663 lines
24 KiB
C
663 lines
24 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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/* GL related defines */
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/* ------------------ */
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#define GL_SUPPORT(ExtName) (GLINFO_LOCATION.supported[ExtName] != 0)
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#define GL_LIMITS(ExtName) (GLINFO_LOCATION.max_##ExtName)
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#define GL_EXTCALL(FuncName) (GLINFO_LOCATION.FuncName)
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#define D3DCOLOR_R(dw) (((float) (((dw) >> 16) & 0xFF)) / 255.0f)
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#define D3DCOLOR_G(dw) (((float) (((dw) >> 8) & 0xFF)) / 255.0f)
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#define D3DCOLOR_B(dw) (((float) (((dw) >> 0) & 0xFF)) / 255.0f)
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#define D3DCOLOR_A(dw) (((float) (((dw) >> 24) & 0xFF)) / 255.0f)
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#define D3DCOLORTOGLFLOAT4(dw, vec) \
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(vec)[0] = D3DCOLOR_R(dw); \
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(vec)[1] = D3DCOLOR_G(dw); \
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(vec)[2] = D3DCOLOR_B(dw); \
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(vec)[3] = D3DCOLOR_A(dw);
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/* Note: The following is purely to keep the source code as clear from #ifdefs as possible */
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#if defined(GL_VERSION_1_3)
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#define GLACTIVETEXTURE(textureNo) \
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glActiveTexture(GL_TEXTURE0 + textureNo); \
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checkGLcall("glActiveTexture");
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#define GLMULTITEXCOORD1F(a,b) \
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glMultiTexCoord1f(GL_TEXTURE0 + a, b);
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#define GLMULTITEXCOORD2F(a,b,c) \
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glMultiTexCoord2f(GL_TEXTURE0 + a, b, c);
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#define GLMULTITEXCOORD3F(a,b,c,d) \
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glMultiTexCoord3f(GL_TEXTURE0 + a, b, c, d);
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#define GLMULTITEXCOORD4F(a,b,c,d,e) \
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glMultiTexCoord4f(GL_TEXTURE0 + a, b, c, d, e);
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#else
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#define GLACTIVETEXTURE(textureNo) \
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glActiveTextureARB(GL_TEXTURE0_ARB + textureNo); \
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checkGLcall("glActiveTextureARB");
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#define GLMULTITEXCOORD1F(a,b) \
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glMultiTexCoord1fARB(GL_TEXTURE0_ARB + a, b);
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#define GLMULTITEXCOORD2F(a,b,c) \
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glMultiTexCoord2fARB(GL_TEXTURE0_ARB + a, b, c);
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#define GLMULTITEXCOORD3F(a,b,c,d) \
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glMultiTexCoord3fARB(GL_TEXTURE0_ARB + a, b, c, d);
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#define GLMULTITEXCOORD4F(a,b,c,d,e) \
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glMultiTexCoord4fARB(GL_TEXTURE0_ARB + a, b, c, d, e);
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#endif
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/* DirectX Device Limits */
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/* --------------------- */
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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 HIGHEST_RENDER_STATE 209
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/* Highest D3DRS_ value */
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#define HIGHEST_TEXTURE_STATE 32
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/* Highest D3DTSS_ value */
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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 MAX_PALETTES 256
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/* Checking of API calls */
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/* --------------------- */
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#define checkGLcall(A) \
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{ \
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GLint err = glGetError(); \
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if (err != GL_NO_ERROR) { \
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FIXME(">>>>>>>>>>>>>>>>> %x from %s @ %s / %d\n", err, A, __FILE__, __LINE__); \
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} else { \
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TRACE("%s call ok %s / %d\n", A, __FILE__, __LINE__); \
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} \
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}
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/* Trace routines / diagnostics */
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/* ---------------------------- */
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/* Dump out a matrix and copy it */
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#define conv_mat(mat,gl_mat) \
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do { \
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TRACE("%f %f %f %f\n", (mat)->u.s._11, (mat)->u.s._12, (mat)->u.s._13, (mat)->u.s._14); \
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TRACE("%f %f %f %f\n", (mat)->u.s._21, (mat)->u.s._22, (mat)->u.s._23, (mat)->u.s._24); \
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TRACE("%f %f %f %f\n", (mat)->u.s._31, (mat)->u.s._32, (mat)->u.s._33, (mat)->u.s._34); \
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TRACE("%f %f %f %f\n", (mat)->u.s._41, (mat)->u.s._42, (mat)->u.s._43, (mat)->u.s._44); \
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memcpy(gl_mat, (mat), 16 * sizeof(float)); \
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} while (0)
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/* Macro to dump out the current state of the light chain */
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#define DUMP_LIGHT_CHAIN() \
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{ \
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PLIGHTINFOEL *el = This->stateBlock->lights;\
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while (el) { \
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TRACE("Light %p (glIndex %ld, d3dIndex %ld, enabled %d)\n", el, el->glIndex, el->OriginalIndex, el->lightEnabled);\
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el = el->next; \
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} \
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}
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/* Trace vector and strided data information */
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#define TRACE_VECTOR(name) TRACE( #name "=(%f, %f, %f, %f)\n", name.x, name.y, name.z, name.w);
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#define TRACE_STRIDED(sd,name) TRACE( #name "=(data:%p, stride:%ld, type:%ld)\n", sd->u.s.name.lpData, sd->u.s.name.dwStride, sd->u.s.name.dwType);
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/* Defines used for optimizations */
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/* Only reapply what is necessary */
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#define REAPPLY_ALPHAOP 0x0001
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#define REAPPLY_ALL 0xFFFF
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/* Advance declaration of structures to satisfy compiler */
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typedef struct IWineD3DStateBlockImpl IWineD3DStateBlockImpl;
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typedef struct IWineD3DSurfaceImpl IWineD3DSurfaceImpl;
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/* Global variables */
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extern const float identity[16];
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/*****************************************************************************
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* Compilable extra diagnostics
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*/
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/* Trace information per-vertex: (extremely high amount of trace) */
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#if 0 /* NOTE: Must be 0 in cvs */
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# define VTRACE(A) TRACE A
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#else
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# define VTRACE(A)
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#endif
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/* Checking of per-vertex related GL calls */
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#define vcheckGLcall(A) \
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{ \
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GLint err = glGetError(); \
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if (err != GL_NO_ERROR) { \
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FIXME(">>>>>>>>>>>>>>>>> %x from %s @ %s / %d\n", err, A, __FILE__, __LINE__); \
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} else { \
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VTRACE(("%s call ok %s / %d\n", A, __FILE__, __LINE__)); \
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} \
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}
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/* TODO: Confirm each of these works when wined3d move completed */
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#if 0 /* NOTE: Must be 0 in cvs */
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/* To avoid having to get gigabytes of trace, the following can be compiled in, and at the start
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of each frame, a check is made for the existence of C:\D3DTRACE, and if if exists d3d trace
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is enabled, and if it doesn't exists it is disabled. */
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# define FRAME_DEBUGGING
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/* Adding in the SINGLE_FRAME_DEBUGGING gives a trace of just what makes up a single frame, before
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the file is deleted */
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# if 1 /* NOTE: Must be 1 in cvs, as this is mostly more useful than a trace from program start */
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# define SINGLE_FRAME_DEBUGGING
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# endif
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/* The following, when enabled, lets you see the makeup of the frame, by drawprimitive calls.
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It can only be enabled when FRAME_DEBUGGING is also enabled
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The contents of the back buffer are written into /tmp/backbuffer_* after each primitive
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array is drawn. */
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# if 0 /* NOTE: Must be 0 in cvs, as this give a lot of ppm files when compiled in */
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# define SHOW_FRAME_MAKEUP 1
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# endif
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/* The following, when enabled, lets you see the makeup of the all the textures used during each
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of the drawprimitive calls. It can only be enabled when SHOW_FRAME_MAKEUP is also enabled.
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The contents of the textures assigned to each stage are written into
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/tmp/texture_*_<Stage>.ppm after each primitive array is drawn. */
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# if 0 /* NOTE: Must be 0 in cvs, as this give a lot of ppm files when compiled in */
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# define SHOW_TEXTURE_MAKEUP 0
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# endif
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extern BOOL isOn;
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extern BOOL isDumpingFrames;
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extern LONG primCounter;
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#endif
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/*****************************************************************************
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* Prototypes
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*/
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/* Routine common to the draw primitive and draw indexed primitive routines */
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void drawPrimitive(IWineD3DDevice *iface,
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int PrimitiveType,
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long NumPrimitives,
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/* for Indexed: */
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long StartVertexIndex,
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long StartIdx,
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short idxBytes,
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const void *idxData,
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int minIndex);
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/*****************************************************************************
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* Structures required to draw primitives
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*/
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typedef struct Direct3DStridedData {
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BYTE *lpData; /* Pointer to start of data */
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DWORD dwStride; /* Stride between occurances of this data */
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DWORD dwType; /* Type (as in D3DVSDT_TYPE) */
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} Direct3DStridedData;
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typedef struct Direct3DVertexStridedData {
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union {
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struct {
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Direct3DStridedData position;
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Direct3DStridedData blendWeights;
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Direct3DStridedData blendMatrixIndices;
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Direct3DStridedData normal;
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Direct3DStridedData pSize;
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Direct3DStridedData diffuse;
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Direct3DStridedData specular;
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Direct3DStridedData texCoords[8];
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} s;
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Direct3DStridedData input[16]; /* Indexed by constants in D3DVSDE_REGISTER */
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} u;
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} Direct3DVertexStridedData;
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/*****************************************************************************
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* Internal representation of a light
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*/
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typedef struct PLIGHTINFOEL PLIGHTINFOEL;
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struct PLIGHTINFOEL {
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WINED3DLIGHT OriginalParms; /* Note D3D8LIGHT == D3D9LIGHT */
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DWORD OriginalIndex;
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LONG glIndex;
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BOOL lightEnabled;
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BOOL changed;
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BOOL enabledChanged;
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/* Converted parms to speed up swapping lights */
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float lightPosn[4];
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float lightDirn[4];
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float exponent;
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float cutoff;
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PLIGHTINFOEL *next;
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PLIGHTINFOEL *prev;
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};
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/*****************************************************************************
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* IWineD3D implementation structure
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*/
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typedef struct IWineD3DImpl
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{
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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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GLenum tracking_parm; /* Which source is tracking current colour */
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LONG tracking_color; /* used iff GL_COLOR_MATERIAL was enabled */
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#define DISABLED_TRACKING 0 /* Disabled */
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#define IS_TRACKING 1 /* tracking_parm is tracking diffuse color */
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#define NEEDS_TRACKING 2 /* Tracking needs to be enabled when needed */
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#define NEEDS_DISABLE 3 /* Tracking needs to be disabled when needed*/
