*
* Copyright 2002-2003 The wine-d3d team
* Copyright 2002-2003 Raphael Junqueira
- * Copyright 2004 Jason Edmeades
+ * Copyright 2002-2003, 2004 Jason Edmeades
* Copyright 2005 Oliver Stieber
*
* This library is free software; you can redistribute it and/or
#include <stdarg.h>
#include <math.h>
+#include <limits.h>
#define NONAMELESSUNION
#define NONAMELESSSTRUCT
#define COBJMACROS
#include "wine/unicode.h"
#include "objbase.h"
-#include "wined3d_private_types.h"
#include "wine/wined3d.h"
#include "wined3d_gl.h"
#include "wine/list.h"
+#include "wine/rbtree.h"
+
+/* Driver quirks */
+#define WINED3D_QUIRK_ARB_VS_OFFSET_LIMIT 0x00000001
+#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;
}
-/* Hash table functions */
-typedef unsigned int (hash_function_t)(const void *key);
-typedef BOOL (compare_function_t)(const void *keya, const void *keyb);
-
-#define ceilf(x) (float)ceil((double)x)
-
-struct hash_table_entry_t {
- void *key;
- void *value;
- unsigned int hash;
- struct list entry;
-};
-
-struct hash_table_t {
- hash_function_t *hash_function;
- compare_function_t *compare_function;
- struct list *buckets;
- unsigned int bucket_count;
- struct hash_table_entry_t *entries;
- unsigned int entry_count;
- struct list free_entries;
- unsigned int count;
- unsigned int grow_size;
- unsigned int shrink_size;
-};
-
-struct hash_table_t *hash_table_create(hash_function_t *hash_function, compare_function_t *compare_function);
-void hash_table_destroy(struct hash_table_t *table, void (*free_value)(void *value, void *cb), void *cb);
-void hash_table_for_each_entry(struct hash_table_t *table, void (*callback)(void *value, void *context), void *context);
-void *hash_table_get(const struct hash_table_t *table, const void *key);
-void hash_table_put(struct hash_table_t *table, void *key, void *value);
-void hash_table_remove(struct hash_table_t *table, void *key);
+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_COMBINED_SAMPLERS (MAX_FRAGMENT_SAMPLERS + MAX_VERTEX_SAMPLERS)
#define MAX_ACTIVE_LIGHTS 8
#define MAX_CLIPPLANES WINED3DMAXUSERCLIPPLANES
-#define MAX_LEVELS 256
-
-#define MAX_CONST_I 16
-#define MAX_CONST_B 16
-
-/* 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];
};
-struct min_lookup minMipLookup[WINED3DTEXF_ANISOTROPIC + 1];
-const struct min_lookup minMipLookup_noFilter[WINED3DTEXF_ANISOTROPIC + 1];
-GLenum magLookup[WINED3DTEXF_ANISOTROPIC + 1];
-const GLenum magLookup_noFilter[WINED3DTEXF_ANISOTROPIC + 1];
+const struct min_lookup minMipLookup[WINED3DTEXF_LINEAR + 1] DECLSPEC_HIDDEN;
+const struct min_lookup minMipLookup_noFilter[WINED3DTEXF_LINEAR + 1] DECLSPEC_HIDDEN;
+const struct min_lookup minMipLookup_noMip[WINED3DTEXF_LINEAR + 1] DECLSPEC_HIDDEN;
+const GLenum magLookup[WINED3DTEXF_LINEAR + 1] DECLSPEC_HIDDEN;
+const GLenum magLookup_noFilter[WINED3DTEXF_LINEAR + 1] DECLSPEC_HIDDEN;
-extern const struct filter_lookup filter_lookup_nofilter;
-extern struct filter_lookup filter_lookup;
+static inline GLenum wined3d_gl_mag_filter(const GLenum mag_lookup[], WINED3DTEXTUREFILTERTYPE mag_filter)
+{
+ return mag_lookup[mag_filter];
+}
-void init_type_lookup(WineD3D_GL_Info *gl_info);
-#define WINED3D_ATR_TYPE(type) GLINFO_LOCATION.glTypeLookup[type].d3dType
-#define WINED3D_ATR_SIZE(type) GLINFO_LOCATION.glTypeLookup[type].size
-#define WINED3D_ATR_GLTYPE(type) GLINFO_LOCATION.glTypeLookup[type].glType
-#define WINED3D_ATR_FORMAT(type) GLINFO_LOCATION.glTypeLookup[type].format
-#define WINED3D_ATR_NORMALIZED(type) GLINFO_LOCATION.glTypeLookup[type].normalized
-#define WINED3D_ATR_TYPESIZE(type) GLINFO_LOCATION.glTypeLookup[type].typesize
+static inline GLenum wined3d_gl_min_mip_filter(const struct min_lookup min_mip_lookup[],
+ WINED3DTEXTUREFILTERTYPE min_filter, WINED3DTEXTUREFILTERTYPE mip_filter)
+{
+ return min_mip_lookup[min_filter].mip[mip_filter];
+}
/* float_16_to_32() and float_32_to_16() (see implementation in
* surface_base.c) convert 16 bit floats in the FLOAT16 data type
const unsigned short s = ((*in) & 0x8000);
const unsigned short e = ((*in) & 0x7C00) >> 10;
const unsigned short m = (*in) & 0x3FF;
- const float sgn = (s ? -1.0 : 1.0);
+ const float sgn = (s ? -1.0f : 1.0f);
if(e == 0) {
- if(m == 0) return sgn * 0.0; /* +0.0 or -0.0 */
- else return sgn * pow(2, -14.0) * ( (float) m / 1024.0);
+ if(m == 0) return sgn * 0.0f; /* +0.0 or -0.0 */
+ else return sgn * pow(2, -14.0f) * ((float)m / 1024.0f);
} else if(e < 31) {
- return sgn * pow(2, (float) e-15.0) * (1.0 + ((float) m / 1024.0));
+ return sgn * pow(2, (float)e - 15.0f) * (1.0f + ((float)m / 1024.0f));
} else {
- if(m == 0) return sgn / 0.0; /* +INF / -INF */
- else return 0.0 / 0.0; /* NAN */
+ if(m == 0) return sgn / 0.0f; /* +INF / -INF */
+ else return 0.0f / 0.0f; /* NAN */
+ }
+}
+
+static inline float float_24_to_32(DWORD in)
+{
+ const float sgn = in & 0x800000 ? -1.0f : 1.0f;
+ const unsigned short e = (in & 0x780000) >> 19;
+ const unsigned short 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 if (e < 15)
+ {
+ return sgn * pow(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 */
}
}
/**
- * Settings
+ * Settings
*/
#define VS_NONE 0
#define VS_HW 1
#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
#define SHADER_NONE 4
#define RTL_DISABLE -1
-#define RTL_AUTO 0
#define RTL_READDRAW 1
#define RTL_READTEX 2
-#define RTL_TEXDRAW 3
-#define RTL_TEXTEX 4
#define PCI_VENDOR_NONE 0xffff /* e.g. 0x8086 for Intel and 0x10de for Nvidia */
#define PCI_DEVICE_NONE 0xffff /* e.g. 0x14f for a Geforce6200 */
/* vertex and pixel shader modes */
int vs_mode;
int ps_mode;
- int vbo_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. */
unsigned int emulated_textureram;
char *logo;
int allow_multisampling;
+ BOOL strict_draw_ordering;
} wined3d_settings_t;
-extern wined3d_settings_t wined3d_settings;
+extern wined3d_settings_t wined3d_settings DECLSPEC_HIDDEN;
+
+typedef enum _WINED3DSAMPLER_TEXTURE_TYPE
+{
+ WINED3DSTT_UNKNOWN = 0,
+ WINED3DSTT_1D = 1,
+ WINED3DSTT_2D = 2,
+ WINED3DSTT_CUBE = 3,
+ WINED3DSTT_VOLUME = 4,
+} WINED3DSAMPLER_TEXTURE_TYPE;
+
+typedef enum _WINED3DSHADER_PARAM_REGISTER_TYPE
+{
+ WINED3DSPR_TEMP = 0,
+ WINED3DSPR_INPUT = 1,
+ WINED3DSPR_CONST = 2,
+ WINED3DSPR_ADDR = 3,
+ WINED3DSPR_TEXTURE = 3,
+ WINED3DSPR_RASTOUT = 4,
+ WINED3DSPR_ATTROUT = 5,
+ WINED3DSPR_TEXCRDOUT = 6,
+ WINED3DSPR_OUTPUT = 6,
+ WINED3DSPR_CONSTINT = 7,
+ WINED3DSPR_COLOROUT = 8,
+ WINED3DSPR_DEPTHOUT = 9,
+ WINED3DSPR_SAMPLER = 10,
+ WINED3DSPR_CONST2 = 11,
+ WINED3DSPR_CONST3 = 12,
+ WINED3DSPR_CONST4 = 13,
+ WINED3DSPR_CONSTBOOL = 14,
+ WINED3DSPR_LOOP = 15,
+ WINED3DSPR_TEMPFLOAT16 = 16,
+ WINED3DSPR_MISCTYPE = 17,
+ WINED3DSPR_LABEL = 18,
+ WINED3DSPR_PREDICATE = 19,
+ WINED3DSPR_IMMCONST,
+ WINED3DSPR_CONSTBUFFER,
+} WINED3DSHADER_PARAM_REGISTER_TYPE;
+
+enum wined3d_immconst_type
+{
+ WINED3D_IMMCONST_FLOAT,
+ WINED3D_IMMCONST_FLOAT4,
+};
+
+#define WINED3DSP_NOSWIZZLE (0 | (1 << 2) | (2 << 4) | (3 << 6))
+
+typedef enum _WINED3DSHADER_PARAM_SRCMOD_TYPE
+{
+ WINED3DSPSM_NONE = 0,
+ WINED3DSPSM_NEG = 1,
+ WINED3DSPSM_BIAS = 2,
+ WINED3DSPSM_BIASNEG = 3,
+ WINED3DSPSM_SIGN = 4,
+ WINED3DSPSM_SIGNNEG = 5,
+ WINED3DSPSM_COMP = 6,
+ WINED3DSPSM_X2 = 7,
+ WINED3DSPSM_X2NEG = 8,
+ WINED3DSPSM_DZ = 9,
+ WINED3DSPSM_DW = 10,
+ WINED3DSPSM_ABS = 11,
+ WINED3DSPSM_ABSNEG = 12,
+ WINED3DSPSM_NOT = 13,
+} WINED3DSHADER_PARAM_SRCMOD_TYPE;
+
+#define WINED3DSP_WRITEMASK_0 0x1 /* .x r */
+#define WINED3DSP_WRITEMASK_1 0x2 /* .y g */
+#define WINED3DSP_WRITEMASK_2 0x4 /* .z b */
+#define WINED3DSP_WRITEMASK_3 0x8 /* .w a */
+#define WINED3DSP_WRITEMASK_ALL 0xf /* all */
+
+typedef enum _WINED3DSHADER_PARAM_DSTMOD_TYPE
+{
+ WINED3DSPDM_NONE = 0,
+ WINED3DSPDM_SATURATE = 1,
+ WINED3DSPDM_PARTIALPRECISION = 2,
+ WINED3DSPDM_MSAMPCENTROID = 4,
+} WINED3DSHADER_PARAM_DSTMOD_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
+
+typedef enum COMPARISON_TYPE
+{
+ COMPARISON_GT = 1,
+ COMPARISON_EQ = 2,
+ COMPARISON_GE = 3,
+ COMPARISON_LT = 4,
+ COMPARISON_NE = 5,
+ COMPARISON_LE = 6,
+} COMPARISON_TYPE;
+
+#define WINED3D_SM1_VS 0xfffe
+#define WINED3D_SM1_PS 0xffff
+#define WINED3D_SM4_PS 0x0000
+#define WINED3D_SM4_VS 0x0001
+#define WINED3D_SM4_GS 0x0002
+
+/* Shader version tokens, and shader end tokens */
+#define WINED3DPS_VERSION(major, minor) ((WINED3D_SM1_PS << 16) | ((major) << 8) | (minor))
+#define WINED3DVS_VERSION(major, minor) ((WINED3D_SM1_VS << 16) | ((major) << 8) | (minor))
/* Shader backends */
-struct SHADER_OPCODE_ARG;
+
+/* TODO: Make this dynamic, based on shader limits ? */
+#define MAX_ATTRIBS 16
+#define MAX_REG_ADDR 1
+#define MAX_REG_TEMP 32
+#define MAX_REG_TEXCRD 8
+#define MAX_REG_INPUT 12
+#define MAX_REG_OUTPUT 12
+#define MAX_CONST_I 16
+#define MAX_CONST_B 16
+
+/* FIXME: This needs to go up to 2048 for
+ * Shader model 3 according to msdn (and for software shaders) */
+#define MAX_LABELS 16
#define SHADER_PGMSIZE 65535
-typedef struct SHADER_BUFFER {
- char* buffer;
+
+struct wined3d_shader_buffer
+{
+ char *buffer;
unsigned int bsize;
unsigned int lineNo;
BOOL newline;
-} SHADER_BUFFER;
+};
enum WINED3D_SHADER_INSTRUCTION_HANDLER
{
WINED3DSIH_CMP,
WINED3DSIH_CND,
WINED3DSIH_CRS,
+ WINED3DSIH_CUT,
WINED3DSIH_DCL,
WINED3DSIH_DEF,
WINED3DSIH_DEFB,
WINED3DSIH_DSX,
WINED3DSIH_DSY,
WINED3DSIH_ELSE,
+ WINED3DSIH_EMIT,
WINED3DSIH_ENDIF,
WINED3DSIH_ENDLOOP,
WINED3DSIH_ENDREP,
WINED3DSIH_EXP,
WINED3DSIH_EXPP,
WINED3DSIH_FRC,
+ WINED3DSIH_IADD,
WINED3DSIH_IF,
WINED3DSIH_IFC,
+ WINED3DSIH_IGE,
WINED3DSIH_LABEL,
WINED3DSIH_LIT,
WINED3DSIH_LOG,
WINED3DSIH_LOGP,
WINED3DSIH_LOOP,
WINED3DSIH_LRP,
+ WINED3DSIH_LT,
WINED3DSIH_M3x2,
WINED3DSIH_M3x3,
WINED3DSIH_M3x4,
WINED3DSIH_TABLE_SIZE
};
-typedef void (*SHADER_HANDLER)(const struct SHADER_OPCODE_ARG *);
+enum wined3d_shader_type
+{
+ WINED3D_SHADER_TYPE_PIXEL,
+ WINED3D_SHADER_TYPE_VERTEX,
+ WINED3D_SHADER_TYPE_GEOMETRY,
+};
+
+struct wined3d_shader_version
+{
+ enum wined3d_shader_type type;
+ BYTE major;
+ BYTE minor;
+};
+
+#define WINED3D_SHADER_VERSION(major, minor) (((major) << 8) | (minor))
+
+typedef struct shader_reg_maps
+{
+ struct wined3d_shader_version shader_version;
+ BYTE texcoord; /* MAX_REG_TEXCRD, 8 */
+ BYTE address; /* MAX_REG_ADDR, 1 */
+ WORD labels; /* MAX_LABELS, 16 */
+ DWORD temporary; /* MAX_REG_TEMP, 32 */
+ DWORD *constf; /* pixel, vertex */
+ DWORD texcoord_mask[MAX_REG_TEXCRD]; /* vertex < 3.0 */
+ WORD input_registers; /* max(MAX_REG_INPUT, MAX_ATTRIBS), 16 */
+ WORD output_registers; /* MAX_REG_OUTPUT, 12 */
+ WORD integer_constants; /* MAX_CONST_I, 16 */
+ WORD boolean_constants; /* MAX_CONST_B, 16 */
+ WORD local_int_consts; /* MAX_CONST_I, 16 */
+ WORD local_bool_consts; /* MAX_CONST_B, 16 */
+
+ WINED3DSAMPLER_TEXTURE_TYPE sampler_type[max(MAX_FRAGMENT_SAMPLERS, MAX_VERTEX_SAMPLERS)];
+ BYTE bumpmat; /* MAX_TEXTURES, 8 */
+ BYTE luminanceparams; /* MAX_TEXTURES, 8 */
+
+ WORD usesnrm : 1;
+ WORD vpos : 1;
+ WORD usesdsx : 1;
+ WORD usesdsy : 1;
+ WORD usestexldd : 1;
+ WORD usesmova : 1;
+ WORD usesfacing : 1;
+ WORD usesrelconstF : 1;
+ WORD fog : 1;
