Merge aicom-network-branch (without NDIS changes for now)
[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 #include <limits.h>
30 #define NONAMELESSUNION
31 #define NONAMELESSSTRUCT
32 #define COBJMACROS
33 #include "windef.h"
34 #include "winbase.h"
35 #include "winreg.h"
36 #include "wingdi.h"
37 #include "winuser.h"
38 #include "wine/debug.h"
39 #include "wine/unicode.h"
40
41 #include "objbase.h"
42 #include "wine/wined3d.h"
43 #include "wined3d_gl.h"
44 #include "wine/list.h"
45 #include "wine/rbtree.h"
46
47 /* Driver quirks */
48 #define WINED3D_QUIRK_ARB_VS_OFFSET_LIMIT 0x00000001
49 #define WINED3D_QUIRK_SET_TEXCOORD_W 0x00000002
50 #define WINED3D_QUIRK_GLSL_CLIP_VARYING 0x00000004
51 #define WINED3D_QUIRK_ALLOWS_SPECULAR_ALPHA 0x00000008
52 #define WINED3D_QUIRK_NV_CLIP_BROKEN 0x00000010
53
54 /* Texture format fixups */
55
56 enum fixup_channel_source
57 {
58 CHANNEL_SOURCE_ZERO = 0,
59 CHANNEL_SOURCE_ONE = 1,
60 CHANNEL_SOURCE_X = 2,
61 CHANNEL_SOURCE_Y = 3,
62 CHANNEL_SOURCE_Z = 4,
63 CHANNEL_SOURCE_W = 5,
64 CHANNEL_SOURCE_YUV0 = 6,
65 CHANNEL_SOURCE_YUV1 = 7,
66 };
67
68 enum yuv_fixup
69 {
70 YUV_FIXUP_YUY2 = 0,
71 YUV_FIXUP_UYVY = 1,
72 YUV_FIXUP_YV12 = 2,
73 };
74
75 #include <pshpack2.h>
76 struct color_fixup_desc
77 {
78 unsigned x_sign_fixup : 1;
79 unsigned x_source : 3;
80 unsigned y_sign_fixup : 1;
81 unsigned y_source : 3;
82 unsigned z_sign_fixup : 1;
83 unsigned z_source : 3;
84 unsigned w_sign_fixup : 1;
85 unsigned w_source : 3;
86 };
87 #include <poppack.h>
88
89 static const struct color_fixup_desc COLOR_FIXUP_IDENTITY =
90 {0, CHANNEL_SOURCE_X, 0, CHANNEL_SOURCE_Y, 0, CHANNEL_SOURCE_Z, 0, CHANNEL_SOURCE_W};
91
92 static inline struct color_fixup_desc create_color_fixup_desc(
93 int sign0, enum fixup_channel_source src0, int sign1, enum fixup_channel_source src1,
94 int sign2, enum fixup_channel_source src2, int sign3, enum fixup_channel_source src3)
95 {
96 struct color_fixup_desc fixup =
97 {
98 sign0, src0,
99 sign1, src1,
100 sign2, src2,
101 sign3, src3,
102 };
103 return fixup;
104 }
105
106 static inline struct color_fixup_desc create_yuv_fixup_desc(enum yuv_fixup yuv_fixup)
107 {
108 struct color_fixup_desc fixup =
109 {
110 0, yuv_fixup & (1 << 0) ? CHANNEL_SOURCE_YUV1 : CHANNEL_SOURCE_YUV0,
111 0, yuv_fixup & (1 << 1) ? CHANNEL_SOURCE_YUV1 : CHANNEL_SOURCE_YUV0,
112 0, yuv_fixup & (1 << 2) ? CHANNEL_SOURCE_YUV1 : CHANNEL_SOURCE_YUV0,
113 0, yuv_fixup & (1 << 3) ? CHANNEL_SOURCE_YUV1 : CHANNEL_SOURCE_YUV0,
114 };
115 return fixup;
116 }
117
118 static inline BOOL is_identity_fixup(struct color_fixup_desc fixup)
119 {
120 return !memcmp(&fixup, &COLOR_FIXUP_IDENTITY, sizeof(fixup));
121 }
122
123 static inline BOOL is_yuv_fixup(struct color_fixup_desc fixup)
124 {
125 return fixup.x_source == CHANNEL_SOURCE_YUV0 || fixup.x_source == CHANNEL_SOURCE_YUV1;
126 }
127
128 static inline enum yuv_fixup get_yuv_fixup(struct color_fixup_desc fixup)
129 {
130 enum yuv_fixup yuv_fixup = 0;
131 if (fixup.x_source == CHANNEL_SOURCE_YUV1) yuv_fixup |= (1 << 0);
132 if (fixup.y_source == CHANNEL_SOURCE_YUV1) yuv_fixup |= (1 << 1);
133 if (fixup.z_source == CHANNEL_SOURCE_YUV1) yuv_fixup |= (1 << 2);
134 if (fixup.w_source == CHANNEL_SOURCE_YUV1) yuv_fixup |= (1 << 3);
135 return yuv_fixup;
136 }
137
138 void *wined3d_rb_alloc(size_t size) DECLSPEC_HIDDEN;
139 void *wined3d_rb_realloc(void *ptr, size_t size) DECLSPEC_HIDDEN;
140 void wined3d_rb_free(void *ptr) DECLSPEC_HIDDEN;
141
142 /* Device caps */
143 #define MAX_PALETTES 65536
144 #define MAX_STREAMS 16
145 #define MAX_TEXTURES 8
146 #define MAX_FRAGMENT_SAMPLERS 16
147 #define MAX_VERTEX_SAMPLERS 4
148 #define MAX_COMBINED_SAMPLERS (MAX_FRAGMENT_SAMPLERS + MAX_VERTEX_SAMPLERS)
149 #define MAX_ACTIVE_LIGHTS 8
150 #define MAX_CLIPPLANES WINED3DMAXUSERCLIPPLANES
151
152 struct min_lookup
153 {
154 GLenum mip[WINED3DTEXF_LINEAR + 1];
155 };
156
157 const struct min_lookup minMipLookup[WINED3DTEXF_LINEAR + 1] DECLSPEC_HIDDEN;
158 const struct min_lookup minMipLookup_noFilter[WINED3DTEXF_LINEAR + 1] DECLSPEC_HIDDEN;
159 const struct min_lookup minMipLookup_noMip[WINED3DTEXF_LINEAR + 1] DECLSPEC_HIDDEN;
160 const GLenum magLookup[WINED3DTEXF_LINEAR + 1] DECLSPEC_HIDDEN;
161 const GLenum magLookup_noFilter[WINED3DTEXF_LINEAR + 1] DECLSPEC_HIDDEN;
162
163 static inline GLenum wined3d_gl_mag_filter(const GLenum mag_lookup[], WINED3DTEXTUREFILTERTYPE mag_filter)
164 {
165 return mag_lookup[mag_filter];
166 }
167
168 static inline GLenum wined3d_gl_min_mip_filter(const struct min_lookup min_mip_lookup[],
169 WINED3DTEXTUREFILTERTYPE min_filter, WINED3DTEXTUREFILTERTYPE mip_filter)
170 {
171 return min_mip_lookup[min_filter].mip[mip_filter];
172 }
173
174 /* float_16_to_32() and float_32_to_16() (see implementation in
175 * surface_base.c) convert 16 bit floats in the FLOAT16 data type
176 * to standard C floats and vice versa. They do not depend on the encoding
177 * of the C float, so they are platform independent, but slow. On x86 and
178 * other IEEE 754 compliant platforms the conversion can be accelerated by
179 * bit shifting the exponent and mantissa. There are also some SSE-based
180 * assembly routines out there.
181 *
182 * See GL_NV_half_float for a reference of the FLOAT16 / GL_HALF format
183 */
184 static inline float float_16_to_32(const unsigned short *in) {
185 const unsigned short s = ((*in) & 0x8000);
186 const unsigned short e = ((*in) & 0x7C00) >> 10;
187 const unsigned short m = (*in) & 0x3FF;
188 const float sgn = (s ? -1.0f : 1.0f);
189
190 if(e == 0) {
191 if(m == 0) return sgn * 0.0f; /* +0.0 or -0.0 */
192 else return sgn * pow(2, -14.0f) * ((float)m / 1024.0f);
193 } else if(e < 31) {
194 return sgn * pow(2, (float)e - 15.0f) * (1.0f + ((float)m / 1024.0f));
195 } else {
196 if(m == 0) return sgn / 0.0f; /* +INF / -INF */
197 else return 0.0f / 0.0f; /* NAN */
198 }
199 }
200
201 static inline float float_24_to_32(DWORD in)
202 {
203 const float sgn = in & 0x800000 ? -1.0f : 1.0f;
204 const unsigned short e = (in & 0x780000) >> 19;
205 const unsigned short m = in & 0x7ffff;
206
207 if (e == 0)
208 {
209 if (m == 0) return sgn * 0.0f; /* +0.0 or -0.0 */
210 else return sgn * pow(2, -6.0f) * ((float)m / 524288.0f);
211 }
212 else if (e < 15)
213 {
214 return sgn * pow(2, (float)e - 7.0f) * (1.0f + ((float)m / 524288.0f));
215 }
216 else
217 {
218 if (m == 0) return sgn / 0.0f; /* +INF / -INF */
219 else return 0.0f / 0.0f; /* NAN */
220 }
221 }
222
223 /**
224 * Settings
225 */
226 #define VS_NONE 0
227 #define VS_HW 1
228
229 #define PS_NONE 0
230 #define PS_HW 1
231
232 #define VBO_NONE 0
233 #define VBO_HW 1
234
235 #define ORM_BACKBUFFER 0
236 #define ORM_PBUFFER 1
237 #define ORM_FBO 2
238
239 #define SHADER_ARB 1
240 #define SHADER_GLSL 2
241 #define SHADER_ATI 3
242 #define SHADER_NONE 4
243
244 #define RTL_DISABLE -1
245 #define RTL_READDRAW 1
246 #define RTL_READTEX 2
247
248 #define PCI_VENDOR_NONE 0xffff /* e.g. 0x8086 for Intel and 0x10de for Nvidia */
249 #define PCI_DEVICE_NONE 0xffff /* e.g. 0x14f for a Geforce6200 */
250
251 /* NOTE: When adding fields to this structure, make sure to update the default
252 * values in wined3d_main.c as well. */
253 typedef struct wined3d_settings_s {
254 /* vertex and pixel shader modes */
255 int vs_mode;
256 int ps_mode;
257 /* Ideally, we don't want the user to have to request GLSL. If the hardware supports GLSL,
258 we should use it. However, until it's fully implemented, we'll leave it as a registry
259 setting for developers. */
260 BOOL glslRequested;
261 int offscreen_rendering_mode;
262 int rendertargetlock_mode;
263 unsigned short pci_vendor_id;
264 unsigned short pci_device_id;
265 /* Memory tracking and object counting */
266 unsigned int emulated_textureram;
267 char *logo;
268 int allow_multisampling;
269 } wined3d_settings_t;
270
271 extern wined3d_settings_t wined3d_settings DECLSPEC_HIDDEN;
272
273 typedef enum _WINED3DSAMPLER_TEXTURE_TYPE
274 {
275 WINED3DSTT_UNKNOWN = 0,
276 WINED3DSTT_1D = 1,
277 WINED3DSTT_2D = 2,
278 WINED3DSTT_CUBE = 3,
279 WINED3DSTT_VOLUME = 4,
280 } WINED3DSAMPLER_TEXTURE_TYPE;
281
282 typedef enum _WINED3DSHADER_PARAM_REGISTER_TYPE
283 {
284 WINED3DSPR_TEMP = 0,
285 WINED3DSPR_INPUT = 1,
286 WINED3DSPR_CONST = 2,
287 WINED3DSPR_ADDR = 3,
288 WINED3DSPR_TEXTURE = 3,
289 WINED3DSPR_RASTOUT = 4,
290 WINED3DSPR_ATTROUT = 5,
291 WINED3DSPR_TEXCRDOUT = 6,
292 WINED3DSPR_OUTPUT = 6,
293 WINED3DSPR_CONSTINT = 7,
294 WINED3DSPR_COLOROUT = 8,
295 WINED3DSPR_DEPTHOUT = 9,
296 WINED3DSPR_SAMPLER = 10,
297 WINED3DSPR_CONST2 = 11,
298 WINED3DSPR_CONST3 = 12,
299 WINED3DSPR_CONST4 = 13,
300 WINED3DSPR_CONSTBOOL = 14,
301 WINED3DSPR_LOOP = 15,
302 WINED3DSPR_TEMPFLOAT16 = 16,
303 WINED3DSPR_MISCTYPE = 17,
304 WINED3DSPR_LABEL = 18,
305 WINED3DSPR_PREDICATE = 19,
306 WINED3DSPR_IMMCONST,
307 WINED3DSPR_CONSTBUFFER,
308 } WINED3DSHADER_PARAM_REGISTER_TYPE;
309
310 enum wined3d_immconst_type
311 {
312 WINED3D_IMMCONST_FLOAT,
313 WINED3D_IMMCONST_FLOAT4,
314 };
315
316 #define WINED3DSP_NOSWIZZLE (0 | (1 << 2) | (2 << 4) | (3 << 6))
317
318 typedef enum _WINED3DSHADER_PARAM_SRCMOD_TYPE
319 {
320 WINED3DSPSM_NONE = 0,
321 WINED3DSPSM_NEG = 1,
322 WINED3DSPSM_BIAS = 2,
323 WINED3DSPSM_BIASNEG = 3,
324 WINED3DSPSM_SIGN = 4,
325 WINED3DSPSM_SIGNNEG = 5,
326 WINED3DSPSM_COMP = 6,
327 WINED3DSPSM_X2 = 7,
328 WINED3DSPSM_X2NEG = 8,
329 WINED3DSPSM_DZ = 9,
330 WINED3DSPSM_DW = 10,
331 WINED3DSPSM_ABS = 11,
332 WINED3DSPSM_ABSNEG = 12,
333 WINED3DSPSM_NOT = 13,
334 } WINED3DSHADER_PARAM_SRCMOD_TYPE;
335
336 #define WINED3DSP_WRITEMASK_0 0x1 /* .x r */
337 #define WINED3DSP_WRITEMASK_1 0x2 /* .y g */
338 #define WINED3DSP_WRITEMASK_2 0x4 /* .z b */
339 #define WINED3DSP_WRITEMASK_3 0x8 /* .w a */
340 #define WINED3DSP_WRITEMASK_ALL 0xf /* all */
341
342 typedef enum _WINED3DSHADER_PARAM_DSTMOD_TYPE
343 {
344 WINED3DSPDM_NONE = 0,
345 WINED3DSPDM_SATURATE = 1,
346 WINED3DSPDM_PARTIALPRECISION = 2,
347 WINED3DSPDM_MSAMPCENTROID = 4,
348 } WINED3DSHADER_PARAM_DSTMOD_TYPE;
349
350 /* Undocumented opcode control to identify projective texture lookups in ps 2.0 and later */
351 #define WINED3DSI_TEXLD_PROJECT 1
352 #define WINED3DSI_TEXLD_BIAS 2
353
354 typedef enum COMPARISON_TYPE
355 {
356 COMPARISON_GT = 1,
357 COMPARISON_EQ = 2,
358 COMPARISON_GE = 3,
359 COMPARISON_LT = 4,
360 COMPARISON_NE = 5,
361 COMPARISON_LE = 6,
362 } COMPARISON_TYPE;
363
364 #define WINED3D_SM1_VS 0xfffe
365 #define WINED3D_SM1_PS 0xffff
366 #define WINED3D_SM4_PS 0x0000
367 #define WINED3D_SM4_VS 0x0001
368 #define WINED3D_SM4_GS 0x0002
369
370 /* Shader version tokens, and shader end tokens */
371 #define WINED3DPS_VERSION(major, minor) ((WINED3D_SM1_PS << 16) | ((major) << 8) | (minor))
372 #define WINED3DVS_VERSION(major, minor) ((WINED3D_SM1_VS << 16) | ((major) << 8) | (minor))
373
374 /* Shader backends */
375
376 /* TODO: Make this dynamic, based on shader limits ? */
377 #define MAX_ATTRIBS 16
378 #define MAX_REG_ADDR 1
379 #define MAX_REG_TEMP 32
380 #define MAX_REG_TEXCRD 8
381 #define MAX_REG_INPUT 12
382 #define MAX_REG_OUTPUT 12
383 #define MAX_CONST_I 16
384 #define MAX_CONST_B 16
385
386 /* FIXME: This needs to go up to 2048 for
387 * Shader model 3 according to msdn (and for software shaders) */
388 #define MAX_LABELS 16
389
390 #define SHADER_PGMSIZE 65535
391
392 struct wined3d_shader_buffer
393 {
394 char *buffer;
395 unsigned int bsize;
396 unsigned int lineNo;
397 BOOL newline;
398 };
399
400 enum WINED3D_SHADER_INSTRUCTION_HANDLER
401 {
402 WINED3DSIH_ABS,
403 WINED3DSIH_ADD,
404 WINED3DSIH_BEM,
405 WINED3DSIH_BREAK,
406 WINED3DSIH_BREAKC,
407 WINED3DSIH_BREAKP,
408 WINED3DSIH_CALL,
409 WINED3DSIH_CALLNZ,
410 WINED3DSIH_CMP,
411 WINED3DSIH_CND,
412 WINED3DSIH_CRS,
413 WINED3DSIH_DCL,
414 WINED3DSIH_DEF,
415 WINED3DSIH_DEFB,
416 WINED3DSIH_DEFI,
417 WINED3DSIH_DP2ADD,
418 WINED3DSIH_DP3,
419 WINED3DSIH_DP4,
420 WINED3DSIH_DST,
421 WINED3DSIH_DSX,
422 WINED3DSIH_DSY,
423 WINED3DSIH_ELSE,
424 WINED3DSIH_ENDIF,
425 WINED3DSIH_ENDLOOP,
426 WINED3DSIH_ENDREP,
427 WINED3DSIH_EXP,
428 WINED3DSIH_EXPP,
429 WINED3DSIH_FRC,
430 WINED3DSIH_IF,
431 WINED3DSIH_IFC,
432 WINED3DSIH_LABEL,
433 WINED3DSIH_LIT,
434 WINED3DSIH_LOG,
435 WINED3DSIH_LOGP,
436 WINED3DSIH_LOOP,
437 WINED3DSIH_LRP,
438 WINED3DSIH_M3x2,
439 WINED3DSIH_M3x3,
440 WINED3DSIH_M3x4,
441 WINED3DSIH_M4x3,
442 WINED3DSIH_M4x4,
443 WINED3DSIH_MAD,
444 WINED3DSIH_MAX,
445 WINED3DSIH_MIN,
446 WINED3DSIH_MOV,
447 WINED3DSIH_MOVA,
448 WINED3DSIH_MUL,
449 WINED3DSIH_NOP,
450 WINED3DSIH_NRM,
451 WINED3DSIH_PHASE,
452 WINED3DSIH_POW,
453 WINED3DSIH_RCP,
454 WINED3DSIH_REP,
455 WINED3DSIH_RET,
456 WINED3DSIH_RSQ,
457 WINED3DSIH_SETP,
458 WINED3DSIH_SGE,
459 WINED3DSIH_SGN,
460 WINED3DSIH_SINCOS,
461 WINED3DSIH_SLT,
462 WINED3DSIH_SUB,
463 WINED3DSIH_TEX,
464 WINED3DSIH_TEXBEM,
465 WINED3DSIH_TEXBEML,
466 WINED3DSIH_TEXCOORD,
467 WINED3DSIH_TEXDEPTH,
468 WINED3DSIH_TEXDP3,
469 WINED3DSIH_TEXDP3TEX,
470 WINED3DSIH_TEXKILL,
471 WINED3DSIH_TEXLDD,
472 WINED3DSIH_TEXLDL,
473 WINED3DSIH_TEXM3x2DEPTH,
474 WINED3DSIH_TEXM3x2PAD,
475 WINED3DSIH_TEXM3x2TEX,
476 WINED3DSIH_TEXM3x3,
477 WINED3DSIH_TEXM3x3DIFF,
478 WINED3DSIH_TEXM3x3PAD,
479 WINED3DSIH_TEXM3x3SPEC,