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UINT srcBlend;
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UINT dstBlend;
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UINT alphafunc;
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UINT stencilfunc;
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BOOL texture_shader_active; /* TODO: Confirm use is correct */
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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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/* Render Target Support */
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IWineD3DSurfaceImpl *frontBuffer;
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IWineD3DSurfaceImpl *backBuffer;
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IWineD3DSurfaceImpl *depthStencilBuffer;
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IWineD3DSurfaceImpl *renderTarget;
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IWineD3DSurfaceImpl *stencilBufferTarget;
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/* palettes texture management */
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PALETTEENTRY palettes[MAX_PALETTES][256];
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UINT currentPalette;
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/* For rendering to a texture using glCopyTexImage */
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BOOL renderUpsideDown;
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/* Textures for when no other textures are mapped */
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UINT dummyTextureName[8];
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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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IWineD3DDeviceImpl *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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BOOL dirty;
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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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* IWineD3DSurface implementation structure
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*/
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struct IWineD3DSurfaceImpl
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{
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/* IUnknown & IWineD3DResource Information */
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IWineD3DSurfaceVtbl *lpVtbl;
|
|
IWineD3DResourceClass resource;
|
|
|
|
/* IWineD3DSurface fields */
|
|
IUnknown *container;
|
|
D3DSURFACE_DESC currentDesc;
|
|
BYTE *allocatedMemory;
|
|
|
|
UINT textureName;
|
|
UINT bytesPerPixel;
|
|
|
|
BOOL lockable;
|
|
BOOL locked;
|
|
RECT lockedRect;
|
|
RECT dirtyRect;
|
|
BOOL Dirty;
|
|
BOOL inTexture;
|
|
BOOL inPBuffer;
|
|
};
|
|
|
|
extern IWineD3DSurfaceVtbl IWineD3DSurface_Vtbl;
|
|
|
|
/*****************************************************************************
|
|
* IWineD3DStateBlock implementation structure
|
|
*/
|
|
|
|
/* Internal state Block for Begin/End/Capture/Create/Apply info */
|
|
/* Note: Very long winded but gl Lists are not flexible enough */
|
|
/* to resolve everything we need, so doing it manually for now */
|
|
typedef struct SAVEDSTATES {
|
|
BOOL indices;
|
|
BOOL material;
|
|
BOOL fvf;
|
|
BOOL stream_source[MAX_STREAMS];
|
|
BOOL textures[8];
|
|
BOOL transform[HIGHEST_TRANSFORMSTATE];
|
|
BOOL viewport;
|
|
BOOL renderState[HIGHEST_RENDER_STATE];
|
|
BOOL textureState[8][HIGHEST_TEXTURE_STATE];
|
|
BOOL clipplane[MAX_CLIPPLANES];
|
|
} SAVEDSTATES;
|
|
|
|
struct IWineD3DStateBlockImpl
|
|
{
|
|
/* IUnknown fields */
|
|
IWineD3DStateBlockVtbl *lpVtbl;
|
|
DWORD ref; /* Note: Ref counting not required */
|
|
|
|
/* IWineD3DStateBlock information */
|
|
IUnknown *parent;
|
|
IWineD3DDeviceImpl *wineD3DDevice;
|
|
D3DSTATEBLOCKTYPE blockType;
|
|
|
|
/* Array indicating whether things have been set or changed */
|
|
SAVEDSTATES changed;
|
|
SAVEDSTATES set;
|
|
|
|
/* Drawing - Vertex Shader or FVF related */
|
|
DWORD fvf;
|
|
void *vertexShader; /* TODO: Replace void * with IWineD3DVertexShader * */
|
|
BOOL streamIsUP;
|
|
|
|
/* Stream Source */
|
|
UINT stream_stride[MAX_STREAMS];
|
|
UINT stream_offset[MAX_STREAMS];
|
|
IWineD3DVertexBuffer *stream_source[MAX_STREAMS];
|
|
|
|
/* Indices */
|
|
IWineD3DIndexBuffer* pIndexData;
|
|
UINT baseVertexIndex; /* Note: only used for d3d8 */
|
|
|
|
/* Transform */
|
|
D3DMATRIX transforms[HIGHEST_TRANSFORMSTATE];
|
|
|
|
/* Lights */
|
|
PLIGHTINFOEL *lights; /* NOTE: active GL lights must be front of the chain */
|
|
|
|
/* Clipping */
|
|
double clipplane[MAX_CLIPPLANES][4];
|
|
WINED3DCLIPSTATUS clip_status;
|
|
|
|
/* ViewPort */
|
|
WINED3DVIEWPORT viewport;
|
|
|
|
/* Material */
|
|
WINED3DMATERIAL material;
|
|
|
|
/* Indexed Vertex Blending */
|
|
D3DVERTEXBLENDFLAGS vertex_blend;
|
|
FLOAT tween_factor;
|
|
|
|
/* RenderState */
|
|
DWORD renderState[HIGHEST_RENDER_STATE];
|
|
|
|
/* Texture */
|
|
IWineD3DBaseTexture *textures[8];
|
|
int textureDimensions[8];
|
|
|
|
/* Texture State Stage */
|
|
DWORD textureState[8][HIGHEST_TEXTURE_STATE];
|
|
|
|
};
|
|
|
|
extern IWineD3DStateBlockVtbl IWineD3DStateBlock_Vtbl;
|
|
|
|
/*****************************************************************************
|
|
* Utility function prototypes
|
|
*/
|
|
|
|
/* Trace routines */
|
|
const char* debug_d3dformat(D3DFORMAT fmt);
|
|
const char* debug_d3ddevicetype(D3DDEVTYPE devtype);
|
|
const char* debug_d3dresourcetype(D3DRESOURCETYPE res);
|
|
const char* debug_d3dusage(DWORD usage);
|
|
const char* debug_d3dprimitivetype(D3DPRIMITIVETYPE PrimitiveType);
|
|
const char* debug_d3drenderstate(DWORD state);
|
|
const char* debug_d3dtexturestate(DWORD state);
|
|
|
|
/* Routines for GL <-> D3D values */
|
|
GLenum StencilOp(DWORD op);
|
|
void set_tex_op(IWineD3DDevice *iface, BOOL isAlpha, int Stage, D3DTEXTUREOP op, DWORD arg1, DWORD arg2, DWORD arg3);
|
|
void set_texture_matrix(const float *smat, DWORD flags);
|
|
void GetSrcAndOpFromValue(DWORD iValue, BOOL isAlphaArg, GLenum* source, GLenum* operand);
|
|
|
|
SHORT D3DFmtGetBpp(IWineD3DDeviceImpl* This, D3DFORMAT fmt);
|
|
GLenum D3DFmt2GLFmt(IWineD3DDeviceImpl* This, D3DFORMAT fmt);
|
|
GLenum D3DFmt2GLType(IWineD3DDeviceImpl *This, D3DFORMAT fmt);
|
|
GLint D3DFmt2GLIntFmt(IWineD3DDeviceImpl* This, D3DFORMAT fmt);
|
|
|
|
|
|
#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
|