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https://github.com/reactos/wine.git
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290 lines
8.5 KiB
C
290 lines
8.5 KiB
C
/*
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* Copyright 2008-2009 Henri Verbeet for CodeWeavers
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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_D3D10CORE_PRIVATE_H
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#define __WINE_D3D10CORE_PRIVATE_H
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#include "wine/debug.h"
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#define COBJMACROS
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#include "winbase.h"
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#include "wingdi.h"
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#include "winuser.h"
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#include "objbase.h"
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#include "d3d10.h"
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#ifdef D3D10CORE_INIT_GUID
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#include "initguid.h"
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#endif
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#include "wine/wined3d.h"
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#include "wine/winedxgi.h"
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#define MAKE_TAG(ch0, ch1, ch2, ch3) \
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((DWORD)(ch0) | ((DWORD)(ch1) << 8) | \
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((DWORD)(ch2) << 16) | ((DWORD)(ch3) << 24 ))
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#define TAG_DXBC MAKE_TAG('D', 'X', 'B', 'C')
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#define TAG_ISGN MAKE_TAG('I', 'S', 'G', 'N')
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#define TAG_OSGN MAKE_TAG('O', 'S', 'G', 'N')
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#define TAG_SHDR MAKE_TAG('S', 'H', 'D', 'R')
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struct d3d10_shader_info
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{
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const DWORD *shader_code;
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struct wined3d_shader_signature *output_signature;
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};
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/* TRACE helper functions */
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const char *debug_d3d10_primitive_topology(D3D10_PRIMITIVE_TOPOLOGY topology) DECLSPEC_HIDDEN;
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const char *debug_dxgi_format(DXGI_FORMAT format) DECLSPEC_HIDDEN;
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DXGI_FORMAT dxgi_format_from_wined3dformat(enum wined3d_format_id format) DECLSPEC_HIDDEN;
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enum wined3d_format_id wined3dformat_from_dxgi_format(DXGI_FORMAT format) DECLSPEC_HIDDEN;
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static inline void read_dword(const char **ptr, DWORD *d)
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{
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memcpy(d, *ptr, sizeof(*d));
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*ptr += sizeof(*d);
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}
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void skip_dword_unknown(const char **ptr, unsigned int count) DECLSPEC_HIDDEN;
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HRESULT parse_dxbc(const char *data, SIZE_T data_size,
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HRESULT (*chunk_handler)(const char *data, DWORD data_size, DWORD tag, void *ctx), void *ctx) DECLSPEC_HIDDEN;
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/* IDirect3D10Device */
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struct d3d10_device
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{
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const struct ID3D10DeviceVtbl *vtbl;
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const struct IUnknownVtbl *inner_unknown_vtbl;
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const struct IWineD3DDeviceParentVtbl *device_parent_vtbl;
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IUnknown *outer_unknown;
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LONG refcount;
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IWineD3DDevice *wined3d_device;
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};
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void d3d10_device_init(struct d3d10_device *device, void *outer_unknown) DECLSPEC_HIDDEN;
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/* ID3D10Texture2D */
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struct d3d10_texture2d
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{
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const struct ID3D10Texture2DVtbl *vtbl;
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LONG refcount;
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IUnknown *dxgi_surface;
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IWineD3DSurface *wined3d_surface;
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D3D10_TEXTURE2D_DESC desc;
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};
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HRESULT d3d10_texture2d_init(struct d3d10_texture2d *texture, struct d3d10_device *device,
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const D3D10_TEXTURE2D_DESC *desc) DECLSPEC_HIDDEN;
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/* ID3D10Texture3D */
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struct d3d10_texture3d
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{
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const struct ID3D10Texture3DVtbl *vtbl;
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LONG refcount;
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IWineD3DVolumeTexture *wined3d_texture;
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D3D10_TEXTURE3D_DESC desc;
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};
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HRESULT d3d10_texture3d_init(struct d3d10_texture3d *texture, struct d3d10_device *device,
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const D3D10_TEXTURE3D_DESC *desc) DECLSPEC_HIDDEN;
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/* ID3D10Buffer */
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struct d3d10_buffer
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{
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const struct ID3D10BufferVtbl *vtbl;
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LONG refcount;
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IWineD3DBuffer *wined3d_buffer;
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};
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HRESULT d3d10_buffer_init(struct d3d10_buffer *buffer, struct d3d10_device *device,
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const D3D10_BUFFER_DESC *desc, const D3D10_SUBRESOURCE_DATA *data) DECLSPEC_HIDDEN;
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/* ID3D10DepthStencilView */
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struct d3d10_depthstencil_view
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{
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const struct ID3D10DepthStencilViewVtbl *vtbl;
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LONG refcount;
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};
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HRESULT d3d10_depthstencil_view_init(struct d3d10_depthstencil_view *view) DECLSPEC_HIDDEN;
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/* ID3D10RenderTargetView */
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struct d3d10_rendertarget_view
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{
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const struct ID3D10RenderTargetViewVtbl *vtbl;
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LONG refcount;
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IWineD3DRendertargetView *wined3d_view;
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D3D10_RENDER_TARGET_VIEW_DESC desc;
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};
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HRESULT d3d10_rendertarget_view_init(struct d3d10_rendertarget_view *view, struct d3d10_device *device,
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ID3D10Resource *resource, const D3D10_RENDER_TARGET_VIEW_DESC *desc) DECLSPEC_HIDDEN;
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/* ID3D10ShaderResourceView */
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struct d3d10_shader_resource_view
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{
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const struct ID3D10ShaderResourceViewVtbl *vtbl;
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LONG refcount;
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};
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HRESULT d3d10_shader_resource_view_init(struct d3d10_shader_resource_view *view) DECLSPEC_HIDDEN;
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/* ID3D10InputLayout */
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struct d3d10_input_layout
