#include <stdarg.h>
#include <math.h>
+#include <limits.h>
#define NONAMELESSUNION
#define NONAMELESSSTRUCT
#define COBJMACROS
#define WINED3D_QUIRK_SET_TEXCOORD_W 0x00000002
#define WINED3D_QUIRK_GLSL_CLIP_VARYING 0x00000004
#define WINED3D_QUIRK_ALLOWS_SPECULAR_ALPHA 0x00000008
+#define WINED3D_QUIRK_NV_CLIP_BROKEN 0x00000010
+#define WINED3D_QUIRK_FBO_TEX_UPDATE 0x00000020
/* Texture format fixups */
CHANNEL_SOURCE_Y = 3,
CHANNEL_SOURCE_Z = 4,
CHANNEL_SOURCE_W = 5,
- CHANNEL_SOURCE_YUV0 = 6,
- CHANNEL_SOURCE_YUV1 = 7,
+ CHANNEL_SOURCE_COMPLEX0 = 6,
+ CHANNEL_SOURCE_COMPLEX1 = 7,
};
-enum yuv_fixup
+enum complex_fixup
{
- YUV_FIXUP_YUY2 = 0,
- YUV_FIXUP_UYVY = 1,
- YUV_FIXUP_YV12 = 2,
+ COMPLEX_FIXUP_NONE = 0,
+ COMPLEX_FIXUP_YUY2 = 1,
+ COMPLEX_FIXUP_UYVY = 2,
+ COMPLEX_FIXUP_YV12 = 3,
+ COMPLEX_FIXUP_P8 = 4,
};
#include <pshpack2.h>
return fixup;
}
-static inline struct color_fixup_desc create_yuv_fixup_desc(enum yuv_fixup yuv_fixup)
+static inline struct color_fixup_desc create_complex_fixup_desc(enum complex_fixup complex_fixup)
{
struct color_fixup_desc fixup =
{
- 0, yuv_fixup & (1 << 0) ? CHANNEL_SOURCE_YUV1 : CHANNEL_SOURCE_YUV0,
- 0, yuv_fixup & (1 << 1) ? CHANNEL_SOURCE_YUV1 : CHANNEL_SOURCE_YUV0,
- 0, yuv_fixup & (1 << 2) ? CHANNEL_SOURCE_YUV1 : CHANNEL_SOURCE_YUV0,
- 0, yuv_fixup & (1 << 3) ? CHANNEL_SOURCE_YUV1 : CHANNEL_SOURCE_YUV0,
+ 0, complex_fixup & (1 << 0) ? CHANNEL_SOURCE_COMPLEX1 : CHANNEL_SOURCE_COMPLEX0,
+ 0, complex_fixup & (1 << 1) ? CHANNEL_SOURCE_COMPLEX1 : CHANNEL_SOURCE_COMPLEX0,
+ 0, complex_fixup & (1 << 2) ? CHANNEL_SOURCE_COMPLEX1 : CHANNEL_SOURCE_COMPLEX0,
+ 0, complex_fixup & (1 << 3) ? CHANNEL_SOURCE_COMPLEX1 : CHANNEL_SOURCE_COMPLEX0,
};
return fixup;
}
return !memcmp(&fixup, &COLOR_FIXUP_IDENTITY, sizeof(fixup));
}
-static inline BOOL is_yuv_fixup(struct color_fixup_desc fixup)
+static inline BOOL is_complex_fixup(struct color_fixup_desc fixup)
{
- return fixup.x_source == CHANNEL_SOURCE_YUV0 || fixup.x_source == CHANNEL_SOURCE_YUV1;
+ return fixup.x_source == CHANNEL_SOURCE_COMPLEX0 || fixup.x_source == CHANNEL_SOURCE_COMPLEX1;
}
-static inline enum yuv_fixup get_yuv_fixup(struct color_fixup_desc fixup)
+static inline enum complex_fixup get_complex_fixup(struct color_fixup_desc fixup)
{
- enum yuv_fixup yuv_fixup = 0;
- if (fixup.x_source == CHANNEL_SOURCE_YUV1) yuv_fixup |= (1 << 0);
- if (fixup.y_source == CHANNEL_SOURCE_YUV1) yuv_fixup |= (1 << 1);
- if (fixup.z_source == CHANNEL_SOURCE_YUV1) yuv_fixup |= (1 << 2);
- if (fixup.w_source == CHANNEL_SOURCE_YUV1) yuv_fixup |= (1 << 3);
- return yuv_fixup;
+ enum complex_fixup complex_fixup = 0;
+ if (fixup.x_source == CHANNEL_SOURCE_COMPLEX1) complex_fixup |= (1 << 0);
+ if (fixup.y_source == CHANNEL_SOURCE_COMPLEX1) complex_fixup |= (1 << 1);
+ if (fixup.z_source == CHANNEL_SOURCE_COMPLEX1) complex_fixup |= (1 << 2);
+ if (fixup.w_source == CHANNEL_SOURCE_COMPLEX1) complex_fixup |= (1 << 3);
+ return complex_fixup;
}
-void *wined3d_rb_alloc(size_t size);
-void *wined3d_rb_realloc(void *ptr, size_t size);
-void wined3d_rb_free(void *ptr);
+void *wined3d_rb_alloc(size_t size) DECLSPEC_HIDDEN;
+void *wined3d_rb_realloc(void *ptr, size_t size) DECLSPEC_HIDDEN;
+void wined3d_rb_free(void *ptr) DECLSPEC_HIDDEN;
/* Device caps */
#define MAX_PALETTES 65536
#define MAX_ACTIVE_LIGHTS 8
#define MAX_CLIPPLANES WINED3DMAXUSERCLIPPLANES
-/* Used for CreateStateBlock */
-#define NUM_SAVEDPIXELSTATES_R 35
-#define NUM_SAVEDPIXELSTATES_T 18
-#define NUM_SAVEDPIXELSTATES_S 12
-#define NUM_SAVEDVERTEXSTATES_R 34
-#define NUM_SAVEDVERTEXSTATES_T 2
-#define NUM_SAVEDVERTEXSTATES_S 1
-
-extern const DWORD SavedPixelStates_R[NUM_SAVEDPIXELSTATES_R];
-extern const DWORD SavedPixelStates_T[NUM_SAVEDPIXELSTATES_T];
-extern const DWORD SavedPixelStates_S[NUM_SAVEDPIXELSTATES_S];
-extern const DWORD SavedVertexStates_R[NUM_SAVEDVERTEXSTATES_R];
-extern const DWORD SavedVertexStates_T[NUM_SAVEDVERTEXSTATES_T];
-extern const DWORD SavedVertexStates_S[NUM_SAVEDVERTEXSTATES_S];
-
-typedef enum _WINELOOKUP {
- WINELOOKUP_WARPPARAM = 0,
- MAX_LOOKUPS = 1
-} WINELOOKUP;
-
-extern const int minLookup[MAX_LOOKUPS];
-extern const int maxLookup[MAX_LOOKUPS];
-extern DWORD *stateLookup[MAX_LOOKUPS];
-
struct min_lookup
{
GLenum mip[WINED3DTEXF_LINEAR + 1];
};
-const struct min_lookup minMipLookup[WINED3DTEXF_LINEAR + 1];
-const struct min_lookup minMipLookup_noFilter[WINED3DTEXF_LINEAR + 1];
-const struct min_lookup minMipLookup_noMip[WINED3DTEXF_LINEAR + 1];
-const GLenum magLookup[WINED3DTEXF_LINEAR + 1];
-const GLenum magLookup_noFilter[WINED3DTEXF_LINEAR + 1];
+extern const struct min_lookup minMipLookup[WINED3DTEXF_LINEAR + 1] DECLSPEC_HIDDEN;
+extern const struct min_lookup minMipLookup_noFilter[WINED3DTEXF_LINEAR + 1] DECLSPEC_HIDDEN;
+extern const struct min_lookup minMipLookup_noMip[WINED3DTEXF_LINEAR + 1] DECLSPEC_HIDDEN;
+extern const GLenum magLookup[WINED3DTEXF_LINEAR + 1] DECLSPEC_HIDDEN;
+extern const GLenum magLookup_noFilter[WINED3DTEXF_LINEAR + 1] DECLSPEC_HIDDEN;
static inline GLenum wined3d_gl_mag_filter(const GLenum mag_lookup[], WINED3DTEXTUREFILTERTYPE mag_filter)
{
if(e == 0) {
if(m == 0) return sgn * 0.0f; /* +0.0 or -0.0 */
- else return sgn * pow(2, -14.0f) * ((float)m / 1024.0f);
+ else return sgn * powf(2, -14.0f) * ((float)m / 1024.0f);
} else if(e < 31) {
- return sgn * pow(2, (float)e - 15.0f) * (1.0f + ((float)m / 1024.0f));
+ return sgn * powf(2, (float)e - 15.0f) * (1.0f + ((float)m / 1024.0f));
} else {
- if(m == 0) return sgn / 0.0f; /* +INF / -INF */
- else return 0.0f / 0.0f; /* NAN */
+ if(m == 0) return sgn * INFINITY; /* +INF / -INF */
+ else return NAN;
}
}
{
const float sgn = in & 0x800000 ? -1.0f : 1.0f;
const unsigned short e = (in & 0x780000) >> 19;
- const unsigned short m = in & 0x7ffff;
+ const unsigned int m = in & 0x7ffff;
if (e == 0)
{
if (m == 0) return sgn * 0.0f; /* +0.0 or -0.0 */
- else return sgn * pow(2, -6.0f) * ((float)m / 524288.0f);
+ else return sgn * powf(2, -6.0f) * ((float)m / 524288.0f);
}
else if (e < 15)
{
- return sgn * pow(2, (float)e - 7.0f) * (1.0f + ((float)m / 524288.0f));
+ return sgn * powf(2, (float)e - 7.0f) * (1.0f + ((float)m / 524288.0f));
}
else
{
- if (m == 0) return sgn / 0.0f; /* +INF / -INF */
- else return 0.0f / 0.0f; /* NAN */
+ if (m == 0) return sgn * INFINITY; /* +INF / -INF */
+ else return NAN;
}
}
#define VBO_NONE 0
#define VBO_HW 1
-#define NP2_NONE 0
-#define NP2_REPACK 1
-#define NP2_NATIVE 2
-
#define ORM_BACKBUFFER 0
-#define ORM_PBUFFER 1
-#define ORM_FBO 2
+#define ORM_FBO 1
#define SHADER_ARB 1
#define SHADER_GLSL 2
/* NOTE: When adding fields to this structure, make sure to update the default
* values in wined3d_main.c as well. */
-typedef struct wined3d_settings_s {
-/* vertex and pixel shader modes */
- int vs_mode;
- int ps_mode;
-/* Ideally, we don't want the user to have to request GLSL. If the hardware supports GLSL,
- we should use it. However, until it's fully implemented, we'll leave it as a registry
- setting for developers. */
- BOOL glslRequested;
- int offscreen_rendering_mode;
- int rendertargetlock_mode;
- unsigned short pci_vendor_id;
- unsigned short pci_device_id;
-/* Memory tracking and object counting */
- unsigned int emulated_textureram;
- char *logo;
- int allow_multisampling;
-} wined3d_settings_t;
-
-extern wined3d_settings_t wined3d_settings;
+struct wined3d_settings
+{
+ /* vertex and pixel shader modes */
+ int vs_mode;
+ int ps_mode;
+ /* Ideally, we don't want the user to have to request GLSL. If the
+ * hardware supports GLSL, we should use it. However, until it's fully
+ * implemented, we'll leave it as a registry setting for developers. */
+ BOOL glslRequested;
+ int offscreen_rendering_mode;
+ int rendertargetlock_mode;
+ unsigned short pci_vendor_id;
+ unsigned short pci_device_id;
+ /* Memory tracking and object counting. */
+ unsigned int emulated_textureram;
+ char *logo;
+ int allow_multisampling;
+ BOOL strict_draw_ordering;
+};
+
+extern struct wined3d_settings wined3d_settings DECLSPEC_HIDDEN;
typedef enum _WINED3DSAMPLER_TEXTURE_TYPE
{
WINED3DSPR_PREDICATE = 19,
WINED3DSPR_IMMCONST,
WINED3DSPR_CONSTBUFFER,
+ WINED3DSPR_NULL,
+ WINED3DSPR_RESOURCE,
} WINED3DSHADER_PARAM_REGISTER_TYPE;
enum wined3d_immconst_type
{
- WINED3D_IMMCONST_FLOAT,
- WINED3D_IMMCONST_FLOAT4,
+ WINED3D_IMMCONST_SCALAR,
+ WINED3D_IMMCONST_VEC4,
};
-typedef enum _WINED3DVS_RASTOUT_OFFSETS
-{
- WINED3DSRO_POSITION = 0,
- WINED3DSRO_FOG = 1,
- WINED3DSRO_POINT_SIZE = 2,
-} WINED3DVS_RASTOUT_OFFSETS;
-
#define WINED3DSP_NOSWIZZLE (0 | (1 << 2) | (2 << 4) | (3 << 6))
typedef enum _WINED3DSHADER_PARAM_SRCMOD_TYPE
WINED3DSPDM_MSAMPCENTROID = 4,
} WINED3DSHADER_PARAM_DSTMOD_TYPE;
-typedef enum _WINED3DSHADER_INSTRUCTION_OPCODE_TYPE
-{
- WINED3DSIO_NOP = 0,
- WINED3DSIO_MOV = 1,
- WINED3DSIO_ADD = 2,
- WINED3DSIO_SUB = 3,
- WINED3DSIO_MAD = 4,
- WINED3DSIO_MUL = 5,
- WINED3DSIO_RCP = 6,
- WINED3DSIO_RSQ = 7,
- WINED3DSIO_DP3 = 8,
- WINED3DSIO_DP4 = 9,
- WINED3DSIO_MIN = 10,
- WINED3DSIO_MAX = 11,
- WINED3DSIO_SLT = 12,
- WINED3DSIO_SGE = 13,
- WINED3DSIO_EXP = 14,
- WINED3DSIO_LOG = 15,
- WINED3DSIO_LIT = 16,
- WINED3DSIO_DST = 17,
- WINED3DSIO_LRP = 18,
- WINED3DSIO_FRC = 19,
- WINED3DSIO_M4x4 = 20,
- WINED3DSIO_M4x3 = 21,
- WINED3DSIO_M3x4 = 22,
- WINED3DSIO_M3x3 = 23,
- WINED3DSIO_M3x2 = 24,
- WINED3DSIO_CALL = 25,
- WINED3DSIO_CALLNZ = 26,
- WINED3DSIO_LOOP = 27,
- WINED3DSIO_RET = 28,
- WINED3DSIO_ENDLOOP = 29,
- WINED3DSIO_LABEL = 30,
- WINED3DSIO_DCL = 31,
- WINED3DSIO_POW = 32,
- WINED3DSIO_CRS = 33,
- WINED3DSIO_SGN = 34,
- WINED3DSIO_ABS = 35,
- WINED3DSIO_NRM = 36,
- WINED3DSIO_SINCOS = 37,
- WINED3DSIO_REP = 38,
- WINED3DSIO_ENDREP = 39,
- WINED3DSIO_IF = 40,
- WINED3DSIO_IFC = 41,
- WINED3DSIO_ELSE = 42,
- WINED3DSIO_ENDIF = 43,
- WINED3DSIO_BREAK = 44,
- WINED3DSIO_BREAKC = 45,
- WINED3DSIO_MOVA = 46,
- WINED3DSIO_DEFB = 47,
- WINED3DSIO_DEFI = 48,
-
- WINED3DSIO_TEXCOORD = 64,
- WINED3DSIO_TEXKILL = 65,
- WINED3DSIO_TEX = 66,
- WINED3DSIO_TEXBEM = 67,
- WINED3DSIO_TEXBEML = 68,
- WINED3DSIO_TEXREG2AR = 69,
- WINED3DSIO_TEXREG2GB = 70,
- WINED3DSIO_TEXM3x2PAD = 71,
- WINED3DSIO_TEXM3x2TEX = 72,
- WINED3DSIO_TEXM3x3PAD = 73,
- WINED3DSIO_TEXM3x3TEX = 74,
- WINED3DSIO_TEXM3x3DIFF = 75,
- WINED3DSIO_TEXM3x3SPEC = 76,
- WINED3DSIO_TEXM3x3VSPEC = 77,
- WINED3DSIO_EXPP = 78,
- WINED3DSIO_LOGP = 79,
- WINED3DSIO_CND = 80,
- WINED3DSIO_DEF = 81,
- WINED3DSIO_TEXREG2RGB = 82,
- WINED3DSIO_TEXDP3TEX = 83,
- WINED3DSIO_TEXM3x2DEPTH = 84,
- WINED3DSIO_TEXDP3 = 85,
- WINED3DSIO_TEXM3x3 = 86,
- WINED3DSIO_TEXDEPTH = 87,
- WINED3DSIO_CMP = 88,
- WINED3DSIO_BEM = 89,
- WINED3DSIO_DP2ADD = 90,
- WINED3DSIO_DSX = 91,
- WINED3DSIO_DSY = 92,
- WINED3DSIO_TEXLDD = 93,
- WINED3DSIO_SETP = 94,
- WINED3DSIO_TEXLDL = 95,
- WINED3DSIO_BREAKP = 96,
-
- WINED3DSIO_PHASE = 0xfffd,
- WINED3DSIO_COMMENT = 0xfffe,
- WINED3DSIO_END = 0Xffff,
-} WINED3DSHADER_INSTRUCTION_OPCODE_TYPE;
-
/* Undocumented opcode control to identify projective texture lookups in ps 2.0 and later */
#define WINED3DSI_TEXLD_PROJECT 1
#define WINED3DSI_TEXLD_BIAS 2
{
WINED3DSIH_ABS,
WINED3DSIH_ADD,
+ WINED3DSIH_AND,
WINED3DSIH_BEM,
WINED3DSIH_BREAK,
WINED3DSIH_BREAKC,
WINED3DSIH_CMP,
WINED3DSIH_CND,
WINED3DSIH_CRS,
+ WINED3DSIH_CUT,
WINED3DSIH_DCL,
WINED3DSIH_DEF,
WINED3DSIH_DEFB,
WINED3DSIH_DEFI,
+ WINED3DSIH_DIV,
WINED3DSIH_DP2ADD,
WINED3DSIH_DP3,
WINED3DSIH_DP4,
WINED3DSIH_DSX,
WINED3DSIH_DSY,
WINED3DSIH_ELSE,
+ WINED3DSIH_EMIT,
WINED3DSIH_ENDIF,
WINED3DSIH_ENDLOOP,
WINED3DSIH_ENDREP,
WINED3DSIH_EXP,
WINED3DSIH_EXPP,
WINED3DSIH_FRC,
+ WINED3DSIH_FTOI,
+ WINED3DSIH_IADD,
+ WINED3DSIH_IEQ,
WINED3DSIH_IF,
WINED3DSIH_IFC,
+ WINED3DSIH_IGE,
+ WINED3DSIH_IMUL,
+ WINED3DSIH_ITOF,
WINED3DSIH_LABEL,
+ WINED3DSIH_LD,
WINED3DSIH_LIT,
WINED3DSIH_LOG,
WINED3DSIH_LOGP,
WINED3DSIH_LOOP,
WINED3DSIH_LRP,
+ WINED3DSIH_LT,
WINED3DSIH_M3x2,
WINED3DSIH_M3x3,
WINED3DSIH_M3x4,
WINED3DSIH_MIN,
WINED3DSIH_MOV,
WINED3DSIH_MOVA,
+ WINED3DSIH_MOVC,
WINED3DSIH_MUL,
WINED3DSIH_NOP,
WINED3DSIH_NRM,
WINED3DSIH_REP,
WINED3DSIH_RET,
WINED3DSIH_RSQ,
+ WINED3DSIH_SAMPLE,
+ WINED3DSIH_SAMPLE_GRAD,
+ WINED3DSIH_SAMPLE_LOD,
WINED3DSIH_SETP,
WINED3DSIH_SGE,
WINED3DSIH_SGN,
WINED3DSIH_SINCOS,
WINED3DSIH_SLT,
+ WINED3DSIH_SQRT,
WINED3DSIH_SUB,
WINED3DSIH_TEX,
WINED3DSIH_TEXBEM,
WINED3DSIH_TEXREG2AR,
WINED3DSIH_TEXREG2GB,
WINED3DSIH_TEXREG2RGB,
+ WINED3DSIH_UTOF,
WINED3DSIH_TABLE_SIZE
};
#define WINED3D_SHADER_VERSION(major, minor) (((major) << 8) | (minor))
-typedef struct shader_reg_maps
+struct wined3d_shader_reg_maps
{
struct wined3d_shader_version shader_version;
BYTE texcoord; /* MAX_REG_TEXCRD, 8 */
WORD usestexldl : 1;
WORD usesifc : 1;
WORD usescall : 1;
- WORD padding : 4;
+ WORD usespow : 1;
+ WORD padding : 3;
+
+ DWORD rt_mask; /* Used render targets, 32 max. */
/* Whether or not loops are used in this shader, and nesting depth */
unsigned loop_depth;
- unsigned highest_render_target;
+ UINT min_rel_offset, max_rel_offset;
+};
-} shader_reg_maps;
+/* Keeps track of details for TEX_M#x# instructions which need to maintain
+ * state information between multiple instructions. */
+struct wined3d_shader_tex_mx
+{
+ unsigned int current_row;
+ DWORD texcoord_w[2];
+};
+
+struct wined3d_shader_loop_state
+{
+ UINT current_depth;
+ UINT current_reg;
+};
struct wined3d_shader_context
{
- IWineD3DBaseShader *shader;
- const struct shader_reg_maps *reg_maps;
+ struct wined3d_shader *shader;
+ const struct wined3d_gl_info *gl_info;
+ const struct wined3d_shader_reg_maps *reg_maps;
struct wined3d_shader_buffer *buffer;
+ struct wined3d_shader_tex_mx *tex_mx;
+ struct wined3d_shader_loop_state *loop_state;
void *backend_data;
};
void (*shader_read_dst_param)(void *data, const DWORD **ptr, struct wined3d_shader_dst_param *dst_param,
struct wined3d_shader_src_param *dst_rel_addr);
void (*shader_read_semantic)(const DWORD **ptr, struct wined3d_shader_semantic *semantic);
- void (*shader_read_comment)(const DWORD **ptr, const char **comment);
+ void (*shader_read_comment)(const DWORD **ptr, const char **comment, UINT *comment_size);
BOOL (*shader_is_end)(void *data, const DWORD **ptr);
};
-extern const struct wined3d_shader_frontend sm1_shader_frontend;
-extern const struct wined3d_shader_frontend sm4_shader_frontend;
+extern const struct wined3d_shader_frontend sm1_shader_frontend DECLSPEC_HIDDEN;
+extern const struct wined3d_shader_frontend sm4_shader_frontend DECLSPEC_HIDDEN;
typedef void (*SHADER_HANDLER)(const struct wined3d_shader_instruction *);
float PixelShader1xMaxValue;
DWORD MaxPixelShaderConst;
- WINED3DVSHADERCAPS2_0 VS20Caps;
- WINED3DPSHADERCAPS2_0 PS20Caps;
-
- DWORD MaxVShaderInstructionsExecuted;
- DWORD MaxPShaderInstructionsExecuted;
- DWORD MaxVertexShader30InstructionSlots;
- DWORD MaxPixelShader30InstructionSlots;
-
BOOL VSClipping;
};
/* Stateblock dependent parameters which have to be hardcoded
* into the shader code
*/
+
+#define WINED3D_PSARGS_PROJECTED (1 << 3)
+#define WINED3D_PSARGS_TEXTRANSFORM_SHIFT 4
+#define WINED3D_PSARGS_TEXTRANSFORM_MASK 0xf
+
struct ps_compile_args {
struct color_fixup_desc color_fixup[MAX_FRAGMENT_SAMPLERS];
enum vertexprocessing_mode vp_mode;
enum fogmode fog;
- /* Projected textures(ps 1.0-1.3) */
+ WORD tex_transform; /* ps 1.0-1.3, 4 textures */
/* Texture types(2D, Cube, 3D) in ps 1.x */
- BOOL srgb_correction;
+ WORD srgb_correction;
WORD np2_fixup;
/* Bitmap for NP2 texcoord fixups (16 samplers max currently).
