2336 lines
90 KiB
C
2336 lines
90 KiB
C
/*
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* Direct3D wine internal private include file
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*
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* Copyright 2002-2003 The wine-d3d team
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* Copyright 2002-2003 Raphael Junqueira
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* Copyright 2004 Jason Edmeades
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* Copyright 2005 Oliver Stieber
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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., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
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*/
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#ifndef __WINE_WINED3D_PRIVATE_H
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#define __WINE_WINED3D_PRIVATE_H
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#include <stdarg.h>
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#include <math.h>
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#define NONAMELESSUNION
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#define NONAMELESSSTRUCT
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#define COBJMACROS
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#include "windef.h"
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#include "winbase.h"
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#include "winreg.h"
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#include "wingdi.h"
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#include "winuser.h"
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#include "wine/debug.h"
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#include "wine/unicode.h"
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#include "wined3d_private_types.h"
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#include "wine/wined3d_interface.h"
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#include "wine/wined3d_caps.h"
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#include "wine/wined3d_gl.h"
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#include "wine/list.h"
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/* Hash table functions */
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typedef unsigned int (hash_function_t)(void *key);
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typedef BOOL (compare_function_t)(void *keya, void *keyb);
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typedef struct {
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void *key;
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void *value;
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unsigned int hash;
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struct list entry;
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} hash_table_entry_t;
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typedef struct {
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hash_function_t *hash_function;
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compare_function_t *compare_function;
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struct list *buckets;
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unsigned int bucket_count;
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hash_table_entry_t *entries;
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unsigned int entry_count;
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struct list free_entries;
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unsigned int count;
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unsigned int grow_size;
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unsigned int shrink_size;
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} hash_table_t;
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hash_table_t *hash_table_create(hash_function_t *hash_function, compare_function_t *compare_function);
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void hash_table_destroy(hash_table_t *table);
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void *hash_table_get(hash_table_t *table, void *key);
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void hash_table_put(hash_table_t *table, void *key, void *value);
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void hash_table_remove(hash_table_t *table, void *key);
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/* Device caps */
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#define MAX_PALETTES 256
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#define MAX_STREAMS 16
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#define MAX_TEXTURES 8
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#define MAX_FRAGMENT_SAMPLERS 16
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#define MAX_VERTEX_SAMPLERS 4
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#define MAX_COMBINED_SAMPLERS (MAX_FRAGMENT_SAMPLERS + MAX_VERTEX_SAMPLERS)
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#define MAX_ACTIVE_LIGHTS 8
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#define MAX_CLIPPLANES WINED3DMAXUSERCLIPPLANES
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#define MAX_LEVELS 256
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#define MAX_CONST_I 16
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#define MAX_CONST_B 16
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/* Used for CreateStateBlock */
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#define NUM_SAVEDPIXELSTATES_R 35
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#define NUM_SAVEDPIXELSTATES_T 18
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#define NUM_SAVEDPIXELSTATES_S 12
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#define NUM_SAVEDVERTEXSTATES_R 34
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#define NUM_SAVEDVERTEXSTATES_T 2
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#define NUM_SAVEDVERTEXSTATES_S 1
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extern const DWORD SavedPixelStates_R[NUM_SAVEDPIXELSTATES_R];
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extern const DWORD SavedPixelStates_T[NUM_SAVEDPIXELSTATES_T];
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extern const DWORD SavedPixelStates_S[NUM_SAVEDPIXELSTATES_S];
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extern const DWORD SavedVertexStates_R[NUM_SAVEDVERTEXSTATES_R];
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extern const DWORD SavedVertexStates_T[NUM_SAVEDVERTEXSTATES_T];
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extern const DWORD SavedVertexStates_S[NUM_SAVEDVERTEXSTATES_S];
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typedef enum _WINELOOKUP {
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WINELOOKUP_WARPPARAM = 0,
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WINELOOKUP_MAGFILTER = 1,
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MAX_LOOKUPS = 2
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} WINELOOKUP;
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extern int minLookup[MAX_LOOKUPS];
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extern int maxLookup[MAX_LOOKUPS];
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extern DWORD *stateLookup[MAX_LOOKUPS];
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extern DWORD minMipLookup[WINED3DTEXF_ANISOTROPIC + 1][WINED3DTEXF_LINEAR + 1];
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void init_type_lookup(WineD3D_GL_Info *gl_info);
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#define WINED3D_ATR_TYPE(type) GLINFO_LOCATION.glTypeLookup[type].d3dType
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#define WINED3D_ATR_SIZE(type) GLINFO_LOCATION.glTypeLookup[type].size
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#define WINED3D_ATR_GLTYPE(type) GLINFO_LOCATION.glTypeLookup[type].glType
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#define WINED3D_ATR_NORMALIZED(type) GLINFO_LOCATION.glTypeLookup[type].normalized
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#define WINED3D_ATR_TYPESIZE(type) GLINFO_LOCATION.glTypeLookup[type].typesize
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/* The following functions convert 16 bit floats in the FLOAT16 data type
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* to standard C floats and vice versa. They do not depend on the encoding
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* of the C float, so they are platform independent, but slow. On x86 and
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* other IEEE 754 compliant platforms the conversion can be accelerated with
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* bitshifting the exponent and mantissa. There are also some SSE-based
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* assembly routines out there
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*
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* See GL_NV_half_float for a reference of the FLOAT16 / GL_HALF format
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*/
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static inline float float_16_to_32(const unsigned short *in) {
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const unsigned short s = ((*in) & 0x8000);
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const unsigned short e = ((*in) & 0x7C00) >> 10;
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const unsigned short m = (*in) & 0x3FF;
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const float sgn = (s ? -1.0 : 1.0);
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if(e == 0) {
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if(m == 0) return sgn * 0.0; /* +0.0 or -0.0 */
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else return sgn * pow(2, -14.0) * ( (float) m / 1024.0);
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} else if(e < 31) {
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return sgn * pow(2, (float) e-15.0) * (1.0 + ((float) m / 1024.0));
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} else {
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if(m == 0) return sgn / 0.0; /* +INF / -INF */
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else return 0.0 / 0.0; /* NAN */
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}
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}
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static inline unsigned short float_32_to_16(const float *in) {
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int exp = 0;
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float tmp = fabs(*in);
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unsigned int mantissa;
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unsigned short ret;
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/* Deal with special numbers */
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if(*in == 0.0) return 0x0000;
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if(isnan(*in)) return 0x7C01;
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if(isinf(*in)) return (*in < 0.0 ? 0xFC00 : 0x7c00);
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if(tmp < pow(2, 10)) {
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do
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{
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tmp = tmp * 2.0;
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exp--;
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}while(tmp < pow(2, 10));
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} else if(tmp >= pow(2, 11)) {
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do
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{
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tmp /= 2.0;
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exp++;
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}while(tmp >= pow(2, 11));
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}
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mantissa = (unsigned int) tmp;
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if(tmp - mantissa >= 0.5) mantissa++; /* round to nearest, away from zero */
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exp += 10; /* Normalize the mantissa */
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exp += 15; /* Exponent is encoded with excess 15 */
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if(exp > 30) { /* too big */
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ret = 0x7c00; /* INF */
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} else if(exp <= 0) {
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/* exp == 0: Non-normalized mantissa. Returns 0x0000 (=0.0) for too small numbers */
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while(exp <= 0) {
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mantissa = mantissa >> 1;
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exp++;
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}
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ret = mantissa & 0x3ff;
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} else {
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ret = (exp << 10) | (mantissa & 0x3ff);
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}
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ret |= ((*in < 0.0 ? 1 : 0) << 15); /* Add the sign */
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return ret;
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}
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/**
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* Settings
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*/
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#define VS_NONE 0
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#define VS_HW 1
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#define PS_NONE 0
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#define PS_HW 1
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#define VBO_NONE 0
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#define VBO_HW 1
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#define NP2_NONE 0
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#define NP2_REPACK 1
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#define NP2_NATIVE 2
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#define ORM_BACKBUFFER 0
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#define ORM_PBUFFER 1
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#define ORM_FBO 2
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#define SHADER_ARB 1
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#define SHADER_GLSL 2
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#define SHADER_NONE 3
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#define RTL_DISABLE -1
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#define RTL_AUTO 0
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#define RTL_READDRAW 1
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#define RTL_READTEX 2
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#define RTL_TEXDRAW 3
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#define RTL_TEXTEX 4
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/* NOTE: When adding fields to this structure, make sure to update the default
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* values in wined3d_main.c as well. */
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typedef struct wined3d_settings_s {
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/* vertex and pixel shader modes */
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int vs_mode;
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int ps_mode;
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int vbo_mode;
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/* Ideally, we don't want the user to have to request GLSL. If the hardware supports GLSL,
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we should use it. However, until it's fully implemented, we'll leave it as a registry
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setting for developers. */
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BOOL glslRequested;
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int offscreen_rendering_mode;
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int rendertargetlock_mode;
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/* Memory tracking and object counting */
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unsigned int emulated_textureram;
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char *logo;
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} wined3d_settings_t;
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extern wined3d_settings_t wined3d_settings;
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/* Shader backends */
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struct SHADER_OPCODE_ARG;
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typedef struct {
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void (*shader_select)(IWineD3DDevice *iface, BOOL usePS, BOOL useVS);
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void (*shader_select_depth_blt)(IWineD3DDevice *iface);
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void (*shader_destroy_depth_blt)(IWineD3DDevice *iface);
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void (*shader_load_constants)(IWineD3DDevice *iface, char usePS, char useVS);
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void (*shader_cleanup)(IWineD3DDevice *iface);
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void (*shader_color_correction)(struct SHADER_OPCODE_ARG *arg);
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void (*shader_destroy)(IWineD3DBaseShader *iface);
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HRESULT (*shader_alloc_private)(IWineD3DDevice *iface);
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void (*shader_free_private)(IWineD3DDevice *iface);
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} shader_backend_t;
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extern const shader_backend_t glsl_shader_backend;
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extern const shader_backend_t arb_program_shader_backend;
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extern const shader_backend_t none_shader_backend;
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/* GLSL shader private data */
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struct shader_glsl_priv {
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GLhandleARB depth_blt_glsl_program_id;
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};
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/* ARB_program_shader private data */
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struct shader_arb_priv {
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GLuint depth_blt_vprogram_id;
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GLuint depth_blt_fprogram_id;
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};
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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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extern int num_lock;
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#if 0
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#define ENTER_GL() ++num_lock; if (num_lock > 1) FIXME("Recursive use of GL lock to: %d\n", num_lock); wine_tsx11_lock_ptr()
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#define LEAVE_GL() if (num_lock != 1) FIXME("Recursive use of GL lock: %d\n", num_lock); --num_lock; wine_tsx11_unlock_ptr()
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#else
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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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#endif
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/*****************************************************************************
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* Defines
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*/
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/* GL related defines */
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/* ------------------ */
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#define GL_SUPPORT(ExtName) (GLINFO_LOCATION.supported[ExtName] != 0)
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#define GL_LIMITS(ExtName) (GLINFO_LOCATION.max_##ExtName)
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#define GL_EXTCALL(FuncName) (GLINFO_LOCATION.FuncName)
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#define GL_VEND(_VendName) (GLINFO_LOCATION.gl_vendor == VENDOR_##_VendName ? TRUE : FALSE)
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#define D3DCOLOR_B_R(dw) (((dw) >> 16) & 0xFF)
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#define D3DCOLOR_B_G(dw) (((dw) >> 8) & 0xFF)
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#define D3DCOLOR_B_B(dw) (((dw) >> 0) & 0xFF)
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#define D3DCOLOR_B_A(dw) (((dw) >> 24) & 0xFF)
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#define D3DCOLOR_R(dw) (((float) (((dw) >> 16) & 0xFF)) / 255.0f)
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#define D3DCOLOR_G(dw) (((float) (((dw) >> 8) & 0xFF)) / 255.0f)
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#define D3DCOLOR_B(dw) (((float) (((dw) >> 0) & 0xFF)) / 255.0f)
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#define D3DCOLOR_A(dw) (((float) (((dw) >> 24) & 0xFF)) / 255.0f)
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#define D3DCOLORTOGLFLOAT4(dw, vec) \
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(vec)[0] = D3DCOLOR_R(dw); \
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(vec)[1] = D3DCOLOR_G(dw); \
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(vec)[2] = D3DCOLOR_B(dw); \
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(vec)[3] = D3DCOLOR_A(dw);
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/* DirectX Device Limits */
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/* --------------------- */
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#define MAX_LEVELS 256 /* Maximum number of mipmap levels. Guessed at 256 */
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#define MAX_STREAMS 16 /* Maximum possible streams - used for fixed size arrays
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See MaxStreams in MSDN under GetDeviceCaps */
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/* Maximum number of constants provided to the shaders */
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#define HIGHEST_TRANSFORMSTATE 512
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/* Highest value in WINED3DTRANSFORMSTATETYPE */
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#define MAX_PALETTES 256
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/* Checking of API calls */
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/* --------------------- */
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#define checkGLcall(A) \
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{ \
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GLint err = glGetError(); \
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if (err == GL_NO_ERROR) { \
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TRACE("%s call ok %s / %d\n", A, __FILE__, __LINE__); \
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\
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} else do { \
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FIXME(">>>>>>>>>>>>>>>>> %s (%#x) from %s @ %s / %d\n", \
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debug_glerror(err), err, A, __FILE__, __LINE__); \
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err = glGetError(); \
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} while (err != GL_NO_ERROR); \
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}
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/* Trace routines / diagnostics */
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/* ---------------------------- */
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/* Dump out a matrix and copy it */
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#define conv_mat(mat,gl_mat) \
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do { \
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TRACE("%f %f %f %f\n", (mat)->u.s._11, (mat)->u.s._12, (mat)->u.s._13, (mat)->u.s._14); \
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TRACE("%f %f %f %f\n", (mat)->u.s._21, (mat)->u.s._22, (mat)->u.s._23, (mat)->u.s._24); \
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TRACE("%f %f %f %f\n", (mat)->u.s._31, (mat)->u.s._32, (mat)->u.s._33, (mat)->u.s._34); \
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TRACE("%f %f %f %f\n", (mat)->u.s._41, (mat)->u.s._42, (mat)->u.s._43, (mat)->u.s._44); \
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memcpy(gl_mat, (mat), 16 * sizeof(float)); \
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} while (0)
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/* Macro to dump out the current state of the light chain */
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#define DUMP_LIGHT_CHAIN() \
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{ \
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PLIGHTINFOEL *el = This->stateBlock->lights;\
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while (el) { \
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TRACE("Light %p (glIndex %ld, d3dIndex %ld, enabled %d)\n", el, el->glIndex, el->OriginalIndex, el->lightEnabled);\
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el = el->next; \
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} \
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}
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/* Trace vector and strided data information */
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#define TRACE_VECTOR(name) TRACE( #name "=(%f, %f, %f, %f)\n", name.x, name.y, name.z, name.w);
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#define TRACE_STRIDED(sd,name) TRACE( #name "=(data:%p, stride:%d, type:%d, vbo %d, stream %u)\n", \
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sd->u.s.name.lpData, sd->u.s.name.dwStride, sd->u.s.name.dwType, sd->u.s.name.VBO, sd->u.s.name.streamNo);
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/* Defines used for optimizations */
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/* Only reapply what is necessary */
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#define REAPPLY_ALPHAOP 0x0001
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#define REAPPLY_ALL 0xFFFF
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/* Advance declaration of structures to satisfy compiler */
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typedef struct IWineD3DStateBlockImpl IWineD3DStateBlockImpl;
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typedef struct IWineD3DSurfaceImpl IWineD3DSurfaceImpl;
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typedef struct IWineD3DPaletteImpl IWineD3DPaletteImpl;
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typedef struct IWineD3DDeviceImpl IWineD3DDeviceImpl;
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/* Global variables */
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extern const float identity[16];
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/*****************************************************************************
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* Compilable extra diagnostics
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*/
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/* Trace information per-vertex: (extremely high amount of trace) */
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#if 0 /* NOTE: Must be 0 in cvs */
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# define VTRACE(A) TRACE A
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#else
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# define VTRACE(A)
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#endif
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/* Checking of per-vertex related GL calls */
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/* --------------------- */
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#define vcheckGLcall(A) \
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{ \
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GLint err = glGetError(); \
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if (err == GL_NO_ERROR) { \
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VTRACE(("%s call ok %s / %d\n", A, __FILE__, __LINE__)); \
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\
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} else do { \
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FIXME(">>>>>>>>>>>>>>>>> %s (%#x) from %s @ %s / %d\n", \
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debug_glerror(err), err, A, __FILE__, __LINE__); \
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err = glGetError(); \
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} while (err != GL_NO_ERROR); \
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}
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/* TODO: Confirm each of these works when wined3d move completed */
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#if 0 /* NOTE: Must be 0 in cvs */
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/* To avoid having to get gigabytes of trace, the following can be compiled in, and at the start
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of each frame, a check is made for the existence of C:\D3DTRACE, and if it exists d3d trace
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is enabled, and if it doesn't exist it is disabled. */
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# define FRAME_DEBUGGING
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/* Adding in the SINGLE_FRAME_DEBUGGING gives a trace of just what makes up a single frame, before
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the file is deleted */
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# if 1 /* NOTE: Must be 1 in cvs, as this is mostly more useful than a trace from program start */
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# define SINGLE_FRAME_DEBUGGING
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# endif
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/* The following, when enabled, lets you see the makeup of the frame, by drawprimitive calls.
