWineD3DBaseTextureClass { DWORD states[MAX_WINETEXTURESTATES]; DWORD srgbstates[MAX_WINETEXTURESTATES]; UINT levels; BOOL dirty, srgbDirty; UINT textureName, srgbTextureName; 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; void (*internal_preload)(IWineD3DBaseTexture *iface, enum WINED3DSRGB srgb); } IWineD3DBaseTextureClass; void surface_internal_preload(IWineD3DSurface *iface, enum WINED3DSRGB srgb); typedef struct IWineD3DBaseTextureImpl { /* IUnknown & WineD3DResource Information */ const IWineD3DBaseTextureVtbl *lpVtbl; IWineD3DResourceClass resource; IWineD3DBaseTextureClass baseTexture; } IWineD3DBaseTextureImpl; void basetexture_apply_state_changes(IWineD3DBaseTexture *iface, const DWORD texture_states[WINED3D_HIGHEST_TEXTURE_STATE + 1], const DWORD sampler_states[WINED3D_HIGHEST_SAMPLER_STATE + 1]); HRESULT basetexture_bind(IWineD3DBaseTexture *iface, BOOL srgb, BOOL *set_surface_desc); void basetexture_cleanup(IWineD3DBaseTexture *iface); void basetexture_generate_mipmaps(IWineD3DBaseTexture *iface); WINED3DTEXTUREFILTERTYPE basetexture_get_autogen_filter_type(IWineD3DBaseTexture *iface); BOOL basetexture_get_dirty(IWineD3DBaseTexture *iface); DWORD basetexture_get_level_count(IWineD3DBaseTexture *iface); DWORD basetexture_get_lod(IWineD3DBaseTexture *iface); HRESULT basetexture_init(IWineD3DBaseTextureImpl *texture, UINT levels, WINED3DRESOURCETYPE resource_type, IWineD3DDeviceImpl *device, UINT size, DWORD usage, const struct GlPixelFormatDesc *format_desc, WINED3DPOOL pool, IUnknown *parent); HRESULT basetexture_set_autogen_filter_type(IWineD3DBaseTexture *iface, WINED3DTEXTUREFILTERTYPE filter_type); BOOL basetexture_set_dirty(IWineD3DBaseTexture *iface, BOOL dirty); DWORD basetexture_set_lod(IWineD3DBaseTexture *iface, DWORD new_lod); void basetexture_unload(IWineD3DBaseTexture *iface); static inline void basetexture_setsrgbcache(IWineD3DBaseTexture *iface, BOOL srgb) { IWineD3DBaseTextureImpl *This = (IWineD3DBaseTextureImpl *)iface; This->baseTexture.is_srgb = srgb; } /***************************************************************************** * IWineD3DTexture implementation structure (extends IWineD3DBaseTextureImpl) */ typedef struct IWineD3DTextureImpl { /* IUnknown & WineD3DResource/WineD3DBaseTexture Information */ const IWineD3DTextureVtbl *lpVtbl; IWineD3DResourceClass resource; IWineD3DBaseTextureClass baseTexture; /* IWineD3DTexture */ IWineD3DSurface *surfaces[MAX_MIP_LEVELS]; UINT target; BOOL cond_np2; } IWineD3DTextureImpl; extern const IWineD3DTextureVtbl IWineD3DTexture_Vtbl; HRESULT texture_init(IWineD3DTextureImpl *texture, UINT width, UINT height, UINT levels, IWineD3DDeviceImpl *device, DWORD usage, WINED3DFORMAT format, WINED3DPOOL pool, IUnknown *parent); /***************************************************************************** * IWineD3DCubeTexture implementation structure (extends IWineD3DBaseTextureImpl) */ typedef struct IWineD3DCubeTextureImpl { /* IUnknown & WineD3DResource/WineD3DBaseTexture Information */ const IWineD3DCubeTextureVtbl *lpVtbl; IWineD3DResourceClass resource; IWineD3DBaseTextureClass baseTexture; /* IWineD3DCubeTexture */ IWineD3DSurface *surfaces[6][MAX_MIP_LEVELS]; } IWineD3DCubeTextureImpl; extern const IWineD3DCubeTextureVtbl IWineD3DCubeTexture_Vtbl; HRESULT cubetexture_init(IWineD3DCubeTextureImpl *texture, UINT edge_length, UINT levels, IWineD3DDeviceImpl *device, DWORD usage, WINED3DFORMAT format, WINED3DPOOL pool, IUnknown *parent); 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; IWineD3DBase *container; BOOL lockable; BOOL locked; WINED3DBOX lockedBox; WINED3DBOX dirtyBox; BOOL dirty; } IWineD3DVolumeImpl; extern const IWineD3DVolumeVtbl IWineD3DVolume_Vtbl; void volume_add_dirty_box(IWineD3DVolume *iface, const WINED3DBOX *dirty_box); /***************************************************************************** * IWineD3DVolumeTexture