D3D9 has a limit of 16 samplers and the fixup is superfluous
in D3D10 (unconditional NP2 support mandatory). */
+ WORD shadow; /* MAX_FRAGMENT_SAMPLERS, 16 */
};
enum fog_src_type {
};
struct vs_compile_args {
- WORD fog_src;
+ BYTE fog_src;
+ BYTE clip_enabled;
WORD swizzle_map; /* MAX_ATTRIBS, 16 */
};
struct wined3d_context;
+struct wined3d_state;
-typedef struct {
+struct wined3d_shader_backend_ops
+{
void (*shader_handle_instruction)(const struct wined3d_shader_instruction *);
void (*shader_select)(const struct wined3d_context *context, BOOL usePS, BOOL useVS);
- void (*shader_select_depth_blt)(IWineD3DDevice *iface, enum tex_types tex_type);
- void (*shader_deselect_depth_blt)(IWineD3DDevice *iface);
- void (*shader_update_float_vertex_constants)(IWineD3DDevice *iface, UINT start, UINT count);
- void (*shader_update_float_pixel_constants)(IWineD3DDevice *iface, UINT start, UINT count);
+ void (*shader_select_depth_blt)(void *shader_priv, const struct wined3d_gl_info *gl_info,
+ enum tex_types tex_type, const SIZE *ds_mask_size);
+ void (*shader_deselect_depth_blt)(void *shader_priv, const struct wined3d_gl_info *gl_info);
+ void (*shader_update_float_vertex_constants)(struct wined3d_device *device, UINT start, UINT count);
+ void (*shader_update_float_pixel_constants)(struct wined3d_device *device, UINT start, UINT count);
void (*shader_load_constants)(const struct wined3d_context *context, char usePS, char useVS);
- void (*shader_load_np2fixup_constants)(IWineD3DDevice *iface, char usePS, char useVS);
- void (*shader_destroy)(IWineD3DBaseShader *iface);
- HRESULT (*shader_alloc_private)(IWineD3DDevice *iface);
- void (*shader_free_private)(IWineD3DDevice *iface);
- BOOL (*shader_dirtifyable_constants)(IWineD3DDevice *iface);
- void (*shader_get_caps)(WINED3DDEVTYPE devtype, const struct wined3d_gl_info *gl_info, struct shader_caps *caps);
+ void (*shader_load_np2fixup_constants)(void *shader_priv, const struct wined3d_gl_info *gl_info,
+ const struct wined3d_state *state);
+ void (*shader_destroy)(struct wined3d_shader *shader);
+ HRESULT (*shader_alloc_private)(struct wined3d_device *device);
+ void (*shader_free_private)(struct wined3d_device *device);
+ BOOL (*shader_dirtifyable_constants)(void);
+ void (*shader_get_caps)(const struct wined3d_gl_info *gl_info, struct shader_caps *caps);
BOOL (*shader_color_fixup_supported)(struct color_fixup_desc fixup);
- void (*shader_add_instruction_modifiers)(const struct wined3d_shader_instruction *ins);
-} shader_backend_t;
+};
-extern const shader_backend_t glsl_shader_backend;
-extern const shader_backend_t arb_program_shader_backend;
-extern const shader_backend_t none_shader_backend;
+extern const struct wined3d_shader_backend_ops glsl_shader_backend DECLSPEC_HIDDEN;
+extern const struct wined3d_shader_backend_ops arb_program_shader_backend DECLSPEC_HIDDEN;
+extern const struct wined3d_shader_backend_ops none_shader_backend DECLSPEC_HIDDEN;
/* X11 locking */
-extern void (* CDECL wine_tsx11_lock_ptr)(void);
-extern void (* CDECL wine_tsx11_unlock_ptr)(void);
+extern void (CDECL *wine_tsx11_lock_ptr)(void) DECLSPEC_HIDDEN;
+extern void (CDECL *wine_tsx11_unlock_ptr)(void) DECLSPEC_HIDDEN;
/* As GLX relies on X, this is needed */
-extern int num_lock;
+extern int num_lock DECLSPEC_HIDDEN;
#if 0
#define ENTER_GL() ++num_lock; if (num_lock > 1) FIXME("Recursive use of GL lock to: %d\n", num_lock); wine_tsx11_lock_ptr()
/* GL related defines */
/* ------------------ */
-#define GL_SUPPORT(ExtName) (GLINFO_LOCATION.supported[ExtName] != 0)
-#define GL_LIMITS(ExtName) (GLINFO_LOCATION.max_##ExtName)
-#define GL_EXTCALL(FuncName) (GLINFO_LOCATION.FuncName)
-#define GL_VEND(_VendName) (GLINFO_LOCATION.gl_vendor == VENDOR_##_VendName ? TRUE : FALSE)
+#define GL_EXTCALL(f) (gl_info->f)
#define D3DCOLOR_B_R(dw) (((dw) >> 16) & 0xFF)
#define D3DCOLOR_B_G(dw) (((dw) >> 8) & 0xFF)
(vec)[3] = D3DCOLOR_A(dw); \
} while(0)
-/* DirectX Device Limits */
-/* --------------------- */
-#define MAX_MIP_LEVELS 32 /* Maximum number of mipmap levels. */
-#define MAX_STREAMS 16 /* Maximum possible streams - used for fixed size arrays
- See MaxStreams in MSDN under GetDeviceCaps */
#define HIGHEST_TRANSFORMSTATE WINED3DTS_WORLDMATRIX(255) /* Highest value in WINED3DTRANSFORMSTATETYPE */
/* Checking of API calls */
TRACE("%s call ok %s / %d\n", A, __FILE__, __LINE__); \
\
} else do { \
- FIXME(">>>>>>>>>>>>>>>>> %s (%#x) from %s @ %s / %d\n", \
+ ERR(">>>>>>>>>>>>>>>>> %s (%#x) from %s @ %s / %d\n", \
debug_glerror(err), err, A, __FILE__, __LINE__); \
err = glGetError(); \
} while (err != GL_NO_ERROR); \
memcpy(gl_mat, (mat), 16 * sizeof(float)); \
} while (0)
-/* Macro to dump out the current state of the light chain */
-#define DUMP_LIGHT_CHAIN() \
-do { \
- PLIGHTINFOEL *el = This->stateBlock->lights;\
- while (el) { \
- TRACE("Light %p (glIndex %ld, d3dIndex %ld, enabled %d)\n", el, el->glIndex, el->OriginalIndex, el->lightEnabled);\
- el = el->next; \
- } \
-} while(0)
-
/* Trace vector and strided data information */
-#define TRACE_VECTOR(name) TRACE( #name "=(%f, %f, %f, %f)\n", name.x, name.y, name.z, name.w)
#define TRACE_STRIDED(si, name) do { if (si->use_map & (1 << name)) \
TRACE( #name "=(data:%p, stride:%d, format:%#x, vbo %d, stream %u)\n", \
- si->elements[name].data, si->elements[name].stride, si->elements[name].format_desc->format, \
+ si->elements[name].data, si->elements[name].stride, si->elements[name].format->id, \
si->elements[name].buffer_object, si->elements[name].stream_idx); } while(0)
-/* Defines used for optimizations */
-
-/* Only reapply what is necessary */
-#define REAPPLY_ALPHAOP 0x0001
-#define REAPPLY_ALL 0xFFFF
-
-/* Advance declaration of structures to satisfy compiler */
-typedef struct IWineD3DStateBlockImpl IWineD3DStateBlockImpl;
-typedef struct IWineD3DSurfaceImpl IWineD3DSurfaceImpl;
-typedef struct IWineD3DPaletteImpl IWineD3DPaletteImpl;
-typedef struct IWineD3DDeviceImpl IWineD3DDeviceImpl;
-
/* Global variables */
-extern const float identity[16];
-
-/*****************************************************************************
- * Compilable extra diagnostics
- */
-
-/* Trace information per-vertex: (extremely high amount of trace) */
-#if 0 /* NOTE: Must be 0 in cvs */
-# define VTRACE(A) TRACE A
-#else
-# define VTRACE(A)
-#endif
-
-/* TODO: Confirm each of these works when wined3d move completed */
-#if 0 /* NOTE: Must be 0 in cvs */
- /* To avoid having to get gigabytes of trace, the following can be compiled in, and at the start
- of each frame, a check is made for the existence of C:\D3DTRACE, and if it exists d3d trace
- is enabled, and if it doesn't exist it is disabled. */
-# define FRAME_DEBUGGING
- /* Adding in the SINGLE_FRAME_DEBUGGING gives a trace of just what makes up a single frame, before
- the file is deleted */
-# if 1 /* NOTE: Must be 1 in cvs, as this is mostly more useful than a trace from program start */
-# define SINGLE_FRAME_DEBUGGING
-# endif
- /* The following, when enabled, lets you see the makeup of the frame, by drawprimitive calls.
- It can only be enabled when FRAME_DEBUGGING is also enabled
- The contents of the back buffer are written into /tmp/backbuffer_* after each primitive
- array is drawn. */
-# if 0 /* NOTE: Must be 0 in cvs, as this give a lot of ppm files when compiled in */
-# define SHOW_FRAME_MAKEUP 1
-# endif
- /* The following, when enabled, lets you see the makeup of the all the textures used during each
- of the drawprimitive calls. It can only be enabled when SHOW_FRAME_MAKEUP is also enabled.
- The contents of the textures assigned to each stage are written into
- /tmp/texture_*_<Stage>.ppm after each primitive array is drawn. */
-# if 0 /* NOTE: Must be 0 in cvs, as this give a lot of ppm files when compiled in */
-# define SHOW_TEXTURE_MAKEUP 0
-# endif
-extern BOOL isOn;
-extern BOOL isDumpingFrames;
-extern LONG primCounter;
-#endif
+extern const float identity[16] DECLSPEC_HIDDEN;
enum wined3d_ffp_idx
{
struct wined3d_stream_info_element
{
- const struct GlPixelFormatDesc *format_desc;
+ const struct wined3d_format *format;
GLsizei stride;
const BYTE *data;
UINT stream_idx;
*/
/* Routine common to the draw primitive and draw indexed primitive routines */
-void drawPrimitive(IWineD3DDevice *iface, UINT index_count, UINT numberOfVertices,
- UINT start_idx, UINT idxBytes, const void *idxData, UINT minIndex);
-DWORD get_flexible_vertex_size(DWORD d3dvtVertexType);
+void drawPrimitive(struct wined3d_device *device, UINT index_count,
+ UINT start_idx, UINT idxBytes, const void *idxData) DECLSPEC_HIDDEN;
+DWORD get_flexible_vertex_size(DWORD d3dvtVertexType) DECLSPEC_HIDDEN;
typedef void (WINE_GLAPI *glAttribFunc)(const void *data);
typedef void (WINE_GLAPI *glMultiTexCoordFunc)(GLenum unit, const void *data);
-extern glAttribFunc position_funcs[WINED3D_FFP_EMIT_COUNT];
-extern glAttribFunc diffuse_funcs[WINED3D_FFP_EMIT_COUNT];
-extern glAttribFunc specular_func_3ubv;
-extern glAttribFunc specular_funcs[WINED3D_FFP_EMIT_COUNT];
-extern glAttribFunc normal_funcs[WINED3D_FFP_EMIT_COUNT];
-extern glMultiTexCoordFunc multi_texcoord_funcs[WINED3D_FFP_EMIT_COUNT];
+extern glAttribFunc position_funcs[WINED3D_FFP_EMIT_COUNT] DECLSPEC_HIDDEN;
+extern glAttribFunc diffuse_funcs[WINED3D_FFP_EMIT_COUNT] DECLSPEC_HIDDEN;
+extern glAttribFunc specular_func_3ubv DECLSPEC_HIDDEN;
+extern glAttribFunc specular_funcs[WINED3D_FFP_EMIT_COUNT] DECLSPEC_HIDDEN;
+extern glAttribFunc normal_funcs[WINED3D_FFP_EMIT_COUNT] DECLSPEC_HIDDEN;
+extern glMultiTexCoordFunc multi_texcoord_funcs[WINED3D_FFP_EMIT_COUNT] DECLSPEC_HIDDEN;
#define eps 1e-8
#define STATE_IS_CLIPPLANE(a) ((a) >= STATE_CLIPPLANE(0) && (a) <= STATE_CLIPPLANE(MAX_CLIPPLANES - 1))
#define STATE_MATERIAL (STATE_CLIPPLANE(MAX_CLIPPLANES))
+#define STATE_IS_MATERIAL(a) ((a) == STATE_MATERIAL)
#define STATE_FRONTFACE (STATE_MATERIAL + 1)
+#define STATE_IS_FRONTFACE(a) ((a) == STATE_FRONTFACE)
+
+#define STATE_POINTSPRITECOORDORIGIN (STATE_FRONTFACE + 1)
+#define STATE_IS_POINTSPRITECOORDORIGIN(a) ((a) == STATE_POINTSPRITECOORDORIGIN)
-#define STATE_HIGHEST (STATE_FRONTFACE)
+#define STATE_HIGHEST (STATE_POINTSPRITECOORDORIGIN)
enum fogsource {
FOGSOURCE_FFP,
struct wined3d_context *context;
};
+union wined3d_gl_query_object
+{
+ GLuint id;
+ GLsync sync;
+};
+
struct wined3d_event_query
{
struct list entry;
- GLuint id;
+ union wined3d_gl_query_object object;
struct wined3d_context *context;
};
+enum wined3d_event_query_result
+{
+ WINED3D_EVENT_QUERY_OK,
+ WINED3D_EVENT_QUERY_WAITING,
+ WINED3D_EVENT_QUERY_NOT_STARTED,
+ WINED3D_EVENT_QUERY_WRONG_THREAD,
+ WINED3D_EVENT_QUERY_ERROR
+};
+
+void wined3d_event_query_destroy(struct wined3d_event_query *query) DECLSPEC_HIDDEN;
+enum wined3d_event_query_result wined3d_event_query_finish(struct wined3d_event_query *query,
+ struct wined3d_device *device) DECLSPEC_HIDDEN;
+void wined3d_event_query_issue(struct wined3d_event_query *query, struct wined3d_device *device) DECLSPEC_HIDDEN;
+BOOL wined3d_event_query_supported(const struct wined3d_gl_info *gl_info) DECLSPEC_HIDDEN;
+
struct wined3d_context
{
const struct wined3d_gl_info *gl_info;
*/
DWORD dirtyArray[STATE_HIGHEST + 1]; /* Won't get bigger than that, a state is never marked dirty 2 times */
DWORD numDirtyEntries;
- DWORD isStateDirty[STATE_HIGHEST/32 + 1]; /* Bitmap to find out quickly if a state is dirty */
+ DWORD isStateDirty[STATE_HIGHEST / (sizeof(DWORD) * CHAR_BIT) + 1]; /* Bitmap to find out quickly if a state is dirty */
- IWineD3DSurface *surface;
- IWineD3DSurface *current_rt;
+ struct wined3d_swapchain *swapchain;
+ struct wined3d_surface *current_rt;
DWORD tid; /* Thread ID which owns this context at the moment */
/* Stores some information about the context state for optimization */
WORD last_was_blit : 1;
WORD last_was_ckey : 1;
WORD fog_coord : 1;
- WORD isPBuffer : 1;
WORD fog_enabled : 1;
WORD num_untracked_materials : 2; /* Max value 2 */
WORD current : 1;
WORD destroyed : 1;
+ WORD valid : 1;
BYTE texShaderBumpMap; /* MAX_TEXTURES, 8 */
BYTE lastWasPow2Texture; /* MAX_TEXTURES, 8 */
DWORD numbered_array_mask;
char *vshader_const_dirty, *pshader_const_dirty;
/* The actual opengl context */
+ UINT level;
+ HGLRC restore_ctx;
+ HDC restore_dc;
HGLRC glCtx;
HWND win_handle;
HDC hdc;
- HPBUFFERARB pbuffer;
+ int pixel_format;
GLint aux_buffers;
/* FBOs */
UINT fbo_entry_count;
struct list fbo_list;
+ struct list fbo_destroy_list;
struct fbo_entry *current_fbo;
- GLuint src_fbo;
GLuint dst_fbo;
GLuint fbo_read_binding;
GLuint fbo_draw_binding;
+ BOOL rebind_fbo;
+ struct wined3d_surface **blit_targets;
+ GLenum *draw_buffers;
/* Queries */
GLuint *free_occlusion_queries;
UINT free_occlusion_query_count;
struct list occlusion_queries;
- GLuint *free_event_queries;
+ union wined3d_gl_query_object *free_event_queries;
UINT free_event_query_size;
UINT free_event_query_count;
struct list event_queries;
GLuint dummy_arbfp_prog;
};
-typedef void (*APPLYSTATEFUNC)(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *ctx);
+typedef void (*APPLYSTATEFUNC)(DWORD state, struct wined3d_stateblock *stateblock, struct wined3d_context *ctx);
struct StateEntry
{
struct fragment_pipeline
{
- void (*enable_extension)(IWineD3DDevice *iface, BOOL enable);
- void (*get_caps)(WINED3DDEVTYPE devtype, const struct wined3d_gl_info *gl_info, struct fragment_caps *caps);
- HRESULT (*alloc_private)(IWineD3DDevice *iface);
- void (*free_private)(IWineD3DDevice *iface);
+ void (*enable_extension)(BOOL enable);
+ void (*get_caps)(const struct wined3d_gl_info *gl_info, struct fragment_caps *caps);
+ HRESULT (*alloc_private)(struct wined3d_device *device);
+ void (*free_private)(struct wined3d_device *device);
BOOL (*color_fixup_supported)(struct color_fixup_desc fixup);
const struct StateEntryTemplate *states;
BOOL ffp_proj_control;
};
-extern const struct StateEntryTemplate misc_state_template[];
-extern const struct StateEntryTemplate ffp_vertexstate_template[];
-extern const struct fragment_pipeline ffp_fragment_pipeline;
-extern const struct fragment_pipeline atifs_fragment_pipeline;
-extern const struct fragment_pipeline arbfp_fragment_pipeline;
-extern const struct fragment_pipeline nvts_fragment_pipeline;
-extern const struct fragment_pipeline nvrc_fragment_pipeline;
+extern const struct StateEntryTemplate misc_state_template[] DECLSPEC_HIDDEN;
+extern const struct StateEntryTemplate ffp_vertexstate_template[] DECLSPEC_HIDDEN;
+extern const struct fragment_pipeline ffp_fragment_pipeline DECLSPEC_HIDDEN;
+extern const struct fragment_pipeline atifs_fragment_pipeline DECLSPEC_HIDDEN;
+extern const struct fragment_pipeline arbfp_fragment_pipeline DECLSPEC_HIDDEN;
+extern const struct fragment_pipeline nvts_fragment_pipeline DECLSPEC_HIDDEN;
+extern const struct fragment_pipeline nvrc_fragment_pipeline DECLSPEC_HIDDEN;
/* "Base" state table */
HRESULT compile_state_table(struct StateEntry *StateTable, APPLYSTATEFUNC **dev_multistate_funcs,
const struct wined3d_gl_info *gl_info, const struct StateEntryTemplate *vertex,
- const struct fragment_pipeline *fragment, const struct StateEntryTemplate *misc);
+ const struct fragment_pipeline *fragment, const struct StateEntryTemplate *misc) DECLSPEC_HIDDEN;
-/* Shaders for color conversions in blits */
