Sweden-Number/dlls/wined3d/wined3d_private.h

2905 lines
106 KiB
C

/*
* Direct3D wine internal private include file
*
* Copyright 2002-2003 The wine-d3d team
* Copyright 2002-2003 Raphael Junqueira
* Copyright 2002-2003, 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., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, 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 "objbase.h"
#include "wine/wined3d.h"
#include "wined3d_gl.h"
#include "wine/list.h"
#include "wine/rbtree.h"
/* Driver quirks */
#define WINED3D_QUIRK_ARB_VS_OFFSET_LIMIT 0x00000001
#define WINED3D_QUIRK_SET_TEXCOORD_W 0x00000002
#define WINED3D_QUIRK_GLSL_CLIP_VARYING 0x00000004
#define WINED3D_QUIRK_ALLOWS_SPECULAR_ALPHA 0x00000008
/* Texture format fixups */
enum fixup_channel_source
{
CHANNEL_SOURCE_ZERO = 0,
CHANNEL_SOURCE_ONE = 1,
CHANNEL_SOURCE_X = 2,
CHANNEL_SOURCE_Y = 3,
CHANNEL_SOURCE_Z = 4,
CHANNEL_SOURCE_W = 5,
CHANNEL_SOURCE_YUV0 = 6,
CHANNEL_SOURCE_YUV1 = 7,
};
enum yuv_fixup
{
YUV_FIXUP_YUY2 = 0,
YUV_FIXUP_UYVY = 1,
YUV_FIXUP_YV12 = 2,
};
#include <pshpack2.h>
struct color_fixup_desc
{
unsigned x_sign_fixup : 1;
unsigned x_source : 3;
unsigned y_sign_fixup : 1;
unsigned y_source : 3;
unsigned z_sign_fixup : 1;
unsigned z_source : 3;
unsigned w_sign_fixup : 1;
unsigned w_source : 3;
};
#include <poppack.h>
static const struct color_fixup_desc COLOR_FIXUP_IDENTITY =
{0, CHANNEL_SOURCE_X, 0, CHANNEL_SOURCE_Y, 0, CHANNEL_SOURCE_Z, 0, CHANNEL_SOURCE_W};
static inline struct color_fixup_desc create_color_fixup_desc(
int sign0, enum fixup_channel_source src0, int sign1, enum fixup_channel_source src1,
int sign2, enum fixup_channel_source src2, int sign3, enum fixup_channel_source src3)
{
struct color_fixup_desc fixup =
{
sign0, src0,
sign1, src1,
sign2, src2,
sign3, src3,
};
return fixup;
}
static inline struct color_fixup_desc create_yuv_fixup_desc(enum yuv_fixup yuv_fixup)
{
struct color_fixup_desc fixup =
{
0, yuv_fixup & (1 << 0) ? CHANNEL_SOURCE_YUV1 : CHANNEL_SOURCE_YUV0,
0, yuv_fixup & (1 << 1) ? CHANNEL_SOURCE_YUV1 : CHANNEL_SOURCE_YUV0,
0, yuv_fixup & (1 << 2) ? CHANNEL_SOURCE_YUV1 : CHANNEL_SOURCE_YUV0,
0, yuv_fixup & (1 << 3) ? CHANNEL_SOURCE_YUV1 : CHANNEL_SOURCE_YUV0,
};
return fixup;
}
static inline BOOL is_identity_fixup(struct color_fixup_desc fixup)
{
return !memcmp(&fixup, &COLOR_FIXUP_IDENTITY, sizeof(fixup));
}
static inline BOOL is_yuv_fixup(struct color_fixup_desc fixup)
{
return fixup.x_source == CHANNEL_SOURCE_YUV0 || fixup.x_source == CHANNEL_SOURCE_YUV1;
}
static inline enum yuv_fixup get_yuv_fixup(struct color_fixup_desc fixup)
{
enum yuv_fixup yuv_fixup = 0;
if (fixup.x_source == CHANNEL_SOURCE_YUV1) yuv_fixup |= (1 << 0);
if (fixup.y_source == CHANNEL_SOURCE_YUV1) yuv_fixup |= (1 << 1);
if (fixup.z_source == CHANNEL_SOURCE_YUV1) yuv_fixup |= (1 << 2);
if (fixup.w_source == CHANNEL_SOURCE_YUV1) yuv_fixup |= (1 << 3);
return yuv_fixup;
}
void *wined3d_rb_alloc(size_t size);
void *wined3d_rb_realloc(void *ptr, size_t size);
void wined3d_rb_free(void *ptr);
/* Device caps */
#define MAX_PALETTES 65536
#define MAX_STREAMS 16
#define MAX_TEXTURES 8
#define MAX_FRAGMENT_SAMPLERS 16
#define MAX_VERTEX_SAMPLERS 4
#define MAX_COMBINED_SAMPLERS (MAX_FRAGMENT_SAMPLERS + MAX_VERTEX_SAMPLERS)
#define MAX_ACTIVE_LIGHTS 8
#define MAX_CLIPPLANES WINED3DMAXUSERCLIPPLANES
/* Used for CreateStateBlock */
#define NUM_SAVEDPIXELSTATES_R 35
#define NUM_SAVEDPIXELSTATES_T 18
#define NUM_SAVEDPIXELSTATES_S 12
#define NUM_SAVEDVERTEXSTATES_R 34
#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,
MAX_LOOKUPS = 1
} WINELOOKUP;
extern const int minLookup[MAX_LOOKUPS];
extern const int maxLookup[MAX_LOOKUPS];
extern DWORD *stateLookup[MAX_LOOKUPS];
struct min_lookup
{
GLenum mip[WINED3DTEXF_LINEAR + 1];
};
const struct min_lookup minMipLookup[WINED3DTEXF_LINEAR + 1];
const struct min_lookup minMipLookup_noFilter[WINED3DTEXF_LINEAR + 1];
const GLenum magLookup[WINED3DTEXF_LINEAR + 1];
const GLenum magLookup_noFilter[WINED3DTEXF_LINEAR + 1];
static inline GLenum wined3d_gl_mag_filter(const GLenum mag_lookup[], WINED3DTEXTUREFILTERTYPE mag_filter)
{
return mag_lookup[mag_filter];
}
static inline GLenum wined3d_gl_min_mip_filter(const struct min_lookup min_mip_lookup[],
WINED3DTEXTUREFILTERTYPE min_filter, WINED3DTEXTUREFILTERTYPE mip_filter)
{
return min_mip_lookup[min_filter].mip[mip_filter];
}
/* float_16_to_32() and float_32_to_16() (see implementation in
* surface_base.c) convert 16 bit floats in the FLOAT16 data type
* to standard C floats and vice versa. They do not depend on the encoding
* of the C float, so they are platform independent, but slow. On x86 and
* other IEEE 754 compliant platforms the conversion can be accelerated by
* bit shifting the exponent and mantissa. There are also some SSE-based
* assembly routines out there.
*
* See GL_NV_half_float for a reference of the FLOAT16 / GL_HALF format
*/
static inline float float_16_to_32(const unsigned short *in) {
const unsigned short s = ((*in) & 0x8000);
const unsigned short e = ((*in) & 0x7C00) >> 10;
const unsigned short m = (*in) & 0x3FF;
const float sgn = (s ? -1.0f : 1.0f);
if(e == 0) {
if(m == 0) return sgn * 0.0f; /* +0.0 or -0.0 */
else return sgn * pow(2, -14.0f) * ((float)m / 1024.0f);
} else if(e < 31) {
return sgn * pow(2, (float)e - 15.0f) * (1.0f + ((float)m / 1024.0f));
} else {
if(m == 0) return sgn / 0.0f; /* +INF / -INF */
else return 0.0f / 0.0f; /* NAN */
}
}
static inline float float_24_to_32(DWORD in)
{
const float sgn = in & 0x800000 ? -1.0f : 1.0f;
const unsigned short e = (in & 0x780000) >> 19;
const unsigned short m = in & 0x7ffff;
if (e == 0)
{
if (m == 0) return sgn * 0.0f; /* +0.0 or -0.0 */
else return sgn * pow(2, -6.0f) * ((float)m / 524288.0f);
}
else if (e < 15)
{
return sgn * pow(2, (float)e - 7.0f) * (1.0f + ((float)m / 524288.0f));
}
else
{
if (m == 0) return sgn / 0.0f; /* +INF / -INF */
else return 0.0f / 0.0f; /* NAN */
}
}
/**
* Settings
*/
#define VS_NONE 0
#define VS_HW 1
#define PS_NONE 0
#define PS_HW 1
#define VBO_NONE 0
#define VBO_HW 1
#define NP2_NONE 0
#define NP2_REPACK 1
#define NP2_NATIVE 2
#define ORM_BACKBUFFER 0
#define ORM_PBUFFER 1
#define ORM_FBO 2
#define SHADER_ARB 1
#define SHADER_GLSL 2
#define SHADER_ATI 3
#define SHADER_NONE 4
#define RTL_DISABLE -1
#define RTL_READDRAW 1
#define RTL_READTEX 2
#define PCI_VENDOR_NONE 0xffff /* e.g. 0x8086 for Intel and 0x10de for Nvidia */
#define PCI_DEVICE_NONE 0xffff /* e.g. 0x14f for a Geforce6200 */
/* NOTE: When adding fields to this structure, make sure to update the default
* values in wined3d_main.c as well. */
typedef struct wined3d_settings_s {
/* vertex and pixel shader modes */
int vs_mode;
int ps_mode;
/* Ideally, we don't want the user to have to request GLSL. If the hardware supports GLSL,
we should use it. However, until it's fully implemented, we'll leave it as a registry
setting for developers. */
BOOL glslRequested;
int offscreen_rendering_mode;
int rendertargetlock_mode;
unsigned short pci_vendor_id;
unsigned short pci_device_id;
/* Memory tracking and object counting */
unsigned int emulated_textureram;
char *logo;
int allow_multisampling;
} wined3d_settings_t;
extern wined3d_settings_t wined3d_settings;
typedef enum _WINED3DSAMPLER_TEXTURE_TYPE
{
WINED3DSTT_UNKNOWN = 0,
WINED3DSTT_1D = 1,
WINED3DSTT_2D = 2,
WINED3DSTT_CUBE = 3,
WINED3DSTT_VOLUME = 4,
} WINED3DSAMPLER_TEXTURE_TYPE;
typedef enum _WINED3DSHADER_PARAM_REGISTER_TYPE
{
WINED3DSPR_TEMP = 0,
WINED3DSPR_INPUT = 1,
WINED3DSPR_CONST = 2,
WINED3DSPR_ADDR = 3,
WINED3DSPR_TEXTURE = 3,
WINED3DSPR_RASTOUT = 4,
WINED3DSPR_ATTROUT = 5,
WINED3DSPR_TEXCRDOUT = 6,
WINED3DSPR_OUTPUT = 6,
WINED3DSPR_CONSTINT = 7,
WINED3DSPR_COLOROUT = 8,
WINED3DSPR_DEPTHOUT = 9,
WINED3DSPR_SAMPLER = 10,
WINED3DSPR_CONST2 = 11,
WINED3DSPR_CONST3 = 12,
WINED3DSPR_CONST4 = 13,
WINED3DSPR_CONSTBOOL = 14,
WINED3DSPR_LOOP = 15,
WINED3DSPR_TEMPFLOAT16 = 16,
WINED3DSPR_MISCTYPE = 17,
WINED3DSPR_LABEL = 18,
WINED3DSPR_PREDICATE = 19,
WINED3DSPR_IMMCONST,
WINED3DSPR_CONSTBUFFER,
} WINED3DSHADER_PARAM_REGISTER_TYPE;
enum wined3d_immconst_type
{
WINED3D_IMMCONST_FLOAT,
WINED3D_IMMCONST_FLOAT4,
};
typedef enum _WINED3DVS_RASTOUT_OFFSETS
{
WINED3DSRO_POSITION = 0,
WINED3DSRO_FOG = 1,
WINED3DSRO_POINT_SIZE = 2,
} WINED3DVS_RASTOUT_OFFSETS;
#define WINED3DSP_NOSWIZZLE (0 | (1 << 2) | (2 << 4) | (3 << 6))
typedef enum _WINED3DSHADER_PARAM_SRCMOD_TYPE
{
WINED3DSPSM_NONE = 0,
WINED3DSPSM_NEG = 1,
WINED3DSPSM_BIAS = 2,
WINED3DSPSM_BIASNEG = 3,
WINED3DSPSM_SIGN = 4,
WINED3DSPSM_SIGNNEG = 5,
WINED3DSPSM_COMP = 6,
WINED3DSPSM_X2 = 7,
WINED3DSPSM_X2NEG = 8,
WINED3DSPSM_DZ = 9,
WINED3DSPSM_DW = 10,
WINED3DSPSM_ABS = 11,
WINED3DSPSM_ABSNEG = 12,
WINED3DSPSM_NOT = 13,
} WINED3DSHADER_PARAM_SRCMOD_TYPE;
#define WINED3DSP_WRITEMASK_0 0x1 /* .x r */
#define WINED3DSP_WRITEMASK_1 0x2 /* .y g */
#define WINED3DSP_WRITEMASK_2 0x4 /* .z b */
#define WINED3DSP_WRITEMASK_3 0x8 /* .w a */
#define WINED3DSP_WRITEMASK_ALL 0xf /* all */
typedef enum _WINED3DSHADER_PARAM_DSTMOD_TYPE
{
WINED3DSPDM_NONE = 0,
WINED3DSPDM_SATURATE = 1,
WINED3DSPDM_PARTIALPRECISION = 2,
WINED3DSPDM_MSAMPCENTROID = 4,
} WINED3DSHADER_PARAM_DSTMOD_TYPE;
typedef enum _WINED3DSHADER_INSTRUCTION_OPCODE_TYPE
{
WINED3DSIO_NOP = 0,
WINED3DSIO_MOV = 1,
WINED3DSIO_ADD = 2,
WINED3DSIO_SUB = 3,
WINED3DSIO_MAD = 4,
WINED3DSIO_MUL = 5,
WINED3DSIO_RCP = 6,
WINED3DSIO_RSQ = 7,
WINED3DSIO_DP3 = 8,
WINED3DSIO_DP4 = 9,
WINED3DSIO_MIN = 10,
