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source: vbox/trunk/src/VBox/Additions/WINNT/Graphics/Wine/wined3d/wined3d_private.h@ 35825

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wined3d: bit less ifdefs

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1/*
2 * Direct3D wine internal private include file
3 *
4 * Copyright 2002-2003 The wine-d3d team
5 * Copyright 2002-2003 Raphael Junqueira
6 * Copyright 2002-2003, 2004 Jason Edmeades
7 * Copyright 2005 Oliver Stieber
8 *
9 * This library is free software; you can redistribute it and/or
10 * modify it under the terms of the GNU Lesser General Public
11 * License as published by the Free Software Foundation; either
12 * version 2.1 of the License, or (at your option) any later version.
13 *
14 * This library is distributed in the hope that it will be useful,
15 * but WITHOUT ANY WARRANTY; without even the implied warranty of
16 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
17 * Lesser General Public License for more details.
18 *
19 * You should have received a copy of the GNU Lesser General Public
20 * License along with this library; if not, write to the Free Software
21 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
22 */
23
24/*
25 * Oracle LGPL Disclaimer: For the avoidance of doubt, except that if any license choice
26 * other than GPL or LGPL is available it will apply instead, Oracle elects to use only
27 * the Lesser General Public License version 2.1 (LGPLv2) at this time for any software where
28 * a choice of LGPL license versions is made available with the language indicating
29 * that LGPLv2 or any later version may be used, or where a choice of which version
30 * of the LGPL is applied is otherwise unspecified.
31 */
32
33#ifndef __WINE_WINED3D_PRIVATE_H
34#define __WINE_WINED3D_PRIVATE_H
35
36#include <stdarg.h>
37#include <math.h>
38#include <limits.h>
39#define NONAMELESSUNION
40#define NONAMELESSSTRUCT
41#define COBJMACROS
42#ifndef VBOX_WINE_WITHOUT_LIBWINE
43#include "windef.h"
44#include "winbase.h"
45#include "winreg.h"
46#include "wingdi.h"
47#include "winuser.h"
48#else
49#include <windows.h>
50#endif
51#include "wine/debug.h"
52#include "wine/unicode.h"
53
54#ifndef VBOX_WINE_WITHOUT_LIBWINE
55#include "objbase.h"
56#endif
57#include "wine/wined3d.h"
58#include "wined3d_gl.h"
59#include "wine/list.h"
60#include "wine/rbtree.h"
61
62#ifdef VBOX_WITH_WDDM
63# include "vboxsharedrc.h"
64#endif
65
66/* Driver quirks */
67#define WINED3D_QUIRK_ARB_VS_OFFSET_LIMIT 0x00000001
68#define WINED3D_QUIRK_SET_TEXCOORD_W 0x00000002
69#define WINED3D_QUIRK_GLSL_CLIP_VARYING 0x00000004
70#define WINED3D_QUIRK_ALLOWS_SPECULAR_ALPHA 0x00000008
71#define WINED3D_QUIRK_NV_CLIP_BROKEN 0x00000010
72#define WINED3D_QUIRK_FBO_TEX_UPDATE 0x00000020
73#define WINED3D_QUIRK_FULLSIZE_BLIT 0x00000040
74
75/* Texture format fixups */
76
77enum fixup_channel_source
78{
79 CHANNEL_SOURCE_ZERO = 0,
80 CHANNEL_SOURCE_ONE = 1,
81 CHANNEL_SOURCE_X = 2,
82 CHANNEL_SOURCE_Y = 3,
83 CHANNEL_SOURCE_Z = 4,
84 CHANNEL_SOURCE_W = 5,
85 CHANNEL_SOURCE_COMPLEX0 = 6,
86 CHANNEL_SOURCE_COMPLEX1 = 7,
87};
88
89enum complex_fixup
90{
91 COMPLEX_FIXUP_NONE = 0,
92 COMPLEX_FIXUP_YUY2 = 1,
93 COMPLEX_FIXUP_UYVY = 2,
94 COMPLEX_FIXUP_YV12 = 3,
95 COMPLEX_FIXUP_P8 = 4,
96};
97
98#include <pshpack2.h>
99struct color_fixup_desc
100{
101 unsigned x_sign_fixup : 1;
102 unsigned x_source : 3;
103 unsigned y_sign_fixup : 1;
104 unsigned y_source : 3;
105 unsigned z_sign_fixup : 1;
106 unsigned z_source : 3;
107 unsigned w_sign_fixup : 1;
108 unsigned w_source : 3;
109};
110#include <poppack.h>
111
112static const struct color_fixup_desc COLOR_FIXUP_IDENTITY =
113 {0, CHANNEL_SOURCE_X, 0, CHANNEL_SOURCE_Y, 0, CHANNEL_SOURCE_Z, 0, CHANNEL_SOURCE_W};
114
115static inline struct color_fixup_desc create_color_fixup_desc(
116 int sign0, enum fixup_channel_source src0, int sign1, enum fixup_channel_source src1,
117 int sign2, enum fixup_channel_source src2, int sign3, enum fixup_channel_source src3)
118{
119 struct color_fixup_desc fixup =
120 {
121 sign0, src0,
122 sign1, src1,
123 sign2, src2,
124 sign3, src3,
125 };
126 return fixup;
127}
128
129static inline struct color_fixup_desc create_complex_fixup_desc(enum complex_fixup complex_fixup)
130{
131 struct color_fixup_desc fixup =
132 {
133 0, complex_fixup & (1 << 0) ? CHANNEL_SOURCE_COMPLEX1 : CHANNEL_SOURCE_COMPLEX0,
134 0, complex_fixup & (1 << 1) ? CHANNEL_SOURCE_COMPLEX1 : CHANNEL_SOURCE_COMPLEX0,
135 0, complex_fixup & (1 << 2) ? CHANNEL_SOURCE_COMPLEX1 : CHANNEL_SOURCE_COMPLEX0,
136 0, complex_fixup & (1 << 3) ? CHANNEL_SOURCE_COMPLEX1 : CHANNEL_SOURCE_COMPLEX0,
137 };
138 return fixup;
139}
140
141static inline BOOL is_identity_fixup(struct color_fixup_desc fixup)
142{
143 return !memcmp(&fixup, &COLOR_FIXUP_IDENTITY, sizeof(fixup));
144}
145
146static inline BOOL is_complex_fixup(struct color_fixup_desc fixup)
147{
148 return fixup.x_source == CHANNEL_SOURCE_COMPLEX0 || fixup.x_source == CHANNEL_SOURCE_COMPLEX1;
149}
150
151static inline enum complex_fixup get_complex_fixup(struct color_fixup_desc fixup)
152{
153 enum complex_fixup complex_fixup = 0;
154 if (fixup.x_source == CHANNEL_SOURCE_COMPLEX1) complex_fixup |= (1 << 0);
155 if (fixup.y_source == CHANNEL_SOURCE_COMPLEX1) complex_fixup |= (1 << 1);
156 if (fixup.z_source == CHANNEL_SOURCE_COMPLEX1) complex_fixup |= (1 << 2);
157 if (fixup.w_source == CHANNEL_SOURCE_COMPLEX1) complex_fixup |= (1 << 3);
158 return complex_fixup;
159}
160
161void *wined3d_rb_alloc(size_t size) DECLSPEC_HIDDEN;
162void *wined3d_rb_realloc(void *ptr, size_t size) DECLSPEC_HIDDEN;
163void wined3d_rb_free(void *ptr) DECLSPEC_HIDDEN;
164
165/* Device caps */
166#define MAX_PALETTES 65536
167#define MAX_STREAMS 16
168#define MAX_TEXTURES 8
169#define MAX_FRAGMENT_SAMPLERS 16
170#define MAX_VERTEX_SAMPLERS 4
171#define MAX_COMBINED_SAMPLERS (MAX_FRAGMENT_SAMPLERS + MAX_VERTEX_SAMPLERS)
172#define MAX_ACTIVE_LIGHTS 8
173#define MAX_CLIPPLANES WINED3DMAXUSERCLIPPLANES
174
175struct min_lookup
176{
177 GLenum mip[WINED3DTEXF_LINEAR + 1];
178};
179
180const struct min_lookup minMipLookup[WINED3DTEXF_LINEAR + 1] DECLSPEC_HIDDEN;
181const struct min_lookup minMipLookup_noFilter[WINED3DTEXF_LINEAR + 1] DECLSPEC_HIDDEN;
182const struct min_lookup minMipLookup_noMip[WINED3DTEXF_LINEAR + 1] DECLSPEC_HIDDEN;
183const GLenum magLookup[WINED3DTEXF_LINEAR + 1] DECLSPEC_HIDDEN;
184const GLenum magLookup_noFilter[WINED3DTEXF_LINEAR + 1] DECLSPEC_HIDDEN;
185
186static inline GLenum wined3d_gl_mag_filter(const GLenum mag_lookup[], WINED3DTEXTUREFILTERTYPE mag_filter)
187{
188 return mag_lookup[mag_filter];
189}
190
191static inline GLenum wined3d_gl_min_mip_filter(const struct min_lookup min_mip_lookup[],
192 WINED3DTEXTUREFILTERTYPE min_filter, WINED3DTEXTUREFILTERTYPE mip_filter)
193{
194 return min_mip_lookup[min_filter].mip[mip_filter];
195}
196
197/* float_16_to_32() and float_32_to_16() (see implementation in
198 * surface_base.c) convert 16 bit floats in the FLOAT16 data type
199 * to standard C floats and vice versa. They do not depend on the encoding
200 * of the C float, so they are platform independent, but slow. On x86 and
201 * other IEEE 754 compliant platforms the conversion can be accelerated by
202 * bit shifting the exponent and mantissa. There are also some SSE-based
203 * assembly routines out there.
204 *
205 * See GL_NV_half_float for a reference of the FLOAT16 / GL_HALF format
206 */
207static inline float float_16_to_32(const unsigned short *in) {
208 unsigned long fNaN = 0x7fc00000;
209 unsigned long fNegInf = 0xff800000;
210 unsigned long fInf = 0x7f800000;
211
212 const unsigned short s = ((*in) & 0x8000);
213 const unsigned short e = ((*in) & 0x7C00) >> 10;
214 const unsigned short m = (*in) & 0x3FF;
215 const float sgn = (s ? -1.0f : 1.0f);
216
217 if(e == 0) {
218 if(m == 0) return sgn * 0.0f; /* +0.0 or -0.0 */
219 else return sgn * pow(2, -14.0f) * ((float)m / 1024.0f);
220 } else if(e < 31) {
221 return sgn * pow(2, (float)e - 15.0f) * (1.0f + ((float)m / 1024.0f));
222 } else {
223 if(m == 0) return sgn>0? *(float*)(&fInf) : *(float*)(&fNegInf); //sgn / 0.0f; /* +INF / -INF */
224 else return *(float*)(&fNaN); //0.0f / 0.0f; /* NAN */
225 }
226}
227
228static inline float float_24_to_32(DWORD in)
229{
230 const float sgn = in & 0x800000 ? -1.0f : 1.0f;
231 const unsigned short e = (in & 0x780000) >> 19;
232 const unsigned short m = in & 0x7ffff;
233 unsigned long fNaN = 0x7fc00000;
234 unsigned long fNegInf = 0xff800000;
235 unsigned long fInf = 0x7f800000;
236
237 if (e == 0)
238 {
239 if (m == 0) return sgn * 0.0f; /* +0.0 or -0.0 */
240 else return sgn * pow(2, -6.0f) * ((float)m / 524288.0f);
241 }
242 else if (e < 15)
243 {
244 return sgn * pow(2, (float)e - 7.0f) * (1.0f + ((float)m / 524288.0f));
245 }
246 else
247 {
248 if (m == 0) return sgn>0? *(float*)(&fInf) : *(float*)(&fNegInf); //sgn / 0.0f; /* +INF / -INF */
249 else return *(float*)(&fNaN); //0.0f / 0.0f; /* NAN */
250 }
251}
252
253/**
254 * Settings
255 */
256#define VS_NONE 0
257#define VS_HW 1
258
259#define PS_NONE 0
260#define PS_HW 1
261
262#define VBO_NONE 0
263#define VBO_HW 1
264
265#define ORM_BACKBUFFER 0
266#define ORM_FBO 1
267
268#define SHADER_ARB 1
269#define SHADER_GLSL 2
270#define SHADER_ATI 3
271#define SHADER_NONE 4
272
273#define RTL_DISABLE -1
274#define RTL_READDRAW 1
275#define RTL_READTEX 2
276
277#define PCI_VENDOR_NONE 0xffff /* e.g. 0x8086 for Intel and 0x10de for Nvidia */
278#define PCI_DEVICE_NONE 0xffff /* e.g. 0x14f for a Geforce6200 */
279
280/* NOTE: When adding fields to this structure, make sure to update the default
281 * values in wined3d_main.c as well. */
282typedef struct wined3d_settings_s {
283/* vertex and pixel shader modes */
284 int vs_mode;
285 int ps_mode;
286/* Ideally, we don't want the user to have to request GLSL. If the hardware supports GLSL,
287 we should use it. However, until it's fully implemented, we'll leave it as a registry
288 setting for developers. */
289 BOOL glslRequested;
290 int offscreen_rendering_mode;
291 int rendertargetlock_mode;
292 unsigned short pci_vendor_id;
293 unsigned short pci_device_id;
294/* Memory tracking and object counting */
295 unsigned int emulated_textureram;
296 char *logo;
297 int allow_multisampling;
298 BOOL strict_draw_ordering;
299} wined3d_settings_t;
300
301extern wined3d_settings_t wined3d_settings DECLSPEC_HIDDEN;
302
303typedef enum _WINED3DSAMPLER_TEXTURE_TYPE
304{
305 WINED3DSTT_UNKNOWN = 0,
306 WINED3DSTT_1D = 1,
307 WINED3DSTT_2D = 2,
308 WINED3DSTT_CUBE = 3,
309 WINED3DSTT_VOLUME = 4,
310} WINED3DSAMPLER_TEXTURE_TYPE;
311
312typedef enum _WINED3DSHADER_PARAM_REGISTER_TYPE
313{
314 WINED3DSPR_TEMP = 0,
315 WINED3DSPR_INPUT = 1,
316 WINED3DSPR_CONST = 2,
317 WINED3DSPR_ADDR = 3,
318 WINED3DSPR_TEXTURE = 3,
319 WINED3DSPR_RASTOUT = 4,
320 WINED3DSPR_ATTROUT = 5,
321 WINED3DSPR_TEXCRDOUT = 6,
322 WINED3DSPR_OUTPUT = 6,
323 WINED3DSPR_CONSTINT = 7,
324 WINED3DSPR_COLOROUT = 8,
325 WINED3DSPR_DEPTHOUT = 9,
326 WINED3DSPR_SAMPLER = 10,
327 WINED3DSPR_CONST2 = 11,
328 WINED3DSPR_CONST3 = 12,
329 WINED3DSPR_CONST4 = 13,
330 WINED3DSPR_CONSTBOOL = 14,
331 WINED3DSPR_LOOP = 15,
332 WINED3DSPR_TEMPFLOAT16 = 16,
333 WINED3DSPR_MISCTYPE = 17,
334 WINED3DSPR_LABEL = 18,
335 WINED3DSPR_PREDICATE = 19,
336 WINED3DSPR_IMMCONST,
337 WINED3DSPR_CONSTBUFFER,
338} WINED3DSHADER_PARAM_REGISTER_TYPE;
339
340enum wined3d_immconst_type
341{
342 WINED3D_IMMCONST_FLOAT,
343 WINED3D_IMMCONST_FLOAT4,
344};
345
346#define WINED3DSP_NOSWIZZLE (0 | (1 << 2) | (2 << 4) | (3 << 6))
347
348typedef enum _WINED3DSHADER_PARAM_SRCMOD_TYPE
349{
350 WINED3DSPSM_NONE = 0,
351 WINED3DSPSM_NEG = 1,
352 WINED3DSPSM_BIAS = 2,
353 WINED3DSPSM_BIASNEG = 3,
354 WINED3DSPSM_SIGN = 4,
355 WINED3DSPSM_SIGNNEG = 5,
356 WINED3DSPSM_COMP = 6,
357 WINED3DSPSM_X2 = 7,
358 WINED3DSPSM_X2NEG = 8,
359 WINED3DSPSM_DZ = 9,
360 WINED3DSPSM_DW = 10,
361 WINED3DSPSM_ABS = 11,
362 WINED3DSPSM_ABSNEG = 12,
363 WINED3DSPSM_NOT = 13,
364} WINED3DSHADER_PARAM_SRCMOD_TYPE;
365
366#define WINED3DSP_WRITEMASK_0 0x1 /* .x r */
367#define WINED3DSP_WRITEMASK_1 0x2 /* .y g */
368#define WINED3DSP_WRITEMASK_2 0x4 /* .z b */
369#define WINED3DSP_WRITEMASK_3 0x8 /* .w a */
370#define WINED3DSP_WRITEMASK_ALL 0xf /* all */
371
372typedef enum _WINED3DSHADER_PARAM_DSTMOD_TYPE
373{
374 WINED3DSPDM_NONE = 0,
375 WINED3DSPDM_SATURATE = 1,
376 WINED3DSPDM_PARTIALPRECISION = 2,
377 WINED3DSPDM_MSAMPCENTROID = 4,
378} WINED3DSHADER_PARAM_DSTMOD_TYPE;
379
380/* Undocumented opcode control to identify projective texture lookups in ps 2.0 and later */
381#define WINED3DSI_TEXLD_PROJECT 1
382#define WINED3DSI_TEXLD_BIAS 2
383
384typedef enum COMPARISON_TYPE
385{
386 COMPARISON_GT = 1,
387 COMPARISON_EQ = 2,
388 COMPARISON_GE = 3,
389 COMPARISON_LT = 4,
390 COMPARISON_NE = 5,
391 COMPARISON_LE = 6,
392} COMPARISON_TYPE;
393
394#define WINED3D_SM1_VS 0xfffe
395#define WINED3D_SM1_PS 0xffff
396#define WINED3D_SM4_PS 0x0000
397#define WINED3D_SM4_VS 0x0001
398#define WINED3D_SM4_GS 0x0002
399
400/* Shader version tokens, and shader end tokens */
401#define WINED3DPS_VERSION(major, minor) ((WINED3D_SM1_PS << 16) | ((major) << 8) | (minor))
402#define WINED3DVS_VERSION(major, minor) ((WINED3D_SM1_VS << 16) | ((major) << 8) | (minor))
403
404/* Shader backends */
405
406/* TODO: Make this dynamic, based on shader limits ? */
407#define MAX_ATTRIBS 16
408#define MAX_REG_ADDR 1
409#define MAX_REG_TEMP 32
410#define MAX_REG_TEXCRD 8
411#define MAX_REG_INPUT 12
412#define MAX_REG_OUTPUT 12
413#define MAX_CONST_I 16
414#define MAX_CONST_B 16
415
416/* FIXME: This needs to go up to 2048 for
417 * Shader model 3 according to msdn (and for software shaders) */
418#define MAX_LABELS 16
419
420#define SHADER_PGMSIZE 65535
421
422struct wined3d_shader_buffer
423{
424 char *buffer;
425 unsigned int bsize;
426 unsigned int lineNo;
427 BOOL newline;
428};
429
430enum WINED3D_SHADER_INSTRUCTION_HANDLER
431{
432 WINED3DSIH_ABS,
433 WINED3DSIH_ADD,
434 WINED3DSIH_BEM,
435 WINED3DSIH_BREAK,
436 WINED3DSIH_BREAKC,
437 WINED3DSIH_BREAKP,
438 WINED3DSIH_CALL,
439 WINED3DSIH_CALLNZ,
440 WINED3DSIH_CMP,
441 WINED3DSIH_CND,
442 WINED3DSIH_CRS,
443 WINED3DSIH_CUT,
444 WINED3DSIH_DCL,
445 WINED3DSIH_DEF,
446 WINED3DSIH_DEFB,
447 WINED3DSIH_DEFI,
448 WINED3DSIH_DP2ADD,
449 WINED3DSIH_DP3,
450 WINED3DSIH_DP4,
451 WINED3DSIH_DST,
452 WINED3DSIH_DSX,
453 WINED3DSIH_DSY,