+enum wined3d_blit_op
+{
+ WINED3D_BLIT_OP_COLOR_BLIT,
+ WINED3D_BLIT_OP_COLOR_FILL,
+ WINED3D_BLIT_OP_DEPTH_FILL,
+ WINED3D_BLIT_OP_DEPTH_BLIT,
+};
+
+/* Shaders for color conversions in blits. Do not do blit operations while
+ * already under the GL lock. */
struct blit_shader
{
- HRESULT (*alloc_private)(IWineD3DDevice *iface);
- void (*free_private)(IWineD3DDevice *iface);
- HRESULT (*set_shader)(IWineD3DDevice *iface, const struct GlPixelFormatDesc *format_desc,
- GLenum textype, UINT width, UINT height);
- void (*unset_shader)(IWineD3DDevice *iface);
- BOOL (*color_fixup_supported)(struct color_fixup_desc fixup);
+ HRESULT (*alloc_private)(struct wined3d_device *device);
+ void (*free_private)(struct wined3d_device *device);
+ HRESULT (*set_shader)(void *blit_priv, const struct wined3d_gl_info *gl_info, struct wined3d_surface *surface);
+ void (*unset_shader)(const struct wined3d_gl_info *gl_info);
+ BOOL (*blit_supported)(const struct wined3d_gl_info *gl_info, enum wined3d_blit_op blit_op,
+ const RECT *src_rect, DWORD src_usage, WINED3DPOOL src_pool, const struct wined3d_format *src_format,
+ const RECT *dst_rect, DWORD dst_usage, WINED3DPOOL dst_pool, const struct wined3d_format *dst_format);
+ HRESULT (*color_fill)(struct wined3d_device *device, struct wined3d_surface *dst_surface,
+ const RECT *dst_rect, const WINED3DCOLORVALUE *color);
+ HRESULT (*depth_fill)(struct wined3d_device *device,
+ struct wined3d_surface *surface, const RECT *rect, float depth);
};
-extern const struct blit_shader ffp_blit;
-extern const struct blit_shader arbfp_blit;
-
-typedef enum ContextUsage {
- CTXUSAGE_RESOURCELOAD = 1, /* Only loads textures: No State is applied */
- CTXUSAGE_DRAWPRIM = 2, /* OpenGL states are set up for blitting DirectDraw surfaces */
- CTXUSAGE_BLIT = 3, /* OpenGL states are set up 3D drawing */
- CTXUSAGE_CLEAR = 4, /* Drawable and states are set up for clearing */
-} ContextUsage;
-
-struct wined3d_context *ActivateContext(IWineD3DDeviceImpl *This, IWineD3DSurface *target, enum ContextUsage usage);
-struct wined3d_context *CreateContext(IWineD3DDeviceImpl *This, IWineD3DSurfaceImpl *target, HWND win,
- BOOL create_pbuffer, const WINED3DPRESENT_PARAMETERS *pPresentParms);
-void DestroyContext(IWineD3DDeviceImpl *This, struct wined3d_context *context);
-void context_alloc_event_query(struct wined3d_context *context, struct wined3d_event_query *query);
-void context_alloc_occlusion_query(struct wined3d_context *context, struct wined3d_occlusion_query *query);
-void context_resource_released(IWineD3DDevice *iface, IWineD3DResource *resource, WINED3DRESOURCETYPE type);
-void context_bind_fbo(struct wined3d_context *context, GLenum target, GLuint *fbo);
+extern const struct blit_shader ffp_blit DECLSPEC_HIDDEN;
+extern const struct blit_shader arbfp_blit DECLSPEC_HIDDEN;
+extern const struct blit_shader cpu_blit DECLSPEC_HIDDEN;
+
+const struct blit_shader *wined3d_select_blitter(const struct wined3d_gl_info *gl_info, enum wined3d_blit_op blit_op,
+ const RECT *src_rect, DWORD src_usage, WINED3DPOOL src_pool, const struct wined3d_format *src_format,
+ const RECT *dst_rect, DWORD dst_usage, WINED3DPOOL dst_pool, const struct wined3d_format *dst_format)
+ DECLSPEC_HIDDEN;
+
+/* Temporary blit_shader helper functions */
+HRESULT arbfp_blit_surface(struct wined3d_device *device, struct wined3d_surface *src_surface,
+ const RECT *src_rect, struct wined3d_surface *dst_surface, const RECT *dst_rect_in,
+ enum wined3d_blit_op blit_op, DWORD Filter) DECLSPEC_HIDDEN;
+
+struct wined3d_context *context_acquire(struct wined3d_device *device, struct wined3d_surface *target) DECLSPEC_HIDDEN;
+void context_alloc_event_query(struct wined3d_context *context,
+ struct wined3d_event_query *query) DECLSPEC_HIDDEN;
+void context_alloc_occlusion_query(struct wined3d_context *context,
+ struct wined3d_occlusion_query *query) DECLSPEC_HIDDEN;
+void context_apply_blit_state(struct wined3d_context *context, struct wined3d_device *device) DECLSPEC_HIDDEN;
+BOOL context_apply_clear_state(struct wined3d_context *context, struct wined3d_device *device,
+ UINT rt_count, struct wined3d_surface **rts, struct wined3d_surface *depth_stencil) DECLSPEC_HIDDEN;
+BOOL context_apply_draw_state(struct wined3d_context *context, struct wined3d_device *device) DECLSPEC_HIDDEN;
+void context_apply_fbo_state_blit(struct wined3d_context *context, GLenum target,
+ struct wined3d_surface *render_target, struct wined3d_surface *depth_stencil, DWORD location) DECLSPEC_HIDDEN;
void context_attach_depth_stencil_fbo(struct wined3d_context *context,
- GLenum fbo_target, IWineD3DSurface *depth_stencil, BOOL use_render_buffer);
-void context_attach_surface_fbo(const struct wined3d_context *context,
- GLenum fbo_target, DWORD idx, IWineD3DSurface *surface);
-void context_free_event_query(struct wined3d_event_query *query);
-void context_free_occlusion_query(struct wined3d_occlusion_query *query);
-struct wined3d_context *context_get_current(void);
-DWORD context_get_tls_idx(void);
-BOOL context_set_current(struct wined3d_context *ctx);
-void context_set_tls_idx(DWORD idx);
-
-void delete_opengl_contexts(IWineD3DDevice *iface, IWineD3DSwapChain *swapchain);
-HRESULT create_primary_opengl_context(IWineD3DDevice *iface, IWineD3DSwapChain *swapchain);
+ GLenum fbo_target, struct wined3d_surface *depth_stencil, BOOL use_render_buffer) DECLSPEC_HIDDEN;
+void context_bind_fbo(struct wined3d_context *context, GLenum target, GLuint *fbo) DECLSPEC_HIDDEN;
+void context_check_fbo_status(struct wined3d_context *context, GLenum target) DECLSPEC_HIDDEN;
+struct wined3d_context *context_create(struct wined3d_swapchain *swapchain, struct wined3d_surface *target,
+ const struct wined3d_format *ds_format) DECLSPEC_HIDDEN;
+void context_destroy(struct wined3d_device *device, struct wined3d_context *context) DECLSPEC_HIDDEN;
+void context_free_event_query(struct wined3d_event_query *query) DECLSPEC_HIDDEN;
+void context_free_occlusion_query(struct wined3d_occlusion_query *query) DECLSPEC_HIDDEN;
+struct wined3d_context *context_get_current(void) DECLSPEC_HIDDEN;
+DWORD context_get_tls_idx(void) DECLSPEC_HIDDEN;
+void context_release(struct wined3d_context *context) DECLSPEC_HIDDEN;
+void context_resource_released(struct wined3d_device *device,
+ struct wined3d_resource *resource, WINED3DRESOURCETYPE type) DECLSPEC_HIDDEN;
+void context_resource_unloaded(struct wined3d_device *device,
+ struct wined3d_resource *resource, WINED3DRESOURCETYPE type) DECLSPEC_HIDDEN;
+BOOL context_set_current(struct wined3d_context *ctx) DECLSPEC_HIDDEN;
+void context_set_draw_buffer(struct wined3d_context *context, GLenum buffer) DECLSPEC_HIDDEN;
+void context_set_tls_idx(DWORD idx) DECLSPEC_HIDDEN;
+void context_surface_update(struct wined3d_context *context, struct wined3d_surface *surface) DECLSPEC_HIDDEN;
/* Macros for doing basic GPU detection based on opengl capabilities */
#define WINE_D3D6_CAPABLE(gl_info) (gl_info->supported[ARB_MULTITEXTURE])
#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])
#define WINE_D3D8_CAPABLE(gl_info) WINE_D3D7_CAPABLE(gl_info) && (gl_info->supported[ARB_MULTISAMPLE] && gl_info->supported[ARB_TEXTURE_BORDER_CLAMP])
#define WINE_D3D9_CAPABLE(gl_info) WINE_D3D8_CAPABLE(gl_info) && (gl_info->supported[ARB_FRAGMENT_PROGRAM] && gl_info->supported[ARB_VERTEX_SHADER])
-
-/* Default callbacks for implicit object destruction */
-extern ULONG WINAPI D3DCB_DefaultDestroySurface(IWineD3DSurface *pSurface);
-
-extern ULONG WINAPI D3DCB_DefaultDestroyVolume(IWineD3DVolume *pSurface);
+#define WINE_D3D10_CAPABLE(gl_info) WINE_D3D9_CAPABLE(gl_info) && (gl_info->supported[EXT_GPU_SHADER4])
/*****************************************************************************
* Internal representation of a light
*/
-typedef struct PLIGHTINFOEL PLIGHTINFOEL;
-struct PLIGHTINFOEL {
+struct wined3d_light_info
+{
WINED3DLIGHT OriginalParms; /* Note D3D8LIGHT == D3D9LIGHT */
DWORD OriginalIndex;
LONG glIndex;
- BOOL changed;
- BOOL enabledChanged;
BOOL enabled;
/* Converted parms to speed up swapping lights */
};
/* The default light parameters */
-extern const WINED3DLIGHT WINED3D_default_light;
+extern const WINED3DLIGHT WINED3D_default_light DECLSPEC_HIDDEN;
-typedef struct WineD3D_PixelFormat
+struct wined3d_pixel_format
{
int iPixelFormat; /* WGL pixel format */
int iPixelType; /* WGL pixel type e.g. WGL_TYPE_RGBA_ARB, WGL_TYPE_RGBA_FLOAT_ARB or WGL_TYPE_COLORINDEX_ARB */
- int redSize, greenSize, blueSize, alphaSize;
+ int redSize, greenSize, blueSize, alphaSize, colorSize;
int depthSize, stencilSize;
BOOL windowDrawable;
- BOOL pbufferDrawable;
BOOL doubleBuffer;
int auxBuffers;
int numSamples;
-} WineD3D_PixelFormat;
+};
+
+/* The driver names reflect the lowest GPU supported
+ * by a certain driver, so DRIVER_AMD_R300 supports
+ * R3xx, R4xx and R5xx GPUs. */
+enum wined3d_display_driver
+{
+ DRIVER_AMD_RAGE_128PRO,
+ DRIVER_AMD_R100,
+ DRIVER_AMD_R300,
+ DRIVER_AMD_R600,
+ DRIVER_INTEL_GMA800,
+ DRIVER_INTEL_GMA900,
+ DRIVER_INTEL_GMA950,
+ DRIVER_INTEL_GMA3000,
+ DRIVER_NVIDIA_TNT,
+ DRIVER_NVIDIA_GEFORCE2MX,
+ DRIVER_NVIDIA_GEFORCEFX,
+ DRIVER_NVIDIA_GEFORCE6,
+ DRIVER_UNKNOWN
+};
+
+enum wined3d_driver_model
+{
+ DRIVER_MODEL_WIN9X,
+ DRIVER_MODEL_NT40,
+ DRIVER_MODEL_NT5X,
+ DRIVER_MODEL_NT6X
+};
+
+enum wined3d_gl_vendor
+{
+ GL_VENDOR_UNKNOWN,
+ GL_VENDOR_APPLE,
+ GL_VENDOR_FGLRX,
+ GL_VENDOR_INTEL,
+ GL_VENDOR_MESA,
+ GL_VENDOR_NVIDIA,
+};
+
+
+enum wined3d_pci_vendor
+{
+ HW_VENDOR_SOFTWARE = 0x0000,
+ HW_VENDOR_AMD = 0x1002,
+ HW_VENDOR_NVIDIA = 0x10de,
+ HW_VENDOR_INTEL = 0x8086,
+};
+
+enum wined3d_pci_device
+{
+ CARD_WINE = 0x0000,
+
+ CARD_AMD_RAGE_128PRO = 0x5246,
+ CARD_AMD_RADEON_7200 = 0x5144,
+ CARD_AMD_RADEON_8500 = 0x514c,
+ CARD_AMD_RADEON_9500 = 0x4144,
+ CARD_AMD_RADEON_XPRESS_200M = 0x5955,
+ CARD_AMD_RADEON_X700 = 0x5e4c,
+ CARD_AMD_RADEON_X1600 = 0x71c2,
+ CARD_AMD_RADEON_HD2350 = 0x94c7,
+ CARD_AMD_RADEON_HD2600 = 0x9581,
+ CARD_AMD_RADEON_HD2900 = 0x9400,
+ CARD_AMD_RADEON_HD3200 = 0x9620,
+ CARD_AMD_RADEON_HD4350 = 0x954f,
+ CARD_AMD_RADEON_HD4550 = 0x9540,
+ CARD_AMD_RADEON_HD4600 = 0x9495,
+ CARD_AMD_RADEON_HD4650 = 0x9498,
+ CARD_AMD_RADEON_HD4670 = 0x9490,
+ CARD_AMD_RADEON_HD4700 = 0x944e,
+ CARD_AMD_RADEON_HD4770 = 0x94b3,
+ CARD_AMD_RADEON_HD4800 = 0x944c, /* Picked one value between 9440, 944c, 9442, 9460 */
+ CARD_AMD_RADEON_HD4830 = 0x944c,
+ CARD_AMD_RADEON_HD4850 = 0x9442,
+ CARD_AMD_RADEON_HD4870 = 0x9440,
+ CARD_AMD_RADEON_HD4890 = 0x9460,
+ CARD_AMD_RADEON_HD5400 = 0x68f9,
+ CARD_AMD_RADEON_HD5600 = 0x68d8,
+ CARD_AMD_RADEON_HD5700 = 0x68BE, /* Picked HD5750 */
+ CARD_AMD_RADEON_HD5750 = 0x68BE,
+ CARD_AMD_RADEON_HD5770 = 0x68B8,
+ CARD_AMD_RADEON_HD5800 = 0x6898, /* Picked HD5850 */
+ CARD_AMD_RADEON_HD5850 = 0x6898,
+ CARD_AMD_RADEON_HD5870 = 0x6899,
+ CARD_AMD_RADEON_HD5900 = 0x689c,
+ CARD_AMD_RADEON_HD6310 = 0x9803,
+ CARD_AMD_RADEON_HD6800 = 0x6739,
+ CARD_AMD_RADEON_HD6900 = 0x6719,
+
+ CARD_NVIDIA_RIVA_128 = 0x0018,
+ CARD_NVIDIA_RIVA_TNT = 0x0020,
+ CARD_NVIDIA_RIVA_TNT2 = 0x0028,
+ CARD_NVIDIA_GEFORCE = 0x0100,
+ CARD_NVIDIA_GEFORCE2_MX = 0x0110,
+ CARD_NVIDIA_GEFORCE2 = 0x0150,
+ CARD_NVIDIA_GEFORCE3 = 0x0200,
+ CARD_NVIDIA_GEFORCE4_MX = 0x0170,
+ CARD_NVIDIA_GEFORCE4_TI4200 = 0x0253,
+ CARD_NVIDIA_GEFORCEFX_5200 = 0x0320,
+ CARD_NVIDIA_GEFORCEFX_5600 = 0x0312,
+ CARD_NVIDIA_GEFORCEFX_5800 = 0x0302,
+ CARD_NVIDIA_GEFORCE_6200 = 0x014f,
+ CARD_NVIDIA_GEFORCE_6600GT = 0x0140,
+ CARD_NVIDIA_GEFORCE_6800 = 0x0041,
+ CARD_NVIDIA_GEFORCE_7400 = 0x01d8,
+ CARD_NVIDIA_GEFORCE_7300 = 0x01d7, /* GeForce Go 7300 */
+ CARD_NVIDIA_GEFORCE_7600 = 0x0391,
+ CARD_NVIDIA_GEFORCE_7800GT = 0x0092,
+ CARD_NVIDIA_GEFORCE_8100 = 0x084F,
+ CARD_NVIDIA_GEFORCE_8200 = 0x0849, /* Other PCI ID 0x084B */
+ CARD_NVIDIA_GEFORCE_8300GS = 0x0423,
+ CARD_NVIDIA_GEFORCE_8400GS = 0x0404,
+ CARD_NVIDIA_GEFORCE_8500GT = 0x0421,
+ CARD_NVIDIA_GEFORCE_8600GT = 0x0402,
+ CARD_NVIDIA_GEFORCE_8600MGT = 0x0407,
+ CARD_NVIDIA_GEFORCE_8800GTS = 0x0193,
+ CARD_NVIDIA_GEFORCE_8800GTX = 0x0191,
+ CARD_NVIDIA_GEFORCE_9200 = 0x086d,
+ CARD_NVIDIA_GEFORCE_9400GT = 0x042c,
+ CARD_NVIDIA_GEFORCE_9500GT = 0x0640,
+ CARD_NVIDIA_GEFORCE_9600GT = 0x0622,
+ CARD_NVIDIA_GEFORCE_9800GT = 0x0614,
+ CARD_NVIDIA_GEFORCE_210 = 0x0a23,
+ CARD_NVIDIA_GEFORCE_GT220 = 0x0a20,
+ CARD_NVIDIA_GEFORCE_GT240 = 0x0ca3,
+ CARD_NVIDIA_GEFORCE_GTX260 = 0x05e2,
+ CARD_NVIDIA_GEFORCE_GTX275 = 0x05e6,
+ CARD_NVIDIA_GEFORCE_GTX280 = 0x05e1,
+ CARD_NVIDIA_GEFORCE_GT320M = 0x0a2d,
+ CARD_NVIDIA_GEFORCE_GT325M = 0x0a35,
+ CARD_NVIDIA_GEFORCE_GT330 = 0x0ca0,
+ CARD_NVIDIA_GEFORCE_GTS350M = 0x0cb0,
+ CARD_NVIDIA_GEFORCE_GT420 = 0x0de2,
+ CARD_NVIDIA_GEFORCE_GT430 = 0x0de1,
+ CARD_NVIDIA_GEFORCE_GT440 = 0x0de0,
+ CARD_NVIDIA_GEFORCE_GTS450 = 0x0dc4,
+ CARD_NVIDIA_GEFORCE_GTX460 = 0x0e22,
+ CARD_NVIDIA_GEFORCE_GTX465 = 0x06c4,
+ CARD_NVIDIA_GEFORCE_GTX470 = 0x06cd,
+ CARD_NVIDIA_GEFORCE_GTX480 = 0x06c0,
+ CARD_NVIDIA_GEFORCE_GTX560 = 0x1200,
+ CARD_NVIDIA_GEFORCE_GTX570 = 0x1081,
+ CARD_NVIDIA_GEFORCE_GTX580 = 0x1080,
+
+ CARD_INTEL_845G = 0x2562,
+ CARD_INTEL_I830G = 0x3577,
+ CARD_INTEL_I855G = 0x3582,
+ CARD_INTEL_I865G = 0x2572,
+ CARD_INTEL_I915G = 0x2582,
+ CARD_INTEL_I915GM = 0x2592,
+ CARD_INTEL_I945GM = 0x27a2, /* Same as GMA 950? */
+ CARD_INTEL_X3100 = 0x2a02, /* Found in Macs. Same as GM965/GL960 */
+ CARD_INTEL_GM45 = 0x2a42,
+};
+
+struct wined3d_fbo_ops
+{
+ PGLFNGLISRENDERBUFFERPROC glIsRenderbuffer;
+ PGLFNGLBINDRENDERBUFFERPROC glBindRenderbuffer;
+ PGLFNGLDELETERENDERBUFFERSPROC glDeleteRenderbuffers;
+ PGLFNGLGENRENDERBUFFERSPROC glGenRenderbuffers;
+ PGLFNGLRENDERBUFFERSTORAGEPROC glRenderbufferStorage;
+ PGLFNRENDERBUFFERSTORAGEMULTISAMPLEPROC glRenderbufferStorageMultisample;
+ PGLFNGLGETRENDERBUFFERPARAMETERIVPROC glGetRenderbufferParameteriv;
+ PGLFNGLISFRAMEBUFFERPROC glIsFramebuffer;
+ PGLFNGLBINDFRAMEBUFFERPROC glBindFramebuffer;
+ PGLFNGLDELETEFRAMEBUFFERSPROC glDeleteFramebuffers;
+ PGLFNGLGENFRAMEBUFFERSPROC glGenFramebuffers;
+ PGLFNGLCHECKFRAMEBUFFERSTATUSPROC glCheckFramebufferStatus;
+ PGLFNGLFRAMEBUFFERTEXTURE1DPROC glFramebufferTexture1D;
+ PGLFNGLFRAMEBUFFERTEXTURE2DPROC glFramebufferTexture2D;
+ PGLFNGLFRAMEBUFFERTEXTURE3DPROC glFramebufferTexture3D;
+ PGLFNGLFRAMEBUFFERRENDERBUFFERPROC glFramebufferRenderbuffer;
+ PGLFNGLGETFRAMEBUFFERATTACHMENTPARAMETERIVPROC glGetFramebufferAttachmentParameteriv;
+ PGLFNGLBLITFRAMEBUFFERPROC glBlitFramebuffer;
+ PGLFNGLGENERATEMIPMAPPROC glGenerateMipmap;
+};
+
+struct wined3d_gl_limits
+{
+ UINT buffers;
+ UINT lights;
+ UINT textures;
+ UINT texture_stages;
+ UINT fragment_samplers;
+ UINT vertex_samplers;
+ UINT combined_samplers;
+ UINT general_combiners;
+ UINT sampler_stages;
+ UINT clipplanes;
+ UINT texture_size;
+ UINT texture3d_size;
+ float pointsize_max;
+ float pointsize_min;
+ UINT point_sprite_units;
+ UINT blends;
+ UINT anisotropy;
+ float shininess;
+
+ UINT glsl_varyings;
+ UINT glsl_vs_float_constants;
+ UINT glsl_ps_float_constants;
+
+ UINT arb_vs_float_constants;
+ UINT arb_vs_native_constants;
+ UINT arb_vs_instructions;
+ UINT arb_vs_temps;
+ UINT arb_ps_float_constants;
+ UINT arb_ps_local_constants;
+ UINT arb_ps_native_constants;
+ UINT arb_ps_instructions;
+ UINT arb_ps_temps;