WINED3DSIO_MAX = 11,
WINED3DSIO_SLT = 12,
WINED3DSIO_SGE = 13,
WINED3DSIO_EXP = 14,
WINED3DSIO_LOG = 15,
WINED3DSIO_LIT = 16,
WINED3DSIO_DST = 17,
WINED3DSIO_LRP = 18,
WINED3DSIO_FRC = 19,
WINED3DSIO_M4x4 = 20,
WINED3DSIO_M4x3 = 21,
WINED3DSIO_M3x4 = 22,
WINED3DSIO_M3x3 = 23,
WINED3DSIO_M3x2 = 24,
WINED3DSIO_CALL = 25,
WINED3DSIO_CALLNZ = 26,
WINED3DSIO_LOOP = 27,
WINED3DSIO_RET = 28,
WINED3DSIO_ENDLOOP = 29,
WINED3DSIO_LABEL = 30,
WINED3DSIO_DCL = 31,
WINED3DSIO_POW = 32,
WINED3DSIO_CRS = 33,
WINED3DSIO_SGN = 34,
WINED3DSIO_ABS = 35,
WINED3DSIO_NRM = 36,
WINED3DSIO_SINCOS = 37,
WINED3DSIO_REP = 38,
WINED3DSIO_ENDREP = 39,
WINED3DSIO_IF = 40,
WINED3DSIO_IFC = 41,
WINED3DSIO_ELSE = 42,
WINED3DSIO_ENDIF = 43,
WINED3DSIO_BREAK = 44,
WINED3DSIO_BREAKC = 45,
WINED3DSIO_MOVA = 46,
WINED3DSIO_DEFB = 47,
WINED3DSIO_DEFI = 48,
WINED3DSIO_TEXCOORD = 64,
WINED3DSIO_TEXKILL = 65,
WINED3DSIO_TEX = 66,
WINED3DSIO_TEXBEM = 67,
WINED3DSIO_TEXBEML = 68,
WINED3DSIO_TEXREG2AR = 69,
WINED3DSIO_TEXREG2GB = 70,
WINED3DSIO_TEXM3x2PAD = 71,
WINED3DSIO_TEXM3x2TEX = 72,
WINED3DSIO_TEXM3x3PAD = 73,
WINED3DSIO_TEXM3x3TEX = 74,
WINED3DSIO_TEXM3x3DIFF = 75,
WINED3DSIO_TEXM3x3SPEC = 76,
WINED3DSIO_TEXM3x3VSPEC = 77,
WINED3DSIO_EXPP = 78,
WINED3DSIO_LOGP = 79,
WINED3DSIO_CND = 80,
WINED3DSIO_DEF = 81,
WINED3DSIO_TEXREG2RGB = 82,
WINED3DSIO_TEXDP3TEX = 83,
WINED3DSIO_TEXM3x2DEPTH = 84,
WINED3DSIO_TEXDP3 = 85,
WINED3DSIO_TEXM3x3 = 86,
WINED3DSIO_TEXDEPTH = 87,
WINED3DSIO_CMP = 88,
WINED3DSIO_BEM = 89,
WINED3DSIO_DP2ADD = 90,
WINED3DSIO_DSX = 91,
WINED3DSIO_DSY = 92,
WINED3DSIO_TEXLDD = 93,
WINED3DSIO_SETP = 94,
WINED3DSIO_TEXLDL = 95,
WINED3DSIO_BREAKP = 96,
WINED3DSIO_PHASE = 0xfffd,
WINED3DSIO_COMMENT = 0xfffe,
WINED3DSIO_END = 0Xffff,
} WINED3DSHADER_INSTRUCTION_OPCODE_TYPE;
/* Undocumented opcode control to identify projective texture lookups in ps 2.0 and later */
#define WINED3DSI_TEXLD_PROJECT 1
#define WINED3DSI_TEXLD_BIAS 2
typedef enum COMPARISON_TYPE
{
COMPARISON_GT = 1,
COMPARISON_EQ = 2,
COMPARISON_GE = 3,
COMPARISON_LT = 4,
COMPARISON_NE = 5,
COMPARISON_LE = 6,
} COMPARISON_TYPE;
#define WINED3D_SM1_VS 0xfffe
#define WINED3D_SM1_PS 0xffff
#define WINED3D_SM4_PS 0x0000
#define WINED3D_SM4_VS 0x0001
#define WINED3D_SM4_GS 0x0002
/* Shader version tokens, and shader end tokens */
#define WINED3DPS_VERSION(major, minor) ((WINED3D_SM1_PS << 16) | ((major) << 8) | (minor))
#define WINED3DVS_VERSION(major, minor) ((WINED3D_SM1_VS << 16) | ((major) << 8) | (minor))
/* Shader backends */
/* TODO: Make this dynamic, based on shader limits ? */
#define MAX_ATTRIBS 16
#define MAX_REG_ADDR 1
#define MAX_REG_TEMP 32
#define MAX_REG_TEXCRD 8
#define MAX_REG_INPUT 12
#define MAX_REG_OUTPUT 12
#define MAX_CONST_I 16
#define MAX_CONST_B 16
/* FIXME: This needs to go up to 2048 for
* Shader model 3 according to msdn (and for software shaders) */
#define MAX_LABELS 16
#define SHADER_PGMSIZE 65535
struct wined3d_shader_buffer
{
char *buffer;
unsigned int bsize;
unsigned int lineNo;
BOOL newline;
};
enum WINED3D_SHADER_INSTRUCTION_HANDLER
{
WINED3DSIH_ABS,
WINED3DSIH_ADD,
WINED3DSIH_BEM,
WINED3DSIH_BREAK,
WINED3DSIH_BREAKC,
WINED3DSIH_BREAKP,
WINED3DSIH_CALL,
WINED3DSIH_CALLNZ,
WINED3DSIH_CMP,
WINED3DSIH_CND,
WINED3DSIH_CRS,
WINED3DSIH_DCL,
WINED3DSIH_DEF,
WINED3DSIH_DEFB,
WINED3DSIH_DEFI,
WINED3DSIH_DP2ADD,
WINED3DSIH_DP3,
WINED3DSIH_DP4,
WINED3DSIH_DST,
WINED3DSIH_DSX,
WINED3DSIH_DSY,
WINED3DSIH_ELSE,
WINED3DSIH_ENDIF,
WINED3DSIH_ENDLOOP,
WINED3DSIH_ENDREP,
WINED3DSIH_EXP,
WINED3DSIH_EXPP,
WINED3DSIH_FRC,
WINED3DSIH_IF,
WINED3DSIH_IFC,
WINED3DSIH_LABEL,
WINED3DSIH_LIT,
WINED3DSIH_LOG,
WINED3DSIH_LOGP,
WINED3DSIH_LOOP,
WINED3DSIH_LRP,
WINED3DSIH_M3x2,
WINED3DSIH_M3x3,
WINED3DSIH_M3x4,
WINED3DSIH_M4x3,
WINED3DSIH_M4x4,
WINED3DSIH_MAD,
WINED3DSIH_MAX,
WINED3DSIH_MIN,
WINED3DSIH_MOV,
WINED3DSIH_MOVA,
WINED3DSIH_MUL,
WINED3DSIH_NOP,
WINED3DSIH_NRM,
WINED3DSIH_PHASE,
WINED3DSIH_POW,
WINED3DSIH_RCP,
WINED3DSIH_REP,
WINED3DSIH_RET,
WINED3DSIH_RSQ,
WINED3DSIH_SETP,
WINED3DSIH_SGE,
WINED3DSIH_SGN,
WINED3DSIH_SINCOS,
WINED3DSIH_SLT,
WINED3DSIH_SUB,
WINED3DSIH_TEX,
WINED3DSIH_TEXBEM,
WINED3DSIH_TEXBEML,
WINED3DSIH_TEXCOORD,
WINED3DSIH_TEXDEPTH,
WINED3DSIH_TEXDP3,
WINED3DSIH_TEXDP3TEX,
WINED3DSIH_TEXKILL,
WINED3DSIH_TEXLDD,
WINED3DSIH_TEXLDL,
WINED3DSIH_TEXM3x2DEPTH,
WINED3DSIH_TEXM3x2PAD,
WINED3DSIH_TEXM3x2TEX,
WINED3DSIH_TEXM3x3,
WINED3DSIH_TEXM3x3DIFF,
WINED3DSIH_TEXM3x3PAD,
WINED3DSIH_TEXM3x3SPEC,
WINED3DSIH_TEXM3x3TEX,
WINED3DSIH_TEXM3x3VSPEC,
WINED3DSIH_TEXREG2AR,
WINED3DSIH_TEXREG2GB,
WINED3DSIH_TEXREG2RGB,
WINED3DSIH_TABLE_SIZE
};
enum wined3d_shader_type
{
WINED3D_SHADER_TYPE_PIXEL,
WINED3D_SHADER_TYPE_VERTEX,
WINED3D_SHADER_TYPE_GEOMETRY,
};
struct wined3d_shader_version
{
enum wined3d_shader_type type;
BYTE major;
BYTE minor;
};
#define WINED3D_SHADER_VERSION(major, minor) (((major) << 8) | (minor))
typedef struct shader_reg_maps
{
struct wined3d_shader_version shader_version;
BYTE texcoord; /* MAX_REG_TEXCRD, 8 */
BYTE address; /* MAX_REG_ADDR, 1 */
WORD labels; /* MAX_LABELS, 16 */
DWORD temporary; /* MAX_REG_TEMP, 32 */
DWORD *constf; /* pixel, vertex */
DWORD texcoord_mask[MAX_REG_TEXCRD]; /* vertex < 3.0 */
WORD input_registers; /* max(MAX_REG_INPUT, MAX_ATTRIBS), 16 */
WORD output_registers; /* MAX_REG_OUTPUT, 12 */
WORD integer_constants; /* MAX_CONST_I, 16 */
WORD boolean_constants; /* MAX_CONST_B, 16 */
WORD local_int_consts; /* MAX_CONST_I, 16 */
WORD local_bool_consts; /* MAX_CONST_B, 16 */
WINED3DSAMPLER_TEXTURE_TYPE sampler_type[max(MAX_FRAGMENT_SAMPLERS, MAX_VERTEX_SAMPLERS)];
BYTE bumpmat; /* MAX_TEXTURES, 8 */
BYTE luminanceparams; /* MAX_TEXTURES, 8 */
WORD usesnrm : 1;
WORD vpos : 1;
WORD usesdsx : 1;
WORD usesdsy : 1;
WORD usestexldd : 1;
WORD usesmova : 1;
WORD usesfacing : 1;
WORD usesrelconstF : 1;
WORD fog : 1;
WORD usestexldl : 1;
WORD usesifc : 1;
WORD usescall : 1;
WORD padding : 4;
/* Whether or not loops are used in this shader, and nesting depth */
unsigned loop_depth;
unsigned highest_render_target;
} shader_reg_maps;
struct wined3d_shader_context
{
IWineD3DBaseShader *shader;
const struct shader_reg_maps *reg_maps;
struct wined3d_shader_buffer *buffer;
void *backend_data;
};
struct wined3d_shader_register
{
WINED3DSHADER_PARAM_REGISTER_TYPE type;
UINT idx;
UINT array_idx;
const struct wined3d_shader_src_param *rel_addr;
enum wined3d_immconst_type immconst_type;
DWORD immconst_data[4];
};
struct wined3d_shader_dst_param
{
struct wined3d_shader_register reg;
DWORD write_mask;
DWORD modifiers;
DWORD shift;
};
struct wined3d_shader_src_param
{
struct wined3d_shader_register reg;
DWORD swizzle;
DWORD modifiers;
};
struct wined3d_shader_instruction
{
const struct wined3d_shader_context *ctx;
enum WINED3D_SHADER_INSTRUCTION_HANDLER handler_idx;
DWORD flags;
BOOL coissue;
DWORD predicate;
UINT dst_count;
const struct wined3d_shader_dst_param *dst;
UINT src_count;
const struct wined3d_shader_src_param *src;
};
struct wined3d_shader_semantic
{
WINED3DDECLUSAGE usage;
UINT usage_idx;
WINED3DSAMPLER_TEXTURE_TYPE sampler_type;
struct wined3d_shader_dst_param reg;
};
struct wined3d_shader_attribute
{
WINED3DDECLUSAGE usage;
UINT usage_idx;
};
struct wined3d_shader_loop_control
{
unsigned int count;
unsigned int start;
int step;
};
struct wined3d_shader_frontend
{
void *(*shader_init)(const DWORD *ptr, const struct wined3d_shader_signature *output_signature);
void (*shader_free)(void *data);
void (*shader_read_header)(void *data, const DWORD **ptr, struct wined3d_shader_version *shader_version);
void (*shader_read_opcode)(void *data, const DWORD **ptr, struct wined3d_shader_instruction *ins, UINT *param_size);
void (*shader_read_src_param)(void *data, const DWORD **ptr, struct wined3d_shader_src_param *src_param,
struct wined3d_shader_src_param *src_rel_addr);
void (*shader_read_dst_param)(void *data, const DWORD **ptr, struct wined3d_shader_dst_param *dst_param,
struct wined3d_shader_src_param *dst_rel_addr);
void (*shader_read_semantic)(const DWORD **ptr, struct wined3d_shader_semantic *semantic);
void (*shader_read_comment)(const DWORD **ptr, const char **comment);
BOOL (*shader_is_end)(void *data, const DWORD **ptr);
};
extern const struct wined3d_shader_frontend sm1_shader_frontend;
extern const struct wined3d_shader_frontend sm4_shader_frontend;
typedef void (*SHADER_HANDLER)(const struct wined3d_shader_instruction *);
struct shader_caps {
DWORD VertexShaderVersion;
DWORD MaxVertexShaderConst;
DWORD PixelShaderVersion;
float PixelShader1xMaxValue;
DWORD MaxPixelShaderConst;
WINED3DVSHADERCAPS2_0 VS20Caps;
WINED3DPSHADERCAPS2_0 PS20Caps;
DWORD MaxVShaderInstructionsExecuted;
DWORD MaxPShaderInstructionsExecuted;
DWORD MaxVertexShader30InstructionSlots;
DWORD MaxPixelShader30InstructionSlots;
BOOL VSClipping;
};
enum tex_types
{
tex_1d = 0,
tex_2d = 1,
tex_3d = 2,
tex_cube = 3,
tex_rect = 4,
tex_type_count = 5,
};
enum vertexprocessing_mode {
fixedfunction,
vertexshader,
pretransformed
};
#define WINED3D_CONST_NUM_UNUSED ~0U
enum fogmode {
FOG_OFF,
FOG_LINEAR,
FOG_EXP,
FOG_EXP2
};
/* Stateblock dependent parameters which have to be hardcoded
* into the shader code
*/
struct ps_compile_args {
struct color_fixup_desc color_fixup[MAX_FRAGMENT_SAMPLERS];
enum vertexprocessing_mode vp_mode;
enum fogmode fog;
/* Projected textures(ps 1.0-1.3) */
/* Texture types(2D, Cube, 3D) in ps 1.x */
BOOL srgb_correction;
WORD np2_fixup;
/* Bitmap for NP2 texcoord fixups (16 samplers max currently).