454 WINED3DSIH_ELSE,
455 WINED3DSIH_EMIT,
456 WINED3DSIH_ENDIF,
457 WINED3DSIH_ENDLOOP,
458 WINED3DSIH_ENDREP,
459 WINED3DSIH_EXP,
460 WINED3DSIH_EXPP,
461 WINED3DSIH_FRC,
462 WINED3DSIH_IADD,
463 WINED3DSIH_IF,
464 WINED3DSIH_IFC,
465 WINED3DSIH_IGE,
466 WINED3DSIH_LABEL,
467 WINED3DSIH_LIT,
468 WINED3DSIH_LOG,
469 WINED3DSIH_LOGP,
470 WINED3DSIH_LOOP,
471 WINED3DSIH_LRP,
472 WINED3DSIH_LT,
473 WINED3DSIH_M3x2,
474 WINED3DSIH_M3x3,
475 WINED3DSIH_M3x4,
476 WINED3DSIH_M4x3,
477 WINED3DSIH_M4x4,
478 WINED3DSIH_MAD,
479 WINED3DSIH_MAX,
480 WINED3DSIH_MIN,
481 WINED3DSIH_MOV,
482 WINED3DSIH_MOVA,
483 WINED3DSIH_MUL,
484 WINED3DSIH_NOP,
485 WINED3DSIH_NRM,
486 WINED3DSIH_PHASE,
487 WINED3DSIH_POW,
488 WINED3DSIH_RCP,
489 WINED3DSIH_REP,
490 WINED3DSIH_RET,
491 WINED3DSIH_RSQ,
492 WINED3DSIH_SETP,
493 WINED3DSIH_SGE,
494 WINED3DSIH_SGN,
495 WINED3DSIH_SINCOS,
496 WINED3DSIH_SLT,
497 WINED3DSIH_SUB,
498 WINED3DSIH_TEX,
499 WINED3DSIH_TEXBEM,
500 WINED3DSIH_TEXBEML,
501 WINED3DSIH_TEXCOORD,
502 WINED3DSIH_TEXDEPTH,
503 WINED3DSIH_TEXDP3,
504 WINED3DSIH_TEXDP3TEX,
505 WINED3DSIH_TEXKILL,
506 WINED3DSIH_TEXLDD,
507 WINED3DSIH_TEXLDL,
508 WINED3DSIH_TEXM3x2DEPTH,
509 WINED3DSIH_TEXM3x2PAD,
510 WINED3DSIH_TEXM3x2TEX,
511 WINED3DSIH_TEXM3x3,
512 WINED3DSIH_TEXM3x3DIFF,
513 WINED3DSIH_TEXM3x3PAD,
514 WINED3DSIH_TEXM3x3SPEC,
515 WINED3DSIH_TEXM3x3TEX,
516 WINED3DSIH_TEXM3x3VSPEC,
517 WINED3DSIH_TEXREG2AR,
518 WINED3DSIH_TEXREG2GB,
519 WINED3DSIH_TEXREG2RGB,
520 WINED3DSIH_TABLE_SIZE
521};
522
523enum wined3d_shader_type
524{
525 WINED3D_SHADER_TYPE_PIXEL,
526 WINED3D_SHADER_TYPE_VERTEX,
527 WINED3D_SHADER_TYPE_GEOMETRY,
528};
529
530struct wined3d_shader_version
531{
532 enum wined3d_shader_type type;
533 BYTE major;
534 BYTE minor;
535};
536
537#define WINED3D_SHADER_VERSION(major, minor) (((major) << 8) | (minor))
538
539typedef struct shader_reg_maps
540{
541 struct wined3d_shader_version shader_version;
542 BYTE texcoord; /* MAX_REG_TEXCRD, 8 */
543 BYTE address; /* MAX_REG_ADDR, 1 */
544 WORD labels; /* MAX_LABELS, 16 */
545 DWORD temporary; /* MAX_REG_TEMP, 32 */
546 DWORD *constf; /* pixel, vertex */
547 DWORD texcoord_mask[MAX_REG_TEXCRD]; /* vertex < 3.0 */
548 WORD input_registers; /* max(MAX_REG_INPUT, MAX_ATTRIBS), 16 */
549 WORD output_registers; /* MAX_REG_OUTPUT, 12 */
550 WORD integer_constants; /* MAX_CONST_I, 16 */
551 WORD boolean_constants; /* MAX_CONST_B, 16 */
552 WORD local_int_consts; /* MAX_CONST_I, 16 */
553 WORD local_bool_consts; /* MAX_CONST_B, 16 */
554
555 WINED3DSAMPLER_TEXTURE_TYPE sampler_type[max(MAX_FRAGMENT_SAMPLERS, MAX_VERTEX_SAMPLERS)];
556 BYTE bumpmat; /* MAX_TEXTURES, 8 */
557 BYTE luminanceparams; /* MAX_TEXTURES, 8 */
558
559 WORD usesnrm : 1;
560 WORD vpos : 1;
561 WORD usesdsx : 1;
562 WORD usesdsy : 1;
563 WORD usestexldd : 1;
564 WORD usesmova : 1;
565 WORD usesfacing : 1;
566 WORD usesrelconstF : 1;
567 WORD fog : 1;
568 WORD usestexldl : 1;
569 WORD usesifc : 1;
570 WORD usescall : 1;
571 WORD padding : 4;
572
573 /* Whether or not loops are used in this shader, and nesting depth */
574 unsigned loop_depth;
575 unsigned highest_render_target;
576
577} shader_reg_maps;
578
579struct wined3d_shader_context
580{
581 IWineD3DBaseShader *shader;
582 const struct wined3d_gl_info *gl_info;
583 const struct shader_reg_maps *reg_maps;
584 struct wined3d_shader_buffer *buffer;
585 void *backend_data;
586};
587
588struct wined3d_shader_register
589{
590 WINED3DSHADER_PARAM_REGISTER_TYPE type;
591 UINT idx;
592 UINT array_idx;
593 const struct wined3d_shader_src_param *rel_addr;
594 enum wined3d_immconst_type immconst_type;
595 DWORD immconst_data[4];
596};
597
598struct wined3d_shader_dst_param
599{
600 struct wined3d_shader_register reg;
601 DWORD write_mask;
602 DWORD modifiers;
603 DWORD shift;
604};
605
606struct wined3d_shader_src_param
607{
608 struct wined3d_shader_register reg;
609 DWORD swizzle;
610 DWORD modifiers;
611};
612
613struct wined3d_shader_instruction
614{
615 const struct wined3d_shader_context *ctx;
616 enum WINED3D_SHADER_INSTRUCTION_HANDLER handler_idx;
617 DWORD flags;
618 BOOL coissue;
619 DWORD predicate;
620 UINT dst_count;
621 const struct wined3d_shader_dst_param *dst;
622 UINT src_count;
623 const struct wined3d_shader_src_param *src;
624};
625
626struct wined3d_shader_semantic
627{
628 WINED3DDECLUSAGE usage;
629 UINT usage_idx;
630 WINED3DSAMPLER_TEXTURE_TYPE sampler_type;
631 struct wined3d_shader_dst_param reg;
632};
633
634struct wined3d_shader_attribute
635{
636 WINED3DDECLUSAGE usage;
637 UINT usage_idx;
638};
639
640struct wined3d_shader_loop_control
641{
642 unsigned int count;
643 unsigned int start;
644 int step;
645};
646
647struct wined3d_shader_frontend
648{
649 void *(*shader_init)(const DWORD *ptr, const struct wined3d_shader_signature *output_signature);
650 void (*shader_free)(void *data);
651 void (*shader_read_header)(void *data, const DWORD **ptr, struct wined3d_shader_version *shader_version);
652 void (*shader_read_opcode)(void *data, const DWORD **ptr, struct wined3d_shader_instruction *ins, UINT *param_size);
653 void (*shader_read_src_param)(void *data, const DWORD **ptr, struct wined3d_shader_src_param *src_param,
654 struct wined3d_shader_src_param *src_rel_addr);
655 void (*shader_read_dst_param)(void *data, const DWORD **ptr, struct wined3d_shader_dst_param *dst_param,
656 struct wined3d_shader_src_param *dst_rel_addr);
657 void (*shader_read_semantic)(const DWORD **ptr, struct wined3d_shader_semantic *semantic);
658 void (*shader_read_comment)(const DWORD **ptr, const char **comment, UINT *comment_size);
659 BOOL (*shader_is_end)(void *data, const DWORD **ptr);
660};
661
662extern const struct wined3d_shader_frontend sm1_shader_frontend DECLSPEC_HIDDEN;
663extern const struct wined3d_shader_frontend sm4_shader_frontend DECLSPEC_HIDDEN;
664
665typedef void (*SHADER_HANDLER)(const struct wined3d_shader_instruction *);
666
667struct shader_caps {
668 DWORD VertexShaderVersion;
669 DWORD MaxVertexShaderConst;
670
671 DWORD PixelShaderVersion;
672 float PixelShader1xMaxValue;
673 DWORD MaxPixelShaderConst;
674
675 WINED3DVSHADERCAPS2_0 VS20Caps;
676 WINED3DPSHADERCAPS2_0 PS20Caps;
677
678 DWORD MaxVShaderInstructionsExecuted;
679 DWORD MaxPShaderInstructionsExecuted;
680 DWORD MaxVertexShader30InstructionSlots;
681 DWORD MaxPixelShader30InstructionSlots;
682
683 BOOL VSClipping;
684};
685
686enum tex_types
687{
688 tex_1d = 0,
689 tex_2d = 1,
690 tex_3d = 2,
691 tex_cube = 3,
692 tex_rect = 4,
693 tex_type_count = 5,
694};
695
696enum vertexprocessing_mode {
697 fixedfunction,
698 vertexshader,
699 pretransformed
700};
701
702#define WINED3D_CONST_NUM_UNUSED ~0U
703
704enum fogmode {
705 FOG_OFF,
706 FOG_LINEAR,
707 FOG_EXP,
708 FOG_EXP2
709};
710
711struct wined3d_context;
712
713/* Stateblock dependent parameters which have to be hardcoded
714 * into the shader code
715 */
716struct ps_compile_args {
717 struct color_fixup_desc color_fixup[MAX_FRAGMENT_SAMPLERS];
718 enum vertexprocessing_mode vp_mode;
719 enum fogmode fog;
720 /* Projected textures(ps 1.0-1.3) */
721 /* Texture types(2D, Cube, 3D) in ps 1.x */
722 BOOL srgb_correction;
723 WORD np2_fixup;
724 /* Bitmap for NP2 texcoord fixups (16 samplers max currently).
725 D3D9 has a limit of 16 samplers and the fixup is superfluous
726 in D3D10 (unconditional NP2 support mandatory). */
727 WORD t_mirror;
728};
729
730enum fog_src_type {
731 VS_FOG_Z = 0,
732 VS_FOG_COORD = 1
733};
734
735struct vs_compile_args {
736 BYTE fog_src;
737 BYTE clip_enabled;
738 WORD swizzle_map; /* MAX_ATTRIBS, 16 */
739};
740
741typedef struct {
742 void (*shader_handle_instruction)(const struct wined3d_shader_instruction *);
743 void (*shader_select)(const struct wined3d_context *context, BOOL usePS, BOOL useVS);
744 void (*shader_select_depth_blt)(IWineD3DDevice *iface, enum tex_types tex_type);
745 void (*shader_deselect_depth_blt)(IWineD3DDevice *iface);
746 void (*shader_update_float_vertex_constants)(IWineD3DDevice *iface, UINT start, UINT count);
747 void (*shader_update_float_pixel_constants)(IWineD3DDevice *iface, UINT start, UINT count);
748 void (*shader_load_constants)(const struct wined3d_context *context, char usePS, char useVS);
749 void (*shader_load_np2fixup_constants)(IWineD3DDevice *iface, char usePS, char useVS);
750 void (*shader_destroy)(IWineD3DBaseShader *iface);
751 HRESULT (*shader_alloc_private)(IWineD3DDevice *iface);
752 void (*shader_free_private)(IWineD3DDevice *iface);
753 BOOL (*shader_dirtifyable_constants)(IWineD3DDevice *iface);
754 void (*shader_get_caps)(const struct wined3d_gl_info *gl_info, struct shader_caps *caps);
755 BOOL (*shader_color_fixup_supported)(struct color_fixup_desc fixup);
756 void (*shader_add_instruction_modifiers)(const struct wined3d_shader_instruction *ins);
757} shader_backend_t;
758
759extern const shader_backend_t glsl_shader_backend DECLSPEC_HIDDEN;
760extern const shader_backend_t arb_program_shader_backend DECLSPEC_HIDDEN;
761extern const shader_backend_t none_shader_backend DECLSPEC_HIDDEN;
762
763/* X11 locking */
764
765extern void (* CDECL wine_tsx11_lock_ptr)(void) DECLSPEC_HIDDEN;
766extern void (* CDECL wine_tsx11_unlock_ptr)(void) DECLSPEC_HIDDEN;
767
768/* As GLX relies on X, this is needed */
769extern int num_lock DECLSPEC_HIDDEN;
770
771#if 0
772#define ENTER_GL() ++num_lock; if (num_lock > 1) FIXME("Recursive use of GL lock to: %d\n", num_lock); wine_tsx11_lock_ptr()
773#define LEAVE_GL() if (num_lock != 1) FIXME("Recursive use of GL lock: %d\n", num_lock); --num_lock; wine_tsx11_unlock_ptr()
774#else
775#define ENTER_GL() wine_tsx11_lock_ptr()
776#define LEAVE_GL() wine_tsx11_unlock_ptr()
777#endif
778
779/*****************************************************************************
780 * Defines
781 */
782
783/* GL related defines */
784/* ------------------ */
785#define GL_EXTCALL(FuncName) (GLINFO_LOCATION.FuncName)
786
787#define D3DCOLOR_B_R(dw) (((dw) >> 16) & 0xFF)
788#define D3DCOLOR_B_G(dw) (((dw) >> 8) & 0xFF)
789#define D3DCOLOR_B_B(dw) (((dw) >> 0) & 0xFF)
790#define D3DCOLOR_B_A(dw) (((dw) >> 24) & 0xFF)
791
792#define D3DCOLOR_R(dw) (((float) (((dw) >> 16) & 0xFF)) / 255.0f)
793#define D3DCOLOR_G(dw) (((float) (((dw) >> 8) & 0xFF)) / 255.0f)
794#define D3DCOLOR_B(dw) (((float) (((dw) >> 0) & 0xFF)) / 255.0f)
795#define D3DCOLOR_A(dw) (((float) (((dw) >> 24) & 0xFF)) / 255.0f)
796
797#define D3DCOLORTOGLFLOAT4(dw, vec) do { \
798 (vec)[0] = D3DCOLOR_R(dw); \
799 (vec)[1] = D3DCOLOR_G(dw); \
800 (vec)[2] = D3DCOLOR_B(dw); \
801 (vec)[3] = D3DCOLOR_A(dw); \
802} while(0)
803
804/* DirectX Device Limits */
805/* --------------------- */
806#define MAX_MIP_LEVELS 32 /* Maximum number of mipmap levels. */
807#define HIGHEST_TRANSFORMSTATE WINED3DTS_WORLDMATRIX(255) /* Highest value in WINED3DTRANSFORMSTATETYPE */
808
809/* Checking of API calls */
810/* --------------------- */
811#ifndef WINE_NO_DEBUG_MSGS
812#define checkGLcall(A) \
813do { \
814 GLint err; \
815 if(!__WINE_IS_DEBUG_ON(_FIXME, __wine_dbch___default)) break; \
816 err = glGetError(); \
817 if (!pwglGetCurrentContext()) \
818 { \
819 ERR(">>>>>>>>>>>>>>>>> NULL ctx issuing %s @ %s / %d\n", \
820 A, __FILE__, __LINE__); \
821 break; \
822 } \
823 if (err == GL_NO_ERROR) { \
824 TRACE("%s call ok %s / %d\n", A, __FILE__, __LINE__); \
825 \
826 } else do { \
827 ERR(">>>>>>>>>>>>>>>>> %s (%#x) from %s @ %s / %d\n", \
828 debug_glerror(err), err, A, __FILE__, __LINE__); \
829 err = glGetError(); \
830 } while (err != GL_NO_ERROR); \
831} while(0)
832#else
833#define checkGLcall(A) do {} while(0)
834#endif
835
836/* Trace routines / diagnostics */
837/* ---------------------------- */
838
839/* Dump out a matrix and copy it */
840#define conv_mat(mat,gl_mat) \
841do { \
842 TRACE("%f %f %f %f\n", (mat)->u.s._11, (mat)->u.s._12, (mat)->u.s._13, (mat)->u.s._14); \
843 TRACE("%f %f %f %f\n", (mat)->u.s._21, (mat)->u.s._22, (mat)->u.s._23, (mat)->u.s._24); \
844 TRACE("%f %f %f %f\n", (mat)->u.s._31, (mat)->u.s._32, (mat)->u.s._33, (mat)->u.s._34); \
845 TRACE("%f %f %f %f\n", (mat)->u.s._41, (mat)->u.s._42, (mat)->u.s._43, (mat)->u.s._44); \
846 memcpy(gl_mat, (mat), 16 * sizeof(float)); \
847} while (0)
848
849/* Trace vector and strided data information */
850#define TRACE_STRIDED(si, name) do { if (si->use_map & (1 << name)) \
851 TRACE( #name "=(data:%p, stride:%d, format:%#x, vbo %d, stream %u)\n", \
852 si->elements[name].data, si->elements[name].stride, si->elements[name].format_desc->format, \
853 si->elements[name].buffer_object, si->elements[name].stream_idx); } while(0)
854
855/* Advance declaration of structures to satisfy compiler */
856typedef struct IWineD3DStateBlockImpl IWineD3DStateBlockImpl;
857typedef struct IWineD3DSurfaceImpl IWineD3DSurfaceImpl;
858typedef struct IWineD3DPaletteImpl IWineD3DPaletteImpl;
859typedef struct IWineD3DDeviceImpl IWineD3DDeviceImpl;
860typedef struct IWineD3DSwapChainImpl IWineD3DSwapChainImpl;
861
862/* Global variables */
863extern const float identity[16] DECLSPEC_HIDDEN;
864
865/*****************************************************************************
866 * Compilable extra diagnostics
867 */
868
869/* TODO: Confirm each of these works when wined3d move completed */
870#if 0 /* NOTE: Must be 0 in cvs */
871 /* To avoid having to get gigabytes of trace, the following can be compiled in, and at the start
872 of each frame, a check is made for the existence of C:\D3DTRACE, and if it exists d3d trace
873 is enabled, and if it doesn't exist it is disabled. */
874# define FRAME_DEBUGGING
875 /* Adding in the SINGLE_FRAME_DEBUGGING gives a trace of just what makes up a single frame, before
876 the file is deleted */
877# if 1 /* NOTE: Must be 1 in cvs, as this is mostly more useful than a trace from program start */
878# define SINGLE_FRAME_DEBUGGING
879# endif
880 /* The following, when enabled, lets you see the makeup of the frame, by drawprimitive calls.
881 It can only be enabled when FRAME_DEBUGGING is also enabled
882 The contents of the back buffer are written into /tmp/backbuffer_* after each primitive
883 array is drawn. */
884# if 0 /* NOTE: Must be 0 in cvs, as this give a lot of ppm files when compiled in */
885# define SHOW_FRAME_MAKEUP 1
886# endif
887 /* The following, when enabled, lets you see the makeup of the all the textures used during each
888 of the drawprimitive calls. It can only be enabled when SHOW_FRAME_MAKEUP is also enabled.
