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source: vbox/trunk/src/VBox/Devices/Graphics/shaderlib/wined3d_private.h@ 64572

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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# ifdef _MSC_VER
50# include <iprt/win/windows.h>
51# else
52# include <windows.h>
53# undef cdecl /* see windef.h */
54# endif
55#endif
56#include "wine/debug.h"
57#include "wine/unicode.h"
58
59#ifndef VBOX_WINE_WITHOUT_LIBWINE
60#include "objbase.h"
61#endif
62#include "wine/wined3d.h"
63#include "wined3d_gl.h"
64#include "wine/list.h"
65#include "wine/rbtree.h"
66
67#include "vboxext.h"
68
69#ifdef VBOX_WITH_VMSVGA
70# ifndef LOG_GROUP
71# define LOG_GROUP LOG_GROUP_DEV_VMSVGA
72# endif
73# include <iprt/assert.h>
74# include <VBox/log.h>
75# include "winoverride.h"
76# include "shaderlib.h"
77#endif
78
79#ifdef VBOX_WITH_WDDM
80# include "vboxsharedrc.h"
81#endif
82
83#if defined(VBOX_WINE_WITH_SINGLE_CONTEXT) || defined(VBOX_WINE_WITH_SINGLE_SWAPCHAIN_CONTEXT)
84# define VBoxTlsRefGetImpl(_tls) (TlsGetValue((DWORD)(_tls)))
85# define VBoxTlsRefSetImpl(_tls, _val) (TlsSetValue((DWORD)(_tls), (_val)))
86# define VBoxTlsRefAssertImpl Assert
87# include <VBox/VBoxVideo3D.h>
88#endif
89
90/* Driver quirks */
91#define WINED3D_QUIRK_ARB_VS_OFFSET_LIMIT 0x00000001
92#define WINED3D_QUIRK_SET_TEXCOORD_W 0x00000002
93#define WINED3D_QUIRK_GLSL_CLIP_VARYING 0x00000004
94#define WINED3D_QUIRK_ALLOWS_SPECULAR_ALPHA 0x00000008
95#define WINED3D_QUIRK_NV_CLIP_BROKEN 0x00000010
96#define WINED3D_QUIRK_FBO_TEX_UPDATE 0x00000020
97#define WINED3D_QUIRK_FULLSIZE_BLIT 0x00000040
98#define WINED3D_QUIRK_FORCE_BLIT 0x00000080
99
100/* Texture format fixups */
101
102enum fixup_channel_source
103{
104 CHANNEL_SOURCE_ZERO = 0,
105 CHANNEL_SOURCE_ONE = 1,
106 CHANNEL_SOURCE_X = 2,
107 CHANNEL_SOURCE_Y = 3,
108 CHANNEL_SOURCE_Z = 4,
109 CHANNEL_SOURCE_W = 5,
110 CHANNEL_SOURCE_COMPLEX0 = 6,
111 CHANNEL_SOURCE_COMPLEX1 = 7,
112};
113
114enum complex_fixup
115{
116 COMPLEX_FIXUP_NONE = 0,
117 COMPLEX_FIXUP_YUY2 = 1,
118 COMPLEX_FIXUP_UYVY = 2,
119 COMPLEX_FIXUP_YV12 = 3,
120 COMPLEX_FIXUP_P8 = 4,
121};
122
123#include <pshpack2.h>
124struct color_fixup_desc
125{
126 unsigned x_sign_fixup : 1;
127 unsigned x_source : 3;
128 unsigned y_sign_fixup : 1;
129 unsigned y_source : 3;
130 unsigned z_sign_fixup : 1;
131 unsigned z_source : 3;
132 unsigned w_sign_fixup : 1;
133 unsigned w_source : 3;
134};
135#include <poppack.h>
136
137static const struct color_fixup_desc COLOR_FIXUP_IDENTITY =
138 {0, CHANNEL_SOURCE_X, 0, CHANNEL_SOURCE_Y, 0, CHANNEL_SOURCE_Z, 0, CHANNEL_SOURCE_W};
139
140static inline struct color_fixup_desc create_color_fixup_desc(
141 int sign0, enum fixup_channel_source src0, int sign1, enum fixup_channel_source src1,
142 int sign2, enum fixup_channel_source src2, int sign3, enum fixup_channel_source src3)
143{
144 struct color_fixup_desc fixup =
145 {
146 sign0, src0,
147 sign1, src1,
148 sign2, src2,
149 sign3, src3,
150 };
151 return fixup;
152}
153
154static inline struct color_fixup_desc create_complex_fixup_desc(enum complex_fixup complex_fixup)
155{
156 struct color_fixup_desc fixup =
157 {
158 0, complex_fixup & (1 << 0) ? CHANNEL_SOURCE_COMPLEX1 : CHANNEL_SOURCE_COMPLEX0,
159 0, complex_fixup & (1 << 1) ? CHANNEL_SOURCE_COMPLEX1 : CHANNEL_SOURCE_COMPLEX0,
160 0, complex_fixup & (1 << 2) ? CHANNEL_SOURCE_COMPLEX1 : CHANNEL_SOURCE_COMPLEX0,
161 0, complex_fixup & (1 << 3) ? CHANNEL_SOURCE_COMPLEX1 : CHANNEL_SOURCE_COMPLEX0,
162 };
163 return fixup;
164}
165
166static inline BOOL is_identity_fixup(struct color_fixup_desc fixup)
167{
168 return !memcmp(&fixup, &COLOR_FIXUP_IDENTITY, sizeof(fixup));
169}
170
171static inline BOOL is_complex_fixup(struct color_fixup_desc fixup)
172{
173 return fixup.x_source == CHANNEL_SOURCE_COMPLEX0 || fixup.x_source == CHANNEL_SOURCE_COMPLEX1;
174}
175
176static inline enum complex_fixup get_complex_fixup(struct color_fixup_desc fixup)
177{
178 enum complex_fixup complex_fixup = 0;
179 if (fixup.x_source == CHANNEL_SOURCE_COMPLEX1) complex_fixup |= (1 << 0);
180 if (fixup.y_source == CHANNEL_SOURCE_COMPLEX1) complex_fixup |= (1 << 1);
181 if (fixup.z_source == CHANNEL_SOURCE_COMPLEX1) complex_fixup |= (1 << 2);
182 if (fixup.w_source == CHANNEL_SOURCE_COMPLEX1) complex_fixup |= (1 << 3);
183 return complex_fixup;
184}
185
186void *wined3d_rb_alloc(size_t size) DECLSPEC_HIDDEN;
187void *wined3d_rb_realloc(void *ptr, size_t size) DECLSPEC_HIDDEN;
188void wined3d_rb_free(void *ptr) DECLSPEC_HIDDEN;
189
190/* Device caps */
191#define MAX_PALETTES 65536
192#define MAX_STREAMS 16
193#define MAX_TEXTURES 8
194#define MAX_FRAGMENT_SAMPLERS 16
195#define MAX_VERTEX_SAMPLERS 4
196#define MAX_COMBINED_SAMPLERS (MAX_FRAGMENT_SAMPLERS + MAX_VERTEX_SAMPLERS)
197#define MAX_ACTIVE_LIGHTS 8
198#define MAX_CLIPPLANES WINED3DMAXUSERCLIPPLANES
199
200struct min_lookup
201{
202 GLenum mip[WINED3DTEXF_LINEAR + 1];
203};
204
205extern const struct min_lookup minMipLookup[WINED3DTEXF_LINEAR + 1] DECLSPEC_HIDDEN;
206extern const struct min_lookup minMipLookup_noFilter[WINED3DTEXF_LINEAR + 1] DECLSPEC_HIDDEN;
207extern const struct min_lookup minMipLookup_noMip[WINED3DTEXF_LINEAR + 1] DECLSPEC_HIDDEN;
208extern const GLenum magLookup[WINED3DTEXF_LINEAR + 1] DECLSPEC_HIDDEN;
209extern const GLenum magLookup_noFilter[WINED3DTEXF_LINEAR + 1] DECLSPEC_HIDDEN;
210
211static inline GLenum wined3d_gl_mag_filter(const GLenum mag_lookup[], WINED3DTEXTUREFILTERTYPE mag_filter)
212{
213 return mag_lookup[mag_filter];
214}
215
216static inline GLenum wined3d_gl_min_mip_filter(const struct min_lookup min_mip_lookup[],
217 WINED3DTEXTUREFILTERTYPE min_filter, WINED3DTEXTUREFILTERTYPE mip_filter)
218{
219 return min_mip_lookup[min_filter].mip[mip_filter];
220}
221
222/* float_16_to_32() and float_32_to_16() (see implementation in
223 * surface_base.c) convert 16 bit floats in the FLOAT16 data type
224 * to standard C floats and vice versa. They do not depend on the encoding
225 * of the C float, so they are platform independent, but slow. On x86 and
226 * other IEEE 754 compliant platforms the conversion can be accelerated by
227 * bit shifting the exponent and mantissa. There are also some SSE-based
228 * assembly routines out there.
229 *
230 * See GL_NV_half_float for a reference of the FLOAT16 / GL_HALF format
231 */
232static inline float float_16_to_32(const unsigned short *in) {
233 unsigned long fNaN = 0x7fc00000;
234 unsigned long fNegInf = 0xff800000;
235 unsigned long fInf = 0x7f800000;
236
237 const unsigned short s = ((*in) & 0x8000);
238 const unsigned short e = ((*in) & 0x7C00) >> 10;
239 const unsigned short m = (*in) & 0x3FF;
240 const float sgn = (s ? -1.0f : 1.0f);
241
242 if(e == 0) {
243 if(m == 0) return sgn * 0.0f; /* +0.0 or -0.0 */
244 else return sgn * pow(2, -14.0f) * ((float)m / 1024.0f);
245 } else if(e < 31) {
246 return sgn * pow(2, (float)e - 15.0f) * (1.0f + ((float)m / 1024.0f));
247 } else {
248 if(m == 0) return sgn>0? *(float*)(&fInf) : *(float*)(&fNegInf); //sgn / 0.0f; /* +INF / -INF */
249 else return *(float*)(&fNaN); //0.0f / 0.0f; /* NAN */
250 }
251}
252
253static inline float float_24_to_32(DWORD in)
254{
255 const float sgn = in & 0x800000 ? -1.0f : 1.0f;
256 const unsigned short e = (in & 0x780000) >> 19;
257 const unsigned short m = in & 0x7ffff;
258 unsigned long fNaN = 0x7fc00000;
259 unsigned long fNegInf = 0xff800000;
260 unsigned long fInf = 0x7f800000;
261
262 if (e == 0)
263 {
264 if (m == 0) return sgn * 0.0f; /* +0.0 or -0.0 */
265 else return sgn * pow(2, -6.0f) * ((float)m / 524288.0f);
266 }
267 else if (e < 15)
268 {
269 return sgn * pow(2, (float)e - 7.0f) * (1.0f + ((float)m / 524288.0f));
270 }
271 else
272 {
273 if (m == 0) return sgn>0? *(float*)(&fInf) : *(float*)(&fNegInf); //sgn / 0.0f; /* +INF / -INF */
274 else return *(float*)(&fNaN); //0.0f / 0.0f; /* NAN */
275 }
276}
277
278/**
279 * Settings
280 */
281#define VS_NONE 0
282#define VS_HW 1
283
284#define PS_NONE 0
285#define PS_HW 1
286
287#define VBO_NONE 0
288#define VBO_HW 1
289
290#define ORM_BACKBUFFER 0
291#define ORM_FBO 1
292
293#define SHADER_ARB 1
294#define SHADER_GLSL 2
295#define SHADER_ATI 3
296#define SHADER_NONE 4
297
298#define RTL_DISABLE -1
299#define RTL_READDRAW 1
300#define RTL_READTEX 2
301
302#define PCI_VENDOR_NONE 0xffff /* e.g. 0x8086 for Intel and 0x10de for Nvidia */
303#define PCI_DEVICE_NONE 0xffff /* e.g. 0x14f for a Geforce6200 */
304
305/* NOTE: When adding fields to this structure, make sure to update the default
306 * values in wined3d_main.c as well. */
307typedef struct wined3d_settings_s {
308/* vertex and pixel shader modes */
309 int vs_mode;
310 int ps_mode;
311/* Ideally, we don't want the user to have to request GLSL. If the hardware supports GLSL,
312 we should use it. However, until it's fully implemented, we'll leave it as a registry
313 setting for developers. */
314 BOOL glslRequested;
315 int offscreen_rendering_mode;
316 int rendertargetlock_mode;
317 unsigned short pci_vendor_id;
318 unsigned short pci_device_id;
319/* Memory tracking and object counting */
320 unsigned int emulated_textureram;
321 char *logo;
322 int allow_multisampling;
323 BOOL strict_draw_ordering;
324} wined3d_settings_t;
325
326extern wined3d_settings_t wined3d_settings DECLSPEC_HIDDEN;
327
328typedef enum _WINED3DSAMPLER_TEXTURE_TYPE
329{
330 WINED3DSTT_UNKNOWN = 0,
331 WINED3DSTT_1D = 1,
332 WINED3DSTT_2D = 2,
333 WINED3DSTT_CUBE = 3,
334 WINED3DSTT_VOLUME = 4,
335} WINED3DSAMPLER_TEXTURE_TYPE;
336
337typedef enum _WINED3DSHADER_PARAM_REGISTER_TYPE
338{
339 WINED3DSPR_TEMP = 0,
340 WINED3DSPR_INPUT = 1,
341 WINED3DSPR_CONST = 2,
342 WINED3DSPR_ADDR = 3,
343 WINED3DSPR_TEXTURE = 3,
344 WINED3DSPR_RASTOUT = 4,
345 WINED3DSPR_ATTROUT = 5,
346 WINED3DSPR_TEXCRDOUT = 6,
347 WINED3DSPR_OUTPUT = 6,
348 WINED3DSPR_CONSTINT = 7,
349 WINED3DSPR_COLOROUT = 8,
350 WINED3DSPR_DEPTHOUT = 9,
351 WINED3DSPR_SAMPLER = 10,
352 WINED3DSPR_CONST2 = 11,
353 WINED3DSPR_CONST3 = 12,
354 WINED3DSPR_CONST4 = 13,
355 WINED3DSPR_CONSTBOOL = 14,
356 WINED3DSPR_LOOP = 15,
357 WINED3DSPR_TEMPFLOAT16 = 16,
358 WINED3DSPR_MISCTYPE = 17,
359 WINED3DSPR_LABEL = 18,
360 WINED3DSPR_PREDICATE = 19,
361 WINED3DSPR_IMMCONST,
362 WINED3DSPR_CONSTBUFFER,
363} WINED3DSHADER_PARAM_REGISTER_TYPE;
364
365enum wined3d_immconst_type
366{
367 WINED3D_IMMCONST_FLOAT,
368 WINED3D_IMMCONST_FLOAT4,
369};
370
371#define WINED3DSP_NOSWIZZLE (0 | (1 << 2) | (2 << 4) | (3 << 6))
372
373typedef enum _WINED3DSHADER_PARAM_SRCMOD_TYPE
374{
375 WINED3DSPSM_NONE = 0,
376 WINED3DSPSM_NEG = 1,
377 WINED3DSPSM_BIAS = 2,
378 WINED3DSPSM_BIASNEG = 3,
379 WINED3DSPSM_SIGN = 4,
380 WINED3DSPSM_SIGNNEG = 5,
381 WINED3DSPSM_COMP = 6,
382 WINED3DSPSM_X2 = 7,
383 WINED3DSPSM_X2NEG = 8,
384 WINED3DSPSM_DZ = 9,
385 WINED3DSPSM_DW = 10,
386 WINED3DSPSM_ABS = 11,
387 WINED3DSPSM_ABSNEG = 12,
388 WINED3DSPSM_NOT = 13,
389} WINED3DSHADER_PARAM_SRCMOD_TYPE;
390
391#define WINED3DSP_WRITEMASK_0 0x1 /* .x r */
392#define WINED3DSP_WRITEMASK_1 0x2 /* .y g */
393#define WINED3DSP_WRITEMASK_2 0x4 /* .z b */
394#define WINED3DSP_WRITEMASK_3 0x8 /* .w a */
395#define WINED3DSP_WRITEMASK_ALL 0xf /* all */
396
397typedef enum _WINED3DSHADER_PARAM_DSTMOD_TYPE
398{
399 WINED3DSPDM_NONE = 0,
400 WINED3DSPDM_SATURATE = 1,
401 WINED3DSPDM_PARTIALPRECISION = 2,
402 WINED3DSPDM_MSAMPCENTROID = 4,
403} WINED3DSHADER_PARAM_DSTMOD_TYPE;
404
405/* Undocumented opcode control to identify projective texture lookups in ps 2.0 and later */
406#define WINED3DSI_TEXLD_PROJECT 1
407#define WINED3DSI_TEXLD_BIAS 2
408
409typedef enum COMPARISON_TYPE
410{
411 COMPARISON_GT = 1,
412 COMPARISON_EQ = 2,
413 COMPARISON_GE = 3,
414 COMPARISON_LT = 4,
415 COMPARISON_NE = 5,
416 COMPARISON_LE = 6,
417} COMPARISON_TYPE;
418
419#define WINED3D_SM1_VS 0xfffe
420#define WINED3D_SM1_PS 0xffff
421#define WINED3D_SM4_PS 0x0000
422#define WINED3D_SM4_VS 0x0001
423#define WINED3D_SM4_GS 0x0002
424
425/* Shader version tokens, and shader end tokens */
426#define WINED3DPS_VERSION(major, minor) ((WINED3D_SM1_PS << 16) | ((major) << 8) | (minor))
427#define WINED3DVS_VERSION(major, minor) ((WINED3D_SM1_VS << 16) | ((major) << 8) | (minor))
428
429/* Shader backends */
430
431/* TODO: Make this dynamic, based on shader limits ? */
432#define MAX_ATTRIBS 16
433#define MAX_REG_ADDR 1
434#define MAX_REG_TEMP 32
435#define MAX_REG_TEXCRD 8
436#define MAX_REG_INPUT 12
437#define MAX_REG_OUTPUT 12
438#define MAX_CONST_I 16
439#define MAX_CONST_B 16
440
441/* FIXME: This needs to go up to 2048 for
442 * Shader model 3 according to msdn (and for software shaders) */
443#define MAX_LABELS 16
444
445#define SHADER_PGMSIZE 65535
446
447struct wined3d_shader_buffer
448{
449 char *buffer;
450 unsigned int bsize;
451 unsigned int lineNo;
452 BOOL newline;
453};
454
455enum WINED3D_SHADER_INSTRUCTION_HANDLER
456{
457 WINED3DSIH_ABS,
458 WINED3DSIH_ADD,
459 WINED3DSIH_BEM,
460 WINED3DSIH_BREAK,
461 WINED3DSIH_BREAKC,
462 WINED3DSIH_BREAKP,
463 WINED3DSIH_CALL,
464 WINED3DSIH_CALLNZ,
465 WINED3DSIH_CMP,
466 WINED3DSIH_CND,
467 WINED3DSIH_CRS,
468 WINED3DSIH_CUT,
469 WINED3DSIH_DCL,
470 WINED3DSIH_DEF,
471 WINED3DSIH_DEFB,
472 WINED3DSIH_DEFI,
473 WINED3DSIH_DP2ADD,
474 WINED3DSIH_DP3,
475 WINED3DSIH_DP4,
476 WINED3DSIH_DST,
477 WINED3DSIH_DSX,
478 WINED3DSIH_DSY,
479 WINED3DSIH_ELSE,
480 WINED3DSIH_EMIT,
481 WINED3DSIH_ENDIF,
482 WINED3DSIH_ENDLOOP,
483 WINED3DSIH_ENDREP,
484 WINED3DSIH_EXP,
485 WINED3DSIH_EXPP,
486 WINED3DSIH_FRC,
487 WINED3DSIH_IADD,
488 WINED3DSIH_IF,
489 WINED3DSIH_IFC,
490 WINED3DSIH_IGE,
491 WINED3DSIH_LABEL,
492 WINED3DSIH_LIT,
493 WINED3DSIH_LOG,
494 WINED3DSIH_LOGP,
495 WINED3DSIH_LOOP,
496 WINED3DSIH_LRP,
497 WINED3DSIH_LT,
498 WINED3DSIH_M3x2,
499 WINED3DSIH_M3x3,
500 WINED3DSIH_M3x4,
501 WINED3DSIH_M4x3,
502 WINED3DSIH_M4x4,
503 WINED3DSIH_MAD,
504 WINED3DSIH_MAX,
505 WINED3DSIH_MIN,
506 WINED3DSIH_MOV,
507 WINED3DSIH_MOVA,
508 WINED3DSIH_MUL,
509 WINED3DSIH_NOP,
510 WINED3DSIH_NRM,
511 WINED3DSIH_PHASE,
512 WINED3DSIH_POW,
513 WINED3DSIH_RCP,
514 WINED3DSIH_REP,
515 WINED3DSIH_RET,
516 WINED3DSIH_RSQ,
