/* * Copyright 2008-2009 Henri Verbeet for CodeWeavers * * 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_D3D10CORE_PRIVATE_H #define __WINE_D3D10CORE_PRIVATE_H #include "wine/debug.h" #include #define COBJMACROS #include "winbase.h" #include "wingdi.h" #include "winuser.h" #include "objbase.h" #include "d3d10.h" #ifdef D3D10CORE_INIT_GUID #include "initguid.h" #endif #include "wine/wined3d.h" #include "wine/winedxgi.h" #include "wine/rbtree.h" #define MAKE_TAG(ch0, ch1, ch2, ch3) \ ((DWORD)(ch0) | ((DWORD)(ch1) << 8) | \ ((DWORD)(ch2) << 16) | ((DWORD)(ch3) << 24 )) #define TAG_DXBC MAKE_TAG('D', 'X', 'B', 'C') #define TAG_ISGN MAKE_TAG('I', 'S', 'G', 'N') #define TAG_OSGN MAKE_TAG('O', 'S', 'G', 'N') #define TAG_SHDR MAKE_TAG('S', 'H', 'D', 'R') struct d3d10_device; struct d3d10_shader_info { const DWORD *shader_code; struct wined3d_shader_signature *output_signature; }; /* TRACE helper functions */ const char *debug_d3d10_primitive_topology(D3D10_PRIMITIVE_TOPOLOGY topology) DECLSPEC_HIDDEN; const char *debug_dxgi_format(DXGI_FORMAT format) DECLSPEC_HIDDEN; DXGI_FORMAT dxgi_format_from_wined3dformat(enum wined3d_format_id format) DECLSPEC_HIDDEN; enum wined3d_format_id wined3dformat_from_dxgi_format(DXGI_FORMAT format) DECLSPEC_HIDDEN; static inline void read_dword(const char **ptr, DWORD *d) { memcpy(d, *ptr, sizeof(*d)); *ptr += sizeof(*d); } void skip_dword_unknown(const char **ptr, unsigned int count) DECLSPEC_HIDDEN; HRESULT parse_dxbc(const char *data, SIZE_T data_size, HRESULT (*chunk_handler)(const char *data, DWORD data_size, DWORD tag, void *ctx), void *ctx) DECLSPEC_HIDDEN; /* ID3D10Texture2D */ struct d3d10_texture2d { ID3D10Texture2D ID3D10Texture2D_iface; LONG refcount; IUnknown *dxgi_surface; struct wined3d_texture *wined3d_texture; D3D10_TEXTURE2D_DESC desc; }; HRESULT d3d10_texture2d_init(struct d3d10_texture2d *texture, struct d3d10_device *device, const D3D10_TEXTURE2D_DESC *desc) DECLSPEC_HIDDEN; /* ID3D10Texture3D */ struct d3d10_texture3d { ID3D10Texture3D ID3D10Texture3D_iface; LONG refcount; struct wined3d_texture *wined3d_texture; D3D10_TEXTURE3D_DESC desc; }; HRESULT d3d10_texture3d_init(struct d3d10_texture3d *texture, struct d3d10_device *device, const D3D10_TEXTURE3D_DESC *desc) DECLSPEC_HIDDEN; /* ID3D10Buffer */ struct d3d10_buffer { ID3D10Buffer ID3D10Buffer_iface; LONG refcount; struct wined3d_buffer *wined3d_buffer; }; HRESULT d3d10_buffer_init(struct d3d10_buffer *buffer, struct d3d10_device *device, const D3D10_BUFFER_DESC *desc, const D3D10_SUBRESOURCE_DATA *data) DECLSPEC_HIDDEN; struct d3d10_buffer *unsafe_impl_from_ID3D10Buffer(ID3D10Buffer *iface) DECLSPEC_HIDDEN; /* ID3D10DepthStencilView */ struct d3d10_depthstencil_view { ID3D10DepthStencilView ID3D10DepthStencilView_iface; LONG refcount; D3D10_DEPTH_STENCIL_VIEW_DESC desc; ID3D10Resource *resource; }; HRESULT d3d10_depthstencil_view_init(struct d3d10_depthstencil_view *view, ID3D10Resource *resource, const D3D10_DEPTH_STENCIL_VIEW_DESC *desc) DECLSPEC_HIDDEN; /* ID3D10RenderTargetView */ struct d3d10_rendertarget_view { ID3D10RenderTargetView ID3D10RenderTargetView_iface; LONG refcount; struct wined3d_rendertarget_view *wined3d_view; D3D10_RENDER_TARGET_VIEW_DESC desc; ID3D10Resource *resource; }; HRESULT