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It can only be enabled when FRAME_DEBUGGING is also enabled
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The contents of the back buffer are written into /tmp/backbuffer_* after each primitive
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array is drawn. */
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# if 0 /* NOTE: Must be 0 in cvs, as this give a lot of ppm files when compiled in */
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# define SHOW_FRAME_MAKEUP 1
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# endif
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/* The following, when enabled, lets you see the makeup of the all the textures used during each
|
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of the drawprimitive calls. It can only be enabled when SHOW_FRAME_MAKEUP is also enabled.
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|
The contents of the textures assigned to each stage are written into
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/tmp/texture_*_<Stage>.ppm after each primitive array is drawn. */
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|
# if 0 /* NOTE: Must be 0 in cvs, as this give a lot of ppm files when compiled in */
|
|
# define SHOW_TEXTURE_MAKEUP 0
|
|
# endif
|
|
extern BOOL isOn;
|
|
extern BOOL isDumpingFrames;
|
|
extern LONG primCounter;
|
|
#endif
|
|
|
|
/*****************************************************************************
|
|
* Prototypes
|
|
*/
|
|
|
|
/* Routine common to the draw primitive and draw indexed primitive routines */
|
|
void drawPrimitive(IWineD3DDevice *iface,
|
|
int PrimitiveType,
|
|
long NumPrimitives,
|
|
/* for Indexed: */
|
|
long StartVertexIndex,
|
|
UINT numberOfVertices,
|
|
long StartIdx,
|
|
short idxBytes,
|
|
const void *idxData,
|
|
int minIndex);
|
|
|
|
void primitiveDeclarationConvertToStridedData(
|
|
IWineD3DDevice *iface,
|
|
BOOL useVertexShaderFunction,
|
|
WineDirect3DVertexStridedData *strided,
|
|
BOOL *fixup);
|
|
|
|
DWORD get_flexible_vertex_size(DWORD d3dvtVertexType);
|
|
|
|
typedef void (*glAttribFunc)(void *data);
|
|
typedef void (*glTexAttribFunc)(GLuint unit, void *data);
|
|
extern glAttribFunc position_funcs[WINED3DDECLTYPE_UNUSED];
|
|
extern glAttribFunc diffuse_funcs[WINED3DDECLTYPE_UNUSED];
|
|
extern glAttribFunc specular_funcs[WINED3DDECLTYPE_UNUSED];
|
|
extern glAttribFunc normal_funcs[WINED3DDECLTYPE_UNUSED];
|
|
|
|
#define eps 1e-8
|
|
|
|
#define GET_TEXCOORD_SIZE_FROM_FVF(d3dvtVertexType, tex_num) \
|
|
(((((d3dvtVertexType) >> (16 + (2 * (tex_num)))) + 1) & 0x03) + 1)
|
|
|
|
void depth_copy(IWineD3DDevice *iface);
|
|
|
|
/* Routines and structures related to state management */
|
|
typedef struct WineD3DContext WineD3DContext;
|
|
typedef void (*APPLYSTATEFUNC)(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *ctx);
|
|
|
|
#define STATE_RENDER(a) (a)
|
|
#define STATE_IS_RENDER(a) ((a) >= STATE_RENDER(1) && (a) <= STATE_RENDER(WINEHIGHEST_RENDER_STATE))
|
|
|
|
#define STATE_TEXTURESTAGE(stage, num) (STATE_RENDER(WINEHIGHEST_RENDER_STATE) + (stage) * WINED3D_HIGHEST_TEXTURE_STATE + (num))
|
|
#define STATE_IS_TEXTURESTAGE(a) ((a) >= STATE_TEXTURESTAGE(0, 1) && (a) <= STATE_TEXTURESTAGE(MAX_TEXTURES - 1, WINED3D_HIGHEST_TEXTURE_STATE))
|
|
|
|
/* + 1 because samplers start with 0 */
|
|
#define STATE_SAMPLER(num) (STATE_TEXTURESTAGE(MAX_TEXTURES - 1, WINED3D_HIGHEST_TEXTURE_STATE) + 1 + (num))
|
|
#define STATE_IS_SAMPLER(num) ((num) >= STATE_SAMPLER(0) && (num) <= STATE_SAMPLER(MAX_COMBINED_SAMPLERS - 1))
|
|
|
|
#define STATE_PIXELSHADER (STATE_SAMPLER(MAX_COMBINED_SAMPLERS - 1) + 1)
|
|
#define STATE_IS_PIXELSHADER(a) ((a) == STATE_PIXELSHADER)
|
|
|
|
#define STATE_TRANSFORM(a) (STATE_PIXELSHADER + (a))
|
|
#define STATE_IS_TRANSFORM(a) ((a) >= STATE_TRANSFORM(1) && (a) <= STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(255)))
|
|
|
|
#define STATE_STREAMSRC (STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(255)) + 1)
|
|
#define STATE_IS_STREAMSRC(a) ((a) == STATE_STREAMSRC)
|
|
#define STATE_INDEXBUFFER (STATE_STREAMSRC + 1)
|
|
#define STATE_IS_INDEXBUFFER(a) ((a) == STATE_INDEXBUFFER)
|
|
|
|
#define STATE_VDECL (STATE_INDEXBUFFER + 1)
|
|
#define STATE_IS_VDECL(a) ((a) == STATE_VDECL)
|
|
|
|
#define STATE_VSHADER (STATE_VDECL + 1)
|
|
#define STATE_IS_VSHADER(a) ((a) == STATE_VSHADER)
|
|
|
|
#define STATE_VIEWPORT (STATE_VSHADER + 1)
|
|
#define STATE_IS_VIEWPORT(a) ((a) == STATE_VIEWPORT)
|
|
|
|
#define STATE_VERTEXSHADERCONSTANT (STATE_VIEWPORT + 1)
|
|
#define STATE_PIXELSHADERCONSTANT (STATE_VERTEXSHADERCONSTANT + 1)
|
|
#define STATE_IS_VERTEXSHADERCONSTANT(a) ((a) == STATE_VERTEXSHADERCONSTANT)
|
|
#define STATE_IS_PIXELSHADERCONSTANT(a) ((a) == STATE_PIXELSHADERCONSTANT)
|
|
|
|
#define STATE_ACTIVELIGHT(a) (STATE_PIXELSHADERCONSTANT + (a) + 1)
|
|
#define STATE_IS_ACTIVELIGHT(a) ((a) >= STATE_ACTIVELIGHT(0) && (a) < STATE_ACTIVELIGHT(MAX_ACTIVE_LIGHTS))
|
|
|
|
#define STATE_SCISSORRECT (STATE_ACTIVELIGHT(MAX_ACTIVE_LIGHTS - 1) + 1)
|
|
#define STATE_IS_SCISSORRECT(a) ((a) == STATE_SCISSORRECT)
|
|
|
|
#define STATE_CLIPPLANE(a) (STATE_SCISSORRECT + 1 + (a))
|
|
#define STATE_IS_CLIPPLANE(a) ((a) >= STATE_CLIPPLANE(0) && (a) <= STATE_CLIPPLANE(MAX_CLIPPLANES - 1))
|
|
|
|
#define STATE_MATERIAL (STATE_CLIPPLANE(MAX_CLIPPLANES))
|
|
|
|
#define STATE_FRONTFACE (STATE_MATERIAL + 1)
|
|
|
|
#define STATE_HIGHEST (STATE_FRONTFACE)
|
|
|
|
struct StateEntry
|
|
{
|
|
DWORD representative;
|
|
APPLYSTATEFUNC apply;
|
|
};
|
|
|
|
/* Global state table */
|
|
extern const struct StateEntry StateTable[];
|
|
|
|
/* The new context manager that should deal with onscreen and offscreen rendering */
|
|
struct WineD3DContext {
|
|
/* State dirtification
|
|
* dirtyArray is an array that contains markers for dirty states. numDirtyEntries states are dirty, their numbers are in indices
|
|
* 0...numDirtyEntries - 1. isStateDirty is a redundant copy of the dirtyArray. Technically only one of them would be needed,
|
|
* but with the help of both it is easy to find out if a state is dirty(just check the array index), and for applying dirty states
|
|
* only numDirtyEntries array elements have to be checked, not STATE_HIGHEST states.