+};
+
+struct wined3d_gl_info
+{
+ DWORD glsl_version;
+ struct wined3d_gl_limits limits;
+ DWORD reserved_glsl_constants;
+ DWORD quirks;
+ BOOL supported[WINED3D_GL_EXT_COUNT];
+ GLint wrap_lookup[WINED3DTADDRESS_MIRRORONCE - WINED3DTADDRESS_WRAP + 1];
+
+ struct wined3d_fbo_ops fbo_ops;
+#define USE_GL_FUNC(type, pfn, ext, replace) type pfn;
+ /* GL function pointers */
+ GL_EXT_FUNCS_GEN
+ /* WGL function pointers */
+ WGL_EXT_FUNCS_GEN
+#undef USE_GL_FUNC
+
+ struct wined3d_format *formats;
+};
+
+struct wined3d_driver_info
+{
+ enum wined3d_pci_vendor vendor;
+ enum wined3d_pci_device device;
+ const char *name;
+ const char *description;
+ unsigned int vidmem;
+ DWORD version_high;
+ DWORD version_low;
+};
/* The adapter structure */
-struct WineD3DAdapter
+struct wined3d_adapter
{
- UINT num;
+ UINT ordinal;
BOOL opengl;
POINT monitorPoint;
struct wined3d_gl_info gl_info;
- const char *driver;
- const char *description;
+ struct wined3d_driver_info driver_info;
WCHAR DeviceName[CCHDEVICENAME]; /* DeviceName for use with e.g. ChangeDisplaySettings */
int nCfgs;
- WineD3D_PixelFormat *cfgs;
+ struct wined3d_pixel_format *cfgs;
BOOL brokenStencil; /* Set on cards which only offer mixed depth+stencil */
unsigned int TextureRam; /* Amount of texture memory both video ram + AGP/TurboCache/HyperMemory/.. */
unsigned int UsedTextureRam;
+ LUID luid;
+
+ const struct fragment_pipeline *fragment_pipe;
+ const struct wined3d_shader_backend_ops *shader_backend;
+ const struct blit_shader *blitter;
};
-extern BOOL initPixelFormats(struct wined3d_gl_info *gl_info);
-BOOL initPixelFormatsNoGL(struct wined3d_gl_info *gl_info);
-extern long WineD3DAdapterChangeGLRam(IWineD3DDeviceImpl *D3DDevice, long glram);
-extern void add_gl_compat_wrappers(struct wined3d_gl_info *gl_info);
+BOOL initPixelFormats(struct wined3d_gl_info *gl_info, enum wined3d_pci_vendor vendor) DECLSPEC_HIDDEN;
+BOOL initPixelFormatsNoGL(struct wined3d_gl_info *gl_info) DECLSPEC_HIDDEN;
+extern unsigned int WineD3DAdapterChangeGLRam(struct wined3d_device *device, int glram) DECLSPEC_HIDDEN;
+extern void add_gl_compat_wrappers(struct wined3d_gl_info *gl_info) DECLSPEC_HIDDEN;
/*****************************************************************************
* High order patch management
struct list entry;
};
-HRESULT tesselate_rectpatch(IWineD3DDeviceImpl *This, struct WineD3DRectPatch *patch);
+HRESULT tesselate_rectpatch(struct wined3d_device *device, struct WineD3DRectPatch *patch) DECLSPEC_HIDDEN;
enum projection_types
{
struct ffp_frag_settings settings;
};
-extern const struct wine_rb_functions wined3d_ffp_frag_program_rb_functions;
+extern const struct wine_rb_functions wined3d_ffp_frag_program_rb_functions DECLSPEC_HIDDEN;
+extern const struct wined3d_parent_ops wined3d_null_parent_ops DECLSPEC_HIDDEN;
-void gen_ffp_frag_op(IWineD3DStateBlockImpl *stateblock, struct ffp_frag_settings *settings, BOOL ignore_textype);
+void gen_ffp_frag_op(struct wined3d_stateblock *stateblock, struct ffp_frag_settings *settings,
+ BOOL ignore_textype) DECLSPEC_HIDDEN;
const struct ffp_frag_desc *find_ffp_frag_shader(const struct wine_rb_tree *fragment_shaders,
- const struct ffp_frag_settings *settings);
-void add_ffp_frag_shader(struct wine_rb_tree *shaders, struct ffp_frag_desc *desc);
+ const struct ffp_frag_settings *settings) DECLSPEC_HIDDEN;
+void add_ffp_frag_shader(struct wine_rb_tree *shaders, struct ffp_frag_desc *desc) DECLSPEC_HIDDEN;
-/*****************************************************************************
- * IWineD3D implementation structure
- */
-typedef struct IWineD3DImpl
+struct wined3d
{
- /* IUnknown fields */
- const IWineD3DVtbl *lpVtbl;
- LONG ref; /* Note: Ref counting not required */
-
- /* WineD3D Information */
- IUnknown *parent;
- UINT dxVersion;
-
+ LONG ref;
+ void *parent;
+ UINT dxVersion;
UINT adapter_count;
- struct WineD3DAdapter adapters[1];
-} IWineD3DImpl;
-
-extern const IWineD3DVtbl IWineD3D_Vtbl;
-
-BOOL InitAdapters(IWineD3DImpl *This);
+ struct wined3d_adapter adapters[1];
+};
-/* A helper function that dumps a resource list */
-void dumpResources(struct list *list);
+HRESULT wined3d_init(struct wined3d *wined3d, UINT version, void *parent) DECLSPEC_HIDDEN;
+BOOL wined3d_register_window(HWND window, struct wined3d_device *device) DECLSPEC_HIDDEN;
+void wined3d_unregister_window(HWND window) DECLSPEC_HIDDEN;
/*****************************************************************************
* IWineD3DDevice implementation structure
/* Multithreaded flag. Removed from the public header to signal that IWineD3D::CreateDevice ignores it */
#define WINED3DCREATE_MULTITHREADED 0x00000004
-struct IWineD3DDeviceImpl
+struct wined3d_fb_state
{
- /* IUnknown fields */
- const IWineD3DDeviceVtbl *lpVtbl;
- LONG ref; /* Note: Ref counting not required */
+ struct wined3d_surface **render_targets;
+ struct wined3d_surface *depth_stencil;
+};
+
+struct wined3d_device
+{
+ LONG ref;
/* WineD3D Information */
- IUnknown *parent;
- IWineD3DDeviceParent *device_parent;
- IWineD3D *wineD3D;
- struct WineD3DAdapter *adapter;
+ struct wined3d_device_parent *device_parent;
+ struct wined3d *wined3d;
+ struct wined3d_adapter *adapter;
/* Window styles to restore when switching fullscreen mode */
LONG style;
LONG exStyle;
/* X and GL Information */
- GLint maxConcurrentLights;
GLenum offscreenBuffer;
/* Selected capabilities */
int vs_selected_mode;
int ps_selected_mode;
- const shader_backend_t *shader_backend;
+ const struct wined3d_shader_backend_ops *shader_backend;
void *shader_priv;
void *fragment_priv;
void *blit_priv;
const struct fragment_pipeline *frag_pipe;
const struct blit_shader *blitter;
- unsigned int max_ffp_textures, max_ffp_texture_stages;
+ unsigned int max_ffp_textures;
DWORD d3d_vshader_constantF, d3d_pshader_constantF; /* Advertised d3d caps, not GL ones */
DWORD vs_clipping;
WORD isRecordingState : 1;
WORD isInDraw : 1;
WORD bCursorVisible : 1;
- WORD haveHardwareCursor : 1;
WORD d3d_initialized : 1;
WORD inScene : 1; /* A flag to check for proper BeginScene / EndScene call pairs */
WORD softwareVertexProcessing : 1; /* process vertex shaders using software or hardware */
WORD useDrawStridedSlow : 1;
WORD instancedDraw : 1;
+ WORD filter_messages : 1;
WORD padding : 4;
BYTE fixed_function_usage_map; /* MAX_TEXTURES, 8 */
unsigned char surface_alignment; /* Line Alignment of surfaces */
/* State block related */
- IWineD3DStateBlockImpl *stateBlock;
- IWineD3DStateBlockImpl *updateStateBlock;
+ struct wined3d_stateblock *stateBlock;
+ struct wined3d_stateblock *updateStateBlock;
/* Internal use fields */
WINED3DDEVICE_CREATION_PARAMETERS createParms;
- UINT adapterNo;
WINED3DDEVTYPE devType;
+ HWND focus_window;
- IWineD3DSwapChain **swapchains;
- UINT NumberOfSwapChains;
+ struct wined3d_swapchain **swapchains;
+ UINT swapchain_count;
struct list resources; /* a linked list to track resources created by the device */
struct list shaders; /* a linked list to track shaders (pixel and vertex) */
unsigned int highest_dirty_ps_const, highest_dirty_vs_const;
/* Render Target Support */
- IWineD3DSurface **render_targets;
- IWineD3DSurface *auto_depth_stencil_buffer;
- IWineD3DSurface *stencilBufferTarget;
+ DWORD valid_rt_mask;
+ struct wined3d_fb_state fb;
+ struct wined3d_surface *onscreen_depth_stencil;
+ struct wined3d_surface *auto_depth_stencil;
/* palettes texture management */
- UINT NumberOfPalettes;
- PALETTEENTRY **palettes;
- UINT currentPalette;
- UINT paletteConversionShader;
+ PALETTEENTRY **palettes;
+ UINT palette_count;
+ UINT currentPalette;
/* For rendering to a texture using glCopyTexImage */
- GLenum *draw_buffers;
GLuint depth_blt_texture;
GLuint depth_blt_rb;
UINT depth_blt_rb_w;
HCURSOR hardwareCursor;
/* The Wine logo surface */
- IWineD3DSurface *logo_surface;
+ struct wined3d_surface *logo_surface;
/* Textures for when no other textures are mapped */
UINT dummyTextureName[MAX_TEXTURES];
- /* Device state management */
- HRESULT state;
-
/* DirectDraw stuff */
DWORD ddraw_width, ddraw_height;
- WINED3DFORMAT ddraw_format;
-
- /* Final position fixup constant */
- float posFixup[4];
+ enum wined3d_format_id ddraw_format;
/* With register combiners we can skip junk texture stages */
DWORD texUnitMap[MAX_COMBINED_SAMPLERS];
/* Stream source management */
struct wined3d_stream_info strided_streams;
const WineDirect3DVertexStridedData *up_strided;
+ struct wined3d_event_query *buffer_queries[MAX_ATTRIBS];
+ unsigned int num_buffer_queries;
/* Context management */
struct wined3d_context **contexts;
- UINT numContexts;
- struct wined3d_context *pbufferContext; /* The context that has a pbuffer as drawable */
- DWORD pbufferWidth, pbufferHeight; /* Size of the buffer drawable */
+ UINT context_count;
/* High level patch management */
#define PATCHMAP_SIZE 43
struct WineD3DRectPatch *currentPatch;
};
-extern const IWineD3DDeviceVtbl IWineD3DDevice_Vtbl;
+HRESULT device_clear_render_targets(struct wined3d_device *device, UINT rt_count, struct wined3d_surface **rts,
+ struct wined3d_surface *depth_stencil, UINT rect_count, const RECT *rects, const RECT *draw_rect,
+ DWORD flags, const WINED3DCOLORVALUE *color, float depth, DWORD stencil) DECLSPEC_HIDDEN;
+BOOL device_context_add(struct wined3d_device *device, struct wined3d_context *context) DECLSPEC_HIDDEN;
+void device_context_remove(struct wined3d_device *device, struct wined3d_context *context) DECLSPEC_HIDDEN;
+void device_get_draw_rect(struct wined3d_device *device, RECT *rect) DECLSPEC_HIDDEN;
+HRESULT device_init(struct wined3d_device *device, struct wined3d *wined3d,
+ UINT adapter_idx, WINED3DDEVTYPE device_type, HWND focus_window, DWORD flags,
+ struct wined3d_device_parent *device_parent) DECLSPEC_HIDDEN;
+void device_preload_textures(struct wined3d_device *device) DECLSPEC_HIDDEN;
+LRESULT device_process_message(struct wined3d_device *device, HWND window, BOOL unicode,
+ UINT message, WPARAM wparam, LPARAM lparam, WNDPROC proc) DECLSPEC_HIDDEN;
+void device_resource_add(struct wined3d_device *device, struct wined3d_resource *resource) DECLSPEC_HIDDEN;
+void device_resource_released(struct wined3d_device *device, struct wined3d_resource *resource) DECLSPEC_HIDDEN;
+void device_stream_info_from_declaration(struct wined3d_device *device,
+ BOOL use_vshader, struct wined3d_stream_info *stream_info, BOOL *fixup) DECLSPEC_HIDDEN;
+void device_switch_onscreen_ds(struct wined3d_device *device, struct wined3d_context *context,
+ struct wined3d_surface *depth_stencil) DECLSPEC_HIDDEN;
+void device_update_stream_info(struct wined3d_device *device, const struct wined3d_gl_info *gl_info) DECLSPEC_HIDDEN;
+void device_update_tex_unit_map(struct wined3d_device *device) DECLSPEC_HIDDEN;
+void IWineD3DDeviceImpl_MarkStateDirty(struct wined3d_device *device, DWORD state) DECLSPEC_HIDDEN;
-void device_resource_add(IWineD3DDeviceImpl *This, IWineD3DResource *resource);
-void device_resource_released(IWineD3DDeviceImpl *This, IWineD3DResource *resource);
-void device_stream_info_from_declaration(IWineD3DDeviceImpl *This,
- BOOL use_vshader, struct wined3d_stream_info *stream_info, BOOL *fixup);
-void device_stream_info_from_strided(IWineD3DDeviceImpl *This,
- const struct WineDirect3DVertexStridedData *strided, struct wined3d_stream_info *stream_info);
-HRESULT IWineD3DDeviceImpl_ClearSurface(IWineD3DDeviceImpl *This, IWineD3DSurfaceImpl *target, DWORD Count,
- CONST WINED3DRECT* pRects, DWORD Flags, WINED3DCOLOR Color,
- float Z, DWORD Stencil);
-void IWineD3DDeviceImpl_FindTexUnitMap(IWineD3DDeviceImpl *This);
-void IWineD3DDeviceImpl_MarkStateDirty(IWineD3DDeviceImpl *This, DWORD state);
static inline BOOL isStateDirty(struct wined3d_context *context, DWORD state)
{
- DWORD idx = state >> 5;
- BYTE shift = state & 0x1f;
+ DWORD idx = state / (sizeof(*context->isStateDirty) * CHAR_BIT);
+ BYTE shift = state & ((sizeof(*context->isStateDirty) * CHAR_BIT) - 1);
return context->isStateDirty[idx] & (1 << shift);
}
-/* Support for IWineD3DResource ::Set/Get/FreePrivateData. */
-typedef struct PrivateData
-{
- struct list entry;
-
- GUID tag;
- DWORD flags; /* DDSPD_* */
-
- union
- {
- LPVOID data;
- LPUNKNOWN object;
- } ptr;
+#define WINED3D_RESOURCE_ACCESS_GPU 0x1
+#define WINED3D_RESOURCE_ACCESS_CPU 0x2
+/* SCRATCH is mostly the same as CPU, but can't be used by the GPU at all,
+ * not even for resource uploads. */
+#define WINED3D_RESOURCE_ACCESS_SCRATCH 0x4
- DWORD size;
-} PrivateData;
-
-/*****************************************************************************
- * IWineD3DResource implementation structure
- */
-typedef struct IWineD3DResourceClass
+struct wined3d_resource_ops
{
- /* IUnknown fields */
- LONG ref; /* Note: Ref counting not required */
+ void (*resource_unload)(struct wined3d_resource *resource);
+};
- /* WineD3DResource Information */
- IUnknown *parent;
+struct wined3d_resource
+{
+ LONG ref;
+ struct wined3d_device *device;
WINED3DRESOURCETYPE resourceType;
- IWineD3DDeviceImpl *wineD3DDevice;
+ const struct wined3d_format *format;
+ WINED3DMULTISAMPLE_TYPE multisample_type;
+ UINT multisample_quality;
+ DWORD usage;
WINED3DPOOL pool;
+ DWORD access_flags;
+ UINT width;
+ UINT height;
+ UINT depth;
UINT size;
- DWORD usage;
- const struct GlPixelFormatDesc *format_desc;
DWORD priority;
BYTE *allocatedMemory; /* Pointer to the real data location */
BYTE *heapMemory; /* Pointer to the HeapAlloced block of memory */
struct list privateData;
struct list resource_list_entry;
-} IWineD3DResourceClass;
-
-typedef struct IWineD3DResourceImpl
-{
- /* IUnknown & WineD3DResource Information */
- const IWineD3DResourceVtbl *lpVtbl;
- IWineD3DResourceClass resource;
-} IWineD3DResourceImpl;
-
-void resource_cleanup(IWineD3DResource *iface);
-HRESULT resource_free_private_data(IWineD3DResource *iface, REFGUID guid);
-HRESULT resource_get_device(IWineD3DResource *iface, IWineD3DDevice **device);
-HRESULT resource_get_parent(IWineD3DResource *iface, IUnknown **parent);
-DWORD resource_get_priority(IWineD3DResource *iface);
-HRESULT resource_get_private_data(IWineD3DResource *iface, REFGUID guid,
- void *data, DWORD *data_size);
-HRESULT resource_init(IWineD3DResource *iface, WINED3DRESOURCETYPE resource_type,
- IWineD3DDeviceImpl *device, UINT size, DWORD usage, const struct GlPixelFormatDesc *format_desc,
- WINED3DPOOL pool, IUnknown *parent);
-WINED3DRESOURCETYPE resource_get_type(IWineD3DResource *iface);
-DWORD resource_set_priority(IWineD3DResource *iface, DWORD new_priority);
-HRESULT resource_set_private_data(IWineD3DResource *iface, REFGUID guid,
- const void *data, DWORD data_size, DWORD flags);
+ void *parent;
+ const struct wined3d_parent_ops *parent_ops;
+ const struct wined3d_resource_ops *resource_ops;
+};
-/* Tests show that the start address of resources is 32 byte aligned */
-#define RESOURCE_ALIGNMENT 32
+void resource_cleanup(struct wined3d_resource *resource) DECLSPEC_HIDDEN;
+HRESULT resource_free_private_data(struct wined3d_resource *resource, REFGUID guid) DECLSPEC_HIDDEN;
+DWORD resource_get_priority(const struct wined3d_resource *resource) DECLSPEC_HIDDEN;
+HRESULT resource_get_private_data(const struct wined3d_resource *resource, REFGUID guid,
+ void *data, DWORD *data_size) DECLSPEC_HIDDEN;
