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source: vbox/trunk/src/VBox/Devices/Graphics/shaderlib/wined3d_private.h@ 62863

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VMSVGA3d: Applied patches from trivirt that among other things makes Chrome work on OpenGL hosts.

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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#include "vboxext.h"
63
64#ifdef VBOX_WITH_VMSVGA
65# ifndef LOG_GROUP
66# define LOG_GROUP LOG_GROUP_DEV_VMSVGA
67# endif
68# include <iprt/assert.h>
69# include <VBox/log.h>
70# include "winoverride.h"
71# include "shaderlib.h"
72#endif
73
74#ifdef VBOX_WITH_WDDM
75# include "vboxsharedrc.h"
76#endif
77
78#if defined(VBOX_WINE_WITH_SINGLE_CONTEXT) || defined(VBOX_WINE_WITH_SINGLE_SWAPCHAIN_CONTEXT)
79# define VBoxTlsRefGetImpl(_tls) (TlsGetValue((DWORD)(_tls)))
80# define VBoxTlsRefSetImpl(_tls, _val) (TlsSetValue((DWORD)(_tls), (_val)))
81# define VBoxTlsRefAssertImpl Assert
82# undef cdecl /* see windef.h */
83# include <VBox/VBoxVideo3D.h>
84#endif
85
86/* Driver quirks */
87#define WINED3D_QUIRK_ARB_VS_OFFSET_LIMIT 0x00000001
88#define WINED3D_QUIRK_SET_TEXCOORD_W 0x00000002
89#define WINED3D_QUIRK_GLSL_CLIP_VARYING 0x00000004
90#define WINED3D_QUIRK_ALLOWS_SPECULAR_ALPHA 0x00000008
91#define WINED3D_QUIRK_NV_CLIP_BROKEN 0x00000010
92#define WINED3D_QUIRK_FBO_TEX_UPDATE 0x00000020
93#define WINED3D_QUIRK_FULLSIZE_BLIT 0x00000040
94#define WINED3D_QUIRK_FORCE_BLIT 0x00000080
95
96/* Texture format fixups */
97
98enum fixup_channel_source
99{
100 CHANNEL_SOURCE_ZERO = 0,
101 CHANNEL_SOURCE_ONE = 1,
102 CHANNEL_SOURCE_X = 2,
103 CHANNEL_SOURCE_Y = 3,
104 CHANNEL_SOURCE_Z = 4,
105 CHANNEL_SOURCE_W = 5,
106 CHANNEL_SOURCE_COMPLEX0 = 6,
107 CHANNEL_SOURCE_COMPLEX1 = 7,
108};
109
110enum complex_fixup
111{
112 COMPLEX_FIXUP_NONE = 0,
113 COMPLEX_FIXUP_YUY2 = 1,
114 COMPLEX_FIXUP_UYVY = 2,
115 COMPLEX_FIXUP_YV12 = 3,
116 COMPLEX_FIXUP_P8 = 4,
117};
118
119#include <pshpack2.h>
120struct color_fixup_desc
121{
122 unsigned x_sign_fixup : 1;
123 unsigned x_source : 3;
124 unsigned y_sign_fixup : 1;
125 unsigned y_source : 3;
126 unsigned z_sign_fixup : 1;
127 unsigned z_source : 3;
128 unsigned w_sign_fixup : 1;
129 unsigned w_source : 3;
130};
131#include <poppack.h>
132
133static const struct color_fixup_desc COLOR_FIXUP_IDENTITY =
134 {0, CHANNEL_SOURCE_X, 0, CHANNEL_SOURCE_Y, 0, CHANNEL_SOURCE_Z, 0, CHANNEL_SOURCE_W};
135
136static inline struct color_fixup_desc create_color_fixup_desc(
137 int sign0, enum fixup_channel_source src0, int sign1, enum fixup_channel_source src1,
138 int sign2, enum fixup_channel_source src2, int sign3, enum fixup_channel_source src3)
139{
140 struct color_fixup_desc fixup =
141 {
142 sign0, src0,
143 sign1, src1,
144 sign2, src2,
145 sign3, src3,
146 };
147 return fixup;
148}
149
150static inline struct color_fixup_desc create_complex_fixup_desc(enum complex_fixup complex_fixup)
151{
152 struct color_fixup_desc fixup =
153 {
154 0, complex_fixup & (1 << 0) ? CHANNEL_SOURCE_COMPLEX1 : CHANNEL_SOURCE_COMPLEX0,
155 0, complex_fixup & (1 << 1) ? CHANNEL_SOURCE_COMPLEX1 : CHANNEL_SOURCE_COMPLEX0,
156 0, complex_fixup & (1 << 2) ? CHANNEL_SOURCE_COMPLEX1 : CHANNEL_SOURCE_COMPLEX0,
157 0, complex_fixup & (1 << 3) ? CHANNEL_SOURCE_COMPLEX1 : CHANNEL_SOURCE_COMPLEX0,
158 };
159 return fixup;
160}
161
162static inline BOOL is_identity_fixup(struct color_fixup_desc fixup)
163{
164 return !memcmp(&fixup, &COLOR_FIXUP_IDENTITY, sizeof(fixup));
165}
166
167static inline BOOL is_complex_fixup(struct color_fixup_desc fixup)
168{
169 return fixup.x_source == CHANNEL_SOURCE_COMPLEX0 || fixup.x_source == CHANNEL_SOURCE_COMPLEX1;
170}
171
172static inline enum complex_fixup get_complex_fixup(struct color_fixup_desc fixup)
173{
174 enum complex_fixup complex_fixup = 0;
175 if (fixup.x_source == CHANNEL_SOURCE_COMPLEX1) complex_fixup |= (1 << 0);
176 if (fixup.y_source == CHANNEL_SOURCE_COMPLEX1) complex_fixup |= (1 << 1);
177 if (fixup.z_source == CHANNEL_SOURCE_COMPLEX1) complex_fixup |= (1 << 2);
178 if (fixup.w_source == CHANNEL_SOURCE_COMPLEX1) complex_fixup |= (1 << 3);
179 return complex_fixup;
180}
181
182void *wined3d_rb_alloc(size_t size) DECLSPEC_HIDDEN;
183void *wined3d_rb_realloc(void *ptr, size_t size) DECLSPEC_HIDDEN;
184void wined3d_rb_free(void *ptr) DECLSPEC_HIDDEN;
185
186/* Device caps */
187#define MAX_PALETTES 65536
188#define MAX_STREAMS 16
189#define MAX_TEXTURES 8
190#define MAX_FRAGMENT_SAMPLERS 16
191#define MAX_VERTEX_SAMPLERS 4
192#define MAX_COMBINED_SAMPLERS (MAX_FRAGMENT_SAMPLERS + MAX_VERTEX_SAMPLERS)
193#define MAX_ACTIVE_LIGHTS 8
194#define MAX_CLIPPLANES WINED3DMAXUSERCLIPPLANES
195
196struct min_lookup
197{
198 GLenum mip[WINED3DTEXF_LINEAR + 1];
199};
200
201extern const struct min_lookup minMipLookup[WINED3DTEXF_LINEAR + 1] DECLSPEC_HIDDEN;
202extern const struct min_lookup minMipLookup_noFilter[WINED3DTEXF_LINEAR + 1] DECLSPEC_HIDDEN;
203extern const struct min_lookup minMipLookup_noMip[WINED3DTEXF_LINEAR + 1] DECLSPEC_HIDDEN;
204extern const GLenum magLookup[WINED3DTEXF_LINEAR + 1] DECLSPEC_HIDDEN;
205extern const GLenum magLookup_noFilter[WINED3DTEXF_LINEAR + 1] DECLSPEC_HIDDEN;
206
207static inline GLenum wined3d_gl_mag_filter(const GLenum mag_lookup[], WINED3DTEXTUREFILTERTYPE mag_filter)
208{
209 return mag_lookup[mag_filter];
210}
211
212static inline GLenum wined3d_gl_min_mip_filter(const struct min_lookup min_mip_lookup[],
213 WINED3DTEXTUREFILTERTYPE min_filter, WINED3DTEXTUREFILTERTYPE mip_filter)
214{
215 return min_mip_lookup[min_filter].mip[mip_filter];
216}
217
218/* float_16_to_32() and float_32_to_16() (see implementation in
219 * surface_base.c) convert 16 bit floats in the FLOAT16 data type
220 * to standard C floats and vice versa. They do not depend on the encoding
221 * of the C float, so they are platform independent, but slow. On x86 and
222 * other IEEE 754 compliant platforms the conversion can be accelerated by
223 * bit shifting the exponent and mantissa. There are also some SSE-based
224 * assembly routines out there.
225 *
226 * See GL_NV_half_float for a reference of the FLOAT16 / GL_HALF format
227 */
228static inline float float_16_to_32(const unsigned short *in) {
229 unsigned long fNaN = 0x7fc00000;
230 unsigned long fNegInf = 0xff800000;
231 unsigned long fInf = 0x7f800000;
232
233 const unsigned short s = ((*in) & 0x8000);
234 const unsigned short e = ((*in) & 0x7C00) >> 10;
235 const unsigned short m = (*in) & 0x3FF;
236 const float sgn = (s ? -1.0f : 1.0f);
237
238 if(e == 0) {
239 if(m == 0) return sgn * 0.0f; /* +0.0 or -0.0 */
240 else return sgn * pow(2, -14.0f) * ((float)m / 1024.0f);
241 } else if(e < 31) {
242 return sgn * pow(2, (float)e - 15.0f) * (1.0f + ((float)m / 1024.0f));
243 } else {
244 if(m == 0) return sgn>0? *(float*)(&fInf) : *(float*)(&fNegInf); //sgn / 0.0f; /* +INF / -INF */
245 else return *(float*)(&fNaN); //0.0f / 0.0f; /* NAN */
246 }
247}
248
249static inline float float_24_to_32(DWORD in)
250{
251 const float sgn = in & 0x800000 ? -1.0f : 1.0f;
252 const unsigned short e = (in & 0x780000) >> 19;
253 const unsigned short m = in & 0x7ffff;
254 unsigned long fNaN = 0x7fc00000;
255 unsigned long fNegInf = 0xff800000;
256 unsigned long fInf = 0x7f800000;
257
258 if (e == 0)
259 {
260 if (m == 0) return sgn * 0.0f; /* +0.0 or -0.0 */
261 else return sgn * pow(2, -6.0f) * ((float)m / 524288.0f);
262 }
263 else if (e < 15)
264 {
265 return sgn * pow(2, (float)e - 7.0f) * (1.0f + ((float)m / 524288.0f));
266 }
267 else
268 {
269 if (m == 0) return sgn>0? *(float*)(&fInf) : *(float*)(&fNegInf); //sgn / 0.0f; /* +INF / -INF */
270 else return *(float*)(&fNaN); //0.0f / 0.0f; /* NAN */
271 }
272}
273
274/**
275 * Settings
276 */
277#define VS_NONE 0
278#define VS_HW 1
279
280#define PS_NONE 0
281#define PS_HW 1
282
283#define VBO_NONE 0
284#define VBO_HW 1
285
286#define ORM_BACKBUFFER 0
287#define ORM_FBO 1
288
289#define SHADER_ARB 1
290#define SHADER_GLSL 2
291#define SHADER_ATI 3
292#define SHADER_NONE 4
293
294#define RTL_DISABLE -1
295#define RTL_READDRAW 1
296#define RTL_READTEX 2
297
298#define PCI_VENDOR_NONE 0xffff /* e.g. 0x8086 for Intel and 0x10de for Nvidia */
299#define PCI_DEVICE_NONE 0xffff /* e.g. 0x14f for a Geforce6200 */
300
301/* NOTE: When adding fields to this structure, make sure to update the default
302 * values in wined3d_main.c as well. */
303typedef struct wined3d_settings_s {
304/* vertex and pixel shader modes */
305 int vs_mode;
306 int ps_mode;
307/* Ideally, we don't want the user to have to request GLSL. If the hardware supports GLSL,
308 we should use it. However, until it's fully implemented, we'll leave it as a registry
309 setting for developers. */
310 BOOL glslRequested;
311 int offscreen_rendering_mode;
312 int rendertargetlock_mode;
313 unsigned short pci_vendor_id;
314 unsigned short pci_device_id;
315/* Memory tracking and object counting */
316 unsigned int emulated_textureram;
317 char *logo;
318 int allow_multisampling;
319 BOOL strict_draw_ordering;
320} wined3d_settings_t;
321
322extern wined3d_settings_t wined3d_settings DECLSPEC_HIDDEN;
323
324typedef enum _WINED3DSAMPLER_TEXTURE_TYPE
325{
326 WINED3DSTT_UNKNOWN = 0,
327 WINED3DSTT_1D = 1,
328 WINED3DSTT_2D = 2,
329 WINED3DSTT_CUBE = 3,
330 WINED3DSTT_VOLUME = 4,
331} WINED3DSAMPLER_TEXTURE_TYPE;
332
333typedef enum _WINED3DSHADER_PARAM_REGISTER_TYPE
334{
335 WINED3DSPR_TEMP = 0,
336 WINED3DSPR_INPUT = 1,
337 WINED3DSPR_CONST = 2,
338 WINED3DSPR_ADDR = 3,
339 WINED3DSPR_TEXTURE = 3,
340 WINED3DSPR_RASTOUT = 4,
341 WINED3DSPR_ATTROUT = 5,
342 WINED3DSPR_TEXCRDOUT = 6,
343 WINED3DSPR_OUTPUT = 6,
344 WINED3DSPR_CONSTINT = 7,
345 WINED3DSPR_COLOROUT = 8,
346 WINED3DSPR_DEPTHOUT = 9,
347 WINED3DSPR_SAMPLER = 10,
348 WINED3DSPR_CONST2 = 11,
349 WINED3DSPR_CONST3 = 12,
350 WINED3DSPR_CONST4 = 13,
351 WINED3DSPR_CONSTBOOL = 14,
352 WINED3DSPR_LOOP = 15,
353 WINED3DSPR_TEMPFLOAT16 = 16,
354 WINED3DSPR_MISCTYPE = 17,
355 WINED3DSPR_LABEL = 18,
356 WINED3DSPR_PREDICATE = 19,
357 WINED3DSPR_IMMCONST,
358 WINED3DSPR_CONSTBUFFER,
359} WINED3DSHADER_PARAM_REGISTER_TYPE;
360
361enum wined3d_immconst_type
362{
363 WINED3D_IMMCONST_FLOAT,
364 WINED3D_IMMCONST_FLOAT4,
365};
366
367#define WINED3DSP_NOSWIZZLE (0 | (1 << 2) | (2 << 4) | (3 << 6))
368
369typedef enum _WINED3DSHADER_PARAM_SRCMOD_TYPE
370{
371 WINED3DSPSM_NONE = 0,
372 WINED3DSPSM_NEG = 1,
373 WINED3DSPSM_BIAS = 2,
374 WINED3DSPSM_BIASNEG = 3,
375 WINED3DSPSM_SIGN = 4,
376 WINED3DSPSM_SIGNNEG = 5,
377 WINED3DSPSM_COMP = 6,
378 WINED3DSPSM_X2 = 7,
379 WINED3DSPSM_X2NEG = 8,
380 WINED3DSPSM_DZ = 9,
381 WINED3DSPSM_DW = 10,
382 WINED3DSPSM_ABS = 11,
383 WINED3DSPSM_ABSNEG = 12,
384 WINED3DSPSM_NOT = 13,
385} WINED3DSHADER_PARAM_SRCMOD_TYPE;
386
387#define WINED3DSP_WRITEMASK_0 0x1 /* .x r */
388#define WINED3DSP_WRITEMASK_1 0x2 /* .y g */
389#define WINED3DSP_WRITEMASK_2 0x4 /* .z b */
390#define WINED3DSP_WRITEMASK_3 0x8 /* .w a */
391#define WINED3DSP_WRITEMASK_ALL 0xf /* all */
392
393typedef enum _WINED3DSHADER_PARAM_DSTMOD_TYPE
394{
395 WINED3DSPDM_NONE = 0,
396 WINED3DSPDM_SATURATE = 1,
397 WINED3DSPDM_PARTIALPRECISION = 2,
398 WINED3DSPDM_MSAMPCENTROID = 4,
399} WINED3DSHADER_PARAM_DSTMOD_TYPE;
400
401/* Undocumented opcode control to identify projective texture lookups in ps 2.0 and later */
402#define WINED3DSI_TEXLD_PROJECT 1
403#define WINED3DSI_TEXLD_BIAS 2
404
405typedef enum COMPARISON_TYPE
406{
407 COMPARISON_GT = 1,
408 COMPARISON_EQ = 2,
409 COMPARISON_GE = 3,
410 COMPARISON_LT = 4,
411 COMPARISON_NE = 5,
412 COMPARISON_LE = 6,
413} COMPARISON_TYPE;
414
415#define WINED3D_SM1_VS 0xfffe
416#define WINED3D_SM1_PS 0xffff
417#define WINED3D_SM4_PS 0x0000
418#define WINED3D_SM4_VS 0x0001
419#define WINED3D_SM4_GS 0x0002
420
421/* Shader version tokens, and shader end tokens */
422#define WINED3DPS_VERSION(major, minor) ((WINED3D_SM1_PS << 16) | ((major) << 8) | (minor))
423#define WINED3DVS_VERSION(major, minor) ((WINED3D_SM1_VS << 16) | ((major) << 8) | (minor))
424
425/* Shader backends */
426
427/* TODO: Make this dynamic, based on shader limits ? */
428#define MAX_ATTRIBS 16
429#define MAX_REG_ADDR 1
430#define MAX_REG_TEMP 32
431#define MAX_REG_TEXCRD 8
432#define MAX_REG_INPUT 12
433#define MAX_REG_OUTPUT 12
434#define MAX_CONST_I 16
435#define MAX_CONST_B 16
436
437/* FIXME: This needs to go up to 2048 for
438 * Shader model 3 according to msdn (and for software shaders) */
439#define MAX_LABELS 16
440
441#define SHADER_PGMSIZE 65535
442
443struct wined3d_shader_buffer
444{
445 char *buffer;
446 unsigned int bsize;
447 unsigned int lineNo;
448 BOOL newline;
449};
450
451enum WINED3D_SHADER_INSTRUCTION_HANDLER
452{
453 WINED3DSIH_ABS,
454 WINED3DSIH_ADD,
455 WINED3DSIH_BEM,
456 WINED3DSIH_BREAK,
457 WINED3DSIH_BREAKC,
458 WINED3DSIH_BREAKP,
459 WINED3DSIH_CALL,
460 WINED3DSIH_CALLNZ,
461 WINED3DSIH_CMP,
462 WINED3DSIH_CND,
463 WINED3DSIH_CRS,
464 WINED3DSIH_CUT,
465 WINED3DSIH_DCL,
466 WINED3DSIH_DEF,
467 WINED3DSIH_DEFB,
468 WINED3DSIH_DEFI,
469 WINED3DSIH_DP2ADD,
470 WINED3DSIH_DP3,
471 WINED3DSIH_DP4,
472 WINED3DSIH_DST,
473 WINED3DSIH_DSX,
474 WINED3DSIH_DSY,
475 WINED3DSIH_ELSE,
476 WINED3DSIH_EMIT,
477 WINED3DSIH_ENDIF,
478 WINED3DSIH_ENDLOOP,
479 WINED3DSIH_ENDREP,
480 WINED3DSIH_EXP,
481 WINED3DSIH_EXPP,
482 WINED3DSIH_FRC,
483 WINED3DSIH_IADD,
484 WINED3DSIH_IF,
485 WINED3DSIH_IFC,
486 WINED3DSIH_IGE,
487 WINED3DSIH_LABEL,
488 WINED3DSIH_LIT,
489 WINED3DSIH_LOG,
490 WINED3DSIH_LOGP,
491 WINED3DSIH_LOOP,
492 WINED3DSIH_LRP,
493 WINED3DSIH_LT,
494 WINED3DSIH_M3x2,
495 WINED3DSIH_M3x3,
496 WINED3DSIH_M3x4,
497 WINED3DSIH_M4x3,
498 WINED3DSIH_M4x4,
499 WINED3DSIH_MAD,
500 WINED3DSIH_MAX,
501 WINED3DSIH_MIN,
502 WINED3DSIH_MOV,
503 WINED3DSIH_MOVA,
504 WINED3DSIH_MUL,
505 WINED3DSIH_NOP,
506 WINED3DSIH_NRM,
507 WINED3DSIH_PHASE,
508 WINED3DSIH_POW,
509 WINED3DSIH_RCP,
510 WINED3DSIH_REP,
511 WINED3DSIH_RET,
512 WINED3DSIH_RSQ,
513 WINED3DSIH_SETP,
514 WINED3DSIH_SGE,
515 WINED3DSIH_SGN,
516 WINED3DSIH_SINCOS,