517 WINED3DSIH_SETP,
518 WINED3DSIH_SGE,
519 WINED3DSIH_SGN,
520 WINED3DSIH_SINCOS,
521 WINED3DSIH_SLT,
522 WINED3DSIH_SUB,
523 WINED3DSIH_TEX,
524 WINED3DSIH_TEXBEM,
525 WINED3DSIH_TEXBEML,
526 WINED3DSIH_TEXCOORD,
527 WINED3DSIH_TEXDEPTH,
528 WINED3DSIH_TEXDP3,
529 WINED3DSIH_TEXDP3TEX,
530 WINED3DSIH_TEXKILL,
531 WINED3DSIH_TEXLDD,
532 WINED3DSIH_TEXLDL,
533 WINED3DSIH_TEXM3x2DEPTH,
534 WINED3DSIH_TEXM3x2PAD,
535 WINED3DSIH_TEXM3x2TEX,
536 WINED3DSIH_TEXM3x3,
537 WINED3DSIH_TEXM3x3DIFF,
538 WINED3DSIH_TEXM3x3PAD,
539 WINED3DSIH_TEXM3x3SPEC,
540 WINED3DSIH_TEXM3x3TEX,
541 WINED3DSIH_TEXM3x3VSPEC,
542 WINED3DSIH_TEXREG2AR,
543 WINED3DSIH_TEXREG2GB,
544 WINED3DSIH_TEXREG2RGB,
545 WINED3DSIH_TABLE_SIZE
546};
547
548enum wined3d_shader_type
549{
550 WINED3D_SHADER_TYPE_PIXEL,
551 WINED3D_SHADER_TYPE_VERTEX,
552 WINED3D_SHADER_TYPE_GEOMETRY,
553};
554
555struct wined3d_shader_version
556{
557 enum wined3d_shader_type type;
558 BYTE major;
559 BYTE minor;
560};
561
562#define WINED3D_SHADER_VERSION(major, minor) (((major) << 8) | (minor))
563
564typedef struct shader_reg_maps
565{
566 struct wined3d_shader_version shader_version;
567 BYTE texcoord; /* MAX_REG_TEXCRD, 8 */
568 BYTE address; /* MAX_REG_ADDR, 1 */
569 WORD labels; /* MAX_LABELS, 16 */
570 DWORD temporary; /* MAX_REG_TEMP, 32 */
571 DWORD *constf; /* pixel, vertex */
572 DWORD texcoord_mask[MAX_REG_TEXCRD]; /* vertex < 3.0 */
573 WORD input_registers; /* max(MAX_REG_INPUT, MAX_ATTRIBS), 16 */
574 WORD output_registers; /* MAX_REG_OUTPUT, 12 */
575 WORD integer_constants; /* MAX_CONST_I, 16 */
576 WORD boolean_constants; /* MAX_CONST_B, 16 */
577 WORD local_int_consts; /* MAX_CONST_I, 16 */
578 WORD local_bool_consts; /* MAX_CONST_B, 16 */
579
580 WINED3DSAMPLER_TEXTURE_TYPE sampler_type[max(MAX_FRAGMENT_SAMPLERS, MAX_VERTEX_SAMPLERS)];
581 BYTE bumpmat; /* MAX_TEXTURES, 8 */
582 BYTE luminanceparams; /* MAX_TEXTURES, 8 */
583
584 WORD usesnrm : 1;
585 WORD vpos : 1;
586 WORD usesdsx : 1;
587 WORD usesdsy : 1;
588 WORD usestexldd : 1;
589 WORD usesmova : 1;
590 WORD usesfacing : 1;
591 WORD usesrelconstF : 1;
592 WORD fog : 1;
593 WORD usestexldl : 1;
594 WORD usesifc : 1;
595 WORD usescall : 1;
596 WORD padding : 4;
597
598 /* Whether or not loops are used in this shader, and nesting depth */
599 unsigned loop_depth;
600 unsigned highest_render_target;
601
602} shader_reg_maps;
603
604struct wined3d_shader_context
605{
606 IWineD3DBaseShader *shader;
607 const struct wined3d_gl_info *gl_info;
608 const struct shader_reg_maps *reg_maps;
609 struct wined3d_shader_buffer *buffer;
610 void *backend_data;
611};
612
613struct wined3d_shader_register
614{
615 WINED3DSHADER_PARAM_REGISTER_TYPE type;
616 UINT idx;
617 UINT array_idx;
618 const struct wined3d_shader_src_param *rel_addr;
619 enum wined3d_immconst_type immconst_type;
620 DWORD immconst_data[4];
621};
622
623struct wined3d_shader_dst_param
624{
625 struct wined3d_shader_register reg;
626 DWORD write_mask;
627 DWORD modifiers;
628 DWORD shift;
629};
630
631struct wined3d_shader_src_param
632{
633 struct wined3d_shader_register reg;
634 DWORD swizzle;
635 DWORD modifiers;
636};
637
638struct wined3d_shader_instruction
639{
640 const struct wined3d_shader_context *ctx;
641 enum WINED3D_SHADER_INSTRUCTION_HANDLER handler_idx;
642 DWORD flags;
643 BOOL coissue;
644 DWORD predicate;
645 UINT dst_count;
646 const struct wined3d_shader_dst_param *dst;
647 UINT src_count;
648 const struct wined3d_shader_src_param *src;
649};
650
651struct wined3d_shader_semantic
652{
653 WINED3DDECLUSAGE usage;
654 UINT usage_idx;
655 WINED3DSAMPLER_TEXTURE_TYPE sampler_type;
656 struct wined3d_shader_dst_param reg;
657};
658
659struct wined3d_shader_attribute
660{
661 WINED3DDECLUSAGE usage;
662 UINT usage_idx;
663};
664
665struct wined3d_shader_loop_control
666{
667 unsigned int count;
668 unsigned int start;
669 int step;
670};
671
672struct wined3d_shader_frontend
673{
674 void *(*shader_init)(const DWORD *ptr, const struct wined3d_shader_signature *output_signature);
675 void (*shader_free)(void *data);
676 void (*shader_read_header)(void *data, const DWORD **ptr, struct wined3d_shader_version *shader_version);
677 void (*shader_read_opcode)(void *data, const DWORD **ptr, struct wined3d_shader_instruction *ins, UINT *param_size);
678 void (*shader_read_src_param)(void *data, const DWORD **ptr, struct wined3d_shader_src_param *src_param,
679 struct wined3d_shader_src_param *src_rel_addr);
680 void (*shader_read_dst_param)(void *data, const DWORD **ptr, struct wined3d_shader_dst_param *dst_param,
681 struct wined3d_shader_src_param *dst_rel_addr);
682 void (*shader_read_semantic)(const DWORD **ptr, struct wined3d_shader_semantic *semantic);
683 void (*shader_read_comment)(const DWORD **ptr, const char **comment, UINT *comment_size);
684 BOOL (*shader_is_end)(void *data, const DWORD **ptr);
685};
686
687extern const struct wined3d_shader_frontend sm1_shader_frontend DECLSPEC_HIDDEN;
688extern const struct wined3d_shader_frontend sm4_shader_frontend DECLSPEC_HIDDEN;
689
690typedef void (*SHADER_HANDLER)(const struct wined3d_shader_instruction *);
691
692struct shader_caps {
693 DWORD VertexShaderVersion;
694 DWORD MaxVertexShaderConst;
695
696 DWORD PixelShaderVersion;
697 float PixelShader1xMaxValue;
698 DWORD MaxPixelShaderConst;
699
700 WINED3DVSHADERCAPS2_0 VS20Caps;
701 WINED3DPSHADERCAPS2_0 PS20Caps;
702
703 DWORD MaxVShaderInstructionsExecuted;
704 DWORD MaxPShaderInstructionsExecuted;
705 DWORD MaxVertexShader30InstructionSlots;
706 DWORD MaxPixelShader30InstructionSlots;
707
708 BOOL VSClipping;
709};
710
711enum tex_types
712{
713 tex_1d = 0,
714 tex_2d = 1,
715 tex_3d = 2,
716 tex_cube = 3,
717 tex_rect = 4,
718 tex_type_count = 5,
719};
720
721enum vertexprocessing_mode {
722 fixedfunction,
723 vertexshader,
724 pretransformed
725};
726
727#define WINED3D_CONST_NUM_UNUSED ~0U
728
729enum fogmode {
730 FOG_OFF,
731 FOG_LINEAR,
732 FOG_EXP,
733 FOG_EXP2
734};
735
736struct wined3d_context;
737
738#define WINED3D_PSARGS_PROJECTED (1<<3)
739#define WINED3D_PSARGS_TEXTRANSFORM_SHIFT 4
740#define WINED3D_PSARGS_TEXTRANSFORM_MASK 0xF
741
742/* Stateblock dependent parameters which have to be hardcoded
743 * into the shader code
744 */
745struct ps_compile_args {
746 struct color_fixup_desc color_fixup[MAX_FRAGMENT_SAMPLERS];
747 enum vertexprocessing_mode vp_mode;
748 enum fogmode fog;
749 /* Projected textures(ps 1.0-1.3) */
750 WORD tex_transform;
751 /* Texture types(2D, Cube, 3D) in ps 1.x */
752 WORD srgb_correction;
753 WORD np2_fixup;
754 /* Bitmap for NP2 texcoord fixups (16 samplers max currently).
755 D3D9 has a limit of 16 samplers and the fixup is superfluous
756 in D3D10 (unconditional NP2 support mandatory). */
757 WORD t_mirror;
758};
759
760enum fog_src_type {
761 VS_FOG_Z = 0,
762 VS_FOG_COORD = 1
763};
764
765struct vs_compile_args {
766 BYTE fog_src;
767 BYTE clip_enabled;
768 WORD swizzle_map; /* MAX_ATTRIBS, 16 */
769};
770
771typedef struct {
772 void (*shader_handle_instruction)(const struct wined3d_shader_instruction *);
773 void (*shader_select)(const struct wined3d_context *context, BOOL usePS, BOOL useVS);
774 void (*shader_select_depth_blt)(IWineD3DDevice *iface, enum tex_types tex_type);
775 void (*shader_deselect_depth_blt)(IWineD3DDevice *iface);
776 void (*shader_update_float_vertex_constants)(IWineD3DDevice *iface, UINT start, UINT count);
777 void (*shader_update_float_pixel_constants)(IWineD3DDevice *iface, UINT start, UINT count);
778 void (*shader_load_constants)(const struct wined3d_context *context, char usePS, char useVS);
779 void (*shader_load_np2fixup_constants)(IWineD3DDevice *iface, char usePS, char useVS);
780 void (*shader_destroy)(IWineD3DBaseShader *iface);
781 HRESULT (*shader_alloc_private)(IWineD3DDevice *iface);
782 void (*shader_free_private)(IWineD3DDevice *iface);
783 BOOL (*shader_dirtifyable_constants)(IWineD3DDevice *iface);
784 void (*shader_get_caps)(const struct wined3d_gl_info *gl_info, struct shader_caps *caps);
785 BOOL (*shader_color_fixup_supported)(struct color_fixup_desc fixup);
786 void (*shader_add_instruction_modifiers)(const struct wined3d_shader_instruction *ins);
787} shader_backend_t;
788
789extern const shader_backend_t glsl_shader_backend DECLSPEC_HIDDEN;
790extern const shader_backend_t arb_program_shader_backend DECLSPEC_HIDDEN;
791extern const shader_backend_t none_shader_backend DECLSPEC_HIDDEN;
792
793/* X11 locking */
794
795extern void (* CDECL wine_tsx11_lock_ptr)(void) DECLSPEC_HIDDEN;
796extern void (* CDECL wine_tsx11_unlock_ptr)(void) DECLSPEC_HIDDEN;
797
798/* As GLX relies on X, this is needed */
799extern int num_lock DECLSPEC_HIDDEN;
800
801#if 0
802#define ENTER_GL() ++num_lock; if (num_lock > 1) FIXME("Recursive use of GL lock to: %d\n", num_lock); wine_tsx11_lock_ptr()
803#define LEAVE_GL() if (num_lock != 1) FIXME("Recursive use of GL lock: %d\n", num_lock); --num_lock; wine_tsx11_unlock_ptr()
804#else
805#define ENTER_GL() wine_tsx11_lock_ptr()
806#define LEAVE_GL() wine_tsx11_unlock_ptr()
807#endif
808
809/*****************************************************************************
810 * Defines
811 */
812
813/* GL related defines */
814/* ------------------ */
815#define GL_EXTCALL(FuncName) (GLINFO_LOCATION.FuncName)
816
817#define D3DCOLOR_B_R(dw) (((dw) >> 16) & 0xFF)
818#define D3DCOLOR_B_G(dw) (((dw) >> 8) & 0xFF)
819#define D3DCOLOR_B_B(dw) (((dw) >> 0) & 0xFF)
820#define D3DCOLOR_B_A(dw) (((dw) >> 24) & 0xFF)
821
822#define D3DCOLOR_R(dw) (((float) (((dw) >> 16) & 0xFF)) / 255.0f)
823#define D3DCOLOR_G(dw) (((float) (((dw) >> 8) & 0xFF)) / 255.0f)
824#define D3DCOLOR_B(dw) (((float) (((dw) >> 0) & 0xFF)) / 255.0f)
825#define D3DCOLOR_A(dw) (((float) (((dw) >> 24) & 0xFF)) / 255.0f)
826
827#define D3DCOLORTOGLFLOAT4(dw, vec) do { \
828 (vec)[0] = D3DCOLOR_R(dw); \
829 (vec)[1] = D3DCOLOR_G(dw); \
830 (vec)[2] = D3DCOLOR_B(dw); \
831 (vec)[3] = D3DCOLOR_A(dw); \
832} while(0)
833
834/* DirectX Device Limits */
835/* --------------------- */
836#define MAX_MIP_LEVELS 32 /* Maximum number of mipmap levels. */
837#define HIGHEST_TRANSFORMSTATE WINED3DTS_WORLDMATRIX(255) /* Highest value in WINED3DTRANSFORMSTATETYPE */
838
839/* Checking of API calls */
840/* --------------------- */
841#ifndef WINE_NO_DEBUG_MSGS
842# ifdef VBOX_WITH_VMSVGA
843# define checkGLcall(A) \
844do { \
845 GLint err; \
846 if(!__WINE_IS_DEBUG_ON(_FIXME, __wine_dbch___default)) break; \
847 err = glGetError(); \
848 if (err == GL_NO_ERROR) { \
849 TRACE("%s call ok %s / %d\n", A, __FILE__, __LINE__); \
850 \
851 } else { \
852 ERR(">>>>>>>>>>>>>>>>> %s (%#x) from %s @ %s / %d\n", \
853 debug_glerror(err), err, A, __FILE__, __LINE__); \
854 } \
855} while(0)
856# else
857# define checkGLcall(A) \
858do { \
859 GLint err; \
860 if(!__WINE_IS_DEBUG_ON(_FIXME, __wine_dbch___default)) break; \
861 err = glGetError(); \
862 if (err == GL_NO_ERROR) { \
863 TRACE("%s call ok %s / %d\n", A, __FILE__, __LINE__); \
864 \
865 } else do { \
866 ERR(">>>>>>>>>>>>>>>>> %s (%#x) from %s @ %s / %d\n", \
867 debug_glerror(err), err, A, __FILE__, __LINE__); \
868 err = glGetError(); \
869 } while (err != GL_NO_ERROR); \
870} while(0)
871# endif
872#else
873#define checkGLcall(A) do {} while(0)
874#endif
875
876/* Trace routines / diagnostics */
877/* ---------------------------- */
878
879/* Dump out a matrix and copy it */
880#define conv_mat(mat,gl_mat) \
881do { \
882 TRACE("%f %f %f %f\n", (mat)->u.s._11, (mat)->u.s._12, (mat)->u.s._13, (mat)->u.s._14); \
883 TRACE("%f %f %f %f\n", (mat)->u.s._21, (mat)->u.s._22, (mat)->u.s._23, (mat)->u.s._24); \
884 TRACE("%f %f %f %f\n", (mat)->u.s._31, (mat)->u.s._32, (mat)->u.s._33, (mat)->u.s._34); \
885 TRACE("%f %f %f %f\n", (mat)->u.s._41, (mat)->u.s._42, (mat)->u.s._43, (mat)->u.s._44); \
886 memcpy(gl_mat, (mat), 16 * sizeof(float)); \
887} while (0)
888
889/* Trace vector and strided data information */
890#define TRACE_STRIDED(si, name) do { if (si->use_map & (1 << name)) \
891 TRACE( #name "=(data:%p, stride:%d, format:%#x, vbo %d, stream %u)\n", \
892 si->elements[name].data, si->elements[name].stride, si->elements[name].format_desc->format, \
893 si->elements[name].buffer_object, si->elements[name].stream_idx); } while(0)
894
895/* Advance declaration of structures to satisfy compiler */
896typedef struct IWineD3DStateBlockImpl IWineD3DStateBlockImpl;
897typedef struct IWineD3DSurfaceImpl IWineD3DSurfaceImpl;
898typedef struct IWineD3DPaletteImpl IWineD3DPaletteImpl;
899typedef struct IWineD3DDeviceImpl IWineD3DDeviceImpl;
900typedef struct IWineD3DSwapChainImpl IWineD3DSwapChainImpl;
901
902/* Global variables */
903extern const float identity[16] DECLSPEC_HIDDEN;
904
905/*****************************************************************************
906 * Compilable extra diagnostics
907 */
908
909/* TODO: Confirm each of these works when wined3d move completed */
910#if 0 /* NOTE: Must be 0 in cvs */
911 /* To avoid having to get gigabytes of trace, the following can be compiled in, and at the start
912 of each frame, a check is made for the existence of C:\D3DTRACE, and if it exists d3d trace
913 is enabled, and if it doesn't exist it is disabled. */
914# define FRAME_DEBUGGING
915 /* Adding in the SINGLE_FRAME_DEBUGGING gives a trace of just what makes up a single frame, before
916 the file is deleted */
917# if 1 /* NOTE: Must be 1 in cvs, as this is mostly more useful than a trace from program start */
918# define SINGLE_FRAME_DEBUGGING
919# endif
920 /* The following, when enabled, lets you see the makeup of the frame, by drawprimitive calls.
921 It can only be enabled when FRAME_DEBUGGING is also enabled
922 The contents of the back buffer are written into /tmp/backbuffer_* after each primitive
923 array is drawn. */
924# if 0 /* NOTE: Must be 0 in cvs, as this give a lot of ppm files when compiled in */
925# define SHOW_FRAME_MAKEUP 1
926# endif
927 /* The following, when enabled, lets you see the makeup of the all the textures used during each
928 of the drawprimitive calls. It can only be enabled when SHOW_FRAME_MAKEUP is also enabled.
