wined3d: Invalidate texture locations while binding UAVs.
[wine.git] / dlls / wined3d / wined3d_private.h
blobd16d031b7547f635684933deb9cc9d7f4e4834c4
1 /*
2 * Direct3D wine internal private include file
4 * Copyright 2002-2003 The wine-d3d team
5 * Copyright 2002-2003 Raphael Junqueira
6 * Copyright 2002-2003, 2004 Jason Edmeades
7 * Copyright 2005 Oliver Stieber
8 * Copyright 2006-2011, 2013 Stefan Dösinger for CodeWeavers
10 * This library is free software; you can redistribute it and/or
11 * modify it under the terms of the GNU Lesser General Public
12 * License as published by the Free Software Foundation; either
13 * version 2.1 of the License, or (at your option) any later version.
15 * This library is distributed in the hope that it will be useful,
16 * but WITHOUT ANY WARRANTY; without even the implied warranty of
17 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
18 * Lesser General Public License for more details.
20 * You should have received a copy of the GNU Lesser General Public
21 * License along with this library; if not, write to the Free Software
22 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
25 #ifndef __WINE_WINED3D_PRIVATE_H
26 #define __WINE_WINED3D_PRIVATE_H
28 #ifdef USE_WIN32_OPENGL
29 #define WINE_GLAPI __stdcall
30 #else
31 #define WINE_GLAPI
32 #endif
34 #include <stdarg.h>
35 #include <math.h>
36 #include <limits.h>
37 #include "ntstatus.h"
38 #define WIN32_NO_STATUS
39 #define NONAMELESSUNION
40 #define NONAMELESSSTRUCT
41 #define COBJMACROS
42 #include "windef.h"
43 #include "winbase.h"
44 #include "winreg.h"
45 #include "wingdi.h"
46 #include "winuser.h"
47 #include "winternl.h"
48 #include "ddk/d3dkmthk.h"
49 #include "wine/debug.h"
50 #include "wine/unicode.h"
52 #include "objbase.h"
53 #include "wine/wined3d.h"
54 #include "wined3d_gl.h"
55 #include "wine/list.h"
56 #include "wine/rbtree.h"
57 #include "wine/wgl_driver.h"
59 #ifndef ARRAY_SIZE
60 #define ARRAY_SIZE(array) (sizeof(array) / sizeof((array)[0]))
61 #endif
63 /* Driver quirks */
64 #define WINED3D_QUIRK_ARB_VS_OFFSET_LIMIT 0x00000001
65 #define WINED3D_QUIRK_SET_TEXCOORD_W 0x00000002
66 #define WINED3D_QUIRK_GLSL_CLIP_VARYING 0x00000004
67 #define WINED3D_QUIRK_ALLOWS_SPECULAR_ALPHA 0x00000008
68 #define WINED3D_QUIRK_NV_CLIP_BROKEN 0x00000010
69 #define WINED3D_QUIRK_FBO_TEX_UPDATE 0x00000020
70 #define WINED3D_QUIRK_BROKEN_RGBA16 0x00000040
71 #define WINED3D_QUIRK_INFO_LOG_SPAM 0x00000080
72 #define WINED3D_QUIRK_LIMITED_TEX_FILTERING 0x00000100
73 #define WINED3D_QUIRK_BROKEN_ARB_FOG 0x00000200
75 /* Texture format fixups */
77 enum fixup_channel_source
79 CHANNEL_SOURCE_ZERO = 0,
80 CHANNEL_SOURCE_ONE = 1,
81 CHANNEL_SOURCE_X = 2,
82 CHANNEL_SOURCE_Y = 3,
83 CHANNEL_SOURCE_Z = 4,
84 CHANNEL_SOURCE_W = 5,
85 CHANNEL_SOURCE_COMPLEX0 = 6,
86 CHANNEL_SOURCE_COMPLEX1 = 7,
89 enum complex_fixup
91 COMPLEX_FIXUP_NONE = 0,
92 COMPLEX_FIXUP_YUY2 = 1,
93 COMPLEX_FIXUP_UYVY = 2,
94 COMPLEX_FIXUP_YV12 = 3,
95 COMPLEX_FIXUP_P8 = 4,
96 COMPLEX_FIXUP_NV12 = 5,
99 #include <pshpack2.h>
100 struct color_fixup_desc
102 unsigned short x_sign_fixup : 1;
103 unsigned short x_source : 3;
104 unsigned short y_sign_fixup : 1;
105 unsigned short y_source : 3;
106 unsigned short z_sign_fixup : 1;
107 unsigned short z_source : 3;
108 unsigned short w_sign_fixup : 1;
109 unsigned short w_source : 3;
111 #include <poppack.h>
113 static const struct color_fixup_desc COLOR_FIXUP_IDENTITY =
114 {0, CHANNEL_SOURCE_X, 0, CHANNEL_SOURCE_Y, 0, CHANNEL_SOURCE_Z, 0, CHANNEL_SOURCE_W};
116 static inline struct color_fixup_desc create_color_fixup_desc(
117 int sign0, enum fixup_channel_source src0, int sign1, enum fixup_channel_source src1,
118 int sign2, enum fixup_channel_source src2, int sign3, enum fixup_channel_source src3)
120 struct color_fixup_desc fixup =
122 sign0, src0,
123 sign1, src1,
124 sign2, src2,
125 sign3, src3,
127 return fixup;
130 static inline struct color_fixup_desc create_complex_fixup_desc(enum complex_fixup complex_fixup)
132 struct color_fixup_desc fixup =
134 0u, complex_fixup & (1u << 0) ? CHANNEL_SOURCE_COMPLEX1 : CHANNEL_SOURCE_COMPLEX0,
135 0u, complex_fixup & (1u << 1) ? CHANNEL_SOURCE_COMPLEX1 : CHANNEL_SOURCE_COMPLEX0,
136 0u, complex_fixup & (1u << 2) ? CHANNEL_SOURCE_COMPLEX1 : CHANNEL_SOURCE_COMPLEX0,
137 0u, complex_fixup & (1u << 3) ? CHANNEL_SOURCE_COMPLEX1 : CHANNEL_SOURCE_COMPLEX0,
139 return fixup;
142 static inline BOOL is_identity_fixup(struct color_fixup_desc fixup)
144 return !memcmp(&fixup, &COLOR_FIXUP_IDENTITY, sizeof(fixup));
147 static inline BOOL is_complex_fixup(struct color_fixup_desc fixup)
149 return fixup.x_source == CHANNEL_SOURCE_COMPLEX0 || fixup.x_source == CHANNEL_SOURCE_COMPLEX1;
152 static inline BOOL is_scaling_fixup(struct color_fixup_desc fixup)
154 return fixup.x_sign_fixup || fixup.y_sign_fixup || fixup.z_sign_fixup || fixup.w_sign_fixup;
157 static inline BOOL is_same_fixup(struct color_fixup_desc f1, struct color_fixup_desc f2)
159 return f1.x_sign_fixup == f2.x_sign_fixup && f1.x_source == f2.x_source
160 && f1.y_sign_fixup == f2.y_sign_fixup && f1.y_source == f2.y_source
161 && f1.z_sign_fixup == f2.z_sign_fixup && f1.z_source == f2.z_source
162 && f1.w_sign_fixup == f2.w_sign_fixup && f1.w_source == f2.w_source;
165 static inline enum complex_fixup get_complex_fixup(struct color_fixup_desc fixup)
167 enum complex_fixup complex_fixup = 0;
168 if (fixup.x_source == CHANNEL_SOURCE_COMPLEX1) complex_fixup |= (1u << 0);
169 if (fixup.y_source == CHANNEL_SOURCE_COMPLEX1) complex_fixup |= (1u << 1);
170 if (fixup.z_source == CHANNEL_SOURCE_COMPLEX1) complex_fixup |= (1u << 2);
171 if (fixup.w_source == CHANNEL_SOURCE_COMPLEX1) complex_fixup |= (1u << 3);
172 return complex_fixup;
175 /* Device caps */
176 #define MAX_STREAM_OUT 4
177 #define MAX_STREAMS 16
178 #define MAX_TEXTURES 8
179 #define MAX_FRAGMENT_SAMPLERS 16
180 #define MAX_VERTEX_SAMPLERS 4
181 #define MAX_COMBINED_SAMPLERS (MAX_FRAGMENT_SAMPLERS + MAX_VERTEX_SAMPLERS)
182 #define MAX_ACTIVE_LIGHTS 8
183 #define MAX_CLIP_DISTANCES WINED3DMAXUSERCLIPPLANES
184 #define MAX_CONSTANT_BUFFERS 15
185 #define MAX_SAMPLER_OBJECTS 16
186 #define MAX_SHADER_RESOURCE_VIEWS 128
187 #define MAX_UNORDERED_ACCESS_VIEWS 8
188 #define MAX_VERTEX_BLENDS 4
189 #define MAX_MULTISAMPLE_TYPES 8
191 struct min_lookup
193 GLenum mip[WINED3D_TEXF_LINEAR + 1];
196 extern const struct min_lookup minMipLookup[WINED3D_TEXF_LINEAR + 1] DECLSPEC_HIDDEN;
197 extern const GLenum magLookup[WINED3D_TEXF_LINEAR + 1] DECLSPEC_HIDDEN;
199 GLenum wined3d_gl_compare_func(enum wined3d_cmp_func f) DECLSPEC_HIDDEN;
201 static inline enum wined3d_cmp_func wined3d_sanitize_cmp_func(enum wined3d_cmp_func func)
203 if (func < WINED3D_CMP_NEVER || func > WINED3D_CMP_ALWAYS)
204 return WINED3D_CMP_ALWAYS;
205 return func;
208 static inline GLenum wined3d_gl_mag_filter(enum wined3d_texture_filter_type mag_filter)
210 return magLookup[mag_filter];
213 static inline GLenum wined3d_gl_min_mip_filter(enum wined3d_texture_filter_type min_filter,
214 enum wined3d_texture_filter_type mip_filter)
216 return minMipLookup[min_filter].mip[mip_filter];
219 /* float_16_to_32() and float_32_to_16() (see implementation in
220 * surface_base.c) convert 16 bit floats in the FLOAT16 data type
221 * to standard C floats and vice versa. They do not depend on the encoding
222 * of the C float, so they are platform independent, but slow. On x86 and
223 * other IEEE 754 compliant platforms the conversion can be accelerated by
224 * bit shifting the exponent and mantissa. There are also some SSE-based
225 * assembly routines out there.
227 * See GL_NV_half_float for a reference of the FLOAT16 / GL_HALF format
229 static inline float float_16_to_32(const unsigned short *in)
231 const unsigned short s = ((*in) & 0x8000u);
232 const unsigned short e = ((*in) & 0x7c00u) >> 10;
233 const unsigned short m = (*in) & 0x3ffu;
234 const float sgn = (s ? -1.0f : 1.0f);
236 if(e == 0) {
237 if(m == 0) return sgn * 0.0f; /* +0.0 or -0.0 */
238 else return sgn * powf(2, -14.0f) * ((float)m / 1024.0f);
239 } else if(e < 31) {
240 return sgn * powf(2, (float)e - 15.0f) * (1.0f + ((float)m / 1024.0f));
241 } else {
242 if(m == 0) return sgn * INFINITY;
243 else return NAN;
247 static inline float float_24_to_32(DWORD in)
249 const float sgn = in & 0x800000u ? -1.0f : 1.0f;
250 const unsigned short e = (in & 0x780000u) >> 19;
251 const unsigned int m = in & 0x7ffffu;
253 if (e == 0)
255 if (m == 0) return sgn * 0.0f; /* +0.0 or -0.0 */
256 else return sgn * powf(2, -6.0f) * ((float)m / 524288.0f);
258 else if (e < 15)
260 return sgn * powf(2, (float)e - 7.0f) * (1.0f + ((float)m / 524288.0f));
262 else
264 if (m == 0) return sgn * INFINITY;
265 else return NAN;
269 static inline unsigned int wined3d_popcount(unsigned int x)
271 #ifdef HAVE___BUILTIN_POPCOUNT
272 return __builtin_popcount(x);
273 #else
274 x -= x >> 1 & 0x55555555;
275 x = (x & 0x33333333) + (x >> 2 & 0x33333333);
276 return ((x + (x >> 4)) & 0x0f0f0f0f) * 0x01010101 >> 24;
277 #endif
280 #define ORM_BACKBUFFER 0
281 #define ORM_FBO 1
283 #define PCI_VENDOR_NONE 0xffff /* e.g. 0x8086 for Intel and 0x10de for Nvidia */
284 #define PCI_DEVICE_NONE 0xffff /* e.g. 0x14f for a Geforce6200 */
286 /* NOTE: When adding fields to this structure, make sure to update the default
287 * values in wined3d_main.c as well. */
288 struct wined3d_settings
290 DWORD max_gl_version;
291 BOOL glslRequested;
292 int offscreen_rendering_mode;
293 unsigned short pci_vendor_id;
294 unsigned short pci_device_id;
295 /* Memory tracking and object counting. */
296 UINT64 emulated_textureram;
297 char *logo;
298 int allow_multisampling;
299 unsigned int sample_count;
300 BOOL strict_draw_ordering;
301 BOOL always_offscreen;
302 BOOL check_float_constants;
303 unsigned int max_sm_vs;
304 unsigned int max_sm_hs;
305 unsigned int max_sm_ds;
306 unsigned int max_sm_gs;
307 unsigned int max_sm_ps;
308 unsigned int max_sm_cs;
309 BOOL no_3d;
312 extern struct wined3d_settings wined3d_settings DECLSPEC_HIDDEN;
314 enum wined3d_shader_resource_type
316 WINED3D_SHADER_RESOURCE_NONE,
317 WINED3D_SHADER_RESOURCE_BUFFER,
318 WINED3D_SHADER_RESOURCE_TEXTURE_1D,
319 WINED3D_SHADER_RESOURCE_TEXTURE_2D,
320 WINED3D_SHADER_RESOURCE_TEXTURE_2DMS,
321 WINED3D_SHADER_RESOURCE_TEXTURE_3D,
322 WINED3D_SHADER_RESOURCE_TEXTURE_CUBE,
323 WINED3D_SHADER_RESOURCE_TEXTURE_1DARRAY,
324 WINED3D_SHADER_RESOURCE_TEXTURE_2DARRAY,
325 WINED3D_SHADER_RESOURCE_TEXTURE_2DMSARRAY,
328 #define WINED3D_SHADER_CONST_VS_F 0x00000001
329 #define WINED3D_SHADER_CONST_VS_I 0x00000002
330 #define WINED3D_SHADER_CONST_VS_B 0x00000004
331 #define WINED3D_SHADER_CONST_VS_CLIP_PLANES 0x00000008
332 #define WINED3D_SHADER_CONST_VS_POINTSIZE 0x00000010
333 #define WINED3D_SHADER_CONST_POS_FIXUP 0x00000020
334 #define WINED3D_SHADER_CONST_PS_F 0x00000040
335 #define WINED3D_SHADER_CONST_PS_I 0x00000080
336 #define WINED3D_SHADER_CONST_PS_B 0x00000100
337 #define WINED3D_SHADER_CONST_PS_BUMP_ENV 0x00000200
338 #define WINED3D_SHADER_CONST_PS_FOG 0x00000400
339 #define WINED3D_SHADER_CONST_PS_ALPHA_TEST 0x00000800
340 #define WINED3D_SHADER_CONST_PS_Y_CORR 0x00001000
341 #define WINED3D_SHADER_CONST_PS_NP2_FIXUP 0x00002000
342 #define WINED3D_SHADER_CONST_FFP_MODELVIEW 0x00004000
343 #define WINED3D_SHADER_CONST_FFP_VERTEXBLEND 0x00008000
344 #define WINED3D_SHADER_CONST_FFP_PROJ 0x00010000
345 #define WINED3D_SHADER_CONST_FFP_TEXMATRIX 0x00020000
346 #define WINED3D_SHADER_CONST_FFP_MATERIAL 0x00040000
347 #define WINED3D_SHADER_CONST_FFP_LIGHTS 0x00080000
348 #define WINED3D_SHADER_CONST_FFP_PS 0x00100000
349 #define WINED3D_SHADER_CONST_FFP_COLOR_KEY 0x00200000
351 enum wined3d_shader_register_type
353 WINED3DSPR_TEMP = 0,
354 WINED3DSPR_INPUT = 1,
355 WINED3DSPR_CONST = 2,
356 WINED3DSPR_ADDR = 3,
357 WINED3DSPR_TEXTURE = 3,
358 WINED3DSPR_RASTOUT = 4,
359 WINED3DSPR_ATTROUT = 5,
360 WINED3DSPR_TEXCRDOUT = 6,
361 WINED3DSPR_OUTPUT = 6,
362 WINED3DSPR_CONSTINT = 7,
363 WINED3DSPR_COLOROUT = 8,
364 WINED3DSPR_DEPTHOUT = 9,
365 WINED3DSPR_SAMPLER = 10,
366 WINED3DSPR_CONST2 = 11,
367 WINED3DSPR_CONST3 = 12,
368 WINED3DSPR_CONST4 = 13,
369 WINED3DSPR_CONSTBOOL = 14,
370 WINED3DSPR_LOOP = 15,
371 WINED3DSPR_TEMPFLOAT16 = 16,
372 WINED3DSPR_MISCTYPE = 17,
373 WINED3DSPR_LABEL = 18,
374 WINED3DSPR_PREDICATE = 19,
375 WINED3DSPR_IMMCONST,
376 WINED3DSPR_CONSTBUFFER,
377 WINED3DSPR_IMMCONSTBUFFER,
378 WINED3DSPR_PRIMID,
379 WINED3DSPR_NULL,
380 WINED3DSPR_RESOURCE,
381 WINED3DSPR_UAV,
382 WINED3DSPR_OUTPOINTID,
383 WINED3DSPR_FORKINSTID,
384 WINED3DSPR_INCONTROLPOINT,
385 WINED3DSPR_OUTCONTROLPOINT,
386 WINED3DSPR_PATCHCONST,
387 WINED3DSPR_TESSCOORD,
388 WINED3DSPR_GROUPSHAREDMEM,
389 WINED3DSPR_THREADID,
390 WINED3DSPR_THREADGROUPID,
391 WINED3DSPR_LOCALTHREADID,
392 WINED3DSPR_LOCALTHREADINDEX,
393 WINED3DSPR_IDXTEMP,
394 WINED3DSPR_STREAM,
397 enum wined3d_data_type
399 WINED3D_DATA_FLOAT,
400 WINED3D_DATA_INT,
401 WINED3D_DATA_RESOURCE,
402 WINED3D_DATA_SAMPLER,
403 WINED3D_DATA_UAV,
404 WINED3D_DATA_UINT,
405 WINED3D_DATA_UNORM,
406 WINED3D_DATA_SNORM,
409 enum wined3d_immconst_type
411 WINED3D_IMMCONST_SCALAR,
412 WINED3D_IMMCONST_VEC4,
415 #define WINED3DSP_NOSWIZZLE (0u | (1u << 2) | (2u << 4) | (3u << 6))
417 enum wined3d_shader_src_modifier
419 WINED3DSPSM_NONE = 0,
420 WINED3DSPSM_NEG = 1,
421 WINED3DSPSM_BIAS = 2,
422 WINED3DSPSM_BIASNEG = 3,
423 WINED3DSPSM_SIGN = 4,
424 WINED3DSPSM_SIGNNEG = 5,
425 WINED3DSPSM_COMP = 6,
426 WINED3DSPSM_X2 = 7,
427 WINED3DSPSM_X2NEG = 8,
428 WINED3DSPSM_DZ = 9,
429 WINED3DSPSM_DW = 10,
430 WINED3DSPSM_ABS = 11,
431 WINED3DSPSM_ABSNEG = 12,
432 WINED3DSPSM_NOT = 13,
435 #define WINED3DSP_WRITEMASK_0 0x1u /* .x r */
436 #define WINED3DSP_WRITEMASK_1 0x2u /* .y g */
437 #define WINED3DSP_WRITEMASK_2 0x4u /* .z b */
438 #define WINED3DSP_WRITEMASK_3 0x8u /* .w a */
439 #define WINED3DSP_WRITEMASK_ALL 0xfu /* all */
441 enum wined3d_shader_dst_modifier
443 WINED3DSPDM_NONE = 0,
444 WINED3DSPDM_SATURATE = 1,
445 WINED3DSPDM_PARTIALPRECISION = 2,
446 WINED3DSPDM_MSAMPCENTROID = 4,
449 enum wined3d_shader_interpolation_mode
451 WINED3DSIM_CONSTANT = 1,
452 WINED3DSIM_LINEAR = 2,
453 WINED3DSIM_LINEAR_CENTROID = 3,
454 WINED3DSIM_LINEAR_NOPERSPECTIVE = 4,
455 WINED3DSIM_LINEAR_NOPERSPECTIVE_CENTROID = 5,
456 WINED3DSIM_LINEAR_SAMPLE = 6,
457 WINED3DSIM_LINEAR_NOPERSPECTIVE_SAMPLE = 7,
460 enum wined3d_shader_global_flags
462 WINED3DSGF_REFACTORING_ALLOWED = 0x1,
463 WINED3DSGF_ENABLE_RAW_AND_STRUCTURED_BUFFERS = 0x8,
466 enum wined3d_tessellator_domain
468 WINED3D_TESSELLATOR_DOMAIN_LINE = 1,
469 WINED3D_TESSELLATOR_DOMAIN_TRIANGLE = 2,
470 WINED3D_TESSELLATOR_DOMAIN_QUAD = 3,
473 enum wined3d_tessellator_output_primitive
475 WINED3D_TESSELLATOR_OUTPUT_POINT = 1,
476 WINED3D_TESSELLATOR_OUTPUT_LINE = 2,
477 WINED3D_TESSELLATOR_OUTPUT_TRIANGLE_CW = 3,
478 WINED3D_TESSELLATOR_OUTPUT_TRIANGLE_CCW = 4,
481 enum wined3d_tessellator_partitioning
483 WINED3D_TESSELLATOR_PARTITIONING_INTEGER = 1,
484 WINED3D_TESSELLATOR_PARTITIONING_POW2 = 2,
485 WINED3D_TESSELLATOR_PARTITIONING_FRACTIONAL_ODD = 3,
486 WINED3D_TESSELLATOR_PARTITIONING_FRACTIONAL_EVEN = 4,
489 /* Undocumented opcode control to identify projective texture lookups in ps 2.0 and later */
490 #define WINED3DSI_TEXLD_PROJECT 0x1
491 #define WINED3DSI_TEXLD_BIAS 0x2
492 #define WINED3DSI_INDEXED_DYNAMIC 0x4
493 #define WINED3DSI_RESINFO_RCP_FLOAT 0x1
494 #define WINED3DSI_RESINFO_UINT 0x2
495 #define WINED3DSI_SAMPLE_INFO_UINT 0x1
496 #define WINED3DSI_SAMPLER_COMPARISON_MODE 0x1
498 enum wined3d_shader_rel_op
500 WINED3D_SHADER_REL_OP_GT = 1,
501 WINED3D_SHADER_REL_OP_EQ = 2,
502 WINED3D_SHADER_REL_OP_GE = 3,
503 WINED3D_SHADER_REL_OP_LT = 4,
504 WINED3D_SHADER_REL_OP_NE = 5,
505 WINED3D_SHADER_REL_OP_LE = 6,
508 enum wined3d_shader_conditional_op
