/* MESA private include file * Copyright (c) 1998 Lionel ULMER * * This file contains all structures that are not exported * through d3d.h and all common macros. * * 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., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA */ #ifndef __GRAPHICS_WINE_MESA_PRIVATE_H #define __GRAPHICS_WINE_MESA_PRIVATE_H #include "d3d_private.h" #ifdef HAVE_OPENGL #include "gl_private.h" /* X11 locking */ extern void (*wine_tsx11_lock_ptr)(void); extern void (*wine_tsx11_unlock_ptr)(void); /* As GLX relies on X, this is needed */ #define ENTER_GL() wine_tsx11_lock_ptr() #define LEAVE_GL() wine_tsx11_unlock_ptr() extern const GUID IID_D3DDEVICE_OpenGL; typedef enum { SURFACE_GL, SURFACE_MEMORY, SURFACE_MEMORY_DIRTY } SURFACE_STATE; /* This structure is used for the 'd3d_private' field of the IDirectDraw structure */ typedef struct IDirect3DGLImpl { DWORD free_lights; void (*light_released)(IDirectDrawImpl *, GLenum light_num); } IDirect3DGLImpl; typedef struct IDirect3DLightGLImpl { struct IDirect3DLightImpl parent; GLenum light_num; } IDirect3DLightGLImpl; /* This structure is used for the 'private' field of the IDirectDrawSurfaceImpl structure */ typedef struct IDirect3DTextureGLImpl { GLuint tex_name; BOOLEAN loaded; /* For the moment, this is here.. Should be part of surface management though */ /* Texture upload management */ BOOLEAN initial_upload_done; SURFACE_STATE dirty_flag; /* This is used to optimize dirty checking in case of mipmapping. Note that a bitmap could have been used but it was not worth the pain as it will be very rare to have only one mipmap level change... The __global_dirty_flag will only be set for the main mipmap level. */ SURFACE_STATE __global_dirty_flag; SURFACE_STATE *global_dirty_flag; /* This is to optimize the 'per-texture' parameters. */ DWORD *tex_parameters; /* Surface optimization */ void *surface_ptr; /* Used to detect a change in internal format when going from non-CK texture to CK-ed texture */ GLenum current_internal_format; /* This is for now used to override 'standard' surface stuff to be as transparent as possible */ void (*final_release)(struct IDirectDrawSurfaceImpl *This); void (*lock_update)(IDirectDrawSurfaceImpl* This, LPCRECT pRect, DWORD dwFlags); void (*unlock_update)(IDirectDrawSurfaceImpl* This, LPCRECT pRect); void (*set_palette)(IDirectDrawSurfaceImpl* This, IDirectDrawPaletteImpl* pal); } IDirect3DTextureGLImpl; typedef enum { GL_TRANSFORM_NONE = 0, GL_TRANSFORM_ORTHO, GL_TRANSFORM_NORMAL, GL_TRANSFORM_VERTEXBUFFER } GL_TRANSFORM_STATE; typedef struct IDirect3DDeviceGLImpl { struct IDirect3DDeviceImpl parent; GLXContext gl_context; /* This stores the textures which are actually bound to the GL context */ IDirectDrawSurfaceImpl *current_bound_texture[MAX_TEXTURES]; /* The last type of vertex drawn */ GL_TRANSFORM_STATE transform_state; /* Used to handle fogging faster... */ BYTE fog_table[3 * 0x10000]; /* 3 is for R, G and B 0x10000 is 0xFF for the vertex color and 0xFF for the fog intensity */ Display *display; Drawable drawable; /* Variables used for the flush to frame-buffer code using the texturing code */ GLuint unlock_tex; void *surface_ptr; GLenum current_internal_format; SURFACE_STATE state, front_state; IDirectDrawSurfaceImpl *lock_surf, *front_lock_surf; } IDirect3DDeviceGLImpl; /* This is for the OpenGL additions... */ typedef struct { struct IDirect3DVertexBufferImpl parent; DWORD dwVertexTypeDesc; D3DMATRIX world_mat, view_mat, proj_mat; LPVOID vertices; } IDirect3DVertexBufferGLImpl; /* All non-static functions 'exported' by various sub-objects */ extern HRESULT direct3d_create(IDirectDrawImpl *This); extern HRESULT d3dtexture_create(IDirectDrawImpl *d3d, IDirectDrawSurfaceImpl *surf, BOOLEAN at_creation, IDirectDrawSurfaceImpl *main_surf); extern HRESULT d3dlight_create(IDirect3DLightImpl **obj, IDirectDrawImpl *d3d, GLenum light_num); extern HRESULT d3dexecutebuffer_create(IDirect3DExecuteBufferImpl **obj, IDirectDrawImpl *d3d, IDirect3DDeviceImpl *d3ddev, LPD3DEXECUTEBUFFERDESC lpDesc); extern HRESULT d3dmaterial_create(IDirect3DMaterialImpl **obj, IDirectDrawImpl *d3d); extern HRESULT d3dviewport_create(IDirect3DViewportImpl **obj, IDirectDrawImpl *d3d); extern HRESULT d3dvertexbuffer_create(IDirect3DVertexBufferImpl **obj, IDirectDrawImpl *d3d, LPD3DVERTEXBUFFERDESC lpD3DVertBufDesc, DWORD dwFlags); extern HRESULT d3ddevice_create(IDirect3DDeviceImpl **obj, IDirectDrawImpl *d3d, IDirectDrawSurfaceImpl *surface); /* Used for Direct3D to request the device to enumerate itself */ extern HRESULT d3ddevice_enumerate(LPD3DENUMDEVICESCALLBACK cb, LPVOID context, DWORD version) ; extern HRESULT d3ddevice_enumerate7(LPD3DENUMDEVICESCALLBACK7 cb, LPVOID context) ; extern HRESULT d3ddevice_find(IDirectDrawImpl *d3d, LPD3DFINDDEVICESEARCH lpD3DDFS, LPD3DFINDDEVICERESULT lplpD3DDevice); /* Used to upload the texture */ extern HRESULT gltex_upload_texture(IDirectDrawSurfaceImpl *This, IDirect3DDeviceImpl *d3ddev, DWORD stage) ; /* Used to set-up our orthographic projection */ extern void d3ddevice_set_ortho(IDirect3DDeviceImpl *This) ; /* Rendering state management functions */ extern void set_render_state(IDirect3DDeviceImpl* This, D3DRENDERSTATETYPE dwRenderStateType, STATEBLOCK *lpStateBlock); extern void store_render_state(IDirect3DDeviceImpl *This, D3DRENDERSTATETYPE dwRenderStateType, DWORD dwRenderState, STATEBLOCK* lpStateBlock); extern void get_render_state(IDirect3DDeviceImpl *This, D3DRENDERSTATETYPE dwRenderStateType, LPDWORD lpdwRenderState, STATEBLOCK* lpStateBlock); extern void apply_render_state(IDirect3DDeviceImpl* This, STATEBLOCK* lpStateBlock); /* Memory to texture conversion code. Split in three functions to do some optimizations. */ extern HRESULT upload_surface_to_tex_memory_init(IDirectDrawSurfaceImpl *surface, GLuint level, GLenum *prev_internal_format, BOOLEAN need_to_alloc, BOOLEAN need_alpha_ck, DWORD tex_width, DWORD tex_height); extern HRESULT upload_surface_to_tex_memory(RECT *rect, DWORD xoffset, DWORD yoffset, void **temp_buffer); extern HRESULT upload_surface_to_tex_memory_release(void); #endif /* HAVE_OPENGL */ #endif /* __GRAPHICS_WINE_MESA_PRIVATE_H */