- sync wined3d, d3d8, d3d9, ddraw with Wine 1.1.21
[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 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 #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 "wine/wined3d.h"
42 #include "wined3d_gl.h"
43 #include "wine/list.h"
44
45 /* Texture format fixups */
46
47 enum fixup_channel_source
48 {
49 CHANNEL_SOURCE_ZERO = 0,
50 CHANNEL_SOURCE_ONE = 1,
51 CHANNEL_SOURCE_X = 2,
52 CHANNEL_SOURCE_Y = 3,
53 CHANNEL_SOURCE_Z = 4,
54 CHANNEL_SOURCE_W = 5,
55 CHANNEL_SOURCE_YUV0 = 6,
56 CHANNEL_SOURCE_YUV1 = 7,
57 };
58
59 enum yuv_fixup
60 {
61 YUV_FIXUP_YUY2 = 0,
62 YUV_FIXUP_UYVY = 1,
63 YUV_FIXUP_YV12 = 2,
64 };
65
66 #include <pshpack2.h>
67 struct color_fixup_desc
68 {
69 unsigned x_sign_fixup : 1;
70 unsigned x_source : 3;
71 unsigned y_sign_fixup : 1;
72 unsigned y_source : 3;
73 unsigned z_sign_fixup : 1;
74 unsigned z_source : 3;
75 unsigned w_sign_fixup : 1;
76 unsigned w_source : 3;
77 };
78 #include <poppack.h>
79
80 static const struct color_fixup_desc COLOR_FIXUP_IDENTITY =
81 {0, CHANNEL_SOURCE_X, 0, CHANNEL_SOURCE_Y, 0, CHANNEL_SOURCE_Z, 0, CHANNEL_SOURCE_W};
82
83 static inline struct color_fixup_desc create_color_fixup_desc(
84 int sign0, enum fixup_channel_source src0, int sign1, enum fixup_channel_source src1,
85 int sign2, enum fixup_channel_source src2, int sign3, enum fixup_channel_source src3)
86 {
87 struct color_fixup_desc fixup =
88 {
89 sign0, src0,
90 sign1, src1,
91 sign2, src2,
92 sign3, src3,
93 };
94 return fixup;
95 }
96
97 static inline struct color_fixup_desc create_yuv_fixup_desc(enum yuv_fixup yuv_fixup)
98 {
99 struct color_fixup_desc fixup =
100 {
101 0, yuv_fixup & (1 << 0) ? CHANNEL_SOURCE_YUV1 : CHANNEL_SOURCE_YUV0,
102 0, yuv_fixup & (1 << 1) ? CHANNEL_SOURCE_YUV1 : CHANNEL_SOURCE_YUV0,
103 0, yuv_fixup & (1 << 2) ? CHANNEL_SOURCE_YUV1 : CHANNEL_SOURCE_YUV0,
104 0, yuv_fixup & (1 << 3) ? CHANNEL_SOURCE_YUV1 : CHANNEL_SOURCE_YUV0,
105 };
106 return fixup;
107 }
108
109 static inline BOOL is_identity_fixup(struct color_fixup_desc fixup)
110 {
111 return !memcmp(&fixup, &COLOR_FIXUP_IDENTITY, sizeof(fixup));
112 }
113
114 static inline BOOL is_yuv_fixup(struct color_fixup_desc fixup)
115 {
116 return fixup.x_source == CHANNEL_SOURCE_YUV0 || fixup.x_source == CHANNEL_SOURCE_YUV1;
117 }
118
119 static inline enum yuv_fixup get_yuv_fixup(struct color_fixup_desc fixup)
120 {
121 enum yuv_fixup yuv_fixup = 0;
122 if (fixup.x_source == CHANNEL_SOURCE_YUV1) yuv_fixup |= (1 << 0);
123 if (fixup.y_source == CHANNEL_SOURCE_YUV1) yuv_fixup |= (1 << 1);
124 if (fixup.z_source == CHANNEL_SOURCE_YUV1) yuv_fixup |= (1 << 2);
125 if (fixup.w_source == CHANNEL_SOURCE_YUV1) yuv_fixup |= (1 << 3);
126 return yuv_fixup;
127 }
128
129 /* Hash table functions */
130 typedef unsigned int (hash_function_t)(const void *key);
131 typedef BOOL (compare_function_t)(const void *keya, const void *keyb);
132
133 #define ceilf(x) (float)ceil((double)x)
134
135 struct hash_table_entry_t {
136 void *key;
137 void *value;
138 unsigned int hash;
139 struct list entry;
140 };
141
142 struct hash_table_t {
143 hash_function_t *hash_function;
144 compare_function_t *compare_function;
145 struct list *buckets;
146 unsigned int bucket_count;
147 struct hash_table_entry_t *entries;
148 unsigned int entry_count;
149 struct list free_entries;
150 unsigned int count;
151 unsigned int grow_size;
152 unsigned int shrink_size;
153 };
154
155 struct hash_table_t *hash_table_create(hash_function_t *hash_function, compare_function_t *compare_function);
156 void hash_table_destroy(struct hash_table_t *table, void (*free_value)(void *value, void *cb), void *cb);
157 void hash_table_for_each_entry(struct hash_table_t *table, void (*callback)(void *value, void *context), void *context);
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
172 /* Used for CreateStateBlock */
173 #define NUM_SAVEDPIXELSTATES_R 35
174 #define NUM_SAVEDPIXELSTATES_T 18
175 #define NUM_SAVEDPIXELSTATES_S 12
176 #define NUM_SAVEDVERTEXSTATES_R 34
177 #define NUM_SAVEDVERTEXSTATES_T 2
178 #define NUM_SAVEDVERTEXSTATES_S 1
179
180 extern const DWORD SavedPixelStates_R[NUM_SAVEDPIXELSTATES_R];
181 extern const DWORD SavedPixelStates_T[NUM_SAVEDPIXELSTATES_T];
182 extern const DWORD SavedPixelStates_S[NUM_SAVEDPIXELSTATES_S];
183 extern const DWORD SavedVertexStates_R[NUM_SAVEDVERTEXSTATES_R];
184 extern const DWORD SavedVertexStates_T[NUM_SAVEDVERTEXSTATES_T];
185 extern const DWORD SavedVertexStates_S[NUM_SAVEDVERTEXSTATES_S];
186
187 typedef enum _WINELOOKUP {
188 WINELOOKUP_WARPPARAM = 0,
189 MAX_LOOKUPS = 1
190 } WINELOOKUP;
191
192 extern const int minLookup[MAX_LOOKUPS];
193 extern const int maxLookup[MAX_LOOKUPS];
194 extern DWORD *stateLookup[MAX_LOOKUPS];
195
196 struct min_lookup
197 {
198 GLenum mip[WINED3DTEXF_LINEAR + 1];
199 };
200
201 struct min_lookup minMipLookup[WINED3DTEXF_ANISOTROPIC + 1];
202 const struct min_lookup minMipLookup_noFilter[WINED3DTEXF_ANISOTROPIC + 1];
203 GLenum magLookup[WINED3DTEXF_ANISOTROPIC + 1];
204 const GLenum magLookup_noFilter[WINED3DTEXF_ANISOTROPIC + 1];
205
206 extern const struct filter_lookup filter_lookup_nofilter;
207 extern struct filter_lookup filter_lookup;
208
209 /* float_16_to_32() and float_32_to_16() (see implementation in
210 * surface_base.c) convert 16 bit floats in the FLOAT16 data type
211 * to standard C floats and vice versa. They do not depend on the encoding
212 * of the C float, so they are platform independent, but slow. On x86 and
213 * other IEEE 754 compliant platforms the conversion can be accelerated by
214 * bit shifting the exponent and mantissa. There are also some SSE-based
215 * assembly routines out there.
216 *
217 * See GL_NV_half_float for a reference of the FLOAT16 / GL_HALF format
218 */
219 static inline float float_16_to_32(const unsigned short *in) {
220 const unsigned short s = ((*in) & 0x8000);
221 const unsigned short e = ((*in) & 0x7C00) >> 10;
222 const unsigned short m = (*in) & 0x3FF;
223 const float sgn = (s ? -1.0 : 1.0);
224
225 if(e == 0) {
226 if(m == 0) return sgn * 0.0; /* +0.0 or -0.0 */
227 else return sgn * pow(2, -14.0) * ( (float) m / 1024.0);
228 } else if(e < 31) {
229 return sgn * pow(2, (float) e-15.0) * (1.0 + ((float) m / 1024.0));
230 } else {
231 if(m == 0) return sgn / 0.0; /* +INF / -INF */
232 else return 0.0 / 0.0; /* NAN */
233 }
234 }
235
236 /**
237 * Settings
238 */
239 #define VS_NONE 0
240 #define VS_HW 1
241
242 #define PS_NONE 0
243 #define PS_HW 1
244
245 #define VBO_NONE 0
246 #define VBO_HW 1
247
248 #define NP2_NONE 0
249 #define NP2_REPACK 1
250 #define NP2_NATIVE 2
251
252 #define ORM_BACKBUFFER 0
253 #define ORM_PBUFFER 1
254 #define ORM_FBO 2
255
256 #define SHADER_ARB 1
257 #define SHADER_GLSL 2
258 #define SHADER_ATI 3
259 #define SHADER_NONE 4
260
261 #define RTL_DISABLE -1
262 #define RTL_AUTO 0
263 #define RTL_READDRAW 1
264 #define RTL_READTEX 2
265 #define RTL_TEXDRAW 3
266 #define RTL_TEXTEX 4
267
268 #define PCI_VENDOR_NONE 0xffff /* e.g. 0x8086 for Intel and 0x10de for Nvidia */
269 #define PCI_DEVICE_NONE 0xffff /* e.g. 0x14f for a Geforce6200 */
270
271 /* NOTE: When adding fields to this structure, make sure to update the default
272 * values in wined3d_main.c as well. */
273 typedef struct wined3d_settings_s {
274 /* vertex and pixel shader modes */
275 int vs_mode;
276 int ps_mode;
277 int vbo_mode;
278 /* Ideally, we don't want the user to have to request GLSL. If the hardware supports GLSL,
279 we should use it. However, until it's fully implemented, we'll leave it as a registry
280 setting for developers. */
281 BOOL glslRequested;
282 int offscreen_rendering_mode;
283 int rendertargetlock_mode;
284 unsigned short pci_vendor_id;
285 unsigned short pci_device_id;
286 /* Memory tracking and object counting */
287 unsigned int emulated_textureram;
288 char *logo;
289 int allow_multisampling;
290 } wined3d_settings_t;
291
292 extern wined3d_settings_t wined3d_settings;
293
294 typedef enum _WINED3DSAMPLER_TEXTURE_TYPE
295 {
296 WINED3DSTT_UNKNOWN = 0,
297 WINED3DSTT_1D = 1,
298 WINED3DSTT_2D = 2,
299 WINED3DSTT_CUBE = 3,
300 WINED3DSTT_VOLUME = 4,
301 } WINED3DSAMPLER_TEXTURE_TYPE;
302
303 typedef enum _WINED3DSHADER_PARAM_REGISTER_TYPE
304 {
305 WINED3DSPR_TEMP = 0,
306 WINED3DSPR_INPUT = 1,
307 WINED3DSPR_CONST = 2,
308 WINED3DSPR_ADDR = 3,
309 WINED3DSPR_TEXTURE = 3,
310 WINED3DSPR_RASTOUT = 4,
311 WINED3DSPR_ATTROUT = 5,
312 WINED3DSPR_TEXCRDOUT = 6,
313 WINED3DSPR_OUTPUT = 6,
314 WINED3DSPR_CONSTINT = 7,
315 WINED3DSPR_COLOROUT = 8,
316 WINED3DSPR_DEPTHOUT = 9,
317 WINED3DSPR_SAMPLER = 10,
318 WINED3DSPR_CONST2 = 11,
319 WINED3DSPR_CONST3 = 12,
320 WINED3DSPR_CONST4 = 13,
321 WINED3DSPR_CONSTBOOL = 14,
322 WINED3DSPR_LOOP = 15,
323 WINED3DSPR_TEMPFLOAT16 = 16,
324 WINED3DSPR_MISCTYPE = 17,
325 WINED3DSPR_LABEL = 18,
326 WINED3DSPR_PREDICATE = 19,
327 WINED3DSPR_IMMCONST,
328 } WINED3DSHADER_PARAM_REGISTER_TYPE;
329
330 enum wined3d_immconst_type
331 {
332 WINED3D_IMMCONST_FLOAT,
333 WINED3D_IMMCONST_FLOAT4,
334 };
335
336 typedef enum _WINED3DVS_RASTOUT_OFFSETS
337 {
338 WINED3DSRO_POSITION = 0,
339 WINED3DSRO_FOG = 1,
340 WINED3DSRO_POINT_SIZE = 2,
341 } WINED3DVS_RASTOUT_OFFSETS;
342
343 #define WINED3DSP_NOSWIZZLE (0 | (1 << 2) | (2 << 4) | (3 << 6))
344
345 typedef enum _WINED3DSHADER_PARAM_SRCMOD_TYPE
346 {
347 WINED3DSPSM_NONE = 0,
348 WINED3DSPSM_NEG = 1,
349 WINED3DSPSM_BIAS = 2,
350 WINED3DSPSM_BIASNEG = 3,
351 WINED3DSPSM_SIGN = 4,
352 WINED3DSPSM_SIGNNEG = 5,
353 WINED3DSPSM_COMP = 6,
354 WINED3DSPSM_X2 = 7,
355 WINED3DSPSM_X2NEG = 8,
356 WINED3DSPSM_DZ = 9,
357 WINED3DSPSM_DW = 10,
358 WINED3DSPSM_ABS = 11,
359 WINED3DSPSM_ABSNEG = 12,
360 WINED3DSPSM_NOT = 13,
361 } WINED3DSHADER_PARAM_SRCMOD_TYPE;
362
363 #define WINED3DSP_WRITEMASK_0 0x1 /* .x r */
364 #define WINED3DSP_WRITEMASK_1 0x2 /* .y g */
365 #define WINED3DSP_WRITEMASK_2 0x4 /* .z b */
366 #define WINED3DSP_WRITEMASK_3 0x8 /* .w a */
367 #define WINED3DSP_WRITEMASK_ALL 0xf /* all */
368
369 typedef enum _WINED3DSHADER_PARAM_DSTMOD_TYPE
370 {
371 WINED3DSPDM_NONE = 0,
372 WINED3DSPDM_SATURATE = 1,
373 WINED3DSPDM_PARTIALPRECISION = 2,
374 WINED3DSPDM_MSAMPCENTROID = 4,
375 } WINED3DSHADER_PARAM_DSTMOD_TYPE;
376
377 typedef enum _WINED3DSHADER_INSTRUCTION_OPCODE_TYPE
378 {
379 WINED3DSIO_NOP = 0,
380 WINED3DSIO_MOV = 1,
381 WINED3DSIO_ADD = 2,
382 WINED3DSIO_SUB = 3,
383 WINED3DSIO_MAD = 4,
384 WINED3DSIO_MUL = 5,
385 WINED3DSIO_RCP = 6,
386 WINED3DSIO_RSQ = 7,
387 WINED3DSIO_DP3 = 8,
388 WINED3DSIO_DP4 = 9,
389 WINED3DSIO_MIN = 10,
390 WINED3DSIO_MAX = 11,
391 WINED3DSIO_SLT = 12,
392 WINED3DSIO_SGE = 13,
393 WINED3DSIO_EXP = 14,
394 WINED3DSIO_LOG = 15,
395 WINED3DSIO_LIT = 16,
396 WINED3DSIO_DST = 17,
397 WINED3DSIO_LRP = 18,
398 WINED3DSIO_FRC = 19,
399 WINED3DSIO_M4x4 = 20,
400 WINED3DSIO_M4x3 = 21,
401 WINED3DSIO_M3x4 = 22,
402 WINED3DSIO_M3x3 = 23,
403 WINED3DSIO_M3x2 = 24,
404 WINED3DSIO_CALL = 25,
405 WINED3DSIO_CALLNZ = 26,
406 WINED3DSIO_LOOP = 27,
407 WINED3DSIO_RET = 28,
408 WINED3DSIO_ENDLOOP = 29,
409 WINED3DSIO_LABEL = 30,
410 WINED3DSIO_DCL = 31,
411 WINED3DSIO_POW = 32,
412 WINED3DSIO_CRS = 33,
413 WINED3DSIO_SGN = 34,
414 WINED3DSIO_ABS = 35,
415 WINED3DSIO_NRM = 36,
416 WINED3DSIO_SINCOS = 37,
417 WINED3DSIO_REP = 38,
418 WINED3DSIO_ENDREP = 39,
419 WINED3DSIO_IF = 40,
420 WINED3DSIO_IFC = 41,
421 WINED3DSIO_ELSE = 42,
422 WINED3DSIO_ENDIF = 43,
423 WINED3DSIO_BREAK = 44,
424 WINED3DSIO_BREAKC = 45,
425 WINED3DSIO_MOVA = 46,
426 WINED3DSIO_DEFB = 47,
427 WINED3DSIO_DEFI = 48,
428
429 WINED3DSIO_TEXCOORD = 64,
430 WINED3DSIO_TEXKILL = 65,
431 WINED3DSIO_TEX = 66,
432 WINED3DSIO_TEXBEM = 67,
433 WINED3DSIO_TEXBEML = 68,
434 WINED3DSIO_TEXREG2AR = 69,
435 WINED3DSIO_TEXREG2GB = 70,
436 WINED3DSIO_TEXM3x2PAD = 71,
437 WINED3DSIO_TEXM3x2TEX = 72,
438 WINED3DSIO_TEXM3x3PAD = 73,
439 WINED3DSIO_TEXM3x3TEX = 74,
440 WINED3DSIO_TEXM3x3DIFF = 75,
441 WINED3DSIO_TEXM3x3SPEC = 76,
442 WINED3DSIO_TEXM3x3VSPEC = 77,
443 WINED3DSIO_EXPP = 78,
444 WINED3DSIO_LOGP = 79,
445 WINED3DSIO_CND = 80,
446 WINED3DSIO_DEF = 81,
447 WINED3DSIO_TEXREG2RGB = 82,
448 WINED3DSIO_TEXDP3TEX = 83,
449 WINED3DSIO_TEXM3x2DEPTH = 84,
450 WINED3DSIO_TEXDP3 = 85,
451 WINED3DSIO_TEXM3x3 = 86,
452 WINED3DSIO_TEXDEPTH = 87,
453 WINED3DSIO_CMP = 88,
454 WINED3DSIO_BEM = 89,
455 WINED3DSIO_DP2ADD = 90,
456 WINED3DSIO_DSX = 91,
457 WINED3DSIO_DSY = 92,
458 WINED3DSIO_TEXLDD = 93,
459 WINED3DSIO_SETP = 94,
460 WINED3DSIO_TEXLDL = 95,
461 WINED3DSIO_BREAKP = 96,
462
463 WINED3DSIO_PHASE = 0xfffd,
464 WINED3DSIO_COMMENT = 0xfffe,
465 WINED3DSIO_END = 0Xffff,
466 } WINED3DSHADER_INSTRUCTION_OPCODE_TYPE;
467
468 /* Undocumented opcode control to identify projective texture lookups in ps 2.0 and later */
469 #define WINED3DSI_TEXLD_PROJECT 1
470 #define WINED3DSI_TEXLD_BIAS 2
471
472 typedef enum COMPARISON_TYPE
473 {
474 COMPARISON_GT = 1,
475 COMPARISON_EQ = 2,
476 COMPARISON_GE = 3,
477 COMPARISON_LT = 4,
478 COMPARISON_NE = 5,
479 COMPARISON_LE = 6,
480 } COMPARISON_TYPE;
481
482 #define WINED3D_SM1_VS 0xfffe
483 #define WINED3D_SM1_PS 0xffff
484 #define WINED3D_SM4_PS 0x0000
485 #define WINED3D_SM4_VS 0x0001
486 #define WINED3D_SM4_GS 0x0002
487
488 /* Shader version tokens, and shader end tokens */
489 #define WINED3DPS_VERSION(major, minor) ((WINED3D_SM1_PS << 16) | ((major) << 8) | (minor))
490 #define WINED3DVS_VERSION(major, minor) ((WINED3D_SM1_VS << 16) | ((major) << 8) | (minor))
491
492 /* Shader backends */
493
494 /* TODO: Make this dynamic, based on shader limits ? */
495 #define MAX_ATTRIBS 16
496 #define MAX_REG_ADDR 1
497 #define MAX_REG_TEMP 32
498 #define MAX_REG_TEXCRD 8
499 #define MAX_REG_INPUT 12
500 #define MAX_REG_OUTPUT 12
501 #define MAX_CONST_I 16
502 #define MAX_CONST_B 16
503
504 /* FIXME: This needs to go up to 2048 for
505 * Shader model 3 according to msdn (and for software shaders) */
506 #define MAX_LABELS 16
507
508 #define SHADER_PGMSIZE 65535
509 typedef struct SHADER_BUFFER {
510 char* buffer;
511 unsigned int bsize;
512 unsigned int lineNo;
513 BOOL newline;
514 } SHADER_BUFFER;
515
516 enum WINED3D_SHADER_INSTRUCTION_HANDLER
517 {
518 WINED3DSIH_ABS,
519 WINED3DSIH_ADD,
520 WINED3DSIH_BEM,
521 WINED3DSIH_BREAK,
522 WINED3DSIH_BREAKC,
523 WINED3DSIH_BREAKP,
524 WINED3DSIH_CALL,
525 WINED3DSIH_CALLNZ,
526 WINED3DSIH_CMP,
527 WINED3DSIH_CND,
528 WINED3DSIH_CRS,
529 WINED3DSIH_DCL,
530 WINED3DSIH_DEF,
531 WINED3DSIH_DEFB,
532 WINED3DSIH_DEFI,
533 WINED3DSIH_DP2ADD,
534 WINED3DSIH_DP3,
535 WINED3DSIH_DP4,
536 WINED3DSIH_DST,
537 WINED3DSIH_DSX,
538 WINED3DSIH_DSY,
539 WINED3DSIH_ELSE,
540 WINED3DSIH_ENDIF,
541 WINED3DSIH_ENDLOOP,
542 WINED3DSIH_ENDREP,
543 WINED3DSIH_EXP,
544 WINED3DSIH_EXPP,
545 WINED3DSIH_FRC,
546 WINED3DSIH_IF,
547 WINED3DSIH_IFC,
548 WINED3DSIH_LABEL,
549 WINED3DSIH_LIT,
550 WINED3DSIH_LOG,
551 WINED3DSIH_LOGP,
552 WINED3DSIH_LOOP,
553 WINED3DSIH_LRP,
554 WINED3DSIH_M3x2,
555 WINED3DSIH_M3x3,
556 WINED3DSIH_M3x4,
557 WINED3DSIH_M4x3,
558 WINED3DSIH_M4x4,
559 WINED3DSIH_MAD,
560 WINED3DSIH_MAX,
561 WINED3DSIH_MIN,
562 WINED3DSIH_MOV,
563 WINED3DSIH_MOVA,
564 WINED3DSIH_MUL,
565 WINED3DSIH_NOP,
566 WINED3DSIH_NRM,
567 WINED3DSIH_PHASE,
568 WINED3DSIH_POW,
569 WINED3DSIH_RCP,
570 WINED3DSIH_REP,
571 WINED3DSIH_RET,
572 WINED3DSIH_RSQ,
573 WINED3DSIH_SETP,
574 WINED3DSIH_SGE,
575 WINED3DSIH_SGN,
576 WINED3DSIH_SINCOS,
577 WINED3DSIH_SLT,
578 WINED3DSIH_SUB,
579 WINED3DSIH_TEX,
580 WINED3DSIH_TEXBEM,
581 WINED3DSIH_TEXBEML,
582 WINED3DSIH_TEXCOORD,
583 WINED3DSIH_TEXDEPTH,
584 WINED3DSIH_TEXDP3,
585 WINED3DSIH_TEXDP3TEX,
586 WINED3DSIH_TEXKILL,
587 WINED3DSIH_TEXLDD,
588 WINED3DSIH_TEXLDL,
589 WINED3DSIH_TEXM3x2DEPTH,
590 WINED3DSIH_TEXM3x2PAD,
591 WINED3DSIH_TEXM3x2TEX,
592 WINED3DSIH_TEXM3x3,
593 WINED3DSIH_TEXM3x3DIFF,
594 WINED3DSIH_TEXM3x3PAD,
595 WINED3DSIH_TEXM3x3SPEC,
596 WINED3DSIH_TEXM3x3TEX,
597 WINED3DSIH_TEXM3x3VSPEC,
598 WINED3DSIH_TEXREG2AR,
599 WINED3DSIH_TEXREG2GB,
600 WINED3DSIH_TEXREG2RGB,
601 WINED3DSIH_TABLE_SIZE
602 };
603
604 enum wined3d_shader_type
605 {
606 WINED3D_SHADER_TYPE_PIXEL,
607 WINED3D_SHADER_TYPE_VERTEX,
608 WINED3D_SHADER_TYPE_GEOMETRY,
609 };
610
611 struct wined3d_shader_version
612 {
613 enum wined3d_shader_type type;
614 BYTE major;
615 BYTE minor;
616 };
617
618 #define WINED3D_SHADER_VERSION(major, minor) (((major) << 8) | (minor))
619
620 typedef struct shader_reg_maps
621 {
622 struct wined3d_shader_version shader_version;
623 char texcoord[MAX_REG_TEXCRD]; /* pixel < 3.0 */
624 char temporary[MAX_REG_TEMP]; /* pixel, vertex */
625 char address[MAX_REG_ADDR]; /* vertex */
626 char packed_input[MAX_REG_INPUT]; /* pshader >= 3.0 */
627 char packed_output[MAX_REG_OUTPUT]; /* vertex >= 3.0 */
628 char attributes[MAX_ATTRIBS]; /* vertex */
629 char labels[MAX_LABELS]; /* pixel, vertex */
630 DWORD *constf; /* pixel, vertex */
631 DWORD texcoord_mask[MAX_REG_TEXCRD]; /* vertex < 3.0 */
632 WORD integer_constants; /* MAX_CONST_I, 16 */
633 WORD boolean_constants; /* MAX_CONST_B, 16 */
634
635 WINED3DSAMPLER_TEXTURE_TYPE sampler_type[max(MAX_FRAGMENT_SAMPLERS, MAX_VERTEX_SAMPLERS)];
636 BOOL bumpmat[MAX_TEXTURES], luminanceparams[MAX_TEXTURES];
637 char usesnrm, vpos, usesdsy, usestexldd;
638 char usesrelconstF;
639
640 /* Whether or not loops are used in this shader, and nesting depth */
641 unsigned loop_depth;
642
643 /* Whether or not this shader uses fog */
644 char fog;
645
646 } shader_reg_maps;
647
648 struct wined3d_shader_context
649 {
650 IWineD3DBaseShader *shader;
651 const struct shader_reg_maps *reg_maps;
652 SHADER_BUFFER *buffer;
653 };
654
655 struct wined3d_shader_register
656 {
657 WINED3DSHADER_PARAM_REGISTER_TYPE type;
658 UINT idx;
659 const struct wined3d_shader_src_param *rel_addr;
660 enum wined3d_immconst_type immconst_type;
661 DWORD immconst_data[4];
662 };
663
664 struct wined3d_shader_dst_param
665 {
666 struct wined3d_shader_register reg;
667 DWORD write_mask;
668 DWORD modifiers;
669 DWORD shift;
670 };
671
672 struct wined3d_shader_src_param
673 {
674 struct wined3d_shader_register reg;
675 DWORD swizzle;
676 DWORD modifiers;
677 };
678
679 struct wined3d_shader_instruction
680 {
681 const struct wined3d_shader_context *ctx;
682 enum WINED3D_SHADER_INSTRUCTION_HANDLER handler_idx;
683 DWORD flags;
684 BOOL coissue;
685 DWORD predicate;
686 UINT dst_count;
687 const struct wined3d_shader_dst_param *dst;
688 UINT src_count;
689 const struct wined3d_shader_src_param *src;
690 };
691
692 struct wined3d_shader_semantic
693 {
694 WINED3DDECLUSAGE usage;
695 UINT usage_idx;
696 WINED3DSAMPLER_TEXTURE_TYPE sampler_type;
697 struct wined3d_shader_dst_param reg;
698 };
699
700 struct wined3d_shader_frontend
701 {
702 void *(*shader_init)(const DWORD *ptr, const struct wined3d_shader_signature *output_signature);
703 void (*shader_free)(void *data);
704 void (*shader_read_header)(void *data, const DWORD **ptr, struct wined3d_shader_version *shader_version);
705 void (*shader_read_opcode)(void *data, const DWORD **ptr, struct wined3d_shader_instruction *ins, UINT *param_size);
706 void (*shader_read_src_param)(void *data, const DWORD **ptr, struct wined3d_shader_src_param *src_param,
707 struct wined3d_shader_src_param *src_rel_addr);
708 void (*shader_read_dst_param)(void *data, const DWORD **ptr, struct wined3d_shader_dst_param *dst_param,
709 struct wined3d_shader_src_param *dst_rel_addr);
710 void (*shader_read_semantic)(const DWORD **ptr, struct wined3d_shader_semantic *semantic);
711 void (*shader_read_comment)(const DWORD **ptr, const char **comment);
712 BOOL (*shader_is_end)(void *data, const DWORD **ptr);
713 };
714
715 extern const struct wined3d_shader_frontend sm1_shader_frontend;
716 extern const struct wined3d_shader_frontend sm4_shader_frontend;
717
718 typedef void (*SHADER_HANDLER)(const struct wined3d_shader_instruction *);
719
720 struct shader_caps {
721 DWORD VertexShaderVersion;
722 DWORD MaxVertexShaderConst;
723
724 DWORD PixelShaderVersion;
725 float PixelShader1xMaxValue;
726 DWORD MaxPixelShaderConst;
727
728 WINED3DVSHADERCAPS2_0 VS20Caps;
729 WINED3DPSHADERCAPS2_0 PS20Caps;
730
731 DWORD MaxVShaderInstructionsExecuted;
732 DWORD MaxPShaderInstructionsExecuted;
733 DWORD MaxVertexShader30InstructionSlots;
734 DWORD MaxPixelShader30InstructionSlots;
735 };
736
737 enum tex_types
738 {
739 tex_1d = 0,
740 tex_2d = 1,
741 tex_3d = 2,
742 tex_cube = 3,
743 tex_rect = 4,
744 tex_type_count = 5,
745 };
746
747 enum vertexprocessing_mode {
748 fixedfunction,
749 vertexshader,
750 pretransformed
751 };
752
753 #define WINED3D_CONST_NUM_UNUSED ~0U
754
755 struct stb_const_desc {
756 unsigned char texunit;
757 UINT const_num;
758 };
759
760 enum fogmode {
761 FOG_OFF,
762 FOG_LINEAR,
763 FOG_EXP,
764 FOG_EXP2
765 };
766
767 /* Stateblock dependent parameters which have to be hardcoded
768 * into the shader code
769 */
770 struct ps_compile_args {
771 struct color_fixup_desc color_fixup[MAX_FRAGMENT_SAMPLERS];
772 enum vertexprocessing_mode vp_mode;
773 enum fogmode fog;
774 /* Projected textures(ps 1.0-1.3) */
775 /* Texture types(2D, Cube, 3D) in ps 1.x */
776 BOOL srgb_correction;
777 WORD np2_fixup;
778 /* Bitmap for NP2 texcoord fixups (16 samplers max currently).
779 D3D9 has a limit of 16 samplers and the fixup is superfluous
780 in D3D10 (unconditional NP2 support mandatory). */
781 };
782
783 enum fog_src_type {
784 VS_FOG_Z = 0,
785 VS_FOG_COORD = 1
786 };
787
788 struct vs_compile_args {
789 WORD fog_src;
790 WORD swizzle_map; /* MAX_ATTRIBS, 16 */
791 };
792
793 typedef struct {
794 const SHADER_HANDLER *shader_instruction_handler_table;
795 void (*shader_select)(IWineD3DDevice *iface, BOOL usePS, BOOL useVS);
796 void (*shader_select_depth_blt)(IWineD3DDevice *iface, enum tex_types tex_type);
797 void (*shader_deselect_depth_blt)(IWineD3DDevice *iface);
798 void (*shader_update_float_vertex_constants)(IWineD3DDevice *iface, UINT start, UINT count);
799 void (*shader_update_float_pixel_constants)(IWineD3DDevice *iface, UINT start, UINT count);
800 void (*shader_load_constants)(IWineD3DDevice *iface, char usePS, char useVS);
801 void (*shader_load_np2fixup_constants)(IWineD3DDevice *iface, char usePS, char useVS);
802 void (*shader_destroy)(IWineD3DBaseShader *iface);
803 HRESULT (*shader_alloc_private)(IWineD3DDevice *iface);
804 void (*shader_free_private)(IWineD3DDevice *iface);
805 BOOL (*shader_dirtifyable_constants)(IWineD3DDevice *iface);
806 GLuint (*shader_generate_pshader)(IWineD3DPixelShader *iface,
807 SHADER_BUFFER *buffer, const struct ps_compile_args *args);
808 GLuint (*shader_generate_vshader)(IWineD3DVertexShader *iface,
809 SHADER_BUFFER *buffer, const struct vs_compile_args *args);
810 void (*shader_get_caps)(WINED3DDEVTYPE devtype, const WineD3D_GL_Info *gl_info, struct shader_caps *caps);
811 BOOL (*shader_color_fixup_supported)(struct color_fixup_desc fixup);
812 void (*shader_add_instruction_modifiers)(const struct wined3d_shader_instruction *ins);
813 } shader_backend_t;
814
815 extern const shader_backend_t glsl_shader_backend;
816 extern const shader_backend_t arb_program_shader_backend;
817 extern const shader_backend_t none_shader_backend;
818
819 /* X11 locking */
820
821 extern void (* CDECL wine_tsx11_lock_ptr)(void);
822 extern void (* CDECL wine_tsx11_unlock_ptr)(void);
823
824 /* As GLX relies on X, this is needed */
825 extern int num_lock;
826
827 #if 0
828 #define ENTER_GL() ++num_lock; if (num_lock > 1) FIXME("Recursive use of GL lock to: %d\n", num_lock); wine_tsx11_lock_ptr()
829 #define LEAVE_GL() if (num_lock != 1) FIXME("Recursive use of GL lock: %d\n", num_lock); --num_lock; wine_tsx11_unlock_ptr()
830 #else
831 #define ENTER_GL() wine_tsx11_lock_ptr()
832 #define LEAVE_GL() wine_tsx11_unlock_ptr()
833 #endif
834
835 /*****************************************************************************
836 * Defines
837 */
838
839 /* GL related defines */
840 /* ------------------ */
841 #define GL_SUPPORT(ExtName) (GLINFO_LOCATION.supported[ExtName] != 0)
842 #define GL_LIMITS(ExtName) (GLINFO_LOCATION.max_##ExtName)
843 #define GL_EXTCALL(FuncName) (GLINFO_LOCATION.FuncName)
844 #define GL_VEND(_VendName) (GLINFO_LOCATION.gl_vendor == VENDOR_##_VendName ? TRUE : FALSE)
845
846 #define D3DCOLOR_B_R(dw) (((dw) >> 16) & 0xFF)
847 #define D3DCOLOR_B_G(dw) (((dw) >> 8) & 0xFF)
848 #define D3DCOLOR_B_B(dw) (((dw) >> 0) & 0xFF)
849 #define D3DCOLOR_B_A(dw) (((dw) >> 24) & 0xFF)
850
851 #define D3DCOLOR_R(dw) (((float) (((dw) >> 16) & 0xFF)) / 255.0f)
852 #define D3DCOLOR_G(dw) (((float) (((dw) >> 8) & 0xFF)) / 255.0f)
853 #define D3DCOLOR_B(dw) (((float) (((dw) >> 0) & 0xFF)) / 255.0f)
854 #define D3DCOLOR_A(dw) (((float) (((dw) >> 24) & 0xFF)) / 255.0f)
855
856 #define D3DCOLORTOGLFLOAT4(dw, vec) do { \
857 (vec)[0] = D3DCOLOR_R(dw); \
858 (vec)[1] = D3DCOLOR_G(dw); \
859 (vec)[2] = D3DCOLOR_B(dw); \
860 (vec)[3] = D3DCOLOR_A(dw); \
861 } while(0)
862
863 /* DirectX Device Limits */
864 /* --------------------- */
865 #define MAX_MIP_LEVELS 32 /* Maximum number of mipmap levels. */
866 #define MAX_STREAMS 16 /* Maximum possible streams - used for fixed size arrays
867 See MaxStreams in MSDN under GetDeviceCaps */
868 #define HIGHEST_TRANSFORMSTATE WINED3DTS_WORLDMATRIX(255) /* Highest value in WINED3DTRANSFORMSTATETYPE */
869
870 /* Checking of API calls */
871 /* --------------------- */
872 #ifndef WINE_NO_DEBUG_MSGS
873 #define checkGLcall(A) \
874 do { \
875 GLint err = glGetError(); \
876 if (err == GL_NO_ERROR) { \
877 TRACE("%s call ok %s / %d\n", A, __FILE__, __LINE__); \
878 \
879 } else do { \
880 FIXME(">>>>>>>>>>>>>>>>> %s (%#x) from %s @ %s / %d\n", \
881 debug_glerror(err), err, A, __FILE__, __LINE__); \
882 err = glGetError(); \
883 } while (err != GL_NO_ERROR); \
884 } while(0)
885 #else
886 #define checkGLcall(A) do {} while(0)
887 #endif
888
889 /* Trace routines / diagnostics */
890 /* ---------------------------- */
891
892 /* Dump out a matrix and copy it */
893 #define conv_mat(mat,gl_mat) \
894 do { \
895 TRACE("%f %f %f %f\n", (mat)->u.s._11, (mat)->u.s._12, (mat)->u.s._13, (mat)->u.s._14); \
896 TRACE("%f %f %f %f\n", (mat)->u.s._21, (mat)->u.s._22, (mat)->u.s._23, (mat)->u.s._24); \
897 TRACE("%f %f %f %f\n", (mat)->u.s._31, (mat)->u.s._32, (mat)->u.s._33, (mat)->u.s._34); \
898 TRACE("%f %f %f %f\n", (mat)->u.s._41, (mat)->u.s._42, (mat)->u.s._43, (mat)->u.s._44); \
899 memcpy(gl_mat, (mat), 16 * sizeof(float)); \
900 } while (0)
901
902 /* Macro to dump out the current state of the light chain */
903 #define DUMP_LIGHT_CHAIN() \
904 do { \
905 PLIGHTINFOEL *el = This->stateBlock->lights;\
906 while (el) { \
907 TRACE("Light %p (glIndex %ld, d3dIndex %ld, enabled %d)\n", el, el->glIndex, el->OriginalIndex, el->lightEnabled);\
908 el = el->next; \
909 } \
910 } while(0)
911
912 /* Trace vector and strided data information */
913 #define TRACE_VECTOR(name) TRACE( #name "=(%f, %f, %f, %f)\n", name.x, name.y, name.z, name.w);
914 #define TRACE_STRIDED(si, name) TRACE( #name "=(data:%p, stride:%d, format:%#x, vbo %d, stream %u)\n", \
915 si->elements[name].data, si->elements[name].stride, si->elements[name].format_desc->format, \
916 si->elements[name].buffer_object, si->elements[name].stream_idx);
917
918 /* Defines used for optimizations */
919
920 /* Only reapply what is necessary */
921 #define REAPPLY_ALPHAOP 0x0001
922 #define REAPPLY_ALL 0xFFFF
923
924 /* Advance declaration of structures to satisfy compiler */
925 typedef struct IWineD3DStateBlockImpl IWineD3DStateBlockImpl;
926 typedef struct IWineD3DSurfaceImpl IWineD3DSurfaceImpl;
927 typedef struct IWineD3DPaletteImpl IWineD3DPaletteImpl;
928 typedef struct IWineD3DDeviceImpl IWineD3DDeviceImpl;
929
930 /* Global variables */
931 extern const float identity[16];
932
933 /*****************************************************************************
934 * Compilable extra diagnostics
935 */
936
937 /* Trace information per-vertex: (extremely high amount of trace) */
938 #if 0 /* NOTE: Must be 0 in cvs */
939 # define VTRACE(A) TRACE A
940 #else
941 # define VTRACE(A)
942 #endif
943
944 /* TODO: Confirm each of these works when wined3d move completed */
945 #if 0 /* NOTE: Must be 0 in cvs */
946 /* To avoid having to get gigabytes of trace, the following can be compiled in, and at the start
947 of each frame, a check is made for the existence of C:\D3DTRACE, and if it exists d3d trace
948 is enabled, and if it doesn't exist it is disabled. */
949 # define FRAME_DEBUGGING
950 /* Adding in the SINGLE_FRAME_DEBUGGING gives a trace of just what makes up a single frame, before
951 the file is deleted */
952 # if 1 /* NOTE: Must be 1 in cvs, as this is mostly more useful than a trace from program start */
953 # define SINGLE_FRAME_DEBUGGING
954 # endif
955 /* The following, when enabled, lets you see the makeup of the frame, by drawprimitive calls.
956 It can only be enabled when FRAME_DEBUGGING is also enabled
957 The contents of the back buffer are written into /tmp/backbuffer_* after each primitive
958 array is drawn. */
959 # if 0 /* NOTE: Must be 0 in cvs, as this give a lot of ppm files when compiled in */
960 # define SHOW_FRAME_MAKEUP 1
961 # endif
962 /* The following, when enabled, lets you see the makeup of the all the textures used during each
963 of the drawprimitive calls. It can only be enabled when SHOW_FRAME_MAKEUP is also enabled.
964 The contents of the textures assigned to each stage are written into
965 /tmp/texture_*_<Stage>.ppm after each primitive array is drawn. */
966 # if 0 /* NOTE: Must be 0 in cvs, as this give a lot of ppm files when compiled in */
967 # define SHOW_TEXTURE_MAKEUP 0
968 # endif
969 extern BOOL isOn;
970 extern BOOL isDumpingFrames;
971 extern LONG primCounter;
972 #endif
973
974 enum wined3d_ffp_idx
975 {
976 WINED3D_FFP_POSITION = 0,
977 WINED3D_FFP_BLENDWEIGHT = 1,
978 WINED3D_FFP_BLENDINDICES = 2,
979 WINED3D_FFP_NORMAL = 3,
980 WINED3D_FFP_PSIZE = 4,
981 WINED3D_FFP_DIFFUSE = 5,
982 WINED3D_FFP_SPECULAR = 6,
983 WINED3D_FFP_TEXCOORD0 = 7,
984 WINED3D_FFP_TEXCOORD1 = 8,
985 WINED3D_FFP_TEXCOORD2 = 9,
986 WINED3D_FFP_TEXCOORD3 = 10,
987 WINED3D_FFP_TEXCOORD4 = 11,
988 WINED3D_FFP_TEXCOORD5 = 12,
989 WINED3D_FFP_TEXCOORD6 = 13,
990 WINED3D_FFP_TEXCOORD7 = 14,
991 };
992
993 enum wined3d_ffp_emit_idx
994 {
995 WINED3D_FFP_EMIT_FLOAT1 = 0,
996 WINED3D_FFP_EMIT_FLOAT2 = 1,
997 WINED3D_FFP_EMIT_FLOAT3 = 2,
998 WINED3D_FFP_EMIT_FLOAT4 = 3,
999 WINED3D_FFP_EMIT_D3DCOLOR = 4,
1000 WINED3D_FFP_EMIT_UBYTE4 = 5,
1001 WINED3D_FFP_EMIT_SHORT2 = 6,
1002 WINED3D_FFP_EMIT_SHORT4 = 7,
1003 WINED3D_FFP_EMIT_UBYTE4N = 8,
1004 WINED3D_FFP_EMIT_SHORT2N = 9,
1005 WINED3D_FFP_EMIT_SHORT4N = 10,
1006 WINED3D_FFP_EMIT_USHORT2N = 11,
1007 WINED3D_FFP_EMIT_USHORT4N = 12,
1008 WINED3D_FFP_EMIT_UDEC3 = 13,
1009 WINED3D_FFP_EMIT_DEC3N = 14,
1010 WINED3D_FFP_EMIT_FLOAT16_2 = 15,
1011 WINED3D_FFP_EMIT_FLOAT16_4 = 16,
1012 WINED3D_FFP_EMIT_COUNT = 17
1013 };
1014
1015 struct wined3d_stream_info_element
1016 {
1017 const struct GlPixelFormatDesc *format_desc;
1018 GLsizei stride;
1019 const BYTE *data;
1020 UINT stream_idx;
1021 GLuint buffer_object;
1022 };
1023
1024 struct wined3d_stream_info
1025 {
1026 struct wined3d_stream_info_element elements[MAX_ATTRIBS];
1027 BOOL position_transformed;
1028 WORD swizzle_map; /* MAX_ATTRIBS, 16 */
1029 WORD use_map; /* MAX_ATTRIBS, 16 */
1030 };
1031
1032 /*****************************************************************************
1033 * Prototypes
1034 */
1035
1036 /* Routine common to the draw primitive and draw indexed primitive routines */
1037 void drawPrimitive(IWineD3DDevice *iface, UINT index_count, UINT numberOfVertices,
1038 UINT start_idx, UINT idxBytes, const void *idxData, UINT minIndex);
1039 DWORD get_flexible_vertex_size(DWORD d3dvtVertexType);
1040
1041 typedef void (WINE_GLAPI *glAttribFunc)(const void *data);
1042 typedef void (WINE_GLAPI *glMultiTexCoordFunc)(GLenum unit, const void *data);
1043 extern glAttribFunc position_funcs[WINED3D_FFP_EMIT_COUNT];
1044 extern glAttribFunc diffuse_funcs[WINED3D_FFP_EMIT_COUNT];
1045 extern glAttribFunc specular_func_3ubv;
1046 extern glAttribFunc specular_funcs[WINED3D_FFP_EMIT_COUNT];
1047 extern glAttribFunc normal_funcs[WINED3D_FFP_EMIT_COUNT];
1048 extern glMultiTexCoordFunc multi_texcoord_funcs[WINED3D_FFP_EMIT_COUNT];
1049
1050 #define eps 1e-8
1051
1052 #define GET_TEXCOORD_SIZE_FROM_FVF(d3dvtVertexType, tex_num) \
1053 (((((d3dvtVertexType) >> (16 + (2 * (tex_num)))) + 1) & 0x03) + 1)
1054
1055 /* Routines and structures related to state management */
1056 typedef struct WineD3DContext WineD3DContext;
1057 typedef void (*APPLYSTATEFUNC)(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *ctx);
1058
1059 #define STATE_RENDER(a) (a)
1060 #define STATE_IS_RENDER(a) ((a) >= STATE_RENDER(1) && (a) <= STATE_RENDER(WINEHIGHEST_RENDER_STATE))
1061
1062 #define STATE_TEXTURESTAGE(stage, num) (STATE_RENDER(WINEHIGHEST_RENDER_STATE) + 1 + (stage) * (WINED3D_HIGHEST_TEXTURE_STATE + 1) + (num))
1063 #define STATE_IS_TEXTURESTAGE(a) ((a) >= STATE_TEXTURESTAGE(0, 1) && (a) <= STATE_TEXTURESTAGE(MAX_TEXTURES - 1, WINED3D_HIGHEST_TEXTURE_STATE))
1064
1065 /* + 1 because samplers start with 0 */
1066 #define STATE_SAMPLER(num) (STATE_TEXTURESTAGE(MAX_TEXTURES - 1, WINED3D_HIGHEST_TEXTURE_STATE) + 1 + (num))
1067 #define STATE_IS_SAMPLER(num) ((num) >= STATE_SAMPLER(0) && (num) <= STATE_SAMPLER(MAX_COMBINED_SAMPLERS - 1))
1068
1069 #define STATE_PIXELSHADER (STATE_SAMPLER(MAX_COMBINED_SAMPLERS - 1) + 1)
1070 #define STATE_IS_PIXELSHADER(a) ((a) == STATE_PIXELSHADER)
1071
1072 #define STATE_TRANSFORM(a) (STATE_PIXELSHADER + (a))
1073 #define STATE_IS_TRANSFORM(a) ((a) >= STATE_TRANSFORM(1) && (a) <= STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(255)))
1074
1075 #define STATE_STREAMSRC (STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(255)) + 1)
1076 #define STATE_IS_STREAMSRC(a) ((a) == STATE_STREAMSRC)
1077 #define STATE_INDEXBUFFER (STATE_STREAMSRC + 1)
1078 #define STATE_IS_INDEXBUFFER(a) ((a) == STATE_INDEXBUFFER)
1079
1080 #define STATE_VDECL (STATE_INDEXBUFFER + 1)
1081 #define STATE_IS_VDECL(a) ((a) == STATE_VDECL)
1082
1083 #define STATE_VSHADER (STATE_VDECL + 1)
1084 #define STATE_IS_VSHADER(a) ((a) == STATE_VSHADER)
1085
1086 #define STATE_VIEWPORT (STATE_VSHADER + 1)
1087 #define STATE_IS_VIEWPORT(a) ((a) == STATE_VIEWPORT)
1088
1089 #define STATE_VERTEXSHADERCONSTANT (STATE_VIEWPORT + 1)
1090 #define STATE_PIXELSHADERCONSTANT (STATE_VERTEXSHADERCONSTANT + 1)
1091 #define STATE_IS_VERTEXSHADERCONSTANT(a) ((a) == STATE_VERTEXSHADERCONSTANT)
1092 #define STATE_IS_PIXELSHADERCONSTANT(a) ((a) == STATE_PIXELSHADERCONSTANT)
1093
1094 #define STATE_ACTIVELIGHT(a) (STATE_PIXELSHADERCONSTANT + (a) + 1)
1095 #define STATE_IS_ACTIVELIGHT(a) ((a) >= STATE_ACTIVELIGHT(0) && (a) < STATE_ACTIVELIGHT(MAX_ACTIVE_LIGHTS))
1096
1097 #define STATE_SCISSORRECT (STATE_ACTIVELIGHT(MAX_ACTIVE_LIGHTS - 1) + 1)
1098 #define STATE_IS_SCISSORRECT(a) ((a) == STATE_SCISSORRECT)
1099
1100 #define STATE_CLIPPLANE(a) (STATE_SCISSORRECT + 1 + (a))
1101 #define STATE_IS_CLIPPLANE(a) ((a) >= STATE_CLIPPLANE(0) && (a) <= STATE_CLIPPLANE(MAX_CLIPPLANES - 1))
1102
1103 #define STATE_MATERIAL (STATE_CLIPPLANE(MAX_CLIPPLANES))
1104
1105 #define STATE_FRONTFACE (STATE_MATERIAL + 1)
1106
1107 #define STATE_HIGHEST (STATE_FRONTFACE)
1108
1109 struct StateEntry
1110 {
1111 DWORD representative;
1112 APPLYSTATEFUNC apply;
1113 };
1114
1115 struct StateEntryTemplate
1116 {
1117 DWORD state;
1118 struct StateEntry content;
1119 GL_SupportedExt extension;
1120 };
1121
1122 struct fragment_caps {
1123 DWORD PrimitiveMiscCaps;
1124
1125 DWORD TextureOpCaps;
1126 DWORD MaxTextureBlendStages;
1127 DWORD MaxSimultaneousTextures;
1128 };
1129
1130 struct fragment_pipeline {
1131 void (*enable_extension)(IWineD3DDevice *iface, BOOL enable);
1132 void (*get_caps)(WINED3DDEVTYPE devtype, const WineD3D_GL_Info *gl_info, struct fragment_caps *caps);
1133 HRESULT (*alloc_private)(IWineD3DDevice *iface);
1134 void (*free_private)(IWineD3DDevice *iface);
1135 BOOL (*color_fixup_supported)(struct color_fixup_desc fixup);
1136 const struct StateEntryTemplate *states;
1137 BOOL ffp_proj_control;
1138 };
1139
1140 extern const struct StateEntryTemplate misc_state_template[];
1141 extern const struct StateEntryTemplate ffp_vertexstate_template[];
1142 extern const struct fragment_pipeline ffp_fragment_pipeline;
1143 extern const struct fragment_pipeline atifs_fragment_pipeline;
1144 extern const struct fragment_pipeline arbfp_fragment_pipeline;
1145 extern const struct fragment_pipeline nvts_fragment_pipeline;
1146 extern const struct fragment_pipeline nvrc_fragment_pipeline;
1147
1148 /* "Base" state table */
1149 HRESULT compile_state_table(struct StateEntry *StateTable, APPLYSTATEFUNC **dev_multistate_funcs,
1150 const WineD3D_GL_Info *gl_info, const struct StateEntryTemplate *vertex,
1151 const struct fragment_pipeline *fragment, const struct StateEntryTemplate *misc);
1152
1153 /* Shaders for color conversions in blits */
1154 struct blit_shader {
1155 HRESULT (*alloc_private)(IWineD3DDevice *iface);
1156 void (*free_private)(IWineD3DDevice *iface);
1157 HRESULT (*set_shader)(IWineD3DDevice *iface, const struct GlPixelFormatDesc *format_desc,
1158 GLenum textype, UINT width, UINT height);
1159 void (*unset_shader)(IWineD3DDevice *iface);
1160 BOOL (*color_fixup_supported)(struct color_fixup_desc fixup);
1161 };
1162
1163 extern const struct blit_shader ffp_blit;
1164 extern const struct blit_shader arbfp_blit;
1165
1166 enum fogsource {
1167 FOGSOURCE_FFP,
1168 FOGSOURCE_VS,
1169 FOGSOURCE_COORD,
1170 };
1171
1172 /* The new context manager that should deal with onscreen and offscreen rendering */
1173 struct WineD3DContext {
1174 /* State dirtification
1175 * dirtyArray is an array that contains markers for dirty states. numDirtyEntries states are dirty, their numbers are in indices
1176 * 0...numDirtyEntries - 1. isStateDirty is a redundant copy of the dirtyArray. Technically only one of them would be needed,
1177 * 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
1178 * only numDirtyEntries array elements have to be checked, not STATE_HIGHEST states.