510 WINED3D_SHADER_CONDITIONAL_OP_NZ = 0,
511 WINED3D_SHADER_CONDITIONAL_OP_Z = 1
514 #define WINED3D_SM1_VS 0xfffeu
515 #define WINED3D_SM1_PS 0xffffu
516 #define WINED3D_SM4_PS 0x0000u
517 #define WINED3D_SM4_VS 0x0001u
518 #define WINED3D_SM4_GS 0x0002u
519 #define WINED3D_SM5_HS 0x0003u
520 #define WINED3D_SM5_DS 0x0004u
521 #define WINED3D_SM5_CS 0x0005u
523 /* Shader version tokens, and shader end tokens */
524 #define WINED3DPS_VERSION(major, minor) ((WINED3D_SM1_PS << 16) | ((major) << 8) | (minor))
525 #define WINED3DVS_VERSION(major, minor) ((WINED3D_SM1_VS << 16) | ((major) << 8) | (minor))
527 /* Shader backends */
529 /* TODO: Make this dynamic, based on shader limits ? */
530 #define MAX_ATTRIBS 16
531 #define MAX_REG_ADDR 1
532 #define MAX_REG_TEXCRD 8
533 #define MAX_REG_INPUT 32
534 #define MAX_REG_OUTPUT 32
535 #define WINED3D_MAX_CBS 15
536 #define WINED3D_MAX_CONSTS_B 16
537 #define WINED3D_MAX_CONSTS_I 16
538 #define WINED3D_MAX_VS_CONSTS_F 256
539 #define WINED3D_MAX_PS_CONSTS_F 224
541 /* FIXME: This needs to go up to 2048 for
542 * Shader model 3 according to msdn (and for software shaders) */
543 #define MAX_LABELS 16
545 #define MAX_IMMEDIATE_CONSTANT_BUFFER_SIZE 4096
547 struct wined3d_string_buffer
549 struct list entry;
550 char *buffer;
551 unsigned int buffer_size;
552 unsigned int content_size;
555 enum WINED3D_SHADER_INSTRUCTION_HANDLER
557 WINED3DSIH_ABS,
558 WINED3DSIH_ADD,
559 WINED3DSIH_AND,
560 WINED3DSIH_BEM,
561 WINED3DSIH_BFI,
562 WINED3DSIH_BFREV,
563 WINED3DSIH_BREAK,
564 WINED3DSIH_BREAKC,
565 WINED3DSIH_BREAKP,
566 WINED3DSIH_BUFINFO,
567 WINED3DSIH_CALL,
568 WINED3DSIH_CALLNZ,
569 WINED3DSIH_CASE,
570 WINED3DSIH_CMP,
571 WINED3DSIH_CND,
572 WINED3DSIH_CONTINUE,
573 WINED3DSIH_CRS,
574 WINED3DSIH_CUT,
575 WINED3DSIH_CUT_STREAM,
576 WINED3DSIH_DCL,
577 WINED3DSIH_DCL_CONSTANT_BUFFER,
578 WINED3DSIH_DCL_GLOBAL_FLAGS,
579 WINED3DSIH_DCL_HS_FORK_PHASE_INSTANCE_COUNT,
580 WINED3DSIH_DCL_HS_MAX_TESSFACTOR,
581 WINED3DSIH_DCL_IMMEDIATE_CONSTANT_BUFFER,
582 WINED3DSIH_DCL_INDEXABLE_TEMP,
583 WINED3DSIH_DCL_INPUT,
584 WINED3DSIH_DCL_INPUT_CONTROL_POINT_COUNT,
585 WINED3DSIH_DCL_INPUT_PRIMITIVE,
586 WINED3DSIH_DCL_INPUT_PS,
587 WINED3DSIH_DCL_INPUT_PS_SGV,
588 WINED3DSIH_DCL_INPUT_PS_SIV,
589 WINED3DSIH_DCL_INPUT_SGV,
590 WINED3DSIH_DCL_INPUT_SIV,
591 WINED3DSIH_DCL_OUTPUT,
592 WINED3DSIH_DCL_OUTPUT_CONTROL_POINT_COUNT,
593 WINED3DSIH_DCL_OUTPUT_SIV,
594 WINED3DSIH_DCL_OUTPUT_TOPOLOGY,
595 WINED3DSIH_DCL_RESOURCE_STRUCTURED,
596 WINED3DSIH_DCL_SAMPLER,
597 WINED3DSIH_DCL_STREAM,
598 WINED3DSIH_DCL_TEMPS,
599 WINED3DSIH_DCL_TESSELLATOR_DOMAIN,
600 WINED3DSIH_DCL_TESSELLATOR_OUTPUT_PRIMITIVE,
601 WINED3DSIH_DCL_TESSELLATOR_PARTITIONING,
602 WINED3DSIH_DCL_TGSM_RAW,
603 WINED3DSIH_DCL_TGSM_STRUCTURED,
604 WINED3DSIH_DCL_THREAD_GROUP,
605 WINED3DSIH_DCL_UAV_TYPED,
606 WINED3DSIH_DCL_VERTICES_OUT,
607 WINED3DSIH_DEF,
608 WINED3DSIH_DEFAULT,
609 WINED3DSIH_DEFB,
610 WINED3DSIH_DEFI,
611 WINED3DSIH_DIV,
612 WINED3DSIH_DP2,
613 WINED3DSIH_DP2ADD,
614 WINED3DSIH_DP3,
615 WINED3DSIH_DP4,
616 WINED3DSIH_DST,
617 WINED3DSIH_DSX,
618 WINED3DSIH_DSX_COARSE,
619 WINED3DSIH_DSX_FINE,
620 WINED3DSIH_DSY,
621 WINED3DSIH_DSY_COARSE,
622 WINED3DSIH_DSY_FINE,
623 WINED3DSIH_ELSE,
624 WINED3DSIH_EMIT,
625 WINED3DSIH_EMIT_STREAM,
626 WINED3DSIH_ENDIF,
627 WINED3DSIH_ENDLOOP,
628 WINED3DSIH_ENDREP,
629 WINED3DSIH_ENDSWITCH,
630 WINED3DSIH_EQ,
631 WINED3DSIH_EXP,
632 WINED3DSIH_EXPP,
633 WINED3DSIH_FRC,
634 WINED3DSIH_FTOI,
635 WINED3DSIH_FTOU,
636 WINED3DSIH_GATHER4,
637 WINED3DSIH_GATHER4_C,
638 WINED3DSIH_GE,
639 WINED3DSIH_HS_CONTROL_POINT_PHASE,
640 WINED3DSIH_HS_DECLS,
641 WINED3DSIH_HS_FORK_PHASE,
642 WINED3DSIH_HS_JOIN_PHASE,
643 WINED3DSIH_IADD,
644 WINED3DSIH_IEQ,
645 WINED3DSIH_IF,
646 WINED3DSIH_IFC,
647 WINED3DSIH_IGE,
648 WINED3DSIH_ILT,
649 WINED3DSIH_IMAD,
650 WINED3DSIH_IMAX,
651 WINED3DSIH_IMIN,
652 WINED3DSIH_IMM_ATOMIC_ALLOC,
653 WINED3DSIH_IMM_ATOMIC_CONSUME,
654 WINED3DSIH_IMUL,
655 WINED3DSIH_INE,
656 WINED3DSIH_INEG,
657 WINED3DSIH_ISHL,
658 WINED3DSIH_ISHR,
659 WINED3DSIH_ITOF,
660 WINED3DSIH_LABEL,
661 WINED3DSIH_LD,
662 WINED3DSIH_LD2DMS,
663 WINED3DSIH_LD_RAW,
664 WINED3DSIH_LD_STRUCTURED,
665 WINED3DSIH_LD_UAV_TYPED,
666 WINED3DSIH_LIT,
667 WINED3DSIH_LOD,
668 WINED3DSIH_LOG,
669 WINED3DSIH_LOGP,
670 WINED3DSIH_LOOP,
671 WINED3DSIH_LRP,
672 WINED3DSIH_LT,
673 WINED3DSIH_M3x2,
674 WINED3DSIH_M3x3,
675 WINED3DSIH_M3x4,
676 WINED3DSIH_M4x3,
677 WINED3DSIH_M4x4,
678 WINED3DSIH_MAD,
679 WINED3DSIH_MAX,
680 WINED3DSIH_MIN,
681 WINED3DSIH_MOV,
682 WINED3DSIH_MOVA,
683 WINED3DSIH_MOVC,
684 WINED3DSIH_MUL,
685 WINED3DSIH_NE,
686 WINED3DSIH_NOP,
687 WINED3DSIH_NOT,
688 WINED3DSIH_NRM,
689 WINED3DSIH_OR,
690 WINED3DSIH_PHASE,
691 WINED3DSIH_POW,
692 WINED3DSIH_RCP,
693 WINED3DSIH_REP,
694 WINED3DSIH_RESINFO,
695 WINED3DSIH_RET,
696 WINED3DSIH_ROUND_NE,
697 WINED3DSIH_ROUND_NI,
698 WINED3DSIH_ROUND_PI,
699 WINED3DSIH_ROUND_Z,
700 WINED3DSIH_RSQ,
701 WINED3DSIH_SAMPLE,
702 WINED3DSIH_SAMPLE_B,
703 WINED3DSIH_SAMPLE_C,
704 WINED3DSIH_SAMPLE_C_LZ,
705 WINED3DSIH_SAMPLE_GRAD,
706 WINED3DSIH_SAMPLE_INFO,
707 WINED3DSIH_SAMPLE_LOD,
708 WINED3DSIH_SAMPLE_POS,
709 WINED3DSIH_SETP,
710 WINED3DSIH_SGE,
711 WINED3DSIH_SGN,
712 WINED3DSIH_SINCOS,
713 WINED3DSIH_SLT,
714 WINED3DSIH_SQRT,
715 WINED3DSIH_STORE_RAW,
716 WINED3DSIH_STORE_STRUCTURED,
717 WINED3DSIH_STORE_UAV_TYPED,
718 WINED3DSIH_SUB,
719 WINED3DSIH_SWAPC,
720 WINED3DSIH_SWITCH,
721 WINED3DSIH_TEX,
722 WINED3DSIH_TEXBEM,
723 WINED3DSIH_TEXBEML,
724 WINED3DSIH_TEXCOORD,
725 WINED3DSIH_TEXDEPTH,
726 WINED3DSIH_TEXDP3,
727 WINED3DSIH_TEXDP3TEX,
728 WINED3DSIH_TEXKILL,
729 WINED3DSIH_TEXLDD,
730 WINED3DSIH_TEXLDL,
731 WINED3DSIH_TEXM3x2DEPTH,
732 WINED3DSIH_TEXM3x2PAD,
733 WINED3DSIH_TEXM3x2TEX,
734 WINED3DSIH_TEXM3x3,
735 WINED3DSIH_TEXM3x3DIFF,
736 WINED3DSIH_TEXM3x3PAD,
737 WINED3DSIH_TEXM3x3SPEC,
738 WINED3DSIH_TEXM3x3TEX,
739 WINED3DSIH_TEXM3x3VSPEC,
740 WINED3DSIH_TEXREG2AR,
741 WINED3DSIH_TEXREG2GB,
742 WINED3DSIH_TEXREG2RGB,
743 WINED3DSIH_UBFE,
744 WINED3DSIH_UDIV,
745 WINED3DSIH_UGE,
746 WINED3DSIH_ULT,
747 WINED3DSIH_UMAX,
748 WINED3DSIH_UMIN,
749 WINED3DSIH_USHR,
750 WINED3DSIH_UTOF,
751 WINED3DSIH_XOR,
752 WINED3DSIH_TABLE_SIZE
755 enum wined3d_shader_type
757 WINED3D_SHADER_TYPE_PIXEL,
758 WINED3D_SHADER_TYPE_VERTEX,
759 WINED3D_SHADER_TYPE_GEOMETRY,
760 WINED3D_SHADER_TYPE_HULL,
761 WINED3D_SHADER_TYPE_DOMAIN,
762 WINED3D_SHADER_TYPE_COMPUTE,
763 WINED3D_SHADER_TYPE_COUNT,
766 struct wined3d_shader_version
768 enum wined3d_shader_type type;
769 BYTE major;
770 BYTE minor;
773 struct wined3d_shader_resource_info
775 enum wined3d_shader_resource_type type;
776 enum wined3d_data_type data_type;
779 #define WINED3D_SAMPLER_DEFAULT ~0x0u
781 struct wined3d_shader_sampler_map_entry
783 unsigned int resource_idx;
784 unsigned int sampler_idx;
785 unsigned int bind_idx;
788 struct wined3d_shader_sampler_map
790 struct wined3d_shader_sampler_map_entry *entries;
791 size_t size;
792 size_t count;
795 struct wined3d_shader_immediate_constant_buffer
797 unsigned int vec4_count;
798 DWORD data[MAX_IMMEDIATE_CONSTANT_BUFFER_SIZE];
801 struct wined3d_shader_indexable_temp
803 struct list entry;
804 unsigned int register_idx;
805 unsigned int register_size;
806 unsigned int component_count;
809 #define WINED3D_SHADER_VERSION(major, minor) (((major) << 8) | (minor))
811 struct wined3d_shader_reg_maps
813 struct wined3d_shader_version shader_version;
814 BYTE texcoord; /* MAX_REG_TEXCRD, 8 */
815 BYTE address; /* MAX_REG_ADDR, 1 */
816 WORD labels; /* MAX_LABELS, 16 */
817 DWORD temporary; /* 32 */
818 unsigned int temporary_count;
819 DWORD *constf; /* pixel, vertex */
820 struct list indexable_temps;
821 const struct wined3d_shader_immediate_constant_buffer *icb;
822 union
824 DWORD texcoord_mask[MAX_REG_TEXCRD]; /* vertex < 3.0 */
825 BYTE output_registers_mask[MAX_REG_OUTPUT]; /* vertex >= 3.0 */
826 } u;
827 DWORD input_registers; /* max(MAX_REG_INPUT, MAX_ATTRIBS), 32 */
828 DWORD output_registers; /* MAX_REG_OUTPUT, 32 */
829 WORD integer_constants; /* WINED3D_MAX_CONSTS_I, 16 */
830 WORD boolean_constants; /* WINED3D_MAX_CONSTS_B, 16 */
831 WORD local_int_consts; /* WINED3D_MAX_CONSTS_I, 16 */
832 WORD local_bool_consts; /* WINED3D_MAX_CONSTS_B, 16 */
833 UINT cb_sizes[WINED3D_MAX_CBS];
835 struct wined3d_shader_resource_info resource_info[max(MAX_FRAGMENT_SAMPLERS, MAX_VERTEX_SAMPLERS)];
836 struct wined3d_shader_sampler_map sampler_map;
837 DWORD sampler_comparison_mode;
838 BYTE bumpmat; /* MAX_TEXTURES, 8 */
839 BYTE luminanceparams; /* MAX_TEXTURES, 8 */
840 struct wined3d_shader_resource_info uav_resource_info[MAX_UNORDERED_ACCESS_VIEWS];
842 WORD usesnrm : 1;
843 WORD vpos : 1;
844 WORD usesdsx : 1;
845 WORD usesdsy : 1;
846 WORD usestexldd : 1;
847 WORD usesmova : 1;
848 WORD usesfacing : 1;
849 WORD usesrelconstF : 1;
850 WORD fog : 1;
851 WORD usestexldl : 1;
852 WORD usesifc : 1;
853 WORD usescall : 1;
854 WORD usespow : 1;
855 WORD point_size : 1;
856 WORD padding : 2;
858 DWORD rt_mask; /* Used render targets, 32 max. */
860 /* Whether or not loops are used in this shader, and nesting depth */
861 unsigned loop_depth;
862 UINT min_rel_offset, max_rel_offset;
865 /* Keeps track of details for TEX_M#x# instructions which need to maintain
866 * state information between multiple instructions. */
867 struct wined3d_shader_tex_mx
869 unsigned int current_row;
870 DWORD texcoord_w[2];
873 struct wined3d_shader_loop_state
875 UINT current_depth;
876 UINT current_reg;
879 struct wined3d_shader_context
881 const struct wined3d_shader *shader;
882 const struct wined3d_gl_info *gl_info;
883 const struct wined3d_shader_reg_maps *reg_maps;
884 struct wined3d_string_buffer *buffer;
885 struct wined3d_shader_tex_mx *tex_mx;
886 struct wined3d_shader_loop_state *loop_state;
887 void *backend_data;
890 struct wined3d_shader_register_index
892 const struct wined3d_shader_src_param *rel_addr;
893 unsigned int offset;
896 struct wined3d_shader_register
898 enum wined3d_shader_register_type type;
899 enum wined3d_data_type data_type;
900 struct wined3d_shader_register_index idx[2];
901 enum wined3d_immconst_type immconst_type;
902 DWORD immconst_data[4];
905 struct wined3d_shader_dst_param
907 struct wined3d_shader_register reg;
908 DWORD write_mask;
909 DWORD modifiers;
910 DWORD shift;
913 struct wined3d_shader_src_param
915 struct wined3d_shader_register reg;
916 DWORD swizzle;
917 enum wined3d_shader_src_modifier modifiers;
920 struct wined3d_shader_semantic
922 enum wined3d_decl_usage usage;
923 UINT usage_idx;
924 enum wined3d_shader_resource_type resource_type;
925 enum wined3d_data_type resource_data_type;
926 struct wined3d_shader_dst_param reg;
929 struct wined3d_shader_register_semantic
931 struct wined3d_shader_dst_param reg;
932 enum wined3d_sysval_semantic sysval_semantic;
935 struct wined3d_shader_structured_resource
937 struct wined3d_shader_dst_param reg;
938 unsigned int byte_stride;
941 struct wined3d_shader_tgsm_raw
943 struct wined3d_shader_dst_param reg;
944 unsigned int byte_count;
947 struct wined3d_shader_tgsm_structured
949 struct wined3d_shader_dst_param reg;
950 unsigned int byte_stride;
951 unsigned int structure_count;
954 struct wined3d_shader_thread_group_size
956 unsigned int x, y, z;
959 struct wined3d_shader_texel_offset
961 signed char u, v, w;
964 struct wined3d_shader_instruction
966 const struct wined3d_shader_context *ctx;
967 enum WINED3D_SHADER_INSTRUCTION_HANDLER handler_idx;
968 DWORD flags;
969 BOOL coissue;
970 const struct wined3d_shader_src_param *predicate;
971 UINT dst_count;
972 const struct wined3d_shader_dst_param *dst;
973 UINT src_count;
974 const struct wined3d_shader_src_param *src;
975 struct wined3d_shader_texel_offset texel_offset;
976 union
978 struct wined3d_shader_semantic semantic;
979 struct wined3d_shader_register_semantic register_semantic;
980 enum wined3d_primitive_type primitive_type;
981 struct wined3d_shader_dst_param dst;
982 struct wined3d_shader_src_param src;
983 UINT count;
984 const struct wined3d_shader_immediate_constant_buffer *icb;
985 struct wined3d_shader_structured_resource structured_resource;
986 struct wined3d_shader_tgsm_raw tgsm_raw;
987 struct wined3d_shader_tgsm_structured tgsm_structured;
988 struct wined3d_shader_thread_group_size thread_group_size;
989 enum wined3d_tessellator_domain tessellator_domain;
990 enum wined3d_tessellator_output_primitive tessellator_output_primitive;
991 enum wined3d_tessellator_partitioning tessellator_partitioning;
992 float max_tessellation_factor;
993 struct wined3d_shader_indexable_temp indexable_temp;
994 } declaration;
997 static inline BOOL wined3d_shader_instruction_has_texel_offset(const struct wined3d_shader_instruction *ins)
999 return ins->texel_offset.u || ins->texel_offset.v || ins->texel_offset.w;
1002 struct wined3d_shader_attribute
1004 enum wined3d_decl_usage usage;
1005 UINT usage_idx;
1008 struct wined3d_shader_loop_control
1010 unsigned int count;
1011 unsigned int start;
1012 int step;
1015 struct wined3d_shader_frontend
1017 void *(*shader_init)(const DWORD *ptr, const struct wined3d_shader_signature *output_signature);
1018 void (*shader_free)(void *data);
1019 void (*shader_read_header)(void *data, const DWORD **ptr, struct wined3d_shader_version *shader_version);
1020 void (*shader_read_instruction)(void *data, const DWORD **ptr, struct wined3d_shader_instruction *ins);
1021 BOOL (*shader_is_end)(void *data, const DWORD **ptr);
1024 extern const struct wined3d_shader_frontend sm1_shader_frontend DECLSPEC_HIDDEN;
1025 extern const struct wined3d_shader_frontend sm4_shader_frontend DECLSPEC_HIDDEN;
1027 typedef void (*SHADER_HANDLER)(const struct wined3d_shader_instruction *);
1029 #define WINED3D_SHADER_CAP_VS_CLIPPING 0x00000001
1030 #define WINED3D_SHADER_CAP_SRGB_WRITE 0x00000002
1032 struct shader_caps
1034 unsigned int vs_version;
1035 unsigned int hs_version;
1036 unsigned int ds_version;
1037 unsigned int gs_version;
1038 unsigned int ps_version;
1039 unsigned int cs_version;
1041 DWORD vs_uniform_count;
1042 DWORD ps_uniform_count;
1043 float ps_1x_max_value;
1044 DWORD varying_count;
1046 DWORD wined3d_caps;
1049 enum wined3d_gl_resource_type
1051 WINED3D_GL_RES_TYPE_TEX_1D = 0,
1052 WINED3D_GL_RES_TYPE_TEX_2D = 1,
1053 WINED3D_GL_RES_TYPE_TEX_3D = 2,
1054 WINED3D_GL_RES_TYPE_TEX_CUBE = 3,
1055 WINED3D_GL_RES_TYPE_TEX_RECT = 4,
1056 WINED3D_GL_RES_TYPE_BUFFER = 5,
1057 WINED3D_GL_RES_TYPE_RB = 6,
1058 WINED3D_GL_RES_TYPE_COUNT = 7,
1061 enum vertexprocessing_mode {
1062 fixedfunction,
1063 vertexshader,
1064 pretransformed
1067 #define WINED3D_CONST_NUM_UNUSED ~0U
1069 enum wined3d_ffp_ps_fog_mode
1071 WINED3D_FFP_PS_FOG_OFF,
1072 WINED3D_FFP_PS_FOG_LINEAR,
1073 WINED3D_FFP_PS_FOG_EXP,
1074 WINED3D_FFP_PS_FOG_EXP2,
1077 /* Stateblock dependent parameters which have to be hardcoded
1078 * into the shader code
1081 #define WINED3D_PSARGS_PROJECTED (1u << 3)
1082 #define WINED3D_PSARGS_TEXTRANSFORM_SHIFT 4
1083 #define WINED3D_PSARGS_TEXTRANSFORM_MASK 0xfu
1084 #define WINED3D_PSARGS_TEXTYPE_SHIFT 2
1085 #define WINED3D_PSARGS_TEXTYPE_MASK 0x3u
1087 /* Used for Shader Model 1 pixel shaders to track the bound texture
1088 * type. 2D and RECT textures are separated through NP2 fixup. */
1089 enum wined3d_shader_tex_types
1091 WINED3D_SHADER_TEX_2D = 0,
1092 WINED3D_SHADER_TEX_3D = 1,
1093 WINED3D_SHADER_TEX_CUBE = 2,
1096 struct ps_compile_args {
1097 struct color_fixup_desc color_fixup[MAX_FRAGMENT_SAMPLERS];
1098 enum vertexprocessing_mode vp_mode;
1099 enum wined3d_ffp_ps_fog_mode fog;
1100 WORD tex_transform; /* ps 1.0-1.3, 4 textures */
1101 WORD tex_types; /* ps 1.0 - 1.4, 6 textures */
1102 WORD srgb_correction;
1103 /* Bitmap for NP2 texcoord fixups (16 samplers max currently).
