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-rw-r--r--src/VBox/Devices/Graphics/shaderlib/wined3d_private.h3479
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diff --git a/src/VBox/Devices/Graphics/shaderlib/wined3d_private.h b/src/VBox/Devices/Graphics/shaderlib/wined3d_private.h
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index 00000000..3c7e750b
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+++ b/src/VBox/Devices/Graphics/shaderlib/wined3d_private.h
@@ -0,0 +1,3479 @@
+/*
+ * Direct3D wine internal private include file
+ *
+ * Copyright 2002-2003 The wine-d3d team
+ * Copyright 2002-2003 Raphael Junqueira
+ * Copyright 2002-2003, 2004 Jason Edmeades
+ * Copyright 2005 Oliver Stieber
+ *
+ * This library is free software; you can redistribute it and/or
+ * modify it under the terms of the GNU Lesser General Public
+ * License as published by the Free Software Foundation; either
+ * version 2.1 of the License, or (at your option) any later version.
+ *
+ * This library is distributed in the hope that it will be useful,
+ * but WITHOUT ANY WARRANTY; without even the implied warranty of
+ * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
+ * Lesser General Public License for more details.
+ *
+ * You should have received a copy of the GNU Lesser General Public
+ * License along with this library; if not, write to the Free Software
+ * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
+ */
+
+/*
+ * Oracle LGPL Disclaimer: For the avoidance of doubt, except that if any license choice
+ * other than GPL or LGPL is available it will apply instead, Oracle elects to use only
+ * the Lesser General Public License version 2.1 (LGPLv2) at this time for any software where
+ * a choice of LGPL license versions is made available with the language indicating
+ * that LGPLv2 or any later version may be used, or where a choice of which version
+ * of the LGPL is applied is otherwise unspecified.
+ */
+
+#ifndef VBOX_INCLUDED_SRC_Graphics_shaderlib_wined3d_private_h
+#define VBOX_INCLUDED_SRC_Graphics_shaderlib_wined3d_private_h
+#ifndef RT_WITHOUT_PRAGMA_ONCE
+# pragma once
+#endif
+
+#include <stdarg.h>
+#include <math.h>
+#include <limits.h>
+#define NONAMELESSUNION
+#define NONAMELESSSTRUCT
+#define COBJMACROS
+#ifndef VBOX_WINE_WITHOUT_LIBWINE
+#include "windef.h"
+#include "winbase.h"
+#include "winreg.h"
+#include "wingdi.h"
+#include "winuser.h"
+#else
+# ifdef _MSC_VER
+# include <iprt/win/windows.h>
+# else
+# include <windows.h>
+# undef cdecl /* see windef.h */
+# endif
+#endif
+#include "wine/debug.h"
+#include "wine/unicode.h"
+
+#ifndef VBOX_WINE_WITHOUT_LIBWINE
+#include "objbase.h"
+#endif
+#include "wine/wined3d.h"
+#include "wined3d_gl.h"
+#include "wine/list.h"
+#include "wine/rbtree.h"
+
+#include "vboxext.h"
+
+#ifdef VBOX_WITH_VMSVGA
+# ifndef LOG_GROUP
+# define LOG_GROUP LOG_GROUP_DEV_VMSVGA
+# endif
+# include <iprt/assert.h>
+# include <VBox/log.h>
+# include "winoverride.h"
+# include "shaderlib.h"
+#endif
+
+#ifdef VBOX_WITH_WDDM
+# include "vboxsharedrc.h"
+#endif
+
+#if defined(VBOX_WINE_WITH_SINGLE_CONTEXT) || defined(VBOX_WINE_WITH_SINGLE_SWAPCHAIN_CONTEXT)
+# define VBoxTlsRefGetImpl(_tls) (TlsGetValue((DWORD)(_tls)))
+# define VBoxTlsRefSetImpl(_tls, _val) (TlsSetValue((DWORD)(_tls), (_val)))
+# define VBoxTlsRefAssertImpl Assert
+# include <VBoxVideo3D.h>
+#endif
+
+/* Driver quirks */
+#define WINED3D_QUIRK_ARB_VS_OFFSET_LIMIT 0x00000001
+#define WINED3D_QUIRK_SET_TEXCOORD_W 0x00000002
+#define WINED3D_QUIRK_GLSL_CLIP_VARYING 0x00000004
+#define WINED3D_QUIRK_ALLOWS_SPECULAR_ALPHA 0x00000008
+#define WINED3D_QUIRK_NV_CLIP_BROKEN 0x00000010
+#define WINED3D_QUIRK_FBO_TEX_UPDATE 0x00000020
+#define WINED3D_QUIRK_FULLSIZE_BLIT 0x00000040
+#define WINED3D_QUIRK_FORCE_BLIT 0x00000080
+
+/* Texture format fixups */
+
+enum fixup_channel_source
+{
+ CHANNEL_SOURCE_ZERO = 0,
+ CHANNEL_SOURCE_ONE = 1,
+ CHANNEL_SOURCE_X = 2,
+ CHANNEL_SOURCE_Y = 3,
+ CHANNEL_SOURCE_Z = 4,
+ CHANNEL_SOURCE_W = 5,
+ CHANNEL_SOURCE_COMPLEX0 = 6,
+ CHANNEL_SOURCE_COMPLEX1 = 7,
+};
+
+enum complex_fixup
+{
+ COMPLEX_FIXUP_NONE = 0,
+ COMPLEX_FIXUP_YUY2 = 1,
+ COMPLEX_FIXUP_UYVY = 2,
+ COMPLEX_FIXUP_YV12 = 3,
+ COMPLEX_FIXUP_P8 = 4,
+};
+
+#include <pshpack2.h>
+struct color_fixup_desc
+{
+ unsigned x_sign_fixup : 1;
+ unsigned x_source : 3;
+ unsigned y_sign_fixup : 1;
+ unsigned y_source : 3;
+ unsigned z_sign_fixup : 1;
+ unsigned z_source : 3;
+ unsigned w_sign_fixup : 1;
+ unsigned w_source : 3;
+};
+#include <poppack.h>
+
+static const struct color_fixup_desc COLOR_FIXUP_IDENTITY =
+ {0, CHANNEL_SOURCE_X, 0, CHANNEL_SOURCE_Y, 0, CHANNEL_SOURCE_Z, 0, CHANNEL_SOURCE_W};
+
+static inline struct color_fixup_desc create_color_fixup_desc(
+ int sign0, enum fixup_channel_source src0, int sign1, enum fixup_channel_source src1,
+ int sign2, enum fixup_channel_source src2, int sign3, enum fixup_channel_source src3)
+{
+ struct color_fixup_desc fixup =
+ {
+ sign0, src0,
+ sign1, src1,
+ sign2, src2,
+ sign3, src3,
+ };
+ return fixup;
+}
+
+static inline struct color_fixup_desc create_complex_fixup_desc(enum complex_fixup complex_fixup)
+{
+ struct color_fixup_desc fixup =
+ {
+ 0, complex_fixup & (1 << 0) ? CHANNEL_SOURCE_COMPLEX1 : CHANNEL_SOURCE_COMPLEX0,
+ 0, complex_fixup & (1 << 1) ? CHANNEL_SOURCE_COMPLEX1 : CHANNEL_SOURCE_COMPLEX0,
+ 0, complex_fixup & (1 << 2) ? CHANNEL_SOURCE_COMPLEX1 : CHANNEL_SOURCE_COMPLEX0,
+ 0, complex_fixup & (1 << 3) ? CHANNEL_SOURCE_COMPLEX1 : CHANNEL_SOURCE_COMPLEX0,
+ };
+ return fixup;
+}
+
+static inline BOOL is_identity_fixup(struct color_fixup_desc fixup)
+{
+ return !memcmp(&fixup, &COLOR_FIXUP_IDENTITY, sizeof(fixup));
+}
+
+static inline BOOL is_complex_fixup(struct color_fixup_desc fixup)
+{
+ return fixup.x_source == CHANNEL_SOURCE_COMPLEX0 || fixup.x_source == CHANNEL_SOURCE_COMPLEX1;
+}
+
+static inline enum complex_fixup get_complex_fixup(struct color_fixup_desc fixup)
+{
+ enum complex_fixup complex_fixup = 0;
+ if (fixup.x_source == CHANNEL_SOURCE_COMPLEX1) complex_fixup |= (1 << 0);
+ if (fixup.y_source == CHANNEL_SOURCE_COMPLEX1) complex_fixup |= (1 << 1);
+ if (fixup.z_source == CHANNEL_SOURCE_COMPLEX1) complex_fixup |= (1 << 2);
+ if (fixup.w_source == CHANNEL_SOURCE_COMPLEX1) complex_fixup |= (1 << 3);
+ return complex_fixup;
+}
+
+void *wined3d_rb_alloc(size_t size) DECLSPEC_HIDDEN;
+void *wined3d_rb_realloc(void *ptr, size_t size) DECLSPEC_HIDDEN;
+void wined3d_rb_free(void *ptr) DECLSPEC_HIDDEN;
+
+/* Device caps */
+#define MAX_PALETTES 65536
+#define MAX_STREAMS 16
+#define MAX_TEXTURES 8
+#define MAX_FRAGMENT_SAMPLERS 16
+#define MAX_VERTEX_SAMPLERS 4
+#define MAX_COMBINED_SAMPLERS (MAX_FRAGMENT_SAMPLERS + MAX_VERTEX_SAMPLERS)
+#define MAX_ACTIVE_LIGHTS 8
+#define MAX_CLIPPLANES WINED3DMAXUSERCLIPPLANES
+
+struct min_lookup
+{
+ GLenum mip[WINED3DTEXF_LINEAR + 1];
+};
+
+extern const struct min_lookup minMipLookup[WINED3DTEXF_LINEAR + 1] DECLSPEC_HIDDEN;
+extern const struct min_lookup minMipLookup_noFilter[WINED3DTEXF_LINEAR + 1] DECLSPEC_HIDDEN;
+extern const struct min_lookup minMipLookup_noMip[WINED3DTEXF_LINEAR + 1] DECLSPEC_HIDDEN;
+extern const GLenum magLookup[WINED3DTEXF_LINEAR + 1] DECLSPEC_HIDDEN;
+extern const GLenum magLookup_noFilter[WINED3DTEXF_LINEAR + 1] DECLSPEC_HIDDEN;
+
+static inline GLenum wined3d_gl_mag_filter(const GLenum mag_lookup[], WINED3DTEXTUREFILTERTYPE mag_filter)
+{
+ return mag_lookup[mag_filter];
+}
+
+static inline GLenum wined3d_gl_min_mip_filter(const struct min_lookup min_mip_lookup[],
+ WINED3DTEXTUREFILTERTYPE min_filter, WINED3DTEXTUREFILTERTYPE mip_filter)
+{
+ return min_mip_lookup[min_filter].mip[mip_filter];
+}
+
+/* float_16_to_32() and float_32_to_16() (see implementation in
+ * surface_base.c) convert 16 bit floats in the FLOAT16 data type
+ * to standard C floats and vice versa. They do not depend on the encoding
+ * of the C float, so they are platform independent, but slow. On x86 and
+ * other IEEE 754 compliant platforms the conversion can be accelerated by
+ * bit shifting the exponent and mantissa. There are also some SSE-based
+ * assembly routines out there.
+ *
+ * See GL_NV_half_float for a reference of the FLOAT16 / GL_HALF format
+ */
+static inline float float_16_to_32(const unsigned short *in) {
+ unsigned long fNaN = 0x7fc00000;
+ unsigned long fNegInf = 0xff800000;
+ unsigned long fInf = 0x7f800000;
+
+ const unsigned short s = ((*in) & 0x8000);
+ const unsigned short e = ((*in) & 0x7C00) >> 10;
+ const unsigned short m = (*in) & 0x3FF;
+ const float sgn = (s ? -1.0f : 1.0f);
+
+ if(e == 0) {
+ if(m == 0) return sgn * 0.0f; /* +0.0 or -0.0 */
+ else return sgn * pow(2, -14.0f) * ((float)m / 1024.0f);
+ } else if(e < 31) {
+ return sgn * pow(2, (float)e - 15.0f) * (1.0f + ((float)m / 1024.0f));
+ } else {
+ if(m == 0) return sgn>0? *(float*)(&fInf) : *(float*)(&fNegInf); //sgn / 0.0f; /* +INF / -INF */
+ else return *(float*)(&fNaN); //0.0f / 0.0f; /* NAN */
+ }
+}
+
+static inline float float_24_to_32(DWORD in)
+{
+ const float sgn = in & 0x800000 ? -1.0f : 1.0f;
+ const unsigned short e = (in & 0x780000) >> 19;
+ const unsigned short m = in & 0x7ffff;
+ unsigned long fNaN = 0x7fc00000;
+ unsigned long fNegInf = 0xff800000;
+ unsigned long fInf = 0x7f800000;
+
+ if (e == 0)
+ {
+ if (m == 0) return sgn * 0.0f; /* +0.0 or -0.0 */
+ else return sgn * pow(2, -6.0f) * ((float)m / 524288.0f);
+ }
+ else if (e < 15)
+ {
+ return sgn * pow(2, (float)e - 7.0f) * (1.0f + ((float)m / 524288.0f));
+ }
+ else
+ {
+ if (m == 0) return sgn>0? *(float*)(&fInf) : *(float*)(&fNegInf); //sgn / 0.0f; /* +INF / -INF */
+ else return *(float*)(&fNaN); //0.0f / 0.0f; /* NAN */
+ }
+}
+
+/**
+ * Settings
+ */
+#define VS_NONE 0
+#define VS_HW 1
+
+#define PS_NONE 0
+#define PS_HW 1
+
+#define VBO_NONE 0
+#define VBO_HW 1
+
+#define ORM_BACKBUFFER 0
+#define ORM_FBO 1
+
+#define SHADER_ARB 1
+#define SHADER_GLSL 2
+#define SHADER_ATI 3
+#define SHADER_NONE 4
+
+#define RTL_DISABLE -1
+#define RTL_READDRAW 1
+#define RTL_READTEX 2
+
+#define PCI_VENDOR_NONE 0xffff /* e.g. 0x8086 for Intel and 0x10de for Nvidia */
+#define PCI_DEVICE_NONE 0xffff /* e.g. 0x14f for a Geforce6200 */
+
+/* NOTE: When adding fields to this structure, make sure to update the default
+ * values in wined3d_main.c as well. */
+typedef struct wined3d_settings_s {
+/* vertex and pixel shader modes */
+ int vs_mode;
+ int ps_mode;
+/* Ideally, we don't want the user to have to request GLSL. If the hardware supports GLSL,
+ we should use it. However, until it's fully implemented, we'll leave it as a registry
+ setting for developers. */
+ BOOL glslRequested;
+ int offscreen_rendering_mode;
+ int rendertargetlock_mode;
+ unsigned short pci_vendor_id;
+ unsigned short pci_device_id;
+/* Memory tracking and object counting */
+ unsigned int emulated_textureram;
+ char *logo;
+ int allow_multisampling;
+ BOOL strict_draw_ordering;
+} wined3d_settings_t;
+
+extern wined3d_settings_t wined3d_settings DECLSPEC_HIDDEN;
+
+typedef enum _WINED3DSAMPLER_TEXTURE_TYPE
+{
+ WINED3DSTT_UNKNOWN = 0,
+ WINED3DSTT_1D = 1,
+ WINED3DSTT_2D = 2,
+ WINED3DSTT_CUBE = 3,
+ WINED3DSTT_VOLUME = 4,
+} WINED3DSAMPLER_TEXTURE_TYPE;
+
+typedef enum _WINED3DSHADER_PARAM_REGISTER_TYPE
+{
+ WINED3DSPR_TEMP = 0,
+ WINED3DSPR_INPUT = 1,
+ WINED3DSPR_CONST = 2,
+ WINED3DSPR_ADDR = 3,
+ WINED3DSPR_TEXTURE = 3,
+ WINED3DSPR_RASTOUT = 4,
+ WINED3DSPR_ATTROUT = 5,
+ WINED3DSPR_TEXCRDOUT = 6,
+ WINED3DSPR_OUTPUT = 6,
+ WINED3DSPR_CONSTINT = 7,
+ WINED3DSPR_COLOROUT = 8,
+ WINED3DSPR_DEPTHOUT = 9,
+ WINED3DSPR_SAMPLER = 10,
+ WINED3DSPR_CONST2 = 11,
+ WINED3DSPR_CONST3 = 12,
+ WINED3DSPR_CONST4 = 13,
+ WINED3DSPR_CONSTBOOL = 14,
+ WINED3DSPR_LOOP = 15,
+ WINED3DSPR_TEMPFLOAT16 = 16,
+ WINED3DSPR_MISCTYPE = 17,
+ WINED3DSPR_LABEL = 18,
+ WINED3DSPR_PREDICATE = 19,
+ WINED3DSPR_IMMCONST,
+ WINED3DSPR_CONSTBUFFER,
+} WINED3DSHADER_PARAM_REGISTER_TYPE;
+
+enum wined3d_immconst_type
+{
+ WINED3D_IMMCONST_FLOAT,
+ WINED3D_IMMCONST_FLOAT4,
+};
+
+#define WINED3DSP_NOSWIZZLE (0 | (1 << 2) | (2 << 4) | (3 << 6))
+
+typedef enum _WINED3DSHADER_PARAM_SRCMOD_TYPE
+{
+ WINED3DSPSM_NONE = 0,
+ WINED3DSPSM_NEG = 1,
+ WINED3DSPSM_BIAS = 2,
+ WINED3DSPSM_BIASNEG = 3,
+ WINED3DSPSM_SIGN = 4,
+ WINED3DSPSM_SIGNNEG = 5,
+ WINED3DSPSM_COMP = 6,
+ WINED3DSPSM_X2 = 7,
+ WINED3DSPSM_X2NEG = 8,
+ WINED3DSPSM_DZ = 9,
+ WINED3DSPSM_DW = 10,
+ WINED3DSPSM_ABS = 11,
+ WINED3DSPSM_ABSNEG = 12,
+ WINED3DSPSM_NOT = 13,
+} WINED3DSHADER_PARAM_SRCMOD_TYPE;
+
+#define WINED3DSP_WRITEMASK_0 0x1 /* .x r */
+#define WINED3DSP_WRITEMASK_1 0x2 /* .y g */
+#define WINED3DSP_WRITEMASK_2 0x4 /* .z b */
+#define WINED3DSP_WRITEMASK_3 0x8 /* .w a */
+#define WINED3DSP_WRITEMASK_ALL 0xf /* all */
+
+typedef enum _WINED3DSHADER_PARAM_DSTMOD_TYPE
+{
+ WINED3DSPDM_NONE = 0,
+ WINED3DSPDM_SATURATE = 1,
+ WINED3DSPDM_PARTIALPRECISION = 2,
+ WINED3DSPDM_MSAMPCENTROID = 4,
+} WINED3DSHADER_PARAM_DSTMOD_TYPE;
+
+/* Undocumented opcode control to identify projective texture lookups in ps 2.0 and later */
+#define WINED3DSI_TEXLD_PROJECT 1
+#define WINED3DSI_TEXLD_BIAS 2
+
+typedef enum COMPARISON_TYPE
+{
+ COMPARISON_GT = 1,
+ COMPARISON_EQ = 2,
+ COMPARISON_GE = 3,
+ COMPARISON_LT = 4,
+ COMPARISON_NE = 5,
+ COMPARISON_LE = 6,
+} COMPARISON_TYPE;
+
+#define WINED3D_SM1_VS 0xfffe
+#define WINED3D_SM1_PS 0xffff
+#define WINED3D_SM4_PS 0x0000
+#define WINED3D_SM4_VS 0x0001
+#define WINED3D_SM4_GS 0x0002
+
+/* Shader version tokens, and shader end tokens */
+#define WINED3DPS_VERSION(major, minor) ((WINED3D_SM1_PS << 16) | ((major) << 8) | (minor))
+#define WINED3DVS_VERSION(major, minor) ((WINED3D_SM1_VS << 16) | ((major) << 8) | (minor))
+
+/* Shader backends */
+
+/* TODO: Make this dynamic, based on shader limits ? */
+#define MAX_ATTRIBS 16
+#define MAX_REG_ADDR 1
+#define MAX_REG_TEMP 32
+#define MAX_REG_TEXCRD 8
+#define MAX_REG_INPUT 12
+#define MAX_REG_OUTPUT 12
+#define MAX_CONST_I 16
+#define MAX_CONST_B 16
+
+/* FIXME: This needs to go up to 2048 for
+ * Shader model 3 according to msdn (and for software shaders) */
+#define MAX_LABELS 16
+
+#define SHADER_PGMSIZE 65535
+
+struct wined3d_shader_buffer
+{
+ char *buffer;
+ unsigned int bsize;
+ unsigned int lineNo;
+ BOOL newline;
+};
+
+enum WINED3D_SHADER_INSTRUCTION_HANDLER
+{
+ WINED3DSIH_ABS,
+ WINED3DSIH_ADD,
+ WINED3DSIH_BEM,
+ WINED3DSIH_BREAK,
+ WINED3DSIH_BREAKC,
+ WINED3DSIH_BREAKP,
+ WINED3DSIH_CALL,
+ WINED3DSIH_CALLNZ,
+ WINED3DSIH_CMP,
+ WINED3DSIH_CND,
+ WINED3DSIH_CRS,
+ WINED3DSIH_CUT,
+ WINED3DSIH_DCL,
+ WINED3DSIH_DEF,
+ WINED3DSIH_DEFB,
+ WINED3DSIH_DEFI,
+ WINED3DSIH_DP2ADD,
+ WINED3DSIH_DP3,
+ WINED3DSIH_DP4,
+ WINED3DSIH_DST,
+ WINED3DSIH_DSX,
+ WINED3DSIH_DSY,
+ WINED3DSIH_ELSE,
+ WINED3DSIH_EMIT,
+ WINED3DSIH_ENDIF,
+ WINED3DSIH_ENDLOOP,
+ WINED3DSIH_ENDREP,
+ WINED3DSIH_EXP,
+ WINED3DSIH_EXPP,
+ WINED3DSIH_FRC,
+ WINED3DSIH_IADD,
+ WINED3DSIH_IF,
+ WINED3DSIH_IFC,
+ WINED3DSIH_IGE,
+ WINED3DSIH_LABEL,
+ WINED3DSIH_LIT,
+ WINED3DSIH_LOG,
+ WINED3DSIH_LOGP,
+ WINED3DSIH_LOOP,
+ WINED3DSIH_LRP,
+ WINED3DSIH_LT,
+ WINED3DSIH_M3x2,
+ WINED3DSIH_M3x3,
+ WINED3DSIH_M3x4,
+ WINED3DSIH_M4x3,
+ WINED3DSIH_M4x4,
+ WINED3DSIH_MAD,
+ WINED3DSIH_MAX,
+ WINED3DSIH_MIN,
+ WINED3DSIH_MOV,
+ WINED3DSIH_MOVA,
+ WINED3DSIH_MUL,
+ WINED3DSIH_NOP,
+ WINED3DSIH_NRM,
+ WINED3DSIH_PHASE,
+ WINED3DSIH_POW,
+ WINED3DSIH_RCP,
+ WINED3DSIH_REP,
+ WINED3DSIH_RET,
+ WINED3DSIH_RSQ,
+ WINED3DSIH_SETP,
+ WINED3DSIH_SGE,
+ WINED3DSIH_SGN,
+ WINED3DSIH_SINCOS,
+ WINED3DSIH_SLT,
+ WINED3DSIH_SUB,
+ WINED3DSIH_TEX,
+ WINED3DSIH_TEXBEM,
+ WINED3DSIH_TEXBEML,
+ WINED3DSIH_TEXCOORD,
+ WINED3DSIH_TEXDEPTH,
+ WINED3DSIH_TEXDP3,
+ WINED3DSIH_TEXDP3TEX,
+ WINED3DSIH_TEXKILL,
+ WINED3DSIH_TEXLDD,
+ WINED3DSIH_TEXLDL,
+ WINED3DSIH_TEXM3x2DEPTH,
+ WINED3DSIH_TEXM3x2PAD,
+ WINED3DSIH_TEXM3x2TEX,
+ WINED3DSIH_TEXM3x3,
+ WINED3DSIH_TEXM3x3DIFF,
+ WINED3DSIH_TEXM3x3PAD,
+ WINED3DSIH_TEXM3x3SPEC,
+ WINED3DSIH_TEXM3x3TEX,
+ WINED3DSIH_TEXM3x3VSPEC,
+ WINED3DSIH_TEXREG2AR,
+ WINED3DSIH_TEXREG2GB,
+ WINED3DSIH_TEXREG2RGB,
+ WINED3DSIH_TABLE_SIZE
+};
+
+enum wined3d_shader_type
+{
+ WINED3D_SHADER_TYPE_PIXEL,
+ WINED3D_SHADER_TYPE_VERTEX,
+ WINED3D_SHADER_TYPE_GEOMETRY,
+};
+
+struct wined3d_shader_version
+{
+ enum wined3d_shader_type type;
+ BYTE major;
+ BYTE minor;
+};
+
+#define WINED3D_SHADER_VERSION(major, minor) (((major) << 8) | (minor))
+
+typedef struct shader_reg_maps
+{
+ struct wined3d_shader_version shader_version;
+ BYTE texcoord; /* MAX_REG_TEXCRD, 8 */
+ BYTE address; /* MAX_REG_ADDR, 1 */
+ WORD labels; /* MAX_LABELS, 16 */
+ DWORD temporary; /* MAX_REG_TEMP, 32 */
+ DWORD *constf; /* pixel, vertex */
+ DWORD constf_size;
+ DWORD texcoord_mask[MAX_REG_TEXCRD]; /* vertex < 3.0 */
+ WORD input_registers; /* max(MAX_REG_INPUT, MAX_ATTRIBS), 16 */
+ WORD output_registers; /* MAX_REG_OUTPUT, 12 */
+ WORD integer_constants; /* MAX_CONST_I, 16 */
+ WORD boolean_constants; /* MAX_CONST_B, 16 */
+ WORD local_int_consts; /* MAX_CONST_I, 16 */
+ WORD local_bool_consts; /* MAX_CONST_B, 16 */
+
+ WINED3DSAMPLER_TEXTURE_TYPE sampler_type[max(MAX_FRAGMENT_SAMPLERS, MAX_VERTEX_SAMPLERS)];
+ BYTE bumpmat; /* MAX_TEXTURES, 8 */
+ BYTE luminanceparams; /* MAX_TEXTURES, 8 */
+
+ WORD usesnrm : 1;
+ WORD vpos : 1;
+ WORD usesdsx : 1;
+ WORD usesdsy : 1;
+ WORD usestexldd : 1;
+ WORD usesmova : 1;
+ WORD usesfacing : 1;
+ WORD usesrelconstF : 1;
+ WORD fog : 1;
+ WORD usestexldl : 1;
+ WORD usesifc : 1;
+ WORD usescall : 1;
+ WORD padding : 4;
+
+ /* Whether or not loops are used in this shader, and nesting depth */
+ unsigned loop_depth;
+ unsigned highest_render_target;
+
+} shader_reg_maps;
+
+struct wined3d_shader_context
+{
+ IWineD3DBaseShader *shader;
+ const struct wined3d_gl_info *gl_info;
+ const struct shader_reg_maps *reg_maps;
+ struct wined3d_shader_buffer *buffer;
+ void *backend_data;
+};
+
+struct wined3d_shader_register
+{
+ WINED3DSHADER_PARAM_REGISTER_TYPE type;
+ UINT idx;
+ UINT array_idx;
+ const struct wined3d_shader_src_param *rel_addr;
+ enum wined3d_immconst_type immconst_type;
+ DWORD immconst_data[4];
+};
+
+struct wined3d_shader_dst_param
+{
+ struct wined3d_shader_register reg;
+ DWORD write_mask;
+ DWORD modifiers;
+ DWORD shift;
+};
+
+struct wined3d_shader_src_param
+{
+ struct wined3d_shader_register reg;
+ DWORD swizzle;
+ DWORD modifiers;
+};
+
+struct wined3d_shader_instruction
+{
+ const struct wined3d_shader_context *ctx;
+ enum WINED3D_SHADER_INSTRUCTION_HANDLER handler_idx;
+ DWORD flags;
+ BOOL coissue;
+ DWORD predicate;
+ UINT dst_count;
+ const struct wined3d_shader_dst_param *dst;
+ UINT src_count;
+ const struct wined3d_shader_src_param *src;
+};
+
+struct wined3d_shader_semantic
+{
+ WINED3DDECLUSAGE usage;
+ UINT usage_idx;
+ WINED3DSAMPLER_TEXTURE_TYPE sampler_type;
+ struct wined3d_shader_dst_param reg;
+};
+
+struct wined3d_shader_attribute
+{
+ WINED3DDECLUSAGE usage;
+ UINT usage_idx;
+};
+
+struct wined3d_shader_loop_control
+{
+ unsigned int count;
+ unsigned int start;
+ int step;
+};
+
+struct wined3d_shader_frontend
+{
+ void *(*shader_init)(const DWORD *ptr, DWORD tokens_num, const struct wined3d_shader_signature *output_signature);
+ void (*shader_free)(void *data);
+ void (*shader_read_header)(void *data, const DWORD **ptr, struct wined3d_shader_version *shader_version);
+ void (*shader_read_opcode)(void *data, const DWORD **ptr, struct wined3d_shader_instruction *ins, UINT *param_size);
+ void (*shader_read_src_param)(void *data, const DWORD **ptr, struct wined3d_shader_src_param *src_param,
+ struct wined3d_shader_src_param *src_rel_addr);
+ void (*shader_read_dst_param)(void *data, const DWORD **ptr, struct wined3d_shader_dst_param *dst_param,
+ struct wined3d_shader_src_param *dst_rel_addr);
+ void (*shader_read_semantic)(const DWORD **ptr, struct wined3d_shader_semantic *semantic);
+ void (*shader_read_comment)(const DWORD **ptr, const char **comment, UINT *comment_size);
+ BOOL (*shader_is_end)(void *data, const DWORD **ptr);
+};
+
+extern const struct wined3d_shader_frontend sm1_shader_frontend DECLSPEC_HIDDEN;
+extern const struct wined3d_shader_frontend sm4_shader_frontend DECLSPEC_HIDDEN;
+
+typedef void (*SHADER_HANDLER)(const struct wined3d_shader_instruction *);
+
+struct shader_caps {
+ DWORD VertexShaderVersion;
+ DWORD MaxVertexShaderConst;
+
+ DWORD PixelShaderVersion;
+ float PixelShader1xMaxValue;
+ DWORD MaxPixelShaderConst;
+
+ WINED3DVSHADERCAPS2_0 VS20Caps;
+ WINED3DPSHADERCAPS2_0 PS20Caps;
+
+ DWORD MaxVShaderInstructionsExecuted;
+ DWORD MaxPShaderInstructionsExecuted;
+ DWORD MaxVertexShader30InstructionSlots;
+ DWORD MaxPixelShader30InstructionSlots;
+
+ BOOL VSClipping;
+};
+
+enum tex_types
+{
+ tex_1d = 0,
+ tex_2d = 1,
+ tex_3d = 2,
+ tex_cube = 3,
+ tex_rect = 4,
+ tex_type_count = 5,
+};
+
+enum vertexprocessing_mode {
+ fixedfunction,
+ vertexshader,
+ pretransformed
+};
+
+#define WINED3D_CONST_NUM_UNUSED ~0U
+
+enum fogmode {
+ FOG_OFF,
+ FOG_LINEAR,
+ FOG_EXP,
+ FOG_EXP2
+};
+
+struct wined3d_context;
+
+#define WINED3D_PSARGS_PROJECTED (1<<3)
+#define WINED3D_PSARGS_TEXTRANSFORM_SHIFT 4
+#define WINED3D_PSARGS_TEXTRANSFORM_MASK 0xF
+
+/* Stateblock dependent parameters which have to be hardcoded
+ * into the shader code
+ */
+struct ps_compile_args {
+ struct color_fixup_desc color_fixup[MAX_FRAGMENT_SAMPLERS];
+ enum vertexprocessing_mode vp_mode;
+ enum fogmode fog;
+ /* Projected textures(ps 1.0-1.3) */
+ WORD tex_transform;
+ /* Texture types(2D, Cube, 3D) in ps 1.x */
+ WORD srgb_correction;
+ WORD np2_fixup;
+ /* Bitmap for NP2 texcoord fixups (16 samplers max currently).
+ D3D9 has a limit of 16 samplers and the fixup is superfluous
+ in D3D10 (unconditional NP2 support mandatory). */
+ WORD t_mirror;
+};
+
+enum fog_src_type {
+ VS_FOG_Z = 0,
+ VS_FOG_COORD = 1
+};
+
+struct vs_compile_args {
+ BYTE fog_src;
+ BYTE clip_enabled;
+ WORD swizzle_map; /* MAX_ATTRIBS, 16 */
+};
+
+typedef struct {
+ void (*shader_handle_instruction)(const struct wined3d_shader_instruction *);
+ void (*shader_select)(const struct wined3d_context *context, BOOL usePS, BOOL useVS);
+ void (*shader_select_depth_blt)(IWineD3DDevice *iface, enum tex_types tex_type);
+ void (*shader_deselect_depth_blt)(IWineD3DDevice *iface);
+ void (*shader_update_float_vertex_constants)(IWineD3DDevice *iface, UINT start, UINT count);
+ void (*shader_update_float_pixel_constants)(IWineD3DDevice *iface, UINT start, UINT count);
+ void (*shader_load_constants)(const struct wined3d_context *context, char usePS, char useVS);
+ void (*shader_load_np2fixup_constants)(IWineD3DDevice *iface, char usePS, char useVS);
+ void (*shader_destroy)(IWineD3DBaseShader *iface);
+ HRESULT (*shader_alloc_private)(IWineD3DDevice *iface);
+ void (*shader_free_private)(IWineD3DDevice *iface);
+ BOOL (*shader_dirtifyable_constants)(IWineD3DDevice *iface);
+ void (*shader_get_caps)(const struct wined3d_gl_info *gl_info, struct shader_caps *caps);
+ BOOL (*shader_color_fixup_supported)(struct color_fixup_desc fixup);
+ void (*shader_add_instruction_modifiers)(const struct wined3d_shader_instruction *ins);
+} shader_backend_t;
+
+extern const shader_backend_t glsl_shader_backend DECLSPEC_HIDDEN;
+extern const shader_backend_t arb_program_shader_backend DECLSPEC_HIDDEN;
+extern const shader_backend_t none_shader_backend DECLSPEC_HIDDEN;
+
+/* X11 locking */
+
+extern void (* CDECL wine_tsx11_lock_ptr)(void) DECLSPEC_HIDDEN;
+extern void (* CDECL wine_tsx11_unlock_ptr)(void) DECLSPEC_HIDDEN;
+
+/* As GLX relies on X, this is needed */
+extern int num_lock DECLSPEC_HIDDEN;
+
+#if 0
+#define ENTER_GL() ++num_lock; if (num_lock > 1) FIXME("Recursive use of GL lock to: %d\n", num_lock); wine_tsx11_lock_ptr()
+#define LEAVE_GL() if (num_lock != 1) FIXME("Recursive use of GL lock: %d\n", num_lock); --num_lock; wine_tsx11_unlock_ptr()
+#else
+#define ENTER_GL() wine_tsx11_lock_ptr()
+#define LEAVE_GL() wine_tsx11_unlock_ptr()
+#endif
+
+/*****************************************************************************
+ * Defines
+ */
+
+/* GL related defines */
+/* ------------------ */
+#define GL_EXTCALL(FuncName) (GLINFO_LOCATION.FuncName)
+
+#define D3DCOLOR_B_R(dw) (((dw) >> 16) & 0xFF)
+#define D3DCOLOR_B_G(dw) (((dw) >> 8) & 0xFF)
+#define D3DCOLOR_B_B(dw) (((dw) >> 0) & 0xFF)
+#define D3DCOLOR_B_A(dw) (((dw) >> 24) & 0xFF)
+
+#define D3DCOLOR_R(dw) (((float) (((dw) >> 16) & 0xFF)) / 255.0f)
+#define D3DCOLOR_G(dw) (((float) (((dw) >> 8) & 0xFF)) / 255.0f)
+#define D3DCOLOR_B(dw) (((float) (((dw) >> 0) & 0xFF)) / 255.0f)
+#define D3DCOLOR_A(dw) (((float) (((dw) >> 24) & 0xFF)) / 255.0f)
+
+#define D3DCOLORTOGLFLOAT4(dw, vec) do { \
+ (vec)[0] = D3DCOLOR_R(dw); \
+ (vec)[1] = D3DCOLOR_G(dw); \
+ (vec)[2] = D3DCOLOR_B(dw); \
+ (vec)[3] = D3DCOLOR_A(dw); \
+} while(0)
+
+/* DirectX Device Limits */
+/* --------------------- */
+#define MAX_MIP_LEVELS 32 /* Maximum number of mipmap levels. */
+#define HIGHEST_TRANSFORMSTATE WINED3DTS_WORLDMATRIX(255) /* Highest value in WINED3DTRANSFORMSTATETYPE */
+
+/* Checking of API calls */
+/* --------------------- */
+#ifndef WINE_NO_DEBUG_MSGS
+# ifdef VBOX_WITH_VMSVGA
+# define checkGLcall(A) \
+do { \
+ GLint err; \
+ if(!__WINE_IS_DEBUG_ON(_FIXME, __wine_dbch___default)) break; \
+ err = glGetError(); \
+ if (err == GL_NO_ERROR) { \
+ TRACE("%s call ok %s / %d\n", A, __FILE__, __LINE__); \
+ \
+ } else { \
+ ERR(">>>>>>>>>>>>>>>>> %s (%#x) from %s @ %s / %d\n", \
+ debug_glerror(err), err, A, __FILE__, __LINE__); \
+ } \
+} while(0)
+# else
+# define checkGLcall(A) \
+do { \
+ GLint err; \
+ if(!__WINE_IS_DEBUG_ON(_FIXME, __wine_dbch___default)) break; \
+ err = glGetError(); \
+ if (err == GL_NO_ERROR) { \
+ TRACE("%s call ok %s / %d\n", A, __FILE__, __LINE__); \
+ \
+ } else do { \
+ ERR(">>>>>>>>>>>>>>>>> %s (%#x) from %s @ %s / %d\n", \
+ debug_glerror(err), err, A, __FILE__, __LINE__); \
+ err = glGetError(); \
+ } while (err != GL_NO_ERROR); \
+} while(0)
+# endif
+#else
+#define checkGLcall(A) do {} while(0)
+#endif
+
+/* Trace routines / diagnostics */
+/* ---------------------------- */
+
+/* Dump out a matrix and copy it */
+#define conv_mat(mat,gl_mat) \
+do { \
+ TRACE("%f %f %f %f\n", (mat)->u.s._11, (mat)->u.s._12, (mat)->u.s._13, (mat)->u.s._14); \
+ TRACE("%f %f %f %f\n", (mat)->u.s._21, (mat)->u.s._22, (mat)->u.s._23, (mat)->u.s._24); \
+ TRACE("%f %f %f %f\n", (mat)->u.s._31, (mat)->u.s._32, (mat)->u.s._33, (mat)->u.s._34); \
+ TRACE("%f %f %f %f\n", (mat)->u.s._41, (mat)->u.s._42, (mat)->u.s._43, (mat)->u.s._44); \
+ memcpy(gl_mat, (mat), 16 * sizeof(float)); \
+} while (0)
+
+/* Trace vector and strided data information */
+#define TRACE_STRIDED(si, name) do { if (si->use_map & (1 << name)) \
+ TRACE( #name "=(data:%p, stride:%d, format:%#x, vbo %d, stream %u)\n", \
+ si->elements[name].data, si->elements[name].stride, si->elements[name].format_desc->format, \
+ si->elements[name].buffer_object, si->elements[name].stream_idx); } while(0)
+
+/* Advance declaration of structures to satisfy compiler */
+typedef struct IWineD3DStateBlockImpl IWineD3DStateBlockImpl;
+typedef struct IWineD3DSurfaceImpl IWineD3DSurfaceImpl;
+typedef struct IWineD3DPaletteImpl IWineD3DPaletteImpl;
+typedef struct IWineD3DDeviceImpl IWineD3DDeviceImpl;
+typedef struct IWineD3DSwapChainImpl IWineD3DSwapChainImpl;
+
+/* Global variables */
+extern const float identity[16] DECLSPEC_HIDDEN;
+
+/*****************************************************************************
+ * Compilable extra diagnostics
+ */
+
+/* TODO: Confirm each of these works when wined3d move completed */
+#if 0 /* NOTE: Must be 0 in cvs */
+ /* To avoid having to get gigabytes of trace, the following can be compiled in, and at the start
+ of each frame, a check is made for the existence of C:\D3DTRACE, and if it exists d3d trace
+ is enabled, and if it doesn't exist it is disabled. */
+# define FRAME_DEBUGGING
+ /* Adding in the SINGLE_FRAME_DEBUGGING gives a trace of just what makes up a single frame, before
+ the file is deleted */
+# if 1 /* NOTE: Must be 1 in cvs, as this is mostly more useful than a trace from program start */
+# define SINGLE_FRAME_DEBUGGING
+# endif
+ /* The following, when enabled, lets you see the makeup of the frame, by drawprimitive calls.
+ It can only be enabled when FRAME_DEBUGGING is also enabled
+ The contents of the back buffer are written into /tmp/backbuffer_* after each primitive
+ array is drawn. */
+# if 0 /* NOTE: Must be 0 in cvs, as this give a lot of ppm files when compiled in */
+# define SHOW_FRAME_MAKEUP 1
+# endif
+ /* The following, when enabled, lets you see the makeup of the all the textures used during each
+ of the drawprimitive calls. It can only be enabled when SHOW_FRAME_MAKEUP is also enabled.
