Sweden-Number/dlls/wined3d/wined3d_private.h

288 lines
8.4 KiB
C

/*
* Direct3D wine internal private include file
*
* Copyright 2002-2003 The wine-d3d team
* Copyright 2002-2003 Raphael Junqueira
* Copyright 2004 Jason Edmeades
*
* This library is free software; you can redistribute it and/or
* modify it under the terms of the GNU Lesser General Public
* License as published by the Free Software Foundation; either
* version 2.1 of the License, or (at your option) any later version.
*
* This library is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
* Lesser General Public License for more details.
*
* You should have received a copy of the GNU Lesser General Public
* License along with this library; if not, write to the Free Software
* Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
*/
#ifndef __WINE_WINED3D_PRIVATE_H
#define __WINE_WINED3D_PRIVATE_H
#include <stdarg.h>
#define NONAMELESSUNION
#define NONAMELESSSTRUCT
#include "windef.h"
#include "winbase.h"
#include "winreg.h"
#include "wingdi.h"
#include "winuser.h"
#include "wine/debug.h"
#include "wine/unicode.h"
#include "d3d9.h"
#include "d3d9types.h"
#include "wine/wined3d_interface.h"
#include "wine/wined3d_gl.h"
extern int vs_mode;
#define VS_NONE 0
#define VS_HW 1
#define VS_SW 2
extern int ps_mode;
#define PS_NONE 0
#define PS_HW 1
/* X11 locking */
extern void (*wine_tsx11_lock_ptr)(void);
extern void (*wine_tsx11_unlock_ptr)(void);
/* As GLX relies on X, this is needed */
extern int num_lock;
#if 0
#define ENTER_GL() ++num_lock; if (num_lock > 1) FIXME("Recursive use of GL lock to: %d\n", num_lock); wine_tsx11_lock_ptr()
#define LEAVE_GL() if (num_lock != 1) FIXME("Recursive use of GL lock: %d\n", num_lock); --num_lock; wine_tsx11_unlock_ptr()
#else
#define ENTER_GL() wine_tsx11_lock_ptr()
#define LEAVE_GL() wine_tsx11_unlock_ptr()
#endif
/*****************************************************************************
* Defines
*/
#define GL_SUPPORT(ExtName) (This->gl_info.supported[ExtName] != 0)
#define MAX_STREAMS 16 /* Maximum possible streams - used for fixed size arrays
See MaxStreams in MSDN under GetDeviceCaps */
#define WINED3D_VSHADER_MAX_CONSTANTS 96
/* Maximum number of constants provided to the shaders */
#define checkGLcall(A) \
{ \
GLint err = glGetError(); \
if (err != GL_NO_ERROR) { \
FIXME(">>>>>>>>>>>>>>>>> %x from %s @ %s / %d\n", err, A, __FILE__, __LINE__); \
} else { \
TRACE("%s call ok %s / %d\n", A, __FILE__, __LINE__); \
} \
}
typedef struct IWineD3DStateBlockImpl IWineD3DStateBlockImpl;
/*****************************************************************************
* IWineD3D implementation structure
*/
typedef struct IWineD3DImpl
{
/* IUnknown fields */
IWineD3DVtbl *lpVtbl;
DWORD ref; /* Note: Ref counting not required */
/* WineD3D Information */
UINT dxVersion;
/* GL Information */
BOOL isGLInfoValid;
WineD3D_GL_Info gl_info;
} IWineD3DImpl;
extern IWineD3DVtbl IWineD3D_Vtbl;
/*****************************************************************************
* IWineD3DDevice implementation structure
*/
typedef struct IWineD3DDeviceImpl
{
/* IUnknown fields */
IWineD3DDeviceVtbl *lpVtbl;
DWORD ref; /* Note: Ref counting not required */
/* WineD3D Information */
IWineD3D *WineD3D;
/* X and GL Information */
HWND win_handle;
Window win;
Display *display;
GLXContext glCtx;
XVisualInfo *visInfo;
GLXContext render_ctx;
Drawable drawable;
GLint maxConcurrentLights;
/* Optimization */
BOOL modelview_valid;
BOOL proj_valid;
BOOL view_ident; /* true iff view matrix is identity */
BOOL last_was_rhw; /* true iff last draw_primitive was in xyzrhw mode */
/* State block related */
BOOL isRecordingState;
IWineD3DStateBlockImpl *stateBlock;