|
|
*/
|
|
DWORD dirtyArray[STATE_HIGHEST + 1]; /* Won't get bigger than that, a state is never marked dirty 2 times */
|
|
DWORD numDirtyEntries;
|
|
DWORD isStateDirty[STATE_HIGHEST/32 + 1]; /* Bitmap to find out quickly if a state is dirty */
|
|
|
|
IWineD3DSurface *surface;
|
|
DWORD tid; /* Thread ID which owns this context at the moment */
|
|
|
|
/* Stores some information about the context state for optimization */
|
|
GLint last_draw_buffer;
|
|
BOOL last_was_rhw; /* true iff last draw_primitive was in xyzrhw mode */
|
|
BOOL last_was_pshader;
|
|
BOOL last_was_vshader;
|
|
BOOL last_was_foggy_shader;
|
|
BOOL namedArraysLoaded, numberedArraysLoaded;
|
|
BOOL lastWasPow2Texture[MAX_TEXTURES];
|
|
GLenum tracking_parm; /* Which source is tracking current colour */
|
|
unsigned char num_untracked_materials;
|
|
GLenum untracked_materials[2];
|
|
BOOL last_was_blit, last_was_ckey;
|
|
char texShaderBumpMap;
|
|
BOOL fog_coord;
|
|
|
|
/* The actual opengl context */
|
|
HGLRC glCtx;
|
|
HWND win_handle;
|
|
HDC hdc;
|
|
HPBUFFERARB pbuffer;
|
|
BOOL isPBuffer;
|
|
};
|
|
|
|
typedef enum ContextUsage {
|
|
CTXUSAGE_RESOURCELOAD = 1, /* Only loads textures: No State is applied */
|
|
CTXUSAGE_DRAWPRIM = 2, /* OpenGL states are set up for blitting DirectDraw surfaces */
|
|
CTXUSAGE_BLIT = 3, /* OpenGL states are set up 3D drawing */
|
|
CTXUSAGE_CLEAR = 4, /* Drawable and states are set up for clearing */
|
|
} ContextUsage;
|
|
|
|
void ActivateContext(IWineD3DDeviceImpl *device, IWineD3DSurface *target, ContextUsage usage);
|
|
WineD3DContext *CreateContext(IWineD3DDeviceImpl *This, IWineD3DSurfaceImpl *target, HWND win, BOOL create_pbuffer, const WINED3DPRESENT_PARAMETERS *pPresentParms);
|
|
void DestroyContext(IWineD3DDeviceImpl *This, WineD3DContext *context);
|
|
void apply_fbo_state(IWineD3DDevice *iface);
|
|
|
|
/* Macros for doing basic GPU detection based on opengl capabilities */
|
|
#define WINE_D3D6_CAPABLE(gl_info) (gl_info->supported[ARB_MULTITEXTURE])
|
|
#define WINE_D3D7_CAPABLE(gl_info) (gl_info->supported[ARB_TEXTURE_COMPRESSION] && gl_info->supported[ARB_TEXTURE_CUBE_MAP] && gl_info->supported[ARB_TEXTURE_ENV_DOT3])
|
|
#define WINE_D3D8_CAPABLE(gl_info) WINE_D3D7_CAPABLE(gl_info) && (gl_info->supported[ARB_MULTISAMPLE] && gl_info->supported[ARB_TEXTURE_BORDER_CLAMP])
|
|
#define WINE_D3D9_CAPABLE(gl_info) WINE_D3D8_CAPABLE(gl_info) && (gl_info->supported[ARB_FRAGMENT_PROGRAM] && gl_info->supported[ARB_VERTEX_SHADER])
|
|
|
|
/* Default callbacks for implicit object destruction */
|
|
extern ULONG WINAPI D3DCB_DefaultDestroySurface(IWineD3DSurface *pSurface);
|
|
|
|
extern ULONG WINAPI D3DCB_DefaultDestroyVolume(IWineD3DVolume *pSurface);
|
|
|
|
/*****************************************************************************
|
|
* Internal representation of a light
|
|
*/
|
|
typedef struct PLIGHTINFOEL PLIGHTINFOEL;
|
|
struct PLIGHTINFOEL {
|
|
WINED3DLIGHT OriginalParms; /* Note D3D8LIGHT == D3D9LIGHT */
|
|
DWORD OriginalIndex;
|
|
LONG glIndex;
|
|
BOOL changed;
|
|
BOOL enabledChanged;
|
|
BOOL enabled;
|
|
|
|
/* Converted parms to speed up swapping lights */
|
|
float lightPosn[4];
|
|
float lightDirn[4];
|
|
float exponent;
|
|
float cutoff;
|
|
|
|
struct list entry;
|
|
};
|
|
|
|
/* The default light parameters */
|
|
extern const WINED3DLIGHT WINED3D_default_light;
|
|
|
|
typedef struct WineD3D_PixelFormat
|
|
{
|
|
int iPixelFormat; /* WGL pixel format */
|
|
int redSize, greenSize, blueSize, alphaSize;
|
|
int depthSize, stencilSize;
|
|
} WineD3D_PixelFormat;
|
|
|
|
/* The adapter structure */
|
|
typedef struct GLPixelFormatDesc GLPixelFormatDesc;
|
|
struct WineD3DAdapter
|
|
{
|
|
UINT num;
|
|
POINT monitorPoint;
|
|
WineD3D_GL_Info gl_info;
|
|
const char *driver;
|
|
const char *description;
|
|
WCHAR DeviceName[CCHDEVICENAME]; /* DeviceName for use with e.g. ChangeDisplaySettings */
|
|
int nCfgs;
|
|
WineD3D_PixelFormat *cfgs;
|
|
unsigned int TextureRam; /* Amount of texture memory both video ram + AGP/TurboCache/HyperMemory/.. */
|
|
unsigned int UsedTextureRam;
|
|
};
|
|
|
|
extern BOOL InitAdapters(void);
|
|
extern BOOL initPixelFormats(WineD3D_GL_Info *gl_info);
|
|
extern long WineD3DAdapterChangeGLRam(IWineD3DDeviceImpl *D3DDevice, long glram);
|
|
|
|
/*****************************************************************************
|
|
* High order patch management
|
|
*/
|
|
struct WineD3DRectPatch
|
|
{
|
|
UINT Handle;
|
|
float *mem;
|
|
WineDirect3DVertexStridedData strided;
|
|
WINED3DRECTPATCH_INFO RectPatchInfo;
|
|
float numSegs[4];
|
|
char has_normals, has_texcoords;
|
|
struct list entry;
|
|
};
|
|
|
|
HRESULT tesselate_rectpatch(IWineD3DDeviceImpl *This, struct WineD3DRectPatch *patch);
|
|
|
|
/*****************************************************************************
|
|
* IWineD3D implementation structure
|
|
*/
|
|
typedef struct IWineD3DImpl
|
|
{
|
|
/* IUnknown fields */
|
|
const IWineD3DVtbl *lpVtbl;
|
|
LONG ref; /* Note: Ref counting not required */
|
|
|
|
/* WineD3D Information */
|
|
IUnknown *parent;
|
|
UINT dxVersion;
|
|
} IWineD3DImpl;
|
|
|
|
extern const IWineD3DVtbl IWineD3D_Vtbl;
|
|
|
|
/* TODO: setup some flags in the registry to enable, disable pbuffer support
|
|
(since it will break quite a few things until contexts are managed properly!) */
|
|
extern BOOL pbuffer_support;
|
|
/* allocate one pbuffer per surface */
|
|
extern BOOL pbuffer_per_surface;
|
|
|
|
/* A helper function that dumps a resource list */
|
|
void dumpResources(struct list *list);
|
|
|
|
/*****************************************************************************
|
|
* IWineD3DDevice implementation structure
|
|
*/
|
|
struct IWineD3DDeviceImpl
|
|
{
|
|
/* IUnknown fields */
|
|
const IWineD3DDeviceVtbl *lpVtbl;
|
|
LONG ref; /* Note: Ref counting not required */
|
|
|
|
/* WineD3D Information */
|
|
IUnknown *parent;
|
|
IWineD3D *wineD3D;
|
|
struct WineD3DAdapter *adapter;
|
|
|
|
/* Window styles to restore when switching fullscreen mode */
|
|
LONG style;
|
|
LONG exStyle;
|
|
|
|
/* X and GL Information */
|
|
GLint maxConcurrentLights;
|
|
GLenum offscreenBuffer;
|
|
|
|
/* Selected capabilities */
|
|
int vs_selected_mode;
|
|
int ps_selected_mode;
|
|
const shader_backend_t *shader_backend;
|
|
hash_table_t *glsl_program_lookup;
|
|
void *shader_priv;
|
|
|
|
/* To store */
|
|
BOOL view_ident; /* true iff view matrix is identity */
|
|
BOOL untransformed;
|
|
BOOL vertexBlendUsed; /* To avoid needless setting of the blend matrices */
|
|
unsigned char surface_alignment; /* Line Alignment of surfaces */
|
|
|
|
/* State block related */
|
|
BOOL isRecordingState;
|
|
IWineD3DStateBlockImpl *stateBlock;
|
|
IWineD3DStateBlockImpl *updateStateBlock;
|
|
BOOL isInDraw;
|
|
|
|
/* Internal use fields */
|
|
WINED3DDEVICE_CREATION_PARAMETERS createParms;
|
|
UINT adapterNo;
|
|
WINED3DDEVTYPE devType;
|
|
|
|
IWineD3DSwapChain **swapchains;
|
|
UINT NumberOfSwapChains;
|
|
|
|
struct list resources; /* a linked list to track resources created by the device */
|
|
struct list shaders; /* a linked list to track shaders (pixel and vertex) */
|
|
|
|
/* Render Target Support */
|
|
IWineD3DSurface **render_targets;
|
|
IWineD3DSurface *auto_depth_stencil_buffer;
|
|
IWineD3DSurface **fbo_color_attachments;
|
|
IWineD3DSurface *fbo_depth_attachment;
|
|
|
|
IWineD3DSurface *stencilBufferTarget;
|
|
|
|
/* Caches to avoid unneeded context changes */
|
|
IWineD3DSurface *lastActiveRenderTarget;
|
|
IWineD3DSwapChain *lastActiveSwapChain;
|
|
|
|
/* palettes texture management */
|
|
PALETTEENTRY palettes[MAX_PALETTES][256];
|
|
UINT currentPalette;
|
|
UINT paletteConversionShader;
|
|
|
|
/* For rendering to a texture using glCopyTexImage */
|
|
BOOL render_offscreen;
|
|
WINED3D_DEPTHCOPYSTATE depth_copy_state;
|
|
GLuint fbo;
|
|
GLuint src_fbo;
|
|
GLuint dst_fbo;
|
|
GLenum *draw_buffers;
|
|
GLuint depth_blt_texture;
|
|
|
|
/* Cursor management */
|
|
BOOL bCursorVisible;
|
|
UINT xHotSpot;
|
|
UINT yHotSpot;
|
|
UINT xScreenSpace;
|
|
UINT yScreenSpace;
|
|
UINT cursorWidth, cursorHeight;
|
|
GLuint cursorTexture;
|
|
BOOL haveHardwareCursor;
|
|
HCURSOR hardwareCursor;
|
|
|
|
/* The Wine logo surface */
|
|
IWineD3DSurface *logo_surface;
|
|
|
|
/* Textures for when no other textures are mapped */
|
|
UINT dummyTextureName[MAX_TEXTURES];
|
|
|
|
/* Debug stream management */
|
|
BOOL debug;
|
|
|
|
/* Device state management */
|
|
HRESULT state;
|
|
BOOL d3d_initialized;
|
|
|
|
/* A flag to check for proper BeginScene / EndScene call pairs */
|
|
BOOL inScene;
|
|
|
|
/* process vertex shaders using software or hardware */
|
|
BOOL softwareVertexProcessing;
|
|
|
|
/* DirectDraw stuff */
|
|
HWND ddraw_window;
|
|
IWineD3DSurface *ddraw_primary;
|
|
DWORD ddraw_width, ddraw_height;
|
|
WINED3DFORMAT ddraw_format;
|
|
BOOL ddraw_fullscreen;
|
|
|
|
/* Final position fixup constant */
|
|
float posFixup[4];
|
|
|
|
/* With register combiners we can skip junk texture stages */
|
|
DWORD texUnitMap[MAX_COMBINED_SAMPLERS];
|
|
DWORD rev_tex_unit_map[MAX_COMBINED_SAMPLERS];
|
|
BOOL fixed_function_usage_map[MAX_TEXTURES];
|
|
|
|
/* Stream source management */
|
|
WineDirect3DVertexStridedData strided_streams;
|
|
WineDirect3DVertexStridedData *up_strided;
|
|
BOOL useDrawStridedSlow;
|
|
BOOL instancedDraw;
|
|
|
|
/* Context management */
|
|
WineD3DContext **contexts; /* Dynamic array containing pointers to context structures */
|
|
WineD3DContext *activeContext;
|
|
DWORD lastThread;
|
|
UINT numContexts;
|
|
WineD3DContext *pbufferContext; /* The context that has a pbuffer as drawable */
|
|
DWORD pbufferWidth, pbufferHeight; /* Size of the buffer drawable */
|
|
|
|
/* High level patch management */
|
|
#define PATCHMAP_SIZE 43
|
|
#define PATCHMAP_HASHFUNC(x) ((x) % PATCHMAP_SIZE) /* Primitive and simple function */
|
|
struct list patches[PATCHMAP_SIZE];
|
|
struct WineD3DRectPatch *currentPatch;
|
|
};
|
|
|
|
extern const IWineD3DDeviceVtbl IWineD3DDevice_Vtbl;
|
|
|
|
HRESULT IWineD3DDeviceImpl_ClearSurface(IWineD3DDeviceImpl *This, IWineD3DSurfaceImpl *target, DWORD Count,
|
|
CONST WINED3DRECT* pRects, DWORD Flags, WINED3DCOLOR Color,
|
|
float Z, DWORD Stencil);
|
|
void IWineD3DDeviceImpl_FindTexUnitMap(IWineD3DDeviceImpl *This);
|
|
void IWineD3DDeviceImpl_MarkStateDirty(IWineD3DDeviceImpl *This, DWORD state);
|
|
static inline BOOL isStateDirty(WineD3DContext *context, DWORD state) {
|
|
DWORD idx = state >> 5;
|
|
BYTE shift = state & 0x1f;
|
|
return context->isStateDirty[idx] & (1 << shift);
|
|
}
|
|
|
|
/* Support for IWineD3DResource ::Set/Get/FreePrivateData. */
|
|
typedef struct PrivateData
|
|
{
|
|
struct list entry;
|
|
|
|
GUID tag;
|
|
DWORD flags; /* DDSPD_* */
|
|
DWORD uniqueness_value;
|
|
|
|
union
|
|
{
|
|
LPVOID data;
|
|
LPUNKNOWN object;
|
|
} ptr;
|
|
|
|
DWORD size;
|
|
} PrivateData;
|
|
|
|
/*****************************************************************************
|
|
* IWineD3DResource implementation structure
|
|
*/
|
|
typedef struct IWineD3DResourceClass
|
|
{
|
|
/* IUnknown fields */
|
|
LONG ref; /* Note: Ref counting not required */
|
|
|
|
/* WineD3DResource Information */
|
|
IUnknown *parent;
|
|
WINED3DRESOURCETYPE resourceType;
|
|
IWineD3DDeviceImpl *wineD3DDevice;
|
|
WINED3DPOOL pool;
|
|
UINT size;
|
|
DWORD usage;
|
|
WINED3DFORMAT format;
|
|
BYTE *allocatedMemory; /* Pointer to the real data location */
|
|
BYTE *heapMemory; /* Pointer to the HeapAlloced block of memory */
|
|
struct list privateData;
|
|
struct list resource_list_entry;
|
|
|
|
} IWineD3DResourceClass;
|
|
|
|
typedef struct IWineD3DResourceImpl
|
|
{
|
|
/* IUnknown & WineD3DResource Information */
|
|
const IWineD3DResourceVtbl *lpVtbl;
|
|
IWineD3DResourceClass resource;
|
|
} IWineD3DResourceImpl;
|
|
|
|
/* Tests show that the start address of resources is 32 byte aligned */
|
|
#define RESOURCE_ALIGNMENT 32
|
|
|
|
/*****************************************************************************
|
|
* IWineD3DVertexBuffer implementation structure (extends IWineD3DResourceImpl)
|
|
*/
|
|
enum vbo_conversion_type {
|
|
CONV_NONE = 0,
|
|
CONV_D3DCOLOR = 1,
|
|
CONV_POSITIONT = 2,
|
|
CONV_FLOAT16_2 = 3 /* Also handles FLOAT16_4 */
|
|
|
|
/* TODO: Add tests and support for FLOAT16_4 POSITIONT, D3DCOLOR position, other
|
|
* fixed function semantics as D3DCOLOR or FLOAT16
|
|
*/
|
|
};
|
|
|
|
typedef struct IWineD3DVertexBufferImpl
|
|
{
|
|
/* IUnknown & WineD3DResource Information */
|
|
const IWineD3DVertexBufferVtbl *lpVtbl;
|
|
IWineD3DResourceClass resource;
|
|
|
|
/* WineD3DVertexBuffer specifics */
|
|
DWORD fvf;
|
|
|
|
/* Vertex buffer object support */
|
|
GLuint vbo;
|
|
BYTE Flags;
|
|
LONG bindCount;
|
|
LONG vbo_size;
|
|
GLenum vbo_usage;
|
|
|
|
UINT dirtystart, dirtyend;
|
|
LONG lockcount;
|
|
|
|
LONG declChanges, draws;
|
|
/* Last description of the buffer */
|
|
DWORD stride; /* 0 if no conversion */
|
|
enum vbo_conversion_type *conv_map; /* NULL if no conversion */
|
|
|
|
/* Extra load offsets, for FLOAT16 conversion */
|
|
DWORD *conv_shift; /* NULL if no shifted conversion */
|
|
DWORD conv_stride; /* 0 if no shifted conversion */
|
|
} IWineD3DVertexBufferImpl;
|
|
|
|
extern const IWineD3DVertexBufferVtbl IWineD3DVertexBuffer_Vtbl;
|
|
|
|
#define VBFLAG_LOAD 0x01 /* Data is written from allocatedMemory to the VBO */
|
|
#define VBFLAG_OPTIMIZED 0x02 /* Optimize has been called for the VB */
|
|
#define VBFLAG_DIRTY 0x04 /* Buffer data has been modified */
|
|
#define VBFLAG_HASDESC 0x08 /* A vertex description has been found */
|
|
#define VBFLAG_CREATEVBO 0x10 /* Attempt to create a VBO next PreLoad */
|
|
|
|
/*****************************************************************************
|
|
* IWineD3DIndexBuffer implementation structure (extends IWineD3DResourceImpl)
|
