/* * Direct3D wine internal private include file * * Copyright 2002-2003 The wine-d3d team * Copyright 2002-2003 Raphael Junqueira * Copyright 2004 Jason Edmeades * Copyright 2005 Oliver Stieber * * This library is free software; you can redistribute it and/or * modify it under the terms of the GNU Lesser General Public * License as published by the Free Software Foundation; either * version 2.1 of the License, or (at your option) any later version. * * This library is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU * Lesser General Public License for more details. * * You should have received a copy of the GNU Lesser General Public * License along with this library; if not, write to the Free Software * Foundation, Inc., 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 "wined3d_private_types.h" #include "wine/wined3d_interface.h" #include "wine/wined3d_caps.h" #include "wine/wined3d_gl.h" #include "wine/list.h" /* Hash table functions */ typedef unsigned int (hash_function_t)(void *key); typedef BOOL (compare_function_t)(void *keya, void *keyb); typedef struct { void *key; void *value; unsigned int hash; struct list entry; } hash_table_entry_t; typedef struct { hash_function_t *hash_function; compare_function_t *compare_function; struct list *buckets; unsigned int bucket_count; hash_table_entry_t *entries; unsigned int entry_count; struct list free_entries; unsigned int count; unsigned int grow_size; unsigned int shrink_size; } hash_table_t; hash_table_t *hash_table_create(hash_function_t *hash_function, compare_function_t *compare_function); void hash_table_destroy(hash_table_t *table); void *hash_table_get(hash_table_t *table, void *key); void hash_table_put(hash_table_t *table, void *key, void *value); void hash_table_remove(hash_table_t *table, void *key); /* Device caps */ #define MAX_PALETTES 256 #define MAX_STREAMS 16 #define MAX_TEXTURES 8 #define MAX_SAMPLERS 16 #define MAX_ACTIVE_LIGHTS 8 #define MAX_CLIPPLANES WINED3DMAXUSERCLIPPLANES #define MAX_LEVELS 256 #define MAX_CONST_I 16 #define MAX_CONST_B 16 /* Used for CreateStateBlock */ #define NUM_SAVEDPIXELSTATES_R 35 #define NUM_SAVEDPIXELSTATES_T 18 #define NUM_SAVEDPIXELSTATES_S 12 #define NUM_SAVEDVERTEXSTATES_R 31 #define NUM_SAVEDVERTEXSTATES_T 2 #define NUM_SAVEDVERTEXSTATES_S 1 extern const DWORD SavedPixelStates_R[NUM_SAVEDPIXELSTATES_R]; extern const DWORD SavedPixelStates_T[NUM_SAVEDPIXELSTATES_T]; extern const DWORD SavedPixelStates_S[NUM_SAVEDPIXELSTATES_S]; extern const DWORD SavedVertexStates_R[NUM_SAVEDVERTEXSTATES_R]; extern const DWORD SavedVertexStates_T[NUM_SAVEDVERTEXSTATES_T]; extern const DWORD SavedVertexStates_S[NUM_SAVEDVERTEXSTATES_S]; typedef enum _WINELOOKUP { WINELOOKUP_WARPPARAM = 0, WINELOOKUP_MAGFILTER = 1, MAX_LOOKUPS = 2 } WINELOOKUP; extern int minLookup[MAX_LOOKUPS]; extern int maxLookup[MAX_LOOKUPS]; extern DWORD *stateLookup[MAX_LOOKUPS]; extern DWORD minMipLookup[WINED3DTEXF_ANISOTROPIC + 1][WINED3DTEXF_LINEAR + 1]; typedef struct _WINED3DGLTYPE { int d3dType; GLint size; GLenum glType; GLboolean normalized; int typesize; } WINED3DGLTYPE; /* NOTE: Make sure these are in the correct numerical order. (see /include/wined3d_types.h) */ static WINED3DGLTYPE const glTypeLookup[WINED3DDECLTYPE_UNUSED] = { {WINED3DDECLTYPE_FLOAT1, 1, GL_FLOAT , GL_FALSE ,sizeof(float)}, {WINED3DDECLTYPE_FLOAT2, 2, GL_FLOAT , GL_FALSE ,sizeof(float)}, {WINED3DDECLTYPE_FLOAT3, 3, GL_FLOAT , GL_FALSE ,sizeof(float)}, {WINED3DDECLTYPE_FLOAT4, 4, GL_FLOAT , GL_FALSE ,sizeof(float)}, {WINED3DDECLTYPE_D3DCOLOR, 4, GL_UNSIGNED_BYTE , GL_TRUE ,sizeof(BYTE)}, {WINED3DDECLTYPE_UBYTE4, 4, GL_UNSIGNED_BYTE , GL_FALSE ,sizeof(BYTE)}, {WINED3DDECLTYPE_SHORT2, 2, GL_SHORT , GL_FALSE ,sizeof(short int)}, {WINED3DDECLTYPE_SHORT4, 4, GL_SHORT , GL_FALSE ,sizeof(short int)}, {WINED3DDECLTYPE_UBYTE4N, 4, GL_UNSIGNED_BYTE , GL_FALSE ,sizeof(BYTE)}, {WINED3DDECLTYPE_SHORT2N, 2, GL_SHORT , GL_FALSE ,sizeof(short int)}, {WINED3DDECLTYPE_SHORT4N, 4, GL_SHORT , GL_FALSE ,sizeof(short int)}, {WINED3DDECLTYPE_USHORT2N, 2, GL_UNSIGNED_SHORT , GL_FALSE ,sizeof(short int)}, {WINED3DDECLTYPE_USHORT4N, 4, GL_UNSIGNED_SHORT , GL_FALSE ,sizeof(short int)}, {WINED3DDECLTYPE_UDEC3, 3, GL_UNSIGNED_SHORT , GL_FALSE ,sizeof(short int)}, {WINED3DDECLTYPE_DEC3N, 3, GL_SHORT , GL_FALSE ,sizeof(short int)}, {WINED3DDECLTYPE_FLOAT16_2, 2, GL_FLOAT , GL_FALSE ,sizeof(short int)}, {WINED3DDECLTYPE_FLOAT16_4, 4, GL_FLOAT , GL_FALSE ,sizeof(short int)}}; #define WINED3D_ATR_TYPE(type) glTypeLookup[type].d3dType #define WINED3D_ATR_SIZE(type) glTypeLookup[type].size #define WINED3D_ATR_GLTYPE(type) glTypeLookup[type].glType #define WINED3D_ATR_NORMALIZED(type) glTypeLookup[type].normalized #define WINED3D_ATR_TYPESIZE(type) glTypeLookup[type].typesize /** * 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_NONE 3 #define RTL_DISABLE -1 #define RTL_AUTO 0 #define RTL_READDRAW 1 #define RTL_READTEX 2 #define RTL_TEXDRAW 3 #define RTL_TEXTEX 4 /* 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; /* Memory tracking and object counting */ unsigned int emulated_textureram; } wined3d_settings_t; extern wined3d_settings_t wined3d_settings; /* Shader backends */ typedef struct { void (*shader_select)(IWineD3DDevice *iface, BOOL usePS, BOOL useVS); void (*shader_select_depth_blt)(IWineD3DDevice *iface); void (*shader_load_constants)(IWineD3DDevice *iface, char usePS, char useVS); void (*shader_cleanup)(IWineD3DDevice *iface); } 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 (*wine_tsx11_lock_ptr)(void); extern void (*wine_tsx11_unlock_ptr)(void); /* As GLX relies on X, this is needed */ extern int num_lock; #if 0 #define ENTER_GL() ++num_lock; if (num_lock > 1) FIXME("Recursive use of GL lock to: %d\n", num_lock); wine_tsx11_lock_ptr() #define LEAVE_GL() if (num_lock != 1) FIXME("Recursive use of GL lock: %d\n", num_lock); --num_lock; wine_tsx11_unlock_ptr() #else #define ENTER_GL() wine_tsx11_lock_ptr() #define LEAVE_GL() wine_tsx11_unlock_ptr() #endif /***************************************************************************** * Defines */ /* GL related defines */ /* ------------------ */ #define GL_SUPPORT(ExtName) (GLINFO_LOCATION.supported[ExtName] != 0) #define GL_LIMITS(ExtName) (GLINFO_LOCATION.max_##ExtName) #define GL_EXTCALL(FuncName) (GLINFO_LOCATION.FuncName) #define GL_VEND(_VendName) (GLINFO_LOCATION.gl_vendor == VENDOR_##_VendName ? TRUE : FALSE) #define D3DCOLOR_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) \ (vec)[0] = D3DCOLOR_R(dw); \ (vec)[1] = D3DCOLOR_G(dw); \ (vec)[2] = D3DCOLOR_B(dw); \ (vec)[3] = D3DCOLOR_A(dw); /* DirectX Device Limits */ /* --------------------- */ #define MAX_LEVELS 256 /* Maximum number of mipmap levels. Guessed at 256 */ #define MAX_STREAMS 16 /* Maximum possible streams - used for fixed size arrays See MaxStreams in MSDN under GetDeviceCaps */ /* Maximum number of constants provided to the shaders */ #define HIGHEST_TRANSFORMSTATE 512 /* Highest value in WINED3DTRANSFORMSTATETYPE */ #define MAX_PALETTES 256 /* Checking of API calls */ /* --------------------- */ #define checkGLcall(A) \ { \ 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); \ } /* Trace routines / diagnostics */ /* ---------------------------- */ /* Dump out a matrix and copy it */ #define conv_mat(mat,gl_mat) \ do { \ TRACE("%f %f %f %f\n", (mat)->u.s._11, (mat)->u.s._12, (mat)->u.s._13, (mat)->u.s._14); \ TRACE("%f %f %f %f\n", (mat)->u.s._21, (mat)->u.s._22, (mat)->u.s._23, (mat)->u.s._24); \ TRACE("%f %f %f %f\n", (mat)->u.s._31, (mat)->u.s._32, (mat)->u.s._33, (mat)->u.s._34); \ TRACE("%f %f %f %f\n", (mat)->u.s._41, (mat)->u.s._42, (mat)->u.s._43, (mat)->u.s._44); \ memcpy(gl_mat, (mat), 16 * sizeof(float)); \ } while (0) /* Macro to dump out the current state of the light chain */ #define DUMP_LIGHT_CHAIN() \ { \ PLIGHTINFOEL *el = This->stateBlock->lights;\ while (el) { \ TRACE("Light %p (glIndex %ld, d3dIndex %ld, enabled %d)\n", el, el->glIndex, el->OriginalIndex, el->lightEnabled);\ el = el->next; \ } \ } /* Trace vector and strided data information */ #define TRACE_VECTOR(name) TRACE( #name "=(%f, %f, %f, %f)\n", name.x, name.y, name.z, name.w); #define TRACE_STRIDED(sd,name) TRACE( #name "=(data:%p, stride:%d, type:%d)\n", sd->u.s.name.lpData, sd->u.s.name.dwStride, sd->u.s.name.dwType); /* Defines used for optimizations */ /* Only reapply what is necessary */ #define REAPPLY_ALPHAOP 0x0001 #define REAPPLY_ALL 0xFFFF /* Advance declaration of structures to satisfy compiler */ typedef struct IWineD3DStateBlockImpl IWineD3DStateBlockImpl; typedef struct IWineD3DSurfaceImpl IWineD3DSurfaceImpl; typedef struct IWineD3DPaletteImpl IWineD3DPaletteImpl; typedef struct IWineD3DDeviceImpl IWineD3DDeviceImpl; /* Tracking */ /* TODO: Move some of this to the device */ long globalChangeGlRam(long glram); /* Memory and object tracking */ /*Structure for holding information on all direct3d objects useful for making sure tracking is ok and when release is called on a device! and probably quite handy for debugging and dumping states out */ typedef struct WineD3DGlobalStatistics { int glsurfaceram; /* The aproximate amount of glTexture memory allocated for textures */ } WineD3DGlobalStatistics; extern WineD3DGlobalStatistics* wineD3DGlobalStatistics; /* Global variables */ extern const float identity[16]; /***************************************************************************** * Compilable extra diagnostics */ /* Trace information per-vertex: (extremely high amount of trace) */ #if 0 /* NOTE: Must be 0 in cvs */ # define VTRACE(A) TRACE A #else # define VTRACE(A) #endif /* Checking of per-vertex related GL calls */ /* --------------------- */ #define vcheckGLcall(A) \ { \ GLint err = glGetError(); \ if (err == GL_NO_ERROR) { \ VTRACE(("%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); \ } /* 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 /***************************************************************************** * Prototypes */ /* Routine common to the draw primitive and draw indexed primitive routines */ void drawPrimitive(IWineD3DDevice *iface, int PrimitiveType, long NumPrimitives, /* for Indexed: */ long StartVertexIndex, UINT numberOfVertices, long StartIdx, short idxBytes, const void *idxData, int minIndex); void primitiveConvertToStridedData(IWineD3DDevice *iface, WineDirect3DVertexStridedData *strided, BOOL *fixup); void primitiveDeclarationConvertToStridedData( IWineD3DDevice *iface, BOOL useVertexShaderFunction, WineDirect3DVertexStridedData *strided, BOOL *fixup); void primitiveConvertFVFtoOffset(DWORD thisFVF, DWORD stride, BYTE *data, WineDirect3DVertexStridedData *strided, GLint streamVBO, UINT streamNo); DWORD get_flexible_vertex_size(DWORD d3dvtVertexType); void blt_to_drawable(IWineD3DDeviceImpl *This, IWineD3DSurfaceImpl *surface); #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) + (stage) * WINED3D_HIGHEST_TEXTURE_STATE + (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_SAMPLERS - 1)) #define STATE_PIXELSHADER (STATE_SAMPLER(MAX_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_PIXELSHADERCONSTANT(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_HIGHEST (STATE_CLIPPLANE(MAX_CLIPPLANES - 1)) struct StateEntry { DWORD representative; APPLYSTATEFUNC apply; }; /* Global state table */ extern const struct StateEntry StateTable[]; /* 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 inforation about the context state for optimization */ BOOL last_was_rhw; /* true iff last draw_primitive was in xyzrhw mode */ BOOL last_was_pshader; BOOL last_was_vshader; BOOL last_was_foggy_shader; BOOL namedArraysLoaded, numberedArraysLoaded; BOOL lastWasPow2Texture[MAX_TEXTURES]; GLenum tracking_parm; /* Which source is tracking current colour */ BOOL last_was_blit, last_was_ckey; /* The actual opengl context */ GLXContext glCtx; Drawable drawable; Display *display; BOOL isPBuffer; }; typedef enum ContextUsage { CTXUSAGE_RESOURCELOAD = 1, /* Only loads textures: No State is applied */ CTXUSAGE_DRAWPRIM = 2, /* OpenGL states are set up for blitting DirectDraw surfacs */ CTXUSAGE_BLIT = 3, /* OpenGL states are set up 3D drawing */ } ContextUsage; void ActivateContext(IWineD3DDeviceImpl *device, IWineD3DSurface *target, ContextUsage usage); WineD3DContext *CreateContext(IWineD3DDeviceImpl *This, IWineD3DSurfaceImpl *target, Display *display, Window win); void DestroyContext(IWineD3DDeviceImpl *This, WineD3DContext *context); void apply_fbo_state(IWineD3DDevice *iface); /* Routine to fill gl caps for swapchains and IWineD3D */ BOOL IWineD3DImpl_FillGLCaps(IWineD3D *iface, Display* display); /* 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; /* 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; /***************************************************************************** * IWineD3D implementation structure */ typedef struct IWineD3DImpl { /* IUnknown fields */ const IWineD3DVtbl *lpVtbl; LONG ref; /* Note: Ref counting not required */ /* WineD3D Information */ IUnknown *parent; UINT dxVersion; /* GL Information */ BOOL isGLInfoValid; WineD3D_GL_Info gl_info; } IWineD3DImpl; extern const IWineD3DVtbl IWineD3D_Vtbl; /* 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; typedef struct ResourceList { IWineD3DResource *resource; struct ResourceList *next; } ResourceList; /* A helper function that dumps a resource list */ void dumpResources(ResourceList *resources); /***************************************************************************** * IWineD3DDevice implementation structure */ struct IWineD3DDeviceImpl { /* IUnknown fields */ const IWineD3DDeviceVtbl *lpVtbl; LONG ref; /* Note: Ref counting not required */ /* WineD3D Information */ IUnknown *parent; IWineD3D *wineD3D; /* 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; hash_table_t *glsl_program_lookup; /* To store */ BOOL view_ident; /* true iff view matrix is identity */ BOOL untransformed; BOOL vertexBlendUsed; /* To avoid needless setting of the blend matrices */ /* State block related */ BOOL isRecordingState; IWineD3DStateBlockImpl *stateBlock; IWineD3DStateBlockImpl *updateStateBlock; BOOL isInDraw; /* Internal use fields */ WINED3DDEVICE_CREATION_PARAMETERS createParms; UINT adapterNo; WINED3DDEVTYPE devType; IWineD3DSwapChain **swapchains; uint NumberOfSwapChains; ResourceList *resources; /* a linked list to track resources created by the device */ /* Render Target Support */ IWineD3DSurface **render_targets; IWineD3DSurface *depthStencilBuffer; IWineD3DSurface **fbo_color_attachments; IWineD3DSurface *fbo_depth_attachment; IWineD3DSurface *stencilBufferTarget; /* Caches to avoid unneeded context changes */ IWineD3DSurface *lastActiveRenderTarget; IWineD3DSwapChain *lastActiveSwapChain; /* palettes texture management */ PALETTEENTRY palettes[MAX_PALETTES][256]; UINT currentPalette; /* For rendering to a texture using glCopyTexImage */ BOOL render_offscreen; WINED3D_DEPTHCOPYSTATE depth_copy_state; GLuint fbo; GLuint src_fbo; GLuint dst_fbo; GLenum *draw_buffers; /* Cursor management */ BOOL bCursorVisible; UINT xHotSpot; UINT yHotSpot; UINT xScreenSpace; UINT yScreenSpace; UINT cursorWidth, cursorHeight; GLuint cursorTexture; /* Textures for when no other textures are mapped */ UINT dummyTextureName[MAX_TEXTURES]; /* Debug stream management */ BOOL debug; /* Device state management */ HRESULT state; BOOL d3d_initialized; /* A flag to check for proper BeginScene / EndScene call pairs */ BOOL inScene; /* process vertex shaders using software or hardware */ BOOL softwareVertexProcessing; /* DirectDraw stuff */ HWND ddraw_window; IWineD3DSurface *ddraw_primary; DWORD ddraw_width, ddraw_height; WINED3DFORMAT ddraw_format; BOOL ddraw_fullscreen; /* Final position fixup constant */ float posFixup[4]; /* With register combiners we can skip junk texture stages */ DWORD texUnitMap[MAX_SAMPLERS]; BOOL oneToOneTexUnitMap; /* Stream source management */ WineDirect3DVertexStridedData strided_streams; WineDirect3DVertexStridedData *up_strided; BOOL useDrawStridedSlow; BOOL instancedDraw; /* Context management */ WineD3DContext **contexts; /* Dynamic array containing pointers to context structures */ WineD3DContext *activeContext; /* Only 0 for now */ UINT numContexts; /* Always 1 for now */ WineD3DContext *pbufferContext; /* The context that has a pbuffer as drawable */ DWORD pbufferWidth, pbufferHeight; /* Size of the buffer drawable */ }; extern const IWineD3DDeviceVtbl IWineD3DDevice_Vtbl; 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. I don't think * anybody uses it for much so a good implementation is optional. */ typedef struct PrivateData { struct PrivateData* next; GUID tag; DWORD flags; /* DDSPD_* */ DWORD uniqueness_value; union { LPVOID data; LPUNKNOWN object; } ptr; DWORD size; } PrivateData; /***************************************************************************** * IWineD3DResource implementation structure */ typedef struct IWineD3DResourceClass { /* IUnknown fields */ LONG ref; /* Note: Ref counting not required */ /* WineD3DResource Information */ IUnknown *parent; WINED3DRESOURCETYPE resourceType; IWineD3DDeviceImpl *wineD3DDevice; WINED3DPOOL pool; UINT size; DWORD usage; WINED3DFORMAT format; BYTE *allocatedMemory; PrivateData *privateData; } IWineD3DResourceClass; typedef struct IWineD3DResourceImpl { /* IUnknown & WineD3DResource Information */ const IWineD3DResourceVtbl *lpVtbl; IWineD3DResourceClass resource; } IWineD3DResourceImpl; /***************************************************************************** * IWineD3DVertexBuffer implementation structure (extends IWineD3DResourceImpl) */ typedef struct IWineD3DVertexBufferImpl { /* IUnknown & WineD3DResource Information */ const IWineD3DVertexBufferVtbl *lpVtbl; IWineD3DResourceClass resource; /* WineD3DVertexBuffer specifics */ DWORD fvf; /* Vertex buffer object support */ GLuint vbo; BYTE Flags; LONG bindCount; UINT dirtystart, dirtyend; LONG lockcount; LONG declChanges, draws; /* Last description of the buffer */ WineDirect3DVertexStridedData strided; } IWineD3DVertexBufferImpl; extern const IWineD3DVertexBufferVtbl IWineD3DVertexBuffer_Vtbl; #define VBFLAG_LOAD 0x01 /* Data is written from allocatedMemory to the VBO */ #define VBFLAG_OPTIMIZED 0x02 /* Optimize has been called for the VB */ #define VBFLAG_DIRTY 0x04 /* Buffer data has been modified */ #define VBFLAG_HASDESC 0x08 /* A vertex description has been found */ #define VBFLAG_VBOCREATEFAIL 0x10 /* An attempt to create a vbo has failed */ /***************************************************************************** * IWineD3DIndexBuffer implementation structure (extends IWineD3DResourceImpl) */ typedef struct IWineD3DIndexBufferImpl { /* IUnknown & WineD3DResource Information */ const IWineD3DIndexBufferVtbl *lpVtbl; IWineD3DResourceClass resource; GLuint vbo; UINT dirtystart, dirtyend; LONG lockcount; /* WineD3DVertexBuffer specifics */ } IWineD3DIndexBufferImpl; extern const IWineD3DIndexBufferVtbl IWineD3DIndexBuffer_Vtbl; /***************************************************************************** * IWineD3DBaseTexture D3D- > openGL state map lookups */ #define WINED3DFUNC_NOTSUPPORTED -2 #define WINED3DFUNC_UNIMPLEMENTED -1 typedef enum winetexturestates { WINED3DTEXSTA_ADDRESSU = 0, WINED3DTEXSTA_ADDRESSV = 1, WINED3DTEXSTA_ADDRESSW = 2, WINED3DTEXSTA_BORDERCOLOR = 3, WINED3DTEXSTA_MAGFILTER = 