889 The contents of the textures assigned to each stage are written into
890 /tmp/texture_*_<Stage>.ppm after each primitive array is drawn. */
891# if 0 /* NOTE: Must be 0 in cvs, as this give a lot of ppm files when compiled in */
892# define SHOW_TEXTURE_MAKEUP 0
893# endif
894extern BOOL isOn;
895extern BOOL isDumpingFrames;
896extern LONG primCounter;
897#endif
898
899enum wined3d_ffp_idx
900{
901 WINED3D_FFP_POSITION = 0,
902 WINED3D_FFP_BLENDWEIGHT = 1,
903 WINED3D_FFP_BLENDINDICES = 2,
904 WINED3D_FFP_NORMAL = 3,
905 WINED3D_FFP_PSIZE = 4,
906 WINED3D_FFP_DIFFUSE = 5,
907 WINED3D_FFP_SPECULAR = 6,
908 WINED3D_FFP_TEXCOORD0 = 7,
909 WINED3D_FFP_TEXCOORD1 = 8,
910 WINED3D_FFP_TEXCOORD2 = 9,
911 WINED3D_FFP_TEXCOORD3 = 10,
912 WINED3D_FFP_TEXCOORD4 = 11,
913 WINED3D_FFP_TEXCOORD5 = 12,
914 WINED3D_FFP_TEXCOORD6 = 13,
915 WINED3D_FFP_TEXCOORD7 = 14,
916};
917
918enum wined3d_ffp_emit_idx
919{
920 WINED3D_FFP_EMIT_FLOAT1 = 0,
921 WINED3D_FFP_EMIT_FLOAT2 = 1,
922 WINED3D_FFP_EMIT_FLOAT3 = 2,
923 WINED3D_FFP_EMIT_FLOAT4 = 3,
924 WINED3D_FFP_EMIT_D3DCOLOR = 4,
925 WINED3D_FFP_EMIT_UBYTE4 = 5,
926 WINED3D_FFP_EMIT_SHORT2 = 6,
927 WINED3D_FFP_EMIT_SHORT4 = 7,
928 WINED3D_FFP_EMIT_UBYTE4N = 8,
929 WINED3D_FFP_EMIT_SHORT2N = 9,
930 WINED3D_FFP_EMIT_SHORT4N = 10,
931 WINED3D_FFP_EMIT_USHORT2N = 11,
932 WINED3D_FFP_EMIT_USHORT4N = 12,
933 WINED3D_FFP_EMIT_UDEC3 = 13,
934 WINED3D_FFP_EMIT_DEC3N = 14,
935 WINED3D_FFP_EMIT_FLOAT16_2 = 15,
936 WINED3D_FFP_EMIT_FLOAT16_4 = 16,
937 WINED3D_FFP_EMIT_COUNT = 17
938};
939
940struct wined3d_stream_info_element
941{
942 const struct wined3d_format_desc *format_desc;
943 GLsizei stride;
944 const BYTE *data;
945 UINT stream_idx;
946 GLuint buffer_object;
947};
948
949struct wined3d_stream_info
950{
951 struct wined3d_stream_info_element elements[MAX_ATTRIBS];
952 BOOL position_transformed;
953 WORD swizzle_map; /* MAX_ATTRIBS, 16 */
954 WORD use_map; /* MAX_ATTRIBS, 16 */
955};
956
957/*****************************************************************************
958 * Prototypes
959 */
960
961/* Routine common to the draw primitive and draw indexed primitive routines */
962void drawPrimitive(IWineD3DDevice *iface, UINT index_count,
963 UINT start_idx, UINT idxBytes, const void *idxData) DECLSPEC_HIDDEN;
964DWORD get_flexible_vertex_size(DWORD d3dvtVertexType) DECLSPEC_HIDDEN;
965
966typedef void (WINE_GLAPI *glAttribFunc)(const void *data);
967typedef void (WINE_GLAPI *glMultiTexCoordFunc)(GLenum unit, const void *data);
968extern glAttribFunc position_funcs[WINED3D_FFP_EMIT_COUNT] DECLSPEC_HIDDEN;
969extern glAttribFunc diffuse_funcs[WINED3D_FFP_EMIT_COUNT] DECLSPEC_HIDDEN;
970extern glAttribFunc specular_func_3ubv DECLSPEC_HIDDEN;
971extern glAttribFunc specular_funcs[WINED3D_FFP_EMIT_COUNT] DECLSPEC_HIDDEN;
972extern glAttribFunc normal_funcs[WINED3D_FFP_EMIT_COUNT] DECLSPEC_HIDDEN;
973extern glMultiTexCoordFunc multi_texcoord_funcs[WINED3D_FFP_EMIT_COUNT] DECLSPEC_HIDDEN;
974
975#define eps 1e-8
976
977#define GET_TEXCOORD_SIZE_FROM_FVF(d3dvtVertexType, tex_num) \
978 (((((d3dvtVertexType) >> (16 + (2 * (tex_num)))) + 1) & 0x03) + 1)
979
980/* Routines and structures related to state management */
981
982#define STATE_RENDER(a) (a)
983#define STATE_IS_RENDER(a) ((a) >= STATE_RENDER(1) && (a) <= STATE_RENDER(WINEHIGHEST_RENDER_STATE))
984
985#define STATE_TEXTURESTAGE(stage, num) (STATE_RENDER(WINEHIGHEST_RENDER_STATE) + 1 + (stage) * (WINED3D_HIGHEST_TEXTURE_STATE + 1) + (num))
986#define STATE_IS_TEXTURESTAGE(a) ((a) >= STATE_TEXTURESTAGE(0, 1) && (a) <= STATE_TEXTURESTAGE(MAX_TEXTURES - 1, WINED3D_HIGHEST_TEXTURE_STATE))
987
988/* + 1 because samplers start with 0 */
989#define STATE_SAMPLER(num) (STATE_TEXTURESTAGE(MAX_TEXTURES - 1, WINED3D_HIGHEST_TEXTURE_STATE) + 1 + (num))
990#define STATE_IS_SAMPLER(num) ((num) >= STATE_SAMPLER(0) && (num) <= STATE_SAMPLER(MAX_COMBINED_SAMPLERS - 1))
991
992#define STATE_PIXELSHADER (STATE_SAMPLER(MAX_COMBINED_SAMPLERS - 1) + 1)
993#define STATE_IS_PIXELSHADER(a) ((a) == STATE_PIXELSHADER)
994
995#define STATE_TRANSFORM(a) (STATE_PIXELSHADER + (a))
996#define STATE_IS_TRANSFORM(a) ((a) >= STATE_TRANSFORM(1) && (a) <= STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(255)))
997
998#define STATE_STREAMSRC (STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(255)) + 1)
999#define STATE_IS_STREAMSRC(a) ((a) == STATE_STREAMSRC)
1000#define STATE_INDEXBUFFER (STATE_STREAMSRC + 1)
1001#define STATE_IS_INDEXBUFFER(a) ((a) == STATE_INDEXBUFFER)
1002
1003#define STATE_VDECL (STATE_INDEXBUFFER + 1)
1004#define STATE_IS_VDECL(a) ((a) == STATE_VDECL)
1005
1006#define STATE_VSHADER (STATE_VDECL + 1)
1007#define STATE_IS_VSHADER(a) ((a) == STATE_VSHADER)
1008
1009#define STATE_VIEWPORT (STATE_VSHADER + 1)
1010#define STATE_IS_VIEWPORT(a) ((a) == STATE_VIEWPORT)
1011
1012#define STATE_VERTEXSHADERCONSTANT (STATE_VIEWPORT + 1)
1013#define STATE_PIXELSHADERCONSTANT (STATE_VERTEXSHADERCONSTANT + 1)
1014#define STATE_IS_VERTEXSHADERCONSTANT(a) ((a) == STATE_VERTEXSHADERCONSTANT)
1015#define STATE_IS_PIXELSHADERCONSTANT(a) ((a) == STATE_PIXELSHADERCONSTANT)
1016
1017#define STATE_ACTIVELIGHT(a) (STATE_PIXELSHADERCONSTANT + (a) + 1)
1018#define STATE_IS_ACTIVELIGHT(a) ((a) >= STATE_ACTIVELIGHT(0) && (a) < STATE_ACTIVELIGHT(MAX_ACTIVE_LIGHTS))
1019
1020#define STATE_SCISSORRECT (STATE_ACTIVELIGHT(MAX_ACTIVE_LIGHTS - 1) + 1)
1021#define STATE_IS_SCISSORRECT(a) ((a) == STATE_SCISSORRECT)
1022
1023#define STATE_CLIPPLANE(a) (STATE_SCISSORRECT + 1 + (a))
1024#define STATE_IS_CLIPPLANE(a) ((a) >= STATE_CLIPPLANE(0) && (a) <= STATE_CLIPPLANE(MAX_CLIPPLANES - 1))
1025
1026#define STATE_MATERIAL (STATE_CLIPPLANE(MAX_CLIPPLANES))
1027#define STATE_IS_MATERIAL(a) ((a) == STATE_MATERIAL)
1028
1029#define STATE_FRONTFACE (STATE_MATERIAL + 1)
1030#define STATE_IS_FRONTFACE(a) ((a) == STATE_FRONTFACE)
1031
1032#define STATE_HIGHEST (STATE_FRONTFACE)
1033
1034enum fogsource {
1035 FOGSOURCE_FFP,
1036 FOGSOURCE_VS,
1037 FOGSOURCE_COORD,
1038};
1039
1040#define WINED3D_MAX_FBO_ENTRIES 64
1041
1042struct wined3d_occlusion_query
1043{
1044 struct list entry;
1045 GLuint id;
1046 struct wined3d_context *context;
1047};
1048
1049union wined3d_gl_query_object
1050{
1051 GLuint id;
1052 GLsync sync;
1053};
1054
1055struct wined3d_event_query
1056{
1057 struct list entry;
1058 union wined3d_gl_query_object object;
1059 struct wined3d_context *context;
1060};
1061
1062enum wined3d_event_query_result
1063{
1064 WINED3D_EVENT_QUERY_OK,
1065 WINED3D_EVENT_QUERY_WAITING,
1066 WINED3D_EVENT_QUERY_NOT_STARTED,
1067 WINED3D_EVENT_QUERY_WRONG_THREAD,
1068 WINED3D_EVENT_QUERY_ERROR
1069};
1070
1071void wined3d_event_query_destroy(struct wined3d_event_query *query) DECLSPEC_HIDDEN;
1072enum wined3d_event_query_result wined3d_event_query_test(struct wined3d_event_query *query, IWineD3DDeviceImpl *device) DECLSPEC_HIDDEN;
1073enum wined3d_event_query_result wined3d_event_query_finish(struct wined3d_event_query *query, IWineD3DDeviceImpl *device) DECLSPEC_HIDDEN;
1074void wined3d_event_query_issue(struct wined3d_event_query *query, IWineD3DDeviceImpl *device) DECLSPEC_HIDDEN;
1075HRESULT wined3d_event_query_supported(const struct wined3d_gl_info *gl_info) DECLSPEC_HIDDEN;
1076
1077struct wined3d_context
1078{
1079 const struct wined3d_gl_info *gl_info;
1080 /* State dirtification
1081 * dirtyArray is an array that contains markers for dirty states. numDirtyEntries states are dirty, their numbers are in indices
1082 * 0...numDirtyEntries - 1. isStateDirty is a redundant copy of the dirtyArray. Technically only one of them would be needed,
1083 * but with the help of both it is easy to find out if a state is dirty(just check the array index), and for applying dirty states
1084 * only numDirtyEntries array elements have to be checked, not STATE_HIGHEST states.
1085 */
1086 DWORD dirtyArray[STATE_HIGHEST + 1]; /* Won't get bigger than that, a state is never marked dirty 2 times */
1087 DWORD numDirtyEntries;
1088 DWORD isStateDirty[STATE_HIGHEST / (sizeof(DWORD) * CHAR_BIT) + 1]; /* Bitmap to find out quickly if a state is dirty */
1089
1090#ifdef VBOX_WITH_WDDM
1091 IWineD3DDeviceImpl *device;
1092 IWineD3DSwapChainImpl *currentSwapchain;
1093#else
1094 IWineD3DSwapChainImpl *swapchain;
1095#endif
1096
1097 IWineD3DSurface *current_rt;
1098 DWORD tid; /* Thread ID which owns this context at the moment */
1099
1100 /* Stores some information about the context state for optimization */
1101 WORD render_offscreen : 1;
1102 WORD draw_buffer_dirty : 1;
1103 WORD last_was_rhw : 1; /* true iff last draw_primitive was in xyzrhw mode */
1104 WORD last_was_pshader : 1;
1105 WORD last_was_vshader : 1;
1106 WORD namedArraysLoaded : 1;
1107 WORD numberedArraysLoaded : 1;
1108 WORD last_was_blit : 1;
1109 WORD last_was_ckey : 1;
1110 WORD fog_coord : 1;
1111 WORD fog_enabled : 1;
1112 WORD num_untracked_materials : 2; /* Max value 2 */
1113 WORD current : 1;
1114 WORD destroyed : 1;
1115 WORD valid : 1;
1116 BYTE texShaderBumpMap; /* MAX_TEXTURES, 8 */
1117 BYTE lastWasPow2Texture; /* MAX_TEXTURES, 8 */
1118 DWORD numbered_array_mask;
1119 GLenum tracking_parm; /* Which source is tracking current colour */
1120 GLenum untracked_materials[2];
1121 UINT blit_w, blit_h;
1122 enum fogsource fog_source;
1123
1124 char *vshader_const_dirty, *pshader_const_dirty;
1125
1126 /* The actual opengl context */
1127 UINT level;
1128 HGLRC restore_ctx;
1129 HDC restore_dc;
1130 HGLRC glCtx;
1131 HWND win_handle;
1132 HDC hdc;
1133 int pixel_format;
1134 GLint aux_buffers;
1135
1136 /* FBOs */
1137 UINT fbo_entry_count;
1138 struct list fbo_list;
1139 struct list fbo_destroy_list;
1140 struct fbo_entry *current_fbo;
1141 GLuint src_fbo;
1142 GLuint dst_fbo;
1143 GLuint fbo_read_binding;
1144 GLuint fbo_draw_binding;
1145 BOOL rebind_fbo;
1146
1147 /* Queries */
1148 GLuint *free_occlusion_queries;
1149 UINT free_occlusion_query_size;
1150 UINT free_occlusion_query_count;
1151 struct list occlusion_queries;
1152
1153 union wined3d_gl_query_object *free_event_queries;
1154 UINT free_event_query_size;
1155 UINT free_event_query_count;
1156 struct list event_queries;
1157
1158 /* Extension emulation */
1159 GLint gl_fog_source;
1160 GLfloat fog_coord_value;
1161 GLfloat color[4], fogstart, fogend, fogcolor[4];
1162 GLuint dummy_arbfp_prog;
1163};
1164
1165typedef void (*APPLYSTATEFUNC)(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *ctx);
1166
1167struct StateEntry
1168{
1169 DWORD representative;
1170 APPLYSTATEFUNC apply;
1171};
1172
1173struct StateEntryTemplate
1174{
1175 DWORD state;
1176 struct StateEntry content;
1177 GL_SupportedExt extension;
1178};
1179
1180struct fragment_caps
1181{
1182 DWORD PrimitiveMiscCaps;
1183 DWORD TextureOpCaps;
1184 DWORD MaxTextureBlendStages;
1185 DWORD MaxSimultaneousTextures;
1186};
1187
1188struct fragment_pipeline
1189{
1190 void (*enable_extension)(IWineD3DDevice *iface, BOOL enable);
1191 void (*get_caps)(const struct wined3d_gl_info *gl_info, struct fragment_caps *caps);
1192 HRESULT (*alloc_private)(IWineD3DDevice *iface);
1193 void (*free_private)(IWineD3DDevice *iface);
1194 BOOL (*color_fixup_supported)(struct color_fixup_desc fixup);
1195 const struct StateEntryTemplate *states;
1196 BOOL ffp_proj_control;
1197};
1198
1199extern const struct StateEntryTemplate misc_state_template[] DECLSPEC_HIDDEN;
1200extern const struct StateEntryTemplate ffp_vertexstate_template[] DECLSPEC_HIDDEN;
1201extern const struct fragment_pipeline ffp_fragment_pipeline DECLSPEC_HIDDEN;
1202extern const struct fragment_pipeline atifs_fragment_pipeline DECLSPEC_HIDDEN;
1203extern const struct fragment_pipeline arbfp_fragment_pipeline DECLSPEC_HIDDEN;
1204extern const struct fragment_pipeline nvts_fragment_pipeline DECLSPEC_HIDDEN;
1205extern const struct fragment_pipeline nvrc_fragment_pipeline DECLSPEC_HIDDEN;
1206
1207/* "Base" state table */
1208HRESULT compile_state_table(struct StateEntry *StateTable, APPLYSTATEFUNC **dev_multistate_funcs,
1209 const struct wined3d_gl_info *gl_info, const struct StateEntryTemplate *vertex,
1210 const struct fragment_pipeline *fragment, const struct StateEntryTemplate *misc) DECLSPEC_HIDDEN;
1211
1212enum blit_operation
1213{
1214 BLIT_OP_BLIT,
1215 BLIT_OP_COLOR_FILL
1216};
1217
1218/* Shaders for color conversions in blits */
1219struct blit_shader
1220{
1221 HRESULT (*alloc_private)(IWineD3DDevice *iface);
1222 void (*free_private)(IWineD3DDevice *iface);
1223 HRESULT (*set_shader)(IWineD3DDevice *iface, IWineD3DSurfaceImpl *surface);
1224 void (*unset_shader)(IWineD3DDevice *iface);
1225 BOOL (*blit_supported)(const struct wined3d_gl_info *gl_info, enum blit_operation blit_op,
1226 const RECT *src_rect, DWORD src_usage, WINED3DPOOL src_pool, const struct wined3d_format_desc *src_format_desc,
1227 const RECT *dst_rect, DWORD dst_usage, WINED3DPOOL dst_pool, const struct wined3d_format_desc *dst_format_desc);
1228 HRESULT (*color_fill)(IWineD3DDeviceImpl *device, IWineD3DSurfaceImpl *dst_surface, const RECT *dst_rect, DWORD fill_color);
1229};
1230
1231extern const struct blit_shader ffp_blit DECLSPEC_HIDDEN;
1232extern const struct blit_shader arbfp_blit DECLSPEC_HIDDEN;
1233extern const struct blit_shader cpu_blit DECLSPEC_HIDDEN;
1234
1235/* Temporary blit_shader helper functions */
1236HRESULT arbfp_blit_surface(IWineD3DDeviceImpl *device, IWineD3DSurfaceImpl *src_surface, const RECT *src_rect,
1237 IWineD3DSurfaceImpl *dst_surface, const RECT *dst_rect_in, enum blit_operation blit_op,
1238 DWORD Filter) DECLSPEC_HIDDEN;
1239
1240typedef enum ContextUsage {
1241 CTXUSAGE_RESOURCELOAD = 1, /* Only loads textures: No State is applied */
1242 CTXUSAGE_DRAWPRIM = 2, /* OpenGL states are set up for blitting DirectDraw surfaces */
1243 CTXUSAGE_BLIT = 3, /* OpenGL states are set up 3D drawing */
1244 CTXUSAGE_CLEAR = 4, /* Drawable and states are set up for clearing */
1245} ContextUsage;
1246
1247struct wined3d_context *context_acquire(IWineD3DDeviceImpl *This,
1248 IWineD3DSurface *target, enum ContextUsage usage) DECLSPEC_HIDDEN;
1249void context_alloc_event_query(struct wined3d_context *context,
1250 struct wined3d_event_query *query) DECLSPEC_HIDDEN;
1251void context_alloc_occlusion_query(struct wined3d_context *context,
1252 struct wined3d_occlusion_query *query) DECLSPEC_HIDDEN;
1253void context_resource_released(IWineD3DDevice *iface,
1254 IWineD3DResource *resource, WINED3DRESOURCETYPE type) DECLSPEC_HIDDEN;
1255void context_bind_fbo(struct wined3d_context *context, GLenum target, GLuint *fbo) DECLSPEC_HIDDEN;
1256void context_attach_depth_stencil_fbo(struct wined3d_context *context,
1257 GLenum fbo_target, IWineD3DSurfaceImpl *depth_stencil, BOOL use_render_buffer) DECLSPEC_HIDDEN;
1258void context_attach_surface_fbo(const struct wined3d_context *context,
1259 GLenum fbo_target, DWORD idx, IWineD3DSurfaceImpl *surface) DECLSPEC_HIDDEN;
1260struct wined3d_context *context_create(IWineD3DSwapChainImpl *swapchain, IWineD3DSurfaceImpl *target,
1261 const struct wined3d_format_desc *ds_format_desc) DECLSPEC_HIDDEN;
1262struct IWineD3DDeviceImpl *context_get_device(const struct wined3d_context *context); DECLSPEC_HIDDEN;
1263#ifdef VBOX_WITH_WDDM
1264struct wined3d_context *context_find_create(IWineD3DDeviceImpl *device, IWineD3DSwapChainImpl *swapchain, IWineD3DSurfaceImpl *target,
1265 const struct wined3d_format_desc *ds_format_desc) DECLSPEC_HIDDEN;
1266BOOL context_acquire_context(struct wined3d_context * context, IWineD3DSurface *target, enum ContextUsage usage, BOOL bReValidate) DECLSPEC_HIDDEN;
1267#endif
1268void context_destroy(IWineD3DDeviceImpl *This, struct wined3d_context *context) DECLSPEC_HIDDEN;
1269void context_free_event_query(struct wined3d_event_query *query) DECLSPEC_HIDDEN;
1270void context_free_occlusion_query(struct wined3d_occlusion_query *query) DECLSPEC_HIDDEN;
1271struct wined3d_context *context_get_current(void) DECLSPEC_HIDDEN;
1272DWORD context_get_tls_idx(void) DECLSPEC_HIDDEN;
1273void context_release(struct wined3d_context *context) DECLSPEC_HIDDEN;
1274BOOL context_set_current(struct wined3d_context *ctx) DECLSPEC_HIDDEN;
1275void context_set_draw_buffer(struct wined3d_context *context, GLenum buffer) DECLSPEC_HIDDEN;
1276void context_set_tls_idx(DWORD idx) DECLSPEC_HIDDEN;
1277void context_surface_update(struct wined3d_context *context, IWineD3DSurfaceImpl *surface) DECLSPEC_HIDDEN;
1278
1279/* Macros for doing basic GPU detection based on opengl capabilities */
1280#define WINE_D3D6_CAPABLE(gl_info) (gl_info->supported[ARB_MULTITEXTURE])
1281#define WINE_D3D7_CAPABLE(gl_info) (gl_info->supported[ARB_TEXTURE_COMPRESSION] && gl_info->supported[ARB_TEXTURE_CUBE_MAP] && gl_info->supported[ARB_TEXTURE_ENV_DOT3])
1282#define WINE_D3D8_CAPABLE(gl_info) WINE_D3D7_CAPABLE(gl_info) && (gl_info->supported[ARB_MULTISAMPLE] && gl_info->supported[ARB_TEXTURE_BORDER_CLAMP])
1283#define WINE_D3D9_CAPABLE(gl_info) WINE_D3D8_CAPABLE(gl_info) && (gl_info->supported[ARB_FRAGMENT_PROGRAM] && gl_info->supported[ARB_VERTEX_SHADER])
1284#define WINE_D3D10_CAPABLE(gl_info) WINE_D3D9_CAPABLE(gl_info) && (gl_info->supported[EXT_GPU_SHADER4])
1285
1286/*****************************************************************************
1287 * Internal representation of a light
1288 */
1289struct wined3d_light_info
1290{
1291 WINED3DLIGHT OriginalParms; /* Note D3D8LIGHT == D3D9LIGHT */
1292 DWORD OriginalIndex;
1293 LONG glIndex;
1294 BOOL enabled;
1295
1296 /* Converted parms to speed up swapping lights */
1297 float lightPosn[4];
1298 float lightDirn[4];
1299 float exponent;
1300 float cutoff;
1301
1302 struct list entry;
1303};
1304
1305/* The default light parameters */
1306extern const WINED3DLIGHT WINED3D_default_light DECLSPEC_HIDDEN;
1307
1308typedef struct WineD3D_PixelFormat
1309{
1310 int iPixelFormat; /* WGL pixel format */
1311 int iPixelType; /* WGL pixel type e.g. WGL_TYPE_RGBA_ARB, WGL_TYPE_RGBA_FLOAT_ARB or WGL_TYPE_COLORINDEX_ARB */
1312 int redSize, greenSize, blueSize, alphaSize, colorSize;
1313 int depthSize, stencilSize;
1314 BOOL windowDrawable;
1315 BOOL doubleBuffer;
1316 int auxBuffers;
1317 int numSamples;
1318} WineD3D_PixelFormat;
1319
1320enum wined3d_gl_vendor
1321{
1322 GL_VENDOR_UNKNOWN,
1323 GL_VENDOR_APPLE,
1324 GL_VENDOR_FGLRX,
1325 GL_VENDOR_INTEL,
1326 GL_VENDOR_MESA,
1327 GL_VENDOR_NVIDIA,
1328};
1329
1330
1331enum wined3d_pci_vendor
1332{
1333 HW_VENDOR_SOFTWARE = 0x0000,
1334 HW_VENDOR_ATI = 0x1002,
1335 HW_VENDOR_NVIDIA = 0x10de,
1336 HW_VENDOR_INTEL = 0x8086,
1337};
1338
1339enum wined3d_pci_device
1340{
1341 CARD_WINE = 0x0000,
1342
1343 CARD_ATI_RAGE_128PRO = 0x5246,
1344 CARD_ATI_RADEON_7200 = 0x5144,
1345 CARD_ATI_RADEON_8500 = 0x514c,
1346 CARD_ATI_RADEON_9500 = 0x4144,
1347 CARD_ATI_RADEON_XPRESS_200M = 0x5955,
1348 CARD_ATI_RADEON_X700 = 0x5e4c,
1349 CARD_ATI_RADEON_X1600 = 0x71c2,
1350 CARD_ATI_RADEON_HD2350 = 0x94c7,
1351 CARD_ATI_RADEON_HD2600 = 0x9581,
1352 CARD_ATI_RADEON_HD2900 = 0x9400,
1353 CARD_ATI_RADEON_HD3200 = 0x9620,
1354 CARD_ATI_RADEON_HD4350 = 0x954f,
1355 CARD_ATI_RADEON_HD4550 = 0x9540,
1356 CARD_ATI_RADEON_HD4600 = 0x9495,
1357 CARD_ATI_RADEON_HD4650 = 0x9498,
1358 CARD_ATI_RADEON_HD4670 = 0x9490,
1359 CARD_ATI_RADEON_HD4700 = 0x944e,
1360 CARD_ATI_RADEON_HD4770 = 0x94b3,
1361 CARD_ATI_RADEON_HD4800 = 0x944c, /* Picked one value between 9440, 944c, 9442, 9460 */
1362 CARD_ATI_RADEON_HD4830 = 0x944c,
1363 CARD_ATI_RADEON_HD4850 = 0x9442,
1364 CARD_ATI_RADEON_HD4870 = 0x9440,
1365 CARD_ATI_RADEON_HD4890 = 0x9460,
1366 CARD_ATI_RADEON_HD5700 = 0x68BE, /* Picked HD5750 */
1367 CARD_ATI_RADEON_HD5750 = 0x68BE,
1368 CARD_ATI_RADEON_HD5770 = 0x68B8,
1369 CARD_ATI_RADEON_HD5800 = 0x6898, /* Picked HD5850 */
1370 CARD_ATI_RADEON_HD5850 = 0x6898,
1371 CARD_ATI_RADEON_HD5870 = 0x6899,
1372
1373 CARD_NVIDIA_RIVA_128 = 0x0018,
1374 CARD_NVIDIA_RIVA_TNT = 0x0020,
1375 CARD_NVIDIA_RIVA_TNT2 = 0x0028,
1376 CARD_NVIDIA_GEFORCE = 0x0100,
1377 CARD_NVIDIA_GEFORCE2_MX = 0x0110,
1378 CARD_NVIDIA_GEFORCE2 = 0x0150,
1379 CARD_NVIDIA_GEFORCE3 = 0x0200,
1380 CARD_NVIDIA_GEFORCE4_MX = 0x0170,
1381 CARD_NVIDIA_GEFORCE4_TI4200 = 0x0253,
1382 CARD_NVIDIA_GEFORCEFX_5200 = 0x0320,
1383 CARD_NVIDIA_GEFORCEFX_5600 = 0x0312,
1384 CARD_NVIDIA_GEFORCEFX_5800 = 0x0302,
1385 CARD_NVIDIA_GEFORCE_6200 = 0x014f,
1386 CARD_NVIDIA_GEFORCE_6600GT = 0x0140,
1387 CARD_NVIDIA_GEFORCE_6800 = 0x0041,
1388 CARD_NVIDIA_GEFORCE_7400 = 0x01d8,
1389 CARD_NVIDIA_GEFORCE_7300 = 0x01d7, /* GeForce Go 7300 */
1390 CARD_NVIDIA_GEFORCE_7600 = 0x0391,
1391 CARD_NVIDIA_GEFORCE_7800GT = 0x0092,
1392 CARD_NVIDIA_GEFORCE_8100 = 0x084F,
1393 CARD_NVIDIA_GEFORCE_8200 = 0x0849, /* Other PCI ID 0x084B */
1394 CARD_NVIDIA_GEFORCE_8300GS = 0x0423,
1395 CARD_NVIDIA_GEFORCE_8400GS = 0x0404,
1396 CARD_NVIDIA_GEFORCE_8500GT = 0x0421,
1397 CARD_NVIDIA_GEFORCE_8600GT = 0x0402,
1398 CARD_NVIDIA_GEFORCE_8600MGT = 0x0407,
1399 CARD_NVIDIA_GEFORCE_8800GTS = 0x0193,
1400 CARD_NVIDIA_GEFORCE_9200 = 0x086d,
1401 CARD_NVIDIA_GEFORCE_9400GT = 0x042c,
1402 CARD_NVIDIA_GEFORCE_9500GT = 0x0640,
1403 CARD_NVIDIA_GEFORCE_9600GT = 0x0622,
1404 CARD_NVIDIA_GEFORCE_9800GT = 0x0614,
1405 CARD_NVIDIA_GEFORCE_GTX260 = 0x05e2,
1406 CARD_NVIDIA_GEFORCE_GTX275 = 0x05e6,
1407 CARD_NVIDIA_GEFORCE_GTX280 = 0x05e1,
1408 CARD_NVIDIA_GEFORCE_GT240 = 0x0ca3,
1409
1410 CARD_INTEL_845G = 0x2562,
1411 CARD_INTEL_I830G = 0x3577,
1412 CARD_INTEL_I855G = 0x3582,
1413 CARD_INTEL_I865G = 0x2572,
1414 CARD_INTEL_I915G = 0x2582,
1415 CARD_INTEL_I915GM = 0x2592,
1416 CARD_INTEL_I945GM = 0x27a2, /* Same as GMA 950? */
1417 CARD_INTEL_X3100 = 0x2a02, /* Found in Macs. Same as GMA 965? */
1418};
1419
1420struct wined3d_fbo_ops
1421{
1422 PGLFNGLISRENDERBUFFERPROC glIsRenderbuffer;
1423 PGLFNGLBINDRENDERBUFFERPROC glBindRenderbuffer;
1424 PGLFNGLDELETERENDERBUFFERSPROC glDeleteRenderbuffers;
1425 PGLFNGLGENRENDERBUFFERSPROC glGenRenderbuffers;
1426 PGLFNGLRENDERBUFFERSTORAGEPROC glRenderbufferStorage;
1427 PGLFNRENDERBUFFERSTORAGEMULTISAMPLEPROC glRenderbufferStorageMultisample;
1428 PGLFNGLGETRENDERBUFFERPARAMETERIVPROC glGetRenderbufferParameteriv;
1429 PGLFNGLISFRAMEBUFFERPROC glIsFramebuffer;
1430 PGLFNGLBINDFRAMEBUFFERPROC glBindFramebuffer;
1431 PGLFNGLDELETEFRAMEBUFFERSPROC glDeleteFramebuffers;
1432 PGLFNGLGENFRAMEBUFFERSPROC glGenFramebuffers;
1433 PGLFNGLCHECKFRAMEBUFFERSTATUSPROC glCheckFramebufferStatus;
1434 PGLFNGLFRAMEBUFFERTEXTURE1DPROC glFramebufferTexture1D;
1435 PGLFNGLFRAMEBUFFERTEXTURE2DPROC glFramebufferTexture2D;
1436 PGLFNGLFRAMEBUFFERTEXTURE3DPROC glFramebufferTexture3D;
1437 PGLFNGLFRAMEBUFFERRENDERBUFFERPROC glFramebufferRenderbuffer;
1438 PGLFNGLGETFRAMEBUFFERATTACHMENTPARAMETERIVPROC glGetFramebufferAttachmentParameteriv;
1439 PGLFNGLBLITFRAMEBUFFERPROC glBlitFramebuffer;
1440 PGLFNGLGENERATEMIPMAPPROC glGenerateMipmap;
1441};
1442
1443struct wined3d_gl_limits
1444{
1445 UINT buffers;
1446 UINT lights;
1447 UINT textures;
1448 UINT texture_stages;
1449 UINT fragment_samplers;
1450 UINT vertex_samplers;
1451 UINT combined_samplers;
1452 UINT general_combiners;
1453 UINT sampler_stages;
1454 UINT clipplanes;
1455 UINT texture_size;
1456 UINT texture3d_size;
1457 float pointsize_max;
1458 float pointsize_min;
1459 UINT point_sprite_units;
1460 UINT blends;
1461 UINT anisotropy;
1462 float shininess;
1463
1464 UINT glsl_varyings;
1465 UINT glsl_vs_float_constants;
1466 UINT glsl_ps_float_constants;
1467
1468 UINT arb_vs_float_constants;
1469 UINT arb_vs_native_constants;
1470 UINT arb_vs_instructions;
1471 UINT arb_vs_temps;
1472 UINT arb_ps_float_constants;
1473 UINT arb_ps_local_constants;
1474 UINT arb_ps_native_constants;
1475 UINT arb_ps_instructions;
1476 UINT arb_ps_temps;
1477};
1478
1479struct wined3d_gl_info
1480{
1481 DWORD glsl_version;
1482 UINT vidmem;
1483 struct wined3d_gl_limits limits;
1484 DWORD reserved_glsl_constants;
1485 DWORD quirks;
1486 BOOL supported[WINED3D_GL_EXT_COUNT];
1487 GLint wrap_lookup[WINED3DTADDRESS_MIRRORONCE - WINED3DTADDRESS_WRAP + 1];
1488
1489 struct wined3d_fbo_ops fbo_ops;
1490#define USE_GL_FUNC(type, pfn, ext, replace) type pfn;
1491 /* GL function pointers */
1492 GL_EXT_FUNCS_GEN
1493 /* WGL function pointers */
1494 WGL_EXT_FUNCS_GEN
1495#undef USE_GL_FUNC
1496
1497 struct wined3d_format_desc *gl_formats;
1498};
1499
1500struct wined3d_driver_info
1501{
1502 enum wined3d_pci_vendor vendor;
1503 enum wined3d_pci_device device;
1504 const char *name;
1505 const char *description;
1506 DWORD version_high;
1507 DWORD version_low;
1508};
1509
1510/* The adapter structure */
1511struct wined3d_adapter
1512{
1513 UINT ordinal;
1514 BOOL opengl;
1515 POINT monitorPoint;
1516 struct wined3d_gl_info gl_info;
1517 struct wined3d_driver_info driver_info;
1518 WCHAR DeviceName[CCHDEVICENAME]; /* DeviceName for use with e.g. ChangeDisplaySettings */
1519 int nCfgs;
1520 WineD3D_PixelFormat *cfgs;
1521 BOOL brokenStencil; /* Set on cards which only offer mixed depth+stencil */
1522 unsigned int TextureRam; /* Amount of texture memory both video ram + AGP/TurboCache/HyperMemory/.. */
1523 unsigned int UsedTextureRam;
1524 LUID luid;
1525
1526 const struct fragment_pipeline *fragment_pipe;
1527 const shader_backend_t *shader_backend;
1528 const struct blit_shader *blitter;
1529};
1530
1531BOOL initPixelFormats(struct wined3d_gl_info *gl_info, enum wined3d_pci_vendor vendor) DECLSPEC_HIDDEN;
1532BOOL initPixelFormatsNoGL(struct wined3d_gl_info *gl_info) DECLSPEC_HIDDEN;
1533extern long WineD3DAdapterChangeGLRam(IWineD3DDeviceImpl *D3DDevice, long glram) DECLSPEC_HIDDEN;
1534extern void add_gl_compat_wrappers(struct wined3d_gl_info *gl_info) DECLSPEC_HIDDEN;
1535
1536/*****************************************************************************
1537 * High order patch management
1538 */
1539struct WineD3DRectPatch
1540{
1541 UINT Handle;
1542 float *mem;
1543 WineDirect3DVertexStridedData strided;
1544 WINED3DRECTPATCH_INFO RectPatchInfo;
1545 float numSegs[4];
1546 char has_normals, has_texcoords;
1547 struct list entry;
1548};
1549
1550HRESULT tesselate_rectpatch(IWineD3DDeviceImpl *This, struct WineD3DRectPatch *patch) DECLSPEC_HIDDEN;
1551
1552enum projection_types
1553{
1554 proj_none = 0,
1555 proj_count3 = 1,
1556 proj_count4 = 2
1557};
1558
1559enum dst_arg
1560{
1561 resultreg = 0,
1562 tempreg = 1
1563};
1564
1565/*****************************************************************************
1566 * Fixed function pipeline replacements
1567 */
1568#define ARG_UNUSED 0xff
1569
1570struct texture_stage_op
1571{
1572 unsigned cop : 8;
1573 unsigned carg1 : 8;
1574 unsigned carg2 : 8;
1575 unsigned carg0 : 8;
1576
1577 unsigned aop : 8;
1578 unsigned aarg1 : 8;
1579 unsigned aarg2 : 8;
1580 unsigned aarg0 : 8;
1581
1582 struct color_fixup_desc color_fixup;
1583 unsigned tex_type : 3;
1584 unsigned dst : 1;
1585 unsigned projected : 2;
1586 unsigned padding : 10;
1587};
1588
1589struct ffp_frag_settings {
1590 struct texture_stage_op op[MAX_TEXTURES];
1591 enum fogmode fog;
1592 /* Use shorts instead of chars to get dword alignment */
1593 unsigned short sRGB_write;
1594 unsigned short emul_clipplanes;
1595};
1596
1597struct ffp_frag_desc
1598{
1599 struct wine_rb_entry entry;
1600 struct ffp_frag_settings settings;
1601};
1602
1603extern const struct wine_rb_functions wined3d_ffp_frag_program_rb_functions DECLSPEC_HIDDEN;
1604extern const struct wined3d_parent_ops wined3d_null_parent_ops DECLSPEC_HIDDEN;
1605
1606void gen_ffp_frag_op(IWineD3DStateBlockImpl *stateblock, struct ffp_frag_settings *settings,
1607 BOOL ignore_textype) DECLSPEC_HIDDEN;
1608const struct ffp_frag_desc *find_ffp_frag_shader(const struct wine_rb_tree *fragment_shaders,
1609 const struct ffp_frag_settings *settings) DECLSPEC_HIDDEN;
1610void add_ffp_frag_shader(struct wine_rb_tree *shaders, struct ffp_frag_desc *desc) DECLSPEC_HIDDEN;
1611
1612/*****************************************************************************
1613 * IWineD3D implementation structure
1614 */
1615typedef struct IWineD3DImpl
1616{
1617 /* IUnknown fields */
1618 const IWineD3DVtbl *lpVtbl;
1619 LONG ref; /* Note: Ref counting not required */
1620
1621 /* WineD3D Information */
1622 IUnknown *parent;
1623 UINT dxVersion;
1624
1625 UINT adapter_count;
1626 struct wined3d_adapter adapters[1];
1627} IWineD3DImpl;
1628
1629HRESULT wined3d_init(IWineD3DImpl *wined3d, UINT version, IUnknown *parent) DECLSPEC_HIDDEN;
1630BOOL wined3d_register_window(HWND window, struct IWineD3DDeviceImpl *device) DECLSPEC_HIDDEN;
1631void wined3d_unregister_window(HWND window) DECLSPEC_HIDDEN;
1632
1633/*****************************************************************************
1634 * IWineD3DDevice implementation structure
1635 */
1636#define WINED3D_UNMAPPED_STAGE ~0U
1637
1638/* Multithreaded flag. Removed from the public header to signal that IWineD3D::CreateDevice ignores it */
