- sync d3d8, d3d9, ddraw, wined3d with Wine 1.1.30
[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 #include "wine/rbtree.h"
45
46 /* Driver quirks */
47 #define WINED3D_QUIRK_ARB_VS_OFFSET_LIMIT 0x00000001
48 #define WINED3D_QUIRK_SET_TEXCOORD_W 0x00000002
49 #define WINED3D_QUIRK_GLSL_CLIP_VARYING 0x00000004
50 #define WINED3D_QUIRK_ALLOWS_SPECULAR_ALPHA 0x00000008
51
52 /* Texture format fixups */
53
54 enum fixup_channel_source
55 {
56 CHANNEL_SOURCE_ZERO = 0,
57 CHANNEL_SOURCE_ONE = 1,
58 CHANNEL_SOURCE_X = 2,
59 CHANNEL_SOURCE_Y = 3,
60 CHANNEL_SOURCE_Z = 4,
61 CHANNEL_SOURCE_W = 5,
62 CHANNEL_SOURCE_YUV0 = 6,
63 CHANNEL_SOURCE_YUV1 = 7,
64 };
65
66 enum yuv_fixup
67 {
68 YUV_FIXUP_YUY2 = 0,
69 YUV_FIXUP_UYVY = 1,
70 YUV_FIXUP_YV12 = 2,
71 };
72
73 #include <pshpack2.h>
74 struct color_fixup_desc
75 {
76 unsigned x_sign_fixup : 1;
77 unsigned x_source : 3;
78 unsigned y_sign_fixup : 1;
79 unsigned y_source : 3;
80 unsigned z_sign_fixup : 1;
81 unsigned z_source : 3;
82 unsigned w_sign_fixup : 1;
83 unsigned w_source : 3;
84 };
85 #include <poppack.h>
86
87 static const struct color_fixup_desc COLOR_FIXUP_IDENTITY =
88 {0, CHANNEL_SOURCE_X, 0, CHANNEL_SOURCE_Y, 0, CHANNEL_SOURCE_Z, 0, CHANNEL_SOURCE_W};
89
90 static inline struct color_fixup_desc create_color_fixup_desc(
91 int sign0, enum fixup_channel_source src0, int sign1, enum fixup_channel_source src1,
92 int sign2, enum fixup_channel_source src2, int sign3, enum fixup_channel_source src3)
93 {
94 struct color_fixup_desc fixup =
95 {
96 sign0, src0,
97 sign1, src1,
98 sign2, src2,
99 sign3, src3,
100 };
101 return fixup;
102 }
103
104 static inline struct color_fixup_desc create_yuv_fixup_desc(enum yuv_fixup yuv_fixup)
105 {
106 struct color_fixup_desc fixup =
107 {
108 0, yuv_fixup & (1 << 0) ? CHANNEL_SOURCE_YUV1 : CHANNEL_SOURCE_YUV0,
109 0, yuv_fixup & (1 << 1) ? CHANNEL_SOURCE_YUV1 : CHANNEL_SOURCE_YUV0,
110 0, yuv_fixup & (1 << 2) ? CHANNEL_SOURCE_YUV1 : CHANNEL_SOURCE_YUV0,
111 0, yuv_fixup & (1 << 3) ? CHANNEL_SOURCE_YUV1 : CHANNEL_SOURCE_YUV0,
112 };
113 return fixup;
114 }
115
116 static inline BOOL is_identity_fixup(struct color_fixup_desc fixup)
117 {
118 return !memcmp(&fixup, &COLOR_FIXUP_IDENTITY, sizeof(fixup));
119 }
120
121 static inline BOOL is_yuv_fixup(struct color_fixup_desc fixup)
122 {
123 return fixup.x_source == CHANNEL_SOURCE_YUV0 || fixup.x_source == CHANNEL_SOURCE_YUV1;
124 }
125
126 static inline enum yuv_fixup get_yuv_fixup(struct color_fixup_desc fixup)
127 {
128 enum yuv_fixup yuv_fixup = 0;
129 if (fixup.x_source == CHANNEL_SOURCE_YUV1) yuv_fixup |= (1 << 0);
130 if (fixup.y_source == CHANNEL_SOURCE_YUV1) yuv_fixup |= (1 << 1);
131 if (fixup.z_source == CHANNEL_SOURCE_YUV1) yuv_fixup |= (1 << 2);
132 if (fixup.w_source == CHANNEL_SOURCE_YUV1) yuv_fixup |= (1 << 3);
133 return yuv_fixup;
134 }
135
136 void *wined3d_rb_alloc(size_t size) DECLSPEC_HIDDEN;
137 void *wined3d_rb_realloc(void *ptr, size_t size) DECLSPEC_HIDDEN;
138 void wined3d_rb_free(void *ptr) DECLSPEC_HIDDEN;
139
140 /* Device caps */
141 #define MAX_PALETTES 65536
142 #define MAX_STREAMS 16
143 #define MAX_TEXTURES 8
144 #define MAX_FRAGMENT_SAMPLERS 16
145 #define MAX_VERTEX_SAMPLERS 4
146 #define MAX_COMBINED_SAMPLERS (MAX_FRAGMENT_SAMPLERS + MAX_VERTEX_SAMPLERS)
147 #define MAX_ACTIVE_LIGHTS 8
148 #define MAX_CLIPPLANES WINED3DMAXUSERCLIPPLANES
149
150 /* Used for CreateStateBlock */
151 #define NUM_SAVEDPIXELSTATES_R 35
152 #define NUM_SAVEDPIXELSTATES_T 18
153 #define NUM_SAVEDPIXELSTATES_S 12
154 #define NUM_SAVEDVERTEXSTATES_R 34
155 #define NUM_SAVEDVERTEXSTATES_T 2
156 #define NUM_SAVEDVERTEXSTATES_S 1
157
158 extern const DWORD SavedPixelStates_R[NUM_SAVEDPIXELSTATES_R] DECLSPEC_HIDDEN;
159 extern const DWORD SavedPixelStates_T[NUM_SAVEDPIXELSTATES_T] DECLSPEC_HIDDEN;
160 extern const DWORD SavedPixelStates_S[NUM_SAVEDPIXELSTATES_S] DECLSPEC_HIDDEN;
161 extern const DWORD SavedVertexStates_R[NUM_SAVEDVERTEXSTATES_R] DECLSPEC_HIDDEN;
162 extern const DWORD SavedVertexStates_T[NUM_SAVEDVERTEXSTATES_T] DECLSPEC_HIDDEN;
163 extern const DWORD SavedVertexStates_S[NUM_SAVEDVERTEXSTATES_S] DECLSPEC_HIDDEN;
164
165 typedef enum _WINELOOKUP {
166 WINELOOKUP_WARPPARAM = 0,
167 MAX_LOOKUPS = 1
168 } WINELOOKUP;
169
170 extern const int minLookup[MAX_LOOKUPS] DECLSPEC_HIDDEN;
171 extern const int maxLookup[MAX_LOOKUPS] DECLSPEC_HIDDEN;
172 extern DWORD *stateLookup[MAX_LOOKUPS] DECLSPEC_HIDDEN;
173
174 struct min_lookup
175 {
176 GLenum mip[WINED3DTEXF_LINEAR + 1];
177 };
178
179 const struct min_lookup minMipLookup[WINED3DTEXF_LINEAR + 1] DECLSPEC_HIDDEN;
180 const struct min_lookup minMipLookup_noFilter[WINED3DTEXF_LINEAR + 1] DECLSPEC_HIDDEN;
181 const struct min_lookup minMipLookup_noMip[WINED3DTEXF_LINEAR + 1] DECLSPEC_HIDDEN;
182 const GLenum magLookup[WINED3DTEXF_LINEAR + 1] DECLSPEC_HIDDEN;
183 const GLenum magLookup_noFilter[WINED3DTEXF_LINEAR + 1] DECLSPEC_HIDDEN;
184
185 static inline GLenum wined3d_gl_mag_filter(const GLenum mag_lookup[], WINED3DTEXTUREFILTERTYPE mag_filter)
186 {
187 return mag_lookup[mag_filter];
188 }
189
190 static inline GLenum wined3d_gl_min_mip_filter(const struct min_lookup min_mip_lookup[],
191 WINED3DTEXTUREFILTERTYPE min_filter, WINED3DTEXTUREFILTERTYPE mip_filter)
192 {
193 return min_mip_lookup[min_filter].mip[mip_filter];
194 }
195
196 /* float_16_to_32() and float_32_to_16() (see implementation in
197 * surface_base.c) convert 16 bit floats in the FLOAT16 data type
198 * to standard C floats and vice versa. They do not depend on the encoding
199 * of the C float, so they are platform independent, but slow. On x86 and
200 * other IEEE 754 compliant platforms the conversion can be accelerated by
201 * bit shifting the exponent and mantissa. There are also some SSE-based
202 * assembly routines out there.
203 *
204 * See GL_NV_half_float for a reference of the FLOAT16 / GL_HALF format
205 */
206 static inline float float_16_to_32(const unsigned short *in) {
207 const unsigned short s = ((*in) & 0x8000);
208 const unsigned short e = ((*in) & 0x7C00) >> 10;
209 const unsigned short m = (*in) & 0x3FF;
210 const float sgn = (s ? -1.0f : 1.0f);
211
212 if(e == 0) {
213 if(m == 0) return sgn * 0.0f; /* +0.0 or -0.0 */
214 else return sgn * pow(2, -14.0f) * ((float)m / 1024.0f);
215 } else if(e < 31) {
216 return sgn * pow(2, (float)e - 15.0f) * (1.0f + ((float)m / 1024.0f));
217 } else {
218 if(m == 0) return sgn / 0.0f; /* +INF / -INF */
219 else return 0.0f / 0.0f; /* NAN */
220 }
221 }
222
223 static inline float float_24_to_32(DWORD in)
224 {
225 const float sgn = in & 0x800000 ? -1.0f : 1.0f;
226 const unsigned short e = (in & 0x780000) >> 19;
227 const unsigned short m = in & 0x7ffff;
228
229 if (e == 0)
230 {
231 if (m == 0) return sgn * 0.0f; /* +0.0 or -0.0 */
232 else return sgn * pow(2, -6.0f) * ((float)m / 524288.0f);
233 }
234 else if (e < 15)
235 {
236 return sgn * pow(2, (float)e - 7.0f) * (1.0f + ((float)m / 524288.0f));
237 }
238 else
239 {
240 if (m == 0) return sgn / 0.0f; /* +INF / -INF */
241 else return 0.0f / 0.0f; /* NAN */
242 }
243 }
244
245 /**
246 * Settings
247 */
248 #define VS_NONE 0
249 #define VS_HW 1
250
251 #define PS_NONE 0
252 #define PS_HW 1
253
254 #define VBO_NONE 0
255 #define VBO_HW 1
256
257 #define NP2_NONE 0
258 #define NP2_REPACK 1
259 #define NP2_NATIVE 2
260
261 #define ORM_BACKBUFFER 0
262 #define ORM_PBUFFER 1
263 #define ORM_FBO 2
264
265 #define SHADER_ARB 1
266 #define SHADER_GLSL 2
267 #define SHADER_ATI 3
268 #define SHADER_NONE 4
269
270 #define RTL_DISABLE -1
271 #define RTL_READDRAW 1
272 #define RTL_READTEX 2
273
274 #define PCI_VENDOR_NONE 0xffff /* e.g. 0x8086 for Intel and 0x10de for Nvidia */
275 #define PCI_DEVICE_NONE 0xffff /* e.g. 0x14f for a Geforce6200 */
276
277 /* NOTE: When adding fields to this structure, make sure to update the default
278 * values in wined3d_main.c as well. */
279 typedef struct wined3d_settings_s {
280 /* vertex and pixel shader modes */
281 int vs_mode;
282 int ps_mode;
283 /* Ideally, we don't want the user to have to request GLSL. If the hardware supports GLSL,
284 we should use it. However, until it's fully implemented, we'll leave it as a registry
285 setting for developers. */
286 BOOL glslRequested;
287 int offscreen_rendering_mode;
288 int rendertargetlock_mode;
289 unsigned short pci_vendor_id;
290 unsigned short pci_device_id;
291 /* Memory tracking and object counting */
292 unsigned int emulated_textureram;
293 char *logo;
294 int allow_multisampling;
295 } wined3d_settings_t;
296
297 extern wined3d_settings_t wined3d_settings DECLSPEC_HIDDEN;
298
299 typedef enum _WINED3DSAMPLER_TEXTURE_TYPE
300 {
301 WINED3DSTT_UNKNOWN = 0,
302 WINED3DSTT_1D = 1,
303 WINED3DSTT_2D = 2,
304 WINED3DSTT_CUBE = 3,
305 WINED3DSTT_VOLUME = 4,
306 } WINED3DSAMPLER_TEXTURE_TYPE;
307
308 typedef enum _WINED3DSHADER_PARAM_REGISTER_TYPE
309 {
310 WINED3DSPR_TEMP = 0,
311 WINED3DSPR_INPUT = 1,
312 WINED3DSPR_CONST = 2,
313 WINED3DSPR_ADDR = 3,
314 WINED3DSPR_TEXTURE = 3,
315 WINED3DSPR_RASTOUT = 4,
316 WINED3DSPR_ATTROUT = 5,
317 WINED3DSPR_TEXCRDOUT = 6,
318 WINED3DSPR_OUTPUT = 6,
319 WINED3DSPR_CONSTINT = 7,
320 WINED3DSPR_COLOROUT = 8,
321 WINED3DSPR_DEPTHOUT = 9,
322 WINED3DSPR_SAMPLER = 10,
323 WINED3DSPR_CONST2 = 11,
324 WINED3DSPR_CONST3 = 12,
325 WINED3DSPR_CONST4 = 13,
326 WINED3DSPR_CONSTBOOL = 14,
327 WINED3DSPR_LOOP = 15,
328 WINED3DSPR_TEMPFLOAT16 = 16,
329 WINED3DSPR_MISCTYPE = 17,
330 WINED3DSPR_LABEL = 18,
331 WINED3DSPR_PREDICATE = 19,
332 WINED3DSPR_IMMCONST,
333 WINED3DSPR_CONSTBUFFER,
334 } WINED3DSHADER_PARAM_REGISTER_TYPE;
335
336 enum wined3d_immconst_type
337 {
338 WINED3D_IMMCONST_FLOAT,
339 WINED3D_IMMCONST_FLOAT4,
340 };
341
342 typedef enum _WINED3DVS_RASTOUT_OFFSETS
343 {
344 WINED3DSRO_POSITION = 0,
345 WINED3DSRO_FOG = 1,
346 WINED3DSRO_POINT_SIZE = 2,
347 } WINED3DVS_RASTOUT_OFFSETS;
348
349 #define WINED3DSP_NOSWIZZLE (0 | (1 << 2) | (2 << 4) | (3 << 6))
350
351 typedef enum _WINED3DSHADER_PARAM_SRCMOD_TYPE
352 {
353 WINED3DSPSM_NONE = 0,
354 WINED3DSPSM_NEG = 1,
355 WINED3DSPSM_BIAS = 2,
356 WINED3DSPSM_BIASNEG = 3,
357 WINED3DSPSM_SIGN = 4,
358 WINED3DSPSM_SIGNNEG = 5,
359 WINED3DSPSM_COMP = 6,
360 WINED3DSPSM_X2 = 7,
361 WINED3DSPSM_X2NEG = 8,
362 WINED3DSPSM_DZ = 9,
363 WINED3DSPSM_DW = 10,
364 WINED3DSPSM_ABS = 11,
365 WINED3DSPSM_ABSNEG = 12,
366 WINED3DSPSM_NOT = 13,
367 } WINED3DSHADER_PARAM_SRCMOD_TYPE;
368
369 #define WINED3DSP_WRITEMASK_0 0x1 /* .x r */
370 #define WINED3DSP_WRITEMASK_1 0x2 /* .y g */
371 #define WINED3DSP_WRITEMASK_2 0x4 /* .z b */
372 #define WINED3DSP_WRITEMASK_3 0x8 /* .w a */
373 #define WINED3DSP_WRITEMASK_ALL 0xf /* all */
374
375 typedef enum _WINED3DSHADER_PARAM_DSTMOD_TYPE
376 {
377 WINED3DSPDM_NONE = 0,
378 WINED3DSPDM_SATURATE = 1,
379 WINED3DSPDM_PARTIALPRECISION = 2,
380 WINED3DSPDM_MSAMPCENTROID = 4,
381 } WINED3DSHADER_PARAM_DSTMOD_TYPE;
382
383 typedef enum _WINED3DSHADER_INSTRUCTION_OPCODE_TYPE
384 {
385 WINED3DSIO_NOP = 0,
386 WINED3DSIO_MOV = 1,
387 WINED3DSIO_ADD = 2,
388 WINED3DSIO_SUB = 3,
389 WINED3DSIO_MAD = 4,
390 WINED3DSIO_MUL = 5,
391 WINED3DSIO_RCP = 6,
392 WINED3DSIO_RSQ = 7,
393 WINED3DSIO_DP3 = 8,
