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📄 d3d8_private.h

📁 这是一个开放源代码的与WINNT/WIN2K/WIN2003兼容的操作系统
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/*
 * Direct3D 8 private include file
 *
 * Copyright 2002-2004 Jason Edmeades
 * Copyright 2003-2004 Raphael Junqueira
 * Copyright 2004 Christian Costa
 *
 * 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
 */

#ifndef __WINE_D3D8_PRIVATE_H
#define __WINE_D3D8_PRIVATE_H

#include <stdarg.h>

#define NONAMELESSUNION
#define NONAMELESSSTRUCT
#define COBJMACROS
#include "windef.h"
#include "winbase.h"
#include "wingdi.h"
#include "wine/debug.h"
#include "d3d8.h"
#include "wine/wined3d_interface.h"

/* Device caps */
#define INITIAL_SHADER_HANDLE_TABLE_SIZE        64

/* CreateVertexShader can return > 0xFFFF */
#define VS_HIGHESTFIXEDFXF 0xF0000000

/* ===========================================================================
    Macros
   =========================================================================== */
/* Not nice, but it lets wined3d support different versions of directx */
#define D3D8CAPSTOWINECAPS(_pD3D8Caps, _pWineCaps) \
    _pWineCaps->DeviceType                        = (WINED3DDEVTYPE *) &_pD3D8Caps->DeviceType; \
    _pWineCaps->AdapterOrdinal                    = &_pD3D8Caps->AdapterOrdinal; \
    _pWineCaps->Caps                              = &_pD3D8Caps->Caps; \
    _pWineCaps->Caps2                             = &_pD3D8Caps->Caps2; \
    _pWineCaps->Caps3                             = &_pD3D8Caps->Caps3; \
    _pWineCaps->PresentationIntervals             = &_pD3D8Caps->PresentationIntervals; \
    _pWineCaps->CursorCaps                        = &_pD3D8Caps->CursorCaps; \
    _pWineCaps->DevCaps                           = &_pD3D8Caps->DevCaps; \
    _pWineCaps->PrimitiveMiscCaps                 = &_pD3D8Caps->PrimitiveMiscCaps; \
    _pWineCaps->RasterCaps                        = &_pD3D8Caps->RasterCaps; \
    _pWineCaps->ZCmpCaps                          = &_pD3D8Caps->ZCmpCaps; \
    _pWineCaps->SrcBlendCaps                      = &_pD3D8Caps->SrcBlendCaps; \
    _pWineCaps->DestBlendCaps                     = &_pD3D8Caps->DestBlendCaps; \
    _pWineCaps->AlphaCmpCaps                      = &_pD3D8Caps->AlphaCmpCaps; \
    _pWineCaps->ShadeCaps                         = &_pD3D8Caps->ShadeCaps; \
    _pWineCaps->TextureCaps                       = &_pD3D8Caps->TextureCaps; \
    _pWineCaps->TextureFilterCaps                 = &_pD3D8Caps->TextureFilterCaps; \
    _pWineCaps->CubeTextureFilterCaps             = &_pD3D8Caps->CubeTextureFilterCaps; \
    _pWineCaps->VolumeTextureFilterCaps           = &_pD3D8Caps->VolumeTextureFilterCaps; \
    _pWineCaps->TextureAddressCaps                = &_pD3D8Caps->TextureAddressCaps; \
    _pWineCaps->VolumeTextureAddressCaps          = &_pD3D8Caps->VolumeTextureAddressCaps; \
    _pWineCaps->LineCaps                          = &_pD3D8Caps->LineCaps; \
    _pWineCaps->MaxTextureWidth                   = &_pD3D8Caps->MaxTextureWidth; \
    _pWineCaps->MaxTextureHeight                  = &_pD3D8Caps->MaxTextureHeight; \
    _pWineCaps->MaxVolumeExtent                   = &_pD3D8Caps->MaxVolumeExtent; \
    _pWineCaps->MaxTextureRepeat                  = &_pD3D8Caps->MaxTextureRepeat; \
    _pWineCaps->MaxTextureAspectRatio             = &_pD3D8Caps->MaxTextureAspectRatio; \
    _pWineCaps->MaxAnisotropy                     = &_pD3D8Caps->MaxAnisotropy; \
    _pWineCaps->MaxVertexW                        = &_pD3D8Caps->MaxVertexW; \
    _pWineCaps->GuardBandLeft                     = &_pD3D8Caps->GuardBandLeft; \
    _pWineCaps->GuardBandTop                      = &_pD3D8Caps->GuardBandTop; \
    _pWineCaps->GuardBandRight                    = &_pD3D8Caps->GuardBandRight; \
    _pWineCaps->GuardBandBottom                   = &_pD3D8Caps->GuardBandBottom; \
    _pWineCaps->ExtentsAdjust                     = &_pD3D8Caps->ExtentsAdjust; \
    _pWineCaps->StencilCaps                       = &_pD3D8Caps->StencilCaps; \
    _pWineCaps->FVFCaps                           = &_pD3D8Caps->FVFCaps; \
    _pWineCaps->TextureOpCaps                     = &_pD3D8Caps->TextureOpCaps; \
    _pWineCaps->MaxTextureBlendStages             = &_pD3D8Caps->MaxTextureBlendStages; \
    _pWineCaps->MaxSimultaneousTextures           = &_pD3D8Caps->MaxSimultaneousTextures; \
    _pWineCaps->VertexProcessingCaps              = &_pD3D8Caps->VertexProcessingCaps; \
    _pWineCaps->MaxActiveLights                   = &_pD3D8Caps->MaxActiveLights; \
    _pWineCaps->MaxUserClipPlanes                 = &_pD3D8Caps->MaxUserClipPlanes; \
    _pWineCaps->MaxVertexBlendMatrices            = &_pD3D8Caps->MaxVertexBlendMatrices; \
    _pWineCaps->MaxVertexBlendMatrixIndex         = &_pD3D8Caps->MaxVertexBlendMatrixIndex; \
    _pWineCaps->MaxPointSize                      = &_pD3D8Caps->MaxPointSize; \
    _pWineCaps->MaxPrimitiveCount                 = &_pD3D8Caps->MaxPrimitiveCount; \
    _pWineCaps->MaxVertexIndex                    = &_pD3D8Caps->MaxVertexIndex; \
    _pWineCaps->MaxStreams                        = &_pD3D8Caps->MaxStreams; \
    _pWineCaps->MaxStreamStride                   = &_pD3D8Caps->MaxStreamStride; \
    _pWineCaps->VertexShaderVersion               = &_pD3D8Caps->VertexShaderVersion; \
    _pWineCaps->MaxVertexShaderConst              = &_pD3D8Caps->MaxVertexShaderConst; \
    _pWineCaps->PixelShaderVersion                = &_pD3D8Caps->PixelShaderVersion; \
    _pWineCaps->PixelShader1xMaxValue             = &_pD3D8Caps->MaxPixelShaderValue;