4, WINED3DTEXSTA_MINFILTER = 5, WINED3DTEXSTA_MIPFILTER = 6, WINED3DTEXSTA_MAXMIPLEVEL = 7, WINED3DTEXSTA_MAXANISOTROPY = 8, WINED3DTEXSTA_SRGBTEXTURE = 9, WINED3DTEXSTA_ELEMENTINDEX = 10, WINED3DTEXSTA_DMAPOFFSET = 11, WINED3DTEXSTA_TSSADDRESSW = 12, MAX_WINETEXTURESTATES = 13, } winetexturestates; typedef struct Wined3dTextureStateMap { CONST int state; int function; } Wined3dTextureStateMap; /***************************************************************************** * IWineD3DBaseTexture implementation structure (extends IWineD3DResourceImpl) */ typedef struct IWineD3DBaseTextureClass { UINT levels; BOOL dirty; WINED3DFORMAT format; DWORD usage; UINT textureName; UINT LOD; WINED3DTEXTUREFILTERTYPE filterType; DWORD states[MAX_WINETEXTURESTATES]; LONG bindCount; DWORD sampler; } IWineD3DBaseTextureClass; typedef struct IWineD3DBaseTextureImpl { /* IUnknown & WineD3DResource Information */ const IWineD3DBaseTextureVtbl *lpVtbl; IWineD3DResourceClass resource; IWineD3DBaseTextureClass baseTexture; } IWineD3DBaseTextureImpl; /***************************************************************************** * IWineD3DTexture implementation structure (extends IWineD3DBaseTextureImpl) */ typedef struct IWineD3DTextureImpl { /* IUnknown & WineD3DResource/WineD3DBaseTexture Information */ const IWineD3DTextureVtbl *lpVtbl; IWineD3DResourceClass resource; IWineD3DBaseTextureClass baseTexture; /* IWineD3DTexture */ IWineD3DSurface *surfaces[MAX_LEVELS]; UINT width; UINT height; float pow2scalingFactorX; float pow2scalingFactorY; } IWineD3DTextureImpl; extern const IWineD3DTextureVtbl IWineD3DTexture_Vtbl; /***************************************************************************** * IWineD3DCubeTexture implementation structure (extends IWineD3DBaseTextureImpl) */ typedef struct IWineD3DCubeTextureImpl { /* IUnknown & WineD3DResource/WineD3DBaseTexture Information */ const IWineD3DCubeTextureVtbl *lpVtbl; IWineD3DResourceClass resource; IWineD3DBaseTextureClass baseTexture; /* IWineD3DCubeTexture */ IWineD3DSurface *surfaces[6][MAX_LEVELS]; UINT edgeLength; float pow2scalingFactor; } IWineD3DCubeTextureImpl; extern const IWineD3DCubeTextureVtbl IWineD3DCubeTexture_Vtbl; 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; UINT bytesPerPixel; BOOL lockable; BOOL locked; WINED3DBOX lockedBox; WINED3DBOX dirtyBox; BOOL dirty; } IWineD3DVolumeImpl; extern const IWineD3DVolumeVtbl IWineD3DVolume_Vtbl; /***************************************************************************** * IWineD3DVolumeTexture implementation structure (extends IWineD3DBaseTextureImpl) */ typedef struct IWineD3DVolumeTextureImpl { /* IUnknown & WineD3DResource/WineD3DBaseTexture Information */ const IWineD3DVolumeTextureVtbl *lpVtbl; IWineD3DResourceClass resource; IWineD3DBaseTextureClass baseTexture; /* IWineD3DVolumeTexture */ IWineD3DVolume *volumes[MAX_LEVELS]; UINT width; UINT height; UINT depth; } IWineD3DVolumeTextureImpl; extern const IWineD3DVolumeTextureVtbl IWineD3DVolumeTexture_Vtbl; typedef struct _WINED3DSURFACET_DESC { 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; HGDIOBJ holdbitmap; BOOL client_memory; } wineD3DSurface_DIB; typedef struct { struct list entry; GLuint id; UINT width; UINT height; } renderbuffer_entry_t; /***************************************************************************** * 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 */ UINT bytesPerPixel; /* TODO: move this off into a management class(maybe!) */ DWORD Flags; UINT pow2Width; UINT pow2Height; /* Oversized texture */ RECT glRect; #if 0 /* precalculated x and y scalings for texture coords */ float pow2scalingFactorX; /* = (Width / pow2Width ) */ float pow2scalingFactorY; /* = (Height / pow2Height) */ #endif 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; }; extern const IWineD3DSurfaceVtbl IWineD3DSurface_Vtbl; extern const IWineD3DSurfaceVtbl IWineGDISurface_Vtbl; /* Predeclare the shared Surface functions */ HRESULT WINAPI IWineD3DSurfaceImpl_QueryInterface(IWineD3DSurface *iface, REFIID riid, LPVOID *ppobj); ULONG WINAPI IWineD3DSurfaceImpl_AddRef(IWineD3DSurface *iface); ULONG WINAPI IWineD3DSurfaceImpl_Release(IWineD3DSurface *iface); HRESULT WINAPI IWineD3DSurfaceImpl_GetParent(IWineD3DSurface *iface, IUnknown **pParent); HRESULT WINAPI IWineD3DSurfaceImpl_GetDevice(IWineD3DSurface *iface, IWineD3DDevice** ppDevice); HRESULT WINAPI IWineD3DSurfaceImpl_SetPrivateData(IWineD3DSurface *iface, REFGUID refguid, CONST void* pData, DWORD SizeOfData, DWORD Flags); HRESULT WINAPI IWineD3DSurfaceImpl_GetPrivateData(IWineD3DSurface *iface, REFGUID refguid, void* pData, DWORD* pSizeOfData); HRESULT WINAPI IWineD3DSurfaceImpl_FreePrivateData(IWineD3DSurface *iface, REFGUID refguid); DWORD WINAPI IWineD3DSurfaceImpl_SetPriority(IWineD3DSurface *iface, DWORD PriorityNew); DWORD WINAPI IWineD3DSurfaceImpl_GetPriority(IWineD3DSurface *iface); void WINAPI IWineD3DSurfaceImpl_PreLoad(IWineD3DSurface *iface); WINED3DRESOURCETYPE WINAPI IWineD3DSurfaceImpl_GetType(IWineD3DSurface *iface); HRESULT WINAPI IWineD3DSurfaceImpl_GetContainer(IWineD3DSurface* iface, REFIID riid, void** ppContainer); HRESULT WINAPI IWineD3DSurfaceImpl_GetDesc(IWineD3DSurface *iface, WINED3DSURFACE_DESC *pDesc); HRESULT WINAPI IWineD3DSurfaceImpl_GetBltStatus(IWineD3DSurface *iface, DWORD Flags); HRESULT WINAPI IWineD3DSurfaceImpl_GetFlipStatus(IWineD3DSurface *iface, DWORD Flags); HRESULT WINAPI IWineD3DSurfaceImpl_IsLost(IWineD3DSurface *iface); HRESULT WINAPI IWineD3DSurfaceImpl_Restore(IWineD3DSurface *iface); HRESULT WINAPI IWineD3DSurfaceImpl_SetPixelFormat(IWineD3DSurface *iface, WINED3DFORMAT Format, BYTE *Surface, DWORD Size); HRESULT WINAPI IWineD3DSurfaceImpl_GetPalette(IWineD3DSurface *iface, IWineD3DPalette **Pal); HRESULT WINAPI IWineD3DSurfaceImpl_SetPalette(IWineD3DSurface *iface, IWineD3DPalette *Pal); HRESULT WINAPI IWineD3DSurfaceImpl_SetColorKey(IWineD3DSurface *iface, DWORD Flags, WINEDDCOLORKEY *CKey); HRESULT WINAPI IWineD3DSurfaceImpl_CleanDirtyRect(IWineD3DSurface *iface); extern HRESULT WINAPI IWineD3DSurfaceImpl_AddDirtyRect(IWineD3DSurface *iface, CONST RECT* pDirtyRect); HRESULT WINAPI IWineD3DSurfaceImpl_SetContainer(IWineD3DSurface *iface, IWineD3DBase *container); void WINAPI IWineD3DSurfaceImpl_SetGlTextureDesc(IWineD3DSurface *iface, UINT textureName, int target); void WINAPI IWineD3DSurfaceImpl_GetGlDesc(IWineD3DSurface *iface, glDescriptor **glDescription); const void *WINAPI