+ The contents of the textures assigned to each stage are written into
+ /tmp/texture_*_<Stage>.ppm after each primitive array is drawn. */
+# if 0 /* NOTE: Must be 0 in cvs, as this give a lot of ppm files when compiled in */
+# define SHOW_TEXTURE_MAKEUP 0
+# endif
+extern BOOL isOn;
+extern BOOL isDumpingFrames;
+extern LONG primCounter;
+#endif
+
+enum wined3d_ffp_idx
+{
+ WINED3D_FFP_POSITION = 0,
+ WINED3D_FFP_BLENDWEIGHT = 1,
+ WINED3D_FFP_BLENDINDICES = 2,
+ WINED3D_FFP_NORMAL = 3,
+ WINED3D_FFP_PSIZE = 4,
+ WINED3D_FFP_DIFFUSE = 5,
+ WINED3D_FFP_SPECULAR = 6,
+ WINED3D_FFP_TEXCOORD0 = 7,
+ WINED3D_FFP_TEXCOORD1 = 8,
+ WINED3D_FFP_TEXCOORD2 = 9,
+ WINED3D_FFP_TEXCOORD3 = 10,
+ WINED3D_FFP_TEXCOORD4 = 11,
+ WINED3D_FFP_TEXCOORD5 = 12,
+ WINED3D_FFP_TEXCOORD6 = 13,
+ WINED3D_FFP_TEXCOORD7 = 14,
+};
+
+enum wined3d_ffp_emit_idx
+{
+ WINED3D_FFP_EMIT_FLOAT1 = 0,
+ WINED3D_FFP_EMIT_FLOAT2 = 1,
+ WINED3D_FFP_EMIT_FLOAT3 = 2,
+ WINED3D_FFP_EMIT_FLOAT4 = 3,
+ WINED3D_FFP_EMIT_D3DCOLOR = 4,
+ WINED3D_FFP_EMIT_UBYTE4 = 5,
+ WINED3D_FFP_EMIT_SHORT2 = 6,
+ WINED3D_FFP_EMIT_SHORT4 = 7,
+ WINED3D_FFP_EMIT_UBYTE4N = 8,
+ WINED3D_FFP_EMIT_SHORT2N = 9,
+ WINED3D_FFP_EMIT_SHORT4N = 10,
+ WINED3D_FFP_EMIT_USHORT2N = 11,
+ WINED3D_FFP_EMIT_USHORT4N = 12,
+ WINED3D_FFP_EMIT_UDEC3 = 13,
+ WINED3D_FFP_EMIT_DEC3N = 14,
+ WINED3D_FFP_EMIT_FLOAT16_2 = 15,
+ WINED3D_FFP_EMIT_FLOAT16_4 = 16,
+ WINED3D_FFP_EMIT_COUNT = 17
+};
+
+struct wined3d_stream_info_element
+{
+ const struct wined3d_format_desc *format_desc;
+ GLsizei stride;
+ const BYTE *data;
+ UINT stream_idx;
+ GLuint buffer_object;
+};
+
+struct wined3d_stream_info
+{
+ struct wined3d_stream_info_element elements[MAX_ATTRIBS];
+ BOOL position_transformed;
+ WORD swizzle_map; /* MAX_ATTRIBS, 16 */
+ WORD use_map; /* MAX_ATTRIBS, 16 */
+};
+
+/*****************************************************************************
+ * Prototypes
+ */
+
+/* Routine common to the draw primitive and draw indexed primitive routines */
+void drawPrimitive(IWineD3DDevice *iface, UINT index_count,
+ UINT start_idx, UINT idxBytes, const void *idxData) DECLSPEC_HIDDEN;
+DWORD get_flexible_vertex_size(DWORD d3dvtVertexType) DECLSPEC_HIDDEN;
+
+typedef void (WINE_GLAPI *glAttribFunc)(const void *data);
+typedef void (WINE_GLAPI *glMultiTexCoordFunc)(GLenum unit, const void *data);
+extern glAttribFunc position_funcs[WINED3D_FFP_EMIT_COUNT] DECLSPEC_HIDDEN;
+extern glAttribFunc diffuse_funcs[WINED3D_FFP_EMIT_COUNT] DECLSPEC_HIDDEN;
+extern glAttribFunc specular_func_3ubv DECLSPEC_HIDDEN;
+extern glAttribFunc specular_funcs[WINED3D_FFP_EMIT_COUNT] DECLSPEC_HIDDEN;
+extern glAttribFunc normal_funcs[WINED3D_FFP_EMIT_COUNT] DECLSPEC_HIDDEN;
+extern glMultiTexCoordFunc multi_texcoord_funcs[WINED3D_FFP_EMIT_COUNT] DECLSPEC_HIDDEN;
+
+#define eps 1e-8
+
+#define GET_TEXCOORD_SIZE_FROM_FVF(d3dvtVertexType, tex_num) \
+ (((((d3dvtVertexType) >> (16 + (2 * (tex_num)))) + 1) & 0x03) + 1)
+
+/* Routines and structures related to state management */
+
+#define STATE_RENDER(a) (a)
+#define STATE_IS_RENDER(a) ((a) >= STATE_RENDER(1) && (a) <= STATE_RENDER(WINEHIGHEST_RENDER_STATE))
+
+#define STATE_TEXTURESTAGE(stage, num) (STATE_RENDER(WINEHIGHEST_RENDER_STATE) + 1 + (stage) * (WINED3D_HIGHEST_TEXTURE_STATE + 1) + (num))
+#define STATE_IS_TEXTURESTAGE(a) ((a) >= STATE_TEXTURESTAGE(0, 1) && (a) <= STATE_TEXTURESTAGE(MAX_TEXTURES - 1, WINED3D_HIGHEST_TEXTURE_STATE))
+
+/* + 1 because samplers start with 0 */
+#define STATE_SAMPLER(num) (STATE_TEXTURESTAGE(MAX_TEXTURES - 1, WINED3D_HIGHEST_TEXTURE_STATE) + 1 + (num))
+#define STATE_IS_SAMPLER(num) ((num) >= STATE_SAMPLER(0) && (num) <= STATE_SAMPLER(MAX_COMBINED_SAMPLERS - 1))
+
+#define STATE_PIXELSHADER (STATE_SAMPLER(MAX_COMBINED_SAMPLERS - 1) + 1)
+#define STATE_IS_PIXELSHADER(a) ((a) == STATE_PIXELSHADER)
+
+#define STATE_TRANSFORM(a) (STATE_PIXELSHADER + (a))
+#define STATE_IS_TRANSFORM(a) ((a) >= STATE_TRANSFORM(1) && (a) <= STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(255)))
+
+#define STATE_STREAMSRC (STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(255)) + 1)
+#define STATE_IS_STREAMSRC(a) ((a) == STATE_STREAMSRC)
+#define STATE_INDEXBUFFER (STATE_STREAMSRC + 1)
+#define STATE_IS_INDEXBUFFER(a) ((a) == STATE_INDEXBUFFER)
+
+#define STATE_VDECL (STATE_INDEXBUFFER + 1)
+#define STATE_IS_VDECL(a) ((a) == STATE_VDECL)
+
+#define STATE_VSHADER (STATE_VDECL + 1)
+#define STATE_IS_VSHADER(a) ((a) == STATE_VSHADER)
+
+#define STATE_VIEWPORT (STATE_VSHADER + 1)
+#define STATE_IS_VIEWPORT(a) ((a) == STATE_VIEWPORT)
+
+#define STATE_VERTEXSHADERCONSTANT (STATE_VIEWPORT + 1)
+#define STATE_PIXELSHADERCONSTANT (STATE_VERTEXSHADERCONSTANT + 1)
+#define STATE_IS_VERTEXSHADERCONSTANT(a) ((a) == STATE_VERTEXSHADERCONSTANT)
+#define STATE_IS_PIXELSHADERCONSTANT(a) ((a) == STATE_PIXELSHADERCONSTANT)
+
+#define STATE_ACTIVELIGHT(a) (STATE_PIXELSHADERCONSTANT + (a) + 1)
+#define STATE_IS_ACTIVELIGHT(a) ((a) >= STATE_ACTIVELIGHT(0) && (a) < STATE_ACTIVELIGHT(MAX_ACTIVE_LIGHTS))
+
+#define STATE_SCISSORRECT (STATE_ACTIVELIGHT(MAX_ACTIVE_LIGHTS - 1) + 1)
+#define STATE_IS_SCISSORRECT(a) ((a) == STATE_SCISSORRECT)
+
+#define STATE_CLIPPLANE(a) (STATE_SCISSORRECT + 1 + (a))
+#define STATE_IS_CLIPPLANE(a) ((a) >= STATE_CLIPPLANE(0) && (a) <= STATE_CLIPPLANE(MAX_CLIPPLANES - 1))
+
+#define STATE_MATERIAL (STATE_CLIPPLANE(MAX_CLIPPLANES))
+#define STATE_IS_MATERIAL(a) ((a) == STATE_MATERIAL)
+
+#define STATE_FRONTFACE (STATE_MATERIAL + 1)
+#define STATE_IS_FRONTFACE(a) ((a) == STATE_FRONTFACE)
+
+#define STATE_HIGHEST (STATE_FRONTFACE)
+
+enum fogsource {
+ FOGSOURCE_FFP,
+ FOGSOURCE_VS,
+ FOGSOURCE_COORD,
+};
+
+#define WINED3D_MAX_FBO_ENTRIES 64
+
+struct wined3d_occlusion_query
+{
+ struct list entry;
+ GLuint id;
+ struct wined3d_context *context;
+};
+
+union wined3d_gl_query_object
+{
+ GLuint id;
+ GLsync sync;
+};
+
+struct wined3d_event_query
+{
+ struct list entry;
+ union wined3d_gl_query_object object;
+ struct wined3d_context *context;
+};
+
+enum wined3d_event_query_result
+{
+ WINED3D_EVENT_QUERY_OK,
+ WINED3D_EVENT_QUERY_WAITING,
+ WINED3D_EVENT_QUERY_NOT_STARTED,
+ WINED3D_EVENT_QUERY_WRONG_THREAD,
+ WINED3D_EVENT_QUERY_ERROR
+};
+
+void wined3d_event_query_destroy(struct wined3d_event_query *query) DECLSPEC_HIDDEN;
+enum wined3d_event_query_result wined3d_event_query_test(struct wined3d_event_query *query, IWineD3DDeviceImpl *device) DECLSPEC_HIDDEN;
+enum wined3d_event_query_result wined3d_event_query_finish(struct wined3d_event_query *query, IWineD3DDeviceImpl *device) DECLSPEC_HIDDEN;
+void wined3d_event_query_issue(struct wined3d_event_query *query, IWineD3DDeviceImpl *device) DECLSPEC_HIDDEN;
+HRESULT wined3d_event_query_supported(const struct wined3d_gl_info *gl_info) DECLSPEC_HIDDEN;
+
+struct wined3d_context
+{
+ const struct wined3d_gl_info *gl_info;
+ /* State dirtification
+ * dirtyArray is an array that contains markers for dirty states. numDirtyEntries states are dirty, their numbers are in indices
+ * 0...numDirtyEntries - 1. isStateDirty is a redundant copy of the dirtyArray. Technically only one of them would be needed,
+ * 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
+ * only numDirtyEntries array elements have to be checked, not STATE_HIGHEST states.
+ */
+ DWORD dirtyArray[STATE_HIGHEST + 1]; /* Won't get bigger than that, a state is never marked dirty 2 times */
+ DWORD numDirtyEntries;
+ DWORD isStateDirty[STATE_HIGHEST / (sizeof(DWORD) * CHAR_BIT) + 1]; /* Bitmap to find out quickly if a state is dirty */
+
+#ifdef VBOX_WITH_WDDM
+ IWineD3DDeviceImpl *device;
+ IWineD3DSwapChainImpl *currentSwapchain;
+#else
+ IWineD3DSwapChainImpl *swapchain;
+#endif
+
+ IWineD3DSurface *current_rt;
+ DWORD tid; /* Thread ID which owns this context at the moment */
+
+ /* Stores some information about the context state for optimization */
+ WORD render_offscreen : 1;
+ WORD draw_buffer_dirty : 1;
+ WORD last_was_rhw : 1; /* true iff last draw_primitive was in xyzrhw mode */
+ WORD last_was_pshader : 1;
+ WORD last_was_vshader : 1;
+ WORD namedArraysLoaded : 1;
+ WORD numberedArraysLoaded : 1;
+ WORD last_was_blit : 1;
+ WORD last_was_ckey : 1;
+ WORD fog_coord : 1;
+ WORD fog_enabled : 1;
+ WORD num_untracked_materials : 2; /* Max value 2 */
+ WORD current : 1;
+#if !defined(VBOX_WINE_WITH_SINGLE_CONTEXT) && !defined(VBOX_WINE_WITH_SINGLE_SWAPCHAIN_CONTEXT)
+ WORD destroyed : 1;
+#endif
+ WORD valid : 1;
+ BYTE texShaderBumpMap; /* MAX_TEXTURES, 8 */
+ BYTE lastWasPow2Texture; /* MAX_TEXTURES, 8 */
+ DWORD numbered_array_mask;
+ GLenum tracking_parm; /* Which source is tracking current colour */
+ GLenum untracked_materials[2];
+ UINT blit_w, blit_h;
+ enum fogsource fog_source;
+
+ char *vshader_const_dirty, *pshader_const_dirty;
+
+ /* The actual opengl context */
+ UINT level;
+ HGLRC restore_ctx;
+ HDC restore_dc;
+ HGLRC glCtx;
+#ifndef VBOX_WITH_WDDM
+ HWND win_handle;
+ HDC hdc;
+#endif
+
+#if defined(VBOX_WINE_WITH_SINGLE_CONTEXT) || defined(VBOX_WINE_WITH_SINGLE_SWAPCHAIN_CONTEXT)
+ VBOXTLSREFDATA
+#endif
+
+#ifdef VBOX_WITH_VMSVGA
+ IWineD3DDeviceImpl *pDeviceContext;
+ BOOL fChangedVertexShaderConstant;
+ BOOL fChangedPixelShaderConstant;
+ BOOL fChangedVertexShader;
+ BOOL fChangedPixelShader;
+#endif
+ int pixel_format;
+ GLint aux_buffers;
+
+ /* FBOs */
+ UINT fbo_entry_count;
+ struct list fbo_list;
+ struct list fbo_destroy_list;
+ struct fbo_entry *current_fbo;
+ GLuint src_fbo;
+ GLuint dst_fbo;
+ GLuint fbo_read_binding;
+ GLuint fbo_draw_binding;
+ BOOL rebind_fbo;
+
+ /* Queries */
+ GLuint *free_occlusion_queries;
+ UINT free_occlusion_query_size;
+ UINT free_occlusion_query_count;
+ struct list occlusion_queries;
+
+ union wined3d_gl_query_object *free_event_queries;
+ UINT free_event_query_size;
+ UINT free_event_query_count;
+ struct list event_queries;
+
+ /* Extension emulation */
+ GLint gl_fog_source;
+ GLfloat fog_coord_value;
+ GLfloat color[4], fogstart, fogend, fogcolor[4];
+ GLuint dummy_arbfp_prog;
+};
+
+typedef void (*APPLYSTATEFUNC)(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *ctx);
+
+struct StateEntry
+{
+ DWORD representative;
+ APPLYSTATEFUNC apply;
+};
+
+struct StateEntryTemplate
+{
+ DWORD state;
+ struct StateEntry content;
+ GL_SupportedExt extension;
+};
+
+struct fragment_caps
+{
+ DWORD PrimitiveMiscCaps;
+ DWORD TextureOpCaps;
+ DWORD MaxTextureBlendStages;
+ DWORD MaxSimultaneousTextures;
+};
+
+struct fragment_pipeline
+{
+ void (*enable_extension)(IWineD3DDevice *iface, BOOL enable);
+ void (*get_caps)(const struct wined3d_gl_info *gl_info, struct fragment_caps *caps);
+ HRESULT (*alloc_private)(IWineD3DDevice *iface);
+ void (*free_private)(IWineD3DDevice *iface);
+ BOOL (*color_fixup_supported)(struct color_fixup_desc fixup);
+ const struct StateEntryTemplate *states;
+ BOOL ffp_proj_control;
+};
+
+extern const struct StateEntryTemplate misc_state_template[] DECLSPEC_HIDDEN;
+extern const struct StateEntryTemplate ffp_vertexstate_template[] DECLSPEC_HIDDEN;
+extern const struct fragment_pipeline ffp_fragment_pipeline DECLSPEC_HIDDEN;
+extern const struct fragment_pipeline atifs_fragment_pipeline DECLSPEC_HIDDEN;
+extern const struct fragment_pipeline arbfp_fragment_pipeline DECLSPEC_HIDDEN;
+extern const struct fragment_pipeline nvts_fragment_pipeline DECLSPEC_HIDDEN;
+extern const struct fragment_pipeline nvrc_fragment_pipeline DECLSPEC_HIDDEN;
+
+/* "Base" state table */
+HRESULT compile_state_table(struct StateEntry *StateTable, APPLYSTATEFUNC **dev_multistate_funcs,
+ const struct wined3d_gl_info *gl_info, const struct StateEntryTemplate *vertex,
+ const struct fragment_pipeline *fragment, const struct StateEntryTemplate *misc) DECLSPEC_HIDDEN;
+
+enum blit_operation
+{
+ BLIT_OP_BLIT,
+ BLIT_OP_COLOR_FILL
+};
+
+/* Shaders for color conversions in blits */
+struct blit_shader
+{
+ HRESULT (*alloc_private)(IWineD3DDevice *iface);
+ void (*free_private)(IWineD3DDevice *iface);
+ HRESULT (*set_shader)(IWineD3DDevice *iface, IWineD3DSurfaceImpl *surface);
+ void (*unset_shader)(IWineD3DDevice *iface);
+ BOOL (*blit_supported)(const struct wined3d_gl_info *gl_info, enum blit_operation blit_op,
+ const RECT *src_rect, DWORD src_usage, WINED3DPOOL src_pool, const struct wined3d_format_desc *src_format_desc,
+ const RECT *dst_rect, DWORD dst_usage, WINED3DPOOL dst_pool, const struct wined3d_format_desc *dst_format_desc);
+ HRESULT (*color_fill)(IWineD3DDeviceImpl *device, IWineD3DSurfaceImpl *dst_surface, const RECT *dst_rect, DWORD fill_color);
+};
+
+extern const struct blit_shader ffp_blit DECLSPEC_HIDDEN;
+extern const struct blit_shader arbfp_blit DECLSPEC_HIDDEN;
+extern const struct blit_shader cpu_blit DECLSPEC_HIDDEN;
+
+/* Temporary blit_shader helper functions */
+HRESULT arbfp_blit_surface(IWineD3DDeviceImpl *device, IWineD3DSurfaceImpl *src_surface, const RECT *src_rect,
+ IWineD3DSurfaceImpl *dst_surface, const RECT *dst_rect_in, enum blit_operation blit_op,
+ DWORD Filter) DECLSPEC_HIDDEN;
+
+typedef enum ContextUsage {
+ CTXUSAGE_RESOURCELOAD = 1, /* Only loads textures: No State is applied */
+ CTXUSAGE_DRAWPRIM = 2, /* OpenGL states are set up for blitting DirectDraw surfaces */
+ CTXUSAGE_BLIT = 3, /* OpenGL states are set up 3D drawing */
+ CTXUSAGE_CLEAR = 4, /* Drawable and states are set up for clearing */
+} ContextUsage;
+
+struct wined3d_context *context_acquire(IWineD3DDeviceImpl *This,
+ IWineD3DSurface *target, enum ContextUsage usage) DECLSPEC_HIDDEN;
+void context_alloc_event_query(struct wined3d_context *context,
+ struct wined3d_event_query *query) DECLSPEC_HIDDEN;
+void context_alloc_occlusion_query(struct wined3d_context *context,
+ struct wined3d_occlusion_query *query) DECLSPEC_HIDDEN;
+void context_resource_released(IWineD3DDevice *iface,
+ IWineD3DResource *resource, WINED3DRESOURCETYPE type) DECLSPEC_HIDDEN;
+void context_bind_fbo(struct wined3d_context *context, GLenum target, GLuint *fbo) DECLSPEC_HIDDEN;
+void context_attach_depth_stencil_fbo(struct wined3d_context *context,
+ GLenum fbo_target, IWineD3DSurfaceImpl *depth_stencil, BOOL use_render_buffer) DECLSPEC_HIDDEN;
+void context_attach_surface_fbo(const struct wined3d_context *context,
+ GLenum fbo_target, DWORD idx, IWineD3DSurfaceImpl *surface) DECLSPEC_HIDDEN;
+struct wined3d_context *context_create(IWineD3DSwapChainImpl *swapchain, IWineD3DSurfaceImpl *target,
+ const struct wined3d_format_desc *ds_format_desc
+#ifdef VBOX_WITH_WDDM
+ , struct VBOXUHGSMI *pHgsmi
+#endif
+ ) DECLSPEC_HIDDEN;
+struct IWineD3DDeviceImpl *context_get_device(const struct wined3d_context *context); DECLSPEC_HIDDEN;
+#ifdef VBOX_WITH_WDDM
+struct wined3d_context *context_find_create(IWineD3DDeviceImpl *device, IWineD3DSwapChainImpl *swapchain, IWineD3DSurfaceImpl *target,
+ const struct wined3d_format_desc *ds_format_desc) DECLSPEC_HIDDEN;
+BOOL context_acquire_context(struct wined3d_context * context, IWineD3DSurface *target, enum ContextUsage usage, BOOL bReValidate) DECLSPEC_HIDDEN;
+#endif
+void context_destroy(IWineD3DDeviceImpl *This, struct wined3d_context *context) DECLSPEC_HIDDEN;
+void context_free_event_query(struct wined3d_event_query *query) DECLSPEC_HIDDEN;
+void context_free_occlusion_query(struct wined3d_occlusion_query *query) DECLSPEC_HIDDEN;
+struct wined3d_context *context_get_current(void) DECLSPEC_HIDDEN;
+DWORD context_get_tls_idx(void) DECLSPEC_HIDDEN;
+void context_release(struct wined3d_context *context) DECLSPEC_HIDDEN;
+BOOL context_set_current(struct wined3d_context *ctx) DECLSPEC_HIDDEN;
+void context_set_draw_buffer(struct wined3d_context *context, GLenum buffer) DECLSPEC_HIDDEN;
+void context_set_tls_idx(DWORD idx) DECLSPEC_HIDDEN;
+void context_surface_update(struct wined3d_context *context, IWineD3DSurfaceImpl *surface) DECLSPEC_HIDDEN;
+#if defined(VBOX_WINE_WITH_SINGLE_CONTEXT) || defined(VBOX_WINE_WITH_SINGLE_SWAPCHAIN_CONTEXT)
+void context_clear_on_thread_detach(void);
+#endif
+/* Macros for doing basic GPU detection based on opengl capabilities */
+#define WINE_D3D6_CAPABLE(gl_info) (gl_info->supported[ARB_MULTITEXTURE])
+#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])
+#define WINE_D3D8_CAPABLE(gl_info) WINE_D3D7_CAPABLE(gl_info) && (gl_info->supported[ARB_MULTISAMPLE] && gl_info->supported[ARB_TEXTURE_BORDER_CLAMP])
+#define WINE_D3D9_CAPABLE(gl_info) WINE_D3D8_CAPABLE(gl_info) && (gl_info->supported[ARB_FRAGMENT_PROGRAM] && gl_info->supported[ARB_VERTEX_SHADER])
+#define WINE_D3D10_CAPABLE(gl_info) WINE_D3D9_CAPABLE(gl_info) && (gl_info->supported[EXT_GPU_SHADER4])
+
+/*****************************************************************************
+ * Internal representation of a light
+ */
+struct wined3d_light_info
+{
+ WINED3DLIGHT OriginalParms; /* Note D3D8LIGHT == D3D9LIGHT */
+ DWORD OriginalIndex;
+ LONG glIndex;
+ BOOL enabled;
+
+ /* Converted parms to speed up swapping lights */
+ float lightPosn[4];
+ float lightDirn[4];
+ float exponent;
+ float cutoff;
+
+ struct list entry;
+};
+
+/* The default light parameters */
+extern const WINED3DLIGHT WINED3D_default_light DECLSPEC_HIDDEN;
+
+typedef struct WineD3D_PixelFormat
+{
+ int iPixelFormat; /* WGL pixel format */
+ int iPixelType; /* WGL pixel type e.g. WGL_TYPE_RGBA_ARB, WGL_TYPE_RGBA_FLOAT_ARB or WGL_TYPE_COLORINDEX_ARB */
+ int redSize, greenSize, blueSize, alphaSize, colorSize;
+ int depthSize, stencilSize;
+ BOOL windowDrawable;
+ BOOL doubleBuffer;
+ int auxBuffers;
+ int numSamples;
+} WineD3D_PixelFormat;
+
+enum wined3d_gl_vendor
+{
+ GL_VENDOR_UNKNOWN,
+ GL_VENDOR_APPLE,
+ GL_VENDOR_FGLRX,
+ GL_VENDOR_INTEL,
+ GL_VENDOR_MESA,
+ GL_VENDOR_NVIDIA,
+};
+
+
+enum wined3d_pci_vendor
+{
+ HW_VENDOR_SOFTWARE = 0x0000,
+ HW_VENDOR_ATI = 0x1002,
+ HW_VENDOR_NVIDIA = 0x10de,
+ HW_VENDOR_INTEL = 0x8086,
+};
+
+enum wined3d_pci_device
+{
+ CARD_WINE = 0x0000,
+
+ CARD_ATI_RAGE_128PRO = 0x5246,
+ CARD_ATI_RADEON_7200 = 0x5144,
+ CARD_ATI_RADEON_8500 = 0x514c,
+ CARD_ATI_RADEON_9500 = 0x4144,
+ CARD_ATI_RADEON_XPRESS_200M = 0x5955,
+ CARD_ATI_RADEON_X700 = 0x5e4c,
+ CARD_ATI_RADEON_X1600 = 0x71c2,
+ CARD_ATI_RADEON_HD2350 = 0x94c7,
+ CARD_ATI_RADEON_HD2600 = 0x9581,
+ CARD_ATI_RADEON_HD2900 = 0x9400,
+ CARD_ATI_RADEON_HD3200 = 0x9620,
+ CARD_ATI_RADEON_HD4350 = 0x954f,
+ CARD_ATI_RADEON_HD4550 = 0x9540,
+ CARD_ATI_RADEON_HD4600 = 0x9495,
+ CARD_ATI_RADEON_HD4650 = 0x9498,
+ CARD_ATI_RADEON_HD4670 = 0x9490,
+ CARD_ATI_RADEON_HD4700 = 0x944e,
+ CARD_ATI_RADEON_HD4770 = 0x94b3,
+ CARD_ATI_RADEON_HD4800 = 0x944c, /* Picked one value between 9440, 944c, 9442, 9460 */
+ CARD_ATI_RADEON_HD4830 = 0x944c,
+ CARD_ATI_RADEON_HD4850 = 0x9442,
+ CARD_ATI_RADEON_HD4870 = 0x9440,
+ CARD_ATI_RADEON_HD4890 = 0x9460,
+ CARD_ATI_RADEON_HD5700 = 0x68BE, /* Picked HD5750 */
+ CARD_ATI_RADEON_HD5750 = 0x68BE,
+ CARD_ATI_RADEON_HD5770 = 0x68B8,
+ CARD_ATI_RADEON_HD5800 = 0x6898, /* Picked HD5850 */
+ CARD_ATI_RADEON_HD5850 = 0x6898,
+ CARD_ATI_RADEON_HD5870 = 0x6899,
+
+ CARD_NVIDIA_RIVA_128 = 0x0018,
+ CARD_NVIDIA_RIVA_TNT = 0x0020,
+ CARD_NVIDIA_RIVA_TNT2 = 0x0028,
+ CARD_NVIDIA_GEFORCE = 0x0100,
+ CARD_NVIDIA_GEFORCE2_MX = 0x0110,
+ CARD_NVIDIA_GEFORCE2 = 0x0150,
+ CARD_NVIDIA_GEFORCE3 = 0x0200,
+ CARD_NVIDIA_GEFORCE4_MX = 0x0170,
+ CARD_NVIDIA_GEFORCE4_TI4200 = 0x0253,
+ CARD_NVIDIA_GEFORCEFX_5200 = 0x0320,
+ CARD_NVIDIA_GEFORCEFX_5600 = 0x0312,
+ CARD_NVIDIA_GEFORCEFX_5800 = 0x0302,
+ CARD_NVIDIA_GEFORCE_6200 = 0x014f,
+ CARD_NVIDIA_GEFORCE_6600GT = 0x0140,
+ CARD_NVIDIA_GEFORCE_6800 = 0x0041,
+ CARD_NVIDIA_GEFORCE_7400 = 0x01d8,
+ CARD_NVIDIA_GEFORCE_7300 = 0x01d7, /* GeForce Go 7300 */
+ CARD_NVIDIA_GEFORCE_7600 = 0x0391,
+ CARD_NVIDIA_GEFORCE_7800GT = 0x0092,
+ CARD_NVIDIA_GEFORCE_8100 = 0x084F,
+ CARD_NVIDIA_GEFORCE_8200 = 0x0849, /* Other PCI ID 0x084B */
+ CARD_NVIDIA_GEFORCE_8300GS = 0x0423,
+ CARD_NVIDIA_GEFORCE_8400GS = 0x0404,
+ CARD_NVIDIA_GEFORCE_8500GT = 0x0421,
+ CARD_NVIDIA_GEFORCE_8600GT = 0x0402,
+ CARD_NVIDIA_GEFORCE_8600MGT = 0x0407,
+ CARD_NVIDIA_GEFORCE_8800GTS = 0x0193,
+ CARD_NVIDIA_GEFORCE_9200 = 0x086d,
+ CARD_NVIDIA_GEFORCE_9400GT = 0x042c,
+ CARD_NVIDIA_GEFORCE_9500GT = 0x0640,
+ CARD_NVIDIA_GEFORCE_9600GT = 0x0622,
+ CARD_NVIDIA_GEFORCE_9800GT = 0x0614,
+ CARD_NVIDIA_GEFORCE_GTX260 = 0x05e2,
+ CARD_NVIDIA_GEFORCE_GTX275 = 0x05e6,
+ CARD_NVIDIA_GEFORCE_GTX280 = 0x05e1,
+ CARD_NVIDIA_GEFORCE_GT240 = 0x0ca3,
+
+ CARD_INTEL_845G = 0x2562,
+ CARD_INTEL_I830G = 0x3577,
+ CARD_INTEL_I855G = 0x3582,
+ CARD_INTEL_I865G = 0x2572,
+ CARD_INTEL_I915G = 0x2582,
+ CARD_INTEL_I915GM = 0x2592,
+ CARD_INTEL_I945GM = 0x27a2, /* Same as GMA 950? */
+ CARD_INTEL_X3100 = 0x2a02, /* Found in Macs. Same as GMA 965? */
+ CARD_INTEL_SBHD = 0x0126, /* SundyBridge HD */
+};
+
+struct wined3d_fbo_ops
+{
+ PGLFNGLISRENDERBUFFERPROC glIsRenderbuffer;
+ PGLFNGLBINDRENDERBUFFERPROC glBindRenderbuffer;
+ PGLFNGLDELETERENDERBUFFERSPROC glDeleteRenderbuffers;
+ PGLFNGLGENRENDERBUFFERSPROC glGenRenderbuffers;
+ PGLFNGLRENDERBUFFERSTORAGEPROC glRenderbufferStorage;
+ PGLFNRENDERBUFFERSTORAGEMULTISAMPLEPROC glRenderbufferStorageMultisample;
+ PGLFNGLGETRENDERBUFFERPARAMETERIVPROC glGetRenderbufferParameteriv;
+ PGLFNGLISFRAMEBUFFERPROC glIsFramebuffer;
+ PGLFNGLBINDFRAMEBUFFERPROC glBindFramebuffer;
+ PGLFNGLDELETEFRAMEBUFFERSPROC glDeleteFramebuffers;
+ PGLFNGLGENFRAMEBUFFERSPROC glGenFramebuffers;
+ PGLFNGLCHECKFRAMEBUFFERSTATUSPROC glCheckFramebufferStatus;
+ PGLFNGLFRAMEBUFFERTEXTURE1DPROC glFramebufferTexture1D;
+ PGLFNGLFRAMEBUFFERTEXTURE2DPROC glFramebufferTexture2D;
+ PGLFNGLFRAMEBUFFERTEXTURE3DPROC glFramebufferTexture3D;
+ PGLFNGLFRAMEBUFFERRENDERBUFFERPROC glFramebufferRenderbuffer;
+ PGLFNGLGETFRAMEBUFFERATTACHMENTPARAMETERIVPROC glGetFramebufferAttachmentParameteriv;
+ PGLFNGLBLITFRAMEBUFFERPROC glBlitFramebuffer;
+ PGLFNGLGENERATEMIPMAPPROC glGenerateMipmap;
+};
+
+struct wined3d_gl_limits
+{
+ UINT buffers;
+ UINT lights;
+ UINT textures;
+ UINT texture_stages;
+ UINT fragment_samplers;
+ UINT vertex_samplers;
+ UINT combined_samplers;
+ UINT general_combiners;
+ UINT sampler_stages;
+ UINT clipplanes;
+ UINT texture_size;
+ UINT texture3d_size;
+ float pointsize_max;
+ float pointsize_min;
+ UINT point_sprite_units;
+ UINT blends;
+ UINT anisotropy;
+ float shininess;
+
+ UINT glsl_varyings;
+ UINT glsl_vs_float_constants;
+ UINT glsl_ps_float_constants;
+
+ UINT arb_vs_float_constants;
+ UINT arb_vs_native_constants;
+ UINT arb_vs_instructions;
+ UINT arb_vs_temps;
+ UINT arb_ps_float_constants;
+ UINT arb_ps_local_constants;
+ UINT arb_ps_native_constants;
+ UINT arb_ps_instructions;
+ UINT arb_ps_temps;
+};
+
+struct wined3d_gl_info
+{
+ DWORD glsl_version;
+ UINT vidmem;
+ struct wined3d_gl_limits limits;
+ DWORD reserved_glsl_constants;
+ DWORD quirks;
+ BOOL supported[WINED3D_GL_EXT_COUNT];
+ GLint wrap_lookup[WINED3DTADDRESS_MIRRORONCE - WINED3DTADDRESS_WRAP + 1];
+
+ struct wined3d_fbo_ops fbo_ops;
+#define USE_GL_FUNC(type, pfn, ext, replace) type pfn;
+ /* GL function pointers */
+ GL_EXT_FUNCS_GEN
+ /* WGL function pointers */
+ WGL_EXT_FUNCS_GEN
+#undef USE_GL_FUNC
+
+ struct wined3d_format_desc *gl_formats;
+};
+
+struct wined3d_driver_info
+{
+ enum wined3d_pci_vendor vendor;
+ enum wined3d_pci_device device;
+ const char *name;
+ const char *description;
+ DWORD version_high;
+ DWORD version_low;
+};
+
+/* The adapter structure */
+struct wined3d_adapter
+{
+ UINT ordinal;
+ BOOL opengl;
+ POINT monitorPoint;
+ struct wined3d_gl_info gl_info;
+ struct wined3d_driver_info driver_info;
+ WCHAR DeviceName[CCHDEVICENAME]; /* DeviceName for use with e.g. ChangeDisplaySettings */
+ int nCfgs;
+ WineD3D_PixelFormat *cfgs;
+ BOOL brokenStencil; /* Set on cards which only offer mixed depth+stencil */
+#ifndef VBOX_WITH_WDDM
+ unsigned int TextureRam; /* Amount of texture memory both video ram + AGP/TurboCache/HyperMemory/.. */
+ unsigned int UsedTextureRam;
+#endif
+ LUID luid;
+
+ const struct fragment_pipeline *fragment_pipe;
+ const shader_backend_t *shader_backend;
+ const struct blit_shader *blitter;
+};
+
+BOOL initPixelFormats(struct wined3d_gl_info *gl_info, enum wined3d_pci_vendor vendor) DECLSPEC_HIDDEN;
+BOOL initPixelFormatsNoGL(struct wined3d_gl_info *gl_info) DECLSPEC_HIDDEN;
+#ifndef VBOX_WITH_WDDM
+extern long WineD3DAdapterChangeGLRam(IWineD3DDeviceImpl *D3DDevice, long glram) DECLSPEC_HIDDEN;
+#endif
+extern void add_gl_compat_wrappers(struct wined3d_gl_info *gl_info) DECLSPEC_HIDDEN;
+
+struct VBOXVMSVGASHADERIF;
+extern BOOL IWineD3DImpl_FillGLCaps(struct wined3d_adapter *adapter, struct VBOXVMSVGASHADERIF *pVBoxShaderIf);
+
+
+/*****************************************************************************
+ * High order patch management
+ */
+struct WineD3DRectPatch
+{
+ UINT Handle;
+ float *mem;
+ WineDirect3DVertexStridedData strided;
+ WINED3DRECTPATCH_INFO RectPatchInfo;
+ float numSegs[4];
+ char has_normals, has_texcoords;
+ struct list entry;
+};
+
+HRESULT tesselate_rectpatch(IWineD3DDeviceImpl *This, struct WineD3DRectPatch *patch) DECLSPEC_HIDDEN;
+
+enum projection_types
+{
+ proj_none = 0,
+ proj_count3 = 1,
+ proj_count4 = 2
+};
+
+enum dst_arg
+{
+ resultreg = 0,
+ tempreg = 1
+};
+
+/*****************************************************************************
+ * Fixed function pipeline replacements
+ */
+#define ARG_UNUSED 0xff
+
+struct texture_stage_op
+{
+ unsigned cop : 8;
+ unsigned carg1 : 8;
+ unsigned carg2 : 8;
+ unsigned carg0 : 8;
+
+ unsigned aop : 8;
+ unsigned aarg1 : 8;
+ unsigned aarg2 : 8;
+ unsigned aarg0 : 8;
+
+ struct color_fixup_desc color_fixup;
+ unsigned tex_type : 3;
+ unsigned dst : 1;
+ unsigned projected : 2;
+ unsigned padding : 10;
+};
+
+struct ffp_frag_settings {
+ struct texture_stage_op op[MAX_TEXTURES];
+ enum fogmode fog;
+ /* Use shorts instead of chars to get dword alignment */
+ unsigned short sRGB_write;
+ unsigned short emul_clipplanes;
+};
+
+struct ffp_frag_desc
+{
+ struct wine_rb_entry entry;
+ struct ffp_frag_settings settings;
+};
+
+extern const struct wine_rb_functions wined3d_ffp_frag_program_rb_functions DECLSPEC_HIDDEN;
+extern const struct wined3d_parent_ops wined3d_null_parent_ops DECLSPEC_HIDDEN;
+
+void gen_ffp_frag_op(IWineD3DStateBlockImpl *stateblock, struct ffp_frag_settings *settings,
+ BOOL ignore_textype) DECLSPEC_HIDDEN;
+const struct ffp_frag_desc *find_ffp_frag_shader(const struct wine_rb_tree *fragment_shaders,
+ const struct ffp_frag_settings *settings) DECLSPEC_HIDDEN;
+void add_ffp_frag_shader(struct wine_rb_tree *shaders, struct ffp_frag_desc *desc) DECLSPEC_HIDDEN;
+
+/*****************************************************************************
+ * IWineD3D implementation structure
+ */
+typedef struct IWineD3DImpl
+{
+ /* IUnknown fields */
+ const IWineD3DVtbl *lpVtbl;
+ LONG ref; /* Note: Ref counting not required */
+
+ /* WineD3D Information */
+ IUnknown *parent;
+ UINT dxVersion;
+
+ UINT adapter_count;
+ struct wined3d_adapter adapters[1];
+} IWineD3DImpl;
+
+HRESULT wined3d_init(IWineD3DImpl *wined3d, UINT version, IUnknown *parent) DECLSPEC_HIDDEN;
+#ifndef VBOX_WITH_WDDM
+BOOL wined3d_register_window(HWND window, struct IWineD3DDeviceImpl *device) DECLSPEC_HIDDEN;
+void wined3d_unregister_window(HWND window, struct IWineD3DDeviceImpl *device) DECLSPEC_HIDDEN;
+#endif
+
+/*****************************************************************************
+ * IWineD3DDevice implementation structure
+ */
+#define WINED3D_UNMAPPED_STAGE ~0U
+
+/* Multithreaded flag. Removed from the public header to signal that IWineD3D::CreateDevice ignores it */
+#define WINED3DCREATE_MULTITHREADED 0x00000004
+
+#ifdef VBOX_WINE_WITH_PROFILE
+
+#include <iprt/time.h>
+
+#define VBOXWINEPROFILE_GET_TIME_NANO() RTTimeNanoTS()
+#define VBOXWINEPROFILE_GET_TIME_MILLI() RTTimeMilliTS()
+
+# define PRLOG(_m) do {\
+ vboxWDbgPrintF _m ; \
+ } while (0)
+
+typedef struct VBOXWINEPROFILE_ELEMENT
+{
+ uint64_t u64Time;
+ uint32_t cu32Calls;
+} VBOXWINEPROFILE_ELEMENT, *PVBOXWINEPROFILE_ELEMENT;
+
+typedef struct VBOXWINEPROFILE_HASHMAP_ELEMENT
+{
+ VBOXEXT_HASHMAP_ENTRY MapEntry;
+ VBOXWINEPROFILE_ELEMENT Data;
+} VBOXWINEPROFILE_HASHMAP_ELEMENT, *PVBOXWINEPROFILE_HASHMAP_ELEMENT;
+
+#define VBOXWINEPROFILE_HASHMAP_ELEMENT_FROMENTRY(_p) ((PVBOXWINEPROFILE_HASHMAP_ELEMENT)(((uint8_t*)(_p)) - RT_UOFFSETOF(VBOXWINEPROFILE_HASHMAP_ELEMENT, MapEntry)))
+
+#define VBOXWINEPROFILE_ELEMENT_DUMP(_p, _pn) do { \
+ PRLOG(("%s: t(%u);c(%u)\n", \
+ (_pn), \
+ (uint32_t)((_p)->u64Time / 1000000), \
+ (_p)->cu32Calls \
+ )); \
+ } while (0)
+
+#define VBOXWINEPROFILE_ELEMENT_RESET(_p) do { \
+ memset(_p, 0, sizeof (*(_p))); \
+ } while (0)
+
+#define VBOXWINEPROFILE_ELEMENT_STEP(_p, _t) do { \
+ (_p)->u64Time += (_t); \
+ ++(_p)->cu32Calls; \
+ } while (0)
+
+#define VBOXWINEPROFILE_HASHMAP_ELEMENT_CREATE() ( (PVBOXWINEPROFILE_HASHMAP_ELEMENT)HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof (VBOXWINEPROFILE_HASHMAP_ELEMENT)) )
+
+#define VBOXWINEPROFILE_HASHMAP_ELEMENT_TERM(_pe) do { \
+ HeapFree(GetProcessHeap(), 0, (_pe)); \
+ } while (0)
+
+DECLINLINE(PVBOXWINEPROFILE_HASHMAP_ELEMENT) vboxWineProfileHashMapElementGet(PVBOXEXT_HASHMAP pMap, void *pvKey)
+{
+ PVBOXEXT_HASHMAP_ENTRY pEntry = VBoxExtHashGet(pMap, pvKey);
+ if (pEntry)
+ {
+ return VBOXWINEPROFILE_HASHMAP_ELEMENT_FROMENTRY(pEntry);
+ }
+ else
+ {
+ PVBOXWINEPROFILE_HASHMAP_ELEMENT pElement = VBOXWINEPROFILE_HASHMAP_ELEMENT_CREATE();
+ Assert(pElement);
+ if (pElement)
+ VBoxExtHashPut(pMap, pvKey, &pElement->MapEntry);
+ return pElement;
+ }
+}
+
+#define VBOXWINEPROFILE_HASHMAP_ELEMENT_STEP(_pm, _pk, _t) do { \
+ PVBOXWINEPROFILE_HASHMAP_ELEMENT pElement = vboxWineProfileHashMapElementGet(_pm, _pk); \
+ VBOXWINEPROFILE_ELEMENT_STEP(&pElement->Data, _t); \
+ } while (0)
+
+static DECLCALLBACK(bool) vboxWineProfileElementResetCb(struct VBOXEXT_HASHMAP *pMap, void *pvKey, struct VBOXEXT_HASHMAP_ENTRY *pValue, void *pvVisitor)
+{
+ PVBOXWINEPROFILE_HASHMAP_ELEMENT pElement = VBOXWINEPROFILE_HASHMAP_ELEMENT_FROMENTRY(pValue);
+ VBOXWINEPROFILE_ELEMENT_RESET(&pElement->Data);
+ return true;
+}
+
+static DECLCALLBACK(bool) vboxWineProfileElementDumpCb(struct VBOXEXT_HASHMAP *pMap, void *pvKey, struct VBOXEXT_HASHMAP_ENTRY *pValue, void *pvVisitor)
+{
+ PVBOXWINEPROFILE_HASHMAP_ELEMENT pElement = VBOXWINEPROFILE_HASHMAP_ELEMENT_FROMENTRY(pValue);
+ char *pName = (char*)pvVisitor;
+ PRLOG(("%s[%d]:", pName, (uint32_t)pvKey));
+ VBOXWINEPROFILE_ELEMENT_DUMP(&pElement->Data, "");
+ return true;
+}
+
+#define VBOXWINEPROFILE_HASHMAP_RESET(_pm) do { \
+ VBoxExtHashVisit((_pm), vboxWineProfileElementResetCb, NULL); \
+ } while (0)
+
+#define VBOXWINEPROFILE_HASHMAP_DUMP(_pm, _pn) do { \
+ VBoxExtHashVisit((_pm), vboxWineProfileElementDumpCb, (_pn)); \
+ } while (0)
+
+static DECLCALLBACK(bool) vboxWineProfileElementCleanupCb(struct VBOXEXT_HASHMAP *pMap, void *pvKey, struct VBOXEXT_HASHMAP_ENTRY *pValue, void *pvVisitor)
+{
+ PVBOXWINEPROFILE_HASHMAP_ELEMENT pElement = VBOXWINEPROFILE_HASHMAP_ELEMENT_FROMENTRY(pValue);
+ VBOXWINEPROFILE_HASHMAP_ELEMENT_TERM(pElement);
+ return true;
+}
+
+#define VBOXWINEPROFILE_HASHMAP_TERM(_pm) do { \
+ VBoxExtHashCleanup((_pm), vboxWineProfileElementCleanupCb, NULL); \
+ VBoxExtHashVisit((_pm), vboxWineProfileElementResetCb, NULL); \
+ } while (0)
+
+typedef struct VBOXWINEPROFILE_DRAWPRIM
+{
+ uint64_t u64LoadLocationTime;
+ uint64_t u64CtxAcquireTime;
+ uint64_t u64PostProcess;
+ VBOXEXT_HASHMAP MapDrawPrimSlowVs;
+ VBOXEXT_HASHMAP MapDrawPrimSlow;
+ VBOXEXT_HASHMAP MapDrawPrimStrided;
+ VBOXEXT_HASHMAP MapDrawPrimFast;
+ uint32_t cu32Calls;
+} VBOXWINEPROFILE_DRAWPRIM, *PVBOXWINEPROFILE_DRAWPRIM;
+
+#define VBOXWINEPROFILE_DRAWPRIM_RESET_NEXT(_p) do { \
+ (_p)->u64LoadLocationTime = 0; \
+ (_p)->u64CtxAcquireTime = 0; \
+ (_p)->u64PostProcess = 0; \
+ VBOXWINEPROFILE_HASHMAP_RESET(&(_p)->MapDrawPrimSlowVs); \
+ VBOXWINEPROFILE_HASHMAP_RESET(&(_p)->MapDrawPrimSlow); \
+ VBOXWINEPROFILE_HASHMAP_RESET(&(_p)->MapDrawPrimStrided); \
+ VBOXWINEPROFILE_HASHMAP_RESET(&(_p)->MapDrawPrimFast); \
+ } while (0)
+
+static DECLCALLBACK(uint32_t) vboxWineProfileDrawPrimHashMapHash(void *pvKey)
+{
+ return (uint32_t)pvKey;
+}
+
+static DECLCALLBACK(bool) vboxWineProfileDrawPrimHashMapEqual(void *pvKey1, void *pvKey2)
+{
+ return ((uint32_t)pvKey1) == ((uint32_t)pvKey2);
+}
+
+#define VBOXWINEPROFILE_DRAWPRIM_INIT(_p) do { \
+ memset((_p), 0, sizeof (*(_p))); \
+ VBoxExtHashInit(&(_p)->MapDrawPrimSlowVs, vboxWineProfileDrawPrimHashMapHash, vboxWineProfileDrawPrimHashMapEqual); \
+ VBoxExtHashInit(&(_p)->MapDrawPrimSlow, vboxWineProfileDrawPrimHashMapHash, vboxWineProfileDrawPrimHashMapEqual); \
+ VBoxExtHashInit(&(_p)->MapDrawPrimStrided, vboxWineProfileDrawPrimHashMapHash, vboxWineProfileDrawPrimHashMapEqual); \
+ VBoxExtHashInit(&(_p)->MapDrawPrimFast, vboxWineProfileDrawPrimHashMapHash, vboxWineProfileDrawPrimHashMapEqual); \
+ } while (0)
+
+#define VBOXWINEPROFILE_DRAWPRIM_TERM(_p) do { \
+ memset((_p), 0, sizeof (*(_p))); \
+ VBOXWINEPROFILE_HASHMAP_TERM(&(_p)->MapDrawPrimSlowVs); \
+ VBOXWINEPROFILE_HASHMAP_TERM(&(_p)->MapDrawPrimSlow); \
+ VBOXWINEPROFILE_HASHMAP_TERM(&(_p)->MapDrawPrimStrided); \
+ VBOXWINEPROFILE_HASHMAP_TERM(&(_p)->MapDrawPrimFast); \
+ } while (0)
+#else
+# define PRLOG(_m) do {} while (0)
+#endif
+struct IWineD3DDeviceImpl
+{
+ /* IUnknown fields */
+ const IWineD3DDeviceVtbl *lpVtbl;
+ LONG ref; /* Note: Ref counting not required */
+
+ /* WineD3D Information */
+ IUnknown *parent;
+ IWineD3DDeviceParent *device_parent;
+ IWineD3D *wined3d;
+ struct wined3d_adapter *adapter;
+
+ /* Window styles to restore when switching fullscreen mode */
+ LONG style;
+ LONG exStyle;
+
+ /* X and GL Information */
+ GLint maxConcurrentLights;
+ GLenum offscreenBuffer;
+
+ /* Selected capabilities */
+ int vs_selected_mode;
+ int ps_selected_mode;
+ const shader_backend_t *shader_backend;
+ void *shader_priv;
+ void *fragment_priv;
+ void *blit_priv;
+ struct StateEntry StateTable[STATE_HIGHEST + 1];
+ /* Array of functions for states which are handled by more than one pipeline part */
+ APPLYSTATEFUNC *multistate_funcs[STATE_HIGHEST + 1];
+ const struct fragment_pipeline *frag_pipe;
+ const struct blit_shader *blitter;
+
+ unsigned int max_ffp_textures;
+ DWORD d3d_vshader_constantF, d3d_pshader_constantF; /* Advertised d3d caps, not GL ones */
+ DWORD vs_clipping;
+
+ WORD view_ident : 1; /* true iff view matrix is identity */
+ WORD untransformed : 1;
+ WORD vertexBlendUsed : 1; /* To avoid needless setting of the blend matrices */
+ WORD isRecordingState : 1;
+ WORD isInDraw : 1;
+ WORD bCursorVisible : 1;
+ WORD haveHardwareCursor : 1;
+ WORD d3d_initialized : 1;
+ WORD inScene : 1; /* A flag to check for proper BeginScene / EndScene call pairs */
+ WORD softwareVertexProcessing : 1; /* process vertex shaders using software or hardware */
+ WORD useDrawStridedSlow : 1;
+ WORD instancedDraw : 1;
+ WORD filter_messages : 1;
+ WORD padding : 3;
+
+ BYTE fixed_function_usage_map; /* MAX_TEXTURES, 8 */
+
+#define DDRAW_PITCH_ALIGNMENT 8
+#define D3D8_PITCH_ALIGNMENT 4
+ unsigned char surface_alignment; /* Line Alignment of surfaces */
+
+ /* State block related */
+ IWineD3DStateBlockImpl *stateBlock;
+ IWineD3DStateBlockImpl *updateStateBlock;
+
+ /* Internal use fields */
+ WINED3DDEVICE_CREATION_PARAMETERS createParms;
+ WINED3DDEVTYPE devType;
+#ifndef VBOX_WITH_WDDM
+ HWND focus_window;
+#endif
+
+ IWineD3DSwapChain **swapchains;
+ UINT NumberOfSwapChains;
+
+ struct list resources; /* a linked list to track resources created by the device */
+ struct list shaders; /* a linked list to track shaders (pixel and vertex) */
+ unsigned int highest_dirty_ps_const, highest_dirty_vs_const;
+
+ /* Render Target Support */
+ IWineD3DSurface **render_targets;
+ IWineD3DSurface *auto_depth_stencil_buffer;
+ IWineD3DSurface *stencilBufferTarget;
+
+ /* palettes texture management */
+ UINT NumberOfPalettes;
+ PALETTEENTRY **palettes;
+ UINT currentPalette;
+
+ /* For rendering to a texture using glCopyTexImage */
+ GLenum *draw_buffers;
+ GLuint depth_blt_texture;
+ GLuint depth_blt_rb;
+ UINT depth_blt_rb_w;
+ UINT depth_blt_rb_h;
+
+ /* Cursor management */
+ UINT xHotSpot;
+ UINT yHotSpot;
+ UINT xScreenSpace;
+ UINT yScreenSpace;
+ UINT cursorWidth, cursorHeight;
+ GLuint cursorTexture;
+ HCURSOR hardwareCursor;
+
+ /* The Wine logo surface */
+ IWineD3DSurface *logo_surface;
+
+ /* Textures for when no other textures are mapped */
+ UINT dummyTextureName[MAX_TEXTURES];
+
+ /* DirectDraw stuff */
+ DWORD ddraw_width, ddraw_height;
+ WINED3DFORMAT ddraw_format;
+
+ /* Final position fixup constant */
+ float posFixup[4];
+#ifdef VBOX_WITH_VMSVGA
+ UINT rtHeight;
+#endif
+
+ /* With register combiners we can skip junk texture stages */
+ DWORD texUnitMap[MAX_COMBINED_SAMPLERS];
+ DWORD rev_tex_unit_map[MAX_COMBINED_SAMPLERS];
+
+ /* Stream source management */
+ struct wined3d_stream_info strided_streams;
+ const WineDirect3DVertexStridedData *up_strided;
+ struct wined3d_event_query *buffer_queries[MAX_ATTRIBS];
+ unsigned int num_buffer_queries;
+
+ /* Context management */
+ struct wined3d_context **contexts;
+ UINT numContexts;
+
+#ifdef VBOX_WITH_WDDM
+ struct VBOXUHGSMI *pHgsmi;
+#endif
+
+#ifdef VBOX_WINE_WITH_SHADER_CACHE
+ VBOXEXT_HASHCACHE vshaderCache;
+ VBOXEXT_HASHCACHE pshaderCache;
+#endif
+
+#ifdef VBOX_WINE_WITH_PROFILE
+ VBOXWINEPROFILE_DRAWPRIM DrawPrimProfile;
+#endif
+
+ /* High level patch management */
+#define PATCHMAP_SIZE 43
+#define PATCHMAP_HASHFUNC(x) ((x) % PATCHMAP_SIZE) /* Primitive and simple function */
+ struct list patches[PATCHMAP_SIZE];
+ struct WineD3DRectPatch *currentPatch;
+};
+
+BOOL device_context_add(IWineD3DDeviceImpl *device, struct wined3d_context *context) DECLSPEC_HIDDEN;
+void device_context_remove(IWineD3DDeviceImpl *device, struct wined3d_context *context) DECLSPEC_HIDDEN;
+HRESULT device_init(IWineD3DDeviceImpl *device, IWineD3DImpl *wined3d,
+ UINT adapter_idx, WINED3DDEVTYPE device_type, HWND focus_window, DWORD flags,
+ IUnknown *parent, IWineD3DDeviceParent *device_parent) DECLSPEC_HIDDEN;
+void device_preload_textures(IWineD3DDeviceImpl *device) DECLSPEC_HIDDEN;
+#ifndef VBOX_WITH_WDDM
+LRESULT device_process_message(IWineD3DDeviceImpl *device, HWND window,
+ UINT message, WPARAM wparam, LPARAM lparam, WNDPROC proc) DECLSPEC_HIDDEN;
+#else
+void device_cleanup_durtify_texture_target(IWineD3DDeviceImpl *This, GLuint texture_target);
+#endif
+void device_resource_add(IWineD3DDeviceImpl *This, IWineD3DResource *resource) DECLSPEC_HIDDEN;
+void device_resource_released(IWineD3DDeviceImpl *This, IWineD3DResource *resource) DECLSPEC_HIDDEN;
+void device_stream_info_from_declaration(IWineD3DDeviceImpl *This,
+ BOOL use_vshader, struct wined3d_stream_info *stream_info, BOOL *fixup) DECLSPEC_HIDDEN;
+void device_update_stream_info(IWineD3DDeviceImpl *device, const struct wined3d_gl_info *gl_info) DECLSPEC_HIDDEN;
+HRESULT IWineD3DDeviceImpl_ClearSurface(IWineD3DDeviceImpl *This, IWineD3DSurfaceImpl *target, DWORD Count,
+ const WINED3DRECT *pRects, DWORD Flags, WINED3DCOLOR Color, float Z, DWORD Stencil) DECLSPEC_HIDDEN;
+void IWineD3DDeviceImpl_FindTexUnitMap(IWineD3DDeviceImpl *This) DECLSPEC_HIDDEN;
+void IWineD3DDeviceImpl_MarkStateDirty(IWineD3DDeviceImpl *This, DWORD state) DECLSPEC_HIDDEN;
+
+static inline BOOL isStateDirty(struct wined3d_context *context, DWORD state)
+{
+ DWORD idx = state / (sizeof(*context->isStateDirty) * CHAR_BIT);
+ BYTE shift = state & ((sizeof(*context->isStateDirty) * CHAR_BIT) - 1);
+ return context->isStateDirty[idx] & (1 << shift);
+}
+
+/* Support for IWineD3DResource ::Set/Get/FreePrivateData. */
+typedef struct PrivateData
+{
+ struct list entry;
+
+ GUID tag;
+ DWORD flags; /* DDSPD_* */
+
+ union
+ {
+ LPVOID data;
+ LPUNKNOWN object;
+ } ptr;
+
+ DWORD size;
+} PrivateData;
+
+/*****************************************************************************
+ * IWineD3DResource implementation structure
+ */
+typedef struct IWineD3DResourceClass
+{
+ /* IUnknown fields */
+ LONG ref; /* Note: Ref counting not required */
+
+ /* WineD3DResource Information */
+ IUnknown *parent;
+ WINED3DRESOURCETYPE resourceType;
+ IWineD3DDeviceImpl *device;
+ WINED3DPOOL pool;
+ UINT size;
+ DWORD usage;
+ const struct wined3d_format_desc *format_desc;
+ DWORD priority;
+ BYTE *allocatedMemory; /* Pointer to the real data location */
+ BYTE *heapMemory; /* Pointer to the HeapAlloced block of memory */
+#ifdef VBOX_WITH_WDDM
+ DWORD sharerc_flags; /* shared resource flags */
+ DWORD sharerc_handle; /* shared resource handle */
+ DWORD sharerc_locks; /* lock count */
+#endif
+ struct list privateData;
+ struct list resource_list_entry;
+ const struct wined3d_parent_ops *parent_ops;
+} IWineD3DResourceClass;
+
+typedef struct IWineD3DResourceImpl
+{
+ /* IUnknown & WineD3DResource Information */
+ const IWineD3DResourceVtbl *lpVtbl;
+ IWineD3DResourceClass resource;
+} IWineD3DResourceImpl;
+
+void resource_cleanup(IWineD3DResource *iface) DECLSPEC_HIDDEN;
+HRESULT resource_free_private_data(IWineD3DResource *iface, REFGUID guid) DECLSPEC_HIDDEN;
+HRESULT resource_get_parent(IWineD3DResource *iface, IUnknown **parent) DECLSPEC_HIDDEN;
+DWORD resource_get_priority(IWineD3DResource *iface) DECLSPEC_HIDDEN;
+HRESULT resource_get_private_data(IWineD3DResource *iface, REFGUID guid,
+ void *data, DWORD *data_size) DECLSPEC_HIDDEN;
+HRESULT resource_init(IWineD3DResource *iface, WINED3DRESOURCETYPE resource_type,
+ IWineD3DDeviceImpl *device, UINT size, DWORD usage, const struct wined3d_format_desc *format_desc,
+ WINED3DPOOL pool, IUnknown *parent, const struct wined3d_parent_ops *parent_ops
+#ifdef VBOX_WITH_WDDM
+ , HANDLE *shared_handle
+ , void *pvClientMem
+#endif
+ ) DECLSPEC_HIDDEN;
+WINED3DRESOURCETYPE resource_get_type(IWineD3DResource *iface) DECLSPEC_HIDDEN;
+DWORD resource_set_priority(IWineD3DResource *iface, DWORD new_priority) DECLSPEC_HIDDEN;
+HRESULT resource_set_private_data(IWineD3DResource *iface, REFGUID guid,
+ const void *data, DWORD data_size, DWORD flags) DECLSPEC_HIDDEN;
+
+#ifdef VBOX_WITH_WDDM
+HRESULT WINAPI IWineD3DResourceImpl_SetShRcState(IWineD3DResource *iface, VBOXWINEEX_SHRC_STATE enmState);
+#endif
+
+/* Tests show that the start address of resources is 32 byte aligned */
+#define RESOURCE_ALIGNMENT 16
+
+/*****************************************************************************
+ * IWineD3DBaseTexture D3D- > openGL state map lookups
+ */
+
+typedef enum winetexturestates {
+ WINED3DTEXSTA_ADDRESSU = 0,
+ WINED3DTEXSTA_ADDRESSV = 1,
+ WINED3DTEXSTA_ADDRESSW = 2,
+ WINED3DTEXSTA_BORDERCOLOR = 3,
+ WINED3DTEXSTA_MAGFILTER = 4,
+ WINED3DTEXSTA_MINFILTER = 5,
+ WINED3DTEXSTA_MIPFILTER = 6,
+ WINED3DTEXSTA_MAXMIPLEVEL = 7,
+ WINED3DTEXSTA_MAXANISOTROPY = 8,
+ WINED3DTEXSTA_SRGBTEXTURE = 9,
+ WINED3DTEXSTA_ELEMENTINDEX = 10,
+ WINED3DTEXSTA_DMAPOFFSET = 11,
+ WINED3DTEXSTA_TSSADDRESSW = 12,
+ MAX_WINETEXTURESTATES = 13,
+} winetexturestates;
+
+enum WINED3DSRGB
+{
+ SRGB_ANY = 0, /* Uses the cached value(e.g. external calls) */
+ SRGB_RGB = 1, /* Loads the rgb texture */
+ SRGB_SRGB = 2, /* Loads the srgb texture */
+ SRGB_BOTH = 3, /* Loads both textures */
+};
+
+struct gl_texture
+{
+ DWORD states[MAX_WINETEXTURESTATES];
+ BOOL dirty;
+ GLuint name;
+};
+
+/*****************************************************************************
+ * IWineD3DBaseTexture implementation structure (extends IWineD3DResourceImpl)
+ */
+typedef struct IWineD3DBaseTextureClass
+{
+ struct gl_texture texture_rgb, texture_srgb;
+ UINT levels;
+ float pow2Matrix[16];
+ UINT LOD;
+ WINED3DTEXTUREFILTERTYPE filterType;
+ LONG bindCount;
+ DWORD sampler;
+ BOOL is_srgb;
+ BOOL pow2Matrix_identity;
+ BOOL t_mirror;
+ const struct min_lookup *minMipLookup;
+ const GLenum *magLookup;
+ void (*internal_preload)(IWineD3DBaseTexture *iface, enum WINED3DSRGB srgb);
+} IWineD3DBaseTextureClass;
+
+void surface_internal_preload(IWineD3DSurface *iface, enum WINED3DSRGB srgb) DECLSPEC_HIDDEN;
+BOOL surface_init_sysmem(IWineD3DSurface *iface) DECLSPEC_HIDDEN;
+BOOL surface_is_offscreen(IWineD3DSurface *iface) DECLSPEC_HIDDEN;
+void surface_prepare_texture(IWineD3DSurfaceImpl *surface,
+ const struct wined3d_gl_info *gl_info, BOOL srgb) DECLSPEC_HIDDEN;
+#ifdef VBOX_WITH_WDDM
+void surface_setup_location_onopen(IWineD3DSurfaceImpl *This) DECLSPEC_HIDDEN;
+#endif
+
+typedef struct IWineD3DBaseTextureImpl
+{
+ /* IUnknown & WineD3DResource Information */
+ const IWineD3DBaseTextureVtbl *lpVtbl;
+ IWineD3DResourceClass resource;
+ IWineD3DBaseTextureClass baseTexture;
+
+} IWineD3DBaseTextureImpl;
+
+void basetexture_apply_state_changes(IWineD3DBaseTexture *iface,
+ const DWORD textureStates[WINED3D_HIGHEST_TEXTURE_STATE + 1],
+ const DWORD samplerStates[WINED3D_HIGHEST_SAMPLER_STATE + 1],
+ const struct wined3d_gl_info *gl_info) DECLSPEC_HIDDEN;
+void basetexture_state_init(IWineD3DBaseTexture *iface, struct gl_texture *gl_tex);
+HRESULT basetexture_bind(IWineD3DBaseTexture *iface, BOOL srgb, BOOL *set_surface_desc) DECLSPEC_HIDDEN;
+void basetexture_cleanup(IWineD3DBaseTexture *iface) DECLSPEC_HIDDEN;
+void basetexture_generate_mipmaps(IWineD3DBaseTexture *iface) DECLSPEC_HIDDEN;
+WINED3DTEXTUREFILTERTYPE basetexture_get_autogen_filter_type(IWineD3DBaseTexture *iface) DECLSPEC_HIDDEN;
+BOOL basetexture_get_dirty(IWineD3DBaseTexture *iface) DECLSPEC_HIDDEN;
+DWORD basetexture_get_level_count(IWineD3DBaseTexture *iface) DECLSPEC_HIDDEN;
+DWORD basetexture_get_lod(IWineD3DBaseTexture *iface) DECLSPEC_HIDDEN;
+HRESULT basetexture_init(IWineD3DBaseTextureImpl *texture, UINT levels, WINED3DRESOURCETYPE resource_type,
+ IWineD3DDeviceImpl *device, UINT size, DWORD usage, const struct wined3d_format_desc *format_desc,
+ WINED3DPOOL pool, IUnknown *parent, const struct wined3d_parent_ops *parent_ops
+#ifdef VBOX_WITH_WDDM
+ , HANDLE *shared_handle
+ , void **pavClientMem
+#endif
+ ) DECLSPEC_HIDDEN;
+HRESULT basetexture_set_autogen_filter_type(IWineD3DBaseTexture *iface,
+ WINED3DTEXTUREFILTERTYPE filter_type) DECLSPEC_HIDDEN;
+BOOL basetexture_set_dirty(IWineD3DBaseTexture *iface, BOOL dirty) DECLSPEC_HIDDEN;