/* Direct3D8 Interfaces: */
typedef struct IDirect3DBaseTexture8Impl IDirect3DBaseTexture8Impl;
typedef struct IDirect3DVolumeTexture8Impl IDirect3DVolumeTexture8Impl;
typedef struct IDirect3D8Impl IDirect3D8Impl;
typedef struct IDirect3DDevice8Impl IDirect3DDevice8Impl;
typedef struct IDirect3DTexture8Impl IDirect3DTexture8Impl;
typedef struct IDirect3DCubeTexture8Impl IDirect3DCubeTexture8Impl;
typedef struct IDirect3DIndexBuffer8Impl IDirect3DIndexBuffer8Impl;
typedef struct IDirect3DSurface8Impl IDirect3DSurface8Impl;
typedef struct IDirect3DSwapChain8Impl IDirect3DSwapChain8Impl;
typedef struct IDirect3DResource8Impl IDirect3DResource8Impl;
typedef struct IDirect3DVolume8Impl IDirect3DVolume8Impl;
typedef struct IDirect3DVertexBuffer8Impl IDirect3DVertexBuffer8Impl;

/** Private Interfaces: */
typedef struct IDirect3DStateBlockImpl IDirect3DStateBlockImpl;
typedef struct IDirect3DVertexShaderImpl IDirect3DVertexShaderImpl;
typedef struct IDirect3DPixelShaderImpl IDirect3DPixelShaderImpl;
typedef struct IDirect3DVertexShaderDeclarationImpl IDirect3DVertexShaderDeclarationImpl;

/* Advance declaration of structures to satisfy compiler */
typedef struct IDirect3DVertexShader8Impl IDirect3DVertexShader8Impl;

/* Global critical section */
extern CRITICAL_SECTION d3d8_cs;

/* ===========================================================================
    The interfactes themselves
   =========================================================================== */

/* ---------- */
/* IDirect3D8 */
/* ---------- */

/*****************************************************************************
 * Predeclare the interface implementation structures
 */
extern const IDirect3D8Vtbl Direct3D8_Vtbl;

/*****************************************************************************
 * IDirect3D implementation structure
 */
struct IDirect3D8Impl
{
    /* IUnknown fields */
    const IDirect3D8Vtbl   *lpVtbl;
    LONG                    ref;

    /* The WineD3D device */
    IWineD3D               *WineD3D;
};

/* ---------------- */
/* IDirect3DDevice8 */
/* ---------------- */

/*****************************************************************************
 * Predeclare the interface implementation structures
 */
extern const IDirect3DDevice8Vtbl Direct3DDevice8_Vtbl;

