wined3d: Return a BOOL from surface_load_location().
[wine.git] / dlls / wined3d / wined3d_private.h
blob66c10027ae563e2cfba451c7538bcd9a739311b2
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 check_float_constants;
302 unsigned int max_sm_vs;
303 unsigned int max_sm_hs;
304 unsigned int max_sm_ds;
305 unsigned int max_sm_gs;
306 unsigned int max_sm_ps;
307 unsigned int max_sm_cs;
308 BOOL no_3d;
311 extern struct wined3d_settings wined3d_settings DECLSPEC_HIDDEN;
313 enum wined3d_shader_resource_type
315 WINED3D_SHADER_RESOURCE_NONE,
316 WINED3D_SHADER_RESOURCE_BUFFER,
317 WINED3D_SHADER_RESOURCE_TEXTURE_1D,
318 WINED3D_SHADER_RESOURCE_TEXTURE_2D,
319 WINED3D_SHADER_RESOURCE_TEXTURE_2DMS,
320 WINED3D_SHADER_RESOURCE_TEXTURE_3D,
321 WINED3D_SHADER_RESOURCE_TEXTURE_CUBE,
322 WINED3D_SHADER_RESOURCE_TEXTURE_1DARRAY,
323 WINED3D_SHADER_RESOURCE_TEXTURE_2DARRAY,
324 WINED3D_SHADER_RESOURCE_TEXTURE_2DMSARRAY,
325 WINED3D_SHADER_RESOURCE_TEXTURE_CUBEARRAY,
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,
395 WINED3DSPR_FUNCTIONBODY,
396 WINED3DSPR_FUNCTIONPOINTER,
397 WINED3DSPR_COVERAGE,
398 WINED3DSPR_SAMPLEMASK,
401 enum wined3d_data_type
403 WINED3D_DATA_FLOAT,
404 WINED3D_DATA_INT,
405 WINED3D_DATA_RESOURCE,
406 WINED3D_DATA_SAMPLER,
407 WINED3D_DATA_UAV,
408 WINED3D_DATA_UINT,
409 WINED3D_DATA_UNORM,
410 WINED3D_DATA_SNORM,
411 WINED3D_DATA_OPAQUE,
414 enum wined3d_immconst_type
416 WINED3D_IMMCONST_SCALAR,
417 WINED3D_IMMCONST_VEC4,
420 #define WINED3DSP_NOSWIZZLE (0u | (1u << 2) | (2u << 4) | (3u << 6))
422 enum wined3d_shader_src_modifier
424 WINED3DSPSM_NONE = 0,
425 WINED3DSPSM_NEG = 1,
426 WINED3DSPSM_BIAS = 2,
427 WINED3DSPSM_BIASNEG = 3,
428 WINED3DSPSM_SIGN = 4,
429 WINED3DSPSM_SIGNNEG = 5,
430 WINED3DSPSM_COMP = 6,
431 WINED3DSPSM_X2 = 7,
432 WINED3DSPSM_X2NEG = 8,
433 WINED3DSPSM_DZ = 9,
434 WINED3DSPSM_DW = 10,
435 WINED3DSPSM_ABS = 11,
436 WINED3DSPSM_ABSNEG = 12,
437 WINED3DSPSM_NOT = 13,
440 #define WINED3DSP_WRITEMASK_0 0x1u /* .x r */
441 #define WINED3DSP_WRITEMASK_1 0x2u /* .y g */
442 #define WINED3DSP_WRITEMASK_2 0x4u /* .z b */
443 #define WINED3DSP_WRITEMASK_3 0x8u /* .w a */
444 #define WINED3DSP_WRITEMASK_ALL 0xfu /* all */
446 enum wined3d_shader_dst_modifier
448 WINED3DSPDM_NONE = 0,
449 WINED3DSPDM_SATURATE = 1,
450 WINED3DSPDM_PARTIALPRECISION = 2,
451 WINED3DSPDM_MSAMPCENTROID = 4,
454 enum wined3d_shader_interpolation_mode
456 WINED3DSIM_CONSTANT = 1,
457 WINED3DSIM_LINEAR = 2,
458 WINED3DSIM_LINEAR_CENTROID = 3,
459 WINED3DSIM_LINEAR_NOPERSPECTIVE = 4,
460 WINED3DSIM_LINEAR_NOPERSPECTIVE_CENTROID = 5,
461 WINED3DSIM_LINEAR_SAMPLE = 6,
462 WINED3DSIM_LINEAR_NOPERSPECTIVE_SAMPLE = 7,
465 enum wined3d_shader_global_flags
467 WINED3DSGF_REFACTORING_ALLOWED = 0x1,
468 WINED3DSGF_ENABLE_RAW_AND_STRUCTURED_BUFFERS = 0x8,
471 enum wined3d_shader_sync_flags
473 WINED3DSSF_THREAD_GROUP = 0x1,
474 WINED3DSSF_GROUP_SHARED_MEMORY = 0x2,
477 enum wined3d_shader_uav_flags
479 WINED3DSUF_GLOBALLY_COHERENT = 0x20,
480 WINED3DSUF_ORDER_PRESERVING_COUNTER = 0x8000,
483 enum wined3d_tessellator_domain
485 WINED3D_TESSELLATOR_DOMAIN_LINE = 1,
486 WINED3D_TESSELLATOR_DOMAIN_TRIANGLE = 2,
487 WINED3D_TESSELLATOR_DOMAIN_QUAD = 3,
490 enum wined3d_tessellator_output_primitive
492 WINED3D_TESSELLATOR_OUTPUT_POINT = 1,
