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1 /*
2 * Direct3D wine internal private include file
3 *
4 * Copyright 2002-2003 The wine-d3d team
5 * Copyright 2002-2003 Raphael Junqueira
6 * Copyright 2002-2003, 2004 Jason Edmeades
7 * Copyright 2005 Oliver Stieber
8 *
9 * This library is free software; you can redistribute it and/or
10 * modify it under the terms of the GNU Lesser General Public
11 * License as published by the Free Software Foundation; either
12 * version 2.1 of the License, or (at your option) any later version.
13 *
14 * This library is distributed in the hope that it will be useful,
15 * but WITHOUT ANY WARRANTY; without even the implied warranty of
16 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
17 * Lesser General Public License for more details.
18 *
19 * You should have received a copy of the GNU Lesser General Public
20 * License along with this library; if not, write to the Free Software
21 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
22 */
23
24 #ifndef __WINE_WINED3D_PRIVATE_H
25 #define __WINE_WINED3D_PRIVATE_H
26
27 #include <stdarg.h>
28 #include <math.h>
29 #include <limits.h>
30 #define NONAMELESSUNION
31 #define NONAMELESSSTRUCT
32 #define COBJMACROS
33 #include "windef.h"
34 #include "winbase.h"
35 #include "winreg.h"
36 #include "wingdi.h"
37 #include "winuser.h"
38 #include "wine/debug.h"
39 #include "wine/unicode.h"
40
41 #include "objbase.h"
42 #include "wine/wined3d.h"
43 #include "wined3d_gl.h"
44 #include "wine/list.h"
45 #include "wine/rbtree.h"
46
47 /* Driver quirks */
48 #define WINED3D_QUIRK_ARB_VS_OFFSET_LIMIT 0x00000001
49 #define WINED3D_QUIRK_SET_TEXCOORD_W 0x00000002
50 #define WINED3D_QUIRK_GLSL_CLIP_VARYING 0x00000004
51 #define WINED3D_QUIRK_ALLOWS_SPECULAR_ALPHA 0x00000008
52 #define WINED3D_QUIRK_NV_CLIP_BROKEN 0x00000010
53
54 /* Texture format fixups */
55
56 enum fixup_channel_source
57 {
58 CHANNEL_SOURCE_ZERO = 0,
59 CHANNEL_SOURCE_ONE = 1,
60 CHANNEL_SOURCE_X = 2,
61 CHANNEL_SOURCE_Y = 3,
62 CHANNEL_SOURCE_Z = 4,
63 CHANNEL_SOURCE_W = 5,
64 CHANNEL_SOURCE_COMPLEX0 = 6,
65 CHANNEL_SOURCE_COMPLEX1 = 7,
66 };
67
68 enum complex_fixup
69 {
70 COMPLEX_FIXUP_YUY2 = 0,
71 COMPLEX_FIXUP_UYVY = 1,
72 COMPLEX_FIXUP_YV12 = 2,
73 COMPLEX_FIXUP_P8 = 3,
74 };
75
76 #include <pshpack2.h>
77 struct color_fixup_desc
78 {
79 unsigned x_sign_fixup : 1;
80 unsigned x_source : 3;
81 unsigned y_sign_fixup : 1;
82 unsigned y_source : 3;
83 unsigned z_sign_fixup : 1;
84 unsigned z_source : 3;
85 unsigned w_sign_fixup : 1;
86 unsigned w_source : 3;
87 };
88 #include <poppack.h>
89
90 static const struct color_fixup_desc COLOR_FIXUP_IDENTITY =
91 {0, CHANNEL_SOURCE_X, 0, CHANNEL_SOURCE_Y, 0, CHANNEL_SOURCE_Z, 0, CHANNEL_SOURCE_W};
92
93 static inline struct color_fixup_desc create_color_fixup_desc(
94 int sign0, enum fixup_channel_source src0, int sign1, enum fixup_channel_source src1,
95 int sign2, enum fixup_channel_source src2, int sign3, enum fixup_channel_source src3)
96 {
97 struct color_fixup_desc fixup =
98 {
99 sign0, src0,
100 sign1, src1,
101 sign2, src2,
102 sign3, src3,
103 };
104 return fixup;
105 }
106
107 static inline struct color_fixup_desc create_complex_fixup_desc(enum complex_fixup complex_fixup)
108 {
109 struct color_fixup_desc fixup =
110 {
111 0, complex_fixup & (1 << 0) ? CHANNEL_SOURCE_COMPLEX1 : CHANNEL_SOURCE_COMPLEX0,
112 0, complex_fixup & (1 << 1) ? CHANNEL_SOURCE_COMPLEX1 : CHANNEL_SOURCE_COMPLEX0,
113 0, complex_fixup & (1 << 2) ? CHANNEL_SOURCE_COMPLEX1 : CHANNEL_SOURCE_COMPLEX0,
114 0, complex_fixup & (1 << 3) ? CHANNEL_SOURCE_COMPLEX1 : CHANNEL_SOURCE_COMPLEX0,
115 };
116 return fixup;
117 }
118
119 static inline BOOL is_identity_fixup(struct color_fixup_desc fixup)
120 {
121 return !memcmp(&fixup, &COLOR_FIXUP_IDENTITY, sizeof(fixup));
122 }
123
124 static inline BOOL is_complex_fixup(struct color_fixup_desc fixup)
125 {
126 return fixup.x_source == CHANNEL_SOURCE_COMPLEX0 || fixup.x_source == CHANNEL_SOURCE_COMPLEX1;
127 }
128
129 static inline enum complex_fixup get_complex_fixup(struct color_fixup_desc fixup)
130 {
131 enum complex_fixup complex_fixup = 0;
132 if (fixup.x_source == CHANNEL_SOURCE_COMPLEX1) complex_fixup |= (1 << 0);
133 if (fixup.y_source == CHANNEL_SOURCE_COMPLEX1) complex_fixup |= (1 << 1);
134 if (fixup.z_source == CHANNEL_SOURCE_COMPLEX1) complex_fixup |= (1 << 2);
135 if (fixup.w_source == CHANNEL_SOURCE_COMPLEX1) complex_fixup |= (1 << 3);
136 return complex_fixup;
137 }
138
139 void *wined3d_rb_alloc(size_t size) DECLSPEC_HIDDEN;
140 void *wined3d_rb_realloc(void *ptr, size_t size) DECLSPEC_HIDDEN;
141 void wined3d_rb_free(void *ptr) DECLSPEC_HIDDEN;
142
143 /* Device caps */
144 #define MAX_PALETTES 65536
145 #define MAX_STREAMS 16
146 #define MAX_TEXTURES 8
147 #define MAX_FRAGMENT_SAMPLERS 16
148 #define MAX_VERTEX_SAMPLERS 4
149 #define MAX_COMBINED_SAMPLERS (MAX_FRAGMENT_SAMPLERS + MAX_VERTEX_SAMPLERS)
150 #define MAX_ACTIVE_LIGHTS 8
151 #define MAX_CLIPPLANES WINED3DMAXUSERCLIPPLANES
152
153 struct min_lookup
154 {
155 GLenum mip[WINED3DTEXF_LINEAR + 1];
156 };
157
158 const struct min_lookup minMipLookup[WINED3DTEXF_LINEAR + 1] DECLSPEC_HIDDEN;
159 const struct min_lookup minMipLookup_noFilter[WINED3DTEXF_LINEAR + 1] DECLSPEC_HIDDEN;
160 const struct min_lookup minMipLookup_noMip[WINED3DTEXF_LINEAR + 1] DECLSPEC_HIDDEN;
161 const GLenum magLookup[WINED3DTEXF_LINEAR + 1] DECLSPEC_HIDDEN;
162 const GLenum magLookup_noFilter[WINED3DTEXF_LINEAR + 1] DECLSPEC_HIDDEN;
163
164 static inline GLenum wined3d_gl_mag_filter(const GLenum mag_lookup[], WINED3DTEXTUREFILTERTYPE mag_filter)
165 {
166 return mag_lookup[mag_filter];
167 }
168
169 static inline GLenum wined3d_gl_min_mip_filter(const struct min_lookup min_mip_lookup[],
170 WINED3DTEXTUREFILTERTYPE min_filter, WINED3DTEXTUREFILTERTYPE mip_filter)
171 {
172 return min_mip_lookup[min_filter].mip[mip_filter];
173 }
174
175 /* float_16_to_32() and float_32_to_16() (see implementation in
176 * surface_base.c) convert 16 bit floats in the FLOAT16 data type
177 * to standard C floats and vice versa. They do not depend on the encoding
178 * of the C float, so they are platform independent, but slow. On x86 and
179 * other IEEE 754 compliant platforms the conversion can be accelerated by
180 * bit shifting the exponent and mantissa. There are also some SSE-based
181 * assembly routines out there.
182 *
183 * See GL_NV_half_float for a reference of the FLOAT16 / GL_HALF format
184 */
185 static inline float float_16_to_32(const unsigned short *in) {
186 const unsigned short s = ((*in) & 0x8000);
187 const unsigned short e = ((*in) & 0x7C00) >> 10;
188 const unsigned short m = (*in) & 0x3FF;
189 const float sgn = (s ? -1.0f : 1.0f);
190
191 if(e == 0) {
192 if(m == 0) return sgn * 0.0f; /* +0.0 or -0.0 */
193 else return sgn * pow(2, -14.0f) * ((float)m / 1024.0f);
194 } else if(e < 31) {
195 return sgn * pow(2, (float)e - 15.0f) * (1.0f + ((float)m / 1024.0f));
196 } else {
197 if(m == 0) return sgn / 0.0f; /* +INF / -INF */
198 else return 0.0f / 0.0f; /* NAN */
199 }
200 }
201
202 static inline float float_24_to_32(DWORD in)
203 {
204 const float sgn = in & 0x800000 ? -1.0f : 1.0f;
205 const unsigned short e = (in & 0x780000) >> 19;
206 const unsigned short m = in & 0x7ffff;
207
208 if (e == 0)
209 {
210 if (m == 0) return sgn * 0.0f; /* +0.0 or -0.0 */
211 else return sgn * pow(2, -6.0f) * ((float)m / 524288.0f);
212 }
213 else if (e < 15)
214 {
215 return sgn * pow(2, (float)e - 7.0f) * (1.0f + ((float)m / 524288.0f));
216 }
217 else
218 {
219 if (m == 0) return sgn / 0.0f; /* +INF / -INF */
220 else return 0.0f / 0.0f; /* NAN */
221 }
222 }
223
224 /**
225 * Settings
226 */
227 #define VS_NONE 0
228 #define VS_HW 1
229
230 #define PS_NONE 0
231 #define PS_HW 1
232
233 #define VBO_NONE 0
234 #define VBO_HW 1
235
236 #define ORM_BACKBUFFER 0
237 #define ORM_PBUFFER 1
238 #define ORM_FBO 2
239
240 #define SHADER_ARB 1
241 #define SHADER_GLSL 2
242 #define SHADER_ATI 3
243 #define SHADER_NONE 4
244
245 #define RTL_DISABLE -1
246 #define RTL_READDRAW 1
247 #define RTL_READTEX 2
248
249 #define PCI_VENDOR_NONE 0xffff /* e.g. 0x8086 for Intel and 0x10de for Nvidia */
250 #define PCI_DEVICE_NONE 0xffff /* e.g. 0x14f for a Geforce6200 */
251
252 /* NOTE: When adding fields to this structure, make sure to update the default
253 * values in wined3d_main.c as well. */
254 typedef struct wined3d_settings_s {
255 /* vertex and pixel shader modes */
256 int vs_mode;
257 int ps_mode;
258 /* Ideally, we don't want the user to have to request GLSL. If the hardware supports GLSL,
259 we should use it. However, until it's fully implemented, we'll leave it as a registry
260 setting for developers. */
261 BOOL glslRequested;
262 int offscreen_rendering_mode;
263 int rendertargetlock_mode;
264 unsigned short pci_vendor_id;
265 unsigned short pci_device_id;
266 /* Memory tracking and object counting */
267 unsigned int emulated_textureram;
268 char *logo;
269 int allow_multisampling;
270 } wined3d_settings_t;
271
272 extern wined3d_settings_t wined3d_settings DECLSPEC_HIDDEN;
273
274 typedef enum _WINED3DSAMPLER_TEXTURE_TYPE
275 {
276 WINED3DSTT_UNKNOWN = 0,
277 WINED3DSTT_1D = 1,
278 WINED3DSTT_2D = 2,
279 WINED3DSTT_CUBE = 3,
280 WINED3DSTT_VOLUME = 4,
281 } WINED3DSAMPLER_TEXTURE_TYPE;
282
283 typedef enum _WINED3DSHADER_PARAM_REGISTER_TYPE
284 {
285 WINED3DSPR_TEMP = 0,
286 WINED3DSPR_INPUT = 1,
287 WINED3DSPR_CONST = 2,
288 WINED3DSPR_ADDR = 3,
289 WINED3DSPR_TEXTURE = 3,
290 WINED3DSPR_RASTOUT = 4,
291 WINED3DSPR_ATTROUT = 5,
292 WINED3DSPR_TEXCRDOUT = 6,
293 WINED3DSPR_OUTPUT = 6,
294 WINED3DSPR_CONSTINT = 7,
295 WINED3DSPR_COLOROUT = 8,
296 WINED3DSPR_DEPTHOUT = 9,
297 WINED3DSPR_SAMPLER = 10,
298 WINED3DSPR_CONST2 = 11,
299 WINED3DSPR_CONST3 = 12,
300 WINED3DSPR_CONST4 = 13,
301 WINED3DSPR_CONSTBOOL = 14,
302 WINED3DSPR_LOOP = 15,
303 WINED3DSPR_TEMPFLOAT16 = 16,
304 WINED3DSPR_MISCTYPE = 17,
305 WINED3DSPR_LABEL = 18,
306 WINED3DSPR_PREDICATE = 19,
307 WINED3DSPR_IMMCONST,
308 WINED3DSPR_CONSTBUFFER,
309 } WINED3DSHADER_PARAM_REGISTER_TYPE;
310
311 enum wined3d_immconst_type
312 {
313 WINED3D_IMMCONST_FLOAT,
314 WINED3D_IMMCONST_FLOAT4,
315 };
316
317 #define WINED3DSP_NOSWIZZLE (0 | (1 << 2) | (2 << 4) | (3 << 6))
318
319 typedef enum _WINED3DSHADER_PARAM_SRCMOD_TYPE
320 {
321 WINED3DSPSM_NONE = 0,
322 WINED3DSPSM_NEG = 1,
323 WINED3DSPSM_BIAS = 2,
324 WINED3DSPSM_BIASNEG = 3,
325 WINED3DSPSM_SIGN = 4,
326 WINED3DSPSM_SIGNNEG = 5,
327 WINED3DSPSM_COMP = 6,
328 WINED3DSPSM_X2 = 7,
329 WINED3DSPSM_X2NEG = 8,
330 WINED3DSPSM_DZ = 9,
331 WINED3DSPSM_DW = 10,
332 WINED3DSPSM_ABS = 11,
333 WINED3DSPSM_ABSNEG = 12,
334 WINED3DSPSM_NOT = 13,
335 } WINED3DSHADER_PARAM_SRCMOD_TYPE;
336
337 #define WINED3DSP_WRITEMASK_0 0x1 /* .x r */
338 #define WINED3DSP_WRITEMASK_1 0x2 /* .y g */
339 #define WINED3DSP_WRITEMASK_2 0x4 /* .z b */
340 #define WINED3DSP_WRITEMASK_3 0x8 /* .w a */
341 #define WINED3DSP_WRITEMASK_ALL 0xf /* all */
342
343 typedef enum _WINED3DSHADER_PARAM_DSTMOD_TYPE
344 {
345 WINED3DSPDM_NONE = 0,
346 WINED3DSPDM_SATURATE = 1,
347 WINED3DSPDM_PARTIALPRECISION = 2,
348 WINED3DSPDM_MSAMPCENTROID = 4,
349 } WINED3DSHADER_PARAM_DSTMOD_TYPE;
350
351 /* Undocumented opcode control to identify projective texture lookups in ps 2.0 and later */
352 #define WINED3DSI_TEXLD_PROJECT 1
353 #define WINED3DSI_TEXLD_BIAS 2
354
355 typedef enum COMPARISON_TYPE
356 {
357 COMPARISON_GT = 1,
358 COMPARISON_EQ = 2,
359 COMPARISON_GE = 3,
360 COMPARISON_LT = 4,
361 COMPARISON_NE = 5,
362 COMPARISON_LE = 6,
363 } COMPARISON_TYPE;
364
365 #define WINED3D_SM1_VS 0xfffe
366 #define WINED3D_SM1_PS 0xffff
367 #define WINED3D_SM4_PS 0x0000
368 #define WINED3D_SM4_VS 0x0001
369 #define WINED3D_SM4_GS 0x0002
370
371 /* Shader version tokens, and shader end tokens */
372 #define WINED3DPS_VERSION(major, minor) ((WINED3D_SM1_PS << 16) | ((major) << 8) | (minor))
373 #define WINED3DVS_VERSION(major, minor) ((WINED3D_SM1_VS << 16) | ((major) << 8) | (minor))
374
375 /* Shader backends */
376
377 /* TODO: Make this dynamic, based on shader limits ? */
378 #define MAX_ATTRIBS 16
379 #define MAX_REG_ADDR 1
380 #define MAX_REG_TEMP 32
381 #define MAX_REG_TEXCRD 8
382 #define MAX_REG_INPUT 12
383 #define MAX_REG_OUTPUT 12
384 #define MAX_CONST_I 16
385 #define MAX_CONST_B 16
386
387 /* FIXME: This needs to go up to 2048 for
388 * Shader model 3 according to msdn (and for software shaders) */
389 #define MAX_LABELS 16
390
391 #define SHADER_PGMSIZE 65535
392
393 struct wined3d_shader_buffer
394 {
395 char *buffer;
396 unsigned int bsize;
397 unsigned int lineNo;
398 BOOL newline;
399 };
400
401 enum WINED3D_SHADER_INSTRUCTION_HANDLER
402 {
403 WINED3DSIH_ABS,
404 WINED3DSIH_ADD,
405 WINED3DSIH_BEM,
406 WINED3DSIH_BREAK,
407 WINED3DSIH_BREAKC,
408 WINED3DSIH_BREAKP,
409 WINED3DSIH_CALL,
410 WINED3DSIH_CALLNZ,
411 WINED3DSIH_CMP,
412 WINED3DSIH_CND,
413 WINED3DSIH_CRS,
414 WINED3DSIH_CUT,
415 WINED3DSIH_DCL,
416 WINED3DSIH_DEF,
417 WINED3DSIH_DEFB,
418 WINED3DSIH_DEFI,
419 WINED3DSIH_DP2ADD,
420 WINED3DSIH_DP3,
421 WINED3DSIH_DP4,
422 WINED3DSIH_DST,
423 WINED3DSIH_DSX,
424 WINED3DSIH_DSY,
425 WINED3DSIH_ELSE,
426 WINED3DSIH_EMIT,
427 WINED3DSIH_ENDIF,
428 WINED3DSIH_ENDLOOP,
429 WINED3DSIH_ENDREP,
430 WINED3DSIH_EXP,
431 WINED3DSIH_EXPP,
432 WINED3DSIH_FRC,
433 WINED3DSIH_IADD,
434 WINED3DSIH_IF,
435 WINED3DSIH_IFC,
436 WINED3DSIH_IGE,
437 WINED3DSIH_LABEL,
438 WINED3DSIH_LIT,
439 WINED3DSIH_LOG,
440 WINED3DSIH_LOGP,
441 WINED3DSIH_LOOP,
442 WINED3DSIH_LRP,
443 WINED3DSIH_LT,
444 WINED3DSIH_M3x2,
445 WINED3DSIH_M3x3,
446 WINED3DSIH_M3x4,
447 WINED3DSIH_M4x3,
448 WINED3DSIH_M4x4,
449 WINED3DSIH_MAD,
450 WINED3DSIH_MAX,
451 WINED3DSIH_MIN,
452 WINED3DSIH_MOV,
453 WINED3DSIH_MOVA,
454 WINED3DSIH_MUL,
455 WINED3DSIH_NOP,
456 WINED3DSIH_NRM,
457 WINED3DSIH_PHASE,
458 WINED3DSIH_POW,