1639#define WINED3DCREATE_MULTITHREADED 0x00000004
1640
1641struct IWineD3DDeviceImpl
1642{
1643 /* IUnknown fields */
1644 const IWineD3DDeviceVtbl *lpVtbl;
1645 LONG ref; /* Note: Ref counting not required */
1646
1647 /* WineD3D Information */
1648 IUnknown *parent;
1649 IWineD3DDeviceParent *device_parent;
1650 IWineD3D *wined3d;
1651 struct wined3d_adapter *adapter;
1652
1653 /* Window styles to restore when switching fullscreen mode */
1654 LONG style;
1655 LONG exStyle;
1656
1657 /* X and GL Information */
1658 GLint maxConcurrentLights;
1659 GLenum offscreenBuffer;
1660
1661 /* Selected capabilities */
1662 int vs_selected_mode;
1663 int ps_selected_mode;
1664 const shader_backend_t *shader_backend;
1665 void *shader_priv;
1666 void *fragment_priv;
1667 void *blit_priv;
1668 struct StateEntry StateTable[STATE_HIGHEST + 1];
1669 /* Array of functions for states which are handled by more than one pipeline part */
1670 APPLYSTATEFUNC *multistate_funcs[STATE_HIGHEST + 1];
1671 const struct fragment_pipeline *frag_pipe;
1672 const struct blit_shader *blitter;
1673
1674 unsigned int max_ffp_textures;
1675 DWORD d3d_vshader_constantF, d3d_pshader_constantF; /* Advertised d3d caps, not GL ones */
1676 DWORD vs_clipping;
1677
1678 WORD view_ident : 1; /* true iff view matrix is identity */
1679 WORD untransformed : 1;
1680 WORD vertexBlendUsed : 1; /* To avoid needless setting of the blend matrices */
1681 WORD isRecordingState : 1;
1682 WORD isInDraw : 1;
1683 WORD bCursorVisible : 1;
1684 WORD haveHardwareCursor : 1;
1685 WORD d3d_initialized : 1;
1686 WORD inScene : 1; /* A flag to check for proper BeginScene / EndScene call pairs */
1687 WORD softwareVertexProcessing : 1; /* process vertex shaders using software or hardware */
1688 WORD useDrawStridedSlow : 1;
1689 WORD instancedDraw : 1;
1690 WORD filter_messages : 1;
1691 WORD padding : 3;
1692
1693 BYTE fixed_function_usage_map; /* MAX_TEXTURES, 8 */
1694
1695#define DDRAW_PITCH_ALIGNMENT 8
1696#define D3D8_PITCH_ALIGNMENT 4
1697 unsigned char surface_alignment; /* Line Alignment of surfaces */
1698
1699 /* State block related */
1700 IWineD3DStateBlockImpl *stateBlock;
1701 IWineD3DStateBlockImpl *updateStateBlock;
1702
1703 /* Internal use fields */
1704 WINED3DDEVICE_CREATION_PARAMETERS createParms;
1705 WINED3DDEVTYPE devType;
1706 HWND focus_window;
1707
1708 IWineD3DSwapChain **swapchains;
1709 UINT NumberOfSwapChains;
1710
1711 struct list resources; /* a linked list to track resources created by the device */
1712 struct list shaders; /* a linked list to track shaders (pixel and vertex) */
1713 unsigned int highest_dirty_ps_const, highest_dirty_vs_const;
1714
1715 /* Render Target Support */
1716 IWineD3DSurface **render_targets;
1717 IWineD3DSurface *auto_depth_stencil_buffer;
1718 IWineD3DSurface *stencilBufferTarget;
1719
1720 /* palettes texture management */
1721 UINT NumberOfPalettes;
1722 PALETTEENTRY **palettes;
1723 UINT currentPalette;
1724
1725 /* For rendering to a texture using glCopyTexImage */
1726 GLenum *draw_buffers;
1727 GLuint depth_blt_texture;
1728 GLuint depth_blt_rb;
1729 UINT depth_blt_rb_w;
1730 UINT depth_blt_rb_h;
1731
1732 /* Cursor management */
1733 UINT xHotSpot;
1734 UINT yHotSpot;
1735 UINT xScreenSpace;
1736 UINT yScreenSpace;
1737 UINT cursorWidth, cursorHeight;
1738 GLuint cursorTexture;
1739 HCURSOR hardwareCursor;
1740
1741 /* The Wine logo surface */
1742 IWineD3DSurface *logo_surface;
1743
1744 /* Textures for when no other textures are mapped */
1745 UINT dummyTextureName[MAX_TEXTURES];
1746
1747 /* DirectDraw stuff */
1748 DWORD ddraw_width, ddraw_height;
1749 WINED3DFORMAT ddraw_format;
1750
1751 /* Final position fixup constant */
1752 float posFixup[4];
1753
1754 /* With register combiners we can skip junk texture stages */
1755 DWORD texUnitMap[MAX_COMBINED_SAMPLERS];
1756 DWORD rev_tex_unit_map[MAX_COMBINED_SAMPLERS];
1757
1758 /* Stream source management */
1759 struct wined3d_stream_info strided_streams;
1760 const WineDirect3DVertexStridedData *up_strided;
1761 struct wined3d_event_query *buffer_queries[MAX_ATTRIBS];
1762 unsigned int num_buffer_queries;
1763
1764 /* Context management */
1765 struct wined3d_context **contexts;
1766 UINT numContexts;
1767
1768 /* High level patch management */
1769#define PATCHMAP_SIZE 43
1770#define PATCHMAP_HASHFUNC(x) ((x) % PATCHMAP_SIZE) /* Primitive and simple function */
1771 struct list patches[PATCHMAP_SIZE];
1772 struct WineD3DRectPatch *currentPatch;
1773};
1774
1775BOOL device_context_add(IWineD3DDeviceImpl *device, struct wined3d_context *context) DECLSPEC_HIDDEN;
1776void device_context_remove(IWineD3DDeviceImpl *device, struct wined3d_context *context) DECLSPEC_HIDDEN;
1777HRESULT device_init(IWineD3DDeviceImpl *device, IWineD3DImpl *wined3d,
1778 UINT adapter_idx, WINED3DDEVTYPE device_type, HWND focus_window, DWORD flags,
1779 IUnknown *parent, IWineD3DDeviceParent *device_parent) DECLSPEC_HIDDEN;
1780void device_preload_textures(IWineD3DDeviceImpl *device) DECLSPEC_HIDDEN;
1781LRESULT device_process_message(IWineD3DDeviceImpl *device, HWND window,
1782 UINT message, WPARAM wparam, LPARAM lparam, WNDPROC proc) DECLSPEC_HIDDEN;
1783void device_resource_add(IWineD3DDeviceImpl *This, IWineD3DResource *resource) DECLSPEC_HIDDEN;
1784void device_resource_released(IWineD3DDeviceImpl *This, IWineD3DResource *resource) DECLSPEC_HIDDEN;
1785void device_stream_info_from_declaration(IWineD3DDeviceImpl *This,
1786 BOOL use_vshader, struct wined3d_stream_info *stream_info, BOOL *fixup) DECLSPEC_HIDDEN;
1787void device_update_stream_info(IWineD3DDeviceImpl *device, const struct wined3d_gl_info *gl_info) DECLSPEC_HIDDEN;
1788HRESULT IWineD3DDeviceImpl_ClearSurface(IWineD3DDeviceImpl *This, IWineD3DSurfaceImpl *target, DWORD Count,
1789 const WINED3DRECT *pRects, DWORD Flags, WINED3DCOLOR Color, float Z, DWORD Stencil) DECLSPEC_HIDDEN;
1790void IWineD3DDeviceImpl_FindTexUnitMap(IWineD3DDeviceImpl *This) DECLSPEC_HIDDEN;
1791void IWineD3DDeviceImpl_MarkStateDirty(IWineD3DDeviceImpl *This, DWORD state) DECLSPEC_HIDDEN;
1792
1793static inline BOOL isStateDirty(struct wined3d_context *context, DWORD state)
1794{
1795 DWORD idx = state / (sizeof(*context->isStateDirty) * CHAR_BIT);
1796 BYTE shift = state & ((sizeof(*context->isStateDirty) * CHAR_BIT) - 1);
1797 return context->isStateDirty[idx] & (1 << shift);
1798}
1799
1800/* Support for IWineD3DResource ::Set/Get/FreePrivateData. */
1801typedef struct PrivateData
1802{
1803 struct list entry;
1804
1805 GUID tag;
1806 DWORD flags; /* DDSPD_* */
1807
1808 union
1809 {
1810 LPVOID data;
1811 LPUNKNOWN object;
1812 } ptr;
1813
1814 DWORD size;
1815} PrivateData;
1816
1817/*****************************************************************************
1818 * IWineD3DResource implementation structure
1819 */
1820typedef struct IWineD3DResourceClass
1821{
1822 /* IUnknown fields */
1823 LONG ref; /* Note: Ref counting not required */
1824
1825 /* WineD3DResource Information */
1826 IUnknown *parent;
1827 WINED3DRESOURCETYPE resourceType;
1828 IWineD3DDeviceImpl *device;
1829 WINED3DPOOL pool;
1830 UINT size;
1831 DWORD usage;
1832 const struct wined3d_format_desc *format_desc;
1833 DWORD priority;
1834 BYTE *allocatedMemory; /* Pointer to the real data location */
1835 BYTE *heapMemory; /* Pointer to the HeapAlloced block of memory */
1836#ifdef VBOX_WITH_WDDM
1837 DWORD sharerc_flags; /* shared resource flags */
1838 DWORD sharerc_handle;
1839#endif
1840 struct list privateData;
1841 struct list resource_list_entry;
1842 const struct wined3d_parent_ops *parent_ops;
1843} IWineD3DResourceClass;
1844
1845typedef struct IWineD3DResourceImpl
1846{
1847 /* IUnknown & WineD3DResource Information */
1848 const IWineD3DResourceVtbl *lpVtbl;
1849 IWineD3DResourceClass resource;
1850} IWineD3DResourceImpl;
1851
1852void resource_cleanup(IWineD3DResource *iface) DECLSPEC_HIDDEN;
1853HRESULT resource_free_private_data(IWineD3DResource *iface, REFGUID guid) DECLSPEC_HIDDEN;
1854HRESULT resource_get_parent(IWineD3DResource *iface, IUnknown **parent) DECLSPEC_HIDDEN;
1855DWORD resource_get_priority(IWineD3DResource *iface) DECLSPEC_HIDDEN;
1856HRESULT resource_get_private_data(IWineD3DResource *iface, REFGUID guid,
1857 void *data, DWORD *data_size) DECLSPEC_HIDDEN;
1858HRESULT resource_init(IWineD3DResource *iface, WINED3DRESOURCETYPE resource_type,
1859 IWineD3DDeviceImpl *device, UINT size, DWORD usage, const struct wined3d_format_desc *format_desc,
1860 WINED3DPOOL pool, IUnknown *parent, const struct wined3d_parent_ops *parent_ops
1861#ifdef VBOX_WITH_WDDM
1862 , HANDLE *shared_handle
1863 , void *pvClientMem
1864#endif
1865 ) DECLSPEC_HIDDEN;
1866WINED3DRESOURCETYPE resource_get_type(IWineD3DResource *iface) DECLSPEC_HIDDEN;
1867DWORD resource_set_priority(IWineD3DResource *iface, DWORD new_priority) DECLSPEC_HIDDEN;
1868HRESULT resource_set_private_data(IWineD3DResource *iface, REFGUID guid,
1869 const void *data, DWORD data_size, DWORD flags) DECLSPEC_HIDDEN;
1870
1871/* Tests show that the start address of resources is 32 byte aligned */
1872#define RESOURCE_ALIGNMENT 16
1873
1874/*****************************************************************************
1875 * IWineD3DBaseTexture D3D- > openGL state map lookups
1876 */
1877
1878typedef enum winetexturestates {
1879 WINED3DTEXSTA_ADDRESSU = 0,
1880 WINED3DTEXSTA_ADDRESSV = 1,
1881 WINED3DTEXSTA_ADDRESSW = 2,
1882 WINED3DTEXSTA_BORDERCOLOR = 3,
1883 WINED3DTEXSTA_MAGFILTER = 4,
1884 WINED3DTEXSTA_MINFILTER = 5,
1885 WINED3DTEXSTA_MIPFILTER = 6,
1886 WINED3DTEXSTA_MAXMIPLEVEL = 7,
1887 WINED3DTEXSTA_MAXANISOTROPY = 8,
1888 WINED3DTEXSTA_SRGBTEXTURE = 9,
1889 WINED3DTEXSTA_ELEMENTINDEX = 10,
1890 WINED3DTEXSTA_DMAPOFFSET = 11,
1891 WINED3DTEXSTA_TSSADDRESSW = 12,
1892 MAX_WINETEXTURESTATES = 13,
1893} winetexturestates;
1894
1895enum WINED3DSRGB
1896{
1897 SRGB_ANY = 0, /* Uses the cached value(e.g. external calls) */
1898 SRGB_RGB = 1, /* Loads the rgb texture */
1899 SRGB_SRGB = 2, /* Loads the srgb texture */
1900 SRGB_BOTH = 3, /* Loads both textures */
1901};
1902
1903struct gl_texture
1904{
1905 DWORD states[MAX_WINETEXTURESTATES];
1906 BOOL dirty;
1907 GLuint name;
1908};
1909
1910/*****************************************************************************
1911 * IWineD3DBaseTexture implementation structure (extends IWineD3DResourceImpl)
1912 */
1913typedef struct IWineD3DBaseTextureClass
1914{
1915 struct gl_texture texture_rgb, texture_srgb;
1916 UINT levels;
1917 float pow2Matrix[16];
1918 UINT LOD;
1919 WINED3DTEXTUREFILTERTYPE filterType;
1920 LONG bindCount;
1921 DWORD sampler;
1922 BOOL is_srgb;
1923 BOOL pow2Matrix_identity;
1924 BOOL t_mirror;
1925 const struct min_lookup *minMipLookup;
1926 const GLenum *magLookup;
1927 void (*internal_preload)(IWineD3DBaseTexture *iface, enum WINED3DSRGB srgb);
1928} IWineD3DBaseTextureClass;
1929
1930void surface_internal_preload(IWineD3DSurface *iface, enum WINED3DSRGB srgb) DECLSPEC_HIDDEN;
1931BOOL surface_init_sysmem(IWineD3DSurface *iface) DECLSPEC_HIDDEN;
1932BOOL surface_is_offscreen(IWineD3DSurface *iface) DECLSPEC_HIDDEN;
1933void surface_prepare_texture(IWineD3DSurfaceImpl *surface,
1934 const struct wined3d_gl_info *gl_info, BOOL srgb) DECLSPEC_HIDDEN;
1935
1936typedef struct IWineD3DBaseTextureImpl
1937{
1938 /* IUnknown & WineD3DResource Information */
1939 const IWineD3DBaseTextureVtbl *lpVtbl;
1940 IWineD3DResourceClass resource;
1941 IWineD3DBaseTextureClass baseTexture;
1942
1943} IWineD3DBaseTextureImpl;
1944
1945void basetexture_apply_state_changes(IWineD3DBaseTexture *iface,
1946 const DWORD textureStates[WINED3D_HIGHEST_TEXTURE_STATE + 1],
1947 const DWORD samplerStates[WINED3D_HIGHEST_SAMPLER_STATE + 1],
1948 const struct wined3d_gl_info *gl_info) DECLSPEC_HIDDEN;
1949HRESULT basetexture_bind(IWineD3DBaseTexture *iface, BOOL srgb, BOOL *set_surface_desc) DECLSPEC_HIDDEN;
1950void basetexture_cleanup(IWineD3DBaseTexture *iface) DECLSPEC_HIDDEN;
1951void basetexture_generate_mipmaps(IWineD3DBaseTexture *iface) DECLSPEC_HIDDEN;
1952WINED3DTEXTUREFILTERTYPE basetexture_get_autogen_filter_type(IWineD3DBaseTexture *iface) DECLSPEC_HIDDEN;
1953BOOL basetexture_get_dirty(IWineD3DBaseTexture *iface) DECLSPEC_HIDDEN;
1954DWORD basetexture_get_level_count(IWineD3DBaseTexture *iface) DECLSPEC_HIDDEN;
1955DWORD basetexture_get_lod(IWineD3DBaseTexture *iface) DECLSPEC_HIDDEN;
1956HRESULT basetexture_init(IWineD3DBaseTextureImpl *texture, UINT levels, WINED3DRESOURCETYPE resource_type,
1957 IWineD3DDeviceImpl *device, UINT size, DWORD usage, const struct wined3d_format_desc *format_desc,
1958 WINED3DPOOL pool, IUnknown *parent, const struct wined3d_parent_ops *parent_ops
1959#ifdef VBOX_WITH_WDDM
1960 , HANDLE *shared_handle
1961 , void **pavClientMem
1962#endif
1963 ) DECLSPEC_HIDDEN;
1964HRESULT basetexture_set_autogen_filter_type(IWineD3DBaseTexture *iface,
1965 WINED3DTEXTUREFILTERTYPE filter_type) DECLSPEC_HIDDEN;
1966BOOL basetexture_set_dirty(IWineD3DBaseTexture *iface, BOOL dirty) DECLSPEC_HIDDEN;
1967DWORD basetexture_set_lod(IWineD3DBaseTexture *iface, DWORD new_lod) DECLSPEC_HIDDEN;
1968void basetexture_unload(IWineD3DBaseTexture *iface) DECLSPEC_HIDDEN;
1969
1970/*****************************************************************************
1971 * IWineD3DTexture implementation structure (extends IWineD3DBaseTextureImpl)
1972 */
1973typedef struct IWineD3DTextureImpl
1974{
1975 /* IUnknown & WineD3DResource/WineD3DBaseTexture Information */
1976 const IWineD3DTextureVtbl *lpVtbl;
1977 IWineD3DResourceClass resource;
1978 IWineD3DBaseTextureClass baseTexture;
1979
1980 /* IWineD3DTexture */
1981 IWineD3DSurface *surfaces[MAX_MIP_LEVELS];
1982 UINT target;
1983 BOOL cond_np2;
1984
1985} IWineD3DTextureImpl;
1986
1987HRESULT texture_init(IWineD3DTextureImpl *texture, UINT width, UINT height, UINT levels,
1988 IWineD3DDeviceImpl *device, DWORD usage, WINED3DFORMAT format, WINED3DPOOL pool,
1989 IUnknown *parent, const struct wined3d_parent_ops *parent_ops
1990#ifdef VBOX_WITH_WDDM
1991 , HANDLE *shared_handle
1992 , void **pavClientMem
1993#endif
1994 ) DECLSPEC_HIDDEN;
1995
1996/*****************************************************************************
1997 * IWineD3DCubeTexture implementation structure (extends IWineD3DBaseTextureImpl)
1998 */
1999typedef struct IWineD3DCubeTextureImpl