394 WINED3DSIO_DP4 = 9,
395 WINED3DSIO_MIN = 10,
396 WINED3DSIO_MAX = 11,
397 WINED3DSIO_SLT = 12,
398 WINED3DSIO_SGE = 13,
399 WINED3DSIO_EXP = 14,
400 WINED3DSIO_LOG = 15,
401 WINED3DSIO_LIT = 16,
402 WINED3DSIO_DST = 17,
403 WINED3DSIO_LRP = 18,
404 WINED3DSIO_FRC = 19,
405 WINED3DSIO_M4x4 = 20,
406 WINED3DSIO_M4x3 = 21,
407 WINED3DSIO_M3x4 = 22,
408 WINED3DSIO_M3x3 = 23,
409 WINED3DSIO_M3x2 = 24,
410 WINED3DSIO_CALL = 25,
411 WINED3DSIO_CALLNZ = 26,
412 WINED3DSIO_LOOP = 27,
413 WINED3DSIO_RET = 28,
414 WINED3DSIO_ENDLOOP = 29,
415 WINED3DSIO_LABEL = 30,
416 WINED3DSIO_DCL = 31,
417 WINED3DSIO_POW = 32,
418 WINED3DSIO_CRS = 33,
419 WINED3DSIO_SGN = 34,
420 WINED3DSIO_ABS = 35,
421 WINED3DSIO_NRM = 36,
422 WINED3DSIO_SINCOS = 37,
423 WINED3DSIO_REP = 38,
424 WINED3DSIO_ENDREP = 39,
425 WINED3DSIO_IF = 40,
426 WINED3DSIO_IFC = 41,
427 WINED3DSIO_ELSE = 42,
428 WINED3DSIO_ENDIF = 43,
429 WINED3DSIO_BREAK = 44,
430 WINED3DSIO_BREAKC = 45,
431 WINED3DSIO_MOVA = 46,
432 WINED3DSIO_DEFB = 47,
433 WINED3DSIO_DEFI = 48,
434
435 WINED3DSIO_TEXCOORD = 64,
436 WINED3DSIO_TEXKILL = 65,
437 WINED3DSIO_TEX = 66,
438 WINED3DSIO_TEXBEM = 67,
439 WINED3DSIO_TEXBEML = 68,
440 WINED3DSIO_TEXREG2AR = 69,
441 WINED3DSIO_TEXREG2GB = 70,
442 WINED3DSIO_TEXM3x2PAD = 71,
443 WINED3DSIO_TEXM3x2TEX = 72,
444 WINED3DSIO_TEXM3x3PAD = 73,
445 WINED3DSIO_TEXM3x3TEX = 74,
446 WINED3DSIO_TEXM3x3DIFF = 75,
447 WINED3DSIO_TEXM3x3SPEC = 76,
448 WINED3DSIO_TEXM3x3VSPEC = 77,
449 WINED3DSIO_EXPP = 78,
450 WINED3DSIO_LOGP = 79,
451 WINED3DSIO_CND = 80,
452 WINED3DSIO_DEF = 81,
453 WINED3DSIO_TEXREG2RGB = 82,
454 WINED3DSIO_TEXDP3TEX = 83,
455 WINED3DSIO_TEXM3x2DEPTH = 84,
456 WINED3DSIO_TEXDP3 = 85,
457 WINED3DSIO_TEXM3x3 = 86,
458 WINED3DSIO_TEXDEPTH = 87,
459 WINED3DSIO_CMP = 88,
460 WINED3DSIO_BEM = 89,
461 WINED3DSIO_DP2ADD = 90,
462 WINED3DSIO_DSX = 91,
463 WINED3DSIO_DSY = 92,
464 WINED3DSIO_TEXLDD = 93,
465 WINED3DSIO_SETP = 94,
466 WINED3DSIO_TEXLDL = 95,
467 WINED3DSIO_BREAKP = 96,
468
469 WINED3DSIO_PHASE = 0xfffd,
470 WINED3DSIO_COMMENT = 0xfffe,
471 WINED3DSIO_END = 0Xffff,
472 } WINED3DSHADER_INSTRUCTION_OPCODE_TYPE;
473
474 /* Undocumented opcode control to identify projective texture lookups in ps 2.0 and later */
475 #define WINED3DSI_TEXLD_PROJECT 1
476 #define WINED3DSI_TEXLD_BIAS 2
477
478 typedef enum COMPARISON_TYPE
479 {
480 COMPARISON_GT = 1,
481 COMPARISON_EQ = 2,
482 COMPARISON_GE = 3,
483 COMPARISON_LT = 4,
484 COMPARISON_NE = 5,
485 COMPARISON_LE = 6,
486 } COMPARISON_TYPE;
487
488 #define WINED3D_SM1_VS 0xfffe
489 #define WINED3D_SM1_PS 0xffff
490 #define WINED3D_SM4_PS 0x0000
491 #define WINED3D_SM4_VS 0x0001
492 #define WINED3D_SM4_GS 0x0002
493
494 /* Shader version tokens, and shader end tokens */
495 #define WINED3DPS_VERSION(major, minor) ((WINED3D_SM1_PS << 16) | ((major) << 8) | (minor))
496 #define WINED3DVS_VERSION(major, minor) ((WINED3D_SM1_VS << 16) | ((major) << 8) | (minor))
497
498 /* Shader backends */
499
500 /* TODO: Make this dynamic, based on shader limits ? */
501 #define MAX_ATTRIBS 16
502 #define MAX_REG_ADDR 1
503 #define MAX_REG_TEMP 32
504 #define MAX_REG_TEXCRD 8
505 #define MAX_REG_INPUT 12
506 #define MAX_REG_OUTPUT 12
507 #define MAX_CONST_I 16
508 #define MAX_CONST_B 16
509
510 /* FIXME: This needs to go up to 2048 for
511 * Shader model 3 according to msdn (and for software shaders) */
512 #define MAX_LABELS 16
513
514 #define SHADER_PGMSIZE 65535
515
516 struct wined3d_shader_buffer
517 {
518 char *buffer;
519 unsigned int bsize;
520 unsigned int lineNo;
521 BOOL newline;
522 };
523
524 enum WINED3D_SHADER_INSTRUCTION_HANDLER
525 {
526 WINED3DSIH_ABS,
527 WINED3DSIH_ADD,
528 WINED3DSIH_BEM,
529 WINED3DSIH_BREAK,
530 WINED3DSIH_BREAKC,
531 WINED3DSIH_BREAKP,
532 WINED3DSIH_CALL,
533 WINED3DSIH_CALLNZ,
534 WINED3DSIH_CMP,
535 WINED3DSIH_CND,
536 WINED3DSIH_CRS,
537 WINED3DSIH_DCL,
538 WINED3DSIH_DEF,
539 WINED3DSIH_DEFB,
540 WINED3DSIH_DEFI,
541 WINED3DSIH_DP2ADD,
542 WINED3DSIH_DP3,
543 WINED3DSIH_DP4,
544 WINED3DSIH_DST,
545 WINED3DSIH_DSX,
546 WINED3DSIH_DSY,
547 WINED3DSIH_ELSE,
548 WINED3DSIH_ENDIF,
549 WINED3DSIH_ENDLOOP,
550 WINED3DSIH_ENDREP,
551 WINED3DSIH_EXP,
552 WINED3DSIH_EXPP,
553 WINED3DSIH_FRC,
554 WINED3DSIH_IF,
555 WINED3DSIH_IFC,
556 WINED3DSIH_LABEL,
557 WINED3DSIH_LIT,
558 WINED3DSIH_LOG,
559 WINED3DSIH_LOGP,
560 WINED3DSIH_LOOP,
561 WINED3DSIH_LRP,
562 WINED3DSIH_M3x2,
563 WINED3DSIH_M3x3,
564 WINED3DSIH_M3x4,
565 WINED3DSIH_M4x3,
566 WINED3DSIH_M4x4,
567 WINED3DSIH_MAD,
568 WINED3DSIH_MAX,
569 WINED3DSIH_MIN,
570 WINED3DSIH_MOV,
571 WINED3DSIH_MOVA,
572 WINED3DSIH_MUL,
573 WINED3DSIH_NOP,
574 WINED3DSIH_NRM,
575 WINED3DSIH_PHASE,
576 WINED3DSIH_POW,
577 WINED3DSIH_RCP,
578 WINED3DSIH_REP,
579 WINED3DSIH_RET,
580 WINED3DSIH_RSQ,
581 WINED3DSIH_SETP,
582 WINED3DSIH_SGE,
583 WINED3DSIH_SGN,
584 WINED3DSIH_SINCOS,
585 WINED3DSIH_SLT,
586 WINED3DSIH_SUB,
587 WINED3DSIH_TEX,
588 WINED3DSIH_TEXBEM,
589 WINED3DSIH_TEXBEML,
590 WINED3DSIH_TEXCOORD,
591 WINED3DSIH_TEXDEPTH,
592 WINED3DSIH_TEXDP3,
593 WINED3DSIH_TEXDP3TEX,
594 WINED3DSIH_TEXKILL,
595 WINED3DSIH_TEXLDD,
596 WINED3DSIH_TEXLDL,
597 WINED3DSIH_TEXM3x2DEPTH,
598 WINED3DSIH_TEXM3x2PAD,
599 WINED3DSIH_TEXM3x2TEX,
600 WINED3DSIH_TEXM3x3,
601 WINED3DSIH_TEXM3x3DIFF,
602 WINED3DSIH_TEXM3x3PAD,
603 WINED3DSIH_TEXM3x3SPEC,
604 WINED3DSIH_TEXM3x3TEX,
605 WINED3DSIH_TEXM3x3VSPEC,
606 WINED3DSIH_TEXREG2AR,
607 WINED3DSIH_TEXREG2GB,
608 WINED3DSIH_TEXREG2RGB,
609 WINED3DSIH_TABLE_SIZE
610 };
611
612 enum wined3d_shader_type
613 {
614 WINED3D_SHADER_TYPE_PIXEL,
615 WINED3D_SHADER_TYPE_VERTEX,
616 WINED3D_SHADER_TYPE_GEOMETRY,
617 };
618
619 struct wined3d_shader_version
620 {
621 enum wined3d_shader_type type;
622 BYTE major;
623 BYTE minor;
624 };
625
626 #define WINED3D_SHADER_VERSION(major, minor) (((major) << 8) | (minor))
627
628 typedef struct shader_reg_maps
629 {
630 struct wined3d_shader_version shader_version;
631 BYTE texcoord; /* MAX_REG_TEXCRD, 8 */
632 BYTE address; /* MAX_REG_ADDR, 1 */
633 WORD labels; /* MAX_LABELS, 16 */
634 DWORD temporary; /* MAX_REG_TEMP, 32 */
635 DWORD *constf; /* pixel, vertex */
636 DWORD texcoord_mask[MAX_REG_TEXCRD]; /* vertex < 3.0 */
637 WORD input_registers; /* max(MAX_REG_INPUT, MAX_ATTRIBS), 16 */
638 WORD output_registers; /* MAX_REG_OUTPUT, 12 */
639 WORD integer_constants; /* MAX_CONST_I, 16 */
640 WORD boolean_constants; /* MAX_CONST_B, 16 */
641 WORD local_int_consts; /* MAX_CONST_I, 16 */
642 WORD local_bool_consts; /* MAX_CONST_B, 16 */
643
644 WINED3DSAMPLER_TEXTURE_TYPE sampler_type[max(MAX_FRAGMENT_SAMPLERS, MAX_VERTEX_SAMPLERS)];
645 BYTE bumpmat; /* MAX_TEXTURES, 8 */
646 BYTE luminanceparams; /* MAX_TEXTURES, 8 */
647
648 WORD usesnrm : 1;
649 WORD vpos : 1;
650 WORD usesdsx : 1;
651 WORD usesdsy : 1;
652 WORD usestexldd : 1;
653 WORD usesmova : 1;
654 WORD usesfacing : 1;
655 WORD usesrelconstF : 1;
656 WORD fog : 1;
657 WORD usestexldl : 1;
658 WORD usesifc : 1;
659 WORD usescall : 1;
660 WORD padding : 4;
661
662 /* Whether or not loops are used in this shader, and nesting depth */
663 unsigned loop_depth;
664 unsigned highest_render_target;
665
666 } shader_reg_maps;
667
668 struct wined3d_shader_context
669 {
670 IWineD3DBaseShader *shader;
671 const struct shader_reg_maps *reg_maps;
672 struct wined3d_shader_buffer *buffer;
673 void *backend_data;
674 };
675
676 struct wined3d_shader_register
677 {
678 WINED3DSHADER_PARAM_REGISTER_TYPE type;
679 UINT idx;
680 UINT array_idx;
681 const struct wined3d_shader_src_param *rel_addr;
682 enum wined3d_immconst_type immconst_type;
683 DWORD immconst_data[4];
684 };
685
686 struct wined3d_shader_dst_param
687 {
688 struct wined3d_shader_register reg;
689 DWORD write_mask;
690 DWORD modifiers;
691 DWORD shift;
692 };
693
694 struct wined3d_shader_src_param
695 {
696 struct wined3d_shader_register reg;
697 DWORD swizzle;
698 DWORD modifiers;
699 };
700
701 struct wined3d_shader_instruction
702 {
703 const struct wined3d_shader_context *ctx;
704 enum WINED3D_SHADER_INSTRUCTION_HANDLER handler_idx;
705 DWORD flags;
706 BOOL coissue;
707 DWORD predicate;
708 UINT dst_count;
709 const struct wined3d_shader_dst_param *dst;
710 UINT src_count;
711 const struct wined3d_shader_src_param *src;
712 };
713
714 struct wined3d_shader_semantic
715 {
716 WINED3DDECLUSAGE usage;
717 UINT usage_idx;
718 WINED3DSAMPLER_TEXTURE_TYPE sampler_type;
719 struct wined3d_shader_dst_param reg;
720 };
721
722 struct wined3d_shader_attribute
723 {
724 WINED3DDECLUSAGE usage;
725 UINT usage_idx;
726 };
727
728 struct wined3d_shader_loop_control
729 {
730 unsigned int count;
731 unsigned int start;
732 int step;
733 };
734
735 struct wined3d_shader_frontend
736 {
737 void *(*shader_init)(const DWORD *ptr, const struct wined3d_shader_signature *output_signature);
738 void (*shader_free)(void *data);
739 void (*shader_read_header)(void *data, const DWORD **ptr, struct wined3d_shader_version *shader_version);
740 void (*shader_read_opcode)(void *data, const DWORD **ptr, struct wined3d_shader_instruction *ins, UINT *param_size);
741 void (*shader_read_src_param)(void *data, const DWORD **ptr, struct wined3d_shader_src_param *src_param,
742 struct wined3d_shader_src_param *src_rel_addr);
743 void (*shader_read_dst_param)(void *data, const DWORD **ptr, struct wined3d_shader_dst_param *dst_param,
744 struct wined3d_shader_src_param *dst_rel_addr);
745 void (*shader_read_semantic)(const DWORD **ptr, struct wined3d_shader_semantic *semantic);
746 void (*shader_read_comment)(const DWORD **ptr, const char **comment);
747 BOOL (*shader_is_end)(void *data, const DWORD **ptr);
748 };
749
750 extern const struct wined3d_shader_frontend sm1_shader_frontend DECLSPEC_HIDDEN;
751 extern const struct wined3d_shader_frontend sm4_shader_frontend DECLSPEC_HIDDEN;
752
753 typedef void (*SHADER_HANDLER)(const struct wined3d_shader_instruction *);
754
755 struct shader_caps {
756 DWORD VertexShaderVersion;
757 DWORD MaxVertexShaderConst;
758
759 DWORD PixelShaderVersion;
760 float PixelShader1xMaxValue;
761 DWORD MaxPixelShaderConst;
762
763 WINED3DVSHADERCAPS2_0 VS20Caps;
764 WINED3DPSHADERCAPS2_0 PS20Caps;
765
766 DWORD MaxVShaderInstructionsExecuted;
767 DWORD MaxPShaderInstructionsExecuted;
768 DWORD MaxVertexShader30InstructionSlots;
769 DWORD MaxPixelShader30InstructionSlots;
770
771 BOOL VSClipping;
772 };
773
774 enum tex_types
775 {
776 tex_1d = 0,
777 tex_2d = 1,
778 tex_3d = 2,
779 tex_cube = 3,
780 tex_rect = 4,
781 tex_type_count = 5,
782 };
783
784 enum vertexprocessing_mode {
785 fixedfunction,
786 vertexshader,
787 pretransformed
788 };
789
790 #define WINED3D_CONST_NUM_UNUSED ~0U
791
792 enum fogmode {
793 FOG_OFF,
794 FOG_LINEAR,
795 FOG_EXP,
796 FOG_EXP2
797 };
798
799 /* Stateblock dependent parameters which have to be hardcoded
800 * into the shader code
801 */
802 struct ps_compile_args {
803 struct color_fixup_desc color_fixup[MAX_FRAGMENT_SAMPLERS];
804 enum vertexprocessing_mode vp_mode;
805 enum fogmode fog;
806 /* Projected textures(ps 1.0-1.3) */
807 /* Texture types(2D, Cube, 3D) in ps 1.x */
808 BOOL srgb_correction;
809 WORD np2_fixup;
810 /* Bitmap for NP2 texcoord fixups (16 samplers max currently).
