mirror of
https://github.com/reactos/wine.git
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1512 lines
59 KiB
C
1512 lines
59 KiB
C
/*
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* Direct3D wine internal private include file
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*
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* Copyright 2002-2003 The wine-d3d team
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* Copyright 2002-2003 Raphael Junqueira
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* Copyright 2004 Jason Edmeades
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* Copyright 2005 Oliver Stieber
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*
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* This library is free software; you can redistribute it and/or
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* modify it under the terms of the GNU Lesser General Public
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* License as published by the Free Software Foundation; either
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* version 2.1 of the License, or (at your option) any later version.
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*
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* This library is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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* Lesser General Public License for more details.
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*
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* You should have received a copy of the GNU Lesser General Public
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* License along with this library; if not, write to the Free Software
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* Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
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*/
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#ifndef __WINE_WINED3D_PRIVATE_H
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#define __WINE_WINED3D_PRIVATE_H
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#include <stdarg.h>
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#include <math.h>
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#define NONAMELESSUNION
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#define NONAMELESSSTRUCT
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#define COBJMACROS
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#include "windef.h"
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#include "winbase.h"
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#include "winreg.h"
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#include "wingdi.h"
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#include "winuser.h"
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#include "wine/debug.h"
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#include "wine/unicode.h"
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#include "d3d9.h"
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#include "d3d9types.h"
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#include "ddraw.h"
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#include "wine/wined3d_interface.h"
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#include "wine/wined3d_gl.h"
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#include "wine/list.h"
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/* Device caps */
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#define MAX_PALETTES 256
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#define MAX_STREAMS 16
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#define MAX_TEXTURES 8
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#define MAX_SAMPLERS 16
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#define MAX_ACTIVE_LIGHTS 8
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#define MAX_CLIPPLANES D3DMAXUSERCLIPPLANES
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#define MAX_LEVELS 256
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#define MAX_VSHADER_CONSTANTS 96
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#define MAX_PSHADER_CONSTANTS 32
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/* Used for CreateStateBlock */
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#define NUM_SAVEDPIXELSTATES_R 35
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#define NUM_SAVEDPIXELSTATES_T 18
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#define NUM_SAVEDPIXELSTATES_S 12
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#define NUM_SAVEDVERTEXSTATES_R 31
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#define NUM_SAVEDVERTEXSTATES_T 2
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#define NUM_SAVEDVERTEXSTATES_S 1
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extern const DWORD SavedPixelStates_R[NUM_SAVEDPIXELSTATES_R];
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extern const DWORD SavedPixelStates_T[NUM_SAVEDPIXELSTATES_T];
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extern const DWORD SavedPixelStates_S[NUM_SAVEDPIXELSTATES_S];
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extern const DWORD SavedVertexStates_R[NUM_SAVEDVERTEXSTATES_R];
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extern const DWORD SavedVertexStates_T[NUM_SAVEDVERTEXSTATES_T];
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extern const DWORD SavedVertexStates_S[NUM_SAVEDVERTEXSTATES_S];
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typedef enum _WINELOOKUP {
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WINELOOKUP_WARPPARAM = 0,
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WINELOOKUP_MAGFILTER = 1,
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MAX_LOOKUPS = 2
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} WINELOOKUP;
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extern int minLookup[MAX_LOOKUPS];
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extern int maxLookup[MAX_LOOKUPS];
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extern DWORD *stateLookup[MAX_LOOKUPS];
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extern DWORD minMipLookup[D3DTEXF_ANISOTROPIC + 1][D3DTEXF_LINEAR + 1];
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typedef struct _WINED3DGLTYPE {
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int d3dType;
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GLint size;
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GLenum glType;
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GLboolean normalized;
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int typesize;
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} WINED3DGLTYPE;
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/* NOTE: Make sure these are in the correct numerical order. (see /include/d3d9types.h typedef enum _D3DDECLTYPE) */
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WINED3DGLTYPE static const glTypeLookup[D3DDECLTYPE_UNUSED] = {
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{D3DDECLTYPE_FLOAT1, 1, GL_FLOAT , GL_FALSE ,sizeof(float)},
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{D3DDECLTYPE_FLOAT2, 2, GL_FLOAT , GL_FALSE ,sizeof(float)},
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{D3DDECLTYPE_FLOAT3, 3, GL_FLOAT , GL_FALSE ,sizeof(float)},
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{D3DDECLTYPE_FLOAT4, 4, GL_FLOAT , GL_FALSE ,sizeof(float)},
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{D3DDECLTYPE_D3DCOLOR, 4, GL_UNSIGNED_BYTE , GL_TRUE ,sizeof(BYTE)},
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{D3DDECLTYPE_UBYTE4, 4, GL_UNSIGNED_BYTE , GL_FALSE ,sizeof(BYTE)},
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{D3DDECLTYPE_SHORT2, 2, GL_SHORT , GL_FALSE ,sizeof(short int)},
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{D3DDECLTYPE_SHORT4, 4, GL_SHORT , GL_FALSE ,sizeof(short int)},
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{D3DDECLTYPE_UBYTE4N, 4, GL_UNSIGNED_BYTE , GL_FALSE ,sizeof(BYTE)},
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{D3DDECLTYPE_SHORT2N, 2, GL_SHORT , GL_FALSE ,sizeof(short int)},
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{D3DDECLTYPE_SHORT4N, 4, GL_SHORT , GL_FALSE ,sizeof(short int)},
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{D3DDECLTYPE_USHORT2N, 2, GL_UNSIGNED_SHORT , GL_FALSE ,sizeof(short int)},
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{D3DDECLTYPE_USHORT4N, 4, GL_UNSIGNED_SHORT , GL_FALSE ,sizeof(short int)},
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{D3DDECLTYPE_UDEC3, 3, GL_UNSIGNED_SHORT , GL_FALSE ,sizeof(short int)},
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{D3DDECLTYPE_DEC3N, 3, GL_SHORT , GL_FALSE ,sizeof(short int)},
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{D3DDECLTYPE_FLOAT16_2, 2, GL_FLOAT , GL_FALSE ,sizeof(short int)},
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{D3DDECLTYPE_FLOAT16_4, 4, GL_FLOAT , GL_FALSE ,sizeof(short int)}};
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#define WINED3D_ATR_TYPE(_attribute) glTypeLookup[sd->u.s._attribute.dwType].d3dType
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#define WINED3D_ATR_SIZE(_attribute) glTypeLookup[sd->u.s._attribute.dwType].size
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#define WINED3D_ATR_GLTYPE(_attribute) glTypeLookup[sd->u.s._attribute.dwType].glType
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#define WINED3D_ATR_NORMALIZED(_attribute) glTypeLookup[sd->u.s._attribute.dwType].normalized
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#define WINED3D_ATR_TYPESIZE(_attribute) glTypeLookup[sd->u.s._attribute.dwType].typesize
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/**
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* Settings
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*/
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#define VS_NONE 0
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#define VS_HW 1
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#define VS_SW 2
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#define PS_NONE 0
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#define PS_HW 1
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#define VBO_NONE 0
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#define VBO_HW 1
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#define NP2_NONE 0
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#define NP2_REPACK 1