2000{
2001 /* IUnknown & WineD3DResource/WineD3DBaseTexture Information */
2002 const IWineD3DCubeTextureVtbl *lpVtbl;
2003 IWineD3DResourceClass resource;
2004 IWineD3DBaseTextureClass baseTexture;
2005
2006 /* IWineD3DCubeTexture */
2007 IWineD3DSurface *surfaces[6][MAX_MIP_LEVELS];
2008} IWineD3DCubeTextureImpl;
2009
2010HRESULT cubetexture_init(IWineD3DCubeTextureImpl *texture, UINT edge_length, UINT levels,
2011 IWineD3DDeviceImpl *device, DWORD usage, WINED3DFORMAT format, WINED3DPOOL pool,
2012 IUnknown *parent, const struct wined3d_parent_ops *parent_ops
2013#ifdef VBOX_WITH_WDDM
2014 , HANDLE *shared_handle
2015 , void **pavClientMem
2016#endif
2017 ) DECLSPEC_HIDDEN;
2018
2019typedef struct _WINED3DVOLUMET_DESC
2020{
2021 UINT Width;
2022 UINT Height;
2023 UINT Depth;
2024} WINED3DVOLUMET_DESC;
2025
2026/*****************************************************************************
2027 * IWineD3DVolume implementation structure (extends IUnknown)
2028 */
2029typedef struct IWineD3DVolumeImpl
2030{
2031 /* IUnknown & WineD3DResource fields */
2032 const IWineD3DVolumeVtbl *lpVtbl;
2033 IWineD3DResourceClass resource;
2034
2035 /* WineD3DVolume Information */
2036 WINED3DVOLUMET_DESC currentDesc;
2037 IWineD3DBase *container;
2038 BOOL lockable;
2039 BOOL locked;
2040 WINED3DBOX lockedBox;
2041 WINED3DBOX dirtyBox;
2042 BOOL dirty;
2043} IWineD3DVolumeImpl;
2044
2045void volume_add_dirty_box(IWineD3DVolume *iface, const WINED3DBOX *dirty_box) DECLSPEC_HIDDEN;
2046HRESULT volume_init(IWineD3DVolumeImpl *volume, IWineD3DDeviceImpl *device, UINT width,
2047 UINT height, UINT depth, DWORD usage, WINED3DFORMAT format, WINED3DPOOL pool,
2048 IUnknown *parent, const struct wined3d_parent_ops *parent_ops) DECLSPEC_HIDDEN;
2049
2050/*****************************************************************************
2051 * IWineD3DVolumeTexture implementation structure (extends IWineD3DBaseTextureImpl)
2052 */
2053typedef struct IWineD3DVolumeTextureImpl
2054{
2055 /* IUnknown & WineD3DResource/WineD3DBaseTexture Information */
2056 const IWineD3DVolumeTextureVtbl *lpVtbl;
2057 IWineD3DResourceClass resource;
2058 IWineD3DBaseTextureClass baseTexture;
2059
2060 /* IWineD3DVolumeTexture */
2061 IWineD3DVolume *volumes[MAX_MIP_LEVELS];
2062} IWineD3DVolumeTextureImpl;
2063
2064HRESULT volumetexture_init(IWineD3DVolumeTextureImpl *texture, UINT width, UINT height,
2065 UINT depth, UINT levels, IWineD3DDeviceImpl *device, DWORD usage, WINED3DFORMAT format,
2066 WINED3DPOOL pool, IUnknown *parent, const struct wined3d_parent_ops *parent_ops) DECLSPEC_HIDDEN;
2067
2068typedef struct _WINED3DSURFACET_DESC
2069{
2070 WINED3DMULTISAMPLE_TYPE MultiSampleType;
2071 DWORD MultiSampleQuality;
2072 UINT Width;
2073 UINT Height;
2074} WINED3DSURFACET_DESC;
2075
2076/*****************************************************************************
2077 * Structure for DIB Surfaces (GetDC and GDI surfaces)
2078 */
2079typedef struct wineD3DSurface_DIB {
2080 HBITMAP DIBsection;
2081 void* bitmap_data;
2082 UINT bitmap_size;
2083 HGDIOBJ holdbitmap;
2084 BOOL client_memory;
2085} wineD3DSurface_DIB;
2086
2087typedef struct {
2088 struct list entry;
2089 GLuint id;
2090 UINT width;
2091 UINT height;
2092} renderbuffer_entry_t;
2093
2094struct fbo_entry
2095{
2096 struct list entry;
2097 IWineD3DSurfaceImpl **render_targets;
2098 IWineD3DSurfaceImpl *depth_stencil;
2099 BOOL attached;
2100 GLuint id;
2101};
2102
2103/*****************************************************************************
2104 * IWineD3DClipp implementation structure
2105 */
2106typedef struct IWineD3DClipperImpl
2107{
2108 const IWineD3DClipperVtbl *lpVtbl;
2109 LONG ref;
2110
2111 IUnknown *Parent;
2112 HWND hWnd;
2113} IWineD3DClipperImpl;
2114
2115
2116/*****************************************************************************
2117 * IWineD3DSurface implementation structure
2118 */
2119struct IWineD3DSurfaceImpl
2120{
2121 /* IUnknown & IWineD3DResource Information */
2122 const IWineD3DSurfaceVtbl *lpVtbl;
2123 IWineD3DResourceClass resource;
2124
2125 /* IWineD3DSurface fields */
2126 IWineD3DBase *container;
2127 WINED3DSURFACET_DESC currentDesc;
2128 IWineD3DPaletteImpl *palette; /* D3D7 style palette handling */
2129 PALETTEENTRY *palette9; /* D3D8/9 style palette handling */
2130
2131 /* TODO: move this off into a management class(maybe!) */
2132 DWORD Flags;
2133
2134 UINT pow2Width;
2135 UINT pow2Height;
2136
2137 /* A method to retrieve the drawable size. Not in the Vtable to make it changeable */
2138 void (*get_drawable_size)(struct wined3d_context *context, UINT *width, UINT *height);
2139
2140 /* PBO */
2141 GLuint pbo;
2142 GLuint texture_name;
2143 GLuint texture_name_srgb;
2144 GLint texture_level;
2145 GLenum texture_target;
2146
2147 RECT lockedRect;
2148 RECT dirtyRect;
2149 int lockCount;
2150#define MAXLOCKCOUNT 50 /* After this amount of locks do not free the sysmem copy */
2151
2152 /* For GetDC */
2153 wineD3DSurface_DIB dib;
2154 HDC hDC;
2155
2156 /* Color keys for DDraw */
2157 WINEDDCOLORKEY DestBltCKey;
2158 WINEDDCOLORKEY DestOverlayCKey;
2159 WINEDDCOLORKEY SrcOverlayCKey;
2160 WINEDDCOLORKEY SrcBltCKey;
2161 DWORD CKeyFlags;
2162
2163 WINEDDCOLORKEY glCKey;
2164
2165 struct list renderbuffers;
2166 renderbuffer_entry_t *current_renderbuffer;
2167
2168 /* DirectDraw clippers */
2169 IWineD3DClipper *clipper;
2170
2171 /* DirectDraw Overlay handling */
2172 RECT overlay_srcrect;
2173 RECT overlay_destrect;
2174 IWineD3DSurfaceImpl *overlay_dest;
2175 struct list overlays;
2176 struct list overlay_entry;
2177};
2178
2179extern const IWineD3DSurfaceVtbl IWineD3DSurface_Vtbl DECLSPEC_HIDDEN;
2180extern const IWineD3DSurfaceVtbl IWineGDISurface_Vtbl DECLSPEC_HIDDEN;
2181
2182UINT surface_calculate_size(const struct wined3d_format_desc *format_desc,
2183 UINT alignment, UINT width, UINT height) DECLSPEC_HIDDEN;
2184void surface_gdi_cleanup(IWineD3DSurfaceImpl *This) DECLSPEC_HIDDEN;
2185HRESULT surface_init(IWineD3DSurfaceImpl *surface, WINED3DSURFTYPE surface_type, UINT alignment,
2186 UINT width, UINT height, UINT level, BOOL lockable, BOOL discard, WINED3DMULTISAMPLE_TYPE multisample_type,
2187 UINT multisample_quality, IWineD3DDeviceImpl *device, DWORD usage, WINED3DFORMAT format,
2188 WINED3DPOOL pool, IUnknown *parent, const struct wined3d_parent_ops *parent_ops
2189#ifdef VBOX_WITH_WDDM
2190 , HANDLE *shared_handle
2191 , void *pvClientMem
2192#endif
2193 ) DECLSPEC_HIDDEN;
2194
2195/* Predeclare the shared Surface functions */
2196HRESULT WINAPI IWineD3DBaseSurfaceImpl_QueryInterface(IWineD3DSurface *iface,
2197 REFIID riid, LPVOID *ppobj) DECLSPEC_HIDDEN;
2198ULONG WINAPI IWineD3DBaseSurfaceImpl_AddRef(IWineD3DSurface *iface) DECLSPEC_HIDDEN;
2199HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetParent(IWineD3DSurface *iface, IUnknown **pParent) DECLSPEC_HIDDEN;
2200HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetPrivateData(IWineD3DSurface *iface,
2201 REFGUID refguid, const void *pData, DWORD SizeOfData, DWORD Flags) DECLSPEC_HIDDEN;
2202HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetPrivateData(IWineD3DSurface *iface,
2203 REFGUID refguid, void *pData, DWORD *pSizeOfData) DECLSPEC_HIDDEN;
2204HRESULT WINAPI IWineD3DBaseSurfaceImpl_FreePrivateData(IWineD3DSurface *iface, REFGUID refguid) DECLSPEC_HIDDEN;
2205DWORD WINAPI IWineD3DBaseSurfaceImpl_SetPriority(IWineD3DSurface *iface, DWORD PriorityNew) DECLSPEC_HIDDEN;
2206DWORD WINAPI IWineD3DBaseSurfaceImpl_GetPriority(IWineD3DSurface *iface) DECLSPEC_HIDDEN;
2207WINED3DRESOURCETYPE WINAPI IWineD3DBaseSurfaceImpl_GetType(IWineD3DSurface *iface) DECLSPEC_HIDDEN;
2208HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetContainer(IWineD3DSurface* iface,
2209 REFIID riid, void **ppContainer) DECLSPEC_HIDDEN;
2210HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetDesc(IWineD3DSurface *iface, WINED3DSURFACE_DESC *pDesc) DECLSPEC_HIDDEN;
2211HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetBltStatus(IWineD3DSurface *iface, DWORD Flags) DECLSPEC_HIDDEN;
2212HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetFlipStatus(IWineD3DSurface *iface, DWORD Flags) DECLSPEC_HIDDEN;
2213HRESULT WINAPI IWineD3DBaseSurfaceImpl_IsLost(IWineD3DSurface *iface) DECLSPEC_HIDDEN;
2214HRESULT WINAPI IWineD3DBaseSurfaceImpl_Restore(IWineD3DSurface *iface) DECLSPEC_HIDDEN;
2215HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetPalette(IWineD3DSurface *iface, IWineD3DPalette **Pal) DECLSPEC_HIDDEN;
2216HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetPalette(IWineD3DSurface *iface, IWineD3DPalette *Pal) DECLSPEC_HIDDEN;
2217HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetColorKey(IWineD3DSurface *iface,
2218 DWORD Flags, const WINEDDCOLORKEY *CKey) DECLSPEC_HIDDEN;
2219HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetContainer(IWineD3DSurface *iface, IWineD3DBase *container) DECLSPEC_HIDDEN;
2220DWORD WINAPI IWineD3DBaseSurfaceImpl_GetPitch(IWineD3DSurface *iface) DECLSPEC_HIDDEN;
2221HRESULT WINAPI IWineD3DBaseSurfaceImpl_RealizePalette(IWineD3DSurface *iface) DECLSPEC_HIDDEN;
2222HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetOverlayPosition(IWineD3DSurface *iface, LONG X, LONG Y) DECLSPEC_HIDDEN;
2223HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetOverlayPosition(IWineD3DSurface *iface, LONG *X, LONG *Y) DECLSPEC_HIDDEN;
2224HRESULT WINAPI IWineD3DBaseSurfaceImpl_UpdateOverlayZOrder(IWineD3DSurface *iface,
2225 DWORD Flags, IWineD3DSurface *Ref) DECLSPEC_HIDDEN;
2226HRESULT WINAPI IWineD3DBaseSurfaceImpl_UpdateOverlay(IWineD3DSurface *iface, const RECT *SrcRect,
2227 IWineD3DSurface *DstSurface, const RECT *DstRect, DWORD Flags, const WINEDDOVERLAYFX *FX) DECLSPEC_HIDDEN;
2228HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetClipper(IWineD3DSurface *iface, IWineD3DClipper *clipper) DECLSPEC_HIDDEN;
2229HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetClipper(IWineD3DSurface *iface, IWineD3DClipper **clipper) DECLSPEC_HIDDEN;
2230HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetFormat(IWineD3DSurface *iface, WINED3DFORMAT format) DECLSPEC_HIDDEN;
2231HRESULT IWineD3DBaseSurfaceImpl_CreateDIBSection(IWineD3DSurface *iface) DECLSPEC_HIDDEN;
2232HRESULT WINAPI IWineD3DBaseSurfaceImpl_Blt(IWineD3DSurface *iface, const RECT *DestRect, IWineD3DSurface *SrcSurface,
2233 const RECT *SrcRect, DWORD Flags, const WINEDDBLTFX *DDBltFx, WINED3DTEXTUREFILTERTYPE Filter) DECLSPEC_HIDDEN;
2234HRESULT WINAPI IWineD3DBaseSurfaceImpl_BltFast(IWineD3DSurface *iface, DWORD dstx, DWORD dsty,
2235 IWineD3DSurface *Source, const RECT *rsrc, DWORD trans) DECLSPEC_HIDDEN;
2236HRESULT WINAPI IWineD3DBaseSurfaceImpl_LockRect(IWineD3DSurface *iface, WINED3DLOCKED_RECT *pLockedRect,
2237 const RECT *pRect, DWORD Flags) DECLSPEC_HIDDEN;
2238void WINAPI IWineD3DBaseSurfaceImpl_BindTexture(IWineD3DSurface *iface, BOOL srgb) DECLSPEC_HIDDEN;
2239const void *WINAPI IWineD3DBaseSurfaceImpl_GetData(IWineD3DSurface *iface) DECLSPEC_HIDDEN;
2240
2241void get_drawable_size_swapchain(struct wined3d_context *context, UINT *width, UINT *height) DECLSPEC_HIDDEN;
2242void get_drawable_size_backbuffer(struct wined3d_context *context, UINT *width, UINT *height) DECLSPEC_HIDDEN;
2243void get_drawable_size_fbo(struct wined3d_context *context, UINT *width, UINT *height) DECLSPEC_HIDDEN;
2244
2245void draw_textured_quad(IWineD3DSurfaceImpl *src_surface, const RECT *src_rect,
2246 const RECT *dst_rect, WINED3DTEXTUREFILTERTYPE Filter) DECLSPEC_HIDDEN;
2247void flip_surface(IWineD3DSurfaceImpl *front, IWineD3DSurfaceImpl *back) DECLSPEC_HIDDEN;
2248
2249/* Surface flags: */
2250#define SFLAG_CONVERTED 0x00000002 /* Converted for color keying or Palettized */
2251#define SFLAG_DIBSECTION 0x00000004 /* Has a DIB section attached for GetDC */
2252#define SFLAG_LOCKABLE 0x00000008 /* Surface can be locked */
2253#define SFLAG_DISCARD 0x00000010 /* ??? */
2254#define SFLAG_LOCKED 0x00000020 /* Surface is locked atm */
2255#define SFLAG_INTEXTURE 0x00000040 /* The GL texture contains the newest surface content */
2256#define SFLAG_INSRGBTEX 0x00000080 /* The GL srgb texture contains the newest surface content */
2257#define SFLAG_INDRAWABLE 0x00000100 /* The gl drawable contains the most up to date data */
2258#define SFLAG_INSYSMEM 0x00000200 /* The system memory copy is most up to date */
2259#define SFLAG_NONPOW2 0x00000400 /* Surface sizes are not a power of 2 */
2260#define SFLAG_DYNLOCK 0x00000800 /* Surface is often locked by the app */
2261#define SFLAG_DCINUSE 0x00001000 /* Set between GetDC and ReleaseDC calls */
2262#define SFLAG_LOST 0x00002000 /* Surface lost flag for DDraw */
2263#define SFLAG_USERPTR 0x00004000 /* The application allocated the memory for this surface */
2264#define SFLAG_GLCKEY 0x00008000 /* The gl texture was created with a color key */
2265#define SFLAG_CLIENT 0x00010000 /* GL_APPLE_client_storage is used on that texture */
2266#define SFLAG_ALLOCATED 0x00020000 /* A gl texture is allocated for this surface */
2267#define SFLAG_SRGBALLOCATED 0x00040000 /* A srgb gl texture is allocated for this surface */
2268#define SFLAG_PBO 0x00080000 /* Has a PBO attached for speeding up data transfers for dynamically locked surfaces */
2269#define SFLAG_NORMCOORD 0x00100000 /* Set if the GL texture coords are normalized(non-texture rectangle) */
2270#define SFLAG_DS_ONSCREEN 0x00200000 /* Is a depth stencil, last modified onscreen */
2271#define SFLAG_DS_OFFSCREEN 0x00400000 /* Is a depth stencil, last modified offscreen */
2272#define SFLAG_INOVERLAYDRAW 0x00800000 /* Overlay drawing is in progress. Recursion prevention */
2273#define SFLAG_SWAPCHAIN 0x01000000 /* The surface is part of a swapchain */
2274
2275#ifdef VBOX_WITH_WDDM
2276# define SFLAG_CLIENTMEM 0x10000000 /* SYSMEM surface using client-supplied memory buffer */
2277# define SFLAG_DONOTFREE_VBOXWDDM SFLAG_CLIENTMEM
2278#else
2279# define SFLAG_DONOTFREE_VBOXWDDM 0
2280#endif
2281
2282/* In some conditions the surface memory must not be freed:
2283 * SFLAG_CONVERTED: Converting the data back would take too long
2284 * SFLAG_DIBSECTION: The dib code manages the memory
2285 * SFLAG_LOCKED: The app requires access to the surface data
2286 * SFLAG_DYNLOCK: Avoid freeing the data for performance
2287 * SFLAG_PBO: PBOs don't use 'normal' memory. It is either allocated by the driver or must be NULL.