+ WORD usestexldl : 1;
+ WORD usesifc : 1;
+ WORD usescall : 1;
+ WORD usesrcp : 1;
+ WORD padding : 3;
+
+ /* Whether or not loops are used in this shader, and nesting depth */
+ unsigned loop_depth;
+ unsigned highest_render_target;
+
+} shader_reg_maps;
+
+struct wined3d_shader_context
+{
+ IWineD3DBaseShader *shader;
+ const struct wined3d_gl_info *gl_info;
+ const struct shader_reg_maps *reg_maps;
+ struct wined3d_shader_buffer *buffer;
+ void *backend_data;
+};
+
+struct wined3d_shader_register
+{
+ WINED3DSHADER_PARAM_REGISTER_TYPE type;
+ UINT idx;
+ UINT array_idx;
+ const struct wined3d_shader_src_param *rel_addr;
+ enum wined3d_immconst_type immconst_type;
+ DWORD immconst_data[4];
+};
+
+struct wined3d_shader_dst_param
+{
+ struct wined3d_shader_register reg;
+ DWORD write_mask;
+ DWORD modifiers;
+ DWORD shift;
+};
+
+struct wined3d_shader_src_param
+{
+ struct wined3d_shader_register reg;
+ DWORD swizzle;
+ DWORD modifiers;
+};
+
+struct wined3d_shader_instruction
+{
+ const struct wined3d_shader_context *ctx;
+ enum WINED3D_SHADER_INSTRUCTION_HANDLER handler_idx;
+ DWORD flags;
+ BOOL coissue;
+ DWORD predicate;
+ UINT dst_count;
+ const struct wined3d_shader_dst_param *dst;
+ UINT src_count;
+ const struct wined3d_shader_src_param *src;
+};
+
+struct wined3d_shader_semantic
+{
+ WINED3DDECLUSAGE usage;
+ UINT usage_idx;
+ WINED3DSAMPLER_TEXTURE_TYPE sampler_type;
+ struct wined3d_shader_dst_param reg;
+};
+
+struct wined3d_shader_attribute
+{
+ WINED3DDECLUSAGE usage;
+ UINT usage_idx;
+};
+
+struct wined3d_shader_loop_control
+{
+ unsigned int count;
+ unsigned int start;
+ int step;
+};
+
+struct wined3d_shader_frontend
+{
+ void *(*shader_init)(const DWORD *ptr, const struct wined3d_shader_signature *output_signature);
+ void (*shader_free)(void *data);
+ void (*shader_read_header)(void *data, const DWORD **ptr, struct wined3d_shader_version *shader_version);
+ void (*shader_read_opcode)(void *data, const DWORD **ptr, struct wined3d_shader_instruction *ins, UINT *param_size);
+ void (*shader_read_src_param)(void *data, const DWORD **ptr, struct wined3d_shader_src_param *src_param,
+ struct wined3d_shader_src_param *src_rel_addr);
+ 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, UINT *comment_size);
+ BOOL (*shader_is_end)(void *data, const DWORD **ptr);
+};
+
+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 *);
struct shader_caps {
DWORD VertexShaderVersion;
DWORD PixelShaderVersion;
float PixelShader1xMaxValue;
+ DWORD MaxPixelShaderConst;
- WINED3DVSHADERCAPS2_0 VS20Caps;
- WINED3DPSHADERCAPS2_0 PS20Caps;
-
- DWORD MaxVShaderInstructionsExecuted;
- DWORD MaxPShaderInstructionsExecuted;
- DWORD MaxVertexShader30InstructionSlots;
- DWORD MaxPixelShader30InstructionSlots;
+ BOOL VSClipping;
};
enum tex_types
pretransformed
};
-struct stb_const_desc {
- char texunit;
- UINT const_num;
-};
+#define WINED3D_CONST_NUM_UNUSED ~0U
enum fogmode {
FOG_OFF,
*/
struct ps_compile_args {
struct color_fixup_desc color_fixup[MAX_FRAGMENT_SAMPLERS];
- BOOL srgb_correction;
enum vertexprocessing_mode vp_mode;
enum fogmode fog;
/* Projected textures(ps 1.0-1.3) */
/* Texture types(2D, Cube, 3D) in ps 1.x */
+ BOOL 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 */
};
-#define MAX_ATTRIBS 16
-
enum fog_src_type {
VS_FOG_Z = 0,
VS_FOG_COORD = 1
};
struct vs_compile_args {
- WORD fog_src;
+ BYTE fog_src;
+ BYTE clip_enabled;
WORD swizzle_map; /* MAX_ATTRIBS, 16 */
};
+struct wined3d_context;
+
typedef struct {
- const SHADER_HANDLER *shader_instruction_handler_table;
- void (*shader_select)(IWineD3DDevice *iface, BOOL usePS, BOOL useVS);
- void (*shader_select_depth_blt)(IWineD3DDevice *iface, enum tex_types tex_type);
+ 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, const SIZE *ds_mask_size);
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_load_constants)(IWineD3DDevice *iface, char usePS, char useVS);
- void (*shader_color_correction)(const struct SHADER_OPCODE_ARG *arg, struct color_fixup_desc fixup);
+ 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);
- GLuint (*shader_generate_pshader)(IWineD3DPixelShader *iface, SHADER_BUFFER *buffer, const struct ps_compile_args *args);
- GLuint (*shader_generate_vshader)(IWineD3DVertexShader *iface, SHADER_BUFFER *buffer, const struct vs_compile_args *args);
- void (*shader_get_caps)(WINED3DDEVTYPE devtype, const WineD3D_GL_Info *gl_info, struct shader_caps *caps);
+ 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 shader_backend_t glsl_shader_backend DECLSPEC_HIDDEN;
+extern const shader_backend_t arb_program_shader_backend DECLSPEC_HIDDEN;
+extern const shader_backend_t 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_LEVELS 256 /* Maximum number of mipmap levels. Guessed at 256 */
-
-#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 */
/* --------------------- */
#ifndef WINE_NO_DEBUG_MSGS
-#define checkGLcall(A) \
-do { \
- GLint err = glGetError(); \
- if (err == GL_NO_ERROR) { \
- TRACE("%s call ok %s / %d\n", A, __FILE__, __LINE__); \
- \
- } else do { \
- FIXME(">>>>>>>>>>>>>>>>> %s (%#x) from %s @ %s / %d\n", \
- debug_glerror(err), err, A, __FILE__, __LINE__); \
- err = glGetError(); \
- } while (err != GL_NO_ERROR); \
+#define checkGLcall(A) \
+do { \
+ GLint err; \
+ if(!__WINE_IS_DEBUG_ON(_FIXME, __wine_dbch___default)) break; \
+ err = glGetError(); \
+ if (err == GL_NO_ERROR) { \
+ TRACE("%s call ok %s / %d\n", A, __FILE__, __LINE__); \
+ \
+ } else do { \
+ ERR(">>>>>>>>>>>>>>>>> %s (%#x) from %s @ %s / %d\n", \
+ debug_glerror(err), err, A, __FILE__, __LINE__); \
+ err = glGetError(); \
+ } while (err != GL_NO_ERROR); \
} while(0)
#else
#define checkGLcall(A) do {} while(0)
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(sd,name) TRACE( #name "=(data:%p, stride:%d, type:%d, vbo %d, stream %u)\n", \
- sd->u.s.name.lpData, sd->u.s.name.dwStride, sd->u.s.name.dwType, sd->u.s.name.VBO, sd->u.s.name.streamNo);
-
-/* Defines used for optimizations */
-
-/* Only reapply what is necessary */
-#define REAPPLY_ALPHAOP 0x0001
-#define REAPPLY_ALL 0xFFFF
+#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].buffer_object, si->elements[name].stream_idx); } while(0)
/* Advance declaration of structures to satisfy compiler */
typedef struct IWineD3DStateBlockImpl IWineD3DStateBlockImpl;
typedef struct IWineD3DSurfaceImpl IWineD3DSurfaceImpl;
typedef struct IWineD3DPaletteImpl IWineD3DPaletteImpl;
typedef struct IWineD3DDeviceImpl IWineD3DDeviceImpl;
+typedef struct IWineD3DSwapChainImpl IWineD3DSwapChainImpl;
/* Global variables */
-extern const float identity[16];
+extern const float identity[16] DECLSPEC_HIDDEN;
/*****************************************************************************
* 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
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
+# 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
+ 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 */
+# 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
+# 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
+ 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
+# endif
extern BOOL isOn;
extern BOOL isDumpingFrames;
extern LONG primCounter;
#endif
+enum wined3d_ffp_idx
+{
+ WINED3D_FFP_POSITION = 0,
+ WINED3D_FFP_BLENDWEIGHT = 1,
+ WINED3D_FFP_BLENDINDICES = 2,
+ WINED3D_FFP_NORMAL = 3,
+ WINED3D_FFP_PSIZE = 4,
+ WINED3D_FFP_DIFFUSE = 5,
+ WINED3D_FFP_SPECULAR = 6,
+ WINED3D_FFP_TEXCOORD0 = 7,
+ WINED3D_FFP_TEXCOORD1 = 8,
+ WINED3D_FFP_TEXCOORD2 = 9,
+ WINED3D_FFP_TEXCOORD3 = 10,
+ WINED3D_FFP_TEXCOORD4 = 11,
+ WINED3D_FFP_TEXCOORD5 = 12,
+ WINED3D_FFP_TEXCOORD6 = 13,
+ WINED3D_FFP_TEXCOORD7 = 14,
+};
+
+enum wined3d_ffp_emit_idx
+{
+ WINED3D_FFP_EMIT_FLOAT1 = 0,
+ WINED3D_FFP_EMIT_FLOAT2 = 1,
+ WINED3D_FFP_EMIT_FLOAT3 = 2,
+ WINED3D_FFP_EMIT_FLOAT4 = 3,
+ WINED3D_FFP_EMIT_D3DCOLOR = 4,
+ WINED3D_FFP_EMIT_UBYTE4 = 5,
+ WINED3D_FFP_EMIT_SHORT2 = 6,
+ WINED3D_FFP_EMIT_SHORT4 = 7,
+ WINED3D_FFP_EMIT_UBYTE4N = 8,
+ WINED3D_FFP_EMIT_SHORT2N = 9,
+ WINED3D_FFP_EMIT_SHORT4N = 10,
+ WINED3D_FFP_EMIT_USHORT2N = 11,
+ WINED3D_FFP_EMIT_USHORT4N = 12,
+ WINED3D_FFP_EMIT_UDEC3 = 13,
+ WINED3D_FFP_EMIT_DEC3N = 14,
+ WINED3D_FFP_EMIT_FLOAT16_2 = 15,
+ WINED3D_FFP_EMIT_FLOAT16_4 = 16,
+ WINED3D_FFP_EMIT_COUNT = 17
+};
+
+struct wined3d_stream_info_element
+{
+ const struct wined3d_format_desc *format_desc;
+ GLsizei stride;
+ const BYTE *data;
+ UINT stream_idx;
+ GLuint buffer_object;
+};
+
+struct wined3d_stream_info
+{
+ struct wined3d_stream_info_element elements[MAX_ATTRIBS];
+ BOOL position_transformed;
+ WORD swizzle_map; /* MAX_ATTRIBS, 16 */
+ WORD use_map; /* MAX_ATTRIBS, 16 */
+};
+
/*****************************************************************************
* Prototypes
*/
/* Routine common to the draw primitive and draw indexed primitive routines */
-void drawPrimitive(IWineD3DDevice *iface, int PrimitiveType, long NumPrimitives,
- UINT numberOfVertices, long start_idx, short idxBytes, const void *idxData, int minIndex);
-
-void primitiveDeclarationConvertToStridedData(
- IWineD3DDevice *iface,
- BOOL useVertexShaderFunction,
- WineDirect3DVertexStridedData *strided,
- BOOL *fixup);
-
-DWORD get_flexible_vertex_size(DWORD d3dvtVertexType);
+void drawPrimitive(IWineD3DDevice *iface, 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[WINED3DDECLTYPE_UNUSED];
-extern glAttribFunc diffuse_funcs[WINED3DDECLTYPE_UNUSED];
-extern glAttribFunc specular_funcs[WINED3DDECLTYPE_UNUSED];
-extern glAttribFunc normal_funcs[WINED3DDECLTYPE_UNUSED];
-extern glMultiTexCoordFunc multi_texcoord_funcs[WINED3DDECLTYPE_UNUSED];
+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
(((((d3dvtVertexType) >> (16 + (2 * (tex_num)))) + 1) & 0x03) + 1)
/* Routines and structures related to state management */
-typedef struct WineD3DContext WineD3DContext;
-typedef void (*APPLYSTATEFUNC)(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *ctx);
#define STATE_RENDER(a) (a)
#define STATE_IS_RENDER(a) ((a) >= STATE_RENDER(1) && (a) <= STATE_RENDER(WINEHIGHEST_RENDER_STATE))
#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_HIGHEST (STATE_FRONTFACE)
-struct StateEntry
-{
- DWORD representative;
- APPLYSTATEFUNC apply;
+enum fogsource {
+ FOGSOURCE_FFP,
+ FOGSOURCE_VS,
+ FOGSOURCE_COORD,
};
-struct StateEntryTemplate
+#define WINED3D_MAX_FBO_ENTRIES 64
+
+struct wined3d_occlusion_query
{
- DWORD state;
- struct StateEntry content;
- GL_SupportedExt extension;
+ struct list entry;
+ GLuint id;
+ struct wined3d_context *context;
};
-struct fragment_caps {
- DWORD PrimitiveMiscCaps;
-
- DWORD TextureOpCaps;
- DWORD MaxTextureBlendStages;
- DWORD MaxSimultaneousTextures;
+union wined3d_gl_query_object
+{
+ GLuint id;
+ GLsync sync;
};
-struct fragment_pipeline {
- void (*enable_extension)(IWineD3DDevice *iface, BOOL enable);
- void (*get_caps)(WINED3DDEVTYPE devtype, const WineD3D_GL_Info *gl_info, struct fragment_caps *caps);
- HRESULT (*alloc_private)(IWineD3DDevice *iface);
- void (*free_private)(IWineD3DDevice *iface);
- BOOL (*color_fixup_supported)(struct color_fixup_desc fixup);
