408 lines
13 KiB
C
408 lines
13 KiB
C
/*
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* Direct3D wine internal private include file
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*
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* Copyright 2002-2003 The wine-d3d team
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* Copyright 2002-2003 Raphael Junqueira
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* Copyright 2004 Jason Edmeades
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*
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* This library is free software; you can redistribute it and/or
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* modify it under the terms of the GNU Lesser General Public
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* License as published by the Free Software Foundation; either
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* version 2.1 of the License, or (at your option) any later version.
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*
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* This library is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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* Lesser General Public License for more details.
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*
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* You should have received a copy of the GNU Lesser General Public
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* License along with this library; if not, write to the Free Software
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* Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
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*/
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#ifndef __WINE_WINED3D_PRIVATE_H
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#define __WINE_WINED3D_PRIVATE_H
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#include <stdarg.h>
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#include <math.h>
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#define NONAMELESSUNION
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#define NONAMELESSSTRUCT
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#define COBJMACROS
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#include "windef.h"
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#include "winbase.h"
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#include "winreg.h"
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#include "wingdi.h"
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#include "winuser.h"
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#include "wine/debug.h"
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#include "wine/unicode.h"
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#include "d3d9.h"
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#include "d3d9types.h"
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#include "wine/wined3d_interface.h"
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#include "wine/wined3d_gl.h"
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extern int vs_mode;
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#define VS_NONE 0
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#define VS_HW 1
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#define VS_SW 2
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extern int ps_mode;
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#define PS_NONE 0
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#define PS_HW 1
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/* X11 locking */
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extern void (*wine_tsx11_lock_ptr)(void);
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extern void (*wine_tsx11_unlock_ptr)(void);
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/* As GLX relies on X, this is needed */
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extern int num_lock;
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#if 0
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#define ENTER_GL() ++num_lock; if (num_lock > 1) FIXME("Recursive use of GL lock to: %d\n", num_lock); wine_tsx11_lock_ptr()
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#define LEAVE_GL() if (num_lock != 1) FIXME("Recursive use of GL lock: %d\n", num_lock); --num_lock; wine_tsx11_unlock_ptr()
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#else
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#define ENTER_GL() wine_tsx11_lock_ptr()
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#define LEAVE_GL() wine_tsx11_unlock_ptr()
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#endif
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/*****************************************************************************
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* Defines
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*/
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#define GL_SUPPORT(ExtName) (GLINFO_LOCATION.supported[ExtName] != 0)
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#define GL_LIMITS(ExtName) (GLINFO_LOCATION.max_##ExtName)
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#define MAX_STREAMS 16 /* Maximum possible streams - used for fixed size arrays
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See MaxStreams in MSDN under GetDeviceCaps */
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#define HIGHEST_TRANSFORMSTATE 512
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/* Highest value in D3DTRANSFORMSTATETYPE */
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#define WINED3D_VSHADER_MAX_CONSTANTS 96
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/* Maximum number of constants provided to the shaders */
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#define MAX_CLIPPLANES D3DMAXUSERCLIPPLANES
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#define checkGLcall(A) \
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{ \
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GLint err = glGetError(); \
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if (err != GL_NO_ERROR) { \
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FIXME(">>>>>>>>>>>>>>>>> %x from %s @ %s / %d\n", err, A, __FILE__, __LINE__); \
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} else { \
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TRACE("%s call ok %s / %d\n", A, __FILE__, __LINE__); \
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} \
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}
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#define conv_mat(mat,gl_mat) \
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do { \
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TRACE("%f %f %f %f\n", (mat)->u.s._11, (mat)->u.s._12, (mat)->u.s._13, (mat)->u.s._14); \
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TRACE("%f %f %f %f\n", (mat)->u.s._21, (mat)->u.s._22, (mat)->u.s._23, (mat)->u.s._24); \
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TRACE("%f %f %f %f\n", (mat)->u.s._31, (mat)->u.s._32, (mat)->u.s._33, (mat)->u.s._34); \
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TRACE("%f %f %f %f\n", (mat)->u.s._41, (mat)->u.s._42, (mat)->u.s._43, (mat)->u.s._44); \
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memcpy(gl_mat, (mat), 16 * sizeof(float)); \
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} while (0)
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/* The following is purely to keep the source code as clear from #ifdefs as possible */
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#if defined(GL_VERSION_1_3)
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#define GL_ACTIVETEXTURE(textureNo) \
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glActiveTexture(GL_TEXTURE0 + textureNo); \
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checkGLcall("glActiveTexture");
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#else
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#define GL_ACTIVETEXTURE(textureNo) \
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glActiveTextureARB(GL_TEXTURE0_ARB + textureNo); \
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checkGLcall("glActiveTextureARB");
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#endif
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/* Macro to dump out the current state of the light chain */
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#define DUMP_LIGHT_CHAIN() \
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{ \
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PLIGHTINFOEL *el = This->stateBlock->lights;\
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while (el) { \
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TRACE("Light %p (glIndex %ld, d3dIndex %ld, enabled %d)\n", el, el->glIndex, el->OriginalIndex, el->lightEnabled);\
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el = el->next; \
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} \
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}
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typedef struct IWineD3DStateBlockImpl IWineD3DStateBlockImpl;
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extern const float identity[16];