+DWORD basetexture_set_lod(IWineD3DBaseTexture *iface, DWORD new_lod) DECLSPEC_HIDDEN;
+void basetexture_unload(IWineD3DBaseTexture *iface) DECLSPEC_HIDDEN;
+
+#ifdef VBOX_WITH_WDDM
+#define texture_gl_delete(_o, _t) do { \
+ if (VBOXSHRC_IS_SHARED(_o)) GL_EXTCALL(glChromiumParameteriCR(GL_RCUSAGE_TEXTURE_CLEAR_CR, _t)); \
+ else glDeleteTextures(1, &_t); \
+ } while (0)
+#else
+#define texture_gl_delete(_o, _t) do { \
+ glDeleteTextures(1, &_t); \
+ } while (0)
+
+#endif
+/*****************************************************************************
+ * IWineD3DTexture implementation structure (extends IWineD3DBaseTextureImpl)
+ */
+typedef struct IWineD3DTextureImpl
+{
+ /* IUnknown & WineD3DResource/WineD3DBaseTexture Information */
+ const IWineD3DTextureVtbl *lpVtbl;
+ IWineD3DResourceClass resource;
+ IWineD3DBaseTextureClass baseTexture;
+
+ /* IWineD3DTexture */
+ IWineD3DSurface *surfaces[MAX_MIP_LEVELS];
+ UINT target;
+ BOOL cond_np2;
+
+} IWineD3DTextureImpl;
+
+void texture_state_init(IWineD3DTexture *iface, struct gl_texture *gl_tex);
+HRESULT texture_init(IWineD3DTextureImpl *texture, UINT width, UINT height, UINT levels,
+ IWineD3DDeviceImpl *device, DWORD usage, WINED3DFORMAT format, WINED3DPOOL pool,
+ IUnknown *parent, const struct wined3d_parent_ops *parent_ops
+#ifdef VBOX_WITH_WDDM
+ , HANDLE *shared_handle
+ , void **pavClientMem
+#endif
+ ) DECLSPEC_HIDDEN;
+
+/*****************************************************************************
+ * IWineD3DCubeTexture implementation structure (extends IWineD3DBaseTextureImpl)
+ */
+typedef struct IWineD3DCubeTextureImpl
+{
+ /* IUnknown & WineD3DResource/WineD3DBaseTexture Information */
+ const IWineD3DCubeTextureVtbl *lpVtbl;
+ IWineD3DResourceClass resource;
+ IWineD3DBaseTextureClass baseTexture;
+
+ /* IWineD3DCubeTexture */
+ IWineD3DSurface *surfaces[6][MAX_MIP_LEVELS];
+} IWineD3DCubeTextureImpl;
+
+HRESULT cubetexture_init(IWineD3DCubeTextureImpl *texture, UINT edge_length, UINT levels,
+ IWineD3DDeviceImpl *device, DWORD usage, WINED3DFORMAT format, WINED3DPOOL pool,
+ IUnknown *parent, const struct wined3d_parent_ops *parent_ops
+#ifdef VBOX_WITH_WDDM
+ , HANDLE *shared_handle
+ , void **pavClientMem
+#endif
+ ) DECLSPEC_HIDDEN;
+
+typedef struct _WINED3DVOLUMET_DESC
+{
+ UINT Width;
+ UINT Height;
+ UINT Depth;
+} WINED3DVOLUMET_DESC;
+
+/*****************************************************************************
+ * IWineD3DVolume implementation structure (extends IUnknown)
+ */
+typedef struct IWineD3DVolumeImpl
+{
+ /* IUnknown & WineD3DResource fields */
+ const IWineD3DVolumeVtbl *lpVtbl;
+ IWineD3DResourceClass resource;
+
+ /* WineD3DVolume Information */
+ WINED3DVOLUMET_DESC currentDesc;
+ IWineD3DBase *container;
+ BOOL lockable;
+ BOOL locked;
+ WINED3DBOX lockedBox;
+ WINED3DBOX dirtyBox;
+ BOOL dirty;
+} IWineD3DVolumeImpl;
+
+void volume_add_dirty_box(IWineD3DVolume *iface, const WINED3DBOX *dirty_box) DECLSPEC_HIDDEN;
+HRESULT volume_init(IWineD3DVolumeImpl *volume, IWineD3DDeviceImpl *device, UINT width,
+ UINT height, UINT depth, DWORD usage, WINED3DFORMAT format, WINED3DPOOL pool,
+ IUnknown *parent, const struct wined3d_parent_ops *parent_ops
+#ifdef VBOX_WITH_WDDM
+ , HANDLE *shared_handle
+ , void *pvClientMem
+#endif
+ ) DECLSPEC_HIDDEN;
+
+/*****************************************************************************
+ * IWineD3DVolumeTexture implementation structure (extends IWineD3DBaseTextureImpl)
+ */
+typedef struct IWineD3DVolumeTextureImpl
+{
+ /* IUnknown & WineD3DResource/WineD3DBaseTexture Information */
+ const IWineD3DVolumeTextureVtbl *lpVtbl;
+ IWineD3DResourceClass resource;
+ IWineD3DBaseTextureClass baseTexture;
+
+ /* IWineD3DVolumeTexture */
+ IWineD3DVolume *volumes[MAX_MIP_LEVELS];
+} IWineD3DVolumeTextureImpl;
+
+HRESULT volumetexture_init(IWineD3DVolumeTextureImpl *texture, UINT width, UINT height,
+ UINT depth, UINT levels, IWineD3DDeviceImpl *device, DWORD usage, WINED3DFORMAT format,
+ WINED3DPOOL pool, IUnknown *parent, const struct wined3d_parent_ops *parent_ops
+#ifdef VBOX_WITH_WDDM
+ , HANDLE *shared_handle
+ , void **pavClientMem
+#endif
+ ) DECLSPEC_HIDDEN;
+
+typedef struct _WINED3DSURFACET_DESC
+{
+ WINED3DMULTISAMPLE_TYPE MultiSampleType;
+ DWORD MultiSampleQuality;
+ UINT Width;
+ UINT Height;
+} WINED3DSURFACET_DESC;
+
+/*****************************************************************************
+ * Structure for DIB Surfaces (GetDC and GDI surfaces)
+ */
+typedef struct wineD3DSurface_DIB {
+ HBITMAP DIBsection;
+ void* bitmap_data;
+ UINT bitmap_size;
+ HGDIOBJ holdbitmap;
+ BOOL client_memory;
+} wineD3DSurface_DIB;
+
+typedef struct {
+ struct list entry;
+ GLuint id;
+ UINT width;
+ UINT height;
+} renderbuffer_entry_t;
+
+struct fbo_entry
+{
+ struct list entry;
+ IWineD3DSurfaceImpl **render_targets;
+ IWineD3DSurfaceImpl *depth_stencil;
+ BOOL attached;
+ GLuint id;
+};
+
+/*****************************************************************************
+ * IWineD3DClipp implementation structure
+ */
+typedef struct IWineD3DClipperImpl
+{
+ const IWineD3DClipperVtbl *lpVtbl;
+ LONG ref;
+
+ IUnknown *Parent;
+ HWND hWnd;
+} IWineD3DClipperImpl;
+
+
+/*****************************************************************************
+ * IWineD3DSurface implementation structure
+ */
+struct IWineD3DSurfaceImpl
+{
+ /* IUnknown & IWineD3DResource Information */
+ const IWineD3DSurfaceVtbl *lpVtbl;
+ IWineD3DResourceClass resource;
+
+ /* IWineD3DSurface fields */
+ IWineD3DBase *container;
+ WINED3DSURFACET_DESC currentDesc;
+ IWineD3DPaletteImpl *palette; /* D3D7 style palette handling */
+ PALETTEENTRY *palette9; /* D3D8/9 style palette handling */
+
+ /* TODO: move this off into a management class(maybe!) */
+ DWORD Flags;
+
+ UINT pow2Width;
+ UINT pow2Height;
+
+ /* A method to retrieve the drawable size. Not in the Vtable to make it changeable */
+ void (*get_drawable_size)(struct wined3d_context *context, UINT *width, UINT *height);
+
+ /* PBO */
+ GLuint pbo;
+ GLuint texture_name;
+ GLuint texture_name_srgb;
+ GLint texture_level;
+ GLenum texture_target;
+
+ RECT lockedRect;
+ RECT dirtyRect;
+ int lockCount;
+#define MAXLOCKCOUNT 50 /* After this amount of locks do not free the sysmem copy */
+
+ /* For GetDC */
+ wineD3DSurface_DIB dib;
+ HDC hDC;
+
+ /* Color keys for DDraw */
+ WINEDDCOLORKEY DestBltCKey;
+ WINEDDCOLORKEY DestOverlayCKey;
+ WINEDDCOLORKEY SrcOverlayCKey;
+ WINEDDCOLORKEY SrcBltCKey;
+ DWORD CKeyFlags;
+
+ WINEDDCOLORKEY glCKey;
+
+ struct list renderbuffers;
+ renderbuffer_entry_t *current_renderbuffer;
+
+ /* DirectDraw clippers */
+ IWineD3DClipper *clipper;
+
+ /* DirectDraw Overlay handling */
+ RECT overlay_srcrect;
+ RECT overlay_destrect;
+ IWineD3DSurfaceImpl *overlay_dest;
+ struct list overlays;
+ struct list overlay_entry;
+
+#ifdef VBOX_WITH_WDDM
+ struct IWineD3DSwapChain *presentSwapchain;
+#endif
+};
+
+extern const IWineD3DSurfaceVtbl IWineD3DSurface_Vtbl DECLSPEC_HIDDEN;
+extern const IWineD3DSurfaceVtbl IWineGDISurface_Vtbl DECLSPEC_HIDDEN;
+
+UINT surface_calculate_size(const struct wined3d_format_desc *format_desc,
+ UINT alignment, UINT width, UINT height) DECLSPEC_HIDDEN;
+void surface_gdi_cleanup(IWineD3DSurfaceImpl *This) DECLSPEC_HIDDEN;
+HRESULT surface_init(IWineD3DSurfaceImpl *surface, WINED3DSURFTYPE surface_type, UINT alignment,
+ UINT width, UINT height, UINT level, BOOL lockable, BOOL discard, WINED3DMULTISAMPLE_TYPE multisample_type,
+ UINT multisample_quality, IWineD3DDeviceImpl *device, DWORD usage, WINED3DFORMAT format,
+ WINED3DPOOL pool, IUnknown *parent, const struct wined3d_parent_ops *parent_ops
+#ifdef VBOX_WITH_WDDM
+ , HANDLE *shared_handle
+ , void *pvClientMem
+#endif
+ ) DECLSPEC_HIDDEN;
+
+/* Predeclare the shared Surface functions */
+HRESULT WINAPI IWineD3DBaseSurfaceImpl_QueryInterface(IWineD3DSurface *iface,
+ REFIID riid, LPVOID *ppobj) DECLSPEC_HIDDEN;
+ULONG WINAPI IWineD3DBaseSurfaceImpl_AddRef(IWineD3DSurface *iface) DECLSPEC_HIDDEN;
+HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetParent(IWineD3DSurface *iface, IUnknown **pParent) DECLSPEC_HIDDEN;
+HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetPrivateData(IWineD3DSurface *iface,
+ REFGUID refguid, const void *pData, DWORD SizeOfData, DWORD Flags) DECLSPEC_HIDDEN;
+HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetPrivateData(IWineD3DSurface *iface,
+ REFGUID refguid, void *pData, DWORD *pSizeOfData) DECLSPEC_HIDDEN;
+HRESULT WINAPI IWineD3DBaseSurfaceImpl_FreePrivateData(IWineD3DSurface *iface, REFGUID refguid) DECLSPEC_HIDDEN;
+DWORD WINAPI IWineD3DBaseSurfaceImpl_SetPriority(IWineD3DSurface *iface, DWORD PriorityNew) DECLSPEC_HIDDEN;
+DWORD WINAPI IWineD3DBaseSurfaceImpl_GetPriority(IWineD3DSurface *iface) DECLSPEC_HIDDEN;
+WINED3DRESOURCETYPE WINAPI IWineD3DBaseSurfaceImpl_GetType(IWineD3DSurface *iface) DECLSPEC_HIDDEN;
+HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetContainer(IWineD3DSurface* iface,
+ REFIID riid, void **ppContainer) DECLSPEC_HIDDEN;
+HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetDesc(IWineD3DSurface *iface, WINED3DSURFACE_DESC *pDesc) DECLSPEC_HIDDEN;
+HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetBltStatus(IWineD3DSurface *iface, DWORD Flags) DECLSPEC_HIDDEN;
+HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetFlipStatus(IWineD3DSurface *iface, DWORD Flags) DECLSPEC_HIDDEN;
+HRESULT WINAPI IWineD3DBaseSurfaceImpl_IsLost(IWineD3DSurface *iface) DECLSPEC_HIDDEN;
+HRESULT WINAPI IWineD3DBaseSurfaceImpl_Restore(IWineD3DSurface *iface) DECLSPEC_HIDDEN;
+HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetPalette(IWineD3DSurface *iface, IWineD3DPalette **Pal) DECLSPEC_HIDDEN;
+HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetPalette(IWineD3DSurface *iface, IWineD3DPalette *Pal) DECLSPEC_HIDDEN;
+HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetColorKey(IWineD3DSurface *iface,
+ DWORD Flags, const WINEDDCOLORKEY *CKey) DECLSPEC_HIDDEN;
+HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetContainer(IWineD3DSurface *iface, IWineD3DBase *container) DECLSPEC_HIDDEN;
+DWORD WINAPI IWineD3DBaseSurfaceImpl_GetPitch(IWineD3DSurface *iface) DECLSPEC_HIDDEN;
+HRESULT WINAPI IWineD3DBaseSurfaceImpl_RealizePalette(IWineD3DSurface *iface) DECLSPEC_HIDDEN;
+HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetOverlayPosition(IWineD3DSurface *iface, LONG X, LONG Y) DECLSPEC_HIDDEN;
+HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetOverlayPosition(IWineD3DSurface *iface, LONG *X, LONG *Y) DECLSPEC_HIDDEN;
+HRESULT WINAPI IWineD3DBaseSurfaceImpl_UpdateOverlayZOrder(IWineD3DSurface *iface,
+ DWORD Flags, IWineD3DSurface *Ref) DECLSPEC_HIDDEN;
+HRESULT WINAPI IWineD3DBaseSurfaceImpl_UpdateOverlay(IWineD3DSurface *iface, const RECT *SrcRect,
+ IWineD3DSurface *DstSurface, const RECT *DstRect, DWORD Flags, const WINEDDOVERLAYFX *FX) DECLSPEC_HIDDEN;
+HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetClipper(IWineD3DSurface *iface, IWineD3DClipper *clipper) DECLSPEC_HIDDEN;
+HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetClipper(IWineD3DSurface *iface, IWineD3DClipper **clipper) DECLSPEC_HIDDEN;
+HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetFormat(IWineD3DSurface *iface, WINED3DFORMAT format) DECLSPEC_HIDDEN;
+HRESULT IWineD3DBaseSurfaceImpl_CreateDIBSection(IWineD3DSurface *iface) DECLSPEC_HIDDEN;
+HRESULT WINAPI IWineD3DBaseSurfaceImpl_Blt(IWineD3DSurface *iface, const RECT *DestRect, IWineD3DSurface *SrcSurface,
+ const RECT *SrcRect, DWORD Flags, const WINEDDBLTFX *DDBltFx, WINED3DTEXTUREFILTERTYPE Filter) DECLSPEC_HIDDEN;
+HRESULT WINAPI IWineD3DBaseSurfaceImpl_BltFast(IWineD3DSurface *iface, DWORD dstx, DWORD dsty,
+ IWineD3DSurface *Source, const RECT *rsrc, DWORD trans) DECLSPEC_HIDDEN;
+HRESULT WINAPI IWineD3DBaseSurfaceImpl_LockRect(IWineD3DSurface *iface, WINED3DLOCKED_RECT *pLockedRect,
+ const RECT *pRect, DWORD Flags) DECLSPEC_HIDDEN;
+void WINAPI IWineD3DBaseSurfaceImpl_BindTexture(IWineD3DSurface *iface, BOOL srgb) DECLSPEC_HIDDEN;
+const void *WINAPI IWineD3DBaseSurfaceImpl_GetData(IWineD3DSurface *iface) DECLSPEC_HIDDEN;
+
+void get_drawable_size_swapchain(struct wined3d_context *context, UINT *width, UINT *height) DECLSPEC_HIDDEN;
+void get_drawable_size_backbuffer(struct wined3d_context *context, UINT *width, UINT *height) DECLSPEC_HIDDEN;
+void get_drawable_size_fbo(struct wined3d_context *context, UINT *width, UINT *height) DECLSPEC_HIDDEN;
+
+void draw_textured_quad(IWineD3DSurfaceImpl *src_surface, const RECT *src_rect,
+ const RECT *dst_rect, WINED3DTEXTUREFILTERTYPE Filter) DECLSPEC_HIDDEN;
+void flip_surface(IWineD3DSurfaceImpl *front, IWineD3DSurfaceImpl *back) DECLSPEC_HIDDEN;
+
+/* Surface flags: */
+#define SFLAG_CONVERTED 0x00000002 /* Converted for color keying or Palettized */
+#define SFLAG_DIBSECTION 0x00000004 /* Has a DIB section attached for GetDC */
+#define SFLAG_LOCKABLE 0x00000008 /* Surface can be locked */
+#define SFLAG_DISCARD 0x00000010 /* ??? */
+#define SFLAG_LOCKED 0x00000020 /* Surface is locked atm */
+#define SFLAG_INTEXTURE 0x00000040 /* The GL texture contains the newest surface content */
+#define SFLAG_INSRGBTEX 0x00000080 /* The GL srgb texture contains the newest surface content */
+#define SFLAG_INDRAWABLE 0x00000100 /* The gl drawable contains the most up to date data */
+#define SFLAG_INSYSMEM 0x00000200 /* The system memory copy is most up to date */
+#define SFLAG_NONPOW2 0x00000400 /* Surface sizes are not a power of 2 */
+#define SFLAG_DYNLOCK 0x00000800 /* Surface is often locked by the app */
+#define SFLAG_DCINUSE 0x00001000 /* Set between GetDC and ReleaseDC calls */
+#define SFLAG_LOST 0x00002000 /* Surface lost flag for DDraw */
+#define SFLAG_USERPTR 0x00004000 /* The application allocated the memory for this surface */
+#define SFLAG_GLCKEY 0x00008000 /* The gl texture was created with a color key */
+#define SFLAG_CLIENT 0x00010000 /* GL_APPLE_client_storage is used on that texture */
+#define SFLAG_ALLOCATED 0x00020000 /* A gl texture is allocated for this surface */
+#define SFLAG_SRGBALLOCATED 0x00040000 /* A srgb gl texture is allocated for this surface */
+#define SFLAG_PBO 0x00080000 /* Has a PBO attached for speeding up data transfers for dynamically locked surfaces */
+#define SFLAG_NORMCOORD 0x00100000 /* Set if the GL texture coords are normalized(non-texture rectangle) */
+#define SFLAG_DS_ONSCREEN 0x00200000 /* Is a depth stencil, last modified onscreen */
+#define SFLAG_DS_OFFSCREEN 0x00400000 /* Is a depth stencil, last modified offscreen */
+#define SFLAG_INOVERLAYDRAW 0x00800000 /* Overlay drawing is in progress. Recursion prevention */
+#define SFLAG_SWAPCHAIN 0x01000000 /* The surface is part of a swapchain */
+
+#ifdef VBOX_WITH_WDDM
+# define SFLAG_CLIENTMEM 0x10000000 /* SYSMEM surface using client-supplied memory buffer */
+# define SFLAG_DONOTFREE_VBOXWDDM SFLAG_CLIENTMEM
+#else
+# define SFLAG_DONOTFREE_VBOXWDDM 0
+#endif
+
+/* In some conditions the surface memory must not be freed:
+ * SFLAG_CONVERTED: Converting the data back would take too long
+ * SFLAG_DIBSECTION: The dib code manages the memory
+ * SFLAG_LOCKED: The app requires access to the surface data
+ * SFLAG_DYNLOCK: Avoid freeing the data for performance
+ * SFLAG_PBO: PBOs don't use 'normal' memory. It is either allocated by the driver or must be NULL.
