wine/dlls/wined3d/wined3d_private.h

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/*
* Direct3D wine internal private include file
*
* Copyright 2002-2003 The wine-d3d team
* Copyright 2002-2003 Raphael Junqueira
2005-06-23 11:05:24 +00:00
* Copyright 2004 Jason Edmeades
* Copyright 2005 Oliver Stieber
*
* This library is free software; you can redistribute it and/or
* modify it under the terms of the GNU Lesser General Public
* License as published by the Free Software Foundation; either
* version 2.1 of the License, or (at your option) any later version.
*
* This library is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
* Lesser General Public License for more details.
*
* You should have received a copy of the GNU Lesser General Public
* License along with this library; if not, write to the Free Software
* Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
*/
#ifndef __WINE_WINED3D_PRIVATE_H
#define __WINE_WINED3D_PRIVATE_H
#include <stdarg.h>
#include <math.h>
#define NONAMELESSUNION
#define NONAMELESSSTRUCT
#define COBJMACROS
#include "windef.h"
#include "winbase.h"
#include "winreg.h"
#include "wingdi.h"
#include "winuser.h"
#include "wine/debug.h"
#include "wine/unicode.h"
#include "wined3d_private_types.h"
#include "wine/wined3d_interface.h"
#include "wine/wined3d_caps.h"
#include "wine/wined3d_gl.h"
#include "wine/list.h"
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/* Hash table functions */
typedef unsigned int (hash_function_t)(void *key);
typedef BOOL (compare_function_t)(void *keya, void *keyb);
typedef struct {
void *key;
void *value;
unsigned int hash;
struct list entry;
} hash_table_entry_t;
typedef struct {
hash_function_t *hash_function;
compare_function_t *compare_function;
struct list *buckets;
unsigned int bucket_count;
hash_table_entry_t *entries;
unsigned int entry_count;
struct list free_entries;
unsigned int count;
unsigned int grow_size;
unsigned int shrink_size;
} hash_table_t;
hash_table_t *hash_table_create(hash_function_t *hash_function, compare_function_t *compare_function);
void hash_table_destroy(hash_table_t *table);
void *hash_table_get(hash_table_t *table, void *key);
void hash_table_put(hash_table_t *table, void *key, void *value);
void hash_table_remove(hash_table_t *table, void *key);
/* Device caps */
#define MAX_PALETTES 65536
#define MAX_STREAMS 16
#define MAX_TEXTURES 8
#define MAX_FRAGMENT_SAMPLERS 16
#define MAX_VERTEX_SAMPLERS 4
#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
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/* Used for CreateStateBlock */
#define NUM_SAVEDPIXELSTATES_R 35
#define NUM_SAVEDPIXELSTATES_T 18
#define NUM_SAVEDPIXELSTATES_S 12
#define NUM_SAVEDVERTEXSTATES_R 34
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#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,
WINELOOKUP_MAGFILTER = 1,
MAX_LOOKUPS = 2
} WINELOOKUP;
extern int minLookup[MAX_LOOKUPS];
extern int maxLookup[MAX_LOOKUPS];
extern DWORD *stateLookup[MAX_LOOKUPS];
extern DWORD minMipLookup[WINED3DTEXF_ANISOTROPIC + 1][WINED3DTEXF_LINEAR + 1];
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_NORMALIZED(type) GLINFO_LOCATION.glTypeLookup[type].normalized
#define WINED3D_ATR_TYPESIZE(type) GLINFO_LOCATION.glTypeLookup[type].typesize
/* The following functions convert 16 bit floats in the FLOAT16 data type
* to standard C floats and vice versa. They do not depend on the encoding
* of the C float, so they are platform independent, but slow. On x86 and
* other IEEE 754 compliant platforms the conversion can be accelerated with
* bitshifting the exponent and mantissa. There are also some SSE-based
* assembly routines out there
*
* See GL_NV_half_float for a reference of the FLOAT16 / GL_HALF format
*/
static inline float float_16_to_32(const unsigned short *in) {
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);
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);
} else if(e < 31) {
return sgn * pow(2, (float) e-15.0) * (1.0 + ((float) m / 1024.0));
} else {
if(m == 0) return sgn / 0.0; /* +INF / -INF */
else return 0.0 / 0.0; /* NAN */
}
}
static inline unsigned short float_32_to_16(const float *in) {
int exp = 0;
float tmp = fabs(*in);
unsigned int mantissa;
unsigned short ret;
/* Deal with special numbers */
if(*in == 0.0) return 0x0000;
if(isnan(*in)) return 0x7C01;
if(isinf(*in)) return (*in < 0.0 ? 0xFC00 : 0x7c00);
if(tmp < pow(2, 10)) {
do
{
tmp = tmp * 2.0;
exp--;
}while(tmp < pow(2, 10));
} else if(tmp >= pow(2, 11)) {
do
{
tmp /= 2.0;
exp++;
}while(tmp >= pow(2, 11));
}
mantissa = (unsigned int) tmp;
if(tmp - mantissa >= 0.5) mantissa++; /* round to nearest, away from zero */
exp += 10; /* Normalize the mantissa */
exp += 15; /* Exponent is encoded with excess 15 */
if(exp > 30) { /* too big */
ret = 0x7c00; /* INF */
} else if(exp <= 0) {
/* exp == 0: Non-normalized mantissa. Returns 0x0000 (=0.0) for too small numbers */
while(exp <= 0) {
mantissa = mantissa >> 1;
exp++;
}
ret = mantissa & 0x3ff;
} else {
ret = (exp << 10) | (mantissa & 0x3ff);
}
ret |= ((*in < 0.0 ? 1 : 0) << 15); /* Add the sign */
return ret;
}
/**
* Settings
*/
#define VS_NONE 0
#define VS_HW 1
#define PS_NONE 0
#define PS_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 SHADER_ARB 1
#define SHADER_GLSL 2
#define SHADER_ATI 3
#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
/* NOTE: When adding fields to this structure, make sure to update the default
* values in wined3d_main.c as well. */
typedef struct wined3d_settings_s {
/* vertex and pixel shader modes */
int vs_mode;
int ps_mode;
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. */
BOOL glslRequested;
int offscreen_rendering_mode;
int rendertargetlock_mode;
/* Memory tracking and object counting */
unsigned int emulated_textureram;
char *logo;
} wined3d_settings_t;
extern wined3d_settings_t wined3d_settings;
/* Shader backends */
struct SHADER_OPCODE_ARG;
#define SHADER_PGMSIZE 65535
typedef struct SHADER_BUFFER {
char* buffer;
unsigned int bsize;
unsigned int lineNo;
BOOL newline;
} SHADER_BUFFER;
struct shader_caps {
DWORD PrimitiveMiscCaps;
DWORD TextureOpCaps;
DWORD MaxTextureBlendStages;
DWORD MaxSimultaneousTextures;
DWORD VertexShaderVersion;
DWORD MaxVertexShaderConst;
DWORD PixelShaderVersion;
float PixelShader1xMaxValue;
WINED3DVSHADERCAPS2_0 VS20Caps;
WINED3DPSHADERCAPS2_0 PS20Caps;
DWORD MaxVShaderInstructionsExecuted;
DWORD MaxPShaderInstructionsExecuted;
DWORD MaxVertexShader30InstructionSlots;
DWORD MaxPixelShader30InstructionSlots;
};
typedef struct {
void (*shader_select)(IWineD3DDevice *iface, BOOL usePS, BOOL useVS);
void (*shader_select_depth_blt)(IWineD3DDevice *iface);
void (*shader_destroy_depth_blt)(IWineD3DDevice *iface);
void (*shader_load_constants)(IWineD3DDevice *iface, char usePS, char useVS);
void (*shader_cleanup)(IWineD3DDevice *iface);
void (*shader_color_correction)(struct SHADER_OPCODE_ARG *arg);
void (*shader_destroy)(IWineD3DBaseShader *iface);
HRESULT (*shader_alloc_private)(IWineD3DDevice *iface);
void (*shader_free_private)(IWineD3DDevice *iface);
BOOL (*shader_dirtifyable_constants)(IWineD3DDevice *iface);
void (*shader_generate_pshader)(IWineD3DPixelShader *iface, SHADER_BUFFER *buffer);
void (*shader_generate_vshader)(IWineD3DVertexShader *iface, SHADER_BUFFER *buffer);
void (*shader_get_caps)(WINED3DDEVTYPE devtype, WineD3D_GL_Info *gl_info, struct shader_caps *caps);
void (*shader_dll_load_init)(void);
const struct StateEntry *StateTable;
} shader_backend_t;
extern const shader_backend_t atifs_shader_backend;
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;
/* GLSL shader private data */
struct shader_glsl_priv {
GLhandleARB depth_blt_glsl_program_id;
};
/* ARB_program_shader private data */
struct shader_arb_priv {
GLuint depth_blt_vprogram_id;
GLuint depth_blt_fprogram_id;
};
/* X11 locking */
extern void (*wine_tsx11_lock_ptr)(void);
extern void (*wine_tsx11_unlock_ptr)(void);
/* As GLX relies on X, this is needed */
extern int num_lock;
#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()
#define LEAVE_GL() if (num_lock != 1) FIXME("Recursive use of GL lock: %d\n", num_lock); --num_lock; wine_tsx11_unlock_ptr()
#else
#define ENTER_GL() wine_tsx11_lock_ptr()
#define LEAVE_GL() wine_tsx11_unlock_ptr()
#endif
/*****************************************************************************
* Defines
*/
/* 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 D3DCOLOR_B_R(dw) (((dw) >> 16) & 0xFF)
#define D3DCOLOR_B_G(dw) (((dw) >> 8) & 0xFF)
#define D3DCOLOR_B_B(dw) (((dw) >> 0) & 0xFF)
#define D3DCOLOR_B_A(dw) (((dw) >> 24) & 0xFF)
#define D3DCOLOR_R(dw) (((float) (((dw) >> 16) & 0xFF)) / 255.0f)
#define D3DCOLOR_G(dw) (((float) (((dw) >> 8) & 0xFF)) / 255.0f)
#define D3DCOLOR_B(dw) (((float) (((dw) >> 0) & 0xFF)) / 255.0f)
#define D3DCOLOR_A(dw) (((float) (((dw) >> 24) & 0xFF)) / 255.0f)
#define D3DCOLORTOGLFLOAT4(dw, vec) \
(vec)[0] = D3DCOLOR_R(dw); \
(vec)[1] = D3DCOLOR_G(dw); \
(vec)[2] = D3DCOLOR_B(dw); \
(vec)[3] = D3DCOLOR_A(dw);
/* 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 */
/* Maximum number of constants provided to the shaders */
#define HIGHEST_TRANSFORMSTATE 512
/* Highest value in WINED3DTRANSFORMSTATETYPE */
/* Checking of API calls */
/* --------------------- */
#define checkGLcall(A) \
{ \
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); \
}
/* Trace routines / diagnostics */
/* ---------------------------- */
/* Dump out a matrix and copy it */
#define conv_mat(mat,gl_mat) \
do { \
TRACE("%f %f %f %f\n", (mat)->u.s._11, (mat)->u.s._12, (mat)->u.s._13, (mat)->u.s._14); \
TRACE("%f %f %f %f\n", (mat)->u.s._21, (mat)->u.s._22, (mat)->u.s._23, (mat)->u.s._24); \
TRACE("%f %f %f %f\n", (mat)->u.s._31, (mat)->u.s._32, (mat)->u.s._33, (mat)->u.s._34); \
TRACE("%f %f %f %f\n", (mat)->u.s._41, (mat)->u.s._42, (mat)->u.s._43, (mat)->u.s._44); \
memcpy(gl_mat, (mat), 16 * sizeof(float)); \
} while (0)
/* Macro to dump out the current state of the light chain */
#define DUMP_LIGHT_CHAIN() \
{ \
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; \
} \
}
/* 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
/* Advance declaration of structures to satisfy compiler */
typedef struct IWineD3DStateBlockImpl IWineD3DStateBlockImpl;
typedef struct IWineD3DSurfaceImpl IWineD3DSurfaceImpl;
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typedef struct IWineD3DPaletteImpl IWineD3DPaletteImpl;
typedef struct IWineD3DDeviceImpl IWineD3DDeviceImpl;
/* Global variables */
extern const float identity[16];
/*****************************************************************************
* Compilable extra diagnostics
*/
/* Trace information per-vertex: (extremely high amount of trace) */
#if 0 /* NOTE: Must be 0 in cvs */
# define VTRACE(A) TRACE A
#else
# define VTRACE(A)
#endif
/* Checking of per-vertex related GL calls */
/* --------------------- */
#define vcheckGLcall(A) \
{ \
GLint err = glGetError(); \
if (err == GL_NO_ERROR) { \
VTRACE(("%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); \
}
/* 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
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of each frame, a check is made for the existence of C:\D3DTRACE, and if it exists d3d trace
is enabled, and if it doesn't exist it is disabled. */
# define FRAME_DEBUGGING
/* Adding in the SINGLE_FRAME_DEBUGGING gives a trace of just what makes up a single frame, before
the file is deleted */
# if 1 /* NOTE: Must be 1 in cvs, as this is mostly more useful than a trace from program start */
# define SINGLE_FRAME_DEBUGGING
# endif
/* The following, when enabled, lets you see the makeup of the frame, by drawprimitive calls.