811 D3D9 has a limit of 16 samplers and the fixup is superfluous
812 in D3D10 (unconditional NP2 support mandatory). */
813 };
814
815 enum fog_src_type {
816 VS_FOG_Z = 0,
817 VS_FOG_COORD = 1
818 };
819
820 struct vs_compile_args {
821 WORD fog_src;
822 WORD swizzle_map; /* MAX_ATTRIBS, 16 */
823 };
824
825 struct wined3d_context;
826
827 typedef struct {
828 void (*shader_handle_instruction)(const struct wined3d_shader_instruction *);
829 void (*shader_select)(const struct wined3d_context *context, BOOL usePS, BOOL useVS);
830 void (*shader_select_depth_blt)(IWineD3DDevice *iface, enum tex_types tex_type);
831 void (*shader_deselect_depth_blt)(IWineD3DDevice *iface);
832 void (*shader_update_float_vertex_constants)(IWineD3DDevice *iface, UINT start, UINT count);
833 void (*shader_update_float_pixel_constants)(IWineD3DDevice *iface, UINT start, UINT count);
834 void (*shader_load_constants)(const struct wined3d_context *context, char usePS, char useVS);
835 void (*shader_load_np2fixup_constants)(IWineD3DDevice *iface, char usePS, char useVS);
836 void (*shader_destroy)(IWineD3DBaseShader *iface);
837 HRESULT (*shader_alloc_private)(IWineD3DDevice *iface);
838 void (*shader_free_private)(IWineD3DDevice *iface);
839 BOOL (*shader_dirtifyable_constants)(IWineD3DDevice *iface);
840 void (*shader_get_caps)(WINED3DDEVTYPE devtype, const struct wined3d_gl_info *gl_info, struct shader_caps *caps);
841 BOOL (*shader_color_fixup_supported)(struct color_fixup_desc fixup);
842 void (*shader_add_instruction_modifiers)(const struct wined3d_shader_instruction *ins);
843 } shader_backend_t;
844
845 extern const shader_backend_t glsl_shader_backend DECLSPEC_HIDDEN;
846 extern const shader_backend_t arb_program_shader_backend DECLSPEC_HIDDEN;
847 extern const shader_backend_t none_shader_backend DECLSPEC_HIDDEN;
848
849 /* X11 locking */
850
851 extern void (* CDECL wine_tsx11_lock_ptr)(void) DECLSPEC_HIDDEN;
852 extern void (* CDECL wine_tsx11_unlock_ptr)(void) DECLSPEC_HIDDEN;
853
854 /* As GLX relies on X, this is needed */
855 extern int num_lock DECLSPEC_HIDDEN;
856
857 #if 0
858 #define ENTER_GL() ++num_lock; if (num_lock > 1) FIXME("Recursive use of GL lock to: %d\n", num_lock); wine_tsx11_lock_ptr()
859 #define LEAVE_GL() if (num_lock != 1) FIXME("Recursive use of GL lock: %d\n", num_lock); --num_lock; wine_tsx11_unlock_ptr()
860 #else
861 #define ENTER_GL() wine_tsx11_lock_ptr()
862 #define LEAVE_GL() wine_tsx11_unlock_ptr()
863 #endif
864
865 /*****************************************************************************
866 * Defines
867 */
868
869 /* GL related defines */
870 /* ------------------ */
871 #define GL_SUPPORT(ExtName) (GLINFO_LOCATION.supported[ExtName] != 0)
872 #define GL_LIMITS(ExtName) (GLINFO_LOCATION.max_##ExtName)
873 #define GL_EXTCALL(FuncName) (GLINFO_LOCATION.FuncName)
874 #define GL_VEND(_VendName) (GLINFO_LOCATION.gl_vendor == VENDOR_##_VendName ? TRUE : FALSE)
875
876 #define D3DCOLOR_B_R(dw) (((dw) >> 16) & 0xFF)
877 #define D3DCOLOR_B_G(dw) (((dw) >> 8) & 0xFF)
878 #define D3DCOLOR_B_B(dw) (((dw) >> 0) & 0xFF)
879 #define D3DCOLOR_B_A(dw) (((dw) >> 24) & 0xFF)
880
881 #define D3DCOLOR_R(dw) (((float) (((dw) >> 16) & 0xFF)) / 255.0f)
882 #define D3DCOLOR_G(dw) (((float) (((dw) >> 8) & 0xFF)) / 255.0f)
883 #define D3DCOLOR_B(dw) (((float) (((dw) >> 0) & 0xFF)) / 255.0f)
884 #define D3DCOLOR_A(dw) (((float) (((dw) >> 24) & 0xFF)) / 255.0f)
885
886 #define D3DCOLORTOGLFLOAT4(dw, vec) do { \
887 (vec)[0] = D3DCOLOR_R(dw); \
888 (vec)[1] = D3DCOLOR_G(dw); \
889 (vec)[2] = D3DCOLOR_B(dw); \
890 (vec)[3] = D3DCOLOR_A(dw); \
891 } while(0)
892
893 /* DirectX Device Limits */
894 /* --------------------- */
895 #define MAX_MIP_LEVELS 32 /* Maximum number of mipmap levels. */
896 #define MAX_STREAMS 16 /* Maximum possible streams - used for fixed size arrays
897 See MaxStreams in MSDN under GetDeviceCaps */
898 #define HIGHEST_TRANSFORMSTATE WINED3DTS_WORLDMATRIX(255) /* Highest value in WINED3DTRANSFORMSTATETYPE */
899
900 /* Checking of API calls */
901 /* --------------------- */
902 #ifndef WINE_NO_DEBUG_MSGS
903 #define checkGLcall(A) \
904 do { \
905 GLint err; \
906 if(!__WINE_IS_DEBUG_ON(_FIXME, __wine_dbch___default)) break; \
907 err = glGetError(); \
908 if (err == GL_NO_ERROR) { \
909 TRACE("%s call ok %s / %d\n", A, __FILE__, __LINE__); \
910 \
911 } else do { \
912 FIXME(">>>>>>>>>>>>>>>>> %s (%#x) from %s @ %s / %d\n", \
913 debug_glerror(err), err, A, __FILE__, __LINE__); \
914 err = glGetError(); \
915 } while (err != GL_NO_ERROR); \
916 } while(0)
917 #else
918 #define checkGLcall(A) do {} while(0)
919 #endif
920
921 /* Trace routines / diagnostics */
922 /* ---------------------------- */
923
924 /* Dump out a matrix and copy it */
925 #define conv_mat(mat,gl_mat) \
926 do { \
927 TRACE("%f %f %f %f\n", (mat)->u.s._11, (mat)->u.s._12, (mat)->u.s._13, (mat)->u.s._14); \
928 TRACE("%f %f %f %f\n", (mat)->u.s._21, (mat)->u.s._22, (mat)->u.s._23, (mat)->u.s._24); \
929 TRACE("%f %f %f %f\n", (mat)->u.s._31, (mat)->u.s._32, (mat)->u.s._33, (mat)->u.s._34); \
930 TRACE("%f %f %f %f\n", (mat)->u.s._41, (mat)->u.s._42, (mat)->u.s._43, (mat)->u.s._44); \
931 memcpy(gl_mat, (mat), 16 * sizeof(float)); \
932 } while (0)
933
934 /* Macro to dump out the current state of the light chain */
935 #define DUMP_LIGHT_CHAIN() \
936 do { \
937 PLIGHTINFOEL *el = This->stateBlock->lights;\
938 while (el) { \
939 TRACE("Light %p (glIndex %ld, d3dIndex %ld, enabled %d)\n", el, el->glIndex, el->OriginalIndex, el->lightEnabled);\
940 el = el->next; \
941 } \
942 } while(0)
943
944 /* Trace vector and strided data information */
945 #define TRACE_VECTOR(name) TRACE( #name "=(%f, %f, %f, %f)\n", name.x, name.y, name.z, name.w)
946 #define TRACE_STRIDED(si, name) do { if (si->use_map & (1 << name)) \
947 TRACE( #name "=(data:%p, stride:%d, format:%#x, vbo %d, stream %u)\n", \
948 si->elements[name].data, si->elements[name].stride, si->elements[name].format_desc->format, \
949 si->elements[name].buffer_object, si->elements[name].stream_idx); } while(0)
950
951 /* Defines used for optimizations */
952
953 /* Only reapply what is necessary */
954 #define REAPPLY_ALPHAOP 0x0001
955 #define REAPPLY_ALL 0xFFFF
956
957 /* Advance declaration of structures to satisfy compiler */
958 typedef struct IWineD3DStateBlockImpl IWineD3DStateBlockImpl;
959 typedef struct IWineD3DSurfaceImpl IWineD3DSurfaceImpl;
960 typedef struct IWineD3DPaletteImpl IWineD3DPaletteImpl;
961 typedef struct IWineD3DDeviceImpl IWineD3DDeviceImpl;
962
963 /* Global variables */
964 extern const float identity[16] DECLSPEC_HIDDEN;
965
966 /*****************************************************************************
967 * Compilable extra diagnostics
968 */
969
970 /* Trace information per-vertex: (extremely high amount of trace) */
971 #if 0 /* NOTE: Must be 0 in cvs */
972 # define VTRACE(A) TRACE A
973 #else
974 # define VTRACE(A)
975 #endif
976
977 /* TODO: Confirm each of these works when wined3d move completed */
978 #if 0 /* NOTE: Must be 0 in cvs */
979 /* To avoid having to get gigabytes of trace, the following can be compiled in, and at the start
980 of each frame, a check is made for the existence of C:\D3DTRACE, and if it exists d3d trace
981 is enabled, and if it doesn't exist it is disabled. */
982 # define FRAME_DEBUGGING
983 /* Adding in the SINGLE_FRAME_DEBUGGING gives a trace of just what makes up a single frame, before
984 the file is deleted */
985 # if 1 /* NOTE: Must be 1 in cvs, as this is mostly more useful than a trace from program start */
986 # define SINGLE_FRAME_DEBUGGING
987 # endif
988 /* The following, when enabled, lets you see the makeup of the frame, by drawprimitive calls.
989 It can only be enabled when FRAME_DEBUGGING is also enabled
990 The contents of the back buffer are written into /tmp/backbuffer_* after each primitive
991 array is drawn. */
992 # if 0 /* NOTE: Must be 0 in cvs, as this give a lot of ppm files when compiled in */
993 # define SHOW_FRAME_MAKEUP 1
994 # endif
995 /* The following, when enabled, lets you see the makeup of the all the textures used during each
996 of the drawprimitive calls. It can only be enabled when SHOW_FRAME_MAKEUP is also enabled.
997 The contents of the textures assigned to each stage are written into
998 /tmp/texture_*_<Stage>.ppm after each primitive array is drawn. */
999 # if 0 /* NOTE: Must be 0 in cvs, as this give a lot of ppm files when compiled in */
1000 # define SHOW_TEXTURE_MAKEUP 0
1001 # endif
1002 extern BOOL isOn;
1003 extern BOOL isDumpingFrames;
1004 extern LONG primCounter;
1005 #endif
1006
1007 enum wined3d_ffp_idx
1008 {
1009 WINED3D_FFP_POSITION = 0,
1010 WINED3D_FFP_BLENDWEIGHT = 1,
1011 WINED3D_FFP_BLENDINDICES = 2,
1012 WINED3D_FFP_NORMAL = 3,
1013 WINED3D_FFP_PSIZE = 4,
1014 WINED3D_FFP_DIFFUSE = 5,
1015 WINED3D_FFP_SPECULAR = 6,
1016 WINED3D_FFP_TEXCOORD0 = 7,
1017 WINED3D_FFP_TEXCOORD1 = 8,
1018 WINED3D_FFP_TEXCOORD2 = 9,
1019 WINED3D_FFP_TEXCOORD3 = 10,
1020 WINED3D_FFP_TEXCOORD4 = 11,
1021 WINED3D_FFP_TEXCOORD5 = 12,
1022 WINED3D_FFP_TEXCOORD6 = 13,
1023 WINED3D_FFP_TEXCOORD7 = 14,
1024 };
1025
1026 enum wined3d_ffp_emit_idx
1027 {
1028 WINED3D_FFP_EMIT_FLOAT1 = 0,
1029 WINED3D_FFP_EMIT_FLOAT2 = 1,
1030 WINED3D_FFP_EMIT_FLOAT3 = 2,
1031 WINED3D_FFP_EMIT_FLOAT4 = 3,
1032 WINED3D_FFP_EMIT_D3DCOLOR = 4,
1033 WINED3D_FFP_EMIT_UBYTE4 = 5,
1034 WINED3D_FFP_EMIT_SHORT2 = 6,
1035 WINED3D_FFP_EMIT_SHORT4 = 7,
1036 WINED3D_FFP_EMIT_UBYTE4N = 8,
1037 WINED3D_FFP_EMIT_SHORT2N = 9,
1038 WINED3D_FFP_EMIT_SHORT4N = 10,
1039 WINED3D_FFP_EMIT_USHORT2N = 11,
1040 WINED3D_FFP_EMIT_USHORT4N = 12,
1041 WINED3D_FFP_EMIT_UDEC3 = 13,
1042 WINED3D_FFP_EMIT_DEC3N = 14,
1043 WINED3D_FFP_EMIT_FLOAT16_2 = 15,
1044 WINED3D_FFP_EMIT_FLOAT16_4 = 16,
1045 WINED3D_FFP_EMIT_COUNT = 17
1046 };
1047
1048 struct wined3d_stream_info_element
1049 {
1050 const struct GlPixelFormatDesc *format_desc;
1051 GLsizei stride;
1052 const BYTE *data;
1053 UINT stream_idx;
1054 GLuint buffer_object;
1055 };
1056
1057 struct wined3d_stream_info
1058 {
1059 struct wined3d_stream_info_element elements[MAX_ATTRIBS];
1060 BOOL position_transformed;
1061 WORD swizzle_map; /* MAX_ATTRIBS, 16 */
1062 WORD use_map; /* MAX_ATTRIBS, 16 */
1063 };
1064
1065 /*****************************************************************************
1066 * Prototypes
1067 */
1068
1069 /* Routine common to the draw primitive and draw indexed primitive routines */
1070 void drawPrimitive(IWineD3DDevice *iface, UINT index_count,
1071 UINT start_idx, UINT idxBytes, const void *idxData) DECLSPEC_HIDDEN;
1072 DWORD get_flexible_vertex_size(DWORD d3dvtVertexType) DECLSPEC_HIDDEN;
1073
1074 typedef void (WINE_GLAPI *glAttribFunc)(const void *data);
1075 typedef void (WINE_GLAPI *glMultiTexCoordFunc)(GLenum unit, const void *data);
1076 extern glAttribFunc position_funcs[WINED3D_FFP_EMIT_COUNT] DECLSPEC_HIDDEN;
1077 extern glAttribFunc diffuse_funcs[WINED3D_FFP_EMIT_COUNT] DECLSPEC_HIDDEN;
1078 extern glAttribFunc specular_func_3ubv DECLSPEC_HIDDEN;
1079 extern glAttribFunc specular_funcs[WINED3D_FFP_EMIT_COUNT] DECLSPEC_HIDDEN;
1080 extern glAttribFunc normal_funcs[WINED3D_FFP_EMIT_COUNT] DECLSPEC_HIDDEN;
1081 extern glMultiTexCoordFunc multi_texcoord_funcs[WINED3D_FFP_EMIT_COUNT] DECLSPEC_HIDDEN;
1082
1083 #define eps 1e-8
1084
1085 #define GET_TEXCOORD_SIZE_FROM_FVF(d3dvtVertexType, tex_num) \
1086 (((((d3dvtVertexType) >> (16 + (2 * (tex_num)))) + 1) & 0x03) + 1)
1087
1088 /* Routines and structures related to state management */
1089
1090 #define STATE_RENDER(a) (a)
1091 #define STATE_IS_RENDER(a) ((a) >= STATE_RENDER(1) && (a) <= STATE_RENDER(WINEHIGHEST_RENDER_STATE))
1092
1093 #define STATE_TEXTURESTAGE(stage, num) (STATE_RENDER(WINEHIGHEST_RENDER_STATE) + 1 + (stage) * (WINED3D_HIGHEST_TEXTURE_STATE + 1) + (num))
1094 #define STATE_IS_TEXTURESTAGE(a) ((a) >= STATE_TEXTURESTAGE(0, 1) && (a) <= STATE_TEXTURESTAGE(MAX_TEXTURES - 1, WINED3D_HIGHEST_TEXTURE_STATE))
1095
1096 /* + 1 because samplers start with 0 */
1097 #define STATE_SAMPLER(num) (STATE_TEXTURESTAGE(MAX_TEXTURES - 1, WINED3D_HIGHEST_TEXTURE_STATE) + 1 + (num))
1098 #define STATE_IS_SAMPLER(num) ((num) >= STATE_SAMPLER(0) && (num) <= STATE_SAMPLER(MAX_COMBINED_SAMPLERS - 1))
1099
1100 #define STATE_PIXELSHADER (STATE_SAMPLER(MAX_COMBINED_SAMPLERS - 1) + 1)
1101 #define STATE_IS_PIXELSHADER(a) ((a) == STATE_PIXELSHADER)
1102
1103 #define STATE_TRANSFORM(a) (STATE_PIXELSHADER + (a))
1104 #define STATE_IS_TRANSFORM(a) ((a) >= STATE_TRANSFORM(1) && (a) <= STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(255)))
1105
1106 #define STATE_STREAMSRC (STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(255)) + 1)
1107 #define STATE_IS_STREAMSRC(a) ((a) == STATE_STREAMSRC)
1108 #define STATE_INDEXBUFFER (STATE_STREAMSRC + 1)
1109 #define STATE_IS_INDEXBUFFER(a) ((a) == STATE_INDEXBUFFER)
1110
1111 #define STATE_VDECL (STATE_INDEXBUFFER + 1)
1112 #define STATE_IS_VDECL(a) ((a) == STATE_VDECL)
1113
1114 #define STATE_VSHADER (STATE_VDECL + 1)
1115 #define STATE_IS_VSHADER(a) ((a) == STATE_VSHADER)
1116
1117 #define STATE_VIEWPORT (STATE_VSHADER + 1)
1118 #define STATE_IS_VIEWPORT(a) ((a) == STATE_VIEWPORT)
1119
1120 #define STATE_VERTEXSHADERCONSTANT (STATE_VIEWPORT + 1)
1121 #define STATE_PIXELSHADERCONSTANT (STATE_VERTEXSHADERCONSTANT + 1)
1122 #define STATE_IS_VERTEXSHADERCONSTANT(a) ((a) == STATE_VERTEXSHADERCONSTANT)
1123 #define STATE_IS_PIXELSHADERCONSTANT(a) ((a) == STATE_PIXELSHADERCONSTANT)
1124
1125 #define STATE_ACTIVELIGHT(a) (STATE_PIXELSHADERCONSTANT + (a) + 1)
1126 #define STATE_IS_ACTIVELIGHT(a) ((a) >= STATE_ACTIVELIGHT(0) && (a) < STATE_ACTIVELIGHT(MAX_ACTIVE_LIGHTS))
1127
1128 #define STATE_SCISSORRECT (STATE_ACTIVELIGHT(MAX_ACTIVE_LIGHTS - 1) + 1)
1129 #define STATE_IS_SCISSORRECT(a) ((a) == STATE_SCISSORRECT)
1130
1131 #define STATE_CLIPPLANE(a) (STATE_SCISSORRECT + 1 + (a))
1132 #define STATE_IS_CLIPPLANE(a) ((a) >= STATE_CLIPPLANE(0) && (a) <= STATE_CLIPPLANE(MAX_CLIPPLANES - 1))
1133
1134 #define STATE_MATERIAL (STATE_CLIPPLANE(MAX_CLIPPLANES))
1135
1136 #define STATE_FRONTFACE (STATE_MATERIAL + 1)
1137
1138 #define STATE_HIGHEST (STATE_FRONTFACE)
1139
1140 enum fogsource {
1141 FOGSOURCE_FFP,
1142 FOGSOURCE_VS,
1143 FOGSOURCE_COORD,
1144 };
1145
1146 #define WINED3D_MAX_FBO_ENTRIES 64
1147
1148 struct wined3d_occlusion_query
1149 {
1150 struct list entry;
1151 GLuint id;
1152 struct wined3d_context *context;
1153 };
1154
1155 struct wined3d_event_query
1156 {
1157 struct list entry;
1158 GLuint id;
1159 struct wined3d_context *context;
1160 };
1161
1162 struct wined3d_context
1163 {
1164 const struct wined3d_gl_info *gl_info;
1165 /* State dirtification
1166 * dirtyArray is an array that contains markers for dirty states. numDirtyEntries states are dirty, their numbers are in indices
1167 * 0...numDirtyEntries - 1. isStateDirty is a redundant copy of the dirtyArray. Technically only one of them would be needed,
1168 * 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
1169 * only numDirtyEntries array elements have to be checked, not STATE_HIGHEST states.