implementation structure (extends IWineD3DBaseTextureImpl) */ typedef struct IWineD3DVolumeTextureImpl { /* IUnknown & WineD3DResource/WineD3DBaseTexture Information */ const IWineD3DVolumeTextureVtbl *lpVtbl; IWineD3DResourceClass resource; IWineD3DBaseTextureClass baseTexture; /* IWineD3DVolumeTexture */ IWineD3DVolume *volumes[MAX_MIP_LEVELS]; } IWineD3DVolumeTextureImpl; extern const IWineD3DVolumeTextureVtbl IWineD3DVolumeTexture_Vtbl; HRESULT volumetexture_init(IWineD3DVolumeTextureImpl *texture, UINT width, UINT height, UINT depth, UINT levels, IWineD3DDeviceImpl *device, DWORD usage, WINED3DFORMAT format, WINED3DPOOL pool, IUnknown *parent); 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; IWineD3DSurface **render_targets; IWineD3DSurface *depth_stencil; BOOL attached; GLuint id; }; /***************************************************************************** * IWineD3DClipp implementation structure */ typedef struct IWineD3DClipperImpl { const IWineD3DClipperVtbl *lpVtbl; LONG ref; IUnknown *Parent; HWND hWnd; } IWineD3DClipperImpl; /***************************************************************************** * IWineD3DSurface implementation structure */ struct IWineD3DSurfaceImpl { /* IUnknown & IWineD3DResource Information */ const IWineD3DSurfaceVtbl *lpVtbl; IWineD3DResourceClass resource; /* IWineD3DSurface fields */ IWineD3DBase *container; WINED3DSURFACET_DESC currentDesc; IWineD3DPaletteImpl *palette; /* D3D7 style palette handling */ PALETTEENTRY *palette9; /* D3D8/9 style palette handling */ /* TODO: move this off into a management class(maybe!) */ 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)(IWineD3DSurfaceImpl *This, UINT *width, UINT *height); /* Oversized texture */ RECT glRect; /* PBO */ GLuint pbo; RECT lockedRect; RECT dirtyRect; int lockCount; #define MAXLOCKCOUNT 50 /* After this amount of locks do not free the sysmem copy */ glDescriptor glDescription; /* 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; /* DirectDraw clippers */ IWineD3DClipper *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; extern const IWineD3DSurfaceVtbl IWineGDISurface_Vtbl; UINT surface_calculate_size(const struct GlPixelFormatDesc *format_desc, UINT alignment, UINT width, UINT height); void surface_gdi_cleanup(IWineD3DSurfaceImpl *This); 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, WINED3DFORMAT format, WINED3DPOOL pool, IUnknown *parent); /* Predeclare the shared Surface functions */ HRESULT WINAPI IWineD3DBaseSurfaceImpl_QueryInterface(IWineD3DSurface *iface, REFIID riid, LPVOID *ppobj); ULONG WINAPI IWineD3DBaseSurfaceImpl_AddRef(IWineD3DSurface *iface); HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetParent(IWineD3DSurface *iface, IUnknown **pParent); HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetDevice(IWineD3DSurface *iface, IWineD3DDevice** ppDevice); HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetPrivateData(IWineD3DSurface *iface, REFGUID refguid, CONST void* pData, DWORD SizeOfData, DWORD Flags); HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetPrivateData(IWineD3DSurface *iface, REFGUID refguid, void* pData, DWORD* pSizeOfData); HRESULT WINAPI IWineD3DBaseSurfaceImpl_FreePrivateData(IWineD3DSurface *iface, REFGUID refguid); DWORD WINAPI IWineD3DBaseSurfaceImpl_SetPriority(IWineD3DSurface *iface, DWORD PriorityNew); DWORD WINAPI IWineD3DBaseSurfaceImpl_GetPriority(IWineD3DSurface *iface); WINED3DRESOURCETYPE WINAPI IWineD3DBaseSurfaceImpl_GetType(IWineD3DSurface *iface); HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetContainer(IWineD3DSurface* iface, REFIID riid, void** ppContainer); HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetDesc(IWineD3DSurface *iface, WINED3DSURFACE_DESC *pDesc); HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetBltStatus(IWineD3DSurface *iface, DWORD Flags); HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetFlipStatus(IWineD3DSurface *iface, DWORD Flags); HRESULT WINAPI IWineD3DBaseSurfaceImpl_IsLost(IWineD3DSurface *iface); HRESULT WINAPI IWineD3DBaseSurfaceImpl_Restore(IWineD3DSurface *iface); HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetPalette(IWineD3DSurface *iface, IWineD3DPalette **Pal); HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetPalette(IWineD3DSurface *iface, IWineD3DPalette *Pal); HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetColorKey(IWineD3DSurface *iface, DWORD Flags, const WINEDDCOLORKEY *CKey); HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetContainer(IWineD3DSurface *iface, IWineD3DBase *container); DWORD WINAPI IWineD3DBaseSurfaceImpl_GetPitch(IWineD3DSurface *iface); HRESULT WINAPI IWineD3DBaseSurfaceImpl_RealizePalette(IWineD3DSurface *iface); HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetOverlayPosition(IWineD3DSurface *iface, LONG X, LONG Y); HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetOverlayPosition(IWineD3DSurface *iface, LONG *X, LONG *Y); HRESULT WINAPI IWineD3DBaseSurfaceImpl_UpdateOverlayZOrder(IWineD3DSurface *iface, DWORD Flags, IWineD3DSurface *Ref); HRESULT WINAPI IWineD3DBaseSurfaceImpl_UpdateOverlay(IWineD3DSurface *iface, const RECT *SrcRect, IWineD3DSurface *DstSurface, const RECT *DstRect, DWORD Flags, const WINEDDOVERLAYFX *FX); HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetClipper(IWineD3DSurface *iface, IWineD3DClipper *clipper); HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetClipper(IWineD3DSurface *iface, IWineD3DClipper **clipper); HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetFormat(IWineD3DSurface *iface, WINED3DFORMAT format); HRESULT IWineD3DBaseSurfaceImpl_CreateDIBSection(IWineD3DSurface *iface); HRESULT WINAPI IWineD3DBaseSurfaceImpl_Blt(IWineD3DSurface *iface, const RECT *DestRect, IWineD3DSurface *SrcSurface, const RECT *SrcRect, DWORD Flags, const WINEDDBLTFX *DDBltFx, WINED3DTEXTUREFILTERTYPE Filter); HRESULT WINAPI IWineD3DBaseSurfaceImpl_BltFast(IWineD3DSurface *iface, DWORD dstx, DWORD dsty, IWineD3DSurface *Source, const RECT *rsrc, DWORD trans); HRESULT WINAPI IWineD3DBaseSurfaceImpl_LockRect(IWineD3DSurface *iface, WINED3DLOCKED_RECT* pLockedRect, CONST RECT* pRect, DWORD Flags); void WINAPI IWineD3DBaseSurfaceImpl_BindTexture(IWineD3DSurface *iface, BOOL srgb); const void *WINAPI IWineD3DBaseSurfaceImpl_GetData(IWineD3DSurface *iface); void get_drawable_size_swapchain(IWineD3DSurfaceImpl *This, UINT *width, UINT *height); void get_drawable_size_backbuffer(IWineD3DSurfaceImpl *This, UINT *width, UINT *height); void get_drawable_size_pbuffer(IWineD3DSurfaceImpl *This, UINT *width, UINT *height); void get_drawable_size_fbo(IWineD3DSurfaceImpl *This, UINT *width, UINT *height); void flip_surface(IWineD3DSurfaceImpl *front, IWineD3DSurfaceImpl *back); /* Surface flags: */ #define SFLAG_OVERSIZE 0x00000001 /* Surface is bigger than gl size, blts only */ #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 */ #define SFLAG_SWAPCHAIN 0x01000000 /* The surface is part of a swapchain */ /* In some conditions the surface memory must not be freed: * SFLAG_OVERSIZE: Not all data can be kept in GL * 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_OVERSIZE | \ 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 BOOL CalculateTexRect(IWineD3DSurfaceImpl *This, RECT *Rect, float glTexCoord[4]); typedef enum { NO_CONVERSION, CONVERT_PALETTED, CONVERT_PALETTED_CK, CONVERT_CK_565, CONVERT_CK_5551, CONVERT_CK_4444, CONVERT_CK_4444_ARGB, CONVERT_CK_1555, CONVERT_555, CONVERT_CK_RGB24, CONVERT_CK_8888, CONVERT_CK_8888_ARGB, CONVERT_RGB32_888, CONVERT_V8U8, CONVERT_L6V5U5, CONVERT_X8L8V8U8, CONVERT_Q8W8V8U8, CONVERT_V16U16, CONVERT_A4L4, CONVERT_G16R16, CONVERT_R16G16F, CONVERT_R32G32F, CONVERT_D15S1, CONVERT_D24X4S4, CONVERT_D24FS8, } CONVERT_TYPES; HRESULT