|
*/
|
|
typedef struct IWineD3DIndexBufferImpl
|
|
{
|
|
/* IUnknown & WineD3DResource Information */
|
|
const IWineD3DIndexBufferVtbl *lpVtbl;
|
|
IWineD3DResourceClass resource;
|
|
|
|
GLuint vbo;
|
|
UINT dirtystart, dirtyend;
|
|
LONG lockcount;
|
|
|
|
/* WineD3DVertexBuffer specifics */
|
|
} IWineD3DIndexBufferImpl;
|
|
|
|
extern const IWineD3DIndexBufferVtbl IWineD3DIndexBuffer_Vtbl;
|
|
|
|
/*****************************************************************************
|
|
* IWineD3DBaseTexture D3D- > openGL state map lookups
|
|
*/
|
|
#define WINED3DFUNC_NOTSUPPORTED -2
|
|
#define WINED3DFUNC_UNIMPLEMENTED -1
|
|
|
|
typedef enum winetexturestates {
|
|
WINED3DTEXSTA_ADDRESSU = 0,
|
|
WINED3DTEXSTA_ADDRESSV = 1,
|
|
WINED3DTEXSTA_ADDRESSW = 2,
|
|
WINED3DTEXSTA_BORDERCOLOR = 3,
|
|
WINED3DTEXSTA_MAGFILTER = 4,
|
|
WINED3DTEXSTA_MINFILTER = 5,
|
|
WINED3DTEXSTA_MIPFILTER = 6,
|
|
WINED3DTEXSTA_MAXMIPLEVEL = 7,
|
|
WINED3DTEXSTA_MAXANISOTROPY = 8,
|
|
WINED3DTEXSTA_SRGBTEXTURE = 9,
|
|
WINED3DTEXSTA_ELEMENTINDEX = 10,
|
|
WINED3DTEXSTA_DMAPOFFSET = 11,
|
|
WINED3DTEXSTA_TSSADDRESSW = 12,
|
|
MAX_WINETEXTURESTATES = 13,
|
|
} winetexturestates;
|
|
|
|
/*****************************************************************************
|
|
* IWineD3DBaseTexture implementation structure (extends IWineD3DResourceImpl)
|
|
*/
|
|
typedef struct IWineD3DBaseTextureClass
|
|
{
|
|
UINT levels;
|
|
BOOL dirty;
|
|
UINT textureName;
|
|
UINT LOD;
|
|
WINED3DTEXTUREFILTERTYPE filterType;
|
|
DWORD states[MAX_WINETEXTURESTATES];
|
|
LONG bindCount;
|
|
DWORD sampler;
|
|
BOOL is_srgb;
|
|
UINT srgb_mode_change_count;
|
|
WINED3DFORMAT shader_conversion_group;
|
|
float pow2Matrix[16];
|
|
} IWineD3DBaseTextureClass;
|
|
|
|
typedef struct IWineD3DBaseTextureImpl
|
|
{
|
|
/* IUnknown & WineD3DResource Information */
|
|
const IWineD3DBaseTextureVtbl *lpVtbl;
|
|
IWineD3DResourceClass resource;
|
|
IWineD3DBaseTextureClass baseTexture;
|
|
|
|
} IWineD3DBaseTextureImpl;
|
|
|
|
/*****************************************************************************
|
|
* IWineD3DTexture implementation structure (extends IWineD3DBaseTextureImpl)
|
|
*/
|
|
typedef struct IWineD3DTextureImpl
|
|
{
|
|
/* IUnknown & WineD3DResource/WineD3DBaseTexture Information */
|
|
const IWineD3DTextureVtbl *lpVtbl;
|
|
IWineD3DResourceClass resource;
|
|
IWineD3DBaseTextureClass baseTexture;
|
|
|
|
/* IWineD3DTexture */
|
|
IWineD3DSurface *surfaces[MAX_LEVELS];
|
|
|
|
UINT width;
|
|
UINT height;
|
|
UINT target;
|
|
|
|
} IWineD3DTextureImpl;
|
|
|
|
extern const IWineD3DTextureVtbl IWineD3DTexture_Vtbl;
|
|
|
|
/*****************************************************************************
|
|
* IWineD3DCubeTexture implementation structure (extends IWineD3DBaseTextureImpl)
|
|
*/
|
|
typedef struct IWineD3DCubeTextureImpl
|
|
{
|
|
/* IUnknown & WineD3DResource/WineD3DBaseTexture Information */
|
|
const IWineD3DCubeTextureVtbl *lpVtbl;
|
|
IWineD3DResourceClass resource;
|
|
IWineD3DBaseTextureClass baseTexture;
|
|
|
|
/* IWineD3DCubeTexture */
|
|
IWineD3DSurface *surfaces[6][MAX_LEVELS];
|
|
|
|
UINT edgeLength;
|
|
} IWineD3DCubeTextureImpl;
|
|
|
|
extern const IWineD3DCubeTextureVtbl IWineD3DCubeTexture_Vtbl;
|
|
|
|
typedef struct _WINED3DVOLUMET_DESC
|
|
{
|
|
UINT Width;
|
|
UINT Height;
|
|
UINT Depth;
|
|
} WINED3DVOLUMET_DESC;
|
|
|
|
/*****************************************************************************
|
|
* IWineD3DVolume implementation structure (extends IUnknown)
|
|
*/
|
|
typedef struct IWineD3DVolumeImpl
|
|
{
|
|
/* IUnknown & WineD3DResource fields */
|
|
const IWineD3DVolumeVtbl *lpVtbl;
|
|
IWineD3DResourceClass resource;
|
|
|
|
/* WineD3DVolume Information */
|
|
WINED3DVOLUMET_DESC currentDesc;
|
|
IWineD3DBase *container;
|
|
UINT bytesPerPixel;
|
|
|
|
BOOL lockable;
|
|
BOOL locked;
|
|
WINED3DBOX lockedBox;
|
|
WINED3DBOX dirtyBox;
|
|
BOOL dirty;
|
|
|
|
|
|
} IWineD3DVolumeImpl;
|
|
|
|
extern const IWineD3DVolumeVtbl IWineD3DVolume_Vtbl;
|
|
|
|
/*****************************************************************************
|
|
* IWineD3DVolumeTexture implementation structure (extends IWineD3DBaseTextureImpl)
|
|
*/
|
|
typedef struct IWineD3DVolumeTextureImpl
|
|
{
|
|
/* IUnknown & WineD3DResource/WineD3DBaseTexture Information */
|
|
const IWineD3DVolumeTextureVtbl *lpVtbl;
|
|
IWineD3DResourceClass resource;
|
|
IWineD3DBaseTextureClass baseTexture;
|
|
|
|
/* IWineD3DVolumeTexture */
|
|
IWineD3DVolume *volumes[MAX_LEVELS];
|
|
|
|
UINT width;
|
|
UINT height;
|
|
UINT depth;
|
|
} IWineD3DVolumeTextureImpl;
|
|
|
|
extern const IWineD3DVolumeTextureVtbl IWineD3DVolumeTexture_Vtbl;
|
|
|
|
typedef struct _WINED3DSURFACET_DESC
|
|
{
|
|
WINED3DMULTISAMPLE_TYPE MultiSampleType;
|
|
DWORD MultiSampleQuality;
|
|
UINT Width;
|
|
UINT Height;
|
|
} WINED3DSURFACET_DESC;
|
|
|
|
/*****************************************************************************
|
|
* Structure for DIB Surfaces (GetDC and GDI surfaces)
|
|
*/
|
|
typedef struct wineD3DSurface_DIB {
|
|
HBITMAP DIBsection;
|
|
void* bitmap_data;
|
|
UINT bitmap_size;
|
|
HGDIOBJ holdbitmap;
|
|
BOOL client_memory;
|
|
} wineD3DSurface_DIB;
|
|
|
|
typedef struct {
|
|
struct list entry;
|
|
GLuint id;
|
|
UINT width;
|
|
UINT height;
|
|
} renderbuffer_entry_t;
|
|
|
|
/*****************************************************************************
|
|
* IWineD3DClipp implementation structure
|
|
*/
|
|
typedef struct IWineD3DClipperImpl
|
|
{
|
|
const IWineD3DClipperVtbl *lpVtbl;
|
|
LONG ref;
|
|
|
|
IUnknown *Parent;
|
|
HWND hWnd;
|
|
} IWineD3DClipperImpl;
|
|
|
|
|
|
/*****************************************************************************
|
|
* IWineD3DSurface implementation structure
|
|
*/
|
|
struct IWineD3DSurfaceImpl
|
|
{
|
|
/* IUnknown & IWineD3DResource Information */
|
|
const IWineD3DSurfaceVtbl *lpVtbl;
|
|
IWineD3DResourceClass resource;
|
|
|
|
/* IWineD3DSurface fields */
|
|
IWineD3DBase *container;
|
|
WINED3DSURFACET_DESC currentDesc;
|
|
IWineD3DPaletteImpl *palette; /* D3D7 style palette handling */
|
|
PALETTEENTRY *palette9; /* D3D8/9 style palette handling */
|
|
|
|
UINT bytesPerPixel;
|
|
|
|
/* TODO: move this off into a management class(maybe!) */
|
|
DWORD Flags;
|
|
|
|
UINT pow2Width;
|
|
UINT pow2Height;
|
|
|
|
/* A method to retrieve the drawable size. Not in the Vtable to make it changeable */
|
|
void (*get_drawable_size)(IWineD3DSurfaceImpl *This, UINT *width, UINT *height);
|
|
|
|
/* Oversized texture */
|
|
RECT glRect;
|
|
|
|
/* PBO */
|
|
GLuint pbo;
|
|
|
|
RECT lockedRect;
|
|
RECT dirtyRect;
|
|
int lockCount;
|
|
#define MAXLOCKCOUNT 50 /* After this amount of locks do not free the sysmem copy */
|
|
|
|
glDescriptor glDescription;
|
|
BOOL srgb;
|
|
|
|
/* For GetDC */
|
|
wineD3DSurface_DIB dib;
|
|
HDC hDC;
|
|
|
|
/* Color keys for DDraw */
|
|
WINEDDCOLORKEY DestBltCKey;
|
|
WINEDDCOLORKEY DestOverlayCKey;
|
|
WINEDDCOLORKEY SrcOverlayCKey;
|
|
WINEDDCOLORKEY SrcBltCKey;
|
|
DWORD CKeyFlags;
|
|
|
|
WINEDDCOLORKEY glCKey;
|
|
|
|
struct list renderbuffers;
|
|
renderbuffer_entry_t *current_renderbuffer;
|
|
|
|
/* DirectDraw clippers */
|
|
IWineD3DClipper *clipper;
|
|
};
|
|
|
|
extern const IWineD3DSurfaceVtbl IWineD3DSurface_Vtbl;
|
|
extern const IWineD3DSurfaceVtbl IWineGDISurface_Vtbl;
|
|
|
|
/* Predeclare the shared Surface functions */
|
|
HRESULT WINAPI IWineD3DBaseSurfaceImpl_QueryInterface(IWineD3DSurface *iface, REFIID riid, LPVOID *ppobj);
|
|
ULONG WINAPI IWineD3DBaseSurfaceImpl_AddRef(IWineD3DSurface *iface);
|
|
HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetParent(IWineD3DSurface *iface, IUnknown **pParent);
|
|
HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetDevice(IWineD3DSurface *iface, IWineD3DDevice** ppDevice);
|
|
HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetPrivateData(IWineD3DSurface *iface, REFGUID refguid, CONST void* pData, DWORD SizeOfData, DWORD Flags);
|
|
HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetPrivateData(IWineD3DSurface *iface, REFGUID refguid, void* pData, DWORD* pSizeOfData);
|
|
HRESULT WINAPI IWineD3DBaseSurfaceImpl_FreePrivateData(IWineD3DSurface *iface, REFGUID refguid);
|
|
DWORD WINAPI IWineD3DBaseSurfaceImpl_SetPriority(IWineD3DSurface *iface, DWORD PriorityNew);
|
|
DWORD WINAPI IWineD3DBaseSurfaceImpl_GetPriority(IWineD3DSurface *iface);
|
|
WINED3DRESOURCETYPE WINAPI IWineD3DBaseSurfaceImpl_GetType(IWineD3DSurface *iface);
|
|
HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetContainer(IWineD3DSurface* iface, REFIID riid, void** ppContainer);
|
|
HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetDesc(IWineD3DSurface *iface, WINED3DSURFACE_DESC *pDesc);
|
|
HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetBltStatus(IWineD3DSurface *iface, DWORD Flags);
|
|
HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetFlipStatus(IWineD3DSurface *iface, DWORD Flags);
|
|
HRESULT WINAPI IWineD3DBaseSurfaceImpl_IsLost(IWineD3DSurface *iface);
|
|
HRESULT WINAPI IWineD3DBaseSurfaceImpl_Restore(IWineD3DSurface *iface);
|
|
HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetPalette(IWineD3DSurface *iface, IWineD3DPalette **Pal);
|
|
HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetPalette(IWineD3DSurface *iface, IWineD3DPalette *Pal);
|
|
HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetColorKey(IWineD3DSurface *iface, DWORD Flags, WINEDDCOLORKEY *CKey);
|
|
HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetContainer(IWineD3DSurface *iface, IWineD3DBase *container);
|
|
DWORD WINAPI IWineD3DBaseSurfaceImpl_GetPitch(IWineD3DSurface *iface);
|
|
HRESULT WINAPI IWineD3DBaseSurfaceImpl_RealizePalette(IWineD3DSurface *iface);
|
|
HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetOverlayPosition(IWineD3DSurface *iface, LONG X, LONG Y);
|
|
HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetOverlayPosition(IWineD3DSurface *iface, LONG *X, LONG *Y);
|
|
HRESULT WINAPI IWineD3DBaseSurfaceImpl_UpdateOverlayZOrder(IWineD3DSurface *iface, DWORD Flags, IWineD3DSurface *Ref);
|
|
HRESULT WINAPI IWineD3DBaseSurfaceImpl_UpdateOverlay(IWineD3DSurface *iface, RECT *SrcRect, IWineD3DSurface *DstSurface, RECT *DstRect, DWORD Flags, WINEDDOVERLAYFX *FX);
|
|
HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetClipper(IWineD3DSurface *iface, IWineD3DClipper *clipper);
|
|
HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetClipper(IWineD3DSurface *iface, IWineD3DClipper **clipper);
|
|
HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetFormat(IWineD3DSurface *iface, WINED3DFORMAT format);
|
|
HRESULT IWineD3DBaseSurfaceImpl_CreateDIBSection(IWineD3DSurface *iface);
|
|
HRESULT WINAPI IWineD3DBaseSurfaceImpl_Blt(IWineD3DSurface *iface, RECT *DestRect, IWineD3DSurface *SrcSurface, RECT *SrcRect, DWORD Flags, WINEDDBLTFX *DDBltFx, WINED3DTEXTUREFILTERTYPE Filter);
|
|
HRESULT WINAPI IWineD3DBaseSurfaceImpl_BltFast(IWineD3DSurface *iface, DWORD dstx, DWORD dsty, IWineD3DSurface *Source, RECT *rsrc, DWORD trans);
|
|
HRESULT WINAPI IWineD3DBaseSurfaceImpl_LockRect(IWineD3DSurface *iface, WINED3DLOCKED_RECT* pLockedRect, CONST RECT* pRect, DWORD Flags);
|
|
void WINAPI IWineD3DBaseSurfaceImpl_BindTexture(IWineD3DSurface *iface);
|
|
|
|
const void *WINAPI IWineD3DSurfaceImpl_GetData(IWineD3DSurface *iface);
|
|
|
|
void get_drawable_size_swapchain(IWineD3DSurfaceImpl *This, UINT *width, UINT *height);
|
|
void get_drawable_size_backbuffer(IWineD3DSurfaceImpl *This, UINT *width, UINT *height);
|
|
void get_drawable_size_pbuffer(IWineD3DSurfaceImpl *This, UINT *width, UINT *height);
|
|
void get_drawable_size_fbo(IWineD3DSurfaceImpl *This, UINT *width, UINT *height);
|
|
|
|
/* Surface flags: */
|
|
#define SFLAG_OVERSIZE 0x00000001 /* Surface is bigger than gl size, blts only */
|
|
#define SFLAG_CONVERTED 0x00000002 /* Converted for color keying or Palettized */
|
|
#define SFLAG_DIBSECTION 0x00000004 /* Has a DIB section attached for getdc */
|
|
#define SFLAG_LOCKABLE 0x00000008 /* Surface can be locked */
|
|
#define SFLAG_DISCARD 0x00000010 /* ??? */
|
|
#define SFLAG_LOCKED 0x00000020 /* Surface is locked atm */
|
|
#define SFLAG_INTEXTURE 0x00000040 /* The GL texture contains the newest surface content */
|
|
#define SFLAG_INDRAWABLE 0x00000080 /* The gl drawable contains the most up to date data */
|
|
#define SFLAG_INSYSMEM 0x00000100 /* The system memory copy is most up to date */
|
|
#define SFLAG_NONPOW2 0x00000200 /* Surface sizes are not a power of 2 */
|
|
#define SFLAG_DYNLOCK 0x00000400 /* Surface is often locked by the app */
|
|
#define SFLAG_DYNCHANGE 0x00000C00 /* Surface contents are changed very often, implies DYNLOCK */
|
|
#define SFLAG_DCINUSE 0x00001000 /* Set between GetDC and ReleaseDC calls */
|
|
#define SFLAG_LOST 0x00002000 /* Surface lost flag for DDraw */
|
|
#define SFLAG_USERPTR 0x00004000 /* The application allocated the memory for this surface */
|
|
#define SFLAG_GLCKEY 0x00008000 /* The gl texture was created with a color key */
|
|
#define SFLAG_CLIENT 0x00010000 /* GL_APPLE_client_storage is used on that texture */
|
|
#define SFLAG_ALLOCATED 0x00020000 /* A gl texture is allocated for this surface */
|
|
#define SFLAG_PBO 0x00040000 /* Has a PBO attached for speeding up data transfers for dynamically locked surfaces */
|
|
|
|
/* In some conditions the surface memory must not be freed:
|
|
* SFLAG_OVERSIZE: Not all data can be kept in GL
|
|
* SFLAG_CONVERTED: Converting the data back would take too long
|
|
* SFLAG_DIBSECTION: The dib code manages the memory
|
|
* SFLAG_LOCKED: The app requires access to the surface data
|
|
* SFLAG_DYNLOCK: Avoid freeing the data for performance
|
|
* SFLAG_DYNCHANGE: Same reason as DYNLOCK
|
|
* SFLAG_PBO: PBOs don't use 'normal' memory. It is either allocated by the driver or must be NULL.