929 The contents of the textures assigned to each stage are written into
930 /tmp/texture_*_<Stage>.ppm after each primitive array is drawn. */
931# if 0 /* NOTE: Must be 0 in cvs, as this give a lot of ppm files when compiled in */
932# define SHOW_TEXTURE_MAKEUP 0
933# endif
934extern BOOL isOn;
935extern BOOL isDumpingFrames;
936extern LONG primCounter;
937#endif
938
939enum wined3d_ffp_idx
940{
941 WINED3D_FFP_POSITION = 0,
942 WINED3D_FFP_BLENDWEIGHT = 1,
943 WINED3D_FFP_BLENDINDICES = 2,
944 WINED3D_FFP_NORMAL = 3,
945 WINED3D_FFP_PSIZE = 4,
946 WINED3D_FFP_DIFFUSE = 5,
947 WINED3D_FFP_SPECULAR = 6,
948 WINED3D_FFP_TEXCOORD0 = 7,
949 WINED3D_FFP_TEXCOORD1 = 8,
950 WINED3D_FFP_TEXCOORD2 = 9,
951 WINED3D_FFP_TEXCOORD3 = 10,
952 WINED3D_FFP_TEXCOORD4 = 11,
953 WINED3D_FFP_TEXCOORD5 = 12,
954 WINED3D_FFP_TEXCOORD6 = 13,
955 WINED3D_FFP_TEXCOORD7 = 14,
956};
957
958enum wined3d_ffp_emit_idx
959{
960 WINED3D_FFP_EMIT_FLOAT1 = 0,
961 WINED3D_FFP_EMIT_FLOAT2 = 1,
962 WINED3D_FFP_EMIT_FLOAT3 = 2,
963 WINED3D_FFP_EMIT_FLOAT4 = 3,
964 WINED3D_FFP_EMIT_D3DCOLOR = 4,
965 WINED3D_FFP_EMIT_UBYTE4 = 5,
966 WINED3D_FFP_EMIT_SHORT2 = 6,
967 WINED3D_FFP_EMIT_SHORT4 = 7,
968 WINED3D_FFP_EMIT_UBYTE4N = 8,
969 WINED3D_FFP_EMIT_SHORT2N = 9,
970 WINED3D_FFP_EMIT_SHORT4N = 10,
971 WINED3D_FFP_EMIT_USHORT2N = 11,
972 WINED3D_FFP_EMIT_USHORT4N = 12,
973 WINED3D_FFP_EMIT_UDEC3 = 13,
974 WINED3D_FFP_EMIT_DEC3N = 14,
975 WINED3D_FFP_EMIT_FLOAT16_2 = 15,
976 WINED3D_FFP_EMIT_FLOAT16_4 = 16,
977 WINED3D_FFP_EMIT_COUNT = 17
978};
979
980struct wined3d_stream_info_element
981{
982 const struct wined3d_format_desc *format_desc;
983 GLsizei stride;
984 const BYTE *data;
985 UINT stream_idx;
986 GLuint buffer_object;
987};
988
989struct wined3d_stream_info
990{
991 struct wined3d_stream_info_element elements[MAX_ATTRIBS];
992 BOOL position_transformed;
993 WORD swizzle_map; /* MAX_ATTRIBS, 16 */
994 WORD use_map; /* MAX_ATTRIBS, 16 */
995};
996
997/*****************************************************************************
998 * Prototypes
999 */
1000
1001/* Routine common to the draw primitive and draw indexed primitive routines */
1002void drawPrimitive(IWineD3DDevice *iface, UINT index_count,
1003 UINT start_idx, UINT idxBytes, const void *idxData) DECLSPEC_HIDDEN;
1004DWORD get_flexible_vertex_size(DWORD d3dvtVertexType) DECLSPEC_HIDDEN;
1005
1006typedef void (WINE_GLAPI *glAttribFunc)(const void *data);
1007typedef void (WINE_GLAPI *glMultiTexCoordFunc)(GLenum unit, const void *data);
1008extern glAttribFunc position_funcs[WINED3D_FFP_EMIT_COUNT] DECLSPEC_HIDDEN;
1009extern glAttribFunc diffuse_funcs[WINED3D_FFP_EMIT_COUNT] DECLSPEC_HIDDEN;
1010extern glAttribFunc specular_func_3ubv DECLSPEC_HIDDEN;
1011extern glAttribFunc specular_funcs[WINED3D_FFP_EMIT_COUNT] DECLSPEC_HIDDEN;
1012extern glAttribFunc normal_funcs[WINED3D_FFP_EMIT_COUNT] DECLSPEC_HIDDEN;
1013extern glMultiTexCoordFunc multi_texcoord_funcs[WINED3D_FFP_EMIT_COUNT] DECLSPEC_HIDDEN;
1014
1015#define eps 1e-8
1016
1017#define GET_TEXCOORD_SIZE_FROM_FVF(d3dvtVertexType, tex_num) \
1018 (((((d3dvtVertexType) >> (16 + (2 * (tex_num)))) + 1) & 0x03) + 1)
1019
1020/* Routines and structures related to state management */
1021
1022#define STATE_RENDER(a) (a)
1023#define STATE_IS_RENDER(a) ((a) >= STATE_RENDER(1) && (a) <= STATE_RENDER(WINEHIGHEST_RENDER_STATE))
1024
1025#define STATE_TEXTURESTAGE(stage, num) (STATE_RENDER(WINEHIGHEST_RENDER_STATE) + 1 + (stage) * (WINED3D_HIGHEST_TEXTURE_STATE + 1) + (num))
1026#define STATE_IS_TEXTURESTAGE(a) ((a) >= STATE_TEXTURESTAGE(0, 1) && (a) <= STATE_TEXTURESTAGE(MAX_TEXTURES - 1, WINED3D_HIGHEST_TEXTURE_STATE))
1027
1028/* + 1 because samplers start with 0 */
1029#define STATE_SAMPLER(num) (STATE_TEXTURESTAGE(MAX_TEXTURES - 1, WINED3D_HIGHEST_TEXTURE_STATE) + 1 + (num))
1030#define STATE_IS_SAMPLER(num) ((num) >= STATE_SAMPLER(0) && (num) <= STATE_SAMPLER(MAX_COMBINED_SAMPLERS - 1))
1031
1032#define STATE_PIXELSHADER (STATE_SAMPLER(MAX_COMBINED_SAMPLERS - 1) + 1)
1033#define STATE_IS_PIXELSHADER(a) ((a) == STATE_PIXELSHADER)
1034
1035#define STATE_TRANSFORM(a) (STATE_PIXELSHADER + (a))
1036#define STATE_IS_TRANSFORM(a) ((a) >= STATE_TRANSFORM(1) && (a) <= STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(255)))
1037
1038#define STATE_STREAMSRC (STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(255)) + 1)
1039#define STATE_IS_STREAMSRC(a) ((a) == STATE_STREAMSRC)
1040#define STATE_INDEXBUFFER (STATE_STREAMSRC + 1)
1041#define STATE_IS_INDEXBUFFER(a) ((a) == STATE_INDEXBUFFER)
1042
1043#define STATE_VDECL (STATE_INDEXBUFFER + 1)
1044#define STATE_IS_VDECL(a) ((a) == STATE_VDECL)
1045
1046#define STATE_VSHADER (STATE_VDECL + 1)
1047#define STATE_IS_VSHADER(a) ((a) == STATE_VSHADER)
1048
1049#define STATE_VIEWPORT (STATE_VSHADER + 1)
1050#define STATE_IS_VIEWPORT(a) ((a) == STATE_VIEWPORT)
1051
1052#define STATE_VERTEXSHADERCONSTANT (STATE_VIEWPORT + 1)
1053#define STATE_PIXELSHADERCONSTANT (STATE_VERTEXSHADERCONSTANT + 1)
1054#define STATE_IS_VERTEXSHADERCONSTANT(a) ((a) == STATE_VERTEXSHADERCONSTANT)
1055#define STATE_IS_PIXELSHADERCONSTANT(a) ((a) == STATE_PIXELSHADERCONSTANT)
1056
1057#define STATE_ACTIVELIGHT(a) (STATE_PIXELSHADERCONSTANT + (a) + 1)
1058#define STATE_IS_ACTIVELIGHT(a) ((a) >= STATE_ACTIVELIGHT(0) && (a) < STATE_ACTIVELIGHT(MAX_ACTIVE_LIGHTS))
1059
1060#define STATE_SCISSORRECT (STATE_ACTIVELIGHT(MAX_ACTIVE_LIGHTS - 1) + 1)
1061#define STATE_IS_SCISSORRECT(a) ((a) == STATE_SCISSORRECT)
1062
1063#define STATE_CLIPPLANE(a) (STATE_SCISSORRECT + 1 + (a))
1064#define STATE_IS_CLIPPLANE(a) ((a) >= STATE_CLIPPLANE(0) && (a) <= STATE_CLIPPLANE(MAX_CLIPPLANES - 1))
1065
1066#define STATE_MATERIAL (STATE_CLIPPLANE(MAX_CLIPPLANES))
1067#define STATE_IS_MATERIAL(a) ((a) == STATE_MATERIAL)
1068
1069#define STATE_FRONTFACE (STATE_MATERIAL + 1)
1070#define STATE_IS_FRONTFACE(a) ((a) == STATE_FRONTFACE)
1071
1072#define STATE_HIGHEST (STATE_FRONTFACE)
1073
1074enum fogsource {
1075 FOGSOURCE_FFP,
1076 FOGSOURCE_VS,
1077 FOGSOURCE_COORD,
1078};
1079
1080#define WINED3D_MAX_FBO_ENTRIES 64
1081
1082struct wined3d_occlusion_query
1083{
1084 struct list entry;
1085 GLuint id;
1086 struct wined3d_context *context;
1087};
1088
1089union wined3d_gl_query_object
1090{
1091 GLuint id;
1092 GLsync sync;
1093};
1094
1095struct wined3d_event_query
1096{
1097 struct list entry;
1098 union wined3d_gl_query_object object;
1099 struct wined3d_context *context;
1100};
1101
1102enum wined3d_event_query_result
1103{
1104 WINED3D_EVENT_QUERY_OK,
1105 WINED3D_EVENT_QUERY_WAITING,
1106 WINED3D_EVENT_QUERY_NOT_STARTED,
1107 WINED3D_EVENT_QUERY_WRONG_THREAD,
1108 WINED3D_EVENT_QUERY_ERROR
1109};
1110
1111void wined3d_event_query_destroy(struct wined3d_event_query *query) DECLSPEC_HIDDEN;
1112enum wined3d_event_query_result wined3d_event_query_test(struct wined3d_event_query *query, IWineD3DDeviceImpl *device) DECLSPEC_HIDDEN;
1113enum wined3d_event_query_result wined3d_event_query_finish(struct wined3d_event_query *query, IWineD3DDeviceImpl *device) DECLSPEC_HIDDEN;
1114void wined3d_event_query_issue(struct wined3d_event_query *query, IWineD3DDeviceImpl *device) DECLSPEC_HIDDEN;
1115HRESULT wined3d_event_query_supported(const struct wined3d_gl_info *gl_info) DECLSPEC_HIDDEN;
1116
1117struct wined3d_context
1118{
1119 const struct wined3d_gl_info *gl_info;
1120 /* State dirtification
1121 * dirtyArray is an array that contains markers for dirty states. numDirtyEntries states are dirty, their numbers are in indices
1122 * 0...numDirtyEntries - 1. isStateDirty is a redundant copy of the dirtyArray. Technically only one of them would be needed,
1123 * 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
1124 * only numDirtyEntries array elements have to be checked, not STATE_HIGHEST states.
1125 */
1126 DWORD dirtyArray[STATE_HIGHEST + 1]; /* Won't get bigger than that, a state is never marked dirty 2 times */
1127 DWORD numDirtyEntries;
1128 DWORD isStateDirty[STATE_HIGHEST / (sizeof(DWORD) * CHAR_BIT) + 1]; /* Bitmap to find out quickly if a state is dirty */
1129
1130#ifdef VBOX_WITH_WDDM
1131 IWineD3DDeviceImpl *device;
1132 IWineD3DSwapChainImpl *currentSwapchain;
1133#else
1134 IWineD3DSwapChainImpl *swapchain;
1135#endif
1136
1137 IWineD3DSurface *current_rt;
1138 DWORD tid; /* Thread ID which owns this context at the moment */
1139
1140 /* Stores some information about the context state for optimization */
1141 WORD render_offscreen : 1;
1142 WORD draw_buffer_dirty : 1;
1143 WORD last_was_rhw : 1; /* true iff last draw_primitive was in xyzrhw mode */
1144 WORD last_was_pshader : 1;
1145 WORD last_was_vshader : 1;
1146 WORD namedArraysLoaded : 1;
1147 WORD numberedArraysLoaded : 1;
1148 WORD last_was_blit : 1;
1149 WORD last_was_ckey : 1;
1150 WORD fog_coord : 1;
1151 WORD fog_enabled : 1;
1152 WORD num_untracked_materials : 2; /* Max value 2 */
1153 WORD current : 1;
1154#if !defined(VBOX_WINE_WITH_SINGLE_CONTEXT) && !defined(VBOX_WINE_WITH_SINGLE_SWAPCHAIN_CONTEXT)
1155 WORD destroyed : 1;
1156#endif
1157 WORD valid : 1;
1158 BYTE texShaderBumpMap; /* MAX_TEXTURES, 8 */
1159 BYTE lastWasPow2Texture; /* MAX_TEXTURES, 8 */
1160 DWORD numbered_array_mask;
1161 GLenum tracking_parm; /* Which source is tracking current colour */
1162 GLenum untracked_materials[2];
1163 UINT blit_w, blit_h;
1164 enum fogsource fog_source;
1165
1166 char *vshader_const_dirty, *pshader_const_dirty;
1167
1168 /* The actual opengl context */
1169 UINT level;
1170 HGLRC restore_ctx;
1171 HDC restore_dc;
1172 HGLRC glCtx;
1173#ifndef VBOX_WITH_WDDM
1174 HWND win_handle;
1175 HDC hdc;
1176#endif
1177
1178#if defined(VBOX_WINE_WITH_SINGLE_CONTEXT) || defined(VBOX_WINE_WITH_SINGLE_SWAPCHAIN_CONTEXT)
1179 VBOXTLSREFDATA
1180#endif
1181
1182#ifdef VBOX_WITH_VMSVGA
1183 IWineD3DDeviceImpl *pDeviceContext;
1184 BOOL fChangedVertexShaderConstant;
1185 BOOL fChangedPixelShaderConstant;
1186 BOOL fChangedVertexShader;
1187 BOOL fChangedPixelShader;
1188#endif
1189 int pixel_format;
1190 GLint aux_buffers;
1191
1192 /* FBOs */
1193 UINT fbo_entry_count;
1194 struct list fbo_list;
1195 struct list fbo_destroy_list;
1196 struct fbo_entry *current_fbo;
1197 GLuint src_fbo;
1198 GLuint dst_fbo;
1199 GLuint fbo_read_binding;
1200 GLuint fbo_draw_binding;
1201 BOOL rebind_fbo;
1202
1203 /* Queries */
1204 GLuint *free_occlusion_queries;
1205 UINT free_occlusion_query_size;
1206 UINT free_occlusion_query_count;
1207 struct list occlusion_queries;
1208
1209 union wined3d_gl_query_object *free_event_queries;
1210 UINT free_event_query_size;
1211 UINT free_event_query_count;
1212 struct list event_queries;
1213
1214 /* Extension emulation */
1215 GLint gl_fog_source;
1216 GLfloat fog_coord_value;
1217 GLfloat color[4], fogstart, fogend, fogcolor[4];
1218 GLuint dummy_arbfp_prog;
1219};
1220
1221typedef void (*APPLYSTATEFUNC)(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *ctx);
1222
1223struct StateEntry
1224{
1225 DWORD representative;
1226 APPLYSTATEFUNC apply;
1227};
1228
1229struct StateEntryTemplate
1230{
1231 DWORD state;
1232 struct StateEntry content;
1233 GL_SupportedExt extension;
1234};
1235
1236struct fragment_caps
1237{
1238 DWORD PrimitiveMiscCaps;
1239 DWORD TextureOpCaps;
1240 DWORD MaxTextureBlendStages;
1241 DWORD MaxSimultaneousTextures;
1242};
1243
1244struct fragment_pipeline
1245{
1246 void (*enable_extension)(IWineD3DDevice *iface, BOOL enable);
1247 void (*get_caps)(const struct wined3d_gl_info *gl_info, struct fragment_caps *caps);
1248 HRESULT (*alloc_private)(IWineD3DDevice *iface);
1249 void (*free_private)(IWineD3DDevice *iface);
1250 BOOL (*color_fixup_supported)(struct color_fixup_desc fixup);
1251 const struct StateEntryTemplate *states;
1252 BOOL ffp_proj_control;
1253};
1254
1255extern const struct StateEntryTemplate misc_state_template[] DECLSPEC_HIDDEN;
1256extern const struct StateEntryTemplate ffp_vertexstate_template[] DECLSPEC_HIDDEN;
1257extern const struct fragment_pipeline ffp_fragment_pipeline DECLSPEC_HIDDEN;
1258extern const struct fragment_pipeline atifs_fragment_pipeline DECLSPEC_HIDDEN;
1259extern const struct fragment_pipeline arbfp_fragment_pipeline DECLSPEC_HIDDEN;
1260extern const struct fragment_pipeline nvts_fragment_pipeline DECLSPEC_HIDDEN;
1261extern const struct fragment_pipeline nvrc_fragment_pipeline DECLSPEC_HIDDEN;
1262
1263/* "Base" state table */
1264HRESULT compile_state_table(struct StateEntry *StateTable, APPLYSTATEFUNC **dev_multistate_funcs,
1265 const struct wined3d_gl_info *gl_info, const struct StateEntryTemplate *vertex,
1266 const struct fragment_pipeline *fragment, const struct StateEntryTemplate *misc) DECLSPEC_HIDDEN;
1267
1268enum blit_operation
1269{
1270 BLIT_OP_BLIT,
1271 BLIT_OP_COLOR_FILL
1272};
1273
1274/* Shaders for color conversions in blits */
1275struct blit_shader
1276{
1277 HRESULT (*alloc_private)(IWineD3DDevice *iface);
1278 void (*free_private)(IWineD3DDevice *iface);
1279 HRESULT (*set_shader)(IWineD3DDevice *iface, IWineD3DSurfaceImpl *surface);
1280 void (*unset_shader)(IWineD3DDevice *iface);
1281 BOOL (*blit_supported)(const struct wined3d_gl_info *gl_info, enum blit_operation blit_op,
1282 const RECT *src_rect, DWORD src_usage, WINED3DPOOL src_pool, const struct wined3d_format_desc *src_format_desc,
1283 const RECT *dst_rect, DWORD dst_usage, WINED3DPOOL dst_pool, const struct wined3d_format_desc *dst_format_desc);
1284 HRESULT (*color_fill)(IWineD3DDeviceImpl *device, IWineD3DSurfaceImpl *dst_surface, const RECT *dst_rect, DWORD fill_color);
1285};
1286
1287extern const struct blit_shader ffp_blit DECLSPEC_HIDDEN;
1288extern const struct blit_shader arbfp_blit DECLSPEC_HIDDEN;
1289extern const struct blit_shader cpu_blit DECLSPEC_HIDDEN;
1290
1291/* Temporary blit_shader helper functions */
1292HRESULT arbfp_blit_surface(IWineD3DDeviceImpl *device, IWineD3DSurfaceImpl *src_surface, const RECT *src_rect,
1293 IWineD3DSurfaceImpl *dst_surface, const RECT *dst_rect_in, enum blit_operation blit_op,
1294 DWORD Filter) DECLSPEC_HIDDEN;
1295
1296typedef enum ContextUsage {
1297 CTXUSAGE_RESOURCELOAD = 1, /* Only loads textures: No State is applied */
1298 CTXUSAGE_DRAWPRIM = 2, /* OpenGL states are set up for blitting DirectDraw surfaces */
1299 CTXUSAGE_BLIT = 3, /* OpenGL states are set up 3D drawing */
1300 CTXUSAGE_CLEAR = 4, /* Drawable and states are set up for clearing */
1301} ContextUsage;
1302
1303struct wined3d_context *context_acquire(IWineD3DDeviceImpl *This,
1304 IWineD3DSurface *target, enum ContextUsage usage) DECLSPEC_HIDDEN;
1305void context_alloc_event_query(struct wined3d_context *context,
1306 struct wined3d_event_query *query) DECLSPEC_HIDDEN;
1307void context_alloc_occlusion_query(struct wined3d_context *context,
1308 struct wined3d_occlusion_query *query) DECLSPEC_HIDDEN;
1309void context_resource_released(IWineD3DDevice *iface,
1310 IWineD3DResource *resource, WINED3DRESOURCETYPE type) DECLSPEC_HIDDEN;
1311void context_bind_fbo(struct wined3d_context *context, GLenum target, GLuint *fbo) DECLSPEC_HIDDEN;
1312void context_attach_depth_stencil_fbo(struct wined3d_context *context,
1313 GLenum fbo_target, IWineD3DSurfaceImpl *depth_stencil, BOOL use_render_buffer) DECLSPEC_HIDDEN;
1314void context_attach_surface_fbo(const struct wined3d_context *context,
1315 GLenum fbo_target, DWORD idx, IWineD3DSurfaceImpl *surface) DECLSPEC_HIDDEN;
1316struct wined3d_context *context_create(IWineD3DSwapChainImpl *swapchain, IWineD3DSurfaceImpl *target,
1317 const struct wined3d_format_desc *ds_format_desc
1318#ifdef VBOX_WITH_WDDM
1319 , struct VBOXUHGSMI *pHgsmi
1320#endif
1321 ) DECLSPEC_HIDDEN;
1322struct IWineD3DDeviceImpl *context_get_device(const struct wined3d_context *context); DECLSPEC_HIDDEN;
1323#ifdef VBOX_WITH_WDDM
1324struct wined3d_context *context_find_create(IWineD3DDeviceImpl *device, IWineD3DSwapChainImpl *swapchain, IWineD3DSurfaceImpl *target,
1325 const struct wined3d_format_desc *ds_format_desc) DECLSPEC_HIDDEN;
1326BOOL context_acquire_context(struct wined3d_context * context, IWineD3DSurface *target, enum ContextUsage usage, BOOL bReValidate) DECLSPEC_HIDDEN;
1327#endif
1328void context_destroy(IWineD3DDeviceImpl *This, struct wined3d_context *context) DECLSPEC_HIDDEN;
1329void context_free_event_query(struct wined3d_event_query *query) DECLSPEC_HIDDEN;
1330void context_free_occlusion_query(struct wined3d_occlusion_query *query) DECLSPEC_HIDDEN;
1331struct wined3d_context *context_get_current(void) DECLSPEC_HIDDEN;
1332DWORD context_get_tls_idx(void) DECLSPEC_HIDDEN;
1333void context_release(struct wined3d_context *context) DECLSPEC_HIDDEN;