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/*****************************************************************************
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* Internal representation of a light
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*/
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typedef struct PLIGHTINFOEL PLIGHTINFOEL;
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struct PLIGHTINFOEL {
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WINED3DLIGHT OriginalParms; /* Note D3D8LIGHT == D3D9LIGHT */
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DWORD OriginalIndex;
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LONG glIndex;
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BOOL lightEnabled;
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BOOL changed;
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BOOL enabledChanged;
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/* Converted parms to speed up swapping lights */
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float lightPosn[4];
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float lightDirn[4];
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float exponent;
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float cutoff;
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PLIGHTINFOEL *next;
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PLIGHTINFOEL *prev;
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};
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/*****************************************************************************
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* IWineD3D implementation structure
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*/
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typedef struct IWineD3DImpl
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{
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/* IUnknown fields */
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IWineD3DVtbl *lpVtbl;
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DWORD ref; /* Note: Ref counting not required */
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/* WineD3D Information */
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IUnknown *parent;
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UINT dxVersion;
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/* GL Information */
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BOOL isGLInfoValid;
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WineD3D_GL_Info gl_info;
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} IWineD3DImpl;
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extern IWineD3DVtbl IWineD3D_Vtbl;
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/*****************************************************************************
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* IWineD3DDevice implementation structure
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*/
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typedef struct IWineD3DDeviceImpl
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{
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/* IUnknown fields */
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IWineD3DDeviceVtbl *lpVtbl;
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DWORD ref; /* Note: Ref counting not required */
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/* WineD3D Information */
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IUnknown *parent; /* TODO - to be a new interface eventually */
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IWineD3D *wineD3D;
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/* X and GL Information */
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HWND win_handle;
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Window win;
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Display *display;
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GLXContext glCtx;
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XVisualInfo *visInfo;
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GLXContext render_ctx;
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Drawable drawable;
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GLint maxConcurrentLights;
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/* Optimization */
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BOOL modelview_valid;
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BOOL proj_valid;
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BOOL view_ident; /* true iff view matrix is identity */
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BOOL last_was_rhw; /* true iff last draw_primitive was in xyzrhw mode */
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/* State block related */
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BOOL isRecordingState;
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IWineD3DStateBlockImpl *stateBlock;
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IWineD3DStateBlockImpl *updateStateBlock;
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/* Internal use fields */
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D3DDEVICE_CREATION_PARAMETERS createParms;
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D3DPRESENT_PARAMETERS presentParms;
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UINT adapterNo;
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D3DDEVTYPE devType;
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} IWineD3DDeviceImpl;
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extern IWineD3DDeviceVtbl IWineD3DDevice_Vtbl;
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/*****************************************************************************
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* IWineD3DResource implementation structure
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*/
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typedef struct IWineD3DResourceClass
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{
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/* IUnknown fields */
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DWORD ref; /* Note: Ref counting not required */
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/* WineD3DResource Information */
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IUnknown *parent;
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D3DRESOURCETYPE resourceType;
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IWineD3DDevice *wineD3DDevice;
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} IWineD3DResourceClass;
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typedef struct IWineD3DResourceImpl
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{
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/* IUnknown & WineD3DResource Information */
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IWineD3DResourceVtbl *lpVtbl;
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IWineD3DResourceClass resource;
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} IWineD3DResourceImpl;
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extern IWineD3DResourceVtbl IWineD3DResource_Vtbl;
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/*****************************************************************************
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* IWineD3DVertexBuffer implementation structure (extends IWineD3DResourceImpl)
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*/
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typedef struct IWineD3DVertexBufferImpl
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{
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/* IUnknown & WineD3DResource Information */
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IWineD3DVertexBufferVtbl *lpVtbl;
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IWineD3DResourceClass resource;
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/* WineD3DVertexBuffer specifics */
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BYTE *allocatedMemory;
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D3DVERTEXBUFFER_DESC currentDesc;
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} IWineD3DVertexBufferImpl;
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extern IWineD3DVertexBufferVtbl IWineD3DVertexBuffer_Vtbl;
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/*****************************************************************************
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* IWineD3DIndexBuffer implementation structure (extends IWineD3DResourceImpl)
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*/
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typedef struct IWineD3DIndexBufferImpl
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{
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/* IUnknown & WineD3DResource Information */
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IWineD3DIndexBufferVtbl *lpVtbl;
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IWineD3DResourceClass resource;
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/* WineD3DVertexBuffer specifics */
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BYTE *allocatedMemory;
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D3DINDEXBUFFER_DESC currentDesc;