517 WINED3DSIH_SLT,
518 WINED3DSIH_SUB,
519 WINED3DSIH_TEX,
520 WINED3DSIH_TEXBEM,
521 WINED3DSIH_TEXBEML,
522 WINED3DSIH_TEXCOORD,
523 WINED3DSIH_TEXDEPTH,
524 WINED3DSIH_TEXDP3,
525 WINED3DSIH_TEXDP3TEX,
526 WINED3DSIH_TEXKILL,
527 WINED3DSIH_TEXLDD,
528 WINED3DSIH_TEXLDL,
529 WINED3DSIH_TEXM3x2DEPTH,
530 WINED3DSIH_TEXM3x2PAD,
531 WINED3DSIH_TEXM3x2TEX,
532 WINED3DSIH_TEXM3x3,
533 WINED3DSIH_TEXM3x3DIFF,
534 WINED3DSIH_TEXM3x3PAD,
535 WINED3DSIH_TEXM3x3SPEC,
536 WINED3DSIH_TEXM3x3TEX,
537 WINED3DSIH_TEXM3x3VSPEC,
538 WINED3DSIH_TEXREG2AR,
539 WINED3DSIH_TEXREG2GB,
540 WINED3DSIH_TEXREG2RGB,
541 WINED3DSIH_TABLE_SIZE
542};
543
544enum wined3d_shader_type
545{
546 WINED3D_SHADER_TYPE_PIXEL,
547 WINED3D_SHADER_TYPE_VERTEX,
548 WINED3D_SHADER_TYPE_GEOMETRY,
549};
550
551struct wined3d_shader_version
552{
553 enum wined3d_shader_type type;
554 BYTE major;
555 BYTE minor;
556};
557
558#define WINED3D_SHADER_VERSION(major, minor) (((major) << 8) | (minor))
559
560typedef struct shader_reg_maps
561{
562 struct wined3d_shader_version shader_version;
563 BYTE texcoord; /* MAX_REG_TEXCRD, 8 */
564 BYTE address; /* MAX_REG_ADDR, 1 */
565 WORD labels; /* MAX_LABELS, 16 */
566 DWORD temporary; /* MAX_REG_TEMP, 32 */
567 DWORD *constf; /* pixel, vertex */
568 DWORD texcoord_mask[MAX_REG_TEXCRD]; /* vertex < 3.0 */
569 WORD input_registers; /* max(MAX_REG_INPUT, MAX_ATTRIBS), 16 */
570 WORD output_registers; /* MAX_REG_OUTPUT, 12 */
571 WORD integer_constants; /* MAX_CONST_I, 16 */
572 WORD boolean_constants; /* MAX_CONST_B, 16 */
573 WORD local_int_consts; /* MAX_CONST_I, 16 */
574 WORD local_bool_consts; /* MAX_CONST_B, 16 */
575
576 WINED3DSAMPLER_TEXTURE_TYPE sampler_type[max(MAX_FRAGMENT_SAMPLERS, MAX_VERTEX_SAMPLERS)];
577 BYTE bumpmat; /* MAX_TEXTURES, 8 */
578 BYTE luminanceparams; /* MAX_TEXTURES, 8 */
579
580 WORD usesnrm : 1;
581 WORD vpos : 1;
582 WORD usesdsx : 1;
583 WORD usesdsy : 1;
584 WORD usestexldd : 1;
585 WORD usesmova : 1;
586 WORD usesfacing : 1;
587 WORD usesrelconstF : 1;
588 WORD fog : 1;
589 WORD usestexldl : 1;
590 WORD usesifc : 1;
591 WORD usescall : 1;
592 WORD padding : 4;
593
594 /* Whether or not loops are used in this shader, and nesting depth */
595 unsigned loop_depth;
596 unsigned highest_render_target;
597
598} shader_reg_maps;
599
600struct wined3d_shader_context
601{
602 IWineD3DBaseShader *shader;
603 const struct wined3d_gl_info *gl_info;
604 const struct shader_reg_maps *reg_maps;
605 struct wined3d_shader_buffer *buffer;
606 void *backend_data;
607};
608
609struct wined3d_shader_register
610{
611 WINED3DSHADER_PARAM_REGISTER_TYPE type;
612 UINT idx;
613 UINT array_idx;
614 const struct wined3d_shader_src_param *rel_addr;
615 enum wined3d_immconst_type immconst_type;
616 DWORD immconst_data[4];
617};
618
619struct wined3d_shader_dst_param
620{
621 struct wined3d_shader_register reg;
622 DWORD write_mask;
623 DWORD modifiers;
624 DWORD shift;
625};
626
627struct wined3d_shader_src_param
628{
629 struct wined3d_shader_register reg;
630 DWORD swizzle;
631 DWORD modifiers;
632};
633
634struct wined3d_shader_instruction
635{
636 const struct wined3d_shader_context *ctx;
637 enum WINED3D_SHADER_INSTRUCTION_HANDLER handler_idx;
638 DWORD flags;
639 BOOL coissue;
640 DWORD predicate;
641 UINT dst_count;
642 const struct wined3d_shader_dst_param *dst;
643 UINT src_count;
644 const struct wined3d_shader_src_param *src;
645};
646
647struct wined3d_shader_semantic
648{
649 WINED3DDECLUSAGE usage;
650 UINT usage_idx;
651 WINED3DSAMPLER_TEXTURE_TYPE sampler_type;
652 struct wined3d_shader_dst_param reg;
653};
654
655struct wined3d_shader_attribute
656{
657 WINED3DDECLUSAGE usage;
658 UINT usage_idx;
659};
660
661struct wined3d_shader_loop_control
662{
663 unsigned int count;
664 unsigned int start;
665 int step;
666};
667
668struct wined3d_shader_frontend
669{
670 void *(*shader_init)(const DWORD *ptr, const struct wined3d_shader_signature *output_signature);
671 void (*shader_free)(void *data);
672 void (*shader_read_header)(void *data, const DWORD **ptr, struct wined3d_shader_version *shader_version);
673 void (*shader_read_opcode)(void *data, const DWORD **ptr, struct wined3d_shader_instruction *ins, UINT *param_size);
674 void (*shader_read_src_param)(void *data, const DWORD **ptr, struct wined3d_shader_src_param *src_param,
675 struct wined3d_shader_src_param *src_rel_addr);
676 void (*shader_read_dst_param)(void *data, const DWORD **ptr, struct wined3d_shader_dst_param *dst_param,
677 struct wined3d_shader_src_param *dst_rel_addr);
678 void (*shader_read_semantic)(const DWORD **ptr, struct wined3d_shader_semantic *semantic);
679 void (*shader_read_comment)(const DWORD **ptr, const char **comment, UINT *comment_size);
680 BOOL (*shader_is_end)(void *data, const DWORD **ptr);
681};
682
683extern const struct wined3d_shader_frontend sm1_shader_frontend DECLSPEC_HIDDEN;
684extern const struct wined3d_shader_frontend sm4_shader_frontend DECLSPEC_HIDDEN;
685
686typedef void (*SHADER_HANDLER)(const struct wined3d_shader_instruction *);
687
688struct shader_caps {
689 DWORD VertexShaderVersion;
690 DWORD MaxVertexShaderConst;
691
692 DWORD PixelShaderVersion;
693 float PixelShader1xMaxValue;
694 DWORD MaxPixelShaderConst;
695
696 WINED3DVSHADERCAPS2_0 VS20Caps;
697 WINED3DPSHADERCAPS2_0 PS20Caps;
698
699 DWORD MaxVShaderInstructionsExecuted;
700 DWORD MaxPShaderInstructionsExecuted;
701 DWORD MaxVertexShader30InstructionSlots;
702 DWORD MaxPixelShader30InstructionSlots;
703
704 BOOL VSClipping;
705};
706
707enum tex_types
708{
709 tex_1d = 0,
710 tex_2d = 1,
711 tex_3d = 2,
712 tex_cube = 3,
713 tex_rect = 4,
714 tex_type_count = 5,
715};
716
717enum vertexprocessing_mode {
718 fixedfunction,
719 vertexshader,
720 pretransformed
721};
722
723#define WINED3D_CONST_NUM_UNUSED ~0U
724
725enum fogmode {
726 FOG_OFF,
727 FOG_LINEAR,
728 FOG_EXP,
729 FOG_EXP2
730};
731
732struct wined3d_context;
733
734#define WINED3D_PSARGS_PROJECTED (1<<3)
735#define WINED3D_PSARGS_TEXTRANSFORM_SHIFT 4
736#define WINED3D_PSARGS_TEXTRANSFORM_MASK 0xF
737
738/* Stateblock dependent parameters which have to be hardcoded
739 * into the shader code
740 */
741struct ps_compile_args {
742 struct color_fixup_desc color_fixup[MAX_FRAGMENT_SAMPLERS];
743 enum vertexprocessing_mode vp_mode;
744 enum fogmode fog;
745 /* Projected textures(ps 1.0-1.3) */
746 WORD tex_transform;
747 /* Texture types(2D, Cube, 3D) in ps 1.x */
748 WORD srgb_correction;
749 WORD np2_fixup;
750 /* Bitmap for NP2 texcoord fixups (16 samplers max currently).
751 D3D9 has a limit of 16 samplers and the fixup is superfluous
752 in D3D10 (unconditional NP2 support mandatory). */
753 WORD t_mirror;
754};
755
756enum fog_src_type {
757 VS_FOG_Z = 0,
758 VS_FOG_COORD = 1
759};
760
761struct vs_compile_args {
762 BYTE fog_src;
763 BYTE clip_enabled;
764 WORD swizzle_map; /* MAX_ATTRIBS, 16 */
765};
766
767typedef struct {
768 void (*shader_handle_instruction)(const struct wined3d_shader_instruction *);
769 void (*shader_select)(const struct wined3d_context *context, BOOL usePS, BOOL useVS);
770 void (*shader_select_depth_blt)(IWineD3DDevice *iface, enum tex_types tex_type);
771 void (*shader_deselect_depth_blt)(IWineD3DDevice *iface);
772 void (*shader_update_float_vertex_constants)(IWineD3DDevice *iface, UINT start, UINT count);
773 void (*shader_update_float_pixel_constants)(IWineD3DDevice *iface, UINT start, UINT count);
774 void (*shader_load_constants)(const struct wined3d_context *context, char usePS, char useVS);
775 void (*shader_load_np2fixup_constants)(IWineD3DDevice *iface, char usePS, char useVS);
776 void (*shader_destroy)(IWineD3DBaseShader *iface);
777 HRESULT (*shader_alloc_private)(IWineD3DDevice *iface);
778 void (*shader_free_private)(IWineD3DDevice *iface);
779 BOOL (*shader_dirtifyable_constants)(IWineD3DDevice *iface);
780 void (*shader_get_caps)(const struct wined3d_gl_info *gl_info, struct shader_caps *caps);
781 BOOL (*shader_color_fixup_supported)(struct color_fixup_desc fixup);
782 void (*shader_add_instruction_modifiers)(const struct wined3d_shader_instruction *ins);
783} shader_backend_t;
784
785extern const shader_backend_t glsl_shader_backend DECLSPEC_HIDDEN;
786extern const shader_backend_t arb_program_shader_backend DECLSPEC_HIDDEN;
787extern const shader_backend_t none_shader_backend DECLSPEC_HIDDEN;
788
789/* X11 locking */
790
791extern void (* CDECL wine_tsx11_lock_ptr)(void) DECLSPEC_HIDDEN;
792extern void (* CDECL wine_tsx11_unlock_ptr)(void) DECLSPEC_HIDDEN;
793
794/* As GLX relies on X, this is needed */
795extern int num_lock DECLSPEC_HIDDEN;
796
797#if 0
798#define ENTER_GL() ++num_lock; if (num_lock > 1) FIXME("Recursive use of GL lock to: %d\n", num_lock); wine_tsx11_lock_ptr()
799#define LEAVE_GL() if (num_lock != 1) FIXME("Recursive use of GL lock: %d\n", num_lock); --num_lock; wine_tsx11_unlock_ptr()
800#else
801#define ENTER_GL() wine_tsx11_lock_ptr()
802#define LEAVE_GL() wine_tsx11_unlock_ptr()
803#endif
804
805/*****************************************************************************
806 * Defines
807 */
808
809/* GL related defines */
810/* ------------------ */
811#define GL_EXTCALL(FuncName) (GLINFO_LOCATION.FuncName)
812
813#define D3DCOLOR_B_R(dw) (((dw) >> 16) & 0xFF)
814#define D3DCOLOR_B_G(dw) (((dw) >> 8) & 0xFF)
815#define D3DCOLOR_B_B(dw) (((dw) >> 0) & 0xFF)
816#define D3DCOLOR_B_A(dw) (((dw) >> 24) & 0xFF)
817
818#define D3DCOLOR_R(dw) (((float) (((dw) >> 16) & 0xFF)) / 255.0f)
819#define D3DCOLOR_G(dw) (((float) (((dw) >> 8) & 0xFF)) / 255.0f)
820#define D3DCOLOR_B(dw) (((float) (((dw) >> 0) & 0xFF)) / 255.0f)
821#define D3DCOLOR_A(dw) (((float) (((dw) >> 24) & 0xFF)) / 255.0f)
822
823#define D3DCOLORTOGLFLOAT4(dw, vec) do { \
824 (vec)[0] = D3DCOLOR_R(dw); \
825 (vec)[1] = D3DCOLOR_G(dw); \
826 (vec)[2] = D3DCOLOR_B(dw); \
827 (vec)[3] = D3DCOLOR_A(dw); \
828} while(0)
829
830/* DirectX Device Limits */
831/* --------------------- */
832#define MAX_MIP_LEVELS 32 /* Maximum number of mipmap levels. */
833#define HIGHEST_TRANSFORMSTATE WINED3DTS_WORLDMATRIX(255) /* Highest value in WINED3DTRANSFORMSTATETYPE */
834
835/* Checking of API calls */
836/* --------------------- */
837#ifndef WINE_NO_DEBUG_MSGS
838# ifdef VBOX_WITH_VMSVGA
839# define checkGLcall(A) \
840do { \
841 GLint err; \
842 if(!__WINE_IS_DEBUG_ON(_FIXME, __wine_dbch___default)) break; \
843 err = glGetError(); \
844 if (err == GL_NO_ERROR) { \
845 TRACE("%s call ok %s / %d\n", A, __FILE__, __LINE__); \
846 \
847 } else { \
848 ERR(">>>>>>>>>>>>>>>>> %s (%#x) from %s @ %s / %d\n", \
849 debug_glerror(err), err, A, __FILE__, __LINE__); \
850 } \
851} while(0)
852# else
853# define checkGLcall(A) \
854do { \
855 GLint err; \
856 if(!__WINE_IS_DEBUG_ON(_FIXME, __wine_dbch___default)) break; \
857 err = glGetError(); \
858 if (err == GL_NO_ERROR) { \
859 TRACE("%s call ok %s / %d\n", A, __FILE__, __LINE__); \
860 \
861 } else do { \
862 ERR(">>>>>>>>>>>>>>>>> %s (%#x) from %s @ %s / %d\n", \
863 debug_glerror(err), err, A, __FILE__, __LINE__); \
864 err = glGetError(); \
865 } while (err != GL_NO_ERROR); \
866} while(0)
867# endif
868#else
869#define checkGLcall(A) do {} while(0)
870#endif
871
872/* Trace routines / diagnostics */
873/* ---------------------------- */
874
875/* Dump out a matrix and copy it */
876#define conv_mat(mat,gl_mat) \
877do { \
878 TRACE("%f %f %f %f\n", (mat)->u.s._11, (mat)->u.s._12, (mat)->u.s._13, (mat)->u.s._14); \
879 TRACE("%f %f %f %f\n", (mat)->u.s._21, (mat)->u.s._22, (mat)->u.s._23, (mat)->u.s._24); \
880 TRACE("%f %f %f %f\n", (mat)->u.s._31, (mat)->u.s._32, (mat)->u.s._33, (mat)->u.s._34); \
881 TRACE("%f %f %f %f\n", (mat)->u.s._41, (mat)->u.s._42, (mat)->u.s._43, (mat)->u.s._44); \
882 memcpy(gl_mat, (mat), 16 * sizeof(float)); \
883} while (0)
884
885/* Trace vector and strided data information */
886#define TRACE_STRIDED(si, name) do { if (si->use_map & (1 << name)) \
887 TRACE( #name "=(data:%p, stride:%d, format:%#x, vbo %d, stream %u)\n", \
888 si->elements[name].data, si->elements[name].stride, si->elements[name].format_desc->format, \
889 si->elements[name].buffer_object, si->elements[name].stream_idx); } while(0)
890
891/* Advance declaration of structures to satisfy compiler */
892typedef struct IWineD3DStateBlockImpl IWineD3DStateBlockImpl;
893typedef struct IWineD3DSurfaceImpl IWineD3DSurfaceImpl;
894typedef struct IWineD3DPaletteImpl IWineD3DPaletteImpl;
895typedef struct IWineD3DDeviceImpl IWineD3DDeviceImpl;
896typedef struct IWineD3DSwapChainImpl IWineD3DSwapChainImpl;
897
898/* Global variables */
899extern const float identity[16] DECLSPEC_HIDDEN;
900
901/*****************************************************************************
902 * Compilable extra diagnostics
903 */
904
905/* TODO: Confirm each of these works when wined3d move completed */
906#if 0 /* NOTE: Must be 0 in cvs */
907 /* To avoid having to get gigabytes of trace, the following can be compiled in, and at the start
908 of each frame, a check is made for the existence of C:\D3DTRACE, and if it exists d3d trace
909 is enabled, and if it doesn't exist it is disabled. */
910# define FRAME_DEBUGGING
911 /* Adding in the SINGLE_FRAME_DEBUGGING gives a trace of just what makes up a single frame, before
912 the file is deleted */
913# if 1 /* NOTE: Must be 1 in cvs, as this is mostly more useful than a trace from program start */
914# define SINGLE_FRAME_DEBUGGING
915# endif
916 /* The following, when enabled, lets you see the makeup of the frame, by drawprimitive calls.
917 It can only be enabled when FRAME_DEBUGGING is also enabled
918 The contents of the back buffer are written into /tmp/backbuffer_* after each primitive
919 array is drawn. */
920# if 0 /* NOTE: Must be 0 in cvs, as this give a lot of ppm files when compiled in */
921# define SHOW_FRAME_MAKEUP 1
922# endif
923 /* The following, when enabled, lets you see the makeup of the all the textures used during each
924 of the drawprimitive calls. It can only be enabled when SHOW_FRAME_MAKEUP is also enabled.