459 WINED3DSIH_RCP,
460 WINED3DSIH_REP,
461 WINED3DSIH_RET,
462 WINED3DSIH_RSQ,
463 WINED3DSIH_SETP,
464 WINED3DSIH_SGE,
465 WINED3DSIH_SGN,
466 WINED3DSIH_SINCOS,
467 WINED3DSIH_SLT,
468 WINED3DSIH_SUB,
469 WINED3DSIH_TEX,
470 WINED3DSIH_TEXBEM,
471 WINED3DSIH_TEXBEML,
472 WINED3DSIH_TEXCOORD,
473 WINED3DSIH_TEXDEPTH,
474 WINED3DSIH_TEXDP3,
475 WINED3DSIH_TEXDP3TEX,
476 WINED3DSIH_TEXKILL,
477 WINED3DSIH_TEXLDD,
478 WINED3DSIH_TEXLDL,
479 WINED3DSIH_TEXM3x2DEPTH,
480 WINED3DSIH_TEXM3x2PAD,
481 WINED3DSIH_TEXM3x2TEX,
482 WINED3DSIH_TEXM3x3,
483 WINED3DSIH_TEXM3x3DIFF,
484 WINED3DSIH_TEXM3x3PAD,
485 WINED3DSIH_TEXM3x3SPEC,
486 WINED3DSIH_TEXM3x3TEX,
487 WINED3DSIH_TEXM3x3VSPEC,
488 WINED3DSIH_TEXREG2AR,
489 WINED3DSIH_TEXREG2GB,
490 WINED3DSIH_TEXREG2RGB,
491 WINED3DSIH_TABLE_SIZE
492 };
493
494 enum wined3d_shader_type
495 {
496 WINED3D_SHADER_TYPE_PIXEL,
497 WINED3D_SHADER_TYPE_VERTEX,
498 WINED3D_SHADER_TYPE_GEOMETRY,
499 };
500
501 struct wined3d_shader_version
502 {
503 enum wined3d_shader_type type;
504 BYTE major;
505 BYTE minor;
506 };
507
508 #define WINED3D_SHADER_VERSION(major, minor) (((major) << 8) | (minor))
509
510 typedef struct shader_reg_maps
511 {
512 struct wined3d_shader_version shader_version;
513 BYTE texcoord; /* MAX_REG_TEXCRD, 8 */
514 BYTE address; /* MAX_REG_ADDR, 1 */
515 WORD labels; /* MAX_LABELS, 16 */
516 DWORD temporary; /* MAX_REG_TEMP, 32 */
517 DWORD *constf; /* pixel, vertex */
518 DWORD texcoord_mask[MAX_REG_TEXCRD]; /* vertex < 3.0 */
519 WORD input_registers; /* max(MAX_REG_INPUT, MAX_ATTRIBS), 16 */
520 WORD output_registers; /* MAX_REG_OUTPUT, 12 */
521 WORD integer_constants; /* MAX_CONST_I, 16 */
522 WORD boolean_constants; /* MAX_CONST_B, 16 */
523 WORD local_int_consts; /* MAX_CONST_I, 16 */
524 WORD local_bool_consts; /* MAX_CONST_B, 16 */
525
526 WINED3DSAMPLER_TEXTURE_TYPE sampler_type[max(MAX_FRAGMENT_SAMPLERS, MAX_VERTEX_SAMPLERS)];
527 BYTE bumpmat; /* MAX_TEXTURES, 8 */
528 BYTE luminanceparams; /* MAX_TEXTURES, 8 */
529
530 WORD usesnrm : 1;
531 WORD vpos : 1;
532 WORD usesdsx : 1;
533 WORD usesdsy : 1;
534 WORD usestexldd : 1;
535 WORD usesmova : 1;
536 WORD usesfacing : 1;
537 WORD usesrelconstF : 1;
538 WORD fog : 1;
539 WORD usestexldl : 1;
540 WORD usesifc : 1;
541 WORD usescall : 1;
542 WORD padding : 4;
543
544 /* Whether or not loops are used in this shader, and nesting depth */
545 unsigned loop_depth;
546 unsigned highest_render_target;
547
548 } shader_reg_maps;
549
550 struct wined3d_shader_context
551 {
552 IWineD3DBaseShader *shader;
553 const struct wined3d_gl_info *gl_info;
554 const struct shader_reg_maps *reg_maps;
555 struct wined3d_shader_buffer *buffer;
556 void *backend_data;
557 };
558
559 struct wined3d_shader_register
560 {
561 WINED3DSHADER_PARAM_REGISTER_TYPE type;
562 UINT idx;
563 UINT array_idx;
564 const struct wined3d_shader_src_param *rel_addr;
565 enum wined3d_immconst_type immconst_type;
566 DWORD immconst_data[4];
567 };
568
569 struct wined3d_shader_dst_param
570 {
571 struct wined3d_shader_register reg;
572 DWORD write_mask;
573 DWORD modifiers;
574 DWORD shift;
575 };
576
577 struct wined3d_shader_src_param
578 {
579 struct wined3d_shader_register reg;
580 DWORD swizzle;
581 DWORD modifiers;
582 };
583
584 struct wined3d_shader_instruction
585 {
586 const struct wined3d_shader_context *ctx;
587 enum WINED3D_SHADER_INSTRUCTION_HANDLER handler_idx;
588 DWORD flags;
589 BOOL coissue;
590 DWORD predicate;
591 UINT dst_count;
592 const struct wined3d_shader_dst_param *dst;
593 UINT src_count;
594 const struct wined3d_shader_src_param *src;
595 };
596
597 struct wined3d_shader_semantic
598 {
599 WINED3DDECLUSAGE usage;
600 UINT usage_idx;
601 WINED3DSAMPLER_TEXTURE_TYPE sampler_type;
602 struct wined3d_shader_dst_param reg;
603 };
604
605 struct wined3d_shader_attribute
606 {
607 WINED3DDECLUSAGE usage;
608 UINT usage_idx;
609 };
610
611 struct wined3d_shader_loop_control
612 {
613 unsigned int count;
614 unsigned int start;
615 int step;
616 };
617
618 struct wined3d_shader_frontend
619 {
620 void *(*shader_init)(const DWORD *ptr, const struct wined3d_shader_signature *output_signature);
621 void (*shader_free)(void *data);
622 void (*shader_read_header)(void *data, const DWORD **ptr, struct wined3d_shader_version *shader_version);
623 void (*shader_read_opcode)(void *data, const DWORD **ptr, struct wined3d_shader_instruction *ins, UINT *param_size);
624 void (*shader_read_src_param)(void *data, const DWORD **ptr, struct wined3d_shader_src_param *src_param,
625 struct wined3d_shader_src_param *src_rel_addr);
626 void (*shader_read_dst_param)(void *data, const DWORD **ptr, struct wined3d_shader_dst_param *dst_param,
627 struct wined3d_shader_src_param *dst_rel_addr);
628 void (*shader_read_semantic)(const DWORD **ptr, struct wined3d_shader_semantic *semantic);
629 void (*shader_read_comment)(const DWORD **ptr, const char **comment, UINT *comment_size);
630 BOOL (*shader_is_end)(void *data, const DWORD **ptr);
631 };
632
633 extern const struct wined3d_shader_frontend sm1_shader_frontend DECLSPEC_HIDDEN;
634 extern const struct wined3d_shader_frontend sm4_shader_frontend DECLSPEC_HIDDEN;
635
636 typedef void (*SHADER_HANDLER)(const struct wined3d_shader_instruction *);
637
638 struct shader_caps {
639 DWORD VertexShaderVersion;
640 DWORD MaxVertexShaderConst;
641
642 DWORD PixelShaderVersion;
643 float PixelShader1xMaxValue;
644 DWORD MaxPixelShaderConst;
645
646 WINED3DVSHADERCAPS2_0 VS20Caps;
647 WINED3DPSHADERCAPS2_0 PS20Caps;
648
649 DWORD MaxVShaderInstructionsExecuted;
650 DWORD MaxPShaderInstructionsExecuted;
651 DWORD MaxVertexShader30InstructionSlots;
652 DWORD MaxPixelShader30InstructionSlots;
653
654 BOOL VSClipping;
655 };
656
657 enum tex_types
658 {
659 tex_1d = 0,
660 tex_2d = 1,
661 tex_3d = 2,
662 tex_cube = 3,
663 tex_rect = 4,
664 tex_type_count = 5,
665 };
666
667 enum vertexprocessing_mode {
668 fixedfunction,
669 vertexshader,
670 pretransformed
671 };
672
673 #define WINED3D_CONST_NUM_UNUSED ~0U
674
675 enum fogmode {
676 FOG_OFF,
677 FOG_LINEAR,
678 FOG_EXP,
679 FOG_EXP2
680 };
681
682 /* Stateblock dependent parameters which have to be hardcoded
683 * into the shader code
684 */
685 struct ps_compile_args {
686 struct color_fixup_desc color_fixup[MAX_FRAGMENT_SAMPLERS];
687 enum vertexprocessing_mode vp_mode;
688 enum fogmode fog;
689 /* Projected textures(ps 1.0-1.3) */
690 /* Texture types(2D, Cube, 3D) in ps 1.x */
691 BOOL srgb_correction;
692 WORD np2_fixup;
693 /* Bitmap for NP2 texcoord fixups (16 samplers max currently).
694 D3D9 has a limit of 16 samplers and the fixup is superfluous
695 in D3D10 (unconditional NP2 support mandatory). */
696 };
697
698 enum fog_src_type {
699 VS_FOG_Z = 0,
700 VS_FOG_COORD = 1
701 };
702
703 struct vs_compile_args {
704 BYTE fog_src;
705 BYTE clip_enabled;
706 WORD swizzle_map; /* MAX_ATTRIBS, 16 */
707 };
708
709 struct wined3d_context;
710
711 typedef struct {
712 void (*shader_handle_instruction)(const struct wined3d_shader_instruction *);
713 void (*shader_select)(const struct wined3d_context *context, BOOL usePS, BOOL useVS);
714 void (*shader_select_depth_blt)(IWineD3DDevice *iface, enum tex_types tex_type);
715 void (*shader_deselect_depth_blt)(IWineD3DDevice *iface);
716 void (*shader_update_float_vertex_constants)(IWineD3DDevice *iface, UINT start, UINT count);
717 void (*shader_update_float_pixel_constants)(IWineD3DDevice *iface, UINT start, UINT count);
718 void (*shader_load_constants)(const struct wined3d_context *context, char usePS, char useVS);
719 void (*shader_load_np2fixup_constants)(IWineD3DDevice *iface, char usePS, char useVS);
720 void (*shader_destroy)(IWineD3DBaseShader *iface);
721 HRESULT (*shader_alloc_private)(IWineD3DDevice *iface);
722 void (*shader_free_private)(IWineD3DDevice *iface);
723 BOOL (*shader_dirtifyable_constants)(IWineD3DDevice *iface);
724 void (*shader_get_caps)(const struct wined3d_gl_info *gl_info, struct shader_caps *caps);
725 BOOL (*shader_color_fixup_supported)(struct color_fixup_desc fixup);
726 void (*shader_add_instruction_modifiers)(const struct wined3d_shader_instruction *ins);
727 } shader_backend_t;
728
729 extern const shader_backend_t glsl_shader_backend DECLSPEC_HIDDEN;
730 extern const shader_backend_t arb_program_shader_backend DECLSPEC_HIDDEN;
731 extern const shader_backend_t none_shader_backend DECLSPEC_HIDDEN;
732
733 /* X11 locking */
734
735 extern void (* CDECL wine_tsx11_lock_ptr)(void) DECLSPEC_HIDDEN;
736 extern void (* CDECL wine_tsx11_unlock_ptr)(void) DECLSPEC_HIDDEN;
737
738 /* As GLX relies on X, this is needed */
739 extern int num_lock DECLSPEC_HIDDEN;
740
741 #if 0
742 #define ENTER_GL() ++num_lock; if (num_lock > 1) FIXME("Recursive use of GL lock to: %d\n", num_lock); wine_tsx11_lock_ptr()
743 #define LEAVE_GL() if (num_lock != 1) FIXME("Recursive use of GL lock: %d\n", num_lock); --num_lock; wine_tsx11_unlock_ptr()
744 #else
745 #define ENTER_GL() wine_tsx11_lock_ptr()
746 #define LEAVE_GL() wine_tsx11_unlock_ptr()
747 #endif
748
749 /*****************************************************************************
750 * Defines
751 */
752
753 /* GL related defines */
754 /* ------------------ */
755 #define GL_EXTCALL(FuncName) (GLINFO_LOCATION.FuncName)
756
757 #define D3DCOLOR_B_R(dw) (((dw) >> 16) & 0xFF)
758 #define D3DCOLOR_B_G(dw) (((dw) >> 8) & 0xFF)
759 #define D3DCOLOR_B_B(dw) (((dw) >> 0) & 0xFF)
760 #define D3DCOLOR_B_A(dw) (((dw) >> 24) & 0xFF)
761
762 #define D3DCOLOR_R(dw) (((float) (((dw) >> 16) & 0xFF)) / 255.0f)
763 #define D3DCOLOR_G(dw) (((float) (((dw) >> 8) & 0xFF)) / 255.0f)
764 #define D3DCOLOR_B(dw) (((float) (((dw) >> 0) & 0xFF)) / 255.0f)
765 #define D3DCOLOR_A(dw) (((float) (((dw) >> 24) & 0xFF)) / 255.0f)
766
767 #define D3DCOLORTOGLFLOAT4(dw, vec) do { \
768 (vec)[0] = D3DCOLOR_R(dw); \
769 (vec)[1] = D3DCOLOR_G(dw); \
770 (vec)[2] = D3DCOLOR_B(dw); \
771 (vec)[3] = D3DCOLOR_A(dw); \
772 } while(0)
773
774 /* DirectX Device Limits */
775 /* --------------------- */
776 #define MAX_MIP_LEVELS 32 /* Maximum number of mipmap levels. */
777 #define HIGHEST_TRANSFORMSTATE WINED3DTS_WORLDMATRIX(255) /* Highest value in WINED3DTRANSFORMSTATETYPE */
778
779 /* Checking of API calls */
780 /* --------------------- */
781 #ifndef WINE_NO_DEBUG_MSGS
782 #define checkGLcall(A) \
783 do { \
784 GLint err; \
785 if(!__WINE_IS_DEBUG_ON(_FIXME, __wine_dbch___default)) break; \
786 err = glGetError(); \
787 if (err == GL_NO_ERROR) { \
788 TRACE("%s call ok %s / %d\n", A, __FILE__, __LINE__); \
789 \
790 } else do { \
791 FIXME(">>>>>>>>>>>>>>>>> %s (%#x) from %s @ %s / %d\n", \
792 debug_glerror(err), err, A, __FILE__, __LINE__); \
793 err = glGetError(); \
794 } while (err != GL_NO_ERROR); \
795 } while(0)
796 #else
797 #define checkGLcall(A) do {} while(0)
798 #endif
799
800 /* Trace routines / diagnostics */
801 /* ---------------------------- */
802
803 /* Dump out a matrix and copy it */
804 #define conv_mat(mat,gl_mat) \
805 do { \
806 TRACE("%f %f %f %f\n", (mat)->u.s._11, (mat)->u.s._12, (mat)->u.s._13, (mat)->u.s._14); \
807 TRACE("%f %f %f %f\n", (mat)->u.s._21, (mat)->u.s._22, (mat)->u.s._23, (mat)->u.s._24); \
808 TRACE("%f %f %f %f\n", (mat)->u.s._31, (mat)->u.s._32, (mat)->u.s._33, (mat)->u.s._34); \
809 TRACE("%f %f %f %f\n", (mat)->u.s._41, (mat)->u.s._42, (mat)->u.s._43, (mat)->u.s._44); \
810 memcpy(gl_mat, (mat), 16 * sizeof(float)); \
811 } while (0)
812
813 /* Trace vector and strided data information */
814 #define TRACE_STRIDED(si, name) do { if (si->use_map & (1 << name)) \
815 TRACE( #name "=(data:%p, stride:%d, format:%#x, vbo %d, stream %u)\n", \
816 si->elements[name].data, si->elements[name].stride, si->elements[name].format_desc->format, \
817 si->elements[name].buffer_object, si->elements[name].stream_idx); } while(0)
818
819 /* Advance declaration of structures to satisfy compiler */
820 typedef struct IWineD3DStateBlockImpl IWineD3DStateBlockImpl;
821 typedef struct IWineD3DSurfaceImpl IWineD3DSurfaceImpl;
822 typedef struct IWineD3DPaletteImpl IWineD3DPaletteImpl;
823 typedef struct IWineD3DDeviceImpl IWineD3DDeviceImpl;
824 typedef struct IWineD3DSwapChainImpl IWineD3DSwapChainImpl;
825
826 /* Global variables */
827 extern const float identity[16] DECLSPEC_HIDDEN;
828
829 /*****************************************************************************
830 * Compilable extra diagnostics
831 */
832
833 /* Trace information per-vertex: (extremely high amount of trace) */
834 #if 0 /* NOTE: Must be 0 in cvs */
835 # define VTRACE(A) TRACE A
836 #else
837 # define VTRACE(A)
838 #endif
839
840 /* TODO: Confirm each of these works when wined3d move completed */
841 #if 0 /* NOTE: Must be 0 in cvs */
842 /* To avoid having to get gigabytes of trace, the following can be compiled in, and at the start
843 of each frame, a check is made for the existence of C:\D3DTRACE, and if it exists d3d trace
844 is enabled, and if it doesn't exist it is disabled. */
845 # define FRAME_DEBUGGING
846 /* Adding in the SINGLE_FRAME_DEBUGGING gives a trace of just what makes up a single frame, before
847 the file is deleted */
848 # if 1 /* NOTE: Must be 1 in cvs, as this is mostly more useful than a trace from program start */
849 # define SINGLE_FRAME_DEBUGGING
850 # endif
851 /* The following, when enabled, lets you see the makeup of the frame, by drawprimitive calls.
852 It can only be enabled when FRAME_DEBUGGING is also enabled
853 The contents of the back buffer are written into /tmp/backbuffer_* after each primitive
854 array is drawn. */
855 # if 0 /* NOTE: Must be 0 in cvs, as this give a lot of ppm files when compiled in */
856 # define SHOW_FRAME_MAKEUP 1
857 # endif
858 /* The following, when enabled, lets you see the makeup of the all the textures used during each
859 of the drawprimitive calls. It can only be enabled when SHOW_FRAME_MAKEUP is also enabled.