1334BOOL context_set_current(struct wined3d_context *ctx) DECLSPEC_HIDDEN;
1335void context_set_draw_buffer(struct wined3d_context *context, GLenum buffer) DECLSPEC_HIDDEN;
1336void context_set_tls_idx(DWORD idx) DECLSPEC_HIDDEN;
1337void context_surface_update(struct wined3d_context *context, IWineD3DSurfaceImpl *surface) DECLSPEC_HIDDEN;
1338#if defined(VBOX_WINE_WITH_SINGLE_CONTEXT) || defined(VBOX_WINE_WITH_SINGLE_SWAPCHAIN_CONTEXT)
1339void context_clear_on_thread_detach(void);
1340#endif
1341/* Macros for doing basic GPU detection based on opengl capabilities */
1342#define WINE_D3D6_CAPABLE(gl_info) (gl_info->supported[ARB_MULTITEXTURE])
1343#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])
1344#define WINE_D3D8_CAPABLE(gl_info) WINE_D3D7_CAPABLE(gl_info) && (gl_info->supported[ARB_MULTISAMPLE] && gl_info->supported[ARB_TEXTURE_BORDER_CLAMP])
1345#define WINE_D3D9_CAPABLE(gl_info) WINE_D3D8_CAPABLE(gl_info) && (gl_info->supported[ARB_FRAGMENT_PROGRAM] && gl_info->supported[ARB_VERTEX_SHADER])
1346#define WINE_D3D10_CAPABLE(gl_info) WINE_D3D9_CAPABLE(gl_info) && (gl_info->supported[EXT_GPU_SHADER4])
1347
1348/*****************************************************************************
1349 * Internal representation of a light
1350 */
1351struct wined3d_light_info
1352{
1353 WINED3DLIGHT OriginalParms; /* Note D3D8LIGHT == D3D9LIGHT */
1354 DWORD OriginalIndex;
1355 LONG glIndex;
1356 BOOL enabled;
1357
1358 /* Converted parms to speed up swapping lights */
1359 float lightPosn[4];
1360 float lightDirn[4];
1361 float exponent;
1362 float cutoff;
1363
1364 struct list entry;
1365};
1366
1367/* The default light parameters */
1368extern const WINED3DLIGHT WINED3D_default_light DECLSPEC_HIDDEN;
1369
1370typedef struct WineD3D_PixelFormat
1371{
1372 int iPixelFormat; /* WGL pixel format */
1373 int iPixelType; /* WGL pixel type e.g. WGL_TYPE_RGBA_ARB, WGL_TYPE_RGBA_FLOAT_ARB or WGL_TYPE_COLORINDEX_ARB */
1374 int redSize, greenSize, blueSize, alphaSize, colorSize;
1375 int depthSize, stencilSize;
1376 BOOL windowDrawable;
1377 BOOL doubleBuffer;
1378 int auxBuffers;
1379 int numSamples;
1380} WineD3D_PixelFormat;
1381
1382enum wined3d_gl_vendor
1383{
1384 GL_VENDOR_UNKNOWN,
1385 GL_VENDOR_APPLE,
1386 GL_VENDOR_FGLRX,
1387 GL_VENDOR_INTEL,
1388 GL_VENDOR_MESA,
1389 GL_VENDOR_NVIDIA,
1390};
1391
1392
1393enum wined3d_pci_vendor
1394{
1395 HW_VENDOR_SOFTWARE = 0x0000,
1396 HW_VENDOR_ATI = 0x1002,
1397 HW_VENDOR_NVIDIA = 0x10de,
1398 HW_VENDOR_INTEL = 0x8086,
1399};
1400
1401enum wined3d_pci_device
1402{
1403 CARD_WINE = 0x0000,
1404
1405 CARD_ATI_RAGE_128PRO = 0x5246,
1406 CARD_ATI_RADEON_7200 = 0x5144,
1407 CARD_ATI_RADEON_8500 = 0x514c,
1408 CARD_ATI_RADEON_9500 = 0x4144,
1409 CARD_ATI_RADEON_XPRESS_200M = 0x5955,
1410 CARD_ATI_RADEON_X700 = 0x5e4c,
1411 CARD_ATI_RADEON_X1600 = 0x71c2,
1412 CARD_ATI_RADEON_HD2350 = 0x94c7,
1413 CARD_ATI_RADEON_HD2600 = 0x9581,
1414 CARD_ATI_RADEON_HD2900 = 0x9400,
1415 CARD_ATI_RADEON_HD3200 = 0x9620,
1416 CARD_ATI_RADEON_HD4350 = 0x954f,
1417 CARD_ATI_RADEON_HD4550 = 0x9540,
1418 CARD_ATI_RADEON_HD4600 = 0x9495,
1419 CARD_ATI_RADEON_HD4650 = 0x9498,
1420 CARD_ATI_RADEON_HD4670 = 0x9490,
1421 CARD_ATI_RADEON_HD4700 = 0x944e,
1422 CARD_ATI_RADEON_HD4770 = 0x94b3,
1423 CARD_ATI_RADEON_HD4800 = 0x944c, /* Picked one value between 9440, 944c, 9442, 9460 */
1424 CARD_ATI_RADEON_HD4830 = 0x944c,
1425 CARD_ATI_RADEON_HD4850 = 0x9442,
1426 CARD_ATI_RADEON_HD4870 = 0x9440,
1427 CARD_ATI_RADEON_HD4890 = 0x9460,
1428 CARD_ATI_RADEON_HD5700 = 0x68BE, /* Picked HD5750 */
1429 CARD_ATI_RADEON_HD5750 = 0x68BE,
1430 CARD_ATI_RADEON_HD5770 = 0x68B8,
1431 CARD_ATI_RADEON_HD5800 = 0x6898, /* Picked HD5850 */
1432 CARD_ATI_RADEON_HD5850 = 0x6898,
1433 CARD_ATI_RADEON_HD5870 = 0x6899,
1434
1435 CARD_NVIDIA_RIVA_128 = 0x0018,
1436 CARD_NVIDIA_RIVA_TNT = 0x0020,
1437 CARD_NVIDIA_RIVA_TNT2 = 0x0028,
1438 CARD_NVIDIA_GEFORCE = 0x0100,
1439 CARD_NVIDIA_GEFORCE2_MX = 0x0110,
1440 CARD_NVIDIA_GEFORCE2 = 0x0150,
1441 CARD_NVIDIA_GEFORCE3 = 0x0200,
1442 CARD_NVIDIA_GEFORCE4_MX = 0x0170,
1443 CARD_NVIDIA_GEFORCE4_TI4200 = 0x0253,
1444 CARD_NVIDIA_GEFORCEFX_5200 = 0x0320,
1445 CARD_NVIDIA_GEFORCEFX_5600 = 0x0312,
1446 CARD_NVIDIA_GEFORCEFX_5800 = 0x0302,
1447 CARD_NVIDIA_GEFORCE_6200 = 0x014f,
1448 CARD_NVIDIA_GEFORCE_6600GT = 0x0140,
1449 CARD_NVIDIA_GEFORCE_6800 = 0x0041,
1450 CARD_NVIDIA_GEFORCE_7400 = 0x01d8,
1451 CARD_NVIDIA_GEFORCE_7300 = 0x01d7, /* GeForce Go 7300 */
1452 CARD_NVIDIA_GEFORCE_7600 = 0x0391,
1453 CARD_NVIDIA_GEFORCE_7800GT = 0x0092,
1454 CARD_NVIDIA_GEFORCE_8100 = 0x084F,
1455 CARD_NVIDIA_GEFORCE_8200 = 0x0849, /* Other PCI ID 0x084B */
1456 CARD_NVIDIA_GEFORCE_8300GS = 0x0423,
1457 CARD_NVIDIA_GEFORCE_8400GS = 0x0404,
1458 CARD_NVIDIA_GEFORCE_8500GT = 0x0421,
1459 CARD_NVIDIA_GEFORCE_8600GT = 0x0402,
1460 CARD_NVIDIA_GEFORCE_8600MGT = 0x0407,
1461 CARD_NVIDIA_GEFORCE_8800GTS = 0x0193,
1462 CARD_NVIDIA_GEFORCE_9200 = 0x086d,
1463 CARD_NVIDIA_GEFORCE_9400GT = 0x042c,
1464 CARD_NVIDIA_GEFORCE_9500GT = 0x0640,
1465 CARD_NVIDIA_GEFORCE_9600GT = 0x0622,
1466 CARD_NVIDIA_GEFORCE_9800GT = 0x0614,
1467 CARD_NVIDIA_GEFORCE_GTX260 = 0x05e2,
1468 CARD_NVIDIA_GEFORCE_GTX275 = 0x05e6,
1469 CARD_NVIDIA_GEFORCE_GTX280 = 0x05e1,
1470 CARD_NVIDIA_GEFORCE_GT240 = 0x0ca3,
1471
1472 CARD_INTEL_845G = 0x2562,
1473 CARD_INTEL_I830G = 0x3577,
1474 CARD_INTEL_I855G = 0x3582,
1475 CARD_INTEL_I865G = 0x2572,
1476 CARD_INTEL_I915G = 0x2582,
1477 CARD_INTEL_I915GM = 0x2592,
1478 CARD_INTEL_I945GM = 0x27a2, /* Same as GMA 950? */
1479 CARD_INTEL_X3100 = 0x2a02, /* Found in Macs. Same as GMA 965? */
1480 CARD_INTEL_SBHD = 0x0126, /* SundyBridge HD */
1481};
1482
1483struct wined3d_fbo_ops
1484{
1485 PGLFNGLISRENDERBUFFERPROC glIsRenderbuffer;
1486 PGLFNGLBINDRENDERBUFFERPROC glBindRenderbuffer;
1487 PGLFNGLDELETERENDERBUFFERSPROC glDeleteRenderbuffers;
1488 PGLFNGLGENRENDERBUFFERSPROC glGenRenderbuffers;
1489 PGLFNGLRENDERBUFFERSTORAGEPROC glRenderbufferStorage;
1490 PGLFNRENDERBUFFERSTORAGEMULTISAMPLEPROC glRenderbufferStorageMultisample;
1491 PGLFNGLGETRENDERBUFFERPARAMETERIVPROC glGetRenderbufferParameteriv;
1492 PGLFNGLISFRAMEBUFFERPROC glIsFramebuffer;
1493 PGLFNGLBINDFRAMEBUFFERPROC glBindFramebuffer;
1494 PGLFNGLDELETEFRAMEBUFFERSPROC glDeleteFramebuffers;
1495 PGLFNGLGENFRAMEBUFFERSPROC glGenFramebuffers;
1496 PGLFNGLCHECKFRAMEBUFFERSTATUSPROC glCheckFramebufferStatus;
1497 PGLFNGLFRAMEBUFFERTEXTURE1DPROC glFramebufferTexture1D;
1498 PGLFNGLFRAMEBUFFERTEXTURE2DPROC glFramebufferTexture2D;
1499 PGLFNGLFRAMEBUFFERTEXTURE3DPROC glFramebufferTexture3D;
1500 PGLFNGLFRAMEBUFFERRENDERBUFFERPROC glFramebufferRenderbuffer;
1501 PGLFNGLGETFRAMEBUFFERATTACHMENTPARAMETERIVPROC glGetFramebufferAttachmentParameteriv;
1502 PGLFNGLBLITFRAMEBUFFERPROC glBlitFramebuffer;
1503 PGLFNGLGENERATEMIPMAPPROC glGenerateMipmap;
1504};
1505
1506struct wined3d_gl_limits
1507{
1508 UINT buffers;
1509 UINT lights;
1510 UINT textures;
1511 UINT texture_stages;
1512 UINT fragment_samplers;
1513 UINT vertex_samplers;
1514 UINT combined_samplers;
1515 UINT general_combiners;
1516 UINT sampler_stages;
1517 UINT clipplanes;
1518 UINT texture_size;
1519 UINT texture3d_size;
1520 float pointsize_max;
1521 float pointsize_min;
1522 UINT point_sprite_units;
1523 UINT blends;
1524 UINT anisotropy;
1525 float shininess;
1526
1527 UINT glsl_varyings;
1528 UINT glsl_vs_float_constants;
1529 UINT glsl_ps_float_constants;
1530
1531 UINT arb_vs_float_constants;
1532 UINT arb_vs_native_constants;
1533 UINT arb_vs_instructions;
1534 UINT arb_vs_temps;
1535 UINT arb_ps_float_constants;
1536 UINT arb_ps_local_constants;
1537 UINT arb_ps_native_constants;
1538 UINT arb_ps_instructions;
1539 UINT arb_ps_temps;
1540};
1541
1542struct wined3d_gl_info
1543{
1544 DWORD glsl_version;
1545 UINT vidmem;
1546 struct wined3d_gl_limits limits;
1547 DWORD reserved_glsl_constants;
1548 DWORD quirks;
1549 BOOL supported[WINED3D_GL_EXT_COUNT];
1550 GLint wrap_lookup[WINED3DTADDRESS_MIRRORONCE - WINED3DTADDRESS_WRAP + 1];
1551
1552 struct wined3d_fbo_ops fbo_ops;
1553#define USE_GL_FUNC(type, pfn, ext, replace) type pfn;
1554 /* GL function pointers */
1555 GL_EXT_FUNCS_GEN
1556 /* WGL function pointers */
1557 WGL_EXT_FUNCS_GEN
1558#undef USE_GL_FUNC
1559
1560 struct wined3d_format_desc *gl_formats;
1561};
1562
1563struct wined3d_driver_info
1564{
1565 enum wined3d_pci_vendor vendor;
1566 enum wined3d_pci_device device;
1567 const char *name;
1568 const char *description;
1569 DWORD version_high;
1570 DWORD version_low;
1571};
1572
1573/* The adapter structure */
1574struct wined3d_adapter
1575{
1576 UINT ordinal;
1577 BOOL opengl;
1578 POINT monitorPoint;
1579 struct wined3d_gl_info gl_info;
1580 struct wined3d_driver_info driver_info;
1581 WCHAR DeviceName[CCHDEVICENAME]; /* DeviceName for use with e.g. ChangeDisplaySettings */
1582 int nCfgs;
1583 WineD3D_PixelFormat *cfgs;
1584 BOOL brokenStencil; /* Set on cards which only offer mixed depth+stencil */
1585#ifndef VBOX_WITH_WDDM
1586 unsigned int TextureRam; /* Amount of texture memory both video ram + AGP/TurboCache/HyperMemory/.. */
1587 unsigned int UsedTextureRam;
1588#endif
1589 LUID luid;
1590
1591 const struct fragment_pipeline *fragment_pipe;
1592 const shader_backend_t *shader_backend;
1593 const struct blit_shader *blitter;
1594};
1595
1596BOOL initPixelFormats(struct wined3d_gl_info *gl_info, enum wined3d_pci_vendor vendor) DECLSPEC_HIDDEN;
1597BOOL initPixelFormatsNoGL(struct wined3d_gl_info *gl_info) DECLSPEC_HIDDEN;
1598#ifndef VBOX_WITH_WDDM
1599extern long WineD3DAdapterChangeGLRam(IWineD3DDeviceImpl *D3DDevice, long glram) DECLSPEC_HIDDEN;
1600#endif
1601extern void add_gl_compat_wrappers(struct wined3d_gl_info *gl_info) DECLSPEC_HIDDEN;
1602
1603struct VBOXVMSVGASHADERIF;
1604extern BOOL IWineD3DImpl_FillGLCaps(struct wined3d_adapter *adapter, struct VBOXVMSVGASHADERIF *pVBoxShaderIf);
1605
1606
1607/*****************************************************************************
1608 * High order patch management
1609 */
1610struct WineD3DRectPatch
1611{
1612 UINT Handle;
1613 float *mem;
1614 WineDirect3DVertexStridedData strided;
1615 WINED3DRECTPATCH_INFO RectPatchInfo;
1616 float numSegs[4];
1617 char has_normals, has_texcoords;
1618 struct list entry;
1619};
1620
1621HRESULT tesselate_rectpatch(IWineD3DDeviceImpl *This, struct WineD3DRectPatch *patch) DECLSPEC_HIDDEN;
1622
1623enum projection_types
1624{
1625 proj_none = 0,
1626 proj_count3 = 1,
1627 proj_count4 = 2
1628};
1629
1630enum dst_arg
1631{
1632 resultreg = 0,
1633 tempreg = 1
1634};
1635
1636/*****************************************************************************
1637 * Fixed function pipeline replacements
1638 */
1639#define ARG_UNUSED 0xff
1640
1641struct texture_stage_op
1642{
1643 unsigned cop : 8;
1644 unsigned carg1 : 8;
1645 unsigned carg2 : 8;
1646 unsigned carg0 : 8;
1647
1648 unsigned aop : 8;
1649 unsigned aarg1 : 8;
1650 unsigned aarg2 : 8;
1651 unsigned aarg0 : 8;
1652
1653 struct color_fixup_desc color_fixup;
1654 unsigned tex_type : 3;
1655 unsigned dst : 1;
1656 unsigned projected : 2;
1657 unsigned padding : 10;
1658};
1659
1660struct ffp_frag_settings {
1661 struct texture_stage_op op[MAX_TEXTURES];
1662 enum fogmode fog;
1663 /* Use shorts instead of chars to get dword alignment */
1664 unsigned short sRGB_write;
1665 unsigned short emul_clipplanes;
1666};
1667
1668struct ffp_frag_desc
1669{
1670 struct wine_rb_entry entry;
1671 struct ffp_frag_settings settings;
1672};
1673
1674extern const struct wine_rb_functions wined3d_ffp_frag_program_rb_functions DECLSPEC_HIDDEN;
1675extern const struct wined3d_parent_ops wined3d_null_parent_ops DECLSPEC_HIDDEN;
1676
1677void gen_ffp_frag_op(IWineD3DStateBlockImpl *stateblock, struct ffp_frag_settings *settings,
1678 BOOL ignore_textype) DECLSPEC_HIDDEN;
1679const struct ffp_frag_desc *find_ffp_frag_shader(const struct wine_rb_tree *fragment_shaders,
1680 const struct ffp_frag_settings *settings) DECLSPEC_HIDDEN;
1681void add_ffp_frag_shader(struct wine_rb_tree *shaders, struct ffp_frag_desc *desc) DECLSPEC_HIDDEN;
1682
1683/*****************************************************************************
1684 * IWineD3D implementation structure
1685 */
1686typedef struct IWineD3DImpl
1687{
1688 /* IUnknown fields */
1689 const IWineD3DVtbl *lpVtbl;
1690 LONG ref; /* Note: Ref counting not required */
1691
1692 /* WineD3D Information */
1693 IUnknown *parent;
1694 UINT dxVersion;
1695
1696 UINT adapter_count;
1697 struct wined3d_adapter adapters[1];
1698} IWineD3DImpl;
1699
1700HRESULT wined3d_init(IWineD3DImpl *wined3d, UINT version, IUnknown *parent) DECLSPEC_HIDDEN;
1701#ifndef VBOX_WITH_WDDM
1702BOOL wined3d_register_window(HWND window, struct IWineD3DDeviceImpl *device) DECLSPEC_HIDDEN;
1703void wined3d_unregister_window(HWND window, struct IWineD3DDeviceImpl *device) DECLSPEC_HIDDEN;
1704#endif
1705
1706/*****************************************************************************
1707 * IWineD3DDevice implementation structure
1708 */
1709#define WINED3D_UNMAPPED_STAGE ~0U
1710
1711/* Multithreaded flag. Removed from the public header to signal that IWineD3D::CreateDevice ignores it */
1712#define WINED3DCREATE_MULTITHREADED 0x00000004
1713
1714#ifdef VBOX_WINE_WITH_PROFILE
1715
1716#include <iprt/time.h>
1717
1718#define VBOXWINEPROFILE_GET_TIME_NANO() RTTimeNanoTS()
1719#define VBOXWINEPROFILE_GET_TIME_MILLI() RTTimeMilliTS()
1720
1721# define PRLOG(_m) do {\
1722 vboxWDbgPrintF _m ; \
1723 } while (0)
1724
1725typedef struct VBOXWINEPROFILE_ELEMENT
1726{
1727 uint64_t u64Time;
1728 uint32_t cu32Calls;
1729} VBOXWINEPROFILE_ELEMENT, *PVBOXWINEPROFILE_ELEMENT;
1730
1731typedef struct VBOXWINEPROFILE_HASHMAP_ELEMENT
1732{
1733 VBOXEXT_HASHMAP_ENTRY MapEntry;
1734 VBOXWINEPROFILE_ELEMENT Data;
1735} VBOXWINEPROFILE_HASHMAP_ELEMENT, *PVBOXWINEPROFILE_HASHMAP_ELEMENT;
1736
1737#define VBOXWINEPROFILE_HASHMAP_ELEMENT_FROMENTRY(_p) ((PVBOXWINEPROFILE_HASHMAP_ELEMENT)(((uint8_t*)(_p)) - RT_OFFSETOF(VBOXWINEPROFILE_HASHMAP_ELEMENT, MapEntry)))
1738
1739#define VBOXWINEPROFILE_ELEMENT_DUMP(_p, _pn) do { \
1740 PRLOG(("%s: t(%u);c(%u)\n", \
1741 (_pn), \
1742 (uint32_t)((_p)->u64Time / 1000000), \
1743 (_p)->cu32Calls \
1744 )); \
1745 } while (0)
1746
1747#define VBOXWINEPROFILE_ELEMENT_RESET(_p) do { \
1748 memset(_p, 0, sizeof (*(_p))); \
1749 } while (0)
1750
1751#define VBOXWINEPROFILE_ELEMENT_STEP(_p, _t) do { \
1752 (_p)->u64Time += (_t); \
1753 ++(_p)->cu32Calls; \
1754 } while (0)
1755
1756#define VBOXWINEPROFILE_HASHMAP_ELEMENT_CREATE() ( (PVBOXWINEPROFILE_HASHMAP_ELEMENT)HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof (VBOXWINEPROFILE_HASHMAP_ELEMENT)) )
1757
1758#define VBOXWINEPROFILE_HASHMAP_ELEMENT_TERM(_pe) do { \
1759 HeapFree(GetProcessHeap(), 0, (_pe)); \
1760 } while (0)
1761
1762DECLINLINE(PVBOXWINEPROFILE_HASHMAP_ELEMENT) vboxWineProfileHashMapElementGet(PVBOXEXT_HASHMAP pMap, void *pvKey)
1763{
1764 PVBOXEXT_HASHMAP_ENTRY pEntry = VBoxExtHashGet(pMap, pvKey);
1765 if (pEntry)
1766 {
1767 return VBOXWINEPROFILE_HASHMAP_ELEMENT_FROMENTRY(pEntry);
1768 }
1769 else
1770 {
1771 PVBOXWINEPROFILE_HASHMAP_ELEMENT pElement = VBOXWINEPROFILE_HASHMAP_ELEMENT_CREATE();
1772 Assert(pElement);
1773 if (pElement)
1774 VBoxExtHashPut(pMap, pvKey, &pElement->MapEntry);
1775 return pElement;
1776 }
1777}
1778
1779#define VBOXWINEPROFILE_HASHMAP_ELEMENT_STEP(_pm, _pk, _t) do { \
1780 PVBOXWINEPROFILE_HASHMAP_ELEMENT pElement = vboxWineProfileHashMapElementGet(_pm, _pk); \
1781 VBOXWINEPROFILE_ELEMENT_STEP(&pElement->Data, _t); \
1782 } while (0)
1783
1784static DECLCALLBACK(bool) vboxWineProfileElementResetCb(struct VBOXEXT_HASHMAP *pMap, void *pvKey, struct VBOXEXT_HASHMAP_ENTRY *pValue, void *pvVisitor)
1785{
1786 PVBOXWINEPROFILE_HASHMAP_ELEMENT pElement = VBOXWINEPROFILE_HASHMAP_ELEMENT_FROMENTRY(pValue);
1787 VBOXWINEPROFILE_ELEMENT_RESET(&pElement->Data);
1788 return true;
1789}
1790
1791static DECLCALLBACK(bool) vboxWineProfileElementDumpCb(struct VBOXEXT_HASHMAP *pMap, void *pvKey, struct VBOXEXT_HASHMAP_ENTRY *pValue, void *pvVisitor)
1792{
1793 PVBOXWINEPROFILE_HASHMAP_ELEMENT pElement = VBOXWINEPROFILE_HASHMAP_ELEMENT_FROMENTRY(pValue);
1794 char *pName = (char*)pvVisitor;
1795 PRLOG(("%s[%d]:", pName, (uint32_t)pvKey));
1796 VBOXWINEPROFILE_ELEMENT_DUMP(&pElement->Data, "");
1797 return true;
1798}
1799
1800#define VBOXWINEPROFILE_HASHMAP_RESET(_pm) do { \
1801 VBoxExtHashVisit((_pm), vboxWineProfileElementResetCb, NULL); \
1802 } while (0)
1803
1804#define VBOXWINEPROFILE_HASHMAP_DUMP(_pm, _pn) do { \