+HRESULT resource_init(struct wined3d_resource *resource, struct wined3d_device *device,
+ WINED3DRESOURCETYPE resource_type, const struct wined3d_format *format,
+ WINED3DMULTISAMPLE_TYPE multisample_type, UINT multisample_quality,
+ DWORD usage, WINED3DPOOL pool, UINT width, UINT height, UINT depth, UINT size,
+ void *parent, const struct wined3d_parent_ops *parent_ops,
+ const struct wined3d_resource_ops *resource_ops) DECLSPEC_HIDDEN;
+DWORD resource_set_priority(struct wined3d_resource *resource, DWORD priority) DECLSPEC_HIDDEN;
+HRESULT resource_set_private_data(struct wined3d_resource *resource, REFGUID guid,
+ const void *data, DWORD data_size, DWORD flags) DECLSPEC_HIDDEN;
+void resource_unload(struct wined3d_resource *resource) DECLSPEC_HIDDEN;
-/*****************************************************************************
- * IWineD3DBaseTexture D3D- > openGL state map lookups
- */
+/* Tests show that the start address of resources is 32 byte aligned */
+#define RESOURCE_ALIGNMENT 16
typedef enum winetexturestates {
WINED3DTEXSTA_ADDRESSU = 0,
WINED3DTEXSTA_MAXMIPLEVEL = 7,
WINED3DTEXSTA_MAXANISOTROPY = 8,
WINED3DTEXSTA_SRGBTEXTURE = 9,
- WINED3DTEXSTA_ELEMENTINDEX = 10,
- WINED3DTEXSTA_DMAPOFFSET = 11,
- WINED3DTEXSTA_TSSADDRESSW = 12,
- MAX_WINETEXTURESTATES = 13,
+ WINED3DTEXSTA_SHADOW = 10,
+ MAX_WINETEXTURESTATES = 11,
} winetexturestates;
enum WINED3DSRGB
SRGB_ANY = 0, /* Uses the cached value(e.g. external calls) */
SRGB_RGB = 1, /* Loads the rgb texture */
SRGB_SRGB = 2, /* Loads the srgb texture */
- SRGB_BOTH = 3, /* Loads both textures */
};
-/*****************************************************************************
- * IWineD3DBaseTexture implementation structure (extends IWineD3DResourceImpl)
- */
-typedef struct IWineD3DBaseTextureClass
+struct gl_texture
{
DWORD states[MAX_WINETEXTURESTATES];
- DWORD srgbstates[MAX_WINETEXTURESTATES];
- UINT levels;
- BOOL dirty, srgbDirty;
- UINT textureName, srgbTextureName;
- float pow2Matrix[16];
- UINT LOD;
- WINED3DTEXTUREFILTERTYPE filterType;
- LONG bindCount;
- DWORD sampler;
- BOOL is_srgb;
- BOOL pow2Matrix_identity;
- const struct min_lookup *minMipLookup;
- const GLenum *magLookup;
- void (*internal_preload)(IWineD3DBaseTexture *iface, enum WINED3DSRGB srgb);
-} IWineD3DBaseTextureClass;
-
-void surface_internal_preload(IWineD3DSurface *iface, enum WINED3DSRGB srgb);
-
-typedef struct IWineD3DBaseTextureImpl
-{
- /* IUnknown & WineD3DResource Information */
- const IWineD3DBaseTextureVtbl *lpVtbl;
- IWineD3DResourceClass resource;
- IWineD3DBaseTextureClass baseTexture;
-
-} IWineD3DBaseTextureImpl;
-
-void basetexture_apply_state_changes(IWineD3DBaseTexture *iface,
- const DWORD texture_states[WINED3D_HIGHEST_TEXTURE_STATE + 1],
- const DWORD sampler_states[WINED3D_HIGHEST_SAMPLER_STATE + 1]);
-HRESULT basetexture_bind(IWineD3DBaseTexture *iface, BOOL srgb, BOOL *set_surface_desc);
-void basetexture_cleanup(IWineD3DBaseTexture *iface);
-void basetexture_generate_mipmaps(IWineD3DBaseTexture *iface);
-WINED3DTEXTUREFILTERTYPE basetexture_get_autogen_filter_type(IWineD3DBaseTexture *iface);
-BOOL basetexture_get_dirty(IWineD3DBaseTexture *iface);
-DWORD basetexture_get_level_count(IWineD3DBaseTexture *iface);
-DWORD basetexture_get_lod(IWineD3DBaseTexture *iface);
-HRESULT basetexture_init(IWineD3DBaseTextureImpl *texture, UINT levels, WINED3DRESOURCETYPE resource_type,
- IWineD3DDeviceImpl *device, UINT size, DWORD usage, const struct GlPixelFormatDesc *format_desc,
- WINED3DPOOL pool, IUnknown *parent);
-HRESULT basetexture_set_autogen_filter_type(IWineD3DBaseTexture *iface, WINED3DTEXTUREFILTERTYPE filter_type);
-BOOL basetexture_set_dirty(IWineD3DBaseTexture *iface, BOOL dirty);
-DWORD basetexture_set_lod(IWineD3DBaseTexture *iface, DWORD new_lod);
-void basetexture_unload(IWineD3DBaseTexture *iface);
+ BOOL dirty;
+ GLuint name;
+};
-/*****************************************************************************
- * IWineD3DTexture implementation structure (extends IWineD3DBaseTextureImpl)
- */
-typedef struct IWineD3DTextureImpl
+struct wined3d_texture_ops
{
- /* IUnknown & WineD3DResource/WineD3DBaseTexture Information */
- const IWineD3DTextureVtbl *lpVtbl;
- IWineD3DResourceClass resource;
- IWineD3DBaseTextureClass baseTexture;
-
- /* IWineD3DTexture */
- IWineD3DSurface *surfaces[MAX_MIP_LEVELS];
- UINT target;
- BOOL cond_np2;
-
-} IWineD3DTextureImpl;
-
-extern const IWineD3DTextureVtbl IWineD3DTexture_Vtbl;
+ HRESULT (*texture_bind)(struct wined3d_texture *texture,
+ const struct wined3d_gl_info *gl_info, BOOL srgb);
+ void (*texture_preload)(struct wined3d_texture *texture, enum WINED3DSRGB srgb);
+ void (*texture_sub_resource_add_dirty_region)(struct wined3d_resource *sub_resource,
+ const WINED3DBOX *dirty_region);
+ void (*texture_sub_resource_cleanup)(struct wined3d_resource *sub_resource);
+};
-HRESULT texture_init(IWineD3DTextureImpl *texture, UINT width, UINT height, UINT levels,
- IWineD3DDeviceImpl *device, DWORD usage, WINED3DFORMAT format, WINED3DPOOL pool, IUnknown *parent);
+#define WINED3D_TEXTURE_COND_NP2 0x1
+#define WINED3D_TEXTURE_POW2_MAT_IDENT 0x2
+#define WINED3D_TEXTURE_IS_SRGB 0x4
+
+struct wined3d_texture
+{
+ struct wined3d_resource resource;
+ const struct wined3d_texture_ops *texture_ops;
+ struct gl_texture texture_rgb, texture_srgb;
+ struct wined3d_resource **sub_resources;
+ UINT layer_count;
+ UINT level_count;
+ float pow2_matrix[16];
+ UINT lod;
+ WINED3DTEXTUREFILTERTYPE filter_type;
+ LONG bind_count;
+ DWORD sampler;
+ DWORD flags;
+ const struct min_lookup *min_mip_lookup;
+ const GLenum *mag_lookup;
+ GLenum target;
+};
-/*****************************************************************************
- * IWineD3DCubeTexture implementation structure (extends IWineD3DBaseTextureImpl)
- */
-typedef struct IWineD3DCubeTextureImpl
+static inline struct wined3d_texture *wined3d_texture_from_resource(struct wined3d_resource *resource)
{
- /* IUnknown & WineD3DResource/WineD3DBaseTexture Information */
- const IWineD3DCubeTextureVtbl *lpVtbl;
- IWineD3DResourceClass resource;
- IWineD3DBaseTextureClass baseTexture;
-
- /* IWineD3DCubeTexture */
- IWineD3DSurface *surfaces[6][MAX_MIP_LEVELS];
-} IWineD3DCubeTextureImpl;
-
-extern const IWineD3DCubeTextureVtbl IWineD3DCubeTexture_Vtbl;
-
-HRESULT cubetexture_init(IWineD3DCubeTextureImpl *texture, UINT edge_length, UINT levels,
- IWineD3DDeviceImpl *device, DWORD usage, WINED3DFORMAT format, WINED3DPOOL pool, IUnknown *parent);
+ return CONTAINING_RECORD(resource, struct wined3d_texture, resource);
+}
-typedef struct _WINED3DVOLUMET_DESC
+static inline struct gl_texture *wined3d_texture_get_gl_texture(struct wined3d_texture *texture,
+ const struct wined3d_gl_info *gl_info, BOOL srgb)
{
- UINT Width;
- UINT Height;
- UINT Depth;
-} WINED3DVOLUMET_DESC;
+ return srgb && !gl_info->supported[EXT_TEXTURE_SRGB_DECODE]
+ ? &texture->texture_srgb : &texture->texture_rgb;
+}
-/*****************************************************************************
- * IWineD3DVolume implementation structure (extends IUnknown)
- */
-typedef struct IWineD3DVolumeImpl
-{
- /* IUnknown & WineD3DResource fields */
- const IWineD3DVolumeVtbl *lpVtbl;
- IWineD3DResourceClass resource;
+void wined3d_texture_apply_state_changes(struct wined3d_texture *texture,
+ const DWORD samplerStates[WINED3D_HIGHEST_SAMPLER_STATE + 1],
+ const struct wined3d_gl_info *gl_info) DECLSPEC_HIDDEN;
+void wined3d_texture_set_dirty(struct wined3d_texture *texture, BOOL dirty) DECLSPEC_HIDDEN;
- /* WineD3DVolume Information */
- WINED3DVOLUMET_DESC currentDesc;
- IWineD3DBase *container;
+struct wined3d_volume
+{
+ struct wined3d_resource resource;
+ struct wined3d_texture *container;
BOOL lockable;
BOOL locked;
WINED3DBOX lockedBox;
WINED3DBOX dirtyBox;
BOOL dirty;
-} IWineD3DVolumeImpl;
-
-extern const IWineD3DVolumeVtbl IWineD3DVolume_Vtbl;
-
-void volume_add_dirty_box(IWineD3DVolume *iface, const WINED3DBOX *dirty_box);
+};
-/*****************************************************************************
- * IWineD3DVolumeTexture implementation structure (extends IWineD3DBaseTextureImpl)
- */
-typedef struct IWineD3DVolumeTextureImpl
+static inline struct wined3d_volume *volume_from_resource(struct wined3d_resource *resource)
{
- /* IUnknown & WineD3DResource/WineD3DBaseTexture Information */
- const IWineD3DVolumeTextureVtbl *lpVtbl;
- IWineD3DResourceClass resource;
- IWineD3DBaseTextureClass baseTexture;
-
- /* IWineD3DVolumeTexture */
- IWineD3DVolume *volumes[MAX_MIP_LEVELS];
-} IWineD3DVolumeTextureImpl;
-
-extern const IWineD3DVolumeTextureVtbl IWineD3DVolumeTexture_Vtbl;
+ return CONTAINING_RECORD(resource, struct wined3d_volume, resource);
+}
-HRESULT volumetexture_init(IWineD3DVolumeTextureImpl *texture, UINT width, UINT height, UINT depth, UINT levels,
- IWineD3DDeviceImpl *device, DWORD usage, WINED3DFORMAT format, WINED3DPOOL pool, IUnknown *parent);
-
-typedef struct _WINED3DSURFACET_DESC
-{
- WINED3DMULTISAMPLE_TYPE MultiSampleType;
- DWORD MultiSampleQuality;
- UINT Width;
- UINT Height;
-} WINED3DSURFACET_DESC;
+void volume_add_dirty_box(struct wined3d_volume *volume, const WINED3DBOX *dirty_box) DECLSPEC_HIDDEN;
+void volume_load(struct wined3d_volume *volume, UINT level, BOOL srgb_mode) DECLSPEC_HIDDEN;
+void volume_set_container(struct wined3d_volume *volume, struct wined3d_texture *container) DECLSPEC_HIDDEN;
/*****************************************************************************
* Structure for DIB Surfaces (GetDC and GDI surfaces)
BOOL client_memory;
} wineD3DSurface_DIB;
-typedef struct {
+struct wined3d_renderbuffer_entry
+{
struct list entry;
GLuint id;
UINT width;
UINT height;
-} renderbuffer_entry_t;
+};
struct fbo_entry
{
struct list entry;
- IWineD3DSurface **render_targets;
- IWineD3DSurface *depth_stencil;
+ struct wined3d_surface **render_targets;
+ struct wined3d_surface *depth_stencil;
+ DWORD location;
BOOL attached;
GLuint id;
};
-/*****************************************************************************
- * IWineD3DClipp implementation structure
- */
-typedef struct IWineD3DClipperImpl
+struct wined3d_clipper
{
- const IWineD3DClipperVtbl *lpVtbl;
LONG ref;
- IUnknown *Parent;
HWND hWnd;
-} IWineD3DClipperImpl;
+};
+enum wined3d_container_type
+{
+ WINED3D_CONTAINER_NONE = 0,
+ WINED3D_CONTAINER_SWAPCHAIN,
+ WINED3D_CONTAINER_TEXTURE,
+};
-/*****************************************************************************
- * IWineD3DSurface implementation structure
- */
-struct IWineD3DSurfaceImpl
+struct wined3d_subresource_container
{
- /* IUnknown & IWineD3DResource Information */
- const IWineD3DSurfaceVtbl *lpVtbl;
- IWineD3DResourceClass resource;
+ enum wined3d_container_type type;
+ union
+ {
+ struct wined3d_swapchain *swapchain;
+ struct wined3d_texture *texture;
+ void *base;
+ } u;
+};
+
+struct wined3d_surface_ops
+{
+ HRESULT (*surface_private_setup)(struct wined3d_surface *surface);
+ void (*surface_cleanup)(struct wined3d_surface *surface);
+ void (*surface_realize_palette)(struct wined3d_surface *surface);
+ HRESULT (*surface_draw_overlay)(struct wined3d_surface *surface);
+ void (*surface_preload)(struct wined3d_surface *surface);
+ void (*surface_map)(struct wined3d_surface *surface, const RECT *rect, DWORD flags);
+ void (*surface_unmap)(struct wined3d_surface *surface);
+ HRESULT (*surface_getdc)(struct wined3d_surface *surface);
+ HRESULT (*surface_flip)(struct wined3d_surface *surface, struct wined3d_surface *override);
+ HRESULT (*surface_blt)(struct wined3d_surface *dst_surface, const RECT *dst_rect,
+ struct wined3d_surface *src_surface, const RECT *src_rect, DWORD flags,
+ const WINEDDBLTFX *fx, WINED3DTEXTUREFILTERTYPE filter);
+ HRESULT (*surface_bltfast)(struct wined3d_surface *dst_surface, DWORD dst_x, DWORD dst_y,
+ struct wined3d_surface *src_surface, const RECT *src_rect, DWORD trans);
+ HRESULT (*surface_set_mem)(struct wined3d_surface *surface, void *mem);
+};
- /* IWineD3DSurface fields */
- IWineD3DBase *container;
- WINED3DSURFACET_DESC currentDesc;
- IWineD3DPaletteImpl *palette; /* D3D7 style palette handling */
+struct wined3d_surface
+{
+ struct wined3d_resource resource;
+ const struct wined3d_surface_ops *surface_ops;
+ struct wined3d_subresource_container container;
+ struct wined3d_palette *palette; /* D3D7 style palette handling */
PALETTEENTRY *palette9; /* D3D8/9 style palette handling */
- /* TODO: move this off into a management class(maybe!) */
- DWORD Flags;
+ DWORD flags;
+ WINED3DSURFTYPE surface_type;
UINT pow2Width;
UINT pow2Height;
/* A method to retrieve the drawable size. Not in the Vtable to make it changeable */
void (*get_drawable_size)(struct wined3d_context *context, UINT *width, UINT *height);
- /* Oversized texture */
- RECT glRect;
-
/* PBO */
GLuint pbo;
GLuint texture_name;
WINEDDCOLORKEY glCKey;
struct list renderbuffers;
- renderbuffer_entry_t *current_renderbuffer;
+ struct wined3d_renderbuffer_entry *current_renderbuffer;
+ SIZE ds_current_size;
/* DirectDraw clippers */
- IWineD3DClipper *clipper;
+ struct wined3d_clipper *clipper;
/* DirectDraw Overlay handling */
RECT overlay_srcrect;
RECT overlay_destrect;
- IWineD3DSurfaceImpl *overlay_dest;
+ struct wined3d_surface *overlay_dest;
struct list overlays;
struct list overlay_entry;
};
-extern const IWineD3DSurfaceVtbl IWineD3DSurface_Vtbl;
-extern const IWineD3DSurfaceVtbl IWineGDISurface_Vtbl;
-
-UINT surface_calculate_size(const struct GlPixelFormatDesc *format_desc, UINT alignment, UINT width, UINT height);
-void surface_gdi_cleanup(IWineD3DSurfaceImpl *This);
-HRESULT surface_init(IWineD3DSurfaceImpl *surface, WINED3DSURFTYPE surface_type, UINT alignment,
- UINT width, UINT height, UINT level, BOOL lockable, BOOL discard, WINED3DMULTISAMPLE_TYPE multisample_type,
- UINT multisample_quality, IWineD3DDeviceImpl *device, DWORD usage, WINED3DFORMAT format,
- WINED3DPOOL pool, IUnknown *parent);
-
-/* Predeclare the shared Surface functions */
-HRESULT WINAPI IWineD3DBaseSurfaceImpl_QueryInterface(IWineD3DSurface *iface, REFIID riid, LPVOID *ppobj);
-ULONG WINAPI IWineD3DBaseSurfaceImpl_AddRef(IWineD3DSurface *iface);
-HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetParent(IWineD3DSurface *iface, IUnknown **pParent);
-HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetDevice(IWineD3DSurface *iface, IWineD3DDevice** ppDevice);
-HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetPrivateData(IWineD3DSurface *iface, REFGUID refguid, CONST void* pData, DWORD SizeOfData, DWORD Flags);
-HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetPrivateData(IWineD3DSurface *iface, REFGUID refguid, void* pData, DWORD* pSizeOfData);
-HRESULT WINAPI IWineD3DBaseSurfaceImpl_FreePrivateData(IWineD3DSurface *iface, REFGUID refguid);
-DWORD WINAPI IWineD3DBaseSurfaceImpl_SetPriority(IWineD3DSurface *iface, DWORD PriorityNew);
-DWORD WINAPI IWineD3DBaseSurfaceImpl_GetPriority(IWineD3DSurface *iface);
-WINED3DRESOURCETYPE WINAPI IWineD3DBaseSurfaceImpl_GetType(IWineD3DSurface *iface);
-HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetContainer(IWineD3DSurface* iface, REFIID riid, void** ppContainer);
-HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetDesc(IWineD3DSurface *iface, WINED3DSURFACE_DESC *pDesc);
-HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetBltStatus(IWineD3DSurface *iface, DWORD Flags);
-HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetFlipStatus(IWineD3DSurface *iface, DWORD Flags);
-HRESULT WINAPI IWineD3DBaseSurfaceImpl_IsLost(IWineD3DSurface *iface);
-HRESULT WINAPI IWineD3DBaseSurfaceImpl_Restore(IWineD3DSurface *iface);
-HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetPalette(IWineD3DSurface *iface, IWineD3DPalette **Pal);
-HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetPalette(IWineD3DSurface *iface, IWineD3DPalette *Pal);
-HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetColorKey(IWineD3DSurface *iface, DWORD Flags, const WINEDDCOLORKEY *CKey);
-HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetContainer(IWineD3DSurface *iface, IWineD3DBase *container);
-DWORD WINAPI IWineD3DBaseSurfaceImpl_GetPitch(IWineD3DSurface *iface);
-HRESULT WINAPI IWineD3DBaseSurfaceImpl_RealizePalette(IWineD3DSurface *iface);
-HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetOverlayPosition(IWineD3DSurface *iface, LONG X, LONG Y);
-HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetOverlayPosition(IWineD3DSurface *iface, LONG *X, LONG *Y);
-HRESULT WINAPI IWineD3DBaseSurfaceImpl_UpdateOverlayZOrder(IWineD3DSurface *iface, DWORD Flags, IWineD3DSurface *Ref);
-HRESULT WINAPI IWineD3DBaseSurfaceImpl_UpdateOverlay(IWineD3DSurface *iface, const RECT *SrcRect,
- IWineD3DSurface *DstSurface, const RECT *DstRect, DWORD Flags, const WINEDDOVERLAYFX *FX);
-HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetClipper(IWineD3DSurface *iface, IWineD3DClipper *clipper);
-HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetClipper(IWineD3DSurface *iface, IWineD3DClipper **clipper);
-HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetFormat(IWineD3DSurface *iface, WINED3DFORMAT format);
-HRESULT IWineD3DBaseSurfaceImpl_CreateDIBSection(IWineD3DSurface *iface);
-HRESULT WINAPI IWineD3DBaseSurfaceImpl_Blt(IWineD3DSurface *iface, const RECT *DestRect, IWineD3DSurface *SrcSurface,
- const RECT *SrcRect, DWORD Flags, const WINEDDBLTFX *DDBltFx, WINED3DTEXTUREFILTERTYPE Filter);
-HRESULT WINAPI IWineD3DBaseSurfaceImpl_BltFast(IWineD3DSurface *iface, DWORD dstx, DWORD dsty,
- IWineD3DSurface *Source, const RECT *rsrc, DWORD trans);
-HRESULT WINAPI IWineD3DBaseSurfaceImpl_LockRect(IWineD3DSurface *iface, WINED3DLOCKED_RECT* pLockedRect, CONST RECT* pRect, DWORD Flags);
-void WINAPI IWineD3DBaseSurfaceImpl_BindTexture(IWineD3DSurface *iface, BOOL srgb);
-const void *WINAPI IWineD3DBaseSurfaceImpl_GetData(IWineD3DSurface *iface);
-
-void get_drawable_size_swapchain(struct wined3d_context *context, UINT *width, UINT *height);
-void get_drawable_size_backbuffer(struct wined3d_context *context, UINT *width, UINT *height);
-void get_drawable_size_pbuffer(struct wined3d_context *context, UINT *width, UINT *height);
-void get_drawable_size_fbo(struct wined3d_context *context, UINT *width, UINT *height);
-
-void flip_surface(IWineD3DSurfaceImpl *front, IWineD3DSurfaceImpl *back);
+static inline struct wined3d_surface *surface_from_resource(struct wined3d_resource *resource)
+{
+ return CONTAINING_RECORD(resource, struct wined3d_surface, resource);
+}
+
+static inline GLuint surface_get_texture_name(struct wined3d_surface *surface,
+ const struct wined3d_gl_info *gl_info, BOOL srgb)
+{
+ return srgb && !gl_info->supported[EXT_TEXTURE_SRGB_DECODE]
+ ? surface->texture_name_srgb : surface->texture_name;
+}
+
+void surface_add_dirty_rect(struct wined3d_surface *surface, const WINED3DBOX *dirty_rect) DECLSPEC_HIDDEN;
+void surface_bind(struct wined3d_surface *surface, const struct wined3d_gl_info *gl_info, BOOL srgb) DECLSPEC_HIDDEN;
+HRESULT surface_color_fill(struct wined3d_surface *s, const RECT *rect, const WINED3DCOLORVALUE *color) DECLSPEC_HIDDEN;
+GLenum surface_get_gl_buffer(struct wined3d_surface *surface) DECLSPEC_HIDDEN;
+BOOL surface_init_sysmem(struct wined3d_surface *surface) DECLSPEC_HIDDEN;
+void surface_internal_preload(struct wined3d_surface *surface, enum WINED3DSRGB srgb) DECLSPEC_HIDDEN;
+BOOL surface_is_offscreen(struct wined3d_surface *surface) DECLSPEC_HIDDEN;
+HRESULT surface_load(struct wined3d_surface *surface, BOOL srgb) DECLSPEC_HIDDEN;
+void surface_load_ds_location(struct wined3d_surface *surface,
+ struct wined3d_context *context, DWORD location) DECLSPEC_HIDDEN;
+HRESULT surface_load_location(struct wined3d_surface *surface, DWORD flag, const RECT *rect) DECLSPEC_HIDDEN;
+void surface_modify_ds_location(struct wined3d_surface *surface, DWORD location, UINT w, UINT h) DECLSPEC_HIDDEN;
+void surface_modify_location(struct wined3d_surface *surface, DWORD flag, BOOL persistent) DECLSPEC_HIDDEN;
+void surface_prepare_texture(struct wined3d_surface *surface,
+ const struct wined3d_gl_info *gl_info, BOOL srgb) DECLSPEC_HIDDEN;
+void surface_set_compatible_renderbuffer(struct wined3d_surface *surface, struct wined3d_surface *rt) DECLSPEC_HIDDEN;
+void surface_set_container(struct wined3d_surface *surface,
+ enum wined3d_container_type type, void *container) DECLSPEC_HIDDEN;
+void surface_set_texture_name(struct wined3d_surface *surface, GLuint name, BOOL srgb_name) DECLSPEC_HIDDEN;
+void surface_set_texture_target(struct wined3d_surface *surface, GLenum target) DECLSPEC_HIDDEN;
+void surface_translate_drawable_coords(struct wined3d_surface *surface, HWND window, RECT *rect) DECLSPEC_HIDDEN;
+
+void get_drawable_size_swapchain(struct wined3d_context *context, UINT *width, UINT *height) DECLSPEC_HIDDEN;
+void get_drawable_size_backbuffer(struct wined3d_context *context, UINT *width, UINT *height) DECLSPEC_HIDDEN;
+void get_drawable_size_fbo(struct wined3d_context *context, UINT *width, UINT *height) DECLSPEC_HIDDEN;
+
+void draw_textured_quad(struct wined3d_surface *src_surface, const RECT *src_rect,
+ const RECT *dst_rect, WINED3DTEXTUREFILTERTYPE Filter) DECLSPEC_HIDDEN;
+void flip_surface(struct wined3d_surface *front, struct wined3d_surface *back) DECLSPEC_HIDDEN;
/* Surface flags: */
-#define SFLAG_OVERSIZE 0x00000001 /* Surface is bigger than gl size, blts only */
#define SFLAG_CONVERTED 0x00000002 /* Converted for color keying or Palettized */
#define SFLAG_DIBSECTION 0x00000004 /* Has a DIB section attached for GetDC */
#define SFLAG_LOCKABLE 0x00000008 /* Surface can be locked */
#define SFLAG_DS_ONSCREEN 0x00200000 /* Is a depth stencil, last modified onscreen */
#define SFLAG_DS_OFFSCREEN 0x00400000 /* Is a depth stencil, last modified offscreen */
#define SFLAG_INOVERLAYDRAW 0x00800000 /* Overlay drawing is in progress. Recursion prevention */
-#define SFLAG_SWAPCHAIN 0x01000000 /* The surface is part of a swapchain */
/* In some conditions the surface memory must not be freed:
- * SFLAG_OVERSIZE: Not all data can be kept in GL
* SFLAG_CONVERTED: Converting the data back would take too long
* SFLAG_DIBSECTION: The dib code manages the memory
* SFLAG_LOCKED: The app requires access to the surface data
* SFLAG_PBO: PBOs don't use 'normal' memory. It is either allocated by the driver or must be NULL.
* SFLAG_CLIENT: OpenGL uses our memory as backup
*/
-#define SFLAG_DONOTFREE (SFLAG_OVERSIZE | \
- SFLAG_CONVERTED | \
+#define SFLAG_DONOTFREE (SFLAG_CONVERTED | \
SFLAG_DIBSECTION | \
SFLAG_LOCKED | \
SFLAG_DYNLOCK | \
SFLAG_DS_OFFSCREEN)
#define SFLAG_DS_DISCARDED SFLAG_DS_LOCATIONS
-BOOL CalculateTexRect(IWineD3DSurfaceImpl *This, RECT *Rect, float glTexCoord[4]);
-
typedef enum {
NO_CONVERSION,
CONVERT_PALETTED,
CONVERT_PALETTED_CK,
CONVERT_CK_565,
CONVERT_CK_5551,
- CONVERT_CK_4444,
- CONVERT_CK_4444_ARGB,
- CONVERT_CK_1555,
- CONVERT_555,
CONVERT_CK_RGB24,
- CONVERT_CK_8888,
- CONVERT_CK_8888_ARGB,
- CONVERT_RGB32_888,
- CONVERT_V8U8,
- CONVERT_L6V5U5,
- CONVERT_X8L8V8U8,
- CONVERT_Q8W8V8U8,
- CONVERT_V16U16,
- CONVERT_A4L4,
- CONVERT_G16R16,
- CONVERT_R16G16F,
- CONVERT_R32G32F,
- CONVERT_D15S1,
- CONVERT_D24X4S4,
- CONVERT_D24FS8,
+ CONVERT_RGB32_888
} CONVERT_TYPES;
-HRESULT d3dfmt_get_conv(IWineD3DSurfaceImpl *This, BOOL need_alpha_ck, BOOL use_texturing, GLenum *format, GLenum *internal, GLenum *type, CONVERT_TYPES *convert, int *target_bpp, BOOL srgb_mode);
-
-BOOL palette9_changed(IWineD3DSurfaceImpl *This);
+HRESULT d3dfmt_get_conv(struct wined3d_surface *surface, BOOL need_alpha_ck, BOOL use_texturing,
+ struct wined3d_format *format, CONVERT_TYPES *convert) DECLSPEC_HIDDEN;
+void d3dfmt_p8_init_palette(struct wined3d_surface *surface, BYTE table[256][4], BOOL colorkey) DECLSPEC_HIDDEN;
-/*****************************************************************************
- * IWineD3DVertexDeclaration implementation structure
- */
-#define MAX_ATTRIBS 16
+BOOL palette9_changed(struct wined3d_surface *surface) DECLSPEC_HIDDEN;
struct wined3d_vertex_declaration_element
{
- const struct GlPixelFormatDesc *format_desc;
+ const struct wined3d_format *format;
BOOL ffp_valid;
WORD input_slot;
WORD offset;
BYTE usage_idx;
};
-typedef struct IWineD3DVertexDeclarationImpl {
- /* IUnknown Information */
- const IWineD3DVertexDeclarationVtbl *lpVtbl;
- LONG ref;
-
- IUnknown *parent;
- IWineD3DDeviceImpl *wineD3DDevice;
+struct wined3d_vertex_declaration
+{
+ LONG ref;
+ void *parent;
+ const struct wined3d_parent_ops *parent_ops;
+ struct wined3d_device *device;
struct wined3d_vertex_declaration_element *elements;
UINT element_count;
UINT num_streams;
BOOL position_transformed;
BOOL half_float_conv_needed;
-} IWineD3DVertexDeclarationImpl;
-
-extern const IWineD3DVertexDeclarationVtbl IWineD3DVertexDeclaration_Vtbl;
-
-HRESULT vertexdeclaration_init(IWineD3DVertexDeclarationImpl *This,
- const WINED3DVERTEXELEMENT *elements, UINT element_count);
-
-/*****************************************************************************
- * IWineD3DStateBlock implementation structure
- */
+};
/* Internal state Block for Begin/End/Capture/Create/Apply info */
/* Note: Very long winded but gl Lists are not flexible enough */
DWORD renderState[(WINEHIGHEST_RENDER_STATE >> 5) + 1];
DWORD textureState[MAX_TEXTURES]; /* WINED3D_HIGHEST_TEXTURE_STATE + 1, 18 */
WORD samplerState[MAX_COMBINED_SAMPLERS]; /* WINED3D_HIGHEST_SAMPLER_STATE + 1, 14 */
- DWORD textures; /* MAX_COMBINED_SAMPLERS, 20 */
DWORD clipplane; /* WINED3DMAXUSERCLIPPLANES, 32 */
WORD pixelShaderConstantsB; /* MAX_CONST_B, 16 */
WORD pixelShaderConstantsI; /* MAX_CONST_I, 16 */
WORD vertexShaderConstantsB; /* MAX_CONST_B, 16 */
WORD vertexShaderConstantsI; /* MAX_CONST_I, 16 */
BOOL *vertexShaderConstantsF;
- WORD primitive_type : 1;
- WORD indices : 1;
- WORD material : 1;
- WORD viewport : 1;
- WORD vertexDecl : 1;
- WORD pixelShader : 1;
- WORD vertexShader : 1;
- WORD scissorRect : 1;
- WORD padding : 1;
+ DWORD textures : 20; /* MAX_COMBINED_SAMPLERS, 20 */
+ DWORD primitive_type : 1;
+ DWORD indices : 1;
+ DWORD material : 1;
+ DWORD viewport : 1;
+ DWORD vertexDecl : 1;
+ DWORD pixelShader : 1;
+ DWORD vertexShader : 1;
+ DWORD scissorRect : 1;
+ DWORD padding : 4;
} SAVEDSTATES;
struct StageState {
DWORD state;
};
-struct IWineD3DStateBlockImpl
+struct wined3d_stream_state
{
- /* IUnknown fields */
- const IWineD3DStateBlockVtbl *lpVtbl;
- LONG ref; /* Note: Ref counting not required */
-
- /* IWineD3DStateBlock information */
- IUnknown *parent;
- IWineD3DDeviceImpl *wineD3DDevice;
- WINED3DSTATEBLOCKTYPE blockType;
-
- /* Array indicating whether things have been set or changed */
- SAVEDSTATES changed;
-
- /* Vertex Shader Declaration */
- IWineD3DVertexDeclaration *vertexDecl;
-
- IWineD3DVertexShader *vertexShader;
-
- /* Vertex Shader Constants */
- BOOL vertexShaderConstantB[MAX_CONST_B];
- INT vertexShaderConstantI[MAX_CONST_I * 4];
- float *vertexShaderConstantF;
+ struct wined3d_buffer *buffer;
+ UINT offset;
+ UINT stride;
+ UINT frequency;
+ UINT flags;
+};
- /* primitive type */
+struct wined3d_state
+{
+ struct wined3d_vertex_declaration *vertex_declaration;
+ struct wined3d_stream_state streams[MAX_STREAMS + 1 /* tesselated pseudo-stream */];
+ BOOL user_stream;
+ struct wined3d_buffer *index_buffer;
+ enum wined3d_format_id index_format;
+ INT base_vertex_index;
+ INT load_base_vertex_index; /* Non-indexed drawing needs 0 here, indexed needs base_vertex_index. */
GLenum gl_primitive_type;
- /* Stream Source */
- BOOL streamIsUP;
- UINT streamStride[MAX_STREAMS];
- UINT streamOffset[MAX_STREAMS + 1 /* tesselated pseudo-stream */ ];
- IWineD3DBuffer *streamSource[MAX_STREAMS];
- UINT streamFreq[MAX_STREAMS + 1];
- UINT streamFlags[MAX_STREAMS + 1]; /*0 | WINED3DSTREAMSOURCE_INSTANCEDATA | WINED3DSTREAMSOURCE_INDEXEDDATA */
+ struct wined3d_shader *vertex_shader;
+ BOOL vs_consts_b[MAX_CONST_B];
+ INT vs_consts_i[MAX_CONST_I * 4];
+ float *vs_consts_f;
+
+ struct wined3d_shader *pixel_shader;
+ BOOL ps_consts_b[MAX_CONST_B];
+ INT ps_consts_i[MAX_CONST_I * 4];
+ float *ps_consts_f;
- /* Indices */
- IWineD3DBuffer* pIndexData;
- WINED3DFORMAT IndexFmt;
- INT baseVertexIndex;
- INT loadBaseVertexIndex; /* non-indexed drawing needs 0 here, indexed baseVertexIndex */
+ struct wined3d_texture *textures[MAX_COMBINED_SAMPLERS];
+ DWORD sampler_states[MAX_COMBINED_SAMPLERS][WINED3D_HIGHEST_SAMPLER_STATE + 1];
+ DWORD texture_states[MAX_TEXTURES][WINED3D_HIGHEST_TEXTURE_STATE + 1];
+ DWORD lowest_disabled_stage;
- /* Transform */
- WINED3DMATRIX transforms[HIGHEST_TRANSFORMSTATE + 1];
+ WINED3DMATRIX transforms[HIGHEST_TRANSFORMSTATE + 1];
+ double clip_planes[MAX_CLIPPLANES][4];
+ WINED3DCLIPSTATUS clip_status;
+ WINED3DMATERIAL material;
+ WINED3DVIEWPORT viewport;
+ RECT scissor_rect;
/* Light hashmap . Collisions are handled using standard wine double linked lists */
#define LIGHTMAP_SIZE 43 /* Use of a prime number recommended. Set to 1 for a linked list! */
#define LIGHTMAP_HASHFUNC(x) ((x) % LIGHTMAP_SIZE) /* Primitive and simple function */
- struct list lightMap[LIGHTMAP_SIZE]; /* Mashmap containing the lights */
- PLIGHTINFOEL *activeLights[MAX_ACTIVE_LIGHTS]; /* Map of opengl lights to d3d lights */
-
- /* Clipping */
- double clipplane[MAX_CLIPPLANES][4];
- WINED3DCLIPSTATUS clip_status;
-
- /* ViewPort */
- WINED3DVIEWPORT viewport;
-
- /* Material */
- WINED3DMATERIAL material;
+ struct list light_map[LIGHTMAP_SIZE]; /* Hash map containing the lights */
+ const struct wined3d_light_info *lights[MAX_ACTIVE_LIGHTS]; /* Map of opengl lights to d3d lights */
- /* Pixel Shader */
- IWineD3DPixelShader *pixelShader;
-
- /* Pixel Shader Constants */
- BOOL pixelShaderConstantB[MAX_CONST_B];
- INT pixelShaderConstantI[MAX_CONST_I * 4];
- float *pixelShaderConstantF;
-
- /* RenderState */
- DWORD renderState[WINEHIGHEST_RENDER_STATE + 1];
-
- /* Texture */
- IWineD3DBaseTexture *textures[MAX_COMBINED_SAMPLERS];
+ DWORD render_states[WINEHIGHEST_RENDER_STATE + 1];
+};
- /* Texture State Stage */
- DWORD textureState[MAX_TEXTURES][WINED3D_HIGHEST_TEXTURE_STATE + 1];
- DWORD lowest_disabled_stage;
- /* Sampler States */
- DWORD samplerState[MAX_COMBINED_SAMPLERS][WINED3D_HIGHEST_SAMPLER_STATE + 1];
+struct wined3d_stateblock
+{
+ LONG ref; /* Note: Ref counting not required */
+ struct wined3d_device *device;
+ WINED3DSTATEBLOCKTYPE blockType;
- /* Scissor test rectangle */
- RECT scissorRect;
+ /* Array indicating whether things have been set or changed */