1104 D3D9 has a limit of 16 samplers and the fixup is superfluous
1105 in D3D10 (unconditional NP2 support mandatory). */
1106 WORD np2_fixup;
1107 WORD shadow; /* MAX_FRAGMENT_SAMPLERS, 16 */
1108 WORD texcoords_initialized; /* MAX_TEXTURES, 8 */
1109 DWORD pointsprite : 1;
1110 DWORD flatshading : 1;
1111 DWORD alpha_test_func : 3;
1112 DWORD render_offscreen : 1;
1113 DWORD padding : 26;
1116 enum fog_src_type {
1117 VS_FOG_Z = 0,
1118 VS_FOG_COORD = 1
1121 struct vs_compile_args
1123 BYTE fog_src;
1124 BYTE clip_enabled : 1;
1125 BYTE point_size : 1;
1126 BYTE per_vertex_point_size : 1;
1127 BYTE flatshading : 1;
1128 BYTE next_shader_type : 3;
1129 BYTE padding : 1;
1130 WORD swizzle_map; /* MAX_ATTRIBS, 16 */
1131 unsigned int next_shader_input_count;
1134 struct gs_compile_args
1136 unsigned int ps_input_count;
1139 struct wined3d_context;
1140 struct wined3d_state;
1141 struct fragment_pipeline;
1142 struct wined3d_vertex_pipe_ops;
1144 struct wined3d_shader_backend_ops
1146 void (*shader_handle_instruction)(const struct wined3d_shader_instruction *);
1147 void (*shader_select)(void *shader_priv, struct wined3d_context *context,
1148 const struct wined3d_state *state);
1149 void (*shader_disable)(void *shader_priv, struct wined3d_context *context);
1150 void (*shader_select_depth_blt)(void *shader_priv, const struct wined3d_gl_info *gl_info,
1151 enum wined3d_gl_resource_type tex_type, const SIZE *ds_mask_size);
1152 void (*shader_deselect_depth_blt)(void *shader_priv, const struct wined3d_gl_info *gl_info);
1153 void (*shader_update_float_vertex_constants)(struct wined3d_device *device, UINT start, UINT count);
1154 void (*shader_update_float_pixel_constants)(struct wined3d_device *device, UINT start, UINT count);
1155 void (*shader_load_constants)(void *shader_priv, struct wined3d_context *context,
1156 const struct wined3d_state *state);
1157 void (*shader_destroy)(struct wined3d_shader *shader);
1158 HRESULT (*shader_alloc_private)(struct wined3d_device *device, const struct wined3d_vertex_pipe_ops *vertex_pipe,
1159 const struct fragment_pipeline *fragment_pipe);
1160 void (*shader_free_private)(struct wined3d_device *device);
1161 BOOL (*shader_allocate_context_data)(struct wined3d_context *context);
1162 void (*shader_free_context_data)(struct wined3d_context *context);
1163 void (*shader_init_context_state)(struct wined3d_context *context);
1164 void (*shader_get_caps)(const struct wined3d_gl_info *gl_info, struct shader_caps *caps);
1165 BOOL (*shader_color_fixup_supported)(struct color_fixup_desc fixup);
1166 BOOL (*shader_has_ffp_proj_control)(void *shader_priv);
1169 extern const struct wined3d_shader_backend_ops glsl_shader_backend DECLSPEC_HIDDEN;
1170 extern const struct wined3d_shader_backend_ops arb_program_shader_backend DECLSPEC_HIDDEN;
1171 extern const struct wined3d_shader_backend_ops none_shader_backend DECLSPEC_HIDDEN;
1173 #define GL_EXTCALL(f) (gl_info->gl_ops.ext.p_##f)
1175 #define D3DCOLOR_B_R(dw) (((dw) >> 16) & 0xff)
1176 #define D3DCOLOR_B_G(dw) (((dw) >> 8) & 0xff)
1177 #define D3DCOLOR_B_B(dw) (((dw) >> 0) & 0xff)
1178 #define D3DCOLOR_B_A(dw) (((dw) >> 24) & 0xff)
1180 static inline void wined3d_color_from_d3dcolor(struct wined3d_color *wined3d_color, DWORD d3d_color)
1182 wined3d_color->r = D3DCOLOR_B_R(d3d_color) / 255.0f;
1183 wined3d_color->g = D3DCOLOR_B_G(d3d_color) / 255.0f;
1184 wined3d_color->b = D3DCOLOR_B_B(d3d_color) / 255.0f;
1185 wined3d_color->a = D3DCOLOR_B_A(d3d_color) / 255.0f;
1188 #define HIGHEST_TRANSFORMSTATE WINED3D_TS_WORLD_MATRIX(255) /* Highest value in wined3d_transform_state. */
1190 void wined3d_check_gl_call(const struct wined3d_gl_info *gl_info,
1191 const char *file, unsigned int line, const char *name) DECLSPEC_HIDDEN;
1193 /* Checking of API calls */
1194 /* --------------------- */
1195 #ifndef WINE_NO_DEBUG_MSGS
1196 #define checkGLcall(A) \
1197 do { \
1198 if (__WINE_IS_DEBUG_ON(_ERR, &__wine_dbch_d3d) \
1199 && !gl_info->supported[ARB_DEBUG_OUTPUT]) \
1200 wined3d_check_gl_call(gl_info, __FILE__, __LINE__, A); \
1201 } while(0)
1202 #else
1203 #define checkGLcall(A) do {} while(0)
1204 #endif
1206 enum wined3d_ffp_idx
1208 WINED3D_FFP_POSITION = 0,
1209 WINED3D_FFP_BLENDWEIGHT = 1,
1210 WINED3D_FFP_BLENDINDICES = 2,
1211 WINED3D_FFP_NORMAL = 3,
1212 WINED3D_FFP_PSIZE = 4,
1213 WINED3D_FFP_DIFFUSE = 5,
1214 WINED3D_FFP_SPECULAR = 6,
1215 WINED3D_FFP_TEXCOORD0 = 7,
1216 WINED3D_FFP_TEXCOORD1 = 8,
1217 WINED3D_FFP_TEXCOORD2 = 9,
1218 WINED3D_FFP_TEXCOORD3 = 10,
1219 WINED3D_FFP_TEXCOORD4 = 11,
1220 WINED3D_FFP_TEXCOORD5 = 12,
1221 WINED3D_FFP_TEXCOORD6 = 13,
1222 WINED3D_FFP_TEXCOORD7 = 14,
1223 WINED3D_FFP_ATTRIBS_COUNT = 15,
1226 enum wined3d_ffp_emit_idx
1228 WINED3D_FFP_EMIT_FLOAT1,
1229 WINED3D_FFP_EMIT_FLOAT2,
1230 WINED3D_FFP_EMIT_FLOAT3,
1231 WINED3D_FFP_EMIT_FLOAT4,
1232 WINED3D_FFP_EMIT_D3DCOLOR,
1233 WINED3D_FFP_EMIT_UBYTE4,
1234 WINED3D_FFP_EMIT_SHORT2,
1235 WINED3D_FFP_EMIT_SHORT4,
1236 WINED3D_FFP_EMIT_UBYTE4N,
1237 WINED3D_FFP_EMIT_SHORT2N,
1238 WINED3D_FFP_EMIT_SHORT4N,
1239 WINED3D_FFP_EMIT_USHORT2N,
1240 WINED3D_FFP_EMIT_USHORT4N,
1241 WINED3D_FFP_EMIT_UDEC3,
1242 WINED3D_FFP_EMIT_DEC3N,
1243 WINED3D_FFP_EMIT_FLOAT16_2,
1244 WINED3D_FFP_EMIT_FLOAT16_4,
1245 WINED3D_FFP_EMIT_INVALID,
1246 WINED3D_FFP_EMIT_COUNT
1249 struct wined3d_bo_address
1251 GLuint buffer_object;
1252 BYTE *addr;
1255 struct wined3d_const_bo_address
1257 GLuint buffer_object;
1258 const BYTE *addr;
1261 static inline struct wined3d_const_bo_address *wined3d_const_bo_address(struct wined3d_bo_address *data)
1263 return (struct wined3d_const_bo_address *)data;
1266 struct wined3d_stream_info_element
1268 const struct wined3d_format *format;
1269 struct wined3d_bo_address data;
1270 GLsizei stride;
1271 unsigned int stream_idx;
1272 unsigned int divisor;
1275 struct wined3d_stream_info
1277 struct wined3d_stream_info_element elements[MAX_ATTRIBS];
1278 DWORD position_transformed : 1;
1279 DWORD all_vbo : 1;
1280 WORD swizzle_map; /* MAX_ATTRIBS, 16 */
1281 WORD use_map; /* MAX_ATTRIBS, 16 */
1284 void draw_primitive(struct wined3d_device *device, const struct wined3d_state *state,
1285 int base_vertex_idx, unsigned int start_idx, unsigned int index_count,
1286 unsigned int start_instance, unsigned int instance_count, BOOL indexed) DECLSPEC_HIDDEN;
1287 DWORD get_flexible_vertex_size(DWORD d3dvtVertexType) DECLSPEC_HIDDEN;
1289 #define eps 1e-8f
1291 #define GET_TEXCOORD_SIZE_FROM_FVF(d3dvtVertexType, tex_num) \
1292 (((((d3dvtVertexType) >> (16 + (2 * (tex_num)))) + 1) & 0x03) + 1)
1294 /* Routines and structures related to state management */
1296 #define STATE_RENDER(a) (a)
1297 #define STATE_IS_RENDER(a) ((a) >= STATE_RENDER(1) && (a) <= STATE_RENDER(WINEHIGHEST_RENDER_STATE))
1299 #define STATE_TEXTURESTAGE(stage, num) (STATE_RENDER(WINEHIGHEST_RENDER_STATE) + 1 + (stage) * (WINED3D_HIGHEST_TEXTURE_STATE + 1) + (num))
1300 #define STATE_IS_TEXTURESTAGE(a) ((a) >= STATE_TEXTURESTAGE(0, 1) && (a) <= STATE_TEXTURESTAGE(MAX_TEXTURES - 1, WINED3D_HIGHEST_TEXTURE_STATE))
1302 /* + 1 because samplers start with 0 */
1303 #define STATE_SAMPLER(num) (STATE_TEXTURESTAGE(MAX_TEXTURES - 1, WINED3D_HIGHEST_TEXTURE_STATE) + 1 + (num))
1304 #define STATE_IS_SAMPLER(num) ((num) >= STATE_SAMPLER(0) && (num) <= STATE_SAMPLER(MAX_COMBINED_SAMPLERS - 1))
1306 #define STATE_SHADER(a) (STATE_SAMPLER(MAX_COMBINED_SAMPLERS) + (a))
1307 #define STATE_IS_SHADER(a) ((a) >= STATE_SHADER(0) && (a) < STATE_SHADER(WINED3D_SHADER_TYPE_COUNT))
1309 #define STATE_CONSTANT_BUFFER(a) (STATE_SHADER(WINED3D_SHADER_TYPE_COUNT) + (a))
1310 #define STATE_IS_CONSTANT_BUFFER(a) ((a) >= STATE_CONSTANT_BUFFER(0) && (a) < STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_COUNT))
1312 #define STATE_SHADER_RESOURCE_BINDING (STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_COUNT))
1313 #define STATE_IS_SHADER_RESOURCE_BINDING(a) ((a) == STATE_SHADER_RESOURCE_BINDING)
1315 #define STATE_UNORDERED_ACCESS_VIEW_BINDING (STATE_SHADER_RESOURCE_BINDING + 1)
1316 #define STATE_IS_UNORDERED_ACCESS_VIEW_BINDING(a) ((a) == STATE_UNORDERED_ACCESS_VIEW_BINDING)
1318 #define STATE_TRANSFORM(a) (STATE_UNORDERED_ACCESS_VIEW_BINDING + (a))
1319 #define STATE_IS_TRANSFORM(a) ((a) >= STATE_TRANSFORM(1) && (a) <= STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(255)))
1321 #define STATE_STREAMSRC (STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(255)) + 1)
1322 #define STATE_IS_STREAMSRC(a) ((a) == STATE_STREAMSRC)
1323 #define STATE_INDEXBUFFER (STATE_STREAMSRC + 1)
1324 #define STATE_IS_INDEXBUFFER(a) ((a) == STATE_INDEXBUFFER)
1326 #define STATE_VDECL (STATE_INDEXBUFFER + 1)
1327 #define STATE_IS_VDECL(a) ((a) == STATE_VDECL)
1329 #define STATE_VIEWPORT (STATE_VDECL + 1)
1330 #define STATE_IS_VIEWPORT(a) ((a) == STATE_VIEWPORT)
1332 #define STATE_LIGHT_TYPE (STATE_VIEWPORT + 1)
1333 #define STATE_IS_LIGHT_TYPE(a) ((a) == STATE_LIGHT_TYPE)
1334 #define STATE_ACTIVELIGHT(a) (STATE_LIGHT_TYPE + 1 + (a))
1335 #define STATE_IS_ACTIVELIGHT(a) ((a) >= STATE_ACTIVELIGHT(0) && (a) < STATE_ACTIVELIGHT(MAX_ACTIVE_LIGHTS))
1337 #define STATE_SCISSORRECT (STATE_ACTIVELIGHT(MAX_ACTIVE_LIGHTS - 1) + 1)
1338 #define STATE_IS_SCISSORRECT(a) ((a) == STATE_SCISSORRECT)
1340 #define STATE_CLIPPLANE(a) (STATE_SCISSORRECT + 1 + (a))
1341 #define STATE_IS_CLIPPLANE(a) ((a) >= STATE_CLIPPLANE(0) && (a) <= STATE_CLIPPLANE(MAX_CLIP_DISTANCES - 1))
1343 #define STATE_MATERIAL (STATE_CLIPPLANE(MAX_CLIP_DISTANCES))
1344 #define STATE_IS_MATERIAL(a) ((a) == STATE_MATERIAL)
1346 #define STATE_FRONTFACE (STATE_MATERIAL + 1)
1347 #define STATE_IS_FRONTFACE(a) ((a) == STATE_FRONTFACE)
1349 #define STATE_POINTSPRITECOORDORIGIN (STATE_FRONTFACE + 1)
1350 #define STATE_IS_POINTSPRITECOORDORIGIN(a) ((a) == STATE_POINTSPRITECOORDORIGIN)
1352 #define STATE_BASEVERTEXINDEX (STATE_POINTSPRITECOORDORIGIN + 1)
1353 #define STATE_IS_BASEVERTEXINDEX(a) ((a) == STATE_BASEVERTEXINDEX)
1355 #define STATE_FRAMEBUFFER (STATE_BASEVERTEXINDEX + 1)
1356 #define STATE_IS_FRAMEBUFFER(a) ((a) == STATE_FRAMEBUFFER)
1358 #define STATE_POINT_ENABLE (STATE_FRAMEBUFFER + 1)
1359 #define STATE_IS_POINT_ENABLE(a) ((a) == STATE_POINT_ENABLE)
1361 #define STATE_COLOR_KEY (STATE_POINT_ENABLE + 1)
1362 #define STATE_IS_COLOR_KEY(a) ((a) == STATE_COLOR_KEY)
1364 #define STATE_HIGHEST (STATE_COLOR_KEY)
1366 enum fogsource {
1367 FOGSOURCE_FFP,
1368 FOGSOURCE_VS,
1369 FOGSOURCE_COORD,
1372 /* Direct3D terminology with little modifications. We do not have an issued
1373 * state because only the driver knows about it, but we have a created state
1374 * because D3D allows GetData() on a created query, but OpenGL doesn't. */
1375 enum wined3d_query_state
1377 QUERY_CREATED,
1378 QUERY_SIGNALLED,
1379 QUERY_BUILDING
1382 struct wined3d_query_ops
1384 BOOL (*query_poll)(struct wined3d_query *query);
1385 void (*query_issue)(struct wined3d_query *query, DWORD flags);
1388 struct wined3d_query
1390 LONG ref;
1392 void *parent;
1393 struct wined3d_device *device;
1394 enum wined3d_query_state state;
1395 enum wined3d_query_type type;
1396 const void *data;
1397 DWORD data_size;
1398 const struct wined3d_query_ops *query_ops;
1401 union wined3d_gl_query_object
1403 GLuint id;
1404 GLsync sync;
1407 struct wined3d_event_query
1409 struct wined3d_query query;
1411 struct list entry;
1412 union wined3d_gl_query_object object;
1413 struct wined3d_context *context;
1414 BOOL signalled;
1417 enum wined3d_event_query_result
1419 WINED3D_EVENT_QUERY_OK,
1420 WINED3D_EVENT_QUERY_WAITING,
1421 WINED3D_EVENT_QUERY_NOT_STARTED,
1422 WINED3D_EVENT_QUERY_WRONG_THREAD,
1423 WINED3D_EVENT_QUERY_ERROR
1426 void wined3d_event_query_destroy(struct wined3d_event_query *query) DECLSPEC_HIDDEN;
1427 enum wined3d_event_query_result wined3d_event_query_finish(const struct wined3d_event_query *query,
1428 const struct wined3d_device *device) DECLSPEC_HIDDEN;
1429 void wined3d_event_query_issue(struct wined3d_event_query *query, const struct wined3d_device *device) DECLSPEC_HIDDEN;
1430 BOOL wined3d_event_query_supported(const struct wined3d_gl_info *gl_info) DECLSPEC_HIDDEN;
1432 struct wined3d_occlusion_query
1434 struct wined3d_query query;
1436 struct list entry;
1437 GLuint id;
1438 struct wined3d_context *context;
1439 UINT64 samples;
1442 struct wined3d_timestamp_query
1444 struct wined3d_query query;
1446 struct list entry;
1447 GLuint id;
1448 struct wined3d_context *context;
1449 UINT64 timestamp;
1452 void context_alloc_timestamp_query(struct wined3d_context *context, struct wined3d_timestamp_query *query) DECLSPEC_HIDDEN;
1453 void context_free_timestamp_query(struct wined3d_timestamp_query *query) DECLSPEC_HIDDEN;
1455 struct wined3d_context
1457 const struct wined3d_gl_info *gl_info;
1458 const struct wined3d_d3d_info *d3d_info;
1459 const struct StateEntry *state_table;
1460 /* State dirtification
1461 * dirtyArray is an array that contains markers for dirty states. numDirtyEntries states are dirty, their numbers are in indices
1462 * 0...numDirtyEntries - 1. isStateDirty is a redundant copy of the dirtyArray. Technically only one of them would be needed,
1463 * 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
1464 * only numDirtyEntries array elements have to be checked, not STATE_HIGHEST states.