D3D9 has a limit of 16 samplers and the fixup is superfluous
in D3D10 (unconditional NP2 support mandatory). */
};
enum fog_src_type {
VS_FOG_Z = 0,
VS_FOG_COORD = 1
};
struct vs_compile_args {
WORD fog_src;
WORD swizzle_map; /* MAX_ATTRIBS, 16 */
};
struct wined3d_context;
typedef struct {
void (*shader_handle_instruction)(const struct wined3d_shader_instruction *);
void (*shader_select)(const struct wined3d_context *context, BOOL usePS, BOOL useVS);
void (*shader_select_depth_blt)(IWineD3DDevice *iface, enum tex_types tex_type);
void (*shader_deselect_depth_blt)(IWineD3DDevice *iface);
void (*shader_update_float_vertex_constants)(IWineD3DDevice *iface, UINT start, UINT count);
void (*shader_update_float_pixel_constants)(IWineD3DDevice *iface, UINT start, UINT count);
void (*shader_load_constants)(const struct wined3d_context *context, char usePS, char useVS);
void (*shader_load_np2fixup_constants)(IWineD3DDevice *iface, char usePS, char useVS);
void (*shader_destroy)(IWineD3DBaseShader *iface);
HRESULT (*shader_alloc_private)(IWineD3DDevice *iface);
void (*shader_free_private)(IWineD3DDevice *iface);
BOOL (*shader_dirtifyable_constants)(IWineD3DDevice *iface);
void (*shader_get_caps)(WINED3DDEVTYPE devtype, const struct wined3d_gl_info *gl_info, struct shader_caps *caps);
BOOL (*shader_color_fixup_supported)(struct color_fixup_desc fixup);
void (*shader_add_instruction_modifiers)(const struct wined3d_shader_instruction *ins);
} shader_backend_t;
extern const shader_backend_t glsl_shader_backend;
extern const shader_backend_t arb_program_shader_backend;
extern const shader_backend_t none_shader_backend;
/* X11 locking */
extern void (* CDECL wine_tsx11_lock_ptr)(void);
extern void (* CDECL 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) do { \
(vec)[0] = D3DCOLOR_R(dw); \
(vec)[1] = D3DCOLOR_G(dw); \
(vec)[2] = D3DCOLOR_B(dw); \
(vec)[3] = D3DCOLOR_A(dw); \
} while(0)
/* DirectX Device Limits */
/* --------------------- */
#define MAX_MIP_LEVELS 32 /* Maximum number of mipmap levels. */
#define MAX_STREAMS 16 /* Maximum possible streams - used for fixed size arrays
See MaxStreams in MSDN under GetDeviceCaps */
#define HIGHEST_TRANSFORMSTATE WINED3DTS_WORLDMATRIX(255) /* Highest value in WINED3DTRANSFORMSTATETYPE */
/* Checking of API calls */
/* --------------------- */
#ifndef WINE_NO_DEBUG_MSGS
#define checkGLcall(A) \
do { \
GLint err; \
if(!__WINE_IS_DEBUG_ON(_FIXME, __wine_dbch___default)) break; \
err = glGetError(); \
if (err == GL_NO_ERROR) { \
TRACE("%s call ok %s / %d\n", A, __FILE__, __LINE__); \
\
} else do { \
FIXME(">>>>>>>>>>>>>>>>> %s (%#x) from %s @ %s / %d\n", \
debug_glerror(err), err, A, __FILE__, __LINE__); \
err = glGetError(); \
} while (err != GL_NO_ERROR); \
} while(0)
#else
#define checkGLcall(A) do {} while(0)
#endif
/* 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() \
do { \
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; \
} \
} while(0)
/* 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(si, name) TRACE( #name "=(data:%p, stride:%d, format:%#x, vbo %d, stream %u)\n", \
si->elements[name].data, si->elements[name].stride, si->elements[name].format_desc->format, \
si->elements[name].buffer_object, si->elements[name].stream_idx);
/* 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;
typedef struct IWineD3DDeviceImpl IWineD3DDeviceImpl;
/* 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
/* 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 it exists d3d trace
is enabled, and if it doesn't exist 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
enum wined3d_ffp_idx
{
WINED3D_FFP_POSITION = 0,
WINED3D_FFP_BLENDWEIGHT = 1,
WINED3D_FFP_BLENDINDICES = 2,
WINED3D_FFP_NORMAL = 3,
WINED3D_FFP_PSIZE = 4,
WINED3D_FFP_DIFFUSE = 5,
WINED3D_FFP_SPECULAR = 6,
WINED3D_FFP_TEXCOORD0 = 7,
WINED3D_FFP_TEXCOORD1 = 8,
WINED3D_FFP_TEXCOORD2 = 9,
WINED3D_FFP_TEXCOORD3 = 10,
WINED3D_FFP_TEXCOORD4 = 11,
WINED3D_FFP_TEXCOORD5 = 12,
WINED3D_FFP_TEXCOORD6 = 13,
WINED3D_FFP_TEXCOORD7 = 14,
};
enum wined3d_ffp_emit_idx
{
WINED3D_FFP_EMIT_FLOAT1 = 0,
WINED3D_FFP_EMIT_FLOAT2 = 1,
WINED3D_FFP_EMIT_FLOAT3 = 2,
WINED3D_FFP_EMIT_FLOAT4 = 3,
WINED3D_FFP_EMIT_D3DCOLOR = 4,
WINED3D_FFP_EMIT_UBYTE4 = 5,
WINED3D_FFP_EMIT_SHORT2 = 6,
WINED3D_FFP_EMIT_SHORT4 = 7,
WINED3D_FFP_EMIT_UBYTE4N = 8,
WINED3D_FFP_EMIT_SHORT2N = 9,
WINED3D_FFP_EMIT_SHORT4N = 10,
WINED3D_FFP_EMIT_USHORT2N = 11,
WINED3D_FFP_EMIT_USHORT4N = 12,
WINED3D_FFP_EMIT_UDEC3 = 13,
WINED3D_FFP_EMIT_DEC3N = 14,
WINED3D_FFP_EMIT_FLOAT16_2 = 15,
WINED3D_FFP_EMIT_FLOAT16_4 = 16,
WINED3D_FFP_EMIT_COUNT = 17
};
struct wined3d_stream_info_element
{
const struct GlPixelFormatDesc *format_desc;
GLsizei stride;
const BYTE *data;
UINT stream_idx;
GLuint buffer_object;
};
struct wined3d_stream_info
{
struct wined3d_stream_info_element elements[MAX_ATTRIBS];
BOOL position_transformed;
WORD swizzle_map; /* MAX_ATTRIBS, 16 */
WORD use_map; /* MAX_ATTRIBS, 16 */
};
/*****************************************************************************
* Prototypes
*/
/* Routine common to the draw primitive and draw indexed primitive routines */
void drawPrimitive(IWineD3DDevice *iface, UINT index_count, UINT numberOfVertices,
UINT start_idx, UINT idxBytes, const void *idxData, UINT minIndex);
DWORD get_flexible_vertex_size(DWORD d3dvtVertexType);
typedef void (WINE_GLAPI *glAttribFunc)(const void *data);
typedef void (WINE_GLAPI *glMultiTexCoordFunc)(GLenum unit, const void *data);
extern glAttribFunc position_funcs[WINED3D_FFP_EMIT_COUNT];
extern glAttribFunc diffuse_funcs[WINED3D_FFP_EMIT_COUNT];
extern glAttribFunc specular_func_3ubv;
extern glAttribFunc specular_funcs[WINED3D_FFP_EMIT_COUNT];
extern glAttribFunc normal_funcs[WINED3D_FFP_EMIT_COUNT];
extern glMultiTexCoordFunc multi_texcoord_funcs[WINED3D_FFP_EMIT_COUNT];
#define eps 1e-8
#define GET_TEXCOORD_SIZE_FROM_FVF(d3dvtVertexType, tex_num) \
(((((d3dvtVertexType) >> (16 + (2 * (tex_num)))) + 1) & 0x03) + 1)
/* Routines and structures related to state management */
#define STATE_RENDER(a) (a)
#define STATE_IS_RENDER(a) ((a) >= STATE_RENDER(1) && (a) <= STATE_RENDER(WINEHIGHEST_RENDER_STATE))
#define STATE_TEXTURESTAGE(stage, num) (STATE_RENDER(WINEHIGHEST_RENDER_STATE) + 1 + (stage) * (WINED3D_HIGHEST_TEXTURE_STATE + 1) + (num))
#define STATE_IS_TEXTURESTAGE(a) ((a) >= STATE_TEXTURESTAGE(0, 1) && (a) <= STATE_TEXTURESTAGE(MAX_TEXTURES - 1, WINED3D_HIGHEST_TEXTURE_STATE))
/* + 1 because samplers start with 0 */
#define STATE_SAMPLER(num) (STATE_TEXTURESTAGE(MAX_TEXTURES - 1, WINED3D_HIGHEST_TEXTURE_STATE) + 1 + (num))
#define STATE_IS_SAMPLER(num) ((num) >= STATE_SAMPLER(0) && (num) <= STATE_SAMPLER(MAX_COMBINED_SAMPLERS - 1))
#define STATE_PIXELSHADER (STATE_SAMPLER(MAX_COMBINED_SAMPLERS - 1) + 1)
#define STATE_IS_PIXELSHADER(a) ((a) == STATE_PIXELSHADER)
#define STATE_TRANSFORM(a) (STATE_PIXELSHADER + (a))
#define STATE_IS_TRANSFORM(a) ((a) >= STATE_TRANSFORM(1) && (a) <= STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(255)))
#define STATE_STREAMSRC (STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(255)) + 1)
#define STATE_IS_STREAMSRC(a) ((a) == STATE_STREAMSRC)
#define STATE_INDEXBUFFER (STATE_STREAMSRC + 1)
#define STATE_IS_INDEXBUFFER(a) ((a) == STATE_INDEXBUFFER)
#define STATE_VDECL (STATE_INDEXBUFFER + 1)
#define STATE_IS_VDECL(a) ((a) == STATE_VDECL)
#define STATE_VSHADER (STATE_VDECL + 1)
#define STATE_IS_VSHADER(a) ((a) == STATE_VSHADER)
#define STATE_VIEWPORT (STATE_VSHADER + 1)
#define STATE_IS_VIEWPORT(a) ((a) == STATE_VIEWPORT)
#define STATE_VERTEXSHADERCONSTANT (STATE_VIEWPORT + 1)
#define STATE_PIXELSHADERCONSTANT (STATE_VERTEXSHADERCONSTANT + 1)
#define STATE_IS_VERTEXSHADERCONSTANT(a) ((a) == STATE_VERTEXSHADERCONSTANT)
#define STATE_IS_PIXELSHADERCONSTANT(a) ((a) == STATE_PIXELSHADERCONSTANT)
#define STATE_ACTIVELIGHT(a) (STATE_PIXELSHADERCONSTANT + (a) + 1)
#define STATE_IS_ACTIVELIGHT(a) ((a) >= STATE_ACTIVELIGHT(0) && (a) < STATE_ACTIVELIGHT(MAX_ACTIVE_LIGHTS))
#define STATE_SCISSORRECT (STATE_ACTIVELIGHT(MAX_ACTIVE_LIGHTS - 1) + 1)
#define STATE_IS_SCISSORRECT(a) ((a) == STATE_SCISSORRECT)
#define STATE_CLIPPLANE(a) (STATE_SCISSORRECT + 1 + (a))
#define STATE_IS_CLIPPLANE(a) ((a) >= STATE_CLIPPLANE(0) && (a) <= STATE_CLIPPLANE(MAX_CLIPPLANES - 1))
#define STATE_MATERIAL (STATE_CLIPPLANE(MAX_CLIPPLANES))
#define STATE_FRONTFACE (STATE_MATERIAL + 1)
#define STATE_HIGHEST (STATE_FRONTFACE)
enum fogsource {
FOGSOURCE_FFP,
FOGSOURCE_VS,
FOGSOURCE_COORD,
};
#define WINED3D_MAX_FBO_ENTRIES 64
struct wined3d_occlusion_query
{
struct list entry;
GLuint id;
struct wined3d_context *context;
};
struct wined3d_event_query
{
struct list entry;
GLuint id;
struct wined3d_context *context;
};
struct wined3d_context
{
const struct wined3d_gl_info *gl_info;
/* State dirtification
* dirtyArray is an array that contains markers for dirty states. numDirtyEntries states are dirty, their numbers are in indices
* 0...numDirtyEntries - 1. isStateDirty is a redundant copy of the dirtyArray. Technically only one of them would be needed,
* but with the help of both it is easy to find out if a state is dirty(just check the array index), and for applying dirty states
* only numDirtyEntries array elements have to be checked, not STATE_HIGHEST states.