IWineD3DSurfaceImpl_GetData(IWineD3DSurface *iface); HRESULT WINAPI IWineD3DSurfaceImpl_SetFormat(IWineD3DSurface *iface, WINED3DFORMAT format); HRESULT WINAPI IWineGDISurfaceImpl_Blt(IWineD3DSurface *iface, RECT *DestRect, IWineD3DSurface *SrcSurface, RECT *SrcRect, DWORD Flags, WINEDDBLTFX *DDBltFx, WINED3DTEXTUREFILTERTYPE Filter); HRESULT WINAPI IWineGDISurfaceImpl_BltFast(IWineD3DSurface *iface, DWORD dstx, DWORD dsty, IWineD3DSurface *Source, RECT *rsrc, DWORD trans); HRESULT WINAPI IWineD3DSurfaceImpl_SetPalette(IWineD3DSurface *iface, IWineD3DPalette *Pal); HRESULT WINAPI IWineD3DSurfaceImpl_GetDC(IWineD3DSurface *iface, HDC *pHDC); HRESULT WINAPI IWineD3DSurfaceImpl_ReleaseDC(IWineD3DSurface *iface, HDC hDC); DWORD WINAPI IWineD3DSurfaceImpl_GetPitch(IWineD3DSurface *iface); HRESULT WINAPI IWineD3DSurfaceImpl_RealizePalette(IWineD3DSurface *iface); HRESULT WINAPI IWineD3DSurfaceImpl_SetMem(IWineD3DSurface *iface, void *Mem); HRESULT WINAPI IWineD3DSurfaceImpl_SetOverlayPosition(IWineD3DSurface *iface, LONG X, LONG Y); HRESULT WINAPI IWineD3DSurfaceImpl_GetOverlayPosition(IWineD3DSurface *iface, LONG *X, LONG *Y); HRESULT WINAPI IWineD3DSurfaceImpl_UpdateOverlayZOrder(IWineD3DSurface *iface, DWORD Flags, IWineD3DSurface *Ref); HRESULT WINAPI IWineD3DSurfaceImpl_UpdateOverlay(IWineD3DSurface *iface, RECT *SrcRect, IWineD3DSurface *DstSurface, RECT *DstRect, DWORD Flags, WINEDDOVERLAYFX *FX); /* 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_INDRAWABLE 0x00000080 /* The gl drawable contains the most up to date data */ #define SFLAG_INSYSMEM 0x00000100 /* The system memory copy is most up to date */ #define SFLAG_NONPOW2 0x00000200 /* Surface sizes are not a power of 2 */ #define SFLAG_DYNLOCK 0x00000400 /* Surface is often locked by the app */ #define SFLAG_DYNCHANGE 0x00000C00 /* Surface contents are changed very often, implies DYNLOCK */ #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 */ /* 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_DYNCHANGE: Same reason as DYNLOCK * SFLAG_CLIENT: OpenGL uses our memory as backup */ #define SFLAG_DONOTFREE (SFLAG_OVERSIZE | \ SFLAG_CONVERTED | \ SFLAG_DIBSECTION | \ SFLAG_LOCKED | \ SFLAG_DYNLOCK | \ SFLAG_DYNCHANGE | \ SFLAG_USERPTR | \ SFLAG_CLIENT) BOOL CalculateTexRect(IWineD3DSurfaceImpl *This, RECT *Rect, float glTexCoord[4]); /* Alignment of the pitch */ #define SURFACE_ALIGNMENT 4 /***************************************************************************** * IWineD3DVertexDeclaration implementation structure */ typedef struct IWineD3DVertexDeclarationImpl { /* IUnknown Information */ const IWineD3DVertexDeclarationVtbl *lpVtbl; LONG ref; IUnknown *parent; IWineD3DDeviceImpl *wineD3DDevice; WINED3DVERTEXELEMENT *pDeclarationWine; UINT declarationWNumElements; } IWineD3DVertexDeclarationImpl; extern const IWineD3DVertexDeclarationVtbl IWineD3DVertexDeclaration_Vtbl; /***************************************************************************** * IWineD3DStateBlock implementation structure */ /* Internal state Block for Begin/End/Capture/Create/Apply info */ /* Note: Very long winded but gl Lists are not flexible enough */ /* to resolve everything we need, so doing it manually for now */ typedef struct SAVEDSTATES { BOOL indices; BOOL material; BOOL fvf; BOOL streamSource[MAX_STREAMS]; BOOL streamFreq[MAX_STREAMS]; BOOL textures[MAX_SAMPLERS]; BOOL transform[HIGHEST_TRANSFORMSTATE + 1]; BOOL viewport; BOOL renderState[WINEHIGHEST_RENDER_STATE + 1]; BOOL textureState[MAX_TEXTURES][WINED3D_HIGHEST_TEXTURE_STATE + 1]; BOOL samplerState[MAX_SAMPLERS][WINED3D_HIGHEST_SAMPLER_STATE + 1]; BOOL clipplane[MAX_CLIPPLANES]; BOOL vertexDecl; BOOL pixelShader; BOOL pixelShaderConstantsB[MAX_CONST_B]; BOOL pixelShaderConstantsI[MAX_CONST_I]; BOOL *pixelShaderConstantsF; BOOL vertexShader; BOOL vertexShaderConstantsB[MAX_CONST_B]; BOOL vertexShaderConstantsI[MAX_CONST_I]; BOOL *vertexShaderConstantsF; BOOL scissorRect; } SAVEDSTATES; typedef struct { struct list entry; DWORD count; DWORD idx[13]; } constants_entry; 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; SAVEDSTATES set; struct list set_vconstantsF; struct list set_pconstantsF; /* Drawing - Vertex Shader or FVF related */ DWORD fvf; /* Vertex Shader Declaration */ IWineD3DVertexDeclaration *vertexDecl; IWineD3DVertexShader *vertexShader; /* Vertex Shader Constants */ BOOL vertexShaderConstantB[MAX_CONST_B]; INT vertexShaderConstantI[MAX_CONST_I * 4]; float *vertexShaderConstantF; /* Stream Source */ BOOL streamIsUP; UINT streamStride[MAX_STREAMS]; UINT streamOffset[MAX_STREAMS]; IWineD3DVertexBuffer *streamSource[MAX_STREAMS]; UINT streamFreq[MAX_STREAMS]; UINT streamFlags[MAX_STREAMS]; /*0 | WINED3DSTREAMSOURCE_INSTANCEDATA | WINED3DSTREAMSOURCE_INDEXEDDATA */ /* Indices */ IWineD3DIndexBuffer* pIndexData; UINT baseVertexIndex; UINT 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_SAMPLERS]; int textureDimensions[MAX_SAMPLERS]; /* Texture State Stage */ DWORD textureState[MAX_TEXTURES][WINED3D_HIGHEST_TEXTURE_STATE + 1]; DWORD lowest_disabled_stage; /* Sampler States */ DWORD samplerState[MAX_SAMPLERS][WINED3D_HIGHEST_SAMPLER_STATE + 1]; /* Current GLSL Shader Program */ struct glsl_shader_prog_link *glsl_program; /* Scissor test rectangle */ RECT scissorRect; }; extern void stateblock_savedstates_set( IWineD3DStateBlock* iface, SAVEDSTATES* states, BOOL value); extern void stateblock_savedstates_copy( IWineD3DStateBlock* iface, SAVEDSTATES* dest, SAVEDSTATES* source); extern void stateblock_copy( IWineD3DStateBlock* destination, IWineD3DStateBlock* source); extern const IWineD3DStateBlockVtbl IWineD3DStateBlock_Vtbl; /***************************************************************************** * 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 */ WINED3DQUERYTYPE type; /* TODO: Think about using a IUnknown instead of a void* */ void *extendedData; } IWineD3DQueryImpl; extern const IWineD3DQueryVtbl IWineD3DQuery_Vtbl; /* Datastructures for IWineD3DQueryImpl.extendedData */ typedef struct WineQueryOcclusionData { GLuint queryId; } WineQueryOcclusionData; typedef struct WineQueryEventData { GLuint fenceId; } WineQueryEventData; /***************************************************************************** * 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; BOOL wantsDepthStencilBuffer; WINED3DPRESENT_PARAMETERS presentParms; DWORD orig_width, orig_height; WINED3DFORMAT orig_fmt; long prev_time, frames; /* Performance tracking */ WineD3DContext **context; /* Later a array for multithreading */ unsigned int num_contexts; HWND win_handle; Window win; } IWineD3DSwapChainImpl; extern const IWineD3DSwapChainVtbl IWineD3DSwapChain_Vtbl; /***************************************************************************** * 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_d3ddecltype(WINED3DDECLTYPE type); 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); /* Routines for GL <-> D3D values */ GLenum StencilOp(DWORD op); GLenum CompareFunc(DWORD func); void set_tex_op(IWineD3DDevice *iface, BOOL isAlpha, 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); void set_texture_matrix(const float *smat, DWORD flags, BOOL calculatedCoords); void surface_set_compatible_renderbuffer(IWineD3DSurface *iface, unsigned int width, unsigned int height); GLenum surface_get_gl_buffer(IWineD3DSurface *iface, IWineD3DSwapChain *swapchain); int D3DFmtMakeGlCfg(WINED3DFORMAT BackBufferFormat, WINED3DFORMAT StencilBufferFormat, int *attribs, int* nAttribs, BOOL alternate); /* Math utils */ void multiply_matrix(WINED3DMATRIX *dest, const WINED3DMATRIX *src1, const WINED3DMATRIX *src2); /***************************************************************************** * To enable calling of inherited functions, requires prototypes * * Note: Only require classes which are subclassed, ie resource, basetexture, */ /*** IUnknown methods ***/ extern HRESULT WINAPI IWineD3DResourceImpl_QueryInterface(IWineD3DResource *iface, REFIID riid, void** ppvObject); extern ULONG WINAPI IWineD3DResourceImpl_AddRef(IWineD3DResource *iface); extern ULONG WINAPI IWineD3DResourceImpl_Release(IWineD3DResource *iface); /*** IWineD3DResource methods ***/ extern HRESULT WINAPI IWineD3DResourceImpl_GetParent(IWineD3DResource *iface, IUnknown **pParent); extern HRESULT WINAPI IWineD3DResourceImpl_GetDevice(IWineD3DResource *iface, IWineD3DDevice ** ppDevice); extern HRESULT WINAPI IWineD3DResourceImpl_SetPrivateData(IWineD3DResource *iface, REFGUID refguid, CONST void * pData, DWORD SizeOfData, DWORD Flags); extern HRESULT WINAPI IWineD3DResourceImpl_GetPrivateData(IWineD3DResource *iface, REFGUID refguid, void * pData, DWORD * pSizeOfData); extern HRESULT WINAPI IWineD3DResourceImpl_FreePrivateData(IWineD3DResource *iface, REFGUID refguid); extern DWORD WINAPI IWineD3DResourceImpl_SetPriority(IWineD3DResource *iface, DWORD PriorityNew); extern DWORD WINAPI IWineD3DResourceImpl_GetPriority(IWineD3DResource *iface); extern void WINAPI IWineD3DResourceImpl_PreLoad(IWineD3DResource *iface); extern WINED3DRESOURCETYPE WINAPI IWineD3DResourceImpl_GetType(IWineD3DResource *iface); /*** class static members ***/ void IWineD3DResourceImpl_CleanUp(IWineD3DResource *iface); /*** IUnknown methods ***/ extern HRESULT WINAPI IWineD3DBaseTextureImpl_QueryInterface(IWineD3DBaseTexture *iface, REFIID riid, void** ppvObject); extern ULONG WINAPI IWineD3DBaseTextureImpl_AddRef(IWineD3DBaseTexture *iface); extern ULONG WINAPI IWineD3DBaseTextureImpl_Release(IWineD3DBaseTexture *iface); /*** IWineD3DResource methods ***/ extern HRESULT WINAPI IWineD3DBaseTextureImpl_GetParent(IWineD3DBaseTexture *iface, IUnknown **pParent); extern HRESULT WINAPI IWineD3DBaseTextureImpl_GetDevice(IWineD3DBaseTexture *iface, IWineD3DDevice ** ppDevice); extern HRESULT WINAPI IWineD3DBaseTextureImpl_SetPrivateData(IWineD3DBaseTexture *iface, REFGUID refguid, CONST void * pData, DWORD SizeOfData, DWORD Flags); extern HRESULT WINAPI IWineD3DBaseTextureImpl_GetPrivateData(IWineD3DBaseTexture *iface, REFGUID refguid, void * pData, DWORD * pSizeOfData); extern HRESULT WINAPI IWineD3DBaseTextureImpl_FreePrivateData(IWineD3DBaseTexture *iface, REFGUID refguid); extern DWORD WINAPI IWineD3DBaseTextureImpl_SetPriority(IWineD3DBaseTexture *iface, DWORD PriorityNew); extern DWORD WINAPI IWineD3DBaseTextureImpl_GetPriority(IWineD3DBaseTexture *iface); extern void WINAPI IWineD3DBaseTextureImpl_PreLoad(IWineD3DBaseTexture *iface); extern WINED3DRESOURCETYPE WINAPI IWineD3DBaseTextureImpl_GetType(IWineD3DBaseTexture *iface); /*** IWineD3DBaseTexture methods ***/ extern DWORD WINAPI IWineD3DBaseTextureImpl_SetLOD(IWineD3DBaseTexture *iface, DWORD LODNew); extern DWORD WINAPI IWineD3DBaseTextureImpl_GetLOD(IWineD3DBaseTexture *iface); extern DWORD WINAPI IWineD3DBaseTextureImpl_GetLevelCount(IWineD3DBaseTexture *iface); extern HRESULT WINAPI IWineD3DBaseTextureImpl_SetAutoGenFilterType(IWineD3DBaseTexture *iface, WINED3DTEXTUREFILTERTYPE FilterType); extern WINED3DTEXTUREFILTERTYPE WINAPI IWineD3DBaseTextureImpl_GetAutoGenFilterType(IWineD3DBaseTexture *iface); extern void WINAPI IWineD3DBaseTextureImpl_GenerateMipSubLevels(IWineD3DBaseTexture *iface); extern BOOL WINAPI IWineD3DBaseTextureImpl_SetDirty(IWineD3DBaseTexture *iface, BOOL); extern BOOL WINAPI IWineD3DBaseTextureImpl_GetDirty(IWineD3DBaseTexture *iface); extern BYTE* WINAPI IWineD3DVertexBufferImpl_GetMemory(IWineD3DVertexBuffer* iface, DWORD iOffset, GLint *vbo); extern HRESULT WINAPI IWineD3DVertexBufferImpl_ReleaseMemory(IWineD3DVertexBuffer* iface); extern HRESULT WINAPI IWineD3DBaseTextureImpl_BindTexture(IWineD3DBaseTexture *iface); extern HRESULT WINAPI IWineD3DBaseTextureImpl_UnBindTexture(IWineD3DBaseTexture *iface); extern void WINAPI IWineD3DBaseTextureImpl_ApplyStateChanges(IWineD3DBaseTexture *iface, const DWORD textureStates[WINED3D_HIGHEST_TEXTURE_STATE + 1], const DWORD samplerStates[WINED3D_HIGHEST_SAMPLER_STATE + 1]); /*** class static members ***/ void IWineD3DBaseTextureImpl_CleanUp(IWineD3DBaseTexture *iface); struct SHADER_OPCODE_ARG; typedef void (*SHADER_HANDLER) (struct SHADER_OPCODE_ARG*); /* Struct to maintain a list of GLSL shader programs and their associated pixel and * vertex shaders. A list of this type is maintained on the DeviceImpl, and is only * used if the user is using GLSL shaders. */ struct glsl_shader_prog_link { struct list vshader_entry; struct list pshader_entry; GLhandleARB programId; GLhandleARB *vuniformF_locations; GLhandleARB *puniformF_locations; GLhandleARB vshader; GLhandleARB pshader; }; typedef struct { GLhandleARB vshader; GLhandleARB pshader; } glsl_program_key_t; /* TODO: Make this dynamic, based on shader limits ? */ #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_ATTRIBS 16 #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 typedef struct semantic { DWORD usage; DWORD reg; } semantic; typedef struct local_constant { struct list entry; unsigned int