1805 VBoxExtHashVisit((_pm), vboxWineProfileElementDumpCb, (_pn)); \
1806 } while (0)
1807
1808static DECLCALLBACK(bool) vboxWineProfileElementCleanupCb(struct VBOXEXT_HASHMAP *pMap, void *pvKey, struct VBOXEXT_HASHMAP_ENTRY *pValue, void *pvVisitor)
1809{
1810 PVBOXWINEPROFILE_HASHMAP_ELEMENT pElement = VBOXWINEPROFILE_HASHMAP_ELEMENT_FROMENTRY(pValue);
1811 VBOXWINEPROFILE_HASHMAP_ELEMENT_TERM(pElement);
1812 return true;
1813}
1814
1815#define VBOXWINEPROFILE_HASHMAP_TERM(_pm) do { \
1816 VBoxExtHashCleanup((_pm), vboxWineProfileElementCleanupCb, NULL); \
1817 VBoxExtHashVisit((_pm), vboxWineProfileElementResetCb, NULL); \
1818 } while (0)
1819
1820typedef struct VBOXWINEPROFILE_DRAWPRIM
1821{
1822 uint64_t u64LoadLocationTime;
1823 uint64_t u64CtxAcquireTime;
1824 uint64_t u64PostProcess;
1825 VBOXEXT_HASHMAP MapDrawPrimSlowVs;
1826 VBOXEXT_HASHMAP MapDrawPrimSlow;
1827 VBOXEXT_HASHMAP MapDrawPrimStrided;
1828 VBOXEXT_HASHMAP MapDrawPrimFast;
1829 uint32_t cu32Calls;
1830} VBOXWINEPROFILE_DRAWPRIM, *PVBOXWINEPROFILE_DRAWPRIM;
1831
1832#define VBOXWINEPROFILE_DRAWPRIM_RESET_NEXT(_p) do { \
1833 (_p)->u64LoadLocationTime = 0; \
1834 (_p)->u64CtxAcquireTime = 0; \
1835 (_p)->u64PostProcess = 0; \
1836 VBOXWINEPROFILE_HASHMAP_RESET(&(_p)->MapDrawPrimSlowVs); \
1837 VBOXWINEPROFILE_HASHMAP_RESET(&(_p)->MapDrawPrimSlow); \
1838 VBOXWINEPROFILE_HASHMAP_RESET(&(_p)->MapDrawPrimStrided); \
1839 VBOXWINEPROFILE_HASHMAP_RESET(&(_p)->MapDrawPrimFast); \
1840 } while (0)
1841
1842static DECLCALLBACK(uint32_t) vboxWineProfileDrawPrimHashMapHash(void *pvKey)
1843{
1844 return (uint32_t)pvKey;
1845}
1846
1847static DECLCALLBACK(bool) vboxWineProfileDrawPrimHashMapEqual(void *pvKey1, void *pvKey2)
1848{
1849 return ((uint32_t)pvKey1) == ((uint32_t)pvKey2);
1850}
1851
1852#define VBOXWINEPROFILE_DRAWPRIM_INIT(_p) do { \
1853 memset((_p), 0, sizeof (*(_p))); \
1854 VBoxExtHashInit(&(_p)->MapDrawPrimSlowVs, vboxWineProfileDrawPrimHashMapHash, vboxWineProfileDrawPrimHashMapEqual); \
1855 VBoxExtHashInit(&(_p)->MapDrawPrimSlow, vboxWineProfileDrawPrimHashMapHash, vboxWineProfileDrawPrimHashMapEqual); \
1856 VBoxExtHashInit(&(_p)->MapDrawPrimStrided, vboxWineProfileDrawPrimHashMapHash, vboxWineProfileDrawPrimHashMapEqual); \
1857 VBoxExtHashInit(&(_p)->MapDrawPrimFast, vboxWineProfileDrawPrimHashMapHash, vboxWineProfileDrawPrimHashMapEqual); \
1858 } while (0)
1859
1860#define VBOXWINEPROFILE_DRAWPRIM_TERM(_p) do { \
1861 memset((_p), 0, sizeof (*(_p))); \
1862 VBOXWINEPROFILE_HASHMAP_TERM(&(_p)->MapDrawPrimSlowVs); \
1863 VBOXWINEPROFILE_HASHMAP_TERM(&(_p)->MapDrawPrimSlow); \
1864 VBOXWINEPROFILE_HASHMAP_TERM(&(_p)->MapDrawPrimStrided); \
1865 VBOXWINEPROFILE_HASHMAP_TERM(&(_p)->MapDrawPrimFast); \
1866 } while (0)
1867#else
1868# define PRLOG(_m) do {} while (0)
1869#endif
1870struct IWineD3DDeviceImpl
1871{
1872 /* IUnknown fields */
1873 const IWineD3DDeviceVtbl *lpVtbl;
1874 LONG ref; /* Note: Ref counting not required */
1875
1876 /* WineD3D Information */
1877 IUnknown *parent;
1878 IWineD3DDeviceParent *device_parent;
1879 IWineD3D *wined3d;
1880 struct wined3d_adapter *adapter;
1881
1882 /* Window styles to restore when switching fullscreen mode */
1883 LONG style;
1884 LONG exStyle;
1885
1886 /* X and GL Information */
1887 GLint maxConcurrentLights;
1888 GLenum offscreenBuffer;
1889
1890 /* Selected capabilities */
1891 int vs_selected_mode;
1892 int ps_selected_mode;
1893 const shader_backend_t *shader_backend;
1894 void *shader_priv;
1895 void *fragment_priv;
1896 void *blit_priv;
1897 struct StateEntry StateTable[STATE_HIGHEST + 1];
1898 /* Array of functions for states which are handled by more than one pipeline part */
1899 APPLYSTATEFUNC *multistate_funcs[STATE_HIGHEST + 1];
1900 const struct fragment_pipeline *frag_pipe;
1901 const struct blit_shader *blitter;
1902
1903 unsigned int max_ffp_textures;
1904 DWORD d3d_vshader_constantF, d3d_pshader_constantF; /* Advertised d3d caps, not GL ones */
1905 DWORD vs_clipping;
1906
1907 WORD view_ident : 1; /* true iff view matrix is identity */
1908 WORD untransformed : 1;
1909 WORD vertexBlendUsed : 1; /* To avoid needless setting of the blend matrices */
1910 WORD isRecordingState : 1;
1911 WORD isInDraw : 1;
1912 WORD bCursorVisible : 1;
1913 WORD haveHardwareCursor : 1;
1914 WORD d3d_initialized : 1;
1915 WORD inScene : 1; /* A flag to check for proper BeginScene / EndScene call pairs */
1916 WORD softwareVertexProcessing : 1; /* process vertex shaders using software or hardware */
1917 WORD useDrawStridedSlow : 1;
1918 WORD instancedDraw : 1;
1919 WORD filter_messages : 1;
1920 WORD padding : 3;
1921
1922 BYTE fixed_function_usage_map; /* MAX_TEXTURES, 8 */
1923
1924#define DDRAW_PITCH_ALIGNMENT 8
1925#define D3D8_PITCH_ALIGNMENT 4
1926 unsigned char surface_alignment; /* Line Alignment of surfaces */
1927
1928 /* State block related */
1929 IWineD3DStateBlockImpl *stateBlock;
1930 IWineD3DStateBlockImpl *updateStateBlock;
1931
1932 /* Internal use fields */
1933 WINED3DDEVICE_CREATION_PARAMETERS createParms;
1934 WINED3DDEVTYPE devType;
1935#ifndef VBOX_WITH_WDDM
1936 HWND focus_window;
1937#endif
1938
1939 IWineD3DSwapChain **swapchains;
1940 UINT NumberOfSwapChains;
1941
1942 struct list resources; /* a linked list to track resources created by the device */
1943 struct list shaders; /* a linked list to track shaders (pixel and vertex) */
1944 unsigned int highest_dirty_ps_const, highest_dirty_vs_const;
1945
1946 /* Render Target Support */
1947 IWineD3DSurface **render_targets;
1948 IWineD3DSurface *auto_depth_stencil_buffer;
1949 IWineD3DSurface *stencilBufferTarget;
1950
1951 /* palettes texture management */
1952 UINT NumberOfPalettes;
1953 PALETTEENTRY **palettes;
1954 UINT currentPalette;
1955
1956 /* For rendering to a texture using glCopyTexImage */
1957 GLenum *draw_buffers;
1958 GLuint depth_blt_texture;
1959 GLuint depth_blt_rb;
1960 UINT depth_blt_rb_w;
1961 UINT depth_blt_rb_h;
1962
1963 /* Cursor management */
1964 UINT xHotSpot;
1965 UINT yHotSpot;
1966 UINT xScreenSpace;
1967 UINT yScreenSpace;
1968 UINT cursorWidth, cursorHeight;
1969 GLuint cursorTexture;
1970 HCURSOR hardwareCursor;
1971
1972 /* The Wine logo surface */
1973 IWineD3DSurface *logo_surface;
1974
1975 /* Textures for when no other textures are mapped */
1976 UINT dummyTextureName[MAX_TEXTURES];
1977
1978 /* DirectDraw stuff */
1979 DWORD ddraw_width, ddraw_height;
1980 WINED3DFORMAT ddraw_format;
1981
1982 /* Final position fixup constant */
1983 float posFixup[4];
1984#ifdef VBOX_WITH_VMSVGA
1985 UINT rtHeight;
1986#endif
1987
1988 /* With register combiners we can skip junk texture stages */
1989 DWORD texUnitMap[MAX_COMBINED_SAMPLERS];
1990 DWORD rev_tex_unit_map[MAX_COMBINED_SAMPLERS];
1991
1992 /* Stream source management */
1993 struct wined3d_stream_info strided_streams;
1994 const WineDirect3DVertexStridedData *up_strided;
1995 struct wined3d_event_query *buffer_queries[MAX_ATTRIBS];
1996 unsigned int num_buffer_queries;
1997
1998 /* Context management */
1999 struct wined3d_context **contexts;
2000 UINT numContexts;
2001
2002#ifdef VBOX_WITH_WDDM
2003 struct VBOXUHGSMI *pHgsmi;
2004#endif
2005
2006#ifdef VBOX_WINE_WITH_SHADER_CACHE
2007 VBOXEXT_HASHCACHE vshaderCache;
2008 VBOXEXT_HASHCACHE pshaderCache;
2009#endif
2010
2011#ifdef VBOX_WINE_WITH_PROFILE
2012 VBOXWINEPROFILE_DRAWPRIM DrawPrimProfile;
2013#endif
2014
2015 /* High level patch management */
2016#define PATCHMAP_SIZE 43
2017#define PATCHMAP_HASHFUNC(x) ((x) % PATCHMAP_SIZE) /* Primitive and simple function */
2018 struct list patches[PATCHMAP_SIZE];
2019 struct WineD3DRectPatch *currentPatch;
2020};
2021
2022BOOL device_context_add(IWineD3DDeviceImpl *device, struct wined3d_context *context) DECLSPEC_HIDDEN;
2023void device_context_remove(IWineD3DDeviceImpl *device, struct wined3d_context *context) DECLSPEC_HIDDEN;
2024HRESULT device_init(IWineD3DDeviceImpl *device, IWineD3DImpl *wined3d,
2025 UINT adapter_idx, WINED3DDEVTYPE device_type, HWND focus_window, DWORD flags,
2026 IUnknown *parent, IWineD3DDeviceParent *device_parent) DECLSPEC_HIDDEN;
2027void device_preload_textures(IWineD3DDeviceImpl *device) DECLSPEC_HIDDEN;
2028#ifndef VBOX_WITH_WDDM
2029LRESULT device_process_message(IWineD3DDeviceImpl *device, HWND window,
2030 UINT message, WPARAM wparam, LPARAM lparam, WNDPROC proc) DECLSPEC_HIDDEN;
2031#else
2032void device_cleanup_durtify_texture_target(IWineD3DDeviceImpl *This, GLuint texture_target);
2033#endif
2034void device_resource_add(IWineD3DDeviceImpl *This, IWineD3DResource *resource) DECLSPEC_HIDDEN;
2035void device_resource_released(IWineD3DDeviceImpl *This, IWineD3DResource *resource) DECLSPEC_HIDDEN;
2036void device_stream_info_from_declaration(IWineD3DDeviceImpl *This,
2037 BOOL use_vshader, struct wined3d_stream_info *stream_info, BOOL *fixup) DECLSPEC_HIDDEN;
2038void device_update_stream_info(IWineD3DDeviceImpl *device, const struct wined3d_gl_info *gl_info) DECLSPEC_HIDDEN;
2039HRESULT IWineD3DDeviceImpl_ClearSurface(IWineD3DDeviceImpl *This, IWineD3DSurfaceImpl *target, DWORD Count,
2040 const WINED3DRECT *pRects, DWORD Flags, WINED3DCOLOR Color, float Z, DWORD Stencil) DECLSPEC_HIDDEN;
2041void IWineD3DDeviceImpl_FindTexUnitMap(IWineD3DDeviceImpl *This) DECLSPEC_HIDDEN;
2042void IWineD3DDeviceImpl_MarkStateDirty(IWineD3DDeviceImpl *This, DWORD state) DECLSPEC_HIDDEN;
2043
2044static inline BOOL isStateDirty(struct wined3d_context *context, DWORD state)
2045{
2046 DWORD idx = state / (sizeof(*context->isStateDirty) * CHAR_BIT);
2047 BYTE shift = state & ((sizeof(*context->isStateDirty) * CHAR_BIT) - 1);
2048 return context->isStateDirty[idx] & (1 << shift);
2049}
2050
2051/* Support for IWineD3DResource ::Set/Get/FreePrivateData. */
2052typedef struct PrivateData
2053{
2054 struct list entry;
2055
2056 GUID tag;
2057 DWORD flags; /* DDSPD_* */
2058
2059 union
2060 {
2061 LPVOID data;
2062 LPUNKNOWN object;
2063 } ptr;
2064
2065 DWORD size;
2066} PrivateData;
2067
2068/*****************************************************************************
2069 * IWineD3DResource implementation structure
2070 */
2071typedef struct IWineD3DResourceClass
2072{
2073 /* IUnknown fields */
2074 LONG ref; /* Note: Ref counting not required */
2075
2076 /* WineD3DResource Information */
2077 IUnknown *parent;
2078 WINED3DRESOURCETYPE resourceType;
2079 IWineD3DDeviceImpl *device;
2080 WINED3DPOOL pool;
2081 UINT size;
2082 DWORD usage;
2083 const struct wined3d_format_desc *format_desc;
2084 DWORD priority;
2085 BYTE *allocatedMemory; /* Pointer to the real data location */
2086 BYTE *heapMemory; /* Pointer to the HeapAlloced block of memory */
2087#ifdef VBOX_WITH_WDDM
2088 DWORD sharerc_flags; /* shared resource flags */
2089 DWORD sharerc_handle; /* shared resource handle */
2090 DWORD sharerc_locks; /* lock count */
2091#endif
2092 struct list privateData;
2093 struct list resource_list_entry;
2094 const struct wined3d_parent_ops *parent_ops;
2095} IWineD3DResourceClass;
2096
2097typedef struct IWineD3DResourceImpl
2098{
2099 /* IUnknown & WineD3DResource Information */
2100 const IWineD3DResourceVtbl *lpVtbl;
2101 IWineD3DResourceClass resource;
2102} IWineD3DResourceImpl;
2103
2104void resource_cleanup(IWineD3DResource *iface) DECLSPEC_HIDDEN;
2105HRESULT resource_free_private_data(IWineD3DResource *iface, REFGUID guid) DECLSPEC_HIDDEN;
2106HRESULT resource_get_parent(IWineD3DResource *iface, IUnknown **parent) DECLSPEC_HIDDEN;
2107DWORD resource_get_priority(IWineD3DResource *iface) DECLSPEC_HIDDEN;
2108HRESULT resource_get_private_data(IWineD3DResource *iface, REFGUID guid,
2109 void *data, DWORD *data_size) DECLSPEC_HIDDEN;
2110HRESULT resource_init(IWineD3DResource *iface, WINED3DRESOURCETYPE resource_type,
2111 IWineD3DDeviceImpl *device, UINT size, DWORD usage, const struct wined3d_format_desc *format_desc,
2112 WINED3DPOOL pool, IUnknown *parent, const struct wined3d_parent_ops *parent_ops
2113#ifdef VBOX_WITH_WDDM
2114 , HANDLE *shared_handle
2115 , void *pvClientMem
2116#endif
2117 ) DECLSPEC_HIDDEN;
2118WINED3DRESOURCETYPE resource_get_type(IWineD3DResource *iface) DECLSPEC_HIDDEN;
2119DWORD resource_set_priority(IWineD3DResource *iface, DWORD new_priority) DECLSPEC_HIDDEN;
2120HRESULT resource_set_private_data(IWineD3DResource *iface, REFGUID guid,
2121 const void *data, DWORD data_size, DWORD flags) DECLSPEC_HIDDEN;
2122
2123#ifdef VBOX_WITH_WDDM
2124HRESULT WINAPI IWineD3DResourceImpl_SetShRcState(IWineD3DResource *iface, VBOXWINEEX_SHRC_STATE enmState);
2125#endif
2126
2127/* Tests show that the start address of resources is 32 byte aligned */
2128#define RESOURCE_ALIGNMENT 16
2129
2130/*****************************************************************************
2131 * IWineD3DBaseTexture D3D- > openGL state map lookups
2132 */
2133
2134typedef enum winetexturestates {
2135 WINED3DTEXSTA_ADDRESSU = 0,
2136 WINED3DTEXSTA_ADDRESSV = 1,
2137 WINED3DTEXSTA_ADDRESSW = 2,
2138 WINED3DTEXSTA_BORDERCOLOR = 3,
2139 WINED3DTEXSTA_MAGFILTER = 4,
2140 WINED3DTEXSTA_MINFILTER = 5,
2141 WINED3DTEXSTA_MIPFILTER = 6,
2142 WINED3DTEXSTA_MAXMIPLEVEL = 7,
2143 WINED3DTEXSTA_MAXANISOTROPY = 8,
2144 WINED3DTEXSTA_SRGBTEXTURE = 9,
2145 WINED3DTEXSTA_ELEMENTINDEX = 10,
2146 WINED3DTEXSTA_DMAPOFFSET = 11,
2147 WINED3DTEXSTA_TSSADDRESSW = 12,
2148 MAX_WINETEXTURESTATES = 13,
2149} winetexturestates;
2150
2151enum WINED3DSRGB
2152{
2153 SRGB_ANY = 0, /* Uses the cached value(e.g. external calls) */
2154 SRGB_RGB = 1, /* Loads the rgb texture */
2155 SRGB_SRGB = 2, /* Loads the srgb texture */
2156 SRGB_BOTH = 3, /* Loads both textures */
2157};
2158
2159struct gl_texture
2160{
2161 DWORD states[MAX_WINETEXTURESTATES];
2162 BOOL dirty;
2163 GLuint name;
2164};
2165
2166/*****************************************************************************
2167 * IWineD3DBaseTexture implementation structure (extends IWineD3DResourceImpl)
2168 */
2169typedef struct IWineD3DBaseTextureClass
2170{
2171 struct gl_texture texture_rgb, texture_srgb;
2172 UINT levels;
2173 float pow2Matrix[16];
2174 UINT LOD;
2175 WINED3DTEXTUREFILTERTYPE filterType;
2176 LONG bindCount;
2177 DWORD sampler;
2178 BOOL is_srgb;
2179 BOOL pow2Matrix_identity;
2180 BOOL t_mirror;
2181 const struct min_lookup *minMipLookup;
2182 const GLenum *magLookup;
2183 void (*internal_preload)(IWineD3DBaseTexture *iface, enum WINED3DSRGB srgb);
2184} IWineD3DBaseTextureClass;
2185
2186void surface_internal_preload(IWineD3DSurface *iface, enum WINED3DSRGB srgb) DECLSPEC_HIDDEN;
2187BOOL surface_init_sysmem(IWineD3DSurface *iface) DECLSPEC_HIDDEN;
2188BOOL surface_is_offscreen(IWineD3DSurface *iface) DECLSPEC_HIDDEN;
2189void surface_prepare_texture(IWineD3DSurfaceImpl *surface,
2190 const struct wined3d_gl_info *gl_info, BOOL srgb) DECLSPEC_HIDDEN;
2191#ifdef VBOX_WITH_WDDM
2192void surface_setup_location_onopen(IWineD3DSurfaceImpl *This) DECLSPEC_HIDDEN;
2193#endif
2194
2195typedef struct IWineD3DBaseTextureImpl
2196{
2197 /* IUnknown & WineD3DResource Information */
2198 const IWineD3DBaseTextureVtbl *lpVtbl;
2199 IWineD3DResourceClass resource;
2200 IWineD3DBaseTextureClass baseTexture;
2201
2202} IWineD3DBaseTextureImpl;
2203
2204void basetexture_apply_state_changes(IWineD3DBaseTexture *iface,
2205 const DWORD textureStates[WINED3D_HIGHEST_TEXTURE_STATE + 1],
2206 const DWORD samplerStates[WINED3D_HIGHEST_SAMPLER_STATE + 1],
2207 const struct wined3d_gl_info *gl_info) DECLSPEC_HIDDEN;
2208void basetexture_state_init(IWineD3DBaseTexture *iface, struct gl_texture *gl_tex);
2209HRESULT basetexture_bind(IWineD3DBaseTexture *iface, BOOL srgb, BOOL *set_surface_desc) DECLSPEC_HIDDEN;
2210void basetexture_cleanup(IWineD3DBaseTexture *iface) DECLSPEC_HIDDEN;
2211void basetexture_generate_mipmaps(IWineD3DBaseTexture *iface) DECLSPEC_HIDDEN;
2212WINED3DTEXTUREFILTERTYPE basetexture_get_autogen_filter_type(IWineD3DBaseTexture *iface) DECLSPEC_HIDDEN;
2213BOOL basetexture_get_dirty(IWineD3DBaseTexture *iface) DECLSPEC_HIDDEN;
2214DWORD basetexture_get_level_count(IWineD3DBaseTexture *iface) DECLSPEC_HIDDEN;
2215DWORD basetexture_get_lod(IWineD3DBaseTexture *iface) DECLSPEC_HIDDEN;
2216HRESULT basetexture_init(IWineD3DBaseTextureImpl *texture, UINT levels, WINED3DRESOURCETYPE resource_type,
2217 IWineD3DDeviceImpl *device, UINT size, DWORD usage, const struct wined3d_format_desc *format_desc,
2218 WINED3DPOOL pool, IUnknown *parent, const struct wined3d_parent_ops *parent_ops
2219#ifdef VBOX_WITH_WDDM
2220 , HANDLE *shared_handle
2221 , void **pavClientMem
2222#endif
2223 ) DECLSPEC_HIDDEN;
2224HRESULT basetexture_set_autogen_filter_type(IWineD3DBaseTexture *iface,
2225 WINED3DTEXTUREFILTERTYPE filter_type) DECLSPEC_HIDDEN;
2226BOOL basetexture_set_dirty(IWineD3DBaseTexture *iface, BOOL dirty) DECLSPEC_HIDDEN;
2227DWORD basetexture_set_lod(IWineD3DBaseTexture *iface, DWORD new_lod) DECLSPEC_HIDDEN;
2228void basetexture_unload(IWineD3DBaseTexture *iface) DECLSPEC_HIDDEN;
2229
2230#ifdef VBOX_WITH_WDDM
2231#define texture_gl_delete(_o, _t) do { \
2232 if (VBOXSHRC_IS_SHARED(_o)) GL_EXTCALL(glChromiumParameteriCR(GL_RCUSAGE_TEXTURE_CLEAR_CR, _t)); \
2233 else glDeleteTextures(1, &_t); \
2234 } while (0)
2235#else
2236#define texture_gl_delete(_o, _t) do { \
2237 glDeleteTextures(1, &_t); \
2238 } while (0)
2239
2240#endif
2241/*****************************************************************************
2242 * IWineD3DTexture implementation structure (extends IWineD3DBaseTextureImpl)
2243 */
2244typedef struct IWineD3DTextureImpl
2245{
2246 /* IUnknown & WineD3DResource/WineD3DBaseTexture Information */
2247 const IWineD3DTextureVtbl *lpVtbl;
2248 IWineD3DResourceClass resource;
2249 IWineD3DBaseTextureClass baseTexture;
2250
2251 /* IWineD3DTexture */
2252 IWineD3DSurface *surfaces[MAX_MIP_LEVELS];
2253 UINT target;
2254 BOOL cond_np2;
2255
2256} IWineD3DTextureImpl;
2257
2258void texture_state_init(IWineD3DTexture *iface, struct gl_texture *gl_tex);
2259HRESULT texture_init(IWineD3DTextureImpl *texture, UINT width, UINT height, UINT levels,
2260 IWineD3DDeviceImpl *device, DWORD usage, WINED3DFORMAT format, WINED3DPOOL pool,
2261 IUnknown *parent, const struct wined3d_parent_ops *parent_ops
2262#ifdef VBOX_WITH_WDDM
2263 , HANDLE *shared_handle
2264 , void **pavClientMem
2265#endif
2266 ) DECLSPEC_HIDDEN;
2267
2268/*****************************************************************************
2269 * IWineD3DCubeTexture implementation structure (extends IWineD3DBaseTextureImpl)
2270 */
2271typedef struct IWineD3DCubeTextureImpl
2272{
2273 /* IUnknown & WineD3DResource/WineD3DBaseTexture Information */
2274 const IWineD3DCubeTextureVtbl *lpVtbl;
2275 IWineD3DResourceClass resource;
2276 IWineD3DBaseTextureClass baseTexture;
2277
2278 /* IWineD3DCubeTexture */
2279 IWineD3DSurface *surfaces[6][MAX_MIP_LEVELS];
2280} IWineD3DCubeTextureImpl;
2281
2282HRESULT cubetexture_init(IWineD3DCubeTextureImpl *texture, UINT edge_length, UINT levels,
2283 IWineD3DDeviceImpl *device, DWORD usage, WINED3DFORMAT format, WINED3DPOOL pool,
2284 IUnknown *parent, const struct wined3d_parent_ops *parent_ops
2285#ifdef VBOX_WITH_WDDM
2286 , HANDLE *shared_handle
2287 , void **pavClientMem
2288#endif
2289 ) DECLSPEC_HIDDEN;
2290
2291typedef struct _WINED3DVOLUMET_DESC
2292{
2293 UINT Width;
2294 UINT Height;
2295 UINT Depth;
2296} WINED3DVOLUMET_DESC;
2297
2298/*****************************************************************************
2299 * IWineD3DVolume implementation structure (extends IUnknown)
2300 */
2301typedef struct IWineD3DVolumeImpl
2302{
2303 /* IUnknown & WineD3DResource fields */
2304 const IWineD3DVolumeVtbl *lpVtbl;
2305 IWineD3DResourceClass resource;
2306
2307 /* WineD3DVolume Information */
2308 WINED3DVOLUMET_DESC currentDesc;
2309 IWineD3DBase *container;
2310 BOOL lockable;
2311 BOOL locked;
2312 WINED3DBOX lockedBox;
2313 WINED3DBOX dirtyBox;
2314 BOOL dirty;
2315} IWineD3DVolumeImpl;
2316
2317void volume_add_dirty_box(IWineD3DVolume *iface, const WINED3DBOX *dirty_box) DECLSPEC_HIDDEN;
2318HRESULT volume_init(IWineD3DVolumeImpl *volume, IWineD3DDeviceImpl *device, UINT width,
2319 UINT height, UINT depth, DWORD usage, WINED3DFORMAT format, WINED3DPOOL pool,
2320 IUnknown *parent, const struct wined3d_parent_ops *parent_ops
2321#ifdef VBOX_WITH_WDDM
2322 , HANDLE *shared_handle
2323 , void *pvClientMem
2324#endif
2325 ) DECLSPEC_HIDDEN;
2326
2327/*****************************************************************************
2328 * IWineD3DVolumeTexture implementation structure (extends IWineD3DBaseTextureImpl)
2329 */
2330typedef struct IWineD3DVolumeTextureImpl
2331{
2332 /* IUnknown & WineD3DResource/WineD3DBaseTexture Information */
2333 const IWineD3DVolumeTextureVtbl *lpVtbl;
2334 IWineD3DResourceClass resource;
2335 IWineD3DBaseTextureClass baseTexture;
2336
2337 /* IWineD3DVolumeTexture */
2338 IWineD3DVolume *volumes[MAX_MIP_LEVELS];
2339} IWineD3DVolumeTextureImpl;
2340
2341HRESULT volumetexture_init(IWineD3DVolumeTextureImpl *texture, UINT width, UINT height,
2342 UINT depth, UINT levels, IWineD3DDeviceImpl *device, DWORD usage, WINED3DFORMAT format,
2343 WINED3DPOOL pool, IUnknown *parent, const struct wined3d_parent_ops *parent_ops
2344#ifdef VBOX_WITH_WDDM
2345 , HANDLE *shared_handle
2346 , void **pavClientMem
2347#endif
2348 ) DECLSPEC_HIDDEN;
2349
2350typedef struct _WINED3DSURFACET_DESC
2351{
2352 WINED3DMULTISAMPLE_TYPE MultiSampleType;
2353 DWORD MultiSampleQuality;
2354 UINT Width;
2355 UINT Height;
2356} WINED3DSURFACET_DESC;
2357
2358/*****************************************************************************
2359 * Structure for DIB Surfaces (GetDC and GDI surfaces)
2360 */
2361typedef struct wineD3DSurface_DIB {
2362 HBITMAP DIBsection;
2363 void* bitmap_data;
2364 UINT bitmap_size;
2365 HGDIOBJ holdbitmap;
2366 BOOL client_memory;
2367} wineD3DSurface_DIB;
2368
2369typedef struct {
2370 struct list entry;
2371 GLuint id;
2372 UINT width;
2373 UINT height;
2374} renderbuffer_entry_t;
2375
2376struct fbo_entry
2377{
2378 struct list entry;
2379 IWineD3DSurfaceImpl **render_targets;
2380 IWineD3DSurfaceImpl *depth_stencil;
2381 BOOL attached;
2382 GLuint id;
2383};
2384
2385/*****************************************************************************
2386 * IWineD3DClipp implementation structure
2387 */
2388typedef struct IWineD3DClipperImpl
2389{
2390 const IWineD3DClipperVtbl *lpVtbl;
2391 LONG ref;
2392
2393 IUnknown *Parent;
2394 HWND hWnd;
2395} IWineD3DClipperImpl;
2396
2397
2398/*****************************************************************************
2399 * IWineD3DSurface implementation structure
2400 */
2401struct IWineD3DSurfaceImpl
2402{
2403 /* IUnknown & IWineD3DResource Information */
2404 const IWineD3DSurfaceVtbl *lpVtbl;
2405 IWineD3DResourceClass resource;
2406
2407 /* IWineD3DSurface fields */
2408 IWineD3DBase *container;
2409 WINED3DSURFACET_DESC currentDesc;
2410 IWineD3DPaletteImpl *palette; /* D3D7 style palette handling */
2411 PALETTEENTRY *palette9; /* D3D8/9 style palette handling */
2412
2413 /* TODO: move this off into a management class(maybe!) */
2414 DWORD Flags;
2415
2416 UINT pow2Width;
2417 UINT pow2Height;
2418
2419 /* A method to retrieve the drawable size. Not in the Vtable to make it changeable */
2420 void (*get_drawable_size)(struct wined3d_context *context, UINT *width, UINT *height);
2421
2422 /* PBO */
2423 GLuint pbo;
2424 GLuint texture_name;
2425 GLuint texture_name_srgb;
2426 GLint texture_level;
2427 GLenum texture_target;
2428
2429 RECT lockedRect;
2430 RECT dirtyRect;
2431 int lockCount;
2432#define MAXLOCKCOUNT 50 /* After this amount of locks do not free the sysmem copy */
2433
2434 /* For GetDC */
2435 wineD3DSurface_DIB dib;
2436 HDC hDC;
2437
2438 /* Color keys for DDraw */
2439 WINEDDCOLORKEY DestBltCKey;
2440 WINEDDCOLORKEY DestOverlayCKey;
2441 WINEDDCOLORKEY SrcOverlayCKey;
2442 WINEDDCOLORKEY SrcBltCKey;
2443 DWORD CKeyFlags;
2444
2445 WINEDDCOLORKEY glCKey;
2446
2447 struct list renderbuffers;
2448 renderbuffer_entry_t *current_renderbuffer;
2449
2450 /* DirectDraw clippers */
2451 IWineD3DClipper *clipper;
2452
2453 /* DirectDraw Overlay handling */
2454 RECT overlay_srcrect;
2455 RECT overlay_destrect;
2456 IWineD3DSurfaceImpl *overlay_dest;
2457 struct list overlays;
2458 struct list overlay_entry;
2459
2460#ifdef VBOX_WITH_WDDM
2461 struct IWineD3DSwapChain *presentSwapchain;
2462#endif
2463};
2464
2465extern const IWineD3DSurfaceVtbl IWineD3DSurface_Vtbl DECLSPEC_HIDDEN;
2466extern const IWineD3DSurfaceVtbl IWineGDISurface_Vtbl DECLSPEC_HIDDEN;
2467
2468UINT surface_calculate_size(const struct wined3d_format_desc *format_desc,
2469 UINT alignment, UINT width, UINT height) DECLSPEC_HIDDEN;
2470void surface_gdi_cleanup(IWineD3DSurfaceImpl *This) DECLSPEC_HIDDEN;
2471HRESULT surface_init(IWineD3DSurfaceImpl *surface, WINED3DSURFTYPE surface_type, UINT alignment,
2472 UINT width, UINT height, UINT level, BOOL lockable, BOOL discard, WINED3DMULTISAMPLE_TYPE multisample_type,
2473 UINT multisample_quality, IWineD3DDeviceImpl *device, DWORD usage, WINED3DFORMAT format,
2474 WINED3DPOOL pool, IUnknown *parent, const struct wined3d_parent_ops *parent_ops
2475#ifdef VBOX_WITH_WDDM
2476 , HANDLE *shared_handle
2477 , void *pvClientMem
2478#endif
2479 ) DECLSPEC_HIDDEN;
2480
2481/* Predeclare the shared Surface functions */
2482HRESULT WINAPI IWineD3DBaseSurfaceImpl_QueryInterface(IWineD3DSurface *iface,
2483 REFIID riid, LPVOID *ppobj) DECLSPEC_HIDDEN;
2484ULONG WINAPI IWineD3DBaseSurfaceImpl_AddRef(IWineD3DSurface *iface) DECLSPEC_HIDDEN;
2485HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetParent(IWineD3DSurface *iface, IUnknown **pParent) DECLSPEC_HIDDEN;
2486HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetPrivateData(IWineD3DSurface *iface,
2487 REFGUID refguid, const void *pData, DWORD SizeOfData, DWORD Flags) DECLSPEC_HIDDEN;
2488HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetPrivateData(IWineD3DSurface *iface,
2489 REFGUID refguid, void *pData, DWORD *pSizeOfData) DECLSPEC_HIDDEN;
2490HRESULT WINAPI IWineD3DBaseSurfaceImpl_FreePrivateData(IWineD3DSurface *iface, REFGUID refguid) DECLSPEC_HIDDEN;
2491DWORD WINAPI IWineD3DBaseSurfaceImpl_SetPriority(IWineD3DSurface *iface, DWORD PriorityNew) DECLSPEC_HIDDEN;
2492DWORD WINAPI IWineD3DBaseSurfaceImpl_GetPriority(IWineD3DSurface *iface) DECLSPEC_HIDDEN;
2493WINED3DRESOURCETYPE WINAPI IWineD3DBaseSurfaceImpl_GetType(IWineD3DSurface *iface) DECLSPEC_HIDDEN;
2494HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetContainer(IWineD3DSurface* iface,
2495 REFIID riid, void **ppContainer) DECLSPEC_HIDDEN;
2496HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetDesc(IWineD3DSurface *iface, WINED3DSURFACE_DESC *pDesc) DECLSPEC_HIDDEN;
2497HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetBltStatus(IWineD3DSurface *iface, DWORD Flags) DECLSPEC_HIDDEN;
2498HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetFlipStatus(IWineD3DSurface *iface, DWORD Flags) DECLSPEC_HIDDEN;
2499HRESULT WINAPI IWineD3DBaseSurfaceImpl_IsLost(IWineD3DSurface *iface) DECLSPEC_HIDDEN;
2500HRESULT WINAPI IWineD3DBaseSurfaceImpl_Restore(IWineD3DSurface *iface) DECLSPEC_HIDDEN;
2501HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetPalette(IWineD3DSurface *iface, IWineD3DPalette **Pal) DECLSPEC_HIDDEN;
2502HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetPalette(IWineD3DSurface *iface, IWineD3DPalette *Pal) DECLSPEC_HIDDEN;
2503HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetColorKey(IWineD3DSurface *iface,
2504 DWORD Flags, const WINEDDCOLORKEY *CKey) DECLSPEC_HIDDEN;
2505HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetContainer(IWineD3DSurface *iface, IWineD3DBase *container) DECLSPEC_HIDDEN;
2506DWORD WINAPI IWineD3DBaseSurfaceImpl_GetPitch(IWineD3DSurface *iface) DECLSPEC_HIDDEN;
2507HRESULT WINAPI IWineD3DBaseSurfaceImpl_RealizePalette(IWineD3DSurface *iface) DECLSPEC_HIDDEN;
2508HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetOverlayPosition(IWineD3DSurface *iface, LONG X, LONG Y) DECLSPEC_HIDDEN;
2509HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetOverlayPosition(IWineD3DSurface *iface, LONG *X, LONG *Y) DECLSPEC_HIDDEN;
2510HRESULT WINAPI IWineD3DBaseSurfaceImpl_UpdateOverlayZOrder(IWineD3DSurface *iface,
2511 DWORD Flags, IWineD3DSurface *Ref) DECLSPEC_HIDDEN;
2512HRESULT WINAPI IWineD3DBaseSurfaceImpl_UpdateOverlay(IWineD3DSurface *iface, const RECT *SrcRect,
2513 IWineD3DSurface *DstSurface, const RECT *DstRect, DWORD Flags, const WINEDDOVERLAYFX *FX) DECLSPEC_HIDDEN;
2514HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetClipper(IWineD3DSurface *iface, IWineD3DClipper *clipper) DECLSPEC_HIDDEN;
2515HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetClipper(IWineD3DSurface *iface, IWineD3DClipper **clipper) DECLSPEC_HIDDEN;
2516HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetFormat(IWineD3DSurface *iface, WINED3DFORMAT format) DECLSPEC_HIDDEN;
2517HRESULT IWineD3DBaseSurfaceImpl_CreateDIBSection(IWineD3DSurface *iface) DECLSPEC_HIDDEN;
2518HRESULT WINAPI IWineD3DBaseSurfaceImpl_Blt(IWineD3DSurface *iface, const RECT *DestRect, IWineD3DSurface *SrcSurface,
2519 const RECT *SrcRect, DWORD Flags, const WINEDDBLTFX *DDBltFx, WINED3DTEXTUREFILTERTYPE Filter) DECLSPEC_HIDDEN;
2520HRESULT WINAPI IWineD3DBaseSurfaceImpl_BltFast(IWineD3DSurface *iface, DWORD dstx, DWORD dsty,
2521 IWineD3DSurface *Source, const RECT *rsrc, DWORD trans) DECLSPEC_HIDDEN;
2522HRESULT WINAPI IWineD3DBaseSurfaceImpl_LockRect(IWineD3DSurface *iface, WINED3DLOCKED_RECT *pLockedRect,
2523 const RECT *pRect, DWORD Flags) DECLSPEC_HIDDEN;
2524void WINAPI IWineD3DBaseSurfaceImpl_BindTexture(IWineD3DSurface *iface, BOOL srgb) DECLSPEC_HIDDEN;
2525const void *WINAPI IWineD3DBaseSurfaceImpl_GetData(IWineD3DSurface *iface) DECLSPEC_HIDDEN;
2526
2527void get_drawable_size_swapchain(struct wined3d_context *context, UINT *width, UINT *height) DECLSPEC_HIDDEN;
2528void get_drawable_size_backbuffer(struct wined3d_context *context, UINT *width, UINT *height) DECLSPEC_HIDDEN;
2529void get_drawable_size_fbo(struct wined3d_context *context, UINT *width, UINT *height) DECLSPEC_HIDDEN;
2530
2531void draw_textured_quad(IWineD3DSurfaceImpl *src_surface, const RECT *src_rect,
2532 const RECT *dst_rect, WINED3DTEXTUREFILTERTYPE Filter) DECLSPEC_HIDDEN;
2533void flip_surface(IWineD3DSurfaceImpl *front, IWineD3DSurfaceImpl *back) DECLSPEC_HIDDEN;
2534
2535/* Surface flags: */
2536#define SFLAG_CONVERTED 0x00000002 /* Converted for color keying or Palettized */
2537#define SFLAG_DIBSECTION 0x00000004 /* Has a DIB section attached for GetDC */
2538#define SFLAG_LOCKABLE 0x00000008 /* Surface can be locked */
2539#define SFLAG_DISCARD 0x00000010 /* ??? */
2540#define SFLAG_LOCKED 0x00000020 /* Surface is locked atm */
2541#define SFLAG_INTEXTURE 0x00000040 /* The GL texture contains the newest surface content */
2542#define SFLAG_INSRGBTEX 0x00000080 /* The GL srgb texture contains the newest surface content */
2543#define SFLAG_INDRAWABLE 0x00000100 /* The gl drawable contains the most up to date data */
2544#define SFLAG_INSYSMEM 0x00000200 /* The system memory copy is most up to date */
2545#define SFLAG_NONPOW2 0x00000400 /* Surface sizes are not a power of 2 */
2546#define SFLAG_DYNLOCK 0x00000800 /* Surface is often locked by the app */
2547#define SFLAG_DCINUSE 0x00001000 /* Set between GetDC and ReleaseDC calls */
2548#define SFLAG_LOST 0x00002000 /* Surface lost flag for DDraw */
2549#define SFLAG_USERPTR 0x00004000 /* The application allocated the memory for this surface */
2550#define SFLAG_GLCKEY 0x00008000 /* The gl texture was created with a color key */
2551#define SFLAG_CLIENT 0x00010000 /* GL_APPLE_client_storage is used on that texture */
2552#define SFLAG_ALLOCATED 0x00020000 /* A gl texture is allocated for this surface */
2553#define SFLAG_SRGBALLOCATED 0x00040000 /* A srgb gl texture is allocated for this surface */
2554#define SFLAG_PBO 0x00080000 /* Has a PBO attached for speeding up data transfers for dynamically locked surfaces */
2555#define SFLAG_NORMCOORD 0x00100000 /* Set if the GL texture coords are normalized(non-texture rectangle) */
2556#define SFLAG_DS_ONSCREEN 0x00200000 /* Is a depth stencil, last modified onscreen */
2557#define SFLAG_DS_OFFSCREEN 0x00400000 /* Is a depth stencil, last modified offscreen */
2558#define SFLAG_INOVERLAYDRAW 0x00800000 /* Overlay drawing is in progress. Recursion prevention */
2559#define SFLAG_SWAPCHAIN 0x01000000 /* The surface is part of a swapchain */
2560
2561#ifdef VBOX_WITH_WDDM
2562# define SFLAG_CLIENTMEM 0x10000000 /* SYSMEM surface using client-supplied memory buffer */
2563# define SFLAG_DONOTFREE_VBOXWDDM SFLAG_CLIENTMEM
2564#else
2565# define SFLAG_DONOTFREE_VBOXWDDM 0
2566#endif
2567
2568/* In some conditions the surface memory must not be freed:
2569 * SFLAG_CONVERTED: Converting the data back would take too long
2570 * SFLAG_DIBSECTION: The dib code manages the memory
2571 * SFLAG_LOCKED: The app requires access to the surface data
2572 * SFLAG_DYNLOCK: Avoid freeing the data for performance
2573 * SFLAG_PBO: PBOs don't use 'normal' memory. It is either allocated by the driver or must be NULL.
