303 lines
13 KiB
C
303 lines
13 KiB
C
/*
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* Direct3D 8 private include file
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*
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* Copyright 2002-2004 Jason Edmeades
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* Copyright 2003-2004 Raphael Junqueira
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* Copyright 2004 Christian Costa
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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_D3D8_PRIVATE_H
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#define __WINE_D3D8_PRIVATE_H
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#include <assert.h>
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#include <stdarg.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 "wingdi.h"
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#include "wine/debug.h"
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#include "d3d8.h"
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#include "wine/wined3d.h"
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/* CreateVertexShader can return > 0xFFFF */
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#define VS_HIGHESTFIXEDFXF 0xF0000000
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/* ===========================================================================
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Macros
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=========================================================================== */
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/* Not nice, but it lets wined3d support different versions of directx */
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#define WINECAPSTOD3D8CAPS(_pD3D8Caps, _pWineCaps) \
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_pD3D8Caps->DeviceType = (D3DDEVTYPE) _pWineCaps->DeviceType; \
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_pD3D8Caps->AdapterOrdinal = _pWineCaps->AdapterOrdinal; \
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_pD3D8Caps->Caps = _pWineCaps->Caps; \
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_pD3D8Caps->Caps2 = _pWineCaps->Caps2; \
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_pD3D8Caps->Caps3 = _pWineCaps->Caps3; \
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_pD3D8Caps->PresentationIntervals = _pWineCaps->PresentationIntervals; \
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_pD3D8Caps->CursorCaps = _pWineCaps->CursorCaps; \
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_pD3D8Caps->DevCaps = _pWineCaps->DevCaps; \
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_pD3D8Caps->PrimitiveMiscCaps = _pWineCaps->PrimitiveMiscCaps; \
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_pD3D8Caps->RasterCaps = _pWineCaps->RasterCaps; \
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_pD3D8Caps->ZCmpCaps = _pWineCaps->ZCmpCaps; \
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_pD3D8Caps->SrcBlendCaps = _pWineCaps->SrcBlendCaps; \
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_pD3D8Caps->DestBlendCaps = _pWineCaps->DestBlendCaps; \
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_pD3D8Caps->AlphaCmpCaps = _pWineCaps->AlphaCmpCaps; \
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_pD3D8Caps->ShadeCaps = _pWineCaps->ShadeCaps; \
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_pD3D8Caps->TextureCaps = _pWineCaps->TextureCaps; \
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_pD3D8Caps->TextureFilterCaps = _pWineCaps->TextureFilterCaps; \
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_pD3D8Caps->CubeTextureFilterCaps = _pWineCaps->CubeTextureFilterCaps; \
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_pD3D8Caps->VolumeTextureFilterCaps = _pWineCaps->VolumeTextureFilterCaps; \
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_pD3D8Caps->TextureAddressCaps = _pWineCaps->TextureAddressCaps; \
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_pD3D8Caps->VolumeTextureAddressCaps = _pWineCaps->VolumeTextureAddressCaps; \
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_pD3D8Caps->LineCaps = _pWineCaps->LineCaps; \
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_pD3D8Caps->MaxTextureWidth = _pWineCaps->MaxTextureWidth; \
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_pD3D8Caps->MaxTextureHeight = _pWineCaps->MaxTextureHeight; \
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_pD3D8Caps->MaxVolumeExtent = _pWineCaps->MaxVolumeExtent; \
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_pD3D8Caps->MaxTextureRepeat = _pWineCaps->MaxTextureRepeat; \
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_pD3D8Caps->MaxTextureAspectRatio = _pWineCaps->MaxTextureAspectRatio; \
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_pD3D8Caps->MaxAnisotropy = _pWineCaps->MaxAnisotropy; \
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_pD3D8Caps->MaxVertexW = _pWineCaps->MaxVertexW; \
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_pD3D8Caps->GuardBandLeft = _pWineCaps->GuardBandLeft; \
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_pD3D8Caps->GuardBandTop = _pWineCaps->GuardBandTop; \
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_pD3D8Caps->GuardBandRight = _pWineCaps->GuardBandRight; \
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_pD3D8Caps->GuardBandBottom = _pWineCaps->GuardBandBottom; \
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_pD3D8Caps->ExtentsAdjust = _pWineCaps->ExtentsAdjust; \
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_pD3D8Caps->StencilCaps = _pWineCaps->StencilCaps; \
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_pD3D8Caps->FVFCaps = _pWineCaps->FVFCaps; \