1466 DWORD dirtyArray[STATE_HIGHEST + 1]; /* Won't get bigger than that, a state is never marked dirty 2 times */
1467 DWORD numDirtyEntries;
1468 DWORD isStateDirty[STATE_HIGHEST / (sizeof(DWORD) * CHAR_BIT) + 1]; /* Bitmap to find out quickly if a state is dirty */
1470 struct wined3d_device *device;
1471 struct wined3d_swapchain *swapchain;
1472 struct
1474 struct wined3d_texture *texture;
1475 unsigned int sub_resource_idx;
1476 } current_rt;
1477 DWORD tid; /* Thread ID which owns this context at the moment */
1479 /* Stores some information about the context state for optimization */
1480 DWORD render_offscreen : 1;
1481 DWORD last_was_rhw : 1; /* true iff last draw_primitive was in xyzrhw mode */
1482 DWORD last_was_pshader : 1;
1483 DWORD last_was_vshader : 1;
1484 DWORD last_was_normal : 1;
1485 DWORD namedArraysLoaded : 1;
1486 DWORD numberedArraysLoaded : 1;
1487 DWORD last_was_blit : 1;
1488 DWORD last_was_ckey : 1;
1489 DWORD fog_coord : 1;
1490 DWORD fog_enabled : 1;
1491 DWORD num_untracked_materials : 2; /* Max value 2 */
1492 DWORD current : 1;
1493 DWORD destroyed : 1;
1494 DWORD valid : 1;
1495 DWORD texShaderBumpMap : 8; /* MAX_TEXTURES, 8 */
1496 DWORD lastWasPow2Texture : 8; /* MAX_TEXTURES, 8 */
1497 DWORD fixed_function_usage_map : 8; /* MAX_TEXTURES, 8 */
1498 DWORD lowest_disabled_stage : 4; /* Max MAX_TEXTURES, 8 */
1499 DWORD use_immediate_mode_draw : 1;
1500 DWORD rebind_fbo : 1;
1501 DWORD needs_set : 1;
1502 DWORD hdc_is_private : 1;
1503 DWORD hdc_has_format : 1; /* only meaningful if hdc_is_private */
1504 DWORD update_shader_resource_bindings : 1;
1505 DWORD update_unordered_access_view_bindings : 1;
1506 DWORD destroy_delayed : 1;
1507 DWORD padding : 12;
1508 DWORD last_swizzle_map; /* MAX_ATTRIBS, 16 */
1509 DWORD shader_update_mask;
1510 DWORD constant_update_mask;
1511 DWORD numbered_array_mask;
1512 GLenum tracking_parm; /* Which source is tracking current colour */
1513 GLenum untracked_materials[2];
1514 UINT blit_w, blit_h;
1515 enum fogsource fog_source;
1516 DWORD active_texture;
1517 DWORD texture_type[MAX_COMBINED_SAMPLERS];
1519 UINT instance_count;
1521 /* The actual opengl context */
1522 UINT level;
1523 HGLRC restore_ctx;
1524 HDC restore_dc;
1525 int restore_pf;
1526 HWND restore_pf_win;
1527 HGLRC glCtx;
1528 HWND win_handle;
1529 HDC hdc;
1530 int pixel_format;
1531 GLint aux_buffers;
1533 void *shader_backend_data;
1534 void *fragment_pipe_data;
1536 /* FBOs */
1537 UINT fbo_entry_count;
1538 struct list fbo_list;
1539 struct list fbo_destroy_list;
1540 struct fbo_entry *current_fbo;
1541 GLuint fbo_read_binding;
1542 GLuint fbo_draw_binding;
1543 struct wined3d_surface **blit_targets;
1544 struct wined3d_fbo_entry_key *fbo_key;
1545 GLenum *draw_buffers;
1546 DWORD draw_buffers_mask; /* Enabled draw buffers, 31 max. */
1548 /* Queries */
1549 GLuint *free_occlusion_queries;
1550 UINT free_occlusion_query_size;
1551 UINT free_occlusion_query_count;
1552 struct list occlusion_queries;
1554 union wined3d_gl_query_object *free_event_queries;
1555 UINT free_event_query_size;
1556 UINT free_event_query_count;
1557 struct list event_queries;
1559 GLuint *free_timestamp_queries;
1560 UINT free_timestamp_query_size;
1561 UINT free_timestamp_query_count;
1562 struct list timestamp_queries;
1564 struct wined3d_stream_info stream_info;
1566 /* Fences for GL_APPLE_flush_buffer_range */
1567 struct wined3d_event_query *buffer_queries[MAX_ATTRIBS];
1568 unsigned int num_buffer_queries;
1570 DWORD tex_unit_map[MAX_COMBINED_SAMPLERS];
1571 DWORD rev_tex_unit_map[MAX_COMBINED_SAMPLERS];
1573 /* Extension emulation */
1574 GLint gl_fog_source;
1575 GLfloat fog_coord_value;
1576 GLfloat color[4], fogstart, fogend, fogcolor[4];
1577 GLuint dummy_arbfp_prog;
1580 struct wined3d_fb_state
1582 struct wined3d_rendertarget_view **render_targets;
1583 struct wined3d_rendertarget_view *depth_stencil;
1586 typedef void (*APPLYSTATEFUNC)(struct wined3d_context *ctx, const struct wined3d_state *state, DWORD state_id);
1588 struct StateEntry
1590 DWORD representative;
1591 APPLYSTATEFUNC apply;
1594 struct StateEntryTemplate
1596 DWORD state;
1597 struct StateEntry content;
1598 enum wined3d_gl_extension extension;
1601 #define WINED3D_FRAGMENT_CAP_PROJ_CONTROL 0x00000001
1602 #define WINED3D_FRAGMENT_CAP_SRGB_WRITE 0x00000002
1603 #define WINED3D_FRAGMENT_CAP_COLOR_KEY 0x00000004
1605 struct fragment_caps
1607 DWORD wined3d_caps;
1608 DWORD PrimitiveMiscCaps;
1609 DWORD TextureOpCaps;
1610 DWORD MaxTextureBlendStages;
1611 DWORD MaxSimultaneousTextures;
1614 #define GL_EXT_EMUL_ARB_MULTITEXTURE 0x00000001
1615 #define GL_EXT_EMUL_EXT_FOG_COORD 0x00000002
1617 struct fragment_pipeline
1619 void (*enable_extension)(const struct wined3d_gl_info *gl_info, BOOL enable);
1620 void (*get_caps)(const struct wined3d_gl_info *gl_info, struct fragment_caps *caps);
1621 DWORD (*get_emul_mask)(const struct wined3d_gl_info *gl_info);
1622 void *(*alloc_private)(const struct wined3d_shader_backend_ops *shader_backend, void *shader_priv);
1623 void (*free_private)(struct wined3d_device *device);
1624 BOOL (*allocate_context_data)(struct wined3d_context *context);
1625 void (*free_context_data)(struct wined3d_context *context);
1626 BOOL (*color_fixup_supported)(struct color_fixup_desc fixup);
1627 const struct StateEntryTemplate *states;
1630 struct wined3d_vertex_caps
1632 BOOL xyzrhw;
1633 BOOL emulated_flatshading;
1634 BOOL ffp_generic_attributes;
1635 DWORD max_active_lights;
1636 DWORD max_vertex_blend_matrices;
1637 DWORD max_vertex_blend_matrix_index;
1638 DWORD vertex_processing_caps;
1639 DWORD fvf_caps;
1640 DWORD max_user_clip_planes;
1641 DWORD raster_caps;
1644 struct wined3d_vertex_pipe_ops
1646 void (*vp_enable)(const struct wined3d_gl_info *gl_info, BOOL enable);
1647 void (*vp_get_caps)(const struct wined3d_gl_info *gl_info, struct wined3d_vertex_caps *caps);
1648 DWORD (*vp_get_emul_mask)(const struct wined3d_gl_info *gl_info);
1649 void *(*vp_alloc)(const struct wined3d_shader_backend_ops *shader_backend, void *shader_priv);
1650 void (*vp_free)(struct wined3d_device *device);
1651 const struct StateEntryTemplate *vp_states;
1654 extern const struct StateEntryTemplate misc_state_template[] DECLSPEC_HIDDEN;
1655 extern const struct fragment_pipeline none_fragment_pipe DECLSPEC_HIDDEN;
1656 extern const struct fragment_pipeline ffp_fragment_pipeline DECLSPEC_HIDDEN;
1657 extern const struct fragment_pipeline atifs_fragment_pipeline DECLSPEC_HIDDEN;
1658 extern const struct fragment_pipeline arbfp_fragment_pipeline DECLSPEC_HIDDEN;
1659 extern const struct fragment_pipeline nvts_fragment_pipeline DECLSPEC_HIDDEN;
1660 extern const struct fragment_pipeline nvrc_fragment_pipeline DECLSPEC_HIDDEN;
1661 extern const struct fragment_pipeline glsl_fragment_pipe DECLSPEC_HIDDEN;
1663 extern const struct wined3d_vertex_pipe_ops none_vertex_pipe DECLSPEC_HIDDEN;
1664 extern const struct wined3d_vertex_pipe_ops ffp_vertex_pipe DECLSPEC_HIDDEN;
1665 extern const struct wined3d_vertex_pipe_ops glsl_vertex_pipe DECLSPEC_HIDDEN;
1667 /* "Base" state table */
1668 HRESULT compile_state_table(struct StateEntry *StateTable, APPLYSTATEFUNC **dev_multistate_funcs,
1669 const struct wined3d_gl_info *gl_info, const struct wined3d_d3d_info *d3d_info,
1670 const struct wined3d_vertex_pipe_ops *vertex, const struct fragment_pipeline *fragment,
1671 const struct StateEntryTemplate *misc) DECLSPEC_HIDDEN;
1673 enum wined3d_blit_op
1675 WINED3D_BLIT_OP_COLOR_BLIT,
1676 WINED3D_BLIT_OP_COLOR_BLIT_ALPHATEST,
1677 WINED3D_BLIT_OP_COLOR_BLIT_CKEY,
1678 WINED3D_BLIT_OP_COLOR_FILL,
1679 WINED3D_BLIT_OP_DEPTH_FILL,
1680 WINED3D_BLIT_OP_DEPTH_BLIT,
1683 /* Shaders for color conversions in blits. Do not do blit operations while
1684 * already under the GL lock. */
1685 struct blit_shader
1687 HRESULT (*alloc_private)(struct wined3d_device *device);
1688 void (*free_private)(struct wined3d_device *device);
1689 HRESULT (*set_shader)(void *blit_priv, struct wined3d_context *context, const struct wined3d_surface *surface,
1690 const struct wined3d_color_key *color_key);
1691 void (*unset_shader)(const struct wined3d_gl_info *gl_info);
1692 BOOL (*blit_supported)(const struct wined3d_gl_info *gl_info,
1693 const struct wined3d_d3d_info *d3d_info, enum wined3d_blit_op blit_op,
1694 const RECT *src_rect, DWORD src_usage, enum wined3d_pool src_pool, const struct wined3d_format *src_format,
1695 const RECT *dst_rect, DWORD dst_usage, enum wined3d_pool dst_pool, const struct wined3d_format *dst_format);
1696 HRESULT (*color_fill)(struct wined3d_device *device, struct wined3d_rendertarget_view *view,
1697 const RECT *rect, const struct wined3d_color *color);
1698 HRESULT (*depth_fill)(struct wined3d_device *device, struct wined3d_rendertarget_view *view,
1699 const RECT *rect, DWORD clear_flags, float depth, DWORD stencil);
1700 void (*blit_surface)(struct wined3d_device *device, enum wined3d_blit_op op, DWORD filter,
1701 struct wined3d_surface *src_surface, const RECT *src_rect,
1702 struct wined3d_surface *dst_surface, const RECT *dst_rect,
1703 const struct wined3d_color_key *color_key);
1706 extern const struct blit_shader ffp_blit DECLSPEC_HIDDEN;
1707 extern const struct blit_shader arbfp_blit DECLSPEC_HIDDEN;
1708 extern const struct blit_shader cpu_blit DECLSPEC_HIDDEN;
1710 BOOL wined3d_clip_blit(const RECT *clip_rect, RECT *clipped, RECT *other) DECLSPEC_HIDDEN;
1711 const struct blit_shader *wined3d_select_blitter(const struct wined3d_gl_info *gl_info,
1712 const struct wined3d_d3d_info *d3d_info, enum wined3d_blit_op blit_op,
1713 const RECT *src_rect, DWORD src_usage, enum wined3d_pool src_pool, const struct wined3d_format *src_format,
1714 const RECT *dst_rect, DWORD dst_usage, enum wined3d_pool dst_pool, const struct wined3d_format *dst_format)
1715 DECLSPEC_HIDDEN;
1717 struct wined3d_context *context_acquire(const struct wined3d_device *device,
1718 struct wined3d_surface *target) DECLSPEC_HIDDEN;
1719 void context_alloc_event_query(struct wined3d_context *context,
1720 struct wined3d_event_query *query) DECLSPEC_HIDDEN;
1721 void context_alloc_occlusion_query(struct wined3d_context *context,
1722 struct wined3d_occlusion_query *query) DECLSPEC_HIDDEN;
1723 void context_apply_blit_state(struct wined3d_context *context, const struct wined3d_device *device) DECLSPEC_HIDDEN;
1724 BOOL context_apply_clear_state(struct wined3d_context *context, const struct wined3d_state *state,
1725 UINT rt_count, const struct wined3d_fb_state *fb) DECLSPEC_HIDDEN;
1726 BOOL context_apply_draw_state(struct wined3d_context *context,
1727 const struct wined3d_device *device, const struct wined3d_state *state) DECLSPEC_HIDDEN;
1728 void context_apply_fbo_state_blit(struct wined3d_context *context, GLenum target,
1729 struct wined3d_surface *render_target, struct wined3d_surface *depth_stencil, DWORD location) DECLSPEC_HIDDEN;
1730 void context_active_texture(struct wined3d_context *context, const struct wined3d_gl_info *gl_info,
1731 unsigned int unit) DECLSPEC_HIDDEN;
1732 void context_bind_dummy_textures(const struct wined3d_device *device,
1733 const struct wined3d_context *context) DECLSPEC_HIDDEN;
1734 void context_bind_texture(struct wined3d_context *context, GLenum target, GLuint name) DECLSPEC_HIDDEN;
1735 void context_check_fbo_status(const struct wined3d_context *context, GLenum target) DECLSPEC_HIDDEN;
1736 struct wined3d_context *context_create(struct wined3d_swapchain *swapchain, struct wined3d_texture *target,
1737 const struct wined3d_format *ds_format) DECLSPEC_HIDDEN;
1738 HGLRC context_create_wgl_attribs(const struct wined3d_gl_info *gl_info, HDC hdc, HGLRC share_ctx) DECLSPEC_HIDDEN;
1739 void context_destroy(struct wined3d_device *device, struct wined3d_context *context) DECLSPEC_HIDDEN;
1740 void context_free_event_query(struct wined3d_event_query *query) DECLSPEC_HIDDEN;
1741 void context_free_occlusion_query(struct wined3d_occlusion_query *query) DECLSPEC_HIDDEN;
1742 struct wined3d_context *context_get_current(void) DECLSPEC_HIDDEN;
1743 GLenum context_get_offscreen_gl_buffer(const struct wined3d_context *context) DECLSPEC_HIDDEN;
1744 DWORD context_get_tls_idx(void) DECLSPEC_HIDDEN;
1745 void context_gl_resource_released(struct wined3d_device *device,
1746 GLuint name, BOOL rb_namespace) DECLSPEC_HIDDEN;
1747 void context_invalidate_state(struct wined3d_context *context, DWORD state_id) DECLSPEC_HIDDEN;
1748 void context_release(struct wined3d_context *context) DECLSPEC_HIDDEN;
1749 void context_resource_released(const struct wined3d_device *device,
1750 struct wined3d_resource *resource, enum wined3d_resource_type type) DECLSPEC_HIDDEN;
1751 void context_restore(struct wined3d_context *context, struct wined3d_surface *restore) DECLSPEC_HIDDEN;
1752 BOOL context_set_current(struct wined3d_context *ctx) DECLSPEC_HIDDEN;
1753 void context_set_draw_buffer(struct wined3d_context *context, GLenum buffer) DECLSPEC_HIDDEN;
1754 void context_set_tls_idx(DWORD idx) DECLSPEC_HIDDEN;
1755 void context_state_drawbuf(struct wined3d_context *context,
1756 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
1757 void context_state_fb(struct wined3d_context *context,
1758 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
1759 void context_surface_update(struct wined3d_context *context, const struct wined3d_surface *surface) DECLSPEC_HIDDEN;
1760 void context_stream_info_from_declaration(struct wined3d_context *context,
1761 const struct wined3d_state *state, struct wined3d_stream_info *stream_info) DECLSPEC_HIDDEN;
1763 /*****************************************************************************
1764 * Internal representation of a light
1766 struct wined3d_light_info
1768 struct wined3d_light OriginalParms; /* Note D3D8LIGHT == D3D9LIGHT */
1769 DWORD OriginalIndex;
1770 LONG glIndex;
1771 BOOL enabled;
1773 /* Converted parms to speed up swapping lights */
1774 struct wined3d_vec4 position;
1775 struct wined3d_vec4 direction;
1776 float exponent;
1777 float cutoff;
1779 struct list entry;
1782 /* The default light parameters */
1783 extern const struct wined3d_light WINED3D_default_light DECLSPEC_HIDDEN;
1785 struct wined3d_pixel_format
1787 int iPixelFormat; /* WGL pixel format */
1788 int iPixelType; /* WGL pixel type e.g. WGL_TYPE_RGBA_ARB, WGL_TYPE_RGBA_FLOAT_ARB or WGL_TYPE_COLORINDEX_ARB */
1789 int redSize, greenSize, blueSize, alphaSize, colorSize;
1790 int depthSize, stencilSize;
1791 BOOL windowDrawable;
1792 BOOL doubleBuffer;
1793 int auxBuffers;
1794 int numSamples;
1797 enum wined3d_pci_vendor
1799 HW_VENDOR_SOFTWARE = 0x0000,
1800 HW_VENDOR_AMD = 0x1002,
1801 HW_VENDOR_NVIDIA = 0x10de,
1802 HW_VENDOR_VMWARE = 0x15ad,
1803 HW_VENDOR_INTEL = 0x8086,
1806 enum wined3d_pci_device
1808 CARD_WINE = 0x0000,
1810 CARD_AMD_RAGE_128PRO = 0x5246,
1811 CARD_AMD_RADEON_7200 = 0x5144,
1812 CARD_AMD_RADEON_8500 = 0x514c,
1813 CARD_AMD_RADEON_9500 = 0x4144,
1814 CARD_AMD_RADEON_XPRESS_200M = 0x5955,
1815 CARD_AMD_RADEON_X700 = 0x5e4c,
1816 CARD_AMD_RADEON_X1600 = 0x71c2,
1817 CARD_AMD_RADEON_HD2350 = 0x94c7,
1818 CARD_AMD_RADEON_HD2600 = 0x9581,
1819 CARD_AMD_RADEON_HD2900 = 0x9400,
1820 CARD_AMD_RADEON_HD3200 = 0x9620,
1821 CARD_AMD_RADEON_HD3850 = 0x9515,
1822 CARD_AMD_RADEON_HD4200M = 0x9712,
1823 CARD_AMD_RADEON_HD4350 = 0x954f,
1824 CARD_AMD_RADEON_HD4600 = 0x9495,
1825 CARD_AMD_RADEON_HD4700 = 0x944e,
1826 CARD_AMD_RADEON_HD4800 = 0x944c,
1827 CARD_AMD_RADEON_HD5400 = 0x68f9,
1828 CARD_AMD_RADEON_HD5600 = 0x68d8,
1829 CARD_AMD_RADEON_HD5700 = 0x68be,
1830 CARD_AMD_RADEON_HD5800 = 0x6898,
1831 CARD_AMD_RADEON_HD5900 = 0x689c,
1832 CARD_AMD_RADEON_HD6300 = 0x9803,
1833 CARD_AMD_RADEON_HD6400 = 0x6770,
1834 CARD_AMD_RADEON_HD6410D = 0x9644,
1835 CARD_AMD_RADEON_HD6480G = 0x9648,
1836 CARD_AMD_RADEON_HD6550D = 0x9640,
1837 CARD_AMD_RADEON_HD6600 = 0x6758,
1838 CARD_AMD_RADEON_HD6600M = 0x6741,
1839 CARD_AMD_RADEON_HD6700 = 0x68ba,
1840 CARD_AMD_RADEON_HD6800 = 0x6739,
1841 CARD_AMD_RADEON_HD6900 = 0x6719,
1842 CARD_AMD_RADEON_HD7660D = 0x9901,
1843 CARD_AMD_RADEON_HD7700 = 0x683d,
1844 CARD_AMD_RADEON_HD7800 = 0x6819,
1845 CARD_AMD_RADEON_HD7900 = 0x679a,
1846 CARD_AMD_RADEON_HD8600M = 0x6660,
1847 CARD_AMD_RADEON_HD8670 = 0x6610,
1848 CARD_AMD_RADEON_HD8770 = 0x665c,
1849 CARD_AMD_RADEON_R3 = 0x9830,
1850 CARD_AMD_RADEON_R7 = 0x130f,
1851 CARD_AMD_RADEON_R9 = 0x67b1,
1852 CARD_AMD_RADEON_RX_460 = 0x67ef,
1853 CARD_AMD_RADEON_RX_480 = 0x67df,
1855 CARD_NVIDIA_RIVA_128 = 0x0018,
1856 CARD_NVIDIA_RIVA_TNT = 0x0020,
1857 CARD_NVIDIA_RIVA_TNT2 = 0x0028,
1858 CARD_NVIDIA_GEFORCE = 0x0100,
1859 CARD_NVIDIA_GEFORCE2_MX = 0x0110,
1860 CARD_NVIDIA_GEFORCE2 = 0x0150,
1861 CARD_NVIDIA_GEFORCE3 = 0x0200,
1862 CARD_NVIDIA_GEFORCE4_MX = 0x0170,
1863 CARD_NVIDIA_GEFORCE4_TI4200 = 0x0253,
1864 CARD_NVIDIA_GEFORCEFX_5200 = 0x0320,
1865 CARD_NVIDIA_GEFORCEFX_5600 = 0x0312,
1866 CARD_NVIDIA_GEFORCEFX_5800 = 0x0302,
1867 CARD_NVIDIA_GEFORCE_6200 = 0x014f,
1868 CARD_NVIDIA_GEFORCE_6600GT = 0x0140,
1869 CARD_NVIDIA_GEFORCE_6800 = 0x0041,
1870 CARD_NVIDIA_GEFORCE_7300 = 0x01d7, /* GeForce Go 7300 */
1871 CARD_NVIDIA_GEFORCE_7400 = 0x01d8,
1872 CARD_NVIDIA_GEFORCE_7600 = 0x0391,
1873 CARD_NVIDIA_GEFORCE_7800GT = 0x0092,
1874 CARD_NVIDIA_GEFORCE_8200 = 0x0849, /* Other PCI ID 0x084b */
1875 CARD_NVIDIA_GEFORCE_8300GS = 0x0423,
1876 CARD_NVIDIA_GEFORCE_8400GS = 0x0404,
1877 CARD_NVIDIA_GEFORCE_8500GT = 0x0421,
1878 CARD_NVIDIA_GEFORCE_8600GT = 0x0402,
1879 CARD_NVIDIA_GEFORCE_8600MGT = 0x0407,
1880 CARD_NVIDIA_GEFORCE_8800GTS = 0x0193,
1881 CARD_NVIDIA_GEFORCE_8800GTX = 0x0191,
1882 CARD_NVIDIA_GEFORCE_9200 = 0x086d,
1883 CARD_NVIDIA_GEFORCE_9300 = 0x086c,
1884 CARD_NVIDIA_GEFORCE_9400M = 0x0863,
1885 CARD_NVIDIA_GEFORCE_9400GT = 0x042c,
1886 CARD_NVIDIA_GEFORCE_9500GT = 0x0640,
1887 CARD_NVIDIA_GEFORCE_9600GT = 0x0622,
1888 CARD_NVIDIA_GEFORCE_9700MGT = 0x064a,
1889 CARD_NVIDIA_GEFORCE_9800GT = 0x0614,
1890 CARD_NVIDIA_GEFORCE_210 = 0x0a23,
1891 CARD_NVIDIA_GEFORCE_GT220 = 0x0a20,
1892 CARD_NVIDIA_GEFORCE_GT240 = 0x0ca3,
1893 CARD_NVIDIA_GEFORCE_GTS250 = 0x0615,
1894 CARD_NVIDIA_GEFORCE_GTX260 = 0x05e2,
1895 CARD_NVIDIA_GEFORCE_GTX275 = 0x05e6,
1896 CARD_NVIDIA_GEFORCE_GTX280 = 0x05e1,
1897 CARD_NVIDIA_GEFORCE_315M = 0x0a7a,
1898 CARD_NVIDIA_GEFORCE_320M = 0x08a3,
1899 CARD_NVIDIA_GEFORCE_GT320M = 0x0a2d,
1900 CARD_NVIDIA_GEFORCE_GT325M = 0x0a35,
1901 CARD_NVIDIA_GEFORCE_GT330 = 0x0ca0,
1902 CARD_NVIDIA_GEFORCE_GTS350M = 0x0cb0,
1903 CARD_NVIDIA_GEFORCE_410M = 0x1055,
1904 CARD_NVIDIA_GEFORCE_GT420 = 0x0de2,
1905 CARD_NVIDIA_GEFORCE_GT425M = 0x0df0,
1906 CARD_NVIDIA_GEFORCE_GT430 = 0x0de1,