1179 */
1180 DWORD dirtyArray[STATE_HIGHEST + 1]; /* Won't get bigger than that, a state is never marked dirty 2 times */
1181 DWORD numDirtyEntries;
1182 DWORD isStateDirty[STATE_HIGHEST/32 + 1]; /* Bitmap to find out quickly if a state is dirty */
1183
1184 IWineD3DSurface *surface;
1185 DWORD tid; /* Thread ID which owns this context at the moment */
1186
1187 /* Stores some information about the context state for optimization */
1188 WORD draw_buffer_dirty : 1;
1189 WORD last_was_rhw : 1; /* true iff last draw_primitive was in xyzrhw mode */
1190 WORD last_was_pshader : 1;
1191 WORD last_was_vshader : 1;
1192 WORD namedArraysLoaded : 1;
1193 WORD numberedArraysLoaded : 1;
1194 WORD last_was_blit : 1;
1195 WORD last_was_ckey : 1;
1196 WORD fog_coord : 1;
1197 WORD isPBuffer : 1;
1198 WORD fog_enabled : 1;
1199 WORD num_untracked_materials : 2; /* Max value 2 */
1200 WORD padding : 3;
1201 BYTE texShaderBumpMap; /* MAX_TEXTURES, 8 */
1202 BYTE lastWasPow2Texture; /* MAX_TEXTURES, 8 */
1203 DWORD numbered_array_mask;
1204 GLenum tracking_parm; /* Which source is tracking current colour */
1205 GLenum untracked_materials[2];
1206 UINT blit_w, blit_h;
1207 enum fogsource fog_source;
1208
1209 char *vshader_const_dirty, *pshader_const_dirty;
1210
1211 /* The actual opengl context */
1212 HGLRC glCtx;
1213 HWND win_handle;
1214 HDC hdc;
1215 HPBUFFERARB pbuffer;
1216 GLint aux_buffers;
1217
1218 /* FBOs */
1219 struct list fbo_list;
1220 struct fbo_entry *current_fbo;
1221 GLuint src_fbo;
1222 GLuint dst_fbo;
1223
1224 /* Extension emulation */
1225 GLint gl_fog_source;
1226 GLfloat fog_coord_value;
1227 GLfloat color[4], fogstart, fogend, fogcolor[4];
1228 };
1229
1230 typedef enum ContextUsage {
1231 CTXUSAGE_RESOURCELOAD = 1, /* Only loads textures: No State is applied */
1232 CTXUSAGE_DRAWPRIM = 2, /* OpenGL states are set up for blitting DirectDraw surfaces */
1233 CTXUSAGE_BLIT = 3, /* OpenGL states are set up 3D drawing */
1234 CTXUSAGE_CLEAR = 4, /* Drawable and states are set up for clearing */
1235 } ContextUsage;
1236
1237 void ActivateContext(IWineD3DDeviceImpl *device, IWineD3DSurface *target, ContextUsage usage);
1238 WineD3DContext *getActiveContext(void);
1239 WineD3DContext *CreateContext(IWineD3DDeviceImpl *This, IWineD3DSurfaceImpl *target, HWND win, BOOL create_pbuffer, const WINED3DPRESENT_PARAMETERS *pPresentParms);
1240 void DestroyContext(IWineD3DDeviceImpl *This, WineD3DContext *context);
1241 void context_resource_released(IWineD3DDevice *iface, IWineD3DResource *resource, WINED3DRESOURCETYPE type);
1242 void context_bind_fbo(IWineD3DDevice *iface, GLenum target, GLuint *fbo);
1243 void context_attach_depth_stencil_fbo(IWineD3DDeviceImpl *This, GLenum fbo_target, IWineD3DSurface *depth_stencil, BOOL use_render_buffer);
1244 void context_attach_surface_fbo(IWineD3DDeviceImpl *This, GLenum fbo_target, DWORD idx, IWineD3DSurface *surface);
1245
1246 void delete_opengl_contexts(IWineD3DDevice *iface, IWineD3DSwapChain *swapchain);
1247 HRESULT create_primary_opengl_context(IWineD3DDevice *iface, IWineD3DSwapChain *swapchain);
1248
1249 /* Macros for doing basic GPU detection based on opengl capabilities */
1250 #define WINE_D3D6_CAPABLE(gl_info) (gl_info->supported[ARB_MULTITEXTURE])
1251 #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])
1252 #define WINE_D3D8_CAPABLE(gl_info) WINE_D3D7_CAPABLE(gl_info) && (gl_info->supported[ARB_MULTISAMPLE] && gl_info->supported[ARB_TEXTURE_BORDER_CLAMP])
1253 #define WINE_D3D9_CAPABLE(gl_info) WINE_D3D8_CAPABLE(gl_info) && (gl_info->supported[ARB_FRAGMENT_PROGRAM] && gl_info->supported[ARB_VERTEX_SHADER])
1254
1255 /* Default callbacks for implicit object destruction */
1256 extern ULONG WINAPI D3DCB_DefaultDestroySurface(IWineD3DSurface *pSurface);
1257
1258 extern ULONG WINAPI D3DCB_DefaultDestroyVolume(IWineD3DVolume *pSurface);
1259
1260 /*****************************************************************************
1261 * Internal representation of a light
1262 */
1263 typedef struct PLIGHTINFOEL PLIGHTINFOEL;
1264 struct PLIGHTINFOEL {
1265 WINED3DLIGHT OriginalParms; /* Note D3D8LIGHT == D3D9LIGHT */
1266 DWORD OriginalIndex;
1267 LONG glIndex;
1268 BOOL changed;
1269 BOOL enabledChanged;
1270 BOOL enabled;
1271
1272 /* Converted parms to speed up swapping lights */
1273 float lightPosn[4];
1274 float lightDirn[4];
1275 float exponent;
1276 float cutoff;
1277
1278 struct list entry;
1279 };
1280
1281 /* The default light parameters */
1282 extern const WINED3DLIGHT WINED3D_default_light;
1283
1284 typedef struct WineD3D_PixelFormat
1285 {
1286 int iPixelFormat; /* WGL pixel format */
1287 int iPixelType; /* WGL pixel type e.g. WGL_TYPE_RGBA_ARB, WGL_TYPE_RGBA_FLOAT_ARB or WGL_TYPE_COLORINDEX_ARB */
1288 int redSize, greenSize, blueSize, alphaSize;
1289 int depthSize, stencilSize;
1290 BOOL windowDrawable;
1291 BOOL pbufferDrawable;
1292 BOOL doubleBuffer;
1293 int auxBuffers;
1294 int numSamples;
1295 } WineD3D_PixelFormat;
1296
1297 /* The adapter structure */
1298 struct WineD3DAdapter
1299 {
1300 UINT num;
1301 BOOL opengl;
1302 POINT monitorPoint;
1303 WineD3D_GL_Info gl_info;
1304 const char *driver;
1305 const char *description;
1306 WCHAR DeviceName[CCHDEVICENAME]; /* DeviceName for use with e.g. ChangeDisplaySettings */
1307 int nCfgs;
1308 WineD3D_PixelFormat *cfgs;
1309 BOOL brokenStencil; /* Set on cards which only offer mixed depth+stencil */
1310 unsigned int TextureRam; /* Amount of texture memory both video ram + AGP/TurboCache/HyperMemory/.. */
1311 unsigned int UsedTextureRam;
1312 };
1313
1314 extern BOOL initPixelFormats(WineD3D_GL_Info *gl_info);
1315 BOOL initPixelFormatsNoGL(WineD3D_GL_Info *gl_info);
1316 extern long WineD3DAdapterChangeGLRam(IWineD3DDeviceImpl *D3DDevice, long glram);
1317 extern void add_gl_compat_wrappers(WineD3D_GL_Info *gl_info);
1318
1319 /*****************************************************************************
1320 * High order patch management
1321 */
1322 struct WineD3DRectPatch
1323 {
1324 UINT Handle;
1325 float *mem;
1326 WineDirect3DVertexStridedData strided;
1327 WINED3DRECTPATCH_INFO RectPatchInfo;
1328 float numSegs[4];
1329 char has_normals, has_texcoords;
1330 struct list entry;
1331 };
1332
1333 HRESULT tesselate_rectpatch(IWineD3DDeviceImpl *This, struct WineD3DRectPatch *patch);
1334
1335 enum projection_types
1336 {
1337 proj_none = 0,
1338 proj_count3 = 1,
1339 proj_count4 = 2
1340 };
1341
1342 enum dst_arg
1343 {
1344 resultreg = 0,
1345 tempreg = 1
1346 };
1347
1348 /*****************************************************************************
1349 * Fixed function pipeline replacements
1350 */
1351 #define ARG_UNUSED 0xff
1352 struct texture_stage_op
1353 {
1354 unsigned cop : 8;
1355 unsigned carg1 : 8;
1356 unsigned carg2 : 8;
1357 unsigned carg0 : 8;
1358
1359 unsigned aop : 8;
1360 unsigned aarg1 : 8;
1361 unsigned aarg2 : 8;
1362 unsigned aarg0 : 8;
1363
1364 struct color_fixup_desc color_fixup;
1365 unsigned tex_type : 3;
1366 unsigned dst : 1;
1367 unsigned projected : 2;
1368 unsigned padding : 10;
1369 };
1370
1371 struct ffp_frag_settings {
1372 struct texture_stage_op op[MAX_TEXTURES];
1373 enum fogmode fog;
1374 /* Use an int instead of a char to get dword alignment */
1375 unsigned int sRGB_write;
1376 };
1377
1378 struct ffp_frag_desc
1379 {
1380 struct ffp_frag_settings settings;
1381 };
1382
1383 void gen_ffp_frag_op(IWineD3DStateBlockImpl *stateblock, struct ffp_frag_settings *settings, BOOL ignore_textype);
1384 const struct ffp_frag_desc *find_ffp_frag_shader(const struct hash_table_t *fragment_shaders,
1385 const struct ffp_frag_settings *settings);
1386 void add_ffp_frag_shader(struct hash_table_t *shaders, struct ffp_frag_desc *desc);
1387 BOOL ffp_frag_program_key_compare(const void *keya, const void *keyb);
1388 unsigned int ffp_frag_program_key_hash(const void *key);
1389
1390 /*****************************************************************************
1391 * IWineD3D implementation structure
1392 */
1393 typedef struct IWineD3DImpl
1394 {
1395 /* IUnknown fields */
1396 const IWineD3DVtbl *lpVtbl;
1397 LONG ref; /* Note: Ref counting not required */
1398
1399 /* WineD3D Information */
1400 IUnknown *parent;
1401 UINT dxVersion;
1402
1403 UINT adapter_count;
1404 struct WineD3DAdapter adapters[1];
1405 } IWineD3DImpl;
1406
1407 extern const IWineD3DVtbl IWineD3D_Vtbl;
1408
1409 BOOL InitAdapters(IWineD3DImpl *This);
1410
1411 /* TODO: setup some flags in the registry to enable, disable pbuffer support
1412 (since it will break quite a few things until contexts are managed properly!) */
1413 extern BOOL pbuffer_support;
1414 /* allocate one pbuffer per surface */
1415 extern BOOL pbuffer_per_surface;
1416
1417 /* A helper function that dumps a resource list */
1418 void dumpResources(struct list *list);
1419
1420 /*****************************************************************************
1421 * IWineD3DDevice implementation structure
1422 */
1423 #define WINED3D_UNMAPPED_STAGE ~0U
1424
1425 /* Multithreaded flag. Removed from the public header to signal that IWineD3D::CreateDevice ignores it */
1426 #define WINED3DCREATE_MULTITHREADED 0x00000004
1427
1428 struct IWineD3DDeviceImpl
1429 {
1430 /* IUnknown fields */
1431 const IWineD3DDeviceVtbl *lpVtbl;
1432 LONG ref; /* Note: Ref counting not required */
1433
1434 /* WineD3D Information */
1435 IUnknown *parent;
1436 IWineD3DDeviceParent *device_parent;
1437 IWineD3D *wineD3D;
1438 struct WineD3DAdapter *adapter;
1439
1440 /* Window styles to restore when switching fullscreen mode */
1441 LONG style;
1442 LONG exStyle;
1443
1444 /* X and GL Information */
1445 GLint maxConcurrentLights;
1446 GLenum offscreenBuffer;
1447
1448 /* Selected capabilities */
1449 int vs_selected_mode;
1450 int ps_selected_mode;
1451 const shader_backend_t *shader_backend;
1452 void *shader_priv;
1453 void *fragment_priv;
1454 void *blit_priv;
1455 struct StateEntry StateTable[STATE_HIGHEST + 1];
1456 /* Array of functions for states which are handled by more than one pipeline part */
1457 APPLYSTATEFUNC *multistate_funcs[STATE_HIGHEST + 1];
1458 const struct fragment_pipeline *frag_pipe;
1459 const struct blit_shader *blitter;
1460
1461 unsigned int max_ffp_textures, max_ffp_texture_stages;
1462 DWORD d3d_vshader_constantF, d3d_pshader_constantF; /* Advertised d3d caps, not GL ones */
1463
1464 WORD view_ident : 1; /* true iff view matrix is identity */
1465 WORD untransformed : 1;
1466 WORD vertexBlendUsed : 1; /* To avoid needless setting of the blend matrices */
1467 WORD isRecordingState : 1;
1468 WORD isInDraw : 1;
1469 WORD render_offscreen : 1;
1470 WORD bCursorVisible : 1;
1471 WORD haveHardwareCursor : 1;
1472 WORD d3d_initialized : 1;
1473 WORD inScene : 1; /* A flag to check for proper BeginScene / EndScene call pairs */
1474 WORD softwareVertexProcessing : 1; /* process vertex shaders using software or hardware */
1475 WORD useDrawStridedSlow : 1;
1476 WORD instancedDraw : 1;
1477 WORD padding : 3;
1478
1479 BYTE fixed_function_usage_map; /* MAX_TEXTURES, 8 */
1480
1481 #define DDRAW_PITCH_ALIGNMENT 8
1482 #define D3D8_PITCH_ALIGNMENT 4
1483 unsigned char surface_alignment; /* Line Alignment of surfaces */
1484
1485 /* State block related */
1486 IWineD3DStateBlockImpl *stateBlock;
1487 IWineD3DStateBlockImpl *updateStateBlock;
1488
1489 /* Internal use fields */
1490 WINED3DDEVICE_CREATION_PARAMETERS createParms;