/*****************************************************************************
 * IDirect3DDevice8 implementation structure
 */

typedef void * shader_handle;

struct FvfToDecl
{
    DWORD fvf;
    IWineD3DVertexDeclaration *decl;
};

struct IDirect3DDevice8Impl
{
    /* IUnknown fields */
    const IDirect3DDevice8Vtbl   *lpVtbl;
    LONG                         ref;
/* But what about baseVertexIndex in state blocks? hmm... it may be a better idea to pass this to wined3d */
    IWineD3DDevice               *WineD3DDevice;
    DWORD                         shader_handle_table_size;
    DWORD                         allocated_shader_handles;
    shader_handle                *shader_handles;
    shader_handle                *free_shader_handles;

    /* FVF management */
    struct FvfToDecl       *decls;
    UINT                    numConvertedDecls, declArraySize;

    /* Avoids recursion with nested ReleaseRef to 0 */
    BOOL                          inDestruction;
};

/* ---------------- */
/* IDirect3DVolume8 */
/* ---------------- */

/*****************************************************************************
 * IDirect3DVolume8 implementation structure
 */
struct IDirect3DVolume8Impl
{
    /* IUnknown fields */
    const IDirect3DVolume8Vtbl *lpVtbl;
    LONG                        ref;

    /* IDirect3DVolume8 fields */
    IWineD3DVolume             *wineD3DVolume;

    /* The volume container */
    IUnknown                    *container;

    /* If set forward refcounting to this object */
    IUnknown                    *forwardReference;
};

/* ------------------- */
/* IDirect3DSwapChain8 */
/* ------------------- */

/*****************************************************************************
 * Predeclare the interface implementation structures
 */
extern const IDirect3DSwapChain8Vtbl Direct3DSwapChain8_Vtbl;

/*****************************************************************************
 * IDirect3DSwapChain8 implementation structure
 */
struct IDirect3DSwapChain8Impl
{
    /* IUnknown fields */
    const IDirect3DSwapChain8Vtbl *lpVtbl;
    LONG                           ref;

    /* IDirect3DSwapChain8 fields */
    IWineD3DSwapChain             *wineD3DSwapChain;

    /* Parent reference */
    LPDIRECT3DDEVICE8              parentDevice;
};

/* ----------------- */
/* IDirect3DSurface8 */
/* ----------------- */

/*****************************************************************************
 * Predeclare the interface implementation structures
 */
extern const IDirect3DSurface8Vtbl Direct3DSurface8_Vtbl;

/*****************************************************************************
 * IDirect3DSurface8 implementation structure
 */
struct IDirect3DSurface8Impl
{
    /* IUnknown fields */
    const IDirect3DSurface8Vtbl *lpVtbl;
    LONG                         ref;

    /* IDirect3DSurface8 fields */
    IWineD3DSurface             *wineD3DSurface;

    /* Parent reference */
    LPDIRECT3DDEVICE8                  parentDevice;

    /* The surface container */
    IUnknown                    *container;

    /* If set forward refcounting to this object */
    IUnknown                    *forwardReference;

    /* Flags an implicit surface */
    BOOL                        isImplicit;
};

/* ------------------ */
/* IDirect3DResource8 */
/* ------------------ */

/*****************************************************************************
 * Predeclare the interface implementation structures
 */
extern const IDirect3DResource8Vtbl Direct3DResource8_Vtbl;

/*****************************************************************************
 * IDirect3DResource8 implementation structure
 */
struct IDirect3DResource8Impl
{
    /* IUnknown fields */
    const IDirect3DResource8Vtbl *lpVtbl;
    LONG                          ref;

    /* IDirect3DResource8 fields */
    IWineD3DResource             *wineD3DResource;
};
extern HRESULT WINAPI IDirect3DResource8Impl_GetDevice(LPDIRECT3DRESOURCE8 iface, IDirect3DDevice8** ppDevice);

/* ---------------------- */
/* IDirect3DVertexBuffer8 */
/* ---------------------- */

/*****************************************************************************
 * Predeclare the interface implementation structures
 */
extern const IDirect3DVertexBuffer8Vtbl Direct3DVertexBuffer8_Vtbl;

/*****************************************************************************
 * IDirect3DVertexBuffer8 implementation structure
 */
struct IDirect3DVertexBuffer8Impl
{
    /* IUnknown fields */
    const IDirect3DVertexBuffer8Vtbl *lpVtbl;
    LONG                              ref;

    /* IDirect3DResource8 fields */
    IWineD3DVertexBuffer             *wineD3DVertexBuffer;

    /* Parent reference */
    LPDIRECT3DDEVICE8                 parentDevice;
};

/* --------------------- */
/* IDirect3DIndexBuffer8 */
/* --------------------- */

/*****************************************************************************
 * Predeclare the interface implementation structures
 */
extern const IDirect3DIndexBuffer8Vtbl Direct3DIndexBuffer8_Vtbl;

/*****************************************************************************
 * IDirect3DIndexBuffer8 implementation structure

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