1258 lines
48 KiB
C
1258 lines
48 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., 59 Temple Place, Suite 330, Boston, MA 02111-1307 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 "d3d9.h"
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#include "d3d9types.h"
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#include "wine/wined3d_interface.h"
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#include "wine/wined3d_gl.h"
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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_SAMPLERS 16
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#define MAX_ACTIVE_LIGHTS 8
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#define MAX_CLIPPLANES D3DMAXUSERCLIPPLANES
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#define MAX_LEVELS 256
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#define MAX_VSHADER_CONSTANTS 96
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#define MAX_PSHADER_CONSTANTS 32
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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 31
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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[D3DTEXF_ANISOTROPIC + 1][D3DTEXF_LINEAR + 1];
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typedef struct _WINED3DGLTYPE {
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int d3dType;
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GLint size;
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GLenum glType;
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GLboolean normalized;
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int typesize;
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} WINED3DGLTYPE;
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/* NOTE: Make sure these are in the correct numerical order. (see /include/d3d9types.h typedef enum _D3DDECLTYPE) */
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WINED3DGLTYPE static const glTypeLookup[D3DDECLTYPE_UNUSED] = {
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{D3DDECLTYPE_FLOAT1, 1, GL_FLOAT , GL_FALSE ,sizeof(float)},
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{D3DDECLTYPE_FLOAT2, 2, GL_FLOAT , GL_FALSE ,sizeof(float)},
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{D3DDECLTYPE_FLOAT3, 3, GL_FLOAT , GL_FALSE ,sizeof(float)},
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{D3DDECLTYPE_FLOAT4, 4, GL_FLOAT , GL_FALSE ,sizeof(float)},
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{D3DDECLTYPE_D3DCOLOR, 4, GL_UNSIGNED_BYTE , GL_TRUE ,sizeof(BYTE)},
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{D3DDECLTYPE_UBYTE4, 4, GL_UNSIGNED_BYTE , GL_FALSE ,sizeof(BYTE)},
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{D3DDECLTYPE_SHORT2, 2, GL_SHORT , GL_FALSE ,sizeof(short int)},
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{D3DDECLTYPE_SHORT4, 4, GL_SHORT , GL_FALSE ,sizeof(short int)},
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{D3DDECLTYPE_UBYTE4N, 4, GL_UNSIGNED_BYTE , GL_FALSE ,sizeof(BYTE)},
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{D3DDECLTYPE_SHORT2N, 2, GL_SHORT , GL_FALSE ,sizeof(short int)},
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{D3DDECLTYPE_SHORT4N, 4, GL_SHORT , GL_FALSE ,sizeof(short int)},
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{D3DDECLTYPE_USHORT2N, 2, GL_UNSIGNED_SHORT , GL_FALSE ,sizeof(short int)},
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{D3DDECLTYPE_USHORT4N, 4, GL_UNSIGNED_SHORT , GL_FALSE ,sizeof(short int)},
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{D3DDECLTYPE_UDEC3, 3, GL_UNSIGNED_SHORT , GL_FALSE ,sizeof(short int)},
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{D3DDECLTYPE_DEC3N, 3, GL_SHORT , GL_FALSE ,sizeof(short int)},
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{D3DDECLTYPE_FLOAT16_2, 2, GL_FLOAT , GL_FALSE ,sizeof(short int)},
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{D3DDECLTYPE_FLOAT16_4, 4, GL_FLOAT , GL_FALSE ,sizeof(short int)}};
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#define WINED3D_ATR_TYPE(_attribute) glTypeLookup[sd->u.s._attribute.dwType].d3dType
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#define WINED3D_ATR_SIZE(_attribute) glTypeLookup[sd->u.s._attribute.dwType].size
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#define WINED3D_ATR_GLTYPE(_attribute) glTypeLookup[sd->u.s._attribute.dwType].glType
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#define WINED3D_ATR_NORMALIZED(_attribute) glTypeLookup[sd->u.s._attribute.dwType].normalized
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#define WINED3D_ATR_TYPESIZE(_attribute) glTypeLookup[sd->u.s._attribute.dwType].typesize
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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 VS_SW 2
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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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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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/* nonpower 2 function */
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int nonpower2_mode;
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} wined3d_settings_t;
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extern wined3d_settings_t wined3d_settings;
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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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/* Note: The following is purely to keep the source code as clear from #ifdefs as possible */
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#if defined(GL_VERSION_1_3)
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#define GLACTIVETEXTURE(textureNo) \
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glActiveTexture(GL_TEXTURE0 + textureNo); \
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checkGLcall("glActiveTexture");
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#define GLCLIENTACTIVETEXTURE(textureNo) \
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glClientActiveTexture(GL_TEXTURE0 + textureNo);
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#define GLMULTITEXCOORD1F(a,b) \
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glMultiTexCoord1f(GL_TEXTURE0 + a, b);
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#define GLMULTITEXCOORD2F(a,b,c) \
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glMultiTexCoord2f(GL_TEXTURE0 + a, b, c);
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#define GLMULTITEXCOORD3F(a,b,c,d) \
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glMultiTexCoord3f(GL_TEXTURE0 + a, b, c, d);
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#define GLMULTITEXCOORD4F(a,b,c,d,e) \