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#define SHADER_SW 0
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#define SHADER_ARB 1
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#define SHADER_GLSL 2
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typedef struct wined3d_settings_s {
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/* vertex and pixel shader modes */
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int vs_mode;
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int ps_mode;
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int vbo_mode;
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/* Ideally, we don't want the user to have to request GLSL. If the hardware supports GLSL,
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we should use it. However, until it's fully implemented, we'll leave it as a registry
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setting for developers. */
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BOOL glslRequested;
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int shader_mode;
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/* nonpower 2 function */
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int nonpower2_mode;
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} wined3d_settings_t;
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extern wined3d_settings_t wined3d_settings;
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/* X11 locking */
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extern void (*wine_tsx11_lock_ptr)(void);
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extern void (*wine_tsx11_unlock_ptr)(void);
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/* As GLX relies on X, this is needed */
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extern int num_lock;
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#if 0
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#define ENTER_GL() ++num_lock; if (num_lock > 1) FIXME("Recursive use of GL lock to: %d\n", num_lock); wine_tsx11_lock_ptr()
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#define LEAVE_GL() if (num_lock != 1) FIXME("Recursive use of GL lock: %d\n", num_lock); --num_lock; wine_tsx11_unlock_ptr()
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#else
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#define ENTER_GL() wine_tsx11_lock_ptr()
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#define LEAVE_GL() wine_tsx11_unlock_ptr()
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#endif
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/*****************************************************************************
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* Defines
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*/
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/* GL related defines */
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/* ------------------ */
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#define GL_SUPPORT(ExtName) (GLINFO_LOCATION.supported[ExtName] != 0)
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#define GL_LIMITS(ExtName) (GLINFO_LOCATION.max_##ExtName)
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#define GL_EXTCALL(FuncName) (GLINFO_LOCATION.FuncName)
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#define GL_VEND(_VendName) (GLINFO_LOCATION.gl_vendor == VENDOR_##_VendName ? TRUE : FALSE)
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#define D3DCOLOR_B_R(dw) (((dw) >> 16) & 0xFF)
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#define D3DCOLOR_B_G(dw) (((dw) >> 8) & 0xFF)
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#define D3DCOLOR_B_B(dw) (((dw) >> 0) & 0xFF)
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#define D3DCOLOR_B_A(dw) (((dw) >> 24) & 0xFF)
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#define D3DCOLOR_R(dw) (((float) (((dw) >> 16) & 0xFF)) / 255.0f)
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#define D3DCOLOR_G(dw) (((float) (((dw) >> 8) & 0xFF)) / 255.0f)
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#define D3DCOLOR_B(dw) (((float) (((dw) >> 0) & 0xFF)) / 255.0f)
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#define D3DCOLOR_A(dw) (((float) (((dw) >> 24) & 0xFF)) / 255.0f)
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#define D3DCOLORTOGLFLOAT4(dw, vec) \
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(vec)[0] = D3DCOLOR_R(dw); \
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(vec)[1] = D3DCOLOR_G(dw); \
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(vec)[2] = D3DCOLOR_B(dw); \
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(vec)[3] = D3DCOLOR_A(dw);
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#define GLTEXTURECUBEMAP GL_TEXTURE_CUBE_MAP_ARB
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/* DirectX Device Limits */
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/* --------------------- */
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#define MAX_LEVELS 256 /* Maximum number of mipmap levels. Guessed at 256 */
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#define MAX_STREAMS 16 /* Maximum possible streams - used for fixed size arrays
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See MaxStreams in MSDN under GetDeviceCaps */
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/* Maximum number of constants provided to the shaders */
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#define HIGHEST_TRANSFORMSTATE 512
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/* Highest value in D3DTRANSFORMSTATETYPE */
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#define MAX_CLIPPLANES D3DMAXUSERCLIPPLANES
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#define MAX_PALETTES 256
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/* Checking of API calls */
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/* --------------------- */
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#define checkGLcall(A) \
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{ \
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GLint err = glGetError(); \
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if (err == GL_NO_ERROR) { \
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TRACE("%s call ok %s / %d\n", A, __FILE__, __LINE__); \
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\
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} else do { \
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FIXME(">>>>>>>>>>>>>>>>> %x from %s @ %s / %d\n", \
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err, A, __FILE__, __LINE__); \
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err = glGetError(); \
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} while (err != GL_NO_ERROR); \
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}
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/* Trace routines / diagnostics */
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/* ---------------------------- */
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/* Dump out a matrix and copy it */
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#define conv_mat(mat,gl_mat) \
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do { \
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TRACE("%f %f %f %f\n", (mat)->u.s._11, (mat)->u.s._12, (mat)->u.s._13, (mat)->u.s._14); \
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TRACE("%f %f %f %f\n", (mat)->u.s._21, (mat)->u.s._22, (mat)->u.s._23, (mat)->u.s._24); \
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TRACE("%f %f %f %f\n", (mat)->u.s._31, (mat)->u.s._32, (mat)->u.s._33, (mat)->u.s._34); \
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TRACE("%f %f %f %f\n", (mat)->u.s._41, (mat)->u.s._42, (mat)->u.s._43, (mat)->u.s._44); \
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memcpy(gl_mat, (mat), 16 * sizeof(float)); \
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} while (0)
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/* Macro to dump out the current state of the light chain */
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#define DUMP_LIGHT_CHAIN() \
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{ \
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PLIGHTINFOEL *el = This->stateBlock->lights;\
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while (el) { \
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TRACE("Light %p (glIndex %ld, d3dIndex %ld, enabled %d)\n", el, el->glIndex, el->OriginalIndex, el->lightEnabled);\
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el = el->next; \
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} \
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}
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/* Trace vector and strided data information */
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#define TRACE_VECTOR(name) TRACE( #name "=(%f, %f, %f, %f)\n", name.x, name.y, name.z, name.w);
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#define TRACE_STRIDED(sd,name) TRACE( #name "=(data:%p, stride:%ld, type:%ld)\n", sd->u.s.name.lpData, sd->u.s.name.dwStride, sd->u.s.name.dwType);
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/* Defines used for optimizations */
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/* Only reapply what is necessary */
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#define REAPPLY_ALPHAOP 0x0001
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#define REAPPLY_ALL 0xFFFF
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/* Advance declaration of structures to satisfy compiler */
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typedef struct IWineD3DStateBlockImpl IWineD3DStateBlockImpl;
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typedef struct IWineD3DSurfaceImpl IWineD3DSurfaceImpl;
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typedef struct IWineD3DPaletteImpl IWineD3DPaletteImpl;
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/* Tracking */
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/* TODO: Move some of this to the device */
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long globalChangeGlRam(long glram);
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/* Memory and object tracking */
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/*Structure for holding information on all direct3d objects
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useful for making sure tracking is ok and when release is called on a device!