2288 * SFLAG_CLIENT: OpenGL uses our memory as backup
2289 */
2290#define SFLAG_DONOTFREE (SFLAG_CONVERTED | \
2291 SFLAG_DIBSECTION | \
2292 SFLAG_LOCKED | \
2293 SFLAG_DYNLOCK | \
2294 SFLAG_USERPTR | \
2295 SFLAG_PBO | \
2296 SFLAG_CLIENT | \
2297 SFLAG_DONOTFREE_VBOXWDDM \
2298 )
2299
2300#define SFLAG_LOCATIONS (SFLAG_INSYSMEM | \
2301 SFLAG_INTEXTURE | \
2302 SFLAG_INDRAWABLE | \
2303 SFLAG_INSRGBTEX)
2304
2305#define SFLAG_DS_LOCATIONS (SFLAG_DS_ONSCREEN | \
2306 SFLAG_DS_OFFSCREEN)
2307#define SFLAG_DS_DISCARDED SFLAG_DS_LOCATIONS
2308
2309typedef enum {
2310 NO_CONVERSION,
2311 CONVERT_PALETTED,
2312 CONVERT_PALETTED_CK,
2313 CONVERT_CK_565,
2314 CONVERT_CK_5551,
2315 CONVERT_CK_4444,
2316 CONVERT_CK_4444_ARGB,
2317 CONVERT_CK_1555,
2318 CONVERT_555,
2319 CONVERT_CK_RGB24,
2320 CONVERT_CK_8888,
2321 CONVERT_CK_8888_ARGB,
2322 CONVERT_RGB32_888,
2323 CONVERT_V8U8,
2324 CONVERT_L6V5U5,
2325 CONVERT_X8L8V8U8,
2326 CONVERT_Q8W8V8U8,
2327 CONVERT_V16U16,
2328 CONVERT_A4L4,
2329 CONVERT_G16R16,
2330 CONVERT_R16G16F,
2331 CONVERT_R32G32F,
2332 CONVERT_D15S1,
2333 CONVERT_D24X4S4,
2334 CONVERT_D24FS8,
2335} CONVERT_TYPES;
2336
2337HRESULT d3dfmt_get_conv(IWineD3DSurfaceImpl *This, BOOL need_alpha_ck, BOOL use_texturing,
2338 struct wined3d_format_desc *desc, CONVERT_TYPES *convert) DECLSPEC_HIDDEN;
2339void d3dfmt_p8_init_palette(IWineD3DSurfaceImpl *This, BYTE table[256][4], BOOL colorkey) DECLSPEC_HIDDEN;
2340
2341BOOL palette9_changed(IWineD3DSurfaceImpl *This) DECLSPEC_HIDDEN;
2342
2343/*****************************************************************************
2344 * IWineD3DVertexDeclaration implementation structure
2345 */
2346
2347struct wined3d_vertex_declaration_element
2348{
2349 const struct wined3d_format_desc *format_desc;
2350 BOOL ffp_valid;
2351 WORD input_slot;
2352 WORD offset;
2353 UINT output_slot;
2354 BYTE method;
2355 BYTE usage;
2356 BYTE usage_idx;
2357};
2358
2359typedef struct IWineD3DVertexDeclarationImpl {
2360 /* IUnknown Information */
2361 const IWineD3DVertexDeclarationVtbl *lpVtbl;
2362 LONG ref;
2363
2364 IUnknown *parent;
2365 const struct wined3d_parent_ops *parent_ops;
2366 IWineD3DDeviceImpl *device;
2367
2368 struct wined3d_vertex_declaration_element *elements;
2369 UINT element_count;
2370
2371 DWORD streams[MAX_STREAMS];
2372 UINT num_streams;
2373 BOOL position_transformed;
2374 BOOL half_float_conv_needed;
2375} IWineD3DVertexDeclarationImpl;
2376
2377HRESULT vertexdeclaration_init(IWineD3DVertexDeclarationImpl *declaration, IWineD3DDeviceImpl *device,
2378 const WINED3DVERTEXELEMENT *elements, UINT element_count,
2379 IUnknown *parent, const struct wined3d_parent_ops *parent_ops) DECLSPEC_HIDDEN;
2380
2381/*****************************************************************************
2382 * IWineD3DStateBlock implementation structure
2383 */
2384
2385/* Internal state Block for Begin/End/Capture/Create/Apply info */
2386/* Note: Very long winded but gl Lists are not flexible enough */
2387/* to resolve everything we need, so doing it manually for now */
2388typedef struct SAVEDSTATES {
2389 DWORD transform[(HIGHEST_TRANSFORMSTATE >> 5) + 1];
2390 WORD streamSource; /* MAX_STREAMS, 16 */
2391 WORD streamFreq; /* MAX_STREAMS, 16 */
2392 DWORD renderState[(WINEHIGHEST_RENDER_STATE >> 5) + 1];
2393 DWORD textureState[MAX_TEXTURES]; /* WINED3D_HIGHEST_TEXTURE_STATE + 1, 18 */
2394 WORD samplerState[MAX_COMBINED_SAMPLERS]; /* WINED3D_HIGHEST_SAMPLER_STATE + 1, 14 */
2395 DWORD clipplane; /* WINED3DMAXUSERCLIPPLANES, 32 */
2396 WORD pixelShaderConstantsB; /* MAX_CONST_B, 16 */
2397 WORD pixelShaderConstantsI; /* MAX_CONST_I, 16 */
2398 BOOL *pixelShaderConstantsF;
2399 WORD vertexShaderConstantsB; /* MAX_CONST_B, 16 */
2400 WORD vertexShaderConstantsI; /* MAX_CONST_I, 16 */
2401 BOOL *vertexShaderConstantsF;
2402 DWORD textures : 20; /* MAX_COMBINED_SAMPLERS, 20 */
2403 DWORD primitive_type : 1;
2404 DWORD indices : 1;
2405 DWORD material : 1;
2406 DWORD viewport : 1;
2407 DWORD vertexDecl : 1;
2408 DWORD pixelShader : 1;
2409 DWORD vertexShader : 1;
2410 DWORD scissorRect : 1;
2411 DWORD padding : 4;
2412} SAVEDSTATES;
2413
2414struct StageState {
2415 DWORD stage;
2416 DWORD state;
2417};
2418
2419struct IWineD3DStateBlockImpl
2420{
2421 /* IUnknown fields */
2422 const IWineD3DStateBlockVtbl *lpVtbl;
2423 LONG ref; /* Note: Ref counting not required */
2424
2425 /* IWineD3DStateBlock information */
2426 IWineD3DDeviceImpl *device;
2427 WINED3DSTATEBLOCKTYPE blockType;
2428
2429 /* Array indicating whether things have been set or changed */
2430 SAVEDSTATES changed;
2431
2432 /* Vertex Shader Declaration */
2433 IWineD3DVertexDeclaration *vertexDecl;
2434
2435 IWineD3DVertexShader *vertexShader;
2436
2437 /* Vertex Shader Constants */
2438 BOOL vertexShaderConstantB[MAX_CONST_B];
2439 INT vertexShaderConstantI[MAX_CONST_I * 4];
2440 float *vertexShaderConstantF;
2441
2442 /* primitive type */
2443 GLenum gl_primitive_type;
2444
2445 /* Stream Source */
2446 BOOL streamIsUP;
2447 UINT streamStride[MAX_STREAMS];
2448 UINT streamOffset[MAX_STREAMS + 1 /* tesselated pseudo-stream */ ];
2449 IWineD3DBuffer *streamSource[MAX_STREAMS];
2450 UINT streamFreq[MAX_STREAMS + 1];
2451 UINT streamFlags[MAX_STREAMS + 1]; /*0 | WINED3DSTREAMSOURCE_INSTANCEDATA | WINED3DSTREAMSOURCE_INDEXEDDATA */
2452
2453 /* Indices */
2454 IWineD3DBuffer* pIndexData;
2455 WINED3DFORMAT IndexFmt;
2456 INT baseVertexIndex;
2457 INT loadBaseVertexIndex; /* non-indexed drawing needs 0 here, indexed baseVertexIndex */
2458
2459 /* Transform */
2460 WINED3DMATRIX transforms[HIGHEST_TRANSFORMSTATE + 1];
2461
2462 /* Light hashmap . Collisions are handled using standard wine double linked lists */
2463#define LIGHTMAP_SIZE 43 /* Use of a prime number recommended. Set to 1 for a linked list! */
2464#define LIGHTMAP_HASHFUNC(x) ((x) % LIGHTMAP_SIZE) /* Primitive and simple function */
2465 struct list lightMap[LIGHTMAP_SIZE]; /* Hash map containing the lights */
2466 const struct wined3d_light_info *activeLights[MAX_ACTIVE_LIGHTS]; /* Map of opengl lights to d3d lights */
2467
2468 /* Clipping */
2469 double clipplane[MAX_CLIPPLANES][4];
2470 WINED3DCLIPSTATUS clip_status;
2471
2472 /* ViewPort */
2473 WINED3DVIEWPORT viewport;
2474
2475 /* Material */
2476 WINED3DMATERIAL material;
2477
2478 /* Pixel Shader */
2479 IWineD3DPixelShader *pixelShader;
2480
2481 /* Pixel Shader Constants */
2482 BOOL pixelShaderConstantB[MAX_CONST_B];
2483 INT pixelShaderConstantI[MAX_CONST_I * 4];
2484 float *pixelShaderConstantF;
2485
2486 /* RenderState */
2487 DWORD renderState[WINEHIGHEST_RENDER_STATE + 1];
2488
2489 /* Texture */
2490 IWineD3DBaseTexture *textures[MAX_COMBINED_SAMPLERS];
2491
2492 /* Texture State Stage */
2493 DWORD textureState[MAX_TEXTURES][WINED3D_HIGHEST_TEXTURE_STATE + 1];
2494 DWORD lowest_disabled_stage;
2495 /* Sampler States */
2496 DWORD samplerState[MAX_COMBINED_SAMPLERS][WINED3D_HIGHEST_SAMPLER_STATE + 1];
2497
2498 /* Scissor test rectangle */
2499 RECT scissorRect;
2500
2501 /* Contained state management */
2502 DWORD contained_render_states[WINEHIGHEST_RENDER_STATE + 1];
2503 unsigned int num_contained_render_states;
2504 DWORD contained_transform_states[HIGHEST_TRANSFORMSTATE + 1];
2505 unsigned int num_contained_transform_states;
2506 DWORD contained_vs_consts_i[MAX_CONST_I];
2507 unsigned int num_contained_vs_consts_i;
2508 DWORD contained_vs_consts_b[MAX_CONST_B];
2509 unsigned int num_contained_vs_consts_b;
2510 DWORD *contained_vs_consts_f;
2511 unsigned int num_contained_vs_consts_f;
2512 DWORD contained_ps_consts_i[MAX_CONST_I];
2513 unsigned int num_contained_ps_consts_i;
2514 DWORD contained_ps_consts_b[MAX_CONST_B];
2515 unsigned int num_contained_ps_consts_b;
2516 DWORD *contained_ps_consts_f;
2517 unsigned int num_contained_ps_consts_f;
2518 struct StageState contained_tss_states[MAX_TEXTURES * (WINED3D_HIGHEST_TEXTURE_STATE + 1)];
2519 unsigned int num_contained_tss_states;
2520 struct StageState contained_sampler_states[MAX_COMBINED_SAMPLERS * WINED3D_HIGHEST_SAMPLER_STATE];
2521 unsigned int num_contained_sampler_states;
2522};
2523
2524HRESULT stateblock_init(IWineD3DStateBlockImpl *stateblock,
2525 IWineD3DDeviceImpl *device, WINED3DSTATEBLOCKTYPE type) DECLSPEC_HIDDEN;
2526void stateblock_init_contained_states(IWineD3DStateBlockImpl *object) DECLSPEC_HIDDEN;
2527
2528static inline void stateblock_apply_state(DWORD state, IWineD3DStateBlockImpl *stateblock,
2529 struct wined3d_context *context)
2530{
2531 const struct StateEntry *statetable = stateblock->device->StateTable;
2532 DWORD rep = statetable[state].representative;
2533 statetable[rep].apply(rep, stateblock, context);
2534}
2535
2536/* Direct3D terminology with little modifications. We do not have an issued state
2537 * because only the driver knows about it, but we have a created state because d3d
2538 * allows GetData on a created issue, but opengl doesn't
2539 */
2540enum query_state {
2541 QUERY_CREATED,
2542 QUERY_SIGNALLED,
2543 QUERY_BUILDING
2544};
2545/*****************************************************************************
2546 * IWineD3DQueryImpl implementation structure (extends IUnknown)
2547 */
2548typedef struct IWineD3DQueryImpl
2549{
2550 const IWineD3DQueryVtbl *lpVtbl;
2551 LONG ref; /* Note: Ref counting not required */
2552
2553 IUnknown *parent;
2554 IWineD3DDeviceImpl *device;
2555
2556 /* IWineD3DQuery fields */
2557 enum query_state state;
2558 WINED3DQUERYTYPE type;
2559 /* TODO: Think about using a IUnknown instead of a void* */
2560 void *extendedData;
2561} IWineD3DQueryImpl;
2562
2563HRESULT query_init(IWineD3DQueryImpl *query, IWineD3DDeviceImpl *device,
2564 WINED3DQUERYTYPE type, IUnknown *parent) DECLSPEC_HIDDEN;
2565
2566/* IWineD3DBuffer */
2567
2568/* TODO: Add tests and support for FLOAT16_4 POSITIONT, D3DCOLOR position, other
2569 * fixed function semantics as D3DCOLOR or FLOAT16 */
2570enum wined3d_buffer_conversion_type
2571{
2572 CONV_NONE,
2573 CONV_D3DCOLOR,
2574 CONV_POSITIONT,
2575 CONV_FLOAT16_2, /* Also handles FLOAT16_4 */
2576};
2577
2578struct wined3d_map_range
2579{
2580 UINT offset;
2581 UINT size;
2582};
2583
2584#define WINED3D_BUFFER_OPTIMIZED 0x01 /* Optimize has been called for the buffer */
2585#define WINED3D_BUFFER_HASDESC 0x02 /* A vertex description has been found */
2586#define WINED3D_BUFFER_CREATEBO 0x04 /* Attempt to create a buffer object next PreLoad */
2587#define WINED3D_BUFFER_DOUBLEBUFFER 0x08 /* Use a vbo and local allocated memory */
2588#define WINED3D_BUFFER_FLUSH 0x10 /* Manual unmap flushing */
2589#define WINED3D_BUFFER_DISCARD 0x20 /* A DISCARD lock has occurred since the last PreLoad */
2590#define WINED3D_BUFFER_NOSYNC 0x40 /* All locks since the last PreLoad had NOOVERWRITE set */
2591#define WINED3D_BUFFER_APPLESYNC 0x80 /* Using sync as in GL_APPLE_flush_buffer_range */
2592
2593struct wined3d_buffer
2594{
2595 const struct IWineD3DBufferVtbl *vtbl;
2596 IWineD3DResourceClass resource;
2597
2598 struct wined3d_buffer_desc desc;
2599
2600 GLuint buffer_object;
2601 GLenum buffer_object_usage;
2602 GLenum buffer_type_hint;
2603 UINT buffer_object_size;
2604 LONG bind_count;
2605 DWORD flags;
2606
2607 LONG lock_count;
2608 struct wined3d_map_range *maps;
2609 ULONG maps_size, modified_areas;
2610 struct wined3d_event_query *query;
2611
2612 /* conversion stuff */
2613 UINT decl_change_count, full_conversion_count;
2614 UINT draw_count;
2615 UINT stride; /* 0 if no conversion */
2616 UINT conversion_stride; /* 0 if no shifted conversion */
2617 enum wined3d_buffer_conversion_type *conversion_map; /* NULL if no conversion */
2618 /* Extra load offsets, for FLOAT16 conversion */
2619 UINT *conversion_shift; /* NULL if no shifted conversion */
2620};
2621
2622const BYTE *buffer_get_memory(IWineD3DBuffer *iface, GLuint *buffer_object) DECLSPEC_HIDDEN;
2623BYTE *buffer_get_sysmem(struct wined3d_buffer *This) DECLSPEC_HIDDEN;
2624HRESULT buffer_init(struct wined3d_buffer *buffer, IWineD3DDeviceImpl *device,
2625 UINT size, DWORD usage, WINED3DFORMAT format, WINED3DPOOL pool, GLenum bind_hint,
2626 const char *data, IUnknown *parent, const struct wined3d_parent_ops *parent_ops) DECLSPEC_HIDDEN;
2627
2628/* IWineD3DRendertargetView */
2629struct wined3d_rendertarget_view
2630{
2631 const struct IWineD3DRendertargetViewVtbl *vtbl;
2632 LONG refcount;
2633
2634 IWineD3DResource *resource;
2635 IUnknown *parent;
2636};
2637
2638void wined3d_rendertarget_view_init(struct wined3d_rendertarget_view *view,
2639 IWineD3DResource *resource, IUnknown *parent) DECLSPEC_HIDDEN;
2640
2641/*****************************************************************************
2642 * IWineD3DSwapChainImpl implementation structure (extends IUnknown)
2643 */
2644
2645struct IWineD3DSwapChainImpl
2646{
2647 /*IUnknown part*/
2648 const IWineD3DSwapChainVtbl *lpVtbl;
2649 LONG ref; /* Note: Ref counting not required */
2650
2651 IUnknown *parent;
2652 IWineD3DDeviceImpl *device;
2653
2654 /* IWineD3DSwapChain fields */
2655 IWineD3DSurface **backBuffer;
2656 IWineD3DSurface *frontBuffer;
2657 WINED3DPRESENT_PARAMETERS presentParms;
2658 DWORD orig_width, orig_height;
2659 WINED3DFORMAT orig_fmt;
2660 WINED3DGAMMARAMP orig_gamma;
2661 BOOL render_to_fbo;
2662 const struct wined3d_format_desc *ds_format;
2663
2664 long prev_time, frames; /* Performance tracking */
2665 unsigned int vSyncCounter;
2666
2667#ifndef VBOX_WITH_WDDM
2668 struct wined3d_context **context;
2669 unsigned int num_contexts;
2670#endif
2671
2672 HWND win_handle;
2673 HWND device_window;
2674#ifdef VBOX_WITH_WDDM
2675 HDC hDC;
2676#endif
2677};
2678
2679const IWineD3DSwapChainVtbl IWineGDISwapChain_Vtbl DECLSPEC_HIDDEN;
2680void x11_copy_to_screen(IWineD3DSwapChainImpl *This, const RECT *rc) DECLSPEC_HIDDEN;
2681
2682HRESULT WINAPI IWineD3DBaseSwapChainImpl_QueryInterface(IWineD3DSwapChain *iface,
2683 REFIID riid, LPVOID *ppobj) DECLSPEC_HIDDEN;
2684ULONG WINAPI IWineD3DBaseSwapChainImpl_AddRef(IWineD3DSwapChain *iface) DECLSPEC_HIDDEN;
2685ULONG WINAPI IWineD3DBaseSwapChainImpl_Release(IWineD3DSwapChain *iface) DECLSPEC_HIDDEN;
2686HRESULT WINAPI IWineD3DBaseSwapChainImpl_GetParent(IWineD3DSwapChain *iface, IUnknown **ppParent) DECLSPEC_HIDDEN;
2687HRESULT WINAPI IWineD3DBaseSwapChainImpl_GetFrontBufferData(IWineD3DSwapChain *iface,
2688 IWineD3DSurface *pDestSurface) DECLSPEC_HIDDEN;
2689HRESULT WINAPI IWineD3DBaseSwapChainImpl_GetBackBuffer(IWineD3DSwapChain *iface, UINT iBackBuffer,
2690 WINED3DBACKBUFFER_TYPE Type, IWineD3DSurface **ppBackBuffer) DECLSPEC_HIDDEN;
2691HRESULT WINAPI IWineD3DBaseSwapChainImpl_GetRasterStatus(IWineD3DSwapChain *iface,
2692 WINED3DRASTER_STATUS *pRasterStatus) DECLSPEC_HIDDEN;
2693HRESULT WINAPI IWineD3DBaseSwapChainImpl_GetDisplayMode(IWineD3DSwapChain *iface,
2694 WINED3DDISPLAYMODE *pMode) DECLSPEC_HIDDEN;
2695HRESULT WINAPI IWineD3DBaseSwapChainImpl_GetDevice(IWineD3DSwapChain *iface,
2696 IWineD3DDevice **ppDevice) DECLSPEC_HIDDEN;
2697HRESULT WINAPI IWineD3DBaseSwapChainImpl_GetPresentParameters(IWineD3DSwapChain *iface,
2698 WINED3DPRESENT_PARAMETERS *pPresentationParameters) DECLSPEC_HIDDEN;
2699HRESULT WINAPI IWineD3DBaseSwapChainImpl_SetGammaRamp(IWineD3DSwapChain *iface,
2700 DWORD Flags, const WINED3DGAMMARAMP *pRamp) DECLSPEC_HIDDEN;
2701HRESULT WINAPI IWineD3DBaseSwapChainImpl_GetGammaRamp(IWineD3DSwapChain *iface,
2702 WINED3DGAMMARAMP *pRamp) DECLSPEC_HIDDEN;
2703
2704struct wined3d_context *swapchain_create_context_for_thread(IWineD3DSwapChain *iface) DECLSPEC_HIDDEN;
2705HRESULT swapchain_init(IWineD3DSwapChainImpl *swapchain, WINED3DSURFTYPE surface_type,
2706 IWineD3DDeviceImpl *device, WINED3DPRESENT_PARAMETERS *present_parameters, IUnknown *parent) DECLSPEC_HIDDEN;
2707void swapchain_restore_fullscreen_window(IWineD3DSwapChainImpl *swapchain) DECLSPEC_HIDDEN;
2708void swapchain_setup_fullscreen_window(IWineD3DSwapChainImpl *swapchain, UINT w, UINT h) DECLSPEC_HIDDEN;
2709
2710#define DEFAULT_REFRESH_RATE 0
2711
2712/*****************************************************************************
2713 * Utility function prototypes
2714 */
2715
2716/* Trace routines */
2717const char *debug_d3dformat(WINED3DFORMAT fmt) DECLSPEC_HIDDEN;
2718const char *debug_d3ddevicetype(WINED3DDEVTYPE devtype) DECLSPEC_HIDDEN;
2719const char *debug_d3dresourcetype(WINED3DRESOURCETYPE res) DECLSPEC_HIDDEN;
2720const char *debug_d3dusage(DWORD usage) DECLSPEC_HIDDEN;
2721const char *debug_d3dusagequery(DWORD usagequery) DECLSPEC_HIDDEN;
2722const char *debug_d3ddeclmethod(WINED3DDECLMETHOD method) DECLSPEC_HIDDEN;
2723const char *debug_d3ddeclusage(BYTE usage) DECLSPEC_HIDDEN;
2724const char *debug_d3dprimitivetype(WINED3DPRIMITIVETYPE PrimitiveType) DECLSPEC_HIDDEN;
2725const char *debug_d3drenderstate(DWORD state) DECLSPEC_HIDDEN;
2726const char *debug_d3dsamplerstate(DWORD state) DECLSPEC_HIDDEN;
2727const char *debug_d3dstate(DWORD state) DECLSPEC_HIDDEN;