d3dfmt_get_conv(IWineD3DSurfaceImpl *This, BOOL need_alpha_ck, BOOL use_texturing, GLenum *format, GLenum *internal, GLenum *type, CONVERT_TYPES *convert, int *target_bpp, BOOL srgb_mode); BOOL palette9_changed(IWineD3DSurfaceImpl *This); /***************************************************************************** * IWineD3DVertexDeclaration implementation structure */ #define MAX_ATTRIBS 16 struct wined3d_vertex_declaration_element { const struct GlPixelFormatDesc *format_desc; 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; IUnknown *parent; IWineD3DDeviceImpl *wineD3DDevice; 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; extern const IWineD3DVertexDeclarationVtbl IWineD3DVertexDeclaration_Vtbl; HRESULT vertexdeclaration_init(IWineD3DVertexDeclarationImpl *This, const WINED3DVERTEXELEMENT *elements, UINT element_count); /***************************************************************************** * IWineD3DStateBlock implementation structure */ /* Internal state Block for Begin/End/Capture/Create/Apply info */ /* Note: Very long winded but gl Lists are not flexible enough */ /* to resolve everything we need, so doing it manually for now */ typedef struct SAVEDSTATES { 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 textures; /* MAX_COMBINED_SAMPLERS, 20 */ 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; WORD primitive_type : 1; WORD indices : 1; WORD material : 1; WORD viewport : 1; WORD vertexDecl : 1; WORD pixelShader : 1; WORD vertexShader : 1; WORD scissorRect : 1; WORD padding : 1; } SAVEDSTATES; struct StageState { DWORD stage; DWORD state; }; struct IWineD3DStateBlockImpl { /* IUnknown fields */ const IWineD3DStateBlockVtbl *lpVtbl; LONG ref; /* Note: Ref counting not required */ /* IWineD3DStateBlock information */ IUnknown *parent; IWineD3DDeviceImpl *wineD3DDevice; WINED3DSTATEBLOCKTYPE blockType; /* Array indicating whether things have been set or changed */ SAVEDSTATES changed; /* Vertex Shader Declaration */ IWineD3DVertexDeclaration *vertexDecl; IWineD3DVertexShader *vertexShader; /* Vertex Shader Constants */ BOOL vertexShaderConstantB[MAX_CONST_B]; INT vertexShaderConstantI[MAX_CONST_I * 4]; float *vertexShaderConstantF; /* primitive type */ GLenum gl_primitive_type; /* Stream Source */ BOOL streamIsUP; UINT streamStride[MAX_STREAMS]; UINT streamOffset[MAX_STREAMS + 1 /* tesselated pseudo-stream */ ]; IWineD3DBuffer *streamSource[MAX_STREAMS]; UINT streamFreq[MAX_STREAMS + 1]; UINT streamFlags[MAX_STREAMS + 1]; /*0 | WINED3DSTREAMSOURCE_INSTANCEDATA | WINED3DSTREAMSOURCE_INDEXEDDATA */ /* Indices */ IWineD3DBuffer* pIndexData; WINED3DFORMAT IndexFmt; INT baseVertexIndex; INT loadBaseVertexIndex; /* non-indexed drawing needs 0 here, indexed baseVertexIndex */ /* Transform */ WINED3DMATRIX transforms[HIGHEST_TRANSFORMSTATE + 1]; /* 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 lightMap[LIGHTMAP_SIZE]; /* Mashmap containing the lights */ PLIGHTINFOEL *activeLights[MAX_ACTIVE_LIGHTS]; /* Map of opengl lights to d3d lights */ /* Clipping */ double clipplane[MAX_CLIPPLANES][4]; WINED3DCLIPSTATUS clip_status; /* ViewPort */ WINED3DVIEWPORT viewport; /* Material */ WINED3DMATERIAL material; /* Pixel Shader */ IWineD3DPixelShader *pixelShader; /* Pixel Shader Constants */ BOOL pixelShaderConstantB[MAX_CONST_B]; INT pixelShaderConstantI[MAX_CONST_I * 4]; float *pixelShaderConstantF; /* RenderState */ DWORD renderState[WINEHIGHEST_RENDER_STATE + 1]; /* Texture */ IWineD3DBaseTexture *textures[MAX_COMBINED_SAMPLERS]; /* Texture State Stage */ DWORD textureState[MAX_TEXTURES][WINED3D_HIGHEST_TEXTURE_STATE + 1]; DWORD lowest_disabled_stage; /* Sampler States */ DWORD