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and probably quite handy for debugging and dumping states out
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*/
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typedef struct WineD3DGlobalStatistics {
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int glsurfaceram; /* The aproximate amount of glTexture memory allocated for textures */
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} WineD3DGlobalStatistics;
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extern WineD3DGlobalStatistics* wineD3DGlobalStatistics;
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/* Global variables */
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extern const float identity[16];
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/*****************************************************************************
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* Compilable extra diagnostics
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*/
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/* Trace information per-vertex: (extremely high amount of trace) */
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#if 0 /* NOTE: Must be 0 in cvs */
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# define VTRACE(A) TRACE A
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#else
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# define VTRACE(A)
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#endif
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/* Checking of per-vertex related GL calls */
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/* --------------------- */
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#define vcheckGLcall(A) \
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{ \
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GLint err = glGetError(); \
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if (err == GL_NO_ERROR) { \
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VTRACE(("%s call ok %s / %d\n", A, __FILE__, __LINE__)); \
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\
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} else do { \
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FIXME(">>>>>>>>>>>>>>>>> %x from %s @ %s / %d\n", \
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err, A, __FILE__, __LINE__); \
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err = glGetError(); \
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} while (err != GL_NO_ERROR); \
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}
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/* TODO: Confirm each of these works when wined3d move completed */
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#if 0 /* NOTE: Must be 0 in cvs */
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/* 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 if exists d3d trace
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is enabled, and if it doesn't exists it is disabled. */
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# define FRAME_DEBUGGING
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/* Adding in the SINGLE_FRAME_DEBUGGING gives a trace of just what makes up a single frame, before
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the file is deleted */
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# if 1 /* NOTE: Must be 1 in cvs, as this is mostly more useful than a trace from program start */
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# define SINGLE_FRAME_DEBUGGING
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# endif
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/* The following, when enabled, lets you see the makeup of the frame, by drawprimitive calls.
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It can only be enabled when FRAME_DEBUGGING is also enabled
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The contents of the back buffer are written into /tmp/backbuffer_* after each primitive
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array is drawn. */
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# if 0 /* NOTE: Must be 0 in cvs, as this give a lot of ppm files when compiled in */
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# define SHOW_FRAME_MAKEUP 1
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# endif
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/* The following, when enabled, lets you see the makeup of the all the textures used during each
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of the drawprimitive calls. It can only be enabled when SHOW_FRAME_MAKEUP is also enabled.
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The contents of the textures assigned to each stage are written into
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/tmp/texture_*_<Stage>.ppm after each primitive array is drawn. */
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# if 0 /* NOTE: Must be 0 in cvs, as this give a lot of ppm files when compiled in */
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# define SHOW_TEXTURE_MAKEUP 0
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# endif
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extern BOOL isOn;
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extern BOOL isDumpingFrames;
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extern LONG primCounter;
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#endif
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/*****************************************************************************
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* Prototypes
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*/
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/* Routine common to the draw primitive and draw indexed primitive routines */
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void drawPrimitive(IWineD3DDevice *iface,
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int PrimitiveType,
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long NumPrimitives,
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/* for Indexed: */
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long StartVertexIndex,
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UINT numberOfVertices,
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long StartIdx,
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short idxBytes,
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const void *idxData,
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int minIndex,
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WineDirect3DVertexStridedData *DrawPrimStrideData);
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void primitiveConvertToStridedData(IWineD3DDevice *iface,
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WineDirect3DVertexStridedData *strided,
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LONG BaseVertexIndex);
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DWORD get_flexible_vertex_size(DWORD d3dvtVertexType);
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#define eps 1e-8
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#define GET_TEXCOORD_SIZE_FROM_FVF(d3dvtVertexType, tex_num) \
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(((((d3dvtVertexType) >> (16 + (2 * (tex_num)))) + 1) & 0x03) + 1)
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/* Routine to fill gl caps for swapchains and IWineD3D */
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BOOL IWineD3DImpl_FillGLCaps(WineD3D_GL_Info *gl_info,
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Display* display);
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/*****************************************************************************
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* Internal representation of a light
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*/
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typedef struct PLIGHTINFOEL PLIGHTINFOEL;
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struct PLIGHTINFOEL {
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WINED3DLIGHT OriginalParms; /* Note D3D8LIGHT == D3D9LIGHT */
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DWORD OriginalIndex;
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LONG glIndex;
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BOOL lightEnabled;
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BOOL changed;
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BOOL enabledChanged;
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/* Converted parms to speed up swapping lights */
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float lightPosn[4];
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float lightDirn[4];
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float exponent;
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float cutoff;
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PLIGHTINFOEL *next;
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PLIGHTINFOEL *prev;
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};
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/* The default light parameters */
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extern const WINED3DLIGHT WINED3D_default_light;
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/*****************************************************************************
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* IWineD3D implementation structure
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*/
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typedef struct IWineD3DImpl
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{
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/* IUnknown fields */
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const IWineD3DVtbl *lpVtbl;
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LONG ref; /* Note: Ref counting not required */
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/* WineD3D Information */
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IUnknown *parent;
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UINT dxVersion;
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/* GL Information */
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BOOL isGLInfoValid;
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WineD3D_GL_Info gl_info;
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} IWineD3DImpl;
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extern const IWineD3DVtbl IWineD3D_Vtbl;
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/** Hacked out start of a context manager!! **/
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typedef struct glContext {
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int Width;
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int Height;
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int usedcount;
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GLXContext context;
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Drawable drawable;
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IWineD3DSurface *pSurface;
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#if 0 /* TODO: someway to represent the state of the context */
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IWineD3DStateBlock *pStateBlock;
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#endif
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/* a few other things like format */
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} glContext;
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/* TODO: setup some flags in the regestry to enable, disable pbuffer support
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(since it will break quite a few things until contexts are managed properly!) */
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extern BOOL pbuffer_support;
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/* allocate one pbuffer per surface */
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extern BOOL pbuffer_per_surface;
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/* Maximum number of contexts/pbuffers to keep in cache,
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set to 100 because ATI's drivers don't support deleting pBuffers properly
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this needs to be migrated to a list and some option availalbe for controle the cache size.