1170 */
1171 DWORD dirtyArray[STATE_HIGHEST + 1]; /* Won't get bigger than that, a state is never marked dirty 2 times */
1172 DWORD numDirtyEntries;
1173 DWORD isStateDirty[STATE_HIGHEST/32 + 1]; /* Bitmap to find out quickly if a state is dirty */
1174
1175 IWineD3DSurface *surface;
1176 IWineD3DSurface *current_rt;
1177 DWORD tid; /* Thread ID which owns this context at the moment */
1178
1179 /* Stores some information about the context state for optimization */
1180 WORD render_offscreen : 1;
1181 WORD draw_buffer_dirty : 1;
1182 WORD last_was_rhw : 1; /* true iff last draw_primitive was in xyzrhw mode */
1183 WORD last_was_pshader : 1;
1184 WORD last_was_vshader : 1;
1185 WORD namedArraysLoaded : 1;
1186 WORD numberedArraysLoaded : 1;
1187 WORD last_was_blit : 1;
1188 WORD last_was_ckey : 1;
1189 WORD fog_coord : 1;
1190 WORD isPBuffer : 1;
1191 WORD fog_enabled : 1;
1192 WORD num_untracked_materials : 2; /* Max value 2 */
1193 WORD current : 1;
1194 WORD destroyed : 1;
1195 BYTE texShaderBumpMap; /* MAX_TEXTURES, 8 */
1196 BYTE lastWasPow2Texture; /* MAX_TEXTURES, 8 */
1197 DWORD numbered_array_mask;
1198 GLenum tracking_parm; /* Which source is tracking current colour */
1199 GLenum untracked_materials[2];
1200 UINT blit_w, blit_h;
1201 enum fogsource fog_source;
1202
1203 char *vshader_const_dirty, *pshader_const_dirty;
1204
1205 /* The actual opengl context */
1206 HGLRC glCtx;
1207 HWND win_handle;
1208 HDC hdc;
1209 HPBUFFERARB pbuffer;
1210 GLint aux_buffers;
1211
1212 /* FBOs */
1213 UINT fbo_entry_count;
1214 struct list fbo_list;
1215 struct fbo_entry *current_fbo;
1216 GLuint src_fbo;
1217 GLuint dst_fbo;
1218 GLuint fbo_read_binding;
1219 GLuint fbo_draw_binding;
1220
1221 /* Queries */
1222 GLuint *free_occlusion_queries;
1223 UINT free_occlusion_query_size;
1224 UINT free_occlusion_query_count;
1225 struct list occlusion_queries;
1226
1227 GLuint *free_event_queries;
1228 UINT free_event_query_size;
1229 UINT free_event_query_count;
1230 struct list event_queries;
1231
1232 /* Extension emulation */
1233 GLint gl_fog_source;
1234 GLfloat fog_coord_value;
1235 GLfloat color[4], fogstart, fogend, fogcolor[4];
1236 GLuint dummy_arbfp_prog;
1237 };
1238
1239 typedef void (*APPLYSTATEFUNC)(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *ctx);
1240
1241 struct StateEntry
1242 {
1243 DWORD representative;
1244 APPLYSTATEFUNC apply;
1245 };
1246
1247 struct StateEntryTemplate
1248 {
1249 DWORD state;
1250 struct StateEntry content;
1251 GL_SupportedExt extension;
1252 };
1253
1254 struct fragment_caps
1255 {
1256 DWORD PrimitiveMiscCaps;
1257 DWORD TextureOpCaps;
1258 DWORD MaxTextureBlendStages;
1259 DWORD MaxSimultaneousTextures;
1260 };
1261
1262 struct fragment_pipeline
1263 {
1264 void (*enable_extension)(IWineD3DDevice *iface, BOOL enable);
1265 void (*get_caps)(WINED3DDEVTYPE devtype, const struct wined3d_gl_info *gl_info, struct fragment_caps *caps);
1266 HRESULT (*alloc_private)(IWineD3DDevice *iface);
1267 void (*free_private)(IWineD3DDevice *iface);
1268 BOOL (*color_fixup_supported)(struct color_fixup_desc fixup);
1269 const struct StateEntryTemplate *states;
1270 BOOL ffp_proj_control;
1271 };
1272
1273 extern const struct StateEntryTemplate misc_state_template[] DECLSPEC_HIDDEN;
1274 extern const struct StateEntryTemplate ffp_vertexstate_template[] DECLSPEC_HIDDEN;
1275 extern const struct fragment_pipeline ffp_fragment_pipeline DECLSPEC_HIDDEN;
1276 extern const struct fragment_pipeline atifs_fragment_pipeline DECLSPEC_HIDDEN;
1277 extern const struct fragment_pipeline arbfp_fragment_pipeline DECLSPEC_HIDDEN;
1278 extern const struct fragment_pipeline nvts_fragment_pipeline DECLSPEC_HIDDEN;
1279 extern const struct fragment_pipeline nvrc_fragment_pipeline DECLSPEC_HIDDEN;
1280
1281 /* "Base" state table */
1282 HRESULT compile_state_table(struct StateEntry *StateTable, APPLYSTATEFUNC **dev_multistate_funcs,
1283 const struct wined3d_gl_info *gl_info, const struct StateEntryTemplate *vertex,
1284 const struct fragment_pipeline *fragment, const struct StateEntryTemplate *misc) DECLSPEC_HIDDEN;
1285
1286 /* Shaders for color conversions in blits */
1287 struct blit_shader
1288 {
1289 HRESULT (*alloc_private)(IWineD3DDevice *iface);
1290 void (*free_private)(IWineD3DDevice *iface);
1291 HRESULT (*set_shader)(IWineD3DDevice *iface, const struct GlPixelFormatDesc *format_desc,
1292 GLenum textype, UINT width, UINT height);
1293 void (*unset_shader)(IWineD3DDevice *iface);
1294 BOOL (*color_fixup_supported)(struct color_fixup_desc fixup);
1295 };
1296
1297 extern const struct blit_shader ffp_blit DECLSPEC_HIDDEN;
1298 extern const struct blit_shader arbfp_blit DECLSPEC_HIDDEN;
1299
1300 typedef enum ContextUsage {
1301 CTXUSAGE_RESOURCELOAD = 1, /* Only loads textures: No State is applied */
1302 CTXUSAGE_DRAWPRIM = 2, /* OpenGL states are set up for blitting DirectDraw surfaces */
1303 CTXUSAGE_BLIT = 3, /* OpenGL states are set up 3D drawing */
1304 CTXUSAGE_CLEAR = 4, /* Drawable and states are set up for clearing */
1305 } ContextUsage;
1306
1307 struct wined3d_context *ActivateContext(IWineD3DDeviceImpl *This,
1308 IWineD3DSurface *target, enum ContextUsage usage) DECLSPEC_HIDDEN;
1309 struct wined3d_context *CreateContext(IWineD3DDeviceImpl *This, IWineD3DSurfaceImpl *target, HWND win,
1310 BOOL create_pbuffer, const WINED3DPRESENT_PARAMETERS *pPresentParms) DECLSPEC_HIDDEN;
1311 void DestroyContext(IWineD3DDeviceImpl *This, struct wined3d_context *context) DECLSPEC_HIDDEN;
1312 void context_alloc_event_query(struct wined3d_context *context,
1313 struct wined3d_event_query *query) DECLSPEC_HIDDEN;
1314 void context_alloc_occlusion_query(struct wined3d_context *context,
1315 struct wined3d_occlusion_query *query) DECLSPEC_HIDDEN;
1316 void context_resource_released(IWineD3DDevice *iface,
1317 IWineD3DResource *resource, WINED3DRESOURCETYPE type) DECLSPEC_HIDDEN;
1318 void context_bind_fbo(struct wined3d_context *context, GLenum target, GLuint *fbo) DECLSPEC_HIDDEN;
1319 void context_attach_depth_stencil_fbo(struct wined3d_context *context,
1320 GLenum fbo_target, IWineD3DSurface *depth_stencil, BOOL use_render_buffer) DECLSPEC_HIDDEN;
1321 void context_attach_surface_fbo(const struct wined3d_context *context,
1322 GLenum fbo_target, DWORD idx, IWineD3DSurface *surface) DECLSPEC_HIDDEN;
1323 void context_free_event_query(struct wined3d_event_query *query) DECLSPEC_HIDDEN;
1324 void context_free_occlusion_query(struct wined3d_occlusion_query *query) DECLSPEC_HIDDEN;
1325 struct wined3d_context *context_get_current(void) DECLSPEC_HIDDEN;
1326 DWORD context_get_tls_idx(void) DECLSPEC_HIDDEN;
1327 BOOL context_set_current(struct wined3d_context *ctx) DECLSPEC_HIDDEN;
1328 void context_set_tls_idx(DWORD idx) DECLSPEC_HIDDEN;
1329
1330 void delete_opengl_contexts(IWineD3DDevice *iface, IWineD3DSwapChain *swapchain) DECLSPEC_HIDDEN;
1331 HRESULT create_primary_opengl_context(IWineD3DDevice *iface, IWineD3DSwapChain *swapchain) DECLSPEC_HIDDEN;
1332
1333 /* Macros for doing basic GPU detection based on opengl capabilities */
1334 #define WINE_D3D6_CAPABLE(gl_info) (gl_info->supported[ARB_MULTITEXTURE])
1335 #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])
1336 #define WINE_D3D8_CAPABLE(gl_info) WINE_D3D7_CAPABLE(gl_info) && (gl_info->supported[ARB_MULTISAMPLE] && gl_info->supported[ARB_TEXTURE_BORDER_CLAMP])
1337 #define WINE_D3D9_CAPABLE(gl_info) WINE_D3D8_CAPABLE(gl_info) && (gl_info->supported[ARB_FRAGMENT_PROGRAM] && gl_info->supported[ARB_VERTEX_SHADER])
1338
1339 /* Default callbacks for implicit object destruction */
1340 extern ULONG WINAPI D3DCB_DefaultDestroyVolume(IWineD3DVolume *pSurface) DECLSPEC_HIDDEN;
1341
1342 /*****************************************************************************
1343 * Internal representation of a light
1344 */
1345 typedef struct PLIGHTINFOEL PLIGHTINFOEL;
1346 struct PLIGHTINFOEL {
1347 WINED3DLIGHT OriginalParms; /* Note D3D8LIGHT == D3D9LIGHT */
1348 DWORD OriginalIndex;
1349 LONG glIndex;
1350 BOOL changed;
1351 BOOL enabledChanged;
1352 BOOL enabled;
1353
1354 /* Converted parms to speed up swapping lights */
1355 float lightPosn[4];
1356 float lightDirn[4];
1357 float exponent;
1358 float cutoff;
1359
1360 struct list entry;
1361 };
1362
1363 /* The default light parameters */
1364 extern const WINED3DLIGHT WINED3D_default_light DECLSPEC_HIDDEN;
1365
1366 typedef struct WineD3D_PixelFormat
1367 {
1368 int iPixelFormat; /* WGL pixel format */
1369 int iPixelType; /* WGL pixel type e.g. WGL_TYPE_RGBA_ARB, WGL_TYPE_RGBA_FLOAT_ARB or WGL_TYPE_COLORINDEX_ARB */
1370 int redSize, greenSize, blueSize, alphaSize;
1371 int depthSize, stencilSize;
1372 BOOL windowDrawable;
1373 BOOL pbufferDrawable;
1374 BOOL doubleBuffer;
1375 int auxBuffers;
1376 int numSamples;
1377 } WineD3D_PixelFormat;
1378
1379 /* The adapter structure */
1380 struct WineD3DAdapter
1381 {
1382 UINT num;
1383 BOOL opengl;
1384 POINT monitorPoint;
1385 struct wined3d_gl_info gl_info;
1386 const char *driver;
1387 const char *description;
1388 WCHAR DeviceName[CCHDEVICENAME]; /* DeviceName for use with e.g. ChangeDisplaySettings */
1389 int nCfgs;
1390 WineD3D_PixelFormat *cfgs;
1391 BOOL brokenStencil; /* Set on cards which only offer mixed depth+stencil */
1392 unsigned int TextureRam; /* Amount of texture memory both video ram + AGP/TurboCache/HyperMemory/.. */
1393 unsigned int UsedTextureRam;
1394 };
1395
1396 extern BOOL initPixelFormats(struct wined3d_gl_info *gl_info) DECLSPEC_HIDDEN;
1397 BOOL initPixelFormatsNoGL(struct wined3d_gl_info *gl_info) DECLSPEC_HIDDEN;
1398 extern long WineD3DAdapterChangeGLRam(IWineD3DDeviceImpl *D3DDevice, long glram) DECLSPEC_HIDDEN;
1399 extern void add_gl_compat_wrappers(struct wined3d_gl_info *gl_info) DECLSPEC_HIDDEN;
1400
1401 /*****************************************************************************
1402 * High order patch management
1403 */
1404 struct WineD3DRectPatch
1405 {
1406 UINT Handle;
1407 float *mem;
1408 WineDirect3DVertexStridedData strided;
1409 WINED3DRECTPATCH_INFO RectPatchInfo;
1410 float numSegs[4];
1411 char has_normals, has_texcoords;
1412 struct list entry;
1413 };
1414
1415 HRESULT tesselate_rectpatch(IWineD3DDeviceImpl *This, struct WineD3DRectPatch *patch) DECLSPEC_HIDDEN;
1416
1417 enum projection_types
1418 {
1419 proj_none = 0,
1420 proj_count3 = 1,
1421 proj_count4 = 2
1422 };
1423
1424 enum dst_arg
1425 {
1426 resultreg = 0,
1427 tempreg = 1
1428 };
1429
1430 /*****************************************************************************
1431 * Fixed function pipeline replacements
1432 */
1433 #define ARG_UNUSED 0xff
1434 struct texture_stage_op
1435 {
1436 unsigned cop : 8;
1437 unsigned carg1 : 8;
1438 unsigned carg2 : 8;
1439 unsigned carg0 : 8;
1440
1441 unsigned aop : 8;
1442 unsigned aarg1 : 8;
1443 unsigned aarg2 : 8;
1444 unsigned aarg0 : 8;
1445
1446 struct color_fixup_desc color_fixup;
1447 unsigned tex_type : 3;
1448 unsigned dst : 1;
1449 unsigned projected : 2;
1450 unsigned padding : 10;
1451 };
1452
1453 struct ffp_frag_settings {
1454 struct texture_stage_op op[MAX_TEXTURES];
1455 enum fogmode fog;
1456 /* Use shorts instead of chars to get dword alignment */
1457 unsigned short sRGB_write;
1458 unsigned short emul_clipplanes;
1459 };
1460
1461 struct ffp_frag_desc
1462 {
1463 struct wine_rb_entry entry;
1464 struct ffp_frag_settings settings;
1465 };
1466
1467 extern const struct wine_rb_functions wined3d_ffp_frag_program_rb_functions DECLSPEC_HIDDEN;
1468 extern const struct wined3d_parent_ops wined3d_null_parent_ops DECLSPEC_HIDDEN;
1469
1470 void gen_ffp_frag_op(IWineD3DStateBlockImpl *stateblock, struct ffp_frag_settings *settings,
1471 BOOL ignore_textype) DECLSPEC_HIDDEN;
1472 const struct ffp_frag_desc *find_ffp_frag_shader(const struct wine_rb_tree *fragment_shaders,
1473 const struct ffp_frag_settings *settings) DECLSPEC_HIDDEN;
1474 void add_ffp_frag_shader(struct wine_rb_tree *shaders, struct ffp_frag_desc *desc) DECLSPEC_HIDDEN;
1475
1476 /*****************************************************************************
1477 * IWineD3D implementation structure
1478 */
1479 typedef struct IWineD3DImpl
1480 {
1481 /* IUnknown fields */
1482 const IWineD3DVtbl *lpVtbl;
1483 LONG ref; /* Note: Ref counting not required */
1484
1485 /* WineD3D Information */
1486 IUnknown *parent;
1487 UINT dxVersion;
1488
1489 UINT adapter_count;
1490 struct WineD3DAdapter adapters[1];
1491 } IWineD3DImpl;
1492
1493 extern const IWineD3DVtbl IWineD3D_Vtbl DECLSPEC_HIDDEN;
1494
1495 BOOL InitAdapters(IWineD3DImpl *This) DECLSPEC_HIDDEN;
1496
1497 /* A helper function that dumps a resource list */
1498 void dumpResources(struct list *list) DECLSPEC_HIDDEN;
1499
1500 /*****************************************************************************
1501 * IWineD3DDevice implementation structure
1502 */
1503 #define WINED3D_UNMAPPED_STAGE ~0U
1504
1505 /* Multithreaded flag. Removed from the public header to signal that IWineD3D::CreateDevice ignores it */
1506 #define WINED3DCREATE_MULTITHREADED 0x00000004
1507
1508 struct IWineD3DDeviceImpl
1509 {
1510 /* IUnknown fields */
1511 const IWineD3DDeviceVtbl *lpVtbl;
1512 LONG ref; /* Note: Ref counting not required */
1513
1514 /* WineD3D Information */
1515 IUnknown *parent;
1516 IWineD3DDeviceParent *device_parent;
1517 IWineD3D *wineD3D;
1518 struct WineD3DAdapter *adapter;
1519
1520 /* Window styles to restore when switching fullscreen mode */
1521 LONG style;
1522 LONG exStyle;
1523
1524 /* X and GL Information */
1525 GLint maxConcurrentLights;
1526 GLenum offscreenBuffer;
1527
1528 /* Selected capabilities */
1529 int vs_selected_mode;
1530 int ps_selected_mode;
1531 const shader_backend_t *shader_backend;
1532 void *shader_priv;
1533 void *fragment_priv;
1534 void *blit_priv;
1535 struct StateEntry StateTable[STATE_HIGHEST + 1];
1536 /* Array of functions for states which are handled by more than one pipeline part */
1537 APPLYSTATEFUNC *multistate_funcs[STATE_HIGHEST + 1];
1538 const struct fragment_pipeline *frag_pipe;
1539 const struct blit_shader *blitter;
1540
1541 unsigned int max_ffp_textures, max_ffp_texture_stages;
1542 DWORD d3d_vshader_constantF, d3d_pshader_constantF; /* Advertised d3d caps, not GL ones */
1543 DWORD vs_clipping;
1544
1545 WORD view_ident : 1; /* true iff view matrix is identity */
1546 WORD untransformed : 1;
1547 WORD vertexBlendUsed : 1; /* To avoid needless setting of the blend matrices */
1548 WORD isRecordingState : 1;
1549 WORD isInDraw : 1;
1550 WORD bCursorVisible : 1;
1551 WORD haveHardwareCursor : 1;
1552 WORD d3d_initialized : 1;
1553 WORD inScene : 1; /* A flag to check for proper BeginScene / EndScene call pairs */