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_pD3D8Caps->TextureOpCaps = _pWineCaps->TextureOpCaps; \
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_pD3D8Caps->MaxTextureBlendStages = _pWineCaps->MaxTextureBlendStages; \
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_pD3D8Caps->MaxSimultaneousTextures = _pWineCaps->MaxSimultaneousTextures; \
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_pD3D8Caps->VertexProcessingCaps = _pWineCaps->VertexProcessingCaps; \
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_pD3D8Caps->MaxActiveLights = _pWineCaps->MaxActiveLights; \
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_pD3D8Caps->MaxUserClipPlanes = _pWineCaps->MaxUserClipPlanes; \
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_pD3D8Caps->MaxVertexBlendMatrices = _pWineCaps->MaxVertexBlendMatrices; \
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_pD3D8Caps->MaxVertexBlendMatrixIndex = _pWineCaps->MaxVertexBlendMatrixIndex; \
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_pD3D8Caps->MaxPointSize = _pWineCaps->MaxPointSize; \
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_pD3D8Caps->MaxPrimitiveCount = _pWineCaps->MaxPrimitiveCount; \
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_pD3D8Caps->MaxVertexIndex = _pWineCaps->MaxVertexIndex; \
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_pD3D8Caps->MaxStreams = _pWineCaps->MaxStreams; \
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_pD3D8Caps->MaxStreamStride = _pWineCaps->MaxStreamStride; \
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_pD3D8Caps->VertexShaderVersion = _pWineCaps->VertexShaderVersion; \
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_pD3D8Caps->MaxVertexShaderConst = _pWineCaps->MaxVertexShaderConst; \
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_pD3D8Caps->PixelShaderVersion = _pWineCaps->PixelShaderVersion; \
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_pD3D8Caps->MaxPixelShaderValue = _pWineCaps->PixelShader1xMaxValue;
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void fixup_caps(WINED3DCAPS *pWineCaps) DECLSPEC_HIDDEN;
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struct d3d8
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{
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IDirect3D8 IDirect3D8_iface;
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LONG refcount;
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struct wined3d *wined3d;
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};
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BOOL d3d8_init(struct d3d8 *d3d8) DECLSPEC_HIDDEN;
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/*****************************************************************************
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* IDirect3DDevice8 implementation structure
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*/
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#define D3D8_INITIAL_HANDLE_TABLE_SIZE 64
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#define D3D8_INVALID_HANDLE ~0U
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enum d3d8_handle_type
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{
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D3D8_HANDLE_FREE,
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D3D8_HANDLE_VS,
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D3D8_HANDLE_PS,
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D3D8_HANDLE_SB,
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};
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struct d3d8_handle_entry
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{
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void *object;
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enum d3d8_handle_type type;
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};
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struct d3d8_handle_table
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{
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struct d3d8_handle_entry *entries;
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struct d3d8_handle_entry *free_entries;
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UINT table_size;
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UINT entry_count;
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};
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struct FvfToDecl
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{
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DWORD fvf;
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struct d3d8_vertex_declaration *declaration;
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};
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struct d3d8_device
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{
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/* IUnknown fields */
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IDirect3DDevice8 IDirect3DDevice8_iface;
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struct wined3d_device_parent device_parent;
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LONG ref;
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struct wined3d_device *wined3d_device;
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IDirect3D8 *d3d_parent;
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struct d3d8_handle_table handle_table;
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/* FVF management */
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struct FvfToDecl *decls;
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UINT numConvertedDecls, declArraySize;