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*/
|
|
#define CONTEXT_CACHE 100
|
|
|
|
typedef struct ResourceList {
|
|
IWineD3DResource *resource;
|
|
struct ResourceList *next;
|
|
} ResourceList;
|
|
|
|
/* A helper function that dumps a resource list */
|
|
void dumpResources(ResourceList *resources);
|
|
|
|
/*****************************************************************************
|
|
* IWineD3DDevice implementation structure
|
|
*/
|
|
typedef struct IWineD3DDeviceImpl
|
|
{
|
|
/* IUnknown fields */
|
|
const IWineD3DDeviceVtbl *lpVtbl;
|
|
LONG ref; /* Note: Ref counting not required */
|
|
|
|
/* WineD3D Information */
|
|
IUnknown *parent;
|
|
IWineD3D *wineD3D;
|
|
|
|
/* X and GL Information */
|
|
GLint maxConcurrentLights;
|
|
|
|
/* Optimization */
|
|
BOOL modelview_valid;
|
|
BOOL proj_valid;
|
|
BOOL view_ident; /* true iff view matrix is identity */
|
|
BOOL last_was_rhw; /* true iff last draw_primitive was in xyzrhw mode */
|
|
BOOL viewport_changed; /* Was the viewport changed since the last draw? */
|
|
GLenum tracking_parm; /* Which source is tracking current colour */
|
|
LONG tracking_color; /* used iff GL_COLOR_MATERIAL was enabled */
|
|
#define DISABLED_TRACKING 0 /* Disabled */
|
|
#define IS_TRACKING 1 /* tracking_parm is tracking diffuse color */
|
|
#define NEEDS_TRACKING 2 /* Tracking needs to be enabled when needed */
|
|
#define NEEDS_DISABLE 3 /* Tracking needs to be disabled when needed*/
|
|
UINT srcBlend;
|
|
UINT dstBlend;
|
|
UINT alphafunc;
|
|
UINT stencilfunc;
|
|
BOOL texture_shader_active; /* TODO: Confirm use is correct */
|
|
BOOL last_was_notclipped;
|
|
|
|
/* State block related */
|
|
BOOL isRecordingState;
|
|
IWineD3DStateBlockImpl *stateBlock;
|
|
IWineD3DStateBlockImpl *updateStateBlock;
|
|
|
|
/* Internal use fields */
|
|
WINED3DDEVICE_CREATION_PARAMETERS createParms;
|
|
UINT adapterNo;
|
|
D3DDEVTYPE devType;
|
|
|
|
IWineD3DSwapChain **swapchains;
|
|
uint NumberOfSwapChains;
|
|
|
|
ResourceList *resources; /* a linked list to track resources created by the device */
|
|
|
|
/* Render Target Support */
|
|
IWineD3DSurface *depthStencilBuffer;
|
|
|
|
IWineD3DSurface *renderTarget;
|
|
IWineD3DSurface *stencilBufferTarget;
|
|
|
|
/* palettes texture management */
|
|
PALETTEENTRY palettes[MAX_PALETTES][256];
|
|
UINT currentPalette;
|
|
|
|
/* For rendering to a texture using glCopyTexImage */
|
|
BOOL renderUpsideDown;
|
|
|
|
/* Cursor management */
|
|
BOOL bCursorVisible;
|
|
UINT xHotSpot;
|
|
UINT yHotSpot;
|
|
UINT xScreenSpace;
|
|
UINT yScreenSpace;
|
|
|
|
/* Textures for when no other textures are mapped */
|
|
UINT dummyTextureName[MAX_TEXTURES];
|
|
|
|
/* Debug stream management */
|
|
BOOL debug;
|
|
|
|
/* Device state management */
|
|
HRESULT state;
|
|
BOOL d3d_initialized;
|
|
|
|
/* Screen buffer resources */
|
|
glContext contextCache[CONTEXT_CACHE];
|
|
|
|
/* A flag to check if endscene has been called before changing the render tartet */
|
|
BOOL sceneEnded;
|
|
|
|
/* process vertex shaders using software or hardware */
|
|
BOOL softwareVertexProcessing;
|
|
|
|
/* DirectDraw stuff */
|
|
HWND ddraw_window;
|
|
IWineD3DSurface *ddraw_primary;
|
|
DWORD ddraw_width, ddraw_height;
|
|
WINED3DFORMAT ddraw_format;
|
|
|
|
/* List of GLSL shader programs and their associated vertex & pixel shaders */
|
|
struct list glsl_shader_progs;
|
|
|
|
} IWineD3DDeviceImpl;
|
|
|
|
extern const IWineD3DDeviceVtbl IWineD3DDevice_Vtbl;
|
|
|
|
/* Support for IWineD3DResource ::Set/Get/FreePrivateData. I don't think
|
|
* anybody uses it for much so a good implementation is optional. */
|
|
typedef struct PrivateData
|
|
{
|
|
struct PrivateData* next;
|
|
|
|
GUID tag;
|
|
DWORD flags; /* DDSPD_* */
|
|
DWORD uniqueness_value;
|
|
|
|
union
|
|
{
|
|
LPVOID data;
|
|
LPUNKNOWN object;
|
|
} ptr;
|
|
|
|
DWORD size;
|
|
} PrivateData;
|
|
|
|
void d3ddevice_set_ortho(IWineD3DDeviceImpl *This);
|
|
|
|
/*****************************************************************************
|
|
* IWineD3DResource implementation structure
|
|
*/
|
|
typedef struct IWineD3DResourceClass
|
|
{
|
|
/* IUnknown fields */
|
|
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;
|
|
PrivateData *privateData;
|
|
|
|
} IWineD3DResourceClass;
|
|
|
|
typedef struct IWineD3DResourceImpl
|
|
{
|
|
/* IUnknown & WineD3DResource Information */
|
|
const IWineD3DResourceVtbl *lpVtbl;
|
|
IWineD3DResourceClass resource;
|
|
} IWineD3DResourceImpl;
|
|
|
|
|
|
/*****************************************************************************
|
|
* IWineD3DVertexBuffer implementation structure (extends IWineD3DResourceImpl)
|
|
*/
|
|
typedef struct IWineD3DVertexBufferImpl
|
|
{
|
|
/* IUnknown & WineD3DResource Information */
|
|
const IWineD3DVertexBufferVtbl *lpVtbl;
|
|
IWineD3DResourceClass resource;
|
|
|
|
/* WineD3DVertexBuffer specifics */
|
|
DWORD fvf;
|
|
|
|
} IWineD3DVertexBufferImpl;
|
|
|
|
extern const IWineD3DVertexBufferVtbl IWineD3DVertexBuffer_Vtbl;
|
|
|
|
|
|
/*****************************************************************************
|
|
* IWineD3DIndexBuffer implementation structure (extends IWineD3DResourceImpl)
|
|
*/
|
|
typedef struct IWineD3DIndexBufferImpl
|
|
{
|
|
/* IUnknown & WineD3DResource Information */
|
|
const IWineD3DIndexBufferVtbl *lpVtbl;
|
|
IWineD3DResourceClass resource;
|
|
|
|
/* WineD3DVertexBuffer specifics */
|
|
} IWineD3DIndexBufferImpl;
|
|
|
|
extern const IWineD3DIndexBufferVtbl IWineD3DIndexBuffer_Vtbl;
|
|
|
|
/*****************************************************************************
|
|
* 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;
|
|
|
|
typedef struct Wined3dTextureStateMap {
|
|
CONST int state;