- const struct StateEntryTemplate *states;
- BOOL ffp_proj_control;
+struct wined3d_event_query
+{
+ struct list entry;
+ union wined3d_gl_query_object object;
+ struct wined3d_context *context;
};
-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;
-
-/* "Base" state table */
-HRESULT compile_state_table(struct StateEntry *StateTable, APPLYSTATEFUNC **dev_multistate_funcs,
- const WineD3D_GL_Info *gl_info, const struct StateEntryTemplate *vertex,
- const struct fragment_pipeline *fragment, const struct StateEntryTemplate *misc);
-
-/* Shaders for color conversions in blits */
-struct blit_shader {
- HRESULT (*alloc_private)(IWineD3DDevice *iface);
- void (*free_private)(IWineD3DDevice *iface);
- HRESULT (*set_shader)(IWineD3DDevice *iface, WINED3DFORMAT fmt, GLenum textype, UINT width, UINT height);
- void (*unset_shader)(IWineD3DDevice *iface);
- BOOL (*color_fixup_supported)(struct color_fixup_desc fixup);
+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
};
-extern const struct blit_shader ffp_blit;
-extern const struct blit_shader arbfp_blit;
+void wined3d_event_query_destroy(struct wined3d_event_query *query) DECLSPEC_HIDDEN;
+enum wined3d_event_query_result wined3d_event_query_test(struct wined3d_event_query *query, IWineD3DDeviceImpl *device) DECLSPEC_HIDDEN;
+enum wined3d_event_query_result wined3d_event_query_finish(struct wined3d_event_query *query, IWineD3DDeviceImpl *device) DECLSPEC_HIDDEN;
+void wined3d_event_query_issue(struct wined3d_event_query *query, IWineD3DDeviceImpl *device) DECLSPEC_HIDDEN;
+BOOL wined3d_event_query_supported(const struct wined3d_gl_info *gl_info) DECLSPEC_HIDDEN;
-enum fogsource {
- FOGSOURCE_FFP,
- FOGSOURCE_VS,
- FOGSOURCE_COORD,
-};
-
-/* The new context manager that should deal with onscreen and offscreen rendering */
-struct WineD3DContext {
+struct wined3d_context
+{
+ const struct wined3d_gl_info *gl_info;
/* State dirtification
* dirtyArray is an array that contains markers for dirty states. numDirtyEntries states are dirty, their numbers are in indices
* 0...numDirtyEntries - 1. isStateDirty is a redundant copy of the dirtyArray. Technically only one of them would be needed,
*/
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;
+ IWineD3DSwapChainImpl *swapchain;
+ IWineD3DSurfaceImpl *current_rt;
DWORD tid; /* Thread ID which owns this context at the moment */
/* Stores some information about the context state for optimization */
+ WORD render_offscreen : 1;
WORD draw_buffer_dirty : 1;
WORD last_was_rhw : 1; /* true iff last draw_primitive was in xyzrhw mode */
WORD last_was_pshader : 1;
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 padding : 3;
+ 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;
+ IWineD3DSurfaceImpl **blit_targets;
+
+ /* Queries */
+ GLuint *free_occlusion_queries;
+ UINT free_occlusion_query_size;
+ UINT free_occlusion_query_count;
+ struct list occlusion_queries;
+
+ union wined3d_gl_query_object *free_event_queries;
+ UINT free_event_query_size;
+ UINT free_event_query_count;
+ struct list event_queries;
/* Extension emulation */
GLint gl_fog_source;
GLfloat fog_coord_value;
GLfloat color[4], fogstart, fogend, fogcolor[4];
+ GLuint dummy_arbfp_prog;
+};
+
+typedef void (*APPLYSTATEFUNC)(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *ctx);
+
+struct StateEntry
+{
+ DWORD representative;
+ APPLYSTATEFUNC apply;
+};
+
+struct StateEntryTemplate
+{
+ DWORD state;
+ struct StateEntry content;
+ GL_SupportedExt extension;
+};
+
+struct fragment_caps
+{
+ DWORD PrimitiveMiscCaps;
+ DWORD TextureOpCaps;
+ DWORD MaxTextureBlendStages;
+ DWORD MaxSimultaneousTextures;
+};
+
+struct fragment_pipeline
+{
+ void (*enable_extension)(IWineD3DDevice *iface, BOOL enable);
+ void (*get_caps)(const struct wined3d_gl_info *gl_info, struct fragment_caps *caps);
+ HRESULT (*alloc_private)(IWineD3DDevice *iface);
+ void (*free_private)(IWineD3DDevice *iface);
+ BOOL (*color_fixup_supported)(struct color_fixup_desc fixup);
+ const struct StateEntryTemplate *states;
+ BOOL ffp_proj_control;
};
-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;
+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) DECLSPEC_HIDDEN;
+
+enum blit_operation
+{
+ BLIT_OP_BLIT,
+ BLIT_OP_COLOR_FILL
+};
-void ActivateContext(IWineD3DDeviceImpl *device, IWineD3DSurface *target, ContextUsage usage);
-WineD3DContext *getActiveContext(void);
-WineD3DContext *CreateContext(IWineD3DDeviceImpl *This, IWineD3DSurfaceImpl *target, HWND win, BOOL create_pbuffer, const WINED3DPRESENT_PARAMETERS *pPresentParms);
-void DestroyContext(IWineD3DDeviceImpl *This, WineD3DContext *context);
-void context_resource_released(IWineD3DDevice *iface, IWineD3DResource *resource, WINED3DRESOURCETYPE type);
-void context_bind_fbo(IWineD3DDevice *iface, GLenum target, GLuint *fbo);
-void context_attach_depth_stencil_fbo(IWineD3DDeviceImpl *This, GLenum fbo_target, IWineD3DSurface *depth_stencil, BOOL use_render_buffer);
-void context_attach_surface_fbo(IWineD3DDeviceImpl *This, GLenum fbo_target, DWORD idx, IWineD3DSurface *surface);
+/* Shaders for color conversions in blits */
+struct blit_shader
+{
+ HRESULT (*alloc_private)(IWineD3DDevice *iface);
+ void (*free_private)(IWineD3DDevice *iface);
+ HRESULT (*set_shader)(IWineD3DDevice *iface, IWineD3DSurfaceImpl *surface);
+ void (*unset_shader)(IWineD3DDevice *iface);
+ BOOL (*blit_supported)(const struct wined3d_gl_info *gl_info, enum blit_operation blit_op,
+ const RECT *src_rect, DWORD src_usage, WINED3DPOOL src_pool, const struct wined3d_format_desc *src_format_desc,
+ const RECT *dst_rect, DWORD dst_usage, WINED3DPOOL dst_pool, const struct wined3d_format_desc *dst_format_desc);
+ HRESULT (*color_fill)(IWineD3DDeviceImpl *device, IWineD3DSurfaceImpl *dst_surface, const RECT *dst_rect, DWORD fill_color);
+};
-void delete_opengl_contexts(IWineD3DDevice *iface, IWineD3DSwapChain *swapchain);
-HRESULT create_primary_opengl_context(IWineD3DDevice *iface, IWineD3DSwapChain *swapchain);
+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;
+
+/* Temporary blit_shader helper functions */
+HRESULT arbfp_blit_surface(IWineD3DDeviceImpl *device, IWineD3DSurfaceImpl *src_surface, const RECT *src_rect,
+ IWineD3DSurfaceImpl *dst_surface, const RECT *dst_rect_in, enum blit_operation blit_op,
+ DWORD Filter) DECLSPEC_HIDDEN;
+
+struct wined3d_context *context_acquire(IWineD3DDeviceImpl *This, IWineD3DSurfaceImpl *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, IWineD3DDeviceImpl *device) DECLSPEC_HIDDEN;
+void context_apply_clear_state(struct wined3d_context *context, IWineD3DDeviceImpl *device,
+ IWineD3DSurfaceImpl *render_target, IWineD3DSurfaceImpl *depth_stencil) DECLSPEC_HIDDEN;
+void context_apply_draw_state(struct wined3d_context *context, IWineD3DDeviceImpl *device) DECLSPEC_HIDDEN;
+void context_apply_fbo_state_blit(struct wined3d_context *context, GLenum target,
+ IWineD3DSurfaceImpl *render_target, IWineD3DSurfaceImpl *depth_stencil) DECLSPEC_HIDDEN;
+void context_attach_depth_stencil_fbo(struct wined3d_context *context,
+ GLenum fbo_target, IWineD3DSurfaceImpl *depth_stencil, BOOL use_render_buffer) DECLSPEC_HIDDEN;
+void context_bind_fbo(struct wined3d_context *context, GLenum target, GLuint *fbo) DECLSPEC_HIDDEN;
+struct wined3d_context *context_create(IWineD3DSwapChainImpl *swapchain, IWineD3DSurfaceImpl *target,
+ const struct wined3d_format_desc *ds_format_desc) DECLSPEC_HIDDEN;
+void context_destroy(IWineD3DDeviceImpl *This, 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(IWineD3DDevice *iface,
+ IWineD3DResource *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, IWineD3DSurfaceImpl *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
{
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;
+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_ATI = 0x1002,
+ HW_VENDOR_NVIDIA = 0x10de,
+ HW_VENDOR_INTEL = 0x8086,
+};
+
+enum wined3d_pci_device
+{
+ CARD_WINE = 0x0000,
+
+ CARD_ATI_RAGE_128PRO = 0x5246,
+ CARD_ATI_RADEON_7200 = 0x5144,
+ CARD_ATI_RADEON_8500 = 0x514c,
+ CARD_ATI_RADEON_9500 = 0x4144,
+ CARD_ATI_RADEON_XPRESS_200M = 0x5955,
+ CARD_ATI_RADEON_X700 = 0x5e4c,
+ CARD_ATI_RADEON_X1600 = 0x71c2,
+ CARD_ATI_RADEON_HD2350 = 0x94c7,
+ CARD_ATI_RADEON_HD2600 = 0x9581,
+ CARD_ATI_RADEON_HD2900 = 0x9400,
+ CARD_ATI_RADEON_HD3200 = 0x9620,
+ CARD_ATI_RADEON_HD4350 = 0x954f,
+ CARD_ATI_RADEON_HD4550 = 0x9540,
+ CARD_ATI_RADEON_HD4600 = 0x9495,
+ CARD_ATI_RADEON_HD4650 = 0x9498,
+ CARD_ATI_RADEON_HD4670 = 0x9490,
+ CARD_ATI_RADEON_HD4700 = 0x944e,
+ CARD_ATI_RADEON_HD4770 = 0x94b3,
+ CARD_ATI_RADEON_HD4800 = 0x944c, /* Picked one value between 9440, 944c, 9442, 9460 */
+ CARD_ATI_RADEON_HD4830 = 0x944c,
+ CARD_ATI_RADEON_HD4850 = 0x9442,
+ CARD_ATI_RADEON_HD4870 = 0x9440,
+ CARD_ATI_RADEON_HD4890 = 0x9460,
+ CARD_ATI_RADEON_HD5700 = 0x68BE, /* Picked HD5750 */
+ CARD_ATI_RADEON_HD5750 = 0x68BE,
+ CARD_ATI_RADEON_HD5770 = 0x68B8,
+ CARD_ATI_RADEON_HD5800 = 0x6898, /* Picked HD5850 */
+ CARD_ATI_RADEON_HD5850 = 0x6898,
+ CARD_ATI_RADEON_HD5870 = 0x6899,
+
+ 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_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_GTX260 = 0x05e2,
+ CARD_NVIDIA_GEFORCE_GTX275 = 0x05e6,
+ CARD_NVIDIA_GEFORCE_GTX280 = 0x05e1,
+ CARD_NVIDIA_GEFORCE_GT240 = 0x0ca3,
+
+ 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 GMA 965? */
+};
+
+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;
+ UINT vidmem;
+ 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_desc *gl_formats;
+};
+
+struct wined3d_driver_info
+{
+ enum wined3d_pci_vendor vendor;
+ enum wined3d_pci_device device;
+ const char *name;
+ const char *description;
+ DWORD version_high;
+ DWORD version_low;
+};
+
/* The adapter structure */
-struct WineD3DAdapter
+struct wined3d_adapter
{
- UINT num;
+ UINT ordinal;
BOOL opengl;
POINT monitorPoint;
- WineD3D_GL_Info gl_info;
- const char *driver;
- const char *description;
+ struct wined3d_gl_info gl_info;
+ struct wined3d_driver_info driver_info;
WCHAR DeviceName[CCHDEVICENAME]; /* DeviceName for use with e.g. ChangeDisplaySettings */
int nCfgs;
WineD3D_PixelFormat *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 shader_backend_t *shader_backend;
+ const struct blit_shader *blitter;
};
-extern BOOL InitAdapters(void);
-extern BOOL initPixelFormats(WineD3D_GL_Info *gl_info);
-extern long WineD3DAdapterChangeGLRam(IWineD3DDeviceImpl *D3DDevice, long glram);
-extern void add_gl_compat_wrappers(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(IWineD3DDeviceImpl *D3DDevice, unsigned 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(IWineD3DDeviceImpl *This, struct WineD3DRectPatch *patch) DECLSPEC_HIDDEN;
enum projection_types
{
struct ffp_frag_settings {
struct texture_stage_op op[MAX_TEXTURES];
enum fogmode fog;
- /* Use an int instead of a char to get dword alignment */
- unsigned int sRGB_write;
+ /* Use shorts instead of chars to get dword alignment */
+ unsigned short sRGB_write;
+ unsigned short emul_clipplanes;
};
struct ffp_frag_desc
{
+ struct wine_rb_entry entry;