*/
DWORD dirtyArray[STATE_HIGHEST + 1]; /* Won't get bigger than that, a state is never marked dirty 2 times */
DWORD numDirtyEntries;
DWORD isStateDirty[STATE_HIGHEST/32 + 1]; /* Bitmap to find out quickly if a state is dirty */
IWineD3DSurface *surface;
IWineD3DSurface *current_rt;
DWORD tid; /* Thread ID which owns this context at the moment */
/* Stores some information about the context state for optimization */
WORD render_offscreen : 1;
WORD draw_buffer_dirty : 1;
WORD last_was_rhw : 1; /* true iff last draw_primitive was in xyzrhw mode */
WORD last_was_pshader : 1;
WORD last_was_vshader : 1;
WORD namedArraysLoaded : 1;
WORD numberedArraysLoaded : 1;
WORD last_was_blit : 1;
WORD last_was_ckey : 1;
WORD fog_coord : 1;
WORD isPBuffer : 1;
WORD fog_enabled : 1;
WORD num_untracked_materials : 2; /* Max value 2 */
WORD current : 1;
WORD destroyed : 1;
BYTE texShaderBumpMap; /* MAX_TEXTURES, 8 */
BYTE lastWasPow2Texture; /* MAX_TEXTURES, 8 */
DWORD numbered_array_mask;
GLenum tracking_parm; /* Which source is tracking current colour */
GLenum untracked_materials[2];
UINT blit_w, blit_h;
enum fogsource fog_source;
char *vshader_const_dirty, *pshader_const_dirty;
/* The actual opengl context */
HGLRC glCtx;
HWND win_handle;
HDC hdc;
HPBUFFERARB pbuffer;
GLint aux_buffers;
/* FBOs */
UINT fbo_entry_count;
struct list fbo_list;
struct fbo_entry *current_fbo;
GLuint src_fbo;
GLuint dst_fbo;
GLuint fbo_read_binding;
GLuint fbo_draw_binding;
/* Queries */
GLuint *free_occlusion_queries;
UINT free_occlusion_query_size;
UINT free_occlusion_query_count;
struct list occlusion_queries;
GLuint *free_event_queries;
UINT free_event_query_size;
UINT free_event_query_count;
struct list event_queries;
/* Extension emulation */
GLint gl_fog_source;
GLfloat fog_coord_value;
GLfloat color[4], fogstart, fogend, fogcolor[4];
GLuint dummy_arbfp_prog;
};
typedef void (*APPLYSTATEFUNC)(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *ctx);
struct StateEntry
{
DWORD representative;
APPLYSTATEFUNC apply;
};
struct StateEntryTemplate
{
DWORD state;
struct StateEntry content;
GL_SupportedExt extension;
};
struct fragment_caps
{
DWORD PrimitiveMiscCaps;
DWORD TextureOpCaps;
DWORD MaxTextureBlendStages;
DWORD MaxSimultaneousTextures;
};
struct fragment_pipeline
{
void (*enable_extension)(IWineD3DDevice *iface, BOOL enable);
void (*get_caps)(WINED3DDEVTYPE devtype, const struct wined3d_gl_info *gl_info, struct fragment_caps *caps);
HRESULT (*alloc_private)(IWineD3DDevice *iface);
void (*free_private)(IWineD3DDevice *iface);
BOOL (*color_fixup_supported)(struct color_fixup_desc fixup);
const struct StateEntryTemplate *states;
BOOL ffp_proj_control;
};
extern const struct StateEntryTemplate misc_state_template[];
extern const struct StateEntryTemplate ffp_vertexstate_template[];
extern const struct fragment_pipeline ffp_fragment_pipeline;
extern const struct fragment_pipeline atifs_fragment_pipeline;
extern const struct fragment_pipeline arbfp_fragment_pipeline;
extern const struct fragment_pipeline nvts_fragment_pipeline;
extern const struct fragment_pipeline nvrc_fragment_pipeline;
/* "Base" state table */
HRESULT compile_state_table(struct StateEntry *StateTable, APPLYSTATEFUNC **dev_multistate_funcs,
const struct wined3d_gl_info *gl_info, const struct StateEntryTemplate *vertex,
const struct fragment_pipeline *fragment, const struct StateEntryTemplate *misc);
/* Shaders for color conversions in blits */
struct blit_shader
{
HRESULT (*alloc_private)(IWineD3DDevice *iface);
void (*free_private)(IWineD3DDevice *iface);
HRESULT (*set_shader)(IWineD3DDevice *iface, const struct GlPixelFormatDesc *format_desc,
GLenum textype, UINT width, UINT height);
void (*unset_shader)(IWineD3DDevice *iface);
BOOL (*color_fixup_supported)(struct color_fixup_desc fixup);
};
extern const struct blit_shader ffp_blit;
extern const struct blit_shader arbfp_blit;
typedef enum ContextUsage {
CTXUSAGE_RESOURCELOAD = 1, /* Only loads textures: No State is applied */
CTXUSAGE_DRAWPRIM = 2, /* OpenGL states are set up for blitting DirectDraw surfaces */
CTXUSAGE_BLIT = 3, /* OpenGL states are set up 3D drawing */
CTXUSAGE_CLEAR = 4, /* Drawable and states are set up for clearing */
} ContextUsage;
struct wined3d_context *ActivateContext(IWineD3DDeviceImpl *This, IWineD3DSurface *target, enum ContextUsage usage);
struct wined3d_context *CreateContext(IWineD3DDeviceImpl *This, IWineD3DSurfaceImpl *target, HWND win,
BOOL create_pbuffer, const WINED3DPRESENT_PARAMETERS *pPresentParms);
void DestroyContext(IWineD3DDeviceImpl *This, struct wined3d_context *context);
void context_alloc_event_query(struct wined3d_context *context, struct wined3d_event_query *query);
void context_alloc_occlusion_query(struct wined3d_context *context, struct wined3d_occlusion_query *query);
void context_resource_released(IWineD3DDevice *iface, IWineD3DResource *resource, WINED3DRESOURCETYPE type);
void context_bind_fbo(struct wined3d_context *context, GLenum target, GLuint *fbo);
void context_attach_depth_stencil_fbo(struct wined3d_context *context,
GLenum fbo_target, IWineD3DSurface *depth_stencil, BOOL use_render_buffer);
void context_attach_surface_fbo(const struct wined3d_context *context,
GLenum fbo_target, DWORD idx, IWineD3DSurface *surface);
void context_free_event_query(struct wined3d_event_query *query);
void context_free_occlusion_query(struct wined3d_occlusion_query *query);
struct wined3d_context *context_get_current(void);
DWORD context_get_tls_idx(void);
BOOL context_set_current(struct wined3d_context *ctx);
void context_set_tls_idx(DWORD idx);
void delete_opengl_contexts(IWineD3DDevice *iface, IWineD3DSwapChain *swapchain);
HRESULT create_primary_opengl_context(IWineD3DDevice *iface, IWineD3DSwapChain *swapchain);
/* Macros for doing basic GPU detection based on opengl capabilities */
#define WINE_D3D6_CAPABLE(gl_info) (gl_info->supported[ARB_MULTITEXTURE])
#define WINE_D3D7_CAPABLE(gl_info) (gl_info->supported[ARB_TEXTURE_COMPRESSION] && gl_info->supported[ARB_TEXTURE_CUBE_MAP] && gl_info->supported[ARB_TEXTURE_ENV_DOT3])
#define WINE_D3D8_CAPABLE(gl_info) WINE_D3D7_CAPABLE(gl_info) && (gl_info->supported[ARB_MULTISAMPLE] && gl_info->supported[ARB_TEXTURE_BORDER_CLAMP])
#define WINE_D3D9_CAPABLE(gl_info) WINE_D3D8_CAPABLE(gl_info) && (gl_info->supported[ARB_FRAGMENT_PROGRAM] && gl_info->supported[ARB_VERTEX_SHADER])
/* Default callbacks for implicit object destruction */
extern ULONG WINAPI D3DCB_DefaultDestroySurface(IWineD3DSurface *pSurface);
extern ULONG WINAPI D3DCB_DefaultDestroyVolume(IWineD3DVolume *pSurface);
/*****************************************************************************
* Internal representation of a light
*/
typedef struct PLIGHTINFOEL PLIGHTINFOEL;
struct PLIGHTINFOEL {
WINED3DLIGHT OriginalParms; /* Note D3D8LIGHT == D3D9LIGHT */
DWORD OriginalIndex;
LONG glIndex;
BOOL changed;
BOOL enabledChanged;
BOOL enabled;
/* Converted parms to speed up swapping lights */
float lightPosn[4];
float lightDirn[4];
float exponent;
float cutoff;
struct list entry;
};
/* The default light parameters */
extern const WINED3DLIGHT WINED3D_default_light;
typedef struct WineD3D_PixelFormat
{
int iPixelFormat; /* WGL pixel format */
int iPixelType; /* WGL pixel type e.g. WGL_TYPE_RGBA_ARB, WGL_TYPE_RGBA_FLOAT_ARB or WGL_TYPE_COLORINDEX_ARB */
int redSize, greenSize, blueSize, alphaSize;
int depthSize, stencilSize;
BOOL windowDrawable;
BOOL pbufferDrawable;
BOOL doubleBuffer;
int auxBuffers;
int numSamples;
} WineD3D_PixelFormat;
/* The adapter structure */
struct WineD3DAdapter
{
UINT num;
BOOL opengl;
POINT monitorPoint;
struct wined3d_gl_info gl_info;
const char *driver;
const char *description;
WCHAR DeviceName[CCHDEVICENAME]; /* DeviceName for use with e.g. ChangeDisplaySettings */
int nCfgs;
WineD3D_PixelFormat *cfgs;
BOOL brokenStencil; /* Set on cards which only offer mixed depth+stencil */
unsigned int TextureRam; /* Amount of texture memory both video ram + AGP/TurboCache/HyperMemory/.. */
unsigned int UsedTextureRam;
};
extern BOOL initPixelFormats(struct wined3d_gl_info *gl_info);
BOOL initPixelFormatsNoGL(struct wined3d_gl_info *gl_info);
extern long WineD3DAdapterChangeGLRam(IWineD3DDeviceImpl *D3DDevice, long glram);
extern void add_gl_compat_wrappers(struct wined3d_gl_info *gl_info);
/*****************************************************************************
* High order patch management
*/
struct WineD3DRectPatch
{
UINT Handle;
float *mem;
WineDirect3DVertexStridedData strided;
WINED3DRECTPATCH_INFO RectPatchInfo;
float numSegs[4];
char has_normals, has_texcoords;
struct list entry;
};
HRESULT tesselate_rectpatch(IWineD3DDeviceImpl *This, struct WineD3DRectPatch *patch);
enum projection_types
{
proj_none = 0,
proj_count3 = 1,
proj_count4 = 2
};
enum dst_arg
{
resultreg = 0,
tempreg = 1
};
/*****************************************************************************
* Fixed function pipeline replacements
*/
#define ARG_UNUSED 0xff
struct texture_stage_op
{
unsigned cop : 8;
unsigned carg1 : 8;
unsigned carg2 : 8;
unsigned carg0 : 8;
unsigned aop : 8;
unsigned aarg1 : 8;
unsigned aarg2 : 8;
unsigned aarg0 : 8;
struct color_fixup_desc color_fixup;
unsigned tex_type : 3;
unsigned dst : 1;
unsigned projected : 2;
unsigned padding : 10;
};
struct ffp_frag_settings {
struct texture_stage_op op[MAX_TEXTURES];
enum fogmode fog;
/* Use shorts instead of chars to get dword alignment */
unsigned short sRGB_write;
unsigned short emul_clipplanes;
};
struct ffp_frag_desc
{
struct wine_rb_entry entry;
struct ffp_frag_settings settings;
};
extern const struct wine_rb_functions wined3d_ffp_frag_program_rb_functions;
void gen_ffp_frag_op(IWineD3DStateBlockImpl *stateblock, struct ffp_frag_settings *settings, BOOL ignore_textype);
const struct ffp_frag_desc *find_ffp_frag_shader(const struct wine_rb_tree *fragment_shaders,
const struct ffp_frag_settings *settings);
void add_ffp_frag_shader(struct wine_rb_tree *shaders, struct ffp_frag_desc *desc);
/*****************************************************************************
* IWineD3D implementation structure
*/
typedef struct IWineD3DImpl
{
/* IUnknown fields */
const IWineD3DVtbl *lpVtbl;
LONG ref; /* Note: Ref counting not required */
/* WineD3D Information */
IUnknown *parent;
UINT dxVersion;
UINT adapter_count;
struct WineD3DAdapter adapters[1];
} IWineD3DImpl;
extern const IWineD3DVtbl IWineD3D_Vtbl;
BOOL InitAdapters(IWineD3DImpl *This);
/* A helper function that dumps a resource list */
void dumpResources(struct list *list);
/*****************************************************************************
* IWineD3DDevice implementation structure
*/
#define WINED3D_UNMAPPED_STAGE ~0U
/* Multithreaded flag. Removed from the public header to signal that IWineD3D::CreateDevice ignores it */
#define WINED3DCREATE_MULTITHREADED 0x00000004