|
|
int function;
|
|
} Wined3dTextureStateMap;
|
|
|
|
/*****************************************************************************
|
|
* IWineD3DBaseTexture implementation structure (extends IWineD3DResourceImpl)
|
|
*/
|
|
typedef struct IWineD3DBaseTextureClass
|
|
{
|
|
UINT levels;
|
|
BOOL dirty;
|
|
D3DFORMAT format;
|
|
DWORD usage;
|
|
UINT textureName;
|
|
UINT LOD;
|
|
WINED3DTEXTUREFILTERTYPE filterType;
|
|
DWORD states[MAX_WINETEXTURESTATES];
|
|
|
|
} 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;
|
|
float pow2scalingFactorX;
|
|
float pow2scalingFactorY;
|
|
|
|
} 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;
|
|
float pow2scalingFactor;
|
|
|
|
} IWineD3DCubeTextureImpl;
|
|
|
|
extern const IWineD3DCubeTextureVtbl IWineD3DCubeTexture_Vtbl;
|
|
|
|
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 */
|
|
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;
|
|
HGDIOBJ holdbitmap;
|
|
BOOL client_memory;
|
|
} wineD3DSurface_DIB;
|
|
|
|
/*****************************************************************************
|
|
* IWineD3DSurface implementation structure
|
|
*/
|
|
struct IWineD3DSurfaceImpl
|
|
{
|
|
/* IUnknown & IWineD3DResource Information */
|
|
const IWineD3DSurfaceVtbl *lpVtbl;
|
|
IWineD3DResourceClass resource;
|
|
|
|
/* IWineD3DSurface fields */
|
|
IWineD3DBase *container;
|
|
WINED3DSURFACET_DESC currentDesc;
|
|
IWineD3DPaletteImpl *palette;
|
|
|
|
UINT textureName;
|
|
UINT bytesPerPixel;
|
|
|
|
/* TODO: move this off into a management class(maybe!) */
|
|
WORD Flags;
|
|
|
|
UINT pow2Width;
|
|
UINT pow2Height;
|
|
UINT pow2Size;
|
|
|
|
/* Oversized texture */
|
|
RECT glRect;
|
|
|
|
#if 0
|
|
/* precalculated x and y scalings for texture coords */
|
|
float pow2scalingFactorX; /* = (Width / pow2Width ) */
|
|
float pow2scalingFactorY; /* = (Height / pow2Height) */
|
|
#endif
|
|
|
|
RECT lockedRect;
|
|
RECT dirtyRect;
|
|
|
|
glDescriptor glDescription;
|
|
|
|
/* For GetDC */
|
|
wineD3DSurface_DIB dib;
|
|
HDC hDC;
|
|
|
|
/* Color keys for DDraw */
|
|
DDCOLORKEY DestBltCKey;
|
|
DDCOLORKEY DestOverlayCKey;
|
|
DDCOLORKEY SrcOverlayCKey;
|
|
DDCOLORKEY SrcBltCKey;
|
|
DWORD CKeyFlags;
|
|
|
|
};
|
|
|
|
extern const IWineD3DSurfaceVtbl IWineD3DSurface_Vtbl;
|
|
extern const IWineD3DSurfaceVtbl IWineGDISurface_Vtbl;
|
|
|
|
/* Predeclare the shared Surface functions */
|
|
HRESULT WINAPI IWineD3DSurfaceImpl_QueryInterface(IWineD3DSurface *iface, REFIID riid, LPVOID *ppobj);
|
|
ULONG WINAPI IWineD3DSurfaceImpl_AddRef(IWineD3DSurface *iface);
|
|
ULONG WINAPI IWineD3DSurfaceImpl_Release(IWineD3DSurface *iface);
|
|
HRESULT WINAPI IWineD3DSurfaceImpl_GetParent(IWineD3DSurface *iface, IUnknown **pParent);
|
|
HRESULT WINAPI IWineD3DSurfaceImpl_GetDevice(IWineD3DSurface *iface, IWineD3DDevice** ppDevice);
|
|
HRESULT WINAPI IWineD3DSurfaceImpl_SetPrivateData(IWineD3DSurface *iface, REFGUID refguid, CONST void* pData, DWORD SizeOfData, DWORD Flags);
|
|
HRESULT WINAPI IWineD3DSurfaceImpl_GetPrivateData(IWineD3DSurface *iface, REFGUID refguid, void* pData, DWORD* pSizeOfData);
|
|
HRESULT WINAPI IWineD3DSurfaceImpl_FreePrivateData(IWineD3DSurface *iface, REFGUID refguid);
|
|
DWORD WINAPI IWineD3DSurfaceImpl_SetPriority(IWineD3DSurface *iface, DWORD PriorityNew);
|
|
DWORD WINAPI IWineD3DSurfaceImpl_GetPriority(IWineD3DSurface *iface);
|
|
void WINAPI IWineD3DSurfaceImpl_PreLoad(IWineD3DSurface *iface);
|
|
WINED3DRESOURCETYPE WINAPI IWineD3DSurfaceImpl_GetType(IWineD3DSurface *iface);
|
|
HRESULT WINAPI IWineD3DSurfaceImpl_GetContainerParent(IWineD3DSurface* iface, IUnknown **ppContainerParent);
|
|
HRESULT WINAPI IWineD3DSurfaceImpl_GetContainer(IWineD3DSurface* iface, REFIID riid, void** ppContainer);
|
|
HRESULT WINAPI IWineD3DSurfaceImpl_GetDesc(IWineD3DSurface *iface, WINED3DSURFACE_DESC *pDesc);
|
|
HRESULT WINAPI IWineD3DSurfaceImpl_GetBltStatus(IWineD3DSurface *iface, DWORD Flags);
|
|
HRESULT WINAPI IWineD3DSurfaceImpl_GetFlipStatus(IWineD3DSurface *iface, DWORD Flags);
|
|
HRESULT WINAPI IWineD3DSurfaceImpl_IsLost(IWineD3DSurface *iface);
|
|
HRESULT WINAPI IWineD3DSurfaceImpl_Restore(IWineD3DSurface *iface);
|
|
HRESULT WINAPI IWineD3DSurfaceImpl_SetPixelFormat(IWineD3DSurface *iface, WINED3DFORMAT Format, BYTE *Surface, DWORD Size);
|
|
HRESULT WINAPI IWineD3DSurfaceImpl_GetPalette(IWineD3DSurface *iface, IWineD3DPalette **Pal);
|
|
HRESULT WINAPI IWineD3DSurfaceImpl_SetPalette(IWineD3DSurface *iface, IWineD3DPalette *Pal);
|
|
HRESULT WINAPI IWineD3DSurfaceImpl_SetColorKey(IWineD3DSurface *iface, DWORD Flags, DDCOLORKEY *CKey);
|
|
HRESULT WINAPI IWineD3DSurfaceImpl_CleanDirtyRect(IWineD3DSurface *iface);
|
|
extern HRESULT WINAPI IWineD3DSurfaceImpl_AddDirtyRect(IWineD3DSurface *iface, CONST RECT* pDirtyRect);
|
|
HRESULT WINAPI IWineD3DSurfaceImpl_SetContainer(IWineD3DSurface *iface, IWineD3DBase *container);
|
|
HRESULT WINAPI IWineD3DSurfaceImpl_SetPBufferState(IWineD3DSurface *iface, BOOL inPBuffer, BOOL inTexture);
|
|
void WINAPI IWineD3DSurfaceImpl_SetGlTextureDesc(IWineD3DSurface *iface, UINT textureName, int target);
|
|
void WINAPI IWineD3DSurfaceImpl_GetGlDesc(IWineD3DSurface *iface, glDescriptor **glDescription);
|
|
const void *WINAPI IWineD3DSurfaceImpl_GetData(IWineD3DSurface *iface);
|
|
HRESULT WINAPI IWineD3DSurfaceImpl_SetFormat(IWineD3DSurface *iface, WINED3DFORMAT format);
|
|
HRESULT WINAPI IWineGDISurfaceImpl_Blt(IWineD3DSurface *iface, RECT *DestRect, IWineD3DSurface *SrcSurface, RECT *SrcRect, DWORD Flags, DDBLTFX *DDBltFx);
|
|
HRESULT WINAPI IWineGDISurfaceImpl_BltFast(IWineD3DSurface *iface, DWORD dstx, DWORD dsty, IWineD3DSurface *Source, RECT *rsrc, DWORD trans);
|
|