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glMultiTexCoord4f(GL_TEXTURE0 + a, b, c, d, e);
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#define GLTEXTURECUBEMAP GL_TEXTURE_CUBE_MAP
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#else
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#define GLACTIVETEXTURE(textureNo) \
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glActiveTextureARB(GL_TEXTURE0_ARB + textureNo); \
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checkGLcall("glActiveTextureARB");
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#define GLCLIENTACTIVETEXTURE(textureNo) \
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glClientActiveTextureARB(GL_TEXTURE0_ARB + textureNo);
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#define GLMULTITEXCOORD1F(a,b) \
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glMultiTexCoord1fARB(GL_TEXTURE0_ARB + a, b);
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#define GLMULTITEXCOORD2F(a,b,c) \
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glMultiTexCoord2fARB(GL_TEXTURE0_ARB + a, b, c);
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#define GLMULTITEXCOORD3F(a,b,c,d) \
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glMultiTexCoord3fARB(GL_TEXTURE0_ARB + a, b, c, d);
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#define GLMULTITEXCOORD4F(a,b,c,d,e) \
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glMultiTexCoord4fARB(GL_TEXTURE0_ARB + a, b, c, d, e);
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#define GLTEXTURECUBEMAP GL_TEXTURE_CUBE_MAP_ARB
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#endif
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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 D3DTRANSFORMSTATETYPE */
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#define MAX_CLIPPLANES D3DMAXUSERCLIPPLANES
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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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FIXME(">>>>>>>>>>>>>>>>> %x from %s @ %s / %d\n", err, A, __FILE__, __LINE__); \
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} else { \
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TRACE("%s call ok %s / %d\n", A, __FILE__, __LINE__); \
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} \
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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:%ld, type:%ld)\n", sd->u.s.name.lpData, sd->u.s.name.dwStride, sd->u.s.name.dwType);
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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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/* Tracking */
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/* TODO: Move some of this to the device */
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long globalChangeGlRam(long glram);
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/* Memory and object tracking */
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/*Structure for holding information on all direct3d objects
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useful for making sure tracking is ok and when release is called on a device!
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and probably quite handy for debugging and dumping states out
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*/
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typedef struct WineD3DGlobalStatistics {
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int glsurfaceram; /* The aproximate amount of glTexture memory allocated for textures */
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} WineD3DGlobalStatistics;
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extern WineD3DGlobalStatistics* wineD3DGlobalStatistics;
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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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#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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FIXME(">>>>>>>>>>>>>>>>> %x from %s @ %s / %d\n", err, A, __FILE__, __LINE__); \
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} else { \
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VTRACE(("%s call ok %s / %d\n", A, __FILE__, __LINE__)); \
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} \
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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 if exists d3d trace
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is enabled, and if it doesn't exists 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 */
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# define SHOW_TEXTURE_MAKEUP 0
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# endif
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extern BOOL isOn;
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extern BOOL isDumpingFrames;
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extern LONG primCounter;
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#endif
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/*****************************************************************************
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* Prototypes
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*/
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/* Routine common to the draw primitive and draw indexed primitive routines */
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void drawPrimitive(IWineD3DDevice *iface,
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int PrimitiveType,
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long NumPrimitives,
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/* for Indexed: */
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long StartVertexIndex,
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UINT numberOfVertices,
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long StartIdx,
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short idxBytes,
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const void *idxData,
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int minIndex);
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/*****************************************************************************
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* Structures required to draw primitives
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*/
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typedef struct Direct3DStridedData {
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BYTE *lpData; /* Pointer to start of data */
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DWORD dwStride; /* Stride between occurances of this data */
