/* * Direct3D 8 private include file * * Copyright 2002-2004 Jason Edmeades * Copyright 2003-2004 Raphael Junqueira * Copyright 2004 Christian Costa * * 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_D3D8_PRIVATE_H #define __WINE_D3D8_PRIVATE_H #include #define NONAMELESSUNION #define NONAMELESSSTRUCT #define COBJMACROS #include "windef.h" #include "winbase.h" #include "wingdi.h" #include "wine/debug.h" #include "d3d8.h" #include "wine/wined3d.h" /* CreateVertexShader can return > 0xFFFF */ #define VS_HIGHESTFIXEDFXF 0xF0000000 /* =========================================================================== Macros =========================================================================== */ /* Not nice, but it lets wined3d support different versions of directx */ #define WINECAPSTOD3D8CAPS(_pD3D8Caps, _pWineCaps) \ _pD3D8Caps->DeviceType = (D3DDEVTYPE) _pWineCaps->DeviceType; \ _pD3D8Caps->AdapterOrdinal = _pWineCaps->AdapterOrdinal; \ _pD3D8Caps->Caps = _pWineCaps->Caps; \ _pD3D8Caps->Caps2 = _pWineCaps->Caps2; \ _pD3D8Caps->Caps3 = _pWineCaps->Caps3; \ _pD3D8Caps->PresentationIntervals = _pWineCaps->PresentationIntervals; \ _pD3D8Caps->CursorCaps = _pWineCaps->CursorCaps; \ _pD3D8Caps->DevCaps = _pWineCaps->DevCaps; \ _pD3D8Caps->PrimitiveMiscCaps = _pWineCaps->PrimitiveMiscCaps; \ _pD3D8Caps->RasterCaps = _pWineCaps->RasterCaps; \ _pD3D8Caps->ZCmpCaps = _pWineCaps->ZCmpCaps; \ _pD3D8Caps->SrcBlendCaps = _pWineCaps->SrcBlendCaps; \ _pD3D8Caps->DestBlendCaps = _pWineCaps->DestBlendCaps; \ _pD3D8Caps->AlphaCmpCaps = _pWineCaps->AlphaCmpCaps; \ _pD3D8Caps->ShadeCaps = _pWineCaps->ShadeCaps; \ _pD3D8Caps->TextureCaps = _pWineCaps->TextureCaps; \ _pD3D8Caps->TextureFilterCaps = _pWineCaps->TextureFilterCaps; \ _pD3D8Caps->CubeTextureFilterCaps = _pWineCaps->CubeTextureFilterCaps; \ _pD3D8Caps->VolumeTextureFilterCaps = _pWineCaps->VolumeTextureFilterCaps; \ _pD3D8Caps->TextureAddressCaps = _pWineCaps->TextureAddressCaps; \ _pD3D8Caps->VolumeTextureAddressCaps = _pWineCaps->VolumeTextureAddressCaps; \ _pD3D8Caps->LineCaps = _pWineCaps->LineCaps; \ _pD3D8Caps->MaxTextureWidth = _pWineCaps->MaxTextureWidth; \ _pD3D8Caps->MaxTextureHeight = _pWineCaps->MaxTextureHeight; \ _pD3D8Caps->MaxVolumeExtent = _pWineCaps->MaxVolumeExtent; \ _pD3D8Caps->MaxTextureRepeat = _pWineCaps->MaxTextureRepeat; \ _pD3D8Caps->MaxTextureAspectRatio = _pWineCaps->MaxTextureAspectRatio; \ _pD3D8Caps->MaxAnisotropy = _pWineCaps->MaxAnisotropy; \ _pD3D8Caps->MaxVertexW = _pWineCaps->MaxVertexW; \ _pD3D8Caps->GuardBandLeft = _pWineCaps->GuardBandLeft; \ _pD3D8Caps->GuardBandTop = _pWineCaps->GuardBandTop; \ _pD3D8Caps->GuardBandRight = _pWineCaps->GuardBandRight; \ _pD3D8Caps->GuardBandBottom = _pWineCaps->GuardBandBottom; \ _pD3D8Caps->ExtentsAdjust = _pWineCaps->ExtentsAdjust; \ _pD3D8Caps->StencilCaps = _pWineCaps->StencilCaps; \ _pD3D8Caps->FVFCaps = _pWineCaps->FVFCaps; \ _pD3D8Caps->TextureOpCaps = _pWineCaps->TextureOpCaps; \ _pD3D8Caps->MaxTextureBlendStages = _pWineCaps->MaxTextureBlendStages; \ _pD3D8Caps->MaxSimultaneousTextures = _pWineCaps->MaxSimultaneousTextures; \ _pD3D8Caps->VertexProcessingCaps = _pWineCaps->VertexProcessingCaps; \ _pD3D8Caps->MaxActiveLights = _pWineCaps->MaxActiveLights; \ _pD3D8Caps->MaxUserClipPlanes = _pWineCaps->MaxUserClipPlanes; \ _pD3D8Caps->MaxVertexBlendMatrices = _pWineCaps->MaxVertexBlendMatrices; \ _pD3D8Caps->MaxVertexBlendMatrixIndex = _pWineCaps->MaxVertexBlendMatrixIndex; \ _pD3D8Caps->MaxPointSize = _pWineCaps->MaxPointSize; \ _pD3D8Caps->MaxPrimitiveCount = _pWineCaps->MaxPrimitiveCount; \ _pD3D8Caps->MaxVertexIndex = _pWineCaps->MaxVertexIndex; \ _pD3D8Caps->MaxStreams = _pWineCaps->MaxStreams; \ _pD3D8Caps->MaxStreamStride = _pWineCaps->MaxStreamStride; \ _pD3D8Caps->VertexShaderVersion = _pWineCaps->VertexShaderVersion; \ _pD3D8Caps->MaxVertexShaderConst = _pWineCaps->MaxVertexShaderConst; \ _pD3D8Caps->PixelShaderVersion = _pWineCaps->PixelShaderVersion; \ _pD3D8Caps->MaxPixelShaderValue = _pWineCaps->PixelShader1xMaxValue; void fixup_caps(WINED3DCAPS *pWineCaps) DECLSPEC_HIDDEN; /* Direct3D8 Interfaces: */ typedef struct IDirect3DBaseTexture8Impl IDirect3DBaseTexture8Impl; typedef struct IDirect3DVolumeTexture8Impl IDirect3DVolumeTexture8Impl; typedef struct IDirect3D8Impl IDirect3D8Impl; typedef struct IDirect3DDevice8Impl IDirect3DDevice8Impl; typedef struct IDirect3DTexture8Impl IDirect3DTexture8Impl; typedef struct IDirect3DCubeTexture8Impl IDirect3DCubeTexture8Impl; typedef struct IDirect3DIndexBuffer8Impl IDirect3DIndexBuffer8Impl; typedef struct IDirect3DSurface8Impl IDirect3DSurface8Impl; typedef struct IDirect3DSwapChain8Impl IDirect3DSwapChain8Impl; typedef struct IDirect3DResource8Impl IDirect3DResource8Impl; typedef struct IDirect3DVolume8Impl IDirect3DVolume8Impl; typedef struct IDirect3DVertexBuffer8Impl IDirect3DVertexBuffer8Impl; typedef struct IDirect3DVertexShader8Impl IDirect3DVertexShader8Impl; /* =========================================================================== The interfaces themselves =========================================================================== */ /* ---------- */ /* IDirect3D8 */ /* ---------- */ /***************************************************************************** * Predeclare the interface implementation structures */ extern const IDirect3D8Vtbl Direct3D8_Vtbl DECLSPEC_HIDDEN; /***************************************************************************** * IDirect3D implementation structure */ struct IDirect3D8Impl { /* IUnknown fields */ const IDirect3D8Vtbl *lpVtbl; LONG ref; /* The WineD3D device */ IWineD3D *WineD3D; }; /***************************************************************************** * IDirect3DDevice8 implementation structure */ #define D3D8_INITIAL_HANDLE_TABLE_SIZE 64 #define D3D8_INVALID_HANDLE ~0U enum d3d8_handle_type { D3D8_HANDLE_FREE, D3D8_HANDLE_VS, D3D8_HANDLE_PS, D3D8_HANDLE_SB, }; struct d3d8_handle_entry { void *object; enum d3d8_handle_type type; }; struct d3d8_handle_table { struct d3d8_handle_entry *entries; struct d3d8_handle_entry *free_entries; UINT table_size; UINT entry_count; }; struct FvfToDecl { DWORD fvf; struct IDirect3DVertexDeclaration8 *decl; }; struct IDirect3DDevice8Impl { /* IUnknown fields */ const IDirect3DDevice8Vtbl *lpVtbl; const IWineD3DDeviceParentVtbl *device_parent_vtbl; LONG ref; /* But what about baseVertexIndex in state blocks? hmm... it may be a better idea to pass this to wined3d */ IWineD3DDevice *WineD3DDevice; struct d3d8_handle_table handle_table; /* FVF management */ struct FvfToDecl *decls; UINT numConvertedDecls, declArraySize; /* Avoids recursion with nested ReleaseRef to 0 */ BOOL inDestruction; }; HRESULT device_init(IDirect3DDevice8Impl *device, IWineD3D *wined3d, UINT adapter, D3DDEVTYPE device_type, HWND focus_window, DWORD flags, D3DPRESENT_PARAMETERS *parameters) DECLSPEC_HIDDEN; /* ---------------- */ /* IDirect3DVolume8 */ /* ---------------- */ /***************************************************************************** * IDirect3DVolume8 implementation structure */ struct IDirect3DVolume8Impl { /* IUnknown fields */ const IDirect3DVolume8Vtbl *lpVtbl; LONG ref; /* IDirect3DVolume8 fields */ IWineD3DVolume *wineD3DVolume; /* The volume container */ IUnknown *container; /* If set forward refcounting to this object */ IUnknown *forwardReference; }; HRESULT volume_init(IDirect3DVolume8Impl *volume, IDirect3DDevice8Impl *device, UINT width, UINT height, UINT depth, DWORD usage, WINED3DFORMAT format, WINED3DPOOL pool) DECLSPEC_HIDDEN; /* ------------------- */ /* IDirect3DSwapChain8 */ /* ------------------- */ /***************************************************************************** * IDirect3DSwapChain8 implementation structure */ struct IDirect3DSwapChain8Impl { /* IUnknown fields */ const IDirect3DSwapChain8Vtbl *lpVtbl; LONG ref; /* IDirect3DSwapChain8 fields */ IWineD3DSwapChain *wineD3DSwapChain; /* Parent reference */ LPDIRECT3DDEVICE8 parentDevice; }; HRESULT swapchain_init(IDirect3DSwapChain8Impl *swapchain, IDirect3DDevice8Impl *device, D3DPRESENT_PARAMETERS *present_parameters) DECLSPEC_HIDDEN; /* ----------------- */ /* IDirect3DSurface8 */ /* ----------------- */ /***************************************************************************** * IDirect3DSurface8 implementation structure */ struct IDirect3DSurface8Impl { /* IUnknown fields */ const IDirect3DSurface8Vtbl *lpVtbl; LONG ref; /* IDirect3DSurface8 fields */ IWineD3DSurface *wineD3DSurface; /* Parent reference */ LPDIRECT3DDEVICE8 parentDevice; /* The surface container */ IUnknown *container; /* If set forward refcounting to this object */ IUnknown *forwardReference; }; HRESULT surface_init(IDirect3DSurface8Impl *surface, IDirect3DDevice8Impl *device, UINT width, UINT height, D3DFORMAT format, BOOL lockable, BOOL discard, UINT level, DWORD usage, D3DPOOL pool, D3DMULTISAMPLE_TYPE multisample_type, DWORD multisample_quality) DECLSPEC_HIDDEN; struct IDirect3DResource8Impl { /* IUnknown fields */ const IDirect3DResource8Vtbl *lpVtbl; LONG ref; /* IDirect3DResource8 fields */ IWineD3DResource *wineD3DResource; }; /* ---------------------- */ /* IDirect3DVertexBuffer8 */ /* ---------------------- */ /***************************************************************************** * IDirect3DVertexBuffer8 implementation structure */ struct IDirect3DVertexBuffer8Impl { /* IUnknown fields */ const IDirect3DVertexBuffer8Vtbl *lpVtbl; LONG ref; /* IDirect3DResource8 fields */ IWineD3DBuffer *wineD3DVertexBuffer; /* Parent reference */ LPDIRECT3DDEVICE8 parentDevice; DWORD fvf; }; HRESULT vertexbuffer_init(IDirect3DVertexBuffer8Impl *buffer, IDirect3DDevice8Impl *device, UINT size, DWORD usage, DWORD fvf, D3DPOOL pool) DECLSPEC_HIDDEN; /* --------------------- */ /* IDirect3DIndexBuffer8 */ /* --------------------- */ /***************************************************************************** * IDirect3DIndexBuffer8 implementation structure */ struct IDirect3DIndexBuffer8Impl { /* IUnknown fields */ const IDirect3DIndexBuffer8Vtbl *lpVtbl; LONG ref; /* IDirect3DResource8 fields */ IWineD3DBuffer *wineD3DIndexBuffer; /* Parent reference */ LPDIRECT3DDEVICE8 parentDevice; WINED3DFORMAT format; }; HRESULT indexbuffer_init(IDirect3DIndexBuffer8Impl *buffer, IDirect3DDevice8Impl *device, UINT size, DWORD usage, D3DFORMAT format, D3DPOOL pool) DECLSPEC_HIDDEN; /* --------------------- */ /* IDirect3DBaseTexture8 */ /* --------------------- */ /***************************************************************************** * IDirect3DBaseTexture8 implementation structure */ struct IDirect3DBaseTexture8Impl { /* IUnknown fields */ const IDirect3DBaseTexture8Vtbl *lpVtbl; LONG ref; /* IDirect3DResource8 fields */ IWineD3DBaseTexture *wineD3DBaseTexture; }; /* --------------------- */ /* IDirect3DCubeTexture8 */ /* --------------------- */ /***************************************************************************** * IDirect3DCubeTexture8 implementation structure */ struct IDirect3DCubeTexture8Impl { /* IUnknown fields */ const IDirect3DCubeTexture8Vtbl *lpVtbl; LONG ref; /* IDirect3DResource8 fields */ IWineD3DCubeTexture *wineD3DCubeTexture; /* Parent reference */ LPDIRECT3DDEVICE8 parentDevice; }; HRESULT cubetexture_init(IDirect3DCubeTexture8Impl *texture, IDirect3DDevice8Impl *device, UINT edge_length, UINT levels, DWORD usage, D3DFORMAT format, D3DPOOL pool) DECLSPEC_HIDDEN; /* ----------------- */ /* IDirect3DTexture8 */ /* ----------------- */ /***************************************************************************** * IDirect3DTexture8 implementation structure */ struct IDirect3DTexture8Impl { /* IUnknown fields */ const IDirect3DTexture8Vtbl *lpVtbl; LONG ref; /* IDirect3DResourc8 fields */ IWineD3DTexture *wineD3DTexture; /* Parent reference */ LPDIRECT3DDEVICE8 parentDevice; }; HRESULT texture_init(IDirect3DTexture8Impl *texture, IDirect3DDevice8Impl *device, UINT width, UINT height, UINT levels, DWORD usage, D3DFORMAT format, D3DPOOL pool) DECLSPEC_HIDDEN; /* ----------------------- */ /* IDirect3DVolumeTexture8 */ /* ----------------------- */ /***************************************************************************** * IDirect3DVolumeTexture8 implementation structure */ struct IDirect3DVolumeTexture8Impl { /* IUnknown fields */ const IDirect3DVolumeTexture8Vtbl *lpVtbl; LONG ref; /* IDirect3DResource8 fields */ IWineD3DVolumeTexture *wineD3DVolumeTexture; /* Parent reference */ LPDIRECT3DDEVICE8 parentDevice; }; HRESULT volumetexture_init(IDirect3DVolumeTexture8Impl *texture, IDirect3DDevice8Impl *device, UINT width, UINT height, UINT depth, UINT levels, DWORD usage, D3DFORMAT format, D3DPOOL pool) DECLSPEC_HIDDEN; DEFINE_GUID(IID_IDirect3DVertexDeclaration8, 0x5dd7478d, 0xcbf3, 0x41a6, 0x8c, 0xfd, 0xfd, 0x19, 0x2b, 0x11, 0xc7, 0x90); DEFINE_GUID(IID_IDirect3DVertexShader8, 0xefc5557e, 0x6265, 0x4613, 0x8a, 0x94, 0x43, 0x85, 0x78, 0x89, 0xeb, 0x36); DEFINE_GUID(IID_IDirect3DPixelShader8, 0x6d3bdbdc, 0x5b02, 0x4415, 0xb8, 0x52, 0xce, 0x5e, 0x8b, 0xcc, 0xb2, 0x89); /***************************************************************************** * IDirect3DVertexDeclaration8 interface */ #define INTERFACE IDirect3DVertexDeclaration8 DECLARE_INTERFACE_(IDirect3DVertexDeclaration8, IUnknown) { /*** IUnknown methods ***/ STDMETHOD_(HRESULT,QueryInterface)(THIS_ REFIID riid, void** obj_ptr) PURE; STDMETHOD_(ULONG,AddRef)(THIS) PURE; STDMETHOD_(ULONG,Release)(THIS) PURE; }; #undef INTERFACE /*** IUnknown methods ***/ #define IDirect3DVertexDeclaration8_QueryInterface(p,a,b) (p)->lpVtbl->QueryInterface(p,a,b) #define IDirect3DVertexDeclaration8_AddRef(p) (p)->lpVtbl->AddRef(p) #define IDirect3DVertexDeclaration8_Release(p) (p)->lpVtbl->Release(p) typedef