199 lines
7.7 KiB
C
199 lines
7.7 KiB
C
/* MESA private include file
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* Copyright (c) 1998 Lionel ULMER
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*
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* This file contains all structures that are not exported
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* through d3d.h and all common macros.
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*
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* This library is free software; you can redistribute it and/or
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* modify it under the terms of the GNU Lesser General Public
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* License as published by the Free Software Foundation; either
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* version 2.1 of the License, or (at your option) any later version.
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*
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* This library is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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* Lesser General Public License for more details.
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*
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* You should have received a copy of the GNU Lesser General Public
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* License along with this library; if not, write to the Free Software
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* Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
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*/
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#ifndef __GRAPHICS_WINE_MESA_PRIVATE_H
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#define __GRAPHICS_WINE_MESA_PRIVATE_H
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#include "d3d_private.h"
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#ifdef HAVE_OPENGL
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#include "gl_private.h"
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/* X11 locking */
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extern void (*wine_tsx11_lock_ptr)(void);
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extern void (*wine_tsx11_unlock_ptr)(void);
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/* As GLX relies on X, this is needed */
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#define ENTER_GL() wine_tsx11_lock_ptr()
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#define LEAVE_GL() wine_tsx11_unlock_ptr()
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extern const GUID IID_D3DDEVICE_OpenGL;
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typedef enum {
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SURFACE_GL,
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SURFACE_MEMORY,
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SURFACE_MEMORY_DIRTY
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} SURFACE_STATE;
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/* This structure is used for the 'd3d_private' field of the IDirectDraw structure */
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typedef struct IDirect3DGLImpl
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{
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DWORD free_lights;
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void (*light_released)(IDirectDrawImpl *, GLenum light_num);
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} IDirect3DGLImpl;
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typedef struct IDirect3DLightGLImpl
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{
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struct IDirect3DLightImpl parent;
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GLenum light_num;
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} IDirect3DLightGLImpl;
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/* This structure is used for the 'private' field of the IDirectDrawSurfaceImpl structure */
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typedef struct IDirect3DTextureGLImpl
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{
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GLuint tex_name;
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BOOLEAN loaded; /* For the moment, this is here.. Should be part of surface management though */
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/* Texture upload management */
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BOOLEAN initial_upload_done;
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SURFACE_STATE dirty_flag;
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/* This is used to optimize dirty checking in case of mipmapping.
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Note that a bitmap could have been used but it was not worth the pain as it will be very rare
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to have only one mipmap level change...
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The __global_dirty_flag will only be set for the main mipmap level.
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*/
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SURFACE_STATE __global_dirty_flag;
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SURFACE_STATE *global_dirty_flag;
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/* This is to optimize the 'per-texture' parameters. */
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DWORD *tex_parameters;
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/* Surface optimization */
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void *surface_ptr;
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/* Used to detect a change in internal format when going from non-CK texture to CK-ed texture */
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GLenum current_internal_format;
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/* This is for now used to override 'standard' surface stuff to be as transparent as possible */
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void (*final_release)(struct IDirectDrawSurfaceImpl *This);
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void (*lock_update)(IDirectDrawSurfaceImpl* This, LPCRECT pRect, DWORD dwFlags);
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void (*unlock_update)(IDirectDrawSurfaceImpl* This, LPCRECT pRect);
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void (*set_palette)(IDirectDrawSurfaceImpl* This, IDirectDrawPaletteImpl* pal);
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} IDirect3DTextureGLImpl;
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typedef enum {
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GL_TRANSFORM_NONE = 0,
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GL_TRANSFORM_ORTHO,
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GL_TRANSFORM_NORMAL,
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GL_TRANSFORM_VERTEXBUFFER
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} GL_TRANSFORM_STATE;
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typedef enum {
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WINE_GL_BUFFER_BACK = 0,
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WINE_GL_BUFFER_FRONT
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} WINE_GL_BUFFER_TYPE;
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typedef struct IDirect3DDeviceGLImpl
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{
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struct IDirect3DDeviceImpl parent;
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GLXContext gl_context;