925 The contents of the textures assigned to each stage are written into
926 /tmp/texture_*_<Stage>.ppm after each primitive array is drawn. */
927# if 0 /* NOTE: Must be 0 in cvs, as this give a lot of ppm files when compiled in */
928# define SHOW_TEXTURE_MAKEUP 0
929# endif
930extern BOOL isOn;
931extern BOOL isDumpingFrames;
932extern LONG primCounter;
933#endif
934
935enum wined3d_ffp_idx
936{
937 WINED3D_FFP_POSITION = 0,
938 WINED3D_FFP_BLENDWEIGHT = 1,
939 WINED3D_FFP_BLENDINDICES = 2,
940 WINED3D_FFP_NORMAL = 3,
941 WINED3D_FFP_PSIZE = 4,
942 WINED3D_FFP_DIFFUSE = 5,
943 WINED3D_FFP_SPECULAR = 6,
944 WINED3D_FFP_TEXCOORD0 = 7,
945 WINED3D_FFP_TEXCOORD1 = 8,
946 WINED3D_FFP_TEXCOORD2 = 9,
947 WINED3D_FFP_TEXCOORD3 = 10,
948 WINED3D_FFP_TEXCOORD4 = 11,
949 WINED3D_FFP_TEXCOORD5 = 12,
950 WINED3D_FFP_TEXCOORD6 = 13,
951 WINED3D_FFP_TEXCOORD7 = 14,
952};
953
954enum wined3d_ffp_emit_idx
955{
956 WINED3D_FFP_EMIT_FLOAT1 = 0,
957 WINED3D_FFP_EMIT_FLOAT2 = 1,
958 WINED3D_FFP_EMIT_FLOAT3 = 2,
959 WINED3D_FFP_EMIT_FLOAT4 = 3,
960 WINED3D_FFP_EMIT_D3DCOLOR = 4,
961 WINED3D_FFP_EMIT_UBYTE4 = 5,
962 WINED3D_FFP_EMIT_SHORT2 = 6,
963 WINED3D_FFP_EMIT_SHORT4 = 7,
964 WINED3D_FFP_EMIT_UBYTE4N = 8,
965 WINED3D_FFP_EMIT_SHORT2N = 9,
966 WINED3D_FFP_EMIT_SHORT4N = 10,
967 WINED3D_FFP_EMIT_USHORT2N = 11,
968 WINED3D_FFP_EMIT_USHORT4N = 12,
969 WINED3D_FFP_EMIT_UDEC3 = 13,
970 WINED3D_FFP_EMIT_DEC3N = 14,
971 WINED3D_FFP_EMIT_FLOAT16_2 = 15,
972 WINED3D_FFP_EMIT_FLOAT16_4 = 16,
973 WINED3D_FFP_EMIT_COUNT = 17
974};
975
976struct wined3d_stream_info_element
977{
978 const struct wined3d_format_desc *format_desc;
979 GLsizei stride;
980 const BYTE *data;
981 UINT stream_idx;
982 GLuint buffer_object;
983};
984
985struct wined3d_stream_info
986{
987 struct wined3d_stream_info_element elements[MAX_ATTRIBS];
988 BOOL position_transformed;
989 WORD swizzle_map; /* MAX_ATTRIBS, 16 */
990 WORD use_map; /* MAX_ATTRIBS, 16 */
991};
992
993/*****************************************************************************
994 * Prototypes
995 */
996
997/* Routine common to the draw primitive and draw indexed primitive routines */
998void drawPrimitive(IWineD3DDevice *iface, UINT index_count,
999 UINT start_idx, UINT idxBytes, const void *idxData) DECLSPEC_HIDDEN;
1000DWORD get_flexible_vertex_size(DWORD d3dvtVertexType) DECLSPEC_HIDDEN;
1001
1002typedef void (WINE_GLAPI *glAttribFunc)(const void *data);
1003typedef void (WINE_GLAPI *glMultiTexCoordFunc)(GLenum unit, const void *data);
1004extern glAttribFunc position_funcs[WINED3D_FFP_EMIT_COUNT] DECLSPEC_HIDDEN;
1005extern glAttribFunc diffuse_funcs[WINED3D_FFP_EMIT_COUNT] DECLSPEC_HIDDEN;
1006extern glAttribFunc specular_func_3ubv DECLSPEC_HIDDEN;
1007extern glAttribFunc specular_funcs[WINED3D_FFP_EMIT_COUNT] DECLSPEC_HIDDEN;
1008extern glAttribFunc normal_funcs[WINED3D_FFP_EMIT_COUNT] DECLSPEC_HIDDEN;
1009extern glMultiTexCoordFunc multi_texcoord_funcs[WINED3D_FFP_EMIT_COUNT] DECLSPEC_HIDDEN;
1010
1011#define eps 1e-8
1012
1013#define GET_TEXCOORD_SIZE_FROM_FVF(d3dvtVertexType, tex_num) \
1014 (((((d3dvtVertexType) >> (16 + (2 * (tex_num)))) + 1) & 0x03) + 1)
1015
1016/* Routines and structures related to state management */
1017
1018#define STATE_RENDER(a) (a)
1019#define STATE_IS_RENDER(a) ((a) >= STATE_RENDER(1) && (a) <= STATE_RENDER(WINEHIGHEST_RENDER_STATE))
1020
1021#define STATE_TEXTURESTAGE(stage, num) (STATE_RENDER(WINEHIGHEST_RENDER_STATE) + 1 + (stage) * (WINED3D_HIGHEST_TEXTURE_STATE + 1) + (num))
1022#define STATE_IS_TEXTURESTAGE(a) ((a) >= STATE_TEXTURESTAGE(0, 1) && (a) <= STATE_TEXTURESTAGE(MAX_TEXTURES - 1, WINED3D_HIGHEST_TEXTURE_STATE))
1023
1024/* + 1 because samplers start with 0 */
1025#define STATE_SAMPLER(num) (STATE_TEXTURESTAGE(MAX_TEXTURES - 1, WINED3D_HIGHEST_TEXTURE_STATE) + 1 + (num))
1026#define STATE_IS_SAMPLER(num) ((num) >= STATE_SAMPLER(0) && (num) <= STATE_SAMPLER(MAX_COMBINED_SAMPLERS - 1))
1027
1028#define STATE_PIXELSHADER (STATE_SAMPLER(MAX_COMBINED_SAMPLERS - 1) + 1)
1029#define STATE_IS_PIXELSHADER(a) ((a) == STATE_PIXELSHADER)
1030
1031#define STATE_TRANSFORM(a) (STATE_PIXELSHADER + (a))
1032#define STATE_IS_TRANSFORM(a) ((a) >= STATE_TRANSFORM(1) && (a) <= STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(255)))
1033
1034#define STATE_STREAMSRC (STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(255)) + 1)
1035#define STATE_IS_STREAMSRC(a) ((a) == STATE_STREAMSRC)
1036#define STATE_INDEXBUFFER (STATE_STREAMSRC + 1)
1037#define STATE_IS_INDEXBUFFER(a) ((a) == STATE_INDEXBUFFER)
1038
1039#define STATE_VDECL (STATE_INDEXBUFFER + 1)
1040#define STATE_IS_VDECL(a) ((a) == STATE_VDECL)
1041
1042#define STATE_VSHADER (STATE_VDECL + 1)
1043#define STATE_IS_VSHADER(a) ((a) == STATE_VSHADER)
1044
1045#define STATE_VIEWPORT (STATE_VSHADER + 1)
1046#define STATE_IS_VIEWPORT(a) ((a) == STATE_VIEWPORT)
1047
1048#define STATE_VERTEXSHADERCONSTANT (STATE_VIEWPORT + 1)
1049#define STATE_PIXELSHADERCONSTANT (STATE_VERTEXSHADERCONSTANT + 1)
1050#define STATE_IS_VERTEXSHADERCONSTANT(a) ((a) == STATE_VERTEXSHADERCONSTANT)
1051#define STATE_IS_PIXELSHADERCONSTANT(a) ((a) == STATE_PIXELSHADERCONSTANT)
1052
1053#define STATE_ACTIVELIGHT(a) (STATE_PIXELSHADERCONSTANT + (a) + 1)
1054#define STATE_IS_ACTIVELIGHT(a) ((a) >= STATE_ACTIVELIGHT(0) && (a) < STATE_ACTIVELIGHT(MAX_ACTIVE_LIGHTS))
1055
1056#define STATE_SCISSORRECT (STATE_ACTIVELIGHT(MAX_ACTIVE_LIGHTS - 1) + 1)
1057#define STATE_IS_SCISSORRECT(a) ((a) == STATE_SCISSORRECT)
1058
1059#define STATE_CLIPPLANE(a) (STATE_SCISSORRECT + 1 + (a))
1060#define STATE_IS_CLIPPLANE(a) ((a) >= STATE_CLIPPLANE(0) && (a) <= STATE_CLIPPLANE(MAX_CLIPPLANES - 1))
1061
1062#define STATE_MATERIAL (STATE_CLIPPLANE(MAX_CLIPPLANES))
1063#define STATE_IS_MATERIAL(a) ((a) == STATE_MATERIAL)
1064
1065#define STATE_FRONTFACE (STATE_MATERIAL + 1)
1066#define STATE_IS_FRONTFACE(a) ((a) == STATE_FRONTFACE)
1067
1068#define STATE_HIGHEST (STATE_FRONTFACE)
1069
1070enum fogsource {
1071 FOGSOURCE_FFP,
1072 FOGSOURCE_VS,
1073 FOGSOURCE_COORD,
1074};
1075
1076#define WINED3D_MAX_FBO_ENTRIES 64
1077
1078struct wined3d_occlusion_query
1079{
1080 struct list entry;
1081 GLuint id;
1082 struct wined3d_context *context;
1083};
1084
1085union wined3d_gl_query_object
1086{
1087 GLuint id;
1088 GLsync sync;
1089};
1090
1091struct wined3d_event_query
1092{
1093 struct list entry;
1094 union wined3d_gl_query_object object;
1095 struct wined3d_context *context;
1096};
1097
1098enum wined3d_event_query_result
1099{
1100 WINED3D_EVENT_QUERY_OK,
1101 WINED3D_EVENT_QUERY_WAITING,
1102 WINED3D_EVENT_QUERY_NOT_STARTED,
1103 WINED3D_EVENT_QUERY_WRONG_THREAD,
1104 WINED3D_EVENT_QUERY_ERROR
1105};
1106
1107void wined3d_event_query_destroy(struct wined3d_event_query *query) DECLSPEC_HIDDEN;
1108enum wined3d_event_query_result wined3d_event_query_test(struct wined3d_event_query *query, IWineD3DDeviceImpl *device) DECLSPEC_HIDDEN;
1109enum wined3d_event_query_result wined3d_event_query_finish(struct wined3d_event_query *query, IWineD3DDeviceImpl *device) DECLSPEC_HIDDEN;
1110void wined3d_event_query_issue(struct wined3d_event_query *query, IWineD3DDeviceImpl *device) DECLSPEC_HIDDEN;
1111HRESULT wined3d_event_query_supported(const struct wined3d_gl_info *gl_info) DECLSPEC_HIDDEN;
1112
1113struct wined3d_context
1114{
1115 const struct wined3d_gl_info *gl_info;
1116 /* State dirtification
1117 * dirtyArray is an array that contains markers for dirty states. numDirtyEntries states are dirty, their numbers are in indices
1118 * 0...numDirtyEntries - 1. isStateDirty is a redundant copy of the dirtyArray. Technically only one of them would be needed,
1119 * 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
1120 * only numDirtyEntries array elements have to be checked, not STATE_HIGHEST states.
1121 */
1122 DWORD dirtyArray[STATE_HIGHEST + 1]; /* Won't get bigger than that, a state is never marked dirty 2 times */
1123 DWORD numDirtyEntries;
1124 DWORD isStateDirty[STATE_HIGHEST / (sizeof(DWORD) * CHAR_BIT) + 1]; /* Bitmap to find out quickly if a state is dirty */
1125
1126#ifdef VBOX_WITH_WDDM
1127 IWineD3DDeviceImpl *device;
1128 IWineD3DSwapChainImpl *currentSwapchain;
1129#else
1130 IWineD3DSwapChainImpl *swapchain;
1131#endif
1132
1133 IWineD3DSurface *current_rt;
1134 DWORD tid; /* Thread ID which owns this context at the moment */
1135
1136 /* Stores some information about the context state for optimization */
1137 WORD render_offscreen : 1;
1138 WORD draw_buffer_dirty : 1;
1139 WORD last_was_rhw : 1; /* true iff last draw_primitive was in xyzrhw mode */
1140 WORD last_was_pshader : 1;
1141 WORD last_was_vshader : 1;
1142 WORD namedArraysLoaded : 1;
1143 WORD numberedArraysLoaded : 1;
1144 WORD last_was_blit : 1;
1145 WORD last_was_ckey : 1;
1146 WORD fog_coord : 1;
1147 WORD fog_enabled : 1;
1148 WORD num_untracked_materials : 2; /* Max value 2 */
1149 WORD current : 1;
1150#if !defined(VBOX_WINE_WITH_SINGLE_CONTEXT) && !defined(VBOX_WINE_WITH_SINGLE_SWAPCHAIN_CONTEXT)
1151 WORD destroyed : 1;
1152#endif
1153 WORD valid : 1;
1154 BYTE texShaderBumpMap; /* MAX_TEXTURES, 8 */
1155 BYTE lastWasPow2Texture; /* MAX_TEXTURES, 8 */
1156 DWORD numbered_array_mask;
1157 GLenum tracking_parm; /* Which source is tracking current colour */
1158 GLenum untracked_materials[2];
1159 UINT blit_w, blit_h;
1160 enum fogsource fog_source;
1161
1162 char *vshader_const_dirty, *pshader_const_dirty;
1163
1164 /* The actual opengl context */
1165 UINT level;
1166 HGLRC restore_ctx;
1167 HDC restore_dc;
1168 HGLRC glCtx;
1169#ifndef VBOX_WITH_WDDM
1170 HWND win_handle;
1171 HDC hdc;
1172#endif
1173
1174#if defined(VBOX_WINE_WITH_SINGLE_CONTEXT) || defined(VBOX_WINE_WITH_SINGLE_SWAPCHAIN_CONTEXT)
1175 VBOXTLSREFDATA
1176#endif
1177
1178#ifdef VBOX_WITH_VMSVGA
1179 IWineD3DDeviceImpl *pDeviceContext;
1180 BOOL fChangedVertexShaderConstant;
1181 BOOL fChangedPixelShaderConstant;
1182 BOOL fChangedVertexShader;
1183 BOOL fChangedPixelShader;
1184#endif
1185 int pixel_format;
1186 GLint aux_buffers;
1187
1188 /* FBOs */
1189 UINT fbo_entry_count;
1190 struct list fbo_list;
1191 struct list fbo_destroy_list;
1192 struct fbo_entry *current_fbo;
1193 GLuint src_fbo;
1194 GLuint dst_fbo;
1195 GLuint fbo_read_binding;
1196 GLuint fbo_draw_binding;
1197 BOOL rebind_fbo;
1198
1199 /* Queries */
1200 GLuint *free_occlusion_queries;
1201 UINT free_occlusion_query_size;
1202 UINT free_occlusion_query_count;
1203 struct list occlusion_queries;
1204
1205 union wined3d_gl_query_object *free_event_queries;
1206 UINT free_event_query_size;
1207 UINT free_event_query_count;
1208 struct list event_queries;
1209
1210 /* Extension emulation */
1211 GLint gl_fog_source;
1212 GLfloat fog_coord_value;
1213 GLfloat color[4], fogstart, fogend, fogcolor[4];
1214 GLuint dummy_arbfp_prog;
1215};
1216
1217typedef void (*APPLYSTATEFUNC)(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *ctx);
1218
1219struct StateEntry
1220{
1221 DWORD representative;
1222 APPLYSTATEFUNC apply;
1223};
1224
1225struct StateEntryTemplate
1226{
1227 DWORD state;
1228 struct StateEntry content;
1229 GL_SupportedExt extension;
1230};
1231
1232struct fragment_caps
1233{
1234 DWORD PrimitiveMiscCaps;
1235 DWORD TextureOpCaps;
1236 DWORD MaxTextureBlendStages;
1237 DWORD MaxSimultaneousTextures;
1238};
1239
1240struct fragment_pipeline
1241{
1242 void (*enable_extension)(IWineD3DDevice *iface, BOOL enable);
1243 void (*get_caps)(const struct wined3d_gl_info *gl_info, struct fragment_caps *caps);
1244 HRESULT (*alloc_private)(IWineD3DDevice *iface);
1245 void (*free_private)(IWineD3DDevice *iface);
1246 BOOL (*color_fixup_supported)(struct color_fixup_desc fixup);
1247 const struct StateEntryTemplate *states;
1248 BOOL ffp_proj_control;
1249};
1250
1251extern const struct StateEntryTemplate misc_state_template[] DECLSPEC_HIDDEN;
1252extern const struct StateEntryTemplate ffp_vertexstate_template[] DECLSPEC_HIDDEN;
1253extern const struct fragment_pipeline ffp_fragment_pipeline DECLSPEC_HIDDEN;
1254extern const struct fragment_pipeline atifs_fragment_pipeline DECLSPEC_HIDDEN;
1255extern const struct fragment_pipeline arbfp_fragment_pipeline DECLSPEC_HIDDEN;
1256extern const struct fragment_pipeline nvts_fragment_pipeline DECLSPEC_HIDDEN;
1257extern const struct fragment_pipeline nvrc_fragment_pipeline DECLSPEC_HIDDEN;
1258
1259/* "Base" state table */
1260HRESULT compile_state_table(struct StateEntry *StateTable, APPLYSTATEFUNC **dev_multistate_funcs,
1261 const struct wined3d_gl_info *gl_info, const struct StateEntryTemplate *vertex,
1262 const struct fragment_pipeline *fragment, const struct StateEntryTemplate *misc) DECLSPEC_HIDDEN;
1263
1264enum blit_operation
1265{
1266 BLIT_OP_BLIT,
1267 BLIT_OP_COLOR_FILL
1268};
1269
1270/* Shaders for color conversions in blits */
1271struct blit_shader
1272{
1273 HRESULT (*alloc_private)(IWineD3DDevice *iface);
1274 void (*free_private)(IWineD3DDevice *iface);
1275 HRESULT (*set_shader)(IWineD3DDevice *iface, IWineD3DSurfaceImpl *surface);
1276 void (*unset_shader)(IWineD3DDevice *iface);
1277 BOOL (*blit_supported)(const struct wined3d_gl_info *gl_info, enum blit_operation blit_op,
1278 const RECT *src_rect, DWORD src_usage, WINED3DPOOL src_pool, const struct wined3d_format_desc *src_format_desc,
1279 const RECT *dst_rect, DWORD dst_usage, WINED3DPOOL dst_pool, const struct wined3d_format_desc *dst_format_desc);
1280 HRESULT (*color_fill)(IWineD3DDeviceImpl *device, IWineD3DSurfaceImpl *dst_surface, const RECT *dst_rect, DWORD fill_color);
1281};
1282
1283extern const struct blit_shader ffp_blit DECLSPEC_HIDDEN;
1284extern const struct blit_shader arbfp_blit DECLSPEC_HIDDEN;
1285extern const struct blit_shader cpu_blit DECLSPEC_HIDDEN;
1286
1287/* Temporary blit_shader helper functions */
1288HRESULT arbfp_blit_surface(IWineD3DDeviceImpl *device, IWineD3DSurfaceImpl *src_surface, const RECT *src_rect,
1289 IWineD3DSurfaceImpl *dst_surface, const RECT *dst_rect_in, enum blit_operation blit_op,
1290 DWORD Filter) DECLSPEC_HIDDEN;
1291
1292typedef enum ContextUsage {
1293 CTXUSAGE_RESOURCELOAD = 1, /* Only loads textures: No State is applied */
1294 CTXUSAGE_DRAWPRIM = 2, /* OpenGL states are set up for blitting DirectDraw surfaces */
1295 CTXUSAGE_BLIT = 3, /* OpenGL states are set up 3D drawing */
1296 CTXUSAGE_CLEAR = 4, /* Drawable and states are set up for clearing */
1297} ContextUsage;
1298
1299struct wined3d_context *context_acquire(IWineD3DDeviceImpl *This,
1300 IWineD3DSurface *target, enum ContextUsage usage) DECLSPEC_HIDDEN;
1301void context_alloc_event_query(struct wined3d_context *context,
1302 struct wined3d_event_query *query) DECLSPEC_HIDDEN;
1303void context_alloc_occlusion_query(struct wined3d_context *context,
1304 struct wined3d_occlusion_query *query) DECLSPEC_HIDDEN;
1305void context_resource_released(IWineD3DDevice *iface,
1306 IWineD3DResource *resource, WINED3DRESOURCETYPE type) DECLSPEC_HIDDEN;
1307void context_bind_fbo(struct wined3d_context *context, GLenum target, GLuint *fbo) DECLSPEC_HIDDEN;
1308void context_attach_depth_stencil_fbo(struct wined3d_context *context,
1309 GLenum fbo_target, IWineD3DSurfaceImpl *depth_stencil, BOOL use_render_buffer) DECLSPEC_HIDDEN;
1310void context_attach_surface_fbo(const struct wined3d_context *context,
1311 GLenum fbo_target, DWORD idx, IWineD3DSurfaceImpl *surface) DECLSPEC_HIDDEN;
1312struct wined3d_context *context_create(IWineD3DSwapChainImpl *swapchain, IWineD3DSurfaceImpl *target,
1313 const struct wined3d_format_desc *ds_format_desc
1314#ifdef VBOX_WITH_WDDM
1315 , struct VBOXUHGSMI *pHgsmi
1316#endif
1317 ) DECLSPEC_HIDDEN;
1318struct IWineD3DDeviceImpl *context_get_device(const struct wined3d_context *context); DECLSPEC_HIDDEN;
1319#ifdef VBOX_WITH_WDDM
1320struct wined3d_context *context_find_create(IWineD3DDeviceImpl *device, IWineD3DSwapChainImpl *swapchain, IWineD3DSurfaceImpl *target,
1321 const struct wined3d_format_desc *ds_format_desc) DECLSPEC_HIDDEN;
1322BOOL context_acquire_context(struct wined3d_context * context, IWineD3DSurface *target, enum ContextUsage usage, BOOL bReValidate) DECLSPEC_HIDDEN;
1323#endif
1324void context_destroy(IWineD3DDeviceImpl *This, struct wined3d_context *context) DECLSPEC_HIDDEN;
1325void context_free_event_query(struct wined3d_event_query *query) DECLSPEC_HIDDEN;
1326void context_free_occlusion_query(struct wined3d_occlusion_query *query) DECLSPEC_HIDDEN;
1327struct wined3d_context *context_get_current(void) DECLSPEC_HIDDEN;
1328DWORD context_get_tls_idx(void) DECLSPEC_HIDDEN;
1329void context_release(struct wined3d_context *context) DECLSPEC_HIDDEN;