480 WINED3DSIH_TEXM3x3TEX,
481 WINED3DSIH_TEXM3x3VSPEC,
482 WINED3DSIH_TEXREG2AR,
483 WINED3DSIH_TEXREG2GB,
484 WINED3DSIH_TEXREG2RGB,
485 WINED3DSIH_TABLE_SIZE
486 };
487
488 enum wined3d_shader_type
489 {
490 WINED3D_SHADER_TYPE_PIXEL,
491 WINED3D_SHADER_TYPE_VERTEX,
492 WINED3D_SHADER_TYPE_GEOMETRY,
493 };
494
495 struct wined3d_shader_version
496 {
497 enum wined3d_shader_type type;
498 BYTE major;
499 BYTE minor;
500 };
501
502 #define WINED3D_SHADER_VERSION(major, minor) (((major) << 8) | (minor))
503
504 typedef struct shader_reg_maps
505 {
506 struct wined3d_shader_version shader_version;
507 BYTE texcoord; /* MAX_REG_TEXCRD, 8 */
508 BYTE address; /* MAX_REG_ADDR, 1 */
509 WORD labels; /* MAX_LABELS, 16 */
510 DWORD temporary; /* MAX_REG_TEMP, 32 */
511 DWORD *constf; /* pixel, vertex */
512 DWORD texcoord_mask[MAX_REG_TEXCRD]; /* vertex < 3.0 */
513 WORD input_registers; /* max(MAX_REG_INPUT, MAX_ATTRIBS), 16 */
514 WORD output_registers; /* MAX_REG_OUTPUT, 12 */
515 WORD integer_constants; /* MAX_CONST_I, 16 */
516 WORD boolean_constants; /* MAX_CONST_B, 16 */
517 WORD local_int_consts; /* MAX_CONST_I, 16 */
518 WORD local_bool_consts; /* MAX_CONST_B, 16 */
519
520 WINED3DSAMPLER_TEXTURE_TYPE sampler_type[max(MAX_FRAGMENT_SAMPLERS, MAX_VERTEX_SAMPLERS)];
521 BYTE bumpmat; /* MAX_TEXTURES, 8 */
522 BYTE luminanceparams; /* MAX_TEXTURES, 8 */
523
524 WORD usesnrm : 1;
525 WORD vpos : 1;
526 WORD usesdsx : 1;
527 WORD usesdsy : 1;
528 WORD usestexldd : 1;
529 WORD usesmova : 1;
530 WORD usesfacing : 1;
531 WORD usesrelconstF : 1;
532 WORD fog : 1;
533 WORD usestexldl : 1;
534 WORD usesifc : 1;
535 WORD usescall : 1;
536 WORD padding : 4;
537
538 /* Whether or not loops are used in this shader, and nesting depth */
539 unsigned loop_depth;
540 unsigned highest_render_target;
541
542 } shader_reg_maps;
543
544 struct wined3d_shader_context
545 {
546 IWineD3DBaseShader *shader;
547 const struct shader_reg_maps *reg_maps;
548 struct wined3d_shader_buffer *buffer;
549 void *backend_data;
550 };
551
552 struct wined3d_shader_register
553 {
554 WINED3DSHADER_PARAM_REGISTER_TYPE type;
555 UINT idx;
556 UINT array_idx;
557 const struct wined3d_shader_src_param *rel_addr;
558 enum wined3d_immconst_type immconst_type;
559 DWORD immconst_data[4];
560 };
561
562 struct wined3d_shader_dst_param
563 {
564 struct wined3d_shader_register reg;
565 DWORD write_mask;
566 DWORD modifiers;
567 DWORD shift;
568 };
569
570 struct wined3d_shader_src_param
571 {
572 struct wined3d_shader_register reg;
573 DWORD swizzle;
574 DWORD modifiers;
575 };
576
577 struct wined3d_shader_instruction
578 {
579 const struct wined3d_shader_context *ctx;
580 enum WINED3D_SHADER_INSTRUCTION_HANDLER handler_idx;
581 DWORD flags;
582 BOOL coissue;
583 DWORD predicate;
584 UINT dst_count;
585 const struct wined3d_shader_dst_param *dst;
586 UINT src_count;
587 const struct wined3d_shader_src_param *src;
588 };
589
590 struct wined3d_shader_semantic
591 {
592 WINED3DDECLUSAGE usage;
593 UINT usage_idx;
594 WINED3DSAMPLER_TEXTURE_TYPE sampler_type;
595 struct wined3d_shader_dst_param reg;
596 };
597
598 struct wined3d_shader_attribute
599 {
600 WINED3DDECLUSAGE usage;
601 UINT usage_idx;
602 };
603
604 struct wined3d_shader_loop_control
605 {
606 unsigned int count;
607 unsigned int start;
608 int step;
609 };
610
611 struct wined3d_shader_frontend
612 {
613 void *(*shader_init)(const DWORD *ptr, const struct wined3d_shader_signature *output_signature);
614 void (*shader_free)(void *data);
615 void (*shader_read_header)(void *data, const DWORD **ptr, struct wined3d_shader_version *shader_version);
616 void (*shader_read_opcode)(void *data, const DWORD **ptr, struct wined3d_shader_instruction *ins, UINT *param_size);
617 void (*shader_read_src_param)(void *data, const DWORD **ptr, struct wined3d_shader_src_param *src_param,
618 struct wined3d_shader_src_param *src_rel_addr);
619 void (*shader_read_dst_param)(void *data, const DWORD **ptr, struct wined3d_shader_dst_param *dst_param,
620 struct wined3d_shader_src_param *dst_rel_addr);
621 void (*shader_read_semantic)(const DWORD **ptr, struct wined3d_shader_semantic *semantic);
622 void (*shader_read_comment)(const DWORD **ptr, const char **comment);
623 BOOL (*shader_is_end)(void *data, const DWORD **ptr);
624 };
625
626 extern const struct wined3d_shader_frontend sm1_shader_frontend DECLSPEC_HIDDEN;
627 extern const struct wined3d_shader_frontend sm4_shader_frontend DECLSPEC_HIDDEN;
628
629 typedef void (*SHADER_HANDLER)(const struct wined3d_shader_instruction *);
630
631 struct shader_caps {
632 DWORD VertexShaderVersion;
633 DWORD MaxVertexShaderConst;
634
635 DWORD PixelShaderVersion;
636 float PixelShader1xMaxValue;
637 DWORD MaxPixelShaderConst;
638
639 WINED3DVSHADERCAPS2_0 VS20Caps;
640 WINED3DPSHADERCAPS2_0 PS20Caps;
641
642 DWORD MaxVShaderInstructionsExecuted;
643 DWORD MaxPShaderInstructionsExecuted;
644 DWORD MaxVertexShader30InstructionSlots;
645 DWORD MaxPixelShader30InstructionSlots;
646
647 BOOL VSClipping;
648 };
649
650 enum tex_types
651 {
652 tex_1d = 0,
653 tex_2d = 1,
654 tex_3d = 2,
655 tex_cube = 3,
656 tex_rect = 4,
657 tex_type_count = 5,
658 };
659
660 enum vertexprocessing_mode {
661 fixedfunction,
662 vertexshader,
663 pretransformed
664 };
665
666 #define WINED3D_CONST_NUM_UNUSED ~0U
667
668 enum fogmode {
669 FOG_OFF,
670 FOG_LINEAR,
671 FOG_EXP,
672 FOG_EXP2
673 };
674
675 /* Stateblock dependent parameters which have to be hardcoded
676 * into the shader code
677 */
678 struct ps_compile_args {
679 struct color_fixup_desc color_fixup[MAX_FRAGMENT_SAMPLERS];
680 enum vertexprocessing_mode vp_mode;
681 enum fogmode fog;
682 /* Projected textures(ps 1.0-1.3) */
683 /* Texture types(2D, Cube, 3D) in ps 1.x */
684 BOOL srgb_correction;
685 WORD np2_fixup;
686 /* Bitmap for NP2 texcoord fixups (16 samplers max currently).
687 D3D9 has a limit of 16 samplers and the fixup is superfluous
688 in D3D10 (unconditional NP2 support mandatory). */
689 };
690
691 enum fog_src_type {
692 VS_FOG_Z = 0,
693 VS_FOG_COORD = 1
694 };
695
696 struct vs_compile_args {
697 BYTE fog_src;
698 BYTE clip_enabled;
699 WORD swizzle_map; /* MAX_ATTRIBS, 16 */
700 };
701
702 struct wined3d_context;
703
704 typedef struct {
705 void (*shader_handle_instruction)(const struct wined3d_shader_instruction *);
706 void (*shader_select)(const struct wined3d_context *context, BOOL usePS, BOOL useVS);
707 void (*shader_select_depth_blt)(IWineD3DDevice *iface, enum tex_types tex_type);
708 void (*shader_deselect_depth_blt)(IWineD3DDevice *iface);
709 void (*shader_update_float_vertex_constants)(IWineD3DDevice *iface, UINT start, UINT count);
710 void (*shader_update_float_pixel_constants)(IWineD3DDevice *iface, UINT start, UINT count);
711 void (*shader_load_constants)(const struct wined3d_context *context, char usePS, char useVS);
712 void (*shader_load_np2fixup_constants)(IWineD3DDevice *iface, char usePS, char useVS);
713 void (*shader_destroy)(IWineD3DBaseShader *iface);
714 HRESULT (*shader_alloc_private)(IWineD3DDevice *iface);
715 void (*shader_free_private)(IWineD3DDevice *iface);
716 BOOL (*shader_dirtifyable_constants)(IWineD3DDevice *iface);
717 void (*shader_get_caps)(WINED3DDEVTYPE devtype, const struct wined3d_gl_info *gl_info, struct shader_caps *caps);
718 BOOL (*shader_color_fixup_supported)(struct color_fixup_desc fixup);
719 void (*shader_add_instruction_modifiers)(const struct wined3d_shader_instruction *ins);
720 } shader_backend_t;
721
722 extern const shader_backend_t glsl_shader_backend DECLSPEC_HIDDEN;
723 extern const shader_backend_t arb_program_shader_backend DECLSPEC_HIDDEN;
724 extern const shader_backend_t none_shader_backend DECLSPEC_HIDDEN;
725
726 /* X11 locking */
727
728 extern void (* CDECL wine_tsx11_lock_ptr)(void) DECLSPEC_HIDDEN;
729 extern void (* CDECL wine_tsx11_unlock_ptr)(void) DECLSPEC_HIDDEN;
730
731 /* As GLX relies on X, this is needed */
732 extern int num_lock DECLSPEC_HIDDEN;
733
734 #if 0
735 #define ENTER_GL() ++num_lock; if (num_lock > 1) FIXME("Recursive use of GL lock to: %d\n", num_lock); wine_tsx11_lock_ptr()
736 #define LEAVE_GL() if (num_lock != 1) FIXME("Recursive use of GL lock: %d\n", num_lock); --num_lock; wine_tsx11_unlock_ptr()
737 #else
738 #define ENTER_GL() wine_tsx11_lock_ptr()
739 #define LEAVE_GL() wine_tsx11_unlock_ptr()
740 #endif
741
742 /*****************************************************************************
743 * Defines
744 */
745
746 /* GL related defines */
747 /* ------------------ */
748 #define GL_EXTCALL(FuncName) (GLINFO_LOCATION.FuncName)
749
750 #define D3DCOLOR_B_R(dw) (((dw) >> 16) & 0xFF)
751 #define D3DCOLOR_B_G(dw) (((dw) >> 8) & 0xFF)
752 #define D3DCOLOR_B_B(dw) (((dw) >> 0) & 0xFF)
753 #define D3DCOLOR_B_A(dw) (((dw) >> 24) & 0xFF)
754
755 #define D3DCOLOR_R(dw) (((float) (((dw) >> 16) & 0xFF)) / 255.0f)
756 #define D3DCOLOR_G(dw) (((float) (((dw) >> 8) & 0xFF)) / 255.0f)
757 #define D3DCOLOR_B(dw) (((float) (((dw) >> 0) & 0xFF)) / 255.0f)
758 #define D3DCOLOR_A(dw) (((float) (((dw) >> 24) & 0xFF)) / 255.0f)
759
760 #define D3DCOLORTOGLFLOAT4(dw, vec) do { \
761 (vec)[0] = D3DCOLOR_R(dw); \
762 (vec)[1] = D3DCOLOR_G(dw); \
763 (vec)[2] = D3DCOLOR_B(dw); \
764 (vec)[3] = D3DCOLOR_A(dw); \
765 } while(0)
766
767 /* DirectX Device Limits */
768 /* --------------------- */
769 #define MAX_MIP_LEVELS 32 /* Maximum number of mipmap levels. */
770 #define HIGHEST_TRANSFORMSTATE WINED3DTS_WORLDMATRIX(255) /* Highest value in WINED3DTRANSFORMSTATETYPE */
771
772 /* Checking of API calls */
773 /* --------------------- */
774 #ifndef WINE_NO_DEBUG_MSGS
775 #define checkGLcall(A) \
776 do { \
777 GLint err; \
778 if(!__WINE_IS_DEBUG_ON(_FIXME, __wine_dbch___default)) break; \
779 err = glGetError(); \
780 if (err == GL_NO_ERROR) { \
781 TRACE("%s call ok %s / %d\n", A, __FILE__, __LINE__); \
782 \
783 } else do { \
784 FIXME(">>>>>>>>>>>>>>>>> %s (%#x) from %s @ %s / %d\n", \
785 debug_glerror(err), err, A, __FILE__, __LINE__); \
786 err = glGetError(); \
787 } while (err != GL_NO_ERROR); \
788 } while(0)
789 #else
790 #define checkGLcall(A) do {} while(0)
791 #endif
792
793 /* Trace routines / diagnostics */
794 /* ---------------------------- */
795
796 /* Dump out a matrix and copy it */
797 #define conv_mat(mat,gl_mat) \
798 do { \
799 TRACE("%f %f %f %f\n", (mat)->u.s._11, (mat)->u.s._12, (mat)->u.s._13, (mat)->u.s._14); \
800 TRACE("%f %f %f %f\n", (mat)->u.s._21, (mat)->u.s._22, (mat)->u.s._23, (mat)->u.s._24); \
801 TRACE("%f %f %f %f\n", (mat)->u.s._31, (mat)->u.s._32, (mat)->u.s._33, (mat)->u.s._34); \
802 TRACE("%f %f %f %f\n", (mat)->u.s._41, (mat)->u.s._42, (mat)->u.s._43, (mat)->u.s._44); \
803 memcpy(gl_mat, (mat), 16 * sizeof(float)); \
804 } while (0)
805
806 /* Trace vector and strided data information */
807 #define TRACE_STRIDED(si, name) do { if (si->use_map & (1 << name)) \
808 TRACE( #name "=(data:%p, stride:%d, format:%#x, vbo %d, stream %u)\n", \
809 si->elements[name].data, si->elements[name].stride, si->elements[name].format_desc->format, \
810 si->elements[name].buffer_object, si->elements[name].stream_idx); } while(0)
811
812 /* Advance declaration of structures to satisfy compiler */
813 typedef struct IWineD3DStateBlockImpl IWineD3DStateBlockImpl;
814 typedef struct IWineD3DSurfaceImpl IWineD3DSurfaceImpl;
815 typedef struct IWineD3DPaletteImpl IWineD3DPaletteImpl;
816 typedef struct IWineD3DDeviceImpl IWineD3DDeviceImpl;
817 typedef struct IWineD3DSwapChainImpl IWineD3DSwapChainImpl;
818
819 /* Global variables */
820 extern const float identity[16] DECLSPEC_HIDDEN;
821
822 /*****************************************************************************
823 * Compilable extra diagnostics
824 */
825
826 /* Trace information per-vertex: (extremely high amount of trace) */
827 #if 0 /* NOTE: Must be 0 in cvs */
828 # define VTRACE(A) TRACE A
829 #else
830 # define VTRACE(A)
831 #endif
832
833 /* TODO: Confirm each of these works when wined3d move completed */
834 #if 0 /* NOTE: Must be 0 in cvs */
835 /* To avoid having to get gigabytes of trace, the following can be compiled in, and at the start
836 of each frame, a check is made for the existence of C:\D3DTRACE, and if it exists d3d trace
837 is enabled, and if it doesn't exist it is disabled. */
838 # define FRAME_DEBUGGING
839 /* Adding in the SINGLE_FRAME_DEBUGGING gives a trace of just what makes up a single frame, before
840 the file is deleted */
841 # if 1 /* NOTE: Must be 1 in cvs, as this is mostly more useful than a trace from program start */
842 # define SINGLE_FRAME_DEBUGGING
843 # endif
844 /* The following, when enabled, lets you see the makeup of the frame, by drawprimitive calls.
845 It can only be enabled when FRAME_DEBUGGING is also enabled
846 The contents of the back buffer are written into /tmp/backbuffer_* after each primitive
847 array is drawn. */
848 # if 0 /* NOTE: Must be 0 in cvs, as this give a lot of ppm files when compiled in */
849 # define SHOW_FRAME_MAKEUP 1
850 # endif
851 /* The following, when enabled, lets you see the makeup of the all the textures used during each
852 of the drawprimitive calls. It can only be enabled when SHOW_FRAME_MAKEUP is also enabled.