d3d10_rendertarget_view_init(struct d3d10_rendertarget_view *view, ID3D10Resource *resource, const D3D10_RENDER_TARGET_VIEW_DESC *desc) DECLSPEC_HIDDEN; struct d3d10_rendertarget_view *unsafe_impl_from_ID3D10RenderTargetView(ID3D10RenderTargetView *iface) DECLSPEC_HIDDEN; /* ID3D10ShaderResourceView */ struct d3d10_shader_resource_view { ID3D10ShaderResourceView ID3D10ShaderResourceView_iface; LONG refcount; D3D10_SHADER_RESOURCE_VIEW_DESC desc; ID3D10Resource *resource; }; HRESULT d3d10_shader_resource_view_init(struct d3d10_shader_resource_view *view, ID3D10Resource *resource, const D3D10_SHADER_RESOURCE_VIEW_DESC *desc) DECLSPEC_HIDDEN; /* ID3D10InputLayout */ struct d3d10_input_layout { ID3D10InputLayout ID3D10InputLayout_iface; LONG refcount; struct wined3d_vertex_declaration *wined3d_decl; }; HRESULT d3d10_input_layout_init(struct d3d10_input_layout *layout, struct d3d10_device *device, const D3D10_INPUT_ELEMENT_DESC *element_descs, UINT element_count, const void *shader_byte_code, SIZE_T shader_byte_code_length) DECLSPEC_HIDDEN; struct d3d10_input_layout *unsafe_impl_from_ID3D10InputLayout(ID3D10InputLayout *iface) DECLSPEC_HIDDEN; /* ID3D10VertexShader */ struct d3d10_vertex_shader { ID3D10VertexShader ID3D10VertexShader_iface; LONG refcount; struct wined3d_shader *wined3d_shader; struct wined3d_shader_signature output_signature; }; HRESULT d3d10_vertex_shader_init(struct d3d10_vertex_shader *shader, struct d3d10_device *device, const void *byte_code, SIZE_T byte_code_length) DECLSPEC_HIDDEN; struct d3d10_vertex_shader *unsafe_impl_from_ID3D10VertexShader(ID3D10VertexShader *iface) DECLSPEC_HIDDEN; /* ID3D10GeometryShader */ struct d3d10_geometry_shader { ID3D10GeometryShader ID3D10GeometryShader_iface; LONG refcount; struct wined3d_shader *wined3d_shader; struct wined3d_shader_signature output_signature; }; HRESULT d3d10_geometry_shader_init(struct d3d10_geometry_shader *shader, struct d3d10_device *device, const void *byte_code, SIZE_T byte_code_length) DECLSPEC_HIDDEN; struct d3d10_geometry_shader *unsafe_impl_from_ID3D10GeometryShader(ID3D10GeometryShader *iface) DECLSPEC_HIDDEN; /* ID3D10PixelShader */ struct d3d10_pixel_shader { ID3D10PixelShader ID3D10PixelShader_iface; LONG refcount; struct wined3d_shader *wined3d_shader; struct wined3d_shader_signature output_signature; }; HRESULT d3d10_pixel_shader_init(struct d3d10_pixel_shader *shader, struct d3d10_device *device, const void *byte_code, SIZE_T byte_code_length) DECLSPEC_HIDDEN; struct d3d10_pixel_shader *unsafe_impl_from_ID3D10PixelShader(ID3D10PixelShader *iface) DECLSPEC_HIDDEN; HRESULT shader_parse_signature(const char *data, DWORD data_size, struct wined3d_shader_signature *s) DECLSPEC_HIDDEN; void shader_free_signature(struct wined3d_shader_signature *s) DECLSPEC_HIDDEN; /* ID3D10BlendState */ struct d3d10_blend_state { ID3D10BlendState ID3D10BlendState_iface; LONG refcount; struct d3d10_device *device; D3D10_BLEND_DESC desc; struct wine_rb_entry entry; }; HRESULT d3d10_blend_state_init(struct d3d10_blend_state *state, struct d3d10_device *device, const D3D10_BLEND_DESC *desc) DECLSPEC_HIDDEN; struct d3d10_blend_state *unsafe_impl_from_ID3D10BlendState(ID3D10BlendState *iface) DECLSPEC_HIDDEN; /* ID3D10DepthStencilState */ struct d3d10_depthstencil_state { ID3D10DepthStencilState ID3D10DepthStencilState_iface; LONG refcount; struct d3d10_device *device; D3D10_DEPTH_STENCIL_DESC desc; struct wine_rb_entry entry; }; HRESULT d3d10_depthstencil_state_init(struct d3d10_depthstencil_state *state, struct d3d10_device *device, const D3D10_DEPTH_STENCIL_DESC *desc) DECLSPEC_HIDDEN; struct d3d10_depthstencil_state *unsafe_impl_from_ID3D10DepthStencilState( ID3D10DepthStencilState *iface) DECLSPEC_HIDDEN; /* ID3D10RasterizerState */ struct d3d10_rasterizer_state { ID3D10RasterizerState ID3D10RasterizerState_iface; LONG refcount; }; HRESULT d3d10_rasterizer_state_init(struct d3d10_rasterizer_state *state) DECLSPEC_HIDDEN; struct d3d10_rasterizer_state *unsafe_impl_from_ID3D10RasterizerState(ID3D10RasterizerState *iface) DECLSPEC_HIDDEN; /* ID3D10SamplerState */ struct d3d10_sampler_state { ID3D10SamplerState ID3D10SamplerState_iface; LONG refcount; struct d3d10_device *device; struct wined3d_sampler *wined3d_sampler; D3D10_SAMPLER_DESC desc; struct wine_rb_entry entry; }; HRESULT d3d10_sampler_state_init(struct d3d10_sampler_state *state, struct d3d10_device *device, const D3D10_SAMPLER_DESC *desc) DECLSPEC_HIDDEN; struct d3d10_sampler_state *unsafe_impl_from_ID3D10SamplerState(ID3D10SamplerState *iface) DECLSPEC_HIDDEN; /* ID3D10Query */ struct d3d10_query { ID3D10Query ID3D10Query_iface; LONG refcount; }; HRESULT d3d10_query_init(struct d3d10_query *query) DECLSPEC_HIDDEN; /* IDirect3D10Device */ struct d3d10_device { IUnknown IUnknown_inner; ID3D10Device ID3D10Device_iface; IWineDXGIDeviceParent IWineDXGIDeviceParent_iface; IUnknown *outer_unk; LONG refcount; struct wined3d_device_parent device_parent; struct wined3d_device *wined3d_device; struct wine_rb_tree blend_states; struct wine_rb_tree depthstencil_states; struct wine_rb_tree sampler_states; struct d3d10_blend_state *blend_state; float blend_factor[4]; UINT sample_mask; struct d3d10_depthstencil_state *depth_stencil_state; UINT stencil_ref; struct d3d10_rasterizer_state *rasterizer_state; }; HRESULT d3d10_device_init(struct d3d10_device *device, void *outer_unknown) DECLSPEC_HIDDEN; /* Layered device */ enum dxgi_device_layer_id { DXGI_DEVICE_LAYER_DEBUG1 = 0x8, DXGI_DEVICE_LAYER_THREAD_SAFE = 0x10, DXGI_DEVICE_LAYER_DEBUG2 = 0x20, DXGI_DEVICE_LAYER_SWITCH_TO_REF = 0x30, DXGI_DEVICE_LAYER_D3D10_DEVICE = 0xffffffff, }; struct layer_get_size_args { DWORD unknown0; DWORD unknown1; DWORD *unknown2; DWORD *unknown3; IDXGIAdapter *adapter; WORD interface_major; WORD interface_minor; WORD version_build; WORD version_revision; }; struct dxgi_device_layer { enum dxgi_device_layer_id id; HRESULT (WINAPI *init)(enum dxgi_device_layer_id id, DWORD *count, DWORD *values); UINT (WINAPI *get_size)(enum dxgi_device_layer_id id, struct layer_get_size_args *args, DWORD unknown0); HRESULT (WINAPI *create)(enum dxgi_device_layer_id id, void **layer_base, DWORD unknown0, void *device_object, REFIID riid, void **device_layer); }; HRESULT WINAPI DXGID3D10CreateDevice(HMODULE d3d10core, IDXGIFactory *factory, IDXGIAdapter *adapter, UINT flags, void *unknown0, void **device); HRESULT WINAPI DXGID3D10RegisterLayers(const struct dxgi_device_layer *layers, UINT layer_count); #endif /* __WINE_D3D10CORE_PRIVATE_H */