It can only be enabled when FRAME_DEBUGGING is also enabled
The contents of the back buffer are written into /tmp/backbuffer_* after each primitive
array is drawn. */
# if 0 /* NOTE: Must be 0 in cvs, as this give a lot of ppm files when compiled in */
# define SHOW_FRAME_MAKEUP 1
# endif
/* The following, when enabled, lets you see the makeup of the all the textures used during each
of the drawprimitive calls. It can only be enabled when SHOW_FRAME_MAKEUP is also enabled.
The contents of the textures assigned to each stage are written into
/tmp/texture_*_<Stage>.ppm after each primitive array is drawn. */
# if 0 /* NOTE: Must be 0 in cvs, as this give a lot of ppm files when compiled in */
# define SHOW_TEXTURE_MAKEUP 0
# endif
extern BOOL isOn;
extern BOOL isDumpingFrames;
extern LONG primCounter;
#endif
/*****************************************************************************
* Prototypes
*/
/* Routine common to the draw primitive and draw indexed primitive routines */
void drawPrimitive(IWineD3DDevice *iface,
int PrimitiveType,
long NumPrimitives,
/* for Indexed: */
long StartVertexIndex,
UINT numberOfVertices,
long StartIdx,
short idxBytes,
const void *idxData,
int minIndex);
void primitiveDeclarationConvertToStridedData(
IWineD3DDevice *iface,
BOOL useVertexShaderFunction,
WineDirect3DVertexStridedData *strided,
BOOL *fixup);
DWORD get_flexible_vertex_size(DWORD d3dvtVertexType);
typedef void (*glAttribFunc)(void *data);
typedef void (*glTexAttribFunc)(GLuint unit, 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];
#define eps 1e-8
#define GET_TEXCOORD_SIZE_FROM_FVF(d3dvtVertexType, tex_num) \
(((((d3dvtVertexType) >> (16 + (2 * (tex_num)))) + 1) & 0x03) + 1)
void depth_copy(IWineD3DDevice *iface);
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/* Routines and structures related to state management */
typedef struct WineD3DContext WineD3DContext;
typedef void (*APPLYSTATEFUNC)(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *ctx);
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#define STATE_RENDER(a) (a)
#define STATE_IS_RENDER(a) ((a) >= STATE_RENDER(1) && (a) <= STATE_RENDER(WINEHIGHEST_RENDER_STATE))
#define STATE_TEXTURESTAGE(stage, num) (STATE_RENDER(WINEHIGHEST_RENDER_STATE) + (stage) * WINED3D_HIGHEST_TEXTURE_STATE + (num))
#define STATE_IS_TEXTURESTAGE(a) ((a) >= STATE_TEXTURESTAGE(0, 1) && (a) <= STATE_TEXTURESTAGE(MAX_TEXTURES - 1, WINED3D_HIGHEST_TEXTURE_STATE))
/* + 1 because samplers start with 0 */
#define STATE_SAMPLER(num) (STATE_TEXTURESTAGE(MAX_TEXTURES - 1, WINED3D_HIGHEST_TEXTURE_STATE) + 1 + (num))
#define STATE_IS_SAMPLER(num) ((num) >= STATE_SAMPLER(0) && (num) <= STATE_SAMPLER(MAX_COMBINED_SAMPLERS - 1))
#define STATE_PIXELSHADER (STATE_SAMPLER(MAX_COMBINED_SAMPLERS - 1) + 1)
#define STATE_IS_PIXELSHADER(a) ((a) == STATE_PIXELSHADER)
#define STATE_TRANSFORM(a) (STATE_PIXELSHADER + (a))
#define STATE_IS_TRANSFORM(a) ((a) >= STATE_TRANSFORM(1) && (a) <= STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(255)))
#define STATE_STREAMSRC (STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(255)) + 1)
#define STATE_IS_STREAMSRC(a) ((a) == STATE_STREAMSRC)
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#define STATE_INDEXBUFFER (STATE_STREAMSRC + 1)
#define STATE_IS_INDEXBUFFER(a) ((a) == STATE_INDEXBUFFER)
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#define STATE_VDECL (STATE_INDEXBUFFER + 1)
#define STATE_IS_VDECL(a) ((a) == STATE_VDECL)
#define STATE_VSHADER (STATE_VDECL + 1)
#define STATE_IS_VSHADER(a) ((a) == STATE_VSHADER)
#define STATE_VIEWPORT (STATE_VSHADER + 1)
#define STATE_IS_VIEWPORT(a) ((a) == STATE_VIEWPORT)
#define STATE_VERTEXSHADERCONSTANT (STATE_VIEWPORT + 1)
#define STATE_PIXELSHADERCONSTANT (STATE_VERTEXSHADERCONSTANT + 1)
#define STATE_IS_VERTEXSHADERCONSTANT(a) ((a) == STATE_VERTEXSHADERCONSTANT)
#define STATE_IS_PIXELSHADERCONSTANT(a) ((a) == STATE_PIXELSHADERCONSTANT)
#define STATE_ACTIVELIGHT(a) (STATE_PIXELSHADERCONSTANT + (a) + 1)
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#define STATE_IS_ACTIVELIGHT(a) ((a) >= STATE_ACTIVELIGHT(0) && (a) < STATE_ACTIVELIGHT(MAX_ACTIVE_LIGHTS))
#define STATE_SCISSORRECT (STATE_ACTIVELIGHT(MAX_ACTIVE_LIGHTS - 1) + 1)
#define STATE_IS_SCISSORRECT(a) ((a) == STATE_SCISSORRECT)
#define STATE_CLIPPLANE(a) (STATE_SCISSORRECT + 1 + (a))
#define STATE_IS_CLIPPLANE(a) ((a) >= STATE_CLIPPLANE(0) && (a) <= STATE_CLIPPLANE(MAX_CLIPPLANES - 1))
#define STATE_MATERIAL (STATE_CLIPPLANE(MAX_CLIPPLANES))
#define STATE_FRONTFACE (STATE_MATERIAL + 1)
#define STATE_HIGHEST (STATE_FRONTFACE)
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struct StateEntry
{
DWORD representative;
APPLYSTATEFUNC apply;
};
/* "Base" state table */
extern const struct StateEntry FFPStateTable[];
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/* The new context manager that should deal with onscreen and offscreen rendering */
struct WineD3DContext {
/* 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,
* but with the help of both it is easy to find out if a state is dirty(just check the array index), and for applying dirty states
* only numDirtyEntries array elements have to be checked, not STATE_HIGHEST states.
*/
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 */
IWineD3DSurface *surface;
DWORD tid; /* Thread ID which owns this context at the moment */
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/* Stores some information about the context state for optimization */
GLint last_draw_buffer;
BOOL last_was_rhw; /* true iff last draw_primitive was in xyzrhw mode */
BOOL last_was_pshader;
BOOL last_was_vshader;
BOOL last_was_foggy_shader;
BOOL namedArraysLoaded, numberedArraysLoaded;
BOOL lastWasPow2Texture[MAX_TEXTURES];
GLenum tracking_parm; /* Which source is tracking current colour */
unsigned char num_untracked_materials;
GLenum untracked_materials[2];
BOOL last_was_blit, last_was_ckey;
char texShaderBumpMap;
BOOL fog_coord;
char *vshader_const_dirty, *pshader_const_dirty;
/* The actual opengl context */
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HGLRC glCtx;
HWND win_handle;
HDC hdc;
HPBUFFERARB pbuffer;
BOOL isPBuffer;
};
typedef enum ContextUsage {
CTXUSAGE_RESOURCELOAD = 1, /* Only loads textures: No State is applied */
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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;
void ActivateContext(IWineD3DDeviceImpl *device, IWineD3DSurface *target, ContextUsage usage);
WineD3DContext *CreateContext(IWineD3DDeviceImpl *This, IWineD3DSurfaceImpl *target, HWND win, BOOL create_pbuffer, const WINED3DPRESENT_PARAMETERS *pPresentParms);
void DestroyContext(IWineD3DDeviceImpl *This, WineD3DContext *context);
void apply_fbo_state(IWineD3DDevice *iface);
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/* 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);
/*****************************************************************************
* Internal representation of a light
*/
typedef struct PLIGHTINFOEL PLIGHTINFOEL;
struct PLIGHTINFOEL {
WINED3DLIGHT OriginalParms; /* Note D3D8LIGHT == D3D9LIGHT */
DWORD OriginalIndex;
LONG glIndex;
BOOL changed;
BOOL enabledChanged;
BOOL enabled;
/* Converted parms to speed up swapping lights */
float lightPosn[4];
float lightDirn[4];
float exponent;
float cutoff;
struct list entry;
};
/* The default light parameters */
extern const WINED3DLIGHT WINED3D_default_light;
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 depthSize, stencilSize;
BOOL windowDrawable;
BOOL pbufferDrawable;
} WineD3D_PixelFormat;
/* The adapter structure */
typedef struct GLPixelFormatDesc GLPixelFormatDesc;
struct WineD3DAdapter
{
UINT num;
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BOOL opengl;
POINT monitorPoint;
WineD3D_GL_Info gl_info;
const char *driver;
const char *description;
WCHAR DeviceName[CCHDEVICENAME]; /* DeviceName for use with e.g. ChangeDisplaySettings */
int nCfgs;
WineD3D_PixelFormat *cfgs;
unsigned int TextureRam; /* Amount of texture memory both video ram + AGP/TurboCache/HyperMemory/.. */
unsigned int UsedTextureRam;
};
extern BOOL InitAdapters(void);
extern BOOL initPixelFormats(WineD3D_GL_Info *gl_info);
extern long WineD3DAdapterChangeGLRam(IWineD3DDeviceImpl *D3DDevice, long glram);
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/*****************************************************************************
* High order patch management
*/
struct WineD3DRectPatch
{
UINT Handle;
float *mem;
WineDirect3DVertexStridedData strided;
WINED3DRECTPATCH_INFO RectPatchInfo;
float numSegs[4];
char has_normals, has_texcoords;
struct list entry;
};
HRESULT tesselate_rectpatch(IWineD3DDeviceImpl *This, struct WineD3DRectPatch *patch);
enum projection_types
{
proj_none,
proj_count3,
proj_count4
};
/*****************************************************************************
* Fixed function pipeline replacements
*/
struct texture_stage_op
{
WINED3DTEXTUREOP cop, aop;
DWORD carg1, carg2, carg0;
DWORD aarg1, aarg2, aarg0;
WINED3DFORMAT color_correction;
DWORD dst;
enum projection_types projected;
};
struct ffp_desc
{
struct texture_stage_op op[MAX_TEXTURES];
struct list entry;
};
void gen_ffp_op(IWineD3DStateBlockImpl *stateblock,struct texture_stage_op op[MAX_TEXTURES]);
struct ffp_desc *find_ffp_shader(struct list *shaders, struct texture_stage_op op[MAX_TEXTURES]);
void add_ffp_shader(struct list *shaders, struct ffp_desc *desc);
/*****************************************************************************
* IWineD3D implementation structure
*/
typedef struct IWineD3DImpl
{
/* IUnknown fields */
const IWineD3DVtbl *lpVtbl;
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LONG ref; /* Note: Ref counting not required */
/* WineD3D Information */
IUnknown *parent;
UINT dxVersion;
} IWineD3DImpl;
extern const IWineD3DVtbl IWineD3D_Vtbl;
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/* 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;
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/* A helper function that dumps a resource list */
void dumpResources(struct list *list);
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/*****************************************************************************
* IWineD3DDevice implementation structure
*/
struct IWineD3DDeviceImpl
{
/* IUnknown fields */
const IWineD3DDeviceVtbl *lpVtbl;
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LONG ref; /* Note: Ref counting not required */
/* WineD3D Information */
IUnknown *parent;
IWineD3D *wineD3D;
struct WineD3DAdapter *adapter;
/* Window styles to restore when switching fullscreen mode */
LONG style;
LONG exStyle;
/* X and GL Information */
GLint maxConcurrentLights;
GLenum offscreenBuffer;
/* Selected capabilities */
int vs_selected_mode;
int ps_selected_mode;
const shader_backend_t *shader_backend;
hash_table_t *glsl_program_lookup;
void *shader_priv;
/* To store */
BOOL view_ident; /* true iff view matrix is identity */
BOOL untransformed;
BOOL vertexBlendUsed; /* To avoid needless setting of the blend matrices */
unsigned char surface_alignment; /* Line Alignment of surfaces */
/* State block related */
BOOL isRecordingState;
IWineD3DStateBlockImpl *stateBlock;
IWineD3DStateBlockImpl *updateStateBlock;
BOOL isInDraw;
/* Internal use fields */
WINED3DDEVICE_CREATION_PARAMETERS createParms;
UINT adapterNo;
WINED3DDEVTYPE devType;
IWineD3DSwapChain **swapchains;
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UINT NumberOfSwapChains;
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struct list resources; /* a linked list to track resources created by the device */
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struct list shaders; /* a linked list to track shaders (pixel and vertex) */
unsigned int highest_dirty_ps_const, highest_dirty_vs_const;
/* Render Target Support */
IWineD3DSurface **render_targets;
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IWineD3DSurface *auto_depth_stencil_buffer;
IWineD3DSurface **fbo_color_attachments;
IWineD3DSurface *fbo_depth_attachment;
IWineD3DSurface *stencilBufferTarget;
/* Caches to avoid unneeded context changes */
IWineD3DSurface *lastActiveRenderTarget;
IWineD3DSwapChain *lastActiveSwapChain;
/* palettes texture management */
UINT NumberOfPalettes;
PALETTEENTRY **palettes;
UINT currentPalette;
UINT paletteConversionShader;
/* For rendering to a texture using glCopyTexImage */
BOOL render_offscreen;
WINED3D_DEPTHCOPYSTATE depth_copy_state;
GLuint fbo;
GLuint src_fbo;
GLuint dst_fbo;
GLenum *draw_buffers;
GLuint depth_blt_texture;
/* Cursor management */
BOOL bCursorVisible;
UINT xHotSpot;
UINT yHotSpot;
UINT xScreenSpace;
UINT yScreenSpace;
UINT cursorWidth, cursorHeight;
GLuint cursorTexture;
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BOOL haveHardwareCursor;
HCURSOR hardwareCursor;
/* The Wine logo surface */
IWineD3DSurface *logo_surface;
/* Textures for when no other textures are mapped */
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UINT dummyTextureName[MAX_TEXTURES];
/* Debug stream management */
BOOL debug;
/* Device state management */
HRESULT state;
BOOL d3d_initialized;
/* A flag to check for proper BeginScene / EndScene call pairs */
BOOL inScene;
/* process vertex shaders using software or hardware */
BOOL softwareVertexProcessing;
/* DirectDraw stuff */
HWND ddraw_window;
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IWineD3DSurface *ddraw_primary;
DWORD ddraw_width, ddraw_height;
WINED3DFORMAT ddraw_format;
BOOL ddraw_fullscreen;
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/* Final position fixup constant */
float posFixup[4];
/* With register combiners we can skip junk texture stages */
DWORD texUnitMap[MAX_COMBINED_SAMPLERS];
DWORD rev_tex_unit_map[MAX_COMBINED_SAMPLERS];
BOOL fixed_function_usage_map[MAX_TEXTURES];
/* Stream source management */
WineDirect3DVertexStridedData strided_streams;
WineDirect3DVertexStridedData *up_strided;
BOOL useDrawStridedSlow;
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BOOL instancedDraw;
/* Context management */
WineD3DContext **contexts; /* Dynamic array containing pointers to context structures */
WineD3DContext *activeContext;
DWORD lastThread;
UINT numContexts;
WineD3DContext *pbufferContext; /* The context that has a pbuffer as drawable */
DWORD pbufferWidth, pbufferHeight; /* Size of the buffer drawable */
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/* High level patch management */
#define PATCHMAP_SIZE 43
#define PATCHMAP_HASHFUNC(x) ((x) % PATCHMAP_SIZE) /* Primitive and simple function */
struct list patches[PATCHMAP_SIZE];
struct WineD3DRectPatch *currentPatch;
};
extern const IWineD3DDeviceVtbl IWineD3DDevice_Vtbl, IWineD3DDevice_DirtyConst_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;
return context->isStateDirty[idx] & (1 << shift);
}
/* Support for IWineD3DResource ::Set/Get/FreePrivateData. */
typedef struct PrivateData
{
struct list entry;
GUID tag;
DWORD flags; /* DDSPD_* */
DWORD uniqueness_value;
union
{
LPVOID data;
LPUNKNOWN object;
} ptr;
DWORD size;
} PrivateData;
/*****************************************************************************
* IWineD3DResource implementation structure
*/
typedef struct IWineD3DResourceClass
{
/* IUnknown fields */
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LONG ref; /* Note: Ref counting not required */
/* WineD3DResource Information */
IUnknown *parent;
WINED3DRESOURCETYPE resourceType;
IWineD3DDeviceImpl *wineD3DDevice;
WINED3DPOOL pool;
UINT size;
DWORD usage;
WINED3DFORMAT format;
BYTE *allocatedMemory; /* Pointer to the real data location */
BYTE *heapMemory; /* Pointer to the HeapAlloced block of memory */
struct list privateData;
struct list resource_list_entry;
} IWineD3DResourceClass;
typedef struct IWineD3DResourceImpl
{
/* IUnknown & WineD3DResource Information */
const IWineD3DResourceVtbl *lpVtbl;
IWineD3DResourceClass resource;
} IWineD3DResourceImpl;
/* 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;
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#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 */
2004-11-24 18:13:41 +00:00
/*****************************************************************************
* IWineD3DIndexBuffer implementation structure (extends IWineD3DResourceImpl)
*/
typedef struct IWineD3DIndexBufferImpl
{
/* IUnknown & WineD3DResource Information */
const IWineD3DIndexBufferVtbl *lpVtbl;
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IWineD3DResourceClass resource;
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GLuint vbo;
UINT dirtystart, dirtyend;
LONG lockcount;
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/* WineD3DVertexBuffer specifics */
} IWineD3DIndexBufferImpl;
extern const IWineD3DIndexBufferVtbl IWineD3DIndexBuffer_Vtbl;
2004-11-24 18:13:41 +00:00
/*****************************************************************************
* IWineD3DBaseTexture D3D- > openGL state map lookups
*/
#define WINED3DFUNC_NOTSUPPORTED -2
#define WINED3DFUNC_UNIMPLEMENTED -1
typedef enum winetexturestates {
WINED3DTEXSTA_ADDRESSU = 0,
WINED3DTEXSTA_ADDRESSV = 1,
WINED3DTEXSTA_ADDRESSW = 2,
WINED3DTEXSTA_BORDERCOLOR = 3,
WINED3DTEXSTA_MAGFILTER = 4,
WINED3DTEXSTA_MINFILTER = 5,
WINED3DTEXSTA_MIPFILTER = 6,
WINED3DTEXSTA_MAXMIPLEVEL = 7,
WINED3DTEXSTA_MAXANISOTROPY = 8,
WINED3DTEXSTA_SRGBTEXTURE = 9,
WINED3DTEXSTA_ELEMENTINDEX = 10,
WINED3DTEXSTA_DMAPOFFSET = 11,
WINED3DTEXSTA_TSSADDRESSW = 12,
MAX_WINETEXTURESTATES = 13,
} winetexturestates;
/*****************************************************************************
* IWineD3DBaseTexture implementation structure (extends IWineD3DResourceImpl)
*/
typedef struct IWineD3DBaseTextureClass
{
UINT levels;
BOOL dirty;
UINT textureName;
UINT LOD;
WINED3DTEXTUREFILTERTYPE filterType;
DWORD states[MAX_WINETEXTURESTATES];
LONG bindCount;
DWORD sampler;
BOOL is_srgb;
UINT srgb_mode_change_count;
WINED3DFORMAT shader_conversion_group;
float pow2Matrix[16];
} IWineD3DBaseTextureClass;
typedef struct IWineD3DBaseTextureImpl
{
/* IUnknown & WineD3DResource Information */
const IWineD3DBaseTextureVtbl *lpVtbl;
IWineD3DResourceClass resource;
IWineD3DBaseTextureClass baseTexture;
} IWineD3DBaseTextureImpl;
/*****************************************************************************
* IWineD3DTexture implementation structure (extends IWineD3DBaseTextureImpl)
*/
typedef struct IWineD3DTextureImpl
{
/* IUnknown & WineD3DResource/WineD3DBaseTexture Information */
const IWineD3DTextureVtbl *lpVtbl;
IWineD3DResourceClass resource;
IWineD3DBaseTextureClass baseTexture;
/* IWineD3DTexture */
IWineD3DSurface *surfaces[MAX_LEVELS];
UINT width;
UINT height;
UINT target;
} IWineD3DTextureImpl;
extern const IWineD3DTextureVtbl IWineD3DTexture_Vtbl;
/*****************************************************************************
* IWineD3DCubeTexture implementation structure (extends IWineD3DBaseTextureImpl)
*/
typedef struct IWineD3DCubeTextureImpl
{
/* IUnknown & WineD3DResource/WineD3DBaseTexture Information */
const IWineD3DCubeTextureVtbl *lpVtbl;
IWineD3DResourceClass resource;
IWineD3DBaseTextureClass baseTexture;
/* IWineD3DCubeTexture */
IWineD3DSurface *surfaces[6][MAX_LEVELS];
UINT edgeLength;
} IWineD3DCubeTextureImpl;
extern const IWineD3DCubeTextureVtbl IWineD3DCubeTexture_Vtbl;
2006-05-10 17:55:02 +00:00
typedef struct _WINED3DVOLUMET_DESC
{
UINT Width;
UINT Height;
UINT Depth;
} WINED3DVOLUMET_DESC;
/*****************************************************************************
* IWineD3DVolume implementation structure (extends IUnknown)
*/
typedef struct IWineD3DVolumeImpl
{
/* IUnknown & WineD3DResource fields */
const IWineD3DVolumeVtbl *lpVtbl;
IWineD3DResourceClass resource;
/* WineD3DVolume Information */
2006-05-10 17:55:02 +00:00
WINED3DVOLUMET_DESC currentDesc;
IWineD3DBase *container;
UINT bytesPerPixel;
BOOL lockable;
BOOL locked;
WINED3DBOX lockedBox;
WINED3DBOX dirtyBox;
BOOL dirty;
} IWineD3DVolumeImpl;
extern const IWineD3DVolumeVtbl IWineD3DVolume_Vtbl;
/*****************************************************************************
* IWineD3DVolumeTexture implementation structure (extends IWineD3DBaseTextureImpl)
*/
typedef struct IWineD3DVolumeTextureImpl
{
/* IUnknown & WineD3DResource/WineD3DBaseTexture Information */
const IWineD3DVolumeTextureVtbl *lpVtbl;
IWineD3DResourceClass resource;
IWineD3DBaseTextureClass baseTexture;
/* IWineD3DVolumeTexture */
IWineD3DVolume *volumes[MAX_LEVELS];
UINT width;
UINT height;
UINT depth;
} IWineD3DVolumeTextureImpl;
extern const IWineD3DVolumeTextureVtbl IWineD3DVolumeTexture_Vtbl;
typedef struct _WINED3DSURFACET_DESC
{
WINED3DMULTISAMPLE_TYPE MultiSampleType;
DWORD MultiSampleQuality;
UINT Width;
UINT Height;
} WINED3DSURFACET_DESC;
/*****************************************************************************
* Structure for DIB Surfaces (GetDC and GDI surfaces)
*/
typedef struct wineD3DSurface_DIB {
HBITMAP DIBsection;
void* bitmap_data;
UINT bitmap_size;
HGDIOBJ holdbitmap;
BOOL client_memory;
} wineD3DSurface_DIB;
typedef struct {
struct list entry;
GLuint id;
UINT width;
UINT height;
} renderbuffer_entry_t;
/*****************************************************************************
* IWineD3DClipp implementation structure
*/
typedef struct IWineD3DClipperImpl
{
const IWineD3DClipperVtbl *lpVtbl;
LONG ref;
IUnknown *Parent;
HWND hWnd;
} IWineD3DClipperImpl;
/*****************************************************************************
* IWineD3DSurface implementation structure
*/
struct IWineD3DSurfaceImpl
{
/* IUnknown & IWineD3DResource Information */
const IWineD3DSurfaceVtbl *lpVtbl;
IWineD3DResourceClass resource;
/* IWineD3DSurface fields */
IWineD3DBase *container;
WINED3DSURFACET_DESC currentDesc;
2007-02-19 14:23:36 +00:00
IWineD3DPaletteImpl *palette; /* D3D7 style palette handling */
PALETTEENTRY *palette9; /* D3D8/9 style palette handling */
UINT bytesPerPixel;
/* TODO: move this off into a management class(maybe!) */
2006-07-22 22:03:33 +00:00
DWORD Flags;
UINT pow2Width;
UINT pow2Height;
/* 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;
/* PBO */
GLuint pbo;
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;
/* Color keys for DDraw */
WINEDDCOLORKEY DestBltCKey;
WINEDDCOLORKEY DestOverlayCKey;
WINEDDCOLORKEY SrcOverlayCKey;
WINEDDCOLORKEY SrcBltCKey;
DWORD CKeyFlags;
WINEDDCOLORKEY glCKey;
struct list renderbuffers;
renderbuffer_entry_t *current_renderbuffer;
/* DirectDraw clippers */
IWineD3DClipper *clipper;
};
extern const IWineD3DSurfaceVtbl IWineD3DSurface_Vtbl;
2006-05-13 20:22:16 +00:00
extern const IWineD3DSurfaceVtbl IWineGDISurface_Vtbl;
/* 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);
2007-09-16 14:27:58 +00:00
HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetPalette(IWineD3DSurface *iface, IWineD3DPalette **Pal);
HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetPalette(IWineD3DSurface *iface, IWineD3DPalette *Pal);
HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetColorKey(IWineD3DSurface *iface, DWORD Flags, WINEDDCOLORKEY *CKey);
HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetContainer(IWineD3DSurface *iface, IWineD3DBase *container);
DWORD WINAPI IWineD3DBaseSurfaceImpl_GetPitch(IWineD3DSurface *iface);
HRESULT WINAPI IWineD3DBaseSurfaceImpl_RealizePalette(IWineD3DSurface *iface);
HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetOverlayPosition(IWineD3DSurface *iface, LONG X, LONG Y);
HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetOverlayPosition(IWineD3DSurface *iface, LONG *X, LONG *Y);
HRESULT WINAPI IWineD3DBaseSurfaceImpl_UpdateOverlayZOrder(IWineD3DSurface *iface, DWORD Flags, IWineD3DSurface *Ref);
HRESULT WINAPI IWineD3DBaseSurfaceImpl_UpdateOverlay(IWineD3DSurface *iface, RECT *SrcRect, IWineD3DSurface *DstSurface, RECT *DstRect, DWORD Flags, WINEDDOVERLAYFX *FX);
HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetClipper(IWineD3DSurface *iface, IWineD3DClipper *clipper);
HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetClipper(IWineD3DSurface *iface, IWineD3DClipper **clipper);
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HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetFormat(IWineD3DSurface *iface, WINED3DFORMAT format);
HRESULT IWineD3DBaseSurfaceImpl_CreateDIBSection(IWineD3DSurface *iface);
HRESULT WINAPI IWineD3DBaseSurfaceImpl_Blt(IWineD3DSurface *iface, RECT *DestRect, IWineD3DSurface *SrcSurface, RECT *SrcRect, DWORD Flags, WINEDDBLTFX *DDBltFx, WINED3DTEXTUREFILTERTYPE Filter);
HRESULT WINAPI IWineD3DBaseSurfaceImpl_BltFast(IWineD3DSurface *iface, DWORD dstx, DWORD dsty, IWineD3DSurface *Source, 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 IWineD3DSurfaceImpl_GetData(IWineD3DSurface *iface);
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);
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/* Surface flags: */
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#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_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 */
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#define SFLAG_PBO 0x00040000 /* Has a PBO attached for speeding up data transfers for dynamically locked surfaces */
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/* 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
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*/
#define SFLAG_DONOTFREE (SFLAG_OVERSIZE | \
SFLAG_CONVERTED | \
SFLAG_DIBSECTION | \
SFLAG_LOCKED | \
SFLAG_DYNLOCK | \
SFLAG_DYNCHANGE | \
SFLAG_USERPTR | \
SFLAG_PBO | \
SFLAG_CLIENT)
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#define SFLAG_LOCATIONS (SFLAG_INSYSMEM | \
SFLAG_INTEXTURE | \
SFLAG_INDRAWABLE)
BOOL CalculateTexRect(IWineD3DSurfaceImpl *This, RECT *Rect, float glTexCoord[4]);
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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,
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CONVERT_L6V5U5,
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CONVERT_X8L8V8U8,
CONVERT_Q8W8V8U8,
CONVERT_V16U16,
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CONVERT_A4L4,
CONVERT_R32F,
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CONVERT_R16F,
CONVERT_G16R16,
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} CONVERT_TYPES;
HRESULT d3dfmt_get_conv(IWineD3DSurfaceImpl *This, BOOL need_alpha_ck, BOOL use_texturing, GLenum *format, GLenum *internal, GLenum *type, CONVERT_TYPES *convert, int *target_bpp, BOOL srgb_mode);
BOOL palette9_changed(IWineD3DSurfaceImpl *This);
/*****************************************************************************
* IWineD3DVertexDeclaration implementation structure
*/
typedef struct attrib_declaration {
DWORD usage;
DWORD idx;
} attrib_declaration;
#define MAX_ATTRIBS 16
typedef struct IWineD3DVertexDeclarationImpl {
/* IUnknown Information */
const IWineD3DVertexDeclarationVtbl *lpVtbl;
LONG ref;
IUnknown *parent;
IWineD3DDeviceImpl *wineD3DDevice;
WINED3DVERTEXELEMENT *pDeclarationWine;
UINT declarationWNumElements;
DWORD streams[MAX_STREAMS];
UINT num_streams;
BOOL position_transformed;
BOOL half_float_conv_needed;
/* Ordered array of declaration types that need swizzling in a vshader */
attrib_declaration swizzled_attribs[MAX_ATTRIBS];
UINT num_swizzled_attribs;
} IWineD3DVertexDeclarationImpl;
extern const IWineD3DVertexDeclarationVtbl IWineD3DVertexDeclaration_Vtbl;
/*****************************************************************************
* IWineD3DStateBlock implementation structure
*/
/* Internal state Block for Begin/End/Capture/Create/Apply info */
/* Note: Very long winded but gl Lists are not flexible enough */
/* to resolve everything we need, so doing it manually for now */
typedef struct SAVEDSTATES {
BOOL indices;
BOOL material;
BOOL fvf;
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BOOL streamSource[MAX_STREAMS];
BOOL streamFreq[MAX_STREAMS];
BOOL textures[MAX_COMBINED_SAMPLERS];
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BOOL transform[HIGHEST_TRANSFORMSTATE + 1];
BOOL viewport;
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BOOL renderState[WINEHIGHEST_RENDER_STATE + 1];
BOOL textureState[MAX_TEXTURES][WINED3D_HIGHEST_TEXTURE_STATE + 1];
BOOL samplerState[MAX_COMBINED_SAMPLERS][WINED3D_HIGHEST_SAMPLER_STATE + 1];
BOOL clipplane[MAX_CLIPPLANES];
BOOL vertexDecl;
BOOL pixelShader;
BOOL pixelShaderConstantsB[MAX_CONST_B];
BOOL pixelShaderConstantsI[MAX_CONST_I];
BOOL *pixelShaderConstantsF;
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BOOL vertexShader;
BOOL vertexShaderConstantsB[MAX_CONST_B];
BOOL vertexShaderConstantsI[MAX_CONST_I];
BOOL *vertexShaderConstantsF;
BOOL scissorRect;
} SAVEDSTATES;
typedef struct {
struct list entry;
DWORD count;
DWORD idx[13];
} constants_entry;
struct StageState {
DWORD stage;
DWORD state;
};
struct IWineD3DStateBlockImpl
{
/* IUnknown fields */
const IWineD3DStateBlockVtbl *lpVtbl;
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LONG ref; /* Note: Ref counting not required */
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/* IWineD3DStateBlock information */
IUnknown *parent;
IWineD3DDeviceImpl *wineD3DDevice;
WINED3DSTATEBLOCKTYPE blockType;
/* Array indicating whether things have been set or changed */
SAVEDSTATES changed;
struct list set_vconstantsF;
struct list set_pconstantsF;
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/* Drawing - Vertex Shader or FVF related */
DWORD fvf;
/* Vertex Shader Declaration */
IWineD3DVertexDeclaration *vertexDecl;
IWineD3DVertexShader *vertexShader;
/* Vertex Shader Constants */
BOOL vertexShaderConstantB[MAX_CONST_B];
INT vertexShaderConstantI[MAX_CONST_I * 4];
float *vertexShaderConstantF;
/* Stream Source */
BOOL streamIsUP;
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UINT streamStride[MAX_STREAMS];
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UINT streamOffset[MAX_STREAMS + 1 /* tesselated pseudo-stream */ ];
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IWineD3DVertexBuffer *streamSource[MAX_STREAMS];
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UINT streamFreq[MAX_STREAMS + 1];
UINT streamFlags[MAX_STREAMS + 1]; /*0 | WINED3DSTREAMSOURCE_INSTANCEDATA | WINED3DSTREAMSOURCE_INDEXEDDATA */
/* Indices */
IWineD3DIndexBuffer* pIndexData;
INT baseVertexIndex;
INT loadBaseVertexIndex; /* non-indexed drawing needs 0 here, indexed baseVertexIndex */
/* Transform */
WINED3DMATRIX transforms[HIGHEST_TRANSFORMSTATE + 1];
/* 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 */
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/* Clipping */
double clipplane[MAX_CLIPPLANES][4];
WINED3DCLIPSTATUS clip_status;
/* ViewPort */
WINED3DVIEWPORT viewport;
/* Material */
WINED3DMATERIAL material;
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/* Pixel Shader */
IWineD3DPixelShader *pixelShader;
/* Pixel Shader Constants */
BOOL pixelShaderConstantB[MAX_CONST_B];
INT pixelShaderConstantI[MAX_CONST_I * 4];
float *pixelShaderConstantF;
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/* RenderState */
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DWORD renderState[WINEHIGHEST_RENDER_STATE + 1];
/* Texture */
IWineD3DBaseTexture *textures[MAX_COMBINED_SAMPLERS];
int textureDimensions[MAX_COMBINED_SAMPLERS];
/* Texture State Stage */
DWORD textureState[MAX_TEXTURES][WINED3D_HIGHEST_TEXTURE_STATE + 1];
DWORD lowest_disabled_stage;
/* Sampler States */
DWORD samplerState[MAX_COMBINED_SAMPLERS][WINED3D_HIGHEST_SAMPLER_STATE + 1];
/* Current GLSL Shader Program */
struct glsl_shader_prog_link *glsl_program;
/* Scissor test rectangle */
RECT scissorRect;
/* Contained state management */
DWORD contained_render_states[WINEHIGHEST_RENDER_STATE + 1];
unsigned int num_contained_render_states;
DWORD contained_transform_states[HIGHEST_TRANSFORMSTATE + 1];
unsigned int num_contained_transform_states;
DWORD contained_vs_consts_i[MAX_CONST_I];
unsigned int num_contained_vs_consts_i;
DWORD contained_vs_consts_b[MAX_CONST_B];
unsigned int num_contained_vs_consts_b;
DWORD *contained_vs_consts_f;
unsigned int num_contained_vs_consts_f;
DWORD contained_ps_consts_i[MAX_CONST_I];
unsigned int num_contained_ps_consts_i;
DWORD contained_ps_consts_b[MAX_CONST_B];
unsigned int num_contained_ps_consts_b;
DWORD *contained_ps_consts_f;
unsigned int num_contained_ps_consts_f;
struct StageState contained_tss_states[MAX_TEXTURES * (WINED3D_HIGHEST_TEXTURE_STATE)];
unsigned int num_contained_tss_states;