1491 UINT adapterNo;
1492 WINED3DDEVTYPE devType;
1493
1494 IWineD3DSwapChain **swapchains;
1495 UINT NumberOfSwapChains;
1496
1497 struct list resources; /* a linked list to track resources created by the device */
1498 struct list shaders; /* a linked list to track shaders (pixel and vertex) */
1499 unsigned int highest_dirty_ps_const, highest_dirty_vs_const;
1500
1501 /* Render Target Support */
1502 IWineD3DSurface **render_targets;
1503 IWineD3DSurface *auto_depth_stencil_buffer;
1504 IWineD3DSurface *stencilBufferTarget;
1505
1506 /* Caches to avoid unneeded context changes */
1507 IWineD3DSurface *lastActiveRenderTarget;
1508 IWineD3DSwapChain *lastActiveSwapChain;
1509
1510 /* palettes texture management */
1511 UINT NumberOfPalettes;
1512 PALETTEENTRY **palettes;
1513 UINT currentPalette;
1514 UINT paletteConversionShader;
1515
1516 /* For rendering to a texture using glCopyTexImage */
1517 GLenum *draw_buffers;
1518 GLuint depth_blt_texture;
1519 GLuint depth_blt_rb;
1520 UINT depth_blt_rb_w;
1521 UINT depth_blt_rb_h;
1522
1523 /* Cursor management */
1524 UINT xHotSpot;
1525 UINT yHotSpot;
1526 UINT xScreenSpace;
1527 UINT yScreenSpace;
1528 UINT cursorWidth, cursorHeight;
1529 GLuint cursorTexture;
1530 HCURSOR hardwareCursor;
1531
1532 /* The Wine logo surface */
1533 IWineD3DSurface *logo_surface;
1534
1535 /* Textures for when no other textures are mapped */
1536 UINT dummyTextureName[MAX_TEXTURES];
1537
1538 /* Device state management */
1539 HRESULT state;
1540
1541 /* DirectDraw stuff */
1542 DWORD ddraw_width, ddraw_height;
1543 WINED3DFORMAT ddraw_format;
1544
1545 /* Final position fixup constant */
1546 float posFixup[4];
1547
1548 /* With register combiners we can skip junk texture stages */
1549 DWORD texUnitMap[MAX_COMBINED_SAMPLERS];
1550 DWORD rev_tex_unit_map[MAX_COMBINED_SAMPLERS];
1551
1552 /* Stream source management */
1553 struct wined3d_stream_info strided_streams;
1554 const WineDirect3DVertexStridedData *up_strided;
1555
1556 /* Context management */
1557 WineD3DContext **contexts; /* Dynamic array containing pointers to context structures */
1558 WineD3DContext *activeContext;
1559 DWORD lastThread;
1560 UINT numContexts;
1561 WineD3DContext *pbufferContext; /* The context that has a pbuffer as drawable */
1562 DWORD pbufferWidth, pbufferHeight; /* Size of the buffer drawable */
1563
1564 /* High level patch management */
1565 #define PATCHMAP_SIZE 43
1566 #define PATCHMAP_HASHFUNC(x) ((x) % PATCHMAP_SIZE) /* Primitive and simple function */
1567 struct list patches[PATCHMAP_SIZE];
1568 struct WineD3DRectPatch *currentPatch;
1569 };
1570
1571 extern const IWineD3DDeviceVtbl IWineD3DDevice_Vtbl;
1572
1573 void device_stream_info_from_declaration(IWineD3DDeviceImpl *This,
1574 BOOL use_vshader, struct wined3d_stream_info *stream_info, BOOL *fixup);
1575 void device_stream_info_from_strided(IWineD3DDeviceImpl *This,
1576 const struct WineDirect3DVertexStridedData *strided, struct wined3d_stream_info *stream_info);
1577 HRESULT IWineD3DDeviceImpl_ClearSurface(IWineD3DDeviceImpl *This, IWineD3DSurfaceImpl *target, DWORD Count,
1578 CONST WINED3DRECT* pRects, DWORD Flags, WINED3DCOLOR Color,
1579 float Z, DWORD Stencil);
1580 void IWineD3DDeviceImpl_FindTexUnitMap(IWineD3DDeviceImpl *This);
1581 void IWineD3DDeviceImpl_MarkStateDirty(IWineD3DDeviceImpl *This, DWORD state);
1582 static inline BOOL isStateDirty(WineD3DContext *context, DWORD state) {
1583 DWORD idx = state >> 5;
1584 BYTE shift = state & 0x1f;
1585 return context->isStateDirty[idx] & (1 << shift);
1586 }
1587
1588 /* Support for IWineD3DResource ::Set/Get/FreePrivateData. */
1589 typedef struct PrivateData
1590 {
1591 struct list entry;
1592
1593 GUID tag;
1594 DWORD flags; /* DDSPD_* */
1595
1596 union
1597 {
1598 LPVOID data;
1599 LPUNKNOWN object;
1600 } ptr;
1601
1602 DWORD size;
1603 } PrivateData;
1604
1605 /*****************************************************************************
1606 * IWineD3DResource implementation structure
1607 */
1608 typedef struct IWineD3DResourceClass
1609 {
1610 /* IUnknown fields */
1611 LONG ref; /* Note: Ref counting not required */
1612
1613 /* WineD3DResource Information */
1614 IUnknown *parent;
1615 WINED3DRESOURCETYPE resourceType;
1616 IWineD3DDeviceImpl *wineD3DDevice;
1617 WINED3DPOOL pool;
1618 UINT size;
1619 DWORD usage;
1620 const struct GlPixelFormatDesc *format_desc;
1621 DWORD priority;
1622 BYTE *allocatedMemory; /* Pointer to the real data location */
1623 BYTE *heapMemory; /* Pointer to the HeapAlloced block of memory */
1624 struct list privateData;
1625 struct list resource_list_entry;
1626
1627 } IWineD3DResourceClass;
1628
1629 typedef struct IWineD3DResourceImpl
1630 {
1631 /* IUnknown & WineD3DResource Information */
1632 const IWineD3DResourceVtbl *lpVtbl;
1633 IWineD3DResourceClass resource;
1634 } IWineD3DResourceImpl;
1635
1636 void resource_cleanup(IWineD3DResource *iface);
1637 HRESULT resource_free_private_data(IWineD3DResource *iface, REFGUID guid);
1638 HRESULT resource_get_device(IWineD3DResource *iface, IWineD3DDevice **device);
1639 HRESULT resource_get_parent(IWineD3DResource *iface, IUnknown **parent);
1640 DWORD resource_get_priority(IWineD3DResource *iface);
1641 HRESULT resource_get_private_data(IWineD3DResource *iface, REFGUID guid,
1642 void *data, DWORD *data_size);
1643 HRESULT resource_init(struct IWineD3DResourceClass *resource, WINED3DRESOURCETYPE resource_type,
1644 IWineD3DDeviceImpl *device, UINT size, DWORD usage, const struct GlPixelFormatDesc *format_desc,
1645 WINED3DPOOL pool, IUnknown *parent);
1646 WINED3DRESOURCETYPE resource_get_type(IWineD3DResource *iface);
1647 DWORD resource_set_priority(IWineD3DResource *iface, DWORD new_priority);
1648 HRESULT resource_set_private_data(IWineD3DResource *iface, REFGUID guid,
1649 const void *data, DWORD data_size, DWORD flags);
1650
1651 /* Tests show that the start address of resources is 32 byte aligned */
1652 #define RESOURCE_ALIGNMENT 32
1653
1654 /*****************************************************************************
1655 * IWineD3DBaseTexture D3D- > openGL state map lookups
1656 */
1657 #define WINED3DFUNC_NOTSUPPORTED -2
1658 #define WINED3DFUNC_UNIMPLEMENTED -1
1659
1660 typedef enum winetexturestates {
1661 WINED3DTEXSTA_ADDRESSU = 0,
1662 WINED3DTEXSTA_ADDRESSV = 1,
1663 WINED3DTEXSTA_ADDRESSW = 2,
1664 WINED3DTEXSTA_BORDERCOLOR = 3,
1665 WINED3DTEXSTA_MAGFILTER = 4,
1666 WINED3DTEXSTA_MINFILTER = 5,
1667 WINED3DTEXSTA_MIPFILTER = 6,
1668 WINED3DTEXSTA_MAXMIPLEVEL = 7,
1669 WINED3DTEXSTA_MAXANISOTROPY = 8,
1670 WINED3DTEXSTA_SRGBTEXTURE = 9,
1671 WINED3DTEXSTA_ELEMENTINDEX = 10,
1672 WINED3DTEXSTA_DMAPOFFSET = 11,
1673 WINED3DTEXSTA_TSSADDRESSW = 12,
1674 MAX_WINETEXTURESTATES = 13,
1675 } winetexturestates;
1676
1677 enum WINED3DSRGB
1678 {
1679 SRGB_ANY = 0, /* Uses the cached value(e.g. external calls) */
1680 SRGB_RGB = 1, /* Loads the rgb texture */
1681 SRGB_SRGB = 2, /* Loads the srgb texture */
1682 SRGB_BOTH = 3, /* Loads both textures */
1683 };
1684
1685 /*****************************************************************************
1686 * IWineD3DBaseTexture implementation structure (extends IWineD3DResourceImpl)
1687 */
1688 typedef struct IWineD3DBaseTextureClass
1689 {
1690 DWORD states[MAX_WINETEXTURESTATES];
1691 DWORD srgbstates[MAX_WINETEXTURESTATES];
1692 UINT levels;
1693 BOOL dirty, srgbDirty;
1694 UINT textureName, srgbTextureName;
1695 float pow2Matrix[16];
1696 UINT LOD;
1697 WINED3DTEXTUREFILTERTYPE filterType;
1698 LONG bindCount;
1699 DWORD sampler;
1700 BOOL is_srgb;
1701 BOOL pow2Matrix_identity;
1702 const struct min_lookup *minMipLookup;
1703 const GLenum *magLookup;
1704 void (*internal_preload)(IWineD3DBaseTexture *iface, enum WINED3DSRGB srgb);
1705 } IWineD3DBaseTextureClass;
1706
1707 void texture_internal_preload(IWineD3DBaseTexture *iface, enum WINED3DSRGB srgb);
1708 void cubetexture_internal_preload(IWineD3DBaseTexture *iface, enum WINED3DSRGB srgb);
1709 void volumetexture_internal_preload(IWineD3DBaseTexture *iface, enum WINED3DSRGB srgb);
1710 void surface_internal_preload(IWineD3DSurface *iface, enum WINED3DSRGB srgb);
1711
1712 typedef struct IWineD3DBaseTextureImpl
1713 {
1714 /* IUnknown & WineD3DResource Information */
1715 const IWineD3DBaseTextureVtbl *lpVtbl;
1716 IWineD3DResourceClass resource;
1717 IWineD3DBaseTextureClass baseTexture;
1718
1719 } IWineD3DBaseTextureImpl;
1720
1721 void basetexture_apply_state_changes(IWineD3DBaseTexture *iface,
1722 const DWORD texture_states[WINED3D_HIGHEST_TEXTURE_STATE + 1],
1723 const DWORD sampler_states[WINED3D_HIGHEST_SAMPLER_STATE + 1]);
1724 HRESULT basetexture_bind(IWineD3DBaseTexture *iface, BOOL srgb, BOOL *set_surface_desc);
1725 void basetexture_cleanup(IWineD3DBaseTexture *iface);
1726 void basetexture_generate_mipmaps(IWineD3DBaseTexture *iface);
1727 WINED3DTEXTUREFILTERTYPE basetexture_get_autogen_filter_type(IWineD3DBaseTexture *iface);
1728 BOOL basetexture_get_dirty(IWineD3DBaseTexture *iface);
1729 DWORD basetexture_get_level_count(IWineD3DBaseTexture *iface);
1730 DWORD basetexture_get_lod(IWineD3DBaseTexture *iface);
1731 void basetexture_init(struct IWineD3DBaseTextureClass *texture, UINT levels, DWORD usage);
1732 HRESULT basetexture_set_autogen_filter_type(IWineD3DBaseTexture *iface, WINED3DTEXTUREFILTERTYPE filter_type);
1733 BOOL basetexture_set_dirty(IWineD3DBaseTexture *iface, BOOL dirty);
1734 DWORD basetexture_set_lod(IWineD3DBaseTexture *iface, DWORD new_lod);
1735 void basetexture_unload(IWineD3DBaseTexture *iface);
1736 static inline void basetexture_setsrgbcache(IWineD3DBaseTexture *iface, BOOL srgb) {
1737 IWineD3DBaseTextureImpl *This = (IWineD3DBaseTextureImpl *)iface;
1738 This->baseTexture.is_srgb = srgb;
1739 }
1740
1741 /*****************************************************************************
1742 * IWineD3DTexture implementation structure (extends IWineD3DBaseTextureImpl)
1743 */
1744 typedef struct IWineD3DTextureImpl
1745 {
1746 /* IUnknown & WineD3DResource/WineD3DBaseTexture Information */
1747 const IWineD3DTextureVtbl *lpVtbl;
1748 IWineD3DResourceClass resource;
1749 IWineD3DBaseTextureClass baseTexture;
1750
1751 /* IWineD3DTexture */
1752 IWineD3DSurface *surfaces[MAX_MIP_LEVELS];
1753 UINT target;
1754 BOOL cond_np2;
1755
1756 } IWineD3DTextureImpl;
1757
1758 extern const IWineD3DTextureVtbl IWineD3DTexture_Vtbl;
1759
1760 /*****************************************************************************
1761 * IWineD3DCubeTexture implementation structure (extends IWineD3DBaseTextureImpl)
1762 */
1763 typedef struct IWineD3DCubeTextureImpl
1764 {
1765 /* IUnknown & WineD3DResource/WineD3DBaseTexture Information */
1766 const IWineD3DCubeTextureVtbl *lpVtbl;
1767 IWineD3DResourceClass resource;
1768 IWineD3DBaseTextureClass baseTexture;
1769
1770 /* IWineD3DCubeTexture */
1771 IWineD3DSurface *surfaces[6][MAX_MIP_LEVELS];
1772 } IWineD3DCubeTextureImpl;
1773
1774 extern const IWineD3DCubeTextureVtbl IWineD3DCubeTexture_Vtbl;
1775
1776 typedef struct _WINED3DVOLUMET_DESC
1777 {
1778 UINT Width;
1779 UINT Height;
1780 UINT Depth;
1781 } WINED3DVOLUMET_DESC;
1782
1783 /*****************************************************************************
1784 * IWineD3DVolume implementation structure (extends IUnknown)
1785 */
1786 typedef struct IWineD3DVolumeImpl
1787 {
1788 /* IUnknown & WineD3DResource fields */
1789 const IWineD3DVolumeVtbl *lpVtbl;
