Sweden-Number/dlls/wined3d/wined3d_private.h

1490 lines
59 KiB
C

/*
* Direct3D wine internal private include file
*
* Copyright 2002-2003 The wine-d3d team
* Copyright 2002-2003 Raphael Junqueira
* Copyright 2004 Jason Edmeades
* Copyright 2005 Oliver Stieber
*
* This library is free software; you can redistribute it and/or
* modify it under the terms of the GNU Lesser General Public
* License as published by the Free Software Foundation; either
* version 2.1 of the License, or (at your option) any later version.
*
* This library is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
* Lesser General Public License for more details.
*
* You should have received a copy of the GNU Lesser General Public
* License along with this library; if not, write to the Free Software
* Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
*/
#ifndef __WINE_WINED3D_PRIVATE_H
#define __WINE_WINED3D_PRIVATE_H
#include <stdarg.h>
#include <math.h>
#define NONAMELESSUNION
#define NONAMELESSSTRUCT
#define COBJMACROS
#include "windef.h"
#include "winbase.h"
#include "winreg.h"
#include "wingdi.h"
#include "winuser.h"
#include "wine/debug.h"
#include "wine/unicode.h"
#include "d3d9.h"
#include "d3d9types.h"
#include "ddraw.h"
#include "wine/wined3d_interface.h"
#include "wine/wined3d_gl.h"
/* Device caps */
#define MAX_PALETTES 256
#define MAX_STREAMS 16
#define MAX_TEXTURES 8
#define MAX_SAMPLERS 16
#define MAX_ACTIVE_LIGHTS 8
#define MAX_CLIPPLANES D3DMAXUSERCLIPPLANES
#define MAX_LEVELS 256
#define MAX_VSHADER_CONSTANTS 96
#define MAX_PSHADER_CONSTANTS 32
/* Used for CreateStateBlock */
#define NUM_SAVEDPIXELSTATES_R 35
#define NUM_SAVEDPIXELSTATES_T 18
#define NUM_SAVEDPIXELSTATES_S 12
#define NUM_SAVEDVERTEXSTATES_R 31
#define NUM_SAVEDVERTEXSTATES_T 2
#define NUM_SAVEDVERTEXSTATES_S 1
extern const DWORD SavedPixelStates_R[NUM_SAVEDPIXELSTATES_R];
extern const DWORD SavedPixelStates_T[NUM_SAVEDPIXELSTATES_T];
extern const DWORD SavedPixelStates_S[NUM_SAVEDPIXELSTATES_S];
extern const DWORD SavedVertexStates_R[NUM_SAVEDVERTEXSTATES_R];
extern const DWORD SavedVertexStates_T[NUM_SAVEDVERTEXSTATES_T];
extern const DWORD SavedVertexStates_S[NUM_SAVEDVERTEXSTATES_S];
typedef enum _WINELOOKUP {
WINELOOKUP_WARPPARAM = 0,
WINELOOKUP_MAGFILTER = 1,
MAX_LOOKUPS = 2
} WINELOOKUP;
extern int minLookup[MAX_LOOKUPS];
extern int maxLookup[MAX_LOOKUPS];
extern DWORD *stateLookup[MAX_LOOKUPS];
extern DWORD minMipLookup[D3DTEXF_ANISOTROPIC + 1][D3DTEXF_LINEAR + 1];
typedef struct _WINED3DGLTYPE {
int d3dType;
GLint size;
GLenum glType;
GLboolean normalized;
int typesize;
} WINED3DGLTYPE;
/* NOTE: Make sure these are in the correct numerical order. (see /include/d3d9types.h typedef enum _D3DDECLTYPE) */
WINED3DGLTYPE static const glTypeLookup[D3DDECLTYPE_UNUSED] = {
{D3DDECLTYPE_FLOAT1, 1, GL_FLOAT , GL_FALSE ,sizeof(float)},
{D3DDECLTYPE_FLOAT2, 2, GL_FLOAT , GL_FALSE ,sizeof(float)},
{D3DDECLTYPE_FLOAT3, 3, GL_FLOAT , GL_FALSE ,sizeof(float)},
{D3DDECLTYPE_FLOAT4, 4, GL_FLOAT , GL_FALSE ,sizeof(float)},
{D3DDECLTYPE_D3DCOLOR, 4, GL_UNSIGNED_BYTE , GL_TRUE ,sizeof(BYTE)},
{D3DDECLTYPE_UBYTE4, 4, GL_UNSIGNED_BYTE , GL_FALSE ,sizeof(BYTE)},
{D3DDECLTYPE_SHORT2, 2, GL_SHORT , GL_FALSE ,sizeof(short int)},
{D3DDECLTYPE_SHORT4, 4, GL_SHORT , GL_FALSE ,sizeof(short int)},
{D3DDECLTYPE_UBYTE4N, 4, GL_UNSIGNED_BYTE , GL_FALSE ,sizeof(BYTE)},
{D3DDECLTYPE_SHORT2N, 2, GL_SHORT , GL_FALSE ,sizeof(short int)},
{D3DDECLTYPE_SHORT4N, 4, GL_SHORT , GL_FALSE ,sizeof(short int)},
{D3DDECLTYPE_USHORT2N, 2, GL_UNSIGNED_SHORT , GL_FALSE ,sizeof(short int)},
{D3DDECLTYPE_USHORT4N, 4, GL_UNSIGNED_SHORT , GL_FALSE ,sizeof(short int)},
{D3DDECLTYPE_UDEC3, 3, GL_UNSIGNED_SHORT , GL_FALSE ,sizeof(short int)},
{D3DDECLTYPE_DEC3N, 3, GL_SHORT , GL_FALSE ,sizeof(short int)},
{D3DDECLTYPE_FLOAT16_2, 2, GL_FLOAT , GL_FALSE ,sizeof(short int)},
{D3DDECLTYPE_FLOAT16_4, 4, GL_FLOAT , GL_FALSE ,sizeof(short int)}};
#define WINED3D_ATR_TYPE(_attribute) glTypeLookup[sd->u.s._attribute.dwType].d3dType
#define WINED3D_ATR_SIZE(_attribute) glTypeLookup[sd->u.s._attribute.dwType].size
#define WINED3D_ATR_GLTYPE(_attribute) glTypeLookup[sd->u.s._attribute.dwType].glType