struct { const IDirect3DVertexDeclaration8Vtbl *lpVtbl; LONG ref_count; DWORD *elements; DWORD elements_size; /* Size of elements, in bytes */ IWineD3DVertexDeclaration *wined3d_vertex_declaration; DWORD shader_handle; } IDirect3DVertexDeclaration8Impl; HRESULT vertexdeclaration_init(IDirect3DVertexDeclaration8Impl *declaration, IDirect3DDevice8Impl *device, const DWORD *elements, DWORD shader_handle) DECLSPEC_HIDDEN; HRESULT vertexdeclaration_init_fvf(IDirect3DVertexDeclaration8Impl *declaration, IDirect3DDevice8Impl *device, DWORD fvf) DECLSPEC_HIDDEN; /***************************************************************************** * IDirect3DVertexShader8 interface */ #define INTERFACE IDirect3DVertexShader8 DECLARE_INTERFACE_(IDirect3DVertexShader8, IUnknown) { /*** IUnknown methods ***/ STDMETHOD_(HRESULT,QueryInterface)(THIS_ REFIID riid, void** ppvObject) PURE; STDMETHOD_(ULONG,AddRef)(THIS) PURE; STDMETHOD_(ULONG,Release)(THIS) PURE; }; #undef INTERFACE /*** IUnknown methods ***/ #define IDirect3DVertexShader8_QueryInterface(p,a,b) (p)->lpVtbl->QueryInterface(p,a,b) #define IDirect3DVertexShader8_AddRef(p) (p)->lpVtbl->AddRef(p) #define IDirect3DVertexShader8_Release(p) (p)->lpVtbl->Release(p) /* ------------------------- */ /* IDirect3DVertexShader8Impl */ /* ------------------------- */ /***************************************************************************** * IDirect3DPixelShader8 interface */ #define INTERFACE IDirect3DPixelShader8 DECLARE_INTERFACE_(IDirect3DPixelShader8,IUnknown) { /*** IUnknown methods ***/ STDMETHOD_(HRESULT,QueryInterface)(THIS_ REFIID riid, void** ppvObject) PURE; STDMETHOD_(ULONG,AddRef)(THIS) PURE; STDMETHOD_(ULONG,Release)(THIS) PURE; }; #undef INTERFACE /*** IUnknown methods ***/ #define IDirect3DPixelShader8_QueryInterface(p,a,b) (p)->lpVtbl->QueryInterface(p,a,b) #define IDirect3DPixelShader8_AddRef(p) (p)->lpVtbl->AddRef(p) #define IDirect3DPixelShader8_Release(p) (p)->lpVtbl->Release(p) /***************************************************************************** * IDirect3DVertexShader implementation structure */ struct IDirect3DVertexShader8Impl { const IDirect3DVertexShader8Vtbl *lpVtbl; LONG ref; IDirect3DVertexDeclaration8 *vertex_declaration; IWineD3DVertexShader *wineD3DVertexShader; }; HRESULT vertexshader_init(IDirect3DVertexShader8Impl *shader, IDirect3DDevice8Impl *device, const DWORD *declaration, const DWORD *byte_code, DWORD shader_handle, DWORD usage) DECLSPEC_HIDDEN; #define D3D8_MAX_VERTEX_SHADER_CONSTANTF 256 /***************************************************************************** * IDirect3DPixelShader implementation structure */ typedef struct IDirect3DPixelShader8Impl { const IDirect3DPixelShader8Vtbl *lpVtbl; LONG ref; DWORD handle; IWineD3DPixelShader *wineD3DPixelShader; } IDirect3DPixelShader8Impl; HRESULT pixelshader_init(IDirect3DPixelShader8Impl *shader, IDirect3DDevice8Impl *device, const DWORD *byte_code, DWORD shader_handle) DECLSPEC_HIDDEN; /** * Internals functions * * to see how not defined it here */ D3DFORMAT d3dformat_from_wined3dformat(WINED3DFORMAT format) DECLSPEC_HIDDEN; WINED3DFORMAT wined3dformat_from_d3dformat(D3DFORMAT format) DECLSPEC_HIDDEN; void load_local_constants(const DWORD *d3d8_elements, IWineD3DVertexShader *wined3d_vertex_shader) DECLSPEC_HIDDEN; size_t parse_token(const DWORD *pToken) DECLSPEC_HIDDEN; #endif /* __WINE_D3DX8_PRIVATE_H */