1907 CARD_NVIDIA_GEFORCE_GT440 = 0x0de0,
1908 CARD_NVIDIA_GEFORCE_GTS450 = 0x0dc4,
1909 CARD_NVIDIA_GEFORCE_GTX460 = 0x0e22,
1910 CARD_NVIDIA_GEFORCE_GTX460M = 0x0dd1,
1911 CARD_NVIDIA_GEFORCE_GTX465 = 0x06c4,
1912 CARD_NVIDIA_GEFORCE_GTX470 = 0x06cd,
1913 CARD_NVIDIA_GEFORCE_GTX480 = 0x06c0,
1914 CARD_NVIDIA_GEFORCE_GT520 = 0x1040,
1915 CARD_NVIDIA_GEFORCE_GT540M = 0x0df4,
1916 CARD_NVIDIA_GEFORCE_GTX550 = 0x1244,
1917 CARD_NVIDIA_GEFORCE_GT555M = 0x04b8,
1918 CARD_NVIDIA_GEFORCE_GTX560TI = 0x1200,
1919 CARD_NVIDIA_GEFORCE_GTX560 = 0x1201,
1920 CARD_NVIDIA_GEFORCE_GTX570 = 0x1081,
1921 CARD_NVIDIA_GEFORCE_GTX580 = 0x1080,
1922 CARD_NVIDIA_GEFORCE_GT610 = 0x104a,
1923 CARD_NVIDIA_GEFORCE_GT630 = 0x0f00,
1924 CARD_NVIDIA_GEFORCE_GT630M = 0x0de9,
1925 CARD_NVIDIA_GEFORCE_GT640M = 0x0fd2,
1926 CARD_NVIDIA_GEFORCE_GT650M = 0x0fd1,
1927 CARD_NVIDIA_GEFORCE_GTX650 = 0x0fc6,
1928 CARD_NVIDIA_GEFORCE_GTX650TI = 0x11c6,
1929 CARD_NVIDIA_GEFORCE_GTX660 = 0x11c0,
1930 CARD_NVIDIA_GEFORCE_GTX660M = 0x0fd4,
1931 CARD_NVIDIA_GEFORCE_GTX660TI = 0x1183,
1932 CARD_NVIDIA_GEFORCE_GTX670 = 0x1189,
1933 CARD_NVIDIA_GEFORCE_GTX670MX = 0x11a1,
1934 CARD_NVIDIA_GEFORCE_GTX675MX = 0x11a7,
1935 CARD_NVIDIA_GEFORCE_GTX680 = 0x1180,
1936 CARD_NVIDIA_GEFORCE_GTX690 = 0x1188,
1937 CARD_NVIDIA_GEFORCE_GT730 = 0x1287,
1938 CARD_NVIDIA_GEFORCE_GT730M = 0x0fe1,
1939 CARD_NVIDIA_GEFORCE_GT740M = 0x1292,
1940 CARD_NVIDIA_GEFORCE_GT750M = 0x0fe9,
1941 CARD_NVIDIA_GEFORCE_GTX750 = 0x1381,
1942 CARD_NVIDIA_GEFORCE_GTX750TI = 0x1380,
1943 CARD_NVIDIA_GEFORCE_GTX760 = 0x1187,
1944 CARD_NVIDIA_GEFORCE_GTX760TI = 0x1193,
1945 CARD_NVIDIA_GEFORCE_GTX765M = 0x11e2,
1946 CARD_NVIDIA_GEFORCE_GTX770M = 0x11e0,
1947 CARD_NVIDIA_GEFORCE_GTX770 = 0x1184,
1948 CARD_NVIDIA_GEFORCE_GTX780 = 0x1004,
1949 CARD_NVIDIA_GEFORCE_GTX780TI = 0x100a,
1950 CARD_NVIDIA_GEFORCE_GTXTITAN = 0x1005,
1951 CARD_NVIDIA_GEFORCE_GTXTITANB = 0x100c,
1952 CARD_NVIDIA_GEFORCE_GTXTITANX = 0x17c2,
1953 CARD_NVIDIA_GEFORCE_GTXTITANZ = 0x1001,
1954 CARD_NVIDIA_GEFORCE_820M = 0x0fed,
1955 CARD_NVIDIA_GEFORCE_830M = 0x1340,
1956 CARD_NVIDIA_GEFORCE_840M = 0x1341,
1957 CARD_NVIDIA_GEFORCE_845M = 0x1344,
1958 CARD_NVIDIA_GEFORCE_GTX850M = 0x1391,
1959 CARD_NVIDIA_GEFORCE_GTX860M = 0x1392, /* Other PCI ID 0x119a */
1960 CARD_NVIDIA_GEFORCE_GTX870M = 0x1199,
1961 CARD_NVIDIA_GEFORCE_GTX880M = 0x1198,
1962 CARD_NVIDIA_GEFORCE_GTX950 = 0x1402,
1963 CARD_NVIDIA_GEFORCE_GTX950M = 0x139a,
1964 CARD_NVIDIA_GEFORCE_GTX960 = 0x1401,
1965 CARD_NVIDIA_GEFORCE_GTX960M = 0x139b,
1966 CARD_NVIDIA_GEFORCE_GTX970 = 0x13c2,
1967 CARD_NVIDIA_GEFORCE_GTX970M = 0x13d8,
1968 CARD_NVIDIA_GEFORCE_GTX980 = 0x13c0,
1969 CARD_NVIDIA_GEFORCE_GTX980TI = 0x17c8,
1970 CARD_NVIDIA_GEFORCE_GTX1060 = 0x1c03,
1971 CARD_NVIDIA_GEFORCE_GTX1070 = 0x1b81,
1972 CARD_NVIDIA_GEFORCE_GTX1080 = 0x1b80,
1974 CARD_VMWARE_SVGA3D = 0x0405,
1976 CARD_INTEL_830M = 0x3577,
1977 CARD_INTEL_855GM = 0x3582,
1978 CARD_INTEL_845G = 0x2562,
1979 CARD_INTEL_865G = 0x2572,
1980 CARD_INTEL_915G = 0x2582,
1981 CARD_INTEL_E7221G = 0x258a,
1982 CARD_INTEL_915GM = 0x2592,
1983 CARD_INTEL_945G = 0x2772,
1984 CARD_INTEL_945GM = 0x27a2,
1985 CARD_INTEL_945GME = 0x27ae,
1986 CARD_INTEL_Q35 = 0x29b2,
1987 CARD_INTEL_G33 = 0x29c2,
1988 CARD_INTEL_Q33 = 0x29d2,
1989 CARD_INTEL_PNVG = 0xa001,
1990 CARD_INTEL_PNVM = 0xa011,
1991 CARD_INTEL_965Q = 0x2992,
1992 CARD_INTEL_965G = 0x2982,
1993 CARD_INTEL_946GZ = 0x2972,
1994 CARD_INTEL_965GM = 0x2a02,
1995 CARD_INTEL_965GME = 0x2a12,
1996 CARD_INTEL_GM45 = 0x2a42,
1997 CARD_INTEL_IGD = 0x2e02,
1998 CARD_INTEL_Q45 = 0x2e12,
1999 CARD_INTEL_G45 = 0x2e22,
2000 CARD_INTEL_G41 = 0x2e32,
2001 CARD_INTEL_B43 = 0x2e92,
2002 CARD_INTEL_ILKD = 0x0042,
2003 CARD_INTEL_ILKM = 0x0046,
2004 CARD_INTEL_SNBD = 0x0122,
2005 CARD_INTEL_SNBM = 0x0126,
2006 CARD_INTEL_SNBS = 0x010a,
2007 CARD_INTEL_IVBD = 0x0162,
2008 CARD_INTEL_IVBM = 0x0166,
2009 CARD_INTEL_IVBS = 0x015a,
2010 CARD_INTEL_HWD = 0x0412,
2011 CARD_INTEL_HWM = 0x0416,
2012 CARD_INTEL_HD5300 = 0x161e,
2013 CARD_INTEL_HD5500 = 0x1616,
2014 CARD_INTEL_HD5600 = 0x1612,
2015 CARD_INTEL_HD6000 = 0x1626,
2016 CARD_INTEL_I6100 = 0x162b,
2017 CARD_INTEL_IP6200 = 0x1622,
2018 CARD_INTEL_IPP6300 = 0x162a,
2019 CARD_INTEL_HD510_1 = 0x1902,
2020 CARD_INTEL_HD510_2 = 0x1906,
2021 CARD_INTEL_HD510_3 = 0x190b,
2022 CARD_INTEL_HD515 = 0x191e,
2023 CARD_INTEL_HD520_1 = 0x1916,
2024 CARD_INTEL_HD520_2 = 0x1921,
2025 CARD_INTEL_HD530_1 = 0x1912,
2026 CARD_INTEL_HD530_2 = 0x191b,
2027 CARD_INTEL_HDP530 = 0x191d,
2028 CARD_INTEL_I540 = 0x1926,
2029 CARD_INTEL_I550 = 0x1927,
2030 CARD_INTEL_I555 = 0x192b,
2031 CARD_INTEL_IP555 = 0x192d,
2032 CARD_INTEL_IP580_1 = 0x1932,
2033 CARD_INTEL_IP580_2 = 0x193b,
2034 CARD_INTEL_IPP580_1 = 0x193a,
2035 CARD_INTEL_IPP580_2 = 0x193d,
2038 struct wined3d_fbo_ops
2040 GLboolean (WINE_GLAPI *glIsRenderbuffer)(GLuint renderbuffer);
2041 void (WINE_GLAPI *glBindRenderbuffer)(GLenum target, GLuint renderbuffer);
2042 void (WINE_GLAPI *glDeleteRenderbuffers)(GLsizei n, const GLuint *renderbuffers);
2043 void (WINE_GLAPI *glGenRenderbuffers)(GLsizei n, GLuint *renderbuffers);
2044 void (WINE_GLAPI *glRenderbufferStorage)(GLenum target, GLenum internalformat,
2045 GLsizei width, GLsizei height);
2046 void (WINE_GLAPI *glRenderbufferStorageMultisample)(GLenum target, GLsizei samples,
2047 GLenum internalformat, GLsizei width, GLsizei height);
2048 void (WINE_GLAPI *glGetRenderbufferParameteriv)(GLenum target, GLenum pname, GLint *params);
2049 GLboolean (WINE_GLAPI *glIsFramebuffer)(GLuint framebuffer);
2050 void (WINE_GLAPI *glBindFramebuffer)(GLenum target, GLuint framebuffer);
2051 void (WINE_GLAPI *glDeleteFramebuffers)(GLsizei n, const GLuint *framebuffers);
2052 void (WINE_GLAPI *glGenFramebuffers)(GLsizei n, GLuint *framebuffers);
2053 GLenum (WINE_GLAPI *glCheckFramebufferStatus)(GLenum target);
2054 void (WINE_GLAPI *glFramebufferTexture1D)(GLenum target, GLenum attachment,
2055 GLenum textarget, GLuint texture, GLint level);
2056 void (WINE_GLAPI *glFramebufferTexture2D)(GLenum target, GLenum attachment,
2057 GLenum textarget, GLuint texture, GLint level);
2058 void (WINE_GLAPI *glFramebufferTexture3D)(GLenum target, GLenum attachment,
2059 GLenum textarget, GLuint texture, GLint level, GLint layer);
2060 void (WINE_GLAPI *glFramebufferTextureLayer)(GLenum target, GLenum attachment,
2061 GLuint texture, GLint level, GLint layer);
2062 void (WINE_GLAPI *glFramebufferRenderbuffer)(GLenum target, GLenum attachment,
2063 GLenum renderbuffertarget, GLuint renderbuffer);
2064 void (WINE_GLAPI *glGetFramebufferAttachmentParameteriv)(GLenum target, GLenum attachment,
2065 GLenum pname, GLint *params);
2066 void (WINE_GLAPI *glBlitFramebuffer)(GLint srcX0, GLint srcY0, GLint srcX1, GLint srcY1,
2067 GLint dstX0, GLint dstY0, GLint dstX1, GLint dstY1, GLbitfield mask, GLenum filter);
2068 void (WINE_GLAPI *glGenerateMipmap)(GLenum target);
2071 struct wined3d_gl_limits
2073 UINT buffers;
2074 UINT lights;
2075 UINT textures;
2076 UINT texture_coords;
2077 unsigned int vertex_uniform_blocks;
2078 unsigned int geometry_uniform_blocks;
2079 unsigned int fragment_uniform_blocks;
2080 UINT fragment_samplers;
2081 UINT vertex_samplers;
2082 UINT combined_samplers;
2083 UINT general_combiners;
2084 UINT user_clip_distances;
2085 UINT texture_size;
2086 UINT texture3d_size;
2087 float pointsize_max;
2088 float pointsize_min;
2089 UINT blends;
2090 UINT anisotropy;
2091 float shininess;
2092 UINT samples;
2093 UINT vertex_attribs;
2095 UINT glsl_varyings;
2096 UINT glsl_vs_float_constants;
2097 UINT glsl_ps_float_constants;
2099 UINT arb_vs_float_constants;
2100 UINT arb_vs_native_constants;
2101 UINT arb_vs_instructions;
2102 UINT arb_vs_temps;
2103 UINT arb_ps_float_constants;
2104 UINT arb_ps_local_constants;
2105 UINT arb_ps_native_constants;
2106 UINT arb_ps_instructions;
2107 UINT arb_ps_temps;
2110 void wined3d_gl_limits_get_uniform_block_range(const struct wined3d_gl_limits *gl_limits,
2111 enum wined3d_shader_type shader_type, unsigned int *base, unsigned int *count) DECLSPEC_HIDDEN;
2113 struct wined3d_gl_info
2115 DWORD selected_gl_version;
2116 DWORD glsl_version;
2117 struct wined3d_gl_limits limits;
2118 DWORD reserved_glsl_constants, reserved_arb_constants;
2119 DWORD quirks;
2120 BOOL supported[WINED3D_GL_EXT_COUNT];
2121 GLint wrap_lookup[WINED3D_TADDRESS_MIRROR_ONCE - WINED3D_TADDRESS_WRAP + 1];
2122 float fixed_polyoffset_scale, float_polyoffset_scale;
2124 HGLRC (WINAPI *p_wglCreateContextAttribsARB)(HDC dc, HGLRC share, const GLint *attribs);
2125 struct opengl_funcs gl_ops;
2126 struct wined3d_fbo_ops fbo_ops;
2128 struct wined3d_format *formats;
2129 unsigned int format_count;
2132 struct wined3d_driver_info
2134 enum wined3d_pci_vendor vendor;
2135 enum wined3d_pci_device device;
2136 const char *name;
2137 const char *description;
2138 UINT64 vram_bytes;
2139 DWORD version_high;
2140 DWORD version_low;
2143 struct wined3d_d3d_limits
2145 unsigned int vs_version, hs_version, ds_version, gs_version, ps_version, cs_version;
2146 DWORD vs_uniform_count;
2147 DWORD ps_uniform_count;
2148 UINT varying_count;
2149 UINT ffp_textures;
2150 UINT ffp_blend_stages;
2151 UINT ffp_vertex_blend_matrices;
2154 typedef void (WINE_GLAPI *wined3d_ffp_attrib_func)(const void *data);
2155 typedef void (WINE_GLAPI *wined3d_ffp_texcoord_func)(GLenum unit, const void *data);
2156 typedef void (WINE_GLAPI *wined3d_generic_attrib_func)(GLuint idx, const void *data);
2157 extern wined3d_ffp_attrib_func specular_func_3ubv DECLSPEC_HIDDEN;
2159 struct wined3d_ffp_attrib_ops
2161 wined3d_ffp_attrib_func position[WINED3D_FFP_EMIT_COUNT];
2162 wined3d_ffp_attrib_func diffuse[WINED3D_FFP_EMIT_COUNT];
2163 wined3d_ffp_attrib_func specular[WINED3D_FFP_EMIT_COUNT];
2164 wined3d_ffp_attrib_func normal[WINED3D_FFP_EMIT_COUNT];
2165 wined3d_ffp_texcoord_func texcoord[WINED3D_FFP_EMIT_COUNT];
2166 wined3d_generic_attrib_func generic[WINED3D_FFP_EMIT_COUNT];
2169 struct wined3d_d3d_info
2171 struct wined3d_d3d_limits limits;
2172 struct wined3d_ffp_attrib_ops ffp_attrib_ops;
2173 BOOL xyzrhw;
2174 BOOL emulated_flatshading;
2175 BOOL ffp_generic_attributes;
2176 BOOL vs_clipping;
2177 BOOL shader_color_key;
2178 DWORD valid_rt_mask;
2179 DWORD wined3d_creation_flags;
2182 /* The adapter structure */
2183 struct wined3d_adapter
2185 UINT ordinal;
2186 POINT monitor_position;
2187 enum wined3d_format_id screen_format;
2189 struct wined3d_gl_info gl_info;
2190 struct wined3d_d3d_info d3d_info;
2191 struct wined3d_driver_info driver_info;
2192 WCHAR DeviceName[CCHDEVICENAME]; /* DeviceName for use with e.g. ChangeDisplaySettings */
2193 unsigned int cfg_count;
2194 struct wined3d_pixel_format *cfgs;
2195 UINT64 vram_bytes;
2196 UINT64 vram_bytes_used;
2197 LUID luid;
2199 const struct wined3d_vertex_pipe_ops *vertex_pipe;
2200 const struct fragment_pipeline *fragment_pipe;
2201 const struct wined3d_shader_backend_ops *shader_backend;
2202 const struct blit_shader *blitter;
2205 struct wined3d_caps_gl_ctx
2207 HDC dc;
2208 HWND wnd;
2209 HGLRC gl_ctx;
2210 HDC restore_dc;
2211 HGLRC restore_gl_ctx;
2213 const struct wined3d_gl_info *gl_info;
2214 GLuint test_vbo;
2215 GLuint test_program_id;
2218 float wined3d_adapter_find_polyoffset_scale(struct wined3d_caps_gl_ctx *ctx, GLenum format) DECLSPEC_HIDDEN;
2219 BOOL wined3d_adapter_init_format_info(struct wined3d_adapter *adapter,
2220 struct wined3d_caps_gl_ctx *ctx) DECLSPEC_HIDDEN;
2221 UINT64 adapter_adjust_memory(struct wined3d_adapter *adapter, INT64 amount) DECLSPEC_HIDDEN;
2223 BOOL initPixelFormatsNoGL(struct wined3d_gl_info *gl_info) DECLSPEC_HIDDEN;
2224 void install_gl_compat_wrapper(struct wined3d_gl_info *gl_info, enum wined3d_gl_extension ext) DECLSPEC_HIDDEN;
2226 enum projection_types
2228 proj_none = 0,
2229 proj_count3 = 1,
2230 proj_count4 = 2
2233 enum dst_arg
2235 resultreg = 0,
2236 tempreg = 1
2239 /*****************************************************************************
2240 * Fixed function pipeline replacements
2242 #define ARG_UNUSED 0xff
2243 struct texture_stage_op
2245 unsigned cop : 8;
2246 unsigned carg1 : 8;
2247 unsigned carg2 : 8;
2248 unsigned carg0 : 8;
2250 unsigned aop : 8;
2251 unsigned aarg1 : 8;
2252 unsigned aarg2 : 8;
2253 unsigned aarg0 : 8;
2255 struct color_fixup_desc color_fixup;
2256 unsigned tex_type : 3;
2257 unsigned dst : 1;
2258 unsigned projected : 2;
2259 unsigned padding : 10;
2262 struct ffp_frag_settings
2264 struct texture_stage_op op[MAX_TEXTURES];
2265 enum wined3d_ffp_ps_fog_mode fog;
2266 unsigned char sRGB_write;
2267 unsigned char emul_clipplanes;
2268 unsigned char texcoords_initialized;
2269 unsigned char color_key_enabled : 1;
2270 unsigned char pointsprite : 1;
2271 unsigned char flatshading : 1;
2272 unsigned char alpha_test_func : 3;
2273 unsigned char padding : 2;
2276 struct ffp_frag_desc
2278 struct wine_rb_entry entry;
2279 struct ffp_frag_settings settings;
2282 int wined3d_ffp_frag_program_key_compare(const void *key, const struct wine_rb_entry *entry) DECLSPEC_HIDDEN;
2283 int wined3d_ffp_vertex_program_key_compare(const void *key, const struct wine_rb_entry *entry) DECLSPEC_HIDDEN;
2285 extern const struct wined3d_parent_ops wined3d_null_parent_ops DECLSPEC_HIDDEN;
2287 unsigned int wined3d_max_compat_varyings(const struct wined3d_gl_info *gl_info) DECLSPEC_HIDDEN;
2288 void gen_ffp_frag_op(const struct wined3d_context *context, const struct wined3d_state *state,
2289 struct ffp_frag_settings *settings, BOOL ignore_textype) DECLSPEC_HIDDEN;
2290 const struct ffp_frag_desc *find_ffp_frag_shader(const struct wine_rb_tree *fragment_shaders,
2291 const struct ffp_frag_settings *settings) DECLSPEC_HIDDEN;
2292 void add_ffp_frag_shader(struct wine_rb_tree *shaders, struct ffp_frag_desc *desc) DECLSPEC_HIDDEN;
2293 void wined3d_get_draw_rect(const struct wined3d_state *state, RECT *rect) DECLSPEC_HIDDEN;
2294 void wined3d_ftoa(float value, char *s) DECLSPEC_HIDDEN;
2296 extern const float wined3d_srgb_const0[] DECLSPEC_HIDDEN;
2297 extern const float wined3d_srgb_const1[] DECLSPEC_HIDDEN;
2299 enum wined3d_ffp_vs_fog_mode
2301 WINED3D_FFP_VS_FOG_OFF = 0,
2302 WINED3D_FFP_VS_FOG_FOGCOORD = 1,
2303 WINED3D_FFP_VS_FOG_DEPTH = 2,
2304 WINED3D_FFP_VS_FOG_RANGE = 3,
2307 #define WINED3D_FFP_TCI_SHIFT 16
2308 #define WINED3D_FFP_TCI_MASK 0xffu
2310 #define WINED3D_FFP_LIGHT_TYPE_SHIFT(idx) (3 * (idx))
2311 #define WINED3D_FFP_LIGHT_TYPE_MASK 0x7u
2313 struct wined3d_ffp_vs_settings
2315 DWORD light_type : 24; /* MAX_ACTIVE_LIGHTS, 8 * 3 */
2316 DWORD diffuse_source : 2;
2317 DWORD emissive_source : 2;
2318 DWORD ambient_source : 2;
2319 DWORD specular_source : 2;
2321 DWORD transformed : 1;
2322 DWORD vertexblends : 2;
2323 DWORD clipping : 1;
2324 DWORD normal : 1;
2325 DWORD normalize : 1;
2326 DWORD lighting : 1;
2327 DWORD localviewer : 1;
2328 DWORD point_size : 1;
2329 DWORD per_vertex_point_size : 1;
2330 DWORD fog_mode : 2;
2331 DWORD texcoords : 8; /* MAX_TEXTURES */
2332 DWORD ortho_fog : 1;
2333 DWORD flatshading : 1;
2334 DWORD padding : 10;
2336 DWORD texgen[MAX_TEXTURES];
2338 WORD swizzle_map; /* MAX_ATTRIBS, 16 */
2341 struct wined3d_ffp_vs_desc
2343 struct wine_rb_entry entry;
2344 struct wined3d_ffp_vs_settings settings;
2347 void wined3d_ffp_get_vs_settings(const struct wined3d_context *context,
2348 const struct wined3d_state *state, struct wined3d_ffp_vs_settings *settings) DECLSPEC_HIDDEN;
2350 struct wined3d
2352 LONG ref;
2353 DWORD flags;
2354 UINT adapter_count;
2355 struct wined3d_adapter adapters[1];
2358 HRESULT wined3d_init(struct wined3d *wined3d, DWORD flags) DECLSPEC_HIDDEN;
2359 BOOL wined3d_register_window(HWND window, struct wined3d_device *device) DECLSPEC_HIDDEN;
2360 void wined3d_unregister_window(HWND window) DECLSPEC_HIDDEN;
2362 struct wined3d_rasterizer_state
2364 LONG refcount;
2365 struct wined3d_rasterizer_state_desc desc;
2367 struct wined3d_device *device;
2370 struct wined3d_stream_output
2372 struct wined3d_buffer *buffer;
2373 UINT offset;
2376 struct wined3d_stream_state
2378 struct wined3d_buffer *buffer;
2379 UINT offset;
2380 UINT stride;
2381 UINT frequency;
2382 UINT flags;
2385 #define WINED3D_STATE_NO_REF 0x00000001
2386 #define WINED3D_STATE_INIT_DEFAULT 0x00000002
2388 struct wined3d_state
2390 DWORD flags;
2391 const struct wined3d_fb_state *fb;
2393 struct wined3d_vertex_declaration *vertex_declaration;
2394 struct wined3d_stream_output stream_output[MAX_STREAM_OUT];
2395 struct wined3d_stream_state streams[MAX_STREAMS + 1 /* tesselated pseudo-stream */];
2396 struct wined3d_buffer *index_buffer;
2397 enum wined3d_format_id index_format;
2398 unsigned int index_offset;
2399 int base_vertex_index;
2400 int load_base_vertex_index; /* Non-indexed drawing needs 0 here, indexed needs base_vertex_index. */
2401 GLenum gl_primitive_type;
2402 struct wined3d_query *predicate;
2403 BOOL predicate_value;
2405 struct wined3d_shader *shader[WINED3D_SHADER_TYPE_COUNT];
2406 struct wined3d_buffer *cb[WINED3D_SHADER_TYPE_COUNT][MAX_CONSTANT_BUFFERS];
2407 struct wined3d_sampler *sampler[WINED3D_SHADER_TYPE_COUNT][MAX_SAMPLER_OBJECTS];
2408 struct wined3d_shader_resource_view *shader_resource_view[WINED3D_SHADER_TYPE_COUNT][MAX_SHADER_RESOURCE_VIEWS];
2409 struct wined3d_unordered_access_view *unordered_access_view[MAX_UNORDERED_ACCESS_VIEWS];
2411 BOOL vs_consts_b[WINED3D_MAX_CONSTS_B];
2412 struct wined3d_ivec4 vs_consts_i[WINED3D_MAX_CONSTS_I];
2413 struct wined3d_vec4 vs_consts_f[WINED3D_MAX_VS_CONSTS_F];
2415 BOOL ps_consts_b[WINED3D_MAX_CONSTS_B];
2416 struct wined3d_ivec4 ps_consts_i[WINED3D_MAX_CONSTS_I];
2417 struct wined3d_vec4 ps_consts_f[WINED3D_MAX_PS_CONSTS_F];
2419 struct wined3d_texture *textures[MAX_COMBINED_SAMPLERS];
2420 DWORD sampler_states[MAX_COMBINED_SAMPLERS][WINED3D_HIGHEST_SAMPLER_STATE + 1];
2421 DWORD texture_states[MAX_TEXTURES][WINED3D_HIGHEST_TEXTURE_STATE + 1];
2423 struct wined3d_matrix transforms[HIGHEST_TRANSFORMSTATE + 1];
2424 struct wined3d_vec4 clip_planes[MAX_CLIP_DISTANCES];
2425 struct wined3d_material material;
2426 struct wined3d_viewport viewport;
2427 RECT scissor_rect;
2429 /* Light hashmap. Collisions are handled using linked lists. */
2430 #define LIGHTMAP_SIZE 43
2431 #define LIGHTMAP_HASHFUNC(x) ((x) % LIGHTMAP_SIZE)
2432 struct list light_map[LIGHTMAP_SIZE];
2433 const struct wined3d_light_info *lights[MAX_ACTIVE_LIGHTS];
2435 DWORD render_states[WINEHIGHEST_RENDER_STATE + 1];
2436 struct wined3d_rasterizer_state *rasterizer_state;
2439 #define WINED3D_UNMAPPED_STAGE ~0U
2441 /* Multithreaded flag. Removed from the public header to signal that