1554 WORD softwareVertexProcessing : 1; /* process vertex shaders using software or hardware */
1555 WORD useDrawStridedSlow : 1;
1556 WORD instancedDraw : 1;
1557 WORD padding : 4;
1558
1559 BYTE fixed_function_usage_map; /* MAX_TEXTURES, 8 */
1560
1561 #define DDRAW_PITCH_ALIGNMENT 8
1562 #define D3D8_PITCH_ALIGNMENT 4
1563 unsigned char surface_alignment; /* Line Alignment of surfaces */
1564
1565 /* State block related */
1566 IWineD3DStateBlockImpl *stateBlock;
1567 IWineD3DStateBlockImpl *updateStateBlock;
1568
1569 /* Internal use fields */
1570 WINED3DDEVICE_CREATION_PARAMETERS createParms;
1571 UINT adapterNo;
1572 WINED3DDEVTYPE devType;
1573
1574 IWineD3DSwapChain **swapchains;
1575 UINT NumberOfSwapChains;
1576
1577 struct list resources; /* a linked list to track resources created by the device */
1578 struct list shaders; /* a linked list to track shaders (pixel and vertex) */
1579 unsigned int highest_dirty_ps_const, highest_dirty_vs_const;
1580
1581 /* Render Target Support */
1582 IWineD3DSurface **render_targets;
1583 IWineD3DSurface *auto_depth_stencil_buffer;
1584 IWineD3DSurface *stencilBufferTarget;
1585
1586 /* palettes texture management */
1587 UINT NumberOfPalettes;
1588 PALETTEENTRY **palettes;
1589 UINT currentPalette;
1590 UINT paletteConversionShader;
1591
1592 /* For rendering to a texture using glCopyTexImage */
1593 GLenum *draw_buffers;
1594 GLuint depth_blt_texture;
1595 GLuint depth_blt_rb;
1596 UINT depth_blt_rb_w;
1597 UINT depth_blt_rb_h;
1598
1599 /* Cursor management */
1600 UINT xHotSpot;
1601 UINT yHotSpot;
1602 UINT xScreenSpace;
1603 UINT yScreenSpace;
1604 UINT cursorWidth, cursorHeight;
1605 GLuint cursorTexture;
1606 HCURSOR hardwareCursor;
1607
1608 /* The Wine logo surface */
1609 IWineD3DSurface *logo_surface;
1610
1611 /* Textures for when no other textures are mapped */
1612 UINT dummyTextureName[MAX_TEXTURES];
1613
1614 /* Device state management */
1615 HRESULT state;
1616
1617 /* DirectDraw stuff */
1618 DWORD ddraw_width, ddraw_height;
1619 WINED3DFORMAT ddraw_format;
1620
1621 /* Final position fixup constant */
1622 float posFixup[4];
1623
1624 /* With register combiners we can skip junk texture stages */
1625 DWORD texUnitMap[MAX_COMBINED_SAMPLERS];
1626 DWORD rev_tex_unit_map[MAX_COMBINED_SAMPLERS];
1627
1628 /* Stream source management */
1629 struct wined3d_stream_info strided_streams;
1630 const WineDirect3DVertexStridedData *up_strided;
1631
1632 /* Context management */
1633 struct wined3d_context **contexts;
1634 UINT numContexts;
1635 struct wined3d_context *pbufferContext; /* The context that has a pbuffer as drawable */
1636 DWORD pbufferWidth, pbufferHeight; /* Size of the buffer drawable */
1637
1638 /* High level patch management */
1639 #define PATCHMAP_SIZE 43
1640 #define PATCHMAP_HASHFUNC(x) ((x) % PATCHMAP_SIZE) /* Primitive and simple function */
1641 struct list patches[PATCHMAP_SIZE];
1642 struct WineD3DRectPatch *currentPatch;
1643 };
1644
1645 extern const IWineD3DDeviceVtbl IWineD3DDevice_Vtbl DECLSPEC_HIDDEN;
1646
1647 void device_resource_add(IWineD3DDeviceImpl *This, IWineD3DResource *resource) DECLSPEC_HIDDEN;
1648 void device_resource_released(IWineD3DDeviceImpl *This, IWineD3DResource *resource) DECLSPEC_HIDDEN;
1649 void device_stream_info_from_declaration(IWineD3DDeviceImpl *This,
1650 BOOL use_vshader, struct wined3d_stream_info *stream_info, BOOL *fixup) DECLSPEC_HIDDEN;
1651 void device_stream_info_from_strided(IWineD3DDeviceImpl *This,
1652 const struct WineDirect3DVertexStridedData *strided, struct wined3d_stream_info *stream_info) DECLSPEC_HIDDEN;
1653 HRESULT IWineD3DDeviceImpl_ClearSurface(IWineD3DDeviceImpl *This, IWineD3DSurfaceImpl *target, DWORD Count,
1654 const WINED3DRECT *pRects, DWORD Flags, WINED3DCOLOR Color, float Z, DWORD Stencil) DECLSPEC_HIDDEN;
1655 void IWineD3DDeviceImpl_FindTexUnitMap(IWineD3DDeviceImpl *This) DECLSPEC_HIDDEN;
1656 void IWineD3DDeviceImpl_MarkStateDirty(IWineD3DDeviceImpl *This, DWORD state) DECLSPEC_HIDDEN;
1657 static inline BOOL isStateDirty(struct wined3d_context *context, DWORD state)
1658 {
1659 DWORD idx = state >> 5;
1660 BYTE shift = state & 0x1f;
1661 return context->isStateDirty[idx] & (1 << shift);
1662 }
1663
1664 /* Support for IWineD3DResource ::Set/Get/FreePrivateData. */
1665 typedef struct PrivateData
1666 {
1667 struct list entry;
1668
1669 GUID tag;
1670 DWORD flags; /* DDSPD_* */
1671
1672 union
1673 {
1674 LPVOID data;
1675 LPUNKNOWN object;
1676 } ptr;
1677
1678 DWORD size;
1679 } PrivateData;
1680
1681 /*****************************************************************************
1682 * IWineD3DResource implementation structure
1683 */
1684 typedef struct IWineD3DResourceClass
1685 {
1686 /* IUnknown fields */
1687 LONG ref; /* Note: Ref counting not required */
1688
1689 /* WineD3DResource Information */
1690 IUnknown *parent;
1691 WINED3DRESOURCETYPE resourceType;
1692 IWineD3DDeviceImpl *wineD3DDevice;
1693 WINED3DPOOL pool;
1694 UINT size;
1695 DWORD usage;
1696 const struct GlPixelFormatDesc *format_desc;
1697 DWORD priority;
1698 BYTE *allocatedMemory; /* Pointer to the real data location */
1699 BYTE *heapMemory; /* Pointer to the HeapAlloced block of memory */
1700 struct list privateData;
1701 struct list resource_list_entry;
1702 const struct wined3d_parent_ops *parent_ops;
1703 } IWineD3DResourceClass;
1704
1705 typedef struct IWineD3DResourceImpl
1706 {
1707 /* IUnknown & WineD3DResource Information */
1708 const IWineD3DResourceVtbl *lpVtbl;
1709 IWineD3DResourceClass resource;
1710 } IWineD3DResourceImpl;
1711
1712 void resource_cleanup(IWineD3DResource *iface) DECLSPEC_HIDDEN;
1713 HRESULT resource_free_private_data(IWineD3DResource *iface, REFGUID guid) DECLSPEC_HIDDEN;
1714 HRESULT resource_get_device(IWineD3DResource *iface, IWineD3DDevice **device) DECLSPEC_HIDDEN;
1715 HRESULT resource_get_parent(IWineD3DResource *iface, IUnknown **parent) DECLSPEC_HIDDEN;
1716 DWORD resource_get_priority(IWineD3DResource *iface) DECLSPEC_HIDDEN;
1717 HRESULT resource_get_private_data(IWineD3DResource *iface, REFGUID guid,
1718 void *data, DWORD *data_size) DECLSPEC_HIDDEN;
1719 HRESULT resource_init(IWineD3DResource *iface, WINED3DRESOURCETYPE resource_type,
1720 IWineD3DDeviceImpl *device, UINT size, DWORD usage, const struct GlPixelFormatDesc *format_desc,
1721 WINED3DPOOL pool, IUnknown *parent, const struct wined3d_parent_ops *parent_ops) DECLSPEC_HIDDEN;
1722 WINED3DRESOURCETYPE resource_get_type(IWineD3DResource *iface) DECLSPEC_HIDDEN;
1723 DWORD resource_set_priority(IWineD3DResource *iface, DWORD new_priority) DECLSPEC_HIDDEN;
1724 HRESULT resource_set_private_data(IWineD3DResource *iface, REFGUID guid,
1725 const void *data, DWORD data_size, DWORD flags) DECLSPEC_HIDDEN;
1726
1727 /* Tests show that the start address of resources is 32 byte aligned */
1728 #define RESOURCE_ALIGNMENT 32
1729
1730 /*****************************************************************************
1731 * IWineD3DBaseTexture D3D- > openGL state map lookups
1732 */
1733
1734 typedef enum winetexturestates {
1735 WINED3DTEXSTA_ADDRESSU = 0,
1736 WINED3DTEXSTA_ADDRESSV = 1,
1737 WINED3DTEXSTA_ADDRESSW = 2,
1738 WINED3DTEXSTA_BORDERCOLOR = 3,
1739 WINED3DTEXSTA_MAGFILTER = 4,
1740 WINED3DTEXSTA_MINFILTER = 5,
1741 WINED3DTEXSTA_MIPFILTER = 6,
1742 WINED3DTEXSTA_MAXMIPLEVEL = 7,
1743 WINED3DTEXSTA_MAXANISOTROPY = 8,
1744 WINED3DTEXSTA_SRGBTEXTURE = 9,
1745 WINED3DTEXSTA_ELEMENTINDEX = 10,
1746 WINED3DTEXSTA_DMAPOFFSET = 11,
1747 WINED3DTEXSTA_TSSADDRESSW = 12,
1748 MAX_WINETEXTURESTATES = 13,
1749 } winetexturestates;
1750
1751 enum WINED3DSRGB
1752 {
1753 SRGB_ANY = 0, /* Uses the cached value(e.g. external calls) */
1754 SRGB_RGB = 1, /* Loads the rgb texture */
1755 SRGB_SRGB = 2, /* Loads the srgb texture */
1756 SRGB_BOTH = 3, /* Loads both textures */
1757 };
1758
1759 struct gl_texture
1760 {
1761 DWORD states[MAX_WINETEXTURESTATES];
1762 BOOL dirty;
1763 GLuint name;
1764 };
1765
1766 /*****************************************************************************
1767 * IWineD3DBaseTexture implementation structure (extends IWineD3DResourceImpl)
1768 */
1769 typedef struct IWineD3DBaseTextureClass
1770 {
1771 struct gl_texture texture_rgb, texture_srgb;
1772 UINT levels;
1773 float pow2Matrix[16];
1774 UINT LOD;
1775 WINED3DTEXTUREFILTERTYPE filterType;
1776 LONG bindCount;
1777 DWORD sampler;
1778 BOOL is_srgb;
1779 BOOL pow2Matrix_identity;
1780 const struct min_lookup *minMipLookup;
1781 const GLenum *magLookup;
1782 void (*internal_preload)(IWineD3DBaseTexture *iface, enum WINED3DSRGB srgb);
1783 } IWineD3DBaseTextureClass;
1784
1785 void surface_internal_preload(IWineD3DSurface *iface, enum WINED3DSRGB srgb) DECLSPEC_HIDDEN;
1786
1787 typedef struct IWineD3DBaseTextureImpl
1788 {
1789 /* IUnknown & WineD3DResource Information */
1790 const IWineD3DBaseTextureVtbl *lpVtbl;
1791 IWineD3DResourceClass resource;
1792 IWineD3DBaseTextureClass baseTexture;
1793
1794 } IWineD3DBaseTextureImpl;
1795
1796 void basetexture_apply_state_changes(IWineD3DBaseTexture *iface,
1797 const DWORD texture_states[WINED3D_HIGHEST_TEXTURE_STATE + 1],
1798 const DWORD sampler_states[WINED3D_HIGHEST_SAMPLER_STATE + 1]) DECLSPEC_HIDDEN;
1799 HRESULT basetexture_bind(IWineD3DBaseTexture *iface, BOOL srgb, BOOL *set_surface_desc) DECLSPEC_HIDDEN;
1800 void basetexture_cleanup(IWineD3DBaseTexture *iface) DECLSPEC_HIDDEN;
1801 void basetexture_generate_mipmaps(IWineD3DBaseTexture *iface) DECLSPEC_HIDDEN;
1802 WINED3DTEXTUREFILTERTYPE basetexture_get_autogen_filter_type(IWineD3DBaseTexture *iface) DECLSPEC_HIDDEN;
1803 BOOL basetexture_get_dirty(IWineD3DBaseTexture *iface) DECLSPEC_HIDDEN;
1804 DWORD basetexture_get_level_count(IWineD3DBaseTexture *iface) DECLSPEC_HIDDEN;
1805 DWORD basetexture_get_lod(IWineD3DBaseTexture *iface) DECLSPEC_HIDDEN;
1806 HRESULT basetexture_init(IWineD3DBaseTextureImpl *texture, UINT levels, WINED3DRESOURCETYPE resource_type,
1807 IWineD3DDeviceImpl *device, UINT size, DWORD usage, const struct GlPixelFormatDesc *format_desc,
1808 WINED3DPOOL pool, IUnknown *parent, const struct wined3d_parent_ops *parent_ops) DECLSPEC_HIDDEN;
1809 HRESULT basetexture_set_autogen_filter_type(IWineD3DBaseTexture *iface,
1810 WINED3DTEXTUREFILTERTYPE filter_type) DECLSPEC_HIDDEN;
1811 BOOL basetexture_set_dirty(IWineD3DBaseTexture *iface, BOOL dirty) DECLSPEC_HIDDEN;
1812 DWORD basetexture_set_lod(IWineD3DBaseTexture *iface, DWORD new_lod) DECLSPEC_HIDDEN;
1813 void basetexture_unload(IWineD3DBaseTexture *iface) DECLSPEC_HIDDEN;
1814
1815 /*****************************************************************************
1816 * IWineD3DTexture implementation structure (extends IWineD3DBaseTextureImpl)
1817 */
1818 typedef struct IWineD3DTextureImpl
1819 {
1820 /* IUnknown & WineD3DResource/WineD3DBaseTexture Information */
1821 const IWineD3DTextureVtbl *lpVtbl;
1822 IWineD3DResourceClass resource;
1823 IWineD3DBaseTextureClass baseTexture;
1824
1825 /* IWineD3DTexture */
1826 IWineD3DSurface *surfaces[MAX_MIP_LEVELS];
1827 UINT target;
1828 BOOL cond_np2;
1829
1830 } IWineD3DTextureImpl;
1831
1832 HRESULT texture_init(IWineD3DTextureImpl *texture, UINT width, UINT height, UINT levels,
1833 IWineD3DDeviceImpl *device, DWORD usage, WINED3DFORMAT format, WINED3DPOOL pool,
1834 IUnknown *parent, const struct wined3d_parent_ops *parent_ops) DECLSPEC_HIDDEN;
1835
1836 /*****************************************************************************
1837 * IWineD3DCubeTexture implementation structure (extends IWineD3DBaseTextureImpl)
1838 */
1839 typedef struct IWineD3DCubeTextureImpl
1840 {
1841 /* IUnknown & WineD3DResource/WineD3DBaseTexture Information */
1842 const IWineD3DCubeTextureVtbl *lpVtbl;
1843 IWineD3DResourceClass resource;
1844 IWineD3DBaseTextureClass baseTexture;
1845
1846 /* IWineD3DCubeTexture */
1847 IWineD3DSurface *surfaces[6][MAX_MIP_LEVELS];
1848 } IWineD3DCubeTextureImpl;
1849
1850 HRESULT cubetexture_init(IWineD3DCubeTextureImpl *texture, UINT edge_length, UINT levels,
1851 IWineD3DDeviceImpl *device, DWORD usage, WINED3DFORMAT format, WINED3DPOOL pool,
1852 IUnknown *parent, const struct wined3d_parent_ops *parent_ops) DECLSPEC_HIDDEN;
1853
1854 typedef struct _WINED3DVOLUMET_DESC
1855 {
1856 UINT Width;
1857 UINT Height;
1858 UINT Depth;
1859 } WINED3DVOLUMET_DESC;
1860
1861 /*****************************************************************************
1862 * IWineD3DVolume implementation structure (extends IUnknown)
1863 */
1864 typedef struct IWineD3DVolumeImpl
1865 {
1866 /* IUnknown & WineD3DResource fields */
1867 const IWineD3DVolumeVtbl *lpVtbl;
1868 IWineD3DResourceClass resource;
1869
1870 /* WineD3DVolume Information */
1871 WINED3DVOLUMET_DESC currentDesc;
1872 IWineD3DBase *container;
1873 BOOL lockable;
1874 BOOL locked;
1875 WINED3DBOX lockedBox;
1876 WINED3DBOX dirtyBox;
1877 BOOL dirty;
1878 } IWineD3DVolumeImpl;
1879
1880 void volume_add_dirty_box(IWineD3DVolume *iface, const WINED3DBOX *dirty_box) DECLSPEC_HIDDEN;
1881 HRESULT volume_init(IWineD3DVolumeImpl *volume, IWineD3DDeviceImpl *device, UINT width,
1882 UINT height, UINT depth, DWORD usage, WINED3DFORMAT format, WINED3DPOOL pool,
1883 IUnknown *parent, const struct wined3d_parent_ops *parent_ops) DECLSPEC_HIDDEN;
1884
1885 /*****************************************************************************
1886 * IWineD3DVolumeTexture implementation structure (extends IWineD3DBaseTextureImpl)
1887 */
1888 typedef struct IWineD3DVolumeTextureImpl
1889 {
1890 /* IUnknown & WineD3DResource/WineD3DBaseTexture Information */
1891 const IWineD3DVolumeTextureVtbl *lpVtbl;
1892 IWineD3DResourceClass resource;
1893 IWineD3DBaseTextureClass baseTexture;
1894
1895 /* IWineD3DVolumeTexture */
1896 IWineD3DVolume *volumes[MAX_MIP_LEVELS];
1897 } IWineD3DVolumeTextureImpl;
1898
1899 HRESULT volumetexture_init(IWineD3DVolumeTextureImpl *texture, UINT width, UINT height,
1900 UINT depth, UINT levels, IWineD3DDeviceImpl *device, DWORD usage, WINED3DFORMAT format,
1901 WINED3DPOOL pool, IUnknown *parent, const struct wined3d_parent_ops *parent_ops) DECLSPEC_HIDDEN;
1902
1903 typedef struct _WINED3DSURFACET_DESC
1904 {
1905 WINED3DMULTISAMPLE_TYPE MultiSampleType;
1906 DWORD MultiSampleQuality;
1907 UINT Width;
1908 UINT Height;
1909 } WINED3DSURFACET_DESC;
1910
1911 /*****************************************************************************
1912 * Structure for DIB Surfaces (GetDC and GDI surfaces)
1913 */
1914 typedef struct wineD3DSurface_DIB {
1915 HBITMAP DIBsection;
1916 void* bitmap_data;
1917 UINT bitmap_size;
1918 HGDIOBJ holdbitmap;
1919 BOOL client_memory;
1920 } wineD3DSurface_DIB;
1921
1922 typedef struct {
1923 struct list entry;