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} IWineD3DIndexBufferImpl;
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extern IWineD3DIndexBufferVtbl IWineD3DIndexBuffer_Vtbl;
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/*****************************************************************************
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* IWineD3DBaseTexture implementation structure (extends IWineD3DResourceImpl)
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*/
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typedef struct IWineD3DBaseTextureClass
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{
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UINT levels;
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} IWineD3DBaseTextureClass;
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typedef struct IWineD3DBaseTextureImpl
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{
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/* IUnknown & WineD3DResource Information */
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IWineD3DIndexBufferVtbl *lpVtbl;
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IWineD3DResourceClass resource;
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IWineD3DBaseTextureClass baseTexture;
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} IWineD3DBaseTextureImpl;
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extern IWineD3DBaseTextureVtbl IWineD3DBaseTexture_Vtbl;
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/*****************************************************************************
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* IWineD3DStateBlock implementation structure
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*/
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/* Internal state Block for Begin/End/Capture/Create/Apply info */
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/* Note: Very long winded but gl Lists are not flexible enough */
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/* to resolve everything we need, so doing it manually for now */
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typedef struct SAVEDSTATES {
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BOOL material;
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BOOL fvf;
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BOOL stream_source[MAX_STREAMS];
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BOOL transform[HIGHEST_TRANSFORMSTATE];
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BOOL clipplane[MAX_CLIPPLANES];
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} SAVEDSTATES;
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struct IWineD3DStateBlockImpl
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{
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/* IUnknown fields */
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IWineD3DStateBlockVtbl *lpVtbl;
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DWORD ref; /* Note: Ref counting not required */
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/* IWineD3DStateBlock information */
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IUnknown *parent;
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IWineD3DDevice *wineD3DDevice;
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D3DSTATEBLOCKTYPE blockType;
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/* Array indicating whether things have been set or changed */
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SAVEDSTATES changed;
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SAVEDSTATES set;
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/* Drawing - Vertex Shader or FVF related */
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DWORD fvf;
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/* Stream Source */
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UINT stream_stride[MAX_STREAMS];
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UINT stream_offset[MAX_STREAMS];
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IWineD3DVertexBuffer *stream_source[MAX_STREAMS];
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/* Transform */
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D3DMATRIX transforms[HIGHEST_TRANSFORMSTATE];
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/* Lights */
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PLIGHTINFOEL *lights; /* NOTE: active GL lights must be front of the chain */
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/* Clipping */
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double clipplane[MAX_CLIPPLANES][4];
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WINED3DCLIPSTATUS clip_status;
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/* Material */
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WINED3DMATERIAL material;
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};
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extern IWineD3DStateBlockVtbl IWineD3DStateBlock_Vtbl;
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/*****************************************************************************
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* Utility function prototypes
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*/
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const char* debug_d3dformat(D3DFORMAT fmt);
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const char* debug_d3ddevicetype(D3DDEVTYPE devtype);
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const char* debug_d3dresourcetype(D3DRESOURCETYPE res);
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const char* debug_d3dusage(DWORD usage);
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#if 0 /* Needs fixing during rework */
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/*****************************************************************************
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* IDirect3DVertexShaderDeclaration implementation structure
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*/
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struct IDirect3DVertexShaderDeclarationImpl {
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/* The device */
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/*IDirect3DDeviceImpl* device;*/
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/** precomputed fvf if simple declaration */
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DWORD fvf[MAX_STREAMS];
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DWORD allFVF;
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/** dx8 compatible Declaration fields */
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DWORD* pDeclaration8;
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DWORD declaration8Length;
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};
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/*****************************************************************************
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* IDirect3DVertexShader implementation structure
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*/
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struct IDirect3DVertexShaderImpl {
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/* The device */
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/*IDirect3DDeviceImpl* device;*/
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DWORD* function;
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UINT functionLength;
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DWORD usage;
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DWORD version;
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/* run time datas */
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VSHADERDATA* data;
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VSHADERINPUTDATA input;
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VSHADEROUTPUTDATA output;
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};
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/*****************************************************************************
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* IDirect3DPixelShader implementation structure
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*/
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struct IDirect3DPixelShaderImpl {
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/* The device */
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/*IDirect3DDeviceImpl* device;*/
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DWORD* function;
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UINT functionLength;
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DWORD version;
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/* run time datas */
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PSHADERDATA* data;
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PSHADERINPUTDATA input;
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PSHADEROUTPUTDATA output;
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};
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#endif /* Needs fixing during rework */
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#endif
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