2442 * wined3d_device_create() ignores it. */
2443 #define WINED3DCREATE_MULTITHREADED 0x00000004
2445 struct wined3d_device
2447 LONG ref;
2449 /* WineD3D Information */
2450 struct wined3d_device_parent *device_parent;
2451 struct wined3d *wined3d;
2452 struct wined3d_adapter *adapter;
2454 /* Window styles to restore when switching fullscreen mode */
2455 LONG style;
2456 LONG exStyle;
2458 const struct wined3d_shader_backend_ops *shader_backend;
2459 void *shader_priv;
2460 void *fragment_priv;
2461 void *vertex_priv;
2462 void *blit_priv;
2463 struct StateEntry StateTable[STATE_HIGHEST + 1];
2464 /* Array of functions for states which are handled by more than one pipeline part */
2465 APPLYSTATEFUNC *multistate_funcs[STATE_HIGHEST + 1];
2466 const struct blit_shader *blitter;
2468 BYTE vertexBlendUsed : 1; /* To avoid needless setting of the blend matrices */
2469 BYTE bCursorVisible : 1;
2470 BYTE d3d_initialized : 1;
2471 BYTE inScene : 1; /* A flag to check for proper BeginScene / EndScene call pairs */
2472 BYTE softwareVertexProcessing : 1; /* process vertex shaders using software or hardware */
2473 BYTE filter_messages : 1;
2474 BYTE padding : 2;
2476 unsigned char surface_alignment; /* Line Alignment of surfaces */
2478 WORD padding2 : 16;
2480 struct wined3d_state state;
2481 struct wined3d_state *update_state;
2482 struct wined3d_stateblock *recording;
2484 /* Internal use fields */
2485 struct wined3d_device_creation_parameters create_parms;
2486 HWND focus_window;
2488 struct wined3d_rendertarget_view *back_buffer_view;
2489 struct wined3d_swapchain **swapchains;
2490 UINT swapchain_count;
2492 struct list resources; /* a linked list to track resources created by the device */
2493 struct list shaders; /* a linked list to track shaders (pixel and vertex) */
2494 struct wine_rb_tree samplers;
2496 /* Render Target Support */
2497 struct wined3d_fb_state fb;
2498 struct wined3d_surface *onscreen_depth_stencil;
2499 struct wined3d_rendertarget_view *auto_depth_stencil_view;
2501 /* For rendering to a texture using glCopyTexImage */
2502 GLuint depth_blt_texture;
2504 /* Cursor management */
2505 UINT xHotSpot;
2506 UINT yHotSpot;
2507 UINT xScreenSpace;
2508 UINT yScreenSpace;
2509 UINT cursorWidth, cursorHeight;
2510 struct wined3d_texture *cursor_texture;
2511 HCURSOR hardwareCursor;
2513 /* The Wine logo texture */
2514 struct wined3d_texture *logo_texture;
2516 /* Textures for when no other textures are mapped */
2517 struct
2519 GLuint tex_2d;
2520 GLuint tex_rect;
2521 GLuint tex_3d;
2522 GLuint tex_cube;
2523 GLuint tex_2d_array;
2524 } dummy_textures;
2526 /* Default sampler used to emulate the direct resource access without using wined3d_sampler */
2527 GLuint default_sampler;
2528 GLuint null_sampler;
2530 /* Command stream */
2531 struct wined3d_cs *cs;
2533 /* Context management */
2534 struct wined3d_context **contexts;
2535 UINT context_count;
2538 void device_clear_render_targets(struct wined3d_device *device, UINT rt_count, const struct wined3d_fb_state *fb,
2539 UINT rect_count, const RECT *rects, const RECT *draw_rect, DWORD flags,
2540 const struct wined3d_color *color, float depth, DWORD stencil) DECLSPEC_HIDDEN;
2541 BOOL device_context_add(struct wined3d_device *device, struct wined3d_context *context) DECLSPEC_HIDDEN;
2542 void device_context_remove(struct wined3d_device *device, struct wined3d_context *context) DECLSPEC_HIDDEN;
2543 HRESULT device_init(struct wined3d_device *device, struct wined3d *wined3d,
2544 UINT adapter_idx, enum wined3d_device_type device_type, HWND focus_window, DWORD flags,
2545 BYTE surface_alignment, struct wined3d_device_parent *device_parent) DECLSPEC_HIDDEN;
2546 LRESULT device_process_message(struct wined3d_device *device, HWND window, BOOL unicode,
2547 UINT message, WPARAM wparam, LPARAM lparam, WNDPROC proc) DECLSPEC_HIDDEN;
2548 void device_resource_add(struct wined3d_device *device, struct wined3d_resource *resource) DECLSPEC_HIDDEN;
2549 void device_resource_released(struct wined3d_device *device, struct wined3d_resource *resource) DECLSPEC_HIDDEN;
2550 void device_switch_onscreen_ds(struct wined3d_device *device, struct wined3d_context *context,
2551 struct wined3d_surface *depth_stencil) DECLSPEC_HIDDEN;
2552 void device_invalidate_state(const struct wined3d_device *device, DWORD state) DECLSPEC_HIDDEN;
2554 static inline BOOL isStateDirty(const struct wined3d_context *context, DWORD state)
2556 DWORD idx = state / (sizeof(*context->isStateDirty) * CHAR_BIT);
2557 BYTE shift = state & ((sizeof(*context->isStateDirty) * CHAR_BIT) - 1);
2558 return context->isStateDirty[idx] & (1u << shift);
2561 #define WINED3D_RESOURCE_ACCESS_GPU 0x1
2562 #define WINED3D_RESOURCE_ACCESS_CPU 0x2
2564 struct wined3d_resource_ops
2566 ULONG (*resource_incref)(struct wined3d_resource *resource);
2567 ULONG (*resource_decref)(struct wined3d_resource *resource);
2568 void (*resource_preload)(struct wined3d_resource *resource);
2569 void (*resource_unload)(struct wined3d_resource *resource);
2570 HRESULT (*resource_sub_resource_map)(struct wined3d_resource *resource, unsigned int sub_resource_idx,
2571 struct wined3d_map_desc *map_desc, const struct wined3d_box *box, DWORD flags);
2572 HRESULT (*resource_sub_resource_unmap)(struct wined3d_resource *resource, unsigned int sub_resource_idx);
2575 struct wined3d_resource
2577 LONG ref;
2578 LONG bind_count;
2579 LONG map_count;
2580 struct wined3d_device *device;
2581 enum wined3d_resource_type type;
2582 enum wined3d_gl_resource_type gl_type;
2583 const struct wined3d_format *format;
2584 unsigned int format_flags;
2585 enum wined3d_multisample_type multisample_type;
2586 UINT multisample_quality;
2587 DWORD usage;
2588 enum wined3d_pool pool;
2589 DWORD access_flags;
2590 DWORD draw_binding;
2591 DWORD map_binding;
2592 UINT width;
2593 UINT height;
2594 UINT depth;
2595 UINT size;
2596 DWORD priority;
2597 void *heap_memory;
2598 struct list resource_list_entry;
2599 LONG access_count;
2601 void *parent;
2602 const struct wined3d_parent_ops *parent_ops;
2603 const struct wined3d_resource_ops *resource_ops;
2606 static inline ULONG wined3d_resource_incref(struct wined3d_resource *resource)
2608 return resource->resource_ops->resource_incref(resource);
2611 static inline ULONG wined3d_resource_decref(struct wined3d_resource *resource)
2613 return resource->resource_ops->resource_decref(resource);
2616 static inline void wined3d_resource_acquire(struct wined3d_resource *resource)
2618 InterlockedIncrement(&resource->access_count);
2621 static inline void wined3d_resource_release(struct wined3d_resource *resource)
2623 InterlockedDecrement(&resource->access_count);
2626 static inline void wined3d_resource_wait_idle(struct wined3d_resource *resource)
2628 while (InterlockedCompareExchange(&resource->access_count, 0, 0));
2631 void resource_cleanup(struct wined3d_resource *resource) DECLSPEC_HIDDEN;
2632 HRESULT resource_init(struct wined3d_resource *resource, struct wined3d_device *device,
2633 enum wined3d_resource_type type, const struct wined3d_format *format,
2634 enum wined3d_multisample_type multisample_type, UINT multisample_quality,
2635 DWORD usage, enum wined3d_pool pool, UINT width, UINT height, UINT depth, UINT size,
2636 void *parent, const struct wined3d_parent_ops *parent_ops,
2637 const struct wined3d_resource_ops *resource_ops) DECLSPEC_HIDDEN;
2638 void resource_unload(struct wined3d_resource *resource) DECLSPEC_HIDDEN;
2639 BOOL wined3d_resource_allocate_sysmem(struct wined3d_resource *resource) DECLSPEC_HIDDEN;
2640 void wined3d_resource_free_sysmem(struct wined3d_resource *resource) DECLSPEC_HIDDEN;
2641 GLbitfield wined3d_resource_gl_map_flags(DWORD d3d_flags) DECLSPEC_HIDDEN;
2642 GLenum wined3d_resource_gl_legacy_map_flags(DWORD d3d_flags) DECLSPEC_HIDDEN;
2643 BOOL wined3d_resource_is_offscreen(struct wined3d_resource *resource) DECLSPEC_HIDDEN;
2644 void wined3d_resource_update_draw_binding(struct wined3d_resource *resource) DECLSPEC_HIDDEN;
2646 /* Tests show that the start address of resources is 32 byte aligned */
2647 #define RESOURCE_ALIGNMENT 16
2649 struct gl_texture
2651 struct wined3d_sampler_desc sampler_desc;
2652 unsigned int base_level;
2653 GLuint name;
2656 struct wined3d_texture_ops
2658 void (*texture_upload_data)(struct wined3d_texture *texture, unsigned int sub_resource_idx,
2659 const struct wined3d_context *context, const struct wined3d_box *box,
2660 const struct wined3d_const_bo_address *data, unsigned int row_pitch, unsigned int slice_pitch);
2661 BOOL (*texture_load_location)(struct wined3d_texture *texture, unsigned int sub_resource_idx,
2662 struct wined3d_context *context, DWORD location);
2663 void (*texture_prepare_texture)(struct wined3d_texture *texture,
2664 struct wined3d_context *context, BOOL srgb);
2665 void (*texture_cleanup_sub_resources)(struct wined3d_texture *texture);
2668 #define WINED3D_TEXTURE_COND_NP2 0x00000001
2669 #define WINED3D_TEXTURE_COND_NP2_EMULATED 0x00000002
2670 #define WINED3D_TEXTURE_POW2_MAT_IDENT 0x00000004
2671 #define WINED3D_TEXTURE_IS_SRGB 0x00000008
2672 #define WINED3D_TEXTURE_RGB_ALLOCATED 0x00000010
2673 #define WINED3D_TEXTURE_RGB_VALID 0x00000020
2674 #define WINED3D_TEXTURE_SRGB_ALLOCATED 0x00000040
2675 #define WINED3D_TEXTURE_SRGB_VALID 0x00000080
2676 #define WINED3D_TEXTURE_CONVERTED 0x00000100
2677 #define WINED3D_TEXTURE_PIN_SYSMEM 0x00000200
2678 #define WINED3D_TEXTURE_NORMALIZED_COORDS 0x00000400
2679 #define WINED3D_TEXTURE_GET_DC_LENIENT 0x00000800
2680 #define WINED3D_TEXTURE_DC_IN_USE 0x00001000
2681 #define WINED3D_TEXTURE_DISCARD 0x00002000
2682 #define WINED3D_TEXTURE_GET_DC 0x00004000
2684 #define WINED3D_TEXTURE_ASYNC_COLOR_KEY 0x00000001
2686 struct wined3d_texture
2688 struct wined3d_resource resource;
2689 const struct wined3d_texture_ops *texture_ops;
2690 struct gl_texture texture_rgb, texture_srgb;
2691 struct wined3d_swapchain *swapchain;
2692 unsigned int pow2_width;
2693 unsigned int pow2_height;
2694 UINT layer_count;
2695 UINT level_count;
2696 unsigned int download_count;
2697 unsigned int sysmem_count;
2698 float pow2_matrix[16];
2699 UINT lod;
2700 enum wined3d_texture_filter_type filter_type;
2701 DWORD sampler;
2702 DWORD flags;
2703 GLenum target;
2704 DWORD update_map_binding;
2706 GLuint rb_multisample;
2707 GLuint rb_resolved;
2709 void *user_memory;
2710 unsigned int row_pitch;
2711 unsigned int slice_pitch;
2713 /* May only be accessed from the command stream worker thread. */
2714 struct wined3d_texture_async
2716 DWORD flags;
2718 /* Color keys for DDraw */
2719 struct wined3d_color_key dst_blt_color_key;
2720 struct wined3d_color_key src_blt_color_key;
2721 struct wined3d_color_key dst_overlay_color_key;
2722 struct wined3d_color_key src_overlay_color_key;
2723 struct wined3d_color_key gl_color_key;
2724 DWORD color_key_flags;
2725 } async;
2727 struct wined3d_texture_sub_resource
2729 void *parent;
2730 const struct wined3d_parent_ops *parent_ops;
2732 union
2734 struct wined3d_surface *surface;
2735 } u;
2736 unsigned int offset;
2737 unsigned int size;
2739 unsigned int map_count;
2740 DWORD locations;
2741 GLuint buffer_object;
2742 } sub_resources[1];
2745 static inline struct wined3d_texture *texture_from_resource(struct wined3d_resource *resource)
2747 return CONTAINING_RECORD(resource, struct wined3d_texture, resource);
2750 static inline struct gl_texture *wined3d_texture_get_gl_texture(struct wined3d_texture *texture,
2751 BOOL srgb)
2753 return srgb ? &texture->texture_srgb : &texture->texture_rgb;
2756 static inline unsigned int wined3d_texture_get_level_width(const struct wined3d_texture *texture,
2757 unsigned int level)
2759 return max(1, texture->resource.width >> level);
2762 static inline unsigned int wined3d_texture_get_level_height(const struct wined3d_texture *texture,
2763 unsigned int level)
2765 return max(1, texture->resource.height >> level);
2768 static inline unsigned int wined3d_texture_get_level_depth(const struct wined3d_texture *texture,
2769 unsigned int level)
2771 return max(1, texture->resource.depth >> level);
2774 static inline unsigned int wined3d_texture_get_level_pow2_width(const struct wined3d_texture *texture,
2775 unsigned int level)
2777 return max(1, texture->pow2_width >> level);
2780 static inline unsigned int wined3d_texture_get_level_pow2_height(const struct wined3d_texture *texture,
2781 unsigned int level)
2783 return max(1, texture->pow2_height >> level);
2786 void wined3d_texture_apply_sampler_desc(struct wined3d_texture *texture,
2787 const struct wined3d_sampler_desc *sampler_desc, const struct wined3d_context *context) DECLSPEC_HIDDEN;
2788 void wined3d_texture_bind(struct wined3d_texture *texture,
2789 struct wined3d_context *context, BOOL srgb) DECLSPEC_HIDDEN;
2790 void wined3d_texture_bind_and_dirtify(struct wined3d_texture *texture,
2791 struct wined3d_context *context, BOOL srgb) DECLSPEC_HIDDEN;
2792 BOOL wined3d_texture_check_block_align(const struct wined3d_texture *texture,
2793 unsigned int level, const struct wined3d_box *box) DECLSPEC_HIDDEN;
2794 GLenum wined3d_texture_get_gl_buffer(const struct wined3d_texture *texture) DECLSPEC_HIDDEN;
2795 void wined3d_texture_get_memory(struct wined3d_texture *texture, unsigned int sub_resource_idx,
2796 struct wined3d_bo_address *data, DWORD locations) DECLSPEC_HIDDEN;
2797 struct wined3d_texture_sub_resource *wined3d_texture_get_sub_resource(struct wined3d_texture *texture,
2798 unsigned int sub_resource_idx) DECLSPEC_HIDDEN;
2799 void wined3d_texture_invalidate_location(struct wined3d_texture *texture,
2800 unsigned int sub_resource_idx, DWORD location) DECLSPEC_HIDDEN;
2801 void wined3d_texture_load(struct wined3d_texture *texture,
2802 struct wined3d_context *context, BOOL srgb) DECLSPEC_HIDDEN;
2803 BOOL wined3d_texture_load_location(struct wined3d_texture *texture,
2804 unsigned int sub_resource_idx, struct wined3d_context *context, DWORD location) DECLSPEC_HIDDEN;
2805 void *wined3d_texture_map_bo_address(const struct wined3d_bo_address *data, size_t size,
2806 const struct wined3d_gl_info *gl_info, GLenum binding, DWORD flags) DECLSPEC_HIDDEN;
2807 BOOL wined3d_texture_prepare_location(struct wined3d_texture *texture, unsigned int sub_resource_idx,
2808 struct wined3d_context *context, DWORD location) DECLSPEC_HIDDEN;
2809 void wined3d_texture_prepare_texture(struct wined3d_texture *texture,
2810 struct wined3d_context *context, BOOL srgb) DECLSPEC_HIDDEN;
2811 void wined3d_texture_set_map_binding(struct wined3d_texture *texture, DWORD map_binding) DECLSPEC_HIDDEN;
2812 void wined3d_texture_set_swapchain(struct wined3d_texture *texture,
2813 struct wined3d_swapchain *swapchain) DECLSPEC_HIDDEN;
2814 void wined3d_texture_unmap_bo_address(const struct wined3d_bo_address *data,
2815 const struct wined3d_gl_info *gl_info, GLenum binding) DECLSPEC_HIDDEN;
2816 void wined3d_texture_upload_data(struct wined3d_texture *texture, unsigned int sub_resource_idx,
2817 const struct wined3d_context *context, const struct wined3d_box *box,
2818 const struct wined3d_const_bo_address *data, unsigned int row_pitch, unsigned int slice_pitch) DECLSPEC_HIDDEN;
2819 void wined3d_texture_validate_location(struct wined3d_texture *texture,
2820 unsigned int sub_resource_idx, DWORD location) DECLSPEC_HIDDEN;
2822 #define WINED3D_LOCATION_DISCARDED 0x00000001
2823 #define WINED3D_LOCATION_SYSMEM 0x00000002
2824 #define WINED3D_LOCATION_USER_MEMORY 0x00000004
2825 #define WINED3D_LOCATION_BUFFER 0x00000008
2826 #define WINED3D_LOCATION_TEXTURE_RGB 0x00000010
2827 #define WINED3D_LOCATION_TEXTURE_SRGB 0x00000020
2828 #define WINED3D_LOCATION_DRAWABLE 0x00000040
2829 #define WINED3D_LOCATION_RB_MULTISAMPLE 0x00000080
2830 #define WINED3D_LOCATION_RB_RESOLVED 0x00000100
2832 const char *wined3d_debug_location(DWORD location) DECLSPEC_HIDDEN;
2834 struct wined3d_renderbuffer_entry
2836 struct list entry;
2837 GLuint id;
2838 UINT width;
2839 UINT height;
2842 struct wined3d_fbo_resource
2844 GLuint object;
2845 GLenum target;
2846 GLuint level, layer;
2849 #define WINED3D_FBO_ENTRY_FLAG_ATTACHED 0x1
2850 #define WINED3D_FBO_ENTRY_FLAG_DEPTH 0x2
2851 #define WINED3D_FBO_ENTRY_FLAG_STENCIL 0x4
2853 struct fbo_entry
2855 struct list entry;
2856 DWORD flags;
2857 DWORD rt_mask;
2858 GLuint id;
2859 struct wined3d_fbo_entry_key
2861 DWORD rb_namespace;
2862 struct wined3d_fbo_resource objects[1];
2863 } key;
2866 struct wined3d_surface
2868 struct wined3d_texture *container;
2870 GLenum texture_target;
2871 unsigned int texture_level;
2872 unsigned int texture_layer;
2874 /* For GetDC */
2875 HBITMAP bitmap;
2876 HDC dc;
2878 struct list renderbuffers;
2879 const struct wined3d_renderbuffer_entry *current_renderbuffer;
2880 SIZE ds_current_size;
2882 /* DirectDraw Overlay handling */
2883 RECT overlay_srcrect;
2884 RECT overlay_destrect;
2885 struct wined3d_surface *overlay_dest;
2886 struct list overlays;
2887 struct list overlay_entry;
2890 static inline BOOL needs_separate_srgb_gl_texture(const struct wined3d_context *context)
2892 return !context->gl_info->supported[EXT_TEXTURE_SRGB_DECODE]
2893 && context->d3d_info->wined3d_creation_flags & WINED3D_SRGB_READ_WRITE_CONTROL;
2896 static inline unsigned int surface_get_sub_resource_idx(const struct wined3d_surface *surface)
2898 return surface->texture_layer * surface->container->level_count + surface->texture_level;
2901 static inline struct wined3d_texture_sub_resource *surface_get_sub_resource(struct wined3d_surface *surface)
2903 return &surface->container->sub_resources[surface_get_sub_resource_idx(surface)];
2906 static inline GLuint surface_get_texture_name(const struct wined3d_surface *surface,
2907 const struct wined3d_context *context, BOOL srgb)
2909 return srgb && needs_separate_srgb_gl_texture(context)
2910 ? surface->container->texture_srgb.name : surface->container->texture_rgb.name;
2913 HRESULT wined3d_surface_blt(struct wined3d_surface *dst_surface, const RECT *dst_rect,
2914 struct wined3d_surface *src_surface, const RECT *src_rect, DWORD flags,
2915 const struct wined3d_blt_fx *blt_fx, enum wined3d_texture_filter_type filter) DECLSPEC_HIDDEN;
2916 HRESULT surface_color_fill(struct wined3d_surface *s,
2917 const RECT *rect, const struct wined3d_color *color) DECLSPEC_HIDDEN;
2918 HRESULT wined3d_surface_create_dc(struct wined3d_surface *surface) DECLSPEC_HIDDEN;
2919 void wined3d_surface_destroy_dc(struct wined3d_surface *surface) DECLSPEC_HIDDEN;
2920 void surface_load_fb_texture(struct wined3d_surface *surface, BOOL srgb,
2921 struct wined3d_context *context) DECLSPEC_HIDDEN;