853 The contents of the textures assigned to each stage are written into
854 /tmp/texture_*_<Stage>.ppm after each primitive array is drawn. */
855 # if 0 /* NOTE: Must be 0 in cvs, as this give a lot of ppm files when compiled in */
856 # define SHOW_TEXTURE_MAKEUP 0
857 # endif
858 extern BOOL isOn;
859 extern BOOL isDumpingFrames;
860 extern LONG primCounter;
861 #endif
862
863 enum wined3d_ffp_idx
864 {
865 WINED3D_FFP_POSITION = 0,
866 WINED3D_FFP_BLENDWEIGHT = 1,
867 WINED3D_FFP_BLENDINDICES = 2,
868 WINED3D_FFP_NORMAL = 3,
869 WINED3D_FFP_PSIZE = 4,
870 WINED3D_FFP_DIFFUSE = 5,
871 WINED3D_FFP_SPECULAR = 6,
872 WINED3D_FFP_TEXCOORD0 = 7,
873 WINED3D_FFP_TEXCOORD1 = 8,
874 WINED3D_FFP_TEXCOORD2 = 9,
875 WINED3D_FFP_TEXCOORD3 = 10,
876 WINED3D_FFP_TEXCOORD4 = 11,
877 WINED3D_FFP_TEXCOORD5 = 12,
878 WINED3D_FFP_TEXCOORD6 = 13,
879 WINED3D_FFP_TEXCOORD7 = 14,
880 };
881
882 enum wined3d_ffp_emit_idx
883 {
884 WINED3D_FFP_EMIT_FLOAT1 = 0,
885 WINED3D_FFP_EMIT_FLOAT2 = 1,
886 WINED3D_FFP_EMIT_FLOAT3 = 2,
887 WINED3D_FFP_EMIT_FLOAT4 = 3,
888 WINED3D_FFP_EMIT_D3DCOLOR = 4,
889 WINED3D_FFP_EMIT_UBYTE4 = 5,
890 WINED3D_FFP_EMIT_SHORT2 = 6,
891 WINED3D_FFP_EMIT_SHORT4 = 7,
892 WINED3D_FFP_EMIT_UBYTE4N = 8,
893 WINED3D_FFP_EMIT_SHORT2N = 9,
894 WINED3D_FFP_EMIT_SHORT4N = 10,
895 WINED3D_FFP_EMIT_USHORT2N = 11,
896 WINED3D_FFP_EMIT_USHORT4N = 12,
897 WINED3D_FFP_EMIT_UDEC3 = 13,
898 WINED3D_FFP_EMIT_DEC3N = 14,
899 WINED3D_FFP_EMIT_FLOAT16_2 = 15,
900 WINED3D_FFP_EMIT_FLOAT16_4 = 16,
901 WINED3D_FFP_EMIT_COUNT = 17
902 };
903
904 struct wined3d_stream_info_element
905 {
906 const struct GlPixelFormatDesc *format_desc;
907 GLsizei stride;
908 const BYTE *data;
909 UINT stream_idx;
910 GLuint buffer_object;
911 };
912
913 struct wined3d_stream_info
914 {
915 struct wined3d_stream_info_element elements[MAX_ATTRIBS];
916 BOOL position_transformed;
917 WORD swizzle_map; /* MAX_ATTRIBS, 16 */
918 WORD use_map; /* MAX_ATTRIBS, 16 */
919 };
920
921 /*****************************************************************************
922 * Prototypes
923 */
924
925 /* Routine common to the draw primitive and draw indexed primitive routines */
926 void drawPrimitive(IWineD3DDevice *iface, UINT index_count,
927 UINT start_idx, UINT idxBytes, const void *idxData) DECLSPEC_HIDDEN;
928 DWORD get_flexible_vertex_size(DWORD d3dvtVertexType) DECLSPEC_HIDDEN;
929
930 typedef void (WINE_GLAPI *glAttribFunc)(const void *data);
931 typedef void (WINE_GLAPI *glMultiTexCoordFunc)(GLenum unit, const void *data);
932 extern glAttribFunc position_funcs[WINED3D_FFP_EMIT_COUNT] DECLSPEC_HIDDEN;
933 extern glAttribFunc diffuse_funcs[WINED3D_FFP_EMIT_COUNT] DECLSPEC_HIDDEN;
934 extern glAttribFunc specular_func_3ubv DECLSPEC_HIDDEN;
935 extern glAttribFunc specular_funcs[WINED3D_FFP_EMIT_COUNT] DECLSPEC_HIDDEN;
936 extern glAttribFunc normal_funcs[WINED3D_FFP_EMIT_COUNT] DECLSPEC_HIDDEN;
937 extern glMultiTexCoordFunc multi_texcoord_funcs[WINED3D_FFP_EMIT_COUNT] DECLSPEC_HIDDEN;
938
939 #define eps 1e-8
940
941 #define GET_TEXCOORD_SIZE_FROM_FVF(d3dvtVertexType, tex_num) \
942 (((((d3dvtVertexType) >> (16 + (2 * (tex_num)))) + 1) & 0x03) + 1)
943
944 /* Routines and structures related to state management */
945
946 #define STATE_RENDER(a) (a)
947 #define STATE_IS_RENDER(a) ((a) >= STATE_RENDER(1) && (a) <= STATE_RENDER(WINEHIGHEST_RENDER_STATE))
948
949 #define STATE_TEXTURESTAGE(stage, num) (STATE_RENDER(WINEHIGHEST_RENDER_STATE) + 1 + (stage) * (WINED3D_HIGHEST_TEXTURE_STATE + 1) + (num))
950 #define STATE_IS_TEXTURESTAGE(a) ((a) >= STATE_TEXTURESTAGE(0, 1) && (a) <= STATE_TEXTURESTAGE(MAX_TEXTURES - 1, WINED3D_HIGHEST_TEXTURE_STATE))
951
952 /* + 1 because samplers start with 0 */
953 #define STATE_SAMPLER(num) (STATE_TEXTURESTAGE(MAX_TEXTURES - 1, WINED3D_HIGHEST_TEXTURE_STATE) + 1 + (num))
954 #define STATE_IS_SAMPLER(num) ((num) >= STATE_SAMPLER(0) && (num) <= STATE_SAMPLER(MAX_COMBINED_SAMPLERS - 1))
955
956 #define STATE_PIXELSHADER (STATE_SAMPLER(MAX_COMBINED_SAMPLERS - 1) + 1)
957 #define STATE_IS_PIXELSHADER(a) ((a) == STATE_PIXELSHADER)
958
959 #define STATE_TRANSFORM(a) (STATE_PIXELSHADER + (a))
960 #define STATE_IS_TRANSFORM(a) ((a) >= STATE_TRANSFORM(1) && (a) <= STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(255)))
961
962 #define STATE_STREAMSRC (STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(255)) + 1)
963 #define STATE_IS_STREAMSRC(a) ((a) == STATE_STREAMSRC)
964 #define STATE_INDEXBUFFER (STATE_STREAMSRC + 1)
965 #define STATE_IS_INDEXBUFFER(a) ((a) == STATE_INDEXBUFFER)
966
967 #define STATE_VDECL (STATE_INDEXBUFFER + 1)
968 #define STATE_IS_VDECL(a) ((a) == STATE_VDECL)
969
970 #define STATE_VSHADER (STATE_VDECL + 1)
971 #define STATE_IS_VSHADER(a) ((a) == STATE_VSHADER)
972
973 #define STATE_VIEWPORT (STATE_VSHADER + 1)
974 #define STATE_IS_VIEWPORT(a) ((a) == STATE_VIEWPORT)
975
976 #define STATE_VERTEXSHADERCONSTANT (STATE_VIEWPORT + 1)
977 #define STATE_PIXELSHADERCONSTANT (STATE_VERTEXSHADERCONSTANT + 1)
978 #define STATE_IS_VERTEXSHADERCONSTANT(a) ((a) == STATE_VERTEXSHADERCONSTANT)
979 #define STATE_IS_PIXELSHADERCONSTANT(a) ((a) == STATE_PIXELSHADERCONSTANT)
980
981 #define STATE_ACTIVELIGHT(a) (STATE_PIXELSHADERCONSTANT + (a) + 1)
982 #define STATE_IS_ACTIVELIGHT(a) ((a) >= STATE_ACTIVELIGHT(0) && (a) < STATE_ACTIVELIGHT(MAX_ACTIVE_LIGHTS))
983
984 #define STATE_SCISSORRECT (STATE_ACTIVELIGHT(MAX_ACTIVE_LIGHTS - 1) + 1)
985 #define STATE_IS_SCISSORRECT(a) ((a) == STATE_SCISSORRECT)
986
987 #define STATE_CLIPPLANE(a) (STATE_SCISSORRECT + 1 + (a))
988 #define STATE_IS_CLIPPLANE(a) ((a) >= STATE_CLIPPLANE(0) && (a) <= STATE_CLIPPLANE(MAX_CLIPPLANES - 1))
989
990 #define STATE_MATERIAL (STATE_CLIPPLANE(MAX_CLIPPLANES))
991
992 #define STATE_FRONTFACE (STATE_MATERIAL + 1)
993
994 #define STATE_HIGHEST (STATE_FRONTFACE)
995
996 enum fogsource {
997 FOGSOURCE_FFP,
998 FOGSOURCE_VS,
999 FOGSOURCE_COORD,
1000 };
1001
1002 #define WINED3D_MAX_FBO_ENTRIES 64
1003
1004 struct wined3d_occlusion_query
1005 {
1006 struct list entry;
1007 GLuint id;
1008 struct wined3d_context *context;
1009 };
1010
1011 struct wined3d_event_query
1012 {
1013 struct list entry;
1014 GLuint id;
1015 struct wined3d_context *context;
1016 };
1017
1018 struct wined3d_context
1019 {
1020 const struct wined3d_gl_info *gl_info;
1021 /* State dirtification
1022 * dirtyArray is an array that contains markers for dirty states. numDirtyEntries states are dirty, their numbers are in indices
1023 * 0...numDirtyEntries - 1. isStateDirty is a redundant copy of the dirtyArray. Technically only one of them would be needed,
1024 * 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
1025 * only numDirtyEntries array elements have to be checked, not STATE_HIGHEST states.
1026 */
1027 DWORD dirtyArray[STATE_HIGHEST + 1]; /* Won't get bigger than that, a state is never marked dirty 2 times */
1028 DWORD numDirtyEntries;
1029 DWORD isStateDirty[STATE_HIGHEST / (sizeof(DWORD) * CHAR_BIT) + 1]; /* Bitmap to find out quickly if a state is dirty */
1030
1031 IWineD3DSurface *surface;
1032 IWineD3DSurface *current_rt;
1033 DWORD tid; /* Thread ID which owns this context at the moment */
1034
1035 /* Stores some information about the context state for optimization */
1036 WORD render_offscreen : 1;
1037 WORD draw_buffer_dirty : 1;
1038 WORD last_was_rhw : 1; /* true iff last draw_primitive was in xyzrhw mode */
1039 WORD last_was_pshader : 1;
1040 WORD last_was_vshader : 1;
1041 WORD namedArraysLoaded : 1;
1042 WORD numberedArraysLoaded : 1;
1043 WORD last_was_blit : 1;
1044 WORD last_was_ckey : 1;
1045 WORD fog_coord : 1;
1046 WORD fog_enabled : 1;
1047 WORD num_untracked_materials : 2; /* Max value 2 */
1048 WORD current : 1;
1049 WORD destroyed : 1;
1050 WORD valid : 1;
1051 BYTE texShaderBumpMap; /* MAX_TEXTURES, 8 */
1052 BYTE lastWasPow2Texture; /* MAX_TEXTURES, 8 */
1053 DWORD numbered_array_mask;
1054 GLenum tracking_parm; /* Which source is tracking current colour */
1055 GLenum untracked_materials[2];
1056 UINT blit_w, blit_h;
1057 enum fogsource fog_source;
1058
1059 char *vshader_const_dirty, *pshader_const_dirty;
1060
1061 /* The actual opengl context */
1062 UINT level;
1063 HGLRC restore_ctx;
1064 HDC restore_dc;
1065 HGLRC glCtx;
1066 HWND win_handle;
1067 HDC hdc;
1068 HPBUFFERARB pbuffer;
1069 GLint aux_buffers;
1070
1071 /* FBOs */
1072 UINT fbo_entry_count;
1073 struct list fbo_list;
1074 struct list fbo_destroy_list;
1075 struct fbo_entry *current_fbo;
1076 GLuint src_fbo;
1077 GLuint dst_fbo;
1078 GLuint fbo_read_binding;
1079 GLuint fbo_draw_binding;
1080
1081 /* Queries */
1082 GLuint *free_occlusion_queries;
1083 UINT free_occlusion_query_size;
1084 UINT free_occlusion_query_count;
1085 struct list occlusion_queries;
1086
1087 GLuint *free_event_queries;
1088 UINT free_event_query_size;
1089 UINT free_event_query_count;
1090 struct list event_queries;
1091
1092 /* Extension emulation */
1093 GLint gl_fog_source;
1094 GLfloat fog_coord_value;
1095 GLfloat color[4], fogstart, fogend, fogcolor[4];
1096 GLuint dummy_arbfp_prog;
1097 };
1098
1099 typedef void (*APPLYSTATEFUNC)(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *ctx);
1100
1101 struct StateEntry
1102 {
1103 DWORD representative;
1104 APPLYSTATEFUNC apply;
1105 };
1106
1107 struct StateEntryTemplate
1108 {
1109 DWORD state;
1110 struct StateEntry content;
1111 GL_SupportedExt extension;
1112 };
1113
1114 struct fragment_caps
1115 {
1116 DWORD PrimitiveMiscCaps;
1117 DWORD TextureOpCaps;
1118 DWORD MaxTextureBlendStages;
1119 DWORD MaxSimultaneousTextures;
1120 };
1121
1122 struct fragment_pipeline
1123 {
1124 void (*enable_extension)(IWineD3DDevice *iface, BOOL enable);
1125 void (*get_caps)(WINED3DDEVTYPE devtype, const struct wined3d_gl_info *gl_info, struct fragment_caps *caps);
1126 HRESULT (*alloc_private)(IWineD3DDevice *iface);
1127 void (*free_private)(IWineD3DDevice *iface);
1128 BOOL (*color_fixup_supported)(struct color_fixup_desc fixup);
1129 const struct StateEntryTemplate *states;
1130 BOOL ffp_proj_control;
1131 };
1132
1133 extern const struct StateEntryTemplate misc_state_template[] DECLSPEC_HIDDEN;
1134 extern const struct StateEntryTemplate ffp_vertexstate_template[] DECLSPEC_HIDDEN;
1135 extern const struct fragment_pipeline ffp_fragment_pipeline DECLSPEC_HIDDEN;
1136 extern const struct fragment_pipeline atifs_fragment_pipeline DECLSPEC_HIDDEN;
1137 extern const struct fragment_pipeline arbfp_fragment_pipeline DECLSPEC_HIDDEN;
1138 extern const struct fragment_pipeline nvts_fragment_pipeline DECLSPEC_HIDDEN;
1139 extern const struct fragment_pipeline nvrc_fragment_pipeline DECLSPEC_HIDDEN;
1140
1141 /* "Base" state table */
1142 HRESULT compile_state_table(struct StateEntry *StateTable, APPLYSTATEFUNC **dev_multistate_funcs,
1143 const struct wined3d_gl_info *gl_info, const struct StateEntryTemplate *vertex,
1144 const struct fragment_pipeline *fragment, const struct StateEntryTemplate *misc) DECLSPEC_HIDDEN;
1145
1146 /* Shaders for color conversions in blits */
1147 struct blit_shader
1148 {
1149 HRESULT (*alloc_private)(IWineD3DDevice *iface);
1150 void (*free_private)(IWineD3DDevice *iface);
1151 HRESULT (*set_shader)(IWineD3DDevice *iface, const struct GlPixelFormatDesc *format_desc,
1152 GLenum textype, UINT width, UINT height);
1153 void (*unset_shader)(IWineD3DDevice *iface);
1154 BOOL (*color_fixup_supported)(struct color_fixup_desc fixup);
1155 };
1156
1157 extern const struct blit_shader ffp_blit DECLSPEC_HIDDEN;
1158 extern const struct blit_shader arbfp_blit DECLSPEC_HIDDEN;
1159
1160 typedef enum ContextUsage {
1161 CTXUSAGE_RESOURCELOAD = 1, /* Only loads textures: No State is applied */
1162 CTXUSAGE_DRAWPRIM = 2, /* OpenGL states are set up for blitting DirectDraw surfaces */
1163 CTXUSAGE_BLIT = 3, /* OpenGL states are set up 3D drawing */
1164 CTXUSAGE_CLEAR = 4, /* Drawable and states are set up for clearing */
1165 } ContextUsage;
1166
1167 struct wined3d_context *context_acquire(IWineD3DDeviceImpl *This,
1168 IWineD3DSurface *target, enum ContextUsage usage) DECLSPEC_HIDDEN;
1169 void context_alloc_event_query(struct wined3d_context *context,
1170 struct wined3d_event_query *query) DECLSPEC_HIDDEN;
1171 void context_alloc_occlusion_query(struct wined3d_context *context,
1172 struct wined3d_occlusion_query *query) DECLSPEC_HIDDEN;
1173 void context_resource_released(IWineD3DDevice *iface,
1174 IWineD3DResource *resource, WINED3DRESOURCETYPE type) DECLSPEC_HIDDEN;
1175 void context_bind_fbo(struct wined3d_context *context, GLenum target, GLuint *fbo) DECLSPEC_HIDDEN;
1176 void context_attach_depth_stencil_fbo(struct wined3d_context *context,
1177 GLenum fbo_target, IWineD3DSurface *depth_stencil, BOOL use_render_buffer) DECLSPEC_HIDDEN;
1178 void context_attach_surface_fbo(const struct wined3d_context *context,
1179 GLenum fbo_target, DWORD idx, IWineD3DSurface *surface) DECLSPEC_HIDDEN;
1180 struct wined3d_context *context_create(IWineD3DDeviceImpl *This, IWineD3DSurfaceImpl *target, HWND win,
1181 BOOL create_pbuffer, const WINED3DPRESENT_PARAMETERS *present_parameters) DECLSPEC_HIDDEN;
1182 void context_destroy(IWineD3DDeviceImpl *This, struct wined3d_context *context) DECLSPEC_HIDDEN;
1183 void context_free_event_query(struct wined3d_event_query *query) DECLSPEC_HIDDEN;
1184 void context_free_occlusion_query(struct wined3d_occlusion_query *query) DECLSPEC_HIDDEN;
1185 struct wined3d_context *context_get_current(void) DECLSPEC_HIDDEN;
1186 DWORD context_get_tls_idx(void) DECLSPEC_HIDDEN;
1187 void context_release(struct wined3d_context *context) DECLSPEC_HIDDEN;
1188 BOOL context_set_current(struct wined3d_context *ctx) DECLSPEC_HIDDEN;
1189 void context_set_draw_buffer(struct wined3d_context *context, GLenum buffer) DECLSPEC_HIDDEN;
1190 void context_set_tls_idx(DWORD idx) DECLSPEC_HIDDEN;
1191
1192 void delete_opengl_contexts(IWineD3DDevice *iface, IWineD3DSwapChain *swapchain) DECLSPEC_HIDDEN;
1193 HRESULT create_primary_opengl_context(IWineD3DDevice *iface, IWineD3DSwapChain *swapchain) DECLSPEC_HIDDEN;
1194
1195 /* Macros for doing basic GPU detection based on opengl capabilities */
1196 #define WINE_D3D6_CAPABLE(gl_info) (gl_info->supported[ARB_MULTITEXTURE])
1197 #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])
1198 #define WINE_D3D8_CAPABLE(gl_info) WINE_D3D7_CAPABLE(gl_info) && (gl_info->supported[ARB_MULTISAMPLE] && gl_info->supported[ARB_TEXTURE_BORDER_CLAMP])
1199 #define WINE_D3D9_CAPABLE(gl_info) WINE_D3D8_CAPABLE(gl_info) && (gl_info->supported[ARB_FRAGMENT_PROGRAM] && gl_info->supported[ARB_VERTEX_SHADER])
1200
1201 /*****************************************************************************
1202 * Internal representation of a light
1203 */
1204 struct wined3d_light_info
1205 {
1206 WINED3DLIGHT OriginalParms; /* Note D3D8LIGHT == D3D9LIGHT */
1207 DWORD OriginalIndex;
1208 LONG glIndex;
1209 BOOL enabled;
1210
1211 /* Converted parms to speed up swapping lights */
1212 float lightPosn[4];
1213 float lightDirn[4];
1214 float exponent;
1215 float cutoff;
1216
1217 struct list entry;
1218 };
1219
1220 /* The default light parameters */
1221 extern const WINED3DLIGHT WINED3D_default_light DECLSPEC_HIDDEN;
1222
1223 typedef struct WineD3D_PixelFormat
1224 {
1225 int iPixelFormat; /* WGL pixel format */
1226 int iPixelType; /* WGL pixel type e.g. WGL_TYPE_RGBA_ARB, WGL_TYPE_RGBA_FLOAT_ARB or WGL_TYPE_COLORINDEX_ARB */
1227 int redSize, greenSize, blueSize, alphaSize;
1228 int depthSize, stencilSize;
1229 BOOL windowDrawable;
1230 BOOL pbufferDrawable;
1231 BOOL doubleBuffer;
1232 int auxBuffers;
1233 int numSamples;
1234 } WineD3D_PixelFormat;
1235
1236 enum wined3d_pci_vendor
1237 {
1238 VENDOR_WINE = 0x0000,
1239 VENDOR_MESA = 0x0001,
1240 VENDOR_ATI = 0x1002,
1241 VENDOR_NVIDIA = 0x10de,
1242 VENDOR_INTEL = 0x8086,
1243 };
1244
1245 enum wined3d_pci_device
1246 {
1247 CARD_WINE = 0x0000,
1248
1249 CARD_ATI_RAGE_128PRO = 0x5246,
1250 CARD_ATI_RADEON_7200 = 0x5144,
1251 CARD_ATI_RADEON_8500 = 0x514c,
1252 CARD_ATI_RADEON_9500 = 0x4144,
1253 CARD_ATI_RADEON_XPRESS_200M = 0x5955,
1254 CARD_ATI_RADEON_X700 = 0x5e4c,
1255 CARD_ATI_RADEON_X1600 = 0x71c2,
1256 CARD_ATI_RADEON_HD2300 = 0x7210,
1257 CARD_ATI_RADEON_HD2600 = 0x9581,
1258 CARD_ATI_RADEON_HD2900 = 0x9400,
1259 CARD_ATI_RADEON_HD3200 = 0x9620,
1260 CARD_ATI_RADEON_HD4350 = 0x954f,
1261 CARD_ATI_RADEON_HD4550 = 0x9540,
1262 CARD_ATI_RADEON_HD4600 = 0x9495,
1263 CARD_ATI_RADEON_HD4650 = 0x9498,
1264 CARD_ATI_RADEON_HD4670 = 0x9490,
1265 CARD_ATI_RADEON_HD4700 = 0x944e,
1266 CARD_ATI_RADEON_HD4770 = 0x94b3,
1267 CARD_ATI_RADEON_HD4800 = 0x944c, /* Picked one value between 9440, 944c, 9442, 9460 */
1268 CARD_ATI_RADEON_HD4830 = 0x944c,
1269 CARD_ATI_RADEON_HD4850 = 0x9442,
1270 CARD_ATI_RADEON_HD4870 = 0x9440,
1271 CARD_ATI_RADEON_HD4890 = 0x9460,
1272 CARD_ATI_RADEON_HD5700 = 0x68BE, /* Picked HD5750 */
1273 CARD_ATI_RADEON_HD5750 = 0x68BE,
1274 CARD_ATI_RADEON_HD5770 = 0x68B8,
1275 CARD_ATI_RADEON_HD5800 = 0x6898, /* Picked HD5850 */
1276 CARD_ATI_RADEON_HD5850 = 0x6898,
1277 CARD_ATI_RADEON_HD5870 = 0x6899,
1278
1279 CARD_NVIDIA_RIVA_128 = 0x0018,
1280 CARD_NVIDIA_RIVA_TNT = 0x0020,
1281 CARD_NVIDIA_RIVA_TNT2 = 0x0028,
1282 CARD_NVIDIA_GEFORCE = 0x0100,
1283 CARD_NVIDIA_GEFORCE2_MX = 0x0110,
1284 CARD_NVIDIA_GEFORCE2 = 0x0150,
1285 CARD_NVIDIA_GEFORCE3 = 0x0200,
1286 CARD_NVIDIA_GEFORCE4_MX = 0x0170,
1287 CARD_NVIDIA_GEFORCE4_TI4200 = 0x0253,
1288 CARD_NVIDIA_GEFORCEFX_5200 = 0x0320,
1289 CARD_NVIDIA_GEFORCEFX_5600 = 0x0312,
1290 CARD_NVIDIA_GEFORCEFX_5800 = 0x0302,
1291 CARD_NVIDIA_GEFORCE_6200 = 0x014f,
1292 CARD_NVIDIA_GEFORCE_6600GT = 0x0140,
1293 CARD_NVIDIA_GEFORCE_6800 = 0x0041,
1294 CARD_NVIDIA_GEFORCE_7400 = 0x01d8,
1295 CARD_NVIDIA_GEFORCE_7300 = 0x01d7, /* GeForce Go 7300 */
1296 CARD_NVIDIA_GEFORCE_7600 = 0x0391,
1297 CARD_NVIDIA_GEFORCE_7800GT = 0x0092,
1298 CARD_NVIDIA_GEFORCE_8100 = 0x084F,
1299 CARD_NVIDIA_GEFORCE_8200 = 0x0849, /* Other PCI ID 0x084B */
1300 CARD_NVIDIA_GEFORCE_8300GS = 0x0423,
1301 CARD_NVIDIA_GEFORCE_8400GS = 0x0404,
1302 CARD_NVIDIA_GEFORCE_8500GT = 0x0421,
1303 CARD_NVIDIA_GEFORCE_8600GT = 0x0402,
1304 CARD_NVIDIA_GEFORCE_8600MGT = 0x0407,
1305 CARD_NVIDIA_GEFORCE_8800GTS = 0x0193,
1306 CARD_NVIDIA_GEFORCE_9200 = 0x086d,
1307 CARD_NVIDIA_GEFORCE_9400GT = 0x042c,
1308 CARD_NVIDIA_GEFORCE_9500GT = 0x0640,
1309 CARD_NVIDIA_GEFORCE_9600GT = 0x0622,
1310 CARD_NVIDIA_GEFORCE_9800GT = 0x0614,
1311 CARD_NVIDIA_GEFORCE_GTX260 = 0x05e2,
1312 CARD_NVIDIA_GEFORCE_GTX275 = 0x05e6,
1313 CARD_NVIDIA_GEFORCE_GTX280 = 0x05e1,
1314 CARD_NVIDIA_GEFORCE_GT240 = 0x0ca3,
1315
1316 CARD_INTEL_845G = 0x2562,
1317 CARD_INTEL_I830G = 0x3577,
1318 CARD_INTEL_I855G = 0x3582,
1319 CARD_INTEL_I865G = 0x2572,
1320 CARD_INTEL_I915G = 0x2582,
1321 CARD_INTEL_I915GM = 0x2592,
1322 CARD_INTEL_I945GM = 0x27a2, /* Same as GMA 950? */
1323 CARD_INTEL_X3100 = 0x2a02, /* Found in Macs. Same as GMA 965? */
1324 };
1325
1326 struct wined3d_driver_info
1327 {
1328 enum wined3d_pci_vendor vendor;
1329 enum wined3d_pci_device device;
1330 const char *name;
1331 const char *description;
1332 DWORD version_high;
1333 DWORD version_low;
1334 };
1335
1336 /* The adapter structure */
1337 struct wined3d_adapter
1338 {
1339 UINT ordinal;
1340 BOOL opengl;
1341 POINT monitorPoint;
1342 struct wined3d_gl_info gl_info;
1343 struct wined3d_driver_info driver_info;
1344 WCHAR DeviceName[CCHDEVICENAME]; /* DeviceName for use with e.g. ChangeDisplaySettings */
1345 int nCfgs;
1346 WineD3D_PixelFormat *cfgs;
1347 BOOL brokenStencil; /* Set on cards which only offer mixed depth+stencil */
1348 unsigned int TextureRam; /* Amount of texture memory both video ram + AGP/TurboCache/HyperMemory/.. */
1349 unsigned int UsedTextureRam;
1350 LUID luid;
1351 };
1352
1353 BOOL initPixelFormats(struct wined3d_gl_info *gl_info, enum wined3d_pci_vendor vendor) DECLSPEC_HIDDEN;
1354 BOOL initPixelFormatsNoGL(struct wined3d_gl_info *gl_info) DECLSPEC_HIDDEN;
1355 extern long WineD3DAdapterChangeGLRam(IWineD3DDeviceImpl *D3DDevice, long glram) DECLSPEC_HIDDEN;
1356 extern void add_gl_compat_wrappers(struct wined3d_gl_info *gl_info) DECLSPEC_HIDDEN;
1357
1358 /*****************************************************************************
1359 * High order patch management
1360 */
1361 struct WineD3DRectPatch
1362 {
1363 UINT Handle;
1364 float *mem;
1365 WineDirect3DVertexStridedData strided;
1366 WINED3DRECTPATCH_INFO RectPatchInfo;
1367 float numSegs[4];
1368 char has_normals, has_texcoords;
1369 struct list entry;
1370 };
1371
1372 HRESULT tesselate_rectpatch(IWineD3DDeviceImpl *This, struct WineD3DRectPatch *patch) DECLSPEC_HIDDEN;
1373
1374 enum projection_types
1375 {
1376 proj_none = 0,
1377 proj_count3 = 1,
1378 proj_count4 = 2
1379 };
1380
1381 enum dst_arg
1382 {
1383 resultreg = 0,
1384 tempreg = 1
1385 };
1386
1387 /*****************************************************************************
1388 * Fixed function pipeline replacements
1389 */
1390 #define ARG_UNUSED 0xff
1391 struct texture_stage_op
1392 {
1393 unsigned cop : 8;
1394 unsigned carg1 : 8;
1395 unsigned carg2 : 8;
1396 unsigned carg0 : 8;
1397
1398 unsigned aop : 8;
1399 unsigned aarg1 : 8;
1400 unsigned aarg2 : 8;
1401 unsigned aarg0 : 8;
1402
1403 struct color_fixup_desc color_fixup;
1404 unsigned tex_type : 3;
1405 unsigned dst : 1;
1406 unsigned projected : 2;
1407 unsigned padding : 10;
1408 };
1409
1410 struct ffp_frag_settings {
1411 struct texture_stage_op op[MAX_TEXTURES];
1412 enum fogmode fog;
1413 /* Use shorts instead of chars to get dword alignment */
1414 unsigned short sRGB_write;
1415 unsigned short emul_clipplanes;
1416 };
1417
1418 struct ffp_frag_desc
1419 {
1420 struct wine_rb_entry entry;
1421 struct ffp_frag_settings settings;
1422 };
1423
1424 extern const struct wine_rb_functions wined3d_ffp_frag_program_rb_functions DECLSPEC_HIDDEN;
1425 extern const struct wined3d_parent_ops wined3d_null_parent_ops DECLSPEC_HIDDEN;
1426
1427 void gen_ffp_frag_op(IWineD3DStateBlockImpl *stateblock, struct ffp_frag_settings *settings,
1428 BOOL ignore_textype) DECLSPEC_HIDDEN;
1429 const struct ffp_frag_desc *find_ffp_frag_shader(const struct wine_rb_tree *fragment_shaders,
1430 const struct ffp_frag_settings *settings) DECLSPEC_HIDDEN;
1431 void add_ffp_frag_shader(struct wine_rb_tree *shaders, struct ffp_frag_desc *desc) DECLSPEC_HIDDEN;
1432
1433 /*****************************************************************************
1434 * IWineD3D implementation structure
1435 */
1436 typedef struct IWineD3DImpl
1437 {
1438 /* IUnknown fields */
1439 const IWineD3DVtbl *lpVtbl;
1440 LONG ref; /* Note: Ref counting not required */
1441
1442 /* WineD3D Information */
1443 IUnknown *parent;
1444 UINT dxVersion;
1445
1446 UINT adapter_count;
1447 struct wined3d_adapter adapters[1];
1448 } IWineD3DImpl;
1449
1450 extern const IWineD3DVtbl IWineD3D_Vtbl DECLSPEC_HIDDEN;
1451
1452 BOOL wined3d_register_window(HWND window, struct IWineD3DDeviceImpl *device) DECLSPEC_HIDDEN;
1453 void wined3d_unregister_window(HWND window) DECLSPEC_HIDDEN;
1454 BOOL InitAdapters(IWineD3DImpl *This) DECLSPEC_HIDDEN;
1455
1456 /* A helper function that dumps a resource list */
1457 void dumpResources(struct list *list) DECLSPEC_HIDDEN;
1458
1459 /*****************************************************************************
1460 * IWineD3DDevice implementation structure
1461 */
1462 #define WINED3D_UNMAPPED_STAGE ~0U
1463
1464 /* Multithreaded flag. Removed from the public header to signal that IWineD3D::CreateDevice ignores it */
1465 #define WINED3DCREATE_MULTITHREADED 0x00000004
1466
1467 struct IWineD3DDeviceImpl
1468 {
1469 /* IUnknown fields */
1470 const IWineD3DDeviceVtbl *lpVtbl;
1471 LONG ref; /* Note: Ref counting not required */
1472
1473 /* WineD3D Information */
1474 IUnknown *parent;
1475 IWineD3DDeviceParent *device_parent;
1476 IWineD3D *wined3d;
1477 struct wined3d_adapter *adapter;
1478
1479 /* Window styles to restore when switching fullscreen mode */
1480 LONG style;
1481 LONG exStyle;
1482
1483 /* X and GL Information */
1484 GLint maxConcurrentLights;
1485 GLenum offscreenBuffer;
1486
1487 /* Selected capabilities */
1488 int vs_selected_mode;
1489 int ps_selected_mode;
1490 const shader_backend_t *shader_backend;
1491 void *shader_priv;
1492 void *fragment_priv;
1493 void *blit_priv;
1494 struct StateEntry StateTable[STATE_HIGHEST + 1];
1495 /* Array of functions for states which are handled by more than one pipeline part */
1496 APPLYSTATEFUNC *multistate_funcs[STATE_HIGHEST + 1];
1497 const struct fragment_pipeline *frag_pipe;
1498 const struct blit_shader *blitter;
1499
1500 unsigned int max_ffp_textures, max_ffp_texture_stages;
1501 DWORD d3d_vshader_constantF, d3d_pshader_constantF; /* Advertised d3d caps, not GL ones */
1502 DWORD vs_clipping;
1503
1504 WORD view_ident : 1; /* true iff view matrix is identity */
1505 WORD untransformed : 1;
1506 WORD vertexBlendUsed : 1; /* To avoid needless setting of the blend matrices */
1507 WORD isRecordingState : 1;
1508 WORD isInDraw : 1;
1509 WORD bCursorVisible : 1;
1510 WORD haveHardwareCursor : 1;
1511 WORD d3d_initialized : 1;
1512 WORD inScene : 1; /* A flag to check for proper BeginScene / EndScene call pairs */
1513 WORD softwareVertexProcessing : 1; /* process vertex shaders using software or hardware */
1514 WORD useDrawStridedSlow : 1;
1515 WORD instancedDraw : 1;
1516 WORD filter_messages : 1;
1517 WORD padding : 3;
1518
1519 BYTE fixed_function_usage_map; /* MAX_TEXTURES, 8 */
1520
1521 #define DDRAW_PITCH_ALIGNMENT 8
1522 #define D3D8_PITCH_ALIGNMENT 4
1523 unsigned char surface_alignment; /* Line Alignment of surfaces */
1524
1525 /* State block related */
1526 IWineD3DStateBlockImpl *stateBlock;
1527 IWineD3DStateBlockImpl *updateStateBlock;
1528
1529 /* Internal use fields */
1530 WINED3DDEVICE_CREATION_PARAMETERS createParms;
1531 WINED3DDEVTYPE devType;
1532 HWND focus_window;
1533
1534 IWineD3DSwapChain **swapchains;
1535 UINT NumberOfSwapChains;
1536
1537 struct list resources; /* a linked list to track resources created by the device */
1538 struct list shaders; /* a linked list to track shaders (pixel and vertex) */
1539 unsigned int highest_dirty_ps_const, highest_dirty_vs_const;
1540
1541 /* Render Target Support */
1542 IWineD3DSurface **render_targets;
1543 IWineD3DSurface *auto_depth_stencil_buffer;
1544 IWineD3DSurface *stencilBufferTarget;
1545
1546 /* palettes texture management */
1547 UINT NumberOfPalettes;
1548 PALETTEENTRY **palettes;
1549 UINT currentPalette;
1550 UINT paletteConversionShader;
1551
1552 /* For rendering to a texture using glCopyTexImage */
1553 GLenum *draw_buffers;
1554 GLuint depth_blt_texture;
1555 GLuint depth_blt_rb;
1556 UINT depth_blt_rb_w;
1557 UINT depth_blt_rb_h;
1558
1559 /* Cursor management */
1560 UINT xHotSpot;
1561 UINT yHotSpot;
1562 UINT xScreenSpace;
1563 UINT yScreenSpace;
1564 UINT cursorWidth, cursorHeight;
1565 GLuint cursorTexture;
1566 HCURSOR hardwareCursor;
1567
1568 /* The Wine logo surface */
1569 IWineD3DSurface *logo_surface;
1570
1571 /* Textures for when no other textures are mapped */
1572 UINT dummyTextureName[MAX_TEXTURES];
1573
1574 /* DirectDraw stuff */
1575 DWORD ddraw_width, ddraw_height;
1576 WINED3DFORMAT ddraw_format;
1577
1578 /* Final position fixup constant */
1579 float posFixup[4];
1580
1581 /* With register combiners we can skip junk texture stages */
1582 DWORD texUnitMap[MAX_COMBINED_SAMPLERS];
1583 DWORD rev_tex_unit_map[MAX_COMBINED_SAMPLERS];
1584
1585 /* Stream source management */
1586 struct wined3d_stream_info strided_streams;
1587 const WineDirect3DVertexStridedData *up_strided;
1588
1589 /* Context management */
1590 struct wined3d_context **contexts;
1591 UINT numContexts;
1592 struct wined3d_context *pbufferContext; /* The context that has a pbuffer as drawable */
1593 DWORD pbufferWidth, pbufferHeight; /* Size of the buffer drawable */
1594
1595 /* High level patch management */
1596 #define PATCHMAP_SIZE 43
1597 #define PATCHMAP_HASHFUNC(x) ((x) % PATCHMAP_SIZE) /* Primitive and simple function */
1598 struct list patches[PATCHMAP_SIZE];
1599 struct WineD3DRectPatch *currentPatch;
1600 };
1601
1602 HRESULT device_init(IWineD3DDeviceImpl *device, IWineD3DImpl *wined3d,
1603 UINT adapter_idx, WINED3DDEVTYPE device_type, HWND focus_window, DWORD flags,
1604 IUnknown *parent, IWineD3DDeviceParent *device_parent) DECLSPEC_HIDDEN;
1605 LRESULT device_process_message(IWineD3DDeviceImpl *device, HWND window,
1606 UINT message, WPARAM wparam, LPARAM lparam, WNDPROC proc) DECLSPEC_HIDDEN;
1607 void device_resource_add(IWineD3DDeviceImpl *This, IWineD3DResource *resource) DECLSPEC_HIDDEN;
1608 void device_resource_released(IWineD3DDeviceImpl *This, IWineD3DResource *resource) DECLSPEC_HIDDEN;
1609 void device_stream_info_from_declaration(IWineD3DDeviceImpl *This,
1610 BOOL use_vshader, struct wined3d_stream_info *stream_info, BOOL *fixup) DECLSPEC_HIDDEN;
1611 void device_stream_info_from_strided(const struct wined3d_gl_info *gl_info,
1612 const struct WineDirect3DVertexStridedData *strided, struct wined3d_stream_info *stream_info) DECLSPEC_HIDDEN;
1613 HRESULT IWineD3DDeviceImpl_ClearSurface(IWineD3DDeviceImpl *This, IWineD3DSurfaceImpl *target, DWORD Count,
1614 const WINED3DRECT *pRects, DWORD Flags, WINED3DCOLOR Color, float Z, DWORD Stencil) DECLSPEC_HIDDEN;
1615 void IWineD3DDeviceImpl_FindTexUnitMap(IWineD3DDeviceImpl *This) DECLSPEC_HIDDEN;
1616 void IWineD3DDeviceImpl_MarkStateDirty(IWineD3DDeviceImpl *This, DWORD state) DECLSPEC_HIDDEN;
1617
1618 static inline BOOL isStateDirty(struct wined3d_context *context, DWORD state)
1619 {
1620 DWORD idx = state / (sizeof(*context->isStateDirty) * CHAR_BIT);
1621 BYTE shift = state & ((sizeof(*context->isStateDirty) * CHAR_BIT) - 1);
1622 return context->isStateDirty[idx] & (1 << shift);
1623 }
1624
1625 /* Support for IWineD3DResource ::Set/Get/FreePrivateData. */
1626 typedef struct PrivateData
1627 {
1628 struct list entry;
1629
1630 GUID tag;
1631 DWORD flags; /* DDSPD_* */
1632
1633 union
1634 {
1635 LPVOID data;
1636 LPUNKNOWN object;
1637 } ptr;
1638
1639 DWORD size;
1640 } PrivateData;
1641
1642 /*****************************************************************************
1643 * IWineD3DResource implementation structure
1644 */
1645 typedef struct IWineD3DResourceClass
1646 {
1647 /* IUnknown fields */
1648 LONG ref; /* Note: Ref counting not required */
1649
1650 /* WineD3DResource Information */
1651 IUnknown *parent;
1652 WINED3DRESOURCETYPE resourceType;
1653 IWineD3DDeviceImpl *device;
1654 WINED3DPOOL pool;
1655 UINT size;
1656 DWORD usage;
1657 const struct GlPixelFormatDesc *format_desc;
1658 DWORD priority;
1659 BYTE *allocatedMemory; /* Pointer to the real data location */
1660 BYTE *heapMemory; /* Pointer to the HeapAlloced block of memory */
1661 struct list privateData;
1662 struct list resource_list_entry;
1663 const struct wined3d_parent_ops *parent_ops;
1664 } IWineD3DResourceClass;
1665
1666 typedef struct IWineD3DResourceImpl
1667 {
1668 /* IUnknown & WineD3DResource Information */
1669 const IWineD3DResourceVtbl *lpVtbl;
1670 IWineD3DResourceClass resource;
1671 } IWineD3DResourceImpl;
1672
1673 void resource_cleanup(IWineD3DResource *iface) DECLSPEC_HIDDEN;
1674 HRESULT resource_free_private_data(IWineD3DResource *iface, REFGUID guid) DECLSPEC_HIDDEN;
1675 HRESULT resource_get_parent(IWineD3DResource *iface, IUnknown **parent) DECLSPEC_HIDDEN;
1676 DWORD resource_get_priority(IWineD3DResource *iface) DECLSPEC_HIDDEN;
1677 HRESULT resource_get_private_data(IWineD3DResource *iface, REFGUID guid,
1678 void *data, DWORD *data_size) DECLSPEC_HIDDEN;
1679 HRESULT resource_init(IWineD3DResource *iface, WINED3DRESOURCETYPE resource_type,
1680 IWineD3DDeviceImpl *device, UINT size, DWORD usage, const struct GlPixelFormatDesc *format_desc,
1681 WINED3DPOOL pool, IUnknown *parent, const struct wined3d_parent_ops *parent_ops) DECLSPEC_HIDDEN;
1682 WINED3DRESOURCETYPE resource_get_type(IWineD3DResource *iface) DECLSPEC_HIDDEN;
1683 DWORD resource_set_priority(IWineD3DResource *iface, DWORD new_priority) DECLSPEC_HIDDEN;
1684 HRESULT resource_set_private_data(IWineD3DResource *iface, REFGUID guid,
1685 const void *data, DWORD data_size, DWORD flags) DECLSPEC_HIDDEN;
1686
1687 /* Tests show that the start address of resources is 32 byte aligned */
1688 #define RESOURCE_ALIGNMENT 32
1689
1690 /*****************************************************************************
1691 * IWineD3DBaseTexture D3D- > openGL state map lookups
1692 */
1693
1694 typedef enum winetexturestates {
1695 WINED3DTEXSTA_ADDRESSU = 0,
1696 WINED3DTEXSTA_ADDRESSV = 1,
1697 WINED3DTEXSTA_ADDRESSW = 2,
1698 WINED3DTEXSTA_BORDERCOLOR = 3,
1699 WINED3DTEXSTA_MAGFILTER = 4,
1700 WINED3DTEXSTA_MINFILTER = 5,
1701 WINED3DTEXSTA_MIPFILTER = 6,
1702 WINED3DTEXSTA_MAXMIPLEVEL = 7,
1703 WINED3DTEXSTA_MAXANISOTROPY = 8,
1704 WINED3DTEXSTA_SRGBTEXTURE = 9,
1705 WINED3DTEXSTA_ELEMENTINDEX = 10,
1706 WINED3DTEXSTA_DMAPOFFSET = 11,
1707 WINED3DTEXSTA_TSSADDRESSW = 12,
1708 MAX_WINETEXTURESTATES = 13,
1709 } winetexturestates;
1710
1711 enum WINED3DSRGB
1712 {
1713 SRGB_ANY = 0, /* Uses the cached value(e.g. external calls) */
1714 SRGB_RGB = 1, /* Loads the rgb texture */
1715 SRGB_SRGB = 2, /* Loads the srgb texture */
1716 SRGB_BOTH = 3, /* Loads both textures */
1717 };
1718
1719 struct gl_texture
1720 {
1721 DWORD states[MAX_WINETEXTURESTATES];
1722 BOOL dirty;
1723 GLuint name;
1724 };
1725
1726 /*****************************************************************************
1727 * IWineD3DBaseTexture implementation structure (extends IWineD3DResourceImpl)
1728 */
1729 typedef struct IWineD3DBaseTextureClass
1730 {
1731 struct gl_texture texture_rgb, texture_srgb;
1732 UINT levels;
1733 float pow2Matrix[16];
1734 UINT LOD;
1735 WINED3DTEXTUREFILTERTYPE filterType;
1736 LONG bindCount;
1737 DWORD sampler;
1738 BOOL is_srgb;
1739 BOOL pow2Matrix_identity;
1740 const struct min_lookup *minMipLookup;
1741 const GLenum *magLookup;
1742 void (*internal_preload)(IWineD3DBaseTexture *iface, enum WINED3DSRGB srgb);
1743 } IWineD3DBaseTextureClass;
1744
1745 void surface_internal_preload(IWineD3DSurface *iface, enum WINED3DSRGB srgb) DECLSPEC_HIDDEN;
1746 BOOL surface_init_sysmem(IWineD3DSurface *iface) DECLSPEC_HIDDEN;
1747 BOOL surface_is_offscreen(IWineD3DSurface *iface) DECLSPEC_HIDDEN;
1748
1749 typedef struct IWineD3DBaseTextureImpl
1750 {
1751 /* IUnknown & WineD3DResource Information */
1752 const IWineD3DBaseTextureVtbl *lpVtbl;
1753 IWineD3DResourceClass resource;
1754 IWineD3DBaseTextureClass baseTexture;
1755
1756 } IWineD3DBaseTextureImpl;
1757
1758 void basetexture_apply_state_changes(IWineD3DBaseTexture *iface,
1759 const DWORD textureStates[WINED3D_HIGHEST_TEXTURE_STATE + 1],
1760 const DWORD samplerStates[WINED3D_HIGHEST_SAMPLER_STATE + 1],
1761 const struct wined3d_gl_info *gl_info) DECLSPEC_HIDDEN;
1762 HRESULT basetexture_bind(IWineD3DBaseTexture *iface, BOOL srgb, BOOL *set_surface_desc) DECLSPEC_HIDDEN;
1763 void basetexture_cleanup(IWineD3DBaseTexture *iface) DECLSPEC_HIDDEN;
1764 void basetexture_generate_mipmaps(IWineD3DBaseTexture *iface) DECLSPEC_HIDDEN;
1765 WINED3DTEXTUREFILTERTYPE basetexture_get_autogen_filter_type(IWineD3DBaseTexture *iface) DECLSPEC_HIDDEN;
1766 BOOL basetexture_get_dirty(IWineD3DBaseTexture *iface) DECLSPEC_HIDDEN;
1767 DWORD basetexture_get_level_count(IWineD3DBaseTexture *iface) DECLSPEC_HIDDEN;
1768 DWORD basetexture_get_lod(IWineD3DBaseTexture *iface) DECLSPEC_HIDDEN;
1769 HRESULT basetexture_init(IWineD3DBaseTextureImpl *texture, UINT levels, WINED3DRESOURCETYPE resource_type,
1770 IWineD3DDeviceImpl *device, UINT size, DWORD usage, const struct GlPixelFormatDesc *format_desc,
1771 WINED3DPOOL pool, IUnknown *parent, const struct wined3d_parent_ops *parent_ops) DECLSPEC_HIDDEN;
1772 HRESULT basetexture_set_autogen_filter_type(IWineD3DBaseTexture *iface,
1773 WINED3DTEXTUREFILTERTYPE filter_type) DECLSPEC_HIDDEN;
1774 BOOL basetexture_set_dirty(IWineD3DBaseTexture *iface, BOOL dirty) DECLSPEC_HIDDEN;
1775 DWORD basetexture_set_lod(IWineD3DBaseTexture *iface, DWORD new_lod) DECLSPEC_HIDDEN;
1776 void basetexture_unload(IWineD3DBaseTexture *iface) DECLSPEC_HIDDEN;
1777
1778 /*****************************************************************************
1779 * IWineD3DTexture implementation structure (extends IWineD3DBaseTextureImpl)
1780 */
1781 typedef struct IWineD3DTextureImpl
1782 {
1783 /* IUnknown & WineD3DResource/WineD3DBaseTexture Information */
1784 const IWineD3DTextureVtbl *lpVtbl;
1785 IWineD3DResourceClass resource;
1786 IWineD3DBaseTextureClass baseTexture;
1787
1788 /* IWineD3DTexture */
1789 IWineD3DSurface *surfaces[MAX_MIP_LEVELS];
1790 UINT target;
1791 BOOL cond_np2;
1792
1793 } IWineD3DTextureImpl;
1794
1795 HRESULT texture_init(IWineD3DTextureImpl *texture, UINT width, UINT height, UINT levels,
1796 IWineD3DDeviceImpl *device, DWORD usage, WINED3DFORMAT format, WINED3DPOOL pool,
1797 IUnknown *parent, const struct wined3d_parent_ops *parent_ops) DECLSPEC_HIDDEN;
1798
1799 /*****************************************************************************
1800 * IWineD3DCubeTexture implementation structure (extends IWineD3DBaseTextureImpl)
1801 */
1802 typedef struct IWineD3DCubeTextureImpl
1803 {
1804 /* IUnknown & WineD3DResource/WineD3DBaseTexture Information */
1805 const IWineD3DCubeTextureVtbl *lpVtbl;
1806 IWineD3DResourceClass resource;
1807 IWineD3DBaseTextureClass baseTexture;
1808
1809 /* IWineD3DCubeTexture */
1810 IWineD3DSurface *surfaces[6][MAX_MIP_LEVELS];
1811 } IWineD3DCubeTextureImpl;
1812
1813 HRESULT cubetexture_init(IWineD3DCubeTextureImpl *texture, UINT edge_length, UINT levels,
1814 IWineD3DDeviceImpl *device, DWORD usage, WINED3DFORMAT format, WINED3DPOOL pool,
1815 IUnknown *parent, const struct wined3d_parent_ops *parent_ops) DECLSPEC_HIDDEN;
1816
1817 typedef struct _WINED3DVOLUMET_DESC
1818 {
1819 UINT Width;
1820 UINT Height;
1821 UINT Depth;
1822 } WINED3DVOLUMET_DESC;
1823
1824 /*****************************************************************************
1825 * IWineD3DVolume implementation structure (extends IUnknown)
1826 */
1827 typedef struct IWineD3DVolumeImpl
1828 {
1829 /* IUnknown & WineD3DResource fields */
1830 const IWineD3DVolumeVtbl *lpVtbl;
1831 IWineD3DResourceClass resource;
1832
1833 /* WineD3DVolume Information */
1834 WINED3DVOLUMET_DESC currentDesc;
1835 IWineD3DBase *container;
1836 BOOL lockable;
1837 BOOL locked;
1838 WINED3DBOX lockedBox;
1839 WINED3DBOX dirtyBox;
1840 BOOL dirty;
1841 } IWineD3DVolumeImpl;
1842
1843 void volume_add_dirty_box(IWineD3DVolume *iface, const WINED3DBOX *dirty_box) DECLSPEC_HIDDEN;
1844 HRESULT volume_init(IWineD3DVolumeImpl *volume, IWineD3DDeviceImpl *device, UINT width,
1845 UINT height, UINT depth, DWORD usage, WINED3DFORMAT format, WINED3DPOOL pool,
1846 IUnknown *parent, const struct wined3d_parent_ops *parent_ops) DECLSPEC_HIDDEN;
1847
1848 /*****************************************************************************
1849 * IWineD3DVolumeTexture implementation structure (extends IWineD3DBaseTextureImpl)
1850 */
1851 typedef struct IWineD3DVolumeTextureImpl
1852 {
1853 /* IUnknown & WineD3DResource/WineD3DBaseTexture Information */
1854 const IWineD3DVolumeTextureVtbl *lpVtbl;
1855 IWineD3DResourceClass resource;
1856 IWineD3DBaseTextureClass baseTexture;
1857
1858 /* IWineD3DVolumeTexture */
1859 IWineD3DVolume *volumes[MAX_MIP_LEVELS];
1860 } IWineD3DVolumeTextureImpl;
1861
1862 HRESULT volumetexture_init(IWineD3DVolumeTextureImpl *texture, UINT width, UINT height,
1863 UINT depth, UINT levels, IWineD3DDeviceImpl *device, DWORD usage, WINED3DFORMAT format,
1864 WINED3DPOOL pool, IUnknown *parent, const struct wined3d_parent_ops *parent_ops) DECLSPEC_HIDDEN;
1865
1866 typedef struct _WINED3DSURFACET_DESC
1867 {
1868 WINED3DMULTISAMPLE_TYPE MultiSampleType;
1869 DWORD MultiSampleQuality;
1870 UINT Width;
1871 UINT Height;
1872 } WINED3DSURFACET_DESC;
1873
1874 /*****************************************************************************
1875 * Structure for DIB Surfaces (GetDC and GDI surfaces)
1876 */
1877 typedef struct wineD3DSurface_DIB {
1878 HBITMAP DIBsection;
1879 void* bitmap_data;
1880 UINT bitmap_size;
1881 HGDIOBJ holdbitmap;
1882 BOOL client_memory;
1883 } wineD3DSurface_DIB;
1884
1885 typedef struct {
1886 struct list entry;
1887 GLuint id;
1888 UINT width;
1889 UINT height;
1890 } renderbuffer_entry_t;
1891
1892 struct fbo_entry
1893 {
1894 struct list entry;
1895 IWineD3DSurface **render_targets;
1896 IWineD3DSurface *depth_stencil;
1897 BOOL attached;
1898 GLuint id;
1899 };
1900
1901 /*****************************************************************************
1902 * IWineD3DClipp implementation structure
1903 */
1904 typedef struct IWineD3DClipperImpl
1905 {
1906 const IWineD3DClipperVtbl *lpVtbl;
1907 LONG ref;
1908
1909 IUnknown *Parent;
1910 HWND hWnd;
1911 } IWineD3DClipperImpl;
1912
1913
1914 /*****************************************************************************
1915 * IWineD3DSurface implementation structure
1916 */
1917 struct IWineD3DSurfaceImpl
1918 {
1919 /* IUnknown & IWineD3DResource Information */
1920 const IWineD3DSurfaceVtbl *lpVtbl;
1921 IWineD3DResourceClass resource;
1922
1923 /* IWineD3DSurface fields */
1924 IWineD3DBase *container;
1925 WINED3DSURFACET_DESC currentDesc;
1926 IWineD3DPaletteImpl *palette; /* D3D7 style palette handling */
1927 PALETTEENTRY *palette9; /* D3D8/9 style palette handling */
1928
1929 /* TODO: move this off into a management class(maybe!) */
1930 DWORD Flags;
1931
1932 UINT pow2Width;
1933 UINT pow2Height;
1934
1935 /* A method to retrieve the drawable size. Not in the Vtable to make it changeable */
1936 void (*get_drawable_size)(struct wined3d_context *context, UINT *width, UINT *height);
1937
1938 /* Oversized texture */
1939 RECT glRect;
1940
1941 /* PBO */
1942 GLuint pbo;
1943 GLuint texture_name;
1944 GLuint texture_name_srgb;
1945 GLint texture_level;
1946 GLenum texture_target;
1947
1948 RECT lockedRect;
1949 RECT dirtyRect;
1950 int lockCount;
1951 #define MAXLOCKCOUNT 50 /* After this amount of locks do not free the sysmem copy */
1952
1953 /* For GetDC */
1954 wineD3DSurface_DIB dib;
1955 HDC hDC;
1956
1957 /* Color keys for DDraw */
1958 WINEDDCOLORKEY DestBltCKey;
1959 WINEDDCOLORKEY DestOverlayCKey;
1960 WINEDDCOLORKEY SrcOverlayCKey;
1961 WINEDDCOLORKEY SrcBltCKey;
1962 DWORD CKeyFlags;
1963
1964 WINEDDCOLORKEY glCKey;
1965
1966 struct list renderbuffers;
1967 renderbuffer_entry_t *current_renderbuffer;
1968
1969 /* DirectDraw clippers */
1970 IWineD3DClipper *clipper;
1971
1972 /* DirectDraw Overlay handling */
1973 RECT overlay_srcrect;
1974 RECT overlay_destrect;
1975 IWineD3DSurfaceImpl *overlay_dest;
1976 struct list overlays;
1977 struct list overlay_entry;
1978 };
1979