1330BOOL context_set_current(struct wined3d_context *ctx) DECLSPEC_HIDDEN;
1331void context_set_draw_buffer(struct wined3d_context *context, GLenum buffer) DECLSPEC_HIDDEN;
1332void context_set_tls_idx(DWORD idx) DECLSPEC_HIDDEN;
1333void context_surface_update(struct wined3d_context *context, IWineD3DSurfaceImpl *surface) DECLSPEC_HIDDEN;
1334#if defined(VBOX_WINE_WITH_SINGLE_CONTEXT) || defined(VBOX_WINE_WITH_SINGLE_SWAPCHAIN_CONTEXT)
1335void context_clear_on_thread_detach();
1336#endif
1337/* Macros for doing basic GPU detection based on opengl capabilities */
1338#define WINE_D3D6_CAPABLE(gl_info) (gl_info->supported[ARB_MULTITEXTURE])
1339#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])
1340#define WINE_D3D8_CAPABLE(gl_info) WINE_D3D7_CAPABLE(gl_info) && (gl_info->supported[ARB_MULTISAMPLE] && gl_info->supported[ARB_TEXTURE_BORDER_CLAMP])
1341#define WINE_D3D9_CAPABLE(gl_info) WINE_D3D8_CAPABLE(gl_info) && (gl_info->supported[ARB_FRAGMENT_PROGRAM] && gl_info->supported[ARB_VERTEX_SHADER])
1342#define WINE_D3D10_CAPABLE(gl_info) WINE_D3D9_CAPABLE(gl_info) && (gl_info->supported[EXT_GPU_SHADER4])
1343
1344/*****************************************************************************
1345 * Internal representation of a light
1346 */
1347struct wined3d_light_info
1348{
1349 WINED3DLIGHT OriginalParms; /* Note D3D8LIGHT == D3D9LIGHT */
1350 DWORD OriginalIndex;
1351 LONG glIndex;
1352 BOOL enabled;
1353
1354 /* Converted parms to speed up swapping lights */
1355 float lightPosn[4];
1356 float lightDirn[4];
1357 float exponent;
1358 float cutoff;
1359
1360 struct list entry;
1361};
1362
1363/* The default light parameters */
1364extern const WINED3DLIGHT WINED3D_default_light DECLSPEC_HIDDEN;
1365
1366typedef struct WineD3D_PixelFormat
1367{
1368 int iPixelFormat; /* WGL pixel format */
1369 int iPixelType; /* WGL pixel type e.g. WGL_TYPE_RGBA_ARB, WGL_TYPE_RGBA_FLOAT_ARB or WGL_TYPE_COLORINDEX_ARB */
1370 int redSize, greenSize, blueSize, alphaSize, colorSize;
1371 int depthSize, stencilSize;
1372 BOOL windowDrawable;
1373 BOOL doubleBuffer;
1374 int auxBuffers;
1375 int numSamples;
1376} WineD3D_PixelFormat;
1377
1378enum wined3d_gl_vendor
1379{
1380 GL_VENDOR_UNKNOWN,
1381 GL_VENDOR_APPLE,
1382 GL_VENDOR_FGLRX,
1383 GL_VENDOR_INTEL,
1384 GL_VENDOR_MESA,
1385 GL_VENDOR_NVIDIA,
1386};
1387
1388
1389enum wined3d_pci_vendor
1390{
1391 HW_VENDOR_SOFTWARE = 0x0000,
1392 HW_VENDOR_ATI = 0x1002,
1393 HW_VENDOR_NVIDIA = 0x10de,
1394 HW_VENDOR_INTEL = 0x8086,
1395};
1396
1397enum wined3d_pci_device
1398{
1399 CARD_WINE = 0x0000,
1400
1401 CARD_ATI_RAGE_128PRO = 0x5246,
1402 CARD_ATI_RADEON_7200 = 0x5144,
1403 CARD_ATI_RADEON_8500 = 0x514c,
1404 CARD_ATI_RADEON_9500 = 0x4144,
1405 CARD_ATI_RADEON_XPRESS_200M = 0x5955,
1406 CARD_ATI_RADEON_X700 = 0x5e4c,
1407 CARD_ATI_RADEON_X1600 = 0x71c2,
1408 CARD_ATI_RADEON_HD2350 = 0x94c7,
1409 CARD_ATI_RADEON_HD2600 = 0x9581,
1410 CARD_ATI_RADEON_HD2900 = 0x9400,
1411 CARD_ATI_RADEON_HD3200 = 0x9620,
1412 CARD_ATI_RADEON_HD4350 = 0x954f,
1413 CARD_ATI_RADEON_HD4550 = 0x9540,
1414 CARD_ATI_RADEON_HD4600 = 0x9495,
1415 CARD_ATI_RADEON_HD4650 = 0x9498,
1416 CARD_ATI_RADEON_HD4670 = 0x9490,
1417 CARD_ATI_RADEON_HD4700 = 0x944e,
1418 CARD_ATI_RADEON_HD4770 = 0x94b3,
1419 CARD_ATI_RADEON_HD4800 = 0x944c, /* Picked one value between 9440, 944c, 9442, 9460 */
1420 CARD_ATI_RADEON_HD4830 = 0x944c,
1421 CARD_ATI_RADEON_HD4850 = 0x9442,
1422 CARD_ATI_RADEON_HD4870 = 0x9440,
1423 CARD_ATI_RADEON_HD4890 = 0x9460,
1424 CARD_ATI_RADEON_HD5700 = 0x68BE, /* Picked HD5750 */
1425 CARD_ATI_RADEON_HD5750 = 0x68BE,
1426 CARD_ATI_RADEON_HD5770 = 0x68B8,
1427 CARD_ATI_RADEON_HD5800 = 0x6898, /* Picked HD5850 */
1428 CARD_ATI_RADEON_HD5850 = 0x6898,
1429 CARD_ATI_RADEON_HD5870 = 0x6899,
1430
1431 CARD_NVIDIA_RIVA_128 = 0x0018,
1432 CARD_NVIDIA_RIVA_TNT = 0x0020,
1433 CARD_NVIDIA_RIVA_TNT2 = 0x0028,
1434 CARD_NVIDIA_GEFORCE = 0x0100,
1435 CARD_NVIDIA_GEFORCE2_MX = 0x0110,
1436 CARD_NVIDIA_GEFORCE2 = 0x0150,
1437 CARD_NVIDIA_GEFORCE3 = 0x0200,
1438 CARD_NVIDIA_GEFORCE4_MX = 0x0170,
1439 CARD_NVIDIA_GEFORCE4_TI4200 = 0x0253,
1440 CARD_NVIDIA_GEFORCEFX_5200 = 0x0320,
1441 CARD_NVIDIA_GEFORCEFX_5600 = 0x0312,
1442 CARD_NVIDIA_GEFORCEFX_5800 = 0x0302,
1443 CARD_NVIDIA_GEFORCE_6200 = 0x014f,
1444 CARD_NVIDIA_GEFORCE_6600GT = 0x0140,
1445 CARD_NVIDIA_GEFORCE_6800 = 0x0041,
1446 CARD_NVIDIA_GEFORCE_7400 = 0x01d8,
1447 CARD_NVIDIA_GEFORCE_7300 = 0x01d7, /* GeForce Go 7300 */
1448 CARD_NVIDIA_GEFORCE_7600 = 0x0391,
1449 CARD_NVIDIA_GEFORCE_7800GT = 0x0092,
1450 CARD_NVIDIA_GEFORCE_8100 = 0x084F,
1451 CARD_NVIDIA_GEFORCE_8200 = 0x0849, /* Other PCI ID 0x084B */
1452 CARD_NVIDIA_GEFORCE_8300GS = 0x0423,
1453 CARD_NVIDIA_GEFORCE_8400GS = 0x0404,
1454 CARD_NVIDIA_GEFORCE_8500GT = 0x0421,
1455 CARD_NVIDIA_GEFORCE_8600GT = 0x0402,
1456 CARD_NVIDIA_GEFORCE_8600MGT = 0x0407,
1457 CARD_NVIDIA_GEFORCE_8800GTS = 0x0193,
1458 CARD_NVIDIA_GEFORCE_9200 = 0x086d,
1459 CARD_NVIDIA_GEFORCE_9400GT = 0x042c,
1460 CARD_NVIDIA_GEFORCE_9500GT = 0x0640,
1461 CARD_NVIDIA_GEFORCE_9600GT = 0x0622,
1462 CARD_NVIDIA_GEFORCE_9800GT = 0x0614,
1463 CARD_NVIDIA_GEFORCE_GTX260 = 0x05e2,
1464 CARD_NVIDIA_GEFORCE_GTX275 = 0x05e6,
1465 CARD_NVIDIA_GEFORCE_GTX280 = 0x05e1,
1466 CARD_NVIDIA_GEFORCE_GT240 = 0x0ca3,
1467
1468 CARD_INTEL_845G = 0x2562,
1469 CARD_INTEL_I830G = 0x3577,
1470 CARD_INTEL_I855G = 0x3582,
1471 CARD_INTEL_I865G = 0x2572,
1472 CARD_INTEL_I915G = 0x2582,
1473 CARD_INTEL_I915GM = 0x2592,
1474 CARD_INTEL_I945GM = 0x27a2, /* Same as GMA 950? */
1475 CARD_INTEL_X3100 = 0x2a02, /* Found in Macs. Same as GMA 965? */
1476 CARD_INTEL_SBHD = 0x0126, /* SundyBridge HD */
1477};
1478
1479struct wined3d_fbo_ops
1480{
1481 PGLFNGLISRENDERBUFFERPROC glIsRenderbuffer;
1482 PGLFNGLBINDRENDERBUFFERPROC glBindRenderbuffer;
1483 PGLFNGLDELETERENDERBUFFERSPROC glDeleteRenderbuffers;
1484 PGLFNGLGENRENDERBUFFERSPROC glGenRenderbuffers;
1485 PGLFNGLRENDERBUFFERSTORAGEPROC glRenderbufferStorage;
1486 PGLFNRENDERBUFFERSTORAGEMULTISAMPLEPROC glRenderbufferStorageMultisample;
1487 PGLFNGLGETRENDERBUFFERPARAMETERIVPROC glGetRenderbufferParameteriv;
1488 PGLFNGLISFRAMEBUFFERPROC glIsFramebuffer;
1489 PGLFNGLBINDFRAMEBUFFERPROC glBindFramebuffer;
1490 PGLFNGLDELETEFRAMEBUFFERSPROC glDeleteFramebuffers;
1491 PGLFNGLGENFRAMEBUFFERSPROC glGenFramebuffers;
1492 PGLFNGLCHECKFRAMEBUFFERSTATUSPROC glCheckFramebufferStatus;
1493 PGLFNGLFRAMEBUFFERTEXTURE1DPROC glFramebufferTexture1D;
1494 PGLFNGLFRAMEBUFFERTEXTURE2DPROC glFramebufferTexture2D;
1495 PGLFNGLFRAMEBUFFERTEXTURE3DPROC glFramebufferTexture3D;
1496 PGLFNGLFRAMEBUFFERRENDERBUFFERPROC glFramebufferRenderbuffer;
1497 PGLFNGLGETFRAMEBUFFERATTACHMENTPARAMETERIVPROC glGetFramebufferAttachmentParameteriv;
1498 PGLFNGLBLITFRAMEBUFFERPROC glBlitFramebuffer;
1499 PGLFNGLGENERATEMIPMAPPROC glGenerateMipmap;
1500};
1501
1502struct wined3d_gl_limits
1503{
1504 UINT buffers;
1505 UINT lights;
1506 UINT textures;
1507 UINT texture_stages;
1508 UINT fragment_samplers;
1509 UINT vertex_samplers;
1510 UINT combined_samplers;
1511 UINT general_combiners;
1512 UINT sampler_stages;
1513 UINT clipplanes;
1514 UINT texture_size;
1515 UINT texture3d_size;
1516 float pointsize_max;
1517 float pointsize_min;
1518 UINT point_sprite_units;
1519 UINT blends;
1520 UINT anisotropy;
1521 float shininess;
1522
1523 UINT glsl_varyings;
1524 UINT glsl_vs_float_constants;
1525 UINT glsl_ps_float_constants;
1526
1527 UINT arb_vs_float_constants;
1528 UINT arb_vs_native_constants;
1529 UINT arb_vs_instructions;
1530 UINT arb_vs_temps;
1531 UINT arb_ps_float_constants;
1532 UINT arb_ps_local_constants;
1533 UINT arb_ps_native_constants;
1534 UINT arb_ps_instructions;
1535 UINT arb_ps_temps;
1536};
1537
1538struct wined3d_gl_info
1539{
1540 DWORD glsl_version;
1541 UINT vidmem;
1542 struct wined3d_gl_limits limits;
1543 DWORD reserved_glsl_constants;
1544 DWORD quirks;
1545 BOOL supported[WINED3D_GL_EXT_COUNT];
1546 GLint wrap_lookup[WINED3DTADDRESS_MIRRORONCE - WINED3DTADDRESS_WRAP + 1];
1547
1548 struct wined3d_fbo_ops fbo_ops;
1549#define USE_GL_FUNC(type, pfn, ext, replace) type pfn;
1550 /* GL function pointers */
1551 GL_EXT_FUNCS_GEN
1552 /* WGL function pointers */
1553 WGL_EXT_FUNCS_GEN
1554#undef USE_GL_FUNC
1555
1556 struct wined3d_format_desc *gl_formats;
1557};
1558
1559struct wined3d_driver_info
1560{
1561 enum wined3d_pci_vendor vendor;
1562 enum wined3d_pci_device device;
1563 const char *name;
1564 const char *description;
1565 DWORD version_high;
1566 DWORD version_low;
1567};
1568
1569/* The adapter structure */
1570struct wined3d_adapter
1571{
1572 UINT ordinal;
1573 BOOL opengl;
1574 POINT monitorPoint;
1575 struct wined3d_gl_info gl_info;
1576 struct wined3d_driver_info driver_info;
1577 WCHAR DeviceName[CCHDEVICENAME]; /* DeviceName for use with e.g. ChangeDisplaySettings */
1578 int nCfgs;
1579 WineD3D_PixelFormat *cfgs;
1580 BOOL brokenStencil; /* Set on cards which only offer mixed depth+stencil */
1581#ifndef VBOX_WITH_WDDM
1582 unsigned int TextureRam; /* Amount of texture memory both video ram + AGP/TurboCache/HyperMemory/.. */
1583 unsigned int UsedTextureRam;
1584#endif
1585 LUID luid;
1586
1587 const struct fragment_pipeline *fragment_pipe;
1588 const shader_backend_t *shader_backend;
1589 const struct blit_shader *blitter;
1590};
1591
1592BOOL initPixelFormats(struct wined3d_gl_info *gl_info, enum wined3d_pci_vendor vendor) DECLSPEC_HIDDEN;
1593BOOL initPixelFormatsNoGL(struct wined3d_gl_info *gl_info) DECLSPEC_HIDDEN;
1594#ifndef VBOX_WITH_WDDM
1595extern long WineD3DAdapterChangeGLRam(IWineD3DDeviceImpl *D3DDevice, long glram) DECLSPEC_HIDDEN;
1596#endif
1597extern void add_gl_compat_wrappers(struct wined3d_gl_info *gl_info) DECLSPEC_HIDDEN;
1598
1599struct VBOXVMSVGASHADERIF;
1600extern BOOL IWineD3DImpl_FillGLCaps(struct wined3d_adapter *adapter, struct VBOXVMSVGASHADERIF *pVBoxShaderIf);
1601
1602
1603/*****************************************************************************
1604 * High order patch management
1605 */
1606struct WineD3DRectPatch
1607{
1608 UINT Handle;
1609 float *mem;
1610 WineDirect3DVertexStridedData strided;
1611 WINED3DRECTPATCH_INFO RectPatchInfo;
1612 float numSegs[4];
1613 char has_normals, has_texcoords;
1614 struct list entry;
1615};
1616
1617HRESULT tesselate_rectpatch(IWineD3DDeviceImpl *This, struct WineD3DRectPatch *patch) DECLSPEC_HIDDEN;
1618
1619enum projection_types
1620{
1621 proj_none = 0,
1622 proj_count3 = 1,
1623 proj_count4 = 2
1624};
1625
1626enum dst_arg
1627{
1628 resultreg = 0,
1629 tempreg = 1
1630};
1631
1632/*****************************************************************************
1633 * Fixed function pipeline replacements
1634 */
1635#define ARG_UNUSED 0xff
1636
1637struct texture_stage_op
1638{
1639 unsigned cop : 8;
1640 unsigned carg1 : 8;
1641 unsigned carg2 : 8;
1642 unsigned carg0 : 8;
1643
1644 unsigned aop : 8;
1645 unsigned aarg1 : 8;
1646 unsigned aarg2 : 8;
1647 unsigned aarg0 : 8;
1648
1649 struct color_fixup_desc color_fixup;
1650 unsigned tex_type : 3;
1651 unsigned dst : 1;
1652 unsigned projected : 2;
1653 unsigned padding : 10;
1654};
1655
1656struct ffp_frag_settings {
1657 struct texture_stage_op op[MAX_TEXTURES];
1658 enum fogmode fog;
1659 /* Use shorts instead of chars to get dword alignment */
1660 unsigned short sRGB_write;
1661 unsigned short emul_clipplanes;
1662};
1663
1664struct ffp_frag_desc
1665{
1666 struct wine_rb_entry entry;
1667 struct ffp_frag_settings settings;
1668};
1669
1670extern const struct wine_rb_functions wined3d_ffp_frag_program_rb_functions DECLSPEC_HIDDEN;
1671extern const struct wined3d_parent_ops wined3d_null_parent_ops DECLSPEC_HIDDEN;
1672
1673void gen_ffp_frag_op(IWineD3DStateBlockImpl *stateblock, struct ffp_frag_settings *settings,
1674 BOOL ignore_textype) DECLSPEC_HIDDEN;
1675const struct ffp_frag_desc *find_ffp_frag_shader(const struct wine_rb_tree *fragment_shaders,
1676 const struct ffp_frag_settings *settings) DECLSPEC_HIDDEN;
1677void add_ffp_frag_shader(struct wine_rb_tree *shaders, struct ffp_frag_desc *desc) DECLSPEC_HIDDEN;
1678
1679/*****************************************************************************
1680 * IWineD3D implementation structure
1681 */
1682typedef struct IWineD3DImpl
1683{
1684 /* IUnknown fields */
1685 const IWineD3DVtbl *lpVtbl;
1686 LONG ref; /* Note: Ref counting not required */
1687
1688 /* WineD3D Information */
1689 IUnknown *parent;
1690 UINT dxVersion;
1691
1692 UINT adapter_count;
1693 struct wined3d_adapter adapters[1];
1694} IWineD3DImpl;
1695
1696HRESULT wined3d_init(IWineD3DImpl *wined3d, UINT version, IUnknown *parent) DECLSPEC_HIDDEN;
1697#ifndef VBOX_WITH_WDDM
1698BOOL wined3d_register_window(HWND window, struct IWineD3DDeviceImpl *device) DECLSPEC_HIDDEN;
1699void wined3d_unregister_window(HWND window, struct IWineD3DDeviceImpl *device) DECLSPEC_HIDDEN;
1700#endif
1701
1702/*****************************************************************************
1703 * IWineD3DDevice implementation structure
1704 */
1705#define WINED3D_UNMAPPED_STAGE ~0U
1706
1707/* Multithreaded flag. Removed from the public header to signal that IWineD3D::CreateDevice ignores it */
1708#define WINED3DCREATE_MULTITHREADED 0x00000004
1709
1710#ifdef VBOX_WINE_WITH_PROFILE
1711
1712#include <iprt/time.h>
1713
1714#define VBOXWINEPROFILE_GET_TIME_NANO() RTTimeNanoTS()
1715#define VBOXWINEPROFILE_GET_TIME_MILLI() RTTimeMilliTS()
1716
1717# define PRLOG(_m) do {\
1718 vboxWDbgPrintF _m ; \
1719 } while (0)
1720
1721typedef struct VBOXWINEPROFILE_ELEMENT
1722{
1723 uint64_t u64Time;
1724 uint32_t cu32Calls;
1725} VBOXWINEPROFILE_ELEMENT, *PVBOXWINEPROFILE_ELEMENT;
1726
1727typedef struct VBOXWINEPROFILE_HASHMAP_ELEMENT
1728{
1729 VBOXEXT_HASHMAP_ENTRY MapEntry;
1730 VBOXWINEPROFILE_ELEMENT Data;
1731} VBOXWINEPROFILE_HASHMAP_ELEMENT, *PVBOXWINEPROFILE_HASHMAP_ELEMENT;
1732
1733#define VBOXWINEPROFILE_HASHMAP_ELEMENT_FROMENTRY(_p) ((PVBOXWINEPROFILE_HASHMAP_ELEMENT)(((uint8_t*)(_p)) - RT_OFFSETOF(VBOXWINEPROFILE_HASHMAP_ELEMENT, MapEntry)))
1734
1735#define VBOXWINEPROFILE_ELEMENT_DUMP(_p, _pn) do { \
1736 PRLOG(("%s: t(%u);c(%u)\n", \
1737 (_pn), \
1738 (uint32_t)((_p)->u64Time / 1000000), \
1739 (_p)->cu32Calls \
1740 )); \
1741 } while (0)
1742
1743#define VBOXWINEPROFILE_ELEMENT_RESET(_p) do { \
1744 memset(_p, 0, sizeof (*(_p))); \
1745 } while (0)
1746
1747#define VBOXWINEPROFILE_ELEMENT_STEP(_p, _t) do { \
1748 (_p)->u64Time += (_t); \
1749 ++(_p)->cu32Calls; \
1750 } while (0)
1751
1752#define VBOXWINEPROFILE_HASHMAP_ELEMENT_CREATE() ( (PVBOXWINEPROFILE_HASHMAP_ELEMENT)HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof (VBOXWINEPROFILE_HASHMAP_ELEMENT)) )
1753
1754#define VBOXWINEPROFILE_HASHMAP_ELEMENT_TERM(_pe) do { \
1755 HeapFree(GetProcessHeap(), 0, (_pe)); \
1756 } while (0)
1757
1758DECLINLINE(PVBOXWINEPROFILE_HASHMAP_ELEMENT) vboxWineProfileHashMapElementGet(PVBOXEXT_HASHMAP pMap, void *pvKey)
1759{
1760 PVBOXEXT_HASHMAP_ENTRY pEntry = VBoxExtHashGet(pMap, pvKey);
1761 if (pEntry)
1762 {
1763 return VBOXWINEPROFILE_HASHMAP_ELEMENT_FROMENTRY(pEntry);
1764 }
1765 else
1766 {
1767 PVBOXWINEPROFILE_HASHMAP_ELEMENT pElement = VBOXWINEPROFILE_HASHMAP_ELEMENT_CREATE();
1768 Assert(pElement);
1769 if (pElement)
1770 VBoxExtHashPut(pMap, pvKey, &pElement->MapEntry);
1771 return pElement;
1772 }
1773}
1774
1775#define VBOXWINEPROFILE_HASHMAP_ELEMENT_STEP(_pm, _pk, _t) do { \
1776 PVBOXWINEPROFILE_HASHMAP_ELEMENT pElement = vboxWineProfileHashMapElementGet(_pm, _pk); \
1777 VBOXWINEPROFILE_ELEMENT_STEP(&pElement->Data, _t); \
1778 } while (0)
1779
1780static DECLCALLBACK(bool) vboxWineProfileElementResetCb(struct VBOXEXT_HASHMAP *pMap, void *pvKey, struct VBOXEXT_HASHMAP_ENTRY *pValue, void *pvVisitor)
1781{
1782 PVBOXWINEPROFILE_HASHMAP_ELEMENT pElement = VBOXWINEPROFILE_HASHMAP_ELEMENT_FROMENTRY(pValue);
1783 VBOXWINEPROFILE_ELEMENT_RESET(&pElement->Data);
1784 return true;
1785}
1786
1787static DECLCALLBACK(bool) vboxWineProfileElementDumpCb(struct VBOXEXT_HASHMAP *pMap, void *pvKey, struct VBOXEXT_HASHMAP_ENTRY *pValue, void *pvVisitor)
1788{
1789 PVBOXWINEPROFILE_HASHMAP_ELEMENT pElement = VBOXWINEPROFILE_HASHMAP_ELEMENT_FROMENTRY(pValue);
1790 char *pName = (char*)pvVisitor;
1791 PRLOG(("%s[%d]:", pName, (uint32_t)pvKey));
1792 VBOXWINEPROFILE_ELEMENT_DUMP(&pElement->Data, "");
1793 return true;
1794}
1795
1796#define VBOXWINEPROFILE_HASHMAP_RESET(_pm) do { \
1797 VBoxExtHashVisit((_pm), vboxWineProfileElementResetCb, NULL); \
1798 } while (0)
1799
1800#define VBOXWINEPROFILE_HASHMAP_DUMP(_pm, _pn) do { \