|
|
* SFLAG_CLIENT: OpenGL uses our memory as backup
|
|
*/
|
|
#define SFLAG_DONOTFREE (SFLAG_OVERSIZE | \
|
|
SFLAG_CONVERTED | \
|
|
SFLAG_DIBSECTION | \
|
|
SFLAG_LOCKED | \
|
|
SFLAG_DYNLOCK | \
|
|
SFLAG_DYNCHANGE | \
|
|
SFLAG_USERPTR | \
|
|
SFLAG_PBO | \
|
|
SFLAG_CLIENT)
|
|
|
|
#define SFLAG_LOCATIONS (SFLAG_INSYSMEM | \
|
|
SFLAG_INTEXTURE | \
|
|
SFLAG_INDRAWABLE)
|
|
BOOL CalculateTexRect(IWineD3DSurfaceImpl *This, RECT *Rect, float glTexCoord[4]);
|
|
|
|
typedef enum {
|
|
NO_CONVERSION,
|
|
CONVERT_PALETTED,
|
|
CONVERT_PALETTED_CK,
|
|
CONVERT_CK_565,
|
|
CONVERT_CK_5551,
|
|
CONVERT_CK_4444,
|
|
CONVERT_CK_4444_ARGB,
|
|
CONVERT_CK_1555,
|
|
CONVERT_555,
|
|
CONVERT_CK_RGB24,
|
|
CONVERT_CK_8888,
|
|
CONVERT_CK_8888_ARGB,
|
|
CONVERT_RGB32_888,
|
|
CONVERT_V8U8,
|
|
CONVERT_L6V5U5,
|
|
CONVERT_X8L8V8U8,
|
|
CONVERT_Q8W8V8U8,
|
|
CONVERT_V16U16,
|
|
CONVERT_A4L4,
|
|
CONVERT_R32F,
|
|
CONVERT_R16F,
|
|
CONVERT_G16R16,
|
|
} CONVERT_TYPES;
|
|
|
|
HRESULT d3dfmt_get_conv(IWineD3DSurfaceImpl *This, BOOL need_alpha_ck, BOOL use_texturing, GLenum *format, GLenum *internal, GLenum *type, CONVERT_TYPES *convert, int *target_bpp, BOOL srgb_mode);
|
|
|
|
/*****************************************************************************
|
|
* IWineD3DVertexDeclaration implementation structure
|
|
*/
|
|
typedef struct attrib_declaration {
|
|
DWORD usage;
|
|
DWORD idx;
|
|
} attrib_declaration;
|
|
|
|
#define MAX_ATTRIBS 16
|
|
|
|
typedef struct IWineD3DVertexDeclarationImpl {
|
|
/* IUnknown Information */
|
|
const IWineD3DVertexDeclarationVtbl *lpVtbl;
|
|
LONG ref;
|
|
|
|
IUnknown *parent;
|
|
IWineD3DDeviceImpl *wineD3DDevice;
|
|
|
|
WINED3DVERTEXELEMENT *pDeclarationWine;
|
|
UINT declarationWNumElements;
|
|
|
|
DWORD streams[MAX_STREAMS];
|
|
UINT num_streams;
|
|
BOOL position_transformed;
|
|
BOOL half_float_conv_needed;
|
|
|
|
/* Ordered array of declaration types that need swizzling in a vshader */
|
|
attrib_declaration swizzled_attribs[MAX_ATTRIBS];
|
|
UINT num_swizzled_attribs;
|
|
} IWineD3DVertexDeclarationImpl;
|
|
|
|
extern const IWineD3DVertexDeclarationVtbl IWineD3DVertexDeclaration_Vtbl;
|
|
|
|
/*****************************************************************************
|
|
* IWineD3DStateBlock implementation structure
|
|
*/
|
|
|
|
/* Internal state Block for Begin/End/Capture/Create/Apply info */
|
|
/* Note: Very long winded but gl Lists are not flexible enough */
|
|
/* to resolve everything we need, so doing it manually for now */
|
|
typedef struct SAVEDSTATES {
|
|
BOOL indices;
|
|
BOOL material;
|
|
BOOL fvf;
|
|
BOOL streamSource[MAX_STREAMS];
|
|
BOOL streamFreq[MAX_STREAMS];
|
|
BOOL textures[MAX_COMBINED_SAMPLERS];
|
|
BOOL transform[HIGHEST_TRANSFORMSTATE + 1];
|
|
BOOL viewport;
|
|
BOOL renderState[WINEHIGHEST_RENDER_STATE + 1];
|
|
BOOL textureState[MAX_TEXTURES][WINED3D_HIGHEST_TEXTURE_STATE + 1];
|
|
BOOL samplerState[MAX_COMBINED_SAMPLERS][WINED3D_HIGHEST_SAMPLER_STATE + 1];
|
|
BOOL clipplane[MAX_CLIPPLANES];
|
|
BOOL vertexDecl;
|
|
BOOL pixelShader;
|
|
BOOL pixelShaderConstantsB[MAX_CONST_B];
|
|
BOOL pixelShaderConstantsI[MAX_CONST_I];
|
|
BOOL *pixelShaderConstantsF;
|
|
BOOL vertexShader;
|
|
BOOL vertexShaderConstantsB[MAX_CONST_B];
|
|
BOOL vertexShaderConstantsI[MAX_CONST_I];
|
|
BOOL *vertexShaderConstantsF;
|
|
BOOL scissorRect;
|
|
} SAVEDSTATES;
|
|
|
|
typedef struct {
|
|
struct list entry;
|
|
DWORD count;
|
|
DWORD idx[13];
|
|
} constants_entry;
|
|
|
|
struct StageState {
|
|
DWORD stage;
|
|
DWORD state;
|
|
};
|
|
|
|
struct IWineD3DStateBlockImpl
|
|
{
|
|
/* IUnknown fields */
|
|
const IWineD3DStateBlockVtbl *lpVtbl;
|
|
LONG ref; /* Note: Ref counting not required */
|
|
|
|
/* IWineD3DStateBlock information */
|
|
IUnknown *parent;
|
|
IWineD3DDeviceImpl *wineD3DDevice;
|
|
WINED3DSTATEBLOCKTYPE blockType;
|
|
|
|
/* Array indicating whether things have been set or changed */
|
|
SAVEDSTATES changed;
|
|
struct list set_vconstantsF;
|
|
struct list set_pconstantsF;
|
|
|
|
/* Drawing - Vertex Shader or FVF related */
|
|
DWORD fvf;
|
|
/* Vertex Shader Declaration */
|
|
IWineD3DVertexDeclaration *vertexDecl;
|
|
|
|
IWineD3DVertexShader *vertexShader;
|
|
|
|
/* Vertex Shader Constants */
|
|
BOOL vertexShaderConstantB[MAX_CONST_B];
|
|
INT vertexShaderConstantI[MAX_CONST_I * 4];
|
|
float *vertexShaderConstantF;
|
|
|
|
/* Stream Source */
|
|
BOOL streamIsUP;
|
|
UINT streamStride[MAX_STREAMS];
|
|
UINT streamOffset[MAX_STREAMS + 1 /* tesselated pseudo-stream */ ];
|
|
IWineD3DVertexBuffer *streamSource[MAX_STREAMS];
|
|
UINT streamFreq[MAX_STREAMS + 1];
|
|
UINT streamFlags[MAX_STREAMS + 1]; /*0 | WINED3DSTREAMSOURCE_INSTANCEDATA | WINED3DSTREAMSOURCE_INDEXEDDATA */
|
|
|
|
/* Indices */
|
|
IWineD3DIndexBuffer* pIndexData;
|
|
INT baseVertexIndex;
|
|
INT loadBaseVertexIndex; /* non-indexed drawing needs 0 here, indexed baseVertexIndex */
|
|
|
|
/* Transform */
|
|
WINED3DMATRIX transforms[HIGHEST_TRANSFORMSTATE + 1];
|
|
|
|
/* Light hashmap . Collisions are handled using standard wine double linked lists */
|
|
#define LIGHTMAP_SIZE 43 /* Use of a prime number recommended. Set to 1 for a linked list! */
|
|
#define LIGHTMAP_HASHFUNC(x) ((x) % LIGHTMAP_SIZE) /* Primitive and simple function */
|
|
struct list lightMap[LIGHTMAP_SIZE]; /* Mashmap containing the lights */
|
|
PLIGHTINFOEL *activeLights[MAX_ACTIVE_LIGHTS]; /* Map of opengl lights to d3d lights */
|
|
|
|
/* Clipping */
|
|
double clipplane[MAX_CLIPPLANES][4];
|
|
WINED3DCLIPSTATUS clip_status;
|
|
|
|
/* ViewPort */
|
|
WINED3DVIEWPORT viewport;
|
|
|
|
/* Material */
|
|
WINED3DMATERIAL material;
|
|
|
|
/* Pixel Shader */
|
|
IWineD3DPixelShader *pixelShader;
|
|
|
|
/* Pixel Shader Constants */
|
|
BOOL pixelShaderConstantB[MAX_CONST_B];
|
|
INT pixelShaderConstantI[MAX_CONST_I * 4];
|
|
float *pixelShaderConstantF;
|
|
|
|
/* RenderState */
|
|
DWORD renderState[WINEHIGHEST_RENDER_STATE + 1];
|
|
|
|
/* Texture */
|
|
IWineD3DBaseTexture *textures[MAX_COMBINED_SAMPLERS];
|
|
int textureDimensions[MAX_COMBINED_SAMPLERS];
|
|
|
|
/* Texture State Stage */
|
|
DWORD textureState[MAX_TEXTURES][WINED3D_HIGHEST_TEXTURE_STATE + 1];
|
|
DWORD lowest_disabled_stage;
|
|
/* Sampler States */
|
|
DWORD samplerState[MAX_COMBINED_SAMPLERS][WINED3D_HIGHEST_SAMPLER_STATE + 1];
|
|
|
|
/* Current GLSL Shader Program */
|
|
struct glsl_shader_prog_link *glsl_program;
|
|
|
|
/* Scissor test rectangle */
|
|
RECT scissorRect;
|
|
|
|
/* Contained state management */
|
|
DWORD contained_render_states[WINEHIGHEST_RENDER_STATE + 1];
|
|
unsigned int num_contained_render_states;
|
|
DWORD contained_transform_states[HIGHEST_TRANSFORMSTATE + 1];
|
|
unsigned int num_contained_transform_states;
|
|
DWORD contained_vs_consts_i[MAX_CONST_I];
|
|
unsigned int num_contained_vs_consts_i;
|
|
DWORD contained_vs_consts_b[MAX_CONST_B];
|
|
unsigned int num_contained_vs_consts_b;
|
|
DWORD *contained_vs_consts_f;
|
|
unsigned int num_contained_vs_consts_f;
|
|
DWORD contained_ps_consts_i[MAX_CONST_I];
|
|
unsigned int num_contained_ps_consts_i;
|
|
DWORD contained_ps_consts_b[MAX_CONST_B];
|
|
unsigned int num_contained_ps_consts_b;
|
|
DWORD *contained_ps_consts_f;
|
|
unsigned int num_contained_ps_consts_f;
|
|
struct StageState contained_tss_states[MAX_TEXTURES * (WINED3D_HIGHEST_TEXTURE_STATE)];
|
|
unsigned int num_contained_tss_states;
|
|
struct StageState contained_sampler_states[MAX_COMBINED_SAMPLERS * WINED3D_HIGHEST_SAMPLER_STATE];
|
|
unsigned int num_contained_sampler_states;
|
|
};
|
|
|
|
extern void stateblock_savedstates_set(
|
|
IWineD3DStateBlock* iface,
|
|
SAVEDSTATES* states,
|
|
BOOL value);
|
|
|
|
extern void stateblock_savedstates_copy(
|
|
IWineD3DStateBlock* iface,
|
|
SAVEDSTATES* dest,
|
|
SAVEDSTATES* source);
|
|
|
|
extern void stateblock_copy(
|
|
IWineD3DStateBlock* destination,
|
|
IWineD3DStateBlock* source);
|
|
|
|
extern const IWineD3DStateBlockVtbl IWineD3DStateBlock_Vtbl;
|
|
|
|
/* Direct3D terminology with little modifications. We do not have an issued state
|
|
* because only the driver knows about it, but we have a created state because d3d
|
|
* allows GetData on a created issue, but opengl doesn't
|
|
*/
|
|
enum query_state {
|
|
QUERY_CREATED,
|
|
QUERY_SIGNALLED,
|
|
QUERY_BUILDING
|
|
};
|
|
/*****************************************************************************
|
|
* IWineD3DQueryImpl implementation structure (extends IUnknown)
|
|
*/
|
|
typedef struct IWineD3DQueryImpl
|
|
{
|
|
const IWineD3DQueryVtbl *lpVtbl;
|
|
LONG ref; /* Note: Ref counting not required */
|
|
|
|
IUnknown *parent;
|
|
/*TODO: replace with iface usage */
|
|
#if 0
|
|
IWineD3DDevice *wineD3DDevice;
|
|
#else
|
|
IWineD3DDeviceImpl *wineD3DDevice;
|
|
#endif
|
|
|
|
/* IWineD3DQuery fields */
|
|
enum query_state state;
|
|
WINED3DQUERYTYPE type;
|
|
/* TODO: Think about using a IUnknown instead of a void* */
|
|
void *extendedData;
|
|
|
|
|
|
} IWineD3DQueryImpl;
|
|
|
|
extern const IWineD3DQueryVtbl IWineD3DQuery_Vtbl;
|
|
|
|
/* Datastructures for IWineD3DQueryImpl.extendedData */
|
|
typedef struct WineQueryOcclusionData {
|
|
GLuint queryId;
|
|
WineD3DContext *ctx;
|
|
} WineQueryOcclusionData;
|
|
|
|
typedef struct WineQueryEventData {
|
|
GLuint fenceId;
|
|
WineD3DContext *ctx;
|
|
} WineQueryEventData;
|
|
|
|
/*****************************************************************************
|
|
* IWineD3DSwapChainImpl implementation structure (extends IUnknown)
|
|
*/
|
|
|
|
typedef struct IWineD3DSwapChainImpl
|
|
{
|
|
/*IUnknown part*/
|
|
const IWineD3DSwapChainVtbl *lpVtbl;