1980 extern const IWineD3DSurfaceVtbl IWineD3DSurface_Vtbl DECLSPEC_HIDDEN;
1981 extern const IWineD3DSurfaceVtbl IWineGDISurface_Vtbl DECLSPEC_HIDDEN;
1982
1983 UINT surface_calculate_size(const struct GlPixelFormatDesc *format_desc,
1984 UINT alignment, UINT width, UINT height) DECLSPEC_HIDDEN;
1985 void surface_gdi_cleanup(IWineD3DSurfaceImpl *This) DECLSPEC_HIDDEN;
1986 HRESULT surface_init(IWineD3DSurfaceImpl *surface, WINED3DSURFTYPE surface_type, UINT alignment,
1987 UINT width, UINT height, UINT level, BOOL lockable, BOOL discard, WINED3DMULTISAMPLE_TYPE multisample_type,
1988 UINT multisample_quality, IWineD3DDeviceImpl *device, DWORD usage, WINED3DFORMAT format,
1989 WINED3DPOOL pool, IUnknown *parent, const struct wined3d_parent_ops *parent_ops) DECLSPEC_HIDDEN;
1990
1991 /* Predeclare the shared Surface functions */
1992 HRESULT WINAPI IWineD3DBaseSurfaceImpl_QueryInterface(IWineD3DSurface *iface,
1993 REFIID riid, LPVOID *ppobj) DECLSPEC_HIDDEN;
1994 ULONG WINAPI IWineD3DBaseSurfaceImpl_AddRef(IWineD3DSurface *iface) DECLSPEC_HIDDEN;
1995 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetParent(IWineD3DSurface *iface, IUnknown **pParent) DECLSPEC_HIDDEN;
1996 HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetPrivateData(IWineD3DSurface *iface,
1997 REFGUID refguid, const void *pData, DWORD SizeOfData, DWORD Flags) DECLSPEC_HIDDEN;
1998 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetPrivateData(IWineD3DSurface *iface,
1999 REFGUID refguid, void *pData, DWORD *pSizeOfData) DECLSPEC_HIDDEN;
2000 HRESULT WINAPI IWineD3DBaseSurfaceImpl_FreePrivateData(IWineD3DSurface *iface, REFGUID refguid) DECLSPEC_HIDDEN;
2001 DWORD WINAPI IWineD3DBaseSurfaceImpl_SetPriority(IWineD3DSurface *iface, DWORD PriorityNew) DECLSPEC_HIDDEN;
2002 DWORD WINAPI IWineD3DBaseSurfaceImpl_GetPriority(IWineD3DSurface *iface) DECLSPEC_HIDDEN;
2003 WINED3DRESOURCETYPE WINAPI IWineD3DBaseSurfaceImpl_GetType(IWineD3DSurface *iface) DECLSPEC_HIDDEN;
2004 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetContainer(IWineD3DSurface* iface,
2005 REFIID riid, void **ppContainer) DECLSPEC_HIDDEN;
2006 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetDesc(IWineD3DSurface *iface, WINED3DSURFACE_DESC *pDesc) DECLSPEC_HIDDEN;
2007 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetBltStatus(IWineD3DSurface *iface, DWORD Flags) DECLSPEC_HIDDEN;
2008 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetFlipStatus(IWineD3DSurface *iface, DWORD Flags) DECLSPEC_HIDDEN;
2009 HRESULT WINAPI IWineD3DBaseSurfaceImpl_IsLost(IWineD3DSurface *iface) DECLSPEC_HIDDEN;
2010 HRESULT WINAPI IWineD3DBaseSurfaceImpl_Restore(IWineD3DSurface *iface) DECLSPEC_HIDDEN;
2011 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetPalette(IWineD3DSurface *iface, IWineD3DPalette **Pal) DECLSPEC_HIDDEN;
2012 HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetPalette(IWineD3DSurface *iface, IWineD3DPalette *Pal) DECLSPEC_HIDDEN;
2013 HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetColorKey(IWineD3DSurface *iface,
2014 DWORD Flags, const WINEDDCOLORKEY *CKey) DECLSPEC_HIDDEN;
2015 HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetContainer(IWineD3DSurface *iface, IWineD3DBase *container) DECLSPEC_HIDDEN;
2016 DWORD WINAPI IWineD3DBaseSurfaceImpl_GetPitch(IWineD3DSurface *iface) DECLSPEC_HIDDEN;
2017 HRESULT WINAPI IWineD3DBaseSurfaceImpl_RealizePalette(IWineD3DSurface *iface) DECLSPEC_HIDDEN;
2018 HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetOverlayPosition(IWineD3DSurface *iface, LONG X, LONG Y) DECLSPEC_HIDDEN;
2019 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetOverlayPosition(IWineD3DSurface *iface, LONG *X, LONG *Y) DECLSPEC_HIDDEN;
2020 HRESULT WINAPI IWineD3DBaseSurfaceImpl_UpdateOverlayZOrder(IWineD3DSurface *iface,
2021 DWORD Flags, IWineD3DSurface *Ref) DECLSPEC_HIDDEN;
2022 HRESULT WINAPI IWineD3DBaseSurfaceImpl_UpdateOverlay(IWineD3DSurface *iface, const RECT *SrcRect,
2023 IWineD3DSurface *DstSurface, const RECT *DstRect, DWORD Flags, const WINEDDOVERLAYFX *FX) DECLSPEC_HIDDEN;
2024 HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetClipper(IWineD3DSurface *iface, IWineD3DClipper *clipper) DECLSPEC_HIDDEN;
2025 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetClipper(IWineD3DSurface *iface, IWineD3DClipper **clipper) DECLSPEC_HIDDEN;
2026 HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetFormat(IWineD3DSurface *iface, WINED3DFORMAT format) DECLSPEC_HIDDEN;
2027 HRESULT IWineD3DBaseSurfaceImpl_CreateDIBSection(IWineD3DSurface *iface) DECLSPEC_HIDDEN;
2028 HRESULT WINAPI IWineD3DBaseSurfaceImpl_Blt(IWineD3DSurface *iface, const RECT *DestRect, IWineD3DSurface *SrcSurface,
2029 const RECT *SrcRect, DWORD Flags, const WINEDDBLTFX *DDBltFx, WINED3DTEXTUREFILTERTYPE Filter) DECLSPEC_HIDDEN;
2030 HRESULT WINAPI IWineD3DBaseSurfaceImpl_BltFast(IWineD3DSurface *iface, DWORD dstx, DWORD dsty,
2031 IWineD3DSurface *Source, const RECT *rsrc, DWORD trans) DECLSPEC_HIDDEN;
2032 HRESULT WINAPI IWineD3DBaseSurfaceImpl_LockRect(IWineD3DSurface *iface, WINED3DLOCKED_RECT *pLockedRect,
2033 const RECT *pRect, DWORD Flags) DECLSPEC_HIDDEN;
2034 void WINAPI IWineD3DBaseSurfaceImpl_BindTexture(IWineD3DSurface *iface, BOOL srgb) DECLSPEC_HIDDEN;
2035 const void *WINAPI IWineD3DBaseSurfaceImpl_GetData(IWineD3DSurface *iface) DECLSPEC_HIDDEN;
2036
2037 void get_drawable_size_swapchain(struct wined3d_context *context, UINT *width, UINT *height) DECLSPEC_HIDDEN;
2038 void get_drawable_size_backbuffer(struct wined3d_context *context, UINT *width, UINT *height) DECLSPEC_HIDDEN;
2039 void get_drawable_size_pbuffer(struct wined3d_context *context, UINT *width, UINT *height) DECLSPEC_HIDDEN;
2040 void get_drawable_size_fbo(struct wined3d_context *context, UINT *width, UINT *height) DECLSPEC_HIDDEN;
2041
2042 void flip_surface(IWineD3DSurfaceImpl *front, IWineD3DSurfaceImpl *back) DECLSPEC_HIDDEN;
2043
2044 /* Surface flags: */
2045 #define SFLAG_OVERSIZE 0x00000001 /* Surface is bigger than gl size, blts only */
2046 #define SFLAG_CONVERTED 0x00000002 /* Converted for color keying or Palettized */
2047 #define SFLAG_DIBSECTION 0x00000004 /* Has a DIB section attached for GetDC */
2048 #define SFLAG_LOCKABLE 0x00000008 /* Surface can be locked */
2049 #define SFLAG_DISCARD 0x00000010 /* ??? */
2050 #define SFLAG_LOCKED 0x00000020 /* Surface is locked atm */
2051 #define SFLAG_INTEXTURE 0x00000040 /* The GL texture contains the newest surface content */
2052 #define SFLAG_INSRGBTEX 0x00000080 /* The GL srgb texture contains the newest surface content */
2053 #define SFLAG_INDRAWABLE 0x00000100 /* The gl drawable contains the most up to date data */
2054 #define SFLAG_INSYSMEM 0x00000200 /* The system memory copy is most up to date */
2055 #define SFLAG_NONPOW2 0x00000400 /* Surface sizes are not a power of 2 */
2056 #define SFLAG_DYNLOCK 0x00000800 /* Surface is often locked by the app */
2057 #define SFLAG_DCINUSE 0x00001000 /* Set between GetDC and ReleaseDC calls */
2058 #define SFLAG_LOST 0x00002000 /* Surface lost flag for DDraw */
2059 #define SFLAG_USERPTR 0x00004000 /* The application allocated the memory for this surface */
2060 #define SFLAG_GLCKEY 0x00008000 /* The gl texture was created with a color key */
2061 #define SFLAG_CLIENT 0x00010000 /* GL_APPLE_client_storage is used on that texture */
2062 #define SFLAG_ALLOCATED 0x00020000 /* A gl texture is allocated for this surface */
2063 #define SFLAG_SRGBALLOCATED 0x00040000 /* A srgb gl texture is allocated for this surface */
2064 #define SFLAG_PBO 0x00080000 /* Has a PBO attached for speeding up data transfers for dynamically locked surfaces */
2065 #define SFLAG_NORMCOORD 0x00100000 /* Set if the GL texture coords are normalized(non-texture rectangle) */
2066 #define SFLAG_DS_ONSCREEN 0x00200000 /* Is a depth stencil, last modified onscreen */
2067 #define SFLAG_DS_OFFSCREEN 0x00400000 /* Is a depth stencil, last modified offscreen */
2068 #define SFLAG_INOVERLAYDRAW 0x00800000 /* Overlay drawing is in progress. Recursion prevention */
2069 #define SFLAG_SWAPCHAIN 0x01000000 /* The surface is part of a swapchain */
2070
2071 /* In some conditions the surface memory must not be freed:
2072 * SFLAG_OVERSIZE: Not all data can be kept in GL
2073 * SFLAG_CONVERTED: Converting the data back would take too long
2074 * SFLAG_DIBSECTION: The dib code manages the memory
2075 * SFLAG_LOCKED: The app requires access to the surface data
2076 * SFLAG_DYNLOCK: Avoid freeing the data for performance
2077 * SFLAG_PBO: PBOs don't use 'normal' memory. It is either allocated by the driver or must be NULL.
2078 * SFLAG_CLIENT: OpenGL uses our memory as backup
2079 */
2080 #define SFLAG_DONOTFREE (SFLAG_OVERSIZE | \
2081 SFLAG_CONVERTED | \
2082 SFLAG_DIBSECTION | \
2083 SFLAG_LOCKED | \
2084 SFLAG_DYNLOCK | \
2085 SFLAG_USERPTR | \
2086 SFLAG_PBO | \
2087 SFLAG_CLIENT)
2088
2089 #define SFLAG_LOCATIONS (SFLAG_INSYSMEM | \
2090 SFLAG_INTEXTURE | \
2091 SFLAG_INDRAWABLE | \
2092 SFLAG_INSRGBTEX)
2093
2094 #define SFLAG_DS_LOCATIONS (SFLAG_DS_ONSCREEN | \
2095 SFLAG_DS_OFFSCREEN)
2096 #define SFLAG_DS_DISCARDED SFLAG_DS_LOCATIONS
2097
2098 BOOL CalculateTexRect(IWineD3DSurfaceImpl *This, RECT *Rect, float glTexCoord[4]) DECLSPEC_HIDDEN;
2099
2100 typedef enum {
2101 NO_CONVERSION,
2102 CONVERT_PALETTED,
2103 CONVERT_PALETTED_CK,
2104 CONVERT_CK_565,
2105 CONVERT_CK_5551,
2106 CONVERT_CK_4444,
2107 CONVERT_CK_4444_ARGB,
2108 CONVERT_CK_1555,
2109 CONVERT_555,
2110 CONVERT_CK_RGB24,
2111 CONVERT_CK_8888,
2112 CONVERT_CK_8888_ARGB,
2113 CONVERT_RGB32_888,
2114 CONVERT_V8U8,
2115 CONVERT_L6V5U5,
2116 CONVERT_X8L8V8U8,
2117 CONVERT_Q8W8V8U8,
2118 CONVERT_V16U16,
2119 CONVERT_A4L4,
2120 CONVERT_G16R16,
2121 CONVERT_R16G16F,
2122 CONVERT_R32G32F,
2123 CONVERT_D15S1,
2124 CONVERT_D24X4S4,
2125 CONVERT_D24FS8,
2126 } CONVERT_TYPES;
2127
2128 HRESULT d3dfmt_get_conv(IWineD3DSurfaceImpl *This, BOOL need_alpha_ck, BOOL use_texturing, GLenum *format,
2129 GLenum *internal, GLenum *type, CONVERT_TYPES *convert, int *target_bpp, BOOL srgb_mode) DECLSPEC_HIDDEN;
2130
2131 BOOL palette9_changed(IWineD3DSurfaceImpl *This) DECLSPEC_HIDDEN;
2132
2133 /*****************************************************************************
2134 * IWineD3DVertexDeclaration implementation structure
2135 */
2136
2137 struct wined3d_vertex_declaration_element
2138 {
2139 const struct GlPixelFormatDesc *format_desc;
2140 BOOL ffp_valid;
2141 WORD input_slot;
2142 WORD offset;
2143 UINT output_slot;
2144 BYTE method;
2145 BYTE usage;
2146 BYTE usage_idx;
2147 };
2148
2149 typedef struct IWineD3DVertexDeclarationImpl {
2150 /* IUnknown Information */
2151 const IWineD3DVertexDeclarationVtbl *lpVtbl;
2152 LONG ref;
2153
2154 IUnknown *parent;
2155 const struct wined3d_parent_ops *parent_ops;
2156 IWineD3DDeviceImpl *device;
2157
2158 struct wined3d_vertex_declaration_element *elements;
2159 UINT element_count;
2160
2161 DWORD streams[MAX_STREAMS];
2162 UINT num_streams;
2163 BOOL position_transformed;
2164 BOOL half_float_conv_needed;
2165 } IWineD3DVertexDeclarationImpl;
2166
2167 HRESULT vertexdeclaration_init(IWineD3DVertexDeclarationImpl *declaration, IWineD3DDeviceImpl *device,
2168 const WINED3DVERTEXELEMENT *elements, UINT element_count,
2169 IUnknown *parent, const struct wined3d_parent_ops *parent_ops) DECLSPEC_HIDDEN;
2170
2171 /*****************************************************************************
2172 * IWineD3DStateBlock implementation structure
2173 */
2174
2175 /* Internal state Block for Begin/End/Capture/Create/Apply info */
2176 /* Note: Very long winded but gl Lists are not flexible enough */
2177 /* to resolve everything we need, so doing it manually for now */
2178 typedef struct SAVEDSTATES {
2179 DWORD transform[(HIGHEST_TRANSFORMSTATE >> 5) + 1];
2180 WORD streamSource; /* MAX_STREAMS, 16 */
2181 WORD streamFreq; /* MAX_STREAMS, 16 */
2182 DWORD renderState[(WINEHIGHEST_RENDER_STATE >> 5) + 1];
2183 DWORD textureState[MAX_TEXTURES]; /* WINED3D_HIGHEST_TEXTURE_STATE + 1, 18 */
2184 WORD samplerState[MAX_COMBINED_SAMPLERS]; /* WINED3D_HIGHEST_SAMPLER_STATE + 1, 14 */
2185 DWORD clipplane; /* WINED3DMAXUSERCLIPPLANES, 32 */
2186 WORD pixelShaderConstantsB; /* MAX_CONST_B, 16 */
2187 WORD pixelShaderConstantsI; /* MAX_CONST_I, 16 */
2188 BOOL *pixelShaderConstantsF;
2189 WORD vertexShaderConstantsB; /* MAX_CONST_B, 16 */
2190 WORD vertexShaderConstantsI; /* MAX_CONST_I, 16 */
2191 BOOL *vertexShaderConstantsF;
2192 DWORD textures : 20; /* MAX_COMBINED_SAMPLERS, 20 */
2193 DWORD primitive_type : 1;
2194 DWORD indices : 1;
2195 DWORD material : 1;
2196 DWORD viewport : 1;
2197 DWORD vertexDecl : 1;
2198 DWORD pixelShader : 1;
2199 DWORD vertexShader : 1;
2200 DWORD scissorRect : 1;
2201 DWORD padding : 4;
2202 } SAVEDSTATES;
2203
2204 struct StageState {
2205 DWORD stage;
2206 DWORD state;
2207 };
2208
2209 struct IWineD3DStateBlockImpl
2210 {
2211 /* IUnknown fields */
2212 const IWineD3DStateBlockVtbl *lpVtbl;
2213 LONG ref; /* Note: Ref counting not required */
2214
2215 /* IWineD3DStateBlock information */
2216 IWineD3DDeviceImpl *device;
2217 WINED3DSTATEBLOCKTYPE blockType;
2218
2219 /* Array indicating whether things have been set or changed */
2220 SAVEDSTATES changed;
2221
2222 /* Vertex Shader Declaration */
2223 IWineD3DVertexDeclaration *vertexDecl;
2224
2225 IWineD3DVertexShader *vertexShader;
2226
2227 /* Vertex Shader Constants */
2228 BOOL vertexShaderConstantB[MAX_CONST_B];
2229 INT vertexShaderConstantI[MAX_CONST_I * 4];
2230 float *vertexShaderConstantF;
2231
2232 /* primitive type */
2233 GLenum gl_primitive_type;
2234
2235 /* Stream Source */
2236 BOOL streamIsUP;
2237 UINT streamStride[MAX_STREAMS];
2238 UINT streamOffset[MAX_STREAMS + 1 /* tesselated pseudo-stream */ ];
2239 IWineD3DBuffer *streamSource[MAX_STREAMS];
2240 UINT streamFreq[MAX_STREAMS + 1];
2241 UINT streamFlags[MAX_STREAMS + 1]; /*0 | WINED3DSTREAMSOURCE_INSTANCEDATA | WINED3DSTREAMSOURCE_INDEXEDDATA */
2242
2243 /* Indices */
2244 IWineD3DBuffer* pIndexData;
2245 WINED3DFORMAT IndexFmt;
2246 INT baseVertexIndex;
2247 INT loadBaseVertexIndex; /* non-indexed drawing needs 0 here, indexed baseVertexIndex */
2248
2249 /* Transform */
2250 WINED3DMATRIX transforms[HIGHEST_TRANSFORMSTATE + 1];
2251