struct StageState contained_sampler_states[MAX_COMBINED_SAMPLERS * WINED3D_HIGHEST_SAMPLER_STATE];
unsigned int num_contained_sampler_states;
};
extern void stateblock_savedstates_set(
IWineD3DStateBlock* iface,
SAVEDSTATES* states,
BOOL value);
extern void stateblock_savedstates_copy(
IWineD3DStateBlock* iface,
SAVEDSTATES* dest,
SAVEDSTATES* source);
extern void stateblock_copy(
IWineD3DStateBlock* destination,
IWineD3DStateBlock* source);
extern const IWineD3DStateBlockVtbl IWineD3DStateBlock_Vtbl;
/* 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
* allows GetData on a created issue, but opengl doesn't
*/
enum query_state {
QUERY_CREATED,
QUERY_SIGNALLED,
QUERY_BUILDING
};
/*****************************************************************************
* IWineD3DQueryImpl implementation structure (extends IUnknown)
*/
typedef struct IWineD3DQueryImpl
{
const IWineD3DQueryVtbl *lpVtbl;
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LONG ref; /* Note: Ref counting not required */
IUnknown *parent;
/*TODO: replace with iface usage */
#if 0
IWineD3DDevice *wineD3DDevice;
#else
IWineD3DDeviceImpl *wineD3DDevice;
#endif
/* 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;
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extern const IWineD3DQueryVtbl IWineD3DEventQuery_Vtbl;
extern const IWineD3DQueryVtbl IWineD3DOcclusionQuery_Vtbl;
/* Datastructures for IWineD3DQueryImpl.extendedData */
typedef struct WineQueryOcclusionData {
GLuint queryId;
WineD3DContext *ctx;
} WineQueryOcclusionData;
typedef struct WineQueryEventData {
GLuint fenceId;
WineD3DContext *ctx;
} WineQueryEventData;
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/*****************************************************************************
* IWineD3DSwapChainImpl implementation structure (extends IUnknown)
*/
typedef struct IWineD3DSwapChainImpl
{
/*IUnknown part*/
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const IWineD3DSwapChainVtbl *lpVtbl;
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LONG ref; /* Note: Ref counting not required */
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IUnknown *parent;
IWineD3DDeviceImpl *wineD3DDevice;
/* IWineD3DSwapChain fields */
IWineD3DSurface **backBuffer;
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IWineD3DSurface *frontBuffer;
BOOL wantsDepthStencilBuffer;
WINED3DPRESENT_PARAMETERS presentParms;
DWORD orig_width, orig_height;
WINED3DFORMAT orig_fmt;
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long prev_time, frames; /* Performance tracking */
unsigned int vSyncCounter;
WineD3DContext **context; /* Later a array for multithreading */
unsigned int num_contexts;
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HWND win_handle;
} IWineD3DSwapChainImpl;
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extern const IWineD3DSwapChainVtbl IWineD3DSwapChain_Vtbl;
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WineD3DContext *IWineD3DSwapChainImpl_CreateContextForThread(IWineD3DSwapChain *iface);
/*****************************************************************************
* 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);
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const char *debug_d3dbasis(WINED3DBASISTYPE basis);
const char *debug_d3ddegree(WINED3DDEGREETYPE order);
/* Routines for GL <-> D3D values */
GLenum StencilOp(DWORD op);
GLenum CompareFunc(DWORD func);
void set_tex_op(IWineD3DDevice *iface, BOOL isAlpha, 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);
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void set_texture_matrix(const float *smat, DWORD flags, BOOL calculatedCoords, BOOL transformed, DWORD coordtype);
void surface_set_compatible_renderbuffer(IWineD3DSurface *iface, unsigned int width, unsigned int height);
GLenum surface_get_gl_buffer(IWineD3DSurface *iface, IWineD3DSwapChain *swapchain);
BOOL getColorBits(WINED3DFORMAT fmt, short *redSize, short *greenSize, short *blueSize, short *alphaSize, short *totalSize);
BOOL getDepthStencilBits(WINED3DFORMAT fmt, short *depthSize, short *stencilSize);
/* Math utils */
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void multiply_matrix(WINED3DMATRIX *dest, const WINED3DMATRIX *src1, const WINED3DMATRIX *src2);
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unsigned int count_bits(unsigned int mask);
/*****************************************************************************
* To enable calling of inherited functions, requires prototypes
*
* Note: Only require classes which are subclassed, ie resource, basetexture,
*/
/*** IUnknown methods ***/
extern HRESULT WINAPI IWineD3DResourceImpl_QueryInterface(IWineD3DResource *iface, REFIID riid, void** ppvObject);
extern ULONG WINAPI IWineD3DResourceImpl_AddRef(IWineD3DResource *iface);
extern ULONG WINAPI IWineD3DResourceImpl_Release(IWineD3DResource *iface);
/*** IWineD3DResource methods ***/
extern HRESULT WINAPI IWineD3DResourceImpl_GetParent(IWineD3DResource *iface, IUnknown **pParent);
extern HRESULT WINAPI IWineD3DResourceImpl_GetDevice(IWineD3DResource *iface, IWineD3DDevice ** ppDevice);
extern HRESULT WINAPI IWineD3DResourceImpl_SetPrivateData(IWineD3DResource *iface, REFGUID refguid, CONST void * pData, DWORD SizeOfData, DWORD Flags);
extern HRESULT WINAPI IWineD3DResourceImpl_GetPrivateData(IWineD3DResource *iface, REFGUID refguid, void * pData, DWORD * pSizeOfData);
extern HRESULT WINAPI IWineD3DResourceImpl_FreePrivateData(IWineD3DResource *iface, REFGUID refguid);
extern DWORD WINAPI IWineD3DResourceImpl_SetPriority(IWineD3DResource *iface, DWORD PriorityNew);
extern DWORD WINAPI IWineD3DResourceImpl_GetPriority(IWineD3DResource *iface);
extern void WINAPI IWineD3DResourceImpl_PreLoad(IWineD3DResource *iface);
extern void WINAPI IWineD3DResourceImpl_UnLoad(IWineD3DResource *iface);
extern WINED3DRESOURCETYPE WINAPI IWineD3DResourceImpl_GetType(IWineD3DResource *iface);
/*** class static members ***/
void IWineD3DResourceImpl_CleanUp(IWineD3DResource *iface);
/*** IUnknown methods ***/
extern HRESULT WINAPI IWineD3DBaseTextureImpl_QueryInterface(IWineD3DBaseTexture *iface, REFIID riid, void** ppvObject);
extern ULONG WINAPI IWineD3DBaseTextureImpl_AddRef(IWineD3DBaseTexture *iface);
extern ULONG WINAPI IWineD3DBaseTextureImpl_Release(IWineD3DBaseTexture *iface);
/*** IWineD3DResource methods ***/
extern HRESULT WINAPI IWineD3DBaseTextureImpl_GetParent(IWineD3DBaseTexture *iface, IUnknown **pParent);
extern HRESULT WINAPI IWineD3DBaseTextureImpl_GetDevice(IWineD3DBaseTexture *iface, IWineD3DDevice ** ppDevice);
extern HRESULT WINAPI IWineD3DBaseTextureImpl_SetPrivateData(IWineD3DBaseTexture *iface, REFGUID refguid, CONST void * pData, DWORD SizeOfData, DWORD Flags);
extern HRESULT WINAPI IWineD3DBaseTextureImpl_GetPrivateData(IWineD3DBaseTexture *iface, REFGUID refguid, void * pData, DWORD * pSizeOfData);
extern HRESULT WINAPI IWineD3DBaseTextureImpl_FreePrivateData(IWineD3DBaseTexture *iface, REFGUID refguid);
extern DWORD WINAPI IWineD3DBaseTextureImpl_SetPriority(IWineD3DBaseTexture *iface, DWORD PriorityNew);
extern DWORD WINAPI IWineD3DBaseTextureImpl_GetPriority(IWineD3DBaseTexture *iface);
extern void WINAPI IWineD3DBaseTextureImpl_PreLoad(IWineD3DBaseTexture *iface);
extern void WINAPI IWineD3DBaseTextureImpl_UnLoad(IWineD3DBaseTexture *iface);
extern WINED3DRESOURCETYPE WINAPI IWineD3DBaseTextureImpl_GetType(IWineD3DBaseTexture *iface);
/*** IWineD3DBaseTexture methods ***/
extern DWORD WINAPI IWineD3DBaseTextureImpl_SetLOD(IWineD3DBaseTexture *iface, DWORD LODNew);
extern DWORD WINAPI IWineD3DBaseTextureImpl_GetLOD(IWineD3DBaseTexture *iface);
extern DWORD WINAPI IWineD3DBaseTextureImpl_GetLevelCount(IWineD3DBaseTexture *iface);
extern HRESULT WINAPI IWineD3DBaseTextureImpl_SetAutoGenFilterType(IWineD3DBaseTexture *iface, WINED3DTEXTUREFILTERTYPE FilterType);
extern WINED3DTEXTUREFILTERTYPE WINAPI IWineD3DBaseTextureImpl_GetAutoGenFilterType(IWineD3DBaseTexture *iface);
extern void WINAPI IWineD3DBaseTextureImpl_GenerateMipSubLevels(IWineD3DBaseTexture *iface);
extern BOOL WINAPI IWineD3DBaseTextureImpl_SetDirty(IWineD3DBaseTexture *iface, BOOL);
extern BOOL WINAPI IWineD3DBaseTextureImpl_GetDirty(IWineD3DBaseTexture *iface);
extern BYTE* WINAPI IWineD3DVertexBufferImpl_GetMemory(IWineD3DVertexBuffer* iface, DWORD iOffset, GLint *vbo);
extern HRESULT WINAPI IWineD3DVertexBufferImpl_ReleaseMemory(IWineD3DVertexBuffer* iface);
extern HRESULT WINAPI IWineD3DBaseTextureImpl_BindTexture(IWineD3DBaseTexture *iface);
extern HRESULT WINAPI IWineD3DBaseTextureImpl_UnBindTexture(IWineD3DBaseTexture *iface);
extern void WINAPI IWineD3DBaseTextureImpl_ApplyStateChanges(IWineD3DBaseTexture *iface, const DWORD textureStates[WINED3D_HIGHEST_TEXTURE_STATE + 1], const DWORD samplerStates[WINED3D_HIGHEST_SAMPLER_STATE + 1]);
/*** class static members ***/
void IWineD3DBaseTextureImpl_CleanUp(IWineD3DBaseTexture *iface);
typedef void (*SHADER_HANDLER) (struct SHADER_OPCODE_ARG*);
/* Struct to maintain a list of GLSL shader programs and their associated pixel and
* vertex shaders. A list of this type is maintained on the DeviceImpl, and is only