#define WINED3D_ATR_NORMALIZED(_attribute) glTypeLookup[sd->u.s._attribute.dwType].normalized
#define WINED3D_ATR_TYPESIZE(_attribute) glTypeLookup[sd->u.s._attribute.dwType].typesize
/**
* Settings
*/
#define VS_NONE 0
#define VS_HW 1
#define VS_SW 2
#define PS_NONE 0
#define PS_HW 1
#define VBO_NONE 0
#define VBO_HW 1
#define NP2_NONE 0
#define NP2_REPACK 1
typedef struct wined3d_settings_s {
/* vertex and pixel shader modes */
int vs_mode;
int ps_mode;
int vbo_mode;
/* nonpower 2 function */
int nonpower2_mode;
} wined3d_settings_t;
extern wined3d_settings_t wined3d_settings;
/* X11 locking */
extern void (*wine_tsx11_lock_ptr)(void);
extern void (*wine_tsx11_unlock_ptr)(void);
/* As GLX relies on X, this is needed */
extern int num_lock;
#if 0
#define ENTER_GL() ++num_lock; if (num_lock > 1) FIXME("Recursive use of GL lock to: %d\n", num_lock); wine_tsx11_lock_ptr()
#define LEAVE_GL() if (num_lock != 1) FIXME("Recursive use of GL lock: %d\n", num_lock); --num_lock; wine_tsx11_unlock_ptr()
#else
#define ENTER_GL() wine_tsx11_lock_ptr()
#define LEAVE_GL() wine_tsx11_unlock_ptr()
#endif
/*****************************************************************************
* Defines
*/
/* GL related defines */
/* ------------------ */
#define GL_SUPPORT(ExtName) (GLINFO_LOCATION.supported[ExtName] != 0)
#define GL_LIMITS(ExtName) (GLINFO_LOCATION.max_##ExtName)
#define GL_EXTCALL(FuncName) (GLINFO_LOCATION.FuncName)
#define GL_VEND(_VendName) (GLINFO_LOCATION.gl_vendor == VENDOR_##_VendName ? TRUE : FALSE)
#define D3DCOLOR_B_R(dw) (((dw) >> 16) & 0xFF)
#define D3DCOLOR_B_G(dw) (((dw) >> 8) & 0xFF)
#define D3DCOLOR_B_B(dw) (((dw) >> 0) & 0xFF)
#define D3DCOLOR_B_A(dw) (((dw) >> 24) & 0xFF)
#define D3DCOLOR_R(dw) (((float) (((dw) >> 16) & 0xFF)) / 255.0f)
#define D3DCOLOR_G(dw) (((float) (((dw) >> 8) & 0xFF)) / 255.0f)
#define D3DCOLOR_B(dw) (((float) (((dw) >> 0) & 0xFF)) / 255.0f)
#define D3DCOLOR_A(dw) (((float) (((dw) >> 24) & 0xFF)) / 255.0f)
#define D3DCOLORTOGLFLOAT4(dw, vec) \
(vec)[0] = D3DCOLOR_R(dw); \
(vec)[1] = D3DCOLOR_G(dw); \
(vec)[2] = D3DCOLOR_B(dw); \
(vec)[3] = D3DCOLOR_A(dw);
/* Note: The following is purely to keep the source code as clear from #ifdefs as possible */
#if defined(GL_VERSION_1_3)
#define GLACTIVETEXTURE(textureNo) \
glActiveTexture(GL_TEXTURE0 + textureNo); \
checkGLcall("glActiveTexture");
#define GLCLIENTACTIVETEXTURE(textureNo) \
glClientActiveTexture(GL_TEXTURE0 + textureNo);
#define GLMULTITEXCOORD1F(a,b) \
glMultiTexCoord1f(GL_TEXTURE0 + a, b);
#define GLMULTITEXCOORD2F(a,b,c) \
glMultiTexCoord2f(GL_TEXTURE0 + a, b, c);
#define GLMULTITEXCOORD3F(a,b,c,d) \
glMultiTexCoord3f(GL_TEXTURE0 + a, b, c, d);
#define GLMULTITEXCOORD4F(a,b,c,d,e) \
glMultiTexCoord4f(GL_TEXTURE0 + a, b, c, d, e);
#define GLTEXTURECUBEMAP GL_TEXTURE_CUBE_MAP
#else
#define GLACTIVETEXTURE(textureNo) \
glActiveTextureARB(GL_TEXTURE0_ARB + textureNo); \
checkGLcall("glActiveTextureARB");
#define GLCLIENTACTIVETEXTURE(textureNo) \
glClientActiveTextureARB(GL_TEXTURE0_ARB + textureNo);
#define GLMULTITEXCOORD1F(a,b) \
glMultiTexCoord1fARB(GL_TEXTURE0_ARB + a, b);
#define GLMULTITEXCOORD2F(a,b,c) \
glMultiTexCoord2fARB(GL_TEXTURE0_ARB + a, b, c);
#define GLMULTITEXCOORD3F(a,b,c,d) \
glMultiTexCoord3fARB(GL_TEXTURE0_ARB + a, b, c, d);
#define GLMULTITEXCOORD4F(a,b,c,d,e) \
glMultiTexCoord4fARB(GL_TEXTURE0_ARB + a, b, c, d, e);
#define GLTEXTURECUBEMAP GL_TEXTURE_CUBE_MAP_ARB
#endif
/* DirectX Device Limits */
/* --------------------- */
#define MAX_LEVELS 256 /* Maximum number of mipmap levels. Guessed at 256 */
#define MAX_STREAMS 16 /* Maximum possible streams - used for fixed size arrays
See MaxStreams in MSDN under GetDeviceCaps */
/* Maximum number of constants provided to the shaders */
#define HIGHEST_TRANSFORMSTATE 512
/* Highest value in D3DTRANSFORMSTATETYPE */
#define MAX_CLIPPLANES D3DMAXUSERCLIPPLANES
#define MAX_PALETTES 256
/* Checking of API calls */
/* --------------------- */
#define checkGLcall(A) \
{ \
GLint err = glGetError(); \
if (err == GL_NO_ERROR) { \
TRACE("%s call ok %s / %d\n", A, __FILE__, __LINE__); \