struct IWineD3DDeviceImpl
{
/* IUnknown fields */
const IWineD3DDeviceVtbl *lpVtbl;
LONG ref; /* Note: Ref counting not required */
/* WineD3D Information */
IUnknown *parent;
IWineD3DDeviceParent *device_parent;
IWineD3D *wineD3D;
struct WineD3DAdapter *adapter;
/* Window styles to restore when switching fullscreen mode */
LONG style;
LONG exStyle;
/* X and GL Information */
GLint maxConcurrentLights;
GLenum offscreenBuffer;
/* Selected capabilities */
int vs_selected_mode;
int ps_selected_mode;
const shader_backend_t *shader_backend;
void *shader_priv;
void *fragment_priv;
void *blit_priv;
struct StateEntry StateTable[STATE_HIGHEST + 1];
/* Array of functions for states which are handled by more than one pipeline part */
APPLYSTATEFUNC *multistate_funcs[STATE_HIGHEST + 1];
const struct fragment_pipeline *frag_pipe;
const struct blit_shader *blitter;
unsigned int max_ffp_textures, max_ffp_texture_stages;
DWORD d3d_vshader_constantF, d3d_pshader_constantF; /* Advertised d3d caps, not GL ones */
DWORD vs_clipping;
WORD view_ident : 1; /* true iff view matrix is identity */
WORD untransformed : 1;
WORD vertexBlendUsed : 1; /* To avoid needless setting of the blend matrices */
WORD isRecordingState : 1;
WORD isInDraw : 1;
WORD bCursorVisible : 1;
WORD haveHardwareCursor : 1;
WORD d3d_initialized : 1;
WORD inScene : 1; /* A flag to check for proper BeginScene / EndScene call pairs */
WORD softwareVertexProcessing : 1; /* process vertex shaders using software or hardware */
WORD useDrawStridedSlow : 1;
WORD instancedDraw : 1;
WORD padding : 4;
BYTE fixed_function_usage_map; /* MAX_TEXTURES, 8 */
#define DDRAW_PITCH_ALIGNMENT 8
#define D3D8_PITCH_ALIGNMENT 4
unsigned char surface_alignment; /* Line Alignment of surfaces */
/* State block related */
IWineD3DStateBlockImpl *stateBlock;
IWineD3DStateBlockImpl *updateStateBlock;
/* Internal use fields */
WINED3DDEVICE_CREATION_PARAMETERS createParms;
UINT adapterNo;
WINED3DDEVTYPE devType;
IWineD3DSwapChain **swapchains;
UINT NumberOfSwapChains;
struct list resources; /* a linked list to track resources created by the device */
struct list shaders; /* a linked list to track shaders (pixel and vertex) */
unsigned int highest_dirty_ps_const, highest_dirty_vs_const;
/* Render Target Support */
IWineD3DSurface **render_targets;
IWineD3DSurface *auto_depth_stencil_buffer;
IWineD3DSurface *stencilBufferTarget;
/* palettes texture management */
UINT NumberOfPalettes;
PALETTEENTRY **palettes;
UINT currentPalette;
UINT paletteConversionShader;
/* For rendering to a texture using glCopyTexImage */
GLenum *draw_buffers;
GLuint depth_blt_texture;
GLuint depth_blt_rb;
UINT depth_blt_rb_w;
UINT depth_blt_rb_h;
/* Cursor management */
UINT xHotSpot;
UINT yHotSpot;
UINT xScreenSpace;
UINT yScreenSpace;
UINT cursorWidth, cursorHeight;
GLuint cursorTexture;
HCURSOR hardwareCursor;
/* The Wine logo surface */
IWineD3DSurface *logo_surface;
/* Textures for when no other textures are mapped */
UINT dummyTextureName[MAX_TEXTURES];
/* Device state management */
HRESULT state;
/* DirectDraw stuff */
DWORD ddraw_width, ddraw_height;
WINED3DFORMAT ddraw_format;
/* Final position fixup constant */
float posFixup[4];
/* With register combiners we can skip junk texture stages */
DWORD texUnitMap[MAX_COMBINED_SAMPLERS];
DWORD rev_tex_unit_map[MAX_COMBINED_SAMPLERS];
/* Stream source management */
struct wined3d_stream_info strided_streams;
const WineDirect3DVertexStridedData *up_strided;
/* Context management */
struct wined3d_context **contexts;
UINT numContexts;
struct wined3d_context *pbufferContext; /* The context that has a pbuffer as drawable */
DWORD pbufferWidth, pbufferHeight; /* Size of the buffer drawable */
/* High level patch management */
#define PATCHMAP_SIZE 43
#define PATCHMAP_HASHFUNC(x) ((x) % PATCHMAP_SIZE) /* Primitive and simple function */
struct list patches[PATCHMAP_SIZE];
struct WineD3DRectPatch *currentPatch;
};
extern const IWineD3DDeviceVtbl IWineD3DDevice_Vtbl;
void device_resource_add(IWineD3DDeviceImpl *This, IWineD3DResource *resource);
void device_resource_released(IWineD3DDeviceImpl *This, IWineD3DResource *resource);
void device_stream_info_from_declaration(IWineD3DDeviceImpl *This,
BOOL use_vshader, struct wined3d_stream_info *stream_info, BOOL *fixup);
void device_stream_info_from_strided(IWineD3DDeviceImpl *This,
const struct WineDirect3DVertexStridedData *strided, struct wined3d_stream_info *stream_info);
HRESULT IWineD3DDeviceImpl_ClearSurface(IWineD3DDeviceImpl *This, IWineD3DSurfaceImpl *target, DWORD Count,
CONST WINED3DRECT* pRects, DWORD Flags, WINED3DCOLOR Color,
float Z, DWORD Stencil);
void IWineD3DDeviceImpl_FindTexUnitMap(IWineD3DDeviceImpl *This);
void IWineD3DDeviceImpl_MarkStateDirty(IWineD3DDeviceImpl *This, DWORD state);
static inline BOOL isStateDirty(struct wined3d_context *context, DWORD state)
{
DWORD idx = state >> 5;
BYTE shift = state & 0x1f;
return context->isStateDirty[idx] & (1 << shift);
}
/* Support for IWineD3DResource ::Set/Get/FreePrivateData. */
typedef struct PrivateData
{
struct list entry;
GUID tag;
DWORD flags; /* DDSPD_* */
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;
const struct GlPixelFormatDesc *format_desc;
DWORD priority;
BYTE *allocatedMemory; /* Pointer to the real data location */
BYTE *heapMemory; /* Pointer to the HeapAlloced block of memory */
struct list privateData;
struct list resource_list_entry;
} IWineD3DResourceClass;
typedef struct IWineD3DResourceImpl
{
/* IUnknown & WineD3DResource Information */
const IWineD3DResourceVtbl *lpVtbl;
IWineD3DResourceClass resource;
} IWineD3DResourceImpl;
void resource_cleanup(IWineD3DResource *iface);
HRESULT resource_free_private_data(IWineD3DResource *iface, REFGUID guid);
HRESULT resource_get_device(IWineD3DResource *iface, IWineD3DDevice **device);
HRESULT resource_get_parent(IWineD3DResource *iface, IUnknown **parent);
DWORD resource_get_priority(IWineD3DResource *iface);
HRESULT resource_get_private_data(IWineD3DResource *iface, REFGUID guid,
void *data, DWORD *data_size);
HRESULT resource_init(IWineD3DResource *iface, WINED3DRESOURCETYPE resource_type,
IWineD3DDeviceImpl *device, UINT size, DWORD usage, const struct GlPixelFormatDesc *format_desc,
WINED3DPOOL pool, IUnknown *parent);
WINED3DRESOURCETYPE resource_get_type(IWineD3DResource *iface);
DWORD resource_set_priority(IWineD3DResource *iface, DWORD new_priority);
HRESULT resource_set_private_data(IWineD3DResource *iface, REFGUID guid,
const void *data, DWORD data_size, DWORD flags);
/* Tests show that the start address of resources is 32 byte aligned */
#define RESOURCE_ALIGNMENT 32
/*****************************************************************************
* IWineD3DBaseTexture D3D- > openGL state map lookups
*/
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;
enum WINED3DSRGB
{
SRGB_ANY = 0, /* Uses the cached value(e.g. external calls) */
SRGB_RGB = 1, /* Loads the rgb texture */
SRGB_SRGB = 2, /* Loads the srgb texture */
SRGB_BOTH = 3, /* Loads both textures */
};
/*****************************************************************************
* IWineD3DBaseTexture implementation structure (extends IWineD3DResourceImpl)
*/
typedef struct IWineD3DBaseTextureClass
{
DWORD states[MAX_WINETEXTURESTATES];
DWORD srgbstates[MAX_WINETEXTURESTATES];
UINT levels;
BOOL dirty, srgbDirty;
UINT textureName, srgbTextureName;
float pow2Matrix[16];
UINT LOD;
WINED3DTEXTUREFILTERTYPE filterType;
LONG bindCount;
DWORD sampler;
BOOL is_srgb;
BOOL pow2Matrix_identity;
const struct min_lookup *minMipLookup;
const GLenum *magLookup;
void (*internal_preload)(IWineD3DBaseTexture *iface, enum WINED3DSRGB srgb);
} IWineD3DBaseTextureClass;
void surface_internal_preload(IWineD3DSurface *iface, enum WINED3DSRGB srgb);
typedef struct IWineD3DBaseTextureImpl
{
/* IUnknown & WineD3DResource Information */
const IWineD3DBaseTextureVtbl *lpVtbl;
IWineD3DResourceClass resource;
IWineD3DBaseTextureClass baseTexture;
} IWineD3DBaseTextureImpl;
void basetexture_apply_state_changes(IWineD3DBaseTexture *iface,
const DWORD texture_states[WINED3D_HIGHEST_TEXTURE_STATE + 1],
const DWORD sampler_states[WINED3D_HIGHEST_SAMPLER_STATE + 1]);
HRESULT basetexture_bind(IWineD3DBaseTexture *iface, BOOL srgb, BOOL *set_surface_desc);
void basetexture_cleanup(IWineD3DBaseTexture *iface);
void basetexture_generate_mipmaps(IWineD3DBaseTexture *iface);
WINED3DTEXTUREFILTERTYPE basetexture_get_autogen_filter_type(IWineD3DBaseTexture *iface);
BOOL basetexture_get_dirty(IWineD3DBaseTexture *iface);
DWORD basetexture_get_level_count(IWineD3DBaseTexture *iface);
DWORD basetexture_get_lod(IWineD3DBaseTexture *iface);
HRESULT basetexture_init(IWineD3DBaseTextureImpl *texture, UINT levels, WINED3DRESOURCETYPE resource_type,
IWineD3DDeviceImpl *device, UINT size, DWORD usage, const struct GlPixelFormatDesc *format_desc,
WINED3DPOOL pool, IUnknown *parent);
HRESULT basetexture_set_autogen_filter_type(IWineD3DBaseTexture *iface, WINED3DTEXTUREFILTERTYPE filter_type);
BOOL basetexture_set_dirty(IWineD3DBaseTexture *iface, BOOL dirty);
DWORD basetexture_set_lod(IWineD3DBaseTexture *iface, DWORD new_lod);
void basetexture_unload(IWineD3DBaseTexture *iface);
/*****************************************************************************
* IWineD3DTexture implementation structure (extends IWineD3DBaseTextureImpl)
*/
typedef struct IWineD3DTextureImpl
{
/* IUnknown & WineD3DResource/WineD3DBaseTexture Information */
const IWineD3DTextureVtbl *lpVtbl;
IWineD3DResourceClass resource;
IWineD3DBaseTextureClass baseTexture;
/* IWineD3DTexture */
IWineD3DSurface *surfaces[MAX_MIP_LEVELS];
UINT target;
BOOL cond_np2;
} IWineD3DTextureImpl;
extern const IWineD3DTextureVtbl IWineD3DTexture_Vtbl;
HRESULT texture_init(IWineD3DTextureImpl *texture, UINT width, UINT height, UINT levels,
IWineD3DDeviceImpl *device, DWORD usage, WINED3DFORMAT format, WINED3DPOOL pool, IUnknown *parent);
/*****************************************************************************
* IWineD3DCubeTexture implementation structure (extends IWineD3DBaseTextureImpl)
*/
typedef struct IWineD3DCubeTextureImpl
{
/* IUnknown & WineD3DResource/WineD3DBaseTexture Information */
const IWineD3DCubeTextureVtbl *lpVtbl;
IWineD3DResourceClass resource;
IWineD3DBaseTextureClass baseTexture;
/* IWineD3DCubeTexture */
IWineD3DSurface *surfaces[6][MAX_MIP_LEVELS];
} IWineD3DCubeTextureImpl;
extern const IWineD3DCubeTextureVtbl IWineD3DCubeTexture_Vtbl;
HRESULT cubetexture_init(IWineD3DCubeTextureImpl *texture, UINT edge_length, UINT levels,
IWineD3DDeviceImpl *device, DWORD usage, WINED3DFORMAT format, WINED3DPOOL pool, IUnknown *parent);
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;
BOOL lockable;
BOOL locked;
WINED3DBOX lockedBox;
WINED3DBOX dirtyBox;
BOOL dirty;
} IWineD3DVolumeImpl;
extern const IWineD3DVolumeVtbl IWineD3DVolume_Vtbl;