+ SAVEDSTATES changed;
+ struct wined3d_state state;
/* Contained state management */
DWORD contained_render_states[WINEHIGHEST_RENDER_STATE + 1];
unsigned int num_contained_sampler_states;
};
-extern void stateblock_savedstates_set(
- IWineD3DStateBlock* iface,
- SAVEDSTATES* states,
- BOOL value);
-
-extern void stateblock_copy(
- IWineD3DStateBlock* destination,
- IWineD3DStateBlock* source);
+void stateblock_init_contained_states(struct wined3d_stateblock *stateblock) DECLSPEC_HIDDEN;
+void stateblock_init_default_state(struct wined3d_stateblock *stateblock) DECLSPEC_HIDDEN;
-extern const IWineD3DStateBlockVtbl IWineD3DStateBlock_Vtbl;
+static inline void stateblock_apply_state(DWORD state, struct wined3d_stateblock *stateblock,
+ struct wined3d_context *context)
+{
+ const struct StateEntry *statetable = stateblock->device->StateTable;
+ DWORD rep = statetable[state].representative;
+ statetable[rep].apply(rep, stateblock, context);
+}
/* Direct3D terminology with little modifications. We do not have an issued state
* because only the driver knows about it, but we have a created state because d3d
QUERY_SIGNALLED,
QUERY_BUILDING
};
-/*****************************************************************************
- * IWineD3DQueryImpl implementation structure (extends IUnknown)
- */
-typedef struct IWineD3DQueryImpl
-{
- const IWineD3DQueryVtbl *lpVtbl;
- LONG ref; /* Note: Ref counting not required */
- IUnknown *parent;
- /*TODO: replace with iface usage */
-#if 0
- IWineD3DDevice *wineD3DDevice;
-#else
- IWineD3DDeviceImpl *wineD3DDevice;
-#endif
+struct wined3d_query_ops
+{
+ HRESULT (*query_get_data)(struct wined3d_query *query, void *data, DWORD data_size, DWORD flags);
+ HRESULT (*query_issue)(struct wined3d_query *query, DWORD flags);
+};
- /* IWineD3DQuery fields */
+struct wined3d_query
+{
+ LONG ref;
+ const struct wined3d_query_ops *query_ops;
+ struct wined3d_device *device;
enum query_state state;
WINED3DQUERYTYPE type;
- /* TODO: Think about using a IUnknown instead of a void* */
+ DWORD data_size;
void *extendedData;
-} IWineD3DQueryImpl;
-
-extern const IWineD3DQueryVtbl IWineD3DQuery_Vtbl;
-extern const IWineD3DQueryVtbl IWineD3DEventQuery_Vtbl;
-extern const IWineD3DQueryVtbl IWineD3DOcclusionQuery_Vtbl;
-
-/* IWineD3DBuffer */
+};
/* TODO: Add tests and support for FLOAT16_4 POSITIONT, D3DCOLOR position, other
* fixed function semantics as D3DCOLOR or FLOAT16 */
CONV_NONE,
CONV_D3DCOLOR,
CONV_POSITIONT,
- CONV_FLOAT16_2, /* Also handles FLOAT16_4 */
+};
+
+struct wined3d_map_range
+{
+ UINT offset;
+ UINT size;
};
#define WINED3D_BUFFER_OPTIMIZED 0x01 /* Optimize has been called for the buffer */
-#define WINED3D_BUFFER_DIRTY 0x02 /* Buffer data has been modified */
-#define WINED3D_BUFFER_HASDESC 0x04 /* A vertex description has been found */
-#define WINED3D_BUFFER_CREATEBO 0x08 /* Attempt to create a buffer object next PreLoad */
-#define WINED3D_BUFFER_DOUBLEBUFFER 0x10 /* Use a vbo and local allocated memory */
+#define WINED3D_BUFFER_HASDESC 0x02 /* A vertex description has been found */
+#define WINED3D_BUFFER_CREATEBO 0x04 /* Attempt to create a buffer object next PreLoad */
+#define WINED3D_BUFFER_DOUBLEBUFFER 0x08 /* Use a vbo and local allocated memory */
+#define WINED3D_BUFFER_FLUSH 0x10 /* Manual unmap flushing */
+#define WINED3D_BUFFER_DISCARD 0x20 /* A DISCARD lock has occurred since the last PreLoad */
+#define WINED3D_BUFFER_NOSYNC 0x40 /* All locks since the last PreLoad had NOOVERWRITE set */
+#define WINED3D_BUFFER_APPLESYNC 0x80 /* Using sync as in GL_APPLE_flush_buffer_range */
struct wined3d_buffer
{
- const struct IWineD3DBufferVtbl *vtbl;
- IWineD3DResourceClass resource;
+ struct wined3d_resource resource;
struct wined3d_buffer_desc desc;
LONG bind_count;
DWORD flags;
- UINT dirty_start;
- UINT dirty_end;
LONG lock_count;
+ struct wined3d_map_range *maps;
+ ULONG maps_size, modified_areas;
+ struct wined3d_event_query *query;
/* conversion stuff */
- UINT conversion_count;
+ UINT decl_change_count, full_conversion_count;
UINT draw_count;
UINT stride; /* 0 if no conversion */
UINT conversion_stride; /* 0 if no shifted conversion */
enum wined3d_buffer_conversion_type *conversion_map; /* NULL if no conversion */
- /* Extra load offsets, for FLOAT16 conversion */
- UINT *conversion_shift; /* NULL if no shifted conversion */
};
-extern const IWineD3DBufferVtbl wined3d_buffer_vtbl;
-const BYTE *buffer_get_memory(IWineD3DBuffer *iface, UINT offset, GLuint *buffer_object);
-BYTE *buffer_get_sysmem(struct wined3d_buffer *This);
+static inline struct wined3d_buffer *buffer_from_resource(struct wined3d_resource *resource)
+{
+ return CONTAINING_RECORD(resource, struct wined3d_buffer, resource);
+}
+
+const BYTE *buffer_get_memory(struct wined3d_buffer *buffer, const struct wined3d_gl_info *gl_info,
+ GLuint *buffer_object) DECLSPEC_HIDDEN;
+BYTE *buffer_get_sysmem(struct wined3d_buffer *This, const struct wined3d_gl_info *gl_info) DECLSPEC_HIDDEN;
-/* IWineD3DRendertargetView */
struct wined3d_rendertarget_view
{
- const struct IWineD3DRendertargetViewVtbl *vtbl;
LONG refcount;
- IWineD3DResource *resource;
- IUnknown *parent;
+ struct wined3d_resource *resource;
+ void *parent;
};
-extern const IWineD3DRendertargetViewVtbl wined3d_rendertarget_view_vtbl;
-
-/*****************************************************************************
- * IWineD3DSwapChainImpl implementation structure (extends IUnknown)
- */
-
-typedef struct IWineD3DSwapChainImpl
+struct wined3d_swapchain_ops
{
- /*IUnknown part*/
- const IWineD3DSwapChainVtbl *lpVtbl;
- LONG ref; /* Note: Ref counting not required */
+ HRESULT (*swapchain_present)(struct wined3d_swapchain *swapchain, const RECT *src_rect,
+ const RECT *dst_rect, const RGNDATA *dirty_region, DWORD flags);
+};
- IUnknown *parent;
- IWineD3DDeviceImpl *wineD3DDevice;
+struct wined3d_swapchain
+{
+ LONG ref;
+ void *parent;
+ const struct wined3d_parent_ops *parent_ops;
+ const struct wined3d_swapchain_ops *swapchain_ops;
+ struct wined3d_device *device;
- /* IWineD3DSwapChain fields */
- IWineD3DSurface **backBuffer;
- IWineD3DSurface *frontBuffer;
+ struct wined3d_surface **back_buffers;
+ struct wined3d_surface *front_buffer;
WINED3DPRESENT_PARAMETERS presentParms;
- DWORD orig_width, orig_height;
- WINED3DFORMAT orig_fmt;
- WINED3DGAMMARAMP orig_gamma;
+ DWORD orig_width, orig_height;
+ enum wined3d_format_id orig_fmt;
+ WINED3DGAMMARAMP orig_gamma;
+ BOOL render_to_fbo;
+ const struct wined3d_format *ds_format;
- long prev_time, frames; /* Performance tracking */
- unsigned int vSyncCounter;
+ LONG prev_time, frames; /* Performance tracking */
struct wined3d_context **context;
- unsigned int num_contexts;
+ unsigned int num_contexts;
- HWND win_handle;
-} IWineD3DSwapChainImpl;
-
-extern const IWineD3DSwapChainVtbl IWineD3DSwapChain_Vtbl;
-const IWineD3DSwapChainVtbl IWineGDISwapChain_Vtbl;
-void x11_copy_to_screen(IWineD3DSwapChainImpl *This, const RECT *rc);
-
-HRESULT WINAPI IWineD3DBaseSwapChainImpl_QueryInterface(IWineD3DSwapChain *iface, REFIID riid, LPVOID *ppobj);
-ULONG WINAPI IWineD3DBaseSwapChainImpl_AddRef(IWineD3DSwapChain *iface);
-ULONG WINAPI IWineD3DBaseSwapChainImpl_Release(IWineD3DSwapChain *iface);
-HRESULT WINAPI IWineD3DBaseSwapChainImpl_GetParent(IWineD3DSwapChain *iface, IUnknown ** ppParent);
-HRESULT WINAPI IWineD3DBaseSwapChainImpl_GetFrontBufferData(IWineD3DSwapChain *iface, IWineD3DSurface *pDestSurface);
-HRESULT WINAPI IWineD3DBaseSwapChainImpl_GetBackBuffer(IWineD3DSwapChain *iface, UINT iBackBuffer, WINED3DBACKBUFFER_TYPE Type, IWineD3DSurface **ppBackBuffer);
-HRESULT WINAPI IWineD3DBaseSwapChainImpl_GetRasterStatus(IWineD3DSwapChain *iface, WINED3DRASTER_STATUS *pRasterStatus);
-HRESULT WINAPI IWineD3DBaseSwapChainImpl_GetDisplayMode(IWineD3DSwapChain *iface, WINED3DDISPLAYMODE*pMode);
-HRESULT WINAPI IWineD3DBaseSwapChainImpl_GetDevice(IWineD3DSwapChain *iface, IWineD3DDevice**ppDevice);
-HRESULT WINAPI IWineD3DBaseSwapChainImpl_GetPresentParameters(IWineD3DSwapChain *iface, WINED3DPRESENT_PARAMETERS *pPresentationParameters);
-HRESULT WINAPI IWineD3DBaseSwapChainImpl_SetGammaRamp(IWineD3DSwapChain *iface, DWORD Flags, CONST WINED3DGAMMARAMP *pRamp);
-HRESULT WINAPI IWineD3DBaseSwapChainImpl_GetGammaRamp(IWineD3DSwapChain *iface, WINED3DGAMMARAMP *pRamp);
-
-struct wined3d_context *IWineD3DSwapChainImpl_CreateContextForThread(IWineD3DSwapChain *iface);
+ HWND win_handle;
+ HWND device_window;
+
+ HDC backup_dc;
+ HWND backup_wnd;
+};
+
+void x11_copy_to_screen(struct wined3d_swapchain *swapchain, const RECT *rect) DECLSPEC_HIDDEN;
+
+struct wined3d_context *swapchain_get_context(struct wined3d_swapchain *swapchain) DECLSPEC_HIDDEN;
#define DEFAULT_REFRESH_RATE 0
*/
/* Trace routines */
-const char* debug_d3dformat(WINED3DFORMAT fmt);
-const char* debug_d3ddevicetype(WINED3DDEVTYPE devtype);
-const char* debug_d3dresourcetype(WINED3DRESOURCETYPE res);
-const char* debug_d3dusage(DWORD usage);
-const char* debug_d3dusagequery(DWORD usagequery);
-const char* debug_d3ddeclmethod(WINED3DDECLMETHOD method);
-const char* debug_d3ddeclusage(BYTE usage);
-const char* debug_d3dprimitivetype(WINED3DPRIMITIVETYPE PrimitiveType);
-const char* debug_d3drenderstate(DWORD state);
-const char* debug_d3dsamplerstate(DWORD state);
-const char* debug_d3dtexturefiltertype(WINED3DTEXTUREFILTERTYPE filter_type);
-const char* debug_d3dtexturestate(DWORD state);
-const char* debug_d3dtstype(WINED3DTRANSFORMSTATETYPE tstype);
-const char* debug_d3dpool(WINED3DPOOL pool);
-const char *debug_fbostatus(GLenum status);
-const char *debug_glerror(GLenum error);
-const char *debug_d3dbasis(WINED3DBASISTYPE basis);
-const char *debug_d3ddegree(WINED3DDEGREETYPE order);
-const char* debug_d3dtop(WINED3DTEXTUREOP d3dtop);
-void dump_color_fixup_desc(struct color_fixup_desc fixup);
-const char *debug_surflocation(DWORD flag);
+const char *debug_d3dformat(enum wined3d_format_id format_id) DECLSPEC_HIDDEN;
+const char *debug_d3ddevicetype(WINED3DDEVTYPE devtype) DECLSPEC_HIDDEN;
+const char *debug_d3dresourcetype(WINED3DRESOURCETYPE res) DECLSPEC_HIDDEN;
+const char *debug_d3dusage(DWORD usage) DECLSPEC_HIDDEN;
+const char *debug_d3dusagequery(DWORD usagequery) DECLSPEC_HIDDEN;
+const char *debug_d3ddeclmethod(WINED3DDECLMETHOD method) DECLSPEC_HIDDEN;
+const char *debug_d3ddeclusage(BYTE usage) DECLSPEC_HIDDEN;
+const char *debug_d3dprimitivetype(WINED3DPRIMITIVETYPE PrimitiveType) DECLSPEC_HIDDEN;
+const char *debug_d3drenderstate(DWORD state) DECLSPEC_HIDDEN;
+const char *debug_d3dsamplerstate(DWORD state) DECLSPEC_HIDDEN;
+const char *debug_d3dstate(DWORD state) DECLSPEC_HIDDEN;
+const char *debug_d3dtexturefiltertype(WINED3DTEXTUREFILTERTYPE filter_type) DECLSPEC_HIDDEN;
+const char *debug_d3dtexturestate(DWORD state) DECLSPEC_HIDDEN;
+const char *debug_d3dtstype(WINED3DTRANSFORMSTATETYPE tstype) DECLSPEC_HIDDEN;
+const char *debug_d3dpool(WINED3DPOOL pool) DECLSPEC_HIDDEN;
+const char *debug_fbostatus(GLenum status) DECLSPEC_HIDDEN;
+const char *debug_glerror(GLenum error) DECLSPEC_HIDDEN;
+const char *debug_d3dbasis(WINED3DBASISTYPE basis) DECLSPEC_HIDDEN;
+const char *debug_d3ddegree(WINED3DDEGREETYPE order) DECLSPEC_HIDDEN;
+const char *debug_d3dtop(WINED3DTEXTUREOP d3dtop) DECLSPEC_HIDDEN;
+void dump_color_fixup_desc(struct color_fixup_desc fixup) DECLSPEC_HIDDEN;
+const char *debug_surflocation(DWORD flag) DECLSPEC_HIDDEN;
/* Routines for GL <-> D3D values */
-GLenum StencilOp(DWORD op);
-GLenum CompareFunc(DWORD func);
-BOOL is_invalid_op(IWineD3DDeviceImpl *This, int stage, WINED3DTEXTUREOP op, DWORD arg1, DWORD arg2, DWORD arg3);
-void set_tex_op_nvrc(IWineD3DDevice *iface, BOOL is_alpha, int stage, WINED3DTEXTUREOP op, DWORD arg1, DWORD arg2, DWORD arg3, INT texture_idx, DWORD dst);
-void set_texture_matrix(const float *smat, DWORD flags, BOOL calculatedCoords, BOOL transformed, DWORD coordtype, BOOL ffp_can_disable_proj);
-void texture_activate_dimensions(DWORD stage, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context);
-void sampler_texdim(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context);
-void tex_alphaop(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context);
-void apply_pixelshader(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context);
-void state_fogcolor(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context);
-void state_fogdensity(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context);
-void state_fogstartend(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context);
-void state_fog_fragpart(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context);
-
-void surface_add_dirty_rect(IWineD3DSurface *iface, const RECT *dirty_rect);
-GLenum surface_get_gl_buffer(IWineD3DSurface *iface, IWineD3DSwapChain *swapchain);
-void surface_load_ds_location(IWineD3DSurface *iface, struct wined3d_context *context, DWORD location);
-void surface_modify_ds_location(IWineD3DSurface *iface, DWORD location);
-void surface_set_compatible_renderbuffer(IWineD3DSurface *iface, unsigned int width, unsigned int height);
-void surface_set_texture_name(IWineD3DSurface *iface, GLuint name, BOOL srgb_name);
-void surface_set_texture_target(IWineD3DSurface *iface, GLenum target);
-
-BOOL getColorBits(const struct GlPixelFormatDesc *format_desc,
- short *redSize, short *greenSize, short *blueSize, short *alphaSize, short *totalSize);
-BOOL getDepthStencilBits(const struct GlPixelFormatDesc *format_desc, short *depthSize, short *stencilSize);
+GLenum StencilOp(DWORD op) DECLSPEC_HIDDEN;
+GLenum CompareFunc(DWORD func) DECLSPEC_HIDDEN;
+BOOL is_invalid_op(const struct wined3d_state *state, int stage,
+ WINED3DTEXTUREOP op, DWORD arg1, DWORD arg2, DWORD arg3) DECLSPEC_HIDDEN;
+void set_tex_op_nvrc(const struct wined3d_gl_info *gl_info, const struct wined3d_state *state,
+ BOOL is_alpha, int stage, WINED3DTEXTUREOP op, DWORD arg1, DWORD arg2, DWORD arg3,
+ INT texture_idx, DWORD dst) DECLSPEC_HIDDEN;
+void set_texture_matrix(const float *smat, DWORD flags, BOOL calculatedCoords,
+ BOOL transformed, enum wined3d_format_id coordtype, BOOL ffp_can_disable_proj) DECLSPEC_HIDDEN;
+void texture_activate_dimensions(const struct wined3d_texture *texture,
+ const struct wined3d_gl_info *gl_info) DECLSPEC_HIDDEN;
+void sampler_texdim(DWORD state, struct wined3d_stateblock *stateblock,
+ struct wined3d_context *context) DECLSPEC_HIDDEN;
+void tex_alphaop(DWORD state, struct wined3d_stateblock *stateblock,
+ struct wined3d_context *context) DECLSPEC_HIDDEN;
+void apply_pixelshader(DWORD state, struct wined3d_stateblock *stateblock,
+ struct wined3d_context *context) DECLSPEC_HIDDEN;
+void state_fogcolor(DWORD state, struct wined3d_stateblock *stateblock,
+ struct wined3d_context *context) DECLSPEC_HIDDEN;
+void state_fogdensity(DWORD state, struct wined3d_stateblock *stateblock,
+ struct wined3d_context *context) DECLSPEC_HIDDEN;
+void state_fogstartend(DWORD state, struct wined3d_stateblock *stateblock,
+ struct wined3d_context *context) DECLSPEC_HIDDEN;
+void state_fog_fragpart(DWORD state, struct wined3d_stateblock *stateblock,
+ struct wined3d_context *context) DECLSPEC_HIDDEN;
+
+BOOL getColorBits(const struct wined3d_format *format,