\
} else do { \
FIXME(">>>>>>>>>>>>>>>>> %x from %s @ %s / %d\n", \
err, A, __FILE__, __LINE__); \
err = glGetError(); \
} while (err != GL_NO_ERROR); \
}
/* Trace routines / diagnostics */
/* ---------------------------- */
/* Dump out a matrix and copy it */
#define conv_mat(mat,gl_mat) \
do { \
TRACE("%f %f %f %f\n", (mat)->u.s._11, (mat)->u.s._12, (mat)->u.s._13, (mat)->u.s._14); \
TRACE("%f %f %f %f\n", (mat)->u.s._21, (mat)->u.s._22, (mat)->u.s._23, (mat)->u.s._24); \
TRACE("%f %f %f %f\n", (mat)->u.s._31, (mat)->u.s._32, (mat)->u.s._33, (mat)->u.s._34); \
TRACE("%f %f %f %f\n", (mat)->u.s._41, (mat)->u.s._42, (mat)->u.s._43, (mat)->u.s._44); \
memcpy(gl_mat, (mat), 16 * sizeof(float)); \
} while (0)
/* Macro to dump out the current state of the light chain */
#define DUMP_LIGHT_CHAIN() \
{ \
PLIGHTINFOEL *el = This->stateBlock->lights;\
while (el) { \
TRACE("Light %p (glIndex %ld, d3dIndex %ld, enabled %d)\n", el, el->glIndex, el->OriginalIndex, el->lightEnabled);\
el = el->next; \
} \
}
/* Trace vector and strided data information */
#define TRACE_VECTOR(name) TRACE( #name "=(%f, %f, %f, %f)\n", name.x, name.y, name.z, name.w);
#define TRACE_STRIDED(sd,name) TRACE( #name "=(data:%p, stride:%ld, type:%ld)\n", sd->u.s.name.lpData, sd->u.s.name.dwStride, sd->u.s.name.dwType);
/* Defines used for optimizations */
/* Only reapply what is necessary */
#define REAPPLY_ALPHAOP 0x0001
#define REAPPLY_ALL 0xFFFF
/* Advance declaration of structures to satisfy compiler */
typedef struct IWineD3DStateBlockImpl IWineD3DStateBlockImpl;
typedef struct IWineD3DSurfaceImpl IWineD3DSurfaceImpl;
typedef struct IWineD3DPaletteImpl IWineD3DPaletteImpl;
/* Tracking */
/* TODO: Move some of this to the device */
long globalChangeGlRam(long glram);
/* Memory and object tracking */
/*Structure for holding information on all direct3d objects
useful for making sure tracking is ok and when release is called on a device!
and probably quite handy for debugging and dumping states out
*/
typedef struct WineD3DGlobalStatistics {
int glsurfaceram; /* The aproximate amount of glTexture memory allocated for textures */
} WineD3DGlobalStatistics;
extern WineD3DGlobalStatistics* wineD3DGlobalStatistics;
/* Global variables */
extern const float identity[16];
/*****************************************************************************
* Compilable extra diagnostics
*/
/* Trace information per-vertex: (extremely high amount of trace) */
#if 0 /* NOTE: Must be 0 in cvs */
# define VTRACE(A) TRACE A
#else
# define VTRACE(A)
#endif
/* Checking of per-vertex related GL calls */
/* --------------------- */
#define vcheckGLcall(A) \
{ \
GLint err = glGetError(); \
if (err == GL_NO_ERROR) { \
VTRACE(("%s call ok %s / %d\n", A, __FILE__, __LINE__)); \
\
} else do { \
FIXME(">>>>>>>>>>>>>>>>> %x from %s @ %s / %d\n", \
err, A, __FILE__, __LINE__); \
err = glGetError(); \
} while (err != GL_NO_ERROR); \
}
/* TODO: Confirm each of these works when wined3d move completed */
#if 0 /* NOTE: Must be 0 in cvs */
/* To avoid having to get gigabytes of trace, the following can be compiled in, and at the start
of each frame, a check is made for the existence of C:\D3DTRACE, and if if exists d3d trace
is enabled, and if it doesn't exists it is disabled. */
# define FRAME_DEBUGGING
/* Adding in the SINGLE_FRAME_DEBUGGING gives a trace of just what makes up a single frame, before
the file is deleted */
# if 1 /* NOTE: Must be 1 in cvs, as this is mostly more useful than a trace from program start */
# define SINGLE_FRAME_DEBUGGING
# endif
/* The following, when enabled, lets you see the makeup of the frame, by drawprimitive calls.
It can only be enabled when FRAME_DEBUGGING is also enabled
The contents of the back buffer are written into /tmp/backbuffer_* after each primitive
array is drawn. */
# if 0 /* NOTE: Must be 0 in cvs, as this give a lot of ppm files when compiled in */
# define SHOW_FRAME_MAKEUP 1
# endif
/* The following, when enabled, lets you see the makeup of the all the textures used during each
of the drawprimitive calls. It can only be enabled when SHOW_FRAME_MAKEUP is also enabled.