+ * SFLAG_CLIENT: OpenGL uses our memory as backup
+ */
+#define SFLAG_DONOTFREE (SFLAG_CONVERTED | \
+ SFLAG_DIBSECTION | \
+ SFLAG_LOCKED | \
+ SFLAG_DYNLOCK | \
+ SFLAG_USERPTR | \
+ SFLAG_PBO | \
+ SFLAG_CLIENT | \
+ SFLAG_DONOTFREE_VBOXWDDM \
+ )
+
+#define SFLAG_LOCATIONS (SFLAG_INSYSMEM | \
+ SFLAG_INTEXTURE | \
+ SFLAG_INDRAWABLE | \
+ SFLAG_INSRGBTEX)
+
+#define SFLAG_DS_LOCATIONS (SFLAG_DS_ONSCREEN | \
+ SFLAG_DS_OFFSCREEN)
+#define SFLAG_DS_DISCARDED SFLAG_DS_LOCATIONS
+
+typedef enum {
+ NO_CONVERSION,
+ CONVERT_PALETTED,
+ CONVERT_PALETTED_CK,
+ CONVERT_CK_565,
+ CONVERT_CK_5551,
+ CONVERT_CK_4444,
+ CONVERT_CK_4444_ARGB,
+ CONVERT_CK_1555,
+ CONVERT_555,
+ CONVERT_CK_RGB24,
+ CONVERT_CK_8888,
+ CONVERT_CK_8888_ARGB,
+ CONVERT_RGB32_888,
+ CONVERT_V8U8,
+ CONVERT_L6V5U5,
+ CONVERT_X8L8V8U8,
+ CONVERT_Q8W8V8U8,
+ CONVERT_V16U16,
+ CONVERT_A4L4,
+ CONVERT_G16R16,
+ CONVERT_R16G16F,
+ CONVERT_R32G32F,
+ CONVERT_D15S1,
+ CONVERT_D24X4S4,
+ CONVERT_D24FS8,
+} CONVERT_TYPES;
+
+HRESULT d3dfmt_get_conv(IWineD3DSurfaceImpl *This, BOOL need_alpha_ck, BOOL use_texturing,
+ struct wined3d_format_desc *desc, CONVERT_TYPES *convert) DECLSPEC_HIDDEN;
+void d3dfmt_p8_init_palette(IWineD3DSurfaceImpl *This, BYTE table[256][4], BOOL colorkey) DECLSPEC_HIDDEN;
+
+BOOL palette9_changed(IWineD3DSurfaceImpl *This) DECLSPEC_HIDDEN;
+
+/*****************************************************************************
+ * IWineD3DVertexDeclaration implementation structure
+ */
+
+struct wined3d_vertex_declaration_element
+{
+ const struct wined3d_format_desc *format_desc;
+ BOOL ffp_valid;
+ WORD input_slot;
+ WORD offset;
+ UINT output_slot;
+ BYTE method;
+ BYTE usage;
+ BYTE usage_idx;
+};
+
+typedef struct IWineD3DVertexDeclarationImpl {
+ /* IUnknown Information */
+ const IWineD3DVertexDeclarationVtbl *lpVtbl;
+ LONG ref;
+
+ IUnknown *parent;
+ const struct wined3d_parent_ops *parent_ops;
+ IWineD3DDeviceImpl *device;
+
+ struct wined3d_vertex_declaration_element *elements;
+ UINT element_count;
+
+ DWORD streams[MAX_STREAMS];
+ UINT num_streams;
+ BOOL position_transformed;
+ BOOL half_float_conv_needed;
+} IWineD3DVertexDeclarationImpl;
+
+HRESULT vertexdeclaration_init(IWineD3DVertexDeclarationImpl *declaration, IWineD3DDeviceImpl *device,
+ const WINED3DVERTEXELEMENT *elements, UINT element_count,
+ IUnknown *parent, const struct wined3d_parent_ops *parent_ops) DECLSPEC_HIDDEN;
+
+/*****************************************************************************
+ * IWineD3DStateBlock implementation structure
+ */
+
+/* Internal state Block for Begin/End/Capture/Create/Apply info */
+/* Note: Very long winded but gl Lists are not flexible enough */
+/* to resolve everything we need, so doing it manually for now */
+typedef struct SAVEDSTATES {
+ DWORD transform[(HIGHEST_TRANSFORMSTATE >> 5) + 1];
+ WORD streamSource; /* MAX_STREAMS, 16 */
+ WORD streamFreq; /* MAX_STREAMS, 16 */
+ DWORD renderState[(WINEHIGHEST_RENDER_STATE >> 5) + 1];
+ DWORD textureState[MAX_TEXTURES]; /* WINED3D_HIGHEST_TEXTURE_STATE + 1, 18 */
+ WORD samplerState[MAX_COMBINED_SAMPLERS]; /* WINED3D_HIGHEST_SAMPLER_STATE + 1, 14 */
+ DWORD clipplane; /* WINED3DMAXUSERCLIPPLANES, 32 */
+ WORD pixelShaderConstantsB; /* MAX_CONST_B, 16 */
+ WORD pixelShaderConstantsI; /* MAX_CONST_I, 16 */
+ BOOL *pixelShaderConstantsF;
+ WORD vertexShaderConstantsB; /* MAX_CONST_B, 16 */
+ WORD vertexShaderConstantsI; /* MAX_CONST_I, 16 */
+ BOOL *vertexShaderConstantsF;
+ DWORD textures : 20; /* MAX_COMBINED_SAMPLERS, 20 */
+ DWORD primitive_type : 1;
+ DWORD indices : 1;
+ DWORD material : 1;
+ DWORD viewport : 1;
+ DWORD vertexDecl : 1;
+ DWORD pixelShader : 1;
+ DWORD vertexShader : 1;
+ DWORD scissorRect : 1;
+ DWORD padding : 4;
+} SAVEDSTATES;
+
+struct StageState {
+ DWORD stage;
+ DWORD state;
+};
+
+struct IWineD3DStateBlockImpl
+{
+ /* IUnknown fields */
+ const IWineD3DStateBlockVtbl *lpVtbl;
+ LONG ref; /* Note: Ref counting not required */
+
+ /* IWineD3DStateBlock information */
+ IWineD3DDeviceImpl *device;
+ WINED3DSTATEBLOCKTYPE blockType;
+
+ /* Array indicating whether things have been set or changed */
+ SAVEDSTATES changed;
+
+ /* Vertex Shader Declaration */
+ IWineD3DVertexDeclaration *vertexDecl;
+
+ IWineD3DVertexShader *vertexShader;
+
+ /* Vertex Shader Constants */
+ BOOL vertexShaderConstantB[MAX_CONST_B];
+ INT vertexShaderConstantI[MAX_CONST_I * 4];
+ float *vertexShaderConstantF;
+
+ /* primitive type */
+ GLenum gl_primitive_type;
+
+ /* Stream Source */
+ BOOL streamIsUP;
+ UINT streamStride[MAX_STREAMS];
+ UINT streamOffset[MAX_STREAMS + 1 /* tesselated pseudo-stream */ ];
+ IWineD3DBuffer *streamSource[MAX_STREAMS];
+ UINT streamFreq[MAX_STREAMS + 1];
+ UINT streamFlags[MAX_STREAMS + 1]; /*0 | WINED3DSTREAMSOURCE_INSTANCEDATA | WINED3DSTREAMSOURCE_INDEXEDDATA */
+
+ /* Indices */
+ IWineD3DBuffer* pIndexData;
+ WINED3DFORMAT IndexFmt;
+ INT baseVertexIndex;
+ INT loadBaseVertexIndex; /* non-indexed drawing needs 0 here, indexed baseVertexIndex */
+
+ /* Transform */
+ WINED3DMATRIX transforms[HIGHEST_TRANSFORMSTATE + 1];
+
+ /* Light hashmap . Collisions are handled using standard wine double linked lists */
+#define LIGHTMAP_SIZE 43 /* Use of a prime number recommended. Set to 1 for a linked list! */
+#define LIGHTMAP_HASHFUNC(x) ((x) % LIGHTMAP_SIZE) /* Primitive and simple function */
+ struct list lightMap[LIGHTMAP_SIZE]; /* Hash map containing the lights */
+ const struct wined3d_light_info *activeLights[MAX_ACTIVE_LIGHTS]; /* Map of opengl lights to d3d lights */
+
+ /* Clipping */
+ double clipplane[MAX_CLIPPLANES][4];
+ WINED3DCLIPSTATUS clip_status;
+
+ /* ViewPort */
+ WINED3DVIEWPORT viewport;
+
+ /* Material */
+ WINED3DMATERIAL material;
+
+ /* Pixel Shader */
+ IWineD3DPixelShader *pixelShader;
+
+ /* Pixel Shader Constants */
+ BOOL pixelShaderConstantB[MAX_CONST_B];
+ INT pixelShaderConstantI[MAX_CONST_I * 4];
+ float *pixelShaderConstantF;
+
+ /* RenderState */
+ DWORD renderState[WINEHIGHEST_RENDER_STATE + 1];
+
+ /* Texture */
+ IWineD3DBaseTexture *textures[MAX_COMBINED_SAMPLERS];
+
+ /* Texture State Stage */
+ DWORD textureState[MAX_TEXTURES][WINED3D_HIGHEST_TEXTURE_STATE + 1];
+ DWORD lowest_disabled_stage;
+ /* Sampler States */
+ DWORD samplerState[MAX_COMBINED_SAMPLERS][WINED3D_HIGHEST_SAMPLER_STATE + 1];
+
+ /* Scissor test rectangle */
+ RECT scissorRect;
+
+ /* Contained state management */
+ DWORD contained_render_states[WINEHIGHEST_RENDER_STATE + 1];
+ unsigned int num_contained_render_states;
+ DWORD contained_transform_states[HIGHEST_TRANSFORMSTATE + 1];
+ unsigned int num_contained_transform_states;
+ DWORD contained_vs_consts_i[MAX_CONST_I];
+ unsigned int num_contained_vs_consts_i;
+ DWORD contained_vs_consts_b[MAX_CONST_B];
+ unsigned int num_contained_vs_consts_b;
+ DWORD *contained_vs_consts_f;
+ unsigned int num_contained_vs_consts_f;
+ DWORD contained_ps_consts_i[MAX_CONST_I];
+ unsigned int num_contained_ps_consts_i;
+ DWORD contained_ps_consts_b[MAX_CONST_B];
+ unsigned int num_contained_ps_consts_b;
+ DWORD *contained_ps_consts_f;
+ unsigned int num_contained_ps_consts_f;
+ struct StageState contained_tss_states[MAX_TEXTURES * (WINED3D_HIGHEST_TEXTURE_STATE + 1)];
+ unsigned int num_contained_tss_states;
+ struct StageState contained_sampler_states[MAX_COMBINED_SAMPLERS * WINED3D_HIGHEST_SAMPLER_STATE];
+ unsigned int num_contained_sampler_states;
+};
+
+HRESULT stateblock_init(IWineD3DStateBlockImpl *stateblock,
+ IWineD3DDeviceImpl *device, WINED3DSTATEBLOCKTYPE type) DECLSPEC_HIDDEN;
+void stateblock_init_contained_states(IWineD3DStateBlockImpl *object) DECLSPEC_HIDDEN;
+
+static inline void stateblock_apply_state(DWORD state, IWineD3DStateBlockImpl *stateblock,
+ struct wined3d_context *context)
+{
+ const struct StateEntry *statetable = stateblock->device->StateTable;
+ DWORD rep = statetable[state].representative;
+ statetable[rep].apply(rep, stateblock, context);
+}
+
+/* Direct3D terminology with little modifications. We do not have an issued state
+ * because only the driver knows about it, but we have a created state because d3d
+ * allows GetData on a created issue, but opengl doesn't
+ */
+enum query_state {
+ QUERY_CREATED,
+ QUERY_SIGNALLED,
+ QUERY_BUILDING
+};
+/*****************************************************************************
+ * IWineD3DQueryImpl implementation structure (extends IUnknown)
+ */
+typedef struct IWineD3DQueryImpl
+{
+ const IWineD3DQueryVtbl *lpVtbl;
+ LONG ref; /* Note: Ref counting not required */
+
+ IUnknown *parent;
+ IWineD3DDeviceImpl *device;
+
+ /* IWineD3DQuery fields */
+ enum query_state state;
+ WINED3DQUERYTYPE type;
+ /* TODO: Think about using a IUnknown instead of a void* */
+ void *extendedData;
+} IWineD3DQueryImpl;
+
+HRESULT query_init(IWineD3DQueryImpl *query, IWineD3DDeviceImpl *device,
+ WINED3DQUERYTYPE type, IUnknown *parent) DECLSPEC_HIDDEN;
+
+/* IWineD3DBuffer */
+
+/* TODO: Add tests and support for FLOAT16_4 POSITIONT, D3DCOLOR position, other
+ * fixed function semantics as D3DCOLOR or FLOAT16 */
+enum wined3d_buffer_conversion_type
+{
+ CONV_NONE,
+ CONV_D3DCOLOR,
+ CONV_POSITIONT,
+ CONV_FLOAT16_2, /* Also handles FLOAT16_4 */
+};
+
+struct wined3d_map_range
+{
+ UINT offset;
+ UINT size;
+};
+
+#define WINED3D_BUFFER_OPTIMIZED 0x01 /* Optimize has been called for the buffer */
+#define WINED3D_BUFFER_HASDESC 0x02 /* A vertex description has been found */
+#define WINED3D_BUFFER_CREATEBO 0x04 /* Attempt to create a buffer object next PreLoad */
+#define WINED3D_BUFFER_DOUBLEBUFFER 0x08 /* Use a vbo and local allocated memory */
+#define WINED3D_BUFFER_FLUSH 0x10 /* Manual unmap flushing */
+#define WINED3D_BUFFER_DISCARD 0x20 /* A DISCARD lock has occurred since the last PreLoad */
+#define WINED3D_BUFFER_NOSYNC 0x40 /* All locks since the last PreLoad had NOOVERWRITE set */
+#define WINED3D_BUFFER_APPLESYNC 0x80 /* Using sync as in GL_APPLE_flush_buffer_range */
+
+struct wined3d_buffer
+{
+ const struct IWineD3DBufferVtbl *vtbl;
+ IWineD3DResourceClass resource;
+
+ struct wined3d_buffer_desc desc;
+
+ GLuint buffer_object;
+ GLenum buffer_object_usage;
+ GLenum buffer_type_hint;
+ UINT buffer_object_size;
+ LONG bind_count;
+ DWORD flags;
+
+ LONG lock_count;
+ struct wined3d_map_range *maps;
+ ULONG maps_size, modified_areas;
+ struct wined3d_event_query *query;
+
+ /* conversion stuff */
+ UINT decl_change_count, full_conversion_count;
+ UINT draw_count;
+ UINT stride; /* 0 if no conversion */
+ UINT conversion_stride; /* 0 if no shifted conversion */
+ enum wined3d_buffer_conversion_type *conversion_map; /* NULL if no conversion */
+ /* Extra load offsets, for FLOAT16 conversion */
+ UINT *conversion_shift; /* NULL if no shifted conversion */
+};
+
+const BYTE *buffer_get_memory(IWineD3DBuffer *iface, GLuint *buffer_object) DECLSPEC_HIDDEN;
+BYTE *buffer_get_sysmem(struct wined3d_buffer *This) DECLSPEC_HIDDEN;
+HRESULT buffer_init(struct wined3d_buffer *buffer, IWineD3DDeviceImpl *device,
+ UINT size, DWORD usage, WINED3DFORMAT format, WINED3DPOOL pool, GLenum bind_hint,
+ const char *data, IUnknown *parent, const struct wined3d_parent_ops *parent_ops) DECLSPEC_HIDDEN;
+
+/* IWineD3DRendertargetView */
+struct wined3d_rendertarget_view
+{
+ const struct IWineD3DRendertargetViewVtbl *vtbl;
+ LONG refcount;
+
+ IWineD3DResource *resource;
+ IUnknown *parent;
+};
+
+void wined3d_rendertarget_view_init(struct wined3d_rendertarget_view *view,
+ IWineD3DResource *resource, IUnknown *parent) DECLSPEC_HIDDEN;
+
+/*****************************************************************************
+ * IWineD3DSwapChainImpl implementation structure (extends IUnknown)
+ */
+
+struct IWineD3DSwapChainImpl
+{
+ /*IUnknown part*/
+ const IWineD3DSwapChainVtbl *lpVtbl;
+ LONG ref; /* Note: Ref counting not required */
+
+ IUnknown *parent;
+ IWineD3DDeviceImpl *device;
+
+ /* IWineD3DSwapChain fields */
+ IWineD3DSurface **backBuffer;
+ IWineD3DSurface *frontBuffer;
+ WINED3DPRESENT_PARAMETERS presentParms;
+ DWORD orig_width, orig_height;
+ WINED3DFORMAT orig_fmt;
+ WINED3DGAMMARAMP orig_gamma;
+ BOOL render_to_fbo;
+ const struct wined3d_format_desc *ds_format;
+
+ long prev_time, frames; /* Performance tracking */
+ unsigned int vSyncCounter;
+
+#ifndef VBOX_WITH_WDDM
+ struct wined3d_context **context;
+ unsigned int num_contexts;
+ HWND win_handle;
+ HWND device_window;
+ HDC hDC;
+#else
+ HWND win_handle;
+ HDC hDC;
+ IWineD3DSurface *presentRt;
+#endif
+};
+
+extern const IWineD3DSwapChainVtbl IWineGDISwapChain_Vtbl DECLSPEC_HIDDEN;
+void x11_copy_to_screen(IWineD3DSwapChainImpl *This, const RECT *rc) DECLSPEC_HIDDEN;
+
+HRESULT WINAPI IWineD3DBaseSwapChainImpl_QueryInterface(IWineD3DSwapChain *iface,
+ REFIID riid, LPVOID *ppobj) DECLSPEC_HIDDEN;
+ULONG WINAPI IWineD3DBaseSwapChainImpl_AddRef(IWineD3DSwapChain *iface) DECLSPEC_HIDDEN;
+ULONG WINAPI IWineD3DBaseSwapChainImpl_Release(IWineD3DSwapChain *iface) DECLSPEC_HIDDEN;
+HRESULT WINAPI IWineD3DBaseSwapChainImpl_GetParent(IWineD3DSwapChain *iface, IUnknown **ppParent) DECLSPEC_HIDDEN;
+HRESULT WINAPI IWineD3DBaseSwapChainImpl_GetFrontBufferData(IWineD3DSwapChain *iface,
+ IWineD3DSurface *pDestSurface) DECLSPEC_HIDDEN;
+HRESULT WINAPI IWineD3DBaseSwapChainImpl_GetBackBuffer(IWineD3DSwapChain *iface, UINT iBackBuffer,
+ WINED3DBACKBUFFER_TYPE Type, IWineD3DSurface **ppBackBuffer) DECLSPEC_HIDDEN;
+HRESULT WINAPI IWineD3DBaseSwapChainImpl_GetRasterStatus(IWineD3DSwapChain *iface,
+ WINED3DRASTER_STATUS *pRasterStatus) DECLSPEC_HIDDEN;
+HRESULT WINAPI IWineD3DBaseSwapChainImpl_GetDisplayMode(IWineD3DSwapChain *iface,
+ WINED3DDISPLAYMODE *pMode) DECLSPEC_HIDDEN;
+HRESULT WINAPI IWineD3DBaseSwapChainImpl_GetDevice(IWineD3DSwapChain *iface,
+ IWineD3DDevice **ppDevice) DECLSPEC_HIDDEN;
+HRESULT WINAPI IWineD3DBaseSwapChainImpl_GetPresentParameters(IWineD3DSwapChain *iface,
+ WINED3DPRESENT_PARAMETERS *pPresentationParameters) DECLSPEC_HIDDEN;
+HRESULT WINAPI IWineD3DBaseSwapChainImpl_SetGammaRamp(IWineD3DSwapChain *iface,
+ DWORD Flags, const WINED3DGAMMARAMP *pRamp) DECLSPEC_HIDDEN;
+HRESULT WINAPI IWineD3DBaseSwapChainImpl_GetGammaRamp(IWineD3DSwapChain *iface,
+ WINED3DGAMMARAMP *pRamp) DECLSPEC_HIDDEN;
+
+struct wined3d_context *swapchain_create_context_for_thread(IWineD3DSwapChain *iface) DECLSPEC_HIDDEN;
+HRESULT swapchain_init(IWineD3DSwapChainImpl *swapchain, WINED3DSURFTYPE surface_type,
+ IWineD3DDeviceImpl *device, WINED3DPRESENT_PARAMETERS *present_parameters, IUnknown *parent) DECLSPEC_HIDDEN;
+void swapchain_restore_fullscreen_window(IWineD3DSwapChainImpl *swapchain) DECLSPEC_HIDDEN;
+void swapchain_setup_fullscreen_window(IWineD3DSwapChainImpl *swapchain, UINT w, UINT h) DECLSPEC_HIDDEN;
+
+#define DEFAULT_REFRESH_RATE 0
+
+/*****************************************************************************
+ * Utility function prototypes
+ */
+
+/* Trace routines */
+const char *debug_d3dformat(WINED3DFORMAT fmt) DECLSPEC_HIDDEN;
+const char *debug_d3ddevicetype(WINED3DDEVTYPE devtype) DECLSPEC_HIDDEN;
+const char *debug_d3dresourcetype(WINED3DRESOURCETYPE res) DECLSPEC_HIDDEN;
+const char *debug_d3dusage(DWORD usage) DECLSPEC_HIDDEN;
+const char *debug_d3dusagequery(DWORD usagequery) DECLSPEC_HIDDEN;
+const char *debug_d3ddeclmethod(WINED3DDECLMETHOD method) DECLSPEC_HIDDEN;
+const char *debug_d3ddeclusage(BYTE usage) DECLSPEC_HIDDEN;
+const char *debug_d3dprimitivetype(WINED3DPRIMITIVETYPE PrimitiveType) DECLSPEC_HIDDEN;
+const char *debug_d3drenderstate(DWORD state) DECLSPEC_HIDDEN;
+const char *debug_d3dsamplerstate(DWORD state) DECLSPEC_HIDDEN;
+const char *debug_d3dstate(DWORD state) DECLSPEC_HIDDEN;
+const char *debug_d3dtexturefiltertype(WINED3DTEXTUREFILTERTYPE filter_type) DECLSPEC_HIDDEN;
+const char *debug_d3dtexturestate(DWORD state) DECLSPEC_HIDDEN;
+const char *debug_d3dtstype(WINED3DTRANSFORMSTATETYPE tstype) DECLSPEC_HIDDEN;
+const char *debug_d3dpool(WINED3DPOOL pool) DECLSPEC_HIDDEN;
+const char *debug_fbostatus(GLenum status) DECLSPEC_HIDDEN;
+const char *debug_glerror(GLenum error) DECLSPEC_HIDDEN;
+const char *debug_d3dbasis(WINED3DBASISTYPE basis) DECLSPEC_HIDDEN;
+const char *debug_d3ddegree(WINED3DDEGREETYPE order) DECLSPEC_HIDDEN;
+const char *debug_d3dtop(WINED3DTEXTUREOP d3dtop) DECLSPEC_HIDDEN;
+void dump_color_fixup_desc(struct color_fixup_desc fixup) DECLSPEC_HIDDEN;