HRESULT WINAPI IWineD3DSurfaceImpl_SetPalette(IWineD3DSurface *iface, IWineD3DPalette *Pal);
|
|
HRESULT WINAPI IWineD3DSurfaceImpl_GetDC(IWineD3DSurface *iface, HDC *pHDC);
|
|
HRESULT WINAPI IWineD3DSurfaceImpl_ReleaseDC(IWineD3DSurface *iface, HDC hDC);
|
|
DWORD WINAPI IWineD3DSurfaceImpl_GetPitch(IWineD3DSurface *iface);
|
|
HRESULT WINAPI IWineD3DSurfaceImpl_RealizePalette(IWineD3DSurface *iface);
|
|
|
|
/* Surface flags: */
|
|
#define SFLAG_OVERSIZE 0x0001 /* Surface is bigger than gl size, blts only */
|
|
#define SFLAG_CONVERTED 0x0002 /* Converted for color keying or Palettized */
|
|
#define SFLAG_DIBSECTION 0x0004 /* Has a DIB section attached for getdc */
|
|
#define SFLAG_DIRTY 0x0008 /* Surface was locked by the app */
|
|
#define SFLAG_LOCKABLE 0x0010 /* Surface can be locked */
|
|
#define SFLAG_DISCARD 0x0020 /* ??? */
|
|
#define SFLAG_LOCKED 0x0040 /* Surface is locked atm */
|
|
#define SFLAG_ACTIVELOCK 0x0080 /* Not locked, but surface memory is needed */
|
|
#define SFLAG_INTEXTURE 0x0100 /* ??? */
|
|
#define SFLAG_INPBUFFER 0x0200 /* ??? */
|
|
#define SFLAG_NONPOW2 0x0400 /* Surface sizes are not a power of 2 */
|
|
#define SFLAG_DYNLOCK 0x0800 /* Surface is often locked by the app */
|
|
#define SFLAG_DYNCHANGE 0x1800 /* Surface contents are changed very often, implies DYNLOCK */
|
|
#define SFLAG_DCINUSE 0x2000 /* Set between GetDC and ReleaseDC calls */
|
|
#define SFLAG_GLDIRTY 0x4000 /* The opengl texture is more up to date than the surface mem */
|
|
#define SFLAG_LOST 0x8000 /* Surface lost flag for DDraw */
|
|
|
|
/* 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_DIRTY: GL surface isn't up to date
|
|
* SFLAG_LOCKED: The app requires access to the surface data
|
|
* SFLAG_ACTIVELOCK: Some wined3d code needs the memory
|
|
* SFLAG_DYNLOCK: Avoid freeing the data for performance
|
|
* SFLAG_DYNCHANGE: Same reason as DYNLOCK
|
|
*/
|
|
#define SFLAG_DONOTFREE (SFLAG_OVERSIZE | \
|
|
SFLAG_CONVERTED | \
|
|
SFLAG_DIBSECTION | \
|
|
SFLAG_DIRTY | \
|
|
SFLAG_LOCKED | \
|
|
SFLAG_ACTIVELOCK | \
|
|
SFLAG_DYNLOCK | \
|
|
SFLAG_DYNCHANGE )
|
|
|
|
BOOL CalculateTexRect(IWineD3DSurfaceImpl *This, RECT *Rect, float glTexCoord[4]);
|
|
|
|
/*****************************************************************************
|
|
* IWineD3DVertexDeclaration implementation structure
|
|
*/
|
|
typedef struct IWineD3DVertexDeclarationImpl {
|
|
/* IUnknown Information */
|
|
const IWineD3DVertexDeclarationVtbl *lpVtbl;
|
|
LONG ref; /* Note: Ref counting not required */
|
|
|
|
IUnknown *parent;
|
|
/** precomputed fvf if simple declaration */
|
|
IWineD3DDeviceImpl *wineD3DDevice;
|
|
DWORD fvf[MAX_STREAMS];
|
|
DWORD allFVF;
|
|
|
|
/** dx8 compatible Declaration fields */
|
|
DWORD* pDeclaration8;
|
|
DWORD declaration8Length;
|
|
|
|
/** dx9+ */
|
|
D3DVERTEXELEMENT9 *pDeclaration9;
|
|
UINT declaration9NumElements;
|
|
|
|
WINED3DVERTEXELEMENT *pDeclarationWine;
|
|
UINT declarationWNumElements;
|
|
|
|
float *constants;
|
|
|
|
} 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;
|
|
BOOL streamSource[MAX_STREAMS];
|
|
BOOL streamFreq[MAX_STREAMS];
|
|
BOOL textures[MAX_TEXTURES];
|
|
BOOL transform[HIGHEST_TRANSFORMSTATE + 1];
|
|
BOOL viewport;
|
|
BOOL renderState[WINEHIGHEST_RENDER_STATE + 1];
|
|
BOOL textureState[MAX_TEXTURES][WINED3D_HIGHEST_TEXTURE_STATE + 1];
|
|
BOOL samplerState[MAX_SAMPLERS][WINED3D_HIGHEST_SAMPLER_STATE + 1];
|
|
BOOL clipplane[MAX_CLIPPLANES];
|
|
BOOL vertexDecl;
|
|
BOOL pixelShader;
|
|
BOOL pixelShaderConstantsB[MAX_PSHADER_CONSTANTS];
|
|
BOOL pixelShaderConstantsI[MAX_PSHADER_CONSTANTS];
|
|
BOOL pixelShaderConstantsF[MAX_PSHADER_CONSTANTS];
|
|
BOOL vertexShader;
|
|
BOOL vertexShaderConstantsB[MAX_VSHADER_CONSTANTS];
|
|
BOOL vertexShaderConstantsI[MAX_VSHADER_CONSTANTS];
|
|
BOOL vertexShaderConstantsF[MAX_VSHADER_CONSTANTS];
|
|
} SAVEDSTATES;
|
|
|
|
struct IWineD3DStateBlockImpl
|
|
{
|
|
/* IUnknown fields */
|
|
const IWineD3DStateBlockVtbl *lpVtbl;
|
|
LONG ref; /* Note: Ref counting not required */
|
|
|
|
/* IWineD3DStateBlock information */
|
|
IUnknown *parent;
|
|
IWineD3DDeviceImpl *wineD3DDevice;
|
|
WINED3DSTATEBLOCKTYPE blockType;
|
|
|
|
/* Array indicating whether things have been set or changed */
|
|
SAVEDSTATES changed;
|
|
SAVEDSTATES set;
|
|
|
|
/* Drawing - Vertex Shader or FVF related */
|
|
DWORD fvf;
|
|
/* Vertex Shader Declaration */
|
|
IWineD3DVertexDeclaration *vertexDecl;
|
|
|
|
IWineD3DVertexShader *vertexShader;
|
|
|
|
/* Vertex Shader Constants */
|
|
BOOL vertexShaderConstantB[MAX_VSHADER_CONSTANTS];
|
|
INT vertexShaderConstantI[MAX_VSHADER_CONSTANTS * 4];
|
|
float vertexShaderConstantF[MAX_VSHADER_CONSTANTS * 4];
|
|
|
|
/* Stream Source */
|
|
BOOL streamIsUP;
|
|
UINT streamStride[MAX_STREAMS];
|
|
UINT streamOffset[MAX_STREAMS];
|
|
IWineD3DVertexBuffer *streamSource[MAX_STREAMS];
|
|
UINT streamFreq[MAX_STREAMS];
|
|
UINT streamFlags[MAX_STREAMS]; /*0 | D3DSTREAMSOURCE_INSTANCEDATA | D3DSTREAMSOURCE_INDEXEDDATA */
|
|
|
|
/* Indices */
|
|
IWineD3DIndexBuffer* pIndexData;
|
|
UINT baseVertexIndex; /* Note: only used for d3d8 */
|
|
|
|
/* Transform */
|
|
D3DMATRIX transforms[HIGHEST_TRANSFORMSTATE + 1];
|
|
|
|
/* Lights */
|
|
PLIGHTINFOEL *lights; /* NOTE: active GL lights must be front of the chain */
|
|
|
|
/* Clipping */
|
|
double clipplane[MAX_CLIPPLANES][4];
|
|
WINED3DCLIPSTATUS clip_status;
|
|
|
|
/* ViewPort */
|
|
WINED3DVIEWPORT viewport;
|
|
|
|
/* Material */
|
|
WINED3DMATERIAL material;
|
|
|
|
/* Pixel Shader */
|
|
IWineD3DPixelShader *pixelShader;
|
|
|
|
/* Pixel Shader Constants */
|
|
BOOL pixelShaderConstantB[MAX_PSHADER_CONSTANTS];
|
|
INT pixelShaderConstantI[MAX_PSHADER_CONSTANTS * 4];
|
|
float pixelShaderConstantF[MAX_PSHADER_CONSTANTS * 4];