1924 GLuint id;
1925 UINT width;
1926 UINT height;
1927 } renderbuffer_entry_t;
1928
1929 struct fbo_entry
1930 {
1931 struct list entry;
1932 IWineD3DSurface **render_targets;
1933 IWineD3DSurface *depth_stencil;
1934 BOOL attached;
1935 GLuint id;
1936 };
1937
1938 /*****************************************************************************
1939 * IWineD3DClipp implementation structure
1940 */
1941 typedef struct IWineD3DClipperImpl
1942 {
1943 const IWineD3DClipperVtbl *lpVtbl;
1944 LONG ref;
1945
1946 IUnknown *Parent;
1947 HWND hWnd;
1948 } IWineD3DClipperImpl;
1949
1950
1951 /*****************************************************************************
1952 * IWineD3DSurface implementation structure
1953 */
1954 struct IWineD3DSurfaceImpl
1955 {
1956 /* IUnknown & IWineD3DResource Information */
1957 const IWineD3DSurfaceVtbl *lpVtbl;
1958 IWineD3DResourceClass resource;
1959
1960 /* IWineD3DSurface fields */
1961 IWineD3DBase *container;
1962 WINED3DSURFACET_DESC currentDesc;
1963 IWineD3DPaletteImpl *palette; /* D3D7 style palette handling */
1964 PALETTEENTRY *palette9; /* D3D8/9 style palette handling */
1965
1966 /* TODO: move this off into a management class(maybe!) */
1967 DWORD Flags;
1968
1969 UINT pow2Width;
1970 UINT pow2Height;
1971
1972 /* A method to retrieve the drawable size. Not in the Vtable to make it changeable */
1973 void (*get_drawable_size)(struct wined3d_context *context, UINT *width, UINT *height);
1974
1975 /* Oversized texture */
1976 RECT glRect;
1977
1978 /* PBO */
1979 GLuint pbo;
1980 GLuint texture_name;
1981 GLuint texture_name_srgb;
1982 GLint texture_level;
1983 GLenum texture_target;
1984
1985 RECT lockedRect;
1986 RECT dirtyRect;
1987 int lockCount;
1988 #define MAXLOCKCOUNT 50 /* After this amount of locks do not free the sysmem copy */
1989
1990 /* For GetDC */
1991 wineD3DSurface_DIB dib;
1992 HDC hDC;
1993
1994 /* Color keys for DDraw */
1995 WINEDDCOLORKEY DestBltCKey;
1996 WINEDDCOLORKEY DestOverlayCKey;
1997 WINEDDCOLORKEY SrcOverlayCKey;
1998 WINEDDCOLORKEY SrcBltCKey;
1999 DWORD CKeyFlags;
2000
2001 WINEDDCOLORKEY glCKey;
2002
2003 struct list renderbuffers;
2004 renderbuffer_entry_t *current_renderbuffer;
2005
2006 /* DirectDraw clippers */
2007 IWineD3DClipper *clipper;
2008
2009 /* DirectDraw Overlay handling */
2010 RECT overlay_srcrect;
2011 RECT overlay_destrect;
2012 IWineD3DSurfaceImpl *overlay_dest;
2013 struct list overlays;
2014 struct list overlay_entry;
2015 };
2016
2017 extern const IWineD3DSurfaceVtbl IWineD3DSurface_Vtbl DECLSPEC_HIDDEN;
2018 extern const IWineD3DSurfaceVtbl IWineGDISurface_Vtbl DECLSPEC_HIDDEN;
2019
2020 UINT surface_calculate_size(const struct GlPixelFormatDesc *format_desc,
2021 UINT alignment, UINT width, UINT height) DECLSPEC_HIDDEN;
2022 void surface_gdi_cleanup(IWineD3DSurfaceImpl *This) DECLSPEC_HIDDEN;
2023 HRESULT surface_init(IWineD3DSurfaceImpl *surface, WINED3DSURFTYPE surface_type, UINT alignment,
2024 UINT width, UINT height, UINT level, BOOL lockable, BOOL discard, WINED3DMULTISAMPLE_TYPE multisample_type,
2025 UINT multisample_quality, IWineD3DDeviceImpl *device, DWORD usage, WINED3DFORMAT format,
2026 WINED3DPOOL pool, IUnknown *parent, const struct wined3d_parent_ops *parent_ops) DECLSPEC_HIDDEN;
2027
2028 /* Predeclare the shared Surface functions */
2029 HRESULT WINAPI IWineD3DBaseSurfaceImpl_QueryInterface(IWineD3DSurface *iface,
2030 REFIID riid, LPVOID *ppobj) DECLSPEC_HIDDEN;
2031 ULONG WINAPI IWineD3DBaseSurfaceImpl_AddRef(IWineD3DSurface *iface) DECLSPEC_HIDDEN;
2032 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetParent(IWineD3DSurface *iface, IUnknown **pParent) DECLSPEC_HIDDEN;
2033 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetDevice(IWineD3DSurface *iface, IWineD3DDevice** ppDevice) DECLSPEC_HIDDEN;
2034 HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetPrivateData(IWineD3DSurface *iface,
2035 REFGUID refguid, const void *pData, DWORD SizeOfData, DWORD Flags) DECLSPEC_HIDDEN;
2036 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetPrivateData(IWineD3DSurface *iface,
2037 REFGUID refguid, void *pData, DWORD *pSizeOfData) DECLSPEC_HIDDEN;
2038 HRESULT WINAPI IWineD3DBaseSurfaceImpl_FreePrivateData(IWineD3DSurface *iface, REFGUID refguid) DECLSPEC_HIDDEN;
2039 DWORD WINAPI IWineD3DBaseSurfaceImpl_SetPriority(IWineD3DSurface *iface, DWORD PriorityNew) DECLSPEC_HIDDEN;
2040 DWORD WINAPI IWineD3DBaseSurfaceImpl_GetPriority(IWineD3DSurface *iface) DECLSPEC_HIDDEN;
2041 WINED3DRESOURCETYPE WINAPI IWineD3DBaseSurfaceImpl_GetType(IWineD3DSurface *iface) DECLSPEC_HIDDEN;
2042 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetContainer(IWineD3DSurface* iface,
2043 REFIID riid, void **ppContainer) DECLSPEC_HIDDEN;
2044 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetDesc(IWineD3DSurface *iface, WINED3DSURFACE_DESC *pDesc) DECLSPEC_HIDDEN;
2045 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetBltStatus(IWineD3DSurface *iface, DWORD Flags) DECLSPEC_HIDDEN;
2046 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetFlipStatus(IWineD3DSurface *iface, DWORD Flags) DECLSPEC_HIDDEN;
2047 HRESULT WINAPI IWineD3DBaseSurfaceImpl_IsLost(IWineD3DSurface *iface) DECLSPEC_HIDDEN;
2048 HRESULT WINAPI IWineD3DBaseSurfaceImpl_Restore(IWineD3DSurface *iface) DECLSPEC_HIDDEN;
2049 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetPalette(IWineD3DSurface *iface, IWineD3DPalette **Pal) DECLSPEC_HIDDEN;
2050 HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetPalette(IWineD3DSurface *iface, IWineD3DPalette *Pal) DECLSPEC_HIDDEN;
2051 HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetColorKey(IWineD3DSurface *iface,
2052 DWORD Flags, const WINEDDCOLORKEY *CKey) DECLSPEC_HIDDEN;
2053 HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetContainer(IWineD3DSurface *iface, IWineD3DBase *container) DECLSPEC_HIDDEN;
2054 DWORD WINAPI IWineD3DBaseSurfaceImpl_GetPitch(IWineD3DSurface *iface) DECLSPEC_HIDDEN;
2055 HRESULT WINAPI IWineD3DBaseSurfaceImpl_RealizePalette(IWineD3DSurface *iface) DECLSPEC_HIDDEN;
2056 HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetOverlayPosition(IWineD3DSurface *iface, LONG X, LONG Y) DECLSPEC_HIDDEN;
2057 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetOverlayPosition(IWineD3DSurface *iface, LONG *X, LONG *Y) DECLSPEC_HIDDEN;
2058 HRESULT WINAPI IWineD3DBaseSurfaceImpl_UpdateOverlayZOrder(IWineD3DSurface *iface,
2059 DWORD Flags, IWineD3DSurface *Ref) DECLSPEC_HIDDEN;
2060 HRESULT WINAPI IWineD3DBaseSurfaceImpl_UpdateOverlay(IWineD3DSurface *iface, const RECT *SrcRect,
2061 IWineD3DSurface *DstSurface, const RECT *DstRect, DWORD Flags, const WINEDDOVERLAYFX *FX) DECLSPEC_HIDDEN;
2062 HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetClipper(IWineD3DSurface *iface, IWineD3DClipper *clipper) DECLSPEC_HIDDEN;
2063 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetClipper(IWineD3DSurface *iface, IWineD3DClipper **clipper) DECLSPEC_HIDDEN;
2064 HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetFormat(IWineD3DSurface *iface, WINED3DFORMAT format) DECLSPEC_HIDDEN;
2065 HRESULT IWineD3DBaseSurfaceImpl_CreateDIBSection(IWineD3DSurface *iface) DECLSPEC_HIDDEN;
2066 HRESULT WINAPI IWineD3DBaseSurfaceImpl_Blt(IWineD3DSurface *iface, const RECT *DestRect, IWineD3DSurface *SrcSurface,
2067 const RECT *SrcRect, DWORD Flags, const WINEDDBLTFX *DDBltFx, WINED3DTEXTUREFILTERTYPE Filter) DECLSPEC_HIDDEN;
2068 HRESULT WINAPI IWineD3DBaseSurfaceImpl_BltFast(IWineD3DSurface *iface, DWORD dstx, DWORD dsty,
2069 IWineD3DSurface *Source, const RECT *rsrc, DWORD trans) DECLSPEC_HIDDEN;
2070 HRESULT WINAPI IWineD3DBaseSurfaceImpl_LockRect(IWineD3DSurface *iface, WINED3DLOCKED_RECT *pLockedRect,
2071 const RECT *pRect, DWORD Flags) DECLSPEC_HIDDEN;
2072 void WINAPI IWineD3DBaseSurfaceImpl_BindTexture(IWineD3DSurface *iface, BOOL srgb) DECLSPEC_HIDDEN;
2073 const void *WINAPI IWineD3DBaseSurfaceImpl_GetData(IWineD3DSurface *iface) DECLSPEC_HIDDEN;
2074
2075 void get_drawable_size_swapchain(struct wined3d_context *context, UINT *width, UINT *height) DECLSPEC_HIDDEN;
2076 void get_drawable_size_backbuffer(struct wined3d_context *context, UINT *width, UINT *height) DECLSPEC_HIDDEN;
2077 void get_drawable_size_pbuffer(struct wined3d_context *context, UINT *width, UINT *height) DECLSPEC_HIDDEN;
2078 void get_drawable_size_fbo(struct wined3d_context *context, UINT *width, UINT *height) DECLSPEC_HIDDEN;
2079
2080 void flip_surface(IWineD3DSurfaceImpl *front, IWineD3DSurfaceImpl *back) DECLSPEC_HIDDEN;
2081
2082 /* Surface flags: */
2083 #define SFLAG_OVERSIZE 0x00000001 /* Surface is bigger than gl size, blts only */
2084 #define SFLAG_CONVERTED 0x00000002 /* Converted for color keying or Palettized */
2085 #define SFLAG_DIBSECTION 0x00000004 /* Has a DIB section attached for GetDC */
2086 #define SFLAG_LOCKABLE 0x00000008 /* Surface can be locked */
2087 #define SFLAG_DISCARD 0x00000010 /* ??? */
2088 #define SFLAG_LOCKED 0x00000020 /* Surface is locked atm */
2089 #define SFLAG_INTEXTURE 0x00000040 /* The GL texture contains the newest surface content */
2090 #define SFLAG_INSRGBTEX 0x00000080 /* The GL srgb texture contains the newest surface content */
2091 #define SFLAG_INDRAWABLE 0x00000100 /* The gl drawable contains the most up to date data */
2092 #define SFLAG_INSYSMEM 0x00000200 /* The system memory copy is most up to date */
2093 #define SFLAG_NONPOW2 0x00000400 /* Surface sizes are not a power of 2 */
2094 #define SFLAG_DYNLOCK 0x00000800 /* Surface is often locked by the app */
2095 #define SFLAG_DCINUSE 0x00001000 /* Set between GetDC and ReleaseDC calls */
2096 #define SFLAG_LOST 0x00002000 /* Surface lost flag for DDraw */
2097 #define SFLAG_USERPTR 0x00004000 /* The application allocated the memory for this surface */
2098 #define SFLAG_GLCKEY 0x00008000 /* The gl texture was created with a color key */
2099 #define SFLAG_CLIENT 0x00010000 /* GL_APPLE_client_storage is used on that texture */
2100 #define SFLAG_ALLOCATED 0x00020000 /* A gl texture is allocated for this surface */
2101 #define SFLAG_SRGBALLOCATED 0x00040000 /* A srgb gl texture is allocated for this surface */
2102 #define SFLAG_PBO 0x00080000 /* Has a PBO attached for speeding up data transfers for dynamically locked surfaces */
2103 #define SFLAG_NORMCOORD 0x00100000 /* Set if the GL texture coords are normalized(non-texture rectangle) */
2104 #define SFLAG_DS_ONSCREEN 0x00200000 /* Is a depth stencil, last modified onscreen */
2105 #define SFLAG_DS_OFFSCREEN 0x00400000 /* Is a depth stencil, last modified offscreen */
2106 #define SFLAG_INOVERLAYDRAW 0x00800000 /* Overlay drawing is in progress. Recursion prevention */
2107 #define SFLAG_SWAPCHAIN 0x01000000 /* The surface is part of a swapchain */
2108
2109 /* In some conditions the surface memory must not be freed:
2110 * SFLAG_OVERSIZE: Not all data can be kept in GL
2111 * SFLAG_CONVERTED: Converting the data back would take too long
2112 * SFLAG_DIBSECTION: The dib code manages the memory
2113 * SFLAG_LOCKED: The app requires access to the surface data
2114 * SFLAG_DYNLOCK: Avoid freeing the data for performance
2115 * SFLAG_PBO: PBOs don't use 'normal' memory. It is either allocated by the driver or must be NULL.
2116 * SFLAG_CLIENT: OpenGL uses our memory as backup
2117 */
2118 #define SFLAG_DONOTFREE (SFLAG_OVERSIZE | \
2119 SFLAG_CONVERTED | \
2120 SFLAG_DIBSECTION | \
2121 SFLAG_LOCKED | \
2122 SFLAG_DYNLOCK | \
2123 SFLAG_USERPTR | \
2124 SFLAG_PBO | \
2125 SFLAG_CLIENT)
2126
2127 #define SFLAG_LOCATIONS (SFLAG_INSYSMEM | \
2128 SFLAG_INTEXTURE | \
2129 SFLAG_INDRAWABLE | \
2130 SFLAG_INSRGBTEX)
2131
2132 #define SFLAG_DS_LOCATIONS (SFLAG_DS_ONSCREEN | \
2133 SFLAG_DS_OFFSCREEN)
2134 #define SFLAG_DS_DISCARDED SFLAG_DS_LOCATIONS
2135
2136 BOOL CalculateTexRect(IWineD3DSurfaceImpl *This, RECT *Rect, float glTexCoord[4]) DECLSPEC_HIDDEN;
2137
2138 typedef enum {
2139 NO_CONVERSION,
2140 CONVERT_PALETTED,
2141 CONVERT_PALETTED_CK,
2142 CONVERT_CK_565,
2143 CONVERT_CK_5551,
2144 CONVERT_CK_4444,
2145 CONVERT_CK_4444_ARGB,
2146 CONVERT_CK_1555,
2147 CONVERT_555,
2148 CONVERT_CK_RGB24,
2149 CONVERT_CK_8888,
2150 CONVERT_CK_8888_ARGB,
2151 CONVERT_RGB32_888,
2152 CONVERT_V8U8,
2153 CONVERT_L6V5U5,
2154 CONVERT_X8L8V8U8,
2155 CONVERT_Q8W8V8U8,
2156 CONVERT_V16U16,
2157 CONVERT_A4L4,
2158 CONVERT_G16R16,
2159 CONVERT_R16G16F,
2160 CONVERT_R32G32F,
2161 CONVERT_D15S1,
2162 CONVERT_D24X4S4,
2163 CONVERT_D24FS8,
2164 } CONVERT_TYPES;
2165
2166 HRESULT d3dfmt_get_conv(IWineD3DSurfaceImpl *This, BOOL need_alpha_ck, BOOL use_texturing, GLenum *format,
2167 GLenum *internal, GLenum *type, CONVERT_TYPES *convert, int *target_bpp, BOOL srgb_mode) DECLSPEC_HIDDEN;
2168
2169 BOOL palette9_changed(IWineD3DSurfaceImpl *This) DECLSPEC_HIDDEN;
2170
2171 /*****************************************************************************
2172 * IWineD3DVertexDeclaration implementation structure
2173 */
2174 #define MAX_ATTRIBS 16
2175
2176 struct wined3d_vertex_declaration_element
2177 {
2178 const struct GlPixelFormatDesc *format_desc;
2179 BOOL ffp_valid;
2180 WORD input_slot;
2181 WORD offset;
2182 UINT output_slot;
2183 BYTE method;
2184 BYTE usage;
2185 BYTE usage_idx;
2186 };
2187
2188 typedef struct IWineD3DVertexDeclarationImpl {
2189 /* IUnknown Information */
2190 const IWineD3DVertexDeclarationVtbl *lpVtbl;
2191 LONG ref;
2192
2193 IUnknown *parent;
2194 const struct wined3d_parent_ops *parent_ops;
2195 IWineD3DDeviceImpl *wineD3DDevice;
2196
2197 struct wined3d_vertex_declaration_element *elements;
2198 UINT element_count;
2199
2200 DWORD streams[MAX_STREAMS];
2201 UINT num_streams;
2202 BOOL position_transformed;
2203 BOOL half_float_conv_needed;
2204 } IWineD3DVertexDeclarationImpl;
2205
2206 HRESULT vertexdeclaration_init(IWineD3DVertexDeclarationImpl *declaration, IWineD3DDeviceImpl *device,
2207 const WINED3DVERTEXELEMENT *elements, UINT element_count,
2208 IUnknown *parent, const struct wined3d_parent_ops *parent_ops) DECLSPEC_HIDDEN;
2209
2210 /*****************************************************************************
2211 * IWineD3DStateBlock implementation structure
2212 */
2213
2214 /* Internal state Block for Begin/End/Capture/Create/Apply info */
2215 /* Note: Very long winded but gl Lists are not flexible enough */
2216 /* to resolve everything we need, so doing it manually for now */
2217 typedef struct SAVEDSTATES {
2218 DWORD transform[(HIGHEST_TRANSFORMSTATE >> 5) + 1];
2219 WORD streamSource; /* MAX_STREAMS, 16 */
2220 WORD streamFreq; /* MAX_STREAMS, 16 */
2221 DWORD renderState[(WINEHIGHEST_RENDER_STATE >> 5) + 1];
2222 DWORD textureState[MAX_TEXTURES]; /* WINED3D_HIGHEST_TEXTURE_STATE + 1, 18 */