struct ffp_frag_settings settings;
};
-void gen_ffp_frag_op(IWineD3DStateBlockImpl *stateblock, struct ffp_frag_settings *settings, BOOL ignore_textype);
-const struct ffp_frag_desc *find_ffp_frag_shader(const struct hash_table_t *fragment_shaders,
- const struct ffp_frag_settings *settings);
-void add_ffp_frag_shader(struct hash_table_t *shaders, struct ffp_frag_desc *desc);
-BOOL ffp_frag_program_key_compare(const void *keya, const void *keyb);
-unsigned int ffp_frag_program_key_hash(const void *key);
+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) DECLSPEC_HIDDEN;
+const struct ffp_frag_desc *find_ffp_frag_shader(const struct wine_rb_tree *fragment_shaders,
+ 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
/* WineD3D Information */
IUnknown *parent;
UINT dxVersion;
-} IWineD3DImpl;
-
-extern const IWineD3DVtbl IWineD3D_Vtbl;
-/* TODO: setup some flags in the registry to enable, disable pbuffer support
-(since it will break quite a few things until contexts are managed properly!) */
-extern BOOL pbuffer_support;
-/* allocate one pbuffer per surface */
-extern BOOL pbuffer_per_surface;
+ UINT adapter_count;
+ struct wined3d_adapter adapters[1];
+} IWineD3DImpl;
-/* A helper function that dumps a resource list */
-void dumpResources(struct list *list);
+HRESULT wined3d_init(IWineD3DImpl *wined3d, UINT version, IUnknown *parent) DECLSPEC_HIDDEN;
+BOOL wined3d_register_window(HWND window, struct IWineD3DDeviceImpl *device) DECLSPEC_HIDDEN;
+void wined3d_unregister_window(HWND window) DECLSPEC_HIDDEN;
/*****************************************************************************
* IWineD3DDevice implementation structure
*/
+#define WINED3D_UNMAPPED_STAGE ~0U
+
+/* Multithreaded flag. Removed from the public header to signal that IWineD3D::CreateDevice ignores it */
+#define WINED3DCREATE_MULTITHREADED 0x00000004
+
struct IWineD3DDeviceImpl
{
/* IUnknown fields */
/* WineD3D Information */
IUnknown *parent;
IWineD3DDeviceParent *device_parent;
- IWineD3D *wineD3D;
- struct WineD3DAdapter *adapter;
+ IWineD3D *wined3d;
+ struct wined3d_adapter *adapter;
/* Window styles to restore when switching fullscreen mode */
LONG style;
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 view_ident : 1; /* true iff view matrix is identity */
WORD untransformed : 1;
WORD vertexBlendUsed : 1; /* To avoid needless setting of the blend matrices */
WORD isRecordingState : 1;
WORD isInDraw : 1;
- WORD render_offscreen : 1;
WORD bCursorVisible : 1;
WORD haveHardwareCursor : 1;
WORD d3d_initialized : 1;
WORD softwareVertexProcessing : 1; /* process vertex shaders using software or hardware */
WORD useDrawStridedSlow : 1;
WORD instancedDraw : 1;
+ WORD filter_messages : 1;
WORD padding : 3;
BYTE fixed_function_usage_map; /* MAX_TEXTURES, 8 */
/* Internal use fields */
WINED3DDEVICE_CREATION_PARAMETERS createParms;
- UINT adapterNo;
WINED3DDEVTYPE devType;
+ HWND focus_window;
IWineD3DSwapChain **swapchains;
UINT NumberOfSwapChains;
unsigned int highest_dirty_ps_const, highest_dirty_vs_const;
/* Render Target Support */
- IWineD3DSurface **render_targets;
- IWineD3DSurface *auto_depth_stencil_buffer;
- IWineD3DSurface *stencilBufferTarget;
-
- /* Caches to avoid unneeded context changes */
- IWineD3DSurface *lastActiveRenderTarget;
- IWineD3DSwapChain *lastActiveSwapChain;
+ IWineD3DSurfaceImpl **render_targets;
+ IWineD3DSurfaceImpl *auto_depth_stencil;
+ IWineD3DSurfaceImpl *onscreen_depth_stencil;
+ IWineD3DSurfaceImpl *depth_stencil;
/* palettes texture management */
UINT NumberOfPalettes;
PALETTEENTRY **palettes;
UINT currentPalette;
- UINT paletteConversionShader;
/* For rendering to a texture using glCopyTexImage */
GLenum *draw_buffers;
/* 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;
DWORD rev_tex_unit_map[MAX_COMBINED_SAMPLERS];
/* Stream source management */
- WineDirect3DVertexStridedData strided_streams;
+ 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 */
- WineD3DContext **contexts; /* Dynamic array containing pointers to context structures */
- WineD3DContext *activeContext;
- DWORD lastThread;
+ struct wined3d_context **contexts;
UINT numContexts;
- WineD3DContext *pbufferContext; /* The context that has a pbuffer as drawable */
- DWORD pbufferWidth, pbufferHeight; /* Size of the buffer drawable */
/* High level patch management */
#define PATCHMAP_SIZE 43
struct WineD3DRectPatch *currentPatch;
};
-extern const IWineD3DDeviceVtbl IWineD3DDevice_Vtbl;
-
-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(WineD3DContext *context, DWORD state) {
- DWORD idx = state >> 5;
- BYTE shift = state & 0x1f;
+BOOL device_context_add(IWineD3DDeviceImpl *device, struct wined3d_context *context) DECLSPEC_HIDDEN;
+void device_context_remove(IWineD3DDeviceImpl *device, struct wined3d_context *context) DECLSPEC_HIDDEN;
+void device_get_draw_rect(IWineD3DDeviceImpl *device, RECT *rect) DECLSPEC_HIDDEN;
+HRESULT device_init(IWineD3DDeviceImpl *device, IWineD3DImpl *wined3d,
+ UINT adapter_idx, WINED3DDEVTYPE device_type, HWND focus_window, DWORD flags,
+ IUnknown *parent, IWineD3DDeviceParent *device_parent) DECLSPEC_HIDDEN;
+void device_preload_textures(IWineD3DDeviceImpl *device) DECLSPEC_HIDDEN;
+LRESULT device_process_message(IWineD3DDeviceImpl *device, HWND window,
+ UINT message, WPARAM wparam, LPARAM lparam, WNDPROC proc) DECLSPEC_HIDDEN;
+void device_resource_add(IWineD3DDeviceImpl *This, IWineD3DResource *resource) DECLSPEC_HIDDEN;
+void device_resource_released(IWineD3DDeviceImpl *This, IWineD3DResource *resource) DECLSPEC_HIDDEN;
+void device_stream_info_from_declaration(IWineD3DDeviceImpl *This,
+ BOOL use_vshader, struct wined3d_stream_info *stream_info, BOOL *fixup) DECLSPEC_HIDDEN;
+void device_switch_onscreen_ds(IWineD3DDeviceImpl *device, struct wined3d_context *context,
+ IWineD3DSurfaceImpl *depth_stencil) DECLSPEC_HIDDEN;
+void device_update_stream_info(IWineD3DDeviceImpl *device, const struct wined3d_gl_info *gl_info) DECLSPEC_HIDDEN;
+HRESULT IWineD3DDeviceImpl_ClearSurface(IWineD3DDeviceImpl *This, IWineD3DSurfaceImpl *target, DWORD Count,
+ const WINED3DRECT *pRects, DWORD Flags, WINED3DCOLOR Color, float Z, DWORD Stencil) DECLSPEC_HIDDEN;
+void IWineD3DDeviceImpl_FindTexUnitMap(IWineD3DDeviceImpl *This) DECLSPEC_HIDDEN;
+void IWineD3DDeviceImpl_MarkStateDirty(IWineD3DDeviceImpl *This, DWORD state) DECLSPEC_HIDDEN;
+
+static inline BOOL isStateDirty(struct wined3d_context *context, DWORD state)
+{
+ DWORD idx = state / (sizeof(*context->isStateDirty) * CHAR_BIT);
+ BYTE shift = state & ((sizeof(*context->isStateDirty) * CHAR_BIT) - 1);
return context->isStateDirty[idx] & (1 << shift);
}
/* WineD3DResource Information */
IUnknown *parent;
WINED3DRESOURCETYPE resourceType;
- IWineD3DDeviceImpl *wineD3DDevice;
+ IWineD3DDeviceImpl *device;
WINED3DPOOL pool;
UINT size;
DWORD usage;
- WINED3DFORMAT format;
+ const struct wined3d_format_desc *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;
-
+ const struct wined3d_parent_ops *parent_ops;
} IWineD3DResourceClass;
typedef struct IWineD3DResourceImpl
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);
+void resource_cleanup(IWineD3DResource *iface) DECLSPEC_HIDDEN;
+HRESULT resource_free_private_data(IWineD3DResource *iface, REFGUID guid) DECLSPEC_HIDDEN;
+HRESULT resource_get_parent(IWineD3DResource *iface, IUnknown **parent) DECLSPEC_HIDDEN;
+DWORD resource_get_priority(IWineD3DResource *iface) DECLSPEC_HIDDEN;
HRESULT resource_get_private_data(IWineD3DResource *iface, REFGUID guid,
- void *data, DWORD *data_size);
-HRESULT resource_init(struct IWineD3DResourceClass *resource, WINED3DRESOURCETYPE resource_type,
- IWineD3DDeviceImpl *device, UINT size, DWORD usage, WINED3DFORMAT format, WINED3DPOOL pool, IUnknown *parent);
-WINED3DRESOURCETYPE resource_get_type(IWineD3DResource *iface);
-DWORD resource_set_priority(IWineD3DResource *iface, DWORD new_priority);
+ void *data, DWORD *data_size) DECLSPEC_HIDDEN;
+HRESULT resource_init(IWineD3DResource *iface, WINED3DRESOURCETYPE resource_type,
+ IWineD3DDeviceImpl *device, UINT size, DWORD usage, const struct wined3d_format_desc *format_desc,
+ WINED3DPOOL pool, IUnknown *parent, const struct wined3d_parent_ops *parent_ops) DECLSPEC_HIDDEN;
+WINED3DRESOURCETYPE resource_get_type(IWineD3DResource *iface) DECLSPEC_HIDDEN;
+DWORD resource_set_priority(IWineD3DResource *iface, DWORD new_priority) DECLSPEC_HIDDEN;
HRESULT resource_set_private_data(IWineD3DResource *iface, REFGUID guid,
- const void *data, DWORD data_size, DWORD flags);
+ const void *data, DWORD data_size, DWORD flags) DECLSPEC_HIDDEN;
/* Tests show that the start address of resources is 32 byte aligned */
-#define RESOURCE_ALIGNMENT 32
-
-/*****************************************************************************
- * IWineD3DVertexBuffer implementation structure (extends IWineD3DResourceImpl)
- */
-enum vbo_conversion_type {
- CONV_NONE = 0,
- CONV_D3DCOLOR = 1,
- CONV_POSITIONT = 2,
- CONV_FLOAT16_2 = 3 /* Also handles FLOAT16_4 */
-
- /* TODO: Add tests and support for FLOAT16_4 POSITIONT, D3DCOLOR position, other
- * fixed function semantics as D3DCOLOR or FLOAT16
- */
-};
-
-typedef struct IWineD3DVertexBufferImpl
-{
- /* IUnknown & WineD3DResource Information */
- const IWineD3DVertexBufferVtbl *lpVtbl;
- IWineD3DResourceClass resource;
-
- /* WineD3DVertexBuffer specifics */
- DWORD fvf;
-
- /* Vertex buffer object support */
- GLuint vbo;
- BYTE Flags;
- LONG bindCount;
- LONG vbo_size;
- GLenum vbo_usage;
-
- UINT dirtystart, dirtyend;
- LONG lockcount;
-
- LONG declChanges, draws;
- /* Last description of the buffer */
- DWORD stride; /* 0 if no conversion */
- enum vbo_conversion_type *conv_map; /* NULL if no conversion */
-
- /* Extra load offsets, for FLOAT16 conversion */
- DWORD *conv_shift; /* NULL if no shifted conversion */
- DWORD conv_stride; /* 0 if no shifted conversion */
-} IWineD3DVertexBufferImpl;
-
-extern const IWineD3DVertexBufferVtbl IWineD3DVertexBuffer_Vtbl;
-
-#define VBFLAG_OPTIMIZED 0x01 /* Optimize has been called for the VB */
-#define VBFLAG_DIRTY 0x02 /* Buffer data has been modified */
-#define VBFLAG_HASDESC 0x04 /* A vertex description has been found */
-#define VBFLAG_CREATEVBO 0x08 /* Attempt to create a VBO next PreLoad */
-
-/*****************************************************************************
- * IWineD3DIndexBuffer implementation structure (extends IWineD3DResourceImpl)
- */
-typedef struct IWineD3DIndexBufferImpl
-{
- /* IUnknown & WineD3DResource Information */
- const IWineD3DIndexBufferVtbl *lpVtbl;
- IWineD3DResourceClass resource;
-
- GLuint vbo;
- UINT dirtystart, dirtyend;
- LONG lockcount;
-
- /* WineD3DVertexBuffer specifics */
-} IWineD3DIndexBufferImpl;
-
-extern const IWineD3DIndexBufferVtbl IWineD3DIndexBuffer_Vtbl;
+#define RESOURCE_ALIGNMENT 16
/*****************************************************************************
* IWineD3DBaseTexture D3D- > openGL state map lookups
*/
-#define WINED3DFUNC_NOTSUPPORTED -2
-#define WINED3DFUNC_UNIMPLEMENTED -1
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 */
+};
+