2922 HRESULT surface_load_location(struct wined3d_surface *surface,
2923 struct wined3d_context *context, DWORD location) DECLSPEC_HIDDEN;
2924 void surface_modify_ds_location(struct wined3d_surface *surface, DWORD location, UINT w, UINT h) DECLSPEC_HIDDEN;
2925 void surface_set_compatible_renderbuffer(struct wined3d_surface *surface,
2926 const struct wined3d_surface *rt) DECLSPEC_HIDDEN;
2927 void surface_translate_drawable_coords(const struct wined3d_surface *surface, HWND window, RECT *rect) DECLSPEC_HIDDEN;
2928 HRESULT surface_upload_from_surface(struct wined3d_surface *dst_surface, const POINT *dst_point,
2929 struct wined3d_surface *src_surface, const RECT *src_rect) DECLSPEC_HIDDEN;
2930 void wined3d_surface_upload_data(struct wined3d_surface *surface, const struct wined3d_gl_info *gl_info,
2931 const struct wined3d_format *format, const RECT *src_rect, UINT src_pitch, const POINT *dst_point,
2932 BOOL srgb, const struct wined3d_const_bo_address *data) DECLSPEC_HIDDEN;
2934 void draw_textured_quad(const struct wined3d_surface *src_surface, struct wined3d_context *context,
2935 const RECT *src_rect, const RECT *dst_rect, enum wined3d_texture_filter_type filter) DECLSPEC_HIDDEN;
2937 struct wined3d_sampler
2939 struct wine_rb_entry entry;
2940 LONG refcount;
2941 struct wined3d_device *device;
2942 void *parent;
2943 struct wined3d_sampler_desc desc;
2944 GLuint name;
2947 struct wined3d_vertex_declaration_element
2949 const struct wined3d_format *format;
2950 BOOL ffp_valid;
2951 unsigned int input_slot;
2952 unsigned int offset;
2953 unsigned int output_slot;
2954 enum wined3d_input_classification input_slot_class;
2955 unsigned int instance_data_step_rate;
2956 BYTE method;
2957 BYTE usage;
2958 BYTE usage_idx;
2961 struct wined3d_vertex_declaration
2963 LONG ref;
2964 void *parent;
2965 const struct wined3d_parent_ops *parent_ops;
2966 struct wined3d_device *device;
2968 struct wined3d_vertex_declaration_element *elements;
2969 UINT element_count;
2971 BOOL position_transformed;
2972 BOOL half_float_conv_needed;
2975 struct wined3d_saved_states
2977 DWORD transform[(HIGHEST_TRANSFORMSTATE >> 5) + 1];
2978 WORD streamSource; /* MAX_STREAMS, 16 */
2979 WORD streamFreq; /* MAX_STREAMS, 16 */
2980 DWORD renderState[(WINEHIGHEST_RENDER_STATE >> 5) + 1];
2981 DWORD textureState[MAX_TEXTURES]; /* WINED3D_HIGHEST_TEXTURE_STATE + 1, 18 */
2982 WORD samplerState[MAX_COMBINED_SAMPLERS]; /* WINED3D_HIGHEST_SAMPLER_STATE + 1, 14 */
2983 DWORD clipplane; /* WINED3DMAXUSERCLIPPLANES, 32 */
2984 WORD pixelShaderConstantsB; /* WINED3D_MAX_CONSTS_B, 16 */
2985 WORD pixelShaderConstantsI; /* WINED3D_MAX_CONSTS_I, 16 */
2986 BOOL ps_consts_f[WINED3D_MAX_PS_CONSTS_F];
2987 WORD vertexShaderConstantsB; /* WINED3D_MAX_CONSTS_B, 16 */
2988 WORD vertexShaderConstantsI; /* WINED3D_MAX_CONSTS_I, 16 */
2989 BOOL vs_consts_f[WINED3D_MAX_VS_CONSTS_F];
2990 DWORD textures : 20; /* MAX_COMBINED_SAMPLERS, 20 */
2991 DWORD primitive_type : 1;
2992 DWORD indices : 1;
2993 DWORD material : 1;
2994 DWORD viewport : 1;
2995 DWORD vertexDecl : 1;
2996 DWORD pixelShader : 1;
2997 DWORD vertexShader : 1;
2998 DWORD scissorRect : 1;
2999 DWORD padding : 4;
3002 struct StageState {
3003 DWORD stage;
3004 DWORD state;
3007 struct wined3d_stateblock
3009 LONG ref; /* Note: Ref counting not required */
3010 struct wined3d_device *device;
3012 /* Array indicating whether things have been set or changed */
3013 struct wined3d_saved_states changed;
3014 struct wined3d_state state;
3016 /* Contained state management */
3017 DWORD contained_render_states[WINEHIGHEST_RENDER_STATE + 1];
3018 unsigned int num_contained_render_states;
3019 DWORD contained_transform_states[HIGHEST_TRANSFORMSTATE + 1];
3020 unsigned int num_contained_transform_states;
3021 DWORD contained_vs_consts_i[WINED3D_MAX_CONSTS_I];
3022 unsigned int num_contained_vs_consts_i;
3023 DWORD contained_vs_consts_b[WINED3D_MAX_CONSTS_B];
3024 unsigned int num_contained_vs_consts_b;
3025 DWORD contained_vs_consts_f[WINED3D_MAX_VS_CONSTS_F];
3026 unsigned int num_contained_vs_consts_f;
3027 DWORD contained_ps_consts_i[WINED3D_MAX_CONSTS_I];
3028 unsigned int num_contained_ps_consts_i;
3029 DWORD contained_ps_consts_b[WINED3D_MAX_CONSTS_B];
3030 unsigned int num_contained_ps_consts_b;
3031 DWORD contained_ps_consts_f[WINED3D_MAX_PS_CONSTS_F];
3032 unsigned int num_contained_ps_consts_f;
3033 struct StageState contained_tss_states[MAX_TEXTURES * (WINED3D_HIGHEST_TEXTURE_STATE + 1)];
3034 unsigned int num_contained_tss_states;
3035 struct StageState contained_sampler_states[MAX_COMBINED_SAMPLERS * WINED3D_HIGHEST_SAMPLER_STATE];
3036 unsigned int num_contained_sampler_states;
3039 void stateblock_init_contained_states(struct wined3d_stateblock *stateblock) DECLSPEC_HIDDEN;
3041 void state_cleanup(struct wined3d_state *state) DECLSPEC_HIDDEN;
3042 void state_init(struct wined3d_state *state, struct wined3d_fb_state *fb,
3043 const struct wined3d_gl_info *gl_info, const struct wined3d_d3d_info *d3d_info,
3044 DWORD flags) DECLSPEC_HIDDEN;
3045 void state_unbind_resources(struct wined3d_state *state) DECLSPEC_HIDDEN;
3047 enum wined3d_push_constants
3049 WINED3D_PUSH_CONSTANTS_VS_F,
3050 WINED3D_PUSH_CONSTANTS_PS_F,
3051 WINED3D_PUSH_CONSTANTS_VS_I,
3052 WINED3D_PUSH_CONSTANTS_PS_I,
3053 WINED3D_PUSH_CONSTANTS_VS_B,
3054 WINED3D_PUSH_CONSTANTS_PS_B,
3057 struct wined3d_cs_ops
3059 void *(*require_space)(struct wined3d_cs *cs, size_t size);
3060 void (*submit)(struct wined3d_cs *cs);
3061 void (*push_constants)(struct wined3d_cs *cs, enum wined3d_push_constants p,
3062 unsigned int start_idx, unsigned int count, const void *constants);
3065 struct wined3d_cs
3067 const struct wined3d_cs_ops *ops;
3068 struct wined3d_device *device;
3069 struct wined3d_fb_state fb;
3070 struct wined3d_state state;
3072 size_t data_size;
3073 void *data;
3076 struct wined3d_cs *wined3d_cs_create(struct wined3d_device *device) DECLSPEC_HIDDEN;
3077 void wined3d_cs_destroy(struct wined3d_cs *cs) DECLSPEC_HIDDEN;
3079 void wined3d_cs_emit_clear(struct wined3d_cs *cs, DWORD rect_count, const RECT *rects,
3080 DWORD flags, const struct wined3d_color *color, float depth, DWORD stencil) DECLSPEC_HIDDEN;
3081 void wined3d_cs_emit_destroy_object(struct wined3d_cs *cs,
3082 void (*callback)(void *object), void *object) DECLSPEC_HIDDEN;
3083 void wined3d_cs_emit_draw(struct wined3d_cs *cs, int base_vertex_idx, unsigned int start_idx, unsigned int index_count,
3084 unsigned int start_instance, unsigned int instance_count, BOOL indexed) DECLSPEC_HIDDEN;
3085 void wined3d_cs_emit_preload_resource(struct wined3d_cs *cs, struct wined3d_resource *resource) DECLSPEC_HIDDEN;
3086 void wined3d_cs_emit_present(struct wined3d_cs *cs, struct wined3d_swapchain *swapchain,
3087 const RECT *src_rect, const RECT *dst_rect, HWND dst_window_override, DWORD flags) DECLSPEC_HIDDEN;
3088 void wined3d_cs_emit_query_issue(struct wined3d_cs *cs, struct wined3d_query *query, DWORD flags) DECLSPEC_HIDDEN;
3089 void wined3d_cs_emit_reset_state(struct wined3d_cs *cs) DECLSPEC_HIDDEN;
3090 void wined3d_cs_emit_set_clip_plane(struct wined3d_cs *cs, UINT plane_idx,
3091 const struct wined3d_vec4 *plane) DECLSPEC_HIDDEN;
3092 void wined3d_cs_emit_set_color_key(struct wined3d_cs *cs, struct wined3d_texture *texture,
3093 WORD flags, const struct wined3d_color_key *color_key) DECLSPEC_HIDDEN;
3094 void wined3d_cs_emit_set_constant_buffer(struct wined3d_cs *cs, enum wined3d_shader_type type,
3095 UINT cb_idx, struct wined3d_buffer *buffer) DECLSPEC_HIDDEN;
3096 void wined3d_cs_emit_set_depth_stencil_view(struct wined3d_cs *cs,
3097 struct wined3d_rendertarget_view *view) DECLSPEC_HIDDEN;
3098 void wined3d_cs_emit_set_index_buffer(struct wined3d_cs *cs, struct wined3d_buffer *buffer,
3099 enum wined3d_format_id format_id, unsigned int offset) DECLSPEC_HIDDEN;
3100 void wined3d_cs_emit_set_material(struct wined3d_cs *cs, const struct wined3d_material *material) DECLSPEC_HIDDEN;
3101 void wined3d_cs_emit_set_predication(struct wined3d_cs *cs,
3102 struct wined3d_query *predicate, BOOL value) DECLSPEC_HIDDEN;
3103 void wined3d_cs_emit_set_rasterizer_state(struct wined3d_cs *cs,
3104 struct wined3d_rasterizer_state *rasterizer_state) DECLSPEC_HIDDEN;
3105 void wined3d_cs_emit_set_render_state(struct wined3d_cs *cs,
3106 enum wined3d_render_state state, DWORD value) DECLSPEC_HIDDEN;
3107 void wined3d_cs_emit_set_rendertarget_view(struct wined3d_cs *cs, unsigned int view_idx,
3108 struct wined3d_rendertarget_view *view) DECLSPEC_HIDDEN;
3109 void wined3d_cs_emit_set_shader_resource_view(struct wined3d_cs *cs, enum wined3d_shader_type type,
3110 UINT view_idx, struct wined3d_shader_resource_view *view) DECLSPEC_HIDDEN;
3111 void wined3d_cs_emit_set_sampler(struct wined3d_cs *cs, enum wined3d_shader_type type,
3112 UINT sampler_idx, struct wined3d_sampler *sampler) DECLSPEC_HIDDEN;
3113 void wined3d_cs_emit_set_sampler_state(struct wined3d_cs *cs, UINT sampler_idx,
3114 enum wined3d_sampler_state state, DWORD value) DECLSPEC_HIDDEN;
3115 void wined3d_cs_emit_set_scissor_rect(struct wined3d_cs *cs, const RECT *rect) DECLSPEC_HIDDEN;
3116 void wined3d_cs_emit_set_shader(struct wined3d_cs *cs, enum wined3d_shader_type type,
3117 struct wined3d_shader *shader) DECLSPEC_HIDDEN;
3118 void wined3d_cs_emit_set_stream_output(struct wined3d_cs *cs, UINT stream_idx,
3119 struct wined3d_buffer *buffer, UINT offset) DECLSPEC_HIDDEN;
3120 void wined3d_cs_emit_set_stream_source(struct wined3d_cs *cs, UINT stream_idx,
3121 struct wined3d_buffer *buffer, UINT offset, UINT stride) DECLSPEC_HIDDEN;
3122 void wined3d_cs_emit_set_stream_source_freq(struct wined3d_cs *cs, UINT stream_idx,
3123 UINT frequency, UINT flags) DECLSPEC_HIDDEN;
3124 void wined3d_cs_emit_set_texture(struct wined3d_cs *cs, UINT stage, struct wined3d_texture *texture) DECLSPEC_HIDDEN;
3125 void wined3d_cs_emit_set_texture_state(struct wined3d_cs *cs, UINT stage,
3126 enum wined3d_texture_stage_state state, DWORD value) DECLSPEC_HIDDEN;
3127 void wined3d_cs_emit_set_transform(struct wined3d_cs *cs, enum wined3d_transform_state state,
3128 const struct wined3d_matrix *matrix) DECLSPEC_HIDDEN;
3129 void wined3d_cs_emit_set_unordered_access_view(struct wined3d_cs *cs, unsigned int view_idx,
3130 struct wined3d_unordered_access_view *view) DECLSPEC_HIDDEN;
3131 void wined3d_cs_emit_set_vertex_declaration(struct wined3d_cs *cs,
3132 struct wined3d_vertex_declaration *declaration) DECLSPEC_HIDDEN;
3133 void wined3d_cs_emit_set_viewport(struct wined3d_cs *cs, const struct wined3d_viewport *viewport) DECLSPEC_HIDDEN;
3134 void wined3d_cs_emit_unload_resource(struct wined3d_cs *cs, struct wined3d_resource *resource) DECLSPEC_HIDDEN;
3135 HRESULT wined3d_cs_map(struct wined3d_cs *cs, struct wined3d_resource *resource, unsigned int sub_resource_idx,
3136 struct wined3d_map_desc *map_desc, const struct wined3d_box *box, unsigned int flags) DECLSPEC_HIDDEN;
3137 HRESULT wined3d_cs_unmap(struct wined3d_cs *cs, struct wined3d_resource *resource,
3138 unsigned int sub_resource_idx) DECLSPEC_HIDDEN;
3140 static inline void wined3d_cs_push_constants(struct wined3d_cs *cs, enum wined3d_push_constants p,
3141 unsigned int start_idx, unsigned int count, const void *constants)
3143 cs->ops->push_constants(cs, p, start_idx, count, constants);
3146 /* TODO: Add tests and support for FLOAT16_4 POSITIONT, D3DCOLOR position, other
3147 * fixed function semantics as D3DCOLOR or FLOAT16 */
3148 enum wined3d_buffer_conversion_type
3150 CONV_NONE,
3151 CONV_D3DCOLOR,
3152 CONV_POSITIONT,
3155 struct wined3d_map_range
3157 UINT offset;
3158 UINT size;
3161 struct wined3d_buffer
3163 struct wined3d_resource resource;
3165 struct wined3d_buffer_desc desc;
3167 GLuint buffer_object;
3168 GLenum buffer_object_usage;
3169 GLenum buffer_type_hint;
3170 unsigned int bind_flags;
3171 DWORD flags;
3172 void *map_ptr;
3174 struct wined3d_map_range *maps;
3175 ULONG maps_size, modified_areas;
3176 DWORD locations;
3177 struct wined3d_event_query *query;
3179 /* conversion stuff */
3180 UINT decl_change_count, full_conversion_count;
3181 UINT draw_count;
3182 UINT stride; /* 0 if no conversion */
3183 UINT conversion_stride; /* 0 if no shifted conversion */
3184 enum wined3d_buffer_conversion_type *conversion_map; /* NULL if no conversion */
3187 static inline struct wined3d_buffer *buffer_from_resource(struct wined3d_resource *resource)
3189 return CONTAINING_RECORD(resource, struct wined3d_buffer, resource);
3192 void buffer_mark_used(struct wined3d_buffer *buffer) DECLSPEC_HIDDEN;
3193 DWORD wined3d_buffer_get_memory(struct wined3d_buffer *buffer,
3194 struct wined3d_bo_address *data, DWORD locations) DECLSPEC_HIDDEN;
3195 void wined3d_buffer_invalidate_location(struct wined3d_buffer *buffer, DWORD location) DECLSPEC_HIDDEN;
3196 void wined3d_buffer_load(struct wined3d_buffer *buffer, struct wined3d_context *context,
3197 const struct wined3d_state *state) DECLSPEC_HIDDEN;
3198 BOOL wined3d_buffer_load_location(struct wined3d_buffer *buffer, struct wined3d_context *context,
3199 DWORD location) DECLSPEC_HIDDEN;
3200 BYTE *wined3d_buffer_load_sysmem(struct wined3d_buffer *buffer, struct wined3d_context *context) DECLSPEC_HIDDEN;
3201 HRESULT wined3d_buffer_copy(struct wined3d_buffer *dst_buffer, unsigned int dst_offset,
3202 struct wined3d_buffer *src_buffer, unsigned int src_offset, unsigned int size) DECLSPEC_HIDDEN;
3203 HRESULT wined3d_buffer_upload_data(struct wined3d_buffer *buffer,
3204 const struct wined3d_box *box, const void *data) DECLSPEC_HIDDEN;
3205 void wined3d_buffer_validate_location(struct wined3d_buffer *buffer, DWORD location) DECLSPEC_HIDDEN;
3207 struct wined3d_rendertarget_view
3209 LONG refcount;
3211 struct wined3d_resource *resource;
3212 void *parent;
3213 const struct wined3d_parent_ops *parent_ops;
3215 const struct wined3d_format *format;
3216 unsigned int format_flags;
3217 unsigned int sub_resource_idx;
3218 unsigned int buffer_offset;
3220 unsigned int width;
3221 unsigned int height;
3222 unsigned int depth;
3225 static inline struct wined3d_surface *wined3d_rendertarget_view_get_surface(
3226 const struct wined3d_rendertarget_view *view)
3228 struct wined3d_texture *texture;
3230 if (!view || view->resource->type != WINED3D_RTYPE_TEXTURE_2D)
3231 return NULL;
3233 texture = texture_from_resource(view->resource);
3235 return texture->sub_resources[view->sub_resource_idx].u.surface;
3238 void wined3d_rendertarget_view_get_drawable_size(const struct wined3d_rendertarget_view *view,
3239 const struct wined3d_context *context, unsigned int *width, unsigned int *height) DECLSPEC_HIDDEN;
3241 struct wined3d_shader_resource_view
3243 LONG refcount;
3245 struct wined3d_resource *resource;
3246 void *parent;
3247 const struct wined3d_parent_ops *parent_ops;
3249 GLenum target;
3250 GLuint object;
3253 void wined3d_shader_resource_view_bind(struct wined3d_shader_resource_view *view,
3254 struct wined3d_context *context) DECLSPEC_HIDDEN;
3256 struct wined3d_unordered_access_view
3258 LONG refcount;
3260 struct wined3d_resource *resource;
3261 void *parent;
3262 const struct wined3d_parent_ops *parent_ops;
3264 const struct wined3d_format *format;
3266 unsigned int layer_idx;
3267 unsigned int layer_count;
3268 unsigned int level_idx;
3271 void wined3d_unordered_access_view_invalidate_location(struct wined3d_unordered_access_view *view,
3272 DWORD location) DECLSPEC_HIDDEN;
3274 struct wined3d_swapchain_ops
3276 void (*swapchain_present)(struct wined3d_swapchain *swapchain,
3277 const RECT *src_rect, const RECT *dst_rect, DWORD flags);
3278 void (*swapchain_frontbuffer_updated)(struct wined3d_swapchain *swapchain);
3281 struct wined3d_swapchain
3283 LONG ref;
3284 void *parent;
3285 const struct wined3d_parent_ops *parent_ops;
3286 const struct wined3d_swapchain_ops *swapchain_ops;
3287 struct wined3d_device *device;
3289 struct wined3d_texture **back_buffers;
3290 struct wined3d_texture *front_buffer;
3291 struct wined3d_swapchain_desc desc;
3292 struct wined3d_display_mode original_mode, d3d_mode;
3293 RECT original_window_rect;
3294 struct wined3d_gamma_ramp orig_gamma;
3295 BOOL render_to_fbo, reapply_mode;
3296 const struct wined3d_format *ds_format;
3297 struct wined3d_palette *palette;
3298 RECT front_buffer_update;
3300 LONG prev_time, frames; /* Performance tracking */
3302 struct wined3d_context **context;
3303 unsigned int num_contexts;
3305 HWND win_handle;
3306 HWND device_window;
3308 HDC backup_dc;
3309 HWND backup_wnd;
3312 void wined3d_swapchain_activate(struct wined3d_swapchain *swapchain, BOOL activate) DECLSPEC_HIDDEN;
3313 struct wined3d_context *swapchain_get_context(struct wined3d_swapchain *swapchain) DECLSPEC_HIDDEN;
3314 void swapchain_destroy_contexts(struct wined3d_swapchain *swapchain) DECLSPEC_HIDDEN;
3315 HDC swapchain_get_backup_dc(struct wined3d_swapchain *swapchain) DECLSPEC_HIDDEN;
3316 void swapchain_update_draw_bindings(struct wined3d_swapchain *swapchain) DECLSPEC_HIDDEN;
3317 void swapchain_update_swap_interval(struct wined3d_swapchain *swapchain) DECLSPEC_HIDDEN;
3319 /*****************************************************************************
3320 * Utility function prototypes
3323 /* Trace routines */
3324 const char *debug_box(const struct wined3d_box *box) DECLSPEC_HIDDEN;
3325 const char *debug_color(const struct wined3d_color *color) DECLSPEC_HIDDEN;
3326 const char *debug_d3dshaderinstructionhandler(enum WINED3D_SHADER_INSTRUCTION_HANDLER handler_idx) DECLSPEC_HIDDEN;
3327 const char *debug_d3dformat(enum wined3d_format_id format_id) DECLSPEC_HIDDEN;
3328 const char *debug_d3ddevicetype(enum wined3d_device_type device_type) DECLSPEC_HIDDEN;
3329 const char *debug_d3dresourcetype(enum wined3d_resource_type resource_type) DECLSPEC_HIDDEN;
3330 const char *debug_d3dusage(DWORD usage) DECLSPEC_HIDDEN;
3331 const char *debug_d3dusagequery(DWORD usagequery) DECLSPEC_HIDDEN;
3332 const char *debug_d3ddeclmethod(enum wined3d_decl_method method) DECLSPEC_HIDDEN;
3333 const char *debug_d3ddeclusage(enum wined3d_decl_usage usage) DECLSPEC_HIDDEN;
3334 const char *debug_d3dinput_classification(enum wined3d_input_classification classification) DECLSPEC_HIDDEN;
3335 const char *debug_d3dprimitivetype(enum wined3d_primitive_type primitive_type) DECLSPEC_HIDDEN;
3336 const char *debug_d3drenderstate(enum wined3d_render_state state) DECLSPEC_HIDDEN;
3337 const char *debug_d3dsamplerstate(enum wined3d_sampler_state state) DECLSPEC_HIDDEN;
3338 const char *debug_d3dstate(DWORD state) DECLSPEC_HIDDEN;