The contents of the textures assigned to each stage are written into
/tmp/texture_*_<Stage>.ppm after each primitive array is drawn. */
# 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,
WineDirect3DVertexStridedData *DrawPrimStrideData);
void primitiveConvertToStridedData(IWineD3DDevice *iface,
WineDirect3DVertexStridedData *strided,
LONG BaseVertexIndex);
DWORD get_flexible_vertex_size(DWORD d3dvtVertexType);
#define eps 1e-8
#define GET_TEXCOORD_SIZE_FROM_FVF(d3dvtVertexType, tex_num) \
(((((d3dvtVertexType) >> (16 + (2 * (tex_num)))) + 1) & 0x03) + 1)
/* Routine to fill gl caps for swapchains and IWineD3D */
BOOL IWineD3DImpl_FillGLCaps(WineD3D_GL_Info *gl_info,
Display* display);
/*****************************************************************************
* Internal representation of a light
*/
typedef struct PLIGHTINFOEL PLIGHTINFOEL;
struct PLIGHTINFOEL {
WINED3DLIGHT OriginalParms; /* Note D3D8LIGHT == D3D9LIGHT */
DWORD OriginalIndex;
LONG glIndex;
BOOL lightEnabled;
BOOL changed;
BOOL enabledChanged;
/* Converted parms to speed up swapping lights */
float lightPosn[4];
float lightDirn[4];
float exponent;
float cutoff;
PLIGHTINFOEL *next;
PLIGHTINFOEL *prev;
};
/*****************************************************************************
* IWineD3D implementation structure
*/
typedef struct IWineD3DImpl
{
/* IUnknown fields */
const IWineD3DVtbl *lpVtbl;
LONG ref; /* Note: Ref counting not required */
/* WineD3D Information */
IUnknown *parent;
UINT dxVersion;
/* GL Information */
BOOL isGLInfoValid;
WineD3D_GL_Info gl_info;
} IWineD3DImpl;
extern const IWineD3DVtbl IWineD3D_Vtbl;
typedef struct SwapChainList {
IWineD3DSwapChain *swapchain;
struct SwapChainList *next;
} SwapChainList;
/** Hacked out start of a context manager!! **/
typedef struct glContext {
int Width;
int Height;
int usedcount;
GLXContext context;
Drawable drawable;
IWineD3DSurface *pSurface;
#if 0 /* TODO: someway to represent the state of the context */
IWineD3DStateBlock *pStateBlock;
#endif
/* a few other things like format */
} glContext;
/* TODO: setup some flags in the regestry 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;
/* Maximum number of contexts/pbuffers to keep in cache,
set to 100 because ATI's drivers don't support deleting pBuffers properly
this needs to be migrated to a list and some option availalbe for controle the cache size.
*/
#define CONTEXT_CACHE 100
typedef struct ResourceList {
IWineD3DResource *resource;
struct ResourceList *next;
} ResourceList;
/* A helper function that dumps a resource list */
void dumpResources(ResourceList *resources);
/*****************************************************************************
* IWineD3DDevice implementation structure
*/
typedef struct IWineD3DDeviceImpl
{
/* IUnknown fields */
const IWineD3DDeviceVtbl *lpVtbl;
LONG ref; /* Note: Ref counting not required */
/* WineD3D Information */
IUnknown *parent;
IWineD3D *wineD3D;
/* X and GL Information */
GLint maxConcurrentLights;
/* Optimization */
BOOL modelview_valid;
BOOL proj_valid;
BOOL view_ident; /* true iff view matrix is identity */
BOOL last_was_rhw; /* true iff last draw_primitive was in xyzrhw mode */
BOOL viewport_changed; /* Was the viewport changed since the last draw? */
GLenum tracking_parm; /* Which source is tracking current colour */
LONG tracking_color; /* used iff GL_COLOR_MATERIAL was enabled */
#define DISABLED_TRACKING 0 /* Disabled */
#define IS_TRACKING 1 /* tracking_parm is tracking diffuse color */
#define NEEDS_TRACKING 2 /* Tracking needs to be enabled when needed */
#define NEEDS_DISABLE 3 /* Tracking needs to be disabled when needed*/
UINT srcBlend;
UINT dstBlend;
UINT alphafunc;
UINT stencilfunc;
BOOL texture_shader_active; /* TODO: Confirm use is correct */
BOOL last_was_notclipped;
/* State block related */
BOOL isRecordingState;
IWineD3DStateBlockImpl *stateBlock;
IWineD3DStateBlockImpl *updateStateBlock;
/* Internal use fields */
WINED3DDEVICE_CREATION_PARAMETERS createParms;
UINT adapterNo;
D3DDEVTYPE devType;
SwapChainList *swapchains;
ResourceList *resources; /* a linked list to track resources created by the device */
/* Render Target Support */
IWineD3DSurface *depthStencilBuffer;
IWineD3DSurface *renderTarget;
IWineD3DSurface *stencilBufferTarget;
/* palettes texture management */
PALETTEENTRY palettes[MAX_PALETTES][256];
UINT currentPalette;
/* For rendering to a texture using glCopyTexImage */
BOOL renderUpsideDown;
/* Cursor management */
BOOL bCursorVisible;
UINT xHotSpot;
UINT yHotSpot;
UINT xScreenSpace;
UINT yScreenSpace;
/* 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;
/* Screen buffer resources */
glContext contextCache[CONTEXT_CACHE];
/* A flag to check if endscene has been called before changing the render tartet */
BOOL sceneEnded;
/* process vertex shaders using software or hardware */
BOOL softwareVertexProcessing;
/* DirectDraw stuff */
HWND ddraw_window;
IWineD3DSurface *ddraw_primary;
} IWineD3DDeviceImpl;
extern const IWineD3DDeviceVtbl IWineD3DDevice_Vtbl;