|
|
LONG ref; /* Note: Ref counting not required */
|
|
|
|
IUnknown *parent;
|
|
IWineD3DDeviceImpl *wineD3DDevice;
|
|
|
|
/* IWineD3DSwapChain fields */
|
|
IWineD3DSurface **backBuffer;
|
|
IWineD3DSurface *frontBuffer;
|
|
BOOL wantsDepthStencilBuffer;
|
|
WINED3DPRESENT_PARAMETERS presentParms;
|
|
DWORD orig_width, orig_height;
|
|
WINED3DFORMAT orig_fmt;
|
|
|
|
long prev_time, frames; /* Performance tracking */
|
|
unsigned int vSyncCounter;
|
|
|
|
WineD3DContext **context; /* Later a array for multithreading */
|
|
unsigned int num_contexts;
|
|
|
|
HWND win_handle;
|
|
} IWineD3DSwapChainImpl;
|
|
|
|
extern const IWineD3DSwapChainVtbl IWineD3DSwapChain_Vtbl;
|
|
|
|
WineD3DContext *IWineD3DSwapChainImpl_CreateContextForThread(IWineD3DSwapChain *iface);
|
|
|
|
/*****************************************************************************
|
|
* Utility function prototypes
|
|
*/
|
|
|
|
/* Trace routines */
|
|
const char* debug_d3dformat(WINED3DFORMAT fmt);
|
|
const char* debug_d3ddevicetype(WINED3DDEVTYPE devtype);
|
|
const char* debug_d3dresourcetype(WINED3DRESOURCETYPE res);
|
|
const char* debug_d3dusage(DWORD usage);
|
|
const char* debug_d3dusagequery(DWORD usagequery);
|
|
const char* debug_d3ddeclmethod(WINED3DDECLMETHOD method);
|
|
const char* debug_d3ddecltype(WINED3DDECLTYPE type);
|
|
const char* debug_d3ddeclusage(BYTE usage);
|
|
const char* debug_d3dprimitivetype(WINED3DPRIMITIVETYPE PrimitiveType);
|
|
const char* debug_d3drenderstate(DWORD state);
|
|
const char* debug_d3dsamplerstate(DWORD state);
|
|
const char* debug_d3dtexturefiltertype(WINED3DTEXTUREFILTERTYPE filter_type);
|
|
const char* debug_d3dtexturestate(DWORD state);
|
|
const char* debug_d3dtstype(WINED3DTRANSFORMSTATETYPE tstype);
|
|
const char* debug_d3dpool(WINED3DPOOL pool);
|
|
const char *debug_fbostatus(GLenum status);
|
|
const char *debug_glerror(GLenum error);
|
|
const char *debug_d3dbasis(WINED3DBASISTYPE basis);
|
|
const char *debug_d3ddegree(WINED3DDEGREETYPE order);
|
|
|
|
/* Routines for GL <-> D3D values */
|
|
GLenum StencilOp(DWORD op);
|
|
GLenum CompareFunc(DWORD func);
|
|
void set_tex_op(IWineD3DDevice *iface, BOOL isAlpha, int Stage, WINED3DTEXTUREOP op, DWORD arg1, DWORD arg2, DWORD arg3);
|
|
void set_tex_op_nvrc(IWineD3DDevice *iface, BOOL is_alpha, int stage, WINED3DTEXTUREOP op, DWORD arg1, DWORD arg2, DWORD arg3, INT texture_idx);
|
|
void set_texture_matrix(const float *smat, DWORD flags, BOOL calculatedCoords, BOOL transformed, DWORD coordtype);
|
|
|
|
void surface_set_compatible_renderbuffer(IWineD3DSurface *iface, unsigned int width, unsigned int height);
|
|
GLenum surface_get_gl_buffer(IWineD3DSurface *iface, IWineD3DSwapChain *swapchain);
|
|
|
|
BOOL getColorBits(WINED3DFORMAT fmt, short *redSize, short *greenSize, short *blueSize, short *alphaSize, short *totalSize);
|
|
BOOL getDepthStencilBits(WINED3DFORMAT fmt, short *depthSize, short *stencilSize);
|
|
|
|
/* Math utils */
|
|
void multiply_matrix(WINED3DMATRIX *dest, const WINED3DMATRIX *src1, const WINED3DMATRIX *src2);
|
|
unsigned int count_bits(unsigned int mask);
|
|
|
|
/*****************************************************************************
|
|
* To enable calling of inherited functions, requires prototypes
|
|
*
|
|
* Note: Only require classes which are subclassed, ie resource, basetexture,
|
|
*/
|
|
/*** IUnknown methods ***/
|
|
extern HRESULT WINAPI IWineD3DResourceImpl_QueryInterface(IWineD3DResource *iface, REFIID riid, void** ppvObject);
|
|
extern ULONG WINAPI IWineD3DResourceImpl_AddRef(IWineD3DResource *iface);
|
|
extern ULONG WINAPI IWineD3DResourceImpl_Release(IWineD3DResource *iface);
|
|
/*** IWineD3DResource methods ***/
|
|
extern HRESULT WINAPI IWineD3DResourceImpl_GetParent(IWineD3DResource *iface, IUnknown **pParent);
|
|
extern HRESULT WINAPI IWineD3DResourceImpl_GetDevice(IWineD3DResource *iface, IWineD3DDevice ** ppDevice);
|
|
extern HRESULT WINAPI IWineD3DResourceImpl_SetPrivateData(IWineD3DResource *iface, REFGUID refguid, CONST void * pData, DWORD SizeOfData, DWORD Flags);
|
|
extern HRESULT WINAPI IWineD3DResourceImpl_GetPrivateData(IWineD3DResource *iface, REFGUID refguid, void * pData, DWORD * pSizeOfData);
|
|
extern HRESULT WINAPI IWineD3DResourceImpl_FreePrivateData(IWineD3DResource *iface, REFGUID refguid);
|
|
extern DWORD WINAPI IWineD3DResourceImpl_SetPriority(IWineD3DResource *iface, DWORD PriorityNew);
|
|
extern DWORD WINAPI IWineD3DResourceImpl_GetPriority(IWineD3DResource *iface);
|
|
extern void WINAPI IWineD3DResourceImpl_PreLoad(IWineD3DResource *iface);
|
|
extern void WINAPI IWineD3DResourceImpl_UnLoad(IWineD3DResource *iface);
|
|
extern WINED3DRESOURCETYPE WINAPI IWineD3DResourceImpl_GetType(IWineD3DResource *iface);
|
|
/*** class static members ***/
|
|
void IWineD3DResourceImpl_CleanUp(IWineD3DResource *iface);
|
|
|
|
/*** IUnknown methods ***/
|
|
extern HRESULT WINAPI IWineD3DBaseTextureImpl_QueryInterface(IWineD3DBaseTexture *iface, REFIID riid, void** ppvObject);
|
|
extern ULONG WINAPI IWineD3DBaseTextureImpl_AddRef(IWineD3DBaseTexture *iface);
|
|
extern ULONG WINAPI IWineD3DBaseTextureImpl_Release(IWineD3DBaseTexture *iface);
|
|
/*** IWineD3DResource methods ***/
|
|
extern HRESULT WINAPI IWineD3DBaseTextureImpl_GetParent(IWineD3DBaseTexture *iface, IUnknown **pParent);
|
|
extern HRESULT WINAPI IWineD3DBaseTextureImpl_GetDevice(IWineD3DBaseTexture *iface, IWineD3DDevice ** ppDevice);
|
|
extern HRESULT WINAPI IWineD3DBaseTextureImpl_SetPrivateData(IWineD3DBaseTexture *iface, REFGUID refguid, CONST void * pData, DWORD SizeOfData, DWORD Flags);
|
|
extern HRESULT WINAPI IWineD3DBaseTextureImpl_GetPrivateData(IWineD3DBaseTexture *iface, REFGUID refguid, void * pData, DWORD * pSizeOfData);
|
|
extern HRESULT WINAPI IWineD3DBaseTextureImpl_FreePrivateData(IWineD3DBaseTexture *iface, REFGUID refguid);
|
|
extern DWORD WINAPI IWineD3DBaseTextureImpl_SetPriority(IWineD3DBaseTexture *iface, DWORD PriorityNew);
|
|
extern DWORD WINAPI IWineD3DBaseTextureImpl_GetPriority(IWineD3DBaseTexture *iface);
|
|
extern void WINAPI IWineD3DBaseTextureImpl_PreLoad(IWineD3DBaseTexture *iface);
|
|
extern void WINAPI IWineD3DBaseTextureImpl_UnLoad(IWineD3DBaseTexture *iface);
|
|
extern WINED3DRESOURCETYPE WINAPI IWineD3DBaseTextureImpl_GetType(IWineD3DBaseTexture *iface);
|
|
/*** IWineD3DBaseTexture methods ***/
|
|
extern DWORD WINAPI IWineD3DBaseTextureImpl_SetLOD(IWineD3DBaseTexture *iface, DWORD LODNew);
|
|
extern DWORD WINAPI IWineD3DBaseTextureImpl_GetLOD(IWineD3DBaseTexture *iface);
|
|
extern DWORD WINAPI IWineD3DBaseTextureImpl_GetLevelCount(IWineD3DBaseTexture *iface);
|
|
extern HRESULT WINAPI IWineD3DBaseTextureImpl_SetAutoGenFilterType(IWineD3DBaseTexture *iface, WINED3DTEXTUREFILTERTYPE FilterType);
|
|
extern WINED3DTEXTUREFILTERTYPE WINAPI IWineD3DBaseTextureImpl_GetAutoGenFilterType(IWineD3DBaseTexture *iface);
|
|
extern void WINAPI IWineD3DBaseTextureImpl_GenerateMipSubLevels(IWineD3DBaseTexture *iface);
|
|
extern BOOL WINAPI IWineD3DBaseTextureImpl_SetDirty(IWineD3DBaseTexture *iface, BOOL);
|
|
extern BOOL WINAPI IWineD3DBaseTextureImpl_GetDirty(IWineD3DBaseTexture *iface);
|
|
|
|
extern BYTE* WINAPI IWineD3DVertexBufferImpl_GetMemory(IWineD3DVertexBuffer* iface, DWORD iOffset, GLint *vbo);
|
|
extern HRESULT WINAPI IWineD3DVertexBufferImpl_ReleaseMemory(IWineD3DVertexBuffer* iface);
|
|
extern HRESULT WINAPI IWineD3DBaseTextureImpl_BindTexture(IWineD3DBaseTexture *iface);
|
|
extern HRESULT WINAPI IWineD3DBaseTextureImpl_UnBindTexture(IWineD3DBaseTexture *iface);
|
|
extern void WINAPI IWineD3DBaseTextureImpl_ApplyStateChanges(IWineD3DBaseTexture *iface, const DWORD textureStates[WINED3D_HIGHEST_TEXTURE_STATE + 1], const DWORD samplerStates[WINED3D_HIGHEST_SAMPLER_STATE + 1]);
|
|
/*** class static members ***/
|
|
void IWineD3DBaseTextureImpl_CleanUp(IWineD3DBaseTexture *iface);
|
|
|
|
typedef void (*SHADER_HANDLER) (struct SHADER_OPCODE_ARG*);
|
|
|
|
/* Struct to maintain a list of GLSL shader programs and their associated pixel and
|
|
* vertex shaders. A list of this type is maintained on the DeviceImpl, and is only
|
|
* used if the user is using GLSL shaders. */
|
|
struct glsl_shader_prog_link {
|
|
struct list vshader_entry;
|
|
struct list pshader_entry;
|
|
GLhandleARB programId;
|
|
GLhandleARB *vuniformF_locations;
|
|
GLhandleARB *puniformF_locations;
|
|
GLhandleARB vuniformI_locations[MAX_CONST_I];
|
|
GLhandleARB puniformI_locations[MAX_CONST_I];
|
|
GLhandleARB posFixup_location;
|
|
GLhandleARB bumpenvmat_location;
|
|
GLhandleARB luminancescale_location;
|
|
GLhandleARB luminanceoffset_location;
|
|
GLhandleARB srgb_comparison_location;
|
|
GLhandleARB srgb_mul_low_location;
|
|
GLhandleARB ycorrection_location;
|
|
GLhandleARB vshader;
|
|
GLhandleARB pshader;
|
|
};
|
|
|
|
typedef struct {
|
|
GLhandleARB vshader;
|
|
GLhandleARB pshader;
|
|
} glsl_program_key_t;
|
|
|
|
/* TODO: Make this dynamic, based on shader limits ? */
|
|
#define MAX_REG_ADDR 1
|
|
#define MAX_REG_TEMP 32
|
|
#define MAX_REG_TEXCRD 8
|
|
#define MAX_REG_INPUT 12
|
|
#define MAX_REG_OUTPUT 12
|
|
#define MAX_CONST_I 16
|
|
#define MAX_CONST_B 16
|
|
|
|
/* FIXME: This needs to go up to 2048 for
|
|
* Shader model 3 according to msdn (and for software shaders) */
|
|
#define MAX_LABELS 16
|
|
|
|
typedef struct semantic {
|
|
DWORD usage;
|
|
DWORD reg;
|
|
} semantic;
|
|
|
|
typedef struct local_constant {
|
|
struct list entry;
|
|
unsigned int idx;
|
|
DWORD value[4];
|
|
} local_constant;
|
|
|
|
typedef struct shader_reg_maps {
|
|
|
|