860 The contents of the textures assigned to each stage are written into
861 /tmp/texture_*_<Stage>.ppm after each primitive array is drawn. */
862 # if 0 /* NOTE: Must be 0 in cvs, as this give a lot of ppm files when compiled in */
863 # define SHOW_TEXTURE_MAKEUP 0
864 # endif
865 extern BOOL isOn;
866 extern BOOL isDumpingFrames;
867 extern LONG primCounter;
868 #endif
869
870 enum wined3d_ffp_idx
871 {
872 WINED3D_FFP_POSITION = 0,
873 WINED3D_FFP_BLENDWEIGHT = 1,
874 WINED3D_FFP_BLENDINDICES = 2,
875 WINED3D_FFP_NORMAL = 3,
876 WINED3D_FFP_PSIZE = 4,
877 WINED3D_FFP_DIFFUSE = 5,
878 WINED3D_FFP_SPECULAR = 6,
879 WINED3D_FFP_TEXCOORD0 = 7,
880 WINED3D_FFP_TEXCOORD1 = 8,
881 WINED3D_FFP_TEXCOORD2 = 9,
882 WINED3D_FFP_TEXCOORD3 = 10,
883 WINED3D_FFP_TEXCOORD4 = 11,
884 WINED3D_FFP_TEXCOORD5 = 12,
885 WINED3D_FFP_TEXCOORD6 = 13,
886 WINED3D_FFP_TEXCOORD7 = 14,
887 };
888
889 enum wined3d_ffp_emit_idx
890 {
891 WINED3D_FFP_EMIT_FLOAT1 = 0,
892 WINED3D_FFP_EMIT_FLOAT2 = 1,
893 WINED3D_FFP_EMIT_FLOAT3 = 2,
894 WINED3D_FFP_EMIT_FLOAT4 = 3,
895 WINED3D_FFP_EMIT_D3DCOLOR = 4,
896 WINED3D_FFP_EMIT_UBYTE4 = 5,
897 WINED3D_FFP_EMIT_SHORT2 = 6,
898 WINED3D_FFP_EMIT_SHORT4 = 7,
899 WINED3D_FFP_EMIT_UBYTE4N = 8,
900 WINED3D_FFP_EMIT_SHORT2N = 9,
901 WINED3D_FFP_EMIT_SHORT4N = 10,
902 WINED3D_FFP_EMIT_USHORT2N = 11,
903 WINED3D_FFP_EMIT_USHORT4N = 12,
904 WINED3D_FFP_EMIT_UDEC3 = 13,
905 WINED3D_FFP_EMIT_DEC3N = 14,
906 WINED3D_FFP_EMIT_FLOAT16_2 = 15,
907 WINED3D_FFP_EMIT_FLOAT16_4 = 16,
908 WINED3D_FFP_EMIT_COUNT = 17
909 };
910
911 struct wined3d_stream_info_element
912 {
913 const struct GlPixelFormatDesc *format_desc;
914 GLsizei stride;
915 const BYTE *data;
916 UINT stream_idx;
917 GLuint buffer_object;
918 };
919
920 struct wined3d_stream_info
921 {
922 struct wined3d_stream_info_element elements[MAX_ATTRIBS];
923 BOOL position_transformed;
924 WORD swizzle_map; /* MAX_ATTRIBS, 16 */
925 WORD use_map; /* MAX_ATTRIBS, 16 */
926 };
927
928 /*****************************************************************************
929 * Prototypes
930 */
931
932 /* Routine common to the draw primitive and draw indexed primitive routines */
933 void drawPrimitive(IWineD3DDevice *iface, UINT index_count,
934 UINT start_idx, UINT idxBytes, const void *idxData) DECLSPEC_HIDDEN;
935 DWORD get_flexible_vertex_size(DWORD d3dvtVertexType) DECLSPEC_HIDDEN;
936
937 typedef void (WINE_GLAPI *glAttribFunc)(const void *data);
938 typedef void (WINE_GLAPI *glMultiTexCoordFunc)(GLenum unit, const void *data);
939 extern glAttribFunc position_funcs[WINED3D_FFP_EMIT_COUNT] DECLSPEC_HIDDEN;
940 extern glAttribFunc diffuse_funcs[WINED3D_FFP_EMIT_COUNT] DECLSPEC_HIDDEN;
941 extern glAttribFunc specular_func_3ubv DECLSPEC_HIDDEN;
942 extern glAttribFunc specular_funcs[WINED3D_FFP_EMIT_COUNT] DECLSPEC_HIDDEN;
943 extern glAttribFunc normal_funcs[WINED3D_FFP_EMIT_COUNT] DECLSPEC_HIDDEN;
944 extern glMultiTexCoordFunc multi_texcoord_funcs[WINED3D_FFP_EMIT_COUNT] DECLSPEC_HIDDEN;
945
946 #define eps 1e-8
947
948 #define GET_TEXCOORD_SIZE_FROM_FVF(d3dvtVertexType, tex_num) \
949 (((((d3dvtVertexType) >> (16 + (2 * (tex_num)))) + 1) & 0x03) + 1)
950
951 /* Routines and structures related to state management */
952
953 #define STATE_RENDER(a) (a)
954 #define STATE_IS_RENDER(a) ((a) >= STATE_RENDER(1) && (a) <= STATE_RENDER(WINEHIGHEST_RENDER_STATE))
955
956 #define STATE_TEXTURESTAGE(stage, num) (STATE_RENDER(WINEHIGHEST_RENDER_STATE) + 1 + (stage) * (WINED3D_HIGHEST_TEXTURE_STATE + 1) + (num))
957 #define STATE_IS_TEXTURESTAGE(a) ((a) >= STATE_TEXTURESTAGE(0, 1) && (a) <= STATE_TEXTURESTAGE(MAX_TEXTURES - 1, WINED3D_HIGHEST_TEXTURE_STATE))
958
959 /* + 1 because samplers start with 0 */
960 #define STATE_SAMPLER(num) (STATE_TEXTURESTAGE(MAX_TEXTURES - 1, WINED3D_HIGHEST_TEXTURE_STATE) + 1 + (num))
961 #define STATE_IS_SAMPLER(num) ((num) >= STATE_SAMPLER(0) && (num) <= STATE_SAMPLER(MAX_COMBINED_SAMPLERS - 1))
962
963 #define STATE_PIXELSHADER (STATE_SAMPLER(MAX_COMBINED_SAMPLERS - 1) + 1)
964 #define STATE_IS_PIXELSHADER(a) ((a) == STATE_PIXELSHADER)
965
966 #define STATE_TRANSFORM(a) (STATE_PIXELSHADER + (a))
967 #define STATE_IS_TRANSFORM(a) ((a) >= STATE_TRANSFORM(1) && (a) <= STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(255)))
968
969 #define STATE_STREAMSRC (STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(255)) + 1)
970 #define STATE_IS_STREAMSRC(a) ((a) == STATE_STREAMSRC)
971 #define STATE_INDEXBUFFER (STATE_STREAMSRC + 1)
972 #define STATE_IS_INDEXBUFFER(a) ((a) == STATE_INDEXBUFFER)
973
974 #define STATE_VDECL (STATE_INDEXBUFFER + 1)
975 #define STATE_IS_VDECL(a) ((a) == STATE_VDECL)
976
977 #define STATE_VSHADER (STATE_VDECL + 1)
978 #define STATE_IS_VSHADER(a) ((a) == STATE_VSHADER)
979
980 #define STATE_VIEWPORT (STATE_VSHADER + 1)
981 #define STATE_IS_VIEWPORT(a) ((a) == STATE_VIEWPORT)
982
983 #define STATE_VERTEXSHADERCONSTANT (STATE_VIEWPORT + 1)
984 #define STATE_PIXELSHADERCONSTANT (STATE_VERTEXSHADERCONSTANT + 1)
985 #define STATE_IS_VERTEXSHADERCONSTANT(a) ((a) == STATE_VERTEXSHADERCONSTANT)
986 #define STATE_IS_PIXELSHADERCONSTANT(a) ((a) == STATE_PIXELSHADERCONSTANT)
987
988 #define STATE_ACTIVELIGHT(a) (STATE_PIXELSHADERCONSTANT + (a) + 1)
989 #define STATE_IS_ACTIVELIGHT(a) ((a) >= STATE_ACTIVELIGHT(0) && (a) < STATE_ACTIVELIGHT(MAX_ACTIVE_LIGHTS))
990
991 #define STATE_SCISSORRECT (STATE_ACTIVELIGHT(MAX_ACTIVE_LIGHTS - 1) + 1)
992 #define STATE_IS_SCISSORRECT(a) ((a) == STATE_SCISSORRECT)
993
994 #define STATE_CLIPPLANE(a) (STATE_SCISSORRECT + 1 + (a))
995 #define STATE_IS_CLIPPLANE(a) ((a) >= STATE_CLIPPLANE(0) && (a) <= STATE_CLIPPLANE(MAX_CLIPPLANES - 1))
996
997 #define STATE_MATERIAL (STATE_CLIPPLANE(MAX_CLIPPLANES))
998 #define STATE_IS_MATERIAL(a) ((a) == STATE_MATERIAL)
999
1000 #define STATE_FRONTFACE (STATE_MATERIAL + 1)
1001 #define STATE_IS_FRONTFACE(a) ((a) == STATE_FRONTFACE)
1002
1003 #define STATE_HIGHEST (STATE_FRONTFACE)
1004
1005 enum fogsource {
1006 FOGSOURCE_FFP,
1007 FOGSOURCE_VS,
1008 FOGSOURCE_COORD,
1009 };
1010
1011 #define WINED3D_MAX_FBO_ENTRIES 64
1012
1013 struct wined3d_occlusion_query
1014 {
1015 struct list entry;
1016 GLuint id;
1017 struct wined3d_context *context;
1018 };
1019
1020 union wined3d_gl_query_object
1021 {
1022 GLuint id;
1023 GLsync sync;
1024 };
1025
1026 struct wined3d_event_query
1027 {
1028 struct list entry;
1029 union wined3d_gl_query_object object;
1030 struct wined3d_context *context;
1031 };
1032
1033 enum wined3d_event_query_result
1034 {
1035 WINED3D_EVENT_QUERY_OK,
1036 WINED3D_EVENT_QUERY_WAITING,
1037 WINED3D_EVENT_QUERY_NOT_STARTED,
1038 WINED3D_EVENT_QUERY_WRONG_THREAD,
1039 WINED3D_EVENT_QUERY_ERROR
1040 };
1041
1042 struct wined3d_context
1043 {
1044 const struct wined3d_gl_info *gl_info;
1045 /* State dirtification
1046 * dirtyArray is an array that contains markers for dirty states. numDirtyEntries states are dirty, their numbers are in indices
1047 * 0...numDirtyEntries - 1. isStateDirty is a redundant copy of the dirtyArray. Technically only one of them would be needed,
1048 * 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
1049 * only numDirtyEntries array elements have to be checked, not STATE_HIGHEST states.
1050 */
1051 DWORD dirtyArray[STATE_HIGHEST + 1]; /* Won't get bigger than that, a state is never marked dirty 2 times */
1052 DWORD numDirtyEntries;
1053 DWORD isStateDirty[STATE_HIGHEST / (sizeof(DWORD) * CHAR_BIT) + 1]; /* Bitmap to find out quickly if a state is dirty */
1054
1055 IWineD3DSurface *surface;
1056 IWineD3DSurface *current_rt;
1057 DWORD tid; /* Thread ID which owns this context at the moment */
1058
1059 /* Stores some information about the context state for optimization */
1060 WORD render_offscreen : 1;
1061 WORD draw_buffer_dirty : 1;
1062 WORD last_was_rhw : 1; /* true iff last draw_primitive was in xyzrhw mode */
1063 WORD last_was_pshader : 1;
1064 WORD last_was_vshader : 1;
1065 WORD namedArraysLoaded : 1;
1066 WORD numberedArraysLoaded : 1;
1067 WORD last_was_blit : 1;
1068 WORD last_was_ckey : 1;
1069 WORD fog_coord : 1;
1070 WORD fog_enabled : 1;
1071 WORD num_untracked_materials : 2; /* Max value 2 */
1072 WORD current : 1;
1073 WORD destroyed : 1;
1074 WORD valid : 1;
1075 BYTE texShaderBumpMap; /* MAX_TEXTURES, 8 */
1076 BYTE lastWasPow2Texture; /* MAX_TEXTURES, 8 */
1077 DWORD numbered_array_mask;
1078 GLenum tracking_parm; /* Which source is tracking current colour */
1079 GLenum untracked_materials[2];
1080 UINT blit_w, blit_h;
1081 enum fogsource fog_source;
1082
1083 char *vshader_const_dirty, *pshader_const_dirty;
1084
1085 /* The actual opengl context */
1086 UINT level;
1087 HGLRC restore_ctx;
1088 HDC restore_dc;
1089 HGLRC glCtx;
1090 HWND win_handle;
1091 HDC hdc;
1092 HPBUFFERARB pbuffer;
1093 GLint aux_buffers;
1094
1095 /* FBOs */
1096 UINT fbo_entry_count;
1097 struct list fbo_list;
1098 struct list fbo_destroy_list;
1099 struct fbo_entry *current_fbo;
1100 GLuint src_fbo;
1101 GLuint dst_fbo;
1102 GLuint fbo_read_binding;
1103 GLuint fbo_draw_binding;
1104
1105 /* Queries */
1106 GLuint *free_occlusion_queries;
1107 UINT free_occlusion_query_size;
1108 UINT free_occlusion_query_count;
1109 struct list occlusion_queries;
1110
1111 union wined3d_gl_query_object *free_event_queries;
1112 UINT free_event_query_size;
1113 UINT free_event_query_count;
1114 struct list event_queries;
1115
1116 /* Extension emulation */
1117 GLint gl_fog_source;
1118 GLfloat fog_coord_value;
1119 GLfloat color[4], fogstart, fogend, fogcolor[4];
1120 GLuint dummy_arbfp_prog;
1121 };
1122
1123 typedef void (*APPLYSTATEFUNC)(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *ctx);
1124
1125 struct StateEntry
1126 {
1127 DWORD representative;
1128 APPLYSTATEFUNC apply;
1129 };
1130
1131 struct StateEntryTemplate
1132 {
1133 DWORD state;
1134 struct StateEntry content;
1135 GL_SupportedExt extension;
1136 };
1137
1138 struct fragment_caps
1139 {
1140 DWORD PrimitiveMiscCaps;
1141 DWORD TextureOpCaps;
1142 DWORD MaxTextureBlendStages;
1143 DWORD MaxSimultaneousTextures;
1144 };
1145
1146 struct fragment_pipeline
1147 {
1148 void (*enable_extension)(IWineD3DDevice *iface, BOOL enable);
1149 void (*get_caps)(const struct wined3d_gl_info *gl_info, struct fragment_caps *caps);
1150 HRESULT (*alloc_private)(IWineD3DDevice *iface);
1151 void (*free_private)(IWineD3DDevice *iface);
1152 BOOL (*color_fixup_supported)(struct color_fixup_desc fixup);
1153 const struct StateEntryTemplate *states;
1154 BOOL ffp_proj_control;
1155 };
1156
1157 extern const struct StateEntryTemplate misc_state_template[] DECLSPEC_HIDDEN;
1158 extern const struct StateEntryTemplate ffp_vertexstate_template[] DECLSPEC_HIDDEN;
1159 extern const struct fragment_pipeline ffp_fragment_pipeline DECLSPEC_HIDDEN;
1160 extern const struct fragment_pipeline atifs_fragment_pipeline DECLSPEC_HIDDEN;
1161 extern const struct fragment_pipeline arbfp_fragment_pipeline DECLSPEC_HIDDEN;
1162 extern const struct fragment_pipeline nvts_fragment_pipeline DECLSPEC_HIDDEN;
1163 extern const struct fragment_pipeline nvrc_fragment_pipeline DECLSPEC_HIDDEN;
1164
1165 /* "Base" state table */
1166 HRESULT compile_state_table(struct StateEntry *StateTable, APPLYSTATEFUNC **dev_multistate_funcs,
1167 const struct wined3d_gl_info *gl_info, const struct StateEntryTemplate *vertex,
1168 const struct fragment_pipeline *fragment, const struct StateEntryTemplate *misc) DECLSPEC_HIDDEN;
1169
1170 /* Shaders for color conversions in blits */
1171 struct blit_shader
1172 {
1173 HRESULT (*alloc_private)(IWineD3DDevice *iface);
1174 void (*free_private)(IWineD3DDevice *iface);
1175 HRESULT (*set_shader)(IWineD3DDevice *iface, const struct GlPixelFormatDesc *format_desc,
1176 GLenum textype, UINT width, UINT height);
1177 void (*unset_shader)(IWineD3DDevice *iface);
1178 BOOL (*color_fixup_supported)(struct color_fixup_desc fixup);
1179 };
1180
1181 extern const struct blit_shader ffp_blit DECLSPEC_HIDDEN;
1182 extern const struct blit_shader arbfp_blit DECLSPEC_HIDDEN;
1183
1184 typedef enum ContextUsage {
1185 CTXUSAGE_RESOURCELOAD = 1, /* Only loads textures: No State is applied */
1186 CTXUSAGE_DRAWPRIM = 2, /* OpenGL states are set up for blitting DirectDraw surfaces */
1187 CTXUSAGE_BLIT = 3, /* OpenGL states are set up 3D drawing */
1188 CTXUSAGE_CLEAR = 4, /* Drawable and states are set up for clearing */
1189 } ContextUsage;
1190
1191 struct wined3d_context *context_acquire(IWineD3DDeviceImpl *This,
1192 IWineD3DSurface *target, enum ContextUsage usage) DECLSPEC_HIDDEN;
1193 void context_alloc_event_query(struct wined3d_context *context,
1194 struct wined3d_event_query *query) DECLSPEC_HIDDEN;
1195 void context_alloc_occlusion_query(struct wined3d_context *context,
1196 struct wined3d_occlusion_query *query) DECLSPEC_HIDDEN;
1197 void context_resource_released(IWineD3DDevice *iface,
1198 IWineD3DResource *resource, WINED3DRESOURCETYPE type) DECLSPEC_HIDDEN;
1199 void context_bind_fbo(struct wined3d_context *context, GLenum target, GLuint *fbo) DECLSPEC_HIDDEN;
1200 void context_attach_depth_stencil_fbo(struct wined3d_context *context,
1201 GLenum fbo_target, IWineD3DSurface *depth_stencil, BOOL use_render_buffer) DECLSPEC_HIDDEN;
1202 void context_attach_surface_fbo(const struct wined3d_context *context,
1203 GLenum fbo_target, DWORD idx, IWineD3DSurface *surface) DECLSPEC_HIDDEN;
1204 struct wined3d_context *context_create(IWineD3DDeviceImpl *This, IWineD3DSurfaceImpl *target, HWND win,
1205 BOOL create_pbuffer, const WINED3DPRESENT_PARAMETERS *present_parameters) DECLSPEC_HIDDEN;
1206 void context_destroy(IWineD3DDeviceImpl *This, struct wined3d_context *context) DECLSPEC_HIDDEN;
1207 void context_free_event_query(struct wined3d_event_query *query) DECLSPEC_HIDDEN;
1208 void context_free_occlusion_query(struct wined3d_occlusion_query *query) DECLSPEC_HIDDEN;
1209 struct wined3d_context *context_get_current(void) DECLSPEC_HIDDEN;
1210 DWORD context_get_tls_idx(void) DECLSPEC_HIDDEN;
1211 void context_release(struct wined3d_context *context) DECLSPEC_HIDDEN;
1212 BOOL context_set_current(struct wined3d_context *ctx) DECLSPEC_HIDDEN;
1213 void context_set_draw_buffer(struct wined3d_context *context, GLenum buffer) DECLSPEC_HIDDEN;
1214 void context_set_tls_idx(DWORD idx) DECLSPEC_HIDDEN;
1215
1216 void delete_opengl_contexts(IWineD3DDevice *iface, IWineD3DSwapChain *swapchain) DECLSPEC_HIDDEN;
1217 HRESULT create_primary_opengl_context(IWineD3DDevice *iface, IWineD3DSwapChain *swapchain) DECLSPEC_HIDDEN;
1218
1219 /* Macros for doing basic GPU detection based on opengl capabilities */
1220 #define WINE_D3D6_CAPABLE(gl_info) (gl_info->supported[ARB_MULTITEXTURE])
1221 #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])
1222 #define WINE_D3D8_CAPABLE(gl_info) WINE_D3D7_CAPABLE(gl_info) && (gl_info->supported[ARB_MULTISAMPLE] && gl_info->supported[ARB_TEXTURE_BORDER_CLAMP])
1223 #define WINE_D3D9_CAPABLE(gl_info) WINE_D3D8_CAPABLE(gl_info) && (gl_info->supported[ARB_FRAGMENT_PROGRAM] && gl_info->supported[ARB_VERTEX_SHADER])
1224
1225 /*****************************************************************************
1226 * Internal representation of a light
1227 */
1228 struct wined3d_light_info
1229 {
1230 WINED3DLIGHT OriginalParms; /* Note D3D8LIGHT == D3D9LIGHT */
1231 DWORD OriginalIndex;
1232 LONG glIndex;
1233 BOOL enabled;
1234
1235 /* Converted parms to speed up swapping lights */
1236 float lightPosn[4];
1237 float lightDirn[4];
1238 float exponent;
1239 float cutoff;
1240
1241 struct list entry;
1242 };
1243
1244 /* The default light parameters */
1245 extern const WINED3DLIGHT WINED3D_default_light DECLSPEC_HIDDEN;
1246
1247 typedef struct WineD3D_PixelFormat
1248 {
1249 int iPixelFormat; /* WGL pixel format */
1250 int iPixelType; /* WGL pixel type e.g. WGL_TYPE_RGBA_ARB, WGL_TYPE_RGBA_FLOAT_ARB or WGL_TYPE_COLORINDEX_ARB */
1251 int redSize, greenSize, blueSize, alphaSize, colorSize;
1252 int depthSize, stencilSize;
1253 BOOL windowDrawable;
1254 BOOL pbufferDrawable;
1255 BOOL doubleBuffer;
1256 int auxBuffers;
1257 int numSamples;
1258 } WineD3D_PixelFormat;
1259
1260 enum wined3d_gl_vendor
1261 {
1262 GL_VENDOR_WINE,
1263 GL_VENDOR_APPLE,
1264 GL_VENDOR_ATI,
1265 GL_VENDOR_INTEL,
1266 GL_VENDOR_MESA,
1267 GL_VENDOR_NVIDIA,
1268 };
1269
1270
1271 enum wined3d_pci_vendor
1272 {
1273 HW_VENDOR_WINE = 0x0000,
1274 HW_VENDOR_ATI = 0x1002,
1275 HW_VENDOR_NVIDIA = 0x10de,
1276 HW_VENDOR_INTEL = 0x8086,
1277 };
1278
1279 enum wined3d_pci_device
1280 {
1281 CARD_WINE = 0x0000,
1282
1283 CARD_ATI_RAGE_128PRO = 0x5246,
1284 CARD_ATI_RADEON_7200 = 0x5144,
1285 CARD_ATI_RADEON_8500 = 0x514c,
1286 CARD_ATI_RADEON_9500 = 0x4144,
1287 CARD_ATI_RADEON_XPRESS_200M = 0x5955,
1288 CARD_ATI_RADEON_X700 = 0x5e4c,
1289 CARD_ATI_RADEON_X1600 = 0x71c2,
1290 CARD_ATI_RADEON_HD2300 = 0x7210,
1291 CARD_ATI_RADEON_HD2600 = 0x9581,
1292 CARD_ATI_RADEON_HD2900 = 0x9400,
1293 CARD_ATI_RADEON_HD3200 = 0x9620,
1294 CARD_ATI_RADEON_HD4350 = 0x954f,
1295 CARD_ATI_RADEON_HD4550 = 0x9540,
1296 CARD_ATI_RADEON_HD4600 = 0x9495,
1297 CARD_ATI_RADEON_HD4650 = 0x9498,
1298 CARD_ATI_RADEON_HD4670 = 0x9490,
1299 CARD_ATI_RADEON_HD4700 = 0x944e,
1300 CARD_ATI_RADEON_HD4770 = 0x94b3,
1301 CARD_ATI_RADEON_HD4800 = 0x944c, /* Picked one value between 9440, 944c, 9442, 9460 */
1302 CARD_ATI_RADEON_HD4830 = 0x944c,
1303 CARD_ATI_RADEON_HD4850 = 0x9442,
1304 CARD_ATI_RADEON_HD4870 = 0x9440,
1305 CARD_ATI_RADEON_HD4890 = 0x9460,
1306 CARD_ATI_RADEON_HD5700 = 0x68BE, /* Picked HD5750 */
1307 CARD_ATI_RADEON_HD5750 = 0x68BE,
1308 CARD_ATI_RADEON_HD5770 = 0x68B8,
1309 CARD_ATI_RADEON_HD5800 = 0x6898, /* Picked HD5850 */
1310 CARD_ATI_RADEON_HD5850 = 0x6898,
1311 CARD_ATI_RADEON_HD5870 = 0x6899,
1312
1313 CARD_NVIDIA_RIVA_128 = 0x0018,
1314 CARD_NVIDIA_RIVA_TNT = 0x0020,
1315 CARD_NVIDIA_RIVA_TNT2 = 0x0028,
1316 CARD_NVIDIA_GEFORCE = 0x0100,
1317 CARD_NVIDIA_GEFORCE2_MX = 0x0110,
1318 CARD_NVIDIA_GEFORCE2 = 0x0150,
1319 CARD_NVIDIA_GEFORCE3 = 0x0200,
1320 CARD_NVIDIA_GEFORCE4_MX = 0x0170,
1321 CARD_NVIDIA_GEFORCE4_TI4200 = 0x0253,
1322 CARD_NVIDIA_GEFORCEFX_5200 = 0x0320,
1323 CARD_NVIDIA_GEFORCEFX_5600 = 0x0312,
1324 CARD_NVIDIA_GEFORCEFX_5800 = 0x0302,
1325 CARD_NVIDIA_GEFORCE_6200 = 0x014f,
1326 CARD_NVIDIA_GEFORCE_6600GT = 0x0140,
1327 CARD_NVIDIA_GEFORCE_6800 = 0x0041,
1328 CARD_NVIDIA_GEFORCE_7400 = 0x01d8,
1329 CARD_NVIDIA_GEFORCE_7300 = 0x01d7, /* GeForce Go 7300 */
1330 CARD_NVIDIA_GEFORCE_7600 = 0x0391,
1331 CARD_NVIDIA_GEFORCE_7800GT = 0x0092,
1332 CARD_NVIDIA_GEFORCE_8100 = 0x084F,
1333 CARD_NVIDIA_GEFORCE_8200 = 0x0849, /* Other PCI ID 0x084B */
1334 CARD_NVIDIA_GEFORCE_8300GS = 0x0423,
1335 CARD_NVIDIA_GEFORCE_8400GS = 0x0404,
1336 CARD_NVIDIA_GEFORCE_8500GT = 0x0421,
1337 CARD_NVIDIA_GEFORCE_8600GT = 0x0402,
1338 CARD_NVIDIA_GEFORCE_8600MGT = 0x0407,
1339 CARD_NVIDIA_GEFORCE_8800GTS = 0x0193,
1340 CARD_NVIDIA_GEFORCE_9200 = 0x086d,
1341 CARD_NVIDIA_GEFORCE_9400GT = 0x042c,
1342 CARD_NVIDIA_GEFORCE_9500GT = 0x0640,
1343 CARD_NVIDIA_GEFORCE_9600GT = 0x0622,
1344 CARD_NVIDIA_GEFORCE_9800GT = 0x0614,
1345 CARD_NVIDIA_GEFORCE_GTX260 = 0x05e2,
1346 CARD_NVIDIA_GEFORCE_GTX275 = 0x05e6,
1347 CARD_NVIDIA_GEFORCE_GTX280 = 0x05e1,
1348 CARD_NVIDIA_GEFORCE_GT240 = 0x0ca3,
1349
1350 CARD_INTEL_845G = 0x2562,
1351 CARD_INTEL_I830G = 0x3577,
1352 CARD_INTEL_I855G = 0x3582,
1353 CARD_INTEL_I865G = 0x2572,
1354 CARD_INTEL_I915G = 0x2582,
1355 CARD_INTEL_I915GM = 0x2592,
1356 CARD_INTEL_I945GM = 0x27a2, /* Same as GMA 950? */
1357 CARD_INTEL_X3100 = 0x2a02, /* Found in Macs. Same as GMA 965? */
1358 };
1359
1360 struct wined3d_fbo_ops
1361 {
1362 PGLFNGLISRENDERBUFFERPROC glIsRenderbuffer;
1363 PGLFNGLBINDRENDERBUFFERPROC glBindRenderbuffer;
1364 PGLFNGLDELETERENDERBUFFERSPROC glDeleteRenderbuffers;
1365 PGLFNGLGENRENDERBUFFERSPROC glGenRenderbuffers;
1366 PGLFNGLRENDERBUFFERSTORAGEPROC glRenderbufferStorage;
1367 PGLFNRENDERBUFFERSTORAGEMULTISAMPLEPROC glRenderbufferStorageMultisample;
1368 PGLFNGLGETRENDERBUFFERPARAMETERIVPROC glGetRenderbufferParameteriv;
1369 PGLFNGLISFRAMEBUFFERPROC glIsFramebuffer;
1370 PGLFNGLBINDFRAMEBUFFERPROC glBindFramebuffer;
1371 PGLFNGLDELETEFRAMEBUFFERSPROC glDeleteFramebuffers;
1372 PGLFNGLGENFRAMEBUFFERSPROC glGenFramebuffers;
1373 PGLFNGLCHECKFRAMEBUFFERSTATUSPROC glCheckFramebufferStatus;
1374 PGLFNGLFRAMEBUFFERTEXTURE1DPROC glFramebufferTexture1D;
1375 PGLFNGLFRAMEBUFFERTEXTURE2DPROC glFramebufferTexture2D;
1376 PGLFNGLFRAMEBUFFERTEXTURE3DPROC glFramebufferTexture3D;
1377 PGLFNGLFRAMEBUFFERRENDERBUFFERPROC glFramebufferRenderbuffer;
1378 PGLFNGLGETFRAMEBUFFERATTACHMENTPARAMETERIVPROC glGetFramebufferAttachmentParameteriv;
1379 PGLFNGLBLITFRAMEBUFFERPROC glBlitFramebuffer;
1380 PGLFNGLGENERATEMIPMAPPROC glGenerateMipmap;
1381 };
1382
1383 struct wined3d_gl_limits
1384 {
1385 UINT buffers;
1386 UINT lights;
1387 UINT textures;
1388 UINT texture_stages;
1389 UINT fragment_samplers;
1390 UINT vertex_samplers;
1391 UINT combined_samplers;
1392 UINT general_combiners;
1393 UINT sampler_stages;
1394 UINT clipplanes;
1395 UINT texture_size;
1396 UINT texture3d_size;
1397 float pointsize_max;
1398 float pointsize_min;
1399 UINT point_sprite_units;
1400 UINT blends;
1401 UINT anisotropy;
1402 float shininess;
1403
1404 UINT glsl_varyings;
1405 UINT glsl_vs_float_constants;
1406 UINT glsl_ps_float_constants;
1407
1408 UINT arb_vs_float_constants;
1409 UINT arb_vs_native_constants;
1410 UINT arb_vs_instructions;
1411 UINT arb_vs_temps;
1412 UINT arb_ps_float_constants;
1413 UINT arb_ps_local_constants;
1414 UINT arb_ps_native_constants;
1415 UINT arb_ps_instructions;
1416 UINT arb_ps_temps;
1417 };
1418
1419 struct wined3d_gl_info
1420 {
1421 UINT vidmem;
1422 struct wined3d_gl_limits limits;
1423 DWORD reserved_glsl_constants;
1424 DWORD quirks;
1425 BOOL supported[WINED3D_GL_EXT_COUNT];
1426 GLint wrap_lookup[WINED3DTADDRESS_MIRRORONCE - WINED3DTADDRESS_WRAP + 1];
1427
1428 struct wined3d_fbo_ops fbo_ops;
1429 #define USE_GL_FUNC(type, pfn, ext, replace) type pfn;
1430 /* GL function pointers */
1431 GL_EXT_FUNCS_GEN
1432 /* WGL function pointers */
1433 WGL_EXT_FUNCS_GEN
1434 #undef USE_GL_FUNC
1435
1436 struct GlPixelFormatDesc *gl_formats;
1437 };
1438
1439 struct wined3d_driver_info
1440 {
1441 enum wined3d_pci_vendor vendor;
1442 enum wined3d_pci_device device;
1443 const char *name;
1444 const char *description;
1445 DWORD version_high;
1446 DWORD version_low;
1447 };
1448
1449 /* The adapter structure */
1450 struct wined3d_adapter
1451 {
1452 UINT ordinal;
1453 BOOL opengl;
1454 POINT monitorPoint;
1455 struct wined3d_gl_info gl_info;
1456 struct wined3d_driver_info driver_info;
1457 WCHAR DeviceName[CCHDEVICENAME]; /* DeviceName for use with e.g. ChangeDisplaySettings */
1458 int nCfgs;
1459 WineD3D_PixelFormat *cfgs;
1460 BOOL brokenStencil; /* Set on cards which only offer mixed depth+stencil */
1461 unsigned int TextureRam; /* Amount of texture memory both video ram + AGP/TurboCache/HyperMemory/.. */
1462 unsigned int UsedTextureRam;
1463 LUID luid;
1464
1465 const struct fragment_pipeline *fragment_pipe;
1466 const shader_backend_t *shader_backend;
1467 const struct blit_shader *blitter;
1468 };
1469
1470 BOOL initPixelFormats(struct wined3d_gl_info *gl_info, enum wined3d_pci_vendor vendor) DECLSPEC_HIDDEN;
1471 BOOL initPixelFormatsNoGL(struct wined3d_gl_info *gl_info) DECLSPEC_HIDDEN;
1472 extern long WineD3DAdapterChangeGLRam(IWineD3DDeviceImpl *D3DDevice, long glram) DECLSPEC_HIDDEN;
1473 extern void add_gl_compat_wrappers(struct wined3d_gl_info *gl_info) DECLSPEC_HIDDEN;
1474
1475 /*****************************************************************************
1476 * High order patch management
1477 */
1478 struct WineD3DRectPatch
1479 {
1480 UINT Handle;
1481 float *mem;
1482 WineDirect3DVertexStridedData strided;
1483 WINED3DRECTPATCH_INFO RectPatchInfo;
1484 float numSegs[4];
1485 char has_normals, has_texcoords;
1486 struct list entry;
1487 };
1488
1489 HRESULT tesselate_rectpatch(IWineD3DDeviceImpl *This, struct WineD3DRectPatch *patch) DECLSPEC_HIDDEN;
1490
1491 enum projection_types
1492 {
1493 proj_none = 0,
1494 proj_count3 = 1,
1495 proj_count4 = 2
1496 };
1497
1498 enum dst_arg
1499 {
1500 resultreg = 0,
1501 tempreg = 1
1502 };
1503
1504 /*****************************************************************************
1505 * Fixed function pipeline replacements
1506 */
1507 #define ARG_UNUSED 0xff
1508 struct texture_stage_op
1509 {
1510 unsigned cop : 8;
1511 unsigned carg1 : 8;
1512 unsigned carg2 : 8;
1513 unsigned carg0 : 8;
1514
1515 unsigned aop : 8;
1516 unsigned aarg1 : 8;
1517 unsigned aarg2 : 8;
1518 unsigned aarg0 : 8;
1519
1520 struct color_fixup_desc color_fixup;
1521 unsigned tex_type : 3;
1522 unsigned dst : 1;
1523 unsigned projected : 2;
1524 unsigned padding : 10;
1525 };
1526
1527 struct ffp_frag_settings {
1528 struct texture_stage_op op[MAX_TEXTURES];
1529 enum fogmode fog;
1530 /* Use shorts instead of chars to get dword alignment */
1531 unsigned short sRGB_write;
1532 unsigned short emul_clipplanes;
1533 };
1534
1535 struct ffp_frag_desc
1536 {
1537 struct wine_rb_entry entry;
1538 struct ffp_frag_settings settings;
1539 };
1540
1541 extern const struct wine_rb_functions wined3d_ffp_frag_program_rb_functions DECLSPEC_HIDDEN;
1542 extern const struct wined3d_parent_ops wined3d_null_parent_ops DECLSPEC_HIDDEN;
1543
1544 void gen_ffp_frag_op(IWineD3DStateBlockImpl *stateblock, struct ffp_frag_settings *settings,
1545 BOOL ignore_textype) DECLSPEC_HIDDEN;
1546 const struct ffp_frag_desc *find_ffp_frag_shader(const struct wine_rb_tree *fragment_shaders,
1547 const struct ffp_frag_settings *settings) DECLSPEC_HIDDEN;
1548 void add_ffp_frag_shader(struct wine_rb_tree *shaders, struct ffp_frag_desc *desc) DECLSPEC_HIDDEN;
1549
1550 /*****************************************************************************
1551 * IWineD3D implementation structure
1552 */
1553 typedef struct IWineD3DImpl
1554 {
1555 /* IUnknown fields */
1556 const IWineD3DVtbl *lpVtbl;
1557 LONG ref; /* Note: Ref counting not required */
1558
1559 /* WineD3D Information */
1560 IUnknown *parent;
1561 UINT dxVersion;
1562
1563 UINT adapter_count;
1564 struct wined3d_adapter adapters[1];
1565 } IWineD3DImpl;
1566
1567 extern const IWineD3DVtbl IWineD3D_Vtbl DECLSPEC_HIDDEN;
1568
1569 BOOL wined3d_register_window(HWND window, struct IWineD3DDeviceImpl *device) DECLSPEC_HIDDEN;
1570 void wined3d_unregister_window(HWND window) DECLSPEC_HIDDEN;
1571 BOOL InitAdapters(IWineD3DImpl *This) DECLSPEC_HIDDEN;
1572
1573 /* A helper function that dumps a resource list */
1574 void dumpResources(struct list *list) DECLSPEC_HIDDEN;
1575
1576 /*****************************************************************************
1577 * IWineD3DDevice implementation structure
1578 */
1579 #define WINED3D_UNMAPPED_STAGE ~0U
1580
1581 /* Multithreaded flag. Removed from the public header to signal that IWineD3D::CreateDevice ignores it */
1582 #define WINED3DCREATE_MULTITHREADED 0x00000004
1583
1584 struct IWineD3DDeviceImpl
1585 {
1586 /* IUnknown fields */
1587 const IWineD3DDeviceVtbl *lpVtbl;
1588 LONG ref; /* Note: Ref counting not required */
1589
1590 /* WineD3D Information */
1591 IUnknown *parent;
1592 IWineD3DDeviceParent *device_parent;
1593 IWineD3D *wined3d;
1594 struct wined3d_adapter *adapter;
1595
1596 /* Window styles to restore when switching fullscreen mode */
1597 LONG style;
1598 LONG exStyle;
1599
1600 /* X and GL Information */
1601 GLint maxConcurrentLights;
1602 GLenum offscreenBuffer;
1603
1604 /* Selected capabilities */
1605 int vs_selected_mode;
1606 int ps_selected_mode;
1607 const shader_backend_t *shader_backend;
1608 void *shader_priv;
1609 void *fragment_priv;
1610 void *blit_priv;
1611 struct StateEntry StateTable[STATE_HIGHEST + 1];
1612 /* Array of functions for states which are handled by more than one pipeline part */
1613 APPLYSTATEFUNC *multistate_funcs[STATE_HIGHEST + 1];
1614 const struct fragment_pipeline *frag_pipe;
1615 const struct blit_shader *blitter;
1616
1617 unsigned int max_ffp_textures;
1618 DWORD d3d_vshader_constantF, d3d_pshader_constantF; /* Advertised d3d caps, not GL ones */
1619 DWORD vs_clipping;
1620
1621 WORD view_ident : 1; /* true iff view matrix is identity */
1622 WORD untransformed : 1;
1623 WORD vertexBlendUsed : 1; /* To avoid needless setting of the blend matrices */
1624 WORD isRecordingState : 1;
1625 WORD isInDraw : 1;
1626 WORD bCursorVisible : 1;
1627 WORD haveHardwareCursor : 1;
1628 WORD d3d_initialized : 1;
1629 WORD inScene : 1; /* A flag to check for proper BeginScene / EndScene call pairs */
1630 WORD softwareVertexProcessing : 1; /* process vertex shaders using software or hardware */
1631 WORD useDrawStridedSlow : 1;
1632 WORD instancedDraw : 1;
1633 WORD filter_messages : 1;
1634 WORD padding : 3;
1635
1636 BYTE fixed_function_usage_map; /* MAX_TEXTURES, 8 */
1637
1638 #define DDRAW_PITCH_ALIGNMENT 8
1639 #define D3D8_PITCH_ALIGNMENT 4
1640 unsigned char surface_alignment; /* Line Alignment of surfaces */
1641
1642 /* State block related */
1643 IWineD3DStateBlockImpl *stateBlock;
1644 IWineD3DStateBlockImpl *updateStateBlock;
1645
1646 /* Internal use fields */
1647 WINED3DDEVICE_CREATION_PARAMETERS createParms;
1648 WINED3DDEVTYPE devType;
1649 HWND focus_window;
1650
1651 IWineD3DSwapChain **swapchains;
1652 UINT NumberOfSwapChains;
1653
1654 struct list resources; /* a linked list to track resources created by the device */
1655 struct list shaders; /* a linked list to track shaders (pixel and vertex) */
1656 unsigned int highest_dirty_ps_const, highest_dirty_vs_const;
1657
1658 /* Render Target Support */
1659 IWineD3DSurface **render_targets;
1660 IWineD3DSurface *auto_depth_stencil_buffer;
1661 IWineD3DSurface *stencilBufferTarget;
1662
1663 /* palettes texture management */
1664 UINT NumberOfPalettes;
1665 PALETTEENTRY **palettes;
1666 UINT currentPalette;
1667
1668 /* For rendering to a texture using glCopyTexImage */
1669 GLenum *draw_buffers;
1670 GLuint depth_blt_texture;
1671 GLuint depth_blt_rb;
1672 UINT depth_blt_rb_w;
1673 UINT depth_blt_rb_h;
1674
1675 /* Cursor management */
1676 UINT xHotSpot;
1677 UINT yHotSpot;
1678 UINT xScreenSpace;
1679 UINT yScreenSpace;
1680 UINT cursorWidth, cursorHeight;
1681 GLuint cursorTexture;
1682 HCURSOR hardwareCursor;
1683
1684 /* The Wine logo surface */
1685 IWineD3DSurface *logo_surface;
1686
1687 /* Textures for when no other textures are mapped */
1688 UINT dummyTextureName[MAX_TEXTURES];
1689
1690 /* DirectDraw stuff */
1691 DWORD ddraw_width, ddraw_height;
1692 WINED3DFORMAT ddraw_format;
1693
1694 /* Final position fixup constant */
1695 float posFixup[4];
1696
1697 /* With register combiners we can skip junk texture stages */
1698 DWORD texUnitMap[MAX_COMBINED_SAMPLERS];
1699 DWORD rev_tex_unit_map[MAX_COMBINED_SAMPLERS];
1700
1701 /* Stream source management */
1702 struct wined3d_stream_info strided_streams;
1703 const WineDirect3DVertexStridedData *up_strided;
1704
1705 /* Context management */
1706 struct wined3d_context **contexts;
1707 UINT numContexts;
1708 struct wined3d_context *pbufferContext; /* The context that has a pbuffer as drawable */
1709 DWORD pbufferWidth, pbufferHeight; /* Size of the buffer drawable */
1710
1711 /* High level patch management */
1712 #define PATCHMAP_SIZE 43
1713 #define PATCHMAP_HASHFUNC(x) ((x) % PATCHMAP_SIZE) /* Primitive and simple function */
1714 struct list patches[PATCHMAP_SIZE];
1715 struct WineD3DRectPatch *currentPatch;
1716 };
1717
1718 HRESULT device_init(IWineD3DDeviceImpl *device, IWineD3DImpl *wined3d,
1719 UINT adapter_idx, WINED3DDEVTYPE device_type, HWND focus_window, DWORD flags,
1720 IUnknown *parent, IWineD3DDeviceParent *device_parent) DECLSPEC_HIDDEN;
1721 void device_preload_textures(IWineD3DDeviceImpl *device) DECLSPEC_HIDDEN;
1722 LRESULT device_process_message(IWineD3DDeviceImpl *device, HWND window,
1723 UINT message, WPARAM wparam, LPARAM lparam, WNDPROC proc) DECLSPEC_HIDDEN;
1724 void device_resource_add(IWineD3DDeviceImpl *This, IWineD3DResource *resource) DECLSPEC_HIDDEN;
1725 void device_resource_released(IWineD3DDeviceImpl *This, IWineD3DResource *resource) DECLSPEC_HIDDEN;
1726 void device_stream_info_from_declaration(IWineD3DDeviceImpl *This,
1727 BOOL use_vshader, struct wined3d_stream_info *stream_info, BOOL *fixup) DECLSPEC_HIDDEN;
1728 void device_update_stream_info(IWineD3DDeviceImpl *device, const struct wined3d_gl_info *gl_info) DECLSPEC_HIDDEN;
1729 HRESULT IWineD3DDeviceImpl_ClearSurface(IWineD3DDeviceImpl *This, IWineD3DSurfaceImpl *target, DWORD Count,
1730 const WINED3DRECT *pRects, DWORD Flags, WINED3DCOLOR Color, float Z, DWORD Stencil) DECLSPEC_HIDDEN;
1731 void IWineD3DDeviceImpl_FindTexUnitMap(IWineD3DDeviceImpl *This) DECLSPEC_HIDDEN;
1732 void IWineD3DDeviceImpl_MarkStateDirty(IWineD3DDeviceImpl *This, DWORD state) DECLSPEC_HIDDEN;
1733
1734 static inline BOOL isStateDirty(struct wined3d_context *context, DWORD state)
1735 {
1736 DWORD idx = state / (sizeof(*context->isStateDirty) * CHAR_BIT);
1737 BYTE shift = state & ((sizeof(*context->isStateDirty) * CHAR_BIT) - 1);
1738 return context->isStateDirty[idx] & (1 << shift);
1739 }
1740
1741 /* Support for IWineD3DResource ::Set/Get/FreePrivateData. */
1742 typedef struct PrivateData
1743 {
1744 struct list entry;
1745
1746 GUID tag;
1747 DWORD flags; /* DDSPD_* */
1748
1749 union
1750 {
1751 LPVOID data;
1752 LPUNKNOWN object;
1753 } ptr;
1754
1755 DWORD size;
1756 } PrivateData;
1757
1758 /*****************************************************************************
1759 * IWineD3DResource implementation structure
1760 */
1761 typedef struct IWineD3DResourceClass
1762 {
1763 /* IUnknown fields */
1764 LONG ref; /* Note: Ref counting not required */
1765
1766 /* WineD3DResource Information */
1767 IUnknown *parent;
1768 WINED3DRESOURCETYPE resourceType;
1769 IWineD3DDeviceImpl *device;
1770 WINED3DPOOL pool;
1771 UINT size;
1772 DWORD usage;
1773 const struct GlPixelFormatDesc *format_desc;
1774 DWORD priority;
1775 BYTE *allocatedMemory; /* Pointer to the real data location */
1776 BYTE *heapMemory; /* Pointer to the HeapAlloced block of memory */
1777 struct list privateData;
1778 struct list resource_list_entry;
1779 const struct wined3d_parent_ops *parent_ops;
1780 } IWineD3DResourceClass;
1781
1782 typedef struct IWineD3DResourceImpl
1783 {
1784 /* IUnknown & WineD3DResource Information */
1785 const IWineD3DResourceVtbl *lpVtbl;
1786 IWineD3DResourceClass resource;
1787 } IWineD3DResourceImpl;
1788
1789 void resource_cleanup(IWineD3DResource *iface) DECLSPEC_HIDDEN;
1790 HRESULT resource_free_private_data(IWineD3DResource *iface, REFGUID guid) DECLSPEC_HIDDEN;
1791 HRESULT resource_get_parent(IWineD3DResource *iface, IUnknown **parent) DECLSPEC_HIDDEN;
1792 DWORD resource_get_priority(IWineD3DResource *iface) DECLSPEC_HIDDEN;
1793 HRESULT resource_get_private_data(IWineD3DResource *iface, REFGUID guid,
1794 void *data, DWORD *data_size) DECLSPEC_HIDDEN;
1795 HRESULT resource_init(IWineD3DResource *iface, WINED3DRESOURCETYPE resource_type,
1796 IWineD3DDeviceImpl *device, UINT size, DWORD usage, const struct GlPixelFormatDesc *format_desc,
1797 WINED3DPOOL pool, IUnknown *parent, const struct wined3d_parent_ops *parent_ops) DECLSPEC_HIDDEN;
1798 WINED3DRESOURCETYPE resource_get_type(IWineD3DResource *iface) DECLSPEC_HIDDEN;
1799 DWORD resource_set_priority(IWineD3DResource *iface, DWORD new_priority) DECLSPEC_HIDDEN;
1800 HRESULT resource_set_private_data(IWineD3DResource *iface, REFGUID guid,
1801 const void *data, DWORD data_size, DWORD flags) DECLSPEC_HIDDEN;
1802
1803 /* Tests show that the start address of resources is 32 byte aligned */
1804 #define RESOURCE_ALIGNMENT 32
1805
1806 /*****************************************************************************
1807 * IWineD3DBaseTexture D3D- > openGL state map lookups
1808 */
1809
1810 typedef enum winetexturestates {
1811 WINED3DTEXSTA_ADDRESSU = 0,
1812 WINED3DTEXSTA_ADDRESSV = 1,
1813 WINED3DTEXSTA_ADDRESSW = 2,
1814 WINED3DTEXSTA_BORDERCOLOR = 3,
1815 WINED3DTEXSTA_MAGFILTER = 4,
1816 WINED3DTEXSTA_MINFILTER = 5,
1817 WINED3DTEXSTA_MIPFILTER = 6,
1818 WINED3DTEXSTA_MAXMIPLEVEL = 7,
1819 WINED3DTEXSTA_MAXANISOTROPY = 8,
1820 WINED3DTEXSTA_SRGBTEXTURE = 9,
1821 WINED3DTEXSTA_ELEMENTINDEX = 10,
1822 WINED3DTEXSTA_DMAPOFFSET = 11,
1823 WINED3DTEXSTA_TSSADDRESSW = 12,
1824 MAX_WINETEXTURESTATES = 13,
1825 } winetexturestates;
1826
1827 enum WINED3DSRGB
1828 {
1829 SRGB_ANY = 0, /* Uses the cached value(e.g. external calls) */
1830 SRGB_RGB = 1, /* Loads the rgb texture */
1831 SRGB_SRGB = 2, /* Loads the srgb texture */
1832 SRGB_BOTH = 3, /* Loads both textures */
1833 };
1834
1835 struct gl_texture
1836 {
1837 DWORD states[MAX_WINETEXTURESTATES];
1838 BOOL dirty;
1839 GLuint name;
1840 };
1841
1842 /*****************************************************************************
1843 * IWineD3DBaseTexture implementation structure (extends IWineD3DResourceImpl)
1844 */
1845 typedef struct IWineD3DBaseTextureClass
1846 {
1847 struct gl_texture texture_rgb, texture_srgb;
1848 UINT levels;
1849 float pow2Matrix[16];
1850 UINT LOD;
1851 WINED3DTEXTUREFILTERTYPE filterType;
1852 LONG bindCount;
1853 DWORD sampler;
1854 BOOL is_srgb;
1855 BOOL pow2Matrix_identity;
1856 const struct min_lookup *minMipLookup;
1857 const GLenum *magLookup;
1858 void (*internal_preload)(IWineD3DBaseTexture *iface, enum WINED3DSRGB srgb);
1859 } IWineD3DBaseTextureClass;
1860
1861 void surface_internal_preload(IWineD3DSurface *iface, enum WINED3DSRGB srgb) DECLSPEC_HIDDEN;
1862 BOOL surface_init_sysmem(IWineD3DSurface *iface) DECLSPEC_HIDDEN;
1863 BOOL surface_is_offscreen(IWineD3DSurface *iface) DECLSPEC_HIDDEN;
1864 void surface_prepare_texture(IWineD3DSurfaceImpl *surface, BOOL srgb) DECLSPEC_HIDDEN;
1865
1866 typedef struct IWineD3DBaseTextureImpl
1867 {
1868 /* IUnknown & WineD3DResource Information */
1869 const IWineD3DBaseTextureVtbl *lpVtbl;
1870 IWineD3DResourceClass resource;
1871 IWineD3DBaseTextureClass baseTexture;
1872
1873 } IWineD3DBaseTextureImpl;
1874
1875 void basetexture_apply_state_changes(IWineD3DBaseTexture *iface,
1876 const DWORD textureStates[WINED3D_HIGHEST_TEXTURE_STATE + 1],
1877 const DWORD samplerStates[WINED3D_HIGHEST_SAMPLER_STATE + 1],
1878 const struct wined3d_gl_info *gl_info) DECLSPEC_HIDDEN;
1879 HRESULT basetexture_bind(IWineD3DBaseTexture *iface, BOOL srgb, BOOL *set_surface_desc) DECLSPEC_HIDDEN;
1880 void basetexture_cleanup(IWineD3DBaseTexture *iface) DECLSPEC_HIDDEN;
1881 void basetexture_generate_mipmaps(IWineD3DBaseTexture *iface) DECLSPEC_HIDDEN;
1882 WINED3DTEXTUREFILTERTYPE basetexture_get_autogen_filter_type(IWineD3DBaseTexture *iface) DECLSPEC_HIDDEN;
1883 BOOL basetexture_get_dirty(IWineD3DBaseTexture *iface) DECLSPEC_HIDDEN;
1884 DWORD basetexture_get_level_count(IWineD3DBaseTexture *iface) DECLSPEC_HIDDEN;
1885 DWORD basetexture_get_lod(IWineD3DBaseTexture *iface) DECLSPEC_HIDDEN;
1886 HRESULT basetexture_init(IWineD3DBaseTextureImpl *texture, UINT levels, WINED3DRESOURCETYPE resource_type,
1887 IWineD3DDeviceImpl *device, UINT size, DWORD usage, const struct GlPixelFormatDesc *format_desc,
1888 WINED3DPOOL pool, IUnknown *parent, const struct wined3d_parent_ops *parent_ops) DECLSPEC_HIDDEN;
1889 HRESULT basetexture_set_autogen_filter_type(IWineD3DBaseTexture *iface,
1890 WINED3DTEXTUREFILTERTYPE filter_type) DECLSPEC_HIDDEN;
1891 BOOL basetexture_set_dirty(IWineD3DBaseTexture *iface, BOOL dirty) DECLSPEC_HIDDEN;
1892 DWORD basetexture_set_lod(IWineD3DBaseTexture *iface, DWORD new_lod) DECLSPEC_HIDDEN;
1893 void basetexture_unload(IWineD3DBaseTexture *iface) DECLSPEC_HIDDEN;
1894
1895 /*****************************************************************************
1896 * IWineD3DTexture implementation structure (extends IWineD3DBaseTextureImpl)
1897 */
1898 typedef struct IWineD3DTextureImpl
1899 {
1900 /* IUnknown & WineD3DResource/WineD3DBaseTexture Information */
1901 const IWineD3DTextureVtbl *lpVtbl;
1902 IWineD3DResourceClass resource;
1903 IWineD3DBaseTextureClass baseTexture;
1904
1905 /* IWineD3DTexture */
1906 IWineD3DSurface *surfaces[MAX_MIP_LEVELS];
1907 UINT target;
1908 BOOL cond_np2;
1909
1910 } IWineD3DTextureImpl;
1911
1912 HRESULT texture_init(IWineD3DTextureImpl *texture, UINT width, UINT height, UINT levels,
1913 IWineD3DDeviceImpl *device, DWORD usage, WINED3DFORMAT format, WINED3DPOOL pool,
1914 IUnknown *parent, const struct wined3d_parent_ops *parent_ops) DECLSPEC_HIDDEN;
1915
1916 /*****************************************************************************
1917 * IWineD3DCubeTexture implementation structure (extends IWineD3DBaseTextureImpl)
1918 */
1919 typedef struct IWineD3DCubeTextureImpl
1920 {
1921 /* IUnknown & WineD3DResource/WineD3DBaseTexture Information */
1922 const IWineD3DCubeTextureVtbl *lpVtbl;
1923 IWineD3DResourceClass resource;
1924 IWineD3DBaseTextureClass baseTexture;
1925
1926 /* IWineD3DCubeTexture */
1927 IWineD3DSurface *surfaces[6][MAX_MIP_LEVELS];
1928 } IWineD3DCubeTextureImpl;
1929
1930 HRESULT cubetexture_init(IWineD3DCubeTextureImpl *texture, UINT edge_length, UINT levels,
1931 IWineD3DDeviceImpl *device, DWORD usage, WINED3DFORMAT format, WINED3DPOOL pool,
1932 IUnknown *parent, const struct wined3d_parent_ops *parent_ops) DECLSPEC_HIDDEN;
1933
1934 typedef struct _WINED3DVOLUMET_DESC
1935 {
1936 UINT Width;
1937 UINT Height;
1938 UINT Depth;
1939 } WINED3DVOLUMET_DESC;
1940
1941 /*****************************************************************************
1942 * IWineD3DVolume implementation structure (extends IUnknown)
1943 */
1944 typedef struct IWineD3DVolumeImpl
1945 {
1946 /* IUnknown & WineD3DResource fields */
1947 const IWineD3DVolumeVtbl *lpVtbl;
1948 IWineD3DResourceClass resource;
1949
1950 /* WineD3DVolume Information */
1951 WINED3DVOLUMET_DESC currentDesc;
1952 IWineD3DBase *container;
1953 BOOL lockable;
1954 BOOL locked;
1955 WINED3DBOX lockedBox;
1956 WINED3DBOX dirtyBox;
1957 BOOL dirty;
1958 } IWineD3DVolumeImpl;
1959
1960 void volume_add_dirty_box(IWineD3DVolume *iface, const WINED3DBOX *dirty_box) DECLSPEC_HIDDEN;
1961 HRESULT volume_init(IWineD3DVolumeImpl *volume, IWineD3DDeviceImpl *device, UINT width,
1962 UINT height, UINT depth, DWORD usage, WINED3DFORMAT format, WINED3DPOOL pool,
1963 IUnknown *parent, const struct wined3d_parent_ops *parent_ops) DECLSPEC_HIDDEN;
1964
1965 /*****************************************************************************
1966 * IWineD3DVolumeTexture implementation structure (extends IWineD3DBaseTextureImpl)
1967 */
1968 typedef struct IWineD3DVolumeTextureImpl
1969 {
1970 /* IUnknown & WineD3DResource/WineD3DBaseTexture Information */
1971 const IWineD3DVolumeTextureVtbl *lpVtbl;
1972 IWineD3DResourceClass resource;
1973 IWineD3DBaseTextureClass baseTexture;
1974
1975 /* IWineD3DVolumeTexture */
1976 IWineD3DVolume *volumes[MAX_MIP_LEVELS];
1977 } IWineD3DVolumeTextureImpl;
1978
1979 HRESULT volumetexture_init(IWineD3DVolumeTextureImpl *texture, UINT width, UINT height,
1980 UINT depth, UINT levels, IWineD3DDeviceImpl *device, DWORD usage, WINED3DFORMAT format,
1981 WINED3DPOOL pool, IUnknown *parent, const struct wined3d_parent_ops *parent_ops) DECLSPEC_HIDDEN;
1982
1983 typedef struct _WINED3DSURFACET_DESC
1984 {
1985 WINED3DMULTISAMPLE_TYPE MultiSampleType;
1986 DWORD MultiSampleQuality;
1987 UINT Width;
1988 UINT Height;
1989 } WINED3DSURFACET_DESC;
1990
1991 /*****************************************************************************
1992 * Structure for DIB Surfaces (GetDC and GDI surfaces)
1993 */
1994 typedef struct wineD3DSurface_DIB {
1995 HBITMAP DIBsection;
1996 void* bitmap_data;
1997 UINT bitmap_size;
1998 HGDIOBJ holdbitmap;
1999 BOOL client_memory;
2000 } wineD3DSurface_DIB;
2001
2002 typedef struct {
2003 struct list entry;
2004 GLuint id;
2005 UINT width;
2006 UINT height;
2007 } renderbuffer_entry_t;
2008
2009 struct fbo_entry
2010 {
2011 struct list entry;
2012 IWineD3DSurface **render_targets;
2013 IWineD3DSurface *depth_stencil;
2014 BOOL attached;
2015 GLuint id;
2016 };
2017
2018 /*****************************************************************************
2019 * IWineD3DClipp implementation structure
2020 */
2021 typedef struct IWineD3DClipperImpl
2022 {
2023 const IWineD3DClipperVtbl *lpVtbl;
2024 LONG ref;
2025
2026 IUnknown *Parent;
2027 HWND hWnd;
2028 } IWineD3DClipperImpl;
2029
2030
2031 /*****************************************************************************
2032 * IWineD3DSurface implementation structure
2033 */
2034 struct IWineD3DSurfaceImpl
2035 {
2036 /* IUnknown & IWineD3DResource Information */
2037 const IWineD3DSurfaceVtbl *lpVtbl;
2038 IWineD3DResourceClass resource;
2039
2040 /* IWineD3DSurface fields */
2041 IWineD3DBase *container;
2042 WINED3DSURFACET_DESC currentDesc;
2043 IWineD3DPaletteImpl *palette; /* D3D7 style palette handling */
2044 PALETTEENTRY *palette9; /* D3D8/9 style palette handling */
2045
2046 /* TODO: move this off into a management class(maybe!) */
2047 DWORD Flags;
2048
2049 UINT pow2Width;
2050 UINT pow2Height;
2051
2052 /* A method to retrieve the drawable size. Not in the Vtable to make it changeable */
2053 void (*get_drawable_size)(struct wined3d_context *context, UINT *width, UINT *height);
2054
2055 /* Oversized texture */
2056 RECT glRect;
2057
2058 /* PBO */
2059 GLuint pbo;
2060 GLuint texture_name;
2061 GLuint texture_name_srgb;
2062 GLint texture_level;
2063 GLenum texture_target;
2064
2065 RECT lockedRect;
2066 RECT dirtyRect;
2067 int lockCount;
2068 #define MAXLOCKCOUNT 50 /* After this amount of locks do not free the sysmem copy */
2069
2070 /* For GetDC */
2071 wineD3DSurface_DIB dib;
2072 HDC hDC;
2073
2074 /* Color keys for DDraw */
2075 WINEDDCOLORKEY DestBltCKey;
2076 WINEDDCOLORKEY DestOverlayCKey;
2077 WINEDDCOLORKEY SrcOverlayCKey;
2078 WINEDDCOLORKEY SrcBltCKey;
2079 DWORD CKeyFlags;
2080
2081 WINEDDCOLORKEY glCKey;
2082
2083 struct list renderbuffers;
2084 renderbuffer_entry_t *current_renderbuffer;
2085
2086 /* DirectDraw clippers */
2087 IWineD3DClipper *clipper;
2088
2089 /* DirectDraw Overlay handling */
2090 RECT overlay_srcrect;
2091 RECT overlay_destrect;
2092 IWineD3DSurfaceImpl *overlay_dest;
2093 struct list overlays;
2094 struct list overlay_entry;
2095 };
2096
2097 extern const IWineD3DSurfaceVtbl IWineD3DSurface_Vtbl DECLSPEC_HIDDEN;
2098 extern const IWineD3DSurfaceVtbl IWineGDISurface_Vtbl DECLSPEC_HIDDEN;
2099
2100 UINT surface_calculate_size(const struct GlPixelFormatDesc *format_desc,
2101 UINT alignment, UINT width, UINT height) DECLSPEC_HIDDEN;
2102 void surface_gdi_cleanup(IWineD3DSurfaceImpl *This) DECLSPEC_HIDDEN;
2103 HRESULT surface_init(IWineD3DSurfaceImpl *surface, WINED3DSURFTYPE surface_type, UINT alignment,
2104 UINT width, UINT height, UINT level, BOOL lockable, BOOL discard, WINED3DMULTISAMPLE_TYPE multisample_type,
2105 UINT multisample_quality, IWineD3DDeviceImpl *device, DWORD usage, WINED3DFORMAT format,
2106 WINED3DPOOL pool, IUnknown *parent, const struct wined3d_parent_ops *parent_ops) DECLSPEC_HIDDEN;
2107
2108 /* Predeclare the shared Surface functions */
2109 HRESULT WINAPI IWineD3DBaseSurfaceImpl_QueryInterface(IWineD3DSurface *iface,
2110 REFIID riid, LPVOID *ppobj) DECLSPEC_HIDDEN;
2111 ULONG WINAPI IWineD3DBaseSurfaceImpl_AddRef(IWineD3DSurface *iface) DECLSPEC_HIDDEN;
2112 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetParent(IWineD3DSurface *iface, IUnknown **pParent) DECLSPEC_HIDDEN;
2113 HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetPrivateData(IWineD3DSurface *iface,
2114 REFGUID refguid, const void *pData, DWORD SizeOfData, DWORD Flags) DECLSPEC_HIDDEN;
2115 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetPrivateData(IWineD3DSurface *iface,
2116 REFGUID refguid, void *pData, DWORD *pSizeOfData) DECLSPEC_HIDDEN;
2117 HRESULT WINAPI IWineD3DBaseSurfaceImpl_FreePrivateData(IWineD3DSurface *iface, REFGUID refguid) DECLSPEC_HIDDEN;
2118 DWORD WINAPI IWineD3DBaseSurfaceImpl_SetPriority(IWineD3DSurface *iface, DWORD PriorityNew) DECLSPEC_HIDDEN;
2119 DWORD WINAPI IWineD3DBaseSurfaceImpl_GetPriority(IWineD3DSurface *iface) DECLSPEC_HIDDEN;
2120 WINED3DRESOURCETYPE WINAPI IWineD3DBaseSurfaceImpl_GetType(IWineD3DSurface *iface) DECLSPEC_HIDDEN;
2121 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetContainer(IWineD3DSurface* iface,
2122 REFIID riid, void **ppContainer) DECLSPEC_HIDDEN;
2123 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetDesc(IWineD3DSurface *iface, WINED3DSURFACE_DESC *pDesc) DECLSPEC_HIDDEN;
2124 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetBltStatus(IWineD3DSurface *iface, DWORD Flags) DECLSPEC_HIDDEN;
2125 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetFlipStatus(IWineD3DSurface *iface, DWORD Flags) DECLSPEC_HIDDEN;
2126 HRESULT WINAPI IWineD3DBaseSurfaceImpl_IsLost(IWineD3DSurface *iface) DECLSPEC_HIDDEN;
2127 HRESULT WINAPI IWineD3DBaseSurfaceImpl_Restore(IWineD3DSurface *iface) DECLSPEC_HIDDEN;
2128 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetPalette(IWineD3DSurface *iface, IWineD3DPalette **Pal) DECLSPEC_HIDDEN;
2129 HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetPalette(IWineD3DSurface *iface, IWineD3DPalette *Pal) DECLSPEC_HIDDEN;
2130 HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetColorKey(IWineD3DSurface *iface,
2131 DWORD Flags, const WINEDDCOLORKEY *CKey) DECLSPEC_HIDDEN;
2132 HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetContainer(IWineD3DSurface *iface, IWineD3DBase *container) DECLSPEC_HIDDEN;
2133 DWORD WINAPI IWineD3DBaseSurfaceImpl_GetPitch(IWineD3DSurface *iface) DECLSPEC_HIDDEN;
2134 HRESULT WINAPI IWineD3DBaseSurfaceImpl_RealizePalette(IWineD3DSurface *iface) DECLSPEC_HIDDEN;
2135 HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetOverlayPosition(IWineD3DSurface *iface, LONG X, LONG Y) DECLSPEC_HIDDEN;
2136 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetOverlayPosition(IWineD3DSurface *iface, LONG *X, LONG *Y) DECLSPEC_HIDDEN;
2137 HRESULT WINAPI IWineD3DBaseSurfaceImpl_UpdateOverlayZOrder(IWineD3DSurface *iface,
2138 DWORD Flags, IWineD3DSurface *Ref) DECLSPEC_HIDDEN;
2139 HRESULT WINAPI IWineD3DBaseSurfaceImpl_UpdateOverlay(IWineD3DSurface *iface, const RECT *SrcRect,
2140 IWineD3DSurface *DstSurface, const RECT *DstRect, DWORD Flags, const WINEDDOVERLAYFX *FX) DECLSPEC_HIDDEN;
2141 HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetClipper(IWineD3DSurface *iface, IWineD3DClipper *clipper) DECLSPEC_HIDDEN;
2142 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetClipper(IWineD3DSurface *iface, IWineD3DClipper **clipper) DECLSPEC_HIDDEN;
2143 HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetFormat(IWineD3DSurface *iface, WINED3DFORMAT format) DECLSPEC_HIDDEN;
2144 HRESULT IWineD3DBaseSurfaceImpl_CreateDIBSection(IWineD3DSurface *iface) DECLSPEC_HIDDEN;
2145 HRESULT WINAPI IWineD3DBaseSurfaceImpl_Blt(IWineD3DSurface *iface, const RECT *DestRect, IWineD3DSurface *SrcSurface,
2146 const RECT *SrcRect, DWORD Flags, const WINEDDBLTFX *DDBltFx, WINED3DTEXTUREFILTERTYPE Filter) DECLSPEC_HIDDEN;
2147 HRESULT WINAPI IWineD3DBaseSurfaceImpl_BltFast(IWineD3DSurface *iface, DWORD dstx, DWORD dsty,
2148 IWineD3DSurface *Source, const RECT *rsrc, DWORD trans) DECLSPEC_HIDDEN;
2149 HRESULT WINAPI IWineD3DBaseSurfaceImpl_LockRect(IWineD3DSurface *iface, WINED3DLOCKED_RECT *pLockedRect,
2150 const RECT *pRect, DWORD Flags) DECLSPEC_HIDDEN;
2151 void WINAPI IWineD3DBaseSurfaceImpl_BindTexture(IWineD3DSurface *iface, BOOL srgb) DECLSPEC_HIDDEN;
2152 const void *WINAPI IWineD3DBaseSurfaceImpl_GetData(IWineD3DSurface *iface) DECLSPEC_HIDDEN;
2153
2154 void get_drawable_size_swapchain(struct wined3d_context *context, UINT *width, UINT *height) DECLSPEC_HIDDEN;
2155 void get_drawable_size_backbuffer(struct wined3d_context *context, UINT *width, UINT *height) DECLSPEC_HIDDEN;
2156 void get_drawable_size_pbuffer(struct wined3d_context *context, UINT *width, UINT *height) DECLSPEC_HIDDEN;
2157 void get_drawable_size_fbo(struct wined3d_context *context, UINT *width, UINT *height) DECLSPEC_HIDDEN;
2158
2159 void flip_surface(IWineD3DSurfaceImpl *front, IWineD3DSurfaceImpl *back) DECLSPEC_HIDDEN;
2160
2161 /* Surface flags: */
2162 #define SFLAG_OVERSIZE 0x00000001 /* Surface is bigger than gl size, blts only */
2163 #define SFLAG_CONVERTED 0x00000002 /* Converted for color keying or Palettized */
2164 #define SFLAG_DIBSECTION 0x00000004 /* Has a DIB section attached for GetDC */
2165 #define SFLAG_LOCKABLE 0x00000008 /* Surface can be locked */
2166 #define SFLAG_DISCARD 0x00000010 /* ??? */
2167 #define SFLAG_LOCKED 0x00000020 /* Surface is locked atm */
2168 #define SFLAG_INTEXTURE 0x00000040 /* The GL texture contains the newest surface content */
2169 #define SFLAG_INSRGBTEX 0x00000080 /* The GL srgb texture contains the newest surface content */
2170 #define SFLAG_INDRAWABLE 0x00000100 /* The gl drawable contains the most up to date data */
2171 #define SFLAG_INSYSMEM 0x00000200 /* The system memory copy is most up to date */
2172 #define SFLAG_NONPOW2 0x00000400 /* Surface sizes are not a power of 2 */
2173 #define SFLAG_DYNLOCK 0x00000800 /* Surface is often locked by the app */
2174 #define SFLAG_DCINUSE 0x00001000 /* Set between GetDC and ReleaseDC calls */
2175 #define SFLAG_LOST 0x00002000 /* Surface lost flag for DDraw */
2176 #define SFLAG_USERPTR 0x00004000 /* The application allocated the memory for this surface */
2177 #define SFLAG_GLCKEY 0x00008000 /* The gl texture was created with a color key */
2178 #define SFLAG_CLIENT 0x00010000 /* GL_APPLE_client_storage is used on that texture */
2179 #define SFLAG_ALLOCATED 0x00020000 /* A gl texture is allocated for this surface */
2180 #define SFLAG_SRGBALLOCATED 0x00040000 /* A srgb gl texture is allocated for this surface */
2181 #define SFLAG_PBO 0x00080000 /* Has a PBO attached for speeding up data transfers for dynamically locked surfaces */
2182 #define SFLAG_NORMCOORD 0x00100000 /* Set if the GL texture coords are normalized(non-texture rectangle) */
2183 #define SFLAG_DS_ONSCREEN 0x00200000 /* Is a depth stencil, last modified onscreen */
2184 #define SFLAG_DS_OFFSCREEN 0x00400000 /* Is a depth stencil, last modified offscreen */
2185 #define SFLAG_INOVERLAYDRAW 0x00800000 /* Overlay drawing is in progress. Recursion prevention */
2186 #define SFLAG_SWAPCHAIN 0x01000000 /* The surface is part of a swapchain */
2187
2188 /* In some conditions the surface memory must not be freed:
2189 * SFLAG_OVERSIZE: Not all data can be kept in GL
2190 * SFLAG_CONVERTED: Converting the data back would take too long
2191 * SFLAG_DIBSECTION: The dib code manages the memory
2192 * SFLAG_LOCKED: The app requires access to the surface data
2193 * SFLAG_DYNLOCK: Avoid freeing the data for performance
2194 * SFLAG_PBO: PBOs don't use 'normal' memory. It is either allocated by the driver or must be NULL.
2195 * SFLAG_CLIENT: OpenGL uses our memory as backup
2196 */
2197 #define SFLAG_DONOTFREE (SFLAG_OVERSIZE | \
2198 SFLAG_CONVERTED | \
2199 SFLAG_DIBSECTION | \
2200 SFLAG_LOCKED | \
2201 SFLAG_DYNLOCK | \
2202 SFLAG_USERPTR | \
2203 SFLAG_PBO | \
2204 SFLAG_CLIENT)
2205
2206 #define SFLAG_LOCATIONS (SFLAG_INSYSMEM | \
2207 SFLAG_INTEXTURE | \
2208 SFLAG_INDRAWABLE | \
2209 SFLAG_INSRGBTEX)
2210
2211 #define SFLAG_DS_LOCATIONS (SFLAG_DS_ONSCREEN | \
2212 SFLAG_DS_OFFSCREEN)
2213 #define SFLAG_DS_DISCARDED SFLAG_DS_LOCATIONS
2214
2215 BOOL CalculateTexRect(IWineD3DSurfaceImpl *This, RECT *Rect, float glTexCoord[4]) DECLSPEC_HIDDEN;
2216
2217 typedef enum {
2218 NO_CONVERSION,
2219 CONVERT_PALETTED,
2220 CONVERT_PALETTED_CK,
2221 CONVERT_CK_565,
2222 CONVERT_CK_5551,
2223 CONVERT_CK_4444,
2224 CONVERT_CK_4444_ARGB,
2225 CONVERT_CK_1555,
2226 CONVERT_555,
2227 CONVERT_CK_RGB24,
2228 CONVERT_CK_8888,
2229 CONVERT_CK_8888_ARGB,
2230 CONVERT_RGB32_888,
2231 CONVERT_V8U8,
2232 CONVERT_L6V5U5,
2233 CONVERT_X8L8V8U8,
2234 CONVERT_Q8W8V8U8,
2235 CONVERT_V16U16,
2236 CONVERT_A4L4,
2237 CONVERT_G16R16,
2238 CONVERT_R16G16F,
2239 CONVERT_R32G32F,
2240 CONVERT_D15S1,
2241 CONVERT_D24X4S4,
2242 CONVERT_D24FS8,
2243 } CONVERT_TYPES;
2244
2245 HRESULT d3dfmt_get_conv(IWineD3DSurfaceImpl *This, BOOL need_alpha_ck, BOOL use_texturing, GLenum *format,
2246 GLenum *internal, GLenum *type, CONVERT_TYPES *convert, int *target_bpp, BOOL srgb_mode) DECLSPEC_HIDDEN;
2247
2248 BOOL palette9_changed(IWineD3DSurfaceImpl *This) DECLSPEC_HIDDEN;
2249
2250 /*****************************************************************************
2251 * IWineD3DVertexDeclaration implementation structure
2252 */
2253
2254 struct wined3d_vertex_declaration_element
2255 {
2256 const struct GlPixelFormatDesc *format_desc;
2257 BOOL ffp_valid;
2258 WORD input_slot;
2259 WORD offset;
2260 UINT output_slot;
2261 BYTE method;
2262 BYTE usage;
2263 BYTE usage_idx;
2264 };
2265
2266 typedef struct IWineD3DVertexDeclarationImpl {
2267 /* IUnknown Information */
2268 const IWineD3DVertexDeclarationVtbl *lpVtbl;
2269 LONG ref;
2270
2271 IUnknown *parent;
2272 const struct wined3d_parent_ops *parent_ops;
2273 IWineD3DDeviceImpl *device;
2274
2275 struct wined3d_vertex_declaration_element *elements;
2276 UINT element_count;
2277
2278 DWORD streams[MAX_STREAMS];
2279 UINT num_streams;
2280 BOOL position_transformed;
2281 BOOL half_float_conv_needed;
2282 } IWineD3DVertexDeclarationImpl;
2283
2284 HRESULT vertexdeclaration_init(IWineD3DVertexDeclarationImpl *declaration, IWineD3DDeviceImpl *device,
2285 const WINED3DVERTEXELEMENT *elements, UINT element_count,
2286 IUnknown *parent, const struct wined3d_parent_ops *parent_ops) DECLSPEC_HIDDEN;
2287
2288 /*****************************************************************************
2289 * IWineD3DStateBlock implementation structure
2290 */
2291
2292 /* Internal state Block for Begin/End/Capture/Create/Apply info */
2293 /* Note: Very long winded but gl Lists are not flexible enough */
2294 /* to resolve everything we need, so doing it manually for now */
2295 typedef struct SAVEDSTATES {
2296 DWORD transform[(HIGHEST_TRANSFORMSTATE >> 5) + 1];
2297 WORD streamSource; /* MAX_STREAMS, 16 */
2298 WORD streamFreq; /* MAX_STREAMS, 16 */
2299 DWORD renderState[(WINEHIGHEST_RENDER_STATE >> 5) + 1];
2300 DWORD textureState[MAX_TEXTURES]; /* WINED3D_HIGHEST_TEXTURE_STATE + 1, 18 */
2301 WORD samplerState[MAX_COMBINED_SAMPLERS]; /* WINED3D_HIGHEST_SAMPLER_STATE + 1, 14 */
2302 DWORD clipplane; /* WINED3DMAXUSERCLIPPLANES, 32 */
2303 WORD pixelShaderConstantsB; /* MAX_CONST_B, 16 */
2304 WORD pixelShaderConstantsI; /* MAX_CONST_I, 16 */
2305 BOOL *pixelShaderConstantsF;
2306 WORD vertexShaderConstantsB; /* MAX_CONST_B, 16 */
2307 WORD vertexShaderConstantsI; /* MAX_CONST_I, 16 */
2308 BOOL *vertexShaderConstantsF;
2309 DWORD textures : 20; /* MAX_COMBINED_SAMPLERS, 20 */
2310 DWORD primitive_type : 1;
2311 DWORD indices : 1;
2312 DWORD material : 1;
2313 DWORD viewport : 1;
2314 DWORD vertexDecl : 1;
2315 DWORD pixelShader : 1;
2316 DWORD vertexShader : 1;
2317 DWORD scissorRect : 1;
2318 DWORD padding : 4;
2319 } SAVEDSTATES;
2320
2321 struct StageState {
2322 DWORD stage;
2323 DWORD state;
2324 };
2325
2326 struct IWineD3DStateBlockImpl
2327 {
2328 /* IUnknown fields */
2329 const IWineD3DStateBlockVtbl *lpVtbl;
2330 LONG ref; /* Note: Ref counting not required */
2331
2332 /* IWineD3DStateBlock information */
2333 IWineD3DDeviceImpl *device;
2334 WINED3DSTATEBLOCKTYPE blockType;
2335
2336 /* Array indicating whether things have been set or changed */
2337 SAVEDSTATES changed;
2338
2339 /* Vertex Shader Declaration */
2340 IWineD3DVertexDeclaration *vertexDecl;
2341
2342 IWineD3DVertexShader *vertexShader;
2343
2344 /* Vertex Shader Constants */
2345 BOOL vertexShaderConstantB[MAX_CONST_B];
2346 INT vertexShaderConstantI[MAX_CONST_I * 4];
2347 float *vertexShaderConstantF;
2348
2349 /* primitive type */
2350 GLenum gl_primitive_type;
2351
2352 /* Stream Source */
2353 BOOL streamIsUP;
2354 UINT streamStride[MAX_STREAMS];
2355 UINT streamOffset[MAX_STREAMS + 1 /* tesselated pseudo-stream */ ];
2356 IWineD3DBuffer *streamSource[MAX_STREAMS];
2357 UINT streamFreq[MAX_STREAMS + 1];
2358 UINT streamFlags[MAX_STREAMS + 1]; /*0 | WINED3DSTREAMSOURCE_INSTANCEDATA | WINED3DSTREAMSOURCE_INDEXEDDATA */
2359
2360 /* Indices */
2361 IWineD3DBuffer* pIndexData;
2362 WINED3DFORMAT IndexFmt;
2363 INT baseVertexIndex;
2364 INT loadBaseVertexIndex; /* non-indexed drawing needs 0 here, indexed baseVertexIndex */
2365
2366 /* Transform */
2367 WINED3DMATRIX transforms[HIGHEST_TRANSFORMSTATE + 1];
2368
2369 /* Light hashmap . Collisions are handled using standard wine double linked lists */
2370 #define LIGHTMAP_SIZE 43 /* Use of a prime number recommended. Set to 1 for a linked list! */
2371 #define LIGHTMAP_HASHFUNC(x) ((x) % LIGHTMAP_SIZE) /* Primitive and simple function */
2372 struct list lightMap[LIGHTMAP_SIZE]; /* Hash map containing the lights */
2373 const struct wined3d_light_info *activeLights[MAX_ACTIVE_LIGHTS]; /* Map of opengl lights to d3d lights */
2374
2375 /* Clipping */
2376 double clipplane[MAX_CLIPPLANES][4];
2377 WINED3DCLIPSTATUS clip_status;
2378
2379 /* ViewPort */
2380 WINED3DVIEWPORT viewport;
2381
2382 /* Material */
2383 WINED3DMATERIAL material;
2384
2385 /* Pixel Shader */
2386 IWineD3DPixelShader *pixelShader;
2387
2388 /* Pixel Shader Constants */
2389 BOOL pixelShaderConstantB[MAX_CONST_B];
2390 INT pixelShaderConstantI[MAX_CONST_I * 4];
2391 float *pixelShaderConstantF;
2392
2393 /* RenderState */
2394 DWORD renderState[WINEHIGHEST_RENDER_STATE + 1];
2395
2396 /* Texture */
2397 IWineD3DBaseTexture *textures[MAX_COMBINED_SAMPLERS];
2398
2399 /* Texture State Stage */
2400 DWORD textureState[MAX_TEXTURES][WINED3D_HIGHEST_TEXTURE_STATE + 1];
2401 DWORD lowest_disabled_stage;
2402 /* Sampler States */
2403 DWORD samplerState[MAX_COMBINED_SAMPLERS][WINED3D_HIGHEST_SAMPLER_STATE + 1];
2404
2405 /* Scissor test rectangle */
2406 RECT scissorRect;
2407
2408 /* Contained state management */
2409 DWORD contained_render_states[WINEHIGHEST_RENDER_STATE + 1];
2410 unsigned int num_contained_render_states;
2411 DWORD contained_transform_states[HIGHEST_TRANSFORMSTATE + 1];
2412 unsigned int num_contained_transform_states;
2413 DWORD contained_vs_consts_i[MAX_CONST_I];
2414 unsigned int num_contained_vs_consts_i;
2415 DWORD contained_vs_consts_b[MAX_CONST_B];
2416 unsigned int num_contained_vs_consts_b;
2417 DWORD *contained_vs_consts_f;
2418 unsigned int num_contained_vs_consts_f;
2419 DWORD contained_ps_consts_i[MAX_CONST_I];
2420 unsigned int num_contained_ps_consts_i;
2421 DWORD contained_ps_consts_b[MAX_CONST_B];
2422 unsigned int num_contained_ps_consts_b;
2423 DWORD *contained_ps_consts_f;
2424 unsigned int num_contained_ps_consts_f;
2425 struct StageState contained_tss_states[MAX_TEXTURES * (WINED3D_HIGHEST_TEXTURE_STATE + 1)];
2426 unsigned int num_contained_tss_states;
2427 struct StageState contained_sampler_states[MAX_COMBINED_SAMPLERS * WINED3D_HIGHEST_SAMPLER_STATE];
2428 unsigned int num_contained_sampler_states;
2429 };
2430
2431 HRESULT stateblock_init(IWineD3DStateBlockImpl *stateblock,
2432 IWineD3DDeviceImpl *device, WINED3DSTATEBLOCKTYPE type) DECLSPEC_HIDDEN;
2433 void stateblock_init_contained_states(IWineD3DStateBlockImpl *object) DECLSPEC_HIDDEN;
2434
2435 /* Direct3D terminology with little modifications. We do not have an issued state
2436 * because only the driver knows about it, but we have a created state because d3d
2437 * allows GetData on a created issue, but opengl doesn't
2438 */
2439 enum query_state {
2440 QUERY_CREATED,
2441 QUERY_SIGNALLED,
2442 QUERY_BUILDING
2443 };
2444 /*****************************************************************************
2445 * IWineD3DQueryImpl implementation structure (extends IUnknown)
2446 */
2447 typedef struct IWineD3DQueryImpl
2448 {
2449 const IWineD3DQueryVtbl *lpVtbl;
2450 LONG ref; /* Note: Ref counting not required */
2451
2452 IUnknown *parent;
2453 IWineD3DDeviceImpl *device;
2454
2455 /* IWineD3DQuery fields */
2456 enum query_state state;
2457 WINED3DQUERYTYPE type;
2458 /* TODO: Think about using a IUnknown instead of a void* */
2459 void *extendedData;
2460 } IWineD3DQueryImpl;
2461
2462 HRESULT query_init(IWineD3DQueryImpl *query, IWineD3DDeviceImpl *device,
2463 WINED3DQUERYTYPE type, IUnknown *parent) DECLSPEC_HIDDEN;
2464
2465 /* IWineD3DBuffer */
2466
2467 /* TODO: Add tests and support for FLOAT16_4 POSITIONT, D3DCOLOR position, other
2468 * fixed function semantics as D3DCOLOR or FLOAT16 */
2469 enum wined3d_buffer_conversion_type
2470 {
2471 CONV_NONE,
2472 CONV_D3DCOLOR,
2473 CONV_POSITIONT,
2474 CONV_FLOAT16_2, /* Also handles FLOAT16_4 */
2475 };
2476
2477 struct wined3d_map_range
2478 {
2479 UINT offset;
2480 UINT size;
2481 };
2482
2483 #define WINED3D_BUFFER_OPTIMIZED 0x01 /* Optimize has been called for the buffer */
2484 #define WINED3D_BUFFER_HASDESC 0x02 /* A vertex description has been found */
2485 #define WINED3D_BUFFER_CREATEBO 0x04 /* Attempt to create a buffer object next PreLoad */
2486 #define WINED3D_BUFFER_DOUBLEBUFFER 0x08 /* Use a vbo and local allocated memory */
2487 #define WINED3D_BUFFER_FLUSH 0x10 /* Manual unmap flushing */
2488
2489 struct wined3d_buffer
2490 {
2491 const struct IWineD3DBufferVtbl *vtbl;
2492 IWineD3DResourceClass resource;
2493
2494 struct wined3d_buffer_desc desc;
2495
2496 GLuint buffer_object;
2497 GLenum buffer_object_usage;
2498 GLenum buffer_type_hint;
2499 UINT buffer_object_size;
2500 LONG bind_count;
2501 DWORD flags;
2502
2503 LONG lock_count;
2504 struct wined3d_map_range *maps;
2505 ULONG maps_size, modified_areas;
2506
2507 /* conversion stuff */
2508 UINT decl_change_count, full_conversion_count;
2509 UINT draw_count;
2510 UINT stride; /* 0 if no conversion */
2511 UINT conversion_stride; /* 0 if no shifted conversion */
2512 enum wined3d_buffer_conversion_type *conversion_map; /* NULL if no conversion */
2513 /* Extra load offsets, for FLOAT16 conversion */
2514 UINT *conversion_shift; /* NULL if no shifted conversion */
2515 };
2516
2517 const BYTE *buffer_get_memory(IWineD3DBuffer *iface, UINT offset, GLuint *buffer_object) DECLSPEC_HIDDEN;
2518 BYTE *buffer_get_sysmem(struct wined3d_buffer *This) DECLSPEC_HIDDEN;
2519 HRESULT buffer_init(struct wined3d_buffer *buffer, IWineD3DDeviceImpl *device,
2520 UINT size, DWORD usage, WINED3DFORMAT format, WINED3DPOOL pool, GLenum bind_hint,
2521 const char *data, IUnknown *parent, const struct wined3d_parent_ops *parent_ops) DECLSPEC_HIDDEN;
2522
2523 /* IWineD3DRendertargetView */
2524 struct wined3d_rendertarget_view
2525 {
2526 const struct IWineD3DRendertargetViewVtbl *vtbl;
2527 LONG refcount;
2528
2529 IWineD3DResource *resource;
2530 IUnknown *parent;
2531 };
2532
2533 extern const IWineD3DRendertargetViewVtbl wined3d_rendertarget_view_vtbl DECLSPEC_HIDDEN;
2534
2535 /*****************************************************************************
2536 * IWineD3DSwapChainImpl implementation structure (extends IUnknown)
2537 */
2538
2539 struct IWineD3DSwapChainImpl
2540 {
2541 /*IUnknown part*/
2542 const IWineD3DSwapChainVtbl *lpVtbl;
2543 LONG ref; /* Note: Ref counting not required */
2544
2545 IUnknown *parent;
2546 IWineD3DDeviceImpl *device;
2547
2548 /* IWineD3DSwapChain fields */
2549 IWineD3DSurface **backBuffer;
2550 IWineD3DSurface *frontBuffer;
2551 WINED3DPRESENT_PARAMETERS presentParms;
2552 DWORD orig_width, orig_height;
2553 WINED3DFORMAT orig_fmt;
2554 WINED3DGAMMARAMP orig_gamma;
2555 BOOL render_to_fbo;
2556
2557 long prev_time, frames; /* Performance tracking */
2558 unsigned int vSyncCounter;
2559
2560 struct wined3d_context **context;
2561 unsigned int num_contexts;
2562
2563 HWND win_handle;
2564 };
2565
2566 const IWineD3DSwapChainVtbl IWineGDISwapChain_Vtbl DECLSPEC_HIDDEN;
2567 void x11_copy_to_screen(IWineD3DSwapChainImpl *This, const RECT *rc) DECLSPEC_HIDDEN;
2568
2569 HRESULT WINAPI IWineD3DBaseSwapChainImpl_QueryInterface(IWineD3DSwapChain *iface,
2570 REFIID riid, LPVOID *ppobj) DECLSPEC_HIDDEN;
2571 ULONG WINAPI IWineD3DBaseSwapChainImpl_AddRef(IWineD3DSwapChain *iface) DECLSPEC_HIDDEN;
2572 ULONG WINAPI IWineD3DBaseSwapChainImpl_Release(IWineD3DSwapChain *iface) DECLSPEC_HIDDEN;
2573 HRESULT WINAPI IWineD3DBaseSwapChainImpl_GetParent(IWineD3DSwapChain *iface, IUnknown **ppParent) DECLSPEC_HIDDEN;
2574 HRESULT WINAPI IWineD3DBaseSwapChainImpl_GetFrontBufferData(IWineD3DSwapChain *iface,
2575 IWineD3DSurface *pDestSurface) DECLSPEC_HIDDEN;
2576 HRESULT WINAPI IWineD3DBaseSwapChainImpl_GetBackBuffer(IWineD3DSwapChain *iface, UINT iBackBuffer,
2577 WINED3DBACKBUFFER_TYPE Type, IWineD3DSurface **ppBackBuffer) DECLSPEC_HIDDEN;
2578 HRESULT WINAPI IWineD3DBaseSwapChainImpl_GetRasterStatus(IWineD3DSwapChain *iface,
2579 WINED3DRASTER_STATUS *pRasterStatus) DECLSPEC_HIDDEN;
2580 HRESULT WINAPI IWineD3DBaseSwapChainImpl_GetDisplayMode(IWineD3DSwapChain *iface,
2581 WINED3DDISPLAYMODE *pMode) DECLSPEC_HIDDEN;
2582 HRESULT WINAPI IWineD3DBaseSwapChainImpl_GetDevice(IWineD3DSwapChain *iface,
2583 IWineD3DDevice **ppDevice) DECLSPEC_HIDDEN;
2584 HRESULT WINAPI IWineD3DBaseSwapChainImpl_GetPresentParameters(IWineD3DSwapChain *iface,
2585 WINED3DPRESENT_PARAMETERS *pPresentationParameters) DECLSPEC_HIDDEN;
2586 HRESULT WINAPI IWineD3DBaseSwapChainImpl_SetGammaRamp(IWineD3DSwapChain *iface,
2587 DWORD Flags, const WINED3DGAMMARAMP *pRamp) DECLSPEC_HIDDEN;
2588 HRESULT WINAPI IWineD3DBaseSwapChainImpl_GetGammaRamp(IWineD3DSwapChain *iface,
2589 WINED3DGAMMARAMP *pRamp) DECLSPEC_HIDDEN;
2590
2591 struct wined3d_context *swapchain_create_context_for_thread(IWineD3DSwapChain *iface) DECLSPEC_HIDDEN;
2592 HRESULT swapchain_init(IWineD3DSwapChainImpl *swapchain, WINED3DSURFTYPE surface_type,
2593 IWineD3DDeviceImpl *device, WINED3DPRESENT_PARAMETERS *present_parameters, IUnknown *parent) DECLSPEC_HIDDEN;
2594 void swapchain_restore_fullscreen_window(IWineD3DSwapChainImpl *swapchain) DECLSPEC_HIDDEN;
2595 void swapchain_setup_fullscreen_window(IWineD3DSwapChainImpl *swapchain, UINT w, UINT h) DECLSPEC_HIDDEN;
2596
2597 #define DEFAULT_REFRESH_RATE 0
2598
2599 /*****************************************************************************
2600 * Utility function prototypes
2601 */
2602
2603 /* Trace routines */
2604 const char *debug_d3dformat(WINED3DFORMAT fmt) DECLSPEC_HIDDEN;
2605 const char *debug_d3ddevicetype(WINED3DDEVTYPE devtype) DECLSPEC_HIDDEN;
2606 const char *debug_d3dresourcetype(WINED3DRESOURCETYPE res) DECLSPEC_HIDDEN;
2607 const char *debug_d3dusage(DWORD usage) DECLSPEC_HIDDEN;
2608 const char *debug_d3dusagequery(DWORD usagequery) DECLSPEC_HIDDEN;
2609 const char *debug_d3ddeclmethod(WINED3DDECLMETHOD method) DECLSPEC_HIDDEN;
2610 const char *debug_d3ddeclusage(BYTE usage) DECLSPEC_HIDDEN;
2611 const char *debug_d3dprimitivetype(WINED3DPRIMITIVETYPE PrimitiveType) DECLSPEC_HIDDEN;
2612 const char *debug_d3drenderstate(DWORD state) DECLSPEC_HIDDEN;
2613 const char *debug_d3dsamplerstate(DWORD state) DECLSPEC_HIDDEN;
2614 const char *debug_d3dstate(DWORD state) DECLSPEC_HIDDEN;
2615 const char *debug_d3dtexturefiltertype(WINED3DTEXTUREFILTERTYPE filter_type) DECLSPEC_HIDDEN;
2616 const char *debug_d3dtexturestate(DWORD state) DECLSPEC_HIDDEN;
2617 const char *debug_d3dtstype(WINED3DTRANSFORMSTATETYPE tstype) DECLSPEC_HIDDEN;