/* Support for IWineD3DResource ::Set/Get/FreePrivateData. I don't think
* anybody uses it for much so a good implementation is optional. */
typedef struct PrivateData
{
struct PrivateData* next;
GUID tag;
DWORD flags; /* DDSPD_* */
DWORD uniqueness_value;
union
{
LPVOID data;
LPUNKNOWN object;
} ptr;
DWORD size;
} PrivateData;
/* OpenGL ortho matrix setup */
void d3ddevice_set_ortho(IWineD3DDeviceImpl *This, BOOL dontclip);
/*****************************************************************************
* 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;
PrivateData *privateData;
} IWineD3DResourceClass;
typedef struct IWineD3DResourceImpl
{
/* IUnknown & WineD3DResource Information */
const IWineD3DResourceVtbl *lpVtbl;
IWineD3DResourceClass resource;
} IWineD3DResourceImpl;
/*****************************************************************************
* IWineD3DVertexBuffer implementation structure (extends IWineD3DResourceImpl)
*/
typedef struct IWineD3DVertexBufferImpl
{
/* IUnknown & WineD3DResource Information */
const IWineD3DVertexBufferVtbl *lpVtbl;
IWineD3DResourceClass resource;
/* WineD3DVertexBuffer specifics */
DWORD fvf;
} IWineD3DVertexBufferImpl;
extern const IWineD3DVertexBufferVtbl IWineD3DVertexBuffer_Vtbl;
/*****************************************************************************
* IWineD3DIndexBuffer implementation structure (extends IWineD3DResourceImpl)
*/
typedef struct IWineD3DIndexBufferImpl
{
/* IUnknown & WineD3DResource Information */
const IWineD3DIndexBufferVtbl *lpVtbl;
IWineD3DResourceClass resource;
/* 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;
typedef struct Wined3dTextureStateMap {
CONST int state;
int function;
} Wined3dTextureStateMap;
/*****************************************************************************
* IWineD3DBaseTexture implementation structure (extends IWineD3DResourceImpl)
*/
typedef struct IWineD3DBaseTextureClass
{
UINT levels;
BOOL dirty;
D3DFORMAT format;
DWORD usage;
UINT textureName;
UINT LOD;
WINED3DTEXTUREFILTERTYPE filterType;
DWORD states[MAX_WINETEXTURESTATES];
} 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;
float pow2scalingFactorX;
float pow2scalingFactorY;
} 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;
float pow2scalingFactor;
} 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;
HGDIOBJ holdbitmap;
BOOL client_memory;
} wineD3DSurface_DIB;
/*****************************************************************************
* IWineD3DSurface implementation structure
*/
struct IWineD3DSurfaceImpl
{
/* IUnknown & IWineD3DResource Information */
const IWineD3DSurfaceVtbl *lpVtbl;
IWineD3DResourceClass resource;
/* IWineD3DSurface fields */
IWineD3DBase *container;
WINED3DSURFACET_DESC currentDesc;
IWineD3DPaletteImpl *palette;
UINT textureName;
UINT bytesPerPixel;
/* TODO: move this off into a management class(maybe!) */
WORD Flags;
UINT pow2Width;
UINT pow2Height;
UINT pow2Size;
#if 0
/* precalculated x and y scalings for texture coords */
float pow2scalingFactorX; /* = (Width / pow2Width ) */
float pow2scalingFactorY; /* = (Height / pow2Height) */
#endif
RECT lockedRect;
RECT dirtyRect;
glDescriptor glDescription;
/* For GetDC */
wineD3DSurface_DIB dib;
HDC hDC;
/* Color keys for DDraw */
DDCOLORKEY DestBltCKey;
DDCOLORKEY DestOverlayCKey;
DDCOLORKEY SrcOverlayCKey;
DDCOLORKEY SrcBltCKey;
DWORD CKeyFlags;
};
extern const IWineD3DSurfaceVtbl IWineD3DSurface_Vtbl;
extern const IWineD3DSurfaceVtbl IWineGDISurface_Vtbl;
/* Predeclare the shared Surface functions */
HRESULT WINAPI IWineD3DSurfaceImpl_QueryInterface(IWineD3DSurface *iface, REFIID riid, LPVOID *ppobj);
ULONG WINAPI IWineD3DSurfaceImpl_AddRef(IWineD3DSurface *iface);
ULONG WINAPI IWineD3DSurfaceImpl_Release(IWineD3DSurface *iface);
HRESULT WINAPI IWineD3DSurfaceImpl_GetParent(IWineD3DSurface *iface, IUnknown **pParent);
HRESULT WINAPI IWineD3DSurfaceImpl_GetDevice(IWineD3DSurface *iface, IWineD3DDevice** ppDevice);
HRESULT WINAPI IWineD3DSurfaceImpl_SetPrivateData(IWineD3DSurface *iface, REFGUID refguid, CONST void* pData, DWORD SizeOfData, DWORD Flags);
HRESULT WINAPI IWineD3DSurfaceImpl_GetPrivateData(IWineD3DSurface *iface, REFGUID refguid, void* pData, DWORD* pSizeOfData);
HRESULT WINAPI IWineD3DSurfaceImpl_FreePrivateData(IWineD3DSurface *iface, REFGUID refguid);
DWORD WINAPI IWineD3DSurfaceImpl_SetPriority(IWineD3DSurface *iface, DWORD PriorityNew);
DWORD WINAPI IWineD3DSurfaceImpl_GetPriority(IWineD3DSurface *iface);
void WINAPI IWineD3DSurfaceImpl_PreLoad(IWineD3DSurface *iface);
WINED3DRESOURCETYPE WINAPI IWineD3DSurfaceImpl_GetType(IWineD3DSurface *iface);
HRESULT WINAPI IWineD3DSurfaceImpl_GetContainerParent(IWineD3DSurface* iface, IUnknown **ppContainerParent);
HRESULT WINAPI IWineD3DSurfaceImpl_GetContainer(IWineD3DSurface* iface, REFIID riid, void** ppContainer);
HRESULT WINAPI IWineD3DSurfaceImpl_GetDesc(IWineD3DSurface *iface, WINED3DSURFACE_DESC *pDesc);
HRESULT WINAPI IWineD3DSurfaceImpl_GetBltStatus(IWineD3DSurface *iface, DWORD Flags);
HRESULT WINAPI IWineD3DSurfaceImpl_GetFlipStatus(IWineD3DSurface *iface, DWORD Flags);