+struct gl_texture
+{
+ DWORD states[MAX_WINETEXTURESTATES];
+ BOOL dirty;
+ GLuint name;
+};
+
/*****************************************************************************
* IWineD3DBaseTexture implementation structure (extends IWineD3DResourceImpl)
*/
typedef struct IWineD3DBaseTextureClass
{
- DWORD states[MAX_WINETEXTURESTATES];
- UINT levels;
- BOOL dirty;
- UINT textureName;
+ struct gl_texture texture_rgb, texture_srgb;
+ IWineD3DResourceImpl **sub_resources;
+ UINT layer_count;
+ UINT level_count;
float pow2Matrix[16];
UINT LOD;
WINED3DTEXTUREFILTERTYPE filterType;
LONG bindCount;
DWORD sampler;
BOOL is_srgb;
- UINT srgb_mode_change_count;
+ BOOL pow2Matrix_identity;
const struct min_lookup *minMipLookup;
const GLenum *magLookup;
- struct color_fixup_desc shader_color_fixup;
+ void (*internal_preload)(IWineD3DBaseTexture *iface, enum WINED3DSRGB srgb);
} IWineD3DBaseTextureClass;
+void surface_internal_preload(IWineD3DSurfaceImpl *surface, enum WINED3DSRGB srgb) DECLSPEC_HIDDEN;
+BOOL surface_init_sysmem(IWineD3DSurfaceImpl *surface) DECLSPEC_HIDDEN;
+BOOL surface_is_offscreen(IWineD3DSurfaceImpl *iface) DECLSPEC_HIDDEN;
+void surface_prepare_texture(IWineD3DSurfaceImpl *surface,
+ const struct wined3d_gl_info *gl_info, BOOL srgb) DECLSPEC_HIDDEN;
+
typedef struct IWineD3DBaseTextureImpl
{
/* IUnknown & WineD3DResource Information */
} 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);
-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);
-void basetexture_init(struct IWineD3DBaseTextureClass *texture, UINT levels, DWORD usage);
-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);
+ const DWORD textureStates[WINED3D_HIGHEST_TEXTURE_STATE + 1],
+ const DWORD samplerStates[WINED3D_HIGHEST_SAMPLER_STATE + 1],
+ const struct wined3d_gl_info *gl_info) DECLSPEC_HIDDEN;
+HRESULT basetexture_bind(IWineD3DBaseTexture *iface, BOOL srgb, BOOL *set_surface_desc) DECLSPEC_HIDDEN;
+void basetexture_cleanup(IWineD3DBaseTexture *iface) DECLSPEC_HIDDEN;
+void basetexture_generate_mipmaps(IWineD3DBaseTexture *iface) DECLSPEC_HIDDEN;
+WINED3DTEXTUREFILTERTYPE basetexture_get_autogen_filter_type(IWineD3DBaseTexture *iface) DECLSPEC_HIDDEN;
+BOOL basetexture_get_dirty(IWineD3DBaseTexture *iface) DECLSPEC_HIDDEN;
+DWORD basetexture_get_level_count(IWineD3DBaseTexture *iface) DECLSPEC_HIDDEN;
+DWORD basetexture_get_lod(IWineD3DBaseTexture *iface) DECLSPEC_HIDDEN;
+IWineD3DResourceImpl *basetexture_get_sub_resource(IWineD3DBaseTextureImpl *texture,
+ UINT layer, UINT level) DECLSPEC_HIDDEN;
+HRESULT basetexture_init(IWineD3DBaseTextureImpl *texture, UINT layer_count, UINT level_count,
+ WINED3DRESOURCETYPE resource_type, IWineD3DDeviceImpl *device, UINT size, DWORD usage,
+ const struct wined3d_format_desc *format_desc, WINED3DPOOL pool, IUnknown *parent,
+ const struct wined3d_parent_ops *parent_ops) DECLSPEC_HIDDEN;
+HRESULT basetexture_set_autogen_filter_type(IWineD3DBaseTexture *iface,
+ WINED3DTEXTUREFILTERTYPE filter_type) DECLSPEC_HIDDEN;
+BOOL basetexture_set_dirty(IWineD3DBaseTexture *iface, BOOL dirty) DECLSPEC_HIDDEN;
+DWORD basetexture_set_lod(IWineD3DBaseTexture *iface, DWORD new_lod) DECLSPEC_HIDDEN;
+void basetexture_unload(IWineD3DBaseTexture *iface) DECLSPEC_HIDDEN;
/*****************************************************************************
* IWineD3DTexture implementation structure (extends IWineD3DBaseTextureImpl)
IWineD3DBaseTextureClass baseTexture;
/* IWineD3DTexture */
- IWineD3DSurface *surfaces[MAX_LEVELS];
-
- UINT width;
- UINT height;
UINT target;
BOOL cond_np2;
} IWineD3DTextureImpl;
-extern const IWineD3DTextureVtbl IWineD3DTexture_Vtbl;
+HRESULT texture_init(IWineD3DTextureImpl *texture, UINT width, UINT height, UINT levels,
+ IWineD3DDeviceImpl *device, DWORD usage, WINED3DFORMAT format, WINED3DPOOL pool,
+ IUnknown *parent, const struct wined3d_parent_ops *parent_ops) DECLSPEC_HIDDEN;
/*****************************************************************************
* IWineD3DCubeTexture implementation structure (extends IWineD3DBaseTextureImpl)
const IWineD3DCubeTextureVtbl *lpVtbl;
IWineD3DResourceClass resource;
IWineD3DBaseTextureClass baseTexture;
-
- /* IWineD3DCubeTexture */
- IWineD3DSurface *surfaces[6][MAX_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, const struct wined3d_parent_ops *parent_ops) DECLSPEC_HIDDEN;
typedef struct _WINED3DVOLUMET_DESC
{
/* WineD3DVolume Information */
WINED3DVOLUMET_DESC currentDesc;
IWineD3DBase *container;
- UINT bytesPerPixel;
-
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);
+void volume_add_dirty_box(IWineD3DVolume *iface, const WINED3DBOX *dirty_box) DECLSPEC_HIDDEN;
+HRESULT volume_init(IWineD3DVolumeImpl *volume, IWineD3DDeviceImpl *device, UINT width,
+ UINT height, UINT depth, DWORD usage, WINED3DFORMAT format, WINED3DPOOL pool,
+ IUnknown *parent, const struct wined3d_parent_ops *parent_ops) DECLSPEC_HIDDEN;
/*****************************************************************************
* IWineD3DVolumeTexture implementation structure (extends IWineD3DBaseTextureImpl)
const IWineD3DVolumeTextureVtbl *lpVtbl;
IWineD3DResourceClass resource;
IWineD3DBaseTextureClass baseTexture;
-
- /* IWineD3DVolumeTexture */
- IWineD3DVolume *volumes[MAX_LEVELS];
} IWineD3DVolumeTextureImpl;
-extern const IWineD3DVolumeTextureVtbl IWineD3DVolumeTexture_Vtbl;
+HRESULT volumetexture_init(IWineD3DVolumeTextureImpl *texture, UINT width, UINT height,
+ UINT depth, UINT levels, IWineD3DDeviceImpl *device, DWORD usage, WINED3DFORMAT format,
+ WINED3DPOOL pool, IUnknown *parent, const struct wined3d_parent_ops *parent_ops) DECLSPEC_HIDDEN;
typedef struct _WINED3DSURFACET_DESC
{
struct fbo_entry
{
struct list entry;
- IWineD3DSurface **render_targets;
- IWineD3DSurface *depth_stencil;
+ IWineD3DSurfaceImpl **render_targets;
+ IWineD3DSurfaceImpl *depth_stencil;
BOOL attached;
GLuint id;
};
IWineD3DPaletteImpl *palette; /* D3D7 style palette handling */
PALETTEENTRY *palette9; /* D3D8/9 style palette handling */
- UINT bytesPerPixel;
-
/* TODO: move this off into a management class(maybe!) */
DWORD Flags;
UINT pow2Width;
UINT pow2Height;
- float heightscale;
/* A method to retrieve the drawable size. Not in the Vtable to make it changeable */
- void (*get_drawable_size)(IWineD3DSurfaceImpl *This, UINT *width, UINT *height);
-
- /* Oversized texture */
- RECT glRect;
+ void (*get_drawable_size)(struct wined3d_context *context, UINT *width, UINT *height);
/* PBO */
GLuint pbo;
+ GLuint texture_name;
+ GLuint texture_name_srgb;
+ GLint texture_level;
+ GLenum texture_target;
RECT lockedRect;
RECT dirtyRect;
int lockCount;
#define MAXLOCKCOUNT 50 /* After this amount of locks do not free the sysmem copy */
- glDescriptor glDescription;
- BOOL srgb;
-
/* For GetDC */
wineD3DSurface_DIB dib;
HDC hDC;
struct list renderbuffers;
renderbuffer_entry_t *current_renderbuffer;
+ SIZE ds_current_size;
/* DirectDraw clippers */
IWineD3DClipper *clipper;
struct list overlay_entry;
};
-extern const IWineD3DSurfaceVtbl IWineD3DSurface_Vtbl;
-extern const IWineD3DSurfaceVtbl IWineGDISurface_Vtbl;
+extern const IWineD3DSurfaceVtbl IWineD3DSurface_Vtbl DECLSPEC_HIDDEN;
+extern const IWineD3DSurfaceVtbl IWineGDISurface_Vtbl DECLSPEC_HIDDEN;
+
+UINT surface_calculate_size(const struct wined3d_format_desc *format_desc,
+ UINT alignment, UINT width, UINT height) DECLSPEC_HIDDEN;
+void surface_gdi_cleanup(IWineD3DSurfaceImpl *This) DECLSPEC_HIDDEN;
+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, const struct wined3d_parent_ops *parent_ops) DECLSPEC_HIDDEN;
+void surface_translate_frontbuffer_coords(IWineD3DSurfaceImpl *surface, HWND window, RECT *rect) DECLSPEC_HIDDEN;
/* 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_QueryInterface(IWineD3DSurface *iface,
+ REFIID riid, LPVOID *ppobj) DECLSPEC_HIDDEN;
+ULONG WINAPI IWineD3DBaseSurfaceImpl_AddRef(IWineD3DSurface *iface) DECLSPEC_HIDDEN;
+HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetParent(IWineD3DSurface *iface, IUnknown **pParent) DECLSPEC_HIDDEN;
+HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetPrivateData(IWineD3DSurface *iface,
+ REFGUID refguid, const void *pData, DWORD SizeOfData, DWORD Flags) DECLSPEC_HIDDEN;
+HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetPrivateData(IWineD3DSurface *iface,
+ REFGUID refguid, void *pData, DWORD *pSizeOfData) DECLSPEC_HIDDEN;
+HRESULT WINAPI IWineD3DBaseSurfaceImpl_FreePrivateData(IWineD3DSurface *iface, REFGUID refguid) DECLSPEC_HIDDEN;
+DWORD WINAPI IWineD3DBaseSurfaceImpl_SetPriority(IWineD3DSurface *iface, DWORD PriorityNew) DECLSPEC_HIDDEN;
+DWORD WINAPI IWineD3DBaseSurfaceImpl_GetPriority(IWineD3DSurface *iface) DECLSPEC_HIDDEN;
+WINED3DRESOURCETYPE WINAPI IWineD3DBaseSurfaceImpl_GetType(IWineD3DSurface *iface) DECLSPEC_HIDDEN;
+HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetContainer(IWineD3DSurface* iface,
+ REFIID riid, void **ppContainer) DECLSPEC_HIDDEN;
+HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetDesc(IWineD3DSurface *iface, WINED3DSURFACE_DESC *pDesc) DECLSPEC_HIDDEN;
+HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetBltStatus(IWineD3DSurface *iface, DWORD Flags) DECLSPEC_HIDDEN;
+HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetFlipStatus(IWineD3DSurface *iface, DWORD Flags) DECLSPEC_HIDDEN;
+HRESULT WINAPI IWineD3DBaseSurfaceImpl_IsLost(IWineD3DSurface *iface) DECLSPEC_HIDDEN;
+HRESULT WINAPI IWineD3DBaseSurfaceImpl_Restore(IWineD3DSurface *iface) DECLSPEC_HIDDEN;
+HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetPalette(IWineD3DSurface *iface, IWineD3DPalette **Pal) DECLSPEC_HIDDEN;
+HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetPalette(IWineD3DSurface *iface, IWineD3DPalette *Pal) DECLSPEC_HIDDEN;
+HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetColorKey(IWineD3DSurface *iface,
+ DWORD Flags, const WINEDDCOLORKEY *CKey) DECLSPEC_HIDDEN;
+HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetContainer(IWineD3DSurface *iface, IWineD3DBase *container) DECLSPEC_HIDDEN;
+DWORD WINAPI IWineD3DBaseSurfaceImpl_GetPitch(IWineD3DSurface *iface) DECLSPEC_HIDDEN;
+HRESULT WINAPI IWineD3DBaseSurfaceImpl_RealizePalette(IWineD3DSurface *iface) DECLSPEC_HIDDEN;
+HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetOverlayPosition(IWineD3DSurface *iface, LONG X, LONG Y) DECLSPEC_HIDDEN;
+HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetOverlayPosition(IWineD3DSurface *iface, LONG *X, LONG *Y) DECLSPEC_HIDDEN;
+HRESULT WINAPI IWineD3DBaseSurfaceImpl_UpdateOverlayZOrder(IWineD3DSurface *iface,
+ DWORD Flags, IWineD3DSurface *Ref) DECLSPEC_HIDDEN;
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);
+ IWineD3DSurface *DstSurface, const RECT *DstRect, DWORD Flags, const WINEDDOVERLAYFX *FX) DECLSPEC_HIDDEN;
+HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetClipper(IWineD3DSurface *iface, IWineD3DClipper *clipper) DECLSPEC_HIDDEN;
+HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetClipper(IWineD3DSurface *iface, IWineD3DClipper **clipper) DECLSPEC_HIDDEN;
+HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetFormat(IWineD3DSurface *iface, WINED3DFORMAT format) DECLSPEC_HIDDEN;
+HRESULT IWineD3DBaseSurfaceImpl_CreateDIBSection(IWineD3DSurface *iface) DECLSPEC_HIDDEN;
HRESULT WINAPI IWineD3DBaseSurfaceImpl_Blt(IWineD3DSurface *iface, const RECT *DestRect, IWineD3DSurface *SrcSurface,
- const RECT *SrcRect, DWORD Flags, const WINEDDBLTFX *DDBltFx, WINED3DTEXTUREFILTERTYPE Filter);
+ const RECT *SrcRect, DWORD Flags, const WINEDDBLTFX *DDBltFx, WINED3DTEXTUREFILTERTYPE Filter) DECLSPEC_HIDDEN;
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);
-const void *WINAPI IWineD3DBaseSurfaceImpl_GetData(IWineD3DSurface *iface);
+ IWineD3DSurface *Source, const RECT *rsrc, DWORD trans) DECLSPEC_HIDDEN;
+HRESULT WINAPI IWineD3DBaseSurfaceImpl_LockRect(IWineD3DSurface *iface, WINED3DLOCKED_RECT *pLockedRect,
+ const RECT *pRect, DWORD Flags) DECLSPEC_HIDDEN;
+void WINAPI IWineD3DBaseSurfaceImpl_BindTexture(IWineD3DSurface *iface, BOOL srgb) DECLSPEC_HIDDEN;
+const void *WINAPI IWineD3DBaseSurfaceImpl_GetData(IWineD3DSurface *iface) DECLSPEC_HIDDEN;
-void get_drawable_size_swapchain(IWineD3DSurfaceImpl *This, UINT *width, UINT *height);
-void get_drawable_size_backbuffer(IWineD3DSurfaceImpl *This, UINT *width, UINT *height);
-void get_drawable_size_pbuffer(IWineD3DSurfaceImpl *This, UINT *width, UINT *height);
-void get_drawable_size_fbo(IWineD3DSurfaceImpl *This, UINT *width, UINT *height);
+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 flip_surface(IWineD3DSurfaceImpl *front, IWineD3DSurfaceImpl *back);
+void draw_textured_quad(IWineD3DSurfaceImpl *src_surface, const RECT *src_rect,
+ const RECT *dst_rect, WINED3DTEXTUREFILTERTYPE Filter) DECLSPEC_HIDDEN;
+void flip_surface(IWineD3DSurfaceImpl *front, IWineD3DSurfaceImpl *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_DISCARD 0x00000010 /* ??? */
#define SFLAG_LOCKED 0x00000020 /* Surface is locked atm */
#define SFLAG_INTEXTURE 0x00000040 /* The GL texture contains the newest surface content */
-#define SFLAG_INDRAWABLE 0x00000080 /* The gl drawable contains the most up to date data */
-#define SFLAG_INSYSMEM 0x00000100 /* The system memory copy is most up to date */
-#define SFLAG_NONPOW2 0x00000200 /* Surface sizes are not a power of 2 */
-#define SFLAG_DYNLOCK 0x00000400 /* Surface is often locked by the app */
-#define SFLAG_DYNCHANGE 0x00000C00 /* Surface contents are changed very often, implies DYNLOCK */
+#define SFLAG_INSRGBTEX 0x00000080 /* The GL srgb texture contains the newest surface content */
+#define SFLAG_INDRAWABLE 0x00000100 /* The gl drawable contains the most up to date data */
+#define SFLAG_INSYSMEM 0x00000200 /* The system memory copy is most up to date */
+#define SFLAG_NONPOW2 0x00000400 /* Surface sizes are not a power of 2 */
+#define SFLAG_DYNLOCK 0x00000800 /* Surface is often locked by the app */
#define SFLAG_DCINUSE 0x00001000 /* Set between GetDC and ReleaseDC calls */
#define SFLAG_LOST 0x00002000 /* Surface lost flag for DDraw */
#define SFLAG_USERPTR 0x00004000 /* The application allocated the memory for this surface */
#define SFLAG_GLCKEY 0x00008000 /* The gl texture was created with a color key */
#define SFLAG_CLIENT 0x00010000 /* GL_APPLE_client_storage is used on that texture */
#define SFLAG_ALLOCATED 0x00020000 /* A gl texture is allocated for this surface */
-#define SFLAG_PBO 0x00040000 /* Has a PBO attached for speeding up data transfers for dynamically locked surfaces */
-#define SFLAG_NORMCOORD 0x00080000 /* Set if the GL texture coords are normalized(non-texture rectangle) */
-#define SFLAG_DS_ONSCREEN 0x00100000 /* Is a depth stencil, last modified onscreen */
-#define SFLAG_DS_OFFSCREEN 0x00200000 /* Is a depth stencil, last modified offscreen */
-#define SFLAG_INOVERLAYDRAW 0x00400000 /* Overlay drawing is in progress. Recursion prevention */
+#define SFLAG_SRGBALLOCATED 0x00040000 /* A srgb gl texture is allocated for this surface */
+#define SFLAG_PBO 0x00080000 /* Has a PBO attached for speeding up data transfers for dynamically locked surfaces */
+#define SFLAG_NORMCOORD 0x00100000 /* Set if the GL texture coords are normalized(non-texture rectangle) */
+#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_DYNLOCK: Avoid freeing the data for performance
- * SFLAG_DYNCHANGE: Same reason as DYNLOCK
* 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_DYNCHANGE | \
SFLAG_USERPTR | \
SFLAG_PBO | \
SFLAG_CLIENT)
#define SFLAG_LOCATIONS (SFLAG_INSYSMEM | \
SFLAG_INTEXTURE | \
- SFLAG_INDRAWABLE)
+ SFLAG_INDRAWABLE | \
+ SFLAG_INSRGBTEX)
#define SFLAG_DS_LOCATIONS (SFLAG_DS_ONSCREEN | \
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_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);
+HRESULT d3dfmt_get_conv(IWineD3DSurfaceImpl *This, BOOL need_alpha_ck, BOOL use_texturing,
+ struct wined3d_format_desc *desc, CONVERT_TYPES *convert) DECLSPEC_HIDDEN;
+void d3dfmt_p8_init_palette(IWineD3DSurfaceImpl *This, BYTE table[256][4], BOOL colorkey) DECLSPEC_HIDDEN;
-BOOL palette9_changed(IWineD3DSurfaceImpl *This);
+BOOL palette9_changed(IWineD3DSurfaceImpl *This) DECLSPEC_HIDDEN;
/*****************************************************************************
* IWineD3DVertexDeclaration implementation structure
*/
-#define MAX_ATTRIBS 16
+
+struct wined3d_vertex_declaration_element
+{
+ const struct wined3d_format_desc *format_desc;
+ BOOL ffp_valid;
+ WORD input_slot;
+ WORD offset;
+ UINT output_slot;
+ BYTE method;
+ BYTE usage;
+ BYTE usage_idx;
+};
typedef struct IWineD3DVertexDeclarationImpl {
/* IUnknown Information */
LONG ref;
IUnknown *parent;
- IWineD3DDeviceImpl *wineD3DDevice;
+ const struct wined3d_parent_ops *parent_ops;
+ IWineD3DDeviceImpl *device;
- WINED3DVERTEXELEMENT *pDeclarationWine;
- BOOL *ffp_valid;
- UINT declarationWNumElements;
+ struct wined3d_vertex_declaration_element *elements;
+ UINT element_count;
DWORD streams[MAX_STREAMS];
UINT num_streams;
BOOL half_float_conv_needed;
} IWineD3DVertexDeclarationImpl;
-extern const IWineD3DVertexDeclarationVtbl IWineD3DVertexDeclaration_Vtbl;
+HRESULT vertexdeclaration_init(IWineD3DVertexDeclarationImpl *declaration, IWineD3DDeviceImpl *device,
+ const WINED3DVERTEXELEMENT *elements, UINT element_count,
+ IUnknown *parent, const struct wined3d_parent_ops *parent_ops) DECLSPEC_HIDDEN;
/*****************************************************************************
* IWineD3DStateBlock implementation structure
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;
- BYTE indices : 1;
- BYTE material : 1;
- BYTE viewport : 1;
- BYTE vertexDecl : 1;
- BYTE pixelShader : 1;
- BYTE vertexShader : 1;
- BYTE scissorRect : 1;
- BYTE 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 {
LONG ref; /* Note: Ref counting not required */
/* IWineD3DStateBlock information */
- IUnknown *parent;
- IWineD3DDeviceImpl *wineD3DDevice;
+ IWineD3DDeviceImpl *device;
WINED3DSTATEBLOCKTYPE blockType;
/* Array indicating whether things have been set or changed */
INT vertexShaderConstantI[MAX_CONST_I * 4];
float *vertexShaderConstantF;
+ /* primitive type */
+ GLenum gl_primitive_type;
+
/* Stream Source */
BOOL streamIsUP;
UINT streamStride[MAX_STREAMS];
UINT streamOffset[MAX_STREAMS + 1 /* tesselated pseudo-stream */ ];
- IWineD3DVertexBuffer *streamSource[MAX_STREAMS];
+ IWineD3DBuffer *streamSource[MAX_STREAMS];
UINT streamFreq[MAX_STREAMS + 1];
UINT streamFlags[MAX_STREAMS + 1]; /*0 | WINED3DSTREAMSOURCE_INSTANCEDATA | WINED3DSTREAMSOURCE_INDEXEDDATA */
/* Indices */
- IWineD3DIndexBuffer* pIndexData;
+ IWineD3DBuffer* pIndexData;
+ WINED3DFORMAT IndexFmt;
INT baseVertexIndex;
INT loadBaseVertexIndex; /* non-indexed drawing needs 0 here, indexed baseVertexIndex */
/* 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 */
+ struct list lightMap[LIGHTMAP_SIZE]; /* Hash map containing the lights */
+ const struct wined3d_light_info *activeLights[MAX_ACTIVE_LIGHTS]; /* Map of opengl lights to d3d lights */
/* Clipping */
double clipplane[MAX_CLIPPLANES][4];
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);
+HRESULT stateblock_init(IWineD3DStateBlockImpl *stateblock,
+ IWineD3DDeviceImpl *device, WINED3DSTATEBLOCKTYPE type) DECLSPEC_HIDDEN;
+void stateblock_init_contained_states(IWineD3DStateBlockImpl *object) DECLSPEC_HIDDEN;
-extern const IWineD3DStateBlockVtbl IWineD3DStateBlock_Vtbl;
+static inline void stateblock_apply_state(DWORD state, IWineD3DStateBlockImpl *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
{
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
+ IWineD3DDeviceImpl *device;
/* IWineD3DQuery fields */
enum query_state state;
WINED3DQUERYTYPE type;
/* TODO: Think about using a IUnknown instead of a void* */
void *extendedData;
-
-
} IWineD3DQueryImpl;
-extern const IWineD3DQueryVtbl IWineD3DQuery_Vtbl;
-extern const IWineD3DQueryVtbl IWineD3DEventQuery_Vtbl;
-extern const IWineD3DQueryVtbl IWineD3DOcclusionQuery_Vtbl;
+HRESULT query_init(IWineD3DQueryImpl *query, IWineD3DDeviceImpl *device,
+ WINED3DQUERYTYPE type, IUnknown *parent) DECLSPEC_HIDDEN;
+
+/* IWineD3DBuffer */
+
+/* TODO: Add tests and support for FLOAT16_4 POSITIONT, D3DCOLOR position, other
+ * fixed function semantics as D3DCOLOR or FLOAT16 */
+enum wined3d_buffer_conversion_type
+{
+ CONV_NONE,
+ CONV_D3DCOLOR,
+ CONV_POSITIONT,
+ CONV_FLOAT16_2, /* Also handles FLOAT16_4 */
+};
+
+struct wined3d_map_range
+{
+ UINT offset;
+ UINT size;
+};
-/* Datastructures for IWineD3DQueryImpl.extendedData */
-typedef struct WineQueryOcclusionData {
- GLuint queryId;
- WineD3DContext *ctx;
-} WineQueryOcclusionData;
+#define WINED3D_BUFFER_OPTIMIZED 0x01 /* Optimize has been called for the buffer */
+#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 */
-typedef struct WineQueryEventData {
- GLuint fenceId;
- WineD3DContext *ctx;
-} WineQueryEventData;
+struct wined3d_buffer
+{
+ const struct IWineD3DBufferVtbl *vtbl;
+ IWineD3DResourceClass resource;
+
+ struct wined3d_buffer_desc desc;
+
+ GLuint buffer_object;
+ GLenum buffer_object_usage;
+ GLenum buffer_type_hint;
+ UINT buffer_object_size;
+ LONG bind_count;
+ DWORD flags;
+
+ LONG lock_count;
+ struct wined3d_map_range *maps;
+ ULONG maps_size, modified_areas;
+ struct wined3d_event_query *query;
+
+ /* conversion stuff */
+ 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 */
+};
+
+const BYTE *buffer_get_memory(IWineD3DBuffer *iface, 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;
+HRESULT buffer_init(struct wined3d_buffer *buffer, IWineD3DDeviceImpl *device,
+ UINT size, DWORD usage, WINED3DFORMAT format, WINED3DPOOL pool, GLenum bind_hint,
+ const char *data, IUnknown *parent, const struct wined3d_parent_ops *parent_ops) DECLSPEC_HIDDEN;
+
+/* IWineD3DRendertargetView */
+struct wined3d_rendertarget_view
+{
+ const struct IWineD3DRendertargetViewVtbl *vtbl;
+ LONG refcount;
+
+ IWineD3DResource *resource;
+ IUnknown *parent;
+};
+
+void wined3d_rendertarget_view_init(struct wined3d_rendertarget_view *view,
+ IWineD3DResource *resource, IUnknown *parent) DECLSPEC_HIDDEN;
/*****************************************************************************