samplerState[MAX_COMBINED_SAMPLERS][WINED3D_HIGHEST_SAMPLER_STATE + 1]; /* Scissor test rectangle */ RECT scissorRect; /* 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; }; extern void stateblock_savedstates_set( IWineD3DStateBlock* iface, SAVEDSTATES* states, BOOL value); extern void stateblock_copy( IWineD3DStateBlock* destination, IWineD3DStateBlock* source); extern const IWineD3DStateBlockVtbl IWineD3DStateBlock_Vtbl; /* 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 */ IUnknown *parent; /*TODO: replace with iface usage */ #if 0 IWineD3DDevice *wineD3DDevice; #else IWineD3DDeviceImpl *wineD3DDevice; #endif /* IWineD3DQuery fields */ enum query_state state; WINED3DQUERYTYPE type; /* TODO: Think about using a IUnknown instead of a void* */ void *extendedData; } IWineD3DQueryImpl; extern const IWineD3DQueryVtbl IWineD3DQuery_Vtbl; extern const IWineD3DQueryVtbl IWineD3DEventQuery_Vtbl; extern const IWineD3DQueryVtbl IWineD3DOcclusionQuery_Vtbl; /* Datastructures for IWineD3DQueryImpl.extendedData */ typedef struct WineQueryOcclusionData { GLuint queryId; WineD3DContext *ctx; } WineQueryOcclusionData; typedef struct WineQueryEventData { GLuint fenceId; WineD3DContext *ctx; } WineQueryEventData; /* 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 */ }; #define WINED3D_BUFFER_OPTIMIZED 0x01 /* Optimize has been called for the buffer */ #define WINED3D_BUFFER_DIRTY 0x02 /* Buffer data has been modified */ #define WINED3D_BUFFER_HASDESC 0x04 /* A vertex description has been found */ #define WINED3D_BUFFER_CREATEBO 0x08 /* Attempt to create a buffer object next PreLoad */ #define WINED3D_BUFFER_DOUBLEBUFFER 0x10 /* Use a vbo and local allocated memory */ 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; UINT dirty_start; UINT dirty_end; LONG lock_count; /* conversion stuff */ UINT 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 */ }; extern const IWineD3DBufferVtbl wined3d_buffer_vtbl; const BYTE *buffer_get_memory(IWineD3DBuffer *iface, UINT offset, GLuint *buffer_object); const BYTE *buffer_get_sysmem(struct wined3d_buffer *This); /* IWineD3DRendertargetView */ struct wined3d_rendertarget_view { const struct IWineD3DRendertargetViewVtbl *vtbl; LONG refcount; IWineD3DResource *resource; IUnknown *parent; }; extern const IWineD3DRendertargetViewVtbl wined3d_rendertarget_view_vtbl; /***************************************************************************** * IWineD3DSwapChainImpl implementation structure (extends IUnknown) */ typedef struct IWineD3DSwapChainImpl { /*IUnknown part*/ const IWineD3DSwapChainVtbl *lpVtbl; LONG ref; /* Note: Ref counting not required */ IUnknown *parent; IWineD3DDeviceImpl *wineD3DDevice; /* IWineD3DSwapChain fields */ IWineD3DSurface **backBuffer; IWineD3DSurface *frontBuffer; WINED3DPRESENT_PARAMETERS presentParms; DWORD orig_width, orig_height; WINED3DFORMAT orig_fmt; WINED3DGAMMARAMP orig_gamma; long prev_time, frames; /* Performance tracking */ unsigned int vSyncCounter; WineD3DContext **context; /* Later a array for multithreading */ unsigned int num_contexts; HWND win_handle; } IWineD3DSwapChainImpl; extern const IWineD3DSwapChainVtbl IWineD3DSwapChain_Vtbl; const IWineD3DSwapChainVtbl IWineGDISwapChain_Vtbl; void x11_copy_to_screen(IWineD3DSwapChainImpl *This, const RECT *rc); HRESULT WINAPI IWineD3DBaseSwapChainImpl_QueryInterface(IWineD3DSwapChain *iface, REFIID riid, LPVOID *ppobj); ULONG WINAPI IWineD3DBaseSwapChainImpl_AddRef(IWineD3DSwapChain *iface); ULONG WINAPI IWineD3DBaseSwapChainImpl_Release(IWineD3DSwapChain *iface); HRESULT WINAPI IWineD3DBaseSwapChainImpl_GetParent(IWineD3DSwapChain *iface, IUnknown ** ppParent); HRESULT WINAPI IWineD3DBaseSwapChainImpl_GetFrontBufferData(IWineD3DSwapChain *iface, IWineD3DSurface *pDestSurface); HRESULT WINAPI IWineD3DBaseSwapChainImpl_GetBackBuffer(IWineD3DSwapChain *iface, UINT iBackBuffer, WINED3DBACKBUFFER_TYPE