HRESULT WINAPI IWineD3DSurfaceImpl_IsLost(IWineD3DSurface *iface);
HRESULT WINAPI IWineD3DSurfaceImpl_Restore(IWineD3DSurface *iface);
HRESULT WINAPI IWineD3DSurfaceImpl_SetPixelFormat(IWineD3DSurface *iface, WINED3DFORMAT Format, BYTE *Surface, DWORD Size);
HRESULT WINAPI IWineD3DSurfaceImpl_GetPalette(IWineD3DSurface *iface, IWineD3DPalette **Pal);
HRESULT WINAPI IWineD3DSurfaceImpl_SetPalette(IWineD3DSurface *iface, IWineD3DPalette *Pal);
HRESULT WINAPI IWineD3DSurfaceImpl_SetColorKey(IWineD3DSurface *iface, DWORD Flags, DDCOLORKEY *CKey);
HRESULT WINAPI IWineD3DSurfaceImpl_CleanDirtyRect(IWineD3DSurface *iface);
extern HRESULT WINAPI IWineD3DSurfaceImpl_AddDirtyRect(IWineD3DSurface *iface, CONST RECT* pDirtyRect);
HRESULT WINAPI IWineD3DSurfaceImpl_SetContainer(IWineD3DSurface *iface, IWineD3DBase *container);
HRESULT WINAPI IWineD3DSurfaceImpl_SetPBufferState(IWineD3DSurface *iface, BOOL inPBuffer, BOOL inTexture);
void WINAPI IWineD3DSurfaceImpl_SetGlTextureDesc(IWineD3DSurface *iface, UINT textureName, int target);
void WINAPI IWineD3DSurfaceImpl_GetGlDesc(IWineD3DSurface *iface, glDescriptor **glDescription);
const void *WINAPI IWineD3DSurfaceImpl_GetData(IWineD3DSurface *iface);
HRESULT WINAPI IWineD3DSurfaceImpl_SetFormat(IWineD3DSurface *iface, WINED3DFORMAT format);
HRESULT WINAPI IWineGDISurfaceImpl_Blt(IWineD3DSurface *iface, RECT *DestRect, IWineD3DSurface *SrcSurface, RECT *SrcRect, DWORD Flags, DDBLTFX *DDBltFx);
HRESULT WINAPI IWineGDISurfaceImpl_BltFast(IWineD3DSurface *iface, DWORD dstx, DWORD dsty, IWineD3DSurface *Source, RECT *rsrc, DWORD trans);
HRESULT WINAPI IWineD3DSurfaceImpl_SetPalette(IWineD3DSurface *iface, IWineD3DPalette *Pal);
HRESULT WINAPI IWineD3DSurfaceImpl_GetDC(IWineD3DSurface *iface, HDC *pHDC);
HRESULT WINAPI IWineD3DSurfaceImpl_ReleaseDC(IWineD3DSurface *iface, HDC hDC);
DWORD WINAPI IWineD3DSurfaceImpl_GetPitch(IWineD3DSurface *iface);
HRESULT WINAPI IWineD3DSurfaceImpl_RealizePalette(IWineD3DSurface *iface);
/* Surface flags: */
#define SFLAG_OVERSIZE 0x0001 /* Surface is bigger than gl size, blts only */
#define SFLAG_CONVERTED 0x0002 /* Converted for color keying or Palettized */
#define SFLAG_DIBSECTION 0x0004 /* Has a DIB section attached for getdc */
#define SFLAG_DIRTY 0x0008 /* Surface was locked by the app */
#define SFLAG_LOCKABLE 0x0010 /* Surface can be locked */
#define SFLAG_DISCARD 0x0020 /* ??? */
#define SFLAG_LOCKED 0x0040 /* Surface is locked atm */
#define SFLAG_ACTIVELOCK 0x0080 /* Not locked, but surface memory is needed */
#define SFLAG_INTEXTURE 0x0100 /* ??? */
#define SFLAG_INPBUFFER 0x0200 /* ??? */
#define SFLAG_NONPOW2 0x0400 /* Surface sizes are not a power of 2 */
#define SFLAG_DYNLOCK 0x0800 /* Surface is often locked by the app */
#define SFLAG_DYNCHANGE 0x1800 /* Surface contents are changed very often, implies DYNLOCK */
#define SFLAG_DCINUSE 0x2000 /* Set between GetDC and ReleaseDC calls */
#define SFLAG_NEWDC 0x4000 /* To inform LockRect about a new dc */
#define SFLAG_LOST 0x8000 /* Surface lost flag for DDraw */
/* 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_DIRTY: GL surface isn't up to date
* SFLAG_LOCKED: The app requires access to the surface data
* SFLAG_ACTIVELOCK: Some wined3d code needs the memory
* SFLAG_DYNLOCK: Avoid freeing the data for performance
* SFLAG_DYNCHANGE: Same reason as DYNLOCK
*/
#define SFLAG_DONOTFREE (SFLAG_OVERSIZE | \
SFLAG_CONVERTED | \
SFLAG_DIBSECTION | \
SFLAG_DIRTY | \
SFLAG_LOCKED | \
SFLAG_ACTIVELOCK | \
SFLAG_DYNLOCK | \
SFLAG_DYNCHANGE )
/*****************************************************************************
* IWineD3DVertexDeclaration implementation structure
*/
typedef struct IWineD3DVertexDeclarationImpl {
/* IUnknown Information */
const IWineD3DVertexDeclarationVtbl *lpVtbl;
LONG ref; /* Note: Ref counting not required */
IUnknown *parent;
/** precomputed fvf if simple declaration */
IWineD3DDeviceImpl *wineD3DDevice;
DWORD fvf[MAX_STREAMS];
DWORD allFVF;
/** dx8 compatible Declaration fields */
DWORD* pDeclaration8;
DWORD declaration8Length;
/** dx9+ */
D3DVERTEXELEMENT9 *pDeclaration9;
UINT declaration9NumElements;
WINED3DVERTEXELEMENT *pDeclarationWine;
UINT declarationWNumElements;
float *constants;
} 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_TEXTURES];
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_SAMPLERS][WINED3D_HIGHEST_SAMPLER_STATE + 1];
BOOL clipplane[MAX_CLIPPLANES];
BOOL vertexDecl;
BOOL pixelShader;
BOOL pixelShaderConstants[MAX_PSHADER_CONSTANTS];
BOOL vertexShader;
BOOL vertexShaderConstants[MAX_VSHADER_CONSTANTS];
} SAVEDSTATES;
typedef enum {
WINESHADERCNST_NONE = 0,
WINESHADERCNST_FLOAT = 1,
WINESHADERCNST_INTEGER = 2,
WINESHADERCNST_BOOL = 3
} WINESHADERCNST;
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;
SAVEDSTATES set;
/* Drawing - Vertex Shader or FVF related */
DWORD fvf;
/* Vertex Shader Declaration */
IWineD3DVertexDeclaration *vertexDecl;
IWineD3DVertexShader *vertexShader;
/* Vertex Shader Constants */
BOOL vertexShaderConstantB[MAX_VSHADER_CONSTANTS];