void volume_add_dirty_box(IWineD3DVolume *iface, const WINED3DBOX *dirty_box);
/*****************************************************************************
* IWineD3DVolumeTexture implementation structure (extends IWineD3DBaseTextureImpl)
*/
typedef struct IWineD3DVolumeTextureImpl
{
/* IUnknown & WineD3DResource/WineD3DBaseTexture Information */
const IWineD3DVolumeTextureVtbl *lpVtbl;
IWineD3DResourceClass resource;
IWineD3DBaseTextureClass baseTexture;
/* IWineD3DVolumeTexture */
IWineD3DVolume *volumes[MAX_MIP_LEVELS];
} IWineD3DVolumeTextureImpl;
extern const IWineD3DVolumeTextureVtbl IWineD3DVolumeTexture_Vtbl;
HRESULT volumetexture_init(IWineD3DVolumeTextureImpl *texture, UINT width, UINT height, UINT depth, UINT levels,
IWineD3DDeviceImpl *device, DWORD usage, WINED3DFORMAT format, WINED3DPOOL pool, IUnknown *parent);
typedef struct _WINED3DSURFACET_DESC
{
WINED3DMULTISAMPLE_TYPE MultiSampleType;
DWORD MultiSampleQuality;
UINT Width;
UINT Height;
} WINED3DSURFACET_DESC;
/*****************************************************************************
* Structure for DIB Surfaces (GetDC and GDI surfaces)
*/
typedef struct wineD3DSurface_DIB {
HBITMAP DIBsection;
void* bitmap_data;
UINT bitmap_size;
HGDIOBJ holdbitmap;
BOOL client_memory;
} wineD3DSurface_DIB;
typedef struct {
struct list entry;
GLuint id;
UINT width;
UINT height;
} renderbuffer_entry_t;
struct fbo_entry
{
struct list entry;
IWineD3DSurface **render_targets;
IWineD3DSurface *depth_stencil;
BOOL attached;
GLuint id;
};
/*****************************************************************************
* IWineD3DClipp implementation structure
*/
typedef struct IWineD3DClipperImpl
{
const IWineD3DClipperVtbl *lpVtbl;
LONG ref;
IUnknown *Parent;
HWND hWnd;
} IWineD3DClipperImpl;
/*****************************************************************************
* IWineD3DSurface implementation structure
*/
struct IWineD3DSurfaceImpl
{
/* IUnknown & IWineD3DResource Information */
const IWineD3DSurfaceVtbl *lpVtbl;
IWineD3DResourceClass resource;
/* IWineD3DSurface fields */
IWineD3DBase *container;
WINED3DSURFACET_DESC currentDesc;
IWineD3DPaletteImpl *palette; /* D3D7 style palette handling */
PALETTEENTRY *palette9; /* D3D8/9 style palette handling */
/* TODO: move this off into a management class(maybe!) */
DWORD Flags;
UINT pow2Width;
UINT pow2Height;
/* A method to retrieve the drawable size. Not in the Vtable to make it changeable */
void (*get_drawable_size)(struct wined3d_context *context, UINT *width, UINT *height);
/* Oversized texture */
RECT glRect;
/* PBO */
GLuint pbo;
GLuint texture_name;
GLuint texture_name_srgb;
GLint texture_level;
GLenum texture_target;
RECT lockedRect;
RECT dirtyRect;
int lockCount;
#define MAXLOCKCOUNT 50 /* After this amount of locks do not free the sysmem copy */
/* For GetDC */
wineD3DSurface_DIB dib;
HDC hDC;
/* Color keys for DDraw */
WINEDDCOLORKEY DestBltCKey;
WINEDDCOLORKEY DestOverlayCKey;
WINEDDCOLORKEY SrcOverlayCKey;
WINEDDCOLORKEY SrcBltCKey;
DWORD CKeyFlags;
WINEDDCOLORKEY glCKey;
struct list renderbuffers;
renderbuffer_entry_t *current_renderbuffer;
/* DirectDraw clippers */
IWineD3DClipper *clipper;
/* DirectDraw Overlay handling */
RECT overlay_srcrect;
RECT overlay_destrect;
IWineD3DSurfaceImpl *overlay_dest;
struct list overlays;
struct list overlay_entry;
};
extern const IWineD3DSurfaceVtbl IWineD3DSurface_Vtbl;
extern const IWineD3DSurfaceVtbl IWineGDISurface_Vtbl;
UINT surface_calculate_size(const struct GlPixelFormatDesc *format_desc, UINT alignment, UINT width, UINT height);
void surface_gdi_cleanup(IWineD3DSurfaceImpl *This);
HRESULT surface_init(IWineD3DSurfaceImpl *surface, WINED3DSURFTYPE surface_type, UINT alignment,
UINT width, UINT height, UINT level, BOOL lockable, BOOL discard, WINED3DMULTISAMPLE_TYPE multisample_type,
UINT multisample_quality, IWineD3DDeviceImpl *device, DWORD usage, WINED3DFORMAT format,
WINED3DPOOL pool, IUnknown *parent);
/* Predeclare the shared Surface functions */
HRESULT WINAPI IWineD3DBaseSurfaceImpl_QueryInterface(IWineD3DSurface *iface, REFIID riid, LPVOID *ppobj);
ULONG WINAPI IWineD3DBaseSurfaceImpl_AddRef(IWineD3DSurface *iface);
HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetParent(IWineD3DSurface *iface, IUnknown **pParent);
HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetDevice(IWineD3DSurface *iface, IWineD3DDevice** ppDevice);
HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetPrivateData(IWineD3DSurface *iface, REFGUID refguid, CONST void* pData, DWORD SizeOfData, DWORD Flags);
HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetPrivateData(IWineD3DSurface *iface, REFGUID refguid, void* pData, DWORD* pSizeOfData);
HRESULT WINAPI IWineD3DBaseSurfaceImpl_FreePrivateData(IWineD3DSurface *iface, REFGUID refguid);
DWORD WINAPI IWineD3DBaseSurfaceImpl_SetPriority(IWineD3DSurface *iface, DWORD PriorityNew);
DWORD WINAPI IWineD3DBaseSurfaceImpl_GetPriority(IWineD3DSurface *iface);
WINED3DRESOURCETYPE WINAPI IWineD3DBaseSurfaceImpl_GetType(IWineD3DSurface *iface);
HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetContainer(IWineD3DSurface* iface, REFIID riid, void** ppContainer);
HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetDesc(IWineD3DSurface *iface, WINED3DSURFACE_DESC *pDesc);
HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetBltStatus(IWineD3DSurface *iface, DWORD Flags);
HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetFlipStatus(IWineD3DSurface *iface, DWORD Flags);
HRESULT WINAPI IWineD3DBaseSurfaceImpl_IsLost(IWineD3DSurface *iface);
HRESULT WINAPI IWineD3DBaseSurfaceImpl_Restore(IWineD3DSurface *iface);
HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetPalette(IWineD3DSurface *iface, IWineD3DPalette **Pal);
HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetPalette(IWineD3DSurface *iface, IWineD3DPalette *Pal);
HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetColorKey(IWineD3DSurface *iface, DWORD Flags, const WINEDDCOLORKEY *CKey);
HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetContainer(IWineD3DSurface *iface, IWineD3DBase *container);
DWORD WINAPI IWineD3DBaseSurfaceImpl_GetPitch(IWineD3DSurface *iface);
HRESULT WINAPI IWineD3DBaseSurfaceImpl_RealizePalette(IWineD3DSurface *iface);
HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetOverlayPosition(IWineD3DSurface *iface, LONG X, LONG Y);
HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetOverlayPosition(IWineD3DSurface *iface, LONG *X, LONG *Y);
HRESULT WINAPI IWineD3DBaseSurfaceImpl_UpdateOverlayZOrder(IWineD3DSurface *iface, DWORD Flags, IWineD3DSurface *Ref);
HRESULT WINAPI IWineD3DBaseSurfaceImpl_UpdateOverlay(IWineD3DSurface *iface, const RECT *SrcRect,
IWineD3DSurface *DstSurface, const RECT *DstRect, DWORD Flags, const WINEDDOVERLAYFX *FX);
HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetClipper(IWineD3DSurface *iface, IWineD3DClipper *clipper);
HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetClipper(IWineD3DSurface *iface, IWineD3DClipper **clipper);
HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetFormat(IWineD3DSurface *iface, WINED3DFORMAT format);
HRESULT IWineD3DBaseSurfaceImpl_CreateDIBSection(IWineD3DSurface *iface);
HRESULT WINAPI IWineD3DBaseSurfaceImpl_Blt(IWineD3DSurface *iface, const RECT *DestRect, IWineD3DSurface *SrcSurface,
const RECT *SrcRect, DWORD Flags, const WINEDDBLTFX *DDBltFx, WINED3DTEXTUREFILTERTYPE Filter);
HRESULT WINAPI IWineD3DBaseSurfaceImpl_BltFast(IWineD3DSurface *iface, DWORD dstx, DWORD dsty,
IWineD3DSurface *Source, const RECT *rsrc, DWORD trans);
HRESULT WINAPI IWineD3DBaseSurfaceImpl_LockRect(IWineD3DSurface *iface, WINED3DLOCKED_RECT* pLockedRect, CONST RECT* pRect, DWORD Flags);
void WINAPI IWineD3DBaseSurfaceImpl_BindTexture(IWineD3DSurface *iface, BOOL srgb);
const void *WINAPI IWineD3DBaseSurfaceImpl_GetData(IWineD3DSurface *iface);
void get_drawable_size_swapchain(struct wined3d_context *context, UINT *width, UINT *height);
void get_drawable_size_backbuffer(struct wined3d_context *context, UINT *width, UINT *height);
void get_drawable_size_pbuffer(struct wined3d_context *context, UINT *width, UINT *height);
void get_drawable_size_fbo(struct wined3d_context *context, UINT *width, UINT *height);
void flip_surface(IWineD3DSurfaceImpl *front, IWineD3DSurfaceImpl *back);
/* Surface flags: */
#define SFLAG_OVERSIZE 0x00000001 /* Surface is bigger than gl size, blts only */
#define SFLAG_CONVERTED 0x00000002 /* Converted for color keying or Palettized */
#define SFLAG_DIBSECTION 0x00000004 /* Has a DIB section attached for GetDC */
#define SFLAG_LOCKABLE 0x00000008 /* Surface can be locked */
#define SFLAG_DISCARD 0x00000010 /* ??? */
#define SFLAG_LOCKED 0x00000020 /* Surface is locked atm */
#define SFLAG_INTEXTURE 0x00000040 /* The GL texture contains the newest surface content */
#define SFLAG_INSRGBTEX 0x00000080 /* The GL srgb texture contains the newest surface content */
#define SFLAG_INDRAWABLE 0x00000100 /* The gl drawable contains the most up to date data */
#define SFLAG_INSYSMEM 0x00000200 /* The system memory copy is most up to date */
#define SFLAG_NONPOW2 0x00000400 /* Surface sizes are not a power of 2 */
#define SFLAG_DYNLOCK 0x00000800 /* Surface is often locked by the app */
#define SFLAG_DCINUSE 0x00001000 /* Set between GetDC and ReleaseDC calls */
#define SFLAG_LOST 0x00002000 /* Surface lost flag for DDraw */
#define SFLAG_USERPTR 0x00004000 /* The application allocated the memory for this surface */
#define SFLAG_GLCKEY 0x00008000 /* The gl texture was created with a color key */
#define SFLAG_CLIENT 0x00010000 /* GL_APPLE_client_storage is used on that texture */
#define SFLAG_ALLOCATED 0x00020000 /* A gl texture is allocated for this surface */
#define SFLAG_SRGBALLOCATED 0x00040000 /* A srgb gl texture is allocated for this surface */
#define SFLAG_PBO 0x00080000 /* Has a PBO attached for speeding up data transfers for dynamically locked surfaces */
#define SFLAG_NORMCOORD 0x00100000 /* Set if the GL texture coords are normalized(non-texture rectangle) */
#define SFLAG_DS_ONSCREEN 0x00200000 /* Is a depth stencil, last modified onscreen */
#define SFLAG_DS_OFFSCREEN 0x00400000 /* Is a depth stencil, last modified offscreen */
#define SFLAG_INOVERLAYDRAW 0x00800000 /* Overlay drawing is in progress. Recursion prevention */
#define SFLAG_SWAPCHAIN 0x01000000 /* The surface is part of a swapchain */
/* In some conditions the surface memory must not be freed:
* SFLAG_OVERSIZE: Not all data can be kept in GL
* SFLAG_CONVERTED: Converting the data back would take too long
* SFLAG_DIBSECTION: The dib code manages the memory
* SFLAG_LOCKED: The app requires access to the surface data
* SFLAG_DYNLOCK: Avoid freeing the data for performance
* SFLAG_PBO: PBOs don't use 'normal' memory. It is either allocated by the driver or must be NULL.