2252 /* Light hashmap . Collisions are handled using standard wine double linked lists */
2253 #define LIGHTMAP_SIZE 43 /* Use of a prime number recommended. Set to 1 for a linked list! */
2254 #define LIGHTMAP_HASHFUNC(x) ((x) % LIGHTMAP_SIZE) /* Primitive and simple function */
2255 struct list lightMap[LIGHTMAP_SIZE]; /* Hash map containing the lights */
2256 const struct wined3d_light_info *activeLights[MAX_ACTIVE_LIGHTS]; /* Map of opengl lights to d3d lights */
2257
2258 /* Clipping */
2259 double clipplane[MAX_CLIPPLANES][4];
2260 WINED3DCLIPSTATUS clip_status;
2261
2262 /* ViewPort */
2263 WINED3DVIEWPORT viewport;
2264
2265 /* Material */
2266 WINED3DMATERIAL material;
2267
2268 /* Pixel Shader */
2269 IWineD3DPixelShader *pixelShader;
2270
2271 /* Pixel Shader Constants */
2272 BOOL pixelShaderConstantB[MAX_CONST_B];
2273 INT pixelShaderConstantI[MAX_CONST_I * 4];
2274 float *pixelShaderConstantF;
2275
2276 /* RenderState */
2277 DWORD renderState[WINEHIGHEST_RENDER_STATE + 1];
2278
2279 /* Texture */
2280 IWineD3DBaseTexture *textures[MAX_COMBINED_SAMPLERS];
2281
2282 /* Texture State Stage */
2283 DWORD textureState[MAX_TEXTURES][WINED3D_HIGHEST_TEXTURE_STATE + 1];
2284 DWORD lowest_disabled_stage;
2285 /* Sampler States */
2286 DWORD samplerState[MAX_COMBINED_SAMPLERS][WINED3D_HIGHEST_SAMPLER_STATE + 1];
2287
2288 /* Scissor test rectangle */
2289 RECT scissorRect;
2290
2291 /* Contained state management */
2292 DWORD contained_render_states[WINEHIGHEST_RENDER_STATE + 1];
2293 unsigned int num_contained_render_states;
2294 DWORD contained_transform_states[HIGHEST_TRANSFORMSTATE + 1];
2295 unsigned int num_contained_transform_states;
2296 DWORD contained_vs_consts_i[MAX_CONST_I];
2297 unsigned int num_contained_vs_consts_i;
2298 DWORD contained_vs_consts_b[MAX_CONST_B];
2299 unsigned int num_contained_vs_consts_b;
2300 DWORD *contained_vs_consts_f;
2301 unsigned int num_contained_vs_consts_f;
2302 DWORD contained_ps_consts_i[MAX_CONST_I];
2303 unsigned int num_contained_ps_consts_i;
2304 DWORD contained_ps_consts_b[MAX_CONST_B];
2305 unsigned int num_contained_ps_consts_b;
2306 DWORD *contained_ps_consts_f;
2307 unsigned int num_contained_ps_consts_f;
2308 struct StageState contained_tss_states[MAX_TEXTURES * (WINED3D_HIGHEST_TEXTURE_STATE + 1)];
2309 unsigned int num_contained_tss_states;
2310 struct StageState contained_sampler_states[MAX_COMBINED_SAMPLERS * WINED3D_HIGHEST_SAMPLER_STATE];
2311 unsigned int num_contained_sampler_states;
2312 };
2313
2314 HRESULT stateblock_init(IWineD3DStateBlockImpl *stateblock,
2315 IWineD3DDeviceImpl *device, WINED3DSTATEBLOCKTYPE type) DECLSPEC_HIDDEN;
2316 void stateblock_init_contained_states(IWineD3DStateBlockImpl *object) DECLSPEC_HIDDEN;
2317
2318 /* Direct3D terminology with little modifications. We do not have an issued state
2319 * because only the driver knows about it, but we have a created state because d3d
2320 * allows GetData on a created issue, but opengl doesn't
2321 */
2322 enum query_state {
2323 QUERY_CREATED,
2324 QUERY_SIGNALLED,
2325 QUERY_BUILDING
2326 };
2327 /*****************************************************************************
2328 * IWineD3DQueryImpl implementation structure (extends IUnknown)
2329 */
2330 typedef struct IWineD3DQueryImpl
2331 {
2332 const IWineD3DQueryVtbl *lpVtbl;
2333 LONG ref; /* Note: Ref counting not required */
2334
2335 IUnknown *parent;
2336 IWineD3DDeviceImpl *device;
2337
2338 /* IWineD3DQuery fields */
2339 enum query_state state;
2340 WINED3DQUERYTYPE type;
2341 /* TODO: Think about using a IUnknown instead of a void* */
2342 void *extendedData;
2343 } IWineD3DQueryImpl;
2344
2345 extern const IWineD3DQueryVtbl IWineD3DQuery_Vtbl DECLSPEC_HIDDEN;
2346 extern const IWineD3DQueryVtbl IWineD3DEventQuery_Vtbl DECLSPEC_HIDDEN;
2347 extern const IWineD3DQueryVtbl IWineD3DOcclusionQuery_Vtbl DECLSPEC_HIDDEN;
2348
2349 /* IWineD3DBuffer */
2350
2351 /* TODO: Add tests and support for FLOAT16_4 POSITIONT, D3DCOLOR position, other
2352 * fixed function semantics as D3DCOLOR or FLOAT16 */
2353 enum wined3d_buffer_conversion_type
2354 {
2355 CONV_NONE,
2356 CONV_D3DCOLOR,
2357 CONV_POSITIONT,
2358 CONV_FLOAT16_2, /* Also handles FLOAT16_4 */
2359 };
2360
2361 struct wined3d_map_range
2362 {
2363 UINT offset;
2364 UINT size;
2365 };
2366
2367 #define WINED3D_BUFFER_OPTIMIZED 0x01 /* Optimize has been called for the buffer */
2368 #define WINED3D_BUFFER_HASDESC 0x02 /* A vertex description has been found */
2369 #define WINED3D_BUFFER_CREATEBO 0x04 /* Attempt to create a buffer object next PreLoad */
2370 #define WINED3D_BUFFER_DOUBLEBUFFER 0x08 /* Use a vbo and local allocated memory */
2371 #define WINED3D_BUFFER_FLUSH 0x10 /* Manual unmap flushing */
2372
2373 struct wined3d_buffer
2374 {
2375 const struct IWineD3DBufferVtbl *vtbl;
2376 IWineD3DResourceClass resource;
2377
2378 struct wined3d_buffer_desc desc;
2379
2380 GLuint buffer_object;
2381 GLenum buffer_object_usage;
2382 GLenum buffer_type_hint;
2383 UINT buffer_object_size;
2384 LONG bind_count;
2385 DWORD flags;
2386
2387 LONG lock_count;
2388 struct wined3d_map_range *maps;
2389 ULONG maps_size, modified_areas;
2390
2391 /* conversion stuff */
2392 UINT decl_change_count, full_conversion_count;
2393 UINT draw_count;
2394 UINT stride; /* 0 if no conversion */
2395 UINT conversion_stride; /* 0 if no shifted conversion */
2396 enum wined3d_buffer_conversion_type *conversion_map; /* NULL if no conversion */
2397 /* Extra load offsets, for FLOAT16 conversion */
2398 UINT *conversion_shift; /* NULL if no shifted conversion */
2399 };
2400
2401 const BYTE *buffer_get_memory(IWineD3DBuffer *iface, UINT offset, GLuint *buffer_object) DECLSPEC_HIDDEN;
2402 BYTE *buffer_get_sysmem(struct wined3d_buffer *This) DECLSPEC_HIDDEN;
2403 HRESULT buffer_init(struct wined3d_buffer *buffer, IWineD3DDeviceImpl *device,
2404 UINT size, DWORD usage, WINED3DFORMAT format, WINED3DPOOL pool, GLenum bind_hint,
2405 const char *data, IUnknown *parent, const struct wined3d_parent_ops *parent_ops) DECLSPEC_HIDDEN;
2406
2407 /* IWineD3DRendertargetView */
2408 struct wined3d_rendertarget_view
2409 {
2410 const struct IWineD3DRendertargetViewVtbl *vtbl;
2411 LONG refcount;
2412
2413 IWineD3DResource *resource;
2414 IUnknown *parent;
2415 };
2416
2417 extern const IWineD3DRendertargetViewVtbl wined3d_rendertarget_view_vtbl DECLSPEC_HIDDEN;
2418
2419 /*****************************************************************************
2420 * IWineD3DSwapChainImpl implementation structure (extends IUnknown)
2421 */
2422
2423 struct IWineD3DSwapChainImpl
2424 {
2425 /*IUnknown part*/
2426 const IWineD3DSwapChainVtbl *lpVtbl;
2427 LONG ref; /* Note: Ref counting not required */
2428
2429 IUnknown *parent;
2430 IWineD3DDeviceImpl *device;
2431
2432 /* IWineD3DSwapChain fields */
2433 IWineD3DSurface **backBuffer;
2434 IWineD3DSurface *frontBuffer;
2435 WINED3DPRESENT_PARAMETERS presentParms;
2436 DWORD orig_width, orig_height;
2437 WINED3DFORMAT orig_fmt;
2438 WINED3DGAMMARAMP orig_gamma;
2439 BOOL render_to_fbo;
2440
2441 long prev_time, frames; /* Performance tracking */
2442 unsigned int vSyncCounter;
2443
2444 struct wined3d_context **context;
2445 unsigned int num_contexts;
2446
2447 HWND win_handle;
2448 };
2449
2450 const IWineD3DSwapChainVtbl IWineGDISwapChain_Vtbl DECLSPEC_HIDDEN;
2451 void x11_copy_to_screen(IWineD3DSwapChainImpl *This, const RECT *rc) DECLSPEC_HIDDEN;
2452
2453 HRESULT WINAPI IWineD3DBaseSwapChainImpl_QueryInterface(IWineD3DSwapChain *iface,
2454 REFIID riid, LPVOID *ppobj) DECLSPEC_HIDDEN;
2455 ULONG WINAPI IWineD3DBaseSwapChainImpl_AddRef(IWineD3DSwapChain *iface) DECLSPEC_HIDDEN;
2456 ULONG WINAPI IWineD3DBaseSwapChainImpl_Release(IWineD3DSwapChain *iface) DECLSPEC_HIDDEN;
2457 HRESULT WINAPI IWineD3DBaseSwapChainImpl_GetParent(IWineD3DSwapChain *iface, IUnknown **ppParent) DECLSPEC_HIDDEN;
2458 HRESULT WINAPI IWineD3DBaseSwapChainImpl_GetFrontBufferData(IWineD3DSwapChain *iface,
2459 IWineD3DSurface *pDestSurface) DECLSPEC_HIDDEN;
2460 HRESULT WINAPI IWineD3DBaseSwapChainImpl_GetBackBuffer(IWineD3DSwapChain *iface, UINT iBackBuffer,
2461 WINED3DBACKBUFFER_TYPE Type, IWineD3DSurface **ppBackBuffer) DECLSPEC_HIDDEN;
2462 HRESULT WINAPI IWineD3DBaseSwapChainImpl_GetRasterStatus(IWineD3DSwapChain *iface,
2463 WINED3DRASTER_STATUS *pRasterStatus) DECLSPEC_HIDDEN;
2464 HRESULT WINAPI IWineD3DBaseSwapChainImpl_GetDisplayMode(IWineD3DSwapChain *iface,
2465 WINED3DDISPLAYMODE *pMode) DECLSPEC_HIDDEN;
2466 HRESULT WINAPI IWineD3DBaseSwapChainImpl_GetDevice(IWineD3DSwapChain *iface,
2467 IWineD3DDevice **ppDevice) DECLSPEC_HIDDEN;
2468 HRESULT WINAPI IWineD3DBaseSwapChainImpl_GetPresentParameters(IWineD3DSwapChain *iface,
2469 WINED3DPRESENT_PARAMETERS *pPresentationParameters) DECLSPEC_HIDDEN;
2470 HRESULT WINAPI IWineD3DBaseSwapChainImpl_SetGammaRamp(IWineD3DSwapChain *iface,
2471 DWORD Flags, const WINED3DGAMMARAMP *pRamp) DECLSPEC_HIDDEN;
2472 HRESULT WINAPI IWineD3DBaseSwapChainImpl_GetGammaRamp(IWineD3DSwapChain *iface,
2473 WINED3DGAMMARAMP *pRamp) DECLSPEC_HIDDEN;
2474
2475 struct wined3d_context *swapchain_create_context_for_thread(IWineD3DSwapChain *iface) DECLSPEC_HIDDEN;
2476 HRESULT swapchain_init(IWineD3DSwapChainImpl *swapchain, WINED3DSURFTYPE surface_type,
2477 IWineD3DDeviceImpl *device, WINED3DPRESENT_PARAMETERS *present_parameters, IUnknown *parent) DECLSPEC_HIDDEN;
2478 void swapchain_restore_fullscreen_window(IWineD3DSwapChainImpl *swapchain) DECLSPEC_HIDDEN;
2479 void swapchain_setup_fullscreen_window(IWineD3DSwapChainImpl *swapchain, UINT w, UINT h) DECLSPEC_HIDDEN;
2480
2481 #define DEFAULT_REFRESH_RATE 0
2482
2483 /*****************************************************************************
2484 * Utility function prototypes
2485 */
2486
2487 /* Trace routines */
2488 const char *debug_d3dformat(WINED3DFORMAT fmt) DECLSPEC_HIDDEN;
2489 const char *debug_d3ddevicetype(WINED3DDEVTYPE devtype) DECLSPEC_HIDDEN;
2490 const char *debug_d3dresourcetype(WINED3DRESOURCETYPE res) DECLSPEC_HIDDEN;
2491 const char *debug_d3dusage(DWORD usage) DECLSPEC_HIDDEN;
2492 const char *debug_d3dusagequery(DWORD usagequery) DECLSPEC_HIDDEN;
2493 const char *debug_d3ddeclmethod(WINED3DDECLMETHOD method) DECLSPEC_HIDDEN;
2494 const char *debug_d3ddeclusage(BYTE usage) DECLSPEC_HIDDEN;
2495 const char *debug_d3dprimitivetype(WINED3DPRIMITIVETYPE PrimitiveType) DECLSPEC_HIDDEN;
2496 const char *debug_d3drenderstate(DWORD state) DECLSPEC_HIDDEN;
2497 const char *debug_d3dsamplerstate(DWORD state) DECLSPEC_HIDDEN;
2498 const char *debug_d3dtexturefiltertype(WINED3DTEXTUREFILTERTYPE filter_type) DECLSPEC_HIDDEN;
2499 const char *debug_d3dtexturestate(DWORD state) DECLSPEC_HIDDEN;
2500 const char *debug_d3dtstype(WINED3DTRANSFORMSTATETYPE tstype) DECLSPEC_HIDDEN;
2501 const char *debug_d3dpool(WINED3DPOOL pool) DECLSPEC_HIDDEN;
2502 const char *debug_fbostatus(GLenum status) DECLSPEC_HIDDEN;
2503 const char *debug_glerror(GLenum error) DECLSPEC_HIDDEN;
2504 const char *debug_d3dbasis(WINED3DBASISTYPE basis) DECLSPEC_HIDDEN;
2505 const char *debug_d3ddegree(WINED3DDEGREETYPE order) DECLSPEC_HIDDEN;
2506 const char *debug_d3dtop(WINED3DTEXTUREOP d3dtop) DECLSPEC_HIDDEN;
2507 void dump_color_fixup_desc(struct color_fixup_desc fixup) DECLSPEC_HIDDEN;
2508 const char *debug_surflocation(DWORD flag) DECLSPEC_HIDDEN;
2509
2510 /* Routines for GL <-> D3D values */
2511 GLenum StencilOp(DWORD op) DECLSPEC_HIDDEN;
2512 GLenum CompareFunc(DWORD func) DECLSPEC_HIDDEN;
2513 BOOL is_invalid_op(IWineD3DDeviceImpl *This, int stage, WINED3DTEXTUREOP op,
2514 DWORD arg1, DWORD arg2, DWORD arg3) DECLSPEC_HIDDEN;
2515 void set_tex_op_nvrc(IWineD3DDevice *iface, BOOL is_alpha, int stage, WINED3DTEXTUREOP op,
2516 DWORD arg1, DWORD arg2, DWORD arg3, INT texture_idx, DWORD dst) DECLSPEC_HIDDEN;
2517 void set_texture_matrix(const float *smat, DWORD flags, BOOL calculatedCoords,
2518 BOOL transformed, WINED3DFORMAT coordtype, BOOL ffp_can_disable_proj) DECLSPEC_HIDDEN;
2519 void texture_activate_dimensions(DWORD stage, IWineD3DStateBlockImpl *stateblock,
2520 struct wined3d_context *context) DECLSPEC_HIDDEN;
2521 void sampler_texdim(DWORD state, IWineD3DStateBlockImpl *stateblock,
2522 struct wined3d_context *context) DECLSPEC_HIDDEN;
2523 void tex_alphaop(DWORD state, IWineD3DStateBlockImpl *stateblock,
2524 struct wined3d_context *context) DECLSPEC_HIDDEN;
2525 void apply_pixelshader(DWORD state, IWineD3DStateBlockImpl *stateblock,
2526 struct wined3d_context *context) DECLSPEC_HIDDEN;
2527 void state_fogcolor(DWORD state, IWineD3DStateBlockImpl *stateblock,
2528 struct wined3d_context *context) DECLSPEC_HIDDEN;
2529 void state_fogdensity(DWORD state, IWineD3DStateBlockImpl *stateblock,
2530 struct wined3d_context *context) DECLSPEC_HIDDEN;
2531 void state_fogstartend(DWORD state, IWineD3DStateBlockImpl *stateblock,
2532 struct wined3d_context *context) DECLSPEC_HIDDEN;
2533 void state_fog_fragpart(DWORD state, IWineD3DStateBlockImpl *stateblock,
2534 struct wined3d_context *context) DECLSPEC_HIDDEN;
2535
2536 void surface_add_dirty_rect(IWineD3DSurface *iface, const RECT *dirty_rect) DECLSPEC_HIDDEN;
2537 GLenum surface_get_gl_buffer(IWineD3DSurface *iface) DECLSPEC_HIDDEN;
2538 void surface_load_ds_location(IWineD3DSurface *iface, struct wined3d_context *context, DWORD location) DECLSPEC_HIDDEN;
2539 void surface_modify_ds_location(IWineD3DSurface *iface, DWORD location) DECLSPEC_HIDDEN;
2540 void surface_set_compatible_renderbuffer(IWineD3DSurface *iface,
2541 unsigned int width, unsigned int height) DECLSPEC_HIDDEN;
2542 void surface_set_texture_name(IWineD3DSurface *iface, GLuint name, BOOL srgb_name) DECLSPEC_HIDDEN;
2543 void surface_set_texture_target(IWineD3DSurface *iface, GLenum target) DECLSPEC_HIDDEN;
2544
2545 BOOL getColorBits(const struct GlPixelFormatDesc *format_desc,
2546 short *redSize, short *greenSize, short *blueSize, short *alphaSize, short *totalSize) DECLSPEC_HIDDEN;
2547 BOOL getDepthStencilBits(const struct GlPixelFormatDesc *format_desc,
2548 short *depthSize, short *stencilSize) DECLSPEC_HIDDEN;
2549
2550 /* Math utils */
2551 void multiply_matrix(WINED3DMATRIX *dest, const WINED3DMATRIX *src1, const WINED3DMATRIX *src2) DECLSPEC_HIDDEN;
2552 UINT wined3d_log2i(UINT32 x) DECLSPEC_HIDDEN;