INT vertexShaderConstantI[MAX_VSHADER_CONSTANTS * 4];
float vertexShaderConstantF[MAX_VSHADER_CONSTANTS * 4];
WINESHADERCNST vertexShaderConstantT[MAX_VSHADER_CONSTANTS]; /* TODO: Think about changing this to a char to possibly save a little memory */
/* Stream Source */
BOOL streamIsUP;
UINT streamStride[MAX_STREAMS];
UINT streamOffset[MAX_STREAMS];
IWineD3DVertexBuffer *streamSource[MAX_STREAMS];
UINT streamFreq[MAX_STREAMS];
UINT streamFlags[MAX_STREAMS]; /*0 | D3DSTREAMSOURCE_INSTANCEDATA | D3DSTREAMSOURCE_INDEXEDDATA */
/* Indices */
IWineD3DIndexBuffer* pIndexData;
UINT baseVertexIndex; /* Note: only used for d3d8 */
/* Transform */
D3DMATRIX transforms[HIGHEST_TRANSFORMSTATE + 1];
/* Lights */
PLIGHTINFOEL *lights; /* NOTE: active GL lights must be front of the chain */
/* 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_PSHADER_CONSTANTS];
INT pixelShaderConstantI[MAX_PSHADER_CONSTANTS * 4];
float pixelShaderConstantF[MAX_PSHADER_CONSTANTS * 4];
WINESHADERCNST pixelShaderConstantT[MAX_PSHADER_CONSTANTS]; /* TODO: Think about changing this to a char to possibly save a little memory */
/* Indexed Vertex Blending */
D3DVERTEXBLENDFLAGS vertex_blend;
FLOAT tween_factor;
/* RenderState */
DWORD renderState[WINEHIGHEST_RENDER_STATE + 1];
/* Texture */
IWineD3DBaseTexture *textures[MAX_TEXTURES];
int textureDimensions[MAX_SAMPLERS];
/* Texture State Stage */
DWORD textureState[MAX_TEXTURES][WINED3D_HIGHEST_TEXTURE_STATE + 1];
/* Sampler States */
DWORD samplerState[MAX_SAMPLERS][WINED3D_HIGHEST_SAMPLER_STATE + 1];
};
extern const IWineD3DStateBlockVtbl IWineD3DStateBlock_Vtbl;
/*****************************************************************************
* 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 */
D3DQUERYTYPE 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 {
unsigned int queryId;
} WineQueryOcclusionData;
/*****************************************************************************
* IWineD3DSwapChainImpl implementation structure (extends IUnknown)
*/
typedef struct IWineD3DSwapChainImpl
{
/*IUnknown part*/
IWineD3DSwapChainVtbl *lpVtbl;
LONG ref; /* Note: Ref counting not required */
IUnknown *parent;
IWineD3DDeviceImpl *wineD3DDevice;
/* IWineD3DSwapChain fields */
IWineD3DSurface *backBuffer;
IWineD3DSurface *frontBuffer;
BOOL wantsDepthStencilBuffer;
D3DPRESENT_PARAMETERS presentParms;
/* TODO: move everything up to drawable off into a context manager
and store the 'data' in the contextManagerData interface.
IUnknown *contextManagerData;
*/
HWND win_handle;
Window win;
Display *display;
GLXContext glCtx;
XVisualInfo *visInfo;
GLXContext render_ctx;
/* This has been left in device for now, but needs moving off into a rendertarget management class and separated out from swapchains and devices. */
Drawable drawable;
} IWineD3DSwapChainImpl;
extern IWineD3DSwapChainVtbl IWineD3DSwapChain_Vtbl;
/*****************************************************************************
* Utility function prototypes
*/
/* Trace routines */
const char* debug_d3dformat(WINED3DFORMAT fmt);
const char* debug_d3ddevicetype(D3DDEVTYPE devtype);
const char* debug_d3dresourcetype(WINED3DRESOURCETYPE res);
const char* debug_d3dusage(DWORD usage);
const char* debug_d3dprimitivetype(D3DPRIMITIVETYPE PrimitiveType);
const char* debug_d3drenderstate(DWORD state);
const char* debug_d3dtexturestate(DWORD state);
const char* debug_d3dpool(WINED3DPOOL pool);
/* Routines for GL <-> D3D values */
GLenum StencilOp(DWORD op);
void set_tex_op(IWineD3DDevice *iface, BOOL isAlpha, int Stage, D3DTEXTUREOP op, DWORD arg1, DWORD arg2, DWORD arg3);
void set_texture_matrix(const float *smat, DWORD flags, BOOL calculatedCoords);
void GetSrcAndOpFromValue(DWORD iValue, BOOL isAlphaArg, GLenum* source, GLenum* operand);
SHORT D3DFmtGetBpp(IWineD3DDeviceImpl* This, D3DFORMAT fmt);
GLenum D3DFmt2GLFmt(IWineD3DDeviceImpl* This, D3DFORMAT fmt);
GLenum D3DFmt2GLType(IWineD3DDeviceImpl *This, D3DFORMAT fmt);
GLint D3DFmt2GLIntFmt(IWineD3DDeviceImpl* This, D3DFORMAT fmt);
int D3DFmtMakeGlCfg(D3DFORMAT BackBufferFormat, D3DFORMAT StencilBufferFormat, int *attribs, int* nAttribs, BOOL alternate);
/* Math utils */
void multiply_matrix(D3DMATRIX *dest, D3DMATRIX *src1, D3DMATRIX *src2);
/*****************************************************************************
* 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 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 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);
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);
/* An enum for the type of constants that are used... addressing causes
* problems with being able to work out what's used and what's not.. so
* maybe we'll have to rely on the server vertex shader const functions?
*/
enum vsConstantsEnum {
VS_CONSTANT_NOT_USED = 0,
VS_CONSTANT_CONSTANT,
VS_CONSTANT_INTEGER,
VS_CONSTANT_BOOLEAN,
VS_CONSTANT_FLOAT
};
struct SHADER_OPCODE_ARG;
typedef void (*shader_fct_t)();
typedef void (*SHADER_HANDLER) (struct SHADER_OPCODE_ARG*);
/* This must be 0 in the main branch until GLSL is at least mostly implemented.