char texcoord[MAX_REG_TEXCRD]; /* pixel < 3.0 */
|
|
char temporary[MAX_REG_TEMP]; /* pixel, vertex */
|
|
char address[MAX_REG_ADDR]; /* vertex */
|
|
char packed_input[MAX_REG_INPUT]; /* pshader >= 3.0 */
|
|
char packed_output[MAX_REG_OUTPUT]; /* vertex >= 3.0 */
|
|
char attributes[MAX_ATTRIBS]; /* vertex */
|
|
char labels[MAX_LABELS]; /* pixel, vertex */
|
|
DWORD texcoord_mask[MAX_REG_TEXCRD]; /* vertex < 3.0 */
|
|
|
|
/* Sampler usage tokens
|
|
* Use 0 as default (bit 31 is always 1 on a valid token) */
|
|
DWORD samplers[max(MAX_FRAGMENT_SAMPLERS, MAX_VERTEX_SAMPLERS)];
|
|
char bumpmat, luminanceparams;
|
|
char usesnrm, vpos, usesdsy;
|
|
char usesrelconstF;
|
|
|
|
/* Whether or not loops are used in this shader, and nesting depth */
|
|
unsigned loop_depth;
|
|
|
|
/* Whether or not this shader uses fog */
|
|
char fog;
|
|
|
|
} shader_reg_maps;
|
|
|
|
#define SHADER_PGMSIZE 65535
|
|
typedef struct SHADER_BUFFER {
|
|
char* buffer;
|
|
unsigned int bsize;
|
|
unsigned int lineNo;
|
|
BOOL newline;
|
|
} SHADER_BUFFER;
|
|
|
|
/* Undocumented opcode controls */
|
|
#define INST_CONTROLS_SHIFT 16
|
|
#define INST_CONTROLS_MASK 0x00ff0000
|
|
|
|
typedef enum COMPARISON_TYPE {
|
|
COMPARISON_GT = 1,
|
|
COMPARISON_EQ = 2,
|
|
COMPARISON_GE = 3,
|
|
COMPARISON_LT = 4,
|
|
COMPARISON_NE = 5,
|
|
COMPARISON_LE = 6
|
|
} COMPARISON_TYPE;
|
|
|
|
typedef struct SHADER_OPCODE {
|
|
unsigned int opcode;
|
|
const char* name;
|
|
const char* glname;
|
|
char dst_token;
|
|
CONST UINT num_params;
|
|
SHADER_HANDLER hw_fct;
|
|
SHADER_HANDLER hw_glsl_fct;
|
|
DWORD min_version;
|
|
DWORD max_version;
|
|
} SHADER_OPCODE;
|
|
|
|
typedef struct SHADER_OPCODE_ARG {
|
|
IWineD3DBaseShader* shader;
|
|
shader_reg_maps* reg_maps;
|
|
CONST SHADER_OPCODE* opcode;
|
|
DWORD opcode_token;
|
|
DWORD dst;
|
|
DWORD dst_addr;
|
|
DWORD predicate;
|
|
DWORD src[4];
|
|
DWORD src_addr[4];
|
|
SHADER_BUFFER* buffer;
|
|
} SHADER_OPCODE_ARG;
|
|
|
|
typedef struct SHADER_LIMITS {
|
|
unsigned int temporary;
|
|
unsigned int texcoord;
|
|
unsigned int sampler;
|
|
unsigned int constant_int;
|
|
unsigned int constant_float;
|
|
unsigned int constant_bool;
|
|
unsigned int address;
|
|
unsigned int packed_output;
|
|
unsigned int packed_input;
|
|
unsigned int attributes;
|
|
unsigned int label;
|
|
} SHADER_LIMITS;
|
|
|
|
/** Keeps track of details for TEX_M#x# shader opcodes which need to
|
|
maintain state information between multiple codes */
|
|
typedef struct SHADER_PARSE_STATE {
|
|
unsigned int current_row;
|
|
DWORD texcoord_w[2];
|
|
} SHADER_PARSE_STATE;
|
|
|
|
#ifdef __GNUC__
|
|
#define PRINTF_ATTR(fmt,args) __attribute__((format (printf,fmt,args)))
|
|
#else
|
|
#define PRINTF_ATTR(fmt,args)
|
|
#endif
|
|
|
|
/* Base Shader utility functions.
|
|
* (may move callers into the same file in the future) */
|
|
extern int shader_addline(
|
|
SHADER_BUFFER* buffer,
|
|
const char* fmt, ...) PRINTF_ATTR(2,3);
|
|
|
|
extern const SHADER_OPCODE* shader_get_opcode(
|
|
IWineD3DBaseShader *iface,
|
|
const DWORD code);
|
|
|
|
void delete_glsl_program_entry(IWineD3DDevice *iface, struct glsl_shader_prog_link *entry);
|
|
|
|
/* Vertex shader utility functions */
|
|
extern BOOL vshader_get_input(
|
|
IWineD3DVertexShader* iface,
|
|
BYTE usage_req, BYTE usage_idx_req,
|
|
unsigned int* regnum);
|
|
|
|
extern BOOL vshader_input_is_color(
|
|
IWineD3DVertexShader* iface,
|
|
unsigned int regnum);
|
|
|
|
extern HRESULT allocate_shader_constants(IWineD3DStateBlockImpl* object);
|
|
|
|
/* ARB_[vertex/fragment]_program helper functions */
|
|
extern void shader_arb_load_constants(
|
|
IWineD3DDevice* device,
|
|
char usePixelShader,
|
|
char useVertexShader);
|
|
|
|
/* ARB shader program Prototypes */
|
|
extern void shader_hw_def(SHADER_OPCODE_ARG *arg);
|
|
|
|
/* ARB pixel shader prototypes */
|
|
extern void pshader_hw_bem(SHADER_OPCODE_ARG* arg);
|
|
extern void pshader_hw_cnd(SHADER_OPCODE_ARG* arg);
|
|
extern void pshader_hw_cmp(SHADER_OPCODE_ARG* arg);
|
|
extern void pshader_hw_map2gl(SHADER_OPCODE_ARG* arg);
|
|
extern void pshader_hw_tex(SHADER_OPCODE_ARG* arg);
|
|
extern void pshader_hw_texcoord(SHADER_OPCODE_ARG* arg);
|
|
extern void pshader_hw_texreg2ar(SHADER_OPCODE_ARG* arg);
|
|
extern void pshader_hw_texreg2gb(SHADER_OPCODE_ARG* arg);
|
|
extern void pshader_hw_texbem(SHADER_OPCODE_ARG* arg);
|
|
extern void pshader_hw_texm3x2pad(SHADER_OPCODE_ARG* arg);
|
|
extern void pshader_hw_texm3x2tex(SHADER_OPCODE_ARG* arg);
|
|
extern void pshader_hw_texm3x3pad(SHADER_OPCODE_ARG* arg);
|
|
extern void pshader_hw_texm3x3tex(SHADER_OPCODE_ARG* arg);
|
|
extern void pshader_hw_texm3x3spec(SHADER_OPCODE_ARG* arg);
|
|
extern void pshader_hw_texm3x3vspec(SHADER_OPCODE_ARG* arg);
|
|
extern void pshader_hw_texdepth(SHADER_OPCODE_ARG* arg);
|
|
extern void pshader_hw_texkill(SHADER_OPCODE_ARG* arg);
|
|
extern void pshader_hw_texdp3tex(SHADER_OPCODE_ARG* arg);
|
|
extern void pshader_hw_texdp3(SHADER_OPCODE_ARG* arg);
|
|
extern void pshader_hw_texm3x3(SHADER_OPCODE_ARG* arg);
|
|
extern void pshader_hw_texm3x2depth(SHADER_OPCODE_ARG* arg);
|
|
extern void pshader_hw_dp2add(SHADER_OPCODE_ARG* arg);
|
|
extern void pshader_hw_texreg2rgb(SHADER_OPCODE_ARG* arg);
|
|
|
|
/* ARB vertex / pixel shader common prototypes */
|
|
extern void shader_hw_nrm(SHADER_OPCODE_ARG* arg);
|
|
extern void shader_hw_sincos(SHADER_OPCODE_ARG* arg);
|
|
extern void shader_hw_mnxn(SHADER_OPCODE_ARG* arg);
|
|
|
|
/* ARB vertex shader prototypes */
|
|
extern void vshader_hw_map2gl(SHADER_OPCODE_ARG* arg);
|
|
extern void vshader_hw_rsq_rcp(SHADER_OPCODE_ARG* arg);
|
|
|
|
/* GLSL helper functions */
|
|
extern void shader_glsl_add_instruction_modifiers(SHADER_OPCODE_ARG *arg);
|
|
extern void shader_glsl_load_constants(
|
|
IWineD3DDevice* device,
|
|
char usePixelShader,
|
|
char useVertexShader);
|
|
|
|
/** The following translate DirectX pixel/vertex shader opcodes to GLSL lines */
|
|
extern void shader_glsl_cross(SHADER_OPCODE_ARG* arg);
|
|
extern void shader_glsl_map2gl(SHADER_OPCODE_ARG* arg);
|
|
extern void shader_glsl_arith(SHADER_OPCODE_ARG* arg);
|
|
extern void shader_glsl_mov(SHADER_OPCODE_ARG* arg);
|
|
extern void shader_glsl_mad(SHADER_OPCODE_ARG* arg);
|
|
extern void shader_glsl_mnxn(SHADER_OPCODE_ARG* arg);
|
|
extern void shader_glsl_lrp(SHADER_OPCODE_ARG* arg);
|
|
extern void shader_glsl_dot(SHADER_OPCODE_ARG* arg);
|
|
extern void shader_glsl_rcp(SHADER_OPCODE_ARG* arg);
|
|
extern void shader_glsl_rsq(SHADER_OPCODE_ARG* arg);
|
|
extern void shader_glsl_cnd(SHADER_OPCODE_ARG* arg);
|
|
extern void shader_glsl_compare(SHADER_OPCODE_ARG* arg);
|
|
extern void shader_glsl_def(SHADER_OPCODE_ARG* arg);
|
|
extern void shader_glsl_defi(SHADER_OPCODE_ARG* arg);
|
|
extern void shader_glsl_defb(SHADER_OPCODE_ARG* arg);
|
|
extern void shader_glsl_expp(SHADER_OPCODE_ARG* arg);
|
|
extern void shader_glsl_cmp(SHADER_OPCODE_ARG* arg);
|
|
extern void shader_glsl_lit(SHADER_OPCODE_ARG* arg);
|
|
extern void shader_glsl_dst(SHADER_OPCODE_ARG* arg);
|
|
extern void shader_glsl_sincos(SHADER_OPCODE_ARG* arg);
|
|
extern void shader_glsl_loop(SHADER_OPCODE_ARG* arg);
|
|
extern void shader_glsl_end(SHADER_OPCODE_ARG* arg);
|
|
extern void shader_glsl_if(SHADER_OPCODE_ARG* arg);
|
|
extern void shader_glsl_ifc(SHADER_OPCODE_ARG* arg);
|
|
extern void shader_glsl_else(SHADER_OPCODE_ARG* arg);
|
|
extern void shader_glsl_break(SHADER_OPCODE_ARG* arg);
|
|
extern void shader_glsl_breakc(SHADER_OPCODE_ARG* arg);
|
|
extern void shader_glsl_rep(SHADER_OPCODE_ARG* arg);
|
|
extern void shader_glsl_call(SHADER_OPCODE_ARG* arg);
|
|
extern void shader_glsl_callnz(SHADER_OPCODE_ARG* arg);
|
|
extern void shader_glsl_label(SHADER_OPCODE_ARG* arg);
|
|
extern void shader_glsl_pow(SHADER_OPCODE_ARG* arg);
|
|
extern void shader_glsl_log(SHADER_OPCODE_ARG* arg);
|
|
extern void shader_glsl_texldl(SHADER_OPCODE_ARG* arg);
|
|
|
|
/** GLSL Pixel Shader Prototypes */
|
|
extern void pshader_glsl_tex(SHADER_OPCODE_ARG* arg);
|
|
extern void pshader_glsl_texcoord(SHADER_OPCODE_ARG* arg);
|
|
extern void pshader_glsl_texdp3tex(SHADER_OPCODE_ARG* arg);
|
|
extern void pshader_glsl_texdp3(SHADER_OPCODE_ARG* arg);
|
|
extern void pshader_glsl_texdepth(SHADER_OPCODE_ARG* arg);
|
|
extern void pshader_glsl_texm3x2depth(SHADER_OPCODE_ARG* arg);
|
|
extern void pshader_glsl_texm3x2pad(SHADER_OPCODE_ARG* arg);
|
|
extern void pshader_glsl_texm3x2tex(SHADER_OPCODE_ARG* arg);
|
|
extern void pshader_glsl_texm3x3(SHADER_OPCODE_ARG* arg);
|
|
extern void pshader_glsl_texm3x3pad(SHADER_OPCODE_ARG* arg);
|
|
extern void pshader_glsl_texm3x3tex(SHADER_OPCODE_ARG* arg);
|
|
extern void pshader_glsl_texm3x3spec(SHADER_OPCODE_ARG* arg);
|
|
extern void pshader_glsl_texm3x3vspec(SHADER_OPCODE_ARG* arg);
|
|
extern void pshader_glsl_texkill(SHADER_OPCODE_ARG* arg);
|
|
extern void pshader_glsl_texbem(SHADER_OPCODE_ARG* arg);
|
|
extern void pshader_glsl_bem(SHADER_OPCODE_ARG* arg);
|
|
extern void pshader_glsl_texreg2ar(SHADER_OPCODE_ARG* arg);
|
|
extern void pshader_glsl_texreg2gb(SHADER_OPCODE_ARG* arg);
|
|
extern void pshader_glsl_texreg2rgb(SHADER_OPCODE_ARG* arg);
|
|
extern void pshader_glsl_dp2add(SHADER_OPCODE_ARG* arg);
|
|
extern void pshader_glsl_input_pack(
|
|
SHADER_BUFFER* buffer,
|
|
semantic* semantics_out,
|
|
IWineD3DPixelShader *iface);
|
|
|
|
/*****************************************************************************
|
|
* IDirect3DBaseShader implementation structure
|
|
*/
|
|
typedef struct IWineD3DBaseShaderClass
|
|
{
|
|
LONG ref;
|
|
DWORD hex_version;
|
|
SHADER_LIMITS limits;
|
|