* IWineD3DSwapChainImpl implementation structure (extends IUnknown)
*/
-typedef struct IWineD3DSwapChainImpl
+struct IWineD3DSwapChainImpl
{
/*IUnknown part*/
const IWineD3DSwapChainVtbl *lpVtbl;
LONG ref; /* Note: Ref counting not required */
IUnknown *parent;
- IWineD3DDeviceImpl *wineD3DDevice;
+ IWineD3DDeviceImpl *device;
/* IWineD3DSwapChain fields */
- IWineD3DSurface **backBuffer;
- IWineD3DSurface *frontBuffer;
+ IWineD3DSurfaceImpl **back_buffers;
+ IWineD3DSurfaceImpl *front_buffer;
WINED3DPRESENT_PARAMETERS presentParms;
DWORD orig_width, orig_height;
WINED3DFORMAT orig_fmt;
WINED3DGAMMARAMP orig_gamma;
+ BOOL render_to_fbo;
+ const struct wined3d_format_desc *ds_format;
- long prev_time, frames; /* Performance tracking */
+ LONG prev_time, frames; /* Performance tracking */
unsigned int vSyncCounter;
- WineD3DContext **context; /* Later a array for multithreading */
+ struct wined3d_context **context;
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);
-
-WineD3DContext *IWineD3DSwapChainImpl_CreateContextForThread(IWineD3DSwapChain *iface);
+ HWND device_window;
+};
+
+const IWineD3DSwapChainVtbl IWineGDISwapChain_Vtbl DECLSPEC_HIDDEN;
+void x11_copy_to_screen(IWineD3DSwapChainImpl *This, const RECT *rc) DECLSPEC_HIDDEN;
+
+HRESULT WINAPI IWineD3DBaseSwapChainImpl_QueryInterface(IWineD3DSwapChain *iface,
+ REFIID riid, LPVOID *ppobj) DECLSPEC_HIDDEN;
+ULONG WINAPI IWineD3DBaseSwapChainImpl_AddRef(IWineD3DSwapChain *iface) DECLSPEC_HIDDEN;
+ULONG WINAPI IWineD3DBaseSwapChainImpl_Release(IWineD3DSwapChain *iface) DECLSPEC_HIDDEN;
+HRESULT WINAPI IWineD3DBaseSwapChainImpl_GetParent(IWineD3DSwapChain *iface, IUnknown **ppParent) DECLSPEC_HIDDEN;
+HRESULT WINAPI IWineD3DBaseSwapChainImpl_GetFrontBufferData(IWineD3DSwapChain *iface,
+ IWineD3DSurface *pDestSurface) DECLSPEC_HIDDEN;
+HRESULT WINAPI IWineD3DBaseSwapChainImpl_GetBackBuffer(IWineD3DSwapChain *iface, UINT iBackBuffer,
+ WINED3DBACKBUFFER_TYPE Type, IWineD3DSurface **ppBackBuffer) DECLSPEC_HIDDEN;
+HRESULT WINAPI IWineD3DBaseSwapChainImpl_GetRasterStatus(IWineD3DSwapChain *iface,
+ WINED3DRASTER_STATUS *pRasterStatus) DECLSPEC_HIDDEN;
+HRESULT WINAPI IWineD3DBaseSwapChainImpl_GetDisplayMode(IWineD3DSwapChain *iface,
+ WINED3DDISPLAYMODE *pMode) DECLSPEC_HIDDEN;
+HRESULT WINAPI IWineD3DBaseSwapChainImpl_GetDevice(IWineD3DSwapChain *iface,
+ IWineD3DDevice **device) DECLSPEC_HIDDEN;
+HRESULT WINAPI IWineD3DBaseSwapChainImpl_GetPresentParameters(IWineD3DSwapChain *iface,
+ WINED3DPRESENT_PARAMETERS *pPresentationParameters) DECLSPEC_HIDDEN;
+HRESULT WINAPI IWineD3DBaseSwapChainImpl_SetGammaRamp(IWineD3DSwapChain *iface,
+ DWORD Flags, const WINED3DGAMMARAMP *pRamp) DECLSPEC_HIDDEN;
+HRESULT WINAPI IWineD3DBaseSwapChainImpl_GetGammaRamp(IWineD3DSwapChain *iface,
+ WINED3DGAMMARAMP *pRamp) DECLSPEC_HIDDEN;
+
+struct wined3d_context *swapchain_create_context_for_thread(IWineD3DSwapChain *iface) DECLSPEC_HIDDEN;
+HRESULT swapchain_init(IWineD3DSwapChainImpl *swapchain, WINED3DSURFTYPE surface_type,
+ IWineD3DDeviceImpl *device, WINED3DPRESENT_PARAMETERS *present_parameters, IUnknown *parent) DECLSPEC_HIDDEN;
+void swapchain_restore_fullscreen_window(IWineD3DSwapChainImpl *swapchain) DECLSPEC_HIDDEN;
+void swapchain_setup_fullscreen_window(IWineD3DSwapChainImpl *swapchain, UINT w, UINT h) DECLSPEC_HIDDEN;
+
+#define DEFAULT_REFRESH_RATE 0
/*****************************************************************************
- * Utility function prototypes
+ * Utility function prototypes
*/
/* 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_d3ddecltype(WINED3DDECLTYPE type);
-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);
-const char *debug_fixup_channel_source(enum fixup_channel_source source);
-const char *debug_yuv_fixup(enum yuv_fixup yuv_fixup);
-void dump_color_fixup_desc(struct color_fixup_desc fixup);
+const char *debug_d3dformat(WINED3DFORMAT fmt) 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;
+
+/* Color conversion routines */
+DWORD color_convert_argb_to_fmt(DWORD color, WINED3DFORMAT destfmt) 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, WineD3DContext *context);
-void sampler_texdim(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context);
-void tex_alphaop(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context);
-void apply_pixelshader(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context);
-void state_fogcolor(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context);
-void state_fogdensity(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context);
-void state_fogstartend(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context);
-void state_fog_fragpart(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context);
-
-void surface_add_dirty_rect(IWineD3DSurface *iface, const RECT *dirty_rect);
-void surface_force_reload(IWineD3DSurface *iface);
-GLenum surface_get_gl_buffer(IWineD3DSurface *iface, IWineD3DSwapChain *swapchain);
-void surface_load_ds_location(IWineD3DSurface *iface, 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);
-void surface_set_texture_target(IWineD3DSurface *iface, GLenum target);
-
-BOOL getColorBits(WINED3DFORMAT fmt, short *redSize, short *greenSize, short *blueSize, short *alphaSize, short *totalSize);
-BOOL getDepthStencilBits(WINED3DFORMAT fmt, short *depthSize, short *stencilSize);
+GLenum StencilOp(DWORD op) DECLSPEC_HIDDEN;
+GLenum CompareFunc(DWORD func) DECLSPEC_HIDDEN;
+BOOL is_invalid_op(IWineD3DDeviceImpl *This, int stage, WINED3DTEXTUREOP op,
+ DWORD arg1, DWORD arg2, DWORD arg3) DECLSPEC_HIDDEN;
+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) DECLSPEC_HIDDEN;
+void set_texture_matrix(const float *smat, DWORD flags, BOOL calculatedCoords,
+ BOOL transformed, WINED3DFORMAT coordtype, BOOL ffp_can_disable_proj) DECLSPEC_HIDDEN;
+void texture_activate_dimensions(DWORD stage, IWineD3DStateBlockImpl *stateblock,
+ struct wined3d_context *context) DECLSPEC_HIDDEN;
+void sampler_texdim(DWORD state, IWineD3DStateBlockImpl *stateblock,
+ struct wined3d_context *context) DECLSPEC_HIDDEN;
+void tex_alphaop(DWORD state, IWineD3DStateBlockImpl *stateblock,
+ struct wined3d_context *context) DECLSPEC_HIDDEN;
+void apply_pixelshader(DWORD state, IWineD3DStateBlockImpl *stateblock,
+ struct wined3d_context *context) DECLSPEC_HIDDEN;
+void state_fogcolor(DWORD state, IWineD3DStateBlockImpl *stateblock,
+ struct wined3d_context *context) DECLSPEC_HIDDEN;
+void state_fogdensity(DWORD state, IWineD3DStateBlockImpl *stateblock,
+ struct wined3d_context *context) DECLSPEC_HIDDEN;
+void state_fogstartend(DWORD state, IWineD3DStateBlockImpl *stateblock,
+ struct wined3d_context *context) DECLSPEC_HIDDEN;
+void state_fog_fragpart(DWORD state, IWineD3DStateBlockImpl *stateblock,
+ struct wined3d_context *context) DECLSPEC_HIDDEN;
+
+void surface_add_dirty_rect(IWineD3DSurfaceImpl *surface, const RECT *dirty_rect) DECLSPEC_HIDDEN;
+GLenum surface_get_gl_buffer(IWineD3DSurfaceImpl *surface) DECLSPEC_HIDDEN;
+void surface_load_ds_location(IWineD3DSurfaceImpl *surface,
+ struct wined3d_context *context, DWORD location) DECLSPEC_HIDDEN;
+void surface_modify_ds_location(IWineD3DSurfaceImpl *surface, DWORD location, UINT w, UINT h) DECLSPEC_HIDDEN;
+void surface_set_compatible_renderbuffer(IWineD3DSurfaceImpl *surface,
+ unsigned int width, unsigned int height) DECLSPEC_HIDDEN;
+void surface_set_texture_name(IWineD3DSurfaceImpl *surface, GLuint name, BOOL srgb_name) DECLSPEC_HIDDEN;
+void surface_set_texture_target(IWineD3DSurfaceImpl *surface, GLenum target) DECLSPEC_HIDDEN;
+
+BOOL getColorBits(const struct wined3d_format_desc *format_desc,
+ short *redSize, short *greenSize, short *blueSize, short *alphaSize, short *totalSize) DECLSPEC_HIDDEN;
+BOOL getDepthStencilBits(const struct wined3d_format_desc *format_desc,
+ short *depthSize, short *stencilSize) DECLSPEC_HIDDEN;
/* Math utils */
-void multiply_matrix(WINED3DMATRIX *dest, const WINED3DMATRIX *src1, const WINED3DMATRIX *src2);
-unsigned int count_bits(unsigned int mask);
-UINT wined3d_log2i(UINT32 x);
+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;
-/*****************************************************************************
- * To enable calling of inherited functions, requires prototypes
- *
- * Note: Only require classes which are subclassed, ie resource, basetexture,
- */
-
- /* IWineD3DVertexBuffer */
- extern const BYTE *IWineD3DVertexBufferImpl_GetMemory(IWineD3DVertexBuffer* iface, DWORD iOffset, GLint *vbo);
-
-/* TODO: Make this dynamic, based on shader limits ? */
-#define MAX_REG_ADDR 1
-#define MAX_REG_TEMP 32
-#define MAX_REG_TEXCRD 8
-#define MAX_REG_INPUT 12
-#define MAX_REG_OUTPUT 12
-#define MAX_CONST_I 16
-#define MAX_CONST_B 16
-
-/* FIXME: This needs to go up to 2048 for
- * Shader model 3 according to msdn (and for software shaders) */
-#define MAX_LABELS 16
-
-typedef struct semantic {
- DWORD usage;
- DWORD reg;
-} semantic;
+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_reg_maps {
- DWORD shader_version;
- char texcoord[MAX_REG_TEXCRD]; /* pixel < 3.0 */
- char temporary[MAX_REG_TEMP]; /* pixel, vertex */
- char address[MAX_REG_ADDR]; /* vertex */
- char packed_input[MAX_REG_INPUT]; /* pshader >= 3.0 */
- char packed_output[MAX_REG_OUTPUT]; /* vertex >= 3.0 */
- char attributes[MAX_ATTRIBS]; /* vertex */
- char labels[MAX_LABELS]; /* pixel, vertex */
- DWORD texcoord_mask[MAX_REG_TEXCRD]; /* vertex < 3.0 */
-
- /* Sampler usage tokens
- * Use 0 as default (bit 31 is always 1 on a valid token) */
- DWORD samplers[max(MAX_FRAGMENT_SAMPLERS, MAX_VERTEX_SAMPLERS)];
- BOOL bumpmat[MAX_TEXTURES], luminanceparams[MAX_TEXTURES];
- char usesnrm, vpos, usesdsy;
- char usesrelconstF;
-
- /* Whether or not loops are used in this shader, and nesting depth */
- unsigned loop_depth;
-
- /* Whether or not this shader uses fog */
- char fog;
-
-} shader_reg_maps;
-
-/* Undocumented opcode controls */
-#define INST_CONTROLS_SHIFT 16
-#define INST_CONTROLS_MASK 0x00ff0000
-
-typedef enum COMPARISON_TYPE {
- COMPARISON_GT = 1,
- COMPARISON_EQ = 2,
- COMPARISON_GE = 3,
- COMPARISON_LT = 4,
- COMPARISON_NE = 5,
- COMPARISON_LE = 6
-} COMPARISON_TYPE;
-
-typedef struct SHADER_OPCODE {
- unsigned int opcode;
- const char* name;
- char dst_token;
- CONST UINT num_params;
- enum WINED3D_SHADER_INSTRUCTION_HANDLER handler_idx;
- DWORD min_version;
- DWORD max_version;
-} SHADER_OPCODE;
-
-typedef struct SHADER_OPCODE_ARG {
- IWineD3DBaseShader* shader;
- const shader_reg_maps *reg_maps;
- CONST SHADER_OPCODE* opcode;
- DWORD opcode_token;
- DWORD dst;
- DWORD dst_addr;
- DWORD predicate;
- DWORD src[4];
- DWORD src_addr[4];
- SHADER_BUFFER* buffer;
-} SHADER_OPCODE_ARG;
-
typedef struct SHADER_LIMITS {
unsigned int temporary;
unsigned int texcoord;
unsigned int label;
} SHADER_LIMITS;
-/** Keeps track of details for TEX_M#x# shader opcodes which need to
- maintain state information between multiple codes */
+/* 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];
#define PRINTF_ATTR(fmt,args)
#endif
-/* Base Shader utility functions.
