/* * 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 #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; struct d3d8 { IDirect3D8 IDirect3D8_iface; LONG refcount; struct wined3d *wined3d; }; BOOL d3d8_init(struct d3d8 *d3d8) DECLSPEC_HIDDEN; /***************************************************************************** * IDirect3DDevice8 implementation structure */ #define D3D8_INITIAL_HANDLE_TABLE_SIZE 64 #define D3D8_INVALID_HANDLE ~0U enum d3d8_handle_type { D3D8_HANDLE_FREE, D3D8_HANDLE_VS, D3D8_HANDLE_PS, D3D8_HANDLE_SB, }; struct d3d8_handle_entry { void *object; enum d3d8_handle_type type; }; struct d3d8_handle_table { struct d3d8_handle_entry *entries; struct d3d8_handle_entry *free_entries; UINT table_size; UINT entry_count; }; struct FvfToDecl { DWORD fvf; struct d3d8_vertex_declaration *declaration; }; enum d3d8_device_state { D3D8_DEVICE_STATE_OK, D3D8_DEVICE_STATE_LOST, D3D8_DEVICE_STATE_NOT_RESET, }; struct d3d8_device { /* IUnknown fields */ IDirect3DDevice8 IDirect3DDevice8_iface; struct wined3d_device_parent device_parent; LONG ref; struct wined3d_device *wined3d_device; IDirect3D8 *d3d_parent; struct d3d8_handle_table handle_table; /* FVF management */ struct FvfToDecl *decls; UINT numConvertedDecls, declArraySize; /* User data draws */ struct wined3d_buffer *vertex_buffer; UINT vertex_buffer_size; UINT vertex_buffer_pos; struct wined3d_buffer *index_buffer; UINT index_buffer_size; UINT index_buffer_pos; LONG device_state; /* Avoids recursion with nested ReleaseRef to 0 */ BOOL inDestruction; }; HRESULT device_init(struct d3d8_device *device, struct d3d8 *parent, struct wined3d *wined3d, UINT adapter, D3DDEVTYPE device_type, HWND focus_window, DWORD flags, D3DPRESENT_PARAMETERS *parameters) DECLSPEC_HIDDEN; static inline struct d3d8_device *impl_from_IDirect3DDevice8(IDirect3DDevice8 *iface) { return CONTAINING_RECORD(iface, struct d3d8_device, IDirect3DDevice8_iface); } struct d3d8_resource { LONG refcount; struct wined3d_private_store private_store; }; void d3d8_resource_cleanup(struct d3d8_resource *resource) DECLSPEC_HIDDEN; HRESULT d3d8_resource_free_private_data(struct d3d8_resource *resource, const GUID *guid) DECLSPEC_HIDDEN; HRESULT d3d8_resource_get_private_data(struct d3d8_resource *resource, const GUID *guid, void *data, DWORD *data_size) DECLSPEC_HIDDEN; void d3d8_resource_init(struct d3d8_resource *resource) DECLSPEC_HIDDEN; HRESULT d3d8_resource_set_private_data(struct d3d8_resource *resource, const GUID *guid, const void *data, DWORD data_size, DWORD flags) DECLSPEC_HIDDEN; struct d3d8_volume { IDirect3DVolume8 IDirect3DVolume8_iface; struct d3d8_resource resource; struct wined3d_volume *wined3d_volume; struct d3d8_texture *texture; }; void volume_init(struct d3d8_volume *volume, struct d3d8_texture *texture, struct wined3d_volume *wined3d_volume, const struct wined3d_parent_ops **parent_ops) DECLSPEC_HIDDEN; struct d3d8_swapchain { IDirect3DSwapChain8 IDirect3DSwapChain8_iface; LONG refcount; struct wined3d_swapchain *wined3d_swapchain; IDirect3DDevice8 *parent_device; }; HRESULT d3d8_swapchain_create(struct d3d8_device *device, struct wined3d_swapchain_desc *desc, struct d3d8_swapchain **swapchain) DECLSPEC_HIDDEN; struct d3d8_surface { IDirect3DSurface8 IDirect3DSurface8_iface; struct d3d8_resource resource; struct wined3d_surface *wined3d_surface; IDirect3DDevice8 *parent_device; /* The surface container */ IUnknown *container; /* If set forward refcounting to this object */ IUnknown *forwardReference; }; void surface_init(struct d3d8_surface *surface, struct wined3d_surface *wined3d_surface, struct d3d8_device *device, const struct wined3d_parent_ops **parent_ops) DECLSPEC_HIDDEN; struct d3d8_surface *unsafe_impl_from_IDirect3DSurface8(IDirect3DSurface8 *iface) DECLSPEC_HIDDEN; struct d3d8_vertexbuffer { IDirect3DVertexBuffer8 IDirect3DVertexBuffer8_iface; struct d3d8_resource resource; struct wined3d_buffer *wined3d_buffer; IDirect3DDevice8 *parent_device; DWORD fvf; }; HRESULT vertexbuffer_init(struct d3d8_vertexbuffer *buffer, struct d3d8_device *device, UINT size, DWORD usage, DWORD fvf, D3DPOOL pool) DECLSPEC_HIDDEN; struct d3d8_vertexbuffer *unsafe_impl_from_IDirect3DVertexBuffer8(IDirect3DVertexBuffer8 *iface) DECLSPEC_HIDDEN; struct d3d8_indexbuffer { IDirect3DIndexBuffer8 IDirect3DIndexBuffer8_iface; struct d3d8_resource resource; struct wined3d_buffer *wined3d_buffer; IDirect3DDevice8 *parent_device; enum wined3d_format_id format; }; HRESULT indexbuffer_init(struct d3d8_indexbuffer *buffer, struct d3d8_device *device, UINT size, DWORD usage, D3DFORMAT format, D3DPOOL pool) DECLSPEC_HIDDEN; struct d3d8_indexbuffer *unsafe_impl_from_IDirect3DIndexBuffer8(IDirect3DIndexBuffer8 *iface) DECLSPEC_HIDDEN; struct d3d8_texture { IDirect3DBaseTexture8 IDirect3DBaseTexture8_iface; struct d3d8_resource resource; struct wined3d_texture *wined3d_texture; IDirect3DDevice8 *parent_device; }; HRESULT cubetexture_init(struct d3d8_texture *texture, struct d3d8_device *device, UINT edge_length, UINT levels, DWORD usage, D3DFORMAT format, D3DPOOL pool) DECLSPEC_HIDDEN; HRESULT texture_init(struct d3d8_texture *texture, struct d3d8_device *device, UINT width, UINT height, UINT levels, DWORD usage, D3DFORMAT format, D3DPOOL pool) DECLSPEC_HIDDEN; HRESULT volumetexture_init(struct d3d8_texture *texture, struct d3d8_device *device, UINT width, UINT height, UINT depth, UINT levels, DWORD usage, D3DFORMAT format, D3DPOOL pool) DECLSPEC_HIDDEN; struct d3d8_texture *unsafe_impl_from_IDirect3DBaseTexture8(IDirect3DBaseTexture8 *iface) DECLSPEC_HIDDEN; struct d3d8_vertex_declaration { DWORD *elements; DWORD elements_size; /* Size of elements, in bytes */ struct wined3d_vertex_declaration *wined3d_vertex_declaration; DWORD shader_handle; }; void d3d8_vertex_declaration_destroy(struct d3d8_vertex_declaration *declaration) DECLSPEC_HIDDEN; HRESULT d3d8_vertex_declaration_init(struct d3d8_vertex_declaration *declaration, struct d3d8_device *device, const DWORD *elements, DWORD shader_handle) DECLSPEC_HIDDEN; HRESULT d3d8_vertex_declaration_init_fvf(struct d3d8_vertex_declaration *declaration, struct d3d8_device *device, DWORD fvf) DECLSPEC_HIDDEN; struct d3d8_vertex_shader { struct d3d8_vertex_declaration *vertex_declaration; struct wined3d_shader *wined3d_shader; }; void d3d8_vertex_shader_destroy(struct d3d8_vertex_shader *shader) DECLSPEC_HIDDEN; HRESULT d3d8_vertex_shader_init(struct d3d8_vertex_shader *shader, struct d3d8_device *device, const DWORD *declaration, const DWORD *byte_code, DWORD shader_handle, DWORD usage) DECLSPEC_HIDDEN; #define D3D8_MAX_VERTEX_SHADER_CONSTANTF 256 struct d3d8_pixel_shader { DWORD handle; struct wined3d_shader *wined3d_shader; }; void d3d8_pixel_shader_destroy(struct d3d8_pixel_shader *shader) DECLSPEC_HIDDEN; HRESULT d3d8_pixel_shader_init(struct d3d8_pixel_shader *shader, struct d3d8_device *device, const DWORD *byte_code, DWORD shader_handle) DECLSPEC_HIDDEN; D3DFORMAT d3dformat_from_wined3dformat(enum wined3d_format_id format) DECLSPEC_HIDDEN; enum wined3d_format_id wined3dformat_from_d3dformat(D3DFORMAT format) DECLSPEC_HIDDEN; void load_local_constants(const DWORD *d3d8_elements, struct wined3d_shader *wined3d_vertex_shader) DECLSPEC_HIDDEN; size_t parse_token(const DWORD *pToken) DECLSPEC_HIDDEN; #endif /* __WINE_D3DX8_PRIVATE_H */