|
|
|
|
/* Indexed Vertex Blending */
|
|
D3DVERTEXBLENDFLAGS vertex_blend;
|
|
FLOAT tween_factor;
|
|
|
|
/* RenderState */
|
|
DWORD renderState[WINEHIGHEST_RENDER_STATE + 1];
|
|
|
|
/* Texture */
|
|
IWineD3DBaseTexture *textures[MAX_TEXTURES];
|
|
int textureDimensions[MAX_SAMPLERS];
|
|
|
|
/* Texture State Stage */
|
|
DWORD textureState[MAX_TEXTURES][WINED3D_HIGHEST_TEXTURE_STATE + 1];
|
|
/* Sampler States */
|
|
DWORD samplerState[MAX_SAMPLERS][WINED3D_HIGHEST_SAMPLER_STATE + 1];
|
|
|
|
/* Current GLSL Shader Program */
|
|
GLhandleARB shaderPrgId;
|
|
};
|
|
|
|
extern const IWineD3DStateBlockVtbl IWineD3DStateBlock_Vtbl;
|
|
|
|
/*****************************************************************************
|
|
* IWineD3DQueryImpl implementation structure (extends IUnknown)
|
|
*/
|
|
typedef struct IWineD3DQueryImpl
|
|
{
|
|
const IWineD3DQueryVtbl *lpVtbl;
|
|
LONG ref; /* Note: Ref counting not required */
|
|
|
|
IUnknown *parent;
|
|
/*TODO: replace with iface usage */
|
|
#if 0
|
|
IWineD3DDevice *wineD3DDevice;
|
|
#else
|
|
IWineD3DDeviceImpl *wineD3DDevice;
|
|
#endif
|
|
/* IWineD3DQuery fields */
|
|
|
|
D3DQUERYTYPE type;
|
|
/* TODO: Think about using a IUnknown instead of a void* */
|
|
void *extendedData;
|
|
|
|
|
|
} IWineD3DQueryImpl;
|
|
|
|
extern const IWineD3DQueryVtbl IWineD3DQuery_Vtbl;
|
|
|
|
/* Datastructures for IWineD3DQueryImpl.extendedData */
|
|
typedef struct WineQueryOcclusionData {
|
|
unsigned int queryId;
|
|
} WineQueryOcclusionData;
|
|
|
|
|
|
/*****************************************************************************
|
|
* IWineD3DSwapChainImpl implementation structure (extends IUnknown)
|
|
*/
|
|
|
|
typedef struct IWineD3DSwapChainImpl
|
|
{
|
|
/*IUnknown part*/
|
|
IWineD3DSwapChainVtbl *lpVtbl;
|
|
LONG ref; /* Note: Ref counting not required */
|
|
|
|
IUnknown *parent;
|
|
IWineD3DDeviceImpl *wineD3DDevice;
|
|
|
|
/* IWineD3DSwapChain fields */
|
|
IWineD3DSurface *backBuffer;
|
|
IWineD3DSurface *frontBuffer;
|
|
BOOL wantsDepthStencilBuffer;
|
|
D3DPRESENT_PARAMETERS presentParms;
|
|
|
|
/* TODO: move everything up to drawable off into a context manager
|
|
and store the 'data' in the contextManagerData interface.
|
|
IUnknown *contextManagerData;
|
|
*/
|
|
|
|
HWND win_handle;
|
|
Window win;
|
|
Display *display;
|
|
|
|
GLXContext glCtx;
|
|
XVisualInfo *visInfo;
|
|
GLXContext render_ctx;
|
|
/* This has been left in device for now, but needs moving off into a rendertarget management class and separated out from swapchains and devices. */
|
|
Drawable drawable;
|
|
} IWineD3DSwapChainImpl;
|
|
|
|
extern IWineD3DSwapChainVtbl IWineD3DSwapChain_Vtbl;
|
|
|
|
/*****************************************************************************
|
|
* Utility function prototypes
|
|
*/
|
|
|
|
/* Trace routines */
|
|
const char* debug_d3dformat(WINED3DFORMAT fmt);
|
|
const char* debug_d3ddevicetype(D3DDEVTYPE devtype);
|
|
const char* debug_d3dresourcetype(WINED3DRESOURCETYPE res);
|
|
const char* debug_d3dusage(DWORD usage);
|
|
const char* debug_d3dprimitivetype(D3DPRIMITIVETYPE PrimitiveType);
|
|
const char* debug_d3drenderstate(DWORD state);
|
|
const char* debug_d3dsamplerstate(DWORD state);
|
|
const char* debug_d3dtexturestate(DWORD state);
|
|
const char* debug_d3dpool(WINED3DPOOL pool);
|
|
|
|
/* Routines for GL <-> D3D values */
|
|
GLenum StencilOp(DWORD op);
|
|
void set_tex_op(IWineD3DDevice *iface, BOOL isAlpha, int Stage, D3DTEXTUREOP op, DWORD arg1, DWORD arg2, DWORD arg3);
|
|
void set_texture_matrix(const float *smat, DWORD flags, BOOL calculatedCoords);
|
|
void GetSrcAndOpFromValue(DWORD iValue, BOOL isAlphaArg, GLenum* source, GLenum* operand);
|
|
|
|
SHORT D3DFmtGetBpp(IWineD3DDeviceImpl* This, D3DFORMAT fmt);
|
|
GLenum D3DFmt2GLFmt(IWineD3DDeviceImpl* This, D3DFORMAT fmt);
|
|
GLenum D3DFmt2GLType(IWineD3DDeviceImpl *This, D3DFORMAT fmt);
|
|
GLint D3DFmt2GLIntFmt(IWineD3DDeviceImpl* This, D3DFORMAT fmt);
|
|
|
|
int D3DFmtMakeGlCfg(D3DFORMAT BackBufferFormat, D3DFORMAT StencilBufferFormat, int *attribs, int* nAttribs, BOOL alternate);
|
|
|
|
/* Math utils */
|
|
void multiply_matrix(D3DMATRIX *dest, D3DMATRIX *src1, D3DMATRIX *src2);
|
|
|
|
/*****************************************************************************
|
|
* 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 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 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);
|
|
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);
|
|
|
|
struct SHADER_OPCODE_ARG;
|
|
typedef void (*shader_fct_t)();
|
|
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 entry;
|
|
GLhandleARB programId;
|
|
IWineD3DVertexShader* vertexShader;
|
|
IWineD3DPixelShader* pixelShader;
|
|
};
|
|
|
|
typedef struct shader_reg_maps {
|
|
DWORD texcoord;
|
|
DWORD temporary;
|
|
DWORD address;
|
|
/* Constants */
|
|
CHAR constantsF[256]; /* TODO: Make this dynamic */
|
|
/* TODO: Integer and bool constants */
|
|
} shader_reg_maps;
|
|
|
|
#define SHADER_PGMSIZE 65535
|
|
typedef struct SHADER_BUFFER {
|
|
char* buffer;
|
|
size_t bsize;
|
|
unsigned int lineNo;
|
|
} SHADER_BUFFER;
|
|
|
|
typedef struct SHADER_OPCODE {
|
|
unsigned int opcode;
|
|
const char* name;
|
|
const char* glname;
|
|
CONST UINT num_params;
|
|
shader_fct_t soft_fct;
|
|
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 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 texture;
|
|
unsigned int constant_int;
|
|
unsigned int constant_float;
|
|
unsigned int constant_bool;
|
|
unsigned int address;
|
|
unsigned int attributes;
|
|
} 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;
|
|
|
|
/* Base Shader utility functions.