idx; DWORD value[4]; } local_constant; typedef struct shader_reg_maps { char texcoord[MAX_REG_TEXCRD]; /* pixel < 3.0 */ char temporary[MAX_REG_TEMP]; /* pixel, vertex */ char address[MAX_REG_ADDR]; /* vertex */ char packed_input[MAX_REG_INPUT]; /* pshader >= 3.0 */ char packed_output[MAX_REG_OUTPUT]; /* vertex >= 3.0 */ char attributes[MAX_ATTRIBS]; /* vertex */ char labels[MAX_LABELS]; /* pixel, vertex */ /* Sampler usage tokens * Use 0 as default (bit 31 is always 1 on a valid token) */ DWORD samplers[MAX_SAMPLERS]; char bumpmat; /* Whether or not a loop is used in this shader */ char loop; /* Whether or not this shader uses fog */ char fog; } shader_reg_maps; #define SHADER_PGMSIZE 65535 typedef struct SHADER_BUFFER { char* buffer; unsigned int bsize; unsigned int lineNo; BOOL newline; } SHADER_BUFFER; /* Undocumented opcode controls */ #define INST_CONTROLS_SHIFT 16 #define INST_CONTROLS_MASK 0x00ff0000 typedef enum COMPARISON_TYPE { COMPARISON_GT = 1, COMPARISON_EQ = 2, COMPARISON_GE = 3, COMPARISON_LT = 4, COMPARISON_NE = 5, COMPARISON_LE = 6 } COMPARISON_TYPE; typedef struct SHADER_OPCODE { unsigned int opcode; const char* name; const char* glname; char dst_token; CONST UINT num_params; SHADER_HANDLER hw_fct; SHADER_HANDLER hw_glsl_fct; DWORD min_version; DWORD max_version; } SHADER_OPCODE; typedef struct SHADER_OPCODE_ARG { IWineD3DBaseShader* shader; shader_reg_maps* reg_maps; CONST SHADER_OPCODE* opcode; DWORD opcode_token; DWORD dst; DWORD dst_addr; DWORD predicate; DWORD src[4]; DWORD src_addr[4]; SHADER_BUFFER* buffer; } SHADER_OPCODE_ARG; 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; /* Base Shader utility functions. * (may move callers into the same file in the future) */ extern int shader_addline( SHADER_BUFFER* buffer, const char* fmt, ...); extern const SHADER_OPCODE* shader_get_opcode( IWineD3DBaseShader *iface, const DWORD code); extern void shader_delete_constant_list( struct list* clist); void delete_glsl_program_entry(IWineD3DDevice *iface, struct glsl_shader_prog_link *entry); /* Vertex shader utility functions */ extern BOOL vshader_get_input( IWineD3DVertexShader* iface, BYTE usage_req, BYTE usage_idx_req, unsigned int* regnum); extern BOOL vshader_input_is_color( IWineD3DVertexShader* iface, unsigned int regnum); extern HRESULT allocate_shader_constants(IWineD3DStateBlockImpl* object); /* ARB_[vertex/fragment]_program helper functions */ extern void shader_arb_load_constants( IWineD3DDevice* device, char usePixelShader, char useVertexShader); /* ARB shader program Prototypes */ extern void shader_hw_def(SHADER_OPCODE_ARG *arg); /* ARB pixel shader prototypes */ extern void pshader_hw_bem(SHADER_OPCODE_ARG* arg); extern void pshader_hw_cnd(SHADER_OPCODE_ARG* arg); extern void pshader_hw_cmp(SHADER_OPCODE_ARG* arg); extern void pshader_hw_map2gl(SHADER_OPCODE_ARG* arg); extern void pshader_hw_tex(SHADER_OPCODE_ARG* arg); extern void pshader_hw_texcoord(SHADER_OPCODE_ARG* arg); extern void pshader_hw_texreg2ar(SHADER_OPCODE_ARG* arg); extern void pshader_hw_texreg2gb(SHADER_OPCODE_ARG* arg); extern void pshader_hw_texbem(SHADER_OPCODE_ARG* arg); extern void pshader_hw_texm3x2pad(SHADER_OPCODE_ARG* arg); extern void pshader_hw_texm3x2tex(SHADER_OPCODE_ARG* arg); extern void pshader_hw_texm3x3pad(SHADER_OPCODE_ARG* arg); extern void pshader_hw_texm3x3tex(SHADER_OPCODE_ARG* arg); extern void pshader_hw_texm3x3spec(SHADER_OPCODE_ARG* arg); extern void pshader_hw_texm3x3vspec(SHADER_OPCODE_ARG* arg); /* ARB vertex shader prototypes */ extern void vshader_hw_map2gl(SHADER_OPCODE_ARG* arg); extern void vshader_hw_mnxn(SHADER_OPCODE_ARG* arg); extern void vshader_hw_rsq_rcp(SHADER_OPCODE_ARG* arg); /* GLSL helper functions */ extern void shader_glsl_add_instruction_modifiers(SHADER_OPCODE_ARG *arg); extern void shader_glsl_load_constants( IWineD3DDevice* device, char usePixelShader, char useVertexShader); /** The following translate DirectX pixel/vertex shader opcodes to GLSL lines */ extern void shader_glsl_cross(SHADER_OPCODE_ARG* arg); extern void shader_glsl_map2gl(SHADER_OPCODE_ARG* arg); extern void shader_glsl_arith(SHADER_OPCODE_ARG* arg); extern void shader_glsl_mov(SHADER_OPCODE_ARG* arg); extern void shader_glsl_mad(SHADER_OPCODE_ARG* arg); extern void shader_glsl_mnxn(SHADER_OPCODE_ARG* arg); extern void shader_glsl_lrp(SHADER_OPCODE_ARG* arg); extern void shader_glsl_dot(SHADER_OPCODE_ARG* arg); extern void shader_glsl_rcp(SHADER_OPCODE_ARG* arg); extern void shader_glsl_cnd(SHADER_OPCODE_ARG* arg); extern void shader_glsl_compare(SHADER_OPCODE_ARG* arg); extern void shader_glsl_def(SHADER_OPCODE_ARG* arg); extern void shader_glsl_defi(SHADER_OPCODE_ARG* arg); extern void shader_glsl_defb(SHADER_OPCODE_ARG* arg); extern void shader_glsl_expp(SHADER_OPCODE_ARG* arg); extern void shader_glsl_cmp(SHADER_OPCODE_ARG* arg); extern void shader_glsl_lit(SHADER_OPCODE_ARG* arg); extern void shader_glsl_dst(SHADER_OPCODE_ARG* arg); extern void shader_glsl_sincos(SHADER_OPCODE_ARG* arg); extern void shader_glsl_loop(SHADER_OPCODE_ARG* arg); extern void shader_glsl_end(SHADER_OPCODE_ARG* arg); extern void shader_glsl_if(SHADER_OPCODE_ARG* arg); extern void shader_glsl_ifc(SHADER_OPCODE_ARG* arg); extern void shader_glsl_else(SHADER_OPCODE_ARG* arg); extern void shader_glsl_break(SHADER_OPCODE_ARG* arg); extern void shader_glsl_breakc(SHADER_OPCODE_ARG* arg); extern void shader_glsl_rep(SHADER_OPCODE_ARG* arg); extern void shader_glsl_call(SHADER_OPCODE_ARG* arg); extern void shader_glsl_callnz(SHADER_OPCODE_ARG* arg); extern void shader_glsl_label(SHADER_OPCODE_ARG* arg); /** GLSL Pixel Shader Prototypes */ extern void pshader_glsl_tex(SHADER_OPCODE_ARG* arg); extern void pshader_glsl_texcoord(SHADER_OPCODE_ARG* arg); extern void pshader_glsl_texdp3tex(SHADER_OPCODE_ARG* arg); extern void pshader_glsl_texdp3(SHADER_OPCODE_ARG* arg); extern void pshader_glsl_texdepth(SHADER_OPCODE_ARG* arg); extern void pshader_glsl_texm3x2depth(SHADER_OPCODE_ARG* arg); extern void pshader_glsl_texm3x2pad(SHADER_OPCODE_ARG* arg); extern void pshader_glsl_texm3x2tex(SHADER_OPCODE_ARG* arg); extern void pshader_glsl_texm3x3(SHADER_OPCODE_ARG* arg); extern void pshader_glsl_texm3x3pad(SHADER_OPCODE_ARG* arg); extern void pshader_glsl_texm3x3tex(SHADER_OPCODE_ARG* arg); extern void pshader_glsl_texm3x3spec(SHADER_OPCODE_ARG* arg); extern void pshader_glsl_texm3x3vspec(SHADER_OPCODE_ARG* arg); extern void pshader_glsl_texkill(SHADER_OPCODE_ARG* arg); extern