2223 WORD samplerState[MAX_COMBINED_SAMPLERS]; /* WINED3D_HIGHEST_SAMPLER_STATE + 1, 14 */
2224 DWORD textures; /* MAX_COMBINED_SAMPLERS, 20 */
2225 DWORD clipplane; /* WINED3DMAXUSERCLIPPLANES, 32 */
2226 WORD pixelShaderConstantsB; /* MAX_CONST_B, 16 */
2227 WORD pixelShaderConstantsI; /* MAX_CONST_I, 16 */
2228 BOOL *pixelShaderConstantsF;
2229 WORD vertexShaderConstantsB; /* MAX_CONST_B, 16 */
2230 WORD vertexShaderConstantsI; /* MAX_CONST_I, 16 */
2231 BOOL *vertexShaderConstantsF;
2232 WORD primitive_type : 1;
2233 WORD indices : 1;
2234 WORD material : 1;
2235 WORD viewport : 1;
2236 WORD vertexDecl : 1;
2237 WORD pixelShader : 1;
2238 WORD vertexShader : 1;
2239 WORD scissorRect : 1;
2240 WORD padding : 1;
2241 } SAVEDSTATES;
2242
2243 struct StageState {
2244 DWORD stage;
2245 DWORD state;
2246 };
2247
2248 struct IWineD3DStateBlockImpl
2249 {
2250 /* IUnknown fields */
2251 const IWineD3DStateBlockVtbl *lpVtbl;
2252 LONG ref; /* Note: Ref counting not required */
2253
2254 /* IWineD3DStateBlock information */
2255 IUnknown *parent;
2256 IWineD3DDeviceImpl *wineD3DDevice;
2257 WINED3DSTATEBLOCKTYPE blockType;
2258
2259 /* Array indicating whether things have been set or changed */
2260 SAVEDSTATES changed;
2261
2262 /* Vertex Shader Declaration */
2263 IWineD3DVertexDeclaration *vertexDecl;
2264
2265 IWineD3DVertexShader *vertexShader;
2266
2267 /* Vertex Shader Constants */
2268 BOOL vertexShaderConstantB[MAX_CONST_B];
2269 INT vertexShaderConstantI[MAX_CONST_I * 4];
2270 float *vertexShaderConstantF;
2271
2272 /* primitive type */
2273 GLenum gl_primitive_type;
2274
2275 /* Stream Source */
2276 BOOL streamIsUP;
2277 UINT streamStride[MAX_STREAMS];
2278 UINT streamOffset[MAX_STREAMS + 1 /* tesselated pseudo-stream */ ];
2279 IWineD3DBuffer *streamSource[MAX_STREAMS];
2280 UINT streamFreq[MAX_STREAMS + 1];
2281 UINT streamFlags[MAX_STREAMS + 1]; /*0 | WINED3DSTREAMSOURCE_INSTANCEDATA | WINED3DSTREAMSOURCE_INDEXEDDATA */
2282
2283 /* Indices */
2284 IWineD3DBuffer* pIndexData;
2285 WINED3DFORMAT IndexFmt;
2286 INT baseVertexIndex;
2287 INT loadBaseVertexIndex; /* non-indexed drawing needs 0 here, indexed baseVertexIndex */
2288
2289 /* Transform */
2290 WINED3DMATRIX transforms[HIGHEST_TRANSFORMSTATE + 1];
2291
2292 /* Light hashmap . Collisions are handled using standard wine double linked lists */
2293 #define LIGHTMAP_SIZE 43 /* Use of a prime number recommended. Set to 1 for a linked list! */
2294 #define LIGHTMAP_HASHFUNC(x) ((x) % LIGHTMAP_SIZE) /* Primitive and simple function */
2295 struct list lightMap[LIGHTMAP_SIZE]; /* Mashmap containing the lights */
2296 PLIGHTINFOEL *activeLights[MAX_ACTIVE_LIGHTS]; /* Map of opengl lights to d3d lights */
2297
2298 /* Clipping */
2299 double clipplane[MAX_CLIPPLANES][4];
2300 WINED3DCLIPSTATUS clip_status;
2301
2302 /* ViewPort */
2303 WINED3DVIEWPORT viewport;
2304
2305 /* Material */
2306 WINED3DMATERIAL material;
2307
2308 /* Pixel Shader */
2309 IWineD3DPixelShader *pixelShader;
2310
2311 /* Pixel Shader Constants */
2312 BOOL pixelShaderConstantB[MAX_CONST_B];
2313 INT pixelShaderConstantI[MAX_CONST_I * 4];
2314 float *pixelShaderConstantF;
2315
2316 /* RenderState */
2317 DWORD renderState[WINEHIGHEST_RENDER_STATE + 1];
2318
2319 /* Texture */
2320 IWineD3DBaseTexture *textures[MAX_COMBINED_SAMPLERS];
2321
2322 /* Texture State Stage */
2323 DWORD textureState[MAX_TEXTURES][WINED3D_HIGHEST_TEXTURE_STATE + 1];
2324 DWORD lowest_disabled_stage;
2325 /* Sampler States */
2326 DWORD samplerState[MAX_COMBINED_SAMPLERS][WINED3D_HIGHEST_SAMPLER_STATE + 1];
2327
2328 /* Scissor test rectangle */
2329 RECT scissorRect;
2330
2331 /* Contained state management */
2332 DWORD contained_render_states[WINEHIGHEST_RENDER_STATE + 1];
2333 unsigned int num_contained_render_states;
2334 DWORD contained_transform_states[HIGHEST_TRANSFORMSTATE + 1];
2335 unsigned int num_contained_transform_states;
2336 DWORD contained_vs_consts_i[MAX_CONST_I];
2337 unsigned int num_contained_vs_consts_i;
2338 DWORD contained_vs_consts_b[MAX_CONST_B];
2339 unsigned int num_contained_vs_consts_b;
2340 DWORD *contained_vs_consts_f;
2341 unsigned int num_contained_vs_consts_f;
2342 DWORD contained_ps_consts_i[MAX_CONST_I];
2343 unsigned int num_contained_ps_consts_i;
2344 DWORD contained_ps_consts_b[MAX_CONST_B];
2345 unsigned int num_contained_ps_consts_b;
2346 DWORD *contained_ps_consts_f;
2347 unsigned int num_contained_ps_consts_f;
2348 struct StageState contained_tss_states[MAX_TEXTURES * (WINED3D_HIGHEST_TEXTURE_STATE + 1)];
2349 unsigned int num_contained_tss_states;
2350 struct StageState contained_sampler_states[MAX_COMBINED_SAMPLERS * WINED3D_HIGHEST_SAMPLER_STATE];
2351 unsigned int num_contained_sampler_states;
2352 };
2353
2354 extern void stateblock_savedstates_set(IWineD3DStateBlock *iface, SAVEDSTATES *states, BOOL value) DECLSPEC_HIDDEN;
2355 extern void stateblock_copy(IWineD3DStateBlock *destination, IWineD3DStateBlock *source) DECLSPEC_HIDDEN;
2356
2357 extern const IWineD3DStateBlockVtbl IWineD3DStateBlock_Vtbl DECLSPEC_HIDDEN;
2358
2359 /* Direct3D terminology with little modifications. We do not have an issued state
2360 * because only the driver knows about it, but we have a created state because d3d
2361 * allows GetData on a created issue, but opengl doesn't
2362 */
2363 enum query_state {
2364 QUERY_CREATED,
2365 QUERY_SIGNALLED,
2366 QUERY_BUILDING
2367 };
2368 /*****************************************************************************
2369 * IWineD3DQueryImpl implementation structure (extends IUnknown)
2370 */
2371 typedef struct IWineD3DQueryImpl
2372 {
2373 const IWineD3DQueryVtbl *lpVtbl;
2374 LONG ref; /* Note: Ref counting not required */
2375
2376 IUnknown *parent;
2377 /*TODO: replace with iface usage */
2378 #if 0
2379 IWineD3DDevice *wineD3DDevice;
2380 #else
2381 IWineD3DDeviceImpl *wineD3DDevice;
2382 #endif
2383
2384 /* IWineD3DQuery fields */
2385 enum query_state state;
2386 WINED3DQUERYTYPE type;
2387 /* TODO: Think about using a IUnknown instead of a void* */
2388 void *extendedData;
2389 } IWineD3DQueryImpl;
2390
2391 extern const IWineD3DQueryVtbl IWineD3DQuery_Vtbl DECLSPEC_HIDDEN;
2392 extern const IWineD3DQueryVtbl IWineD3DEventQuery_Vtbl DECLSPEC_HIDDEN;
2393 extern const IWineD3DQueryVtbl IWineD3DOcclusionQuery_Vtbl DECLSPEC_HIDDEN;
2394
2395 /* IWineD3DBuffer */
2396
2397 /* TODO: Add tests and support for FLOAT16_4 POSITIONT, D3DCOLOR position, other
2398 * fixed function semantics as D3DCOLOR or FLOAT16 */
2399 enum wined3d_buffer_conversion_type
2400 {
2401 CONV_NONE,
2402 CONV_D3DCOLOR,
2403 CONV_POSITIONT,
2404 CONV_FLOAT16_2, /* Also handles FLOAT16_4 */
2405 };
2406
2407 #define WINED3D_BUFFER_OPTIMIZED 0x01 /* Optimize has been called for the buffer */
2408 #define WINED3D_BUFFER_DIRTY 0x02 /* Buffer data has been modified */
2409 #define WINED3D_BUFFER_HASDESC 0x04 /* A vertex description has been found */
2410 #define WINED3D_BUFFER_CREATEBO 0x08 /* Attempt to create a buffer object next PreLoad */
2411 #define WINED3D_BUFFER_DOUBLEBUFFER 0x10 /* Use a vbo and local allocated memory */
2412
2413 struct wined3d_buffer
2414 {
2415 const struct IWineD3DBufferVtbl *vtbl;
2416 IWineD3DResourceClass resource;
2417
2418 struct wined3d_buffer_desc desc;
2419
2420 GLuint buffer_object;
2421 GLenum buffer_object_usage;
2422 GLenum buffer_type_hint;
2423 UINT buffer_object_size;
2424 LONG bind_count;
2425 DWORD flags;
2426
2427 UINT dirty_start;
2428 UINT dirty_end;
2429 LONG lock_count;
2430
2431 /* conversion stuff */
2432 UINT conversion_count;
2433 UINT draw_count;
2434 UINT stride; /* 0 if no conversion */
2435 UINT conversion_stride; /* 0 if no shifted conversion */
2436 enum wined3d_buffer_conversion_type *conversion_map; /* NULL if no conversion */
2437 /* Extra load offsets, for FLOAT16 conversion */
2438 UINT *conversion_shift; /* NULL if no shifted conversion */
2439 };
2440
2441 const BYTE *buffer_get_memory(IWineD3DBuffer *iface, UINT offset, GLuint *buffer_object) DECLSPEC_HIDDEN;
2442 BYTE *buffer_get_sysmem(struct wined3d_buffer *This) DECLSPEC_HIDDEN;
2443 HRESULT buffer_init(struct wined3d_buffer *buffer, IWineD3DDeviceImpl *device,
2444 UINT size, DWORD usage, WINED3DFORMAT format, WINED3DPOOL pool, GLenum bind_hint,
2445 const char *data, IUnknown *parent, const struct wined3d_parent_ops *parent_ops) DECLSPEC_HIDDEN;
2446
2447 /* IWineD3DRendertargetView */
2448 struct wined3d_rendertarget_view
2449 {
2450 const struct IWineD3DRendertargetViewVtbl *vtbl;
2451 LONG refcount;
2452
2453 IWineD3DResource *resource;
2454 IUnknown *parent;
2455 };
2456
2457 extern const IWineD3DRendertargetViewVtbl wined3d_rendertarget_view_vtbl DECLSPEC_HIDDEN;
2458
2459 /*****************************************************************************
2460 * IWineD3DSwapChainImpl implementation structure (extends IUnknown)
2461 */
2462
2463 typedef struct IWineD3DSwapChainImpl
2464 {
2465 /*IUnknown part*/
2466 const IWineD3DSwapChainVtbl *lpVtbl;
2467 LONG ref; /* Note: Ref counting not required */
2468
2469 IUnknown *parent;
2470 IWineD3DDeviceImpl *wineD3DDevice;
2471
2472 /* IWineD3DSwapChain fields */
2473 IWineD3DSurface **backBuffer;
2474 IWineD3DSurface *frontBuffer;
2475 WINED3DPRESENT_PARAMETERS presentParms;
2476 DWORD orig_width, orig_height;
2477 WINED3DFORMAT orig_fmt;
2478 WINED3DGAMMARAMP orig_gamma;
2479
2480 long prev_time, frames; /* Performance tracking */
2481 unsigned int vSyncCounter;
2482
2483 struct wined3d_context **context;
2484 unsigned int num_contexts;
2485
2486 HWND win_handle;
2487 } IWineD3DSwapChainImpl;
2488
2489 extern const IWineD3DSwapChainVtbl IWineD3DSwapChain_Vtbl DECLSPEC_HIDDEN;
2490 const IWineD3DSwapChainVtbl IWineGDISwapChain_Vtbl DECLSPEC_HIDDEN;
2491 void x11_copy_to_screen(IWineD3DSwapChainImpl *This, const RECT *rc) DECLSPEC_HIDDEN;
2492
2493 HRESULT WINAPI IWineD3DBaseSwapChainImpl_QueryInterface(IWineD3DSwapChain *iface,
2494 REFIID riid, LPVOID *ppobj) DECLSPEC_HIDDEN;
2495 ULONG WINAPI IWineD3DBaseSwapChainImpl_AddRef(IWineD3DSwapChain *iface) DECLSPEC_HIDDEN;
2496 ULONG WINAPI IWineD3DBaseSwapChainImpl_Release(IWineD3DSwapChain *iface) DECLSPEC_HIDDEN;
2497 HRESULT WINAPI IWineD3DBaseSwapChainImpl_GetParent(IWineD3DSwapChain *iface, IUnknown **ppParent) DECLSPEC_HIDDEN;
2498 HRESULT WINAPI IWineD3DBaseSwapChainImpl_GetFrontBufferData(IWineD3DSwapChain *iface,
2499 IWineD3DSurface *pDestSurface) DECLSPEC_HIDDEN;
2500 HRESULT WINAPI IWineD3DBaseSwapChainImpl_GetBackBuffer(IWineD3DSwapChain *iface, UINT iBackBuffer,
2501 WINED3DBACKBUFFER_TYPE Type, IWineD3DSurface **ppBackBuffer) DECLSPEC_HIDDEN;
2502 HRESULT WINAPI IWineD3DBaseSwapChainImpl_GetRasterStatus(IWineD3DSwapChain *iface,
2503 WINED3DRASTER_STATUS *pRasterStatus) DECLSPEC_HIDDEN;
2504 HRESULT WINAPI IWineD3DBaseSwapChainImpl_GetDisplayMode(IWineD3DSwapChain *iface,
2505 WINED3DDISPLAYMODE *pMode) DECLSPEC_HIDDEN;
2506 HRESULT WINAPI IWineD3DBaseSwapChainImpl_GetDevice(IWineD3DSwapChain *iface,
2507 IWineD3DDevice **ppDevice) DECLSPEC_HIDDEN;
2508 HRESULT WINAPI IWineD3DBaseSwapChainImpl_GetPresentParameters(IWineD3DSwapChain *iface,
2509 WINED3DPRESENT_PARAMETERS *pPresentationParameters) DECLSPEC_HIDDEN;
2510 HRESULT WINAPI IWineD3DBaseSwapChainImpl_SetGammaRamp(IWineD3DSwapChain *iface,
2511 DWORD Flags, const WINED3DGAMMARAMP *pRamp) DECLSPEC_HIDDEN;
2512 HRESULT WINAPI IWineD3DBaseSwapChainImpl_GetGammaRamp(IWineD3DSwapChain *iface,
2513 WINED3DGAMMARAMP *pRamp) DECLSPEC_HIDDEN;
2514
2515 struct wined3d_context *IWineD3DSwapChainImpl_CreateContextForThread(IWineD3DSwapChain *iface) DECLSPEC_HIDDEN;
2516
2517 #define DEFAULT_REFRESH_RATE 0
2518
2519 /*****************************************************************************
2520 * Utility function prototypes
2521 */
2522
2523 /* Trace routines */
2524 const char *debug_d3dformat(WINED3DFORMAT fmt) DECLSPEC_HIDDEN;
2525 const char *debug_d3ddevicetype(WINED3DDEVTYPE devtype) DECLSPEC_HIDDEN;
2526 const char *debug_d3dresourcetype(WINED3DRESOURCETYPE res) DECLSPEC_HIDDEN;
2527 const char *debug_d3dusage(DWORD usage) DECLSPEC_HIDDEN;
2528 const char *debug_d3dusagequery(DWORD usagequery) DECLSPEC_HIDDEN;
2529 const char *debug_d3ddeclmethod(WINED3DDECLMETHOD method) DECLSPEC_HIDDEN;
2530 const char *debug_d3ddeclusage(BYTE usage) DECLSPEC_HIDDEN;
2531 const char *debug_d3dprimitivetype(WINED3DPRIMITIVETYPE PrimitiveType) DECLSPEC_HIDDEN;
2532 const char *debug_d3drenderstate(DWORD state) DECLSPEC_HIDDEN;
2533 const char *debug_d3dsamplerstate(DWORD state) DECLSPEC_HIDDEN;
2534 const char *debug_d3dtexturefiltertype(WINED3DTEXTUREFILTERTYPE filter_type) DECLSPEC_HIDDEN;
2535 const char *debug_d3dtexturestate(DWORD state) DECLSPEC_HIDDEN;
2536 const char *debug_d3dtstype(WINED3DTRANSFORMSTATETYPE tstype) DECLSPEC_HIDDEN;
2537 const char *debug_d3dpool(WINED3DPOOL pool) DECLSPEC_HIDDEN;
2538 const char *debug_fbostatus(GLenum status) DECLSPEC_HIDDEN;
2539 const char *debug_glerror(GLenum error) DECLSPEC_HIDDEN;
2540 const char *debug_d3dbasis(WINED3DBASISTYPE basis) DECLSPEC_HIDDEN;
2541 const char *debug_d3ddegree(WINED3DDEGREETYPE order) DECLSPEC_HIDDEN;
2542 const char *debug_d3dtop(WINED3DTEXTUREOP d3dtop) DECLSPEC_HIDDEN;
2543 void dump_color_fixup_desc(struct color_fixup_desc fixup) DECLSPEC_HIDDEN;
2544 const char *debug_surflocation(DWORD flag) DECLSPEC_HIDDEN;
2545
2546 /* Routines for GL <-> D3D values */
2547 GLenum StencilOp(DWORD op) DECLSPEC_HIDDEN;
2548 GLenum CompareFunc(DWORD func) DECLSPEC_HIDDEN;
2549 BOOL is_invalid_op(IWineD3DDeviceImpl *This, int stage, WINED3DTEXTUREOP op,
2550 DWORD arg1, DWORD arg2, DWORD arg3) DECLSPEC_HIDDEN;
2551 void set_tex_op_nvrc(IWineD3DDevice *iface, BOOL is_alpha, int stage, WINED3DTEXTUREOP op,
2552 DWORD arg1, DWORD arg2, DWORD arg3, INT texture_idx, DWORD dst) DECLSPEC_HIDDEN;
2553 void set_texture_matrix(const float *smat, DWORD flags, BOOL calculatedCoords,
2554 BOOL transformed, DWORD coordtype, BOOL ffp_can_disable_proj) DECLSPEC_HIDDEN;
2555 void texture_activate_dimensions(DWORD stage, IWineD3DStateBlockImpl *stateblock,
2556 struct wined3d_context *context) DECLSPEC_HIDDEN;
2557 void sampler_texdim(DWORD state, IWineD3DStateBlockImpl *stateblock,
2558 struct wined3d_context *context) DECLSPEC_HIDDEN;
2559 void tex_alphaop(DWORD state, IWineD3DStateBlockImpl *stateblock,
2560 struct wined3d_context *context) DECLSPEC_HIDDEN;
2561 void apply_pixelshader(DWORD state, IWineD3DStateBlockImpl *stateblock,
2562 struct wined3d_context *context) DECLSPEC_HIDDEN;
2563 void state_fogcolor(DWORD state, IWineD3DStateBlockImpl *stateblock,
2564 struct wined3d_context *context) DECLSPEC_HIDDEN;
2565 void state_fogdensity(DWORD state, IWineD3DStateBlockImpl *stateblock,