+ BYTE *redSize, BYTE *greenSize, BYTE *blueSize, BYTE *alphaSize, BYTE *totalSize) DECLSPEC_HIDDEN;
+BOOL getDepthStencilBits(const struct wined3d_format *format,
+ BYTE *depthSize, BYTE *stencilSize) DECLSPEC_HIDDEN;
/* Math utils */
-void multiply_matrix(WINED3DMATRIX *dest, const WINED3DMATRIX *src1, const WINED3DMATRIX *src2);
-UINT wined3d_log2i(UINT32 x);
-unsigned int count_bits(unsigned int mask);
+void multiply_matrix(WINED3DMATRIX *dest, const WINED3DMATRIX *src1, const WINED3DMATRIX *src2) DECLSPEC_HIDDEN;
+UINT wined3d_log2i(UINT32 x) DECLSPEC_HIDDEN;
+unsigned int count_bits(unsigned int mask) DECLSPEC_HIDDEN;
+
+void select_shader_mode(const struct wined3d_gl_info *gl_info, int *ps_selected, int *vs_selected) DECLSPEC_HIDDEN;
typedef struct local_constant {
struct list entry;
DWORD value[4];
} local_constant;
-typedef struct SHADER_LIMITS {
+struct wined3d_shader_limits
+{
unsigned int temporary;
unsigned int texcoord;
unsigned int sampler;
unsigned int packed_input;
unsigned int attributes;
unsigned int label;
-} SHADER_LIMITS;
-
-/* Keeps track of details for TEX_M#x# shader opcodes which need to
- * maintain state information between multiple codes */
-typedef struct SHADER_PARSE_STATE {
- unsigned int current_row;
- DWORD texcoord_w[2];
-} SHADER_PARSE_STATE;
+};
#ifdef __GNUC__
#define PRINTF_ATTR(fmt,args) __attribute__((format (printf,fmt,args)))
#endif
/* Base Shader utility functions. */
-int shader_addline(struct wined3d_shader_buffer *buffer, const char *fmt, ...) PRINTF_ATTR(2,3);
-int shader_vaddline(struct wined3d_shader_buffer *buffer, const char *fmt, va_list args);
+int shader_addline(struct wined3d_shader_buffer *buffer, const char *fmt, ...) PRINTF_ATTR(2,3) DECLSPEC_HIDDEN;
+int shader_vaddline(struct wined3d_shader_buffer *buffer, const char *fmt, va_list args) DECLSPEC_HIDDEN;
/* Vertex shader utility functions */
-extern BOOL vshader_get_input(
- IWineD3DVertexShader* iface,
- BYTE usage_req, BYTE usage_idx_req,
- unsigned int* regnum);
+extern BOOL vshader_get_input(struct wined3d_shader *shader,
+ BYTE usage_req, BYTE usage_idx_req, unsigned int *regnum) DECLSPEC_HIDDEN;
-extern HRESULT allocate_shader_constants(IWineD3DStateBlockImpl* object);
+struct wined3d_vertex_shader
+{
+ struct wined3d_shader_attribute attributes[MAX_ATTRIBS];
+};
-/*****************************************************************************
- * IDirect3DBaseShader implementation structure
- */
-typedef struct IWineD3DBaseShaderClass
-{
- LONG ref;
- SHADER_LIMITS limits;
- SHADER_PARSE_STATE parse_state;
- DWORD *function;
- UINT functionLength;
- UINT cur_loop_depth, cur_loop_regno;
- BOOL load_local_constsF;
+struct wined3d_pixel_shader
+{
+ /* Pixel shader input semantics */
+ DWORD input_reg_map[MAX_REG_INPUT];
+ BOOL input_reg_used[MAX_REG_INPUT];
+ unsigned int declared_in_count;
+
+ /* Some information about the shader behavior */
+ char vpos_uniform;
+ BOOL color0_mov;
+ DWORD color0_reg;
+};
+
+struct wined3d_shader
+{
+ LONG ref;
+ struct wined3d_shader_limits limits;
+ DWORD *function;
+ UINT functionLength;
+ BOOL load_local_constsF;
const struct wined3d_shader_frontend *frontend;
void *frontend_data;
+ void *backend_data;
+
+ void *parent;
+ const struct wined3d_parent_ops *parent_ops;
/* Programs this shader is linked with */
struct list linked_programs;
struct list constantsB;
struct list constantsF;
struct list constantsI;
- shader_reg_maps reg_maps;
+ struct wined3d_shader_reg_maps reg_maps;
+
+ struct wined3d_shader_signature_element input_signature[max(MAX_ATTRIBS, MAX_REG_INPUT)];
+ struct wined3d_shader_signature_element output_signature[MAX_REG_OUTPUT];
/* Pointer to the parent device */
- IWineD3DDevice *device;
- struct list shader_list_entry;
+ struct wined3d_device *device;
+ struct list shader_list_entry;
-} IWineD3DBaseShaderClass;
+ union
+ {
+ struct wined3d_vertex_shader vs;
+ struct wined3d_pixel_shader ps;
+ } u;
+};
-typedef struct IWineD3DBaseShaderImpl {
- /* IUnknown */
- const IWineD3DBaseShaderVtbl *lpVtbl;
+void pixelshader_update_samplers(struct wined3d_shader_reg_maps *reg_maps,
+ struct wined3d_texture * const *textures) DECLSPEC_HIDDEN;
+void find_ps_compile_args(const struct wined3d_state *state,
+ const struct wined3d_shader *shader, struct ps_compile_args *args) DECLSPEC_HIDDEN;
- /* IWineD3DBaseShader */
- IWineD3DBaseShaderClass baseShader;
-} IWineD3DBaseShaderImpl;
+void find_vs_compile_args(const struct wined3d_state *state,
+ const struct wined3d_shader *shader, struct vs_compile_args *args) DECLSPEC_HIDDEN;
-void shader_buffer_clear(struct wined3d_shader_buffer *buffer);
-BOOL shader_buffer_init(struct wined3d_shader_buffer *buffer);
-void shader_buffer_free(struct wined3d_shader_buffer *buffer);
-void shader_cleanup(IWineD3DBaseShader *iface);
+void shader_buffer_clear(struct wined3d_shader_buffer *buffer) DECLSPEC_HIDDEN;
+BOOL shader_buffer_init(struct wined3d_shader_buffer *buffer) DECLSPEC_HIDDEN;
+void shader_buffer_free(struct wined3d_shader_buffer *buffer) DECLSPEC_HIDDEN;
void shader_dump_src_param(const struct wined3d_shader_src_param *param,
- const struct wined3d_shader_version *shader_version);
+ const struct wined3d_shader_version *shader_version) DECLSPEC_HIDDEN;
void shader_dump_dst_param(const struct wined3d_shader_dst_param *param,
- const struct wined3d_shader_version *shader_version);
-unsigned int shader_find_free_input_register(const struct shader_reg_maps *reg_maps, unsigned int max);
-void shader_generate_main(IWineD3DBaseShader *iface, struct wined3d_shader_buffer *buffer,
- const shader_reg_maps *reg_maps, const DWORD *pFunction, void *backend_ctx);
-HRESULT shader_get_registers_used(IWineD3DBaseShader *iface, const struct wined3d_shader_frontend *fe,
- struct shader_reg_maps *reg_maps, struct wined3d_shader_attribute *attributes,
- struct wined3d_shader_signature_element *input_signature,
- struct wined3d_shader_signature_element *output_signature, const DWORD *byte_code, DWORD constf_size);
-void shader_init(struct IWineD3DBaseShaderClass *shader, IWineD3DDevice *device);
-BOOL shader_match_semantic(const char *semantic_name, WINED3DDECLUSAGE usage);
-const struct wined3d_shader_frontend *shader_select_frontend(DWORD version_token);
-void shader_trace_init(const struct wined3d_shader_frontend *fe, void *fe_data, const DWORD *pFunction);
+ const struct wined3d_shader_version *shader_version) DECLSPEC_HIDDEN;
+unsigned int shader_find_free_input_register(const struct wined3d_shader_reg_maps *reg_maps,
+ unsigned int max) DECLSPEC_HIDDEN;
+void shader_generate_main(struct wined3d_shader *shader, struct wined3d_shader_buffer *buffer,
+ const struct wined3d_shader_reg_maps *reg_maps, const DWORD *pFunction, void *backend_ctx) DECLSPEC_HIDDEN;
+BOOL shader_match_semantic(const char *semantic_name, WINED3DDECLUSAGE usage) DECLSPEC_HIDDEN;
static inline BOOL shader_is_pshader_version(enum wined3d_shader_type type)
{
{
case WINED3DSPR_RASTOUT:
/* oFog & oPts */
- if (reg->idx != 0) return TRUE;
+ if (reg->idx) return TRUE;
/* oPos */
return FALSE;
}
case WINED3DSPR_IMMCONST:
- switch(reg->immconst_type)
- {
- case WINED3D_IMMCONST_FLOAT:
- return TRUE;
- default:
- return FALSE;
- }
+ return reg->immconst_type == WINED3D_IMMCONST_SCALAR;
default:
return FALSE;
}
}
-static inline BOOL shader_constant_is_local(IWineD3DBaseShaderImpl* This, DWORD reg) {
- local_constant* lconst;
+static inline void shader_get_position_fixup(const struct wined3d_context *context,
+ const struct wined3d_state *state, float *position_fixup)
+{
+ position_fixup[0] = 1.0f;
+ position_fixup[1] = 1.0f;
+ position_fixup[2] = (63.0f / 64.0f) / state->viewport.Width;
+ position_fixup[3] = -(63.0f / 64.0f) / state->viewport.Height;
- if(This->baseShader.load_local_constsF) return FALSE;
- LIST_FOR_EACH_ENTRY(lconst, &This->baseShader.constantsF, local_constant, entry) {
- if(lconst->idx == reg) return TRUE;
+ if (context->render_offscreen)
+ {
+ position_fixup[1] *= -1.0f;
+ position_fixup[3] *= -1.0f;
}
- return FALSE;
-
}
-/*****************************************************************************
- * IDirect3DVertexShader implementation structures
- */
-typedef struct IWineD3DVertexShaderImpl {
- /* IUnknown parts */
- const IWineD3DVertexShaderVtbl *lpVtbl;
-
- /* IWineD3DBaseShader */
- IWineD3DBaseShaderClass baseShader;
-
- /* IWineD3DVertexShaderImpl */
- IUnknown *parent;
-
- DWORD usage;
-
- /* The GL shader */
- void *backend_priv;
-
- /* Vertex shader input and output semantics */
- struct wined3d_shader_attribute attributes[MAX_ATTRIBS];
- struct wined3d_shader_signature_element output_signature[MAX_REG_OUTPUT];
-
- UINT min_rel_offset, max_rel_offset;
- UINT rel_offset;
+static inline BOOL shader_constant_is_local(const struct wined3d_shader *shader, DWORD reg)
+{
+ struct local_constant *lconst;
- UINT recompile_count;
-} IWineD3DVertexShaderImpl;
-extern const IWineD3DVertexShaderVtbl IWineD3DVertexShader_Vtbl;
+ if (shader->load_local_constsF)
+ return FALSE;
-void find_vs_compile_args(IWineD3DVertexShaderImpl *shader, IWineD3DStateBlockImpl *stateblock, struct vs_compile_args *args);
+ LIST_FOR_EACH_ENTRY(lconst, &shader->constantsF, local_constant, entry)
+ {
+ if (lconst->idx == reg)
+ return TRUE;
+ }
-/*****************************************************************************
- * IDirect3DPixelShader implementation structure
- */
+ return FALSE;
+}
/* Using additional shader constants (uniforms in GLSL / program environment
* or local parameters in ARB) is costly:
WORD num_consts;
};
-typedef struct IWineD3DPixelShaderImpl {
- /* IUnknown parts */
- const IWineD3DPixelShaderVtbl *lpVtbl;
-
- /* IWineD3DBaseShader */
- IWineD3DBaseShaderClass baseShader;
-
- /* IWineD3DPixelShaderImpl */
- IUnknown *parent;
-
- /* Pixel shader input semantics */
- struct wined3d_shader_signature_element input_signature[MAX_REG_INPUT];
- DWORD input_reg_map[MAX_REG_INPUT];
- BOOL input_reg_used[MAX_REG_INPUT];
- unsigned int declared_in_count;
-
- /* The GL shader */
- void *backend_priv;
-
- /* Some information about the shader behavior */
- char vpos_uniform;
-
- BOOL color0_mov;
- DWORD color0_reg;
-
-} IWineD3DPixelShaderImpl;
-
-extern const IWineD3DPixelShaderVtbl IWineD3DPixelShader_Vtbl;
-void pixelshader_update_samplers(struct shader_reg_maps *reg_maps, IWineD3DBaseTexture * const *textures);
-void find_ps_compile_args(IWineD3DPixelShaderImpl *shader, IWineD3DStateBlockImpl *stateblock, struct ps_compile_args *args);
-
/* sRGB correction constants */
static const float srgb_cmp = 0.0031308f;
static const float srgb_mul_low = 12.92f;
static const float srgb_mul_high = 1.055f;
static const float srgb_sub_high = 0.055f;
-/*****************************************************************************
- * IWineD3DPalette implementation structure
- */
-struct IWineD3DPaletteImpl {
- /* IUnknown parts */
- const IWineD3DPaletteVtbl *lpVtbl;
- LONG ref;
-
- IUnknown *parent;
- IWineD3DDeviceImpl *wineD3DDevice;
+struct wined3d_palette
+{
+ LONG ref;
+ void *parent;
+ struct wined3d_device *device;
- /* IWineD3DPalette */
HPALETTE hpal;
WORD palVersion; /*| */
WORD palNumEntries; /*| LOGPALETTE */
PALETTEENTRY palents[256]; /*| */
/* This is to store the palette in 'screen format' */
int screen_palents[256];
- DWORD Flags;
+ DWORD flags;
};
-extern const IWineD3DPaletteVtbl IWineD3DPalette_Vtbl;
-DWORD IWineD3DPaletteImpl_Size(DWORD dwFlags);
-
/* DirectDraw utility functions */
-extern WINED3DFORMAT pixelformat_for_depth(DWORD depth);
+extern enum wined3d_format_id pixelformat_for_depth(DWORD depth) DECLSPEC_HIDDEN;
/*****************************************************************************
* Pixel format management
*/
/* WineD3D pixel format flags */
-#define WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING 0x1
-#define WINED3DFMT_FLAG_FILTERING 0x2
-#define WINED3DFMT_FLAG_DEPTH 0x4
-#define WINED3DFMT_FLAG_STENCIL 0x8
-#define WINED3DFMT_FLAG_RENDERTARGET 0x10
-#define WINED3DFMT_FLAG_FOURCC 0x20
-#define WINED3DFMT_FLAG_FBO_ATTACHABLE 0x40
-#define WINED3DFMT_FLAG_COMPRESSED 0x80
-
-struct GlPixelFormatDesc
-{
- WINED3DFORMAT format;
+#define WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING 0x00000001
+#define WINED3DFMT_FLAG_FILTERING 0x00000002
+#define WINED3DFMT_FLAG_DEPTH 0x00000004
+#define WINED3DFMT_FLAG_STENCIL 0x00000008
+#define WINED3DFMT_FLAG_RENDERTARGET 0x00000010
+#define WINED3DFMT_FLAG_FOURCC 0x00000020
+#define WINED3DFMT_FLAG_FBO_ATTACHABLE 0x00000040
+#define WINED3DFMT_FLAG_FBO_ATTACHABLE_SRGB 0x00000080
+#define WINED3DFMT_FLAG_GETDC 0x00000100
+#define WINED3DFMT_FLAG_FLOAT 0x00000200
+#define WINED3DFMT_FLAG_BUMPMAP 0x00000400
+#define WINED3DFMT_FLAG_SRGB_READ 0x00000800
+#define WINED3DFMT_FLAG_SRGB_WRITE 0x00001000
+#define WINED3DFMT_FLAG_VTF 0x00002000
+#define WINED3DFMT_FLAG_SHADOW 0x00004000
+#define WINED3DFMT_FLAG_COMPRESSED 0x00008000
+#define WINED3DFMT_FLAG_BROKEN_PITCH 0x00010000
+
+struct wined3d_format
+{
+ enum wined3d_format_id id;
+
DWORD red_mask;
DWORD green_mask;
DWORD blue_mask;
DWORD alpha_mask;
UINT byte_count;
- WORD depth_size;
- WORD stencil_size;
+ BYTE depth_size;
+ BYTE stencil_size;
UINT block_width;
UINT block_height;
GLint rtInternal;
GLint glFormat;
GLint glType;
- unsigned int Flags;
+ UINT conv_byte_count;
+ unsigned int flags;
float heightscale;
struct color_fixup_desc color_fixup;
+ void (*convert)(const BYTE *src, BYTE *dst, UINT pitch, UINT width, UINT height);
};
-const struct GlPixelFormatDesc *getFormatDescEntry(WINED3DFORMAT fmt, const struct wined3d_gl_info *gl_info);
+const struct wined3d_format *wined3d_get_format(const struct wined3d_gl_info *gl_info,
+ enum wined3d_format_id format_id) DECLSPEC_HIDDEN;
+UINT wined3d_format_calculate_size(const struct wined3d_format *format,
+ UINT alignment, UINT width, UINT height) DECLSPEC_HIDDEN;
+DWORD wined3d_format_convert_from_float(const struct wined3d_format *format,
+ const WINED3DCOLORVALUE *color) DECLSPEC_HIDDEN;
-static inline BOOL use_vs(IWineD3DStateBlockImpl *stateblock)
+static inline BOOL use_vs(const struct wined3d_state *state)
{
/* Check stateblock->vertexDecl to allow this to be used from
* IWineD3DDeviceImpl_FindTexUnitMap(). This is safe because
* stateblock->vertexShader implies a vertex declaration instead of ddraw
* style strided data. */
- return (stateblock->vertexShader
- && !((IWineD3DVertexDeclarationImpl *)stateblock->vertexDecl)->position_transformed
- && stateblock->wineD3DDevice->vs_selected_mode != SHADER_NONE);
+ return state->vertex_shader && !state->vertex_declaration->position_transformed;
}
-static inline BOOL use_ps(IWineD3DStateBlockImpl *stateblock)
+static inline BOOL use_ps(const struct wined3d_state *state)
{
- return (stateblock->pixelShader
- && stateblock->wineD3DDevice->ps_selected_mode != SHADER_NONE);
+ return !!state->pixel_shader;
}
-void stretch_rect_fbo(IWineD3DDevice *iface, IWineD3DSurface *src_surface, WINED3DRECT *src_rect,
- IWineD3DSurface *dst_surface, WINED3DRECT *dst_rect, const WINED3DTEXTUREFILTERTYPE filter, BOOL flip);
-
/* The WNDCLASS-Name for the fake window which we use to retrieve the GL capabilities */
#define WINED3D_OPENGL_WINDOW_CLASS_NAME "WineD3D_OpenGL"
+#define MAKEDWORD_VERSION(maj, min) (((maj & 0xffff) << 16) | (min & 0xffff))
+
#endif