493 WINED3D_TESSELLATOR_OUTPUT_LINE = 2,
494 WINED3D_TESSELLATOR_OUTPUT_TRIANGLE_CW = 3,
495 WINED3D_TESSELLATOR_OUTPUT_TRIANGLE_CCW = 4,
498 enum wined3d_tessellator_partitioning
500 WINED3D_TESSELLATOR_PARTITIONING_INTEGER = 1,
501 WINED3D_TESSELLATOR_PARTITIONING_POW2 = 2,
502 WINED3D_TESSELLATOR_PARTITIONING_FRACTIONAL_ODD = 3,
503 WINED3D_TESSELLATOR_PARTITIONING_FRACTIONAL_EVEN = 4,
506 /* Undocumented opcode control to identify projective texture lookups in ps 2.0 and later */
507 #define WINED3DSI_TEXLD_PROJECT 0x1
508 #define WINED3DSI_TEXLD_BIAS 0x2
509 #define WINED3DSI_INDEXED_DYNAMIC 0x4
510 #define WINED3DSI_RESINFO_RCP_FLOAT 0x1
511 #define WINED3DSI_RESINFO_UINT 0x2
512 #define WINED3DSI_SAMPLE_INFO_UINT 0x1
513 #define WINED3DSI_SAMPLER_COMPARISON_MODE 0x1
515 enum wined3d_shader_rel_op
517 WINED3D_SHADER_REL_OP_GT = 1,
518 WINED3D_SHADER_REL_OP_EQ = 2,
519 WINED3D_SHADER_REL_OP_GE = 3,
520 WINED3D_SHADER_REL_OP_LT = 4,
521 WINED3D_SHADER_REL_OP_NE = 5,
522 WINED3D_SHADER_REL_OP_LE = 6,
525 enum wined3d_shader_conditional_op
527 WINED3D_SHADER_CONDITIONAL_OP_NZ = 0,
528 WINED3D_SHADER_CONDITIONAL_OP_Z = 1
531 #define WINED3D_SM1_VS 0xfffeu
532 #define WINED3D_SM1_PS 0xffffu
533 #define WINED3D_SM4_PS 0x0000u
534 #define WINED3D_SM4_VS 0x0001u
535 #define WINED3D_SM4_GS 0x0002u
536 #define WINED3D_SM5_HS 0x0003u
537 #define WINED3D_SM5_DS 0x0004u
538 #define WINED3D_SM5_CS 0x0005u
540 /* Shader version tokens, and shader end tokens */
541 #define WINED3DPS_VERSION(major, minor) ((WINED3D_SM1_PS << 16) | ((major) << 8) | (minor))
542 #define WINED3DVS_VERSION(major, minor) ((WINED3D_SM1_VS << 16) | ((major) << 8) | (minor))
544 /* Shader backends */
546 /* TODO: Make this dynamic, based on shader limits ? */
547 #define MAX_ATTRIBS 16
548 #define MAX_REG_ADDR 1
549 #define MAX_REG_TEXCRD 8
550 #define MAX_REG_INPUT 32
551 #define MAX_REG_OUTPUT 32
552 #define WINED3D_MAX_CBS 15
553 #define WINED3D_MAX_CONSTS_B 16
554 #define WINED3D_MAX_CONSTS_I 16
555 #define WINED3D_MAX_VS_CONSTS_F 256
556 #define WINED3D_MAX_PS_CONSTS_F 224
558 /* FIXME: This needs to go up to 2048 for
559 * Shader model 3 according to msdn (and for software shaders) */
560 #define MAX_LABELS 16
562 #define MAX_IMMEDIATE_CONSTANT_BUFFER_SIZE 4096
564 struct wined3d_string_buffer
566 struct list entry;
567 char *buffer;
568 unsigned int buffer_size;
569 unsigned int content_size;
572 enum WINED3D_SHADER_INSTRUCTION_HANDLER
574 WINED3DSIH_ABS,
575 WINED3DSIH_ADD,
576 WINED3DSIH_AND,
577 WINED3DSIH_ATOMIC_AND,
578 WINED3DSIH_ATOMIC_CMP_STORE,
579 WINED3DSIH_ATOMIC_IADD,
580 WINED3DSIH_ATOMIC_IMAX,
581 WINED3DSIH_ATOMIC_IMIN,
582 WINED3DSIH_ATOMIC_OR,
583 WINED3DSIH_ATOMIC_UMAX,
584 WINED3DSIH_ATOMIC_UMIN,
585 WINED3DSIH_ATOMIC_XOR,
586 WINED3DSIH_BEM,
587 WINED3DSIH_BFI,
588 WINED3DSIH_BFREV,
589 WINED3DSIH_BREAK,
590 WINED3DSIH_BREAKC,
591 WINED3DSIH_BREAKP,
592 WINED3DSIH_BUFINFO,
593 WINED3DSIH_CALL,
594 WINED3DSIH_CALLNZ,
595 WINED3DSIH_CASE,
596 WINED3DSIH_CMP,
597 WINED3DSIH_CND,
598 WINED3DSIH_CONTINUE,
599 WINED3DSIH_COUNTBITS,
600 WINED3DSIH_CRS,
601 WINED3DSIH_CUT,
602 WINED3DSIH_CUT_STREAM,
603 WINED3DSIH_DCL,
604 WINED3DSIH_DCL_CONSTANT_BUFFER,
605 WINED3DSIH_DCL_FUNCTION_BODY,
606 WINED3DSIH_DCL_FUNCTION_TABLE,
607 WINED3DSