- Test commit for the crash which the build server is experiencing (will be reverted)
[reactos.git] / reactos / dll / directx / wine / wined3d / wined3d_private.h
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 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 #define NONAMELESSUNION
30 #define NONAMELESSSTRUCT
31 #define COBJMACROS
32 #include "windef.h"
33 #include "winbase.h"
34 #include "winreg.h"
35 #include "wingdi.h"
36 #include "winuser.h"
37 #include "wine/debug.h"
38 #include "wine/unicode.h"
39
40 #include "objbase.h"
41 #include "wined3d_private_types.h"
42 #include "wined3d.h"
43 #include "wined3d_gl.h"
44 #include "wine/list.h"
45
46 /* Texture format fixups */
47
48 enum fixup_channel_source
49 {
50 CHANNEL_SOURCE_ZERO = 0,
51 CHANNEL_SOURCE_ONE = 1,
52 CHANNEL_SOURCE_X = 2,
53 CHANNEL_SOURCE_Y = 3,
54 CHANNEL_SOURCE_Z = 4,
55 CHANNEL_SOURCE_W = 5,
56 CHANNEL_SOURCE_YUV0 = 6,
57 CHANNEL_SOURCE_YUV1 = 7,
58 };
59
60 enum yuv_fixup
61 {
62 YUV_FIXUP_YUY2 = 0,
63 YUV_FIXUP_UYVY = 1,
64 YUV_FIXUP_YV12 = 2,
65 };
66
67 #include <pshpack2.h>
68 struct color_fixup_desc
69 {
70 unsigned x_sign_fixup : 1;
71 unsigned x_source : 3;
72 unsigned y_sign_fixup : 1;
73 unsigned y_source : 3;
74 unsigned z_sign_fixup : 1;
75 unsigned z_source : 3;
76 unsigned w_sign_fixup : 1;
77 unsigned w_source : 3;
78 };
79 #include <poppack.h>
80
81 static const struct color_fixup_desc COLOR_FIXUP_IDENTITY =
82 {0, CHANNEL_SOURCE_X, 0, CHANNEL_SOURCE_Y, 0, CHANNEL_SOURCE_Z, 0, CHANNEL_SOURCE_W};
83
84 static inline struct color_fixup_desc create_color_fixup_desc(
85 int sign0, enum fixup_channel_source src0, int sign1, enum fixup_channel_source src1,
86 int sign2, enum fixup_channel_source src2, int sign3, enum fixup_channel_source src3)
87 {
88 struct color_fixup_desc fixup =
89 {
90 sign0, src0,
91 sign1, src1,
92 sign2, src2,
93 sign3, src3,
94 };
95 return fixup;
96 }
97
98 static inline struct color_fixup_desc create_yuv_fixup_desc(enum yuv_fixup yuv_fixup)
99 {
100 struct color_fixup_desc fixup =
101 {
102 0, yuv_fixup & (1 << 0) ? CHANNEL_SOURCE_YUV1 : CHANNEL_SOURCE_YUV0,
103 0, yuv_fixup & (1 << 1) ? CHANNEL_SOURCE_YUV1 : CHANNEL_SOURCE_YUV0,
104 0, yuv_fixup & (1 << 2) ? CHANNEL_SOURCE_YUV1 : CHANNEL_SOURCE_YUV0,
105 0, yuv_fixup & (1 << 3) ? CHANNEL_SOURCE_YUV1 : CHANNEL_SOURCE_YUV0,
106 };
107 return fixup;
108 }
109
110 static inline BOOL is_identity_fixup(struct color_fixup_desc fixup)
111 {
112 return !memcmp(&fixup, &COLOR_FIXUP_IDENTITY, sizeof(fixup));
113 }
114
115 static inline BOOL is_yuv_fixup(struct color_fixup_desc fixup)
116 {
117 return fixup.x_source == CHANNEL_SOURCE_YUV0 || fixup.x_source == CHANNEL_SOURCE_YUV1;
118 }
119
120 static inline enum yuv_fixup get_yuv_fixup(struct color_fixup_desc fixup)
121 {
122 enum yuv_fixup yuv_fixup = 0;
123 if (fixup.x_source == CHANNEL_SOURCE_YUV1) yuv_fixup |= (1 << 0);
124 if (fixup.y_source == CHANNEL_SOURCE_YUV1) yuv_fixup |= (1 << 1);
125 if (fixup.z_source == CHANNEL_SOURCE_YUV1) yuv_fixup |= (1 << 2);
126 if (fixup.w_source == CHANNEL_SOURCE_YUV1) yuv_fixup |= (1 << 3);
127 return yuv_fixup;
128 }
129
130 /* Hash table functions */
131 typedef unsigned int (hash_function_t)(const void *key);
132 typedef BOOL (compare_function_t)(const void *keya, const void *keyb);
133
134 #define ceilf(x) (float)ceil((double)x)
135
136 struct hash_table_entry_t {
137 void *key;
138 void *value;
139 unsigned int hash;
140 struct list entry;
141 };
142
143 struct hash_table_t {
144 hash_function_t *hash_function;
145 compare_function_t *compare_function;
146 struct list *buckets;
147 unsigned int bucket_count;
148 struct hash_table_entry_t *entries;
149 unsigned int entry_count;
150 struct list free_entries;
151 unsigned int count;
152 unsigned int grow_size;
153 unsigned int shrink_size;
154 };
155
156 struct hash_table_t *hash_table_create(hash_function_t *hash_function, compare_function_t *compare_function);
157 void hash_table_destroy(struct hash_table_t *table, void (*free_value)(void *value, void *cb), void *cb);
158 void *hash_table_get(const struct hash_table_t *table, const void *key);
159 void hash_table_put(struct hash_table_t *table, void *key, void *value);
160 void hash_table_remove(struct hash_table_t *table, void *key);
161
162 /* Device caps */
163 #define MAX_PALETTES 65536
164 #define MAX_STREAMS 16
165 #define MAX_TEXTURES 8
166 #define MAX_FRAGMENT_SAMPLERS 16
167 #define MAX_VERTEX_SAMPLERS 4
168 #define MAX_COMBINED_SAMPLERS (MAX_FRAGMENT_SAMPLERS + MAX_VERTEX_SAMPLERS)
169 #define MAX_ACTIVE_LIGHTS 8
170 #define MAX_CLIPPLANES WINED3DMAXUSERCLIPPLANES
171 #define MAX_LEVELS 256
172
173 #define MAX_CONST_I 16
174 #define MAX_CONST_B 16
175
176 /* Used for CreateStateBlock */
177 #define NUM_SAVEDPIXELSTATES_R 35
178 #define NUM_SAVEDPIXELSTATES_T 18
179 #define NUM_SAVEDPIXELSTATES_S 12
180 #define NUM_SAVEDVERTEXSTATES_R 34
181 #define NUM_SAVEDVERTEXSTATES_T 2
182 #define NUM_SAVEDVERTEXSTATES_S 1
183
184 extern const DWORD SavedPixelStates_R[NUM_SAVEDPIXELSTATES_R];
185 extern const DWORD SavedPixelStates_T[NUM_SAVEDPIXELSTATES_T];
186 extern const DWORD SavedPixelStates_S[NUM_SAVEDPIXELSTATES_S];
187 extern const DWORD SavedVertexStates_R[NUM_SAVEDVERTEXSTATES_R];
188 extern const DWORD SavedVertexStates_T[NUM_SAVEDVERTEXSTATES_T];
189 extern const DWORD SavedVertexStates_S[NUM_SAVEDVERTEXSTATES_S];
190
191 typedef enum _WINELOOKUP {
192 WINELOOKUP_WARPPARAM = 0,
193 MAX_LOOKUPS = 1
194 } WINELOOKUP;
195
196 extern const int minLookup[MAX_LOOKUPS];
197 extern const int maxLookup[MAX_LOOKUPS];
198 extern DWORD *stateLookup[MAX_LOOKUPS];
199
200 struct min_lookup
201 {
202 GLenum mip[WINED3DTEXF_LINEAR + 1];
203 };
204
205 struct min_lookup minMipLookup[WINED3DTEXF_ANISOTROPIC + 1];
206 const struct min_lookup minMipLookup_noFilter[WINED3DTEXF_ANISOTROPIC + 1];
207 GLenum magLookup[WINED3DTEXF_ANISOTROPIC + 1];
208 const GLenum magLookup_noFilter[WINED3DTEXF_ANISOTROPIC + 1];
209
210 extern const struct filter_lookup filter_lookup_nofilter;
211 extern struct filter_lookup filter_lookup;
212
213 void init_type_lookup(WineD3D_GL_Info *gl_info);
214 #define WINED3D_ATR_TYPE(type) GLINFO_LOCATION.glTypeLookup[type].d3dType
215 #define WINED3D_ATR_SIZE(type) GLINFO_LOCATION.glTypeLookup[type].size
216 #define WINED3D_ATR_GLTYPE(type) GLINFO_LOCATION.glTypeLookup[type].glType
217 #define WINED3D_ATR_NORMALIZED(type) GLINFO_LOCATION.glTypeLookup[type].normalized
218 #define WINED3D_ATR_TYPESIZE(type) GLINFO_LOCATION.glTypeLookup[type].typesize
219
220 /* float_16_to_32() and float_32_to_16() (see implementation in
221 * surface_base.c) convert 16 bit floats in the FLOAT16 data type
222 * to standard C floats and vice versa. They do not depend on the encoding
223 * of the C float, so they are platform independent, but slow. On x86 and
224 * other IEEE 754 compliant platforms the conversion can be accelerated by
225 * bit shifting the exponent and mantissa. There are also some SSE-based
226 * assembly routines out there.
227 *
228 * See GL_NV_half_float for a reference of the FLOAT16 / GL_HALF format
229 */
230 static inline float float_16_to_32(const unsigned short *in) {
231 const unsigned short s = ((*in) & 0x8000);
232 const unsigned short e = ((*in) & 0x7C00) >> 10;
233 const unsigned short m = (*in) & 0x3FF;
234 const float sgn = (s ? -1.0 : 1.0);
235
236 if(e == 0) {
237 if(m == 0) return sgn * 0.0; /* +0.0 or -0.0 */
238 else return sgn * pow(2, -14.0) * ( (float) m / 1024.0);
239 } else if(e < 31) {
240 return sgn * pow(2, (float) e-15.0) * (1.0 + ((float) m / 1024.0));
241 } else {
242 if(m == 0) return sgn / 0.0; /* +INF / -INF */
243 else return 0.0 / 0.0; /* NAN */
244 }
245 }
246
247 /**
248 * Settings
249 */
250 #define VS_NONE 0
251 #define VS_HW 1
252
253 #define PS_NONE 0
254 #define PS_HW 1
255
256 #define VBO_NONE 0
257 #define VBO_HW 1
258
259 #define NP2_NONE 0
260 #define NP2_REPACK 1
261 #define NP2_NATIVE 2
262
263 #define ORM_BACKBUFFER 0
264 #define ORM_PBUFFER 1
265 #define ORM_FBO 2
266
267 #define SHADER_ARB 1
268 #define SHADER_GLSL 2
269 #define SHADER_ATI 3
270 #define SHADER_NONE 4
271
272 #define RTL_DISABLE -1
273 #define RTL_AUTO 0
274 #define RTL_READDRAW 1
275 #define RTL_READTEX 2
276 #define RTL_TEXDRAW 3
277 #define RTL_TEXTEX 4
278
279 #define PCI_VENDOR_NONE 0xffff /* e.g. 0x8086 for Intel and 0x10de for Nvidia */
280 #define PCI_DEVICE_NONE 0xffff /* e.g. 0x14f for a Geforce6200 */
281
282 /* NOTE: When adding fields to this structure, make sure to update the default
283 * values in wined3d_main.c as well. */
284 typedef struct wined3d_settings_s {
285 /* vertex and pixel shader modes */
286 int vs_mode;
287 int ps_mode;
288 int vbo_mode;
289 /* Ideally, we don't want the user to have to request GLSL. If the hardware supports GLSL,
290 we should use it. However, until it's fully implemented, we'll leave it as a registry
291 setting for developers. */
292 BOOL glslRequested;
293 int offscreen_rendering_mode;
294 int rendertargetlock_mode;
295 unsigned short pci_vendor_id;
296 unsigned short pci_device_id;
297 /* Memory tracking and object counting */
298 unsigned int emulated_textureram;
299 char *logo;
300 int allow_multisampling;
301 } wined3d_settings_t;
302
303 extern wined3d_settings_t wined3d_settings;
304
305 /* Shader backends */
306 struct SHADER_OPCODE_ARG;
307
308 #define SHADER_PGMSIZE 65535
309 typedef struct SHADER_BUFFER {
310 char* buffer;
311 unsigned int bsize;
312 unsigned int lineNo;
313 BOOL newline;
314 } SHADER_BUFFER;
315
316 enum WINED3D_SHADER_INSTRUCTION_HANDLER
317 {
318 WINED3DSIH_ABS,
319 WINED3DSIH_ADD,
320 WINED3DSIH_BEM,
321 WINED3DSIH_BREAK,
322 WINED3DSIH_BREAKC,
323 WINED3DSIH_BREAKP,
324 WINED3DSIH_CALL,
325 WINED3DSIH_CALLNZ,
326 WINED3DSIH_CMP,
327 WINED3DSIH_CND,
328 WINED3DSIH_CRS,
329 WINED3DSIH_DCL,
330 WINED3DSIH_DEF,
331 WINED3DSIH_DEFB,
332 WINED3DSIH_DEFI,
333 WINED3DSIH_DP2ADD,
334 WINED3DSIH_DP3,
335 WINED3DSIH_DP4,
336 WINED3DSIH_DST,
337 WINED3DSIH_DSX,
338 WINED3DSIH_DSY,
339 WINED3DSIH_ELSE,
340 WINED3DSIH_ENDIF,
341 WINED3DSIH_ENDLOOP,
342 WINED3DSIH_ENDREP,
343 WINED3DSIH_EXP,
344 WINED3DSIH_EXPP,
345 WINED3DSIH_FRC,
346 WINED3DSIH_IF,
347 WINED3DSIH_IFC,
348 WINED3DSIH_LABEL,
349 WINED3DSIH_LIT,
350 WINED3DSIH_LOG,
351 WINED3DSIH_LOGP,
352 WINED3DSIH_LOOP,
353 WINED3DSIH_LRP,
354 WINED3DSIH_M3x2,
355 WINED3DSIH_M3x3,
356 WINED3DSIH_M3x4,
357 WINED3DSIH_M4x3,
358 WINED3DSIH_M4x4,
359 WINED3DSIH_MAD,
360 WINED3DSIH_MAX,
361 WINED3DSIH_MIN,
362 WINED3DSIH_MOV,
363 WINED3DSIH_MOVA,
364 WINED3DSIH_MUL,
365 WINED3DSIH_NOP,
366 WINED3DSIH_NRM,
367 WINED3DSIH_PHASE,
368 WINED3DSIH_POW,
369 WINED3DSIH_RCP,
370 WINED3DSIH_REP,
371 WINED3DSIH_RET,
372 WINED3DSIH_RSQ,
373 WINED3DSIH_SETP,
374 WINED3DSIH_SGE,
375 WINED3DSIH_SGN,
376 WINED3DSIH_SINCOS,
377 WINED3DSIH_SLT,
378 WINED3DSIH_SUB,
379 WINED3DSIH_TEX,
380 WINED3DSIH_TEXBEM,
381 WINED3DSIH_TEXBEML,
382 WINED3DSIH_TEXCOORD,
383 WINED3DSIH_TEXDEPTH,
384 WINED3DSIH_TEXDP3,
385 WINED3DSIH_TEXDP3TEX,
386 WINED3DSIH_TEXKILL,
387 WINED3DSIH_TEXLDD,
388 WINED3DSIH_TEXLDL,
389 WINED3DSIH_TEXM3x2DEPTH,
390 WINED3DSIH_TEXM3x2PAD,
391 WINED3DSIH_TEXM3x2TEX,
392 WINED3DSIH_TEXM3x3,
393 WINED3DSIH_TEXM3x3DIFF,
394 WINED3DSIH_TEXM3x3PAD,
395 WINED3DSIH_TEXM3x3SPEC,
396 WINED3DSIH_TEXM3x3TEX,
397 WINED3DSIH_TEXM3x3VSPEC,
398 WINED3DSIH_TEXREG2AR,
399 WINED3DSIH_TEXREG2GB,
400 WINED3DSIH_TEXREG2RGB,
401 WINED3DSIH_TABLE_SIZE
402 };
403
404 typedef void (*SHADER_HANDLER)(const struct SHADER_OPCODE_ARG *);
405
406 struct shader_caps {
407 DWORD VertexShaderVersion;
408 DWORD MaxVertexShaderConst;
409
410 DWORD PixelShaderVersion;
411 float PixelShader1xMaxValue;
412
413 WINED3DVSHADERCAPS2_0 VS20Caps;
414 WINED3DPSHADERCAPS2_0 PS20Caps;
415
416 DWORD MaxVShaderInstructionsExecuted;
417 DWORD MaxPShaderInstructionsExecuted;
418 DWORD MaxVertexShader30InstructionSlots;
419 DWORD MaxPixelShader30InstructionSlots;
420 };
421
422 enum tex_types
423 {
424 tex_1d = 0,
425 tex_2d = 1,
426 tex_3d = 2,
427 tex_cube = 3,
428 tex_rect = 4,
429 tex_type_count = 5,
430 };
431
432 typedef struct {
433 const SHADER_HANDLER *shader_instruction_handler_table;
434 void (*shader_select)(IWineD3DDevice *iface, BOOL usePS, BOOL useVS);
435 void (*shader_select_depth_blt)(IWineD3DDevice *iface, enum tex_types tex_type);
436 void (*shader_deselect_depth_blt)(IWineD3DDevice *iface);
437 void (*shader_load_constants)(IWineD3DDevice *iface, char usePS, char useVS);
438 void (*shader_cleanup)(IWineD3DDevice *iface);
439 void (*shader_color_correction)(const struct SHADER_OPCODE_ARG *arg, struct color_fixup_desc fixup);
440 void (*shader_destroy)(IWineD3DBaseShader *iface);
441 HRESULT (*shader_alloc_private)(IWineD3DDevice *iface);
442 void (*shader_free_private)(IWineD3DDevice *iface);
443 BOOL (*shader_dirtifyable_constants)(IWineD3DDevice *iface);
444 GLuint (*shader_generate_pshader)(IWineD3DPixelShader *iface, SHADER_BUFFER *buffer);
445 void (*shader_generate_vshader)(IWineD3DVertexShader *iface, SHADER_BUFFER *buffer);
446 void (*shader_get_caps)(WINED3DDEVTYPE devtype, const WineD3D_GL_Info *gl_info, struct shader_caps *caps);
447 BOOL (*shader_color_fixup_supported)(struct color_fixup_desc fixup);
448 } shader_backend_t;
449
450 extern const shader_backend_t glsl_shader_backend;
451 extern const shader_backend_t arb_program_shader_backend;
452 extern const shader_backend_t none_shader_backend;
453
454 /* X11 locking */
455
456 extern void (*wine_tsx11_lock_ptr)(void);
457 extern void (*wine_tsx11_unlock_ptr)(void);
458
459 /* As GLX relies on X, this is needed */
460 extern int num_lock;
461
462 #if 0
463 #define ENTER_GL() ++num_lock; if (num_lock > 1) FIXME("Recursive use of GL lock to: %d\n", num_lock); wine_tsx11_lock_ptr()
464 #define LEAVE_GL() if (num_lock != 1) FIXME("Recursive use of GL lock: %d\n", num_lock); --num_lock; wine_tsx11_unlock_ptr()
465 #else
466 #define ENTER_GL() wine_tsx11_lock_ptr()
467 #define LEAVE_GL() wine_tsx11_unlock_ptr()
468 #endif
469
470 /*****************************************************************************
471 * Defines
472 */
473
474 /* GL related defines */
475 /* ------------------ */
476 #define GL_SUPPORT(ExtName) (GLINFO_LOCATION.supported[ExtName] != 0)
477 #define GL_LIMITS(ExtName) (GLINFO_LOCATION.max_##ExtName)
478 #define GL_EXTCALL(FuncName) (GLINFO_LOCATION.FuncName)
479 #define GL_VEND(_VendName) (GLINFO_LOCATION.gl_vendor == VENDOR_##_VendName ? TRUE : FALSE)
480
481 #define D3DCOLOR_B_R(dw) (((dw) >> 16) & 0xFF)
482 #define D3DCOLOR_B_G(dw) (((dw) >> 8) & 0xFF)
483 #define D3DCOLOR_B_B(dw) (((dw) >> 0) & 0xFF)
484 #define D3DCOLOR_B_A(dw) (((dw) >> 24) & 0xFF)
485
486 #define D3DCOLOR_R(dw) (((float) (((dw) >> 16) & 0xFF)) / 255.0f)
487 #define D3DCOLOR_G(dw) (((float) (((dw) >> 8) & 0xFF)) / 255.0f)
488 #define D3DCOLOR_B(dw) (((float) (((dw) >> 0) & 0xFF)) / 255.0f)
489 #define D3DCOLOR_A(dw) (((float) (((dw) >> 24) & 0xFF)) / 255.0f)
490
491 #define D3DCOLORTOGLFLOAT4(dw, vec) do { \
492 (vec)[0] = D3DCOLOR_R(dw); \
493 (vec)[1] = D3DCOLOR_G(dw); \
494 (vec)[2] = D3DCOLOR_B(dw); \
495 (vec)[3] = D3DCOLOR_A(dw); \
496 } while(0)
497
498 /* DirectX Device Limits */
499 /* --------------------- */
500 #define MAX_LEVELS 256 /* Maximum number of mipmap levels. Guessed at 256 */
501
502 #define MAX_STREAMS 16 /* Maximum possible streams - used for fixed size arrays
503 See MaxStreams in MSDN under GetDeviceCaps */
504 /* Maximum number of constants provided to the shaders */
505 #define HIGHEST_TRANSFORMSTATE 512
506 /* Highest value in WINED3DTRANSFORMSTATETYPE */
507
508 /* Checking of API calls */
509 /* --------------------- */
510 #ifndef WINE_NO_DEBUG_MSGS
511 #define checkGLcall(A) \
512 do { \
513 GLint err = glGetError(); \
514 if (err == GL_NO_ERROR) { \
515 TRACE("%s call ok %s / %d\n", A, __FILE__, __LINE__); \
516 \
517 } else do { \
518 FIXME(">>>>>>>>>>>>>>>>> %s (%#x) from %s @ %s / %d\n", \
519 debug_glerror(err), err, A, __FILE__, __LINE__); \
520 err = glGetError(); \
521 } while (err != GL_NO_ERROR); \
522 } while(0)
523 #else
524 #define checkGLcall(A) do {} while(0)
525 #endif
526
527 /* Trace routines / diagnostics */
528 /* ---------------------------- */
529
530 /* Dump out a matrix and copy it */
531 #define conv_mat(mat,gl_mat) \
532 do { \
533 TRACE("%f %f %f %f\n", (mat)->u.s._11, (mat)->u.s._12, (mat)->u.s._13, (mat)->u.s._14); \
534 TRACE("%f %f %f %f\n", (mat)->u.s._21, (mat)->u.s._22, (mat)->u.s._23, (mat)->u.s._24); \
535 TRACE("%f %f %f %f\n", (mat)->u.s._31, (mat)->u.s._32, (mat)->u.s._33, (mat)->u.s._34); \
536 TRACE("%f %f %f %f\n", (mat)->u.s._41, (mat)->u.s._42, (mat)->u.s._43, (mat)->u.s._44); \
537 memcpy(gl_mat, (mat), 16 * sizeof(float)); \
538 } while (0)
539
540 /* Macro to dump out the current state of the light chain */
541 #define DUMP_LIGHT_CHAIN() \
542 do { \
543 PLIGHTINFOEL *el = This->stateBlock->lights;\
544 while (el) { \
545 TRACE("Light %p (glIndex %ld, d3dIndex %ld, enabled %d)\n", el, el->glIndex, el->OriginalIndex, el->lightEnabled);\
546 el = el->next; \
547 } \
548 } while(0)
549
550 /* Trace vector and strided data information */
551 #define TRACE_VECTOR(name) TRACE( #name "=(%f, %f, %f, %f)\n", name.x, name.y, name.z, name.w);
552 #define TRACE_STRIDED(sd,name) TRACE( #name "=(data:%p, stride:%d, type:%d, vbo %d, stream %u)\n", \
553 sd->u.s.name.lpData, sd->u.s.name.dwStride, sd->u.s.name.dwType, sd->u.s.name.VBO, sd->u.s.name.streamNo);
554
555 /* Defines used for optimizations */
556
557 /* Only reapply what is necessary */
558 #define REAPPLY_ALPHAOP 0x0001
559 #define REAPPLY_ALL 0xFFFF
560
561 /* Advance declaration of structures to satisfy compiler */
562 typedef struct IWineD3DStateBlockImpl IWineD3DStateBlockImpl;
563 typedef struct IWineD3DSurfaceImpl IWineD3DSurfaceImpl;
564 typedef struct IWineD3DPaletteImpl IWineD3DPaletteImpl;
565 typedef struct IWineD3DDeviceImpl IWineD3DDeviceImpl;
566
567 /* Global variables */
568 extern const float identity[16];
569
570 /*****************************************************************************
571 * Compilable extra diagnostics
572 */
573
574 /* Trace information per-vertex: (extremely high amount of trace) */
575 #if 0 /* NOTE: Must be 0 in cvs */
576 # define VTRACE(A) TRACE A
577 #else
578 # define VTRACE(A)
579 #endif
580
581 /* TODO: Confirm each of these works when wined3d move completed */
582 #if 0 /* NOTE: Must be 0 in cvs */
583 /* To avoid having to get gigabytes of trace, the following can be compiled in, and at the start
584 of each frame, a check is made for the existence of C:\D3DTRACE, and if it exists d3d trace
585 is enabled, and if it doesn't exist it is disabled. */
586 # define FRAME_DEBUGGING
587 /* Adding in the SINGLE_FRAME_DEBUGGING gives a trace of just what makes up a single frame, before
588 the file is deleted */
589 # if 1 /* NOTE: Must be 1 in cvs, as this is mostly more useful than a trace from program start */
590 # define SINGLE_FRAME_DEBUGGING
591 # endif
592 /* The following, when enabled, lets you see the makeup of the frame, by drawprimitive calls.
593 It can only be enabled when FRAME_DEBUGGING is also enabled
594 The contents of the back buffer are written into /tmp/backbuffer_* after each primitive
595 array is drawn. */
596 # if 0 /* NOTE: Must be 0 in cvs, as this give a lot of ppm files when compiled in */
597 # define SHOW_FRAME_MAKEUP 1
598 # endif
599 /* The following, when enabled, lets you see the makeup of the all the textures used during each
600 of the drawprimitive calls. It can only be enabled when SHOW_FRAME_MAKEUP is also enabled.
601 The contents of the textures assigned to each stage are written into
602 /tmp/texture_*_<Stage>.ppm after each primitive array is drawn. */
603 # if 0 /* NOTE: Must be 0 in cvs, as this give a lot of ppm files when compiled in */
604 # define SHOW_TEXTURE_MAKEUP 0
605 # endif
606 extern BOOL isOn;
607 extern BOOL isDumpingFrames;
608 extern LONG primCounter;
609 #endif
610
611 /*****************************************************************************
612 * Prototypes
613 */
614
615 /* Routine common to the draw primitive and draw indexed primitive routines */
616 void drawPrimitive(IWineD3DDevice *iface,
617 int PrimitiveType,
618 long NumPrimitives,
619 /* for Indexed: */
620 long StartVertexIndex,
621 UINT numberOfVertices,
622 long StartIdx,
623 short idxBytes,
624 const void *idxData,
625 int minIndex);
626
627 void primitiveDeclarationConvertToStridedData(
628 IWineD3DDevice *iface,
629 BOOL useVertexShaderFunction,
630 WineDirect3DVertexStridedData *strided,
631 BOOL *fixup);
632
633 DWORD get_flexible_vertex_size(DWORD d3dvtVertexType);
634
635 typedef void (WINE_GLAPI *glAttribFunc)(const void *data);
636 typedef void (WINE_GLAPI *glMultiTexCoordFunc)(GLenum unit, const void *data);
637 extern glAttribFunc position_funcs[WINED3DDECLTYPE_UNUSED];
638 extern glAttribFunc diffuse_funcs[WINED3DDECLTYPE_UNUSED];
639 extern glAttribFunc specular_funcs[WINED3DDECLTYPE_UNUSED];
640 extern glAttribFunc normal_funcs[WINED3DDECLTYPE_UNUSED];
641 extern glMultiTexCoordFunc multi_texcoord_funcs[WINED3DDECLTYPE_UNUSED];
642 extern glAttribFunc texcoord_funcs[WINED3DDECLTYPE_UNUSED];
643
644 #define eps 1e-8
645
646 #define GET_TEXCOORD_SIZE_FROM_FVF(d3dvtVertexType, tex_num) \
647 (((((d3dvtVertexType) >> (16 + (2 * (tex_num)))) + 1) & 0x03) + 1)
648
649 /* Routines and structures related to state management */
650 typedef struct WineD3DContext WineD3DContext;
651 typedef void (*APPLYSTATEFUNC)(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *ctx);
652
653 #define STATE_RENDER(a) (a)
654 #define STATE_IS_RENDER(a) ((a) >= STATE_RENDER(1) && (a) <= STATE_RENDER(WINEHIGHEST_RENDER_STATE))
655
656 #define STATE_TEXTURESTAGE(stage, num) (STATE_RENDER(WINEHIGHEST_RENDER_STATE) + (stage) * WINED3D_HIGHEST_TEXTURE_STATE + (num))
657 #define STATE_IS_TEXTURESTAGE(a) ((a) >= STATE_TEXTURESTAGE(0, 1) && (a) <= STATE_TEXTURESTAGE(MAX_TEXTURES - 1, WINED3D_HIGHEST_TEXTURE_STATE))
658
659 /* + 1 because samplers start with 0 */
660 #define STATE_SAMPLER(num) (STATE_TEXTURESTAGE(MAX_TEXTURES - 1, WINED3D_HIGHEST_TEXTURE_STATE) + 1 + (num))
661 #define STATE_IS_SAMPLER(num) ((num) >= STATE_SAMPLER(0) && (num) <= STATE_SAMPLER(MAX_COMBINED_SAMPLERS - 1))
662
663 #define STATE_PIXELSHADER (STATE_SAMPLER(MAX_COMBINED_SAMPLERS - 1) + 1)
664 #define STATE_IS_PIXELSHADER(a) ((a) == STATE_PIXELSHADER)
665
666 #define STATE_TRANSFORM(a) (STATE_PIXELSHADER + (a))
667 #define STATE_IS_TRANSFORM(a) ((a) >= STATE_TRANSFORM(1) && (a) <= STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(255)))
668
669 #define STATE_STREAMSRC (STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(255)) + 1)
670 #define STATE_IS_STREAMSRC(a) ((a) == STATE_STREAMSRC)
671 #define STATE_INDEXBUFFER (STATE_STREAMSRC + 1)
672 #define STATE_IS_INDEXBUFFER(a) ((a) == STATE_INDEXBUFFER)
673
674 #define STATE_VDECL (STATE_INDEXBUFFER + 1)
675 #define STATE_IS_VDECL(a) ((a) == STATE_VDECL)
676
677 #define STATE_VSHADER (STATE_VDECL + 1)
678 #define STATE_IS_VSHADER(a) ((a) == STATE_VSHADER)
679
680 #define STATE_VIEWPORT (STATE_VSHADER + 1)
681 #define STATE_IS_VIEWPORT(a) ((a) == STATE_VIEWPORT)
682
683 #define STATE_VERTEXSHADERCONSTANT (STATE_VIEWPORT + 1)
684 #define STATE_PIXELSHADERCONSTANT (STATE_VERTEXSHADERCONSTANT + 1)
685 #define STATE_IS_VERTEXSHADERCONSTANT(a) ((a) == STATE_VERTEXSHADERCONSTANT)
686 #define STATE_IS_PIXELSHADERCONSTANT(a) ((a) == STATE_PIXELSHADERCONSTANT)
687
688 #define STATE_ACTIVELIGHT(a) (STATE_PIXELSHADERCONSTANT + (a) + 1)
689 #define STATE_IS_ACTIVELIGHT(a) ((a) >= STATE_ACTIVELIGHT(0) && (a) < STATE_ACTIVELIGHT(MAX_ACTIVE_LIGHTS))
690
691 #define STATE_SCISSORRECT (STATE_ACTIVELIGHT(MAX_ACTIVE_LIGHTS - 1) + 1)
692 #define STATE_IS_SCISSORRECT(a) ((a) == STATE_SCISSORRECT)
693
694 #define STATE_CLIPPLANE(a) (STATE_SCISSORRECT + 1 + (a))
695 #define STATE_IS_CLIPPLANE(a) ((a) >= STATE_CLIPPLANE(0) && (a) <= STATE_CLIPPLANE(MAX_CLIPPLANES - 1))
696
697 #define STATE_MATERIAL (STATE_CLIPPLANE(MAX_CLIPPLANES))
698
699 #define STATE_FRONTFACE (STATE_MATERIAL + 1)
700
701 #define STATE_HIGHEST (STATE_FRONTFACE)
702
703 struct StateEntry
704 {
705 DWORD representative;
706 APPLYSTATEFUNC apply;
707 };
708
709 struct StateEntryTemplate
710 {
711 DWORD state;
712 struct StateEntry content;
713 GL_SupportedExt extension;
714 };
715
716 struct fragment_caps {
717 DWORD PrimitiveMiscCaps;
718
719 DWORD TextureOpCaps;
720 DWORD MaxTextureBlendStages;
721 DWORD MaxSimultaneousTextures;
722 };
723
724 struct fragment_pipeline {
725 void (*enable_extension)(IWineD3DDevice *iface, BOOL enable);
726 void (*get_caps)(WINED3DDEVTYPE devtype, const WineD3D_GL_Info *gl_info, struct fragment_caps *caps);
727 HRESULT (*alloc_private)(IWineD3DDevice *iface);
728 void (*free_private)(IWineD3DDevice *iface);
729 BOOL (*color_fixup_supported)(struct color_fixup_desc fixup);
730 const struct StateEntryTemplate *states;
731 BOOL ffp_proj_control;
732 };
733
734 extern const struct StateEntryTemplate misc_state_template[];
735 extern const struct StateEntryTemplate ffp_vertexstate_template[];
736 extern const struct fragment_pipeline ffp_fragment_pipeline;
737 extern const struct fragment_pipeline atifs_fragment_pipeline;
738 extern const struct fragment_pipeline arbfp_fragment_pipeline;
739 extern const struct fragment_pipeline nvts_fragment_pipeline;
740 extern const struct fragment_pipeline nvrc_fragment_pipeline;
741
742 /* "Base" state table */
743 void compile_state_table(struct StateEntry *StateTable, APPLYSTATEFUNC **dev_multistate_funcs,
744 const WineD3D_GL_Info *gl_info, const struct StateEntryTemplate *vertex,
745 const struct fragment_pipeline *fragment, const struct StateEntryTemplate *misc);
746
747 /* Shaders for color conversions in blits */
748 struct blit_shader {
749 HRESULT (*alloc_private)(IWineD3DDevice *iface);
750 void (*free_private)(IWineD3DDevice *iface);
751 HRESULT (*set_shader)(IWineD3DDevice *iface, WINED3DFORMAT fmt, GLenum textype, UINT width, UINT height);
752 void (*unset_shader)(IWineD3DDevice *iface);
753 BOOL (*color_fixup_supported)(struct color_fixup_desc fixup);
754 };
755
756 extern const struct blit_shader ffp_blit;
757 extern const struct blit_shader arbfp_blit;
758
759 /* The new context manager that should deal with onscreen and offscreen rendering */
760 struct WineD3DContext {
761 /* State dirtification
762 * dirtyArray is an array that contains markers for dirty states. numDirtyEntries states are dirty, their numbers are in indices
763 * 0...numDirtyEntries - 1. isStateDirty is a redundant copy of the dirtyArray. Technically only one of them would be needed,
764 * 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
765 * only numDirtyEntries array elements have to be checked, not STATE_HIGHEST states.
766 */
767 DWORD dirtyArray[STATE_HIGHEST + 1]; /* Won't get bigger than that, a state is never marked dirty 2 times */
768 DWORD numDirtyEntries;
769 DWORD isStateDirty[STATE_HIGHEST/32 + 1]; /* Bitmap to find out quickly if a state is dirty */
770
771 IWineD3DSurface *surface;
772 DWORD tid; /* Thread ID which owns this context at the moment */
773
774 /* Stores some information about the context state for optimization */
775 BOOL draw_buffer_dirty;
776 BOOL last_was_rhw; /* true iff last draw_primitive was in xyzrhw mode */
777 BOOL last_was_pshader;
778 BOOL last_was_vshader;
779 BOOL last_was_foggy_shader;
780 BOOL namedArraysLoaded, numberedArraysLoaded;
781 DWORD numbered_array_mask;
782 BOOL lastWasPow2Texture[MAX_TEXTURES];
783 GLenum tracking_parm; /* Which source is tracking current colour */
784 unsigned char num_untracked_materials;
785 GLenum untracked_materials[2];
786 BOOL last_was_blit, last_was_ckey;
787 UINT blit_w, blit_h;
788 char texShaderBumpMap;
789 BOOL fog_coord;
790
791 char *vshader_const_dirty, *pshader_const_dirty;
792
793 /* The actual opengl context */
794 HGLRC glCtx;
795 HWND win_handle;
796 HDC hdc;
797 HPBUFFERARB pbuffer;
798 BOOL isPBuffer;
799 GLint aux_buffers;
800
801 /* FBOs */
802 struct list fbo_list;
803 struct fbo_entry *current_fbo;
804 GLuint src_fbo;
805 GLuint dst_fbo;
806 };
807
808 typedef enum ContextUsage {
809 CTXUSAGE_RESOURCELOAD = 1, /* Only loads textures: No State is applied */
810 CTXUSAGE_DRAWPRIM = 2, /* OpenGL states are set up for blitting DirectDraw surfaces */
811 CTXUSAGE_BLIT = 3, /* OpenGL states are set up 3D drawing */
812 CTXUSAGE_CLEAR = 4, /* Drawable and states are set up for clearing */
813 } ContextUsage;
814
815 void ActivateContext(IWineD3DDeviceImpl *device, IWineD3DSurface *target, ContextUsage usage);
816 WineD3DContext *CreateContext(IWineD3DDeviceImpl *This, IWineD3DSurfaceImpl *target, HWND win, BOOL create_pbuffer, const WINED3DPRESENT_PARAMETERS *pPresentParms);
817 void DestroyContext(IWineD3DDeviceImpl *This, WineD3DContext *context);
818 void context_resource_released(IWineD3DDevice *iface, IWineD3DResource *resource, WINED3DRESOURCETYPE type);
819 void context_bind_fbo(IWineD3DDevice *iface, GLenum target, GLuint *fbo);
820 void context_attach_depth_stencil_fbo(IWineD3DDeviceImpl *This, GLenum fbo_target, IWineD3DSurface *depth_stencil, BOOL use_render_buffer);
821 void context_attach_surface_fbo(IWineD3DDeviceImpl *This, GLenum fbo_target, DWORD idx, IWineD3DSurface *surface);
822
823 void delete_opengl_contexts(IWineD3DDevice *iface, IWineD3DSwapChain *swapchain);
824 HRESULT create_primary_opengl_context(IWineD3DDevice *iface, IWineD3DSwapChain *swapchain);
825
826 /* Macros for doing basic GPU detection based on opengl capabilities */
827 #define WINE_D3D6_CAPABLE(gl_info) (gl_info->supported[ARB_MULTITEXTURE])
828 #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])
829 #define WINE_D3D8_CAPABLE(gl_info) WINE_D3D7_CAPABLE(gl_info) && (gl_info->supported[ARB_MULTISAMPLE] && gl_info->supported[ARB_TEXTURE_BORDER_CLAMP])
830 #define WINE_D3D9_CAPABLE(gl_info) WINE_D3D8_CAPABLE(gl_info) && (gl_info->supported[ARB_FRAGMENT_PROGRAM] && gl_info->supported[ARB_VERTEX_SHADER])
831
832 /* Default callbacks for implicit object destruction */
833 extern ULONG WINAPI D3DCB_DefaultDestroySurface(IWineD3DSurface *pSurface);
834
835 extern ULONG WINAPI D3DCB_DefaultDestroyVolume(IWineD3DVolume *pSurface);
836
837 /*****************************************************************************
838 * Internal representation of a light
839 */
840 typedef struct PLIGHTINFOEL PLIGHTINFOEL;
841 struct PLIGHTINFOEL {
842 WINED3DLIGHT OriginalParms; /* Note D3D8LIGHT == D3D9LIGHT */
843 DWORD OriginalIndex;
844 LONG glIndex;
845 BOOL changed;
846 BOOL enabledChanged;
847 BOOL enabled;
848
849 /* Converted parms to speed up swapping lights */
850 float lightPosn[4];
851 float lightDirn[4];
852 float exponent;
853 float cutoff;
854
855 struct list entry;
856 };
857
858 /* The default light parameters */
859 extern const WINED3DLIGHT WINED3D_default_light;
860
861 typedef struct WineD3D_PixelFormat
862 {
863 int iPixelFormat; /* WGL pixel format */
864 int iPixelType; /* WGL pixel type e.g. WGL_TYPE_RGBA_ARB, WGL_TYPE_RGBA_FLOAT_ARB or WGL_TYPE_COLORINDEX_ARB */
865 int redSize, greenSize, blueSize, alphaSize;
866 int depthSize, stencilSize;
867 BOOL windowDrawable;
868 BOOL pbufferDrawable;
869 BOOL doubleBuffer;
870 int auxBuffers;
871 int numSamples;
872 } WineD3D_PixelFormat;
873
874 /* The adapter structure */
875 struct WineD3DAdapter
876 {
877 UINT num;
878 BOOL opengl;
879 POINT monitorPoint;
880 WineD3D_GL_Info gl_info;
881 const char *driver;
882 const char *description;
883 WCHAR DeviceName[CCHDEVICENAME]; /* DeviceName for use with e.g. ChangeDisplaySettings */
884 int nCfgs;
885 WineD3D_PixelFormat *cfgs;
886 BOOL brokenStencil; /* Set on cards which only offer mixed depth+stencil */
887 unsigned int TextureRam; /* Amount of texture memory both video ram + AGP/TurboCache/HyperMemory/.. */
888 unsigned int UsedTextureRam;
889 };
890
891 extern BOOL InitAdapters(void);
892 extern BOOL initPixelFormats(WineD3D_GL_Info *gl_info);
893 extern long WineD3DAdapterChangeGLRam(IWineD3DDeviceImpl *D3DDevice, long glram);
894
895 /*****************************************************************************
896 * High order patch management
897 */
898 struct WineD3DRectPatch
899 {
900 UINT Handle;
901 float *mem;
902 WineDirect3DVertexStridedData strided;
903 WINED3DRECTPATCH_INFO RectPatchInfo;
904 float numSegs[4];
905 char has_normals, has_texcoords;
906 struct list entry;
907 };
908
909 HRESULT tesselate_rectpatch(IWineD3DDeviceImpl *This, struct WineD3DRectPatch *patch);
910
911 enum projection_types
912 {
913 proj_none = 0,
914 proj_count3 = 1,
915 proj_count4 = 2
916 };
917
918 enum dst_arg
919 {
920 resultreg = 0,
921 tempreg = 1
922 };
923
924 /*****************************************************************************
925 * Fixed function pipeline replacements
926 */
927 #define ARG_UNUSED 0x3f
928 struct texture_stage_op
929 {
930 unsigned cop : 8;
931 unsigned carg1 : 8;
932 unsigned carg2 : 8;
933 unsigned carg0 : 8;
934
935 unsigned aop : 8;
936 unsigned aarg1 : 8;
937 unsigned aarg2 : 8;
938 unsigned aarg0 : 8;
939
940 struct color_fixup_desc color_correction;
941 unsigned tex_type : 3;
942 unsigned dst : 1;
943 unsigned projected : 2;
944 unsigned padding : 10;
945 };
946
947 struct ffp_frag_settings {
948 struct texture_stage_op op[MAX_TEXTURES];
949 enum {
950 FOG_OFF,
951 FOG_LINEAR,
952 FOG_EXP,
953 FOG_EXP2
954 } fog;
955 /* Use an int instead of a char to get dword alignment */
956 unsigned int sRGB_write;
957 };
958
959 struct ffp_frag_desc
960 {
961 struct ffp_frag_settings settings;
962 };
963
964 void gen_ffp_frag_op(IWineD3DStateBlockImpl *stateblock, struct ffp_frag_settings *settings, BOOL ignore_textype);
965 const struct ffp_frag_desc *find_ffp_frag_shader(const struct hash_table_t *fragment_shaders,
966 const struct ffp_frag_settings *settings);
967 void add_ffp_frag_shader(struct hash_table_t *shaders, struct ffp_frag_desc *desc);
968 BOOL ffp_frag_program_key_compare(const void *keya, const void *keyb);
969 unsigned int ffp_frag_program_key_hash(const void *key);
970
971 /*****************************************************************************
972 * IWineD3D implementation structure
973 */
974 typedef struct IWineD3DImpl
975 {
976 /* IUnknown fields */
977 const IWineD3DVtbl *lpVtbl;
978 LONG ref; /* Note: Ref counting not required */
979
980 /* WineD3D Information */
981 IUnknown *parent;
982 UINT dxVersion;
983 } IWineD3DImpl;
984
985 extern const IWineD3DVtbl IWineD3D_Vtbl;
986
987 /* TODO: setup some flags in the registry to enable, disable pbuffer support
988 (since it will break quite a few things until contexts are managed properly!) */
989 extern BOOL pbuffer_support;
990 /* allocate one pbuffer per surface */
991 extern BOOL pbuffer_per_surface;
992
993 /* A helper function that dumps a resource list */
994 void dumpResources(struct list *list);
995
996 /*****************************************************************************
997 * IWineD3DDevice implementation structure
998 */
999 struct IWineD3DDeviceImpl
1000 {
1001 /* IUnknown fields */
1002 const IWineD3DDeviceVtbl *lpVtbl;
1003 LONG ref; /* Note: Ref counting not required */
1004
1005 /* WineD3D Information */
1006 IUnknown *parent;
1007 IWineD3D *wineD3D;
1008 struct WineD3DAdapter *adapter;
1009
1010 /* Window styles to restore when switching fullscreen mode */
1011 LONG style;
1012 LONG exStyle;
1013
1014 /* X and GL Information */
1015 GLint maxConcurrentLights;
1016 GLenum offscreenBuffer;
1017
1018 /* Selected capabilities */
1019 int vs_selected_mode;
1020 int ps_selected_mode;
1021 const shader_backend_t *shader_backend;
1022 void *shader_priv;
1023 void *fragment_priv;
1024 void *blit_priv;
1025 struct StateEntry StateTable[STATE_HIGHEST + 1];
1026 /* Array of functions for states which are handled by more than one pipeline part */
1027 APPLYSTATEFUNC *multistate_funcs[STATE_HIGHEST + 1];
1028 const struct fragment_pipeline *frag_pipe;
1029 const struct blit_shader *blitter;
1030
1031 unsigned int max_ffp_textures, max_ffp_texture_stages;
1032
1033 /* To store */
1034 BOOL view_ident; /* true iff view matrix is identity */
1035 BOOL untransformed;
1036 BOOL vertexBlendUsed; /* To avoid needless setting of the blend matrices */
1037 #define DDRAW_PITCH_ALIGNMENT 8
1038 #define D3D8_PITCH_ALIGNMENT 4
1039 unsigned char surface_alignment; /* Line Alignment of surfaces */
1040
1041 /* State block related */
1042 BOOL isRecordingState;
1043 IWineD3DStateBlockImpl *stateBlock;
1044 IWineD3DStateBlockImpl *updateStateBlock;
1045 BOOL isInDraw;
1046
1047 /* Internal use fields */
1048 WINED3DDEVICE_CREATION_PARAMETERS createParms;
1049 UINT adapterNo;
1050 WINED3DDEVTYPE devType;
1051
1052 IWineD3DSwapChain **swapchains;
1053 UINT NumberOfSwapChains;
1054
1055 struct list resources; /* a linked list to track resources created by the device */
1056 struct list shaders; /* a linked list to track shaders (pixel and vertex) */
1057 unsigned int highest_dirty_ps_const, highest_dirty_vs_const;
1058
1059 /* Render Target Support */
1060 IWineD3DSurface **render_targets;
1061 IWineD3DSurface *auto_depth_stencil_buffer;
1062 IWineD3DSurface *stencilBufferTarget;
1063
1064 /* Caches to avoid unneeded context changes */
1065 IWineD3DSurface *lastActiveRenderTarget;
1066 IWineD3DSwapChain *lastActiveSwapChain;
1067
1068 /* palettes texture management */
1069 UINT NumberOfPalettes;
1070 PALETTEENTRY **palettes;
1071 UINT currentPalette;
1072 UINT paletteConversionShader;
1073
1074 /* For rendering to a texture using glCopyTexImage */
1075 BOOL render_offscreen;
1076 GLenum *draw_buffers;
1077 GLuint depth_blt_texture;
1078 GLuint depth_blt_rb;
1079 UINT depth_blt_rb_w;
1080 UINT depth_blt_rb_h;
1081
1082 /* Cursor management */
1083 BOOL bCursorVisible;
1084 UINT xHotSpot;
1085 UINT yHotSpot;
1086 UINT xScreenSpace;
1087 UINT yScreenSpace;
1088 UINT cursorWidth, cursorHeight;
1089 GLuint cursorTexture;
1090 BOOL haveHardwareCursor;
1091 HCURSOR hardwareCursor;
1092
1093 /* The Wine logo surface */
1094 IWineD3DSurface *logo_surface;
1095
1096 /* Textures for when no other textures are mapped */
1097 UINT dummyTextureName[MAX_TEXTURES];
1098
1099 /* Debug stream management */
1100 BOOL debug;
1101
1102 /* Device state management */
1103 HRESULT state;
1104 BOOL d3d_initialized;
1105
1106 /* A flag to check for proper BeginScene / EndScene call pairs */
1107 BOOL inScene;
1108
1109 /* process vertex shaders using software or hardware */
1110 BOOL softwareVertexProcessing;
1111
1112 /* DirectDraw stuff */
1113 DWORD ddraw_width, ddraw_height;
1114 WINED3DFORMAT ddraw_format;
1115
1116 /* Final position fixup constant */
1117 float posFixup[4];
1118
1119 /* With register combiners we can skip junk texture stages */
1120 DWORD texUnitMap[MAX_COMBINED_SAMPLERS];
1121 DWORD rev_tex_unit_map[MAX_COMBINED_SAMPLERS];
1122 BOOL fixed_function_usage_map[MAX_TEXTURES];
1123
1124 /* Stream source management */
1125 WineDirect3DVertexStridedData strided_streams;
1126 const WineDirect3DVertexStridedData *up_strided;
1127 BOOL useDrawStridedSlow;
1128 BOOL instancedDraw;
1129
1130 /* Context management */
1131 WineD3DContext **contexts; /* Dynamic array containing pointers to context structures */
1132 WineD3DContext *activeContext;
1133 DWORD lastThread;
1134 UINT numContexts;
1135 WineD3DContext *pbufferContext; /* The context that has a pbuffer as drawable */
1136 DWORD pbufferWidth, pbufferHeight; /* Size of the buffer drawable */
1137
1138 /* High level patch management */
1139 #define PATCHMAP_SIZE 43
1140 #define PATCHMAP_HASHFUNC(x) ((x) % PATCHMAP_SIZE) /* Primitive and simple function */
1141 struct list patches[PATCHMAP_SIZE];
1142 struct WineD3DRectPatch *currentPatch;
1143 };
1144
1145 extern const IWineD3DDeviceVtbl IWineD3DDevice_Vtbl, IWineD3DDevice_DirtyConst_Vtbl;
1146
1147 HRESULT IWineD3DDeviceImpl_ClearSurface(IWineD3DDeviceImpl *This, IWineD3DSurfaceImpl *target, DWORD Count,
1148 CONST WINED3DRECT* pRects, DWORD Flags, WINED3DCOLOR Color,
1149 float Z, DWORD Stencil);
1150 void IWineD3DDeviceImpl_FindTexUnitMap(IWineD3DDeviceImpl *This);
1151 void IWineD3DDeviceImpl_MarkStateDirty(IWineD3DDeviceImpl *This, DWORD state);
1152 static inline BOOL isStateDirty(WineD3DContext *context, DWORD state) {
1153 DWORD idx = state >> 5;
1154 BYTE shift = state & 0x1f;
1155 return context->isStateDirty[idx] & (1 << shift);
1156 }
1157
1158 /* Support for IWineD3DResource ::Set/Get/FreePrivateData. */
1159 typedef struct PrivateData
1160 {
1161 struct list entry;
1162
1163 GUID tag;
1164 DWORD flags; /* DDSPD_* */
1165
1166 union
1167 {
1168 LPVOID data;
1169 LPUNKNOWN object;
1170 } ptr;
1171
1172 DWORD size;
1173 } PrivateData;
1174
1175 /*****************************************************************************
1176 * IWineD3DResource implementation structure
1177 */
1178 typedef struct IWineD3DResourceClass
1179 {
1180 /* IUnknown fields */
1181 LONG ref; /* Note: Ref counting not required */
1182
1183 /* WineD3DResource Information */
1184 IUnknown *parent;
1185 WINED3DRESOURCETYPE resourceType;
1186 IWineD3DDeviceImpl *wineD3DDevice;
1187 WINED3DPOOL pool;
1188 UINT size;
1189 DWORD usage;
1190 WINED3DFORMAT format;
1191 DWORD priority;
1192 BYTE *allocatedMemory; /* Pointer to the real data location */
1193 BYTE *heapMemory; /* Pointer to the HeapAlloced block of memory */
1194 struct list privateData;
1195 struct list resource_list_entry;
1196
1197 } IWineD3DResourceClass;
1198
1199 typedef struct IWineD3DResourceImpl
1200 {
1201 /* IUnknown & WineD3DResource Information */
1202 const IWineD3DResourceVtbl *lpVtbl;
1203 IWineD3DResourceClass resource;
1204 } IWineD3DResourceImpl;
1205
1206 void resource_cleanup(IWineD3DResource *iface);
1207 HRESULT resource_free_private_data(IWineD3DResource *iface, REFGUID guid);
1208 HRESULT resource_get_device(IWineD3DResource *iface, IWineD3DDevice **device);
1209 HRESULT resource_get_parent(IWineD3DResource *iface, IUnknown **parent);
1210 DWORD resource_get_priority(IWineD3DResource *iface);
1211 HRESULT resource_get_private_data(IWineD3DResource *iface, REFGUID guid,
1212 void *data, DWORD *data_size);
1213 WINED3DRESOURCETYPE resource_get_type(IWineD3DResource *iface);
1214 DWORD resource_set_priority(IWineD3DResource *iface, DWORD new_priority);
1215 HRESULT resource_set_private_data(IWineD3DResource *iface, REFGUID guid,
1216 const void *data, DWORD data_size, DWORD flags);
1217
1218 /* Tests show that the start address of resources is 32 byte aligned */
1219 #define RESOURCE_ALIGNMENT 32
1220
1221 /*****************************************************************************
1222 * IWineD3DVertexBuffer implementation structure (extends IWineD3DResourceImpl)
1223 */
1224 enum vbo_conversion_type {
1225 CONV_NONE = 0,
1226 CONV_D3DCOLOR = 1,
1227 CONV_POSITIONT = 2,
1228 CONV_FLOAT16_2 = 3 /* Also handles FLOAT16_4 */
1229
1230 /* TODO: Add tests and support for FLOAT16_4 POSITIONT, D3DCOLOR position, other
1231 * fixed function semantics as D3DCOLOR or FLOAT16
1232 */
1233 };
1234
1235 typedef struct IWineD3DVertexBufferImpl
1236 {
1237 /* IUnknown & WineD3DResource Information */
1238 const IWineD3DVertexBufferVtbl *lpVtbl;
1239 IWineD3DResourceClass resource;
1240
1241 /* WineD3DVertexBuffer specifics */
1242 DWORD fvf;
1243
1244 /* Vertex buffer object support */
1245 GLuint vbo;
1246 BYTE Flags;
1247 LONG bindCount;
1248 LONG vbo_size;
1249 GLenum vbo_usage;
1250
1251 UINT dirtystart, dirtyend;
1252 LONG lockcount;
1253
1254 LONG declChanges, draws;
1255 /* Last description of the buffer */
1256 DWORD stride; /* 0 if no conversion */
1257 enum vbo_conversion_type *conv_map; /* NULL if no conversion */
1258
1259 /* Extra load offsets, for FLOAT16 conversion */
1260 DWORD *conv_shift; /* NULL if no shifted conversion */
1261 DWORD conv_stride; /* 0 if no shifted conversion */
1262 } IWineD3DVertexBufferImpl;
1263
1264 extern const IWineD3DVertexBufferVtbl IWineD3DVertexBuffer_Vtbl;
1265
1266 #define VBFLAG_OPTIMIZED 0x01 /* Optimize has been called for the VB */
1267 #define VBFLAG_DIRTY 0x02 /* Buffer data has been modified */
1268 #define VBFLAG_HASDESC 0x04 /* A vertex description has been found */
1269 #define VBFLAG_CREATEVBO 0x08 /* Attempt to create a VBO next PreLoad */
1270
1271 /*****************************************************************************
1272 * IWineD3DIndexBuffer implementation structure (extends IWineD3DResourceImpl)
1273 */
1274 typedef struct IWineD3DIndexBufferImpl
1275 {
1276 /* IUnknown & WineD3DResource Information */
1277 const IWineD3DIndexBufferVtbl *lpVtbl;
1278 IWineD3DResourceClass resource;
1279
1280 GLuint vbo;
1281 UINT dirtystart, dirtyend;
1282 LONG lockcount;
1283
1284 /* WineD3DVertexBuffer specifics */
1285 } IWineD3DIndexBufferImpl;
1286
1287 extern const IWineD3DIndexBufferVtbl IWineD3DIndexBuffer_Vtbl;
1288
1289 /*****************************************************************************
1290 * IWineD3DBaseTexture D3D- > openGL state map lookups
1291 */
1292 #define WINED3DFUNC_NOTSUPPORTED -2
1293 #define WINED3DFUNC_UNIMPLEMENTED -1
1294
1295 typedef enum winetexturestates {
1296 WINED3DTEXSTA_ADDRESSU = 0,
1297 WINED3DTEXSTA_ADDRESSV = 1,
1298 WINED3DTEXSTA_ADDRESSW = 2,
1299 WINED3DTEXSTA_BORDERCOLOR = 3,
1300 WINED3DTEXSTA_MAGFILTER = 4,
1301 WINED3DTEXSTA_MINFILTER = 5,
1302 WINED3DTEXSTA_MIPFILTER = 6,
1303 WINED3DTEXSTA_MAXMIPLEVEL = 7,
1304 WINED3DTEXSTA_MAXANISOTROPY = 8,
1305 WINED3DTEXSTA_SRGBTEXTURE = 9,
1306 WINED3DTEXSTA_ELEMENTINDEX = 10,
1307 WINED3DTEXSTA_DMAPOFFSET = 11,
1308 WINED3DTEXSTA_TSSADDRESSW = 12,
1309 MAX_WINETEXTURESTATES = 13,
1310 } winetexturestates;
1311
1312 /*****************************************************************************
1313 * IWineD3DBaseTexture implementation structure (extends IWineD3DResourceImpl)
1314 */
1315 typedef struct IWineD3DBaseTextureClass
1316 {
1317 DWORD states[MAX_WINETEXTURESTATES];
1318 UINT levels;
1319 BOOL dirty;
1320 UINT textureName;
1321 float pow2Matrix[16];
1322 UINT LOD;
1323 WINED3DTEXTUREFILTERTYPE filterType;
1324 LONG bindCount;
1325 DWORD sampler;
1326 BOOL is_srgb;
1327 UINT srgb_mode_change_count;
1328 const struct min_lookup *minMipLookup;
1329 const GLenum *magLookup;
1330 struct color_fixup_desc shader_color_fixup;
1331 } IWineD3DBaseTextureClass;
1332
1333 typedef struct IWineD3DBaseTextureImpl
1334 {
1335 /* IUnknown & WineD3DResource Information */
1336 const IWineD3DBaseTextureVtbl *lpVtbl;
1337 IWineD3DResourceClass resource;
1338 IWineD3DBaseTextureClass baseTexture;
1339
1340 } IWineD3DBaseTextureImpl;
1341
1342 void basetexture_apply_state_changes(IWineD3DBaseTexture *iface,
1343 const DWORD texture_states[WINED3D_HIGHEST_TEXTURE_STATE + 1],
1344 const DWORD sampler_states[WINED3D_HIGHEST_SAMPLER_STATE + 1]);
1345 HRESULT basetexture_bind(IWineD3DBaseTexture *iface);
1346 void basetexture_cleanup(IWineD3DBaseTexture *iface);
1347 void basetexture_generate_mipmaps(IWineD3DBaseTexture *iface);
1348 WINED3DTEXTUREFILTERTYPE basetexture_get_autogen_filter_type(IWineD3DBaseTexture *iface);
1349 BOOL basetexture_get_dirty(IWineD3DBaseTexture *iface);
1350 DWORD basetexture_get_level_count(IWineD3DBaseTexture *iface);
1351 DWORD basetexture_get_lod(IWineD3DBaseTexture *iface);
1352 HRESULT basetexture_set_autogen_filter_type(IWineD3DBaseTexture *iface, WINED3DTEXTUREFILTERTYPE filter_type);
1353 BOOL basetexture_set_dirty(IWineD3DBaseTexture *iface, BOOL dirty);
1354 DWORD basetexture_set_lod(IWineD3DBaseTexture *iface, DWORD new_lod);
1355 void basetexture_unload(IWineD3DBaseTexture *iface);
1356
1357 /*****************************************************************************
1358 * IWineD3DTexture implementation structure (extends IWineD3DBaseTextureImpl)
1359 */
1360 typedef struct IWineD3DTextureImpl
1361 {
1362 /* IUnknown & WineD3DResource/WineD3DBaseTexture Information */
1363 const IWineD3DTextureVtbl *lpVtbl;
1364 IWineD3DResourceClass resource;
1365 IWineD3DBaseTextureClass baseTexture;
1366
1367 /* IWineD3DTexture */
1368 IWineD3DSurface *surfaces[MAX_LEVELS];
1369
1370 UINT width;
1371 UINT height;
1372 UINT target;
1373 BOOL cond_np2;
1374
1375 } IWineD3DTextureImpl;
1376
1377 extern const IWineD3DTextureVtbl IWineD3DTexture_Vtbl;
1378
1379 /*****************************************************************************
1380 * IWineD3DCubeTexture implementation structure (extends IWineD3DBaseTextureImpl)
1381 */
1382 typedef struct IWineD3DCubeTextureImpl
1383 {
1384 /* IUnknown & WineD3DResource/WineD3DBaseTexture Information */
1385 const IWineD3DCubeTextureVtbl *lpVtbl;
1386 IWineD3DResourceClass resource;
1387 IWineD3DBaseTextureClass baseTexture;
1388
1389 /* IWineD3DCubeTexture */
1390 IWineD3DSurface *surfaces[6][MAX_LEVELS];
1391 } IWineD3DCubeTextureImpl;
1392
1393 extern const IWineD3DCubeTextureVtbl IWineD3DCubeTexture_Vtbl;
1394
1395 typedef struct _WINED3DVOLUMET_DESC
1396 {
1397 UINT Width;
1398 UINT Height;
1399 UINT Depth;
1400 } WINED3DVOLUMET_DESC;
1401
1402 /*****************************************************************************
1403 * IWineD3DVolume implementation structure (extends IUnknown)
1404 */
1405 typedef struct IWineD3DVolumeImpl
1406 {
1407 /* IUnknown & WineD3DResource fields */
1408 const IWineD3DVolumeVtbl *lpVtbl;
1409 IWineD3DResourceClass resource;
1410
1411 /* WineD3DVolume Information */
1412 WINED3DVOLUMET_DESC currentDesc;
1413 IWineD3DBase *container;
1414 UINT bytesPerPixel;
1415
1416 BOOL lockable;
1417 BOOL locked;
1418 WINED3DBOX lockedBox;
1419 WINED3DBOX dirtyBox;
1420 BOOL dirty;
1421
1422
1423 } IWineD3DVolumeImpl;
1424
1425 extern const IWineD3DVolumeVtbl IWineD3DVolume_Vtbl;
1426
1427 /*****************************************************************************
1428 * IWineD3DVolumeTexture implementation structure (extends IWineD3DBaseTextureImpl)
1429 */
1430 typedef struct IWineD3DVolumeTextureImpl
1431 {
1432 /* IUnknown & WineD3DResource/WineD3DBaseTexture Information */
1433 const IWineD3DVolumeTextureVtbl *lpVtbl;
1434 IWineD3DResourceClass resource;
1435 IWineD3DBaseTextureClass baseTexture;
1436
1437 /* IWineD3DVolumeTexture */
1438 IWineD3DVolume *volumes[MAX_LEVELS];
1439 } IWineD3DVolumeTextureImpl;
1440
1441 extern const IWineD3DVolumeTextureVtbl IWineD3DVolumeTexture_Vtbl;
1442
1443 typedef struct _WINED3DSURFACET_DESC
1444 {
1445 WINED3DMULTISAMPLE_TYPE MultiSampleType;
1446 DWORD MultiSampleQuality;
1447 UINT Width;
1448 UINT Height;
1449 } WINED3DSURFACET_DESC;
1450
1451 /*****************************************************************************
1452 * Structure for DIB Surfaces (GetDC and GDI surfaces)
1453 */
1454 typedef struct wineD3DSurface_DIB {
1455 HBITMAP DIBsection;
1456 void* bitmap_data;
1457 UINT bitmap_size;
1458 HGDIOBJ holdbitmap;
1459 BOOL client_memory;
1460 } wineD3DSurface_DIB;
1461
1462 typedef struct {
1463 struct list entry;
1464 GLuint id;
1465 UINT width;
1466 UINT height;
1467 } renderbuffer_entry_t;
1468
1469 struct fbo_entry
1470 {
1471 struct list entry;
1472 IWineD3DSurface **render_targets;
1473 IWineD3DSurface *depth_stencil;
1474 BOOL attached;
1475 GLuint id;
1476 };
1477
1478 /*****************************************************************************
1479 * IWineD3DClipp implementation structure
1480 */
1481 typedef struct IWineD3DClipperImpl
1482 {
1483 const IWineD3DClipperVtbl *lpVtbl;
1484 LONG ref;
1485
1486 IUnknown *Parent;
1487 HWND hWnd;
1488 } IWineD3DClipperImpl;
1489
1490
1491 /*****************************************************************************
1492 * IWineD3DSurface implementation structure
1493 */
1494 struct IWineD3DSurfaceImpl
1495 {
1496 /* IUnknown & IWineD3DResource Information */
1497 const IWineD3DSurfaceVtbl *lpVtbl;
1498 IWineD3DResourceClass resource;
1499
1500 /* IWineD3DSurface fields */
1501 IWineD3DBase *container;
1502 WINED3DSURFACET_DESC currentDesc;
1503 IWineD3DPaletteImpl *palette; /* D3D7 style palette handling */
1504 PALETTEENTRY *palette9; /* D3D8/9 style palette handling */
1505
1506 UINT bytesPerPixel;
1507
1508 /* TODO: move this off into a management class(maybe!) */
1509 DWORD Flags;
1510
1511 UINT pow2Width;
1512 UINT pow2Height;
1513 float heightscale;
1514
1515 /* A method to retrieve the drawable size. Not in the Vtable to make it changeable */
1516 void (*get_drawable_size)(IWineD3DSurfaceImpl *This, UINT *width, UINT *height);
1517
1518 /* Oversized texture */
1519 RECT glRect;
1520
1521 /* PBO */
1522 GLuint pbo;
1523
1524 RECT lockedRect;
1525 RECT dirtyRect;
1526 int lockCount;
1527 #define MAXLOCKCOUNT 50 /* After this amount of locks do not free the sysmem copy */
1528
1529 glDescriptor glDescription;
1530 BOOL srgb;
1531
1532 /* For GetDC */
1533 wineD3DSurface_DIB dib;
1534 HDC hDC;
1535
1536 /* Color keys for DDraw */
1537 WINEDDCOLORKEY DestBltCKey;
1538 WINEDDCOLORKEY DestOverlayCKey;
1539 WINEDDCOLORKEY SrcOverlayCKey;
1540 WINEDDCOLORKEY SrcBltCKey;
1541 DWORD CKeyFlags;
1542
1543 WINEDDCOLORKEY glCKey;
1544
1545 struct list renderbuffers;
1546 renderbuffer_entry_t *current_renderbuffer;
1547
1548 /* DirectDraw clippers */
1549 IWineD3DClipper *clipper;
1550
1551 /* DirectDraw Overlay handling */
1552 RECT overlay_srcrect;
1553 RECT overlay_destrect;
1554 IWineD3DSurfaceImpl *overlay_dest;
1555 struct list overlays;
1556 struct list overlay_entry;
1557 };
1558
1559 extern const IWineD3DSurfaceVtbl IWineD3DSurface_Vtbl;
1560 extern const IWineD3DSurfaceVtbl IWineGDISurface_Vtbl;
1561
1562 /* Predeclare the shared Surface functions */
1563 HRESULT WINAPI IWineD3DBaseSurfaceImpl_QueryInterface(IWineD3DSurface *iface, REFIID riid, LPVOID *ppobj);
1564 ULONG WINAPI IWineD3DBaseSurfaceImpl_AddRef(IWineD3DSurface *iface);
1565 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetParent(IWineD3DSurface *iface, IUnknown **pParent);
1566 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetDevice(IWineD3DSurface *iface, IWineD3DDevice** ppDevice);
1567 HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetPrivateData(IWineD3DSurface *iface, REFGUID refguid, CONST void* pData, DWORD SizeOfData, DWORD Flags);
1568 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetPrivateData(IWineD3DSurface *iface, REFGUID refguid, void* pData, DWORD* pSizeOfData);
1569 HRESULT WINAPI IWineD3DBaseSurfaceImpl_FreePrivateData(IWineD3DSurface *iface, REFGUID refguid);
1570 DWORD WINAPI IWineD3DBaseSurfaceImpl_SetPriority(IWineD3DSurface *iface, DWORD PriorityNew);
1571 DWORD WINAPI IWineD3DBaseSurfaceImpl_GetPriority(IWineD3DSurface *iface);
1572 WINED3DRESOURCETYPE WINAPI IWineD3DBaseSurfaceImpl_GetType(IWineD3DSurface *iface);
1573 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetContainer(IWineD3DSurface* iface, REFIID riid, void** ppContainer);
1574 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetDesc(IWineD3DSurface *iface, WINED3DSURFACE_DESC *pDesc);
1575 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetBltStatus(IWineD3DSurface *iface, DWORD Flags);
1576 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetFlipStatus(IWineD3DSurface *iface, DWORD Flags);
1577 HRESULT WINAPI IWineD3DBaseSurfaceImpl_IsLost(IWineD3DSurface *iface);
1578 HRESULT WINAPI IWineD3DBaseSurfaceImpl_Restore(IWineD3DSurface *iface);
1579 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetPalette(IWineD3DSurface *iface, IWineD3DPalette **Pal);
1580 HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetPalette(IWineD3DSurface *iface, IWineD3DPalette *Pal);
1581 HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetColorKey(IWineD3DSurface *iface, DWORD Flags, const WINEDDCOLORKEY *CKey);
1582 HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetContainer(IWineD3DSurface *iface, IWineD3DBase *container);
1583 DWORD WINAPI IWineD3DBaseSurfaceImpl_GetPitch(IWineD3DSurface *iface);
1584 HRESULT WINAPI IWineD3DBaseSurfaceImpl_RealizePalette(IWineD3DSurface *iface);
1585 HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetOverlayPosition(IWineD3DSurface *iface, LONG X, LONG Y);
1586 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetOverlayPosition(IWineD3DSurface *iface, LONG *X, LONG *Y);
1587 HRESULT WINAPI IWineD3DBaseSurfaceImpl_UpdateOverlayZOrder(IWineD3DSurface *iface, DWORD Flags, IWineD3DSurface *Ref);
1588 HRESULT WINAPI IWineD3DBaseSurfaceImpl_UpdateOverlay(IWineD3DSurface *iface, const RECT *SrcRect,
1589 IWineD3DSurface *DstSurface, const RECT *DstRect, DWORD Flags, const WINEDDOVERLAYFX *FX);
1590 HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetClipper(IWineD3DSurface *iface, IWineD3DClipper *clipper);
1591 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetClipper(IWineD3DSurface *iface, IWineD3DClipper **clipper);
1592 HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetFormat(IWineD3DSurface *iface, WINED3DFORMAT format);
1593 HRESULT IWineD3DBaseSurfaceImpl_CreateDIBSection(IWineD3DSurface *iface);
1594 HRESULT WINAPI IWineD3DBaseSurfaceImpl_Blt(IWineD3DSurface *iface, const RECT *DestRect, IWineD3DSurface *SrcSurface,
1595 const RECT *SrcRect, DWORD Flags, const WINEDDBLTFX *DDBltFx, WINED3DTEXTUREFILTERTYPE Filter);
1596 HRESULT WINAPI IWineD3DBaseSurfaceImpl_BltFast(IWineD3DSurface *iface, DWORD dstx, DWORD dsty,
1597 IWineD3DSurface *Source, const RECT *rsrc, DWORD trans);
1598 HRESULT WINAPI IWineD3DBaseSurfaceImpl_LockRect(IWineD3DSurface *iface, WINED3DLOCKED_RECT* pLockedRect, CONST RECT* pRect, DWORD Flags);
1599 void WINAPI IWineD3DBaseSurfaceImpl_BindTexture(IWineD3DSurface *iface);
1600 const void *WINAPI IWineD3DBaseSurfaceImpl_GetData(IWineD3DSurface *iface);
1601
1602 void get_drawable_size_swapchain(IWineD3DSurfaceImpl *This, UINT *width, UINT *height);
1603 void get_drawable_size_backbuffer(IWineD3DSurfaceImpl *This, UINT *width, UINT *height);
1604 void get_drawable_size_pbuffer(IWineD3DSurfaceImpl *This, UINT *width, UINT *height);
1605 void get_drawable_size_fbo(IWineD3DSurfaceImpl *This, UINT *width, UINT *height);
1606
1607 void flip_surface(IWineD3DSurfaceImpl *front, IWineD3DSurfaceImpl *back);
1608
1609 /* Surface flags: */
1610 #define SFLAG_OVERSIZE 0x00000001 /* Surface is bigger than gl size, blts only */
1611 #define SFLAG_CONVERTED 0x00000002 /* Converted for color keying or Palettized */
1612 #define SFLAG_DIBSECTION 0x00000004 /* Has a DIB section attached for GetDC */
1613 #define SFLAG_LOCKABLE 0x00000008 /* Surface can be locked */
1614 #define SFLAG_DISCARD 0x00000010 /* ??? */
1615 #define SFLAG_LOCKED 0x00000020 /* Surface is locked atm */
1616 #define SFLAG_INTEXTURE 0x00000040 /* The GL texture contains the newest surface content */
1617 #define SFLAG_INDRAWABLE 0x00000080 /* The gl drawable contains the most up to date data */
1618 #define SFLAG_INSYSMEM 0x00000100 /* The system memory copy is most up to date */
1619 #define SFLAG_NONPOW2 0x00000200 /* Surface sizes are not a power of 2 */
1620 #define SFLAG_DYNLOCK 0x00000400 /* Surface is often locked by the app */
1621 #define SFLAG_DYNCHANGE 0x00000C00 /* Surface contents are changed very often, implies DYNLOCK */
1622 #define SFLAG_DCINUSE 0x00001000 /* Set between GetDC and ReleaseDC calls */
1623 #define SFLAG_LOST 0x00002000 /* Surface lost flag for DDraw */
1624 #define SFLAG_USERPTR 0x00004000 /* The application allocated the memory for this surface */
1625 #define SFLAG_GLCKEY 0x00008000 /* The gl texture was created with a color key */
1626 #define SFLAG_CLIENT 0x00010000 /* GL_APPLE_client_storage is used on that texture */
1627 #define SFLAG_ALLOCATED 0x00020000 /* A gl texture is allocated for this surface */
1628 #define SFLAG_PBO 0x00040000 /* Has a PBO attached for speeding up data transfers for dynamically locked surfaces */
1629 #define SFLAG_NORMCOORD 0x00080000 /* Set if the GL texture coords are normalized(non-texture rectangle) */
1630 #define SFLAG_DS_ONSCREEN 0x00100000 /* Is a depth stencil, last modified onscreen */
1631 #define SFLAG_DS_OFFSCREEN 0x00200000 /* Is a depth stencil, last modified offscreen */
1632 #define SFLAG_INOVERLAYDRAW 0x00400000 /* Overlay drawing is in progress. Recursion prevention */
1633
1634 /* In some conditions the surface memory must not be freed:
1635 * SFLAG_OVERSIZE: Not all data can be kept in GL
1636 * SFLAG_CONVERTED: Converting the data back would take too long
1637 * SFLAG_DIBSECTION: The dib code manages the memory
1638 * SFLAG_LOCKED: The app requires access to the surface data
1639 * SFLAG_DYNLOCK: Avoid freeing the data for performance
1640 * SFLAG_DYNCHANGE: Same reason as DYNLOCK
1641 * SFLAG_PBO: PBOs don't use 'normal' memory. It is either allocated by the driver or must be NULL.
1642 * SFLAG_CLIENT: OpenGL uses our memory as backup
1643 */
1644 #define SFLAG_DONOTFREE (SFLAG_OVERSIZE | \
1645 SFLAG_CONVERTED | \
1646 SFLAG_DIBSECTION | \
1647 SFLAG_LOCKED | \
1648 SFLAG_DYNLOCK | \
1649 SFLAG_DYNCHANGE | \
1650 SFLAG_USERPTR | \
1651 SFLAG_PBO | \
1652 SFLAG_CLIENT)
1653
1654 #define SFLAG_LOCATIONS (SFLAG_INSYSMEM | \
1655 SFLAG_INTEXTURE | \
1656 SFLAG_INDRAWABLE)
1657
1658 #define SFLAG_DS_LOCATIONS (SFLAG_DS_ONSCREEN | \
1659 SFLAG_DS_OFFSCREEN)
1660 #define SFLAG_DS_DISCARDED SFLAG_DS_LOCATIONS
1661
1662 BOOL CalculateTexRect(IWineD3DSurfaceImpl *This, RECT *Rect, float glTexCoord[4]);
1663
1664 typedef enum {
1665 NO_CONVERSION,
1666 CONVERT_PALETTED,
1667 CONVERT_PALETTED_CK,
1668 CONVERT_CK_565,
1669 CONVERT_CK_5551,
1670 CONVERT_CK_4444,
1671 CONVERT_CK_4444_ARGB,
1672 CONVERT_CK_1555,
1673 CONVERT_555,
1674 CONVERT_CK_RGB24,
1675 CONVERT_CK_8888,
1676 CONVERT_CK_8888_ARGB,
1677 CONVERT_RGB32_888,
1678 CONVERT_V8U8,
1679 CONVERT_L6V5U5,
1680 CONVERT_X8L8V8U8,
1681 CONVERT_Q8W8V8U8,
1682 CONVERT_V16U16,
1683 CONVERT_A4L4,
1684 } CONVERT_TYPES;
1685
1686 HRESULT d3dfmt_get_conv(IWineD3DSurfaceImpl *This, BOOL need_alpha_ck, BOOL use_texturing, GLenum *format, GLenum *internal, GLenum *type, CONVERT_TYPES *convert, int *target_bpp, BOOL srgb_mode);
1687
1688 BOOL palette9_changed(IWineD3DSurfaceImpl *This);
1689
1690 /*****************************************************************************
1691 * IWineD3DVertexDeclaration implementation structure
1692 */
1693 typedef struct attrib_declaration {
1694 DWORD usage;
1695 DWORD idx;
1696 } attrib_declaration;
1697
1698 #define MAX_ATTRIBS 16
1699
1700 typedef struct IWineD3DVertexDeclarationImpl {
1701 /* IUnknown Information */
1702 const IWineD3DVertexDeclarationVtbl *lpVtbl;
1703 LONG ref;
1704
1705 IUnknown *parent;
1706 IWineD3DDeviceImpl *wineD3DDevice;
1707
1708 WINED3DVERTEXELEMENT *pDeclarationWine;
1709 BOOL *ffp_valid;
1710 UINT declarationWNumElements;
1711
1712 DWORD streams[MAX_STREAMS];
1713 UINT num_streams;
1714 BOOL position_transformed;
1715 BOOL half_float_conv_needed;
1716
1717 /* Ordered array of declaration types that need swizzling in a vshader */
1718 attrib_declaration swizzled_attribs[MAX_ATTRIBS];
1719 UINT num_swizzled_attribs;
1720 } IWineD3DVertexDeclarationImpl;
1721
1722 extern const IWineD3DVertexDeclarationVtbl IWineD3DVertexDeclaration_Vtbl;
1723
1724 /*****************************************************************************
1725 * IWineD3DStateBlock implementation structure
1726 */
1727
1728 /* Internal state Block for Begin/End/Capture/Create/Apply info */
1729 /* Note: Very long winded but gl Lists are not flexible enough */
1730 /* to resolve everything we need, so doing it manually for now */
1731 typedef struct SAVEDSTATES {
1732 BOOL indices;
1733 BOOL material;
1734 BOOL fvf;
1735 BOOL streamSource[MAX_STREAMS];
1736 BOOL streamFreq[MAX_STREAMS];
1737 BOOL textures[MAX_COMBINED_SAMPLERS];
1738 BOOL transform[HIGHEST_TRANSFORMSTATE + 1];
1739 BOOL viewport;
1740 BOOL renderState[WINEHIGHEST_RENDER_STATE + 1];
1741 BOOL textureState[MAX_TEXTURES][WINED3D_HIGHEST_TEXTURE_STATE + 1];
1742 BOOL samplerState[MAX_COMBINED_SAMPLERS][WINED3D_HIGHEST_SAMPLER_STATE + 1];
1743 BOOL clipplane[MAX_CLIPPLANES];
1744 BOOL vertexDecl;
1745 BOOL pixelShader;
1746 WORD pixelShaderConstantsB;
1747 WORD pixelShaderConstantsI;
1748 BOOL *pixelShaderConstantsF;
1749 BOOL vertexShader;
1750 WORD vertexShaderConstantsB;
1751 WORD vertexShaderConstantsI;
1752 BOOL *vertexShaderConstantsF;
1753 BOOL scissorRect;
1754 } SAVEDSTATES;
1755
1756 typedef struct {
1757 struct list entry;
1758 DWORD count;
1759 DWORD idx[13];
1760 } constants_entry;
1761
1762 struct StageState {
1763 DWORD stage;
1764 DWORD state;
1765 };
1766
1767 struct IWineD3DStateBlockImpl
1768 {
1769 /* IUnknown fields */
1770 const IWineD3DStateBlockVtbl *lpVtbl;
1771 LONG ref; /* Note: Ref counting not required */
1772
1773 /* IWineD3DStateBlock information */
1774 IUnknown *parent;
1775 IWineD3DDeviceImpl *wineD3DDevice;
1776 WINED3DSTATEBLOCKTYPE blockType;
1777
1778 /* Array indicating whether things have been set or changed */
1779 SAVEDSTATES changed;
1780 struct list set_vconstantsF;
1781 struct list set_pconstantsF;
1782
1783 /* Drawing - Vertex Shader or FVF related */
1784 DWORD fvf;
1785 /* Vertex Shader Declaration */
1786 IWineD3DVertexDeclaration *vertexDecl;
1787
1788 IWineD3DVertexShader *vertexShader;
1789
1790 /* Vertex Shader Constants */
1791 BOOL vertexShaderConstantB[MAX_CONST_B];
1792 INT vertexShaderConstantI[MAX_CONST_I * 4];
1793 float *vertexShaderConstantF;
1794
1795 /* Stream Source */
1796 BOOL streamIsUP;
1797 UINT streamStride[MAX_STREAMS];
1798 UINT streamOffset[MAX_STREAMS + 1 /* tesselated pseudo-stream */ ];
1799 IWineD3DVertexBuffer *streamSource[MAX_STREAMS];
1800 UINT streamFreq[MAX_STREAMS + 1];
1801 UINT streamFlags[MAX_STREAMS + 1]; /*0 | WINED3DSTREAMSOURCE_INSTANCEDATA | WINED3DSTREAMSOURCE_INDEXEDDATA */
1802
1803 /* Indices */
1804 IWineD3DIndexBuffer* pIndexData;
1805 INT baseVertexIndex;
1806 INT loadBaseVertexIndex; /* non-indexed drawing needs 0 here, indexed baseVertexIndex */
1807
1808 /* Transform */
1809 WINED3DMATRIX transforms[HIGHEST_TRANSFORMSTATE + 1];
1810
1811 /* Light hashmap . Collisions are handled using standard wine double linked lists */
1812 #define LIGHTMAP_SIZE 43 /* Use of a prime number recommended. Set to 1 for a linked list! */
1813 #define LIGHTMAP_HASHFUNC(x) ((x) % LIGHTMAP_SIZE) /* Primitive and simple function */
1814 struct list lightMap[LIGHTMAP_SIZE]; /* Mashmap containing the lights */
1815 PLIGHTINFOEL *activeLights[MAX_ACTIVE_LIGHTS]; /* Map of opengl lights to d3d lights */
1816
1817 /* Clipping */
1818 double clipplane[MAX_CLIPPLANES][4];
1819 WINED3DCLIPSTATUS clip_status;
1820
1821 /* ViewPort */
1822 WINED3DVIEWPORT viewport;
1823
1824 /* Material */
1825 WINED3DMATERIAL material;
1826
1827 /* Pixel Shader */
1828 IWineD3DPixelShader *pixelShader;
1829
1830 /* Pixel Shader Constants */
1831 BOOL pixelShaderConstantB[MAX_CONST_B];
1832 INT pixelShaderConstantI[MAX_CONST_I * 4];
1833 float *pixelShaderConstantF;
1834
1835 /* RenderState */
1836 DWORD renderState[WINEHIGHEST_RENDER_STATE + 1];
1837
1838 /* Texture */
1839 IWineD3DBaseTexture *textures[MAX_COMBINED_SAMPLERS];
1840 int textureDimensions[MAX_COMBINED_SAMPLERS];
1841
1842 /* Texture State Stage */
1843 DWORD textureState[MAX_TEXTURES][WINED3D_HIGHEST_TEXTURE_STATE + 1];
1844 DWORD lowest_disabled_stage;
1845 /* Sampler States */
1846 DWORD samplerState[MAX_COMBINED_SAMPLERS][WINED3D_HIGHEST_SAMPLER_STATE + 1];
1847
1848 /* Scissor test rectangle */
1849 RECT scissorRect;
1850
1851 /* Contained state management */
1852 DWORD contained_render_states[WINEHIGHEST_RENDER_STATE + 1];
1853 unsigned int num_contained_render_states;
1854 DWORD contained_transform_states[HIGHEST_TRANSFORMSTATE + 1];
1855 unsigned int num_contained_transform_states;
1856 DWORD contained_vs_consts_i[MAX_CONST_I];
1857 unsigned int num_contained_vs_consts_i;
1858 DWORD contained_vs_consts_b[MAX_CONST_B];
1859 unsigned int num_contained_vs_consts_b;
1860 DWORD *contained_vs_consts_f;
1861 unsigned int num_contained_vs_consts_f;
1862 DWORD contained_ps_consts_i[MAX_CONST_I];
1863 unsigned int num_contained_ps_consts_i;
1864 DWORD contained_ps_consts_b[MAX_CONST_B];
1865 unsigned int num_contained_ps_consts_b;
1866 DWORD *contained_ps_consts_f;
1867 unsigned int num_contained_ps_consts_f;
1868 struct StageState contained_tss_states[MAX_TEXTURES * (WINED3D_HIGHEST_TEXTURE_STATE)];
1869 unsigned int num_contained_tss_states;
1870 struct StageState contained_sampler_states[MAX_COMBINED_SAMPLERS * WINED3D_HIGHEST_SAMPLER_STATE];
1871 unsigned int num_contained_sampler_states;
1872 };
1873
1874 extern void stateblock_savedstates_set(
1875 IWineD3DStateBlock* iface,
1876 SAVEDSTATES* states,
1877 BOOL value);
1878
1879 extern void stateblock_copy(
1880 IWineD3DStateBlock* destination,
1881 IWineD3DStateBlock* source);
1882
1883 extern const IWineD3DStateBlockVtbl IWineD3DStateBlock_Vtbl;
1884
1885 /* Direct3D terminology with little modifications. We do not have an issued state
1886 * because only the driver knows about it, but we have a created state because d3d
1887 * allows GetData on a created issue, but opengl doesn't
1888 */
1889 enum query_state {
1890 QUERY_CREATED,
1891 QUERY_SIGNALLED,
1892 QUERY_BUILDING
1893 };
1894 /*****************************************************************************
1895 * IWineD3DQueryImpl implementation structure (extends IUnknown)
1896 */
1897 typedef struct IWineD3DQueryImpl
1898 {
1899 const IWineD3DQueryVtbl *lpVtbl;
1900 LONG ref; /* Note: Ref counting not required */
1901
1902 IUnknown *parent;
1903 /*TODO: replace with iface usage */
1904 #if 0
1905 IWineD3DDevice *wineD3DDevice;
1906 #else
1907 IWineD3DDeviceImpl *wineD3DDevice;
1908 #endif
1909
1910 /* IWineD3DQuery fields */
1911 enum query_state state;
1912 WINED3DQUERYTYPE type;
1913 /* TODO: Think about using a IUnknown instead of a void* */
1914 void *extendedData;
1915
1916
1917 } IWineD3DQueryImpl;
1918
1919 extern const IWineD3DQueryVtbl IWineD3DQuery_Vtbl;
1920 extern const IWineD3DQueryVtbl IWineD3DEventQuery_Vtbl;
1921 extern const IWineD3DQueryVtbl IWineD3DOcclusionQuery_Vtbl;
1922
1923 /* Datastructures for IWineD3DQueryImpl.extendedData */
1924 typedef struct WineQueryOcclusionData {
1925 GLuint queryId;
1926 WineD3DContext *ctx;
1927 } WineQueryOcclusionData;
1928
1929 typedef struct WineQueryEventData {
1930 GLuint fenceId;
1931 WineD3DContext *ctx;
1932 } WineQueryEventData;
1933
1934 /*****************************************************************************
1935 * IWineD3DSwapChainImpl implementation structure (extends IUnknown)
1936 */
1937
1938 typedef struct IWineD3DSwapChainImpl
1939 {
1940 /*IUnknown part*/
1941 const IWineD3DSwapChainVtbl *lpVtbl;
1942 LONG ref; /* Note: Ref counting not required */
1943
1944 IUnknown *parent;
1945 IWineD3DDeviceImpl *wineD3DDevice;
1946
1947 /* IWineD3DSwapChain fields */
1948 IWineD3DSurface **backBuffer;
1949 IWineD3DSurface *frontBuffer;
1950 WINED3DPRESENT_PARAMETERS presentParms;
1951 DWORD orig_width, orig_height;
1952 WINED3DFORMAT orig_fmt;
1953 WINED3DGAMMARAMP orig_gamma;
1954
1955 long prev_time, frames; /* Performance tracking */
1956 unsigned int vSyncCounter;
1957
1958 WineD3DContext **context; /* Later a array for multithreading */
1959 unsigned int num_contexts;
1960
1961 HWND win_handle;
1962 } IWineD3DSwapChainImpl;
1963
1964 extern const IWineD3DSwapChainVtbl IWineD3DSwapChain_Vtbl;
1965 const IWineD3DSwapChainVtbl IWineGDISwapChain_Vtbl;
1966 void x11_copy_to_screen(IWineD3DSwapChainImpl *This, const RECT *rc);
1967
1968 HRESULT WINAPI IWineD3DBaseSwapChainImpl_QueryInterface(IWineD3DSwapChain *iface, REFIID riid, LPVOID *ppobj);
1969 ULONG WINAPI IWineD3DBaseSwapChainImpl_AddRef(IWineD3DSwapChain *iface);
1970 ULONG WINAPI IWineD3DBaseSwapChainImpl_Release(IWineD3DSwapChain *iface);
1971 HRESULT WINAPI IWineD3DBaseSwapChainImpl_GetParent(IWineD3DSwapChain *iface, IUnknown ** ppParent);
1972 HRESULT WINAPI IWineD3DBaseSwapChainImpl_GetFrontBufferData(IWineD3DSwapChain *iface, IWineD3DSurface *pDestSurface);
1973 HRESULT WINAPI IWineD3DBaseSwapChainImpl_GetBackBuffer(IWineD3DSwapChain *iface, UINT iBackBuffer, WINED3DBACKBUFFER_TYPE Type, IWineD3DSurface **ppBackBuffer);
1974 HRESULT WINAPI IWineD3DBaseSwapChainImpl_GetRasterStatus(IWineD3DSwapChain *iface, WINED3DRASTER_STATUS *pRasterStatus);
1975 HRESULT WINAPI IWineD3DBaseSwapChainImpl_GetDisplayMode(IWineD3DSwapChain *iface, WINED3DDISPLAYMODE*pMode);
1976 HRESULT WINAPI IWineD3DBaseSwapChainImpl_GetDevice(IWineD3DSwapChain *iface, IWineD3DDevice**ppDevice);
1977 HRESULT WINAPI IWineD3DBaseSwapChainImpl_GetPresentParameters(IWineD3DSwapChain *iface, WINED3DPRESENT_PARAMETERS *pPresentationParameters);
1978 HRESULT WINAPI IWineD3DBaseSwapChainImpl_SetGammaRamp(IWineD3DSwapChain *iface, DWORD Flags, CONST WINED3DGAMMARAMP *pRamp);
1979 HRESULT WINAPI IWineD3DBaseSwapChainImpl_GetGammaRamp(IWineD3DSwapChain *iface, WINED3DGAMMARAMP *pRamp);
1980
1981 WineD3DContext *IWineD3DSwapChainImpl_CreateContextForThread(IWineD3DSwapChain *iface);
1982
1983 /*****************************************************************************
1984 * Utility function prototypes
1985 */
1986
1987 /* Trace routines */
1988 const char* debug_d3dformat(WINED3DFORMAT fmt);
1989 const char* debug_d3ddevicetype(WINED3DDEVTYPE devtype);
1990 const char* debug_d3dresourcetype(WINED3DRESOURCETYPE res);
1991 const char* debug_d3dusage(DWORD usage);
1992 const char* debug_d3dusagequery(DWORD usagequery);
1993 const char* debug_d3ddeclmethod(WINED3DDECLMETHOD method);
1994 const char* debug_d3ddecltype(WINED3DDECLTYPE type);
1995 const char* debug_d3ddeclusage(BYTE usage);
1996 const char* debug_d3dprimitivetype(WINED3DPRIMITIVETYPE PrimitiveType);
1997 const char* debug_d3drenderstate(DWORD state);
1998 const char* debug_d3dsamplerstate(DWORD state);
1999 const char* debug_d3dtexturefiltertype(WINED3DTEXTUREFILTERTYPE filter_type);
2000 const char* debug_d3dtexturestate(DWORD state);
2001 const char* debug_d3dtstype(WINED3DTRANSFORMSTATETYPE tstype);
2002 const char* debug_d3dpool(WINED3DPOOL pool);
2003 const char *debug_fbostatus(GLenum status);
2004 const char *debug_glerror(GLenum error);
2005 const char *debug_d3dbasis(WINED3DBASISTYPE basis);
2006 const char *debug_d3ddegree(WINED3DDEGREETYPE order);
2007 const char* debug_d3dtop(WINED3DTEXTUREOP d3dtop);
2008 const char *debug_fixup_channel_source(enum fixup_channel_source source);
2009 const char *debug_yuv_fixup(enum yuv_fixup yuv_fixup);
2010 void dump_color_fixup_desc(struct color_fixup_desc fixup);
2011
2012 /* Routines for GL <-> D3D values */
2013 GLenum StencilOp(DWORD op);
2014 GLenum CompareFunc(DWORD func);
2015 BOOL is_invalid_op(IWineD3DDeviceImpl *This, int stage, WINED3DTEXTUREOP op, DWORD arg1, DWORD arg2, DWORD arg3);
2016 void set_tex_op_nvrc(IWineD3DDevice *iface, BOOL is_alpha, int stage, WINED3DTEXTUREOP op, DWORD arg1, DWORD arg2, DWORD arg3, INT texture_idx, DWORD dst);
2017 void set_texture_matrix(const float *smat, DWORD flags, BOOL calculatedCoords, BOOL transformed, DWORD coordtype, BOOL ffp_can_disable_proj);
2018 void texture_activate_dimensions(DWORD stage, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context);
2019 void sampler_texdim(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context);
2020 void tex_alphaop(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context);
2021 void apply_pixelshader(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context);
2022
2023 void surface_force_reload(IWineD3DSurface *iface);
2024 GLenum surface_get_gl_buffer(IWineD3DSurface *iface, IWineD3DSwapChain *swapchain);
2025 void surface_load_ds_location(IWineD3DSurface *iface, DWORD location);
2026 void surface_modify_ds_location(IWineD3DSurface *iface, DWORD location);
2027 void surface_set_compatible_renderbuffer(IWineD3DSurface *iface, unsigned int width, unsigned int height);
2028 void surface_set_texture_name(IWineD3DSurface *iface, GLuint name);
2029 void surface_set_texture_target(IWineD3DSurface *iface, GLenum target);
2030
2031 BOOL getColorBits(WINED3DFORMAT fmt, short *redSize, short *greenSize, short *blueSize, short *alphaSize, short *totalSize);
2032 BOOL getDepthStencilBits(WINED3DFORMAT fmt, short *depthSize, short *stencilSize);
2033
2034 /* Math utils */
2035 void multiply_matrix(WINED3DMATRIX *dest, const WINED3DMATRIX *src1, const WINED3DMATRIX *src2);
2036 unsigned int count_bits(unsigned int mask);
2037
2038 /*****************************************************************************
2039 * To enable calling of inherited functions, requires prototypes
2040 *
2041 * Note: Only require classes which are subclassed, ie resource, basetexture,
2042 */
2043
2044 /* IWineD3DVertexBuffer */
2045 extern const BYTE *IWineD3DVertexBufferImpl_GetMemory(IWineD3DVertexBuffer* iface, DWORD iOffset, GLint *vbo);
2046
2047 /* TODO: Make this dynamic, based on shader limits ? */
2048 #define MAX_REG_ADDR 1
2049 #define MAX_REG_TEMP 32
2050 #define MAX_REG_TEXCRD 8
2051 #define MAX_REG_INPUT 12
2052 #define MAX_REG_OUTPUT 12
2053 #define MAX_CONST_I 16
2054 #define MAX_CONST_B 16
2055
2056 /* FIXME: This needs to go up to 2048 for
2057 * Shader model 3 according to msdn (and for software shaders) */
2058 #define MAX_LABELS 16
2059
2060 typedef struct semantic {
2061 DWORD usage;
2062 DWORD reg;
2063 } semantic;
2064
2065 typedef struct local_constant {
2066 struct list entry;
2067 unsigned int idx;
2068 DWORD value[4];
2069 } local_constant;
2070
2071 typedef struct shader_reg_maps {
2072
2073 char texcoord[MAX_REG_TEXCRD]; /* pixel < 3.0 */
2074 char temporary[MAX_REG_TEMP]; /* pixel, vertex */
2075 char address[MAX_REG_ADDR]; /* vertex */
2076 char packed_input[MAX_REG_INPUT]; /* pshader >= 3.0 */
2077 char packed_output[MAX_REG_OUTPUT]; /* vertex >= 3.0 */
2078 char attributes[MAX_ATTRIBS]; /* vertex */
2079 char labels[MAX_LABELS]; /* pixel, vertex */
2080 DWORD texcoord_mask[MAX_REG_TEXCRD]; /* vertex < 3.0 */
2081
2082 /* Sampler usage tokens
2083 * Use 0 as default (bit 31 is always 1 on a valid token) */
2084 DWORD samplers[max(MAX_FRAGMENT_SAMPLERS, MAX_VERTEX_SAMPLERS)];
2085 BOOL bumpmat[MAX_TEXTURES], luminanceparams[MAX_TEXTURES];
2086 char usesnrm, vpos, usesdsy;
2087 char usesrelconstF;
2088
2089 /* Whether or not loops are used in this shader, and nesting depth */
2090 unsigned loop_depth;
2091
2092 /* Whether or not this shader uses fog */
2093 char fog;
2094
2095 } shader_reg_maps;
2096
2097 /* Undocumented opcode controls */
2098 #define INST_CONTROLS_SHIFT 16
2099 #define INST_CONTROLS_MASK 0x00ff0000
2100
2101 typedef enum COMPARISON_TYPE {
2102 COMPARISON_GT = 1,
2103 COMPARISON_EQ = 2,
2104 COMPARISON_GE = 3,
2105 COMPARISON_LT = 4,
2106 COMPARISON_NE = 5,
2107 COMPARISON_LE = 6
2108 } COMPARISON_TYPE;
2109
2110 typedef struct SHADER_OPCODE {
2111 unsigned int opcode;
2112 const char* name;
2113 const char* glname;
2114 char dst_token;
2115 CONST UINT num_params;
2116 enum WINED3D_SHADER_INSTRUCTION_HANDLER handler_idx;
2117 DWORD min_version;
2118 DWORD max_version;
2119 } SHADER_OPCODE;
2120
2121 typedef struct SHADER_OPCODE_ARG {
2122 IWineD3DBaseShader* shader;
2123 const shader_reg_maps *reg_maps;
2124 CONST SHADER_OPCODE* opcode;
2125 DWORD opcode_token;
2126 DWORD dst;
2127 DWORD dst_addr;
2128 DWORD predicate;
2129 DWORD src[4];
2130 DWORD src_addr[4];
2131 SHADER_BUFFER* buffer;
2132 } SHADER_OPCODE_ARG;
2133
2134 typedef struct SHADER_LIMITS {
2135 unsigned int temporary;
2136 unsigned int texcoord;
2137 unsigned int sampler;
2138 unsigned int constant_int;
2139 unsigned int constant_float;
2140 unsigned int constant_bool;
2141 unsigned int address;
2142 unsigned int packed_output;
2143 unsigned int packed_input;
2144 unsigned int attributes;
2145 unsigned int label;
2146 } SHADER_LIMITS;
2147
2148 /** Keeps track of details for TEX_M#x# shader opcodes which need to
2149 maintain state information between multiple codes */
2150 typedef struct SHADER_PARSE_STATE {
2151 unsigned int current_row;
2152 DWORD texcoord_w[2];
2153 } SHADER_PARSE_STATE;
2154
2155 #ifdef __GNUC__
2156 #define PRINTF_ATTR(fmt,args) __attribute__((format (printf,fmt,args)))
2157 #else
2158 #define PRINTF_ATTR(fmt,args)
2159 #endif
2160
2161 /* Base Shader utility functions.
2162 * (may move callers into the same file in the future) */
2163 extern int shader_addline(
2164 SHADER_BUFFER* buffer,
2165 const char* fmt, ...) PRINTF_ATTR(2,3);
2166
2167 const SHADER_OPCODE *shader_get_opcode(const SHADER_OPCODE *shader_ins, DWORD shader_version, DWORD code);
2168
2169 /* Vertex shader utility functions */
2170 extern BOOL vshader_get_input(
2171 IWineD3DVertexShader* iface,
2172 BYTE usage_req, BYTE usage_idx_req,
2173 unsigned int* regnum);
2174
2175 extern BOOL vshader_input_is_color(
2176 IWineD3DVertexShader* iface,
2177 unsigned int regnum);
2178
2179 extern HRESULT allocate_shader_constants(IWineD3DStateBlockImpl* object);
2180
2181 /* GLSL helper functions */
2182 extern void shader_glsl_add_instruction_modifiers(const SHADER_OPCODE_ARG *arg);
2183
2184 /*****************************************************************************
2185 * IDirect3DBaseShader implementation structure
2186 */
2187 typedef struct IWineD3DBaseShaderClass
2188 {
2189 LONG ref;
2190 DWORD hex_version;
2191 SHADER_LIMITS limits;
2192 SHADER_PARSE_STATE parse_state;
2193 CONST SHADER_OPCODE *shader_ins;
2194 DWORD *function;
2195 UINT functionLength;
2196 BOOL is_compiled;
2197 UINT cur_loop_depth, cur_loop_regno;
2198 BOOL load_local_constsF;
2199
2200 /* Type of shader backend */
2201 int shader_mode;
2202
2203 /* Programs this shader is linked with */
2204 struct list linked_programs;
2205
2206 /* Immediate constants (override global ones) */
2207 struct list constantsB;
2208 struct list constantsF;
2209 struct list constantsI;
2210 shader_reg_maps reg_maps;
2211
2212 UINT sampled_samplers[MAX_COMBINED_SAMPLERS];
2213 UINT num_sampled_samplers;
2214
2215 UINT recompile_count;
2216
2217 /* Pointer to the parent device */
2218 IWineD3DDevice *device;
2219 struct list shader_list_entry;
2220
2221 } IWineD3DBaseShaderClass;
2222
2223 typedef struct IWineD3DBaseShaderImpl {
2224 /* IUnknown */
2225 const IWineD3DBaseShaderVtbl *lpVtbl;
2226
2227 /* IWineD3DBaseShader */
2228 IWineD3DBaseShaderClass baseShader;
2229 } IWineD3DBaseShaderImpl;
2230
2231 HRESULT WINAPI IWineD3DBaseShaderImpl_QueryInterface(IWineD3DBaseShader *iface, REFIID riid, LPVOID *ppobj);
2232 ULONG WINAPI IWineD3DBaseShaderImpl_AddRef(IWineD3DBaseShader *iface);
2233 ULONG WINAPI IWineD3DBaseShaderImpl_Release(IWineD3DBaseShader *iface);
2234
2235 extern HRESULT shader_get_registers_used(
2236 IWineD3DBaseShader *iface,
2237 shader_reg_maps* reg_maps,
2238 semantic* semantics_in,
2239 semantic* semantics_out,
2240 CONST DWORD* pToken,
2241 IWineD3DStateBlockImpl *stateBlock);
2242
2243 extern void shader_generate_main(IWineD3DBaseShader *iface, SHADER_BUFFER *buffer,
2244 const shader_reg_maps *reg_maps, const DWORD *pFunction);
2245
2246 extern void shader_trace_init(
2247 IWineD3DBaseShader *iface,
2248 const DWORD* pFunction);
2249
2250 static inline int shader_get_regtype(const DWORD param) {
2251 return (((param & WINED3DSP_REGTYPE_MASK) >> WINED3DSP_REGTYPE_SHIFT) |
2252 ((param & WINED3DSP_REGTYPE_MASK2) >> WINED3DSP_REGTYPE_SHIFT2));
2253 }
2254
2255 static inline int shader_get_writemask(const DWORD param) {
2256 return param & WINED3DSP_WRITEMASK_ALL;
2257 }
2258
2259 static inline BOOL shader_is_pshader_version(DWORD token) {
2260 return 0xFFFF0000 == (token & 0xFFFF0000);
2261 }
2262
2263 static inline BOOL shader_is_vshader_version(DWORD token) {
2264 return 0xFFFE0000 == (token & 0xFFFF0000);
2265 }
2266
2267 static inline BOOL shader_is_comment(DWORD token) {
2268 return WINED3DSIO_COMMENT == (token & WINED3DSI_OPCODE_MASK);
2269 }
2270
2271 static inline BOOL shader_is_scalar(DWORD param) {
2272 DWORD reg_type = shader_get_regtype(param);
2273 DWORD reg_num;
2274
2275 switch (reg_type) {
2276 case WINED3DSPR_RASTOUT:
2277 if ((param & WINED3DSP_REGNUM_MASK) != 0) {
2278 /* oFog & oPts */
2279 return TRUE;
2280 }
2281 /* oPos */
2282 return FALSE;
2283
2284 case WINED3DSPR_DEPTHOUT: /* oDepth */
2285 case WINED3DSPR_CONSTBOOL: /* b# */
2286 case WINED3DSPR_LOOP: /* aL */
2287 case WINED3DSPR_PREDICATE: /* p0 */
2288 return TRUE;
2289
2290 case WINED3DSPR_MISCTYPE:
2291 reg_num = param & WINED3DSP_REGNUM_MASK;
2292 switch(reg_num) {
2293 case 0: /* vPos */
2294 return FALSE;
2295 case 1: /* vFace */
2296 return TRUE;
2297 default:
2298 return FALSE;
2299 }
2300
2301 default:
2302 return FALSE;
2303 }
2304 }
2305
2306 static inline BOOL shader_constant_is_local(IWineD3DBaseShaderImpl* This, DWORD reg) {
2307 local_constant* lconst;
2308
2309 if(This->baseShader.load_local_constsF) return FALSE;
2310 LIST_FOR_EACH_ENTRY(lconst, &This->baseShader.constantsF, local_constant, entry) {
2311 if(lconst->idx == reg) return TRUE;
2312 }
2313 return FALSE;
2314
2315 }
2316
2317 /*****************************************************************************
2318 * IDirect3DVertexShader implementation structure
2319 */
2320 typedef struct IWineD3DVertexShaderImpl {
2321 /* IUnknown parts*/
2322 const IWineD3DVertexShaderVtbl *lpVtbl;
2323
2324 /* IWineD3DBaseShader */
2325 IWineD3DBaseShaderClass baseShader;
2326
2327 /* IWineD3DVertexShaderImpl */
2328 IUnknown *parent;
2329
2330 DWORD usage;
2331
2332 /* The GL shader */
2333 GLuint prgId;
2334
2335 /* Vertex shader input and output semantics */
2336 semantic semantics_in [MAX_ATTRIBS];
2337 semantic semantics_out [MAX_REG_OUTPUT];
2338
2339 /* Ordered array of attributes that are swizzled */
2340 attrib_declaration swizzled_attribs [MAX_ATTRIBS];
2341 UINT num_swizzled_attribs;
2342
2343 UINT min_rel_offset, max_rel_offset;
2344 UINT rel_offset;
2345
2346 UINT recompile_count;
2347 } IWineD3DVertexShaderImpl;
2348 extern const SHADER_OPCODE IWineD3DVertexShaderImpl_shader_ins[];
2349 extern const IWineD3DVertexShaderVtbl IWineD3DVertexShader_Vtbl;
2350 HRESULT IWineD3DVertexShaderImpl_CompileShader(IWineD3DVertexShader *iface);
2351
2352 /*****************************************************************************
2353 * IDirect3DPixelShader implementation structure
2354 */
2355
2356 enum vertexprocessing_mode {
2357 fixedfunction,
2358 vertexshader,
2359 pretransformed
2360 };
2361
2362 struct stb_const_desc {
2363 char texunit;
2364 UINT const_num;
2365 };
2366
2367 /* Stateblock dependent parameters which have to be hardcoded
2368 * into the shader code
2369 */
2370 struct ps_compile_args {
2371 struct color_fixup_desc color_fixup[MAX_FRAGMENT_SAMPLERS];
2372 BOOL srgb_correction;
2373 enum vertexprocessing_mode vp_mode;
2374 /* Projected textures(ps 1.0-1.3) */
2375 /* Texture types(2D, Cube, 3D) in ps 1.x */
2376 };
2377
2378 struct ps_compiled_shader {
2379 struct ps_compile_args args;
2380 GLuint prgId;
2381 };
2382
2383 typedef struct IWineD3DPixelShaderImpl {
2384 /* IUnknown parts */
2385 const IWineD3DPixelShaderVtbl *lpVtbl;
2386
2387 /* IWineD3DBaseShader */
2388 IWineD3DBaseShaderClass baseShader;
2389
2390 /* IWineD3DPixelShaderImpl */
2391 IUnknown *parent;
2392
2393 /* Pixel shader input semantics */
2394 semantic semantics_in [MAX_REG_INPUT];
2395 DWORD input_reg_map[MAX_REG_INPUT];
2396 BOOL input_reg_used[MAX_REG_INPUT];
2397 int declared_in_count;
2398
2399 /* The GL shader */
2400 struct ps_compiled_shader *gl_shaders;
2401 UINT num_gl_shaders;
2402
2403 /* Some information about the shader behavior */
2404 struct stb_const_desc bumpenvmatconst[MAX_TEXTURES];
2405 char numbumpenvmatconsts;
2406 struct stb_const_desc luminanceconst[MAX_TEXTURES];
2407 char vpos_uniform;
2408 } IWineD3DPixelShaderImpl;
2409
2410 extern const SHADER_OPCODE IWineD3DPixelShaderImpl_shader_ins[];
2411 extern const IWineD3DPixelShaderVtbl IWineD3DPixelShader_Vtbl;
2412 GLuint find_gl_pshader(IWineD3DPixelShaderImpl *shader, const struct ps_compile_args *args);
2413 void find_ps_compile_args(IWineD3DPixelShaderImpl *shader, IWineD3DStateBlockImpl *stateblock, struct ps_compile_args *args);
2414
2415 /* sRGB correction constants */
2416 static const float srgb_cmp = 0.0031308;
2417 static const float srgb_mul_low = 12.92;
2418 static const float srgb_pow = 0.41666;
2419 static const float srgb_mul_high = 1.055;
2420 static const float srgb_sub_high = 0.055;
2421
2422 /*****************************************************************************
2423 * IWineD3DPalette implementation structure
2424 */
2425 struct IWineD3DPaletteImpl {
2426 /* IUnknown parts */
2427 const IWineD3DPaletteVtbl *lpVtbl;
2428 LONG ref;
2429
2430 IUnknown *parent;
2431 IWineD3DDeviceImpl *wineD3DDevice;
2432
2433 /* IWineD3DPalette */
2434 HPALETTE hpal;
2435 WORD palVersion; /*| */
2436 WORD palNumEntries; /*| LOGPALETTE */
2437 PALETTEENTRY palents[256]; /*| */
2438 /* This is to store the palette in 'screen format' */
2439 int screen_palents[256];
2440 DWORD Flags;
2441 };
2442
2443 extern const IWineD3DPaletteVtbl IWineD3DPalette_Vtbl;
2444 DWORD IWineD3DPaletteImpl_Size(DWORD dwFlags);
2445
2446 /* DirectDraw utility functions */
2447 extern WINED3DFORMAT pixelformat_for_depth(DWORD depth);
2448
2449 /*****************************************************************************
2450 * Pixel format management
2451 */
2452
2453 struct GlPixelFormatDesc
2454 {
2455 GLint glInternal;
2456 GLint glGammaInternal;
2457 GLint rtInternal;
2458 GLint glFormat;
2459 GLint glType;
2460 unsigned int Flags;
2461 float heightscale;
2462 struct color_fixup_desc color_fixup;
2463 };
2464
2465 typedef struct {
2466 WINED3DFORMAT format;
2467 DWORD alphaMask, redMask, greenMask, blueMask;
2468 UINT bpp;
2469 short depthSize, stencilSize;
2470 BOOL isFourcc;
2471 } StaticPixelFormatDesc;
2472
2473 const StaticPixelFormatDesc *getFormatDescEntry(WINED3DFORMAT fmt,
2474 const WineD3D_GL_Info *gl_info, const struct GlPixelFormatDesc **glDesc);
2475
2476 static inline BOOL use_vs(IWineD3DDeviceImpl *device) {
2477 return (device->vs_selected_mode != SHADER_NONE
2478 && device->stateBlock->vertexShader
2479 && ((IWineD3DVertexShaderImpl *)device->stateBlock->vertexShader)->baseShader.function
2480 && !device->strided_streams.u.s.position_transformed);
2481 }
2482
2483 static inline BOOL use_ps(IWineD3DDeviceImpl *device) {
2484 return (device->ps_selected_mode != SHADER_NONE
2485 && device->stateBlock->pixelShader
2486 && ((IWineD3DPixelShaderImpl *)device->stateBlock->pixelShader)->baseShader.function);
2487 }
2488
2489 void stretch_rect_fbo(IWineD3DDevice *iface, IWineD3DSurface *src_surface, WINED3DRECT *src_rect,
2490 IWineD3DSurface *dst_surface, WINED3DRECT *dst_rect, const WINED3DTEXTUREFILTERTYPE filter, BOOL flip);
2491 #endif