IWineD3DStateBlockImpl *updateStateBlock;
/* Internal use fields */
D3DDEVICE_CREATION_PARAMETERS createParms;
D3DPRESENT_PARAMETERS presentParms;
UINT adapterNo;
D3DDEVTYPE devType;
} IWineD3DDeviceImpl;
extern IWineD3DDeviceVtbl IWineD3DDevice_Vtbl;
/*****************************************************************************
* IWineD3DResource implementation structure
*/
typedef struct IWineD3DResourceClass
{
/* IUnknown fields */
DWORD ref; /* Note: Ref counting not required */
/* WineD3DResource Information */
IWineD3DDevice *wineD3DDevice;
D3DRESOURCETYPE resourceType;
} IWineD3DResourceClass;
typedef struct IWineD3DResourceImpl
{
/* IUnknown & WineD3DResource Information */
IWineD3DResourceVtbl *lpVtbl;
IWineD3DResourceClass resource;
} IWineD3DResourceImpl;
extern IWineD3DResourceVtbl IWineD3DResource_Vtbl;
/*****************************************************************************
* IWineD3DVertexBuffer implementation structure (extends IWineD3DResourceImpl)
*/
typedef struct IWineD3DVertexBufferImpl
{
/* IUnknown & WineD3DResource Information */
IWineD3DVertexBufferVtbl *lpVtbl;
IWineD3DResourceClass resource;
/* WineD3DVertexBuffer specifics */
BYTE *allocatedMemory;
D3DVERTEXBUFFER_DESC currentDesc;
} IWineD3DVertexBufferImpl;
extern IWineD3DVertexBufferVtbl IWineD3DVertexBuffer_Vtbl;
/*****************************************************************************
* IWineD3DStateBlock implementation structure
*/
/* Internal state Block for Begin/End/Capture/Create/Apply info */
/* Note: Very long winded but gl Lists are not flexible enough */
/* to resolve everything we need, so doing it manually for now */
typedef struct SAVEDSTATES {
BOOL fvf;
} SAVEDSTATES;
struct IWineD3DStateBlockImpl
{
/* IUnknown fields */
IWineD3DStateBlockVtbl *lpVtbl;
DWORD ref; /* Note: Ref counting not required */
/* IWineD3DStateBlock information */
IWineD3DDevice *wineD3DDevice;
D3DSTATEBLOCKTYPE blockType;
/* Array indicating whether things have been set or changed */
SAVEDSTATES changed;
SAVEDSTATES set;
/* Drawing - Vertex Shader or FVF related */
DWORD fvf;
};
extern IWineD3DStateBlockVtbl IWineD3DStateBlock_Vtbl;
/*****************************************************************************
* Utility function prototypes
*/
const char* debug_d3dformat(D3DFORMAT fmt);
const char* debug_d3ddevicetype(D3DDEVTYPE devtype);
const char* debug_d3dresourcetype(D3DRESOURCETYPE res);
const char* debug_d3dusage(DWORD usage);
#if 0 /* Needs fixing during rework */
/*****************************************************************************
* IDirect3DVertexShaderDeclaration implementation structure
*/
struct IDirect3DVertexShaderDeclarationImpl {
/* The device */
/*IDirect3DDeviceImpl* device;*/
/** precomputed fvf if simple declaration */
DWORD fvf[MAX_STREAMS];
DWORD allFVF;
/** dx8 compatible Declaration fields */
DWORD* pDeclaration8;
DWORD declaration8Length;
};
/*****************************************************************************
* IDirect3DVertexShader implementation structure
*/
struct IDirect3DVertexShaderImpl {
/* The device */
/*IDirect3DDeviceImpl* device;*/
DWORD* function;
UINT functionLength;
DWORD usage;
DWORD version;
/* run time datas */
VSHADERDATA* data;
VSHADERINPUTDATA input;
VSHADEROUTPUTDATA output;
};
/*****************************************************************************
* IDirect3DPixelShader implementation structure
*/
struct IDirect3DPixelShaderImpl {
/* The device */
/*IDirect3DDeviceImpl* device;*/
DWORD* function;
UINT functionLength;
DWORD version;
/* run time datas */
PSHADERDATA* data;
PSHADERINPUTDATA input;
PSHADEROUTPUTDATA output;
};
#endif /* Needs fixing during rework */
#endif