- * (may move callers into the same file in the future) */
-extern int shader_addline(
- SHADER_BUFFER* buffer,
- const char* fmt, ...) PRINTF_ATTR(2,3);
-
-const SHADER_OPCODE *shader_get_opcode(const SHADER_OPCODE *shader_ins, DWORD shader_version, DWORD code);
+/* Base Shader utility functions. */
+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 HRESULT allocate_shader_constants(IWineD3DStateBlockImpl* object);
-
-/* GLSL helper functions */
-extern void shader_glsl_add_instruction_modifiers(const SHADER_OPCODE_ARG *arg);
+extern BOOL vshader_get_input(IWineD3DVertexShader *iface,
+ BYTE usage_req, BYTE usage_idx_req, unsigned int *regnum) DECLSPEC_HIDDEN;
/*****************************************************************************
* IDirect3DBaseShader implementation structure
LONG ref;
SHADER_LIMITS limits;
SHADER_PARSE_STATE parse_state;
- CONST SHADER_OPCODE *shader_ins;
DWORD *function;
UINT functionLength;
UINT cur_loop_depth, cur_loop_regno;
BOOL load_local_constsF;
- BOOL uses_bool_consts, uses_int_consts;
+ const struct wined3d_shader_frontend *frontend;
+ void *frontend_data;
+ void *backend_data;
- /* Type of shader backend */
- int shader_mode;
+ IUnknown *parent;
+ const struct wined3d_parent_ops *parent_ops;
/* Programs this shader is linked with */
struct list linked_programs;
struct list constantsI;
shader_reg_maps reg_maps;
- UINT sampled_samplers[MAX_COMBINED_SAMPLERS];
- UINT num_sampled_samplers;
-
- UINT recompile_count;
+ 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;
IWineD3DBaseShaderClass baseShader;
} IWineD3DBaseShaderImpl;
-void shader_buffer_init(struct SHADER_BUFFER *buffer);
-void shader_buffer_free(struct SHADER_BUFFER *buffer);
-void shader_cleanup(IWineD3DBaseShader *iface);
-HRESULT shader_get_registers_used(IWineD3DBaseShader *iface, struct shader_reg_maps *reg_maps,
- struct semantic *semantics_in, struct semantic *semantics_out, const DWORD *byte_code);
-void shader_init(struct IWineD3DBaseShaderClass *shader,
- IWineD3DDevice *device, const SHADER_OPCODE *instruction_table);
-void shader_trace_init(const DWORD *byte_code, const SHADER_OPCODE *opcode_table);
-
-extern void shader_generate_main(IWineD3DBaseShader *iface, SHADER_BUFFER *buffer,
- const shader_reg_maps *reg_maps, const DWORD *pFunction);
-
-static inline int shader_get_regtype(const DWORD param) {
- return (((param & WINED3DSP_REGTYPE_MASK) >> WINED3DSP_REGTYPE_SHIFT) |
- ((param & WINED3DSP_REGTYPE_MASK2) >> WINED3DSP_REGTYPE_SHIFT2));
-}
-
-static inline int shader_get_writemask(const DWORD param) {
- return param & WINED3DSP_WRITEMASK_ALL;
-}
-
-static inline BOOL shader_is_pshader_version(DWORD token) {
- return 0xFFFF0000 == (token & 0xFFFF0000);
-}
-
-static inline BOOL shader_is_vshader_version(DWORD token) {
- return 0xFFFE0000 == (token & 0xFFFF0000);
+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) DECLSPEC_HIDDEN;
+void shader_dump_dst_param(const struct wined3d_shader_dst_param *param,
+ const struct wined3d_shader_version *shader_version) DECLSPEC_HIDDEN;
+unsigned int shader_find_free_input_register(const struct shader_reg_maps *reg_maps, unsigned int max) DECLSPEC_HIDDEN;
+void shader_generate_main(IWineD3DBaseShader *iface, struct wined3d_shader_buffer *buffer,
+ const 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)
+{
+ return type == WINED3D_SHADER_TYPE_PIXEL;
}
-static inline BOOL shader_is_comment(DWORD token) {
- return WINED3DSIO_COMMENT == (token & WINED3DSI_OPCODE_MASK);
+static inline BOOL shader_is_vshader_version(enum wined3d_shader_type type)
+{
+ return type == WINED3D_SHADER_TYPE_VERTEX;
}
-static inline BOOL shader_is_scalar(DWORD param) {
- DWORD reg_type = shader_get_regtype(param);
- DWORD reg_num;
-
- switch (reg_type) {
+static inline BOOL shader_is_scalar(const struct wined3d_shader_register *reg)
+{
+ switch (reg->type)
+ {
case WINED3DSPR_RASTOUT:
- if ((param & WINED3DSP_REGNUM_MASK) != 0) {
- /* oFog & oPts */
- return TRUE;
- }
+ /* oFog & oPts */
+ if (reg->idx != 0) return TRUE;
/* oPos */
return FALSE;
return TRUE;
case WINED3DSPR_MISCTYPE:
- reg_num = param & WINED3DSP_REGNUM_MASK;
- switch(reg_num) {
+ switch(reg->idx)
+ {
case 0: /* vPos */
return FALSE;
case 1: /* vFace */
return FALSE;
}
+ case WINED3DSPR_IMMCONST:
+ switch(reg->immconst_type)
+ {
+ case WINED3D_IMMCONST_FLOAT:
+ return TRUE;
+ default:
+ return FALSE;
+ }
+
default:
return FALSE;
}
/*****************************************************************************
* IDirect3DVertexShader implementation structures
*/
-
-struct vs_compiled_shader {
- struct vs_compile_args args;
- GLuint prgId;
-};
-
typedef struct IWineD3DVertexShaderImpl {
- /* IUnknown parts*/
+ /* IUnknown parts */
const IWineD3DVertexShaderVtbl *lpVtbl;
/* IWineD3DBaseShader */
IWineD3DBaseShaderClass baseShader;
- /* IWineD3DVertexShaderImpl */
- IUnknown *parent;
-
- DWORD usage;
-
- /* The GL shader */
- struct vs_compiled_shader *gl_shaders;
- UINT num_gl_shaders, shader_array_size;
-
- /* Vertex shader input and output semantics */
- semantic semantics_in [MAX_ATTRIBS];
- semantic semantics_out [MAX_REG_OUTPUT];
+ /* Vertex shader attributes. */
+ struct wined3d_shader_attribute attributes[MAX_ATTRIBS];
UINT min_rel_offset, max_rel_offset;
UINT rel_offset;
+} IWineD3DVertexShaderImpl;
- UINT recompile_count;
+void find_vs_compile_args(IWineD3DVertexShaderImpl *shader, IWineD3DStateBlockImpl *stateblock,
+ struct vs_compile_args *args) DECLSPEC_HIDDEN;
+HRESULT vertexshader_init(IWineD3DVertexShaderImpl *shader, IWineD3DDeviceImpl *device,
+ const DWORD *byte_code, const struct wined3d_shader_signature *output_signature,
+ IUnknown *parent, const struct wined3d_parent_ops *parent_ops) DECLSPEC_HIDDEN;
- const struct vs_compile_args *cur_args;
-} IWineD3DVertexShaderImpl;
-extern const SHADER_OPCODE IWineD3DVertexShaderImpl_shader_ins[];
-extern const IWineD3DVertexShaderVtbl IWineD3DVertexShader_Vtbl;
+struct wined3d_geometryshader
+{
+ const struct IWineD3DGeometryShaderVtbl *vtbl;
+ IWineD3DBaseShaderClass base_shader;
+};
-void find_vs_compile_args(IWineD3DVertexShaderImpl *shader, IWineD3DStateBlockImpl *stateblock, struct vs_compile_args *args);
-GLuint find_gl_vshader(IWineD3DVertexShaderImpl *shader, const struct vs_compile_args *args);
+HRESULT geometryshader_init(struct wined3d_geometryshader *shader, IWineD3DDeviceImpl *device,
+ const DWORD *byte_code, const struct wined3d_shader_signature *output_signature,
+ IUnknown *parent, const struct wined3d_parent_ops *parent_ops) DECLSPEC_HIDDEN;
/*****************************************************************************
* IDirect3DPixelShader implementation structure
*/
-struct ps_compiled_shader {
- struct ps_compile_args args;
- GLuint prgId;
+
+/* Using additional shader constants (uniforms in GLSL / program environment
+ * or local parameters in ARB) is costly:
+ * ARB only knows float4 parameters and GLSL compiler are not really smart
+ * when it comes to efficiently pack float2 uniforms, so no space is wasted
+ * (in fact most compilers map a float2 to a full float4 uniform).
+ *
+ * For NP2 texcoord fixup we only need 2 floats (width and height) for each
+ * 2D texture used in the shader. We therefore pack fixup info for 2 textures
+ * into a single shader constant (uniform / program parameter).
+ *
+ * This structure is shared between the GLSL and the ARB backend.*/
+struct ps_np2fixup_info {
+ unsigned char idx[MAX_FRAGMENT_SAMPLERS]; /* indices to the real constant */
+ WORD active; /* bitfield indicating if we can apply the fixup */
+ WORD num_consts;
};
typedef struct IWineD3DPixelShaderImpl {
/* IWineD3DBaseShader */
IWineD3DBaseShaderClass baseShader;
- /* IWineD3DPixelShaderImpl */
- IUnknown *parent;
-
/* Pixel shader input semantics */
- semantic semantics_in [MAX_REG_INPUT];
DWORD input_reg_map[MAX_REG_INPUT];
BOOL input_reg_used[MAX_REG_INPUT];
- int declared_in_count;
-
- /* The GL shader */
- struct ps_compiled_shader *gl_shaders;
- UINT num_gl_shaders, shader_array_size;
+ unsigned int declared_in_count;
/* Some information about the shader behavior */
- struct stb_const_desc bumpenvmatconst[MAX_TEXTURES];
- char numbumpenvmatconsts;
- struct stb_const_desc luminanceconst[MAX_TEXTURES];
char vpos_uniform;
+
+ BOOL color0_mov;
+ DWORD color0_reg;
+
} IWineD3DPixelShaderImpl;
-extern const SHADER_OPCODE IWineD3DPixelShaderImpl_shader_ins[];
-extern const IWineD3DPixelShaderVtbl IWineD3DPixelShader_Vtbl;
-GLuint find_gl_pshader(IWineD3DPixelShaderImpl *shader, const struct ps_compile_args *args);
-void find_ps_compile_args(IWineD3DPixelShaderImpl *shader, IWineD3DStateBlockImpl *stateblock, struct ps_compile_args *args);
+HRESULT pixelshader_init(IWineD3DPixelShaderImpl *shader, IWineD3DDeviceImpl *device,
+ const DWORD *byte_code, const struct wined3d_shader_signature *output_signature,
+ IUnknown *parent, const struct wined3d_parent_ops *parent_ops) DECLSPEC_HIDDEN;
+void pixelshader_update_samplers(struct shader_reg_maps *reg_maps,
+ IWineD3DBaseTexture * const *textures) DECLSPEC_HIDDEN;
+void find_ps_compile_args(IWineD3DPixelShaderImpl *shader, IWineD3DStateBlockImpl *stateblock,
+ struct ps_compile_args *args) DECLSPEC_HIDDEN;
/* sRGB correction constants */
-static const float srgb_cmp = 0.0031308;
-static const float srgb_mul_low = 12.92;
-static const float srgb_pow = 0.41666;
-static const float srgb_mul_high = 1.055;
-static const float srgb_sub_high = 0.055;
+static const float srgb_cmp = 0.0031308f;
+static const float srgb_mul_low = 12.92f;
+static const float srgb_pow = 0.41666f;
+static const float srgb_mul_high = 1.055f;
+static const float srgb_sub_high = 0.055f;
/*****************************************************************************
* IWineD3DPalette implementation structure
LONG ref;
IUnknown *parent;
- IWineD3DDeviceImpl *wineD3DDevice;
+ IWineD3DDeviceImpl *device;
/* IWineD3DPalette */
HPALETTE hpal;
DWORD Flags;
};
-extern const IWineD3DPaletteVtbl IWineD3DPalette_Vtbl;
-DWORD IWineD3DPaletteImpl_Size(DWORD dwFlags);
+HRESULT wined3d_palette_init(IWineD3DPaletteImpl *palette, IWineD3DDeviceImpl *device,
+ DWORD flags, const PALETTEENTRY *entries, IUnknown *parent) DECLSPEC_HIDDEN;
/* DirectDraw utility functions */
-extern WINED3DFORMAT pixelformat_for_depth(DWORD depth);
+extern WINED3DFORMAT pixelformat_for_depth(DWORD depth) DECLSPEC_HIDDEN;
/*****************************************************************************
* Pixel format management
*/
-struct GlPixelFormatDesc
+/* WineD3D pixel format flags */
+#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_COMPRESSED 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
+
+struct wined3d_format_desc
{
+ WINED3DFORMAT format;
+ DWORD red_mask;
+ DWORD green_mask;
+ DWORD blue_mask;
+ DWORD alpha_mask;
+ UINT byte_count;
+ WORD depth_size;
+ WORD stencil_size;
+
+ UINT block_width;
+ UINT block_height;
+ UINT block_byte_count;
+
+ enum wined3d_ffp_emit_idx emit_idx;
+ GLint component_count;
+ GLenum gl_vtx_type;
+ GLint gl_vtx_format;
+ GLboolean gl_normalized;
+ unsigned int component_size;
+
GLint glInternal;
GLint glGammaInternal;
GLint rtInternal;
GLint glFormat;
GLint glType;
+ 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);
};
-typedef struct {
- WINED3DFORMAT format;
- DWORD alphaMask, redMask, greenMask, blueMask;
- UINT bpp;
- short depthSize, stencilSize;
- BOOL isFourcc;
-} StaticPixelFormatDesc;
-
-const StaticPixelFormatDesc *getFormatDescEntry(WINED3DFORMAT fmt,
- const WineD3D_GL_Info *gl_info, const struct GlPixelFormatDesc **glDesc);
+const struct wined3d_format_desc *getFormatDescEntry(WINED3DFORMAT fmt,
+ const struct wined3d_gl_info *gl_info) DECLSPEC_HIDDEN;
static inline BOOL use_vs(IWineD3DStateBlockImpl *stateblock)
{
+ /* 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
- && !stateblock->wineD3DDevice->strided_streams.position_transformed
- && stateblock->wineD3DDevice->vs_selected_mode != SHADER_NONE);
+ && !((IWineD3DVertexDeclarationImpl *)stateblock->vertexDecl)->position_transformed
+ && stateblock->device->vs_selected_mode != SHADER_NONE);
}
static inline BOOL use_ps(IWineD3DStateBlockImpl *stateblock)
{
- return (stateblock->pixelShader
- && stateblock->wineD3DDevice->ps_selected_mode != SHADER_NONE);
+ return (stateblock->pixelShader && stateblock->device->ps_selected_mode != SHADER_NONE);
}
-void stretch_rect_fbo(IWineD3DDevice *iface, IWineD3DSurface *src_surface, WINED3DRECT *src_rect,
- IWineD3DSurface *dst_surface, WINED3DRECT *dst_rect, const WINED3DTEXTUREFILTERTYPE filter, BOOL flip);
+void stretch_rect_fbo(IWineD3DDeviceImpl *device, IWineD3DSurfaceImpl *src_surface,
+ const RECT *src_rect, IWineD3DSurfaceImpl *dst_surface, const RECT *dst_rect,
+ const WINED3DTEXTUREFILTERTYPE filter) DECLSPEC_HIDDEN;
+
+/* The WNDCLASS-Name for the fake window which we use to retrieve the GL capabilities */
+#define WINED3D_OPENGL_WINDOW_CLASS_NAME "WineD3D_OpenGL"
+
+#define WINEMAKEFOURCC(ch0, ch1, ch2, ch3) \
+ ((DWORD)(BYTE)(ch0) | ((DWORD)(BYTE)(ch1) << 8) | \
+ ((DWORD)(BYTE)(ch2) << 16) | ((DWORD)(BYTE)(ch3) << 24 ))
+
+#define MAKEDWORD_VERSION(maj, min) (((maj & 0xffff) << 16) | (min & 0xffff))
+
#endif