1790 IWineD3DResourceClass resource;
1791
1792 /* WineD3DVolume Information */
1793 WINED3DVOLUMET_DESC currentDesc;
1794 IWineD3DBase *container;
1795 BOOL lockable;
1796 BOOL locked;
1797 WINED3DBOX lockedBox;
1798 WINED3DBOX dirtyBox;
1799 BOOL dirty;
1800 } IWineD3DVolumeImpl;
1801
1802 extern const IWineD3DVolumeVtbl IWineD3DVolume_Vtbl;
1803
1804 void volume_add_dirty_box(IWineD3DVolume *iface, const WINED3DBOX *dirty_box);
1805
1806 /*****************************************************************************
1807 * IWineD3DVolumeTexture implementation structure (extends IWineD3DBaseTextureImpl)
1808 */
1809 typedef struct IWineD3DVolumeTextureImpl
1810 {
1811 /* IUnknown & WineD3DResource/WineD3DBaseTexture Information */
1812 const IWineD3DVolumeTextureVtbl *lpVtbl;
1813 IWineD3DResourceClass resource;
1814 IWineD3DBaseTextureClass baseTexture;
1815
1816 /* IWineD3DVolumeTexture */
1817 IWineD3DVolume *volumes[MAX_MIP_LEVELS];
1818 } IWineD3DVolumeTextureImpl;
1819
1820 extern const IWineD3DVolumeTextureVtbl IWineD3DVolumeTexture_Vtbl;
1821
1822 typedef struct _WINED3DSURFACET_DESC
1823 {
1824 WINED3DMULTISAMPLE_TYPE MultiSampleType;
1825 DWORD MultiSampleQuality;
1826 UINT Width;
1827 UINT Height;
1828 } WINED3DSURFACET_DESC;
1829
1830 /*****************************************************************************
1831 * Structure for DIB Surfaces (GetDC and GDI surfaces)
1832 */
1833 typedef struct wineD3DSurface_DIB {
1834 HBITMAP DIBsection;
1835 void* bitmap_data;
1836 UINT bitmap_size;
1837 HGDIOBJ holdbitmap;
1838 BOOL client_memory;
1839 } wineD3DSurface_DIB;
1840
1841 typedef struct {
1842 struct list entry;
1843 GLuint id;
1844 UINT width;
1845 UINT height;
1846 } renderbuffer_entry_t;
1847
1848 struct fbo_entry
1849 {
1850 struct list entry;
1851 IWineD3DSurface **render_targets;
1852 IWineD3DSurface *depth_stencil;
1853 BOOL attached;
1854 GLuint id;
1855 };
1856
1857 /*****************************************************************************
1858 * IWineD3DClipp implementation structure
1859 */
1860 typedef struct IWineD3DClipperImpl
1861 {
1862 const IWineD3DClipperVtbl *lpVtbl;
1863 LONG ref;
1864
1865 IUnknown *Parent;
1866 HWND hWnd;
1867 } IWineD3DClipperImpl;
1868
1869
1870 /*****************************************************************************
1871 * IWineD3DSurface implementation structure
1872 */
1873 struct IWineD3DSurfaceImpl
1874 {
1875 /* IUnknown & IWineD3DResource Information */
1876 const IWineD3DSurfaceVtbl *lpVtbl;
1877 IWineD3DResourceClass resource;
1878
1879 /* IWineD3DSurface fields */
1880 IWineD3DBase *container;
1881 WINED3DSURFACET_DESC currentDesc;
1882 IWineD3DPaletteImpl *palette; /* D3D7 style palette handling */
1883 PALETTEENTRY *palette9; /* D3D8/9 style palette handling */
1884
1885 /* TODO: move this off into a management class(maybe!) */
1886 DWORD Flags;
1887
1888 UINT pow2Width;
1889 UINT pow2Height;
1890
1891 /* A method to retrieve the drawable size. Not in the Vtable to make it changeable */
1892 void (*get_drawable_size)(IWineD3DSurfaceImpl *This, UINT *width, UINT *height);
1893
1894 /* Oversized texture */
1895 RECT glRect;
1896
1897 /* PBO */
1898 GLuint pbo;
1899
1900 RECT lockedRect;
1901 RECT dirtyRect;
1902 int lockCount;
1903 #define MAXLOCKCOUNT 50 /* After this amount of locks do not free the sysmem copy */
1904
1905 glDescriptor glDescription;
1906
1907 /* For GetDC */
1908 wineD3DSurface_DIB dib;
1909 HDC hDC;
1910
1911 /* Color keys for DDraw */
1912 WINEDDCOLORKEY DestBltCKey;
1913 WINEDDCOLORKEY DestOverlayCKey;
1914 WINEDDCOLORKEY SrcOverlayCKey;
1915 WINEDDCOLORKEY SrcBltCKey;
1916 DWORD CKeyFlags;
1917
1918 WINEDDCOLORKEY glCKey;
1919
1920 struct list renderbuffers;
1921 renderbuffer_entry_t *current_renderbuffer;
1922
1923 /* DirectDraw clippers */
1924 IWineD3DClipper *clipper;
1925
1926 /* DirectDraw Overlay handling */
1927 RECT overlay_srcrect;
1928 RECT overlay_destrect;
1929 IWineD3DSurfaceImpl *overlay_dest;
1930 struct list overlays;
1931 struct list overlay_entry;
1932 };
1933
1934 extern const IWineD3DSurfaceVtbl IWineD3DSurface_Vtbl;
1935 extern const IWineD3DSurfaceVtbl IWineGDISurface_Vtbl;
1936
1937 /* Predeclare the shared Surface functions */
1938 HRESULT WINAPI IWineD3DBaseSurfaceImpl_QueryInterface(IWineD3DSurface *iface, REFIID riid, LPVOID *ppobj);
1939 ULONG WINAPI IWineD3DBaseSurfaceImpl_AddRef(IWineD3DSurface *iface);
1940 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetParent(IWineD3DSurface *iface, IUnknown **pParent);
1941 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetDevice(IWineD3DSurface *iface, IWineD3DDevice** ppDevice);
1942 HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetPrivateData(IWineD3DSurface *iface, REFGUID refguid, CONST void* pData, DWORD SizeOfData, DWORD Flags);
1943 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetPrivateData(IWineD3DSurface *iface, REFGUID refguid, void* pData, DWORD* pSizeOfData);
1944 HRESULT WINAPI IWineD3DBaseSurfaceImpl_FreePrivateData(IWineD3DSurface *iface, REFGUID refguid);
1945 DWORD WINAPI IWineD3DBaseSurfaceImpl_SetPriority(IWineD3DSurface *iface, DWORD PriorityNew);
1946 DWORD WINAPI IWineD3DBaseSurfaceImpl_GetPriority(IWineD3DSurface *iface);
1947 WINED3DRESOURCETYPE WINAPI IWineD3DBaseSurfaceImpl_GetType(IWineD3DSurface *iface);
1948 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetContainer(IWineD3DSurface* iface, REFIID riid, void** ppContainer);
1949 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetDesc(IWineD3DSurface *iface, WINED3DSURFACE_DESC *pDesc);
1950 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetBltStatus(IWineD3DSurface *iface, DWORD Flags);
1951 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetFlipStatus(IWineD3DSurface *iface, DWORD Flags);
1952 HRESULT WINAPI IWineD3DBaseSurfaceImpl_IsLost(IWineD3DSurface *iface);
1953 HRESULT WINAPI IWineD3DBaseSurfaceImpl_Restore(IWineD3DSurface *iface);
1954 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetPalette(IWineD3DSurface *iface, IWineD3DPalette **Pal);
1955 HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetPalette(IWineD3DSurface *iface, IWineD3DPalette *Pal);
1956 HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetColorKey(IWineD3DSurface *iface, DWORD Flags, const WINEDDCOLORKEY *CKey);
1957 HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetContainer(IWineD3DSurface *iface, IWineD3DBase *container);
1958 DWORD WINAPI IWineD3DBaseSurfaceImpl_GetPitch(IWineD3DSurface *iface);
1959 HRESULT WINAPI IWineD3DBaseSurfaceImpl_RealizePalette(IWineD3DSurface *iface);
1960 HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetOverlayPosition(IWineD3DSurface *iface, LONG X, LONG Y);
1961 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetOverlayPosition(IWineD3DSurface *iface, LONG *X, LONG *Y);
1962 HRESULT WINAPI IWineD3DBaseSurfaceImpl_UpdateOverlayZOrder(IWineD3DSurface *iface, DWORD Flags, IWineD3DSurface *Ref);
1963 HRESULT WINAPI IWineD3DBaseSurfaceImpl_UpdateOverlay(IWineD3DSurface *iface, const RECT *SrcRect,
1964 IWineD3DSurface *DstSurface, const RECT *DstRect, DWORD Flags, const WINEDDOVERLAYFX *FX);
1965 HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetClipper(IWineD3DSurface *iface, IWineD3DClipper *clipper);
1966 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetClipper(IWineD3DSurface *iface, IWineD3DClipper **clipper);
1967 HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetFormat(IWineD3DSurface *iface, WINED3DFORMAT format);
1968 HRESULT IWineD3DBaseSurfaceImpl_CreateDIBSection(IWineD3DSurface *iface);
1969 HRESULT WINAPI IWineD3DBaseSurfaceImpl_Blt(IWineD3DSurface *iface, const RECT *DestRect, IWineD3DSurface *SrcSurface,
1970 const RECT *SrcRect, DWORD Flags, const WINEDDBLTFX *DDBltFx, WINED3DTEXTUREFILTERTYPE Filter);
1971 HRESULT WINAPI IWineD3DBaseSurfaceImpl_BltFast(IWineD3DSurface *iface, DWORD dstx, DWORD dsty,
1972 IWineD3DSurface *Source, const RECT *rsrc, DWORD trans);
1973 HRESULT WINAPI IWineD3DBaseSurfaceImpl_LockRect(IWineD3DSurface *iface, WINED3DLOCKED_RECT* pLockedRect, CONST RECT* pRect, DWORD Flags);
1974 void WINAPI IWineD3DBaseSurfaceImpl_BindTexture(IWineD3DSurface *iface, BOOL srgb);
1975 const void *WINAPI IWineD3DBaseSurfaceImpl_GetData(IWineD3DSurface *iface);
1976
1977 void get_drawable_size_swapchain(IWineD3DSurfaceImpl *This, UINT *width, UINT *height);
1978 void get_drawable_size_backbuffer(IWineD3DSurfaceImpl *This, UINT *width, UINT *height);
1979 void get_drawable_size_pbuffer(IWineD3DSurfaceImpl *This, UINT *width, UINT *height);
1980 void get_drawable_size_fbo(IWineD3DSurfaceImpl *This, UINT *width, UINT *height);
1981
1982 void flip_surface(IWineD3DSurfaceImpl *front, IWineD3DSurfaceImpl *back);
1983
1984 /* Surface flags: */
1985 #define SFLAG_OVERSIZE 0x00000001 /* Surface is bigger than gl size, blts only */
1986 #define SFLAG_CONVERTED 0x00000002 /* Converted for color keying or Palettized */
1987 #define SFLAG_DIBSECTION 0x00000004 /* Has a DIB section attached for GetDC */
1988 #define SFLAG_LOCKABLE 0x00000008 /* Surface can be locked */
1989 #define SFLAG_DISCARD 0x00000010 /* ??? */
1990 #define SFLAG_LOCKED 0x00000020 /* Surface is locked atm */
1991 #define SFLAG_INTEXTURE 0x00000040 /* The GL texture contains the newest surface content */
1992 #define SFLAG_INSRGBTEX 0x00000080 /* The GL srgb texture contains the newest surface content */
1993 #define SFLAG_INDRAWABLE 0x00000100 /* The gl drawable contains the most up to date data */
1994 #define SFLAG_INSYSMEM 0x00000200 /* The system memory copy is most up to date */
1995 #define SFLAG_NONPOW2 0x00000400 /* Surface sizes are not a power of 2 */
1996 #define SFLAG_DYNLOCK 0x00000800 /* Surface is often locked by the app */
1997 #define SFLAG_DCINUSE 0x00001000 /* Set between GetDC and ReleaseDC calls */
1998 #define SFLAG_LOST 0x00002000 /* Surface lost flag for DDraw */
1999 #define SFLAG_USERPTR 0x00004000 /* The application allocated the memory for this surface */
2000 #define SFLAG_GLCKEY 0x00008000 /* The gl texture was created with a color key */
2001 #define SFLAG_CLIENT 0x00010000 /* GL_APPLE_client_storage is used on that texture */
2002 #define SFLAG_ALLOCATED 0x00020000 /* A gl texture is allocated for this surface */
2003 #define SFLAG_SRGBALLOCATED 0x00040000 /* A srgb gl texture is allocated for this surface */
2004 #define SFLAG_PBO 0x00080000 /* Has a PBO attached for speeding up data transfers for dynamically locked surfaces */
2005 #define SFLAG_NORMCOORD 0x00100000 /* Set if the GL texture coords are normalized(non-texture rectangle) */
2006 #define SFLAG_DS_ONSCREEN 0x00200000 /* Is a depth stencil, last modified onscreen */
2007 #define SFLAG_DS_OFFSCREEN 0x00400000 /* Is a depth stencil, last modified offscreen */
2008 #define SFLAG_INOVERLAYDRAW 0x00800000 /* Overlay drawing is in progress. Recursion prevention */
2009 #define SFLAG_SWAPCHAIN 0x01000000 /* The surface is part of a swapchain */
2010
2011 /* In some conditions the surface memory must not be freed:
2012 * SFLAG_OVERSIZE: Not all data can be kept in GL
2013 * SFLAG_CONVERTED: Converting the data back would take too long
2014 * SFLAG_DIBSECTION: The dib code manages the memory
2015 * SFLAG_LOCKED: The app requires access to the surface data
2016 * SFLAG_DYNLOCK: Avoid freeing the data for performance
2017 * SFLAG_PBO: PBOs don't use 'normal' memory. It is either allocated by the driver or must be NULL.