1801 VBoxExtHashVisit((_pm), vboxWineProfileElementDumpCb, (_pn)); \
1802 } while (0)
1803
1804static DECLCALLBACK(bool) vboxWineProfileElementCleanupCb(struct VBOXEXT_HASHMAP *pMap, void *pvKey, struct VBOXEXT_HASHMAP_ENTRY *pValue, void *pvVisitor)
1805{
1806 PVBOXWINEPROFILE_HASHMAP_ELEMENT pElement = VBOXWINEPROFILE_HASHMAP_ELEMENT_FROMENTRY(pValue);
1807 VBOXWINEPROFILE_HASHMAP_ELEMENT_TERM(pElement);
1808 return true;
1809}
1810
1811#define VBOXWINEPROFILE_HASHMAP_TERM(_pm) do { \
1812 VBoxExtHashCleanup((_pm), vboxWineProfileElementCleanupCb, NULL); \
1813 VBoxExtHashVisit((_pm), vboxWineProfileElementResetCb, NULL); \
1814 } while (0)
1815
1816typedef struct VBOXWINEPROFILE_DRAWPRIM
1817{
1818 uint64_t u64LoadLocationTime;
1819 uint64_t u64CtxAcquireTime;
1820 uint64_t u64PostProcess;
1821 VBOXEXT_HASHMAP MapDrawPrimSlowVs;
1822 VBOXEXT_HASHMAP MapDrawPrimSlow;
1823 VBOXEXT_HASHMAP MapDrawPrimStrided;
1824 VBOXEXT_HASHMAP MapDrawPrimFast;
1825 uint32_t cu32Calls;
1826} VBOXWINEPROFILE_DRAWPRIM, *PVBOXWINEPROFILE_DRAWPRIM;
1827
1828#define VBOXWINEPROFILE_DRAWPRIM_RESET_NEXT(_p) do { \
1829 (_p)->u64LoadLocationTime = 0; \
1830 (_p)->u64CtxAcquireTime = 0; \
1831 (_p)->u64PostProcess = 0; \
1832 VBOXWINEPROFILE_HASHMAP_RESET(&(_p)->MapDrawPrimSlowVs); \
1833 VBOXWINEPROFILE_HASHMAP_RESET(&(_p)->MapDrawPrimSlow); \
1834 VBOXWINEPROFILE_HASHMAP_RESET(&(_p)->MapDrawPrimStrided); \
1835 VBOXWINEPROFILE_HASHMAP_RESET(&(_p)->MapDrawPrimFast); \
1836 } while (0)
1837
1838static DECLCALLBACK(uint32_t) vboxWineProfileDrawPrimHashMapHash(void *pvKey)
1839{
1840 return (uint32_t)pvKey;
1841}
1842
1843static DECLCALLBACK(bool) vboxWineProfileDrawPrimHashMapEqual(void *pvKey1, void *pvKey2)
1844{
1845 return ((uint32_t)pvKey1) == ((uint32_t)pvKey2);
1846}
1847
1848#define VBOXWINEPROFILE_DRAWPRIM_INIT(_p) do { \
1849 memset((_p), 0, sizeof (*(_p))); \
1850 VBoxExtHashInit(&(_p)->MapDrawPrimSlowVs, vboxWineProfileDrawPrimHashMapHash, vboxWineProfileDrawPrimHashMapEqual); \
1851 VBoxExtHashInit(&(_p)->MapDrawPrimSlow, vboxWineProfileDrawPrimHashMapHash, vboxWineProfileDrawPrimHashMapEqual); \
1852 VBoxExtHashInit(&(_p)->MapDrawPrimStrided, vboxWineProfileDrawPrimHashMapHash, vboxWineProfileDrawPrimHashMapEqual); \
1853 VBoxExtHashInit(&(_p)->MapDrawPrimFast, vboxWineProfileDrawPrimHashMapHash, vboxWineProfileDrawPrimHashMapEqual); \
1854 } while (0)
1855
1856#define VBOXWINEPROFILE_DRAWPRIM_TERM(_p) do { \
1857 memset((_p), 0, sizeof (*(_p))); \
1858 VBOXWINEPROFILE_HASHMAP_TERM(&(_p)->MapDrawPrimSlowVs); \
1859 VBOXWINEPROFILE_HASHMAP_TERM(&(_p)->MapDrawPrimSlow); \
1860 VBOXWINEPROFILE_HASHMAP_TERM(&(_p)->MapDrawPrimStrided); \
1861 VBOXWINEPROFILE_HASHMAP_TERM(&(_p)->MapDrawPrimFast); \
1862 } while (0)
1863#else
1864# define PRLOG(_m) do {} while (0)
1865#endif
1866struct IWineD3DDeviceImpl
1867{
1868 /* IUnknown fields */
1869 const IWineD3DDeviceVtbl *lpVtbl;
1870 LONG ref; /* Note: Ref counting not required */
1871
1872 /* WineD3D Information */
1873 IUnknown *parent;
1874 IWineD3DDeviceParent *device_parent;
1875 IWineD3D *wined3d;
1876 struct wined3d_adapter *adapter;
1877
1878 /* Window styles to restore when switching fullscreen mode */
1879 LONG style;
1880 LONG exStyle;
1881
1882 /* X and GL Information */
1883 GLint maxConcurrentLights;
1884 GLenum offscreenBuffer;
1885
1886 /* Selected capabilities */
1887 int vs_selected_mode;
1888 int ps_selected_mode;
1889 const shader_backend_t *shader_backend;
1890 void *shader_priv;
1891 void *fragment_priv;
1892 void *blit_priv;
1893 struct StateEntry StateTable[STATE_HIGHEST + 1];
1894 /* Array of functions for states which are handled by more than one pipeline part */
1895 APPLYSTATEFUNC *multistate_funcs[STATE_HIGHEST + 1];
1896 const struct fragment_pipeline *frag_pipe;
1897 const struct blit_shader *blitter;
1898
1899 unsigned int max_ffp_textures;
1900 DWORD d3d_vshader_constantF, d3d_pshader_constantF; /* Advertised d3d caps, not GL ones */
1901 DWORD vs_clipping;
1902
1903 WORD view_ident : 1; /* true iff view matrix is identity */
1904 WORD untransformed : 1;
1905 WORD vertexBlendUsed : 1; /* To avoid needless setting of the blend matrices */
1906 WORD isRecordingState : 1;
1907 WORD isInDraw : 1;
1908 WORD bCursorVisible : 1;
1909 WORD haveHardwareCursor : 1;
1910 WORD d3d_initialized : 1;
1911 WORD inScene : 1; /* A flag to check for proper BeginScene / EndScene call pairs */
1912 WORD softwareVertexProcessing : 1; /* process vertex shaders using software or hardware */
1913 WORD useDrawStridedSlow : 1;
1914 WORD instancedDraw : 1;
1915 WORD filter_messages : 1;
1916 WORD padding : 3;
1917
1918 BYTE fixed_function_usage_map; /* MAX_TEXTURES, 8 */
1919
1920#define DDRAW_PITCH_ALIGNMENT 8
1921#define D3D8_PITCH_ALIGNMENT 4
1922 unsigned char surface_alignment; /* Line Alignment of surfaces */
1923
1924 /* State block related */
1925 IWineD3DStateBlockImpl *stateBlock;
1926 IWineD3DStateBlockImpl *updateStateBlock;
1927
1928 /* Internal use fields */
1929 WINED3DDEVICE_CREATION_PARAMETERS createParms;
1930 WINED3DDEVTYPE devType;
1931#ifndef VBOX_WITH_WDDM
1932 HWND focus_window;
1933#endif
1934
1935 IWineD3DSwapChain **swapchains;
1936 UINT NumberOfSwapChains;
1937
1938 struct list resources; /* a linked list to track resources created by the device */
1939 struct list shaders; /* a linked list to track shaders (pixel and vertex) */
1940 unsigned int highest_dirty_ps_const, highest_dirty_vs_const;
1941
1942 /* Render Target Support */
1943 IWineD3DSurface **render_targets;
1944 IWineD3DSurface *auto_depth_stencil_buffer;
1945 IWineD3DSurface *stencilBufferTarget;
1946
1947 /* palettes texture management */
1948 UINT NumberOfPalettes;
1949 PALETTEENTRY **palettes;
1950 UINT currentPalette;
1951
1952 /* For rendering to a texture using glCopyTexImage */
1953 GLenum *draw_buffers;
1954 GLuint depth_blt_texture;
1955 GLuint depth_blt_rb;
1956 UINT depth_blt_rb_w;
1957 UINT depth_blt_rb_h;
1958
1959 /* Cursor management */
1960 UINT xHotSpot;
1961 UINT yHotSpot;
1962 UINT xScreenSpace;
1963 UINT yScreenSpace;
1964 UINT cursorWidth, cursorHeight;
1965 GLuint cursorTexture;
1966 HCURSOR hardwareCursor;
1967
1968 /* The Wine logo surface */
1969 IWineD3DSurface *logo_surface;
1970
1971 /* Textures for when no other textures are mapped */
1972 UINT dummyTextureName[MAX_TEXTURES];
1973
1974 /* DirectDraw stuff */
1975 DWORD ddraw_width, ddraw_height;
1976 WINED3DFORMAT ddraw_format;
1977
1978 /* Final position fixup constant */
1979 float posFixup[4];
1980#ifdef VBOX_WITH_VMSVGA
1981 UINT rtHeight;
1982#endif
1983
1984 /* With register combiners we can skip junk texture stages */
1985 DWORD texUnitMap[MAX_COMBINED_SAMPLERS];
1986 DWORD rev_tex_unit_map[MAX_COMBINED_SAMPLERS];
1987
1988 /* Stream source management */
1989 struct wined3d_stream_info strided_streams;
1990 const WineDirect3DVertexStridedData *up_strided;
1991 struct wined3d_event_query *buffer_queries[MAX_ATTRIBS];
1992 unsigned int num_buffer_queries;
1993
1994 /* Context management */
1995 struct wined3d_context **contexts;
1996 UINT numContexts;
1997
1998#ifdef VBOX_WITH_WDDM
1999 struct VBOXUHGSMI *pHgsmi;
2000#endif
2001
2002#ifdef VBOX_WINE_WITH_SHADER_CACHE
2003 VBOXEXT_HASHCACHE vshaderCache;
2004 VBOXEXT_HASHCACHE pshaderCache;
2005#endif
2006
2007#ifdef VBOX_WINE_WITH_PROFILE
2008 VBOXWINEPROFILE_DRAWPRIM DrawPrimProfile;
2009#endif
2010
2011 /* High level patch management */
2012#define PATCHMAP_SIZE 43
2013#define PATCHMAP_HASHFUNC(x) ((x) % PATCHMAP_SIZE) /* Primitive and simple function */
2014 struct list patches[PATCHMAP_SIZE];
2015 struct WineD3DRectPatch *currentPatch;
2016};
2017
2018BOOL device_context_add(IWineD3DDeviceImpl *device, struct wined3d_context *context) DECLSPEC_HIDDEN;
2019void device_context_remove(IWineD3DDeviceImpl *device, struct wined3d_context *context) DECLSPEC_HIDDEN;
2020HRESULT device_init(IWineD3DDeviceImpl *device, IWineD3DImpl *wined3d,
2021 UINT adapter_idx, WINED3DDEVTYPE device_type, HWND focus_window, DWORD flags,
2022 IUnknown *parent, IWineD3DDeviceParent *device_parent) DECLSPEC_HIDDEN;
2023void device_preload_textures(IWineD3DDeviceImpl *device) DECLSPEC_HIDDEN;
2024#ifndef VBOX_WITH_WDDM
2025LRESULT device_process_message(IWineD3DDeviceImpl *device, HWND window,
2026 UINT message, WPARAM wparam, LPARAM lparam, WNDPROC proc) DECLSPEC_HIDDEN;
2027#else
2028void device_cleanup_durtify_texture_target(IWineD3DDeviceImpl *This, GLuint texture_target);
2029#endif
2030void device_resource_add(IWineD3DDeviceImpl *This, IWineD3DResource *resource) DECLSPEC_HIDDEN;
2031void device_resource_released(IWineD3DDeviceImpl *This, IWineD3DResource *resource) DECLSPEC_HIDDEN;
2032void device_stream_info_from_declaration(IWineD3DDeviceImpl *This,
2033 BOOL use_vshader, struct wined3d_stream_info *stream_info, BOOL *fixup) DECLSPEC_HIDDEN;
2034void device_update_stream_info(IWineD3DDeviceImpl *device, const struct wined3d_gl_info *gl_info) DECLSPEC_HIDDEN;
2035HRESULT IWineD3DDeviceImpl_ClearSurface(IWineD3DDeviceImpl *This, IWineD3DSurfaceImpl *target, DWORD Count,
2036 const WINED3DRECT *pRects, DWORD Flags, WINED3DCOLOR Color, float Z, DWORD Stencil) DECLSPEC_HIDDEN;
2037void IWineD3DDeviceImpl_FindTexUnitMap(IWineD3DDeviceImpl *This) DECLSPEC_HIDDEN;
2038void IWineD3DDeviceImpl_MarkStateDirty(IWineD3DDeviceImpl *This, DWORD state) DECLSPEC_HIDDEN;
2039
2040static inline BOOL isStateDirty(struct wined3d_context *context, DWORD state)
2041{
2042 DWORD idx = state / (sizeof(*context->isStateDirty) * CHAR_BIT);
2043 BYTE shift = state & ((sizeof(*context->isStateDirty) * CHAR_BIT) - 1);
2044 return context->isStateDirty[idx] & (1 << shift);
2045}
2046
2047/* Support for IWineD3DResource ::Set/Get/FreePrivateData. */
2048typedef struct PrivateData
2049{
2050 struct list entry;
2051
2052 GUID tag;
2053 DWORD flags; /* DDSPD_* */
2054
2055 union
2056 {
2057 LPVOID data;
2058 LPUNKNOWN object;
2059 } ptr;
2060
2061 DWORD size;
2062} PrivateData;
2063
2064/*****************************************************************************
2065 * IWineD3DResource implementation structure
2066 */
2067typedef struct IWineD3DResourceClass
2068{
2069 /* IUnknown fields */
2070 LONG ref; /* Note: Ref counting not required */
2071
2072 /* WineD3DResource Information */
2073 IUnknown *parent;
2074 WINED3DRESOURCETYPE resourceType;
2075 IWineD3DDeviceImpl *device;
2076 WINED3DPOOL pool;
2077 UINT size;
2078 DWORD usage;
2079 const struct wined3d_format_desc *format_desc;
2080 DWORD priority;
2081 BYTE *allocatedMemory; /* Pointer to the real data location */
2082 BYTE *heapMemory; /* Pointer to the HeapAlloced block of memory */
2083#ifdef VBOX_WITH_WDDM
2084 DWORD sharerc_flags; /* shared resource flags */
2085 DWORD sharerc_handle; /* shared resource handle */
2086 DWORD sharerc_locks; /* lock count */
2087#endif
2088 struct list privateData;
2089 struct list resource_list_entry;
2090 const struct wined3d_parent_ops *parent_ops;
2091} IWineD3DResourceClass;
2092
2093typedef struct IWineD3DResourceImpl
2094{
2095 /* IUnknown & WineD3DResource Information */
2096 const IWineD3DResourceVtbl *lpVtbl;
2097 IWineD3DResourceClass resource;
2098} IWineD3DResourceImpl;
2099
2100void resource_cleanup(IWineD3DResource *iface) DECLSPEC_HIDDEN;
2101HRESULT resource_free_private_data(IWineD3DResource *iface, REFGUID guid) DECLSPEC_HIDDEN;
2102HRESULT resource_get_parent(IWineD3DResource *iface, IUnknown **parent) DECLSPEC_HIDDEN;
2103DWORD resource_get_priority(IWineD3DResource *iface) DECLSPEC_HIDDEN;
2104HRESULT resource_get_private_data(IWineD3DResource *iface, REFGUID guid,
2105 void *data, DWORD *data_size) DECLSPEC_HIDDEN;
2106HRESULT resource_init(IWineD3DResource *iface, WINED3DRESOURCETYPE resource_type,
2107 IWineD3DDeviceImpl *device, UINT size, DWORD usage, const struct wined3d_format_desc *format_desc,
2108 WINED3DPOOL pool, IUnknown *parent, const struct wined3d_parent_ops *parent_ops
2109#ifdef VBOX_WITH_WDDM
2110 , HANDLE *shared_handle
2111 , void *pvClientMem
2112#endif
2113 ) DECLSPEC_HIDDEN;
2114WINED3DRESOURCETYPE resource_get_type(IWineD3DResource *iface) DECLSPEC_HIDDEN;
2115DWORD resource_set_priority(IWineD3DResource *iface, DWORD new_priority) DECLSPEC_HIDDEN;
2116HRESULT resource_set_private_data(IWineD3DResource *iface, REFGUID guid,
2117 const void *data, DWORD data_size, DWORD flags) DECLSPEC_HIDDEN;
2118
2119#ifdef VBOX_WITH_WDDM
2120HRESULT WINAPI IWineD3DResourceImpl_SetShRcState(IWineD3DResource *iface, VBOXWINEEX_SHRC_STATE enmState);
2121#endif
2122
2123/* Tests show that the start address of resources is 32 byte aligned */
2124#define RESOURCE_ALIGNMENT 16
2125
2126/*****************************************************************************
2127 * IWineD3DBaseTexture D3D- > openGL state map lookups
2128 */
2129
2130typedef enum winetexturestates {
2131 WINED3DTEXSTA_ADDRESSU = 0,
2132 WINED3DTEXSTA_ADDRESSV = 1,
2133 WINED3DTEXSTA_ADDRESSW = 2,
2134 WINED3DTEXSTA_BORDERCOLOR = 3,
2135 WINED3DTEXSTA_MAGFILTER = 4,
2136 WINED3DTEXSTA_MINFILTER = 5,
2137 WINED3DTEXSTA_MIPFILTER = 6,
2138 WINED3DTEXSTA_MAXMIPLEVEL = 7,
2139 WINED3DTEXSTA_MAXANISOTROPY = 8,
2140 WINED3DTEXSTA_SRGBTEXTURE = 9,
2141 WINED3DTEXSTA_ELEMENTINDEX = 10,
2142 WINED3DTEXSTA_DMAPOFFSET = 11,
2143 WINED3DTEXSTA_TSSADDRESSW = 12,
2144 MAX_WINETEXTURESTATES = 13,
2145} winetexturestates;
2146
2147enum WINED3DSRGB
2148{
2149 SRGB_ANY = 0, /* Uses the cached value(e.g. external calls) */
2150 SRGB_RGB = 1, /* Loads the rgb texture */
2151 SRGB_SRGB = 2, /* Loads the srgb texture */
2152 SRGB_BOTH = 3, /* Loads both textures */
2153};
2154
2155struct gl_texture
2156{
2157 DWORD states[MAX_WINETEXTURESTATES];
2158 BOOL dirty;
2159 GLuint name;
2160};
2161
2162/*****************************************************************************
2163 * IWineD3DBaseTexture implementation structure (extends IWineD3DResourceImpl)
2164 */
2165typedef struct IWineD3DBaseTextureClass
2166{
2167 struct gl_texture texture_rgb, texture_srgb;
2168 UINT levels;
2169 float pow2Matrix[16];
2170 UINT LOD;
2171 WINED3DTEXTUREFILTERTYPE filterType;
2172 LONG bindCount;
2173 DWORD sampler;
2174 BOOL is_srgb;
2175 BOOL pow2Matrix_identity;
2176 BOOL t_mirror;
2177 const struct min_lookup *minMipLookup;
2178 const GLenum *magLookup;
2179 void (*internal_preload)(IWineD3DBaseTexture *iface, enum WINED3DSRGB srgb);
2180} IWineD3DBaseTextureClass;
2181
2182void surface_internal_preload(IWineD3DSurface *iface, enum WINED3DSRGB srgb) DECLSPEC_HIDDEN;
2183BOOL surface_init_sysmem(IWineD3DSurface *iface) DECLSPEC_HIDDEN;
2184BOOL surface_is_offscreen(IWineD3DSurface *iface) DECLSPEC_HIDDEN;
2185void surface_prepare_texture(IWineD3DSurfaceImpl *surface,
2186 const struct wined3d_gl_info *gl_info, BOOL srgb) DECLSPEC_HIDDEN;
2187#ifdef VBOX_WITH_WDDM
2188void surface_setup_location_onopen(IWineD3DSurfaceImpl *This) DECLSPEC_HIDDEN;
2189#endif
2190
2191typedef struct IWineD3DBaseTextureImpl
2192{
2193 /* IUnknown & WineD3DResource Information */
2194 const IWineD3DBaseTextureVtbl *lpVtbl;
2195 IWineD3DResourceClass resource;
2196 IWineD3DBaseTextureClass baseTexture;
2197
2198} IWineD3DBaseTextureImpl;
2199
2200void basetexture_apply_state_changes(IWineD3DBaseTexture *iface,
2201 const DWORD textureStates[WINED3D_HIGHEST_TEXTURE_STATE + 1],
2202 const DWORD samplerStates[WINED3D_HIGHEST_SAMPLER_STATE + 1],
2203 const struct wined3d_gl_info *gl_info) DECLSPEC_HIDDEN;
2204void basetexture_state_init(IWineD3DBaseTexture *iface, struct gl_texture *gl_tex);
2205HRESULT basetexture_bind(IWineD3DBaseTexture *iface, BOOL srgb, BOOL *set_surface_desc) DECLSPEC_HIDDEN;
2206void basetexture_cleanup(IWineD3DBaseTexture *iface) DECLSPEC_HIDDEN;
2207void basetexture_generate_mipmaps(IWineD3DBaseTexture *iface) DECLSPEC_HIDDEN;
2208WINED3DTEXTUREFILTERTYPE basetexture_get_autogen_filter_type(IWineD3DBaseTexture *iface) DECLSPEC_HIDDEN;
2209BOOL basetexture_get_dirty(IWineD3DBaseTexture *iface) DECLSPEC_HIDDEN;
2210DWORD basetexture_get_level_count(IWineD3DBaseTexture *iface) DECLSPEC_HIDDEN;
2211DWORD basetexture_get_lod(IWineD3DBaseTexture *iface) DECLSPEC_HIDDEN;
2212HRESULT basetexture_init(IWineD3DBaseTextureImpl *texture, UINT levels, WINED3DRESOURCETYPE resource_type,
2213 IWineD3DDeviceImpl *device, UINT size, DWORD usage, const struct wined3d_format_desc *format_desc,
2214 WINED3DPOOL pool, IUnknown *parent, const struct wined3d_parent_ops *parent_ops
2215#ifdef VBOX_WITH_WDDM
2216 , HANDLE *shared_handle
2217 , void **pavClientMem
2218#endif
2219 ) DECLSPEC_HIDDEN;
2220HRESULT basetexture_set_autogen_filter_type(IWineD3DBaseTexture *iface,