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/* User data draws */
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struct wined3d_buffer *vertex_buffer;
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UINT vertex_buffer_size;
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UINT vertex_buffer_pos;
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struct wined3d_buffer *index_buffer;
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UINT index_buffer_size;
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UINT index_buffer_pos;
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/* Avoids recursion with nested ReleaseRef to 0 */
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BOOL inDestruction;
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BOOL lost;
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};
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HRESULT device_init(struct d3d8_device *device, struct d3d8 *parent, struct wined3d *wined3d, UINT adapter,
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D3DDEVTYPE device_type, HWND focus_window, DWORD flags, D3DPRESENT_PARAMETERS *parameters) DECLSPEC_HIDDEN;
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struct d3d8_volume
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{
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IDirect3DVolume8 IDirect3DVolume8_iface;
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LONG refcount;
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struct wined3d_volume *wined3d_volume;
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IUnknown *container;
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IUnknown *forwardReference;
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};
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HRESULT volume_init(struct d3d8_volume *volume, struct d3d8_device *device, UINT width, UINT height,
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UINT depth, DWORD usage, enum wined3d_format_id format, enum wined3d_pool pool) DECLSPEC_HIDDEN;
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struct d3d8_swapchain
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{
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IDirect3DSwapChain8 IDirect3DSwapChain8_iface;
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LONG refcount;
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struct wined3d_swapchain *wined3d_swapchain;
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IDirect3DDevice8 *parent_device;
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};
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HRESULT d3d8_swapchain_create(struct d3d8_device *device, struct wined3d_swapchain_desc *desc,
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struct d3d8_swapchain **swapchain) DECLSPEC_HIDDEN;
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struct d3d8_surface
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{
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IDirect3DSurface8 IDirect3DSurface8_iface;
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LONG refcount;
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struct wined3d_surface *wined3d_surface;
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IDirect3DDevice8 *parent_device;
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/* The surface container */
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IUnknown *container;
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/* If set forward refcounting to this object */
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IUnknown *forwardReference;
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};
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HRESULT surface_init(struct d3d8_surface *surface, struct d3d8_device *device, UINT width, UINT height,
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D3DFORMAT format, DWORD flags, DWORD usage, D3DPOOL pool, D3DMULTISAMPLE_TYPE multisample_type,
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DWORD multisample_quality) DECLSPEC_HIDDEN;
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struct d3d8_surface *unsafe_impl_from_IDirect3DSurface8(IDirect3DSurface8 *iface) DECLSPEC_HIDDEN;
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struct d3d8_vertexbuffer
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{
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IDirect3DVertexBuffer8 IDirect3DVertexBuffer8_iface;
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LONG refcount;
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struct wined3d_buffer *wined3d_buffer;
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IDirect3DDevice8 *parent_device;
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DWORD fvf;
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};
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HRESULT vertexbuffer_init(struct d3d8_vertexbuffer *buffer, struct d3d8_device *device,
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UINT size, DWORD usage, DWORD fvf, D3DPOOL pool) DECLSPEC_HIDDEN;
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struct d3d8_vertexbuffer *unsafe_impl_from_IDirect3DVertexBuffer8(IDirect3DVertexBuffer8 *iface) DECLSPEC_HIDDEN;
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struct d3d8_indexbuffer
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{
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IDirect3DIndexBuffer8 IDirect3DIndexBuffer8_iface;
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LONG refcount;
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struct wined3d_buffer *wined3d_buffer;
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IDirect3DDevice8 *parent_device;