2018 * SFLAG_CLIENT: OpenGL uses our memory as backup
2019 */
2020 #define SFLAG_DONOTFREE (SFLAG_OVERSIZE | \
2021 SFLAG_CONVERTED | \
2022 SFLAG_DIBSECTION | \
2023 SFLAG_LOCKED | \
2024 SFLAG_DYNLOCK | \
2025 SFLAG_USERPTR | \
2026 SFLAG_PBO | \
2027 SFLAG_CLIENT)
2028
2029 #define SFLAG_LOCATIONS (SFLAG_INSYSMEM | \
2030 SFLAG_INTEXTURE | \
2031 SFLAG_INDRAWABLE | \
2032 SFLAG_INSRGBTEX)
2033
2034 #define SFLAG_DS_LOCATIONS (SFLAG_DS_ONSCREEN | \
2035 SFLAG_DS_OFFSCREEN)
2036 #define SFLAG_DS_DISCARDED SFLAG_DS_LOCATIONS
2037
2038 BOOL CalculateTexRect(IWineD3DSurfaceImpl *This, RECT *Rect, float glTexCoord[4]);
2039
2040 typedef enum {
2041 NO_CONVERSION,
2042 CONVERT_PALETTED,
2043 CONVERT_PALETTED_CK,
2044 CONVERT_CK_565,
2045 CONVERT_CK_5551,
2046 CONVERT_CK_4444,
2047 CONVERT_CK_4444_ARGB,
2048 CONVERT_CK_1555,
2049 CONVERT_555,
2050 CONVERT_CK_RGB24,
2051 CONVERT_CK_8888,
2052 CONVERT_CK_8888_ARGB,
2053 CONVERT_RGB32_888,
2054 CONVERT_V8U8,
2055 CONVERT_L6V5U5,
2056 CONVERT_X8L8V8U8,
2057 CONVERT_Q8W8V8U8,
2058 CONVERT_V16U16,
2059 CONVERT_A4L4,
2060 CONVERT_G16R16,
2061 CONVERT_R16G16F,
2062 CONVERT_R32G32F,
2063 } CONVERT_TYPES;
2064
2065 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);
2066
2067 BOOL palette9_changed(IWineD3DSurfaceImpl *This);
2068
2069 /*****************************************************************************
2070 * IWineD3DVertexDeclaration implementation structure
2071 */
2072 #define MAX_ATTRIBS 16
2073
2074 struct wined3d_vertex_declaration_element
2075 {
2076 const struct GlPixelFormatDesc *format_desc;
2077 BOOL ffp_valid;
2078 WORD input_slot;
2079 WORD offset;
2080 UINT output_slot;
2081 BYTE method;
2082 BYTE usage;
2083 BYTE usage_idx;
2084 };
2085
2086 typedef struct IWineD3DVertexDeclarationImpl {
2087 /* IUnknown Information */
2088 const IWineD3DVertexDeclarationVtbl *lpVtbl;
2089 LONG ref;
2090
2091 IUnknown *parent;
2092 IWineD3DDeviceImpl *wineD3DDevice;
2093
2094 struct wined3d_vertex_declaration_element *elements;
2095 UINT element_count;
2096
2097 DWORD streams[MAX_STREAMS];
2098 UINT num_streams;
2099 BOOL position_transformed;
2100 BOOL half_float_conv_needed;
2101 } IWineD3DVertexDeclarationImpl;
2102
2103 extern const IWineD3DVertexDeclarationVtbl IWineD3DVertexDeclaration_Vtbl;
2104
2105 HRESULT vertexdeclaration_init(IWineD3DVertexDeclarationImpl *This,
2106 const WINED3DVERTEXELEMENT *elements, UINT element_count);
2107
2108 /*****************************************************************************
2109 * IWineD3DStateBlock implementation structure
2110 */
2111
2112 /* Internal state Block for Begin/End/Capture/Create/Apply info */
2113 /* Note: Very long winded but gl Lists are not flexible enough */
2114 /* to resolve everything we need, so doing it manually for now */
2115 typedef struct SAVEDSTATES {
2116 DWORD transform[(HIGHEST_TRANSFORMSTATE >> 5) + 1];
2117 WORD streamSource; /* MAX_STREAMS, 16 */
2118 WORD streamFreq; /* MAX_STREAMS, 16 */
2119 DWORD renderState[(WINEHIGHEST_RENDER_STATE >> 5) + 1];
2120 DWORD textureState[MAX_TEXTURES]; /* WINED3D_HIGHEST_TEXTURE_STATE + 1, 18 */
2121 WORD samplerState[MAX_COMBINED_SAMPLERS]; /* WINED3D_HIGHEST_SAMPLER_STATE + 1, 14 */
2122 DWORD textures; /* MAX_COMBINED_SAMPLERS, 20 */
2123 DWORD clipplane; /* WINED3DMAXUSERCLIPPLANES, 32 */
2124 WORD pixelShaderConstantsB; /* MAX_CONST_B, 16 */
2125 WORD pixelShaderConstantsI; /* MAX_CONST_I, 16 */
2126 BOOL *pixelShaderConstantsF;
2127 WORD vertexShaderConstantsB; /* MAX_CONST_B, 16 */
2128 WORD vertexShaderConstantsI; /* MAX_CONST_I, 16 */
2129 BOOL *vertexShaderConstantsF;
2130 WORD primitive_type : 1;
2131 WORD indices : 1;
2132 WORD material : 1;
2133 WORD viewport : 1;
2134 WORD vertexDecl : 1;
2135 WORD pixelShader : 1;
2136 WORD vertexShader : 1;
2137 WORD scissorRect : 1;
2138 WORD padding : 1;
2139 } SAVEDSTATES;
2140
2141 struct StageState {
2142 DWORD stage;
2143 DWORD state;
2144 };
2145
2146 struct IWineD3DStateBlockImpl
2147 {
2148 /* IUnknown fields */
2149 const IWineD3DStateBlockVtbl *lpVtbl;
2150 LONG ref; /* Note: Ref counting not required */
2151
2152 /* IWineD3DStateBlock information */
2153 IUnknown *parent;
2154 IWineD3DDeviceImpl *wineD3DDevice;
2155 WINED3DSTATEBLOCKTYPE blockType;
2156
2157 /* Array indicating whether things have been set or changed */
2158 SAVEDSTATES changed;
2159
2160 /* Vertex Shader Declaration */
2161 IWineD3DVertexDeclaration *vertexDecl;
2162
2163 IWineD3DVertexShader *vertexShader;
2164
2165 /* Vertex Shader Constants */
2166 BOOL vertexShaderConstantB[MAX_CONST_B];
2167 INT vertexShaderConstantI[MAX_CONST_I * 4];
2168 float *vertexShaderConstantF;
2169
2170 /* primitive type */
2171 GLenum gl_primitive_type;
2172
2173 /* Stream Source */
2174 BOOL streamIsUP;
2175 UINT streamStride[MAX_STREAMS];
2176 UINT streamOffset[MAX_STREAMS + 1 /* tesselated pseudo-stream */ ];
2177 IWineD3DBuffer *streamSource[MAX_STREAMS];
2178 UINT streamFreq[MAX_STREAMS + 1];
2179 UINT streamFlags[MAX_STREAMS + 1]; /*0 | WINED3DSTREAMSOURCE_INSTANCEDATA | WINED3DSTREAMSOURCE_INDEXEDDATA */
2180
2181 /* Indices */
2182 IWineD3DBuffer* pIndexData;
2183 WINED3DFORMAT IndexFmt;
2184 INT baseVertexIndex;
2185 INT loadBaseVertexIndex; /* non-indexed drawing needs 0 here, indexed baseVertexIndex */
2186
2187 /* Transform */
2188 WINED3DMATRIX transforms[HIGHEST_TRANSFORMSTATE + 1];
2189
2190 /* Light hashmap . Collisions are handled using standard wine double linked lists */
2191 #define LIGHTMAP_SIZE 43 /* Use of a prime number recommended. Set to 1 for a linked list! */
2192 #define LIGHTMAP_HASHFUNC(x) ((x) % LIGHTMAP_SIZE) /* Primitive and simple function */
2193 struct list lightMap[LIGHTMAP_SIZE]; /* Mashmap containing the lights */
2194 PLIGHTINFOEL *activeLights[MAX_ACTIVE_LIGHTS]; /* Map of opengl lights to d3d lights */
2195
2196 /* Clipping */
2197 double clipplane[MAX_CLIPPLANES][4];
2198 WINED3DCLIPSTATUS clip_status;
2199
2200 /* ViewPort */
2201 WINED3DVIEWPORT viewport;
2202
2203 /* Material */
2204 WINED3DMATERIAL material;
2205
2206 /* Pixel Shader */
2207 IWineD3DPixelShader *pixelShader;
2208
2209 /* Pixel Shader Constants */
2210 BOOL pixelShaderConstantB[MAX_CONST_B];
2211 INT pixelShaderConstantI[MAX_CONST_I * 4];
2212 float *pixelShaderConstantF;
2213
2214 /* RenderState */
2215 DWORD renderState[WINEHIGHEST_RENDER_STATE + 1];
2216
2217 /* Texture */
2218 IWineD3DBaseTexture *textures[MAX_COMBINED_SAMPLERS];
2219
2220 /* Texture State Stage */
2221 DWORD textureState[MAX_TEXTURES][WINED3D_HIGHEST_TEXTURE_STATE + 1];
2222 DWORD lowest_disabled_stage;
2223 /* Sampler States */
2224 DWORD samplerState[MAX_COMBINED_SAMPLERS][WINED3D_HIGHEST_SAMPLER_STATE + 1];
2225
2226 /* Scissor test rectangle */
2227 RECT scissorRect;
2228
2229 /* Contained state management */
2230 DWORD contained_render_states[WINEHIGHEST_RENDER_STATE + 1];
2231 unsigned int num_contained_render_states;
2232 DWORD contained_transform_states[HIGHEST_TRANSFORMSTATE + 1];
2233 unsigned int num_contained_transform_states;
2234 DWORD contained_vs_consts_i[MAX_CONST_I];
2235 unsigned int num_contained_vs_consts_i;
2236 DWORD contained_vs_consts_b[MAX_CONST_B];
2237 unsigned int num_contained_vs_consts_b;
2238 DWORD *contained_vs_consts_f;
2239 unsigned int num_contained_vs_consts_f;
2240 DWORD contained_ps_consts_i[MAX_CONST_I];
2241 unsigned int num_contained_ps_consts_i;
2242 DWORD contained_ps_consts_b[MAX_CONST_B];
2243 unsigned int num_contained_ps_consts_b;
2244 DWORD *contained_ps_consts_f;
2245 unsigned int num_contained_ps_consts_f;
2246 struct StageState contained_tss_states[MAX_TEXTURES * (WINED3D_HIGHEST_TEXTURE_STATE + 1)];
2247 unsigned int num_contained_tss_states;
2248 struct StageState contained_sampler_states[MAX_COMBINED_SAMPLERS * WINED3D_HIGHEST_SAMPLER_STATE];
2249 unsigned int num_contained_sampler_states;
2250 };
2251
2252 extern void stateblock_savedstates_set(
2253 IWineD3DStateBlock* iface,
2254 SAVEDSTATES* states,
2255 BOOL value);
2256
2257 extern void stateblock_copy(
2258 IWineD3DStateBlock* destination,
2259 IWineD3DStateBlock* source);
2260
2261 extern const IWineD3DStateBlockVtbl IWineD3DStateBlock_Vtbl;
2262
2263 /* Direct3D terminology with little modifications. We do not have an issued state
2264 * because only the driver knows about it, but we have a created state because d3d
2265 * allows GetData on a created issue, but opengl doesn't
2266 */
2267 enum query_state {
2268 QUERY_CREATED,
2269 QUERY_SIGNALLED,
2270 QUERY_BUILDING
2271 };
2272 /*****************************************************************************
2273 * IWineD3DQueryImpl implementation structure (extends IUnknown)
2274 */
2275 typedef struct IWineD3DQueryImpl
2276 {
2277 const IWineD3DQueryVtbl *lpVtbl;
2278 LONG ref; /* Note: Ref counting not required */
2279
2280 IUnknown *parent;
2281 /*TODO: replace with iface usage */
2282 #if 0
2283 IWineD3DDevice *wineD3DDevice;
2284 #else
2285 IWineD3DDeviceImpl *wineD3DDevice;
2286 #endif
2287
2288 /* IWineD3DQuery fields */
2289 enum query_state state;
2290 WINED3DQUERYTYPE type;
2291 /* TODO: Think about using a IUnknown instead of a void* */
2292 void *extendedData;
2293
2294
2295 } IWineD3DQueryImpl;
2296
2297 extern const IWineD3DQueryVtbl IWineD3DQuery_Vtbl;
2298 extern const IWineD3DQueryVtbl IWineD3DEventQuery_Vtbl;
2299 extern const IWineD3DQueryVtbl IWineD3DOcclusionQuery_Vtbl;
2300
2301 /* Datastructures for IWineD3DQueryImpl.extendedData */
2302 typedef struct WineQueryOcclusionData {
2303 GLuint queryId;
2304 WineD3DContext *ctx;
2305 } WineQueryOcclusionData;
2306
2307 typedef struct WineQueryEventData {
2308 GLuint fenceId;
2309 WineD3DContext *ctx;
2310 } WineQueryEventData;
2311
2312 /* IWineD3DBuffer */
2313
2314 /* TODO: Add tests and support for FLOAT16_4 POSITIONT, D3DCOLOR position, other
2315 * fixed function semantics as D3DCOLOR or FLOAT16 */
2316 enum wined3d_buffer_conversion_type
2317 {
2318 CONV_NONE,
2319 CONV_D3DCOLOR,
2320 CONV_POSITIONT,
2321 CONV_FLOAT16_2, /* Also handles FLOAT16_4 */
2322 };
2323
2324 #define WINED3D_BUFFER_OPTIMIZED 0x01 /* Optimize has been called for the buffer */
2325 #define WINED3D_BUFFER_DIRTY 0x02 /* Buffer data has been modified */
2326 #define WINED3D_BUFFER_HASDESC 0x04 /* A vertex description has been found */
2327 #define WINED3D_BUFFER_CREATEBO 0x08 /* Attempt to create a buffer object next PreLoad */
2328 #define WINED3D_BUFFER_DOUBLEBUFFER 0x10 /* Use a vbo and local allocated memory */
2329
2330 struct wined3d_buffer
2331 {
2332 const struct IWineD3DBufferVtbl *vtbl;
2333 IWineD3DResourceClass resource;
2334
2335 struct wined3d_buffer_desc desc;
2336
2337 GLuint buffer_object;
2338 GLenum buffer_object_usage;
2339 GLenum buffer_type_hint;
2340 UINT buffer_object_size;
2341 LONG bind_count;
2342 DWORD flags;
2343
2344 UINT dirty_start;
2345 UINT dirty_end;
2346 LONG lock_count;
2347
2348 /* conversion stuff */
2349 UINT conversion_count;
2350 UINT draw_count;
2351 UINT stride; /* 0 if no conversion */
2352 UINT conversion_stride; /* 0 if no shifted conversion */
2353 enum wined3d_buffer_conversion_type *conversion_map; /* NULL if no conversion */
2354 /* Extra load offsets, for FLOAT16 conversion */
2355 UINT *conversion_shift; /* NULL if no shifted conversion */
2356 };
2357
2358 extern const IWineD3DBufferVtbl wined3d_buffer_vtbl;
2359 const BYTE *buffer_get_memory(IWineD3DBuffer *iface, UINT offset, GLuint *buffer_object);
2360 const BYTE *buffer_get_sysmem(struct wined3d_buffer *This);
2361
2362 /* IWineD3DRendertargetView */
2363 struct wined3d_rendertarget_view
2364 {
2365 const struct IWineD3DRendertargetViewVtbl *vtbl;
2366 LONG refcount;
2367
2368 IWineD3DResource *resource;
2369 IUnknown *parent;
2370 };
2371
2372 extern const IWineD3DRendertargetViewVtbl wined3d_rendertarget_view_vtbl;
2373
2374 /*****************************************************************************
2375 * IWineD3DSwapChainImpl implementation structure (extends IUnknown)
2376 */
2377
2378 typedef struct IWineD3DSwapChainImpl
2379 {
2380 /*IUnknown part*/
2381 const IWineD3DSwapChainVtbl *lpVtbl;
2382 LONG ref; /* Note: Ref counting not required */
2383
2384 IUnknown *parent;
2385 IWineD3DDeviceImpl *wineD3DDevice;
2386
2387 /* IWineD3DSwapChain fields */
2388 IWineD3DSurface **backBuffer;
2389 IWineD3DSurface *frontBuffer;
2390 WINED3DPRESENT_PARAMETERS presentParms;
2391 DWORD orig_width, orig_height;
2392 WINED3DFORMAT orig_fmt;
2393 WINED3DGAMMARAMP orig_gamma;
2394
2395 long prev_time, frames; /* Performance tracking */
2396 unsigned int vSyncCounter;
2397
2398 WineD3DContext **context; /* Later a array for multithreading */
2399 unsigned int num_contexts;
2400
2401 HWND win_handle;
2402 } IWineD3DSwapChainImpl;
2403
2404 extern const IWineD3DSwapChainVtbl IWineD3DSwapChain_Vtbl;
2405 const IWineD3DSwapChainVtbl IWineGDISwapChain_Vtbl;
2406 void x11_copy_to_screen(IWineD3DSwapChainImpl *This, const RECT *rc);
2407
2408 HRESULT WINAPI IWineD3DBaseSwapChainImpl_QueryInterface(IWineD3DSwapChain *iface, REFIID riid, LPVOID *ppobj);
2409 ULONG WINAPI IWineD3DBaseSwapChainImpl_AddRef(IWineD3DSwapChain *iface);
2410 ULONG WINAPI IWineD3DBaseSwapChainImpl_Release(IWineD3DSwapChain *iface);
2411 HRESULT WINAPI IWineD3DBaseSwapChainImpl_GetParent(IWineD3DSwapChain *iface, IUnknown ** ppParent);
2412 HRESULT WINAPI IWineD3DBaseSwapChainImpl_GetFrontBufferData(IWineD3DSwapChain *iface, IWineD3DSurface *pDestSurface);
2413 HRESULT WINAPI IWineD3DBaseSwapChainImpl_GetBackBuffer(IWineD3DSwapChain *iface, UINT iBackBuffer, WINED3DBACKBUFFER_TYPE Type, IWineD3DSurface **ppBackBuffer);
2414 HRESULT WINAPI IWineD3DBaseSwapChainImpl_GetRasterStatus(IWineD3DSwapChain *iface, WINED3DRASTER_STATUS *pRasterStatus);
2415 HRESULT WINAPI IWineD3DBaseSwapChainImpl_GetDisplayMode(IWineD3DSwapChain *iface, WINED3DDISPLAYMODE*pMode);
2416 HRESULT WINAPI IWineD3DBaseSwapChainImpl_GetDevice(IWineD3DSwapChain *iface, IWineD3DDevice**ppDevice);
2417 HRESULT WINAPI IWineD3DBaseSwapChainImpl_GetPresentParameters(IWineD3DSwapChain *iface, WINED3DPRESENT_PARAMETERS *pPresentationParameters);
2418 HRESULT WINAPI IWineD3DBaseSwapChainImpl_SetGammaRamp(IWineD3DSwapChain *iface, DWORD Flags, CONST WINED3DGAMMARAMP *pRamp);
2419 HRESULT WINAPI IWineD3DBaseSwapChainImpl_GetGammaRamp(IWineD3DSwapChain *iface, WINED3DGAMMARAMP *pRamp);
2420
2421 WineD3DContext *IWineD3DSwapChainImpl_CreateContextForThread(IWineD3DSwapChain *iface);
2422
2423 /*****************************************************************************
2424 * Utility function prototypes
2425 */
2426
2427 /* Trace routines */
2428 const char* debug_d3dformat(WINED3DFORMAT fmt);
2429 const char* debug_d3ddevicetype(WINED3DDEVTYPE devtype);
2430 const char* debug_d3dresourcetype(WINED3DRESOURCETYPE res);
2431 const char* debug_d3dusage(DWORD usage);
2432 const char* debug_d3dusagequery(DWORD usagequery);
2433 const char* debug_d3ddeclmethod(WINED3DDECLMETHOD method);
2434 const char* debug_d3ddeclusage(BYTE usage);
2435 const char* debug_d3dprimitivetype(WINED3DPRIMITIVETYPE PrimitiveType);
2436 const char* debug_d3drenderstate(DWORD state);
2437 const char* debug_d3dsamplerstate(DWORD state);
2438 const char* debug_d3dtexturefiltertype(WINED3DTEXTUREFILTERTYPE filter_type);
2439 const char* debug_d3dtexturestate(DWORD state);
2440 const char* debug_d3dtstype(WINED3DTRANSFORMSTATETYPE tstype);
2441 const char* debug_d3dpool(WINED3DPOOL pool);
2442 const char *debug_fbostatus(GLenum status);
2443 const char *debug_glerror(GLenum error);
2444 const char *debug_d3dbasis(WINED3DBASISTYPE basis);
2445 const char *debug_d3ddegree(WINED3DDEGREETYPE order);
2446 const char* debug_d3dtop(WINED3DTEXTUREOP d3dtop);
2447 void dump_color_fixup_desc(struct color_fixup_desc fixup);
2448 const char *debug_surflocation(DWORD flag);
2449
2450 /* Routines for GL <-> D3D values */
2451 GLenum StencilOp(DWORD op);
2452 GLenum CompareFunc(DWORD func);
2453 BOOL is_invalid_op(IWineD3DDeviceImpl *This, int stage, WINED3DTEXTUREOP op, DWORD arg1, DWORD arg2, DWORD arg3);
2454 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);
2455 void set_texture_matrix(const float *smat, DWORD flags, BOOL calculatedCoords, BOOL transformed, DWORD coordtype, BOOL ffp_can_disable_proj);
2456 void texture_activate_dimensions(DWORD stage, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context);
2457 void sampler_texdim(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context);
2458 void tex_alphaop(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context);
2459 void apply_pixelshader(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context);
2460 void state_fogcolor(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context);
2461 void state_fogdensity(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context);
2462 void state_fogstartend(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context);
2463 void state_fog_fragpart(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context);
2464
2465 void surface_add_dirty_rect(IWineD3DSurface *iface, const RECT *dirty_rect);
2466 void surface_force_reload(IWineD3DSurface *iface);
2467 GLenum surface_get_gl_buffer(IWineD3DSurface *iface, IWineD3DSwapChain *swapchain);
2468 void surface_load_ds_location(IWineD3DSurface *iface, DWORD location);
2469 void surface_modify_ds_location(IWineD3DSurface *iface, DWORD location);
2470 void surface_set_compatible_renderbuffer(IWineD3DSurface *iface, unsigned int width, unsigned int height);
2471 void surface_set_texture_name(IWineD3DSurface *iface, GLuint name, BOOL srgb_name);
2472 void surface_set_texture_target(IWineD3DSurface *iface, GLenum target);
2473
2474 BOOL getColorBits(const struct GlPixelFormatDesc *format_desc,
2475 short *redSize, short *greenSize, short *blueSize, short *alphaSize, short *totalSize);
2476 BOOL getDepthStencilBits(const struct GlPixelFormatDesc *format_desc, short *depthSize, short *stencilSize);
2477
2478 /* Math utils */
2479 void multiply_matrix(WINED3DMATRIX *dest, const WINED3DMATRIX *src1, const WINED3DMATRIX *src2);
2480 UINT wined3d_log2i(UINT32 x);
2481 unsigned int count_bits(unsigned int mask);
2482
2483 typedef struct local_constant {
2484 struct list entry;
2485 unsigned int idx;
2486 DWORD value[4];
2487 } local_constant;
2488
2489 typedef struct SHADER_LIMITS {
2490 unsigned int temporary;
2491 unsigned int texcoord;
2492 unsigned int sampler;
2493 unsigned int constant_int;
2494 unsigned int constant_float;
2495 unsigned int constant_bool;
2496 unsigned int address;
2497 unsigned int packed_output;
2498 unsigned int packed_input;
2499 unsigned int attributes;
2500 unsigned int label;
2501 } SHADER_LIMITS;
2502
2503 /** Keeps track of details for TEX_M#x# shader opcodes which need to
2504 maintain state information between multiple codes */
2505 typedef struct SHADER_PARSE_STATE {
2506 unsigned int current_row;
2507 DWORD texcoord_w[2];
2508 } SHADER_PARSE_STATE;
2509
2510 #ifdef __GNUC__
2511 #define PRINTF_ATTR(fmt,args) __attribute__((format (printf,fmt,args)))
2512 #else
2513 #define PRINTF_ATTR(fmt,args)
2514 #endif
2515
2516 /* Base Shader utility functions.