+const char *debug_surflocation(DWORD flag) DECLSPEC_HIDDEN;
+
+/* Color conversion routines */
+DWORD color_convert_argb_to_fmt(DWORD color, WINED3DFORMAT destfmt) DECLSPEC_HIDDEN;
+
+/* Routines for GL <-> D3D values */
+GLenum StencilOp(DWORD op) DECLSPEC_HIDDEN;
+GLenum CompareFunc(DWORD func) DECLSPEC_HIDDEN;
+BOOL is_invalid_op(IWineD3DDeviceImpl *This, int stage, WINED3DTEXTUREOP op,
+ DWORD arg1, DWORD arg2, DWORD arg3) DECLSPEC_HIDDEN;
+void set_tex_op_nvrc(IWineD3DDevice *iface, BOOL is_alpha, int stage, WINED3DTEXTUREOP op,
+ DWORD arg1, DWORD arg2, DWORD arg3, INT texture_idx, DWORD dst) DECLSPEC_HIDDEN;
+void set_texture_matrix(const float *smat, DWORD flags, BOOL calculatedCoords,
+ BOOL transformed, WINED3DFORMAT coordtype, BOOL ffp_can_disable_proj) DECLSPEC_HIDDEN;
+void texture_activate_dimensions(DWORD stage, IWineD3DStateBlockImpl *stateblock,
+ struct wined3d_context *context) DECLSPEC_HIDDEN;
+void sampler_texdim(DWORD state, IWineD3DStateBlockImpl *stateblock,
+ struct wined3d_context *context) DECLSPEC_HIDDEN;
+void tex_alphaop(DWORD state, IWineD3DStateBlockImpl *stateblock,
+ struct wined3d_context *context) DECLSPEC_HIDDEN;
+void apply_pixelshader(DWORD state, IWineD3DStateBlockImpl *stateblock,
+ struct wined3d_context *context) DECLSPEC_HIDDEN;
+void state_fogcolor(DWORD state, IWineD3DStateBlockImpl *stateblock,
+ struct wined3d_context *context) DECLSPEC_HIDDEN;
+void state_fogdensity(DWORD state, IWineD3DStateBlockImpl *stateblock,
+ struct wined3d_context *context) DECLSPEC_HIDDEN;
+void state_fogstartend(DWORD state, IWineD3DStateBlockImpl *stateblock,
+ struct wined3d_context *context) DECLSPEC_HIDDEN;
+void state_fog_fragpart(DWORD state, IWineD3DStateBlockImpl *stateblock,
+ struct wined3d_context *context) DECLSPEC_HIDDEN;
+
+void surface_add_dirty_rect(IWineD3DSurface *iface, const RECT *dirty_rect) DECLSPEC_HIDDEN;
+GLenum surface_get_gl_buffer(IWineD3DSurface *iface) DECLSPEC_HIDDEN;
+void surface_load_ds_location(IWineD3DSurface *iface, struct wined3d_context *context, DWORD location) DECLSPEC_HIDDEN;
+void surface_modify_ds_location(IWineD3DSurface *iface, DWORD location) DECLSPEC_HIDDEN;
+void surface_set_compatible_renderbuffer(IWineD3DSurface *iface,
+ unsigned int width, unsigned int height) DECLSPEC_HIDDEN;
+void surface_set_texture_name(IWineD3DSurface *iface, GLuint name, BOOL srgb_name) DECLSPEC_HIDDEN;
+void surface_set_texture_target(IWineD3DSurface *iface, GLenum target) DECLSPEC_HIDDEN;
+
+BOOL getColorBits(const struct wined3d_format_desc *format_desc,
+ short *redSize, short *greenSize, short *blueSize, short *alphaSize, short *totalSize) DECLSPEC_HIDDEN;
+BOOL getDepthStencilBits(const struct wined3d_format_desc *format_desc,
+ short *depthSize, short *stencilSize) DECLSPEC_HIDDEN;
+
+/* Math utils */
+void multiply_matrix(WINED3DMATRIX *dest, const WINED3DMATRIX *src1, const WINED3DMATRIX *src2) DECLSPEC_HIDDEN;
+UINT wined3d_log2i(UINT32 x) DECLSPEC_HIDDEN;
+unsigned int count_bits(unsigned int mask) DECLSPEC_HIDDEN;
+
+void select_shader_mode(const struct wined3d_gl_info *gl_info, int *ps_selected, int *vs_selected) DECLSPEC_HIDDEN;
+
+typedef struct local_constant {
+ struct list entry;
+ unsigned int idx;
+ DWORD value[4];
+} local_constant;
+
+typedef struct SHADER_LIMITS {
+ unsigned int temporary;
+ unsigned int texcoord;
+ unsigned int sampler;
+ unsigned int constant_int;
+ unsigned int constant_float;
+ unsigned int constant_bool;
+ unsigned int address;
+ unsigned int packed_output;
+ unsigned int packed_input;
+ unsigned int attributes;
+ unsigned int label;
+} SHADER_LIMITS;
+
+/* Keeps track of details for TEX_M#x# shader opcodes which need to
+ * maintain state information between multiple codes */
+typedef struct SHADER_PARSE_STATE {
+ unsigned int current_row;
+ DWORD texcoord_w[2];
+} SHADER_PARSE_STATE;
+
+#ifdef __GNUC__
+#define PRINTF_ATTR(fmt,args) __attribute__((format (printf,fmt,args)))
+#else
+#define PRINTF_ATTR(fmt,args)
+#endif
+
+/* Base Shader utility functions. */
+int shader_addline(struct wined3d_shader_buffer *buffer, const char *fmt, ...) PRINTF_ATTR(2,3) DECLSPEC_HIDDEN;
+int shader_vaddline(struct wined3d_shader_buffer *buffer, const char *fmt, va_list args) DECLSPEC_HIDDEN;
+
+/* Vertex shader utility functions */
+extern BOOL vshader_get_input(IWineD3DVertexShader *iface,
+ BYTE usage_req, BYTE usage_idx_req, unsigned int *regnum) DECLSPEC_HIDDEN;
+
+/*****************************************************************************
+ * IDirect3DBaseShader implementation structure
+ */
+typedef struct IWineD3DBaseShaderClass
+{
+ LONG ref;
+ SHADER_LIMITS limits;
+ SHADER_PARSE_STATE parse_state;
+ DWORD *function;
+ UINT functionLength;
+ UINT cur_loop_depth, cur_loop_regno;
+ BOOL load_local_constsF;
+ const struct wined3d_shader_frontend *frontend;
+ void *frontend_data;
+ void *backend_data;
+
+ IUnknown *parent;
+ const struct wined3d_parent_ops *parent_ops;
+
+ /* Programs this shader is linked with */
+ struct list linked_programs;
+
+ /* Immediate constants (override global ones) */
+ struct list constantsB;
+ struct list constantsF;
+ struct list constantsI;
+ shader_reg_maps reg_maps;
+
+ struct wined3d_shader_signature_element input_signature[max(MAX_ATTRIBS, MAX_REG_INPUT)];
+ struct wined3d_shader_signature_element output_signature[MAX_REG_OUTPUT];
+
+ /* Pointer to the parent device */
+ IWineD3DDevice *device;
+ struct list shader_list_entry;
+
+#ifdef VBOX_WINE_WITH_SHADER_CACHE
+ VBOXEXT_HASHCACHE_ENTRY CacheEntry;
+ uint32_t u32CacheDataInited;
+ uint32_t u32Hash;
+#endif
+} IWineD3DBaseShaderClass;
+
+typedef struct IWineD3DBaseShaderImpl {
+ /* IUnknown */
+ const IWineD3DBaseShaderVtbl *lpVtbl;
+
+ /* IWineD3DBaseShader */
+ IWineD3DBaseShaderClass baseShader;
+} IWineD3DBaseShaderImpl;
+
+void shader_buffer_clear(struct wined3d_shader_buffer *buffer) DECLSPEC_HIDDEN;
+BOOL shader_buffer_init(struct wined3d_shader_buffer *buffer) DECLSPEC_HIDDEN;
+void shader_buffer_free(struct wined3d_shader_buffer *buffer) DECLSPEC_HIDDEN;
+void shader_dump_src_param(const struct wined3d_shader_src_param *param,
+ const struct wined3d_shader_version *shader_version) DECLSPEC_HIDDEN;
+void shader_dump_dst_param(const struct wined3d_shader_dst_param *param,
+ const struct wined3d_shader_version *shader_version) DECLSPEC_HIDDEN;
+unsigned int shader_find_free_input_register(const struct shader_reg_maps *reg_maps, unsigned int max) DECLSPEC_HIDDEN;
+void shader_generate_main(IWineD3DBaseShader *iface, struct wined3d_shader_buffer *buffer,
+ const shader_reg_maps *reg_maps, const DWORD *pFunction, void *backend_ctx) DECLSPEC_HIDDEN;
+BOOL shader_match_semantic(const char *semantic_name, WINED3DDECLUSAGE usage) DECLSPEC_HIDDEN;
+
+static inline BOOL shader_is_pshader_version(enum wined3d_shader_type type)
+{
+ return type == WINED3D_SHADER_TYPE_PIXEL;
+}
+
+static inline BOOL shader_is_vshader_version(enum wined3d_shader_type type)
+{
+ return type == WINED3D_SHADER_TYPE_VERTEX;
+}
+
+static inline BOOL shader_is_scalar(const struct wined3d_shader_register *reg)
+{
+ switch (reg->type)
+ {
+ case WINED3DSPR_RASTOUT:
+ /* oFog & oPts */
+ if (reg->idx != 0) return TRUE;
+ /* oPos */
+ return FALSE;
+
+ case WINED3DSPR_DEPTHOUT: /* oDepth */
+ case WINED3DSPR_CONSTBOOL: /* b# */
+ case WINED3DSPR_LOOP: /* aL */
+#ifndef VBOX_WITH_VMSVGA
+ case WINED3DSPR_PREDICATE: /* p0 */
+ return TRUE;
+#else
+ return TRUE;
+ case WINED3DSPR_PREDICATE: /* p0 */
+ return FALSE;
+#endif
+
+ case WINED3DSPR_MISCTYPE:
+ switch(reg->idx)
+ {
+ case 0: /* vPos */
+ return FALSE;
+ case 1: /* vFace */
+ return TRUE;
+ default:
+ return FALSE;
+ }
+
+ case WINED3DSPR_IMMCONST:
+ switch(reg->immconst_type)
+ {
+ case WINED3D_IMMCONST_FLOAT:
+ return TRUE;
+ default:
+ return FALSE;
+ }
+
+ default:
+ return FALSE;
+ }
+}
+
+static inline BOOL shader_constant_is_local(IWineD3DBaseShaderImpl* This, DWORD reg) {
+ local_constant* lconst;
+
+ if(This->baseShader.load_local_constsF) return FALSE;
+ LIST_FOR_EACH_ENTRY(lconst, &This->baseShader.constantsF, local_constant, entry) {
+ if(lconst->idx == reg) return TRUE;
+ }
+ return FALSE;
+
+}
+
+/*****************************************************************************
+ * IDirect3DVertexShader implementation structures
+ */
+typedef struct IWineD3DVertexShaderImpl {
+ /* IUnknown parts */
+ const IWineD3DVertexShaderVtbl *lpVtbl;
+
+ /* IWineD3DBaseShader */
+ IWineD3DBaseShaderClass baseShader;
+
+ /* Vertex shader attributes. */
+ struct wined3d_shader_attribute attributes[MAX_ATTRIBS];
+
+ UINT min_rel_offset, max_rel_offset;
+ UINT rel_offset;
+} IWineD3DVertexShaderImpl;
+
+void find_vs_compile_args(IWineD3DVertexShaderImpl *shader, IWineD3DStateBlockImpl *stateblock,
+ struct vs_compile_args *args) DECLSPEC_HIDDEN;
+HRESULT vertexshader_init(IWineD3DVertexShaderImpl *shader, IWineD3DDeviceImpl *device,
+ const DWORD *byte_code, const struct wined3d_shader_signature *output_signature,
+ IUnknown *parent, const struct wined3d_parent_ops *parent_ops) DECLSPEC_HIDDEN;
+
+struct wined3d_geometryshader
+{
+ const struct IWineD3DGeometryShaderVtbl *vtbl;
+ IWineD3DBaseShaderClass base_shader;
+};
+
+HRESULT geometryshader_init(struct wined3d_geometryshader *shader, IWineD3DDeviceImpl *device,
+ const DWORD *byte_code, const struct wined3d_shader_signature *output_signature,
+ IUnknown *parent, const struct wined3d_parent_ops *parent_ops) DECLSPEC_HIDDEN;
+
+/*****************************************************************************
+ * IDirect3DPixelShader implementation structure
+ */
+
+/* Using additional shader constants (uniforms in GLSL / program environment
+ * or local parameters in ARB) is costly:
+ * ARB only knows float4 parameters and GLSL compiler are not really smart
+ * when it comes to efficiently pack float2 uniforms, so no space is wasted
+ * (in fact most compilers map a float2 to a full float4 uniform).
+ *
+ * For NP2 texcoord fixup we only need 2 floats (width and height) for each
+ * 2D texture used in the shader. We therefore pack fixup info for 2 textures
+ * into a single shader constant (uniform / program parameter).
+ *
+ * This structure is shared between the GLSL and the ARB backend.*/
+struct ps_np2fixup_info {
+ unsigned char idx[MAX_FRAGMENT_SAMPLERS]; /* indices to the real constant */
+ WORD active; /* bitfield indicating if we can apply the fixup */
+ WORD num_consts;
+};
+
+typedef struct IWineD3DPixelShaderImpl {
+ /* IUnknown parts */
+ const IWineD3DPixelShaderVtbl *lpVtbl;
+
+ /* IWineD3DBaseShader */
+ IWineD3DBaseShaderClass baseShader;
+
+ /* Pixel shader input semantics */
+ DWORD input_reg_map[MAX_REG_INPUT];
+ BOOL input_reg_used[MAX_REG_INPUT];
+ unsigned int declared_in_count;
+
+ /* Some information about the shader behavior */
+ char vpos_uniform;
+
+ BOOL color0_mov;
+ DWORD color0_reg;
+
+} IWineD3DPixelShaderImpl;
+
+HRESULT pixelshader_init(IWineD3DPixelShaderImpl *shader, IWineD3DDeviceImpl *device,
+ const DWORD *byte_code, const struct wined3d_shader_signature *output_signature,
+ IUnknown *parent, const struct wined3d_parent_ops *parent_ops) DECLSPEC_HIDDEN;
+void pixelshader_update_samplers(struct shader_reg_maps *reg_maps,
+ IWineD3DBaseTexture * const *textures) DECLSPEC_HIDDEN;
+void find_ps_compile_args(IWineD3DPixelShaderImpl *shader, IWineD3DStateBlockImpl *stateblock,
+ struct ps_compile_args *args) DECLSPEC_HIDDEN;
+
+#ifdef VBOX_WINE_WITH_SHADER_CACHE
+IWineD3DVertexShaderImpl * vertexshader_check_cached(IWineD3DDeviceImpl *device, IWineD3DVertexShaderImpl *object) DECLSPEC_HIDDEN;
+IWineD3DPixelShaderImpl * pixelshader_check_cached(IWineD3DDeviceImpl *device, IWineD3DPixelShaderImpl *object) DECLSPEC_HIDDEN;
+void shader_chaches_init(IWineD3DDeviceImpl *device) DECLSPEC_HIDDEN;
+void shader_chaches_term(IWineD3DDeviceImpl *device) DECLSPEC_HIDDEN;
+#endif
+
+/* sRGB correction constants */
+static const float srgb_cmp = 0.0031308f;
+static const float srgb_mul_low = 12.92f;
+static const float srgb_pow = 0.41666f;
+static const float srgb_mul_high = 1.055f;
+static const float srgb_sub_high = 0.055f;
+
+/*****************************************************************************
+ * IWineD3DPalette implementation structure
+ */
+struct IWineD3DPaletteImpl {
+ /* IUnknown parts */
+ const IWineD3DPaletteVtbl *lpVtbl;
+ LONG ref;
+
+ IUnknown *parent;
+ IWineD3DDeviceImpl *device;
+
+ /* IWineD3DPalette */
+ HPALETTE hpal;
+ WORD palVersion; /*| */
+ WORD palNumEntries; /*| LOGPALETTE */
+ PALETTEENTRY palents[256]; /*| */
+ /* This is to store the palette in 'screen format' */
+ int screen_palents[256];
+ DWORD Flags;
+};
+
+HRESULT wined3d_palette_init(IWineD3DPaletteImpl *palette, IWineD3DDeviceImpl *device,
+ DWORD flags, const PALETTEENTRY *entries, IUnknown *parent) DECLSPEC_HIDDEN;
+
+/* DirectDraw utility functions */
+extern WINED3DFORMAT pixelformat_for_depth(DWORD depth) DECLSPEC_HIDDEN;
+
+/*****************************************************************************
+ * Pixel format management
+ */
+
+/* WineD3D pixel format flags */
+#define WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING 0x1
+#define WINED3DFMT_FLAG_FILTERING 0x2
+#define WINED3DFMT_FLAG_DEPTH 0x4
+#define WINED3DFMT_FLAG_STENCIL 0x8
+#define WINED3DFMT_FLAG_RENDERTARGET 0x10
+#define WINED3DFMT_FLAG_FOURCC 0x20
+#define WINED3DFMT_FLAG_FBO_ATTACHABLE 0x40
+#define WINED3DFMT_FLAG_COMPRESSED 0x80
+#define WINED3DFMT_FLAG_GETDC 0x100
+#define WINED3DFMT_FLAG_FLOAT 0x200
+
+struct wined3d_format_desc
+{
+ WINED3DFORMAT format;
+ DWORD red_mask;
+ DWORD green_mask;
+ DWORD blue_mask;
+ DWORD alpha_mask;
+ UINT byte_count;
+ WORD depth_size;
+ WORD stencil_size;
+
+ UINT block_width;
+ UINT block_height;
+ UINT block_byte_count;
+
+ enum wined3d_ffp_emit_idx emit_idx;
+ GLint component_count;
+ GLenum gl_vtx_type;
+ GLint gl_vtx_format;
+ GLboolean gl_normalized;
+ unsigned int component_size;
+
+ GLint glInternal;
+ GLint glGammaInternal;
+ GLint rtInternal;
+ GLint glFormat;
+ GLint glType;
+ UINT conv_byte_count;
+ unsigned int Flags;
+ float heightscale;
+ struct color_fixup_desc color_fixup;
+ void (*convert)(const BYTE *src, BYTE *dst, UINT pitch, UINT width, UINT height);
+};
+
+const struct wined3d_format_desc *getFormatDescEntry(WINED3DFORMAT fmt,
+ const struct wined3d_gl_info *gl_info) DECLSPEC_HIDDEN;
+
+static inline BOOL use_vs(IWineD3DStateBlockImpl *stateblock)
+{
+ /* Check stateblock->vertexDecl to allow this to be used from
+ * IWineD3DDeviceImpl_FindTexUnitMap(). This is safe because
+ * stateblock->vertexShader implies a vertex declaration instead of ddraw
+ * style strided data. */
+ return (stateblock->vertexShader
+ && !((IWineD3DVertexDeclarationImpl *)stateblock->vertexDecl)->position_transformed
+ && stateblock->device->vs_selected_mode != SHADER_NONE);
+}
+
+static inline BOOL use_ps(IWineD3DStateBlockImpl *stateblock)
+{
+ return (stateblock->pixelShader && stateblock->device->ps_selected_mode != SHADER_NONE);
+}
+
+void stretch_rect_fbo(IWineD3DDevice *iface, IWineD3DSurface *src_surface,
+ const RECT *src_rect, IWineD3DSurface *dst_surface, const RECT *dst_rect,
+ const WINED3DTEXTUREFILTERTYPE filter) DECLSPEC_HIDDEN;
+
+/* The WNDCLASS-Name for the fake window which we use to retrieve the GL capabilities */
+#define WINED3D_OPENGL_WINDOW_CLASS_NAME "WineD3D_OpenGL"
+
+#define WINEMAKEFOURCC(ch0, ch1, ch2, ch3) \
+ ((DWORD)(BYTE)(ch0) | ((DWORD)(BYTE)(ch1) << 8) | \
+ ((DWORD)(BYTE)(ch2) << 16) | ((DWORD)(BYTE)(ch3) << 24 ))
+
+#define MAKEDWORD_VERSION(maj, min) (((maj & 0xffff) << 16) | (min & 0xffff))
+
+#ifdef RT_OS_DARWIN
+void *MyNSGLGetProcAddress(const char *name);
+#endif
+
+/** @def VBOX_CHECK_GL_CALL
+ * Performs OpenGL call @a a_Expr and check glGetError.
+ * Errors will be asserted in strict builds and hit the release log in
+ * non-strict builds.
+ * @param a_Expr The OpenGL call expression. Always executed!
+ */
+#ifdef VBOX_WITH_VMSVGA
+# define VBOX_CHECK_GL_CALL(a_Expr) \
+ do { \
+ GLint rcCheckCall; \
+ a_Expr; \
+ rcCheckCall = glGetError(); \
+ AssertLogRelMsg(rcCheckCall == GL_NO_ERROR, ("%s -> %#x\n", #a_Expr, rcCheckCall)); \
+ } while (0)
+#else
+# define VBOX_CHECK_GL_CALL(a_Expr) do { a_Expr; } while (0)
+#endif
+
+#endif /* !VBOX_INCLUDED_SRC_Graphics_shaderlib_wined3d_private_h */