2566 struct wined3d_context *context) DECLSPEC_HIDDEN;
2567 void state_fogstartend(DWORD state, IWineD3DStateBlockImpl *stateblock,
2568 struct wined3d_context *context) DECLSPEC_HIDDEN;
2569 void state_fog_fragpart(DWORD state, IWineD3DStateBlockImpl *stateblock,
2570 struct wined3d_context *context) DECLSPEC_HIDDEN;
2571
2572 void surface_add_dirty_rect(IWineD3DSurface *iface, const RECT *dirty_rect) DECLSPEC_HIDDEN;
2573 GLenum surface_get_gl_buffer(IWineD3DSurface *iface, IWineD3DSwapChain *swapchain) DECLSPEC_HIDDEN;
2574 void surface_load_ds_location(IWineD3DSurface *iface, struct wined3d_context *context, DWORD location) DECLSPEC_HIDDEN;
2575 void surface_modify_ds_location(IWineD3DSurface *iface, DWORD location) DECLSPEC_HIDDEN;
2576 void surface_set_compatible_renderbuffer(IWineD3DSurface *iface,
2577 unsigned int width, unsigned int height) DECLSPEC_HIDDEN;
2578 void surface_set_texture_name(IWineD3DSurface *iface, GLuint name, BOOL srgb_name) DECLSPEC_HIDDEN;
2579 void surface_set_texture_target(IWineD3DSurface *iface, GLenum target) DECLSPEC_HIDDEN;
2580
2581 BOOL getColorBits(const struct GlPixelFormatDesc *format_desc,
2582 short *redSize, short *greenSize, short *blueSize, short *alphaSize, short *totalSize) DECLSPEC_HIDDEN;
2583 BOOL getDepthStencilBits(const struct GlPixelFormatDesc *format_desc,
2584 short *depthSize, short *stencilSize) DECLSPEC_HIDDEN;
2585
2586 /* Math utils */
2587 void multiply_matrix(WINED3DMATRIX *dest, const WINED3DMATRIX *src1, const WINED3DMATRIX *src2) DECLSPEC_HIDDEN;
2588 UINT wined3d_log2i(UINT32 x) DECLSPEC_HIDDEN;
2589 unsigned int count_bits(unsigned int mask) DECLSPEC_HIDDEN;
2590
2591 typedef struct local_constant {
2592 struct list entry;
2593 unsigned int idx;
2594 DWORD value[4];
2595 } local_constant;
2596
2597 typedef struct SHADER_LIMITS {
2598 unsigned int temporary;
2599 unsigned int texcoord;
2600 unsigned int sampler;
2601 unsigned int constant_int;
2602 unsigned int constant_float;
2603 unsigned int constant_bool;
2604 unsigned int address;
2605 unsigned int packed_output;
2606 unsigned int packed_input;
2607 unsigned int attributes;
2608 unsigned int label;
2609 } SHADER_LIMITS;
2610
2611 /* Keeps track of details for TEX_M#x# shader opcodes which need to
2612 * maintain state information between multiple codes */
2613 typedef struct SHADER_PARSE_STATE {
2614 unsigned int current_row;
2615 DWORD texcoord_w[2];
2616 } SHADER_PARSE_STATE;
2617
2618 #ifdef __GNUC__
2619 #define PRINTF_ATTR(fmt,args) __attribute__((format (printf,fmt,args)))
2620 #else
2621 #define PRINTF_ATTR(fmt,args)
2622 #endif
2623
2624 /* Base Shader utility functions. */
2625 int shader_addline(struct wined3d_shader_buffer *buffer, const char *fmt, ...) PRINTF_ATTR(2,3) DECLSPEC_HIDDEN;
2626 int shader_vaddline(struct wined3d_shader_buffer *buffer, const char *fmt, va_list args) DECLSPEC_HIDDEN;
2627
2628 /* Vertex shader utility functions */
2629 extern BOOL vshader_get_input(IWineD3DVertexShader *iface,
2630 BYTE usage_req, BYTE usage_idx_req, unsigned int *regnum) DECLSPEC_HIDDEN;
2631
2632 extern HRESULT allocate_shader_constants(IWineD3DStateBlockImpl* object) DECLSPEC_HIDDEN;
2633
2634 /*****************************************************************************
2635 * IDirect3DBaseShader implementation structure
2636 */
2637 typedef struct IWineD3DBaseShaderClass
2638 {
2639 LONG ref;
2640 SHADER_LIMITS limits;
2641 SHADER_PARSE_STATE parse_state;
2642 DWORD *function;
2643 UINT functionLength;
2644 UINT cur_loop_depth, cur_loop_regno;
2645 BOOL load_local_constsF;
2646 const struct wined3d_shader_frontend *frontend;
2647 void *frontend_data;
2648 void *backend_data;
2649
2650 IUnknown *parent;
2651 const struct wined3d_parent_ops *parent_ops;
2652
2653 /* Programs this shader is linked with */
2654 struct list linked_programs;
2655
2656 /* Immediate constants (override global ones) */
2657 struct list constantsB;
2658 struct list constantsF;
2659 struct list constantsI;
2660 shader_reg_maps reg_maps;
2661
2662 /* Pointer to the parent device */
2663 IWineD3DDevice *device;
2664 struct list shader_list_entry;
2665
2666 } IWineD3DBaseShaderClass;
2667
2668 typedef struct IWineD3DBaseShaderImpl {
2669 /* IUnknown */
2670 const IWineD3DBaseShaderVtbl *lpVtbl;
2671
2672 /* IWineD3DBaseShader */
2673 IWineD3DBaseShaderClass baseShader;
2674 } IWineD3DBaseShaderImpl;
2675
2676 void shader_buffer_clear(struct wined3d_shader_buffer *buffer) DECLSPEC_HIDDEN;
2677 BOOL shader_buffer_init(struct wined3d_shader_buffer *buffer) DECLSPEC_HIDDEN;
2678 void shader_buffer_free(struct wined3d_shader_buffer *buffer) DECLSPEC_HIDDEN;
2679 void shader_cleanup(IWineD3DBaseShader *iface) DECLSPEC_HIDDEN;
2680 void shader_dump_src_param(const struct wined3d_shader_src_param *param,
2681 const struct wined3d_shader_version *shader_version) DECLSPEC_HIDDEN;
2682 void shader_dump_dst_param(const struct wined3d_shader_dst_param *param,
2683 const struct wined3d_shader_version *shader_version) DECLSPEC_HIDDEN;
2684 unsigned int shader_find_free_input_register(const struct shader_reg_maps *reg_maps, unsigned int max) DECLSPEC_HIDDEN;
2685 void shader_generate_main(IWineD3DBaseShader *iface, struct wined3d_shader_buffer *buffer,
2686 const shader_reg_maps *reg_maps, const DWORD *pFunction, void *backend_ctx) DECLSPEC_HIDDEN;
2687 HRESULT shader_get_registers_used(IWineD3DBaseShader *iface, const struct wined3d_shader_frontend *fe,
2688 struct shader_reg_maps *reg_maps, struct wined3d_shader_attribute *attributes,
2689 struct wined3d_shader_signature_element *input_signature,
2690 struct wined3d_shader_signature_element *output_signature,
2691 const DWORD *byte_code, DWORD constf_size) DECLSPEC_HIDDEN;
2692 void shader_init(struct IWineD3DBaseShaderClass *shader, IWineD3DDeviceImpl *device,
2693 IUnknown *parent, const struct wined3d_parent_ops *parent_ops) DECLSPEC_HIDDEN;
2694 BOOL shader_match_semantic(const char *semantic_name, WINED3DDECLUSAGE usage) DECLSPEC_HIDDEN;
2695 const struct wined3d_shader_frontend *shader_select_frontend(DWORD version_token) DECLSPEC_HIDDEN;
2696 void shader_trace_init(const struct wined3d_shader_frontend *fe, void *fe_data, const DWORD *pFunction) DECLSPEC_HIDDEN;
2697
2698 static inline BOOL shader_is_pshader_version(enum wined3d_shader_type type)
2699 {
2700 return type == WINED3D_SHADER_TYPE_PIXEL;
2701 }
2702
2703 static inline BOOL shader_is_vshader_version(enum wined3d_shader_type type)
2704 {
2705 return type == WINED3D_SHADER_TYPE_VERTEX;
2706 }
2707
2708 static inline BOOL shader_is_scalar(const struct wined3d_shader_register *reg)
2709 {
2710 switch (reg->type)
2711 {
2712 case WINED3DSPR_RASTOUT:
2713 /* oFog & oPts */
2714 if (reg->idx != 0) return TRUE;
2715 /* oPos */
2716 return FALSE;
2717
2718 case WINED3DSPR_DEPTHOUT: /* oDepth */
2719 case WINED3DSPR_CONSTBOOL: /* b# */
2720 case WINED3DSPR_LOOP: /* aL */
2721 case WINED3DSPR_PREDICATE: /* p0 */
2722 return TRUE;
2723
2724 case WINED3DSPR_MISCTYPE:
2725 switch(reg->idx)
2726 {
2727 case 0: /* vPos */
2728 return FALSE;
2729 case 1: /* vFace */
2730 return TRUE;
2731 default:
2732 return FALSE;
2733 }
2734
2735 case WINED3DSPR_IMMCONST:
2736 switch(reg->immconst_type)
2737 {
2738 case WINED3D_IMMCONST_FLOAT:
2739 return TRUE;
2740 default:
2741 return FALSE;
2742 }
2743
2744 default:
2745 return FALSE;
2746 }
2747 }
2748
2749 static inline BOOL shader_constant_is_local(IWineD3DBaseShaderImpl* This, DWORD reg) {
2750 local_constant* lconst;
2751
2752 if(This->baseShader.load_local_constsF) return FALSE;
2753 LIST_FOR_EACH_ENTRY(lconst, &This->baseShader.constantsF, local_constant, entry) {
2754 if(lconst->idx == reg) return TRUE;
2755 }
2756 return FALSE;
2757
2758 }
2759
2760 /*****************************************************************************
2761 * IDirect3DVertexShader implementation structures
2762 */
2763 typedef struct IWineD3DVertexShaderImpl {
2764 /* IUnknown parts */
2765 const IWineD3DVertexShaderVtbl *lpVtbl;
2766
2767 /* IWineD3DBaseShader */
2768 IWineD3DBaseShaderClass baseShader;
2769
2770 /* Vertex shader input and output semantics */
2771 struct wined3d_shader_attribute attributes[MAX_ATTRIBS];
2772 struct wined3d_shader_signature_element output_signature[MAX_REG_OUTPUT];
2773
2774 UINT min_rel_offset, max_rel_offset;
2775 UINT rel_offset;
2776 } IWineD3DVertexShaderImpl;
2777
2778 void find_vs_compile_args(IWineD3DVertexShaderImpl *shader, IWineD3DStateBlockImpl *stateblock,
2779 struct vs_compile_args *args) DECLSPEC_HIDDEN;
2780 HRESULT vertexshader_init(IWineD3DVertexShaderImpl *shader, IWineD3DDeviceImpl *device,
2781 const DWORD *byte_code, const struct wined3d_shader_signature *output_signature,
2782 IUnknown *parent, const struct wined3d_parent_ops *parent_ops) DECLSPEC_HIDDEN;
2783
2784 /*****************************************************************************
2785 * IDirect3DPixelShader implementation structure
2786 */
2787
2788 /* Using additional shader constants (uniforms in GLSL / program environment
2789 * or local parameters in ARB) is costly:
2790 * ARB only knows float4 parameters and GLSL compiler are not really smart
2791 * when it comes to efficiently pack float2 uniforms, so no space is wasted
2792 * (in fact most compilers map a float2 to a full float4 uniform).
2793 *
2794 * For NP2 texcoord fixup we only need 2 floats (width and height) for each
2795 * 2D texture used in the shader. We therefore pack fixup info for 2 textures
2796 * into a single shader constant (uniform / program parameter).
2797 *
2798 * This structure is shared between the GLSL and the ARB backend.*/
2799 struct ps_np2fixup_info {
2800 unsigned char idx[MAX_FRAGMENT_SAMPLERS]; /* indices to the real constant */
2801 WORD active; /* bitfield indicating if we can apply the fixup */
2802 WORD num_consts;
2803 };
2804
2805 typedef struct IWineD3DPixelShaderImpl {
2806 /* IUnknown parts */
2807 const IWineD3DPixelShaderVtbl *lpVtbl;
2808
2809 /* IWineD3DBaseShader */
2810 IWineD3DBaseShaderClass baseShader;
2811
2812 /* Pixel shader input semantics */
2813 struct wined3d_shader_signature_element input_signature[MAX_REG_INPUT];
2814 DWORD input_reg_map[MAX_REG_INPUT];
2815 BOOL input_reg_used[MAX_REG_INPUT];
2816 unsigned int declared_in_count;
2817
2818 /* Some information about the shader behavior */
2819 char vpos_uniform;
2820
2821 BOOL color0_mov;
2822 DWORD color0_reg;
2823
2824 } IWineD3DPixelShaderImpl;
2825
2826 HRESULT pixelshader_init(IWineD3DPixelShaderImpl *shader, IWineD3DDeviceImpl *device,
2827 const DWORD *byte_code, const struct wined3d_shader_signature *output_signature,
2828 IUnknown *parent, const struct wined3d_parent_ops *parent_ops) DECLSPEC_HIDDEN;
2829 void pixelshader_update_samplers(struct shader_reg_maps *reg_maps,
2830 IWineD3DBaseTexture * const *textures) DECLSPEC_HIDDEN;
2831 void find_ps_compile_args(IWineD3DPixelShaderImpl *shader, IWineD3DStateBlockImpl *stateblock,
2832 struct ps_compile_args *args) DECLSPEC_HIDDEN;
2833
2834 /* sRGB correction constants */
2835 static const float srgb_cmp = 0.0031308f;
2836 static const float srgb_mul_low = 12.92f;
2837 static const float srgb_pow = 0.41666f;
2838 static const float srgb_mul_high = 1.055f;
2839 static const float srgb_sub_high = 0.055f;
2840
2841 /*****************************************************************************
2842 * IWineD3DPalette implementation structure
2843 */
2844 struct IWineD3DPaletteImpl {
2845 /* IUnknown parts */
2846 const IWineD3DPaletteVtbl *lpVtbl;
2847 LONG ref;
2848
2849 IUnknown *parent;
2850 IWineD3DDeviceImpl *wineD3DDevice;
2851
2852 /* IWineD3DPalette */
2853 HPALETTE hpal;
2854 WORD palVersion; /*| */
2855 WORD palNumEntries; /*| LOGPALETTE */
2856 PALETTEENTRY palents[256]; /*| */
2857 /* This is to store the palette in 'screen format' */
2858 int screen_palents[256];
2859 DWORD Flags;
2860 };
2861
2862 extern const IWineD3DPaletteVtbl IWineD3DPalette_Vtbl DECLSPEC_HIDDEN;
2863 DWORD IWineD3DPaletteImpl_Size(DWORD dwFlags) DECLSPEC_HIDDEN;
2864
2865 /* DirectDraw utility functions */
2866 extern WINED3DFORMAT pixelformat_for_depth(DWORD depth) DECLSPEC_HIDDEN;
2867
2868 /*****************************************************************************
2869 * Pixel format management
2870 */
2871
2872 /* WineD3D pixel format flags */
2873 #define WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING 0x1
2874 #define WINED3DFMT_FLAG_FILTERING 0x2
2875 #define WINED3DFMT_FLAG_DEPTH 0x4
2876 #define WINED3DFMT_FLAG_STENCIL 0x8
2877 #define WINED3DFMT_FLAG_RENDERTARGET 0x10
2878 #define WINED3DFMT_FLAG_FOURCC 0x20
2879 #define WINED3DFMT_FLAG_FBO_ATTACHABLE 0x40
2880 #define WINED3DFMT_FLAG_COMPRESSED 0x80
2881 #define WINED3DFMT_FLAG_GETDC 0x100
2882
2883 struct GlPixelFormatDesc
2884 {
2885 WINED3DFORMAT format;
2886 DWORD red_mask;
2887 DWORD green_mask;
2888 DWORD blue_mask;
2889 DWORD alpha_mask;
2890 UINT byte_count;
2891 WORD depth_size;
2892 WORD stencil_size;
2893
2894 UINT block_width;
2895 UINT block_height;
2896 UINT block_byte_count;
2897
2898 enum wined3d_ffp_emit_idx emit_idx;
2899 GLint component_count;
2900 GLenum gl_vtx_type;
2901 GLint gl_vtx_format;
2902 GLboolean gl_normalized;
2903 unsigned int component_size;
2904
2905 GLint glInternal;
2906 GLint glGammaInternal;
2907 GLint rtInternal;
2908 GLint glFormat;
2909 GLint glType;
2910 unsigned int Flags;
2911 float heightscale;
2912 struct color_fixup_desc color_fixup;
2913 };
2914
2915 const struct GlPixelFormatDesc *getFormatDescEntry(WINED3DFORMAT fmt,
2916 const struct wined3d_gl_info *gl_info) DECLSPEC_HIDDEN;
2917
2918 static inline BOOL use_vs(IWineD3DStateBlockImpl *stateblock)
2919 {
2920 /* Check stateblock->vertexDecl to allow this to be used from
2921 * IWineD3DDeviceImpl_FindTexUnitMap(). This is safe because
2922 * stateblock->vertexShader implies a vertex declaration instead of ddraw
2923 * style strided data. */
2924 return (stateblock->vertexShader
2925 && !((IWineD3DVertexDeclarationImpl *)stateblock->vertexDecl)->position_transformed
2926 && stateblock->wineD3DDevice->vs_selected_mode != SHADER_NONE);
2927 }
2928
2929 static inline BOOL use_ps(IWineD3DStateBlockImpl *stateblock)
2930 {
2931 return (stateblock->pixelShader
2932 && stateblock->wineD3DDevice->ps_selected_mode != SHADER_NONE);
2933 }
2934
2935 void stretch_rect_fbo(IWineD3DDevice *iface, IWineD3DSurface *src_surface,
2936 WINED3DRECT *src_rect, IWineD3DSurface *dst_surface, WINED3DRECT *dst_rect,
2937 const WINED3DTEXTUREFILTERTYPE filter, BOOL flip) DECLSPEC_HIDDEN;
2938
2939 /* The WNDCLASS-Name for the fake window which we use to retrieve the GL capabilities */
2940 #define WINED3D_OPENGL_WINDOW_CLASS_NAME "WineD3D_OpenGL"
2941
2942 #endif