* used if the user is using GLSL shaders. */
struct glsl_shader_prog_link {
struct list vshader_entry;
struct list pshader_entry;
GLhandleARB programId;
GLhandleARB *vuniformF_locations;
GLhandleARB *puniformF_locations;
GLhandleARB vuniformI_locations[MAX_CONST_I];
GLhandleARB puniformI_locations[MAX_CONST_I];
GLhandleARB posFixup_location;
GLhandleARB bumpenvmat_location[MAX_TEXTURES];
GLhandleARB luminancescale_location[MAX_TEXTURES];
GLhandleARB luminanceoffset_location[MAX_TEXTURES];
GLhandleARB srgb_comparison_location;
GLhandleARB srgb_mul_low_location;
GLhandleARB ycorrection_location;
GLhandleARB vshader;
GLhandleARB pshader;
};
typedef struct {
GLhandleARB vshader;
GLhandleARB pshader;
} glsl_program_key_t;
/* 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;
typedef struct local_constant {
struct list entry;
unsigned int idx;
DWORD value[4];
} local_constant;
typedef struct shader_reg_maps {
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;
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/* Whether or not loops are used in this shader, and nesting depth */
unsigned loop_depth;
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/* 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;
const char* glname;
char dst_token;
CONST UINT num_params;
SHADER_HANDLER hw_fct;
SHADER_HANDLER hw_glsl_fct;
DWORD min_version;
DWORD max_version;
} SHADER_OPCODE;
typedef struct SHADER_OPCODE_ARG {
IWineD3DBaseShader* shader;
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;
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typedef struct SHADER_LIMITS {
unsigned int temporary;
unsigned int texcoord;
unsigned int sampler;
unsigned int constant_int;
unsigned int constant_float;
unsigned int constant_bool;
unsigned int address;
unsigned int packed_output;
unsigned int packed_input;
unsigned int attributes;
unsigned int label;
} SHADER_LIMITS;
/** Keeps track of details for TEX_M#x# shader opcodes which need to
maintain state information between multiple codes */
typedef struct SHADER_PARSE_STATE {
unsigned int current_row;
DWORD texcoord_w[2];
} SHADER_PARSE_STATE;
#ifdef __GNUC__
#define PRINTF_ATTR(fmt,args) __attribute__((format (printf,fmt,args)))
#else
#define PRINTF_ATTR(fmt,args)
#endif
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/* 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);
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extern const SHADER_OPCODE* shader_get_opcode(
IWineD3DBaseShader *iface,
const DWORD code);
void delete_glsl_program_entry(IWineD3DDevice *iface, struct glsl_shader_prog_link *entry);
/* Vertex shader utility functions */
extern BOOL vshader_get_input(
IWineD3DVertexShader* iface,
BYTE usage_req, BYTE usage_idx_req,
unsigned int* regnum);
extern BOOL vshader_input_is_color(
IWineD3DVertexShader* iface,
unsigned int regnum);
extern HRESULT allocate_shader_constants(IWineD3DStateBlockImpl* object);
/* ARB_[vertex/fragment]_program helper functions */
extern void shader_arb_load_constants(
IWineD3DDevice* device,
char usePixelShader,
char useVertexShader);
/* ARB shader program Prototypes */
extern void shader_hw_def(SHADER_OPCODE_ARG *arg);
/* ARB pixel shader prototypes */
extern void pshader_hw_bem(SHADER_OPCODE_ARG* arg);
extern void pshader_hw_cnd(SHADER_OPCODE_ARG* arg);
extern void pshader_hw_cmp(SHADER_OPCODE_ARG* arg);
extern void pshader_hw_map2gl(SHADER_OPCODE_ARG* arg);
extern void pshader_hw_tex(SHADER_OPCODE_ARG* arg);
extern void pshader_hw_texcoord(SHADER_OPCODE_ARG* arg);
extern void pshader_hw_texreg2ar(SHADER_OPCODE_ARG* arg);
extern void pshader_hw_texreg2gb(SHADER_OPCODE_ARG* arg);
extern void pshader_hw_texbem(SHADER_OPCODE_ARG* arg);
extern void pshader_hw_texm3x2pad(SHADER_OPCODE_ARG* arg);
extern void pshader_hw_texm3x2tex(SHADER_OPCODE_ARG* arg);
extern void pshader_hw_texm3x3pad(SHADER_OPCODE_ARG* arg);
extern void pshader_hw_texm3x3tex(SHADER_OPCODE_ARG* arg);
extern void pshader_hw_texm3x3spec(SHADER_OPCODE_ARG* arg);
extern void pshader_hw_texm3x3vspec(SHADER_OPCODE_ARG* arg);
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extern void pshader_hw_texdepth(SHADER_OPCODE_ARG* arg);
extern void pshader_hw_texkill(SHADER_OPCODE_ARG* arg);
extern void pshader_hw_texdp3tex(SHADER_OPCODE_ARG* arg);
extern void pshader_hw_texdp3(SHADER_OPCODE_ARG* arg);
extern void pshader_hw_texm3x3(SHADER_OPCODE_ARG* arg);
extern void pshader_hw_texm3x2depth(SHADER_OPCODE_ARG* arg);
extern void pshader_hw_dp2add(SHADER_OPCODE_ARG* arg);
extern void pshader_hw_texreg2rgb(SHADER_OPCODE_ARG* arg);
/* ARB vertex / pixel shader common prototypes */
extern void shader_hw_nrm(SHADER_OPCODE_ARG* arg);
extern void shader_hw_sincos(SHADER_OPCODE_ARG* arg);
extern void shader_hw_mnxn(SHADER_OPCODE_ARG* arg);
/* ARB vertex shader prototypes */
extern void vshader_hw_map2gl(SHADER_OPCODE_ARG* arg);
extern void vshader_hw_rsq_rcp(SHADER_OPCODE_ARG* arg);
/* GLSL helper functions */
extern void shader_glsl_add_instruction_modifiers(SHADER_OPCODE_ARG *arg);
extern void shader_glsl_load_constants(
IWineD3DDevice* device,
char usePixelShader,
char useVertexShader);
/** The following translate DirectX pixel/vertex shader opcodes to GLSL lines */
extern void shader_glsl_cross(SHADER_OPCODE_ARG* arg);
extern void shader_glsl_map2gl(SHADER_OPCODE_ARG* arg);
extern void shader_glsl_arith(SHADER_OPCODE_ARG* arg);
extern void shader_glsl_mov(SHADER_OPCODE_ARG* arg);
extern void shader_glsl_mad(SHADER_OPCODE_ARG* arg);
extern void shader_glsl_mnxn(SHADER_OPCODE_ARG* arg);
extern void shader_glsl_lrp(SHADER_OPCODE_ARG* arg);
extern void shader_glsl_dot(SHADER_OPCODE_ARG* arg);
extern void shader_glsl_rcp(SHADER_OPCODE_ARG* arg);
extern void shader_glsl_rsq(SHADER_OPCODE_ARG* arg);
extern void shader_glsl_cnd(SHADER_OPCODE_ARG* arg);
extern void shader_glsl_compare(SHADER_OPCODE_ARG* arg);
extern void shader_glsl_def(SHADER_OPCODE_ARG* arg);
extern void shader_glsl_defi(SHADER_OPCODE_ARG* arg);
extern void shader_glsl_defb(SHADER_OPCODE_ARG* arg);
extern void shader_glsl_expp(SHADER_OPCODE_ARG* arg);
extern void shader_glsl_cmp(SHADER_OPCODE_ARG* arg);
extern void shader_glsl_lit(SHADER_OPCODE_ARG* arg);
extern void shader_glsl_dst(SHADER_OPCODE_ARG* arg);
extern void shader_glsl_sincos(SHADER_OPCODE_ARG* arg);
extern void shader_glsl_loop(SHADER_OPCODE_ARG* arg);
extern void shader_glsl_end(SHADER_OPCODE_ARG* arg);
extern void shader_glsl_if(SHADER_OPCODE_ARG* arg);
extern void shader_glsl_ifc(SHADER_OPCODE_ARG* arg);
extern void shader_glsl_else(SHADER_OPCODE_ARG* arg);
extern void shader_glsl_break(SHADER_OPCODE_ARG* arg);
extern void shader_glsl_breakc(SHADER_OPCODE_ARG* arg);
extern void shader_glsl_rep(SHADER_OPCODE_ARG* arg);
extern void shader_glsl_call(SHADER_OPCODE_ARG* arg);
extern void shader_glsl_callnz(SHADER_OPCODE_ARG* arg);
extern void shader_glsl_label(SHADER_OPCODE_ARG* arg);
extern void shader_glsl_pow(SHADER_OPCODE_ARG* arg);
extern void shader_glsl_log(SHADER_OPCODE_ARG* arg);
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extern void shader_glsl_texldl(SHADER_OPCODE_ARG* arg);
/** GLSL Pixel Shader Prototypes */
extern void pshader_glsl_tex(SHADER_OPCODE_ARG* arg);
extern void pshader_glsl_texcoord(SHADER_OPCODE_ARG* arg);
extern void pshader_glsl_texdp3tex(SHADER_OPCODE_ARG* arg);
extern void pshader_glsl_texdp3(SHADER_OPCODE_ARG* arg);
extern void pshader_glsl_texdepth(SHADER_OPCODE_ARG* arg);
extern void pshader_glsl_texm3x2depth(SHADER_OPCODE_ARG* arg);
extern void pshader_glsl_texm3x2pad(SHADER_OPCODE_ARG* arg);
extern void pshader_glsl_texm3x2tex(SHADER_OPCODE_ARG* arg);
extern void pshader_glsl_texm3x3(SHADER_OPCODE_ARG* arg);
extern void pshader_glsl_texm3x3pad(SHADER_OPCODE_ARG* arg);
extern void pshader_glsl_texm3x3tex(SHADER_OPCODE_ARG* arg);
extern void pshader_glsl_texm3x3spec(SHADER_OPCODE_ARG* arg);
extern void pshader_glsl_texm3x3vspec(SHADER_OPCODE_ARG* arg);
extern void pshader_glsl_texkill(SHADER_OPCODE_ARG* arg);
extern void pshader_glsl_texbem(SHADER_OPCODE_ARG* arg);
extern void pshader_glsl_bem(SHADER_OPCODE_ARG* arg);
extern void pshader_glsl_texreg2ar(SHADER_OPCODE_ARG* arg);
extern void pshader_glsl_texreg2gb(SHADER_OPCODE_ARG* arg);
extern void pshader_glsl_texreg2rgb(SHADER_OPCODE_ARG* arg);
extern void pshader_glsl_dp2add(SHADER_OPCODE_ARG* arg);
extern void pshader_glsl_input_pack(
SHADER_BUFFER* buffer,
semantic* semantics_out,
IWineD3DPixelShader *iface);
/*****************************************************************************
* IDirect3DBaseShader implementation structure
*/
typedef struct IWineD3DBaseShaderClass
{
LONG ref;
DWORD hex_version;
SHADER_LIMITS limits;
SHADER_PARSE_STATE parse_state;
CONST SHADER_OPCODE *shader_ins;
DWORD *function;
UINT functionLength;
GLuint prgId;
BOOL is_compiled;
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UINT cur_loop_depth, cur_loop_regno;
BOOL load_local_constsF;
/* Type of shader backend */
int shader_mode;
/* Programs this shader is linked with */
struct list linked_programs;
/* Immediate constants (override global ones) */
struct list constantsB;
struct list constantsF;