* SFLAG_CLIENT: OpenGL uses our memory as backup
*/
#define SFLAG_DONOTFREE (SFLAG_OVERSIZE | \
SFLAG_CONVERTED | \
SFLAG_DIBSECTION | \
SFLAG_LOCKED | \
SFLAG_DYNLOCK | \
SFLAG_USERPTR | \
SFLAG_PBO | \
SFLAG_CLIENT)
#define SFLAG_LOCATIONS (SFLAG_INSYSMEM | \
SFLAG_INTEXTURE | \
SFLAG_INDRAWABLE | \
SFLAG_INSRGBTEX)
#define SFLAG_DS_LOCATIONS (SFLAG_DS_ONSCREEN | \
SFLAG_DS_OFFSCREEN)
#define SFLAG_DS_DISCARDED SFLAG_DS_LOCATIONS
BOOL CalculateTexRect(IWineD3DSurfaceImpl *This, RECT *Rect, float glTexCoord[4]);
typedef enum {
NO_CONVERSION,
CONVERT_PALETTED,
CONVERT_PALETTED_CK,
CONVERT_CK_565,
CONVERT_CK_5551,
CONVERT_CK_4444,
CONVERT_CK_4444_ARGB,
CONVERT_CK_1555,
CONVERT_555,
CONVERT_CK_RGB24,
CONVERT_CK_8888,
CONVERT_CK_8888_ARGB,
CONVERT_RGB32_888,
CONVERT_V8U8,
CONVERT_L6V5U5,
CONVERT_X8L8V8U8,
CONVERT_Q8W8V8U8,
CONVERT_V16U16,
CONVERT_A4L4,
CONVERT_G16R16,
CONVERT_R16G16F,
CONVERT_R32G32F,
CONVERT_D15S1,
CONVERT_D24X4S4,
CONVERT_D24FS8,
} CONVERT_TYPES;
HRESULT d3dfmt_get_conv(IWineD3DSurfaceImpl *This, BOOL need_alpha_ck, BOOL use_texturing, GLenum *format, GLenum *internal, GLenum *type, CONVERT_TYPES *convert, int *target_bpp, BOOL srgb_mode);
BOOL palette9_changed(IWineD3DSurfaceImpl *This);
/*****************************************************************************
* IWineD3DVertexDeclaration implementation structure
*/
#define MAX_ATTRIBS 16
struct wined3d_vertex_declaration_element
{
const struct GlPixelFormatDesc *format_desc;
BOOL ffp_valid;
WORD input_slot;
WORD offset;
UINT output_slot;
BYTE method;
BYTE usage;
BYTE usage_idx;
};
typedef struct IWineD3DVertexDeclarationImpl {
/* IUnknown Information */
const IWineD3DVertexDeclarationVtbl *lpVtbl;
LONG ref;
IUnknown *parent;
IWineD3DDeviceImpl *wineD3DDevice;
struct wined3d_vertex_declaration_element *elements;
UINT element_count;
DWORD streams[MAX_STREAMS];
UINT num_streams;
BOOL position_transformed;
BOOL half_float_conv_needed;
} IWineD3DVertexDeclarationImpl;
extern const IWineD3DVertexDeclarationVtbl IWineD3DVertexDeclaration_Vtbl;
HRESULT vertexdeclaration_init(IWineD3DVertexDeclarationImpl *This,
const WINED3DVERTEXELEMENT *elements, UINT element_count);
/*****************************************************************************
* 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 {
DWORD transform[(HIGHEST_TRANSFORMSTATE >> 5) + 1];
WORD streamSource; /* MAX_STREAMS, 16 */
WORD streamFreq; /* MAX_STREAMS, 16 */
DWORD renderState[(WINEHIGHEST_RENDER_STATE >> 5) + 1];
DWORD textureState[MAX_TEXTURES]; /* WINED3D_HIGHEST_TEXTURE_STATE + 1, 18 */
WORD samplerState[MAX_COMBINED_SAMPLERS]; /* WINED3D_HIGHEST_SAMPLER_STATE + 1, 14 */
DWORD textures; /* MAX_COMBINED_SAMPLERS, 20 */
DWORD clipplane; /* WINED3DMAXUSERCLIPPLANES, 32 */
WORD pixelShaderConstantsB; /* MAX_CONST_B, 16 */
WORD pixelShaderConstantsI; /* MAX_CONST_I, 16 */
BOOL *pixelShaderConstantsF;
WORD vertexShaderConstantsB; /* MAX_CONST_B, 16 */
WORD vertexShaderConstantsI; /* MAX_CONST_I, 16 */
BOOL *vertexShaderConstantsF;
WORD primitive_type : 1;
WORD indices : 1;
WORD material : 1;
WORD viewport : 1;
WORD vertexDecl : 1;
WORD pixelShader : 1;
WORD vertexShader : 1;
WORD scissorRect : 1;
WORD padding : 1;
} SAVEDSTATES;
struct StageState {
DWORD stage;
DWORD state;
};
struct IWineD3DStateBlockImpl
{
/* IUnknown fields */
const IWineD3DStateBlockVtbl *lpVtbl;
LONG ref; /* Note: Ref counting not required */
/* IWineD3DStateBlock information */
IUnknown *parent;
IWineD3DDeviceImpl *wineD3DDevice;
WINED3DSTATEBLOCKTYPE blockType;
/* Array indicating whether things have been set or changed */
SAVEDSTATES changed;
/* Vertex Shader Declaration */
IWineD3DVertexDeclaration *vertexDecl;
IWineD3DVertexShader *vertexShader;
/* Vertex Shader Constants */
BOOL vertexShaderConstantB[MAX_CONST_B];
INT vertexShaderConstantI[MAX_CONST_I * 4];
float *vertexShaderConstantF;
/* primitive type */
GLenum gl_primitive_type;
/* Stream Source */
BOOL streamIsUP;
UINT streamStride[MAX_STREAMS];
UINT streamOffset[MAX_STREAMS + 1 /* tesselated pseudo-stream */ ];
IWineD3DBuffer *streamSource[MAX_STREAMS];
UINT streamFreq[MAX_STREAMS + 1];
UINT streamFlags[MAX_STREAMS + 1]; /*0 | WINED3DSTREAMSOURCE_INSTANCEDATA | WINED3DSTREAMSOURCE_INDEXEDDATA */
/* Indices */
IWineD3DBuffer* pIndexData;
WINED3DFORMAT IndexFmt;
INT baseVertexIndex;
INT loadBaseVertexIndex; /* non-indexed drawing needs 0 here, indexed baseVertexIndex */
/* Transform */
WINED3DMATRIX transforms[HIGHEST_TRANSFORMSTATE + 1];
/* Light hashmap . Collisions are handled using standard wine double linked lists */
#define LIGHTMAP_SIZE 43 /* Use of a prime number recommended. Set to 1 for a linked list! */
#define LIGHTMAP_HASHFUNC(x) ((x) % LIGHTMAP_SIZE) /* Primitive and simple function */
struct list lightMap[LIGHTMAP_SIZE]; /* Mashmap containing the lights */
PLIGHTINFOEL *activeLights[MAX_ACTIVE_LIGHTS]; /* Map of opengl lights to d3d lights */
/* Clipping */
double clipplane[MAX_CLIPPLANES][4];
WINED3DCLIPSTATUS clip_status;
/* ViewPort */
WINED3DVIEWPORT viewport;
/* Material */
WINED3DMATERIAL material;
/* Pixel Shader */
IWineD3DPixelShader *pixelShader;
/* Pixel Shader Constants */
BOOL pixelShaderConstantB[MAX_CONST_B];
INT pixelShaderConstantI[MAX_CONST_I * 4];
float *pixelShaderConstantF;
/* RenderState */
DWORD renderState[WINEHIGHEST_RENDER_STATE + 1];
/* Texture */
IWineD3DBaseTexture *textures[MAX_COMBINED_SAMPLERS];
/* Texture State Stage */
DWORD textureState[MAX_TEXTURES][WINED3D_HIGHEST_TEXTURE_STATE + 1];
DWORD lowest_disabled_stage;
/* Sampler States */
DWORD samplerState[MAX_COMBINED_SAMPLERS][WINED3D_HIGHEST_SAMPLER_STATE + 1];
/* Scissor test rectangle */
RECT scissorRect;
/* Contained state management */
DWORD contained_render_states[WINEHIGHEST_RENDER_STATE + 1];
unsigned int num_contained_render_states;
DWORD contained_transform_states[HIGHEST_TRANSFORMSTATE + 1];
unsigned int num_contained_transform_states;
DWORD contained_vs_consts_i[MAX_CONST_I];
unsigned int num_contained_vs_consts_i;
DWORD contained_vs_consts_b[MAX_CONST_B];
unsigned int num_contained_vs_consts_b;
DWORD *contained_vs_consts_f;
unsigned int num_contained_vs_consts_f;
DWORD contained_ps_consts_i[MAX_CONST_I];
unsigned int num_contained_ps_consts_i;
DWORD contained_ps_consts_b[MAX_CONST_B];
unsigned int num_contained_ps_consts_b;
DWORD *contained_ps_consts_f;
unsigned int num_contained_ps_consts_f;
struct StageState contained_tss_states[MAX_TEXTURES * (WINED3D_HIGHEST_TEXTURE_STATE + 1)];
unsigned int num_contained_tss_states;
struct StageState contained_sampler_states[MAX_COMBINED_SAMPLERS * WINED3D_HIGHEST_SAMPLER_STATE];
unsigned int num_contained_sampler_states;
};
extern void stateblock_savedstates_set(
IWineD3DStateBlock* iface,
SAVEDSTATES* states,
BOOL value);
extern void stateblock_copy(
IWineD3DStateBlock* destination,
IWineD3DStateBlock* source);
extern const IWineD3DStateBlockVtbl IWineD3DStateBlock_Vtbl;
/* Direct3D terminology with little modifications. We do not have an issued state
* because only the driver knows about it, but we have a created state because d3d
* allows GetData on a created issue, but opengl doesn't
*/
enum query_state {
QUERY_CREATED,
QUERY_SIGNALLED,
QUERY_BUILDING
};
/*****************************************************************************
* IWineD3DQueryImpl implementation structure (extends IUnknown)
*/
typedef struct IWineD3DQueryImpl
{
const IWineD3DQueryVtbl *lpVtbl;
LONG ref; /* Note: Ref counting not required */
IUnknown *parent;
/*TODO: replace with iface usage */
#if 0
IWineD3DDevice *wineD3DDevice;
#else
IWineD3DDeviceImpl *wineD3DDevice;
#endif
/* IWineD3DQuery fields */
enum query_state state;
WINED3DQUERYTYPE type;
/* TODO: Think about using a IUnknown instead of a void* */
void *extendedData;
} IWineD3DQueryImpl;
extern const IWineD3DQueryVtbl IWineD3DQuery_Vtbl;
extern const IWineD3DQueryVtbl IWineD3DEventQuery_Vtbl;
extern const IWineD3DQueryVtbl IWineD3DOcclusionQuery_Vtbl;
/* IWineD3DBuffer */
/* TODO: Add tests and support for FLOAT16_4 POSITIONT, D3DCOLOR position, other
* fixed function semantics as D3DCOLOR or FLOAT16 */
enum wined3d_buffer_conversion_type
{
CONV_NONE,
CONV_D3DCOLOR,
CONV_POSITIONT,
CONV_FLOAT16_2, /* Also handles FLOAT16_4 */
};
#define WINED3D_BUFFER_OPTIMIZED 0x01 /* Optimize has been called for the buffer */
#define WINED3D_BUFFER_DIRTY 0x02 /* Buffer data has been modified */
#define WINED3D_BUFFER_HASDESC 0x04 /* A vertex description has been found */
#define WINED3D_BUFFER_CREATEBO 0x08 /* Attempt to create a buffer object next PreLoad */
#define WINED3D_BUFFER_DOUBLEBUFFER 0x10 /* Use a vbo and local allocated memory */
struct wined3d_buffer
{
const struct IWineD3DBufferVtbl *vtbl;
IWineD3DResourceClass resource;
struct wined3d_buffer_desc desc;
GLuint buffer_object;
GLenum buffer_object_usage;
GLenum buffer_type_hint;
UINT buffer_object_size;
LONG bind_count;
DWORD flags;
UINT dirty_start;
UINT dirty_end;
LONG lock_count;
/* conversion stuff */
UINT conversion_count;
UINT draw_count;
UINT stride; /* 0 if no conversion */
UINT conversion_stride; /* 0 if no shifted conversion */
enum wined3d_buffer_conversion_type *conversion_map; /* NULL if no conversion */
/* Extra load offsets, for FLOAT16 conversion */
UINT *conversion_shift; /* NULL if no shifted conversion */
};
extern const IWineD3DBufferVtbl wined3d_buffer_vtbl;
const BYTE *buffer_get_memory(IWineD3DBuffer *iface, UINT offset, GLuint *buffer_object);
BYTE *buffer_get_sysmem(struct wined3d_buffer *This);
/* IWineD3DRendertargetView */
struct wined3d_rendertarget_view
{
const struct IWineD3DRendertargetViewVtbl *vtbl;
LONG refcount;
IWineD3DResource *resource;
IUnknown *parent;
};
extern const IWineD3DRendertargetViewVtbl wined3d_rendertarget_view_vtbl;
/*****************************************************************************
* IWineD3DSwapChainImpl implementation structure (extends IUnknown)
*/
typedef struct IWineD3DSwapChainImpl
{
/*IUnknown part*/
const IWineD3DSwapChainVtbl *lpVtbl;
LONG ref; /* Note: Ref counting not required */
IUnknown *parent;
IWineD3DDeviceImpl *wineD3DDevice;
/* IWineD3DSwapChain fields */
IWineD3DSurface **backBuffer;
IWineD3DSurface *frontBuffer;
WINED3DPRESENT_PARAMETERS presentParms;
DWORD orig_width, orig_height;
WINED3DFORMAT orig_fmt;
WINED3DGAMMARAMP orig_gamma;
long prev_time, frames; /* Performance tracking */
unsigned int vSyncCounter;
struct wined3d_context **context;
unsigned int num_contexts;
HWND win_handle;
} IWineD3DSwapChainImpl;
extern const IWineD3DSwapChainVtbl IWineD3DSwapChain_Vtbl;
const IWineD3DSwapChainVtbl IWineGDISwapChain_Vtbl;
void x11_copy_to_screen(IWineD3DSwapChainImpl *This, const RECT *rc);
HRESULT WINAPI IWineD3DBaseSwapChainImpl_QueryInterface(IWineD3DSwapChain *iface, REFIID riid, LPVOID *ppobj);
ULONG WINAPI IWineD3DBaseSwapChainImpl_AddRef(IWineD3DSwapChain *iface);
ULONG WINAPI IWineD3DBaseSwapChainImpl_Release(IWineD3DSwapChain *iface);
HRESULT WINAPI IWineD3DBaseSwapChainImpl_GetParent(IWineD3DSwapChain *iface, IUnknown ** ppParent);
HRESULT WINAPI IWineD3DBaseSwapChainImpl_GetFrontBufferData(IWineD3DSwapChain *iface, IWineD3DSurface *pDestSurface);
HRESULT WINAPI IWineD3DBaseSwapChainImpl_GetBackBuffer(IWineD3DSwapChain *iface, UINT iBackBuffer, WINED3DBACKBUFFER_TYPE Type, IWineD3DSurface **ppBackBuffer);
HRESULT WINAPI IWineD3DBaseSwapChainImpl_GetRasterStatus(IWineD3DSwapChain *iface, WINED3DRASTER_STATUS *pRasterStatus);
HRESULT WINAPI IWineD3DBaseSwapChainImpl_GetDisplayMode(IWineD3DSwapChain *iface, WINED3DDISPLAYMODE*pMode);
HRESULT WINAPI IWineD3DBaseSwapChainImpl_GetDevice(IWineD3DSwapChain *iface, IWineD3DDevice**ppDevice);
HRESULT WINAPI IWineD3DBaseSwapChainImpl_GetPresentParameters(IWineD3DSwapChain *iface, WINED3DPRESENT_PARAMETERS *pPresentationParameters);
HRESULT WINAPI IWineD3DBaseSwapChainImpl_SetGammaRamp(IWineD3DSwapChain *iface, DWORD Flags, CONST WINED3DGAMMARAMP *pRamp);
HRESULT WINAPI IWineD3DBaseSwapChainImpl_GetGammaRamp(IWineD3DSwapChain *iface, WINED3DGAMMARAMP *pRamp);
struct wined3d_context *IWineD3DSwapChainImpl_CreateContextForThread(IWineD3DSwapChain *iface);
/*****************************************************************************
* Utility function prototypes
*/
/* Trace routines */
const char* debug_d3dformat(WINED3DFORMAT fmt);
const char* debug_d3ddevicetype(WINED3DDEVTYPE devtype);
const char* debug_d3dresourcetype(WINED3DRESOURCETYPE res);
const char* debug_d3dusage(DWORD usage);
const char* debug_d3dusagequery(DWORD usagequery);
const char* debug_d3ddeclmethod(WINED3DDECLMETHOD method);
const char* debug_d3ddeclusage(BYTE usage);
const char* debug_d3dprimitivetype(WINED3DPRIMITIVETYPE PrimitiveType);
const char* debug_d3drenderstate(DWORD state);
const char* debug_d3dsamplerstate(DWORD state);
const char* debug_d3dtexturefiltertype(WINED3DTEXTUREFILTERTYPE filter_type);
const char* debug_d3dtexturestate(DWORD state);