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enum wined3d_format_id format;
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};
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HRESULT indexbuffer_init(struct d3d8_indexbuffer *buffer, struct d3d8_device *device,
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UINT size, DWORD usage, D3DFORMAT format, D3DPOOL pool) DECLSPEC_HIDDEN;
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struct d3d8_indexbuffer *unsafe_impl_from_IDirect3DIndexBuffer8(IDirect3DIndexBuffer8 *iface) DECLSPEC_HIDDEN;
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struct d3d8_texture
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{
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IDirect3DBaseTexture8 IDirect3DBaseTexture8_iface;
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LONG refcount;
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struct wined3d_texture *wined3d_texture;
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IDirect3DDevice8 *parent_device;
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};
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HRESULT cubetexture_init(struct d3d8_texture *texture, struct d3d8_device *device,
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UINT edge_length, UINT levels, DWORD usage, D3DFORMAT format, D3DPOOL pool) DECLSPEC_HIDDEN;
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HRESULT texture_init(struct d3d8_texture *texture, struct d3d8_device *device,
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UINT width, UINT height, UINT levels, DWORD usage, D3DFORMAT format, D3DPOOL pool) DECLSPEC_HIDDEN;
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HRESULT volumetexture_init(struct d3d8_texture *texture, struct d3d8_device *device,
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UINT width, UINT height, UINT depth, UINT levels, DWORD usage, D3DFORMAT format, D3DPOOL pool) DECLSPEC_HIDDEN;
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struct d3d8_texture *unsafe_impl_from_IDirect3DBaseTexture8(IDirect3DBaseTexture8 *iface) DECLSPEC_HIDDEN;
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struct d3d8_vertex_declaration
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{
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DWORD *elements;
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DWORD elements_size; /* Size of elements, in bytes */
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struct wined3d_vertex_declaration *wined3d_vertex_declaration;
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DWORD shader_handle;
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};
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void d3d8_vertex_declaration_destroy(struct d3d8_vertex_declaration *declaration) DECLSPEC_HIDDEN;
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HRESULT d3d8_vertex_declaration_init(struct d3d8_vertex_declaration *declaration,
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struct d3d8_device *device, const DWORD *elements, DWORD shader_handle) DECLSPEC_HIDDEN;
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HRESULT d3d8_vertex_declaration_init_fvf(struct d3d8_vertex_declaration *declaration,
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struct d3d8_device *device, DWORD fvf) DECLSPEC_HIDDEN;
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struct d3d8_vertex_shader
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{
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struct d3d8_vertex_declaration *vertex_declaration;
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struct wined3d_shader *wined3d_shader;
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};
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void d3d8_vertex_shader_destroy(struct d3d8_vertex_shader *shader) DECLSPEC_HIDDEN;
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HRESULT d3d8_vertex_shader_init(struct d3d8_vertex_shader *shader, struct d3d8_device *device,
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const DWORD *declaration, const DWORD *byte_code, DWORD shader_handle, DWORD usage) DECLSPEC_HIDDEN;
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#define D3D8_MAX_VERTEX_SHADER_CONSTANTF 256
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struct d3d8_pixel_shader
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{
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DWORD handle;
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struct wined3d_shader *wined3d_shader;
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};
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void d3d8_pixel_shader_destroy(struct d3d8_pixel_shader *shader) DECLSPEC_HIDDEN;
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HRESULT d3d8_pixel_shader_init(struct d3d8_pixel_shader *shader, struct d3d8_device *device,
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const DWORD *byte_code, DWORD shader_handle) DECLSPEC_HIDDEN;
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D3DFORMAT d3dformat_from_wined3dformat(enum wined3d_format_id format) DECLSPEC_HIDDEN;
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enum wined3d_format_id wined3dformat_from_d3dformat(D3DFORMAT format) DECLSPEC_HIDDEN;
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void load_local_constants(const DWORD *d3d8_elements, struct wined3d_shader *wined3d_vertex_shader) DECLSPEC_HIDDEN;
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size_t parse_token(const DWORD *pToken) DECLSPEC_HIDDEN;
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#endif /* __WINE_D3DX8_PRIVATE_H */
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