2728const char *debug_d3dtexturefiltertype(WINED3DTEXTUREFILTERTYPE filter_type) DECLSPEC_HIDDEN;
2729const char *debug_d3dtexturestate(DWORD state) DECLSPEC_HIDDEN;
2730const char *debug_d3dtstype(WINED3DTRANSFORMSTATETYPE tstype) DECLSPEC_HIDDEN;
2731const char *debug_d3dpool(WINED3DPOOL pool) DECLSPEC_HIDDEN;
2732const char *debug_fbostatus(GLenum status) DECLSPEC_HIDDEN;
2733const char *debug_glerror(GLenum error) DECLSPEC_HIDDEN;
2734const char *debug_d3dbasis(WINED3DBASISTYPE basis) DECLSPEC_HIDDEN;
2735const char *debug_d3ddegree(WINED3DDEGREETYPE order) DECLSPEC_HIDDEN;
2736const char *debug_d3dtop(WINED3DTEXTUREOP d3dtop) DECLSPEC_HIDDEN;
2737void dump_color_fixup_desc(struct color_fixup_desc fixup) DECLSPEC_HIDDEN;
2738const char *debug_surflocation(DWORD flag) DECLSPEC_HIDDEN;
2739
2740/* Color conversion routines */
2741DWORD color_convert_argb_to_fmt(DWORD color, WINED3DFORMAT destfmt) DECLSPEC_HIDDEN;
2742
2743/* Routines for GL <-> D3D values */
2744GLenum StencilOp(DWORD op) DECLSPEC_HIDDEN;
2745GLenum CompareFunc(DWORD func) DECLSPEC_HIDDEN;
2746BOOL is_invalid_op(IWineD3DDeviceImpl *This, int stage, WINED3DTEXTUREOP op,
2747 DWORD arg1, DWORD arg2, DWORD arg3) DECLSPEC_HIDDEN;
2748void set_tex_op_nvrc(IWineD3DDevice *iface, BOOL is_alpha, int stage, WINED3DTEXTUREOP op,
2749 DWORD arg1, DWORD arg2, DWORD arg3, INT texture_idx, DWORD dst) DECLSPEC_HIDDEN;
2750void set_texture_matrix(const float *smat, DWORD flags, BOOL calculatedCoords,
2751 BOOL transformed, WINED3DFORMAT coordtype, BOOL ffp_can_disable_proj) DECLSPEC_HIDDEN;
2752void texture_activate_dimensions(DWORD stage, IWineD3DStateBlockImpl *stateblock,
2753 struct wined3d_context *context) DECLSPEC_HIDDEN;
2754void sampler_texdim(DWORD state, IWineD3DStateBlockImpl *stateblock,
2755 struct wined3d_context *context) DECLSPEC_HIDDEN;
2756void tex_alphaop(DWORD state, IWineD3DStateBlockImpl *stateblock,
2757 struct wined3d_context *context) DECLSPEC_HIDDEN;
2758void apply_pixelshader(DWORD state, IWineD3DStateBlockImpl *stateblock,
2759 struct wined3d_context *context) DECLSPEC_HIDDEN;
2760void state_fogcolor(DWORD state, IWineD3DStateBlockImpl *stateblock,
2761 struct wined3d_context *context) DECLSPEC_HIDDEN;
2762void state_fogdensity(DWORD state, IWineD3DStateBlockImpl *stateblock,
2763 struct wined3d_context *context) DECLSPEC_HIDDEN;
2764void state_fogstartend(DWORD state, IWineD3DStateBlockImpl *stateblock,
2765 struct wined3d_context *context) DECLSPEC_HIDDEN;
2766void state_fog_fragpart(DWORD state, IWineD3DStateBlockImpl *stateblock,
2767 struct wined3d_context *context) DECLSPEC_HIDDEN;
2768
2769void surface_add_dirty_rect(IWineD3DSurface *iface, const RECT *dirty_rect) DECLSPEC_HIDDEN;
2770GLenum surface_get_gl_buffer(IWineD3DSurface *iface) DECLSPEC_HIDDEN;
2771void surface_load_ds_location(IWineD3DSurface *iface, struct wined3d_context *context, DWORD location) DECLSPEC_HIDDEN;
2772void surface_modify_ds_location(IWineD3DSurface *iface, DWORD location) DECLSPEC_HIDDEN;
2773void surface_set_compatible_renderbuffer(IWineD3DSurface *iface,
2774 unsigned int width, unsigned int height) DECLSPEC_HIDDEN;
2775void surface_set_texture_name(IWineD3DSurface *iface, GLuint name, BOOL srgb_name) DECLSPEC_HIDDEN;
2776void surface_set_texture_target(IWineD3DSurface *iface, GLenum target) DECLSPEC_HIDDEN;
2777
2778BOOL getColorBits(const struct wined3d_format_desc *format_desc,
2779 short *redSize, short *greenSize, short *blueSize, short *alphaSize, short *totalSize) DECLSPEC_HIDDEN;
2780BOOL getDepthStencilBits(const struct wined3d_format_desc *format_desc,
2781 short *depthSize, short *stencilSize) DECLSPEC_HIDDEN;
2782
2783/* Math utils */
2784void multiply_matrix(WINED3DMATRIX *dest, const WINED3DMATRIX *src1, const WINED3DMATRIX *src2) DECLSPEC_HIDDEN;
2785UINT wined3d_log2i(UINT32 x) DECLSPEC_HIDDEN;
2786unsigned int count_bits(unsigned int mask) DECLSPEC_HIDDEN;
2787
2788void select_shader_mode(const struct wined3d_gl_info *gl_info, int *ps_selected, int *vs_selected) DECLSPEC_HIDDEN;
2789
2790typedef struct local_constant {
2791 struct list entry;
2792 unsigned int idx;
2793 DWORD value[4];
2794} local_constant;
2795
2796typedef struct SHADER_LIMITS {
2797 unsigned int temporary;
2798 unsigned int texcoord;
2799 unsigned int sampler;
2800 unsigned int constant_int;
2801 unsigned int constant_float;
2802 unsigned int constant_bool;
2803 unsigned int address;
2804 unsigned int packed_output;
2805 unsigned int packed_input;
2806 unsigned int attributes;
2807 unsigned int label;
2808} SHADER_LIMITS;
2809
2810/* Keeps track of details for TEX_M#x# shader opcodes which need to
2811 * maintain state information between multiple codes */
2812typedef struct SHADER_PARSE_STATE {
2813 unsigned int current_row;
2814 DWORD texcoord_w[2];
2815} SHADER_PARSE_STATE;
2816
2817#ifdef __GNUC__
2818#define PRINTF_ATTR(fmt,args) __attribute__((format (printf,fmt,args)))
2819#else
2820#define PRINTF_ATTR(fmt,args)
2821#endif
2822
2823/* Base Shader utility functions. */
2824int shader_addline(struct wined3d_shader_buffer *buffer, const char *fmt, ...) PRINTF_ATTR(2,3) DECLSPEC_HIDDEN;
2825int shader_vaddline(struct wined3d_shader_buffer *buffer, const char *fmt, va_list args) DECLSPEC_HIDDEN;
2826
2827/* Vertex shader utility functions */
2828extern BOOL vshader_get_input(IWineD3DVertexShader *iface,
2829 BYTE usage_req, BYTE usage_idx_req, unsigned int *regnum) DECLSPEC_HIDDEN;
2830
2831/*****************************************************************************
2832 * IDirect3DBaseShader implementation structure
2833 */
2834typedef struct IWineD3DBaseShaderClass
2835{
2836 LONG ref;
2837 SHADER_LIMITS limits;
2838 SHADER_PARSE_STATE parse_state;
2839 DWORD *function;
2840 UINT functionLength;
2841 UINT cur_loop_depth, cur_loop_regno;
2842 BOOL load_local_constsF;
2843 const struct wined3d_shader_frontend *frontend;
2844 void *frontend_data;
2845 void *backend_data;
2846
2847 IUnknown *parent;
2848 const struct wined3d_parent_ops *parent_ops;
2849
2850 /* Programs this shader is linked with */
2851 struct list linked_programs;
2852
2853 /* Immediate constants (override global ones) */
2854 struct list constantsB;
2855 struct list constantsF;
2856 struct list constantsI;
2857 shader_reg_maps reg_maps;
2858
2859 struct wined3d_shader_signature_element input_signature[max(MAX_ATTRIBS, MAX_REG_INPUT)];
2860 struct wined3d_shader_signature_element output_signature[MAX_REG_OUTPUT];
2861
2862 /* Pointer to the parent device */
2863 IWineD3DDevice *device;
2864 struct list shader_list_entry;
2865
2866} IWineD3DBaseShaderClass;
2867
2868typedef struct IWineD3DBaseShaderImpl {
2869 /* IUnknown */
2870 const IWineD3DBaseShaderVtbl *lpVtbl;
2871
2872 /* IWineD3DBaseShader */
2873 IWineD3DBaseShaderClass baseShader;
2874} IWineD3DBaseShaderImpl;
2875
2876void shader_buffer_clear(struct wined3d_shader_buffer *buffer) DECLSPEC_HIDDEN;
2877BOOL shader_buffer_init(struct wined3d_shader_buffer *buffer) DECLSPEC_HIDDEN;
2878void shader_buffer_free(struct wined3d_shader_buffer *buffer) DECLSPEC_HIDDEN;
2879void shader_dump_src_param(const struct wined3d_shader_src_param *param,
2880 const struct wined3d_shader_version *shader_version) DECLSPEC_HIDDEN;
2881void shader_dump_dst_param(const struct wined3d_shader_dst_param *param,
2882 const struct wined3d_shader_version *shader_version) DECLSPEC_HIDDEN;
2883unsigned int shader_find_free_input_register(const struct shader_reg_maps *reg_maps, unsigned int max) DECLSPEC_HIDDEN;
2884void shader_generate_main(IWineD3DBaseShader *iface, struct wined3d_shader_buffer *buffer,
2885 const shader_reg_maps *reg_maps, const DWORD *pFunction, void *backend_ctx) DECLSPEC_HIDDEN;
2886BOOL shader_match_semantic(const char *semantic_name, WINED3DDECLUSAGE usage) DECLSPEC_HIDDEN;
2887
2888static inline BOOL shader_is_pshader_version(enum wined3d_shader_type type)
2889{
2890 return type == WINED3D_SHADER_TYPE_PIXEL;
2891}
2892
2893static inline BOOL shader_is_vshader_version(enum wined3d_shader_type type)
2894{
2895 return type == WINED3D_SHADER_TYPE_VERTEX;
2896}
2897
2898static inline BOOL shader_is_scalar(const struct wined3d_shader_register *reg)
2899{
2900 switch (reg->type)
2901 {
2902 case WINED3DSPR_RASTOUT:
2903 /* oFog & oPts */
2904 if (reg->idx != 0) return TRUE;
2905 /* oPos */
2906 return FALSE;
2907
2908 case WINED3DSPR_DEPTHOUT: /* oDepth */
2909 case WINED3DSPR_CONSTBOOL: /* b# */
2910 case WINED3DSPR_LOOP: /* aL */
2911 case WINED3DSPR_PREDICATE: /* p0 */
2912 return TRUE;
2913
2914 case WINED3DSPR_MISCTYPE:
2915 switch(reg->idx)
2916 {
2917 case 0: /* vPos */
2918 return FALSE;
2919 case 1: /* vFace */
2920 return TRUE;
2921 default:
2922 return FALSE;
2923 }
2924
2925 case WINED3DSPR_IMMCONST:
2926 switch(reg->immconst_type)
2927 {
2928 case WINED3D_IMMCONST_FLOAT:
2929 return TRUE;
2930 default:
2931 return FALSE;
2932 }
2933
2934 default:
2935 return FALSE;
2936 }
2937}
2938
2939static inline BOOL shader_constant_is_local(IWineD3DBaseShaderImpl* This, DWORD reg) {
2940 local_constant* lconst;
2941
2942 if(This->baseShader.load_local_constsF) return FALSE;
2943 LIST_FOR_EACH_ENTRY(lconst, &This->baseShader.constantsF, local_constant, entry) {
2944 if(lconst->idx == reg) return TRUE;
2945 }
2946 return FALSE;
2947
2948}
2949
2950/*****************************************************************************
2951 * IDirect3DVertexShader implementation structures
2952 */
2953typedef struct IWineD3DVertexShaderImpl {
2954 /* IUnknown parts */
2955 const IWineD3DVertexShaderVtbl *lpVtbl;
2956
2957 /* IWineD3DBaseShader */
2958 IWineD3DBaseShaderClass baseShader;
2959
2960 /* Vertex shader attributes. */
2961 struct wined3d_shader_attribute attributes[MAX_ATTRIBS];
2962
2963 UINT min_rel_offset, max_rel_offset;
2964 UINT rel_offset;
2965} IWineD3DVertexShaderImpl;
2966
2967void find_vs_compile_args(IWineD3DVertexShaderImpl *shader, IWineD3DStateBlockImpl *stateblock,
2968 struct vs_compile_args *args) DECLSPEC_HIDDEN;
2969HRESULT vertexshader_init(IWineD3DVertexShaderImpl *shader, IWineD3DDeviceImpl *device,
2970 const DWORD *byte_code, const struct wined3d_shader_signature *output_signature,
2971 IUnknown *parent, const struct wined3d_parent_ops *parent_ops) DECLSPEC_HIDDEN;
2972
2973struct wined3d_geometryshader
2974{
2975 const struct IWineD3DGeometryShaderVtbl *vtbl;
2976 IWineD3DBaseShaderClass base_shader;
2977};
2978
2979HRESULT geometryshader_init(struct wined3d_geometryshader *shader, IWineD3DDeviceImpl *device,
2980 const DWORD *byte_code, const struct wined3d_shader_signature *output_signature,
2981 IUnknown *parent, const struct wined3d_parent_ops *parent_ops) DECLSPEC_HIDDEN;
2982
2983/*****************************************************************************
2984 * IDirect3DPixelShader implementation structure
2985 */
2986
2987/* Using additional shader constants (uniforms in GLSL / program environment
2988 * or local parameters in ARB) is costly:
2989 * ARB only knows float4 parameters and GLSL compiler are not really smart
2990 * when it comes to efficiently pack float2 uniforms, so no space is wasted
2991 * (in fact most compilers map a float2 to a full float4 uniform).
2992 *
2993 * For NP2 texcoord fixup we only need 2 floats (width and height) for each
2994 * 2D texture used in the shader. We therefore pack fixup info for 2 textures
2995 * into a single shader constant (uniform / program parameter).
2996 *
2997 * This structure is shared between the GLSL and the ARB backend.*/
2998struct ps_np2fixup_info {
2999 unsigned char idx[MAX_FRAGMENT_SAMPLERS]; /* indices to the real constant */
3000 WORD active; /* bitfield indicating if we can apply the fixup */
3001 WORD num_consts;
3002};
3003
3004typedef struct IWineD3DPixelShaderImpl {
3005 /* IUnknown parts */
3006 const IWineD3DPixelShaderVtbl *lpVtbl;
3007
3008 /* IWineD3DBaseShader */
3009 IWineD3DBaseShaderClass baseShader;
3010
3011 /* Pixel shader input semantics */
3012 DWORD input_reg_map[MAX_REG_INPUT];
3013 BOOL input_reg_used[MAX_REG_INPUT];
3014 unsigned int declared_in_count;
3015
3016 /* Some information about the shader behavior */
3017 char vpos_uniform;
3018
3019 BOOL color0_mov;
3020 DWORD color0_reg;
3021
3022} IWineD3DPixelShaderImpl;
3023
3024HRESULT pixelshader_init(IWineD3DPixelShaderImpl *shader, IWineD3DDeviceImpl *device,
3025 const DWORD *byte_code, const struct wined3d_shader_signature *output_signature,
3026 IUnknown *parent, const struct wined3d_parent_ops *parent_ops) DECLSPEC_HIDDEN;
3027void pixelshader_update_samplers(struct shader_reg_maps *reg_maps,
3028 IWineD3DBaseTexture * const *textures) DECLSPEC_HIDDEN;
3029void find_ps_compile_args(IWineD3DPixelShaderImpl *shader, IWineD3DStateBlockImpl *stateblock,
3030 struct ps_compile_args *args) DECLSPEC_HIDDEN;
3031
3032/* sRGB correction constants */
3033static const float srgb_cmp = 0.0031308f;
3034static const float srgb_mul_low = 12.92f;
3035static const float srgb_pow = 0.41666f;
3036static const float srgb_mul_high = 1.055f;
3037static const float srgb_sub_high = 0.055f;
3038
3039/*****************************************************************************
3040 * IWineD3DPalette implementation structure
3041 */
3042struct IWineD3DPaletteImpl {
3043 /* IUnknown parts */
3044 const IWineD3DPaletteVtbl *lpVtbl;
3045 LONG ref;
3046
3047 IUnknown *parent;
3048 IWineD3DDeviceImpl *device;
3049
3050 /* IWineD3DPalette */
3051 HPALETTE hpal;
3052 WORD palVersion; /*| */
3053 WORD palNumEntries; /*| LOGPALETTE */
3054 PALETTEENTRY palents[256]; /*| */
3055 /* This is to store the palette in 'screen format' */
3056 int screen_palents[256];
3057 DWORD Flags;
3058};
3059
3060HRESULT wined3d_palette_init(IWineD3DPaletteImpl *palette, IWineD3DDeviceImpl *device,
3061 DWORD flags, const PALETTEENTRY *entries, IUnknown *parent) DECLSPEC_HIDDEN;
3062
3063/* DirectDraw utility functions */
3064extern WINED3DFORMAT pixelformat_for_depth(DWORD depth) DECLSPEC_HIDDEN;
3065
3066/*****************************************************************************
3067 * Pixel format management
3068 */
3069
3070/* WineD3D pixel format flags */
3071#define WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING 0x1
3072#define WINED3DFMT_FLAG_FILTERING 0x2
3073#define WINED3DFMT_FLAG_DEPTH 0x4
3074#define WINED3DFMT_FLAG_STENCIL 0x8
3075#define WINED3DFMT_FLAG_RENDERTARGET 0x10
3076#define WINED3DFMT_FLAG_FOURCC 0x20
3077#define WINED3DFMT_FLAG_FBO_ATTACHABLE 0x40
3078#define WINED3DFMT_FLAG_COMPRESSED 0x80
3079#define WINED3DFMT_FLAG_GETDC 0x100
3080#define WINED3DFMT_FLAG_FLOAT 0x200
3081
3082struct wined3d_format_desc
3083{
3084 WINED3DFORMAT format;
3085 DWORD red_mask;
3086 DWORD green_mask;
3087 DWORD blue_mask;
3088 DWORD alpha_mask;
3089 UINT byte_count;
3090 WORD depth_size;
3091 WORD stencil_size;
3092
3093 UINT block_width;
3094 UINT block_height;
3095 UINT block_byte_count;
3096
3097 enum wined3d_ffp_emit_idx emit_idx;
3098 GLint component_count;
3099 GLenum gl_vtx_type;
3100 GLint gl_vtx_format;
3101 GLboolean gl_normalized;
3102 unsigned int component_size;
3103
3104 GLint glInternal;
3105 GLint glGammaInternal;
3106 GLint rtInternal;
3107 GLint glFormat;
3108 GLint glType;
3109 UINT conv_byte_count;
3110 unsigned int Flags;
3111 float heightscale;
3112 struct color_fixup_desc color_fixup;
3113 void (*convert)(const BYTE *src, BYTE *dst, UINT pitch, UINT width, UINT height);
3114};
3115
3116const struct wined3d_format_desc *getFormatDescEntry(WINED3DFORMAT fmt,
3117 const struct wined3d_gl_info *gl_info) DECLSPEC_HIDDEN;
3118
3119static inline BOOL use_vs(IWineD3DStateBlockImpl *stateblock)
3120{
3121 /* Check stateblock->vertexDecl to allow this to be used from
3122 * IWineD3DDeviceImpl_FindTexUnitMap(). This is safe because
3123 * stateblock->vertexShader implies a vertex declaration instead of ddraw
3124 * style strided data. */
3125 return (stateblock->vertexShader
3126 && !((IWineD3DVertexDeclarationImpl *)stateblock->vertexDecl)->position_transformed
3127 && stateblock->device->vs_selected_mode != SHADER_NONE);
3128}
3129
3130static inline BOOL use_ps(IWineD3DStateBlockImpl *stateblock)
3131{
3132 return (stateblock->pixelShader && stateblock->device->ps_selected_mode != SHADER_NONE);
3133}
3134
3135void stretch_rect_fbo(IWineD3DDevice *iface, IWineD3DSurface *src_surface,
3136 const RECT *src_rect, IWineD3DSurface *dst_surface, const RECT *dst_rect,
3137 const WINED3DTEXTUREFILTERTYPE filter) DECLSPEC_HIDDEN;
3138
3139/* The WNDCLASS-Name for the fake window which we use to retrieve the GL capabilities */
3140#define WINED3D_OPENGL_WINDOW_CLASS_NAME "WineD3D_OpenGL"
3141
3142#define WINEMAKEFOURCC(ch0, ch1, ch2, ch3) \
3143 ((DWORD)(BYTE)(ch0) | ((DWORD)(BYTE)(ch1) << 8) | \
3144 ((DWORD)(BYTE)(ch2) << 16) | ((DWORD)(BYTE)(ch3) << 24 ))
3145
3146#define MAKEDWORD_VERSION(maj, min) (((maj & 0xffff) << 16) | (min & 0xffff))
3147
3148#endif
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