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{
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const struct ID3D10InputLayoutVtbl *vtbl;
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LONG refcount;
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IWineD3DVertexDeclaration *wined3d_decl;
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};
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HRESULT d3d10_input_layout_init(struct d3d10_input_layout *layout, struct d3d10_device *device,
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const D3D10_INPUT_ELEMENT_DESC *element_descs, UINT element_count,
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const void *shader_byte_code, SIZE_T shader_byte_code_length) DECLSPEC_HIDDEN;
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/* ID3D10VertexShader */
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struct d3d10_vertex_shader
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{
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const struct ID3D10VertexShaderVtbl *vtbl;
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LONG refcount;
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IWineD3DVertexShader *wined3d_shader;
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struct wined3d_shader_signature output_signature;
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};
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HRESULT d3d10_vertex_shader_init(struct d3d10_vertex_shader *shader, struct d3d10_device *device,
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const void *byte_code, SIZE_T byte_code_length) DECLSPEC_HIDDEN;
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/* ID3D10GeometryShader */
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struct d3d10_geometry_shader
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{
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const struct ID3D10GeometryShaderVtbl *vtbl;
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LONG refcount;
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IWineD3DGeometryShader *wined3d_shader;
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struct wined3d_shader_signature output_signature;
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};
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HRESULT d3d10_geometry_shader_init(struct d3d10_geometry_shader *shader, struct d3d10_device *device,
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const void *byte_code, SIZE_T byte_code_length) DECLSPEC_HIDDEN;
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/* ID3D10PixelShader */
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struct d3d10_pixel_shader
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{
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const struct ID3D10PixelShaderVtbl *vtbl;
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LONG refcount;
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IWineD3DPixelShader *wined3d_shader;
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struct wined3d_shader_signature output_signature;
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};
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HRESULT d3d10_pixel_shader_init(struct d3d10_pixel_shader *shader, struct d3d10_device *device,
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const void *byte_code, SIZE_T byte_code_length) DECLSPEC_HIDDEN;
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HRESULT shader_parse_signature(const char *data, DWORD data_size, struct wined3d_shader_signature *s) DECLSPEC_HIDDEN;
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void shader_free_signature(struct wined3d_shader_signature *s) DECLSPEC_HIDDEN;
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/* ID3D10BlendState */
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struct d3d10_blend_state
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{
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const struct ID3D10BlendStateVtbl *vtbl;
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LONG refcount;
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};
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HRESULT d3d10_blend_state_init(struct d3d10_blend_state *state) DECLSPEC_HIDDEN;
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/* ID3D10DepthStencilState */
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struct d3d10_depthstencil_state
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{
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const struct ID3D10DepthStencilStateVtbl *vtbl;
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LONG refcount;
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};
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HRESULT d3d10_depthstencil_state_init(struct d3d10_depthstencil_state *state) DECLSPEC_HIDDEN;
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/* ID3D10RasterizerState */
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struct d3d10_rasterizer_state
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{
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const struct ID3D10RasterizerStateVtbl *vtbl;
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LONG refcount;
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};
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HRESULT d3d10_rasterizer_state_init(struct d3d10_rasterizer_state *state) DECLSPEC_HIDDEN;
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/* ID3D10SamplerState */
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struct d3d10_sampler_state
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{
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const struct ID3D10SamplerStateVtbl *vtbl;
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LONG refcount;
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};
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HRESULT d3d10_sampler_state_init(struct d3d10_sampler_state *state) DECLSPEC_HIDDEN;
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/* ID3D10Query */
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struct d3d10_query
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{
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const struct ID3D10QueryVtbl *vtbl;
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LONG refcount;
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};
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HRESULT d3d10_query_init(struct d3d10_query *query) DECLSPEC_HIDDEN;
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/* Layered device */
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enum dxgi_device_layer_id
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{
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DXGI_DEVICE_LAYER_DEBUG1 = 0x8,
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DXGI_DEVICE_LAYER_THREAD_SAFE = 0x10,
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DXGI_DEVICE_LAYER_DEBUG2 = 0x20,
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DXGI_DEVICE_LAYER_SWITCH_TO_REF = 0x30,
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DXGI_DEVICE_LAYER_D3D10_DEVICE = 0xffffffff,
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};
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struct layer_get_size_args
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{
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DWORD unknown0;
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DWORD unknown1;
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DWORD *unknown2;
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DWORD *unknown3;
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IDXGIAdapter *adapter;
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WORD interface_major;
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WORD interface_minor;
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WORD version_build;
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WORD version_revision;
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};
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struct dxgi_device_layer
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{
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enum dxgi_device_layer_id id;
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HRESULT (WINAPI *init)(enum dxgi_device_layer_id id, DWORD *count, DWORD *values);
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UINT (WINAPI *get_size)(enum dxgi_device_layer_id id, struct layer_get_size_args *args, DWORD unknown0);
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HRESULT (WINAPI *create)(enum dxgi_device_layer_id id, void **layer_base, DWORD unknown0,
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void *device_object, REFIID riid, void **device_layer);
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};
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HRESULT WINAPI DXGID3D10CreateDevice(HMODULE d3d10core, IDXGIFactory *factory, IDXGIAdapter *adapter,
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UINT flags, void *unknown0, void **device);
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HRESULT WINAPI DXGID3D10RegisterLayers(const struct dxgi_device_layer *layers, UINT layer_count);
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#endif /* __WINE_D3D10CORE_PRIVATE_H */
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