Type, IWineD3DSurface **ppBackBuffer); HRESULT WINAPI IWineD3DBaseSwapChainImpl_GetRasterStatus(IWineD3DSwapChain *iface, WINED3DRASTER_STATUS *pRasterStatus); HRESULT WINAPI IWineD3DBaseSwapChainImpl_GetDisplayMode(IWineD3DSwapChain *iface, WINED3DDISPLAYMODE*pMode); HRESULT WINAPI IWineD3DBaseSwapChainImpl_GetDevice(IWineD3DSwapChain *iface, IWineD3DDevice**ppDevice); HRESULT WINAPI IWineD3DBaseSwapChainImpl_GetPresentParameters(IWineD3DSwapChain *iface, WINED3DPRESENT_PARAMETERS *pPresentationParameters); HRESULT WINAPI IWineD3DBaseSwapChainImpl_SetGammaRamp(IWineD3DSwapChain *iface, DWORD Flags, CONST WINED3DGAMMARAMP *pRamp); HRESULT WINAPI IWineD3DBaseSwapChainImpl_GetGammaRamp(IWineD3DSwapChain *iface, WINED3DGAMMARAMP *pRamp); WineD3DContext *IWineD3DSwapChainImpl_CreateContextForThread(IWineD3DSwapChain *iface); /***************************************************************************** * Utility function prototypes */ /* Trace routines */ const char* debug_d3dformat(WINED3DFORMAT fmt); const char* debug_d3ddevicetype(WINED3DDEVTYPE devtype); const char* debug_d3dresourcetype(WINED3DRESOURCETYPE res); const char* debug_d3dusage(DWORD usage); const char* debug_d3dusagequery(DWORD usagequery); const char* debug_d3ddeclmethod(WINED3DDECLMETHOD method); const char* debug_d3ddeclusage(BYTE usage); const char* debug_d3dprimitivetype(WINED3DPRIMITIVETYPE PrimitiveType); const char* debug_d3drenderstate(DWORD state); const char* debug_d3dsamplerstate(DWORD state); const char* debug_d3dtexturefiltertype(WINED3DTEXTUREFILTERTYPE filter_type); const char* debug_d3dtexturestate(DWORD state); const char* debug_d3dtstype(WINED3DTRANSFORMSTATETYPE tstype); const char* debug_d3dpool(WINED3DPOOL pool); const char *debug_fbostatus(GLenum status); const char *debug_glerror(GLenum error); const char *debug_d3dbasis(WINED3DBASISTYPE basis); const char *debug_d3ddegree(WINED3DDEGREETYPE order); const char* debug_d3dtop(WINED3DTEXTUREOP d3dtop); void dump_color_fixup_desc(struct color_fixup_desc fixup); const char *debug_surflocation(DWORD flag); /* Routines for GL <-> D3D values */ GLenum StencilOp(DWORD op); GLenum CompareFunc(DWORD func); BOOL is_invalid_op(IWineD3DDeviceImpl *This, int stage, WINED3DTEXTUREOP op, DWORD arg1, DWORD arg2, DWORD arg3); void set_tex_op_nvrc(IWineD3DDevice *iface, BOOL is_alpha, int stage, WINED3DTEXTUREOP op, DWORD arg1, DWORD arg2, DWORD arg3, INT texture_idx, DWORD dst); void set_texture_matrix(const float *smat, DWORD flags, BOOL calculatedCoords, BOOL transformed, DWORD coordtype, BOOL ffp_can_disable_proj); void texture_activate_dimensions(DWORD stage, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context); void sampler_texdim(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context); void tex_alphaop(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context); void apply_pixelshader(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context); void state_fogcolor(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context); void state_fogdensity(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context); void state_fogstartend(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context); void state_fog_fragpart(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context); void surface_add_dirty_rect(IWineD3DSurface *iface, const RECT *dirty_rect); GLenum surface_get_gl_buffer(IWineD3DSurface *iface, IWineD3DSwapChain *swapchain); void surface_load_ds_location(IWineD3DSurface *iface, DWORD location); void surface_modify_ds_location(IWineD3DSurface *iface, DWORD location); void surface_set_compatible_renderbuffer(IWineD3DSurface *iface, unsigned int width, unsigned int height); void surface_set_texture_name(IWineD3DSurface *iface, GLuint name, BOOL srgb_name); void surface_set_texture_target(IWineD3DSurface *iface, GLenum target); BOOL getColorBits(const struct GlPixelFormatDesc *format_desc, short *redSize, short *greenSize, short *blueSize, short *alphaSize, short *totalSize); BOOL getDepthStencilBits(const struct GlPixelFormatDesc *format_desc, short *depthSize, short *stencilSize); /* Math utils */ void multiply_matrix(WINED3DMATRIX *dest, const WINED3DMATRIX *src1, const WINED3DMATRIX *src2); UINT wined3d_log2i(UINT32 x); unsigned int count_bits(unsigned int mask); 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; /** Keeps track of details for TEX_M#x# shader opcodes which need to maintain state information between multiple codes */ typedef struct SHADER_PARSE_STATE { unsigned int current_row; DWORD texcoord_w[2]; } SHADER_PARSE_STATE; #ifdef __GNUC__ #define PRINTF_ATTR(fmt,args) __attribute__((format (printf,fmt,args))) #else #define PRINTF_ATTR(fmt,args) #endif /* Base Shader utility functions. * (may move callers into the same file in the future) */ extern int shader_addline( SHADER_BUFFER* buffer, const char* fmt, ...) PRINTF_ATTR(2,3); int shader_vaddline(SHADER_BUFFER *buffer, const char *fmt, va_list args); /* Vertex shader utility functions */ extern BOOL vshader_get_input( IWineD3DVertexShader* iface, BYTE usage_req, BYTE usage_idx_req, unsigned int* regnum); extern HRESULT allocate_shader_constants(IWineD3DStateBlockImpl* object); /***************************************************************************** * IDirect3DBaseShader implementation structure */ typedef struct IWineD3DBaseShaderClass { LONG ref; SHADER_LIMITS limits; SHADER_PARSE_STATE parse_state; DWORD *function; UINT functionLength; UINT cur_loop_depth, cur_loop_regno; BOOL load_local_constsF; const struct wined3d_shader_frontend *frontend; void *frontend_data; /* Programs this shader is linked with */ struct list linked_programs; /* Immediate constants (override global ones) */ struct list constantsB; struct list constantsF; struct list constantsI; shader_reg_maps reg_maps; /* Pointer to the parent device */ IWineD3DDevice *device; struct list shader_list_entry; } IWineD3DBaseShaderClass; typedef struct IWineD3DBaseShaderImpl { /* IUnknown */ const IWineD3DBaseShaderVtbl *lpVtbl; /* IWineD3DBaseShader */ IWineD3DBaseShaderClass baseShader; } IWineD3DBaseShaderImpl; void shader_buffer_init(struct SHADER_BUFFER *buffer); void shader_buffer_free(struct SHADER_BUFFER *buffer); void shader_cleanup(IWineD3DBaseShader *iface); void shader_dump_src_param(const struct wined3d_shader_src_param *param, const struct wined3d_shader_version *shader_version); void shader_dump_dst_param(const struct wined3d_shader_dst_param *param, const struct wined3d_shader_version *shader_version); void shader_generate_main(IWineD3DBaseShader *iface, SHADER_BUFFER *buffer, const shader_reg_maps *reg_maps, const DWORD *pFunction, void *backend_ctx); HRESULT shader_get_registers_used(IWineD3DBaseShader *iface, const struct wined3d_shader_frontend *fe, struct shader_reg_maps *reg_maps, struct wined3d_shader_attribute *attributes, struct wined3d_shader_signature_element *input_signature, struct wined3d_shader_signature_element *output_signature, const DWORD *byte_code, DWORD constf_size); void shader_init(struct IWineD3DBaseShaderClass *shader, IWineD3DDevice *device); BOOL shader_match_semantic(const char *semantic_name, WINED3DDECLUSAGE usage); const struct wined3d_shader_frontend *shader_select_frontend(DWORD version_token); void shader_trace_init(const struct wined3d_shader_frontend *fe, void *fe_data, const DWORD *pFunction); 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 != 0) 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: switch(reg->immconst_type) { case WINED3D_IMMCONST_FLOAT: return TRUE; default: return FALSE; } default: return FALSE; } } 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; /* IWineD3DVertexShaderImpl */ IUnknown *parent; DWORD usage; /* The GL shader */ void *backend_priv; /* Vertex shader input and output semantics */ struct wined3d_shader_attribute attributes[MAX_ATTRIBS]; struct wined3d_shader_signature_element output_signature[MAX_REG_OUTPUT]; UINT min_rel_offset, max_rel_offset; UINT rel_offset; UINT recompile_count; } IWineD3DVertexShaderImpl; extern const IWineD3DVertexShaderVtbl IWineD3DVertexShader_Vtbl; void find_vs_compile_args(IWineD3DVertexShaderImpl *shader, IWineD3DStateBlockImpl *stateblock, struct vs_compile_args *args); /***************************************************************************** * IDirect3DPixelShader implementation structure */ typedef struct IWineD3DPixelShaderImpl { /* IUnknown parts */ const IWineD3DPixelShaderVtbl *lpVtbl; /* IWineD3DBaseShader */ IWineD3DBaseShaderClass baseShader; /* IWineD3DPixelShaderImpl */ IUnknown *parent; /* Pixel shader input semantics */ struct wined3d_shader_signature_element input_signature[MAX_REG_INPUT]; DWORD input_reg_map[MAX_REG_INPUT]; BOOL input_reg_used[MAX_REG_INPUT]; int declared_in_count; /* The GL shader */ void *backend_priv; /* Some information about the shader behavior */ char vpos_uniform; BOOL color0_mov; DWORD color0_reg; } IWineD3DPixelShaderImpl; extern const IWineD3DPixelShaderVtbl IWineD3DPixelShader_Vtbl; void pixelshader_update_samplers(struct shader_reg_maps *reg_maps, IWineD3DBaseTexture * const *textures); void find_ps_compile_args(IWineD3DPixelShaderImpl *shader, IWineD3DStateBlockImpl *stateblock, struct ps_compile_args *args); /* sRGB correction constants */ static const float srgb_cmp = 0.0031308; static const float srgb_mul_low = 12.92; static const float srgb_pow = 0.41666; static const float srgb_mul_high = 1.055; static const float srgb_sub_high = 0.055; /***************************************************************************** * IWineD3DPalette implementation structure */ struct IWineD3DPaletteImpl { /* IUnknown parts */ const IWineD3DPaletteVtbl *lpVtbl; LONG ref; IUnknown *parent; IWineD3DDeviceImpl *wineD3DDevice; /* 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; }; extern const IWineD3DPaletteVtbl IWineD3DPalette_Vtbl; DWORD IWineD3DPaletteImpl_Size(DWORD dwFlags); /* DirectDraw utility functions */ extern WINED3DFORMAT pixelformat_for_depth(DWORD depth); /***************************************************************************** * Pixel format management */ /* WineD3D pixel format flags */ #define WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING 0x1 #define WINED3DFMT_FLAG_FILTERING 0x2 #define WINED3DFMT_FLAG_DEPTH 0x4 #define WINED3DFMT_FLAG_STENCIL 0x8 #define WINED3DFMT_FLAG_RENDERTARGET 0x10 #define WINED3DFMT_FLAG_FOURCC 0x20 #define WINED3DFMT_FLAG_FBO_ATTACHABLE 0x40 #define WINED3DFMT_FLAG_COMPRESSED 0x80 struct GlPixelFormatDesc { WINED3DFORMAT format; 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; unsigned int Flags; float heightscale; struct color_fixup_desc color_fixup; }; const struct GlPixelFormatDesc *getFormatDescEntry(WINED3DFORMAT fmt, const WineD3D_GL_Info *gl_info); static inline BOOL use_vs(IWineD3DStateBlockImpl *stateblock) { return (stateblock->vertexShader && !stateblock->wineD3DDevice->strided_streams.position_transformed && stateblock->wineD3DDevice->vs_selected_mode != SHADER_NONE); } static inline BOOL use_ps(IWineD3DStateBlockImpl *stateblock) { return (stateblock->pixelShader && stateblock->wineD3DDevice->ps_selected_mode != SHADER_NONE); } void stretch_rect_fbo(IWineD3DDevice *iface, IWineD3DSurface *src_surface, WINED3DRECT *src_rect, IWineD3DSurface *dst_surface, WINED3DRECT *dst_rect, const WINED3DTEXTUREFILTERTYPE filter, BOOL flip); /* The WNDCLASS-Name for the fake window which we use to retrieve the GL capabilities */ #define WINED3D_OPENGL_WINDOW_CLASS_NAME "WineD3D_OpenGL" #endif