SHADER_PARSE_STATE parse_state;
|
|
CONST SHADER_OPCODE *shader_ins;
|
|
DWORD *function;
|
|
UINT functionLength;
|
|
GLuint prgId;
|
|
BOOL is_compiled;
|
|
UINT cur_loop_depth, cur_loop_regno;
|
|
BOOL load_local_constsF;
|
|
|
|
/* Type of shader backend */
|
|
int shader_mode;
|
|
|
|
/* Programs this shader is linked with */
|
|
struct list linked_programs;
|
|
|
|
/* Immediate constants (override global ones) */
|
|
struct list constantsB;
|
|
struct list constantsF;
|
|
struct list constantsI;
|
|
shader_reg_maps reg_maps;
|
|
|
|
/* Pixel formats of sampled textures, for format conversion. This
|
|
* represents the formats found during compilation, it is not initialized
|
|
* on the first parser pass. It is needed to check if the shader
|
|
* needs recompilation to adjust the format conversion
|
|
*/
|
|
WINED3DFORMAT sampled_format[MAX_COMBINED_SAMPLERS];
|
|
UINT sampled_samplers[MAX_COMBINED_SAMPLERS];
|
|
UINT num_sampled_samplers;
|
|
|
|
UINT recompile_count;
|
|
|
|
/* Pointer to the parent device */
|
|
IWineD3DDevice *device;
|
|
struct list shader_list_entry;
|
|
|
|
} IWineD3DBaseShaderClass;
|
|
|
|
typedef struct IWineD3DBaseShaderImpl {
|
|
/* IUnknown */
|
|
const IWineD3DBaseShaderVtbl *lpVtbl;
|
|
|
|
/* IWineD3DBaseShader */
|
|
IWineD3DBaseShaderClass baseShader;
|
|
} IWineD3DBaseShaderImpl;
|
|
|
|
HRESULT WINAPI IWineD3DBaseShaderImpl_QueryInterface(IWineD3DBaseShader *iface, REFIID riid, LPVOID *ppobj);
|
|
ULONG WINAPI IWineD3DBaseShaderImpl_AddRef(IWineD3DBaseShader *iface);
|
|
ULONG WINAPI IWineD3DBaseShaderImpl_Release(IWineD3DBaseShader *iface);
|
|
|
|
extern HRESULT shader_get_registers_used(
|
|
IWineD3DBaseShader *iface,
|
|
shader_reg_maps* reg_maps,
|
|
semantic* semantics_in,
|
|
semantic* semantics_out,
|
|
CONST DWORD* pToken,
|
|
IWineD3DStateBlockImpl *stateBlock);
|
|
|
|
extern void shader_generate_glsl_declarations(
|
|
IWineD3DBaseShader *iface,
|
|
shader_reg_maps* reg_maps,
|
|
SHADER_BUFFER* buffer,
|
|
WineD3D_GL_Info* gl_info);
|
|
|
|
extern void shader_generate_arb_declarations(
|
|
IWineD3DBaseShader *iface,
|
|
shader_reg_maps* reg_maps,
|
|
SHADER_BUFFER* buffer,
|
|
WineD3D_GL_Info* gl_info);
|
|
|
|
extern void shader_generate_main(
|
|
IWineD3DBaseShader *iface,
|
|
SHADER_BUFFER* buffer,
|
|
shader_reg_maps* reg_maps,
|
|
CONST DWORD* pFunction);
|
|
|
|
extern void shader_dump_ins_modifiers(
|
|
const DWORD output);
|
|
|
|
extern void shader_dump_param(
|
|
IWineD3DBaseShader *iface,
|
|
const DWORD param,
|
|
const DWORD addr_token,
|
|
int input);
|
|
|
|
extern void shader_trace_init(
|
|
IWineD3DBaseShader *iface,
|
|
const DWORD* pFunction);
|
|
|
|
extern int shader_get_param(
|
|
IWineD3DBaseShader* iface,
|
|
const DWORD* pToken,
|
|
DWORD* param,
|
|
DWORD* addr_token);
|
|
|
|
extern int shader_skip_unrecognized(
|
|
IWineD3DBaseShader* iface,
|
|
const DWORD* pToken);
|
|
|
|
extern void print_glsl_info_log(
|
|
WineD3D_GL_Info *gl_info,
|
|
GLhandleARB obj);
|
|
|
|
static inline int shader_get_regtype(const DWORD param) {
|
|
return (((param & WINED3DSP_REGTYPE_MASK) >> WINED3DSP_REGTYPE_SHIFT) |
|
|
((param & WINED3DSP_REGTYPE_MASK2) >> WINED3DSP_REGTYPE_SHIFT2));
|
|
}
|
|
|
|
static inline int shader_get_writemask(const DWORD param) {
|
|
return param & WINED3DSP_WRITEMASK_ALL;
|
|
}
|
|
|
|
extern unsigned int shader_get_float_offset(const DWORD reg);
|
|
|
|
static inline BOOL shader_is_pshader_version(DWORD token) {
|
|
return 0xFFFF0000 == (token & 0xFFFF0000);
|
|
}
|
|
|
|
static inline BOOL shader_is_vshader_version(DWORD token) {
|
|
return 0xFFFE0000 == (token & 0xFFFF0000);
|
|
}
|
|
|
|
static inline BOOL shader_is_comment(DWORD token) {
|
|
return WINED3DSIO_COMMENT == (token & WINED3DSI_OPCODE_MASK);
|
|
}
|
|
|
|
static inline BOOL shader_is_scalar(DWORD param) {
|
|
DWORD reg_type = shader_get_regtype(param);
|
|
DWORD reg_num;
|
|
|
|
switch (reg_type) {
|
|
case WINED3DSPR_RASTOUT:
|
|
if ((param & WINED3DSP_REGNUM_MASK) != 0) {
|
|
/* oFog & oPts */
|
|
return TRUE;
|
|
}
|
|
/* oPos */
|
|
return FALSE;
|
|
|
|
case WINED3DSPR_DEPTHOUT: /* oDepth */
|
|
case WINED3DSPR_CONSTBOOL: /* b# */
|
|
case WINED3DSPR_LOOP: /* aL */
|
|
case WINED3DSPR_PREDICATE: /* p0 */
|
|
return TRUE;
|
|
|
|
case WINED3DSPR_MISCTYPE:
|
|
reg_num = param & WINED3DSP_REGNUM_MASK;
|
|
switch(reg_num) {
|
|
case 0: /* vPos */
|
|
return FALSE;
|
|
case 1: /* vFace */
|
|
return TRUE;
|
|
default:
|
|
return FALSE;
|
|
}
|
|
|
|
default:
|
|
return FALSE;
|
|
}
|
|
}
|
|
|
|
/* Internally used shader constants. Applications can use constants 0 to GL_LIMITS(vshader_constantsF) - 1,
|
|
* so upload them above that
|
|
*/
|
|
#define ARB_SHADER_PRIVCONST_BASE GL_LIMITS(vshader_constantsF)
|
|
#define ARB_SHADER_PRIVCONST_POS ARB_SHADER_PRIVCONST_BASE + 0
|
|
|
|
/*****************************************************************************
|
|
* IDirect3DVertexShader implementation structure
|
|
*/
|
|
typedef struct IWineD3DVertexShaderImpl {
|
|
/* IUnknown parts*/
|
|
const IWineD3DVertexShaderVtbl *lpVtbl;
|
|
|
|
/* IWineD3DBaseShader */
|
|
IWineD3DBaseShaderClass baseShader;
|
|
|
|
/* IWineD3DVertexShaderImpl */
|
|
IUnknown *parent;
|
|
|
|
DWORD usage;
|
|
|
|
/* Vertex shader input and output semantics */
|
|
semantic semantics_in [MAX_ATTRIBS];
|
|
semantic semantics_out [MAX_REG_OUTPUT];
|
|
|
|
/* Ordered array of attributes that are swizzled */
|
|
attrib_declaration swizzled_attribs [MAX_ATTRIBS];
|
|
UINT num_swizzled_attribs;
|
|
|
|
/* run time datas... */
|
|
VSHADERDATA *data;
|
|
UINT min_rel_offset, max_rel_offset;
|
|
UINT rel_offset;
|
|
|
|
UINT recompile_count;
|
|
#if 0 /* needs reworking */
|
|
/* run time datas */
|
|
VSHADERINPUTDATA input;
|
|
VSHADEROUTPUTDATA output;
|
|
#endif
|
|
} IWineD3DVertexShaderImpl;
|
|
extern const SHADER_OPCODE IWineD3DVertexShaderImpl_shader_ins[];
|
|
extern const IWineD3DVertexShaderVtbl IWineD3DVertexShader_Vtbl;
|
|
|
|
/*****************************************************************************
|
|
* IDirect3DPixelShader implementation structure
|
|
*/
|
|
|
|
enum vertexprocessing_mode {
|
|
fixedfunction,
|
|
vertexshader,
|
|
pretransformed
|
|
};
|
|
|
|
typedef struct IWineD3DPixelShaderImpl {
|
|
/* IUnknown parts */
|
|
const IWineD3DPixelShaderVtbl *lpVtbl;
|
|
|
|
/* IWineD3DBaseShader */
|
|
IWineD3DBaseShaderClass baseShader;
|
|
|
|
/* IWineD3DPixelShaderImpl */
|
|
IUnknown *parent;
|
|
|
|
/* Pixel shader input semantics */
|
|
semantic semantics_in [MAX_REG_INPUT];
|
|
DWORD input_reg_map[MAX_REG_INPUT];
|
|
BOOL input_reg_used[MAX_REG_INPUT];
|
|
|
|
/* run time data */
|
|
PSHADERDATA *data;
|
|
|
|
/* Some information about the shader behavior */
|
|
char needsbumpmat;
|
|
UINT bumpenvmatconst;
|
|
UINT luminanceconst;
|
|
char srgb_enabled;
|
|
char srgb_mode_hardcoded;
|
|
UINT srgb_low_const;
|
|
UINT srgb_cmp_const;
|
|
char vpos_uniform;
|
|
BOOL render_offscreen;
|
|
UINT height;
|
|
enum vertexprocessing_mode vertexprocessing;
|
|
|
|
#if 0 /* needs reworking */
|
|
PSHADERINPUTDATA input;
|
|
PSHADEROUTPUTDATA output;
|
|
#endif
|
|
} IWineD3DPixelShaderImpl;
|
|
|
|
extern const SHADER_OPCODE IWineD3DPixelShaderImpl_shader_ins[];
|
|
extern const IWineD3DPixelShaderVtbl IWineD3DPixelShader_Vtbl;
|
|
|
|
/* sRGB correction constants */
|
|
static const float srgb_cmp = 0.0031308;
|
|
static const float srgb_mul_low = 12.92;
|
|
static const float srgb_pow = 0.41666;
|
|
static const float srgb_mul_high = 1.055;
|
|
static const float srgb_sub_high = 0.055;
|
|
|
|
/*****************************************************************************
|
|
* IWineD3DPalette implementation structure
|
|
*/
|
|
struct IWineD3DPaletteImpl {
|
|
/* IUnknown parts */
|
|
const IWineD3DPaletteVtbl *lpVtbl;
|
|
LONG ref;
|
|
|
|
IUnknown *parent;
|
|
IWineD3DDeviceImpl *wineD3DDevice;
|
|
|
|
/* IWineD3DPalette */
|
|
HPALETTE hpal;
|
|
WORD palVersion; /*| */
|
|
WORD palNumEntries; /*| LOGPALETTE */
|
|
PALETTEENTRY palents[256]; /*| */
|
|
/* This is to store the palette in 'screen format' */
|
|
int screen_palents[256];
|
|
DWORD Flags;
|
|
};
|
|
|
|
extern const IWineD3DPaletteVtbl IWineD3DPalette_Vtbl;
|
|
DWORD IWineD3DPaletteImpl_Size(DWORD dwFlags);
|
|
|
|
/* DirectDraw utility functions */
|
|
extern WINED3DFORMAT pixelformat_for_depth(DWORD depth);
|
|
|
|
/*****************************************************************************
|
|
* Pixel format management
|
|
*/
|
|
typedef struct {
|
|
WINED3DFORMAT format;
|
|
DWORD alphaMask, redMask, greenMask, blueMask;
|
|
UINT bpp;
|
|
short depthSize, stencilSize;
|
|
BOOL isFourcc;
|
|
} StaticPixelFormatDesc;
|
|
|
|
const StaticPixelFormatDesc *getFormatDescEntry(WINED3DFORMAT fmt,
|
|
WineD3D_GL_Info *gl_info,
|
|
const GlPixelFormatDesc **glDesc);
|
|
|
|
static inline BOOL use_vs(IWineD3DDeviceImpl *device) {
|
|
return (device->vs_selected_mode != SHADER_NONE
|
|
&& device->stateBlock->vertexShader
|
|
&& ((IWineD3DVertexShaderImpl *)device->stateBlock->vertexShader)->baseShader.function
|
|
&& !device->strided_streams.u.s.position_transformed);
|
|
}
|
|
|
|
static inline BOOL use_ps(IWineD3DDeviceImpl *device) {
|
|
return (device->ps_selected_mode != SHADER_NONE
|
|
&& device->stateBlock->pixelShader
|
|
&& ((IWineD3DPixelShaderImpl *)device->stateBlock->pixelShader)->baseShader.function);
|
|
}
|
|
|
|
void stretch_rect_fbo(IWineD3DDevice *iface, IWineD3DSurface *src_surface, WINED3DRECT *src_rect,
|
|
IWineD3DSurface *dst_surface, WINED3DRECT *dst_rect, const WINED3DTEXTUREFILTERTYPE filter, BOOL flip);
|
|
|
|
#endif
|