2221 WINED3DTEXTUREFILTERTYPE filter_type) DECLSPEC_HIDDEN;
2222BOOL basetexture_set_dirty(IWineD3DBaseTexture *iface, BOOL dirty) DECLSPEC_HIDDEN;
2223DWORD basetexture_set_lod(IWineD3DBaseTexture *iface, DWORD new_lod) DECLSPEC_HIDDEN;
2224void basetexture_unload(IWineD3DBaseTexture *iface) DECLSPEC_HIDDEN;
2225
2226#ifdef VBOX_WITH_WDDM
2227#define texture_gl_delete(_o, _t) do { \
2228 if (VBOXSHRC_IS_SHARED(_o)) GL_EXTCALL(glChromiumParameteriCR(GL_RCUSAGE_TEXTURE_CLEAR_CR, _t)); \
2229 else glDeleteTextures(1, &_t); \
2230 } while (0)
2231#else
2232#define texture_gl_delete(_o, _t) do { \
2233 glDeleteTextures(1, &_t); \
2234 } while (0)
2235
2236#endif
2237/*****************************************************************************
2238 * IWineD3DTexture implementation structure (extends IWineD3DBaseTextureImpl)
2239 */
2240typedef struct IWineD3DTextureImpl
2241{
2242 /* IUnknown & WineD3DResource/WineD3DBaseTexture Information */
2243 const IWineD3DTextureVtbl *lpVtbl;
2244 IWineD3DResourceClass resource;
2245 IWineD3DBaseTextureClass baseTexture;
2246
2247 /* IWineD3DTexture */
2248 IWineD3DSurface *surfaces[MAX_MIP_LEVELS];
2249 UINT target;
2250 BOOL cond_np2;
2251
2252} IWineD3DTextureImpl;
2253
2254void texture_state_init(IWineD3DTexture *iface, struct gl_texture *gl_tex);
2255HRESULT texture_init(IWineD3DTextureImpl *texture, UINT width, UINT height, UINT levels,
2256 IWineD3DDeviceImpl *device, DWORD usage, WINED3DFORMAT format, WINED3DPOOL pool,
2257 IUnknown *parent, const struct wined3d_parent_ops *parent_ops
2258#ifdef VBOX_WITH_WDDM
2259 , HANDLE *shared_handle
2260 , void **pavClientMem
2261#endif
2262 ) DECLSPEC_HIDDEN;
2263
2264/*****************************************************************************
2265 * IWineD3DCubeTexture implementation structure (extends IWineD3DBaseTextureImpl)
2266 */
2267typedef struct IWineD3DCubeTextureImpl
2268{
2269 /* IUnknown & WineD3DResource/WineD3DBaseTexture Information */
2270 const IWineD3DCubeTextureVtbl *lpVtbl;
2271 IWineD3DResourceClass resource;
2272 IWineD3DBaseTextureClass baseTexture;
2273
2274 /* IWineD3DCubeTexture */
2275 IWineD3DSurface *surfaces[6][MAX_MIP_LEVELS];
2276} IWineD3DCubeTextureImpl;
2277
2278HRESULT cubetexture_init(IWineD3DCubeTextureImpl *texture, UINT edge_length, UINT levels,
2279 IWineD3DDeviceImpl *device, DWORD usage, WINED3DFORMAT format, WINED3DPOOL pool,
2280 IUnknown *parent, const struct wined3d_parent_ops *parent_ops
2281#ifdef VBOX_WITH_WDDM
2282 , HANDLE *shared_handle
2283 , void **pavClientMem
2284#endif
2285 ) DECLSPEC_HIDDEN;
2286
2287typedef struct _WINED3DVOLUMET_DESC
2288{
2289 UINT Width;
2290 UINT Height;
2291 UINT Depth;
2292} WINED3DVOLUMET_DESC;
2293
2294/*****************************************************************************
2295 * IWineD3DVolume implementation structure (extends IUnknown)
2296 */
2297typedef struct IWineD3DVolumeImpl
2298{
2299 /* IUnknown & WineD3DResource fields */
2300 const IWineD3DVolumeVtbl *lpVtbl;
2301 IWineD3DResourceClass resource;
2302
2303 /* WineD3DVolume Information */
2304 WINED3DVOLUMET_DESC currentDesc;
2305 IWineD3DBase *container;
2306 BOOL lockable;
2307 BOOL locked;
2308 WINED3DBOX lockedBox;
2309 WINED3DBOX dirtyBox;
2310 BOOL dirty;
2311} IWineD3DVolumeImpl;
2312
2313void volume_add_dirty_box(IWineD3DVolume *iface, const WINED3DBOX *dirty_box) DECLSPEC_HIDDEN;
2314HRESULT volume_init(IWineD3DVolumeImpl *volume, IWineD3DDeviceImpl *device, UINT width,
2315 UINT height, UINT depth, DWORD usage, WINED3DFORMAT format, WINED3DPOOL pool,
2316 IUnknown *parent, const struct wined3d_parent_ops *parent_ops
2317#ifdef VBOX_WITH_WDDM
2318 , HANDLE *shared_handle
2319 , void *pvClientMem
2320#endif
2321 ) DECLSPEC_HIDDEN;
2322
2323/*****************************************************************************
2324 * IWineD3DVolumeTexture implementation structure (extends IWineD3DBaseTextureImpl)
2325 */
2326typedef struct IWineD3DVolumeTextureImpl
2327{
2328 /* IUnknown & WineD3DResource/WineD3DBaseTexture Information */
2329 const IWineD3DVolumeTextureVtbl *lpVtbl;
2330 IWineD3DResourceClass resource;
2331 IWineD3DBaseTextureClass baseTexture;
2332
2333 /* IWineD3DVolumeTexture */
2334 IWineD3DVolume *volumes[MAX_MIP_LEVELS];
2335} IWineD3DVolumeTextureImpl;
2336
2337HRESULT volumetexture_init(IWineD3DVolumeTextureImpl *texture, UINT width, UINT height,
2338 UINT depth, UINT levels, IWineD3DDeviceImpl *device, DWORD usage, WINED3DFORMAT format,
2339 WINED3DPOOL pool, IUnknown *parent, const struct wined3d_parent_ops *parent_ops
2340#ifdef VBOX_WITH_WDDM
2341 , HANDLE *shared_handle
2342 , void **pavClientMem
2343#endif
2344 ) DECLSPEC_HIDDEN;
2345
2346typedef struct _WINED3DSURFACET_DESC
2347{
2348 WINED3DMULTISAMPLE_TYPE MultiSampleType;
2349 DWORD MultiSampleQuality;
2350 UINT Width;
2351 UINT Height;
2352} WINED3DSURFACET_DESC;
2353
2354/*****************************************************************************
2355 * Structure for DIB Surfaces (GetDC and GDI surfaces)
2356 */
2357typedef struct wineD3DSurface_DIB {
2358 HBITMAP DIBsection;
2359 void* bitmap_data;
2360 UINT bitmap_size;
2361 HGDIOBJ holdbitmap;
2362 BOOL client_memory;
2363} wineD3DSurface_DIB;
2364
2365typedef struct {
2366 struct list entry;
2367 GLuint id;
2368 UINT width;
2369 UINT height;
2370} renderbuffer_entry_t;
2371
2372struct fbo_entry
2373{
2374 struct list entry;
2375 IWineD3DSurfaceImpl **render_targets;
2376 IWineD3DSurfaceImpl *depth_stencil;
2377 BOOL attached;
2378 GLuint id;
2379};
2380
2381/*****************************************************************************
2382 * IWineD3DClipp implementation structure
2383 */
2384typedef struct IWineD3DClipperImpl
2385{
2386 const IWineD3DClipperVtbl *lpVtbl;
2387 LONG ref;
2388
2389 IUnknown *Parent;
2390 HWND hWnd;
2391} IWineD3DClipperImpl;
2392
2393
2394/*****************************************************************************
2395 * IWineD3DSurface implementation structure
2396 */
2397struct IWineD3DSurfaceImpl
2398{
2399 /* IUnknown & IWineD3DResource Information */
2400 const IWineD3DSurfaceVtbl *lpVtbl;
2401 IWineD3DResourceClass resource;
2402
2403 /* IWineD3DSurface fields */
2404 IWineD3DBase *container;
2405 WINED3DSURFACET_DESC currentDesc;
2406 IWineD3DPaletteImpl *palette; /* D3D7 style palette handling */
2407 PALETTEENTRY *palette9; /* D3D8/9 style palette handling */
2408
2409 /* TODO: move this off into a management class(maybe!) */
2410 DWORD Flags;
2411
2412 UINT pow2Width;
2413 UINT pow2Height;
2414
2415 /* A method to retrieve the drawable size. Not in the Vtable to make it changeable */
2416 void (*get_drawable_size)(struct wined3d_context *context, UINT *width, UINT *height);
2417
2418 /* PBO */
2419 GLuint pbo;
2420 GLuint texture_name;
2421 GLuint texture_name_srgb;
2422 GLint texture_level;
2423 GLenum texture_target;
2424
2425 RECT lockedRect;
2426 RECT dirtyRect;
2427 int lockCount;
2428#define MAXLOCKCOUNT 50 /* After this amount of locks do not free the sysmem copy */
2429
2430 /* For GetDC */
2431 wineD3DSurface_DIB dib;
2432 HDC hDC;
2433
2434 /* Color keys for DDraw */
2435 WINEDDCOLORKEY DestBltCKey;
2436 WINEDDCOLORKEY DestOverlayCKey;
2437 WINEDDCOLORKEY SrcOverlayCKey;
2438 WINEDDCOLORKEY SrcBltCKey;
2439 DWORD CKeyFlags;
2440
2441 WINEDDCOLORKEY glCKey;
2442
2443 struct list renderbuffers;
2444 renderbuffer_entry_t *current_renderbuffer;
2445
2446 /* DirectDraw clippers */
2447 IWineD3DClipper *clipper;
2448
2449 /* DirectDraw Overlay handling */
2450 RECT overlay_srcrect;
2451 RECT overlay_destrect;
2452 IWineD3DSurfaceImpl *overlay_dest;
2453 struct list overlays;
2454 struct list overlay_entry;
2455
2456#ifdef VBOX_WITH_WDDM
2457 struct IWineD3DSwapChain *presentSwapchain;
2458#endif
2459};
2460
2461extern const IWineD3DSurfaceVtbl IWineD3DSurface_Vtbl DECLSPEC_HIDDEN;
2462extern const IWineD3DSurfaceVtbl IWineGDISurface_Vtbl DECLSPEC_HIDDEN;
2463
2464UINT surface_calculate_size(const struct wined3d_format_desc *format_desc,
2465 UINT alignment, UINT width, UINT height) DECLSPEC_HIDDEN;
2466void surface_gdi_cleanup(IWineD3DSurfaceImpl *This) DECLSPEC_HIDDEN;
2467HRESULT surface_init(IWineD3DSurfaceImpl *surface, WINED3DSURFTYPE surface_type, UINT alignment,
2468 UINT width, UINT height, UINT level, BOOL lockable, BOOL discard, WINED3DMULTISAMPLE_TYPE multisample_type,
2469 UINT multisample_quality, IWineD3DDeviceImpl *device, DWORD usage, WINED3DFORMAT format,
2470 WINED3DPOOL pool, IUnknown *parent, const struct wined3d_parent_ops *parent_ops
2471#ifdef VBOX_WITH_WDDM
2472 , HANDLE *shared_handle
2473 , void *pvClientMem
2474#endif
2475 ) DECLSPEC_HIDDEN;
2476
2477/* Predeclare the shared Surface functions */
2478HRESULT WINAPI IWineD3DBaseSurfaceImpl_QueryInterface(IWineD3DSurface *iface,
2479 REFIID riid, LPVOID *ppobj) DECLSPEC_HIDDEN;
2480ULONG WINAPI IWineD3DBaseSurfaceImpl_AddRef(IWineD3DSurface *iface) DECLSPEC_HIDDEN;
2481HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetParent(IWineD3DSurface *iface, IUnknown **pParent) DECLSPEC_HIDDEN;
2482HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetPrivateData(IWineD3DSurface *iface,
2483 REFGUID refguid, const void *pData, DWORD SizeOfData, DWORD Flags) DECLSPEC_HIDDEN;
2484HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetPrivateData(IWineD3DSurface *iface,
2485 REFGUID refguid, void *pData, DWORD *pSizeOfData) DECLSPEC_HIDDEN;
2486HRESULT WINAPI IWineD3DBaseSurfaceImpl_FreePrivateData(IWineD3DSurface *iface, REFGUID refguid) DECLSPEC_HIDDEN;
2487DWORD WINAPI IWineD3DBaseSurfaceImpl_SetPriority(IWineD3DSurface *iface, DWORD PriorityNew) DECLSPEC_HIDDEN;
2488DWORD WINAPI IWineD3DBaseSurfaceImpl_GetPriority(IWineD3DSurface *iface) DECLSPEC_HIDDEN;
2489WINED3DRESOURCETYPE WINAPI IWineD3DBaseSurfaceImpl_GetType(IWineD3DSurface *iface) DECLSPEC_HIDDEN;
2490HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetContainer(IWineD3DSurface* iface,
2491 REFIID riid, void **ppContainer) DECLSPEC_HIDDEN;
2492HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetDesc(IWineD3DSurface *iface, WINED3DSURFACE_DESC *pDesc) DECLSPEC_HIDDEN;
2493HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetBltStatus(IWineD3DSurface *iface, DWORD Flags) DECLSPEC_HIDDEN;
2494HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetFlipStatus(IWineD3DSurface *iface, DWORD Flags) DECLSPEC_HIDDEN;
2495HRESULT WINAPI IWineD3DBaseSurfaceImpl_IsLost(IWineD3DSurface *iface) DECLSPEC_HIDDEN;
2496HRESULT WINAPI IWineD3DBaseSurfaceImpl_Restore(IWineD3DSurface *iface) DECLSPEC_HIDDEN;
2497HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetPalette(IWineD3DSurface *iface, IWineD3DPalette **Pal) DECLSPEC_HIDDEN;
2498HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetPalette(IWineD3DSurface *iface, IWineD3DPalette *Pal) DECLSPEC_HIDDEN;
2499HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetColorKey(IWineD3DSurface *iface,
2500 DWORD Flags, const WINEDDCOLORKEY *CKey) DECLSPEC_HIDDEN;
2501HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetContainer(IWineD3DSurface *iface, IWineD3DBase *container) DECLSPEC_HIDDEN;
2502DWORD WINAPI IWineD3DBaseSurfaceImpl_GetPitch(IWineD3DSurface *iface) DECLSPEC_HIDDEN;
2503HRESULT WINAPI IWineD3DBaseSurfaceImpl_RealizePalette(IWineD3DSurface *iface) DECLSPEC_HIDDEN;
2504HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetOverlayPosition(IWineD3DSurface *iface, LONG X, LONG Y) DECLSPEC_HIDDEN;
2505HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetOverlayPosition(IWineD3DSurface *iface, LONG *X, LONG *Y) DECLSPEC_HIDDEN;
2506HRESULT WINAPI IWineD3DBaseSurfaceImpl_UpdateOverlayZOrder(IWineD3DSurface *iface,
2507 DWORD Flags, IWineD3DSurface *Ref) DECLSPEC_HIDDEN;
2508HRESULT WINAPI IWineD3DBaseSurfaceImpl_UpdateOverlay(IWineD3DSurface *iface, const RECT *SrcRect,
2509 IWineD3DSurface *DstSurface, const RECT *DstRect, DWORD Flags, const WINEDDOVERLAYFX *FX) DECLSPEC_HIDDEN;
2510HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetClipper(IWineD3DSurface *iface, IWineD3DClipper *clipper) DECLSPEC_HIDDEN;
2511HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetClipper(IWineD3DSurface *iface, IWineD3DClipper **clipper) DECLSPEC_HIDDEN;
2512HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetFormat(IWineD3DSurface *iface, WINED3DFORMAT format) DECLSPEC_HIDDEN;
2513HRESULT IWineD3DBaseSurfaceImpl_CreateDIBSection(IWineD3DSurface *iface) DECLSPEC_HIDDEN;
2514HRESULT WINAPI IWineD3DBaseSurfaceImpl_Blt(IWineD3DSurface *iface, const RECT *DestRect, IWineD3DSurface *SrcSurface,
2515 const RECT *SrcRect, DWORD Flags, const WINEDDBLTFX *DDBltFx, WINED3DTEXTUREFILTERTYPE Filter) DECLSPEC_HIDDEN;
2516HRESULT WINAPI IWineD3DBaseSurfaceImpl_BltFast(IWineD3DSurface *iface, DWORD dstx, DWORD dsty,
2517 IWineD3DSurface *Source, const RECT *rsrc, DWORD trans) DECLSPEC_HIDDEN;
2518HRESULT WINAPI IWineD3DBaseSurfaceImpl_LockRect(IWineD3DSurface *iface, WINED3DLOCKED_RECT *pLockedRect,
2519 const RECT *pRect, DWORD Flags) DECLSPEC_HIDDEN;
2520void WINAPI IWineD3DBaseSurfaceImpl_BindTexture(IWineD3DSurface *iface, BOOL srgb) DECLSPEC_HIDDEN;
2521const void *WINAPI IWineD3DBaseSurfaceImpl_GetData(IWineD3DSurface *iface) DECLSPEC_HIDDEN;
2522
2523void get_drawable_size_swapchain(struct wined3d_context *context, UINT *width, UINT *height) DECLSPEC_HIDDEN;
2524void get_drawable_size_backbuffer(struct wined3d_context *context, UINT *width, UINT *height) DECLSPEC_HIDDEN;
2525void get_drawable_size_fbo(struct wined3d_context *context, UINT *width, UINT *height) DECLSPEC_HIDDEN;
2526
2527void draw_textured_quad(IWineD3DSurfaceImpl *src_surface, const RECT *src_rect,
2528 const RECT *dst_rect, WINED3DTEXTUREFILTERTYPE Filter) DECLSPEC_HIDDEN;
2529void flip_surface(IWineD3DSurfaceImpl *front, IWineD3DSurfaceImpl *back) DECLSPEC_HIDDEN;
2530
2531/* Surface flags: */
2532#define SFLAG_CONVERTED 0x00000002 /* Converted for color keying or Palettized */
2533#define SFLAG_DIBSECTION 0x00000004 /* Has a DIB section attached for GetDC */
2534#define SFLAG_LOCKABLE 0x00000008 /* Surface can be locked */
2535#define SFLAG_DISCARD 0x00000010 /* ??? */
2536#define SFLAG_LOCKED 0x00000020 /* Surface is locked atm */
2537#define SFLAG_INTEXTURE 0x00000040 /* The GL texture contains the newest surface content */
2538#define SFLAG_INSRGBTEX 0x00000080 /* The GL srgb texture contains the newest surface content */
2539#define SFLAG_INDRAWABLE 0x00000100 /* The gl drawable contains the most up to date data */
2540#define SFLAG_INSYSMEM 0x00000200 /* The system memory copy is most up to date */
2541#define SFLAG_NONPOW2 0x00000400 /* Surface sizes are not a power of 2 */
2542#define SFLAG_DYNLOCK 0x00000800 /* Surface is often locked by the app */
2543#define SFLAG_DCINUSE 0x00001000 /* Set between GetDC and ReleaseDC calls */
2544#define SFLAG_LOST 0x00002000 /* Surface lost flag for DDraw */
2545#define SFLAG_USERPTR 0x00004000 /* The application allocated the memory for this surface */
2546#define SFLAG_GLCKEY 0x00008000 /* The gl texture was created with a color key */
2547#define SFLAG_CLIENT 0x00010000 /* GL_APPLE_client_storage is used on that texture */
2548#define SFLAG_ALLOCATED 0x00020000 /* A gl texture is allocated for this surface */
2549#define SFLAG_SRGBALLOCATED 0x00040000 /* A srgb gl texture is allocated for this surface */
2550#define SFLAG_PBO 0x00080000 /* Has a PBO attached for speeding up data transfers for dynamically locked surfaces */
2551#define SFLAG_NORMCOORD 0x00100000 /* Set if the GL texture coords are normalized(non-texture rectangle) */
2552#define SFLAG_DS_ONSCREEN 0x00200000 /* Is a depth stencil, last modified onscreen */
2553#define SFLAG_DS_OFFSCREEN 0x00400000 /* Is a depth stencil, last modified offscreen */
2554#define SFLAG_INOVERLAYDRAW 0x00800000 /* Overlay drawing is in progress. Recursion prevention */
2555#define SFLAG_SWAPCHAIN 0x01000000 /* The surface is part of a swapchain */
2556
2557#ifdef VBOX_WITH_WDDM
2558# define SFLAG_CLIENTMEM 0x10000000 /* SYSMEM surface using client-supplied memory buffer */
2559# define SFLAG_DONOTFREE_VBOXWDDM SFLAG_CLIENTMEM
2560#else
2561# define SFLAG_DONOTFREE_VBOXWDDM 0
2562#endif
2563
2564/* In some conditions the surface memory must not be freed:
2565 * SFLAG_CONVERTED: Converting the data back would take too long
2566 * SFLAG_DIBSECTION: The dib code manages the memory
2567 * SFLAG_LOCKED: The app requires access to the surface data
2568 * SFLAG_DYNLOCK: Avoid freeing the data for performance
2569 * SFLAG_PBO: PBOs don't use 'normal' memory. It is either allocated by the driver or must be NULL.