3339 const char *debug_d3dtexturefiltertype(enum wined3d_texture_filter_type filter_type) DECLSPEC_HIDDEN;
3340 const char *debug_d3dtexturestate(enum wined3d_texture_stage_state state) DECLSPEC_HIDDEN;
3341 const char *debug_d3dtop(enum wined3d_texture_op d3dtop) DECLSPEC_HIDDEN;
3342 const char *debug_d3dtstype(enum wined3d_transform_state tstype) DECLSPEC_HIDDEN;
3343 const char *debug_d3dpool(enum wined3d_pool pool) DECLSPEC_HIDDEN;
3344 const char *debug_fboattachment(GLenum attachment) DECLSPEC_HIDDEN;
3345 const char *debug_fbostatus(GLenum status) DECLSPEC_HIDDEN;
3346 const char *debug_glerror(GLenum error) DECLSPEC_HIDDEN;
3347 const char *debug_ivec4(const struct wined3d_ivec4 *v) DECLSPEC_HIDDEN;
3348 const char *debug_shader_type(enum wined3d_shader_type shader_type) DECLSPEC_HIDDEN;
3349 const char *debug_vec4(const struct wined3d_vec4 *v) DECLSPEC_HIDDEN;
3350 void dump_color_fixup_desc(struct color_fixup_desc fixup) DECLSPEC_HIDDEN;
3352 BOOL is_invalid_op(const struct wined3d_state *state, int stage,
3353 enum wined3d_texture_op op, DWORD arg1, DWORD arg2, DWORD arg3) DECLSPEC_HIDDEN;
3354 void set_tex_op_nvrc(const struct wined3d_gl_info *gl_info, const struct wined3d_state *state,
3355 BOOL is_alpha, int stage, enum wined3d_texture_op op, DWORD arg1, DWORD arg2, DWORD arg3,
3356 INT texture_idx, DWORD dst) DECLSPEC_HIDDEN;
3357 void texture_activate_dimensions(const struct wined3d_texture *texture,
3358 const struct wined3d_gl_info *gl_info) DECLSPEC_HIDDEN;
3359 void sampler_texdim(struct wined3d_context *context,
3360 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
3361 void tex_alphaop(struct wined3d_context *context,
3362 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
3363 void apply_pixelshader(struct wined3d_context *context,
3364 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
3365 void state_alpha_test(struct wined3d_context *context,
3366 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
3367 void state_fogcolor(struct wined3d_context *context,
3368 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
3369 void state_fogdensity(struct wined3d_context *context,
3370 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
3371 void state_fogstartend(struct wined3d_context *context,
3372 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
3373 void state_fog_fragpart(struct wined3d_context *context,
3374 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
3375 void state_nop(struct wined3d_context *context,
3376 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
3377 void state_srgbwrite(struct wined3d_context *context,
3378 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
3380 void state_clipping(struct wined3d_context *context,
3381 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
3382 void clipplane(struct wined3d_context *context,
3383 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
3384 void state_pointsprite_w(struct wined3d_context *context,
3385 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
3386 void state_pointsprite(struct wined3d_context *context,
3387 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
3388 void state_shademode(struct wined3d_context *context,
3389 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
3391 GLenum gl_primitive_type_from_d3d(enum wined3d_primitive_type primitive_type) DECLSPEC_HIDDEN;
3393 /* Math utils */
3394 void multiply_matrix(struct wined3d_matrix *dest, const struct wined3d_matrix *src1,
3395 const struct wined3d_matrix *src2) DECLSPEC_HIDDEN;
3397 void wined3d_release_dc(HWND window, HDC dc) DECLSPEC_HIDDEN;
3399 struct wined3d_shader_lconst
3401 struct list entry;
3402 unsigned int idx;
3403 DWORD value[4];
3406 struct wined3d_shader_limits
3408 unsigned int sampler;
3409 unsigned int constant_int;
3410 unsigned int constant_float;
3411 unsigned int constant_bool;
3412 unsigned int packed_output;
3413 unsigned int packed_input;
3416 #ifdef __GNUC__
3417 #define PRINTF_ATTR(fmt,args) __attribute__((format (printf,fmt,args)))
3418 #else
3419 #define PRINTF_ATTR(fmt,args)
3420 #endif
3422 struct wined3d_string_buffer_list
3424 struct list list;
3427 struct wined3d_string_buffer *string_buffer_get(struct wined3d_string_buffer_list *list) DECLSPEC_HIDDEN;
3428 void string_buffer_sprintf(struct wined3d_string_buffer *buffer, const char *format, ...) PRINTF_ATTR(2, 3) DECLSPEC_HIDDEN;
3429 void string_buffer_release(struct wined3d_string_buffer_list *list, struct wined3d_string_buffer *buffer) DECLSPEC_HIDDEN;
3430 void string_buffer_list_init(struct wined3d_string_buffer_list *list) DECLSPEC_HIDDEN;
3431 void string_buffer_list_cleanup(struct wined3d_string_buffer_list *list) DECLSPEC_HIDDEN;
3433 int shader_addline(struct wined3d_string_buffer *buffer, const char *fmt, ...) PRINTF_ATTR(2,3) DECLSPEC_HIDDEN;
3434 BOOL string_buffer_resize(struct wined3d_string_buffer *buffer, int rc) DECLSPEC_HIDDEN;
3435 int shader_vaddline(struct wined3d_string_buffer *buffer, const char *fmt, va_list args) DECLSPEC_HIDDEN;
3437 /* Vertex shader utility functions */
3438 BOOL vshader_get_input(const struct wined3d_shader *shader,
3439 BYTE usage_req, BYTE usage_idx_req, unsigned int *regnum) DECLSPEC_HIDDEN;
3441 struct wined3d_vertex_shader
3443 struct wined3d_shader_attribute attributes[MAX_ATTRIBS];
3446 struct wined3d_geometry_shader
3448 enum wined3d_primitive_type input_type;
3449 enum wined3d_primitive_type output_type;
3450 UINT vertices_out;
3453 struct wined3d_pixel_shader
3455 /* Pixel shader input semantics */
3456 DWORD input_reg_map[MAX_REG_INPUT];
3457 BOOL input_reg_used[MAX_REG_INPUT];
3458 unsigned int declared_in_count;
3460 /* Some information about the shader behavior */
3461 BOOL color0_mov;
3462 DWORD color0_reg;
3465 struct wined3d_shader
3467 LONG ref;
3468 const struct wined3d_shader_limits *limits;
3469 DWORD *function;
3470 UINT functionLength;
3471 BOOL load_local_constsF;
3472 const struct wined3d_shader_frontend *frontend;
3473 void *frontend_data;
3474 void *backend_data;
3476 void *parent;
3477 const struct wined3d_parent_ops *parent_ops;
3479 /* Programs this shader is linked with */
3480 struct list linked_programs;
3482 /* Immediate constants (override global ones) */
3483 struct list constantsB;
3484 struct list constantsF;
3485 struct list constantsI;
3486 struct wined3d_shader_reg_maps reg_maps;
3487 BOOL lconst_inf_or_nan;
3489 struct wined3d_shader_signature input_signature;
3490 struct wined3d_shader_signature output_signature;
3491 char *signature_strings;
3493 /* Pointer to the parent device */
3494 struct wined3d_device *device;
3495 struct list shader_list_entry;
3497 union
3499 struct wined3d_vertex_shader vs;
3500 struct wined3d_geometry_shader gs;
3501 struct wined3d_pixel_shader ps;
3502 } u;
3505 void pixelshader_update_resource_types(struct wined3d_shader *shader, WORD tex_types) DECLSPEC_HIDDEN;
3506 void find_ps_compile_args(const struct wined3d_state *state, const struct wined3d_shader *shader,
3507 BOOL position_transformed, struct ps_compile_args *args,
3508 const struct wined3d_context *context) DECLSPEC_HIDDEN;
3510 void find_vs_compile_args(const struct wined3d_state *state, const struct wined3d_shader *shader,
3511 WORD swizzle_map, struct vs_compile_args *args,
3512 const struct wined3d_d3d_info *d3d_info) DECLSPEC_HIDDEN;
3514 void find_gs_compile_args(const struct wined3d_state *state, const struct wined3d_shader *shader,
3515 struct gs_compile_args *args) DECLSPEC_HIDDEN;
3517 void string_buffer_clear(struct wined3d_string_buffer *buffer) DECLSPEC_HIDDEN;
3518 BOOL string_buffer_init(struct wined3d_string_buffer *buffer) DECLSPEC_HIDDEN;
3519 void string_buffer_free(struct wined3d_string_buffer *buffer) DECLSPEC_HIDDEN;
3520 unsigned int shader_find_free_input_register(const struct wined3d_shader_reg_maps *reg_maps,
3521 unsigned int max) DECLSPEC_HIDDEN;
3522 void shader_generate_main(const struct wined3d_shader *shader, struct wined3d_string_buffer *buffer,
3523 const struct wined3d_shader_reg_maps *reg_maps, const DWORD *byte_code, void *backend_ctx) DECLSPEC_HIDDEN;
3524 BOOL shader_match_semantic(const char *semantic_name, enum wined3d_decl_usage usage) DECLSPEC_HIDDEN;
3526 static inline BOOL shader_is_scalar(const struct wined3d_shader_register *reg)
3528 switch (reg->type)
3530 case WINED3DSPR_RASTOUT:
3531 /* oFog & oPts */
3532 if (reg->idx[0].offset)
3533 return TRUE;
3534 /* oPos */
3535 return FALSE;
3537 case WINED3DSPR_DEPTHOUT: /* oDepth */
3538 case WINED3DSPR_CONSTBOOL: /* b# */
3539 case WINED3DSPR_LOOP: /* aL */
3540 case WINED3DSPR_PREDICATE: /* p0 */
3541 case WINED3DSPR_PRIMID: /* primID */
3542 return TRUE;
3544 case WINED3DSPR_MISCTYPE:
3545 switch (reg->idx[0].offset)
3547 case 0: /* vPos */
3548 return FALSE;
3549 case 1: /* vFace */
3550 return TRUE;
3551 default:
3552 return FALSE;
3555 case WINED3DSPR_IMMCONST:
3556 return reg->immconst_type == WINED3D_IMMCONST_SCALAR;
3558 default:
3559 return FALSE;
3563 static inline void shader_get_position_fixup(const struct wined3d_context *context,
3564 const struct wined3d_state *state, float *position_fixup)
3566 float center_offset;
3568 if (context->d3d_info->wined3d_creation_flags & WINED3D_PIXEL_CENTER_INTEGER)
3569 center_offset = 63.0f / 64.0f;
3570 else
3571 center_offset = -1.0f / 64.0f;
3573 position_fixup[0] = 1.0f;
3574 position_fixup[1] = 1.0f;
3575 position_fixup[2] = center_offset / state->viewport.width;
3576 position_fixup[3] = -center_offset / state->viewport.height;
3578 if (context->render_offscreen)
3580 position_fixup[1] *= -1.0f;
3581 position_fixup[3] *= -1.0f;
3585 static inline BOOL shader_constant_is_local(const struct wined3d_shader *shader, DWORD reg)
3587 struct wined3d_shader_lconst *lconst;
3589 if (shader->load_local_constsF)
3590 return FALSE;
3592 LIST_FOR_EACH_ENTRY(lconst, &shader->constantsF, struct wined3d_shader_lconst, entry)
3594 if (lconst->idx == reg)
3595 return TRUE;
3598 return FALSE;
3601 void get_identity_matrix(struct wined3d_matrix *mat) DECLSPEC_HIDDEN;
3602 void get_modelview_matrix(const struct wined3d_context *context, const struct wined3d_state *state,
3603 unsigned int index, struct wined3d_matrix *mat) DECLSPEC_HIDDEN;
3604 void get_projection_matrix(const struct wined3d_context *context, const struct wined3d_state *state,
3605 struct wined3d_matrix *mat) DECLSPEC_HIDDEN;
3606 void get_texture_matrix(const struct wined3d_context *context, const struct wined3d_state *state,
3607 unsigned int tex, struct wined3d_matrix *mat) DECLSPEC_HIDDEN;
3608 void get_pointsize_minmax(const struct wined3d_context *context, const struct wined3d_state *state,
3609 float *out_min, float *out_max) DECLSPEC_HIDDEN;
3610 void get_pointsize(const struct wined3d_context *context, const struct wined3d_state *state,
3611 float *out_pointsize, float *out_att) DECLSPEC_HIDDEN;
3612 void get_fog_start_end(const struct wined3d_context *context, const struct wined3d_state *state,
3613 float *start, float *end) DECLSPEC_HIDDEN;
3615 /* Using additional shader constants (uniforms in GLSL / program environment
3616 * or local parameters in ARB) is costly:
3617 * ARB only knows float4 parameters and GLSL compiler are not really smart
3618 * when it comes to efficiently pack float2 uniforms, so no space is wasted
3619 * (in fact most compilers map a float2 to a full float4 uniform).
3621 * For NP2 texcoord fixup we only need 2 floats (width and height) for each
3622 * 2D texture used in the shader. We therefore pack fixup info for 2 textures
3623 * into a single shader constant (uniform / program parameter).
3625 * This structure is shared between the GLSL and the ARB backend.*/
3626 struct ps_np2fixup_info {
3627 unsigned char idx[MAX_FRAGMENT_SAMPLERS]; /* indices to the real constant */
3628 WORD active; /* bitfield indicating if we can apply the fixup */
3629 WORD num_consts;
3632 void print_glsl_info_log(const struct wined3d_gl_info *gl_info, GLuint id, BOOL program) DECLSPEC_HIDDEN;
3633 void shader_glsl_validate_link(const struct wined3d_gl_info *gl_info, GLuint program) DECLSPEC_HIDDEN;
3635 struct wined3d_palette
3637 LONG ref;
3638 struct wined3d_device *device;
3640 unsigned int size;
3641 RGBQUAD colors[256];
3642 DWORD flags;
3645 /* DirectDraw utility functions */
3646 extern enum wined3d_format_id pixelformat_for_depth(DWORD depth) DECLSPEC_HIDDEN;
3648 /*****************************************************************************
3649 * Pixel format management
3652 /* WineD3D pixel format flags */
3653 #define WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING 0x00000001
3654 #define WINED3DFMT_FLAG_FILTERING 0x00000002
3655 #define WINED3DFMT_FLAG_DEPTH 0x00000004
3656 #define WINED3DFMT_FLAG_STENCIL 0x00000008
3657 #define WINED3DFMT_FLAG_RENDERTARGET 0x00000010
3658 #define WINED3DFMT_FLAG_FBO_ATTACHABLE 0x00000040
3659 #define WINED3DFMT_FLAG_FBO_ATTACHABLE_SRGB 0x00000080
3660 #define WINED3DFMT_FLAG_FLOAT 0x00000200
3661 #define WINED3DFMT_FLAG_BUMPMAP 0x00000400
3662 #define WINED3DFMT_FLAG_SRGB_READ 0x00000800
3663 #define WINED3DFMT_FLAG_SRGB_WRITE 0x00001000
3664 #define WINED3DFMT_FLAG_VTF 0x00002000
3665 #define WINED3DFMT_FLAG_SHADOW 0x00004000
3666 #define WINED3DFMT_FLAG_COMPRESSED 0x00008000
3667 #define WINED3DFMT_FLAG_BROKEN_PITCH 0x00010000
3668 #define WINED3DFMT_FLAG_BLOCKS 0x00020000
3669 #define WINED3DFMT_FLAG_HEIGHT_SCALE 0x00040000
3670 #define WINED3DFMT_FLAG_TEXTURE 0x00080000
3671 #define WINED3DFMT_FLAG_BLOCKS_NO_VERIFY 0x00100000
3672 #define WINED3DFMT_FLAG_INTEGER 0x00200000
3674 struct wined3d_rational
3676 UINT numerator;
3677 UINT denominator;
3680 struct wined3d_color_key_conversion
3682 enum wined3d_format_id dst_format;
3683 void (*convert)(const BYTE *src, unsigned int src_pitch, BYTE *dst, unsigned int dst_pitch, unsigned int width,
3684 unsigned int height, const struct wined3d_palette *palette, const struct wined3d_color_key *color_key);
3687 struct wined3d_format
3689 enum wined3d_format_id id;
3691 D3DDDIFORMAT ddi_format;
3692 DWORD red_size;
3693 DWORD green_size;
3694 DWORD blue_size;
3695 DWORD alpha_size;
3696 DWORD red_offset;
3697 DWORD green_offset;
3698 DWORD blue_offset;
3699 DWORD alpha_offset;
3700 UINT byte_count;
3701 BYTE depth_size;
3702 BYTE stencil_size;
3704 UINT block_width;
3705 UINT block_height;
3706 UINT block_byte_count;
3708 enum wined3d_ffp_emit_idx emit_idx;
3709 GLint component_count;
3710 GLenum gl_vtx_type;
3711 GLint gl_vtx_format;
3712 GLboolean gl_normalized;
3713 unsigned int attribute_size;
3715 GLint glInternal;
3716 GLint glGammaInternal;
3717 GLint rtInternal;
3718 GLint glFormat;
3719 GLint glType;
3720 UINT conv_byte_count;
3721 DWORD multisample_types;
3722 unsigned int flags[WINED3D_GL_RES_TYPE_COUNT];
3723 struct wined3d_rational height_scale;
3724 struct color_fixup_desc color_fixup;
3725 void (*convert)(const BYTE *src, BYTE *dst, UINT src_row_pitch, UINT src_slice_pitch,
3726 UINT dst_row_pitch, UINT dst_slice_pitch, UINT width, UINT height, UINT depth);
3728 enum wined3d_format_id typeless_id;
3729 GLenum gl_view_class;
3732 const struct wined3d_format *wined3d_get_format(const struct wined3d_gl_info *gl_info,
3733 enum wined3d_format_id format_id) DECLSPEC_HIDDEN;
3734 void wined3d_format_calculate_pitch(const struct wined3d_format *format, unsigned int alignment,
3735 unsigned int width, unsigned int height, unsigned int *row_pitch, unsigned int *slice_pitch) DECLSPEC_HIDDEN;
3736 UINT wined3d_format_calculate_size(const struct wined3d_format *format,
3737 UINT alignment, UINT width, UINT height, UINT depth) DECLSPEC_HIDDEN;
3738 DWORD wined3d_format_convert_from_float(const struct wined3d_format *format,
3739 const struct wined3d_color *color) DECLSPEC_HIDDEN;
3740 BOOL wined3d_format_convert_color_to_float(const struct wined3d_format *format,
3741 const struct wined3d_palette *palette, DWORD color, struct wined3d_color *float_color) DECLSPEC_HIDDEN;
3742 void wined3d_format_get_float_color_key(const struct wined3d_format *format,
3743 const struct wined3d_color_key *key, struct wined3d_color *float_colors) DECLSPEC_HIDDEN;
3744 const struct wined3d_color_key_conversion * wined3d_format_get_color_key_conversion(
3745 const struct wined3d_texture *texture, BOOL need_alpha_ck) DECLSPEC_HIDDEN;
3747 static inline BOOL wined3d_format_is_typeless(const struct wined3d_format *format)
3749 return format->id == format->typeless_id && format->id != WINED3DFMT_UNKNOWN;
3752 static inline void *wined3d_calloc(SIZE_T count, SIZE_T size)
3754 if (count > ~(SIZE_T)0 / size)
3755 return NULL;
3756 return HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, count * size);
3759 static inline BOOL use_vs(const struct wined3d_state *state)
3761 /* Check state->vertex_declaration to allow this to be used before the
3762 * stream info is validated, for example in device_update_tex_unit_map(). */
3763 return state->shader[WINED3D_SHADER_TYPE_VERTEX]
3764 && (!state->vertex_declaration || !state->vertex_declaration->position_transformed);
3767 static inline BOOL use_ps(const struct wined3d_state *state)
3769 return !!state->shader[WINED3D_SHADER_TYPE_PIXEL];
3772 static inline void context_apply_state(struct wined3d_context *context,
3773 const struct wined3d_state *state, DWORD state_id)
3775 const struct StateEntry *state_table = context->state_table;
3776 DWORD rep = state_table[state_id].representative;
3777 state_table[rep].apply(context, state, rep);
3780 static inline BOOL needs_srgb_write(const struct wined3d_context *context,
3781 const struct wined3d_state *state, const struct wined3d_fb_state *fb)
3783 return (!(context->d3d_info->wined3d_creation_flags & WINED3D_SRGB_READ_WRITE_CONTROL)
3784 || state->render_states[WINED3D_RS_SRGBWRITEENABLE])
3785 && fb->render_targets[0] && fb->render_targets[0]->format_flags & WINED3DFMT_FLAG_SRGB_WRITE;
3788 static inline BOOL can_use_texture_swizzle(const struct wined3d_gl_info *gl_info, const struct wined3d_format *format)
3790 return gl_info->supported[ARB_TEXTURE_SWIZZLE] && !is_complex_fixup(format->color_fixup)
3791 && !is_scaling_fixup(format->color_fixup);
3794 static inline struct wined3d_surface *context_get_rt_surface(const struct wined3d_context *context)
3796 struct wined3d_texture *texture = context->current_rt.texture;
3798 if (!texture)
3799 return NULL;
3800 return texture->sub_resources[context->current_rt.sub_resource_idx].u.surface;
3803 /* The WNDCLASS-Name for the fake window which we use to retrieve the GL capabilities */
3804 #define WINED3D_OPENGL_WINDOW_CLASS_NAME "WineD3D_OpenGL"
3806 #define MAKEDWORD_VERSION(maj, min) (((maj & 0xffffu) << 16) | (min & 0xffffu))
3808 #endif