2574 * SFLAG_CLIENT: OpenGL uses our memory as backup
2575 */
2576#define SFLAG_DONOTFREE (SFLAG_CONVERTED | \
2577 SFLAG_DIBSECTION | \
2578 SFLAG_LOCKED | \
2579 SFLAG_DYNLOCK | \
2580 SFLAG_USERPTR | \
2581 SFLAG_PBO | \
2582 SFLAG_CLIENT | \
2583 SFLAG_DONOTFREE_VBOXWDDM \
2584 )
2585
2586#define SFLAG_LOCATIONS (SFLAG_INSYSMEM | \
2587 SFLAG_INTEXTURE | \
2588 SFLAG_INDRAWABLE | \
2589 SFLAG_INSRGBTEX)
2590
2591#define SFLAG_DS_LOCATIONS (SFLAG_DS_ONSCREEN | \
2592 SFLAG_DS_OFFSCREEN)
2593#define SFLAG_DS_DISCARDED SFLAG_DS_LOCATIONS
2594
2595typedef enum {
2596 NO_CONVERSION,
2597 CONVERT_PALETTED,
2598 CONVERT_PALETTED_CK,
2599 CONVERT_CK_565,
2600 CONVERT_CK_5551,
2601 CONVERT_CK_4444,
2602 CONVERT_CK_4444_ARGB,
2603 CONVERT_CK_1555,
2604 CONVERT_555,
2605 CONVERT_CK_RGB24,
2606 CONVERT_CK_8888,
2607 CONVERT_CK_8888_ARGB,
2608 CONVERT_RGB32_888,
2609 CONVERT_V8U8,
2610 CONVERT_L6V5U5,
2611 CONVERT_X8L8V8U8,
2612 CONVERT_Q8W8V8U8,
2613 CONVERT_V16U16,
2614 CONVERT_A4L4,
2615 CONVERT_G16R16,
2616 CONVERT_R16G16F,
2617 CONVERT_R32G32F,
2618 CONVERT_D15S1,
2619 CONVERT_D24X4S4,
2620 CONVERT_D24FS8,
2621} CONVERT_TYPES;
2622
2623HRESULT d3dfmt_get_conv(IWineD3DSurfaceImpl *This, BOOL need_alpha_ck, BOOL use_texturing,
2624 struct wined3d_format_desc *desc, CONVERT_TYPES *convert) DECLSPEC_HIDDEN;
2625void d3dfmt_p8_init_palette(IWineD3DSurfaceImpl *This, BYTE table[256][4], BOOL colorkey) DECLSPEC_HIDDEN;
2626
2627BOOL palette9_changed(IWineD3DSurfaceImpl *This) DECLSPEC_HIDDEN;
2628
2629/*****************************************************************************
2630 * IWineD3DVertexDeclaration implementation structure
2631 */
2632
2633struct wined3d_vertex_declaration_element
2634{
2635 const struct wined3d_format_desc *format_desc;
2636 BOOL ffp_valid;
2637 WORD input_slot;
2638 WORD offset;
2639 UINT output_slot;
2640 BYTE method;
2641 BYTE usage;
2642 BYTE usage_idx;
2643};
2644
2645typedef struct IWineD3DVertexDeclarationImpl {
2646 /* IUnknown Information */
2647 const IWineD3DVertexDeclarationVtbl *lpVtbl;
2648 LONG ref;
2649
2650 IUnknown *parent;
2651 const struct wined3d_parent_ops *parent_ops;
2652 IWineD3DDeviceImpl *device;
2653
2654 struct wined3d_vertex_declaration_element *elements;
2655 UINT element_count;
2656
2657 DWORD streams[MAX_STREAMS];
2658 UINT num_streams;
2659 BOOL position_transformed;
2660 BOOL half_float_conv_needed;
2661} IWineD3DVertexDeclarationImpl;
2662
2663HRESULT vertexdeclaration_init(IWineD3DVertexDeclarationImpl *declaration, IWineD3DDeviceImpl *device,
2664 const WINED3DVERTEXELEMENT *elements, UINT element_count,
2665 IUnknown *parent, const struct wined3d_parent_ops *parent_ops) DECLSPEC_HIDDEN;
2666
2667/*****************************************************************************
2668 * IWineD3DStateBlock implementation structure
2669 */
2670
2671/* Internal state Block for Begin/End/Capture/Create/Apply info */
2672/* Note: Very long winded but gl Lists are not flexible enough */
2673/* to resolve everything we need, so doing it manually for now */
2674typedef struct SAVEDSTATES {
2675 DWORD transform[(HIGHEST_TRANSFORMSTATE >> 5) + 1];
2676 WORD streamSource; /* MAX_STREAMS, 16 */
2677 WORD streamFreq; /* MAX_STREAMS, 16 */
2678 DWORD renderState[(WINEHIGHEST_RENDER_STATE >> 5) + 1];
2679 DWORD textureState[MAX_TEXTURES]; /* WINED3D_HIGHEST_TEXTURE_STATE + 1, 18 */
2680 WORD samplerState[MAX_COMBINED_SAMPLERS]; /* WINED3D_HIGHEST_SAMPLER_STATE + 1, 14 */
2681 DWORD clipplane; /* WINED3DMAXUSERCLIPPLANES, 32 */
2682 WORD pixelShaderConstantsB; /* MAX_CONST_B, 16 */
2683 WORD pixelShaderConstantsI; /* MAX_CONST_I, 16 */
2684 BOOL *pixelShaderConstantsF;
2685 WORD vertexShaderConstantsB; /* MAX_CONST_B, 16 */
2686 WORD vertexShaderConstantsI; /* MAX_CONST_I, 16 */
2687 BOOL *vertexShaderConstantsF;
2688 DWORD textures : 20; /* MAX_COMBINED_SAMPLERS, 20 */
2689 DWORD primitive_type : 1;
2690 DWORD indices : 1;
2691 DWORD material : 1;
2692 DWORD viewport : 1;
2693 DWORD vertexDecl : 1;
2694 DWORD pixelShader : 1;
2695 DWORD vertexShader : 1;
2696 DWORD scissorRect : 1;
2697 DWORD padding : 4;
2698} SAVEDSTATES;
2699
2700struct StageState {
2701 DWORD stage;
2702 DWORD state;
2703};
2704
2705struct IWineD3DStateBlockImpl
2706{
2707 /* IUnknown fields */
2708 const IWineD3DStateBlockVtbl *lpVtbl;
2709 LONG ref; /* Note: Ref counting not required */
2710
2711 /* IWineD3DStateBlock information */
2712 IWineD3DDeviceImpl *device;
2713 WINED3DSTATEBLOCKTYPE blockType;
2714
2715 /* Array indicating whether things have been set or changed */
2716 SAVEDSTATES changed;
2717
2718 /* Vertex Shader Declaration */
2719 IWineD3DVertexDeclaration *vertexDecl;
2720
2721 IWineD3DVertexShader *vertexShader;
2722
2723 /* Vertex Shader Constants */
2724 BOOL vertexShaderConstantB[MAX_CONST_B];
2725 INT vertexShaderConstantI[MAX_CONST_I * 4];
2726 float *vertexShaderConstantF;
2727
2728 /* primitive type */
2729 GLenum gl_primitive_type;
2730
2731 /* Stream Source */
2732 BOOL streamIsUP;
2733 UINT streamStride[MAX_STREAMS];
2734 UINT streamOffset[MAX_STREAMS + 1 /* tesselated pseudo-stream */ ];
2735 IWineD3DBuffer *streamSource[MAX_STREAMS];
2736 UINT streamFreq[MAX_STREAMS + 1];
2737 UINT streamFlags[MAX_STREAMS + 1]; /*0 | WINED3DSTREAMSOURCE_INSTANCEDATA | WINED3DSTREAMSOURCE_INDEXEDDATA */
2738
2739 /* Indices */
2740 IWineD3DBuffer* pIndexData;
2741 WINED3DFORMAT IndexFmt;
2742 INT baseVertexIndex;
2743 INT loadBaseVertexIndex; /* non-indexed drawing needs 0 here, indexed baseVertexIndex */
2744
2745 /* Transform */
2746 WINED3DMATRIX transforms[HIGHEST_TRANSFORMSTATE + 1];
2747
2748 /* Light hashmap . Collisions are handled using standard wine double linked lists */
2749#define LIGHTMAP_SIZE 43 /* Use of a prime number recommended. Set to 1 for a linked list! */
2750#define LIGHTMAP_HASHFUNC(x) ((x) % LIGHTMAP_SIZE) /* Primitive and simple function */
2751 struct list lightMap[LIGHTMAP_SIZE]; /* Hash map containing the lights */
2752 const struct wined3d_light_info *activeLights[MAX_ACTIVE_LIGHTS]; /* Map of opengl lights to d3d lights */
2753
2754 /* Clipping */
2755 double clipplane[MAX_CLIPPLANES][4];
2756 WINED3DCLIPSTATUS clip_status;
2757
2758 /* ViewPort */
2759 WINED3DVIEWPORT viewport;
2760
2761 /* Material */
2762 WINED3DMATERIAL material;
2763
2764 /* Pixel Shader */
2765 IWineD3DPixelShader *pixelShader;
2766
2767 /* Pixel Shader Constants */
2768 BOOL pixelShaderConstantB[MAX_CONST_B];
2769 INT pixelShaderConstantI[MAX_CONST_I * 4];
2770 float *pixelShaderConstantF;
2771
2772 /* RenderState */
2773 DWORD renderState[WINEHIGHEST_RENDER_STATE + 1];
2774
2775 /* Texture */
2776 IWineD3DBaseTexture *textures[MAX_COMBINED_SAMPLERS];
2777
2778 /* Texture State Stage */
2779 DWORD textureState[MAX_TEXTURES][WINED3D_HIGHEST_TEXTURE_STATE + 1];
2780 DWORD lowest_disabled_stage;
2781 /* Sampler States */
2782 DWORD samplerState[MAX_COMBINED_SAMPLERS][WINED3D_HIGHEST_SAMPLER_STATE + 1];
2783
2784 /* Scissor test rectangle */
2785 RECT scissorRect;
2786
2787 /* Contained state management */
2788 DWORD contained_render_states[WINEHIGHEST_RENDER_STATE + 1];
2789 unsigned int num_contained_render_states;
2790 DWORD contained_transform_states[HIGHEST_TRANSFORMSTATE + 1];
2791 unsigned int num_contained_transform_states;
2792 DWORD contained_vs_consts_i[MAX_CONST_I];
2793 unsigned int num_contained_vs_consts_i;
2794 DWORD contained_vs_consts_b[MAX_CONST_B];
2795 unsigned int num_contained_vs_consts_b;
2796 DWORD *contained_vs_consts_f;
2797 unsigned int num_contained_vs_consts_f;
2798 DWORD contained_ps_consts_i[MAX_CONST_I];
2799 unsigned int num_contained_ps_consts_i;
2800 DWORD contained_ps_consts_b[MAX_CONST_B];
2801 unsigned int num_contained_ps_consts_b;
2802 DWORD *contained_ps_consts_f;
2803 unsigned int num_contained_ps_consts_f;
2804 struct StageState contained_tss_states[MAX_TEXTURES * (WINED3D_HIGHEST_TEXTURE_STATE + 1)];
2805 unsigned int num_contained_tss_states;
2806 struct StageState contained_sampler_states[MAX_COMBINED_SAMPLERS * WINED3D_HIGHEST_SAMPLER_STATE];
2807 unsigned int num_contained_sampler_states;
2808};
2809
2810HRESULT stateblock_init(IWineD3DStateBlockImpl *stateblock,
2811 IWineD3DDeviceImpl *device, WINED3DSTATEBLOCKTYPE type) DECLSPEC_HIDDEN;
2812void stateblock_init_contained_states(IWineD3DStateBlockImpl *object) DECLSPEC_HIDDEN;
2813
2814static inline void stateblock_apply_state(DWORD state, IWineD3DStateBlockImpl *stateblock,
2815 struct wined3d_context *context)
2816{
2817 const struct StateEntry *statetable = stateblock->device->StateTable;
2818 DWORD rep = statetable[state].representative;
2819 statetable[rep].apply(rep, stateblock, context);
2820}
2821
2822/* Direct3D terminology with little modifications. We do not have an issued state
2823 * because only the driver knows about it, but we have a created state because d3d
2824 * allows GetData on a created issue, but opengl doesn't
2825 */
2826enum query_state {
2827 QUERY_CREATED,
2828 QUERY_SIGNALLED,
2829 QUERY_BUILDING
2830};
2831/*****************************************************************************
2832 * IWineD3DQueryImpl implementation structure (extends IUnknown)
2833 */
2834typedef struct IWineD3DQueryImpl
2835{
2836 const IWineD3DQueryVtbl *lpVtbl;
2837 LONG ref; /* Note: Ref counting not required */
2838
2839 IUnknown *parent;
2840 IWineD3DDeviceImpl *device;
2841
2842 /* IWineD3DQuery fields */
2843 enum query_state state;
2844 WINED3DQUERYTYPE type;
2845 /* TODO: Think about using a IUnknown instead of a void* */
2846 void *extendedData;
2847} IWineD3DQueryImpl;
2848
2849HRESULT query_init(IWineD3DQueryImpl *query, IWineD3DDeviceImpl *device,
2850 WINED3DQUERYTYPE type, IUnknown *parent) DECLSPEC_HIDDEN;
2851
2852/* IWineD3DBuffer */
2853
2854/* TODO: Add tests and support for FLOAT16_4 POSITIONT, D3DCOLOR position, other
2855 * fixed function semantics as D3DCOLOR or FLOAT16 */
2856enum wined3d_buffer_conversion_type
2857{
2858 CONV_NONE,
2859 CONV_D3DCOLOR,
2860 CONV_POSITIONT,
2861 CONV_FLOAT16_2, /* Also handles FLOAT16_4 */
2862};
2863
2864struct wined3d_map_range
2865{
2866 UINT offset;
2867 UINT size;
2868};
2869
2870#define WINED3D_BUFFER_OPTIMIZED 0x01 /* Optimize has been called for the buffer */
2871#define WINED3D_BUFFER_HASDESC 0x02 /* A vertex description has been found */
2872#define WINED3D_BUFFER_CREATEBO 0x04 /* Attempt to create a buffer object next PreLoad */
2873#define WINED3D_BUFFER_DOUBLEBUFFER 0x08 /* Use a vbo and local allocated memory */
2874#define WINED3D_BUFFER_FLUSH 0x10 /* Manual unmap flushing */
2875#define WINED3D_BUFFER_DISCARD 0x20 /* A DISCARD lock has occurred since the last PreLoad */
2876#define WINED3D_BUFFER_NOSYNC 0x40 /* All locks since the last PreLoad had NOOVERWRITE set */
2877#define WINED3D_BUFFER_APPLESYNC 0x80 /* Using sync as in GL_APPLE_flush_buffer_range */
2878
2879struct wined3d_buffer
2880{
2881 const struct IWineD3DBufferVtbl *vtbl;
2882 IWineD3DResourceClass resource;
2883
2884 struct wined3d_buffer_desc desc;
2885
2886 GLuint buffer_object;
2887 GLenum buffer_object_usage;
2888 GLenum buffer_type_hint;
2889 UINT buffer_object_size;
2890 LONG bind_count;
2891 DWORD flags;
2892
2893 LONG lock_count;
2894 struct wined3d_map_range *maps;
2895 ULONG maps_size, modified_areas;
2896 struct wined3d_event_query *query;
2897
2898 /* conversion stuff */
2899 UINT decl_change_count, full_conversion_count;
2900 UINT draw_count;
2901 UINT stride; /* 0 if no conversion */
2902 UINT conversion_stride; /* 0 if no shifted conversion */
2903 enum wined3d_buffer_conversion_type *conversion_map; /* NULL if no conversion */
2904 /* Extra load offsets, for FLOAT16 conversion */
2905 UINT *conversion_shift; /* NULL if no shifted conversion */
2906};
2907
2908const BYTE *buffer_get_memory(IWineD3DBuffer *iface, GLuint *buffer_object) DECLSPEC_HIDDEN;
2909BYTE *buffer_get_sysmem(struct wined3d_buffer *This) DECLSPEC_HIDDEN;
2910HRESULT buffer_init(struct wined3d_buffer *buffer, IWineD3DDeviceImpl *device,
2911 UINT size, DWORD usage, WINED3DFORMAT format, WINED3DPOOL pool, GLenum bind_hint,
2912 const char *data, IUnknown *parent, const struct wined3d_parent_ops *parent_ops) DECLSPEC_HIDDEN;
2913
2914/* IWineD3DRendertargetView */
2915struct wined3d_rendertarget_view
2916{
2917 const struct IWineD3DRendertargetViewVtbl *vtbl;
2918 LONG refcount;
2919
2920 IWineD3DResource *resource;
2921 IUnknown *parent;
2922};
2923
2924void wined3d_rendertarget_view_init(struct wined3d_rendertarget_view *view,
2925 IWineD3DResource *resource, IUnknown *parent) DECLSPEC_HIDDEN;
2926
2927/*****************************************************************************
2928 * IWineD3DSwapChainImpl implementation structure (extends IUnknown)
2929 */
2930
2931struct IWineD3DSwapChainImpl
2932{
2933 /*IUnknown part*/
2934 const IWineD3DSwapChainVtbl *lpVtbl;
2935 LONG ref; /* Note: Ref counting not required */
2936
2937 IUnknown *parent;
2938 IWineD3DDeviceImpl *device;
2939
2940 /* IWineD3DSwapChain fields */
2941 IWineD3DSurface **backBuffer;
2942 IWineD3DSurface *frontBuffer;
2943 WINED3DPRESENT_PARAMETERS presentParms;
2944 DWORD orig_width, orig_height;
2945 WINED3DFORMAT orig_fmt;
2946 WINED3DGAMMARAMP orig_gamma;
2947 BOOL render_to_fbo;
2948 const struct wined3d_format_desc *ds_format;
2949
2950 long prev_time, frames; /* Performance tracking */
2951 unsigned int vSyncCounter;
2952
2953#ifndef VBOX_WITH_WDDM
2954 struct wined3d_context **context;
2955 unsigned int num_contexts;
2956 HWND win_handle;
2957 HWND device_window;
2958 HDC hDC;
2959#else
2960 HWND win_handle;
2961 HDC hDC;
2962 IWineD3DSurface *presentRt;
2963#endif
2964};
2965
2966extern const IWineD3DSwapChainVtbl IWineGDISwapChain_Vtbl DECLSPEC_HIDDEN;
2967void x11_copy_to_screen(IWineD3DSwapChainImpl *This, const RECT *rc) DECLSPEC_HIDDEN;
2968
2969HRESULT WINAPI IWineD3DBaseSwapChainImpl_QueryInterface(IWineD3DSwapChain *iface,
2970 REFIID riid, LPVOID *ppobj) DECLSPEC_HIDDEN;
2971ULONG WINAPI IWineD3DBaseSwapChainImpl_AddRef(IWineD3DSwapChain *iface) DECLSPEC_HIDDEN;
2972ULONG WINAPI IWineD3DBaseSwapChainImpl_Release(IWineD3DSwapChain *iface) DECLSPEC_HIDDEN;
2973HRESULT WINAPI IWineD3DBaseSwapChainImpl_GetParent(IWineD3DSwapChain *iface, IUnknown **ppParent) DECLSPEC_HIDDEN;
2974HRESULT WINAPI IWineD3DBaseSwapChainImpl_GetFrontBufferData(IWineD3DSwapChain *iface,
2975 IWineD3DSurface *pDestSurface) DECLSPEC_HIDDEN;
2976HRESULT WINAPI IWineD3DBaseSwapChainImpl_GetBackBuffer(IWineD3DSwapChain *iface, UINT iBackBuffer,
2977 WINED3DBACKBUFFER_TYPE Type, IWineD3DSurface **ppBackBuffer) DECLSPEC_HIDDEN;
2978HRESULT WINAPI IWineD3DBaseSwapChainImpl_GetRasterStatus(IWineD3DSwapChain *iface,
2979 WINED3DRASTER_STATUS *pRasterStatus) DECLSPEC_HIDDEN;
2980HRESULT WINAPI IWineD3DBaseSwapChainImpl_GetDisplayMode(IWineD3DSwapChain *iface,
2981 WINED3DDISPLAYMODE *pMode) DECLSPEC_HIDDEN;
2982HRESULT WINAPI IWineD3DBaseSwapChainImpl_GetDevice(IWineD3DSwapChain *iface,
2983 IWineD3DDevice **ppDevice) DECLSPEC_HIDDEN;
2984HRESULT WINAPI IWineD3DBaseSwapChainImpl_GetPresentParameters(IWineD3DSwapChain *iface,
2985 WINED3DPRESENT_PARAMETERS *pPresentationParameters) DECLSPEC_HIDDEN;
2986HRESULT WINAPI IWineD3DBaseSwapChainImpl_SetGammaRamp(IWineD3DSwapChain *iface,
2987 DWORD Flags, const WINED3DGAMMARAMP *pRamp) DECLSPEC_HIDDEN;
2988HRESULT WINAPI IWineD3DBaseSwapChainImpl_GetGammaRamp(IWineD3DSwapChain *iface,
2989 WINED3DGAMMARAMP *pRamp) DECLSPEC_HIDDEN;
2990
2991struct wined3d_context *swapchain_create_context_for_thread(IWineD3DSwapChain *iface) DECLSPEC_HIDDEN;
2992HRESULT swapchain_init(IWineD3DSwapChainImpl *swapchain, WINED3DSURFTYPE surface_type,
2993 IWineD3DDeviceImpl *device, WINED3DPRESENT_PARAMETERS *present_parameters, IUnknown *parent) DECLSPEC_HIDDEN;
2994void swapchain_restore_fullscreen_window(IWineD3DSwapChainImpl *swapchain) DECLSPEC_HIDDEN;
2995void swapchain_setup_fullscreen_window(IWineD3DSwapChainImpl *swapchain, UINT w, UINT h) DECLSPEC_HIDDEN;
2996
2997#define DEFAULT_REFRESH_RATE 0
2998
2999/*****************************************************************************
3000 * Utility function prototypes
3001 */
3002
3003/* Trace routines */
3004const char *debug_d3dformat(WINED3DFORMAT fmt) DECLSPEC_HIDDEN;
3005const char *debug_d3ddevicetype(WINED3DDEVTYPE devtype) DECLSPEC_HIDDEN;
3006const char *debug_d3dresourcetype(WINED3DRESOURCETYPE res) DECLSPEC_HIDDEN;
3007const char *debug_d3dusage(DWORD usage) DECLSPEC_HIDDEN;
3008const char *debug_d3dusagequery(DWORD usagequery) DECLSPEC_HIDDEN;
3009const char *debug_d3ddeclmethod(WINED3DDECLMETHOD method) DECLSPEC_HIDDEN;
3010const char *debug_d3ddeclusage(BYTE usage) DECLSPEC_HIDDEN;
3011const char *debug_d3dprimitivetype(WINED3DPRIMITIVETYPE PrimitiveType) DECLSPEC_HIDDEN;
3012const char *debug_d3drenderstate(DWORD state) DECLSPEC_HIDDEN;
3013const char *debug_d3dsamplerstate(DWORD state) DECLSPEC_HIDDEN;
3014const char *debug_d3dstate(DWORD state) DECLSPEC_HIDDEN;
3015const char *debug_d3dtexturefiltertype(WINED3DTEXTUREFILTERTYPE filter_type) DECLSPEC_HIDDEN;
3016const char *debug_d3dtexturestate(DWORD state) DECLSPEC_HIDDEN;
3017const char *debug_d3dtstype(WINED3DTRANSFORMSTATETYPE tstype) DECLSPEC_HIDDEN;
3018const char *debug_d3dpool(WINED3DPOOL pool) DECLSPEC_HIDDEN;
3019const char *debug_fbostatus(GLenum status) DECLSPEC_HIDDEN;
3020const char *debug_glerror(GLenum error) DECLSPEC_HIDDEN;
3021const char *debug_d3dbasis(WINED3DBASISTYPE basis) DECLSPEC_HIDDEN;
3022const char *debug_d3ddegree(WINED3DDEGREETYPE order) DECLSPEC_HIDDEN;
3023const char *debug_d3dtop(WINED3DTEXTUREOP d3dtop) DECLSPEC_HIDDEN;
3024void dump_color_fixup_desc(struct color_fixup_desc fixup) DECLSPEC_HIDDEN;