2570 * SFLAG_CLIENT: OpenGL uses our memory as backup
2571 */
2572#define SFLAG_DONOTFREE (SFLAG_CONVERTED | \
2573 SFLAG_DIBSECTION | \
2574 SFLAG_LOCKED | \
2575 SFLAG_DYNLOCK | \
2576 SFLAG_USERPTR | \
2577 SFLAG_PBO | \
2578 SFLAG_CLIENT | \
2579 SFLAG_DONOTFREE_VBOXWDDM \
2580 )
2581
2582#define SFLAG_LOCATIONS (SFLAG_INSYSMEM | \
2583 SFLAG_INTEXTURE | \
2584 SFLAG_INDRAWABLE | \
2585 SFLAG_INSRGBTEX)
2586
2587#define SFLAG_DS_LOCATIONS (SFLAG_DS_ONSCREEN | \
2588 SFLAG_DS_OFFSCREEN)
2589#define SFLAG_DS_DISCARDED SFLAG_DS_LOCATIONS
2590
2591typedef enum {
2592 NO_CONVERSION,
2593 CONVERT_PALETTED,
2594 CONVERT_PALETTED_CK,
2595 CONVERT_CK_565,
2596 CONVERT_CK_5551,
2597 CONVERT_CK_4444,
2598 CONVERT_CK_4444_ARGB,
2599 CONVERT_CK_1555,
2600 CONVERT_555,
2601 CONVERT_CK_RGB24,
2602 CONVERT_CK_8888,
2603 CONVERT_CK_8888_ARGB,
2604 CONVERT_RGB32_888,
2605 CONVERT_V8U8,
2606 CONVERT_L6V5U5,
2607 CONVERT_X8L8V8U8,
2608 CONVERT_Q8W8V8U8,
2609 CONVERT_V16U16,
2610 CONVERT_A4L4,
2611 CONVERT_G16R16,
2612 CONVERT_R16G16F,
2613 CONVERT_R32G32F,
2614 CONVERT_D15S1,
2615 CONVERT_D24X4S4,
2616 CONVERT_D24FS8,
2617} CONVERT_TYPES;
2618
2619HRESULT d3dfmt_get_conv(IWineD3DSurfaceImpl *This, BOOL need_alpha_ck, BOOL use_texturing,
2620 struct wined3d_format_desc *desc, CONVERT_TYPES *convert) DECLSPEC_HIDDEN;
2621void d3dfmt_p8_init_palette(IWineD3DSurfaceImpl *This, BYTE table[256][4], BOOL colorkey) DECLSPEC_HIDDEN;
2622
2623BOOL palette9_changed(IWineD3DSurfaceImpl *This) DECLSPEC_HIDDEN;
2624
2625/*****************************************************************************
2626 * IWineD3DVertexDeclaration implementation structure
2627 */
2628
2629struct wined3d_vertex_declaration_element
2630{
2631 const struct wined3d_format_desc *format_desc;
2632 BOOL ffp_valid;
2633 WORD input_slot;
2634 WORD offset;
2635 UINT output_slot;
2636 BYTE method;
2637 BYTE usage;
2638 BYTE usage_idx;
2639};
2640
2641typedef struct IWineD3DVertexDeclarationImpl {
2642 /* IUnknown Information */
2643 const IWineD3DVertexDeclarationVtbl *lpVtbl;
2644 LONG ref;
2645
2646 IUnknown *parent;
2647 const struct wined3d_parent_ops *parent_ops;
2648 IWineD3DDeviceImpl *device;
2649
2650 struct wined3d_vertex_declaration_element *elements;
2651 UINT element_count;
2652
2653 DWORD streams[MAX_STREAMS];
2654 UINT num_streams;
2655 BOOL position_transformed;
2656 BOOL half_float_conv_needed;
2657} IWineD3DVertexDeclarationImpl;
2658
2659HRESULT vertexdeclaration_init(IWineD3DVertexDeclarationImpl *declaration, IWineD3DDeviceImpl *device,
2660 const WINED3DVERTEXELEMENT *elements, UINT element_count,
2661 IUnknown *parent, const struct wined3d_parent_ops *parent_ops) DECLSPEC_HIDDEN;
2662
2663/*****************************************************************************
2664 * IWineD3DStateBlock implementation structure
2665 */
2666
2667/* Internal state Block for Begin/End/Capture/Create/Apply info */
2668/* Note: Very long winded but gl Lists are not flexible enough */
2669/* to resolve everything we need, so doing it manually for now */
2670typedef struct SAVEDSTATES {
2671 DWORD transform[(HIGHEST_TRANSFORMSTATE >> 5) + 1];
2672 WORD streamSource; /* MAX_STREAMS, 16 */
2673 WORD streamFreq; /* MAX_STREAMS, 16 */
2674 DWORD renderState[(WINEHIGHEST_RENDER_STATE >> 5) + 1];
2675 DWORD textureState[MAX_TEXTURES]; /* WINED3D_HIGHEST_TEXTURE_STATE + 1, 18 */
2676 WORD samplerState[MAX_COMBINED_SAMPLERS]; /* WINED3D_HIGHEST_SAMPLER_STATE + 1, 14 */
2677 DWORD clipplane; /* WINED3DMAXUSERCLIPPLANES, 32 */
2678 WORD pixelShaderConstantsB; /* MAX_CONST_B, 16 */
2679 WORD pixelShaderConstantsI; /* MAX_CONST_I, 16 */
2680 BOOL *pixelShaderConstantsF;
2681 WORD vertexShaderConstantsB; /* MAX_CONST_B, 16 */
2682 WORD vertexShaderConstantsI; /* MAX_CONST_I, 16 */
2683 BOOL *vertexShaderConstantsF;
2684 DWORD textures : 20; /* MAX_COMBINED_SAMPLERS, 20 */
2685 DWORD primitive_type : 1;
2686 DWORD indices : 1;
2687 DWORD material : 1;
2688 DWORD viewport : 1;
2689 DWORD vertexDecl : 1;
2690 DWORD pixelShader : 1;
2691 DWORD vertexShader : 1;
2692 DWORD scissorRect : 1;
2693 DWORD padding : 4;
2694} SAVEDSTATES;
2695
2696struct StageState {
2697 DWORD stage;
2698 DWORD state;
2699};
2700
2701struct IWineD3DStateBlockImpl
2702{
2703 /* IUnknown fields */
2704 const IWineD3DStateBlockVtbl *lpVtbl;
2705 LONG ref; /* Note: Ref counting not required */
2706
2707 /* IWineD3DStateBlock information */
2708 IWineD3DDeviceImpl *device;
2709 WINED3DSTATEBLOCKTYPE blockType;
2710
2711 /* Array indicating whether things have been set or changed */
2712 SAVEDSTATES changed;
2713
2714 /* Vertex Shader Declaration */
2715 IWineD3DVertexDeclaration *vertexDecl;
2716
2717 IWineD3DVertexShader *vertexShader;
2718
2719 /* Vertex Shader Constants */
2720 BOOL vertexShaderConstantB[MAX_CONST_B];
2721 INT vertexShaderConstantI[MAX_CONST_I * 4];
2722 float *vertexShaderConstantF;
2723
2724 /* primitive type */
2725 GLenum gl_primitive_type;
2726
2727 /* Stream Source */
2728 BOOL streamIsUP;
2729 UINT streamStride[MAX_STREAMS];
2730 UINT streamOffset[MAX_STREAMS + 1 /* tesselated pseudo-stream */ ];
2731 IWineD3DBuffer *streamSource[MAX_STREAMS];
2732 UINT streamFreq[MAX_STREAMS + 1];
2733 UINT streamFlags[MAX_STREAMS + 1]; /*0 | WINED3DSTREAMSOURCE_INSTANCEDATA | WINED3DSTREAMSOURCE_INDEXEDDATA */
2734
2735 /* Indices */
2736 IWineD3DBuffer* pIndexData;
2737 WINED3DFORMAT IndexFmt;
2738 INT baseVertexIndex;
2739 INT loadBaseVertexIndex; /* non-indexed drawing needs 0 here, indexed baseVertexIndex */
2740
2741 /* Transform */
2742 WINED3DMATRIX transforms[HIGHEST_TRANSFORMSTATE + 1];
2743
2744 /* Light hashmap . Collisions are handled using standard wine double linked lists */
2745#define LIGHTMAP_SIZE 43 /* Use of a prime number recommended. Set to 1 for a linked list! */
2746#define LIGHTMAP_HASHFUNC(x) ((x) % LIGHTMAP_SIZE) /* Primitive and simple function */
2747 struct list lightMap[LIGHTMAP_SIZE]; /* Hash map containing the lights */
2748 const struct wined3d_light_info *activeLights[MAX_ACTIVE_LIGHTS]; /* Map of opengl lights to d3d lights */
2749
2750 /* Clipping */
2751 double clipplane[MAX_CLIPPLANES][4];
2752 WINED3DCLIPSTATUS clip_status;
2753
2754 /* ViewPort */
2755 WINED3DVIEWPORT viewport;
2756
2757 /* Material */
2758 WINED3DMATERIAL material;
2759
2760 /* Pixel Shader */
2761 IWineD3DPixelShader *pixelShader;
2762
2763 /* Pixel Shader Constants */
2764 BOOL pixelShaderConstantB[MAX_CONST_B];
2765 INT pixelShaderConstantI[MAX_CONST_I * 4];
2766 float *pixelShaderConstantF;
2767
2768 /* RenderState */
2769 DWORD renderState[WINEHIGHEST_RENDER_STATE + 1];
2770
2771 /* Texture */
2772 IWineD3DBaseTexture *textures[MAX_COMBINED_SAMPLERS];
2773
2774 /* Texture State Stage */
2775 DWORD textureState[MAX_TEXTURES][WINED3D_HIGHEST_TEXTURE_STATE + 1];
2776 DWORD lowest_disabled_stage;
2777 /* Sampler States */
2778 DWORD samplerState[MAX_COMBINED_SAMPLERS][WINED3D_HIGHEST_SAMPLER_STATE + 1];
2779
2780 /* Scissor test rectangle */
2781 RECT scissorRect;
2782
2783 /* Contained state management */
2784 DWORD contained_render_states[WINEHIGHEST_RENDER_STATE + 1];
2785 unsigned int num_contained_render_states;
2786 DWORD contained_transform_states[HIGHEST_TRANSFORMSTATE + 1];
2787 unsigned int num_contained_transform_states;
2788 DWORD contained_vs_consts_i[MAX_CONST_I];
2789 unsigned int num_contained_vs_consts_i;
2790 DWORD contained_vs_consts_b[MAX_CONST_B];
2791 unsigned int num_contained_vs_consts_b;
2792 DWORD *contained_vs_consts_f;
2793 unsigned int num_contained_vs_consts_f;
2794 DWORD contained_ps_consts_i[MAX_CONST_I];
2795 unsigned int num_contained_ps_consts_i;
2796 DWORD contained_ps_consts_b[MAX_CONST_B];
2797 unsigned int num_contained_ps_consts_b;
2798 DWORD *contained_ps_consts_f;
2799 unsigned int num_contained_ps_consts_f;
2800 struct StageState contained_tss_states[MAX_TEXTURES * (WINED3D_HIGHEST_TEXTURE_STATE + 1)];
2801 unsigned int num_contained_tss_states;
2802 struct StageState contained_sampler_states[MAX_COMBINED_SAMPLERS * WINED3D_HIGHEST_SAMPLER_STATE];
2803 unsigned int num_contained_sampler_states;
2804};
2805
2806HRESULT stateblock_init(IWineD3DStateBlockImpl *stateblock,
2807 IWineD3DDeviceImpl *device, WINED3DSTATEBLOCKTYPE type) DECLSPEC_HIDDEN;
2808void stateblock_init_contained_states(IWineD3DStateBlockImpl *object) DECLSPEC_HIDDEN;
2809
2810static inline void stateblock_apply_state(DWORD state, IWineD3DStateBlockImpl *stateblock,
2811 struct wined3d_context *context)
2812{
2813 const struct StateEntry *statetable = stateblock->device->StateTable;
2814 DWORD rep = statetable[state].representative;
2815 statetable[rep].apply(rep, stateblock, context);
2816}
2817
2818/* Direct3D terminology with little modifications. We do not have an issued state
2819 * because only the driver knows about it, but we have a created state because d3d
2820 * allows GetData on a created issue, but opengl doesn't
2821 */
2822enum query_state {
2823 QUERY_CREATED,
2824 QUERY_SIGNALLED,
2825 QUERY_BUILDING
2826};
2827/*****************************************************************************
2828 * IWineD3DQueryImpl implementation structure (extends IUnknown)
2829 */
2830typedef struct IWineD3DQueryImpl
2831{
2832 const IWineD3DQueryVtbl *lpVtbl;
2833 LONG ref; /* Note: Ref counting not required */
2834
2835 IUnknown *parent;
2836 IWineD3DDeviceImpl *device;
2837
2838 /* IWineD3DQuery fields */
2839 enum query_state state;
2840 WINED3DQUERYTYPE type;
2841 /* TODO: Think about using a IUnknown instead of a void* */
2842 void *extendedData;
2843} IWineD3DQueryImpl;
2844
2845HRESULT query_init(IWineD3DQueryImpl *query, IWineD3DDeviceImpl *device,
2846 WINED3DQUERYTYPE type, IUnknown *parent) DECLSPEC_HIDDEN;
2847
2848/* IWineD3DBuffer */
2849
2850/* TODO: Add tests and support for FLOAT16_4 POSITIONT, D3DCOLOR position, other
2851 * fixed function semantics as D3DCOLOR or FLOAT16 */
2852enum wined3d_buffer_conversion_type
2853{
2854 CONV_NONE,
2855 CONV_D3DCOLOR,
2856 CONV_POSITIONT,
2857 CONV_FLOAT16_2, /* Also handles FLOAT16_4 */
2858};
2859
2860struct wined3d_map_range
2861{
2862 UINT offset;
2863 UINT size;
2864};
2865
2866#define WINED3D_BUFFER_OPTIMIZED 0x01 /* Optimize has been called for the buffer */
2867#define WINED3D_BUFFER_HASDESC 0x02 /* A vertex description has been found */
2868#define WINED3D_BUFFER_CREATEBO 0x04 /* Attempt to create a buffer object next PreLoad */
2869#define WINED3D_BUFFER_DOUBLEBUFFER 0x08 /* Use a vbo and local allocated memory */
2870#define WINED3D_BUFFER_FLUSH 0x10 /* Manual unmap flushing */
2871#define WINED3D_BUFFER_DISCARD 0x20 /* A DISCARD lock has occurred since the last PreLoad */
2872#define WINED3D_BUFFER_NOSYNC 0x40 /* All locks since the last PreLoad had NOOVERWRITE set */
2873#define WINED3D_BUFFER_APPLESYNC 0x80 /* Using sync as in GL_APPLE_flush_buffer_range */
2874
2875struct wined3d_buffer
2876{
2877 const struct IWineD3DBufferVtbl *vtbl;
2878 IWineD3DResourceClass resource;
2879
2880 struct wined3d_buffer_desc desc;
2881
2882 GLuint buffer_object;
2883 GLenum buffer_object_usage;
2884 GLenum buffer_type_hint;
2885 UINT buffer_object_size;
2886 LONG bind_count;
2887 DWORD flags;
2888
2889 LONG lock_count;
2890 struct wined3d_map_range *maps;
2891 ULONG maps_size, modified_areas;
2892 struct wined3d_event_query *query;
2893
2894 /* conversion stuff */
2895 UINT decl_change_count, full_conversion_count;
2896 UINT draw_count;
2897 UINT stride; /* 0 if no conversion */
2898 UINT conversion_stride; /* 0 if no shifted conversion */
2899 enum wined3d_buffer_conversion_type *conversion_map; /* NULL if no conversion */
2900 /* Extra load offsets, for FLOAT16 conversion */
2901 UINT *conversion_shift; /* NULL if no shifted conversion */
2902};
2903
2904const BYTE *buffer_get_memory(IWineD3DBuffer *iface, GLuint *buffer_object) DECLSPEC_HIDDEN;
2905BYTE *buffer_get_sysmem(struct wined3d_buffer *This) DECLSPEC_HIDDEN;
2906HRESULT buffer_init(struct wined3d_buffer *buffer, IWineD3DDeviceImpl *device,
2907 UINT size, DWORD usage, WINED3DFORMAT format, WINED3DPOOL pool, GLenum bind_hint,
2908 const char *data, IUnknown *parent, const struct wined3d_parent_ops *parent_ops) DECLSPEC_HIDDEN;
2909
2910/* IWineD3DRendertargetView */
2911struct wined3d_rendertarget_view
2912{
2913 const struct IWineD3DRendertargetViewVtbl *vtbl;
2914 LONG refcount;
2915
2916 IWineD3DResource *resource;
2917 IUnknown *parent;
2918};
2919
2920void wined3d_rendertarget_view_init(struct wined3d_rendertarget_view *view,
2921 IWineD3DResource *resource, IUnknown *parent) DECLSPEC_HIDDEN;
2922
2923/*****************************************************************************
2924 * IWineD3DSwapChainImpl implementation structure (extends IUnknown)
2925 */
2926
2927struct IWineD3DSwapChainImpl
2928{
2929 /*IUnknown part*/
2930 const IWineD3DSwapChainVtbl *lpVtbl;
2931 LONG ref; /* Note: Ref counting not required */
2932
2933 IUnknown *parent;
2934 IWineD3DDeviceImpl *device;
2935
2936 /* IWineD3DSwapChain fields */
2937 IWineD3DSurface **backBuffer;
2938 IWineD3DSurface *frontBuffer;
2939 WINED3DPRESENT_PARAMETERS presentParms;
2940 DWORD orig_width, orig_height;
2941 WINED3DFORMAT orig_fmt;
2942 WINED3DGAMMARAMP orig_gamma;
2943 BOOL render_to_fbo;
2944 const struct wined3d_format_desc *ds_format;
2945
2946 long prev_time, frames; /* Performance tracking */
2947 unsigned int vSyncCounter;
2948
2949#ifndef VBOX_WITH_WDDM
2950 struct wined3d_context **context;
2951 unsigned int num_contexts;
2952 HWND win_handle;
2953 HWND device_window;
2954 HDC hDC;
2955#else
2956 HWND win_handle;
2957 HDC hDC;
2958 IWineD3DSurface *presentRt;
2959#endif
2960};
2961
2962extern const IWineD3DSwapChainVtbl IWineGDISwapChain_Vtbl DECLSPEC_HIDDEN;
2963void x11_copy_to_screen(IWineD3DSwapChainImpl *This, const RECT *rc) DECLSPEC_HIDDEN;
2964
2965HRESULT WINAPI IWineD3DBaseSwapChainImpl_QueryInterface(IWineD3DSwapChain *iface,
2966 REFIID riid, LPVOID *ppobj) DECLSPEC_HIDDEN;
2967ULONG WINAPI IWineD3DBaseSwapChainImpl_AddRef(IWineD3DSwapChain *iface) DECLSPEC_HIDDEN;
2968ULONG WINAPI IWineD3DBaseSwapChainImpl_Release(IWineD3DSwapChain *iface) DECLSPEC_HIDDEN;
2969HRESULT WINAPI IWineD3DBaseSwapChainImpl_GetParent(IWineD3DSwapChain *iface, IUnknown **ppParent) DECLSPEC_HIDDEN;
2970HRESULT WINAPI IWineD3DBaseSwapChainImpl_GetFrontBufferData(IWineD3DSwapChain *iface,
2971 IWineD3DSurface *pDestSurface) DECLSPEC_HIDDEN;
2972HRESULT WINAPI IWineD3DBaseSwapChainImpl_GetBackBuffer(IWineD3DSwapChain *iface, UINT iBackBuffer,
2973 WINED3DBACKBUFFER_TYPE Type, IWineD3DSurface **ppBackBuffer) DECLSPEC_HIDDEN;
2974HRESULT WINAPI IWineD3DBaseSwapChainImpl_GetRasterStatus(IWineD3DSwapChain *iface,
2975 WINED3DRASTER_STATUS *pRasterStatus) DECLSPEC_HIDDEN;
2976HRESULT WINAPI IWineD3DBaseSwapChainImpl_GetDisplayMode(IWineD3DSwapChain *iface,
2977 WINED3DDISPLAYMODE *pMode) DECLSPEC_HIDDEN;
2978HRESULT WINAPI IWineD3DBaseSwapChainImpl_GetDevice(IWineD3DSwapChain *iface,
2979 IWineD3DDevice **ppDevice) DECLSPEC_HIDDEN;
2980HRESULT WINAPI IWineD3DBaseSwapChainImpl_GetPresentParameters(IWineD3DSwapChain *iface,
2981 WINED3DPRESENT_PARAMETERS *pPresentationParameters) DECLSPEC_HIDDEN;
2982HRESULT WINAPI IWineD3DBaseSwapChainImpl_SetGammaRamp(IWineD3DSwapChain *iface,
2983 DWORD Flags, const WINED3DGAMMARAMP *pRamp) DECLSPEC_HIDDEN;
2984HRESULT WINAPI IWineD3DBaseSwapChainImpl_GetGammaRamp(IWineD3DSwapChain *iface,
2985 WINED3DGAMMARAMP *pRamp) DECLSPEC_HIDDEN;
2986
2987struct wined3d_context *swapchain_create_context_for_thread(IWineD3DSwapChain *iface) DECLSPEC_HIDDEN;
2988HRESULT swapchain_init(IWineD3DSwapChainImpl *swapchain, WINED3DSURFTYPE surface_type,
2989 IWineD3DDeviceImpl *device, WINED3DPRESENT_PARAMETERS *present_parameters, IUnknown *parent) DECLSPEC_HIDDEN;
2990void swapchain_restore_fullscreen_window(IWineD3DSwapChainImpl *swapchain) DECLSPEC_HIDDEN;
2991void swapchain_setup_fullscreen_window(IWineD3DSwapChainImpl *swapchain, UINT w, UINT h) DECLSPEC_HIDDEN;
2992
2993#define DEFAULT_REFRESH_RATE 0
2994
2995/*****************************************************************************
2996 * Utility function prototypes
2997 */
2998
2999/* Trace routines */
3000const char *debug_d3dformat(WINED3DFORMAT fmt) DECLSPEC_HIDDEN;
3001const char *debug_d3ddevicetype(WINED3DDEVTYPE devtype) DECLSPEC_HIDDEN;
3002const char *debug_d3dresourcetype(WINED3DRESOURCETYPE res) DECLSPEC_HIDDEN;
3003const char *debug_d3dusage(DWORD usage) DECLSPEC_HIDDEN;
3004const char *debug_d3dusagequery(DWORD usagequery) DECLSPEC_HIDDEN;
3005const char *debug_d3ddeclmethod(WINED3DDECLMETHOD method) DECLSPEC_HIDDEN;
3006const char *debug_d3ddeclusage(BYTE usage) DECLSPEC_HIDDEN;
3007const char *debug_d3dprimitivetype(WINED3DPRIMITIVETYPE PrimitiveType) DECLSPEC_HIDDEN;
3008const char *debug_d3drenderstate(DWORD state) DECLSPEC_HIDDEN;
3009const char *debug_d3dsamplerstate(DWORD state) DECLSPEC_HIDDEN;
3010const char *debug_d3dstate(DWORD state) DECLSPEC_HIDDEN;
3011const char *debug_d3dtexturefiltertype(WINED3DTEXTUREFILTERTYPE filter_type) DECLSPEC_HIDDEN;
3012const char *debug_d3dtexturestate(DWORD state) DECLSPEC_HIDDEN;
3013const char *debug_d3dtstype(WINED3DTRANSFORMSTATETYPE tstype) DECLSPEC_HIDDEN;
3014const char *debug_d3dpool(WINED3DPOOL pool) DECLSPEC_HIDDEN;
3015const char *debug_fbostatus(GLenum status) DECLSPEC_HIDDEN;
3016const char *debug_glerror(GLenum error) DECLSPEC_HIDDEN;
3017const char *debug_d3dbasis(WINED3DBASISTYPE basis) DECLSPEC_HIDDEN;
3018const char *debug_d3ddegree(WINED3DDEGREETYPE order) DECLSPEC_HIDDEN;
3019const char *debug_d3dtop(WINED3DTEXTUREOP d3dtop) DECLSPEC_HIDDEN;
3020void dump_color_fixup_desc(struct color_fixup_desc fixup) DECLSPEC_HIDDEN;