void pshader_glsl_texbem(SHADER_OPCODE_ARG* arg); extern void pshader_glsl_bem(SHADER_OPCODE_ARG* arg); extern void pshader_glsl_texreg2ar(SHADER_OPCODE_ARG* arg); extern void pshader_glsl_texreg2gb(SHADER_OPCODE_ARG* arg); extern void pshader_glsl_texreg2rgb(SHADER_OPCODE_ARG* arg); extern void pshader_glsl_dp2add(SHADER_OPCODE_ARG* arg); extern void pshader_glsl_input_pack( SHADER_BUFFER* buffer, semantic* semantics_out); /** GLSL Vertex Shader Prototypes */ extern void vshader_glsl_output_unpack( SHADER_BUFFER* buffer, semantic* semantics_out); /***************************************************************************** * IDirect3DBaseShader implementation structure */ typedef struct IWineD3DBaseShaderClass { DWORD hex_version; SHADER_LIMITS limits; SHADER_PARSE_STATE parse_state; CONST SHADER_OPCODE *shader_ins; CONST DWORD *function; UINT functionLength; GLuint prgId; BOOL is_compiled; /* Type of shader backend */ int shader_mode; /* 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; } IWineD3DBaseShaderClass; typedef struct IWineD3DBaseShaderImpl { /* IUnknown */ const IWineD3DBaseShaderVtbl *lpVtbl; LONG ref; /* IWineD3DBaseShader */ IWineD3DBaseShaderClass baseShader; } IWineD3DBaseShaderImpl; extern HRESULT shader_get_registers_used( IWineD3DBaseShader *iface, shader_reg_maps* reg_maps, semantic* semantics_in, semantic* semantics_out, CONST DWORD* pToken, IWineD3DStateBlockImpl *stateBlock); extern void shader_generate_glsl_declarations( IWineD3DBaseShader *iface, shader_reg_maps* reg_maps, SHADER_BUFFER* buffer, WineD3D_GL_Info* gl_info); extern void shader_generate_arb_declarations( IWineD3DBaseShader *iface, shader_reg_maps* reg_maps, SHADER_BUFFER* buffer, WineD3D_GL_Info* gl_info); extern void shader_generate_main( IWineD3DBaseShader *iface, SHADER_BUFFER* buffer, shader_reg_maps* reg_maps, CONST DWORD* pFunction); extern void shader_dump_ins_modifiers( const DWORD output); extern void shader_dump_param( IWineD3DBaseShader *iface, const DWORD param, const DWORD addr_token, int input); extern void shader_trace_init( IWineD3DBaseShader *iface, const DWORD* pFunction); extern int shader_get_param( IWineD3DBaseShader* iface, const DWORD* pToken, DWORD* param, DWORD* addr_token); extern int shader_skip_unrecognized( IWineD3DBaseShader* iface, const DWORD* pToken); extern void print_glsl_info_log( WineD3D_GL_Info *gl_info, GLhandleARB obj); static inline int shader_get_regtype(const DWORD param) { return (((param & WINED3DSP_REGTYPE_MASK) >> WINED3DSP_REGTYPE_SHIFT) | ((param & WINED3DSP_REGTYPE_MASK2) >> WINED3DSP_REGTYPE_SHIFT2)); } extern unsigned int shader_get_float_offset(const DWORD reg); static inline BOOL shader_is_pshader_version(DWORD token) { return 0xFFFF0000 == (token & 0xFFFF0000); } static inline BOOL shader_is_vshader_version(DWORD token) { return 0xFFFE0000 == (token & 0xFFFF0000); } static inline BOOL shader_is_comment(DWORD token) { return WINED3DSIO_COMMENT == (token & WINED3DSI_OPCODE_MASK); } /* TODO: vFace (ps_3_0) */ static inline BOOL shader_is_scalar(DWORD param) { DWORD reg_type = shader_get_regtype(param); switch (reg_type) { case WINED3DSPR_RASTOUT: if ((param & WINED3DSP_REGNUM_MASK) != 0) { /* oFog & oPts */ return TRUE; } /* oPos */ return FALSE; case WINED3DSPR_DEPTHOUT: /* oDepth */ case WINED3DSPR_CONSTBOOL: /* b# */ case WINED3DSPR_LOOP: /* aL */ case WINED3DSPR_PREDICATE: /* p0 */ return TRUE; default: return FALSE; } } /* Internally used shader constants. Applications can use constants 0 to GL_LIMITS(vshader_constantsF) - 1, * so upload them above that */ #define ARB_SHADER_PRIVCONST_BASE GL_LIMITS(vshader_constantsF) #define ARB_SHADER_PRIVCONST_POS ARB_SHADER_PRIVCONST_BASE + 0 /***************************************************************************** * IDirect3DVertexShader implementation structure */ typedef struct IWineD3DVertexShaderImpl { /* IUnknown parts*/ const IWineD3DVertexShaderVtbl *lpVtbl; LONG ref; /* Note: Ref counting not required */ /* IWineD3DBaseShader */ IWineD3DBaseShaderClass baseShader; /* IWineD3DVertexShaderImpl */ IUnknown *parent; DWORD usage; /* Vertex shader input and output semantics */ semantic semantics_in [MAX_ATTRIBS]; semantic semantics_out [MAX_REG_OUTPUT]; /* run time datas... */ VSHADERDATA *data; #if 0 /* needs reworking */ /* run time datas */ VSHADERINPUTDATA input; VSHADEROUTPUTDATA output; #endif } IWineD3DVertexShaderImpl; extern const SHADER_OPCODE IWineD3DVertexShaderImpl_shader_ins[]; extern const IWineD3DVertexShaderVtbl IWineD3DVertexShader_Vtbl; /***************************************************************************** * IDirect3DPixelShader implementation structure */ typedef struct IWineD3DPixelShaderImpl { /* IUnknown parts */ const IWineD3DPixelShaderVtbl *lpVtbl; LONG ref; /* Note: Ref counting not required */ /* IWineD3DBaseShader */ IWineD3DBaseShaderClass baseShader; /* IWineD3DPixelShaderImpl */ IUnknown *parent; /* Pixel shader input semantics */ semantic semantics_in [MAX_REG_INPUT]; /* run time data */ PSHADERDATA *data; /* Some information about the shader behavior */ char needsbumpmat; UINT bumpenvmatconst; #if 0 /* needs reworking */ PSHADERINPUTDATA input; PSHADEROUTPUTDATA output; #endif } IWineD3DPixelShaderImpl; extern const SHADER_OPCODE IWineD3DPixelShaderImpl_shader_ins[]; extern const IWineD3DPixelShaderVtbl IWineD3DPixelShader_Vtbl; /***************************************************************************** * 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 */ typedef struct { WINED3DFORMAT format; DWORD alphaMask, redMask, greenMask, blueMask; UINT bpp; BOOL isFourcc; GLint glInternal, glFormat, glType; } PixelFormatDesc; const PixelFormatDesc *getFormatDescEntry(WINED3DFORMAT fmt); static inline BOOL use_vs(IWineD3DDeviceImpl *device) { return (device->vs_selected_mode != SHADER_NONE && device->stateBlock->vertexShader && ((IWineD3DVertexShaderImpl *)device->stateBlock->vertexShader)->baseShader.function && !device->strided_streams.u.s.position_transformed); } static inline BOOL use_ps(IWineD3DDeviceImpl *device) { return (device->ps_selected_mode != SHADER_NONE && device->stateBlock->pixelShader && ((IWineD3DPixelShaderImpl *)device->stateBlock->pixelShader)->baseShader.function); } void stretch_rect_fbo(IWineD3DDevice *iface, IWineD3DSurface *src_surface, const WINED3DRECT *src_rect, IWineD3DSurface *dst_surface, const WINED3DRECT *dst_rect, WINED3DTEXTUREFILTERTYPE filter, BOOL flip); #endif