struct list constantsI;
shader_reg_maps reg_maps;
/* Pixel formats of sampled textures, for format conversion. This
* represents the formats found during compilation, it is not initialized
* on the first parser pass. It is needed to check if the shader
* needs recompilation to adjust the format conversion
*/
WINED3DFORMAT sampled_format[MAX_COMBINED_SAMPLERS];
UINT sampled_samplers[MAX_COMBINED_SAMPLERS];
UINT num_sampled_samplers;
UINT recompile_count;
/* Pointer to the parent device */
IWineD3DDevice *device;
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struct list shader_list_entry;
} IWineD3DBaseShaderClass;
typedef struct IWineD3DBaseShaderImpl {
/* IUnknown */
const IWineD3DBaseShaderVtbl *lpVtbl;
/* IWineD3DBaseShader */
IWineD3DBaseShaderClass baseShader;
} IWineD3DBaseShaderImpl;
HRESULT WINAPI IWineD3DBaseShaderImpl_QueryInterface(IWineD3DBaseShader *iface, REFIID riid, LPVOID *ppobj);
ULONG WINAPI IWineD3DBaseShaderImpl_AddRef(IWineD3DBaseShader *iface);
ULONG WINAPI IWineD3DBaseShaderImpl_Release(IWineD3DBaseShader *iface);
extern HRESULT shader_get_registers_used(
IWineD3DBaseShader *iface,
shader_reg_maps* reg_maps,
semantic* semantics_in,
semantic* semantics_out,
CONST DWORD* pToken,
IWineD3DStateBlockImpl *stateBlock);
extern void shader_generate_glsl_declarations(
IWineD3DBaseShader *iface,
shader_reg_maps* reg_maps,
SHADER_BUFFER* buffer,
WineD3D_GL_Info* gl_info);
extern void shader_generate_arb_declarations(
IWineD3DBaseShader *iface,
shader_reg_maps* reg_maps,
SHADER_BUFFER* buffer,
WineD3D_GL_Info* gl_info);
extern void shader_generate_main(
IWineD3DBaseShader *iface,
SHADER_BUFFER* buffer,
shader_reg_maps* reg_maps,
CONST DWORD* pFunction);
extern void shader_dump_ins_modifiers(
const DWORD output);
extern void shader_dump_param(
IWineD3DBaseShader *iface,
const DWORD param,
const DWORD addr_token,
int input);
extern void shader_trace_init(
IWineD3DBaseShader *iface,
const DWORD* pFunction);
extern int shader_get_param(
IWineD3DBaseShader* iface,
const DWORD* pToken,
DWORD* param,
DWORD* addr_token);
extern int shader_skip_unrecognized(
IWineD3DBaseShader* iface,
const DWORD* pToken);
extern void print_glsl_info_log(
WineD3D_GL_Info *gl_info,
GLhandleARB obj);
static inline int shader_get_regtype(const DWORD param) {
return (((param & WINED3DSP_REGTYPE_MASK) >> WINED3DSP_REGTYPE_SHIFT) |
((param & WINED3DSP_REGTYPE_MASK2) >> WINED3DSP_REGTYPE_SHIFT2));
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}
static inline int shader_get_writemask(const DWORD param) {
return param & WINED3DSP_WRITEMASK_ALL;
}
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extern unsigned int shader_get_float_offset(const DWORD reg);
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);
}
static inline BOOL shader_is_comment(DWORD token) {
return WINED3DSIO_COMMENT == (token & WINED3DSI_OPCODE_MASK);
}
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static inline BOOL shader_is_scalar(DWORD param) {
DWORD reg_type = shader_get_regtype(param);
DWORD reg_num;
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switch (reg_type) {
case WINED3DSPR_RASTOUT:
if ((param & WINED3DSP_REGNUM_MASK) != 0) {
/* oFog & oPts */
return TRUE;
}
/* oPos */
return FALSE;
case WINED3DSPR_DEPTHOUT: /* oDepth */
case WINED3DSPR_CONSTBOOL: /* b# */
case WINED3DSPR_LOOP: /* aL */
case WINED3DSPR_PREDICATE: /* p0 */
return TRUE;
case WINED3DSPR_MISCTYPE:
reg_num = param & WINED3DSP_REGNUM_MASK;
switch(reg_num) {
case 0: /* vPos */
return FALSE;
case 1: /* vFace */
return TRUE;
default:
return FALSE;
}
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default:
return FALSE;
}
}
static inline BOOL shader_constant_is_local(IWineD3DBaseShaderImpl* This, DWORD reg) {
local_constant* lconst;
if(This->baseShader.load_local_constsF) return FALSE;
LIST_FOR_EACH_ENTRY(lconst, &This->baseShader.constantsF, local_constant, entry) {
if(lconst->idx == reg) return TRUE;
}
return FALSE;
}
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/* Internally used shader constants. Applications can use constants 0 to GL_LIMITS(vshader_constantsF) - 1,
* so upload them above that
*/
#define ARB_SHADER_PRIVCONST_BASE GL_LIMITS(vshader_constantsF)
#define ARB_SHADER_PRIVCONST_POS ARB_SHADER_PRIVCONST_BASE + 0
/*****************************************************************************
* IDirect3DVertexShader implementation structure
*/
typedef struct IWineD3DVertexShaderImpl {
/* IUnknown parts*/
const IWineD3DVertexShaderVtbl *lpVtbl;
/* IWineD3DBaseShader */
IWineD3DBaseShaderClass baseShader;
/* IWineD3DVertexShaderImpl */
IUnknown *parent;
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DWORD usage;
/* Vertex shader input and output semantics */
semantic semantics_in [MAX_ATTRIBS];
semantic semantics_out [MAX_REG_OUTPUT];
/* Ordered array of attributes that are swizzled */
attrib_declaration swizzled_attribs [MAX_ATTRIBS];
UINT num_swizzled_attribs;
/* run time datas... */
VSHADERDATA *data;
UINT min_rel_offset, max_rel_offset;
UINT rel_offset;
UINT recompile_count;
#if 0 /* needs reworking */
/* run time datas */
VSHADERINPUTDATA input;
VSHADEROUTPUTDATA output;
#endif
} IWineD3DVertexShaderImpl;
extern const SHADER_OPCODE IWineD3DVertexShaderImpl_shader_ins[];
extern const IWineD3DVertexShaderVtbl IWineD3DVertexShader_Vtbl;
/*****************************************************************************
* IDirect3DPixelShader implementation structure
*/
enum vertexprocessing_mode {
fixedfunction,
vertexshader,
pretransformed
};
struct stb_const_desc {
char texunit;
UINT const_num;
};
typedef struct IWineD3DPixelShaderImpl {
/* IUnknown parts */
const IWineD3DPixelShaderVtbl *lpVtbl;
/* IWineD3DBaseShader */
IWineD3DBaseShaderClass baseShader;
/* IWineD3DPixelShaderImpl */
IUnknown *parent;
/* Pixel shader input semantics */
semantic semantics_in [MAX_REG_INPUT];
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DWORD input_reg_map[MAX_REG_INPUT];
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BOOL input_reg_used[MAX_REG_INPUT];
/* run time data */
PSHADERDATA *data;
/* Some information about the shader behavior */
struct stb_const_desc bumpenvmatconst[MAX_TEXTURES];
char numbumpenvmatconsts;
struct stb_const_desc luminanceconst[MAX_TEXTURES];
char srgb_enabled;
char srgb_mode_hardcoded;
UINT srgb_low_const;
UINT srgb_cmp_const;
char vpos_uniform;
BOOL render_offscreen;
UINT height;
enum vertexprocessing_mode vertexprocessing;
#if 0 /* needs reworking */
PSHADERINPUTDATA input;
PSHADEROUTPUTDATA output;
#endif
} IWineD3DPixelShaderImpl;
extern const SHADER_OPCODE IWineD3DPixelShaderImpl_shader_ins[];
extern const IWineD3DPixelShaderVtbl IWineD3DPixelShader_Vtbl;
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/* 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;
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/*****************************************************************************
* IWineD3DPalette implementation structure
*/
struct IWineD3DPaletteImpl {
/* IUnknown parts */
const IWineD3DPaletteVtbl *lpVtbl;
LONG ref;
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IUnknown *parent;
IWineD3DDeviceImpl *wineD3DDevice;
/* IWineD3DPalette */
HPALETTE hpal;
WORD palVersion; /*| */
WORD palNumEntries; /*| LOGPALETTE */
PALETTEENTRY palents[256]; /*| */
/* This is to store the palette in 'screen format' */
int screen_palents[256];
DWORD Flags;
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};
extern const IWineD3DPaletteVtbl IWineD3DPalette_Vtbl;
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DWORD IWineD3DPaletteImpl_Size(DWORD dwFlags);
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/* DirectDraw utility functions */
extern WINED3DFORMAT pixelformat_for_depth(DWORD depth);
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/*****************************************************************************
* Pixel format management
*/
typedef struct {
WINED3DFORMAT format;
DWORD alphaMask, redMask, greenMask, blueMask;
UINT bpp;
short depthSize, stencilSize;
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BOOL isFourcc;
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} StaticPixelFormatDesc;
const StaticPixelFormatDesc *getFormatDescEntry(WINED3DFORMAT fmt,
WineD3D_GL_Info *gl_info,
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const GlPixelFormatDesc **glDesc);
static inline BOOL use_vs(IWineD3DDeviceImpl *device) {
return (device->vs_selected_mode != SHADER_NONE
&& device->stateBlock->vertexShader
&& ((IWineD3DVertexShaderImpl *)device->stateBlock->vertexShader)->baseShader.function
&& !device->strided_streams.u.s.position_transformed);
}
static inline BOOL use_ps(IWineD3DDeviceImpl *device) {
return (device->ps_selected_mode != SHADER_NONE
&& device->stateBlock->pixelShader
&& ((IWineD3DPixelShaderImpl *)device->stateBlock->pixelShader)->baseShader.function);
}
void stretch_rect_fbo(IWineD3DDevice *iface, IWineD3DSurface *src_surface, WINED3DRECT *src_rect,
IWineD3DSurface *dst_surface, WINED3DRECT *dst_rect, const WINED3DTEXTUREFILTERTYPE filter, BOOL flip);
#endif