Also, think about making it a winecfg option to use GLSL (if the card supports it)
or ARB_vertex_program. Ideally, we want to use GLSL if it's available, but until
everything is implemented, we'll probably have better luck with the ARB generation */
#define USING_GLSL 0
#define SHADER_PGMSIZE 65535
typedef struct SHADER_BUFFER {
char* buffer;
size_t bsize;
unsigned int lineNo;
} SHADER_BUFFER;
typedef struct SHADER_OPCODE {
unsigned int opcode;
const char* name;
const char* glname;
CONST UINT num_params;
shader_fct_t soft_fct;
SHADER_HANDLER hw_fct;
SHADER_HANDLER hw_glsl_fct;
DWORD min_version;
DWORD max_version;
} SHADER_OPCODE;
typedef struct SHADER_OPCODE_ARG {
IWineD3DBaseShader* shader;
CONST SHADER_OPCODE* opcode;
DWORD dst;
DWORD src[4];
SHADER_BUFFER* buffer;
} SHADER_OPCODE_ARG;
typedef struct SHADER_LIMITS {
unsigned int temporary;
unsigned int texture;
unsigned int constant_int;
unsigned int constant_float;
unsigned int constant_bool;
unsigned int address;
} 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;
/* Base Shader utility functions.
* (may move callers into the same file in the future) */
extern int shader_addline(
SHADER_BUFFER* buffer,
const char* fmt, ...);
extern const SHADER_OPCODE* shader_get_opcode(
IWineD3DBaseShader *iface,
const DWORD code);
/*****************************************************************************
* IDirect3DBaseShader implementation structure
*/
typedef struct IWineD3DBaseShaderClass
{
DWORD version;
DWORD hex_version;
DWORD temps_used;
DWORD textures_used;
SHADER_LIMITS limits;
SHADER_PARSE_STATE parse_state;
CONST SHADER_OPCODE *shader_ins;
CONST DWORD *function;
UINT functionLength;
GLuint prgId;
} IWineD3DBaseShaderClass;
typedef struct IWineD3DBaseShaderImpl {
/* IUnknown */
const IWineD3DBaseShaderVtbl *lpVtbl;
LONG ref;
/* IWineD3DBaseShader */
IWineD3DBaseShaderClass baseShader;
} IWineD3DBaseShaderImpl;
extern void shader_get_registers_used(
IWineD3DBaseShader *iface,
CONST DWORD* pToken);
extern void shader_program_dump_decl_usage(
DWORD dcl,
DWORD param);
extern void generate_base_shader(
IWineD3DBaseShader *iface,
SHADER_BUFFER* buffer,
CONST DWORD* pFunction);
extern void shader_dump_ins_modifiers(
const DWORD output);
extern void shader_dump_param(
IWineD3DBaseShader *iface,
const DWORD param,
int input);
inline static int shader_get_regtype(const DWORD param) {
return (((param & D3DSP_REGTYPE_MASK) >> D3DSP_REGTYPE_SHIFT) |
((param & D3DSP_REGTYPE_MASK2) >> D3DSP_REGTYPE_SHIFT2));
}
inline static BOOL shader_is_pshader_version(DWORD token) {
return 0xFFFF0000 == (token & 0xFFFF0000);
}
inline static BOOL shader_is_vshader_version(DWORD token) {
return 0xFFFE0000 == (token & 0xFFFF0000);
}
inline static BOOL shader_is_comment(DWORD token) {
return D3DSIO_COMMENT == (token & D3DSI_OPCODE_MASK);
}
/*****************************************************************************
* IDirect3DVertexShader implementation structure
*/
typedef struct IWineD3DVertexShaderImpl {
/* IUnknown parts*/
const IWineD3DVertexShaderVtbl *lpVtbl;
LONG ref; /* Note: Ref counting not required */
/* IWineD3DBaseShader */
IWineD3DBaseShaderClass baseShader;
/* IWineD3DVertexShaderImpl */
IUnknown *parent;
IWineD3DDeviceImpl *wineD3DDevice;
DWORD usage;
/* vertex declaration array mapping */
BOOL namedArrays; /* don't map use named functions */
BOOL declaredArrays; /* mapping requires */
INT arrayUsageMap[WINED3DSHADERDECLUSAGE_MAX_USAGE]; /* lookup table for the maps */
INT highestConstant;
CHAR constantsUsedBitmap[256];
/* FIXME: This needs to be populated with some flags of VS_CONSTANT_NOT_USED, VS_CONSTANT_CONSTANT, VS_CONSTANT_INTEGER, VS_CONSTANT_BOOLEAN, VS_CONSTANT_FLOAT, a half byte bitmap will be the best option, but I'll keep it as chards for siplicity */
/* run time datas... */
VSHADERDATA *data;
IWineD3DVertexDeclaration *vertexDeclaration;
#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
*/
typedef struct IWineD3DPixelShaderImpl {
/* IUnknown parts */
const IWineD3DPixelShaderVtbl *lpVtbl;
LONG ref; /* Note: Ref counting not required */
/* IWineD3DBaseShader */
IWineD3DBaseShaderClass baseShader;
/* IWineD3DPixelShaderImpl */
IUnknown *parent;
IWineD3DDeviceImpl *wineD3DDevice;
CHAR constants[WINED3D_PSHADER_MAX_CONSTANTS];
/* run time data */
PSHADERDATA *data;
#if 0 /* needs reworking */
PSHADERINPUTDATA input;
PSHADEROUTPUTDATA output;
#endif
} IWineD3DPixelShaderImpl;
extern const SHADER_OPCODE IWineD3DPixelShaderImpl_shader_ins[];
extern const IWineD3DPixelShaderVtbl IWineD3DPixelShader_Vtbl;
/*****************************************************************************
* 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);
LONG get_bitmask_red(WINED3DFORMAT fmt);
LONG get_bitmask_green(WINED3DFORMAT fmt);
LONG get_bitmask_blue(WINED3DFORMAT fmt);
LONG get_bitmask_alpha(WINED3DFORMAT fmt);
BOOL isFourcc(WINED3DFORMAT fmt);
#endif