|
|
* (may move callers into the same file in the future) */
|
|
extern int shader_addline(
|
|
SHADER_BUFFER* buffer,
|
|
const char* fmt, ...);
|
|
|
|
extern const SHADER_OPCODE* shader_get_opcode(
|
|
IWineD3DBaseShader *iface,
|
|
const DWORD code);
|
|
|
|
/* ARB shader program Prototypes */
|
|
extern void shader_hw_def(SHADER_OPCODE_ARG *arg);
|
|
|
|
/* GLSL helper programs */
|
|
extern void set_glsl_shader_program(IWineD3DDevice *iface);
|
|
|
|
/** The following translate DirectX pixel/vertex shader opcodes to GLSL lines */
|
|
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_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_cmp(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_texm3x2pad(SHADER_OPCODE_ARG* arg);
|
|
extern void pshader_glsl_texm3x2tex(SHADER_OPCODE_ARG* arg);
|
|
|
|
/*****************************************************************************
|
|
* IDirect3DBaseShader implementation structure
|
|
*/
|
|
typedef struct IWineD3DBaseShaderClass
|
|
{
|
|
DWORD version;
|
|
DWORD hex_version;
|
|
SHADER_LIMITS limits;
|
|
SHADER_PARSE_STATE parse_state;
|
|
CONST SHADER_OPCODE *shader_ins;
|
|
CONST DWORD *function;
|
|
UINT functionLength;
|
|
GLuint prgId;
|
|
} IWineD3DBaseShaderClass;
|
|
|
|
typedef struct IWineD3DBaseShaderImpl {
|
|
/* IUnknown */
|
|
const IWineD3DBaseShaderVtbl *lpVtbl;
|
|
LONG ref;
|
|
|
|
/* IWineD3DBaseShader */
|
|
IWineD3DBaseShaderClass baseShader;
|
|
} IWineD3DBaseShaderImpl;
|
|
|
|
extern void shader_program_dump_decl_usage(
|
|
DWORD dcl,
|
|
DWORD param);
|
|
|
|
extern void generate_base_shader(
|
|
IWineD3DBaseShader *iface,
|
|
SHADER_BUFFER* buffer,
|
|
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 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);
|
|
|
|
inline static int shader_get_regtype(const DWORD param) {
|
|
return (((param & D3DSP_REGTYPE_MASK) >> D3DSP_REGTYPE_SHIFT) |
|
|
((param & D3DSP_REGTYPE_MASK2) >> D3DSP_REGTYPE_SHIFT2));
|
|
}
|
|
|
|
extern unsigned int shader_get_float_offset(const DWORD reg);
|
|
|
|
inline static BOOL shader_is_pshader_version(DWORD token) {
|
|
return 0xFFFF0000 == (token & 0xFFFF0000);
|
|
}
|
|
|
|
inline static BOOL shader_is_vshader_version(DWORD token) {
|
|
return 0xFFFE0000 == (token & 0xFFFF0000);
|
|
}
|
|
|
|
inline static BOOL shader_is_comment(DWORD token) {
|
|
return D3DSIO_COMMENT == (token & D3DSI_OPCODE_MASK);
|
|
}
|
|
|
|
/*****************************************************************************
|
|
* IDirect3DVertexShader implementation structure
|
|
*/
|
|
typedef struct IWineD3DVertexShaderImpl {
|
|
/* IUnknown parts*/
|
|
const IWineD3DVertexShaderVtbl *lpVtbl;
|
|
LONG ref; /* Note: Ref counting not required */
|
|
|
|
/* IWineD3DBaseShader */
|
|
IWineD3DBaseShaderClass baseShader;
|
|
|
|
/* IWineD3DVertexShaderImpl */
|
|
IUnknown *parent;
|
|
IWineD3DDeviceImpl *wineD3DDevice;
|
|
|
|
DWORD usage;
|
|
|
|
/* vertex declaration array mapping */
|
|
BOOL namedArrays; /* don't map use named functions */
|
|
BOOL declaredArrays; /* mapping requires */
|
|
INT arrayUsageMap[WINED3DSHADERDECLUSAGE_MAX_USAGE]; /* lookup table for the maps */
|
|
|
|
/* run time datas... */
|
|
VSHADERDATA *data;
|
|
IWineD3DVertexDeclaration *vertexDeclaration;
|
|
#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
|
|
*/
|
|
typedef struct IWineD3DPixelShaderImpl {
|
|
/* IUnknown parts */
|
|
const IWineD3DPixelShaderVtbl *lpVtbl;
|
|
LONG ref; /* Note: Ref counting not required */
|
|
|
|
/* IWineD3DBaseShader */
|
|
IWineD3DBaseShaderClass baseShader;
|
|
|
|
/* IWineD3DPixelShaderImpl */
|
|
IUnknown *parent;
|
|
IWineD3DDeviceImpl *wineD3DDevice;
|
|
|
|
/* run time data */
|
|
PSHADERDATA *data;
|
|
|
|
#if 0 /* needs reworking */
|
|
PSHADERINPUTDATA input;
|
|
PSHADEROUTPUTDATA output;
|
|
#endif
|
|
} IWineD3DPixelShaderImpl;
|
|
|
|
extern const SHADER_OPCODE IWineD3DPixelShaderImpl_shader_ins[];
|
|
extern const IWineD3DPixelShaderVtbl IWineD3DPixelShader_Vtbl;
|
|
|
|
/*****************************************************************************
|
|
* IWineD3DPalette implementation structure
|
|
*/
|
|
struct IWineD3DPaletteImpl {
|
|
/* IUnknown parts */
|
|
const IWineD3DPaletteVtbl *lpVtbl;
|
|
LONG ref;
|
|
|
|
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;
|
|
};
|
|
|
|
extern const IWineD3DPaletteVtbl IWineD3DPalette_Vtbl;
|
|
DWORD IWineD3DPaletteImpl_Size(DWORD dwFlags);
|
|
|
|
/* DirectDraw utility functions */
|
|
extern WINED3DFORMAT pixelformat_for_depth(DWORD depth);
|
|
LONG get_bitmask_red(WINED3DFORMAT fmt);
|
|
LONG get_bitmask_green(WINED3DFORMAT fmt);
|
|
LONG get_bitmask_blue(WINED3DFORMAT fmt);
|
|
LONG get_bitmask_alpha(WINED3DFORMAT fmt);
|
|
BOOL isFourcc(WINED3DFORMAT fmt);
|
|
|
|
#endif
|