2553 unsigned int count_bits(unsigned int mask) DECLSPEC_HIDDEN;
2554
2555 const struct blit_shader *select_blit_implementation(struct wined3d_adapter *adapter,
2556 WINED3DDEVTYPE device_type) DECLSPEC_HIDDEN;
2557 const struct fragment_pipeline *select_fragment_implementation(struct wined3d_adapter *adapter,
2558 WINED3DDEVTYPE device_type) DECLSPEC_HIDDEN;
2559 const shader_backend_t *select_shader_backend(struct wined3d_adapter *adapter,
2560 WINED3DDEVTYPE device_type) DECLSPEC_HIDDEN;
2561 void select_shader_mode(const struct wined3d_gl_info *gl_info, int *ps_selected, int *vs_selected) DECLSPEC_HIDDEN;
2562
2563 typedef struct local_constant {
2564 struct list entry;
2565 unsigned int idx;
2566 DWORD value[4];
2567 } local_constant;
2568
2569 typedef struct SHADER_LIMITS {
2570 unsigned int temporary;
2571 unsigned int texcoord;
2572 unsigned int sampler;
2573 unsigned int constant_int;
2574 unsigned int constant_float;
2575 unsigned int constant_bool;
2576 unsigned int address;
2577 unsigned int packed_output;
2578 unsigned int packed_input;
2579 unsigned int attributes;
2580 unsigned int label;
2581 } SHADER_LIMITS;
2582
2583 /* Keeps track of details for TEX_M#x# shader opcodes which need to
2584 * maintain state information between multiple codes */
2585 typedef struct SHADER_PARSE_STATE {
2586 unsigned int current_row;
2587 DWORD texcoord_w[2];
2588 } SHADER_PARSE_STATE;
2589
2590 #ifdef __GNUC__
2591 #define PRINTF_ATTR(fmt,args) __attribute__((format (printf,fmt,args)))
2592 #else
2593 #define PRINTF_ATTR(fmt,args)
2594 #endif
2595
2596 /* Base Shader utility functions. */
2597 int shader_addline(struct wined3d_shader_buffer *buffer, const char *fmt, ...) PRINTF_ATTR(2,3) DECLSPEC_HIDDEN;
2598 int shader_vaddline(struct wined3d_shader_buffer *buffer, const char *fmt, va_list args) DECLSPEC_HIDDEN;
2599
2600 /* Vertex shader utility functions */
2601 extern BOOL vshader_get_input(IWineD3DVertexShader *iface,
2602 BYTE usage_req, BYTE usage_idx_req, unsigned int *regnum) DECLSPEC_HIDDEN;
2603
2604 extern HRESULT allocate_shader_constants(IWineD3DStateBlockImpl* object) DECLSPEC_HIDDEN;
2605
2606 /*****************************************************************************
2607 * IDirect3DBaseShader implementation structure
2608 */
2609 typedef struct IWineD3DBaseShaderClass
2610 {
2611 LONG ref;
2612 SHADER_LIMITS limits;
2613 SHADER_PARSE_STATE parse_state;
2614 DWORD *function;
2615 UINT functionLength;
2616 UINT cur_loop_depth, cur_loop_regno;
2617 BOOL load_local_constsF;
2618 const struct wined3d_shader_frontend *frontend;
2619 void *frontend_data;
2620 void *backend_data;
2621
2622 IUnknown *parent;
2623 const struct wined3d_parent_ops *parent_ops;
2624
2625 /* Programs this shader is linked with */
2626 struct list linked_programs;
2627
2628 /* Immediate constants (override global ones) */
2629 struct list constantsB;
2630 struct list constantsF;
2631 struct list constantsI;
2632 shader_reg_maps reg_maps;
2633
2634 struct wined3d_shader_signature_element input_signature[max(MAX_ATTRIBS, MAX_REG_INPUT)];
2635 struct wined3d_shader_signature_element output_signature[MAX_REG_OUTPUT];
2636
2637 /* Pointer to the parent device */
2638 IWineD3DDevice *device;
2639 struct list shader_list_entry;
2640
2641 } IWineD3DBaseShaderClass;
2642
2643 typedef struct IWineD3DBaseShaderImpl {
2644 /* IUnknown */
2645 const IWineD3DBaseShaderVtbl *lpVtbl;
2646
2647 /* IWineD3DBaseShader */
2648 IWineD3DBaseShaderClass baseShader;
2649 } IWineD3DBaseShaderImpl;
2650
2651 void shader_buffer_clear(struct wined3d_shader_buffer *buffer) DECLSPEC_HIDDEN;
2652 BOOL shader_buffer_init(struct wined3d_shader_buffer *buffer) DECLSPEC_HIDDEN;
2653 void shader_buffer_free(struct wined3d_shader_buffer *buffer) DECLSPEC_HIDDEN;
2654 void shader_cleanup(IWineD3DBaseShader *iface) DECLSPEC_HIDDEN;
2655 void shader_dump_src_param(const struct wined3d_shader_src_param *param,
2656 const struct wined3d_shader_version *shader_version) DECLSPEC_HIDDEN;
2657 void shader_dump_dst_param(const struct wined3d_shader_dst_param *param,
2658 const struct wined3d_shader_version *shader_version) DECLSPEC_HIDDEN;
2659 unsigned int shader_find_free_input_register(const struct shader_reg_maps *reg_maps, unsigned int max) DECLSPEC_HIDDEN;
2660 void shader_generate_main(IWineD3DBaseShader *iface, struct wined3d_shader_buffer *buffer,
2661 const shader_reg_maps *reg_maps, const DWORD *pFunction, void *backend_ctx) DECLSPEC_HIDDEN;
2662 HRESULT shader_get_registers_used(IWineD3DBaseShader *iface, const struct wined3d_shader_frontend *fe,
2663 struct shader_reg_maps *reg_maps, struct wined3d_shader_signature_element *input_signature,
2664 struct wined3d_shader_signature_element *output_signature,
2665 const DWORD *byte_code, DWORD constf_size) DECLSPEC_HIDDEN;
2666 void shader_init(struct IWineD3DBaseShaderClass *shader, IWineD3DDeviceImpl *device,
2667 IUnknown *parent, const struct wined3d_parent_ops *parent_ops) DECLSPEC_HIDDEN;
2668 BOOL shader_match_semantic(const char *semantic_name, WINED3DDECLUSAGE usage) DECLSPEC_HIDDEN;
2669 const struct wined3d_shader_frontend *shader_select_frontend(DWORD version_token) DECLSPEC_HIDDEN;
2670 void shader_trace_init(const struct wined3d_shader_frontend *fe, void *fe_data, const DWORD *pFunction) DECLSPEC_HIDDEN;
2671 WINED3DDECLUSAGE shader_usage_from_semantic_name(const char *semantic_name) DECLSPEC_HIDDEN;
2672
2673 static inline BOOL shader_is_pshader_version(enum wined3d_shader_type type)
2674 {
2675 return type == WINED3D_SHADER_TYPE_PIXEL;
2676 }
2677
2678 static inline BOOL shader_is_vshader_version(enum wined3d_shader_type type)
2679 {
2680 return type == WINED3D_SHADER_TYPE_VERTEX;
2681 }
2682
2683 static inline BOOL shader_is_scalar(const struct wined3d_shader_register *reg)
2684 {
2685 switch (reg->type)
2686 {
2687 case WINED3DSPR_RASTOUT:
2688 /* oFog & oPts */
2689 if (reg->idx != 0) return TRUE;
2690 /* oPos */
2691 return FALSE;
2692
2693 case WINED3DSPR_DEPTHOUT: /* oDepth */
2694 case WINED3DSPR_CONSTBOOL: /* b# */
2695 case WINED3DSPR_LOOP: /* aL */
2696 case WINED3DSPR_PREDICATE: /* p0 */
2697 return TRUE;
2698
2699 case WINED3DSPR_MISCTYPE:
2700 switch(reg->idx)
2701 {
2702 case 0: /* vPos */
2703 return FALSE;
2704 case 1: /* vFace */
2705 return TRUE;
2706 default:
2707 return FALSE;
2708 }
2709
2710 case WINED3DSPR_IMMCONST:
2711 switch(reg->immconst_type)
2712 {
2713 case WINED3D_IMMCONST_FLOAT:
2714 return TRUE;
2715 default:
2716 return FALSE;
2717 }
2718
2719 default:
2720 return FALSE;
2721 }
2722 }
2723
2724 static inline BOOL shader_constant_is_local(IWineD3DBaseShaderImpl* This, DWORD reg) {
2725 local_constant* lconst;
2726
2727 if(This->baseShader.load_local_constsF) return FALSE;
2728 LIST_FOR_EACH_ENTRY(lconst, &This->baseShader.constantsF, local_constant, entry) {
2729 if(lconst->idx == reg) return TRUE;
2730 }
2731 return FALSE;
2732
2733 }
2734
2735 /*****************************************************************************
2736 * IDirect3DVertexShader implementation structures
2737 */
2738 typedef struct IWineD3DVertexShaderImpl {
2739 /* IUnknown parts */
2740 const IWineD3DVertexShaderVtbl *lpVtbl;
2741
2742 /* IWineD3DBaseShader */
2743 IWineD3DBaseShaderClass baseShader;
2744
2745 /* Vertex shader attributes. */
2746 struct wined3d_shader_attribute attributes[MAX_ATTRIBS];
2747
2748 UINT min_rel_offset, max_rel_offset;
2749 UINT rel_offset;
2750 } IWineD3DVertexShaderImpl;
2751
2752 void find_vs_compile_args(IWineD3DVertexShaderImpl *shader, IWineD3DStateBlockImpl *stateblock,
2753 struct vs_compile_args *args) DECLSPEC_HIDDEN;
2754 HRESULT vertexshader_init(IWineD3DVertexShaderImpl *shader, IWineD3DDeviceImpl *device,
2755 const DWORD *byte_code, const struct wined3d_shader_signature *output_signature,
2756 IUnknown *parent, const struct wined3d_parent_ops *parent_ops) DECLSPEC_HIDDEN;
2757
2758 struct wined3d_geometryshader
2759 {
2760 const struct IWineD3DGeometryShaderVtbl *vtbl;
2761 IWineD3DBaseShaderClass base_shader;
2762 };
2763
2764 HRESULT geometryshader_init(struct wined3d_geometryshader *shader, IWineD3DDeviceImpl *device,
2765 const DWORD *byte_code, const struct wined3d_shader_signature *output_signature,
2766 IUnknown *parent, const struct wined3d_parent_ops *parent_ops) DECLSPEC_HIDDEN;
2767
2768 /*****************************************************************************
2769 * IDirect3DPixelShader implementation structure
2770 */
2771
2772 /* Using additional shader constants (uniforms in GLSL / program environment
2773 * or local parameters in ARB) is costly:
2774 * ARB only knows float4 parameters and GLSL compiler are not really smart
2775 * when it comes to efficiently pack float2 uniforms, so no space is wasted
2776 * (in fact most compilers map a float2 to a full float4 uniform).
2777 *
2778 * For NP2 texcoord fixup we only need 2 floats (width and height) for each
2779 * 2D texture used in the shader. We therefore pack fixup info for 2 textures
2780 * into a single shader constant (uniform / program parameter).
2781 *
2782 * This structure is shared between the GLSL and the ARB backend.*/
2783 struct ps_np2fixup_info {
2784 unsigned char idx[MAX_FRAGMENT_SAMPLERS]; /* indices to the real constant */
2785 WORD active; /* bitfield indicating if we can apply the fixup */
2786 WORD num_consts;
2787 };
2788
2789 typedef struct IWineD3DPixelShaderImpl {
2790 /* IUnknown parts */
2791 const IWineD3DPixelShaderVtbl *lpVtbl;
2792
2793 /* IWineD3DBaseShader */
2794 IWineD3DBaseShaderClass baseShader;
2795
2796 /* Pixel shader input semantics */
2797 DWORD input_reg_map[MAX_REG_INPUT];
2798 BOOL input_reg_used[MAX_REG_INPUT];
2799 unsigned int declared_in_count;
2800
2801 /* Some information about the shader behavior */
2802 char vpos_uniform;
2803
2804 BOOL color0_mov;
2805 DWORD color0_reg;
2806
2807 } IWineD3DPixelShaderImpl;
2808
2809 HRESULT pixelshader_init(IWineD3DPixelShaderImpl *shader, IWineD3DDeviceImpl *device,
2810 const DWORD *byte_code, const struct wined3d_shader_signature *output_signature,
2811 IUnknown *parent, const struct wined3d_parent_ops *parent_ops) DECLSPEC_HIDDEN;
2812 void pixelshader_update_samplers(struct shader_reg_maps *reg_maps,
2813 IWineD3DBaseTexture * const *textures) DECLSPEC_HIDDEN;
2814 void find_ps_compile_args(IWineD3DPixelShaderImpl *shader, IWineD3DStateBlockImpl *stateblock,
2815 struct ps_compile_args *args) DECLSPEC_HIDDEN;
2816
2817 /* sRGB correction constants */
2818 static const float srgb_cmp = 0.0031308f;
2819 static const float srgb_mul_low = 12.92f;
2820 static const float srgb_pow = 0.41666f;
2821 static const float srgb_mul_high = 1.055f;
2822 static const float srgb_sub_high = 0.055f;
2823
2824 /*****************************************************************************
2825 * IWineD3DPalette implementation structure
2826 */
2827 struct IWineD3DPaletteImpl {
2828 /* IUnknown parts */
2829 const IWineD3DPaletteVtbl *lpVtbl;
2830 LONG ref;
2831
2832 IUnknown *parent;
2833 IWineD3DDeviceImpl *device;
2834
2835 /* IWineD3DPalette */
2836 HPALETTE hpal;
2837 WORD palVersion; /*| */
2838 WORD palNumEntries; /*| LOGPALETTE */
2839 PALETTEENTRY palents[256]; /*| */
2840 /* This is to store the palette in 'screen format' */
2841 int screen_palents[256];
2842 DWORD Flags;
2843 };
2844
2845 extern const IWineD3DPaletteVtbl IWineD3DPalette_Vtbl DECLSPEC_HIDDEN;
2846 DWORD IWineD3DPaletteImpl_Size(DWORD dwFlags) DECLSPEC_HIDDEN;
2847
2848 /* DirectDraw utility functions */
2849 extern WINED3DFORMAT pixelformat_for_depth(DWORD depth) DECLSPEC_HIDDEN;
2850
2851 /*****************************************************************************
2852 * Pixel format management
2853 */
2854
2855 /* WineD3D pixel format flags */
2856 #define WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING 0x1
2857 #define WINED3DFMT_FLAG_FILTERING 0x2
2858 #define WINED3DFMT_FLAG_DEPTH 0x4
2859 #define WINED3DFMT_FLAG_STENCIL 0x8
2860 #define WINED3DFMT_FLAG_RENDERTARGET 0x10
2861 #define WINED3DFMT_FLAG_FOURCC 0x20
2862 #define WINED3DFMT_FLAG_FBO_ATTACHABLE 0x40
2863 #define WINED3DFMT_FLAG_COMPRESSED 0x80
2864 #define WINED3DFMT_FLAG_GETDC 0x100
2865
2866 struct GlPixelFormatDesc
2867 {
2868 WINED3DFORMAT format;
2869 DWORD red_mask;
2870 DWORD green_mask;
2871 DWORD blue_mask;
2872 DWORD alpha_mask;
2873 UINT byte_count;
2874 WORD depth_size;
2875 WORD stencil_size;
2876
2877 UINT block_width;
2878 UINT block_height;
2879 UINT block_byte_count;
2880
2881 enum wined3d_ffp_emit_idx emit_idx;
2882 GLint component_count;
2883 GLenum gl_vtx_type;
2884 GLint gl_vtx_format;
2885 GLboolean gl_normalized;
2886 unsigned int component_size;
2887
2888 GLint glInternal;
2889 GLint glGammaInternal;
2890 GLint rtInternal;
2891 GLint glFormat;
2892 GLint glType;
2893 unsigned int Flags;
2894 float heightscale;
2895 struct color_fixup_desc color_fixup;
2896 };
2897
2898 const struct GlPixelFormatDesc *getFormatDescEntry(WINED3DFORMAT fmt,
2899 const struct wined3d_gl_info *gl_info) DECLSPEC_HIDDEN;
2900
2901 static inline BOOL use_vs(IWineD3DStateBlockImpl *stateblock)
2902 {
2903 /* Check stateblock->vertexDecl to allow this to be used from
2904 * IWineD3DDeviceImpl_FindTexUnitMap(). This is safe because
2905 * stateblock->vertexShader implies a vertex declaration instead of ddraw
2906 * style strided data. */
2907 return (stateblock->vertexShader
2908 && !((IWineD3DVertexDeclarationImpl *)stateblock->vertexDecl)->position_transformed
2909 && stateblock->device->vs_selected_mode != SHADER_NONE);
2910 }
2911
2912 static inline BOOL use_ps(IWineD3DStateBlockImpl *stateblock)
2913 {
2914 return (stateblock->pixelShader && stateblock->device->ps_selected_mode != SHADER_NONE);
2915 }
2916
2917 void stretch_rect_fbo(IWineD3DDevice *iface, IWineD3DSurface *src_surface,
2918 WINED3DRECT *src_rect, IWineD3DSurface *dst_surface, WINED3DRECT *dst_rect,
2919 const WINED3DTEXTUREFILTERTYPE filter, BOOL flip) DECLSPEC_HIDDEN;
2920
2921 /* The WNDCLASS-Name for the fake window which we use to retrieve the GL capabilities */
2922 #define WINED3D_OPENGL_WINDOW_CLASS_NAME "WineD3D_OpenGL"
2923
2924 #define WINEMAKEFOURCC(ch0, ch1, ch2, ch3) \
2925 ((DWORD)(BYTE)(ch0) | ((DWORD)(BYTE)(ch1) << 8) | \
2926 ((DWORD)(BYTE)(ch2) << 16) | ((DWORD)(BYTE)(ch3) << 24 ))
2927
2928 #endif