3021const char *debug_surflocation(DWORD flag) DECLSPEC_HIDDEN;
3022
3023/* Color conversion routines */
3024DWORD color_convert_argb_to_fmt(DWORD color, WINED3DFORMAT destfmt) DECLSPEC_HIDDEN;
3025
3026/* Routines for GL <-> D3D values */
3027GLenum StencilOp(DWORD op) DECLSPEC_HIDDEN;
3028GLenum CompareFunc(DWORD func) DECLSPEC_HIDDEN;
3029BOOL is_invalid_op(IWineD3DDeviceImpl *This, int stage, WINED3DTEXTUREOP op,
3030 DWORD arg1, DWORD arg2, DWORD arg3) DECLSPEC_HIDDEN;
3031void set_tex_op_nvrc(IWineD3DDevice *iface, BOOL is_alpha, int stage, WINED3DTEXTUREOP op,
3032 DWORD arg1, DWORD arg2, DWORD arg3, INT texture_idx, DWORD dst) DECLSPEC_HIDDEN;
3033void set_texture_matrix(const float *smat, DWORD flags, BOOL calculatedCoords,
3034 BOOL transformed, WINED3DFORMAT coordtype, BOOL ffp_can_disable_proj) DECLSPEC_HIDDEN;
3035void texture_activate_dimensions(DWORD stage, IWineD3DStateBlockImpl *stateblock,
3036 struct wined3d_context *context) DECLSPEC_HIDDEN;
3037void sampler_texdim(DWORD state, IWineD3DStateBlockImpl *stateblock,
3038 struct wined3d_context *context) DECLSPEC_HIDDEN;
3039void tex_alphaop(DWORD state, IWineD3DStateBlockImpl *stateblock,
3040 struct wined3d_context *context) DECLSPEC_HIDDEN;
3041void apply_pixelshader(DWORD state, IWineD3DStateBlockImpl *stateblock,
3042 struct wined3d_context *context) DECLSPEC_HIDDEN;
3043void state_fogcolor(DWORD state, IWineD3DStateBlockImpl *stateblock,
3044 struct wined3d_context *context) DECLSPEC_HIDDEN;
3045void state_fogdensity(DWORD state, IWineD3DStateBlockImpl *stateblock,
3046 struct wined3d_context *context) DECLSPEC_HIDDEN;
3047void state_fogstartend(DWORD state, IWineD3DStateBlockImpl *stateblock,
3048 struct wined3d_context *context) DECLSPEC_HIDDEN;
3049void state_fog_fragpart(DWORD state, IWineD3DStateBlockImpl *stateblock,
3050 struct wined3d_context *context) DECLSPEC_HIDDEN;
3051
3052void surface_add_dirty_rect(IWineD3DSurface *iface, const RECT *dirty_rect) DECLSPEC_HIDDEN;
3053GLenum surface_get_gl_buffer(IWineD3DSurface *iface) DECLSPEC_HIDDEN;
3054void surface_load_ds_location(IWineD3DSurface *iface, struct wined3d_context *context, DWORD location) DECLSPEC_HIDDEN;
3055void surface_modify_ds_location(IWineD3DSurface *iface, DWORD location) DECLSPEC_HIDDEN;
3056void surface_set_compatible_renderbuffer(IWineD3DSurface *iface,
3057 unsigned int width, unsigned int height) DECLSPEC_HIDDEN;
3058void surface_set_texture_name(IWineD3DSurface *iface, GLuint name, BOOL srgb_name) DECLSPEC_HIDDEN;
3059void surface_set_texture_target(IWineD3DSurface *iface, GLenum target) DECLSPEC_HIDDEN;
3060
3061BOOL getColorBits(const struct wined3d_format_desc *format_desc,
3062 short *redSize, short *greenSize, short *blueSize, short *alphaSize, short *totalSize) DECLSPEC_HIDDEN;
3063BOOL getDepthStencilBits(const struct wined3d_format_desc *format_desc,
3064 short *depthSize, short *stencilSize) DECLSPEC_HIDDEN;
3065
3066/* Math utils */
3067void multiply_matrix(WINED3DMATRIX *dest, const WINED3DMATRIX *src1, const WINED3DMATRIX *src2) DECLSPEC_HIDDEN;
3068UINT wined3d_log2i(UINT32 x) DECLSPEC_HIDDEN;
3069unsigned int count_bits(unsigned int mask) DECLSPEC_HIDDEN;
3070
3071void select_shader_mode(const struct wined3d_gl_info *gl_info, int *ps_selected, int *vs_selected) DECLSPEC_HIDDEN;
3072
3073typedef struct local_constant {
3074 struct list entry;
3075 unsigned int idx;
3076 DWORD value[4];
3077} local_constant;
3078
3079typedef struct SHADER_LIMITS {
3080 unsigned int temporary;
3081 unsigned int texcoord;
3082 unsigned int sampler;
3083 unsigned int constant_int;
3084 unsigned int constant_float;
3085 unsigned int constant_bool;
3086 unsigned int address;
3087 unsigned int packed_output;
3088 unsigned int packed_input;
3089 unsigned int attributes;
3090 unsigned int label;
3091} SHADER_LIMITS;
3092
3093/* Keeps track of details for TEX_M#x# shader opcodes which need to
3094 * maintain state information between multiple codes */
3095typedef struct SHADER_PARSE_STATE {
3096 unsigned int current_row;
3097 DWORD texcoord_w[2];
3098} SHADER_PARSE_STATE;
3099
3100#ifdef __GNUC__
3101#define PRINTF_ATTR(fmt,args) __attribute__((format (printf,fmt,args)))
3102#else
3103#define PRINTF_ATTR(fmt,args)
3104#endif
3105
3106/* Base Shader utility functions. */
3107int shader_addline(struct wined3d_shader_buffer *buffer, const char *fmt, ...) PRINTF_ATTR(2,3) DECLSPEC_HIDDEN;
3108int shader_vaddline(struct wined3d_shader_buffer *buffer, const char *fmt, va_list args) DECLSPEC_HIDDEN;
3109
3110/* Vertex shader utility functions */
3111extern BOOL vshader_get_input(IWineD3DVertexShader *iface,
3112 BYTE usage_req, BYTE usage_idx_req, unsigned int *regnum) DECLSPEC_HIDDEN;
3113
3114/*****************************************************************************
3115 * IDirect3DBaseShader implementation structure
3116 */
3117typedef struct IWineD3DBaseShaderClass
3118{
3119 LONG ref;
3120 SHADER_LIMITS limits;
3121 SHADER_PARSE_STATE parse_state;
3122 DWORD *function;
3123 UINT functionLength;
3124 UINT cur_loop_depth, cur_loop_regno;
3125 BOOL load_local_constsF;
3126 const struct wined3d_shader_frontend *frontend;
3127 void *frontend_data;
3128 void *backend_data;
3129
3130 IUnknown *parent;
3131 const struct wined3d_parent_ops *parent_ops;
3132
3133 /* Programs this shader is linked with */
3134 struct list linked_programs;
3135
3136 /* Immediate constants (override global ones) */
3137 struct list constantsB;
3138 struct list constantsF;
3139 struct list constantsI;
3140 shader_reg_maps reg_maps;
3141
3142 struct wined3d_shader_signature_element input_signature[max(MAX_ATTRIBS, MAX_REG_INPUT)];
3143 struct wined3d_shader_signature_element output_signature[MAX_REG_OUTPUT];
3144
3145 /* Pointer to the parent device */
3146 IWineD3DDevice *device;
3147 struct list shader_list_entry;
3148
3149#ifdef VBOX_WINE_WITH_SHADER_CACHE
3150 VBOXEXT_HASHCACHE_ENTRY CacheEntry;
3151 uint32_t u32CacheDataInited;
3152 uint32_t u32Hash;
3153#endif
3154} IWineD3DBaseShaderClass;
3155
3156typedef struct IWineD3DBaseShaderImpl {
3157 /* IUnknown */
3158 const IWineD3DBaseShaderVtbl *lpVtbl;
3159
3160 /* IWineD3DBaseShader */
3161 IWineD3DBaseShaderClass baseShader;
3162} IWineD3DBaseShaderImpl;
3163
3164void shader_buffer_clear(struct wined3d_shader_buffer *buffer) DECLSPEC_HIDDEN;
3165BOOL shader_buffer_init(struct wined3d_shader_buffer *buffer) DECLSPEC_HIDDEN;
3166void shader_buffer_free(struct wined3d_shader_buffer *buffer) DECLSPEC_HIDDEN;
3167void shader_dump_src_param(const struct wined3d_shader_src_param *param,
3168 const struct wined3d_shader_version *shader_version) DECLSPEC_HIDDEN;
3169void shader_dump_dst_param(const struct wined3d_shader_dst_param *param,
3170 const struct wined3d_shader_version *shader_version) DECLSPEC_HIDDEN;
3171unsigned int shader_find_free_input_register(const struct shader_reg_maps *reg_maps, unsigned int max) DECLSPEC_HIDDEN;
3172void shader_generate_main(IWineD3DBaseShader *iface, struct wined3d_shader_buffer *buffer,
3173 const shader_reg_maps *reg_maps, const DWORD *pFunction, void *backend_ctx) DECLSPEC_HIDDEN;
3174BOOL shader_match_semantic(const char *semantic_name, WINED3DDECLUSAGE usage) DECLSPEC_HIDDEN;
3175
3176static inline BOOL shader_is_pshader_version(enum wined3d_shader_type type)
3177{
3178 return type == WINED3D_SHADER_TYPE_PIXEL;
3179}
3180
3181static inline BOOL shader_is_vshader_version(enum wined3d_shader_type type)
3182{
3183 return type == WINED3D_SHADER_TYPE_VERTEX;
3184}
3185
3186static inline BOOL shader_is_scalar(const struct wined3d_shader_register *reg)
3187{
3188 switch (reg->type)
3189 {
3190 case WINED3DSPR_RASTOUT:
3191 /* oFog & oPts */
3192 if (reg->idx != 0) return TRUE;
3193 /* oPos */
3194 return FALSE;
3195
3196 case WINED3DSPR_DEPTHOUT: /* oDepth */
3197 case WINED3DSPR_CONSTBOOL: /* b# */
3198 case WINED3DSPR_LOOP: /* aL */
3199#ifndef VBOX_WITH_VMSVGA
3200 case WINED3DSPR_PREDICATE: /* p0 */
3201 return TRUE;
3202#else
3203 return TRUE;
3204 case WINED3DSPR_PREDICATE: /* p0 */
3205 return FALSE;
3206#endif
3207
3208 case WINED3DSPR_MISCTYPE:
3209 switch(reg->idx)
3210 {
3211 case 0: /* vPos */
3212 return FALSE;
3213 case 1: /* vFace */
3214 return TRUE;
3215 default:
3216 return FALSE;
3217 }
3218
3219 case WINED3DSPR_IMMCONST:
3220 switch(reg->immconst_type)
3221 {
3222 case WINED3D_IMMCONST_FLOAT:
3223 return TRUE;
3224 default:
3225 return FALSE;
3226 }
3227
3228 default:
3229 return FALSE;
3230 }
3231}
3232
3233static inline BOOL shader_constant_is_local(IWineD3DBaseShaderImpl* This, DWORD reg) {
3234 local_constant* lconst;
3235
3236 if(This->baseShader.load_local_constsF) return FALSE;
3237 LIST_FOR_EACH_ENTRY(lconst, &This->baseShader.constantsF, local_constant, entry) {
3238 if(lconst->idx == reg) return TRUE;
3239 }
3240 return FALSE;
3241
3242}
3243
3244/*****************************************************************************
3245 * IDirect3DVertexShader implementation structures
3246 */
3247typedef struct IWineD3DVertexShaderImpl {
3248 /* IUnknown parts */
3249 const IWineD3DVertexShaderVtbl *lpVtbl;
3250
3251 /* IWineD3DBaseShader */
3252 IWineD3DBaseShaderClass baseShader;
3253
3254 /* Vertex shader attributes. */
3255 struct wined3d_shader_attribute attributes[MAX_ATTRIBS];
3256
3257 UINT min_rel_offset, max_rel_offset;
3258 UINT rel_offset;
3259} IWineD3DVertexShaderImpl;
3260
3261void find_vs_compile_args(IWineD3DVertexShaderImpl *shader, IWineD3DStateBlockImpl *stateblock,
3262 struct vs_compile_args *args) DECLSPEC_HIDDEN;
3263HRESULT vertexshader_init(IWineD3DVertexShaderImpl *shader, IWineD3DDeviceImpl *device,
3264 const DWORD *byte_code, const struct wined3d_shader_signature *output_signature,
3265 IUnknown *parent, const struct wined3d_parent_ops *parent_ops) DECLSPEC_HIDDEN;
3266
3267struct wined3d_geometryshader
3268{
3269 const struct IWineD3DGeometryShaderVtbl *vtbl;
3270 IWineD3DBaseShaderClass base_shader;
3271};
3272
3273HRESULT geometryshader_init(struct wined3d_geometryshader *shader, IWineD3DDeviceImpl *device,
3274 const DWORD *byte_code, const struct wined3d_shader_signature *output_signature,
3275 IUnknown *parent, const struct wined3d_parent_ops *parent_ops) DECLSPEC_HIDDEN;
3276
3277/*****************************************************************************
3278 * IDirect3DPixelShader implementation structure
3279 */
3280
3281/* Using additional shader constants (uniforms in GLSL / program environment
3282 * or local parameters in ARB) is costly:
3283 * ARB only knows float4 parameters and GLSL compiler are not really smart
3284 * when it comes to efficiently pack float2 uniforms, so no space is wasted
3285 * (in fact most compilers map a float2 to a full float4 uniform).
3286 *
3287 * For NP2 texcoord fixup we only need 2 floats (width and height) for each
3288 * 2D texture used in the shader. We therefore pack fixup info for 2 textures
3289 * into a single shader constant (uniform / program parameter).
3290 *
3291 * This structure is shared between the GLSL and the ARB backend.*/
3292struct ps_np2fixup_info {
3293 unsigned char idx[MAX_FRAGMENT_SAMPLERS]; /* indices to the real constant */
3294 WORD active; /* bitfield indicating if we can apply the fixup */
3295 WORD num_consts;
3296};
3297
3298typedef struct IWineD3DPixelShaderImpl {
3299 /* IUnknown parts */
3300 const IWineD3DPixelShaderVtbl *lpVtbl;
3301
3302 /* IWineD3DBaseShader */
3303 IWineD3DBaseShaderClass baseShader;
3304
3305 /* Pixel shader input semantics */
3306 DWORD input_reg_map[MAX_REG_INPUT];
3307 BOOL input_reg_used[MAX_REG_INPUT];
3308 unsigned int declared_in_count;
3309
3310 /* Some information about the shader behavior */
3311 char vpos_uniform;
3312
3313 BOOL color0_mov;
3314 DWORD color0_reg;
3315
3316} IWineD3DPixelShaderImpl;
3317
3318HRESULT pixelshader_init(IWineD3DPixelShaderImpl *shader, IWineD3DDeviceImpl *device,
3319 const DWORD *byte_code, const struct wined3d_shader_signature *output_signature,
3320 IUnknown *parent, const struct wined3d_parent_ops *parent_ops) DECLSPEC_HIDDEN;
3321void pixelshader_update_samplers(struct shader_reg_maps *reg_maps,
3322 IWineD3DBaseTexture * const *textures) DECLSPEC_HIDDEN;
3323void find_ps_compile_args(IWineD3DPixelShaderImpl *shader, IWineD3DStateBlockImpl *stateblock,
3324 struct ps_compile_args *args) DECLSPEC_HIDDEN;
3325
3326#ifdef VBOX_WINE_WITH_SHADER_CACHE
3327IWineD3DVertexShaderImpl * vertexshader_check_cached(IWineD3DDeviceImpl *device, IWineD3DVertexShaderImpl *object) DECLSPEC_HIDDEN;
3328IWineD3DPixelShaderImpl * pixelshader_check_cached(IWineD3DDeviceImpl *device, IWineD3DPixelShaderImpl *object) DECLSPEC_HIDDEN;
3329void shader_chaches_init(IWineD3DDeviceImpl *device) DECLSPEC_HIDDEN;
3330void shader_chaches_term(IWineD3DDeviceImpl *device) DECLSPEC_HIDDEN;
3331#endif
3332
3333/* sRGB correction constants */
3334static const float srgb_cmp = 0.0031308f;
3335static const float srgb_mul_low = 12.92f;
3336static const float srgb_pow = 0.41666f;
3337static const float srgb_mul_high = 1.055f;
3338static const float srgb_sub_high = 0.055f;
3339
3340/*****************************************************************************
3341 * IWineD3DPalette implementation structure
3342 */
3343struct IWineD3DPaletteImpl {
3344 /* IUnknown parts */
3345 const IWineD3DPaletteVtbl *lpVtbl;
3346 LONG ref;
3347
3348 IUnknown *parent;
3349 IWineD3DDeviceImpl *device;
3350
3351 /* IWineD3DPalette */
3352 HPALETTE hpal;
3353 WORD palVersion; /*| */
3354 WORD palNumEntries; /*| LOGPALETTE */
3355 PALETTEENTRY palents[256]; /*| */
3356 /* This is to store the palette in 'screen format' */
3357 int screen_palents[256];
3358 DWORD Flags;
3359};
3360
3361HRESULT wined3d_palette_init(IWineD3DPaletteImpl *palette, IWineD3DDeviceImpl *device,
3362 DWORD flags, const PALETTEENTRY *entries, IUnknown *parent) DECLSPEC_HIDDEN;
3363
3364/* DirectDraw utility functions */
3365extern WINED3DFORMAT pixelformat_for_depth(DWORD depth) DECLSPEC_HIDDEN;
3366
3367/*****************************************************************************
3368 * Pixel format management
3369 */
3370
3371/* WineD3D pixel format flags */
3372#define WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING 0x1
3373#define WINED3DFMT_FLAG_FILTERING 0x2
3374#define WINED3DFMT_FLAG_DEPTH 0x4
3375#define WINED3DFMT_FLAG_STENCIL 0x8
3376#define WINED3DFMT_FLAG_RENDERTARGET 0x10
3377#define WINED3DFMT_FLAG_FOURCC 0x20
3378#define WINED3DFMT_FLAG_FBO_ATTACHABLE 0x40
3379#define WINED3DFMT_FLAG_COMPRESSED 0x80
3380#define WINED3DFMT_FLAG_GETDC 0x100
3381#define WINED3DFMT_FLAG_FLOAT 0x200
3382
3383struct wined3d_format_desc
3384{
3385 WINED3DFORMAT format;
3386 DWORD red_mask;
3387 DWORD green_mask;
3388 DWORD blue_mask;
3389 DWORD alpha_mask;
3390 UINT byte_count;
3391 WORD depth_size;
3392 WORD stencil_size;
3393
3394 UINT block_width;
3395 UINT block_height;
3396 UINT block_byte_count;
3397
3398 enum wined3d_ffp_emit_idx emit_idx;
3399 GLint component_count;
3400 GLenum gl_vtx_type;
3401 GLint gl_vtx_format;
3402 GLboolean gl_normalized;
3403 unsigned int component_size;
3404
3405 GLint glInternal;
3406 GLint glGammaInternal;
3407 GLint rtInternal;
3408 GLint glFormat;
3409 GLint glType;
3410 UINT conv_byte_count;
3411 unsigned int Flags;
3412 float heightscale;
3413 struct color_fixup_desc color_fixup;
3414 void (*convert)(const BYTE *src, BYTE *dst, UINT pitch, UINT width, UINT height);
3415};
3416
3417const struct wined3d_format_desc *getFormatDescEntry(WINED3DFORMAT fmt,
3418 const struct wined3d_gl_info *gl_info) DECLSPEC_HIDDEN;
3419
3420static inline BOOL use_vs(IWineD3DStateBlockImpl *stateblock)
3421{
3422 /* Check stateblock->vertexDecl to allow this to be used from
3423 * IWineD3DDeviceImpl_FindTexUnitMap(). This is safe because
3424 * stateblock->vertexShader implies a vertex declaration instead of ddraw
3425 * style strided data. */
3426 return (stateblock->vertexShader
3427 && !((IWineD3DVertexDeclarationImpl *)stateblock->vertexDecl)->position_transformed
3428 && stateblock->device->vs_selected_mode != SHADER_NONE);
3429}
3430
3431static inline BOOL use_ps(IWineD3DStateBlockImpl *stateblock)
3432{
3433 return (stateblock->pixelShader && stateblock->device->ps_selected_mode != SHADER_NONE);
3434}
3435
3436void stretch_rect_fbo(IWineD3DDevice *iface, IWineD3DSurface *src_surface,
3437 const RECT *src_rect, IWineD3DSurface *dst_surface, const RECT *dst_rect,
3438 const WINED3DTEXTUREFILTERTYPE filter) DECLSPEC_HIDDEN;
3439
3440/* The WNDCLASS-Name for the fake window which we use to retrieve the GL capabilities */
3441#define WINED3D_OPENGL_WINDOW_CLASS_NAME "WineD3D_OpenGL"
3442
3443#define WINEMAKEFOURCC(ch0, ch1, ch2, ch3) \
3444 ((DWORD)(BYTE)(ch0) | ((DWORD)(BYTE)(ch1) << 8) | \
3445 ((DWORD)(BYTE)(ch2) << 16) | ((DWORD)(BYTE)(ch3) << 24 ))
3446
3447#define MAKEDWORD_VERSION(maj, min) (((maj & 0xffff) << 16) | (min & 0xffff))
3448
3449#ifdef RT_OS_DARWIN
3450void *MyNSGLGetProcAddress(const char *name);
3451#endif
3452
3453/** @def VBOX_CHECK_GL_CALL
3454 * Performs OpenGL call @a a_Expr and check glGetError.
3455 * Errors will be asserted in strict builds and hit the release log in
3456 * non-strict builds.
3457 * @param a_Expr The OpenGL call expression. Always executed!
3458 */
3459#ifdef VBOX_WITH_VMSVGA
3460# define VBOX_CHECK_GL_CALL(a_Expr) \
3461 do { \
3462 GLint rcCheckCall; \
3463 a_Expr; \
3464 rcCheckCall = glGetError(); \
3465 AssertLogRelMsg(rcCheckCall == GL_NO_ERROR, ("%s -> %#x\n", #a_Expr, rcCheckCall)); \
3466 } while (0)
3467#else
3468# define VBOX_CHECK_GL_CALL(a_Expr) do { a_Expr; } while (0)
3469#endif
3470
3471#endif
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