3025const char *debug_surflocation(DWORD flag) DECLSPEC_HIDDEN;
3026
3027/* Color conversion routines */
3028DWORD color_convert_argb_to_fmt(DWORD color, WINED3DFORMAT destfmt) DECLSPEC_HIDDEN;
3029
3030/* Routines for GL <-> D3D values */
3031GLenum StencilOp(DWORD op) DECLSPEC_HIDDEN;
3032GLenum CompareFunc(DWORD func) DECLSPEC_HIDDEN;
3033BOOL is_invalid_op(IWineD3DDeviceImpl *This, int stage, WINED3DTEXTUREOP op,
3034 DWORD arg1, DWORD arg2, DWORD arg3) DECLSPEC_HIDDEN;
3035void set_tex_op_nvrc(IWineD3DDevice *iface, BOOL is_alpha, int stage, WINED3DTEXTUREOP op,
3036 DWORD arg1, DWORD arg2, DWORD arg3, INT texture_idx, DWORD dst) DECLSPEC_HIDDEN;
3037void set_texture_matrix(const float *smat, DWORD flags, BOOL calculatedCoords,
3038 BOOL transformed, WINED3DFORMAT coordtype, BOOL ffp_can_disable_proj) DECLSPEC_HIDDEN;
3039void texture_activate_dimensions(DWORD stage, IWineD3DStateBlockImpl *stateblock,
3040 struct wined3d_context *context) DECLSPEC_HIDDEN;
3041void sampler_texdim(DWORD state, IWineD3DStateBlockImpl *stateblock,
3042 struct wined3d_context *context) DECLSPEC_HIDDEN;
3043void tex_alphaop(DWORD state, IWineD3DStateBlockImpl *stateblock,
3044 struct wined3d_context *context) DECLSPEC_HIDDEN;
3045void apply_pixelshader(DWORD state, IWineD3DStateBlockImpl *stateblock,
3046 struct wined3d_context *context) DECLSPEC_HIDDEN;
3047void state_fogcolor(DWORD state, IWineD3DStateBlockImpl *stateblock,
3048 struct wined3d_context *context) DECLSPEC_HIDDEN;
3049void state_fogdensity(DWORD state, IWineD3DStateBlockImpl *stateblock,
3050 struct wined3d_context *context) DECLSPEC_HIDDEN;
3051void state_fogstartend(DWORD state, IWineD3DStateBlockImpl *stateblock,
3052 struct wined3d_context *context) DECLSPEC_HIDDEN;
3053void state_fog_fragpart(DWORD state, IWineD3DStateBlockImpl *stateblock,
3054 struct wined3d_context *context) DECLSPEC_HIDDEN;
3055
3056void surface_add_dirty_rect(IWineD3DSurface *iface, const RECT *dirty_rect) DECLSPEC_HIDDEN;
3057GLenum surface_get_gl_buffer(IWineD3DSurface *iface) DECLSPEC_HIDDEN;
3058void surface_load_ds_location(IWineD3DSurface *iface, struct wined3d_context *context, DWORD location) DECLSPEC_HIDDEN;
3059void surface_modify_ds_location(IWineD3DSurface *iface, DWORD location) DECLSPEC_HIDDEN;
3060void surface_set_compatible_renderbuffer(IWineD3DSurface *iface,
3061 unsigned int width, unsigned int height) DECLSPEC_HIDDEN;
3062void surface_set_texture_name(IWineD3DSurface *iface, GLuint name, BOOL srgb_name) DECLSPEC_HIDDEN;
3063void surface_set_texture_target(IWineD3DSurface *iface, GLenum target) DECLSPEC_HIDDEN;
3064
3065BOOL getColorBits(const struct wined3d_format_desc *format_desc,
3066 short *redSize, short *greenSize, short *blueSize, short *alphaSize, short *totalSize) DECLSPEC_HIDDEN;
3067BOOL getDepthStencilBits(const struct wined3d_format_desc *format_desc,
3068 short *depthSize, short *stencilSize) DECLSPEC_HIDDEN;
3069
3070/* Math utils */
3071void multiply_matrix(WINED3DMATRIX *dest, const WINED3DMATRIX *src1, const WINED3DMATRIX *src2) DECLSPEC_HIDDEN;
3072UINT wined3d_log2i(UINT32 x) DECLSPEC_HIDDEN;
3073unsigned int count_bits(unsigned int mask) DECLSPEC_HIDDEN;
3074
3075void select_shader_mode(const struct wined3d_gl_info *gl_info, int *ps_selected, int *vs_selected) DECLSPEC_HIDDEN;
3076
3077typedef struct local_constant {
3078 struct list entry;
3079 unsigned int idx;
3080 DWORD value[4];
3081} local_constant;
3082
3083typedef struct SHADER_LIMITS {
3084 unsigned int temporary;
3085 unsigned int texcoord;
3086 unsigned int sampler;
3087 unsigned int constant_int;
3088 unsigned int constant_float;
3089 unsigned int constant_bool;
3090 unsigned int address;
3091 unsigned int packed_output;
3092 unsigned int packed_input;
3093 unsigned int attributes;
3094 unsigned int label;
3095} SHADER_LIMITS;
3096
3097/* Keeps track of details for TEX_M#x# shader opcodes which need to
3098 * maintain state information between multiple codes */
3099typedef struct SHADER_PARSE_STATE {
3100 unsigned int current_row;
3101 DWORD texcoord_w[2];
3102} SHADER_PARSE_STATE;
3103
3104#ifdef __GNUC__
3105#define PRINTF_ATTR(fmt,args) __attribute__((format (printf,fmt,args)))
3106#else
3107#define PRINTF_ATTR(fmt,args)
3108#endif
3109
3110/* Base Shader utility functions. */
3111int shader_addline(struct wined3d_shader_buffer *buffer, const char *fmt, ...) PRINTF_ATTR(2,3) DECLSPEC_HIDDEN;
3112int shader_vaddline(struct wined3d_shader_buffer *buffer, const char *fmt, va_list args) DECLSPEC_HIDDEN;
3113
3114/* Vertex shader utility functions */
3115extern BOOL vshader_get_input(IWineD3DVertexShader *iface,
3116 BYTE usage_req, BYTE usage_idx_req, unsigned int *regnum) DECLSPEC_HIDDEN;
3117
3118/*****************************************************************************
3119 * IDirect3DBaseShader implementation structure
3120 */
3121typedef struct IWineD3DBaseShaderClass
3122{
3123 LONG ref;
3124 SHADER_LIMITS limits;
3125 SHADER_PARSE_STATE parse_state;
3126 DWORD *function;
3127 UINT functionLength;
3128 UINT cur_loop_depth, cur_loop_regno;
3129 BOOL load_local_constsF;
3130 const struct wined3d_shader_frontend *frontend;
3131 void *frontend_data;
3132 void *backend_data;
3133
3134 IUnknown *parent;
3135 const struct wined3d_parent_ops *parent_ops;
3136
3137 /* Programs this shader is linked with */
3138 struct list linked_programs;
3139
3140 /* Immediate constants (override global ones) */
3141 struct list constantsB;
3142 struct list constantsF;
3143 struct list constantsI;
3144 shader_reg_maps reg_maps;
3145
3146 struct wined3d_shader_signature_element input_signature[max(MAX_ATTRIBS, MAX_REG_INPUT)];
3147 struct wined3d_shader_signature_element output_signature[MAX_REG_OUTPUT];
3148
3149 /* Pointer to the parent device */
3150 IWineD3DDevice *device;
3151 struct list shader_list_entry;
3152
3153#ifdef VBOX_WINE_WITH_SHADER_CACHE
3154 VBOXEXT_HASHCACHE_ENTRY CacheEntry;
3155 uint32_t u32CacheDataInited;
3156 uint32_t u32Hash;
3157#endif
3158} IWineD3DBaseShaderClass;
3159
3160typedef struct IWineD3DBaseShaderImpl {
3161 /* IUnknown */
3162 const IWineD3DBaseShaderVtbl *lpVtbl;
3163
3164 /* IWineD3DBaseShader */
3165 IWineD3DBaseShaderClass baseShader;
3166} IWineD3DBaseShaderImpl;
3167
3168void shader_buffer_clear(struct wined3d_shader_buffer *buffer) DECLSPEC_HIDDEN;
3169BOOL shader_buffer_init(struct wined3d_shader_buffer *buffer) DECLSPEC_HIDDEN;
3170void shader_buffer_free(struct wined3d_shader_buffer *buffer) DECLSPEC_HIDDEN;
3171void shader_dump_src_param(const struct wined3d_shader_src_param *param,
3172 const struct wined3d_shader_version *shader_version) DECLSPEC_HIDDEN;
3173void shader_dump_dst_param(const struct wined3d_shader_dst_param *param,
3174 const struct wined3d_shader_version *shader_version) DECLSPEC_HIDDEN;
3175unsigned int shader_find_free_input_register(const struct shader_reg_maps *reg_maps, unsigned int max) DECLSPEC_HIDDEN;
3176void shader_generate_main(IWineD3DBaseShader *iface, struct wined3d_shader_buffer *buffer,
3177 const shader_reg_maps *reg_maps, const DWORD *pFunction, void *backend_ctx) DECLSPEC_HIDDEN;
3178BOOL shader_match_semantic(const char *semantic_name, WINED3DDECLUSAGE usage) DECLSPEC_HIDDEN;
3179
3180static inline BOOL shader_is_pshader_version(enum wined3d_shader_type type)
3181{
3182 return type == WINED3D_SHADER_TYPE_PIXEL;
3183}
3184
3185static inline BOOL shader_is_vshader_version(enum wined3d_shader_type type)
3186{
3187 return type == WINED3D_SHADER_TYPE_VERTEX;
3188}
3189
3190static inline BOOL shader_is_scalar(const struct wined3d_shader_register *reg)
3191{
3192 switch (reg->type)
3193 {
3194 case WINED3DSPR_RASTOUT:
3195 /* oFog & oPts */
3196 if (reg->idx != 0) return TRUE;
3197 /* oPos */
3198 return FALSE;
3199
3200 case WINED3DSPR_DEPTHOUT: /* oDepth */
3201 case WINED3DSPR_CONSTBOOL: /* b# */
3202 case WINED3DSPR_LOOP: /* aL */
3203#ifndef VBOX_WITH_VMSVGA
3204 case WINED3DSPR_PREDICATE: /* p0 */
3205 return TRUE;
3206#else
3207 return TRUE;
3208 case WINED3DSPR_PREDICATE: /* p0 */
3209 return FALSE;
3210#endif
3211
3212 case WINED3DSPR_MISCTYPE:
3213 switch(reg->idx)
3214 {
3215 case 0: /* vPos */
3216 return FALSE;
3217 case 1: /* vFace */
3218 return TRUE;
3219 default:
3220 return FALSE;
3221 }
3222
3223 case WINED3DSPR_IMMCONST:
3224 switch(reg->immconst_type)
3225 {
3226 case WINED3D_IMMCONST_FLOAT:
3227 return TRUE;
3228 default:
3229 return FALSE;
3230 }
3231
3232 default:
3233 return FALSE;
3234 }
3235}
3236
3237static inline BOOL shader_constant_is_local(IWineD3DBaseShaderImpl* This, DWORD reg) {
3238 local_constant* lconst;
3239
3240 if(This->baseShader.load_local_constsF) return FALSE;
3241 LIST_FOR_EACH_ENTRY(lconst, &This->baseShader.constantsF, local_constant, entry) {
3242 if(lconst->idx == reg) return TRUE;
3243 }
3244 return FALSE;
3245
3246}
3247
3248/*****************************************************************************
3249 * IDirect3DVertexShader implementation structures
3250 */
3251typedef struct IWineD3DVertexShaderImpl {
3252 /* IUnknown parts */
3253 const IWineD3DVertexShaderVtbl *lpVtbl;
3254
3255 /* IWineD3DBaseShader */
3256 IWineD3DBaseShaderClass baseShader;
3257
3258 /* Vertex shader attributes. */
3259 struct wined3d_shader_attribute attributes[MAX_ATTRIBS];
3260
3261 UINT min_rel_offset, max_rel_offset;
3262 UINT rel_offset;
3263} IWineD3DVertexShaderImpl;
3264
3265void find_vs_compile_args(IWineD3DVertexShaderImpl *shader, IWineD3DStateBlockImpl *stateblock,
3266 struct vs_compile_args *args) DECLSPEC_HIDDEN;
3267HRESULT vertexshader_init(IWineD3DVertexShaderImpl *shader, IWineD3DDeviceImpl *device,
3268 const DWORD *byte_code, const struct wined3d_shader_signature *output_signature,
3269 IUnknown *parent, const struct wined3d_parent_ops *parent_ops) DECLSPEC_HIDDEN;
3270
3271struct wined3d_geometryshader
3272{
3273 const struct IWineD3DGeometryShaderVtbl *vtbl;
3274 IWineD3DBaseShaderClass base_shader;
3275};
3276
3277HRESULT geometryshader_init(struct wined3d_geometryshader *shader, IWineD3DDeviceImpl *device,
3278 const DWORD *byte_code, const struct wined3d_shader_signature *output_signature,
3279 IUnknown *parent, const struct wined3d_parent_ops *parent_ops) DECLSPEC_HIDDEN;
3280
3281/*****************************************************************************
3282 * IDirect3DPixelShader implementation structure
3283 */
3284
3285/* Using additional shader constants (uniforms in GLSL / program environment
3286 * or local parameters in ARB) is costly:
3287 * ARB only knows float4 parameters and GLSL compiler are not really smart
3288 * when it comes to efficiently pack float2 uniforms, so no space is wasted
3289 * (in fact most compilers map a float2 to a full float4 uniform).
3290 *
3291 * For NP2 texcoord fixup we only need 2 floats (width and height) for each
3292 * 2D texture used in the shader. We therefore pack fixup info for 2 textures
3293 * into a single shader constant (uniform / program parameter).
3294 *
3295 * This structure is shared between the GLSL and the ARB backend.*/
3296struct ps_np2fixup_info {
3297 unsigned char idx[MAX_FRAGMENT_SAMPLERS]; /* indices to the real constant */
3298 WORD active; /* bitfield indicating if we can apply the fixup */
3299 WORD num_consts;
3300};
3301
3302typedef struct IWineD3DPixelShaderImpl {
3303 /* IUnknown parts */
3304 const IWineD3DPixelShaderVtbl *lpVtbl;
3305
3306 /* IWineD3DBaseShader */
3307 IWineD3DBaseShaderClass baseShader;
3308
3309 /* Pixel shader input semantics */
3310 DWORD input_reg_map[MAX_REG_INPUT];
3311 BOOL input_reg_used[MAX_REG_INPUT];
3312 unsigned int declared_in_count;
3313
3314 /* Some information about the shader behavior */
3315 char vpos_uniform;
3316
3317 BOOL color0_mov;
3318 DWORD color0_reg;
3319
3320} IWineD3DPixelShaderImpl;
3321
3322HRESULT pixelshader_init(IWineD3DPixelShaderImpl *shader, IWineD3DDeviceImpl *device,
3323 const DWORD *byte_code, const struct wined3d_shader_signature *output_signature,
3324 IUnknown *parent, const struct wined3d_parent_ops *parent_ops) DECLSPEC_HIDDEN;
3325void pixelshader_update_samplers(struct shader_reg_maps *reg_maps,
3326 IWineD3DBaseTexture * const *textures) DECLSPEC_HIDDEN;
3327void find_ps_compile_args(IWineD3DPixelShaderImpl *shader, IWineD3DStateBlockImpl *stateblock,
3328 struct ps_compile_args *args) DECLSPEC_HIDDEN;
3329
3330#ifdef VBOX_WINE_WITH_SHADER_CACHE
3331IWineD3DVertexShaderImpl * vertexshader_check_cached(IWineD3DDeviceImpl *device, IWineD3DVertexShaderImpl *object) DECLSPEC_HIDDEN;
3332IWineD3DPixelShaderImpl * pixelshader_check_cached(IWineD3DDeviceImpl *device, IWineD3DPixelShaderImpl *object) DECLSPEC_HIDDEN;
3333void shader_chaches_init(IWineD3DDeviceImpl *device) DECLSPEC_HIDDEN;
3334void shader_chaches_term(IWineD3DDeviceImpl *device) DECLSPEC_HIDDEN;
3335#endif
3336
3337/* sRGB correction constants */
3338static const float srgb_cmp = 0.0031308f;
3339static const float srgb_mul_low = 12.92f;
3340static const float srgb_pow = 0.41666f;
3341static const float srgb_mul_high = 1.055f;
3342static const float srgb_sub_high = 0.055f;
3343
3344/*****************************************************************************
3345 * IWineD3DPalette implementation structure
3346 */
3347struct IWineD3DPaletteImpl {
3348 /* IUnknown parts */
3349 const IWineD3DPaletteVtbl *lpVtbl;
3350 LONG ref;
3351
3352 IUnknown *parent;
3353 IWineD3DDeviceImpl *device;
3354
3355 /* IWineD3DPalette */
3356 HPALETTE hpal;
3357 WORD palVersion; /*| */
3358 WORD palNumEntries; /*| LOGPALETTE */
3359 PALETTEENTRY palents[256]; /*| */
3360 /* This is to store the palette in 'screen format' */
3361 int screen_palents[256];
3362 DWORD Flags;
3363};
3364
3365HRESULT wined3d_palette_init(IWineD3DPaletteImpl *palette, IWineD3DDeviceImpl *device,
3366 DWORD flags, const PALETTEENTRY *entries, IUnknown *parent) DECLSPEC_HIDDEN;
3367
3368/* DirectDraw utility functions */
3369extern WINED3DFORMAT pixelformat_for_depth(DWORD depth) DECLSPEC_HIDDEN;
3370
3371/*****************************************************************************
3372 * Pixel format management
3373 */
3374
3375/* WineD3D pixel format flags */
3376#define WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING 0x1
3377#define WINED3DFMT_FLAG_FILTERING 0x2
3378#define WINED3DFMT_FLAG_DEPTH 0x4
3379#define WINED3DFMT_FLAG_STENCIL 0x8
3380#define WINED3DFMT_FLAG_RENDERTARGET 0x10
3381#define WINED3DFMT_FLAG_FOURCC 0x20
3382#define WINED3DFMT_FLAG_FBO_ATTACHABLE 0x40
3383#define WINED3DFMT_FLAG_COMPRESSED 0x80
3384#define WINED3DFMT_FLAG_GETDC 0x100
3385#define WINED3DFMT_FLAG_FLOAT 0x200
3386
3387struct wined3d_format_desc
3388{
3389 WINED3DFORMAT format;
3390 DWORD red_mask;
3391 DWORD green_mask;
3392 DWORD blue_mask;
3393 DWORD alpha_mask;
3394 UINT byte_count;
3395 WORD depth_size;
3396 WORD stencil_size;
3397
3398 UINT block_width;
3399 UINT block_height;
3400 UINT block_byte_count;
3401
3402 enum wined3d_ffp_emit_idx emit_idx;
3403 GLint component_count;
3404 GLenum gl_vtx_type;
3405 GLint gl_vtx_format;
3406 GLboolean gl_normalized;
3407 unsigned int component_size;
3408
3409 GLint glInternal;
3410 GLint glGammaInternal;
3411 GLint rtInternal;
3412 GLint glFormat;
3413 GLint glType;
3414 UINT conv_byte_count;
3415 unsigned int Flags;
3416 float heightscale;
3417 struct color_fixup_desc color_fixup;
3418 void (*convert)(const BYTE *src, BYTE *dst, UINT pitch, UINT width, UINT height);
3419};
3420
3421const struct wined3d_format_desc *getFormatDescEntry(WINED3DFORMAT fmt,
3422 const struct wined3d_gl_info *gl_info) DECLSPEC_HIDDEN;
3423
3424static inline BOOL use_vs(IWineD3DStateBlockImpl *stateblock)
3425{
3426 /* Check stateblock->vertexDecl to allow this to be used from
3427 * IWineD3DDeviceImpl_FindTexUnitMap(). This is safe because
3428 * stateblock->vertexShader implies a vertex declaration instead of ddraw
3429 * style strided data. */
3430 return (stateblock->vertexShader
3431 && !((IWineD3DVertexDeclarationImpl *)stateblock->vertexDecl)->position_transformed
3432 && stateblock->device->vs_selected_mode != SHADER_NONE);
3433}
3434
3435static inline BOOL use_ps(IWineD3DStateBlockImpl *stateblock)
3436{
3437 return (stateblock->pixelShader && stateblock->device->ps_selected_mode != SHADER_NONE);
3438}
3439
3440void stretch_rect_fbo(IWineD3DDevice *iface, IWineD3DSurface *src_surface,
3441 const RECT *src_rect, IWineD3DSurface *dst_surface, const RECT *dst_rect,
3442 const WINED3DTEXTUREFILTERTYPE filter) DECLSPEC_HIDDEN;
3443
3444/* The WNDCLASS-Name for the fake window which we use to retrieve the GL capabilities */
3445#define WINED3D_OPENGL_WINDOW_CLASS_NAME "WineD3D_OpenGL"
3446
3447#define WINEMAKEFOURCC(ch0, ch1, ch2, ch3) \
3448 ((DWORD)(BYTE)(ch0) | ((DWORD)(BYTE)(ch1) << 8) | \
3449 ((DWORD)(BYTE)(ch2) << 16) | ((DWORD)(BYTE)(ch3) << 24 ))
3450
3451#define MAKEDWORD_VERSION(maj, min) (((maj & 0xffff) << 16) | (min & 0xffff))
3452
3453#ifdef RT_OS_DARWIN
3454void *MyNSGLGetProcAddress(const char *name);
3455#endif
3456
3457/** @def VBOX_CHECK_GL_CALL
3458 * Performs OpenGL call @a a_Expr and check glGetError.
3459 * Errors will be asserted in strict builds and hit the release log in
3460 * non-strict builds.
3461 * @param a_Expr The OpenGL call expression. Always executed!
3462 */
3463#ifdef VBOX_WITH_VMSVGA
3464# define VBOX_CHECK_GL_CALL(a_Expr) \
3465 do { \
3466 GLint rcCheckCall; \
3467 a_Expr; \
3468 rcCheckCall = glGetError(); \
3469 AssertLogRelMsg(rcCheckCall == GL_NO_ERROR, ("%s -> %#x\n", #a_Expr, rcCheckCall)); \
3470 } while (0)
3471#else
3472# define VBOX_CHECK_GL_CALL(a_Expr) do { a_Expr; } while (0)
3473#endif
3474
3475#endif
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