2618 const char *debug_d3dpool(WINED3DPOOL pool) DECLSPEC_HIDDEN;
2619 const char *debug_fbostatus(GLenum status) DECLSPEC_HIDDEN;
2620 const char *debug_glerror(GLenum error) DECLSPEC_HIDDEN;
2621 const char *debug_d3dbasis(WINED3DBASISTYPE basis) DECLSPEC_HIDDEN;
2622 const char *debug_d3ddegree(WINED3DDEGREETYPE order) DECLSPEC_HIDDEN;
2623 const char *debug_d3dtop(WINED3DTEXTUREOP d3dtop) DECLSPEC_HIDDEN;
2624 void dump_color_fixup_desc(struct color_fixup_desc fixup) DECLSPEC_HIDDEN;
2625 const char *debug_surflocation(DWORD flag) DECLSPEC_HIDDEN;
2626
2627 /* Routines for GL <-> D3D values */
2628 GLenum StencilOp(DWORD op) DECLSPEC_HIDDEN;
2629 GLenum CompareFunc(DWORD func) DECLSPEC_HIDDEN;
2630 BOOL is_invalid_op(IWineD3DDeviceImpl *This, int stage, WINED3DTEXTUREOP op,
2631 DWORD arg1, DWORD arg2, DWORD arg3) DECLSPEC_HIDDEN;
2632 void set_tex_op_nvrc(IWineD3DDevice *iface, BOOL is_alpha, int stage, WINED3DTEXTUREOP op,
2633 DWORD arg1, DWORD arg2, DWORD arg3, INT texture_idx, DWORD dst) DECLSPEC_HIDDEN;
2634 void set_texture_matrix(const float *smat, DWORD flags, BOOL calculatedCoords,
2635 BOOL transformed, WINED3DFORMAT coordtype, BOOL ffp_can_disable_proj) DECLSPEC_HIDDEN;
2636 void texture_activate_dimensions(DWORD stage, IWineD3DStateBlockImpl *stateblock,
2637 struct wined3d_context *context) DECLSPEC_HIDDEN;
2638 void sampler_texdim(DWORD state, IWineD3DStateBlockImpl *stateblock,
2639 struct wined3d_context *context) DECLSPEC_HIDDEN;
2640 void tex_alphaop(DWORD state, IWineD3DStateBlockImpl *stateblock,
2641 struct wined3d_context *context) DECLSPEC_HIDDEN;
2642 void apply_pixelshader(DWORD state, IWineD3DStateBlockImpl *stateblock,
2643 struct wined3d_context *context) DECLSPEC_HIDDEN;
2644 void state_fogcolor(DWORD state, IWineD3DStateBlockImpl *stateblock,
2645 struct wined3d_context *context) DECLSPEC_HIDDEN;
2646 void state_fogdensity(DWORD state, IWineD3DStateBlockImpl *stateblock,
2647 struct wined3d_context *context) DECLSPEC_HIDDEN;
2648 void state_fogstartend(DWORD state, IWineD3DStateBlockImpl *stateblock,
2649 struct wined3d_context *context) DECLSPEC_HIDDEN;
2650 void state_fog_fragpart(DWORD state, IWineD3DStateBlockImpl *stateblock,
2651 struct wined3d_context *context) DECLSPEC_HIDDEN;
2652
2653 void surface_add_dirty_rect(IWineD3DSurface *iface, const RECT *dirty_rect) DECLSPEC_HIDDEN;
2654 GLenum surface_get_gl_buffer(IWineD3DSurface *iface) DECLSPEC_HIDDEN;
2655 void surface_load_ds_location(IWineD3DSurface *iface, struct wined3d_context *context, DWORD location) DECLSPEC_HIDDEN;
2656 void surface_modify_ds_location(IWineD3DSurface *iface, DWORD location) DECLSPEC_HIDDEN;
2657 void surface_set_compatible_renderbuffer(IWineD3DSurface *iface,
2658 unsigned int width, unsigned int height) DECLSPEC_HIDDEN;
2659 void surface_set_texture_name(IWineD3DSurface *iface, GLuint name, BOOL srgb_name) DECLSPEC_HIDDEN;
2660 void surface_set_texture_target(IWineD3DSurface *iface, GLenum target) DECLSPEC_HIDDEN;
2661
2662 BOOL getColorBits(const struct GlPixelFormatDesc *format_desc,
2663 short *redSize, short *greenSize, short *blueSize, short *alphaSize, short *totalSize) DECLSPEC_HIDDEN;
2664 BOOL getDepthStencilBits(const struct GlPixelFormatDesc *format_desc,
2665 short *depthSize, short *stencilSize) DECLSPEC_HIDDEN;
2666
2667 /* Math utils */
2668 void multiply_matrix(WINED3DMATRIX *dest, const WINED3DMATRIX *src1, const WINED3DMATRIX *src2) DECLSPEC_HIDDEN;
2669 UINT wined3d_log2i(UINT32 x) DECLSPEC_HIDDEN;
2670 unsigned int count_bits(unsigned int mask) DECLSPEC_HIDDEN;
2671
2672 void select_shader_mode(const struct wined3d_gl_info *gl_info, int *ps_selected, int *vs_selected) DECLSPEC_HIDDEN;
2673
2674 typedef struct local_constant {
2675 struct list entry;
2676 unsigned int idx;
2677 DWORD value[4];
2678 } local_constant;
2679
2680 typedef struct SHADER_LIMITS {
2681 unsigned int temporary;
2682 unsigned int texcoord;
2683 unsigned int sampler;
2684 unsigned int constant_int;
2685 unsigned int constant_float;
2686 unsigned int constant_bool;
2687 unsigned int address;
2688 unsigned int packed_output;
2689 unsigned int packed_input;
2690 unsigned int attributes;
2691 unsigned int label;
2692 } SHADER_LIMITS;
2693
2694 /* Keeps track of details for TEX_M#x# shader opcodes which need to
2695 * maintain state information between multiple codes */
2696 typedef struct SHADER_PARSE_STATE {
2697 unsigned int current_row;
2698 DWORD texcoord_w[2];
2699 } SHADER_PARSE_STATE;
2700
2701 #ifdef __GNUC__
2702 #define PRINTF_ATTR(fmt,args) __attribute__((format (printf,fmt,args)))
2703 #else
2704 #define PRINTF_ATTR(fmt,args)
2705 #endif
2706
2707 /* Base Shader utility functions. */
2708 int shader_addline(struct wined3d_shader_buffer *buffer, const char *fmt, ...) PRINTF_ATTR(2,3) DECLSPEC_HIDDEN;
2709 int shader_vaddline(struct wined3d_shader_buffer *buffer, const char *fmt, va_list args) DECLSPEC_HIDDEN;
2710
2711 /* Vertex shader utility functions */
2712 extern BOOL vshader_get_input(IWineD3DVertexShader *iface,
2713 BYTE usage_req, BYTE usage_idx_req, unsigned int *regnum) DECLSPEC_HIDDEN;
2714
2715 /*****************************************************************************
2716 * IDirect3DBaseShader implementation structure
2717 */
2718 typedef struct IWineD3DBaseShaderClass
2719 {
2720 LONG ref;
2721 SHADER_LIMITS limits;
2722 SHADER_PARSE_STATE parse_state;
2723 DWORD *function;
2724 UINT functionLength;
2725 UINT cur_loop_depth, cur_loop_regno;
2726 BOOL load_local_constsF;
2727 const struct wined3d_shader_frontend *frontend;
2728 void *frontend_data;
2729 void *backend_data;
2730
2731 IUnknown *parent;
2732 const struct wined3d_parent_ops *parent_ops;
2733
2734 /* Programs this shader is linked with */
2735 struct list linked_programs;
2736
2737 /* Immediate constants (override global ones) */
2738 struct list constantsB;
2739 struct list constantsF;
2740 struct list constantsI;
2741 shader_reg_maps reg_maps;
2742
2743 struct wined3d_shader_signature_element input_signature[max(MAX_ATTRIBS, MAX_REG_INPUT)];
2744 struct wined3d_shader_signature_element output_signature[MAX_REG_OUTPUT];
2745
2746 /* Pointer to the parent device */
2747 IWineD3DDevice *device;
2748 struct list shader_list_entry;
2749
2750 } IWineD3DBaseShaderClass;
2751
2752 typedef struct IWineD3DBaseShaderImpl {
2753 /* IUnknown */
2754 const IWineD3DBaseShaderVtbl *lpVtbl;
2755
2756 /* IWineD3DBaseShader */
2757 IWineD3DBaseShaderClass baseShader;
2758 } IWineD3DBaseShaderImpl;
2759
2760 void shader_buffer_clear(struct wined3d_shader_buffer *buffer) DECLSPEC_HIDDEN;
2761 BOOL shader_buffer_init(struct wined3d_shader_buffer *buffer) DECLSPEC_HIDDEN;
2762 void shader_buffer_free(struct wined3d_shader_buffer *buffer) DECLSPEC_HIDDEN;
2763 void shader_dump_src_param(const struct wined3d_shader_src_param *param,
2764 const struct wined3d_shader_version *shader_version) DECLSPEC_HIDDEN;
2765 void shader_dump_dst_param(const struct wined3d_shader_dst_param *param,
2766 const struct wined3d_shader_version *shader_version) DECLSPEC_HIDDEN;
2767 unsigned int shader_find_free_input_register(const struct shader_reg_maps *reg_maps, unsigned int max) DECLSPEC_HIDDEN;
2768 void shader_generate_main(IWineD3DBaseShader *iface, struct wined3d_shader_buffer *buffer,
2769 const shader_reg_maps *reg_maps, const DWORD *pFunction, void *backend_ctx) DECLSPEC_HIDDEN;
2770 BOOL shader_match_semantic(const char *semantic_name, WINED3DDECLUSAGE usage) DECLSPEC_HIDDEN;
2771
2772 static inline BOOL shader_is_pshader_version(enum wined3d_shader_type type)
2773 {
2774 return type == WINED3D_SHADER_TYPE_PIXEL;
2775 }
2776
2777 static inline BOOL shader_is_vshader_version(enum wined3d_shader_type type)
2778 {
2779 return type == WINED3D_SHADER_TYPE_VERTEX;
2780 }
2781
2782 static inline BOOL shader_is_scalar(const struct wined3d_shader_register *reg)
2783 {
2784 switch (reg->type)
2785 {
2786 case WINED3DSPR_RASTOUT:
2787 /* oFog & oPts */
2788 if (reg->idx != 0) return TRUE;
2789 /* oPos */
2790 return FALSE;
2791
2792 case WINED3DSPR_DEPTHOUT: /* oDepth */
2793 case WINED3DSPR_CONSTBOOL: /* b# */
2794 case WINED3DSPR_LOOP: /* aL */
2795 case WINED3DSPR_PREDICATE: /* p0 */
2796 return TRUE;
2797
2798 case WINED3DSPR_MISCTYPE:
2799 switch(reg->idx)
2800 {
2801 case 0: /* vPos */
2802 return FALSE;
2803 case 1: /* vFace */
2804 return TRUE;
2805 default:
2806 return FALSE;
2807 }
2808
2809 case WINED3DSPR_IMMCONST:
2810 switch(reg->immconst_type)
2811 {
2812 case WINED3D_IMMCONST_FLOAT:
2813 return TRUE;
2814 default:
2815 return FALSE;
2816 }
2817
2818 default:
2819 return FALSE;
2820 }
2821 }
2822
2823 static inline BOOL shader_constant_is_local(IWineD3DBaseShaderImpl* This, DWORD reg) {
2824 local_constant* lconst;
2825
2826 if(This->baseShader.load_local_constsF) return FALSE;
2827 LIST_FOR_EACH_ENTRY(lconst, &This->baseShader.constantsF, local_constant, entry) {
2828 if(lconst->idx == reg) return TRUE;
2829 }
2830 return FALSE;
2831
2832 }
2833
2834 /*****************************************************************************
2835 * IDirect3DVertexShader implementation structures
2836 */
2837 typedef struct IWineD3DVertexShaderImpl {
2838 /* IUnknown parts */
2839 const IWineD3DVertexShaderVtbl *lpVtbl;
2840
2841 /* IWineD3DBaseShader */
2842 IWineD3DBaseShaderClass baseShader;
2843
2844 /* Vertex shader attributes. */
2845 struct wined3d_shader_attribute attributes[MAX_ATTRIBS];
2846
2847 UINT min_rel_offset, max_rel_offset;
2848 UINT rel_offset;
2849 } IWineD3DVertexShaderImpl;
2850
2851 void find_vs_compile_args(IWineD3DVertexShaderImpl *shader, IWineD3DStateBlockImpl *stateblock,
2852 struct vs_compile_args *args) DECLSPEC_HIDDEN;
2853 HRESULT vertexshader_init(IWineD3DVertexShaderImpl *shader, IWineD3DDeviceImpl *device,
2854 const DWORD *byte_code, const struct wined3d_shader_signature *output_signature,
2855 IUnknown *parent, const struct wined3d_parent_ops *parent_ops) DECLSPEC_HIDDEN;
2856
2857 struct wined3d_geometryshader
2858 {
2859 const struct IWineD3DGeometryShaderVtbl *vtbl;
2860 IWineD3DBaseShaderClass base_shader;
2861 };
2862
2863 HRESULT geometryshader_init(struct wined3d_geometryshader *shader, IWineD3DDeviceImpl *device,
2864 const DWORD *byte_code, const struct wined3d_shader_signature *output_signature,
2865 IUnknown *parent, const struct wined3d_parent_ops *parent_ops) DECLSPEC_HIDDEN;
2866
2867 /*****************************************************************************
2868 * IDirect3DPixelShader implementation structure
2869 */
2870
2871 /* Using additional shader constants (uniforms in GLSL / program environment
2872 * or local parameters in ARB) is costly:
2873 * ARB only knows float4 parameters and GLSL compiler are not really smart
2874 * when it comes to efficiently pack float2 uniforms, so no space is wasted
2875 * (in fact most compilers map a float2 to a full float4 uniform).
2876 *
2877 * For NP2 texcoord fixup we only need 2 floats (width and height) for each
2878 * 2D texture used in the shader. We therefore pack fixup info for 2 textures
2879 * into a single shader constant (uniform / program parameter).
2880 *
2881 * This structure is shared between the GLSL and the ARB backend.*/
2882 struct ps_np2fixup_info {
2883 unsigned char idx[MAX_FRAGMENT_SAMPLERS]; /* indices to the real constant */
2884 WORD active; /* bitfield indicating if we can apply the fixup */
2885 WORD num_consts;
2886 };
2887
2888 typedef struct IWineD3DPixelShaderImpl {
2889 /* IUnknown parts */
2890 const IWineD3DPixelShaderVtbl *lpVtbl;
2891
2892 /* IWineD3DBaseShader */
2893 IWineD3DBaseShaderClass baseShader;
2894
2895 /* Pixel shader input semantics */
2896 DWORD input_reg_map[MAX_REG_INPUT];
2897 BOOL input_reg_used[MAX_REG_INPUT];
2898 unsigned int declared_in_count;
2899
2900 /* Some information about the shader behavior */
2901 char vpos_uniform;
2902
2903 BOOL color0_mov;
2904 DWORD color0_reg;
2905
2906 } IWineD3DPixelShaderImpl;
2907
2908 HRESULT pixelshader_init(IWineD3DPixelShaderImpl *shader, IWineD3DDeviceImpl *device,
2909 const DWORD *byte_code, const struct wined3d_shader_signature *output_signature,
2910 IUnknown *parent, const struct wined3d_parent_ops *parent_ops) DECLSPEC_HIDDEN;
2911 void pixelshader_update_samplers(struct shader_reg_maps *reg_maps,
2912 IWineD3DBaseTexture * const *textures) DECLSPEC_HIDDEN;
2913 void find_ps_compile_args(IWineD3DPixelShaderImpl *shader, IWineD3DStateBlockImpl *stateblock,
2914 struct ps_compile_args *args) DECLSPEC_HIDDEN;
2915
2916 /* sRGB correction constants */
2917 static const float srgb_cmp = 0.0031308f;
2918 static const float srgb_mul_low = 12.92f;
2919 static const float srgb_pow = 0.41666f;
2920 static const float srgb_mul_high = 1.055f;
2921 static const float srgb_sub_high = 0.055f;
2922
2923 /*****************************************************************************
2924 * IWineD3DPalette implementation structure
2925 */
2926 struct IWineD3DPaletteImpl {
2927 /* IUnknown parts */
2928 const IWineD3DPaletteVtbl *lpVtbl;
2929 LONG ref;
2930
2931 IUnknown *parent;
2932 IWineD3DDeviceImpl *device;
2933
2934 /* IWineD3DPalette */
2935 HPALETTE hpal;
2936 WORD palVersion; /*| */
2937 WORD palNumEntries; /*| LOGPALETTE */
2938 PALETTEENTRY palents[256]; /*| */
2939 /* This is to store the palette in 'screen format' */
2940 int screen_palents[256];
2941 DWORD Flags;
2942 };
2943
2944 extern const IWineD3DPaletteVtbl IWineD3DPalette_Vtbl DECLSPEC_HIDDEN;
2945 DWORD IWineD3DPaletteImpl_Size(DWORD dwFlags) DECLSPEC_HIDDEN;
2946
2947 /* DirectDraw utility functions */
2948 extern WINED3DFORMAT pixelformat_for_depth(DWORD depth) DECLSPEC_HIDDEN;
2949
2950 /*****************************************************************************
2951 * Pixel format management
2952 */
2953
2954 /* WineD3D pixel format flags */
2955 #define WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING 0x1
2956 #define WINED3DFMT_FLAG_FILTERING 0x2
2957 #define WINED3DFMT_FLAG_DEPTH 0x4
2958 #define WINED3DFMT_FLAG_STENCIL 0x8
2959 #define WINED3DFMT_FLAG_RENDERTARGET 0x10
2960 #define WINED3DFMT_FLAG_FOURCC 0x20
2961 #define WINED3DFMT_FLAG_FBO_ATTACHABLE 0x40
2962 #define WINED3DFMT_FLAG_COMPRESSED 0x80
2963 #define WINED3DFMT_FLAG_GETDC 0x100
2964
2965 struct GlPixelFormatDesc
2966 {
2967 WINED3DFORMAT format;
2968 DWORD red_mask;
2969 DWORD green_mask;
2970 DWORD blue_mask;
2971 DWORD alpha_mask;
2972 UINT byte_count;
2973 WORD depth_size;
2974 WORD stencil_size;
2975
2976 UINT block_width;
2977 UINT block_height;
2978 UINT block_byte_count;
2979
2980 enum wined3d_ffp_emit_idx emit_idx;
2981 GLint component_count;
2982 GLenum gl_vtx_type;
2983 GLint gl_vtx_format;
2984 GLboolean gl_normalized;
2985 unsigned int component_size;
2986
2987 GLint glInternal;
2988 GLint glGammaInternal;
2989 GLint rtInternal;
2990 GLint glFormat;
2991 GLint glType;
2992 unsigned int Flags;
2993 float heightscale;
2994 struct color_fixup_desc color_fixup;
2995 };
2996
2997 const struct GlPixelFormatDesc *getFormatDescEntry(WINED3DFORMAT fmt,
2998 const struct wined3d_gl_info *gl_info) DECLSPEC_HIDDEN;
2999
3000 static inline BOOL use_vs(IWineD3DStateBlockImpl *stateblock)
3001 {
3002 /* Check stateblock->vertexDecl to allow this to be used from
3003 * IWineD3DDeviceImpl_FindTexUnitMap(). This is safe because
3004 * stateblock->vertexShader implies a vertex declaration instead of ddraw
3005 * style strided data. */
3006 return (stateblock->vertexShader
3007 && !((IWineD3DVertexDeclarationImpl *)stateblock->vertexDecl)->position_transformed
3008 && stateblock->device->vs_selected_mode != SHADER_NONE);
3009 }
3010
3011 static inline BOOL use_ps(IWineD3DStateBlockImpl *stateblock)
3012 {
3013 return (stateblock->pixelShader && stateblock->device->ps_selected_mode != SHADER_NONE);
3014 }
3015
3016 void stretch_rect_fbo(IWineD3DDevice *iface, IWineD3DSurface *src_surface,
3017 WINED3DRECT *src_rect, IWineD3DSurface *dst_surface, WINED3DRECT *dst_rect,
3018 const WINED3DTEXTUREFILTERTYPE filter, BOOL flip) DECLSPEC_HIDDEN;
3019
3020 /* The WNDCLASS-Name for the fake window which we use to retrieve the GL capabilities */
3021 #define WINED3D_OPENGL_WINDOW_CLASS_NAME "WineD3D_OpenGL"
3022
3023 #define WINEMAKEFOURCC(ch0, ch1, ch2, ch3) \
3024 ((DWORD)(BYTE)(ch0) | ((DWORD)(BYTE)(ch1) << 8) | \
3025 ((DWORD)(BYTE)(ch2) << 16) | ((DWORD)(BYTE)(ch3) << 24 ))
3026
3027 #endif