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DWORD dwType; /* Type (as in D3DVSDT_TYPE) */
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} Direct3DStridedData;
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typedef struct Direct3DVertexStridedData {
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union {
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struct {
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Direct3DStridedData position;
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Direct3DStridedData blendWeights;
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Direct3DStridedData blendMatrixIndices;
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Direct3DStridedData normal;
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Direct3DStridedData pSize;
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Direct3DStridedData diffuse;
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Direct3DStridedData specular;
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Direct3DStridedData texCoords[MAX_TEXTURES];
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Direct3DStridedData position2; /* tween data */
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Direct3DStridedData normal2; /* tween data */
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Direct3DStridedData tangent;
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Direct3DStridedData binormal;
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Direct3DStridedData tessFactor;
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Direct3DStridedData fog;
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Direct3DStridedData depth;
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Direct3DStridedData sample;
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} s;
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Direct3DStridedData input[16]; /* Indexed by constants in D3DVSDE_REGISTER */
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} u;
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} Direct3DVertexStridedData;
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/*****************************************************************************
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* Internal representation of a light
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*/
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typedef struct PLIGHTINFOEL PLIGHTINFOEL;
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struct PLIGHTINFOEL {
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WINED3DLIGHT OriginalParms; /* Note D3D8LIGHT == D3D9LIGHT */
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DWORD OriginalIndex;
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LONG glIndex;
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BOOL lightEnabled;
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BOOL changed;
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BOOL enabledChanged;
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/* Converted parms to speed up swapping lights */
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float lightPosn[4];
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float lightDirn[4];
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float exponent;
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float cutoff;
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PLIGHTINFOEL *next;
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PLIGHTINFOEL *prev;
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};
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/*****************************************************************************
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* IWineD3D implementation structure
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*/
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typedef struct IWineD3DImpl
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{
|
|
/* 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;
|
|
|
|
/*****************************************************************************
|
|
* 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 */
|
|
|
|
/* 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;
|
|
|
|
/* 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;
|
|
|
|
} 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;
|
|
|
|
/*****************************************************************************
|
|
* 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;
|
|
|
|
/*****************************************************************************
|
|
* IWineD3DVolume implementation structure (extends IUnknown)
|
|
*/
|
|
typedef struct IWineD3DVolumeImpl
|
|
{
|
|
/* IUnknown & WineD3DResource fields */
|
|
const IWineD3DVolumeVtbl *lpVtbl;
|
|
IWineD3DResourceClass resource;
|
|
|
|
/* WineD3DVolume Information */
|
|
D3DVOLUME_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;
|
|
|
|
/*****************************************************************************
|
|
* IWineD3DSurface implementation structure
|
|
*/
|
|
struct IWineD3DSurfaceImpl
|
|
{
|
|
/* IUnknown & IWineD3DResource Information */
|
|
const IWineD3DSurfaceVtbl *lpVtbl;
|
|
IWineD3DResourceClass resource;
|
|
|
|
/* IWineD3DSurface fields */
|
|
IWineD3DBase *container;
|
|
WINED3DSURFACET_DESC currentDesc;
|
|
|
|
UINT textureName;
|
|
UINT bytesPerPixel;
|
|
|
|
/* TODO: move this off into a management class(maybe!) */
|
|
BOOL nonpow2;
|
|
|
|
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
|
|
|
|
BOOL lockable;
|
|
BOOL discard;
|
|
BOOL locked;
|
|
BOOL activeLock;
|
|
|
|
RECT lockedRect;
|
|
RECT dirtyRect;
|
|
BOOL Dirty;
|
|
|
|
BOOL inTexture;
|
|
BOOL inPBuffer;
|
|
|
|
glDescriptor glDescription;
|
|
};
|
|
|
|
extern const IWineD3DSurfaceVtbl IWineD3DSurface_Vtbl;
|
|
|
|
/*****************************************************************************
|
|
* 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);
|
|
|
|
|
|
/*****************************************************************************
|
|
* 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
|
|
};
|
|
|
|
typedef void (*shader_fct_t)();
|
|
|
|
typedef struct SHADER_OPCODE {
|
|
unsigned int opcode;
|
|
const char* name;
|
|
const char* glname;
|
|
CONST UINT num_params;
|
|
shader_fct_t soft_fct;
|
|
DWORD min_version;
|
|
DWORD max_version;
|
|
} SHADER_OPCODE;
|
|
|
|
/*****************************************************************************
|
|
* IDirect3DBaseShader implementation structure
|
|
*/
|
|
typedef struct IWineD3DBaseShaderClass
|
|
{
|
|
DWORD version;
|
|
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;
|
|
|
|
/*****************************************************************************
|
|
* 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;
|
|
#endif
|