2517 * (may move callers into the same file in the future) */
2518 extern int shader_addline(
2519 SHADER_BUFFER* buffer,
2520 const char* fmt, ...) PRINTF_ATTR(2,3);
2521 int shader_vaddline(SHADER_BUFFER *buffer, const char *fmt, va_list args);
2522
2523 /* Vertex shader utility functions */
2524 extern BOOL vshader_get_input(
2525 IWineD3DVertexShader* iface,
2526 BYTE usage_req, BYTE usage_idx_req,
2527 unsigned int* regnum);
2528
2529 extern HRESULT allocate_shader_constants(IWineD3DStateBlockImpl* object);
2530
2531 /*****************************************************************************
2532 * IDirect3DBaseShader implementation structure
2533 */
2534 typedef struct IWineD3DBaseShaderClass
2535 {
2536 LONG ref;
2537 SHADER_LIMITS limits;
2538 SHADER_PARSE_STATE parse_state;
2539 DWORD *function;
2540 UINT functionLength;
2541 UINT cur_loop_depth, cur_loop_regno;
2542 BOOL load_local_constsF;
2543 const struct wined3d_shader_frontend *frontend;
2544 void *frontend_data;
2545
2546 /* Programs this shader is linked with */
2547 struct list linked_programs;
2548
2549 /* Immediate constants (override global ones) */
2550 struct list constantsB;
2551 struct list constantsF;
2552 struct list constantsI;
2553 shader_reg_maps reg_maps;
2554
2555 /* Pointer to the parent device */
2556 IWineD3DDevice *device;
2557 struct list shader_list_entry;
2558
2559 } IWineD3DBaseShaderClass;
2560
2561 typedef struct IWineD3DBaseShaderImpl {
2562 /* IUnknown */
2563 const IWineD3DBaseShaderVtbl *lpVtbl;
2564
2565 /* IWineD3DBaseShader */
2566 IWineD3DBaseShaderClass baseShader;
2567 } IWineD3DBaseShaderImpl;
2568
2569 void shader_buffer_init(struct SHADER_BUFFER *buffer);
2570 void shader_buffer_free(struct SHADER_BUFFER *buffer);
2571 void shader_cleanup(IWineD3DBaseShader *iface);
2572 void shader_dump_src_param(const struct wined3d_shader_src_param *param,
2573 const struct wined3d_shader_version *shader_version);
2574 void shader_dump_dst_param(const struct wined3d_shader_dst_param *param,
2575 const struct wined3d_shader_version *shader_version);
2576 void shader_generate_main(IWineD3DBaseShader *iface, SHADER_BUFFER *buffer,
2577 const shader_reg_maps *reg_maps, const DWORD *pFunction);
2578 HRESULT shader_get_registers_used(IWineD3DBaseShader *iface, const struct wined3d_shader_frontend *fe,
2579 struct shader_reg_maps *reg_maps, struct wined3d_shader_semantic *semantics_in,
2580 struct wined3d_shader_semantic *semantics_out, const DWORD *byte_code, DWORD constf_size);
2581 void shader_init(struct IWineD3DBaseShaderClass *shader, IWineD3DDevice *device);
2582 const struct wined3d_shader_frontend *shader_select_frontend(DWORD version_token);
2583 void shader_trace_init(const struct wined3d_shader_frontend *fe, void *fe_data, const DWORD *pFunction);
2584
2585 static inline BOOL shader_is_pshader_version(enum wined3d_shader_type type)
2586 {
2587 return type == WINED3D_SHADER_TYPE_PIXEL;
2588 }
2589
2590 static inline BOOL shader_is_vshader_version(enum wined3d_shader_type type)
2591 {
2592 return type == WINED3D_SHADER_TYPE_VERTEX;
2593 }
2594
2595 static inline BOOL shader_is_scalar(const struct wined3d_shader_register *reg)
2596 {
2597 switch (reg->type)
2598 {
2599 case WINED3DSPR_RASTOUT:
2600 /* oFog & oPts */
2601 if (reg->idx != 0) return TRUE;
2602 /* oPos */
2603 return FALSE;
2604
2605 case WINED3DSPR_DEPTHOUT: /* oDepth */
2606 case WINED3DSPR_CONSTBOOL: /* b# */
2607 case WINED3DSPR_LOOP: /* aL */
2608 case WINED3DSPR_PREDICATE: /* p0 */
2609 return TRUE;
2610
2611 case WINED3DSPR_MISCTYPE:
2612 switch(reg->idx)
2613 {
2614 case 0: /* vPos */
2615 return FALSE;
2616 case 1: /* vFace */
2617 return TRUE;
2618 default:
2619 return FALSE;
2620 }
2621
2622 case WINED3DSPR_IMMCONST:
2623 switch(reg->immconst_type)
2624 {
2625 case WINED3D_IMMCONST_FLOAT:
2626 return TRUE;
2627 default:
2628 return FALSE;
2629 }
2630
2631 default:
2632 return FALSE;
2633 }
2634 }
2635
2636 static inline BOOL shader_constant_is_local(IWineD3DBaseShaderImpl* This, DWORD reg) {
2637 local_constant* lconst;
2638
2639 if(This->baseShader.load_local_constsF) return FALSE;
2640 LIST_FOR_EACH_ENTRY(lconst, &This->baseShader.constantsF, local_constant, entry) {
2641 if(lconst->idx == reg) return TRUE;
2642 }
2643 return FALSE;
2644
2645 }
2646
2647 /*****************************************************************************
2648 * IDirect3DVertexShader implementation structures
2649 */
2650
2651 struct vs_compiled_shader {
2652 struct vs_compile_args args;
2653 GLuint prgId;
2654 };
2655
2656 typedef struct IWineD3DVertexShaderImpl {
2657 /* IUnknown parts*/
2658 const IWineD3DVertexShaderVtbl *lpVtbl;
2659
2660 /* IWineD3DBaseShader */
2661 IWineD3DBaseShaderClass baseShader;
2662
2663 /* IWineD3DVertexShaderImpl */
2664 IUnknown *parent;
2665
2666 DWORD usage;
2667
2668 /* The GL shader */
2669 struct vs_compiled_shader *gl_shaders;
2670 UINT num_gl_shaders, shader_array_size;
2671
2672 /* Vertex shader input and output semantics */
2673 struct wined3d_shader_semantic semantics_in[MAX_ATTRIBS];
2674 struct wined3d_shader_semantic semantics_out[MAX_REG_OUTPUT];
2675
2676 UINT min_rel_offset, max_rel_offset;
2677 UINT rel_offset;
2678
2679 UINT recompile_count;
2680
2681 const struct vs_compile_args *cur_args;
2682 } IWineD3DVertexShaderImpl;
2683 extern const IWineD3DVertexShaderVtbl IWineD3DVertexShader_Vtbl;
2684
2685 void find_vs_compile_args(IWineD3DVertexShaderImpl *shader, IWineD3DStateBlockImpl *stateblock, struct vs_compile_args *args);
2686 GLuint find_gl_vshader(IWineD3DVertexShaderImpl *shader, const struct vs_compile_args *args);
2687
2688 /*****************************************************************************
2689 * IDirect3DPixelShader implementation structure
2690 */
2691 struct ps_compiled_shader {
2692 struct ps_compile_args args;
2693 GLuint prgId;
2694 };
2695
2696 typedef struct IWineD3DPixelShaderImpl {
2697 /* IUnknown parts */
2698 const IWineD3DPixelShaderVtbl *lpVtbl;
2699
2700 /* IWineD3DBaseShader */
2701 IWineD3DBaseShaderClass baseShader;
2702
2703 /* IWineD3DPixelShaderImpl */
2704 IUnknown *parent;
2705
2706 /* Pixel shader input semantics */
2707 struct wined3d_shader_semantic semantics_in[MAX_REG_INPUT];
2708 DWORD input_reg_map[MAX_REG_INPUT];
2709 BOOL input_reg_used[MAX_REG_INPUT];
2710 int declared_in_count;
2711
2712 /* The GL shader */
2713 struct ps_compiled_shader *gl_shaders;
2714 UINT num_gl_shaders, shader_array_size;
2715
2716 /* Some information about the shader behavior */
2717 struct stb_const_desc bumpenvmatconst[MAX_TEXTURES];
2718 unsigned char numbumpenvmatconsts;
2719 struct stb_const_desc luminanceconst[MAX_TEXTURES];
2720 char vpos_uniform;
2721
2722 const struct ps_compile_args *cur_args;
2723 } IWineD3DPixelShaderImpl;
2724
2725 extern const IWineD3DPixelShaderVtbl IWineD3DPixelShader_Vtbl;
2726 GLuint find_gl_pshader(IWineD3DPixelShaderImpl *shader, const struct ps_compile_args *args);
2727 void find_ps_compile_args(IWineD3DPixelShaderImpl *shader, IWineD3DStateBlockImpl *stateblock, struct ps_compile_args *args);
2728
2729 /* sRGB correction constants */
2730 static const float srgb_cmp = 0.0031308;
2731 static const float srgb_mul_low = 12.92;
2732 static const float srgb_pow = 0.41666;
2733 static const float srgb_mul_high = 1.055;
2734 static const float srgb_sub_high = 0.055;
2735
2736 /*****************************************************************************
2737 * IWineD3DPalette implementation structure
2738 */
2739 struct IWineD3DPaletteImpl {
2740 /* IUnknown parts */
2741 const IWineD3DPaletteVtbl *lpVtbl;
2742 LONG ref;
2743
2744 IUnknown *parent;
2745 IWineD3DDeviceImpl *wineD3DDevice;
2746
2747 /* IWineD3DPalette */
2748 HPALETTE hpal;
2749 WORD palVersion; /*| */
2750 WORD palNumEntries; /*| LOGPALETTE */
2751 PALETTEENTRY palents[256]; /*| */
2752 /* This is to store the palette in 'screen format' */
2753 int screen_palents[256];
2754 DWORD Flags;
2755 };
2756
2757 extern const IWineD3DPaletteVtbl IWineD3DPalette_Vtbl;
2758 DWORD IWineD3DPaletteImpl_Size(DWORD dwFlags);
2759
2760 /* DirectDraw utility functions */
2761 extern WINED3DFORMAT pixelformat_for_depth(DWORD depth);
2762
2763 /*****************************************************************************
2764 * Pixel format management
2765 */
2766
2767 /* WineD3D pixel format flags */
2768 #define WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING 0x1
2769 #define WINED3DFMT_FLAG_FILTERING 0x2
2770 #define WINED3DFMT_FLAG_DEPTH 0x4
2771 #define WINED3DFMT_FLAG_STENCIL 0x8
2772 #define WINED3DFMT_FLAG_RENDERTARGET 0x10
2773 #define WINED3DFMT_FLAG_FOURCC 0x20
2774
2775 struct GlPixelFormatDesc
2776 {
2777 WINED3DFORMAT format;
2778 DWORD red_mask;
2779 DWORD green_mask;
2780 DWORD blue_mask;
2781 DWORD alpha_mask;
2782 UINT byte_count;
2783 WORD depth_size;
2784 WORD stencil_size;
2785
2786 enum wined3d_ffp_emit_idx emit_idx;
2787 GLint component_count;
2788 GLenum gl_vtx_type;
2789 GLint gl_vtx_format;
2790 GLboolean gl_normalized;
2791 unsigned int component_size;
2792
2793 GLint glInternal;
2794 GLint glGammaInternal;
2795 GLint rtInternal;
2796 GLint glFormat;
2797 GLint glType;
2798 unsigned int Flags;
2799 float heightscale;
2800 struct color_fixup_desc color_fixup;
2801 };
2802
2803 const struct GlPixelFormatDesc *getFormatDescEntry(WINED3DFORMAT fmt, const WineD3D_GL_Info *gl_info);
2804
2805 static inline BOOL use_vs(IWineD3DStateBlockImpl *stateblock)
2806 {
2807 return (stateblock->vertexShader
2808 && !stateblock->wineD3DDevice->strided_streams.position_transformed
2809 && stateblock->wineD3DDevice->vs_selected_mode != SHADER_NONE);
2810 }
2811
2812 static inline BOOL use_ps(IWineD3DStateBlockImpl *stateblock)
2813 {
2814 return (stateblock->pixelShader
2815 && stateblock->wineD3DDevice->ps_selected_mode != SHADER_NONE);
2816 }
2817
2818 void stretch_rect_fbo(IWineD3DDevice *iface, IWineD3DSurface *src_surface, WINED3DRECT *src_rect,
2819 IWineD3DSurface *dst_surface, WINED3DRECT *dst_rect, const WINED3DTEXTUREFILTERTYPE filter, BOOL flip);
2820 #endif