const char* debug_d3dtstype(WINED3DTRANSFORMSTATETYPE tstype);
const char* debug_d3dpool(WINED3DPOOL pool);
const char *debug_fbostatus(GLenum status);
const char *debug_glerror(GLenum error);
const char *debug_d3dbasis(WINED3DBASISTYPE basis);
const char *debug_d3ddegree(WINED3DDEGREETYPE order);
const char* debug_d3dtop(WINED3DTEXTUREOP d3dtop);
void dump_color_fixup_desc(struct color_fixup_desc fixup);
const char *debug_surflocation(DWORD flag);
/* Routines for GL <-> D3D values */
GLenum StencilOp(DWORD op);
GLenum CompareFunc(DWORD func);
BOOL is_invalid_op(IWineD3DDeviceImpl *This, int stage, WINED3DTEXTUREOP op, DWORD arg1, DWORD arg2, DWORD arg3);
void set_tex_op_nvrc(IWineD3DDevice *iface, BOOL is_alpha, int stage, WINED3DTEXTUREOP op, DWORD arg1, DWORD arg2, DWORD arg3, INT texture_idx, DWORD dst);
void set_texture_matrix(const float *smat, DWORD flags, BOOL calculatedCoords, BOOL transformed, DWORD coordtype, BOOL ffp_can_disable_proj);
void texture_activate_dimensions(DWORD stage, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context);
void sampler_texdim(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context);
void tex_alphaop(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context);
void apply_pixelshader(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context);
void state_fogcolor(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context);
void state_fogdensity(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context);
void state_fogstartend(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context);
void state_fog_fragpart(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context);
void surface_add_dirty_rect(IWineD3DSurface *iface, const RECT *dirty_rect);
GLenum surface_get_gl_buffer(IWineD3DSurface *iface, IWineD3DSwapChain *swapchain);
void surface_load_ds_location(IWineD3DSurface *iface, struct wined3d_context *context, DWORD location);
void surface_modify_ds_location(IWineD3DSurface *iface, DWORD location);
void surface_set_compatible_renderbuffer(IWineD3DSurface *iface, unsigned int width, unsigned int height);
void surface_set_texture_name(IWineD3DSurface *iface, GLuint name, BOOL srgb_name);
void surface_set_texture_target(IWineD3DSurface *iface, GLenum target);
BOOL getColorBits(const struct GlPixelFormatDesc *format_desc,
short *redSize, short *greenSize, short *blueSize, short *alphaSize, short *totalSize);
BOOL getDepthStencilBits(const struct GlPixelFormatDesc *format_desc, short *depthSize, short *stencilSize);
/* Math utils */
void multiply_matrix(WINED3DMATRIX *dest, const WINED3DMATRIX *src1, const WINED3DMATRIX *src2);
UINT wined3d_log2i(UINT32 x);
unsigned int count_bits(unsigned int mask);
typedef struct local_constant {
struct list entry;
unsigned int idx;
DWORD value[4];
} local_constant;
typedef struct SHADER_LIMITS {
unsigned int temporary;
unsigned int texcoord;
unsigned int sampler;
unsigned int constant_int;
unsigned int constant_float;
unsigned int constant_bool;
unsigned int address;
unsigned int packed_output;
unsigned int packed_input;
unsigned int attributes;
unsigned int label;
} SHADER_LIMITS;
/** Keeps track of details for TEX_M#x# shader opcodes which need to
maintain state information between multiple codes */
typedef struct SHADER_PARSE_STATE {
unsigned int current_row;
DWORD texcoord_w[2];
} SHADER_PARSE_STATE;
#ifdef __GNUC__
#define PRINTF_ATTR(fmt,args) __attribute__((format (printf,fmt,args)))
#else
#define PRINTF_ATTR(fmt,args)
#endif
/* Base Shader utility functions. */
int shader_addline(struct wined3d_shader_buffer *buffer, const char *fmt, ...) PRINTF_ATTR(2,3);
int shader_vaddline(struct wined3d_shader_buffer *buffer, const char *fmt, va_list args);
/* Vertex shader utility functions */
extern BOOL vshader_get_input(
IWineD3DVertexShader* iface,
BYTE usage_req, BYTE usage_idx_req,
unsigned int* regnum);
extern HRESULT allocate_shader_constants(IWineD3DStateBlockImpl* object);
/*****************************************************************************
* IDirect3DBaseShader implementation structure
*/
typedef struct IWineD3DBaseShaderClass
{
LONG ref;
SHADER_LIMITS limits;
SHADER_PARSE_STATE parse_state;
DWORD *function;
UINT functionLength;
UINT cur_loop_depth, cur_loop_regno;
BOOL load_local_constsF;
const struct wined3d_shader_frontend *frontend;
void *frontend_data;
/* Programs this shader is linked with */
struct list linked_programs;
/* Immediate constants (override global ones) */
struct list constantsB;
struct list constantsF;
struct list constantsI;
shader_reg_maps reg_maps;
/* Pointer to the parent device */
IWineD3DDevice *device;
struct list shader_list_entry;
} IWineD3DBaseShaderClass;
typedef struct IWineD3DBaseShaderImpl {
/* IUnknown */
const IWineD3DBaseShaderVtbl *lpVtbl;
/* IWineD3DBaseShader */
IWineD3DBaseShaderClass baseShader;
} IWineD3DBaseShaderImpl;
void shader_buffer_clear(struct wined3d_shader_buffer *buffer);
BOOL shader_buffer_init(struct wined3d_shader_buffer *buffer);
void shader_buffer_free(struct wined3d_shader_buffer *buffer);
void shader_cleanup(IWineD3DBaseShader *iface);
void shader_dump_src_param(const struct wined3d_shader_src_param *param,
const struct wined3d_shader_version *shader_version);
void shader_dump_dst_param(const struct wined3d_shader_dst_param *param,
const struct wined3d_shader_version *shader_version);
void shader_generate_main(IWineD3DBaseShader *iface, struct wined3d_shader_buffer *buffer,
const shader_reg_maps *reg_maps, const DWORD *pFunction, void *backend_ctx);
HRESULT shader_get_registers_used(IWineD3DBaseShader *iface, const struct wined3d_shader_frontend *fe,
struct shader_reg_maps *reg_maps, struct wined3d_shader_attribute *attributes,
struct wined3d_shader_signature_element *input_signature,
struct wined3d_shader_signature_element *output_signature, const DWORD *byte_code, DWORD constf_size);
void shader_init(struct IWineD3DBaseShaderClass *shader, IWineD3DDevice *device);
BOOL shader_match_semantic(const char *semantic_name, WINED3DDECLUSAGE usage);
const struct wined3d_shader_frontend *shader_select_frontend(DWORD version_token);
void shader_trace_init(const struct wined3d_shader_frontend *fe, void *fe_data, const DWORD *pFunction);
static inline BOOL shader_is_pshader_version(enum wined3d_shader_type type)
{
return type == WINED3D_SHADER_TYPE_PIXEL;
}
static inline BOOL shader_is_vshader_version(enum wined3d_shader_type type)
{
return type == WINED3D_SHADER_TYPE_VERTEX;
}
static inline BOOL shader_is_scalar(const struct wined3d_shader_register *reg)
{
switch (reg->type)
{
case WINED3DSPR_RASTOUT:
/* oFog & oPts */
if (reg->idx != 0) return TRUE;
/* oPos */
return FALSE;
case WINED3DSPR_DEPTHOUT: /* oDepth */
case WINED3DSPR_CONSTBOOL: /* b# */
case WINED3DSPR_LOOP: /* aL */
case WINED3DSPR_PREDICATE: /* p0 */
return TRUE;
case WINED3DSPR_MISCTYPE:
switch(reg->idx)
{
case 0: /* vPos */
return FALSE;
case 1: /* vFace */
return TRUE;
default:
return FALSE;
}
case WINED3DSPR_IMMCONST:
switch(reg->immconst_type)
{
case WINED3D_IMMCONST_FLOAT:
return TRUE;
default:
return FALSE;
}
default:
return FALSE;
}
}
static inline BOOL shader_constant_is_local(IWineD3DBaseShaderImpl* This, DWORD reg) {
local_constant* lconst;
if(This->baseShader.load_local_constsF) return FALSE;
LIST_FOR_EACH_ENTRY(lconst, &This->baseShader.constantsF, local_constant, entry) {
if(lconst->idx == reg) return TRUE;
}
return FALSE;
}
/*****************************************************************************
* IDirect3DVertexShader implementation structures
*/
typedef struct IWineD3DVertexShaderImpl {
/* IUnknown parts*/
const IWineD3DVertexShaderVtbl *lpVtbl;
/* IWineD3DBaseShader */
IWineD3DBaseShaderClass baseShader;
/* IWineD3DVertexShaderImpl */
IUnknown *parent;
DWORD usage;
/* The GL shader */
void *backend_priv;
/* Vertex shader input and output semantics */
struct wined3d_shader_attribute attributes[MAX_ATTRIBS];
struct wined3d_shader_signature_element output_signature[MAX_REG_OUTPUT];
UINT min_rel_offset, max_rel_offset;
UINT rel_offset;
UINT recompile_count;
} IWineD3DVertexShaderImpl;
extern const IWineD3DVertexShaderVtbl IWineD3DVertexShader_Vtbl;
void find_vs_compile_args(IWineD3DVertexShaderImpl *shader, IWineD3DStateBlockImpl *stateblock, struct vs_compile_args *args);
/*****************************************************************************
* IDirect3DPixelShader implementation structure
*/
/* Using additional shader constants (uniforms in GLSL / program environment
* or local parameters in ARB) is costly:
* ARB only knows float4 parameters and GLSL compiler are not really smart
* when it comes to efficiently pack float2 uniforms, so no space is wasted
* (in fact most compilers map a float2 to a full float4 uniform).
*
* For NP2 texcoord fixup we only need 2 floats (width and height) for each
* 2D texture used in the shader. We therefore pack fixup info for 2 textures
* into a single shader constant (uniform / program parameter).
*
* This structure is shared between the GLSL and the ARB backend.*/
struct ps_np2fixup_info {
unsigned char idx[MAX_FRAGMENT_SAMPLERS]; /* indices to the real constant */
WORD active; /* bitfield indicating if we can apply the fixup */
WORD num_consts;
};
typedef struct IWineD3DPixelShaderImpl {
/* IUnknown parts */
const IWineD3DPixelShaderVtbl *lpVtbl;
/* IWineD3DBaseShader */
IWineD3DBaseShaderClass baseShader;
/* IWineD3DPixelShaderImpl */
IUnknown *parent;
/* Pixel shader input semantics */
struct wined3d_shader_signature_element input_signature[MAX_REG_INPUT];
DWORD input_reg_map[MAX_REG_INPUT];
BOOL input_reg_used[MAX_REG_INPUT];
unsigned int declared_in_count;
/* The GL shader */
void *backend_priv;
/* Some information about the shader behavior */
char vpos_uniform;
BOOL color0_mov;
DWORD color0_reg;
} IWineD3DPixelShaderImpl;
extern const IWineD3DPixelShaderVtbl IWineD3DPixelShader_Vtbl;
void pixelshader_update_samplers(struct shader_reg_maps *reg_maps, IWineD3DBaseTexture * const *textures);
void find_ps_compile_args(IWineD3DPixelShaderImpl *shader, IWineD3DStateBlockImpl *stateblock, struct ps_compile_args *args);
/* sRGB correction constants */
static const float srgb_cmp = 0.0031308f;
static const float srgb_mul_low = 12.92f;
static const float srgb_pow = 0.41666f;
static const float srgb_mul_high = 1.055f;
static const float srgb_sub_high = 0.055f;
/*****************************************************************************
* IWineD3DPalette implementation structure
*/
struct IWineD3DPaletteImpl {
/* IUnknown parts */
const IWineD3DPaletteVtbl *lpVtbl;
LONG ref;
IUnknown *parent;
IWineD3DDeviceImpl *wineD3DDevice;
/* IWineD3DPalette */
HPALETTE hpal;
WORD palVersion; /*| */
WORD palNumEntries; /*| LOGPALETTE */
PALETTEENTRY palents[256]; /*| */
/* This is to store the palette in 'screen format' */
int screen_palents[256];
DWORD Flags;
};
extern const IWineD3DPaletteVtbl IWineD3DPalette_Vtbl;
DWORD IWineD3DPaletteImpl_Size(DWORD dwFlags);
/* DirectDraw utility functions */
extern WINED3DFORMAT pixelformat_for_depth(DWORD depth);
/*****************************************************************************
* Pixel format management
*/
/* WineD3D pixel format flags */
#define WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING 0x1
#define WINED3DFMT_FLAG_FILTERING 0x2
#define WINED3DFMT_FLAG_DEPTH 0x4
#define WINED3DFMT_FLAG_STENCIL 0x8
#define WINED3DFMT_FLAG_RENDERTARGET 0x10
#define WINED3DFMT_FLAG_FOURCC 0x20
#define WINED3DFMT_FLAG_FBO_ATTACHABLE 0x40
#define WINED3DFMT_FLAG_COMPRESSED 0x80
struct GlPixelFormatDesc
{
WINED3DFORMAT format;
DWORD red_mask;
DWORD green_mask;
DWORD blue_mask;
DWORD alpha_mask;
UINT byte_count;
WORD depth_size;
WORD stencil_size;
UINT block_width;
UINT block_height;
UINT block_byte_count;
enum wined3d_ffp_emit_idx emit_idx;
GLint component_count;
GLenum gl_vtx_type;
GLint gl_vtx_format;
GLboolean gl_normalized;
unsigned int component_size;
GLint glInternal;
GLint glGammaInternal;
GLint rtInternal;
GLint glFormat;
GLint glType;
unsigned int Flags;
float heightscale;
struct color_fixup_desc color_fixup;
};
const struct GlPixelFormatDesc *getFormatDescEntry(WINED3DFORMAT fmt, const struct wined3d_gl_info *gl_info);
static inline BOOL use_vs(IWineD3DStateBlockImpl *stateblock)
{
return (stateblock->vertexShader
&& !stateblock->wineD3DDevice->strided_streams.position_transformed
&& stateblock->wineD3DDevice->vs_selected_mode != SHADER_NONE);
}
static inline BOOL use_ps(IWineD3DStateBlockImpl *stateblock)
{
return (stateblock->pixelShader
&& stateblock->wineD3DDevice->ps_selected_mode != SHADER_NONE);
}
void stretch_rect_fbo(IWineD3DDevice *iface, IWineD3DSurface *src_surface, WINED3DRECT *src_rect,
IWineD3DSurface *dst_surface, WINED3DRECT *dst_rect, const WINED3DTEXTUREFILTERTYPE filter, BOOL flip);
/* The WNDCLASS-Name for the fake window which we use to retrieve the GL capabilities */
#define WINED3D_OPENGL_WINDOW_CLASS_NAME "WineD3D_OpenGL"
#endif