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/* This stores the textures which are actually bound to the GL context */
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IDirectDrawSurfaceImpl *current_bound_texture[MAX_TEXTURES];
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/* The last type of vertex drawn */
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GL_TRANSFORM_STATE transform_state;
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/* Used to handle fogging faster... */
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BYTE fog_table[3 * 0x10000]; /* 3 is for R, G and B
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0x10000 is 0xFF for the vertex color and
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0xFF for the fog intensity */
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Display *display;
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Drawable drawable;
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/* Variables used for the flush to frame-buffer code using the texturing code */
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GLuint unlock_tex;
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void *surface_ptr;
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GLenum current_internal_format;
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/* 0 is back-buffer, 1 is front-buffer */
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SURFACE_STATE state[2];
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IDirectDrawSurfaceImpl *lock_surf[2];
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RECT lock_rect[2];
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/* This is just here to print-out a nice warning if we have two successive locks */
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BOOLEAN lock_rect_valid[2];
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/* This is used to optimize some stuff */
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DWORD prev_clear_color;
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DWORD prev_clear_stencil;
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D3DVALUE prev_clear_Z;
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BOOLEAN depth_mask, depth_test, alpha_test, stencil_test, cull_face, lighting, blending, fogging;
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GLenum current_tex_env;
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} IDirect3DDeviceGLImpl;
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/* This is for the OpenGL additions... */
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typedef struct {
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struct IDirect3DVertexBufferImpl parent;
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DWORD dwVertexTypeDesc;
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D3DMATRIX world_mat, view_mat, proj_mat;
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LPVOID vertices;
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} IDirect3DVertexBufferGLImpl;
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/* All non-static functions 'exported' by various sub-objects */
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extern HRESULT direct3d_create(IDirectDrawImpl *This);
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extern HRESULT d3dtexture_create(IDirectDrawImpl *d3d, IDirectDrawSurfaceImpl *surf, BOOLEAN at_creation, IDirectDrawSurfaceImpl *main_surf);
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extern HRESULT d3dlight_create(IDirect3DLightImpl **obj, IDirectDrawImpl *d3d, GLenum light_num);
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extern HRESULT d3dexecutebuffer_create(IDirect3DExecuteBufferImpl **obj, IDirectDrawImpl *d3d, IDirect3DDeviceImpl *d3ddev, LPD3DEXECUTEBUFFERDESC lpDesc);
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extern HRESULT d3dmaterial_create(IDirect3DMaterialImpl **obj, IDirectDrawImpl *d3d);
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extern HRESULT d3dviewport_create(IDirect3DViewportImpl **obj, IDirectDrawImpl *d3d);
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extern HRESULT d3dvertexbuffer_create(IDirect3DVertexBufferImpl **obj, IDirectDrawImpl *d3d, LPD3DVERTEXBUFFERDESC lpD3DVertBufDesc, DWORD dwFlags);
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extern HRESULT d3ddevice_create(IDirect3DDeviceImpl **obj, IDirectDrawImpl *d3d, IDirectDrawSurfaceImpl *surface);
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/* Used for Direct3D to request the device to enumerate itself */
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extern HRESULT d3ddevice_enumerate(LPD3DENUMDEVICESCALLBACK cb, LPVOID context, DWORD version) ;
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extern HRESULT d3ddevice_enumerate7(LPD3DENUMDEVICESCALLBACK7 cb, LPVOID context) ;
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extern HRESULT d3ddevice_find(IDirectDrawImpl *d3d, LPD3DFINDDEVICESEARCH lpD3DDFS, LPD3DFINDDEVICERESULT lplpD3DDevice);
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/* Used by the DLL init routine to set-up the GL context and stuff properly */
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extern BOOL d3ddevice_init_at_startup(void *gl_handle);
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/* Used to upload the texture */
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extern HRESULT gltex_upload_texture(IDirectDrawSurfaceImpl *This, IDirect3DDeviceImpl *d3ddev, DWORD stage) ;
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/* Used to set-up our orthographic projection */
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extern void d3ddevice_set_ortho(IDirect3DDeviceImpl *This) ;
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/* Rendering state management functions */
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extern void set_render_state(IDirect3DDeviceImpl* This, D3DRENDERSTATETYPE dwRenderStateType, STATEBLOCK *lpStateBlock);
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extern void store_render_state(IDirect3DDeviceImpl *This, D3DRENDERSTATETYPE dwRenderStateType, DWORD dwRenderState, STATEBLOCK* lpStateBlock);
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extern void get_render_state(IDirect3DDeviceImpl *This, D3DRENDERSTATETYPE dwRenderStateType, LPDWORD lpdwRenderState, STATEBLOCK* lpStateBlock);
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extern void apply_render_state(IDirect3DDeviceImpl* This, STATEBLOCK* lpStateBlock);
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/* Memory to texture conversion code. Split in three functions to do some optimizations. */
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extern HRESULT upload_surface_to_tex_memory_init(IDirectDrawSurfaceImpl *surface, GLuint level, GLenum *prev_internal_format,
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BOOLEAN need_to_alloc, BOOLEAN need_alpha_ck, DWORD tex_width, DWORD tex_height);
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extern HRESULT upload_surface_to_tex_memory(RECT *rect, DWORD xoffset, DWORD yoffset, void **temp_buffer);
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extern HRESULT upload_surface_to_tex_memory_release(void);
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/* Some utilities functions needed to be shared.. */
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extern GLenum convert_D3D_compare_to_GL(D3DCMPFUNC dwRenderState) ;
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#endif /* HAVE_OPENGL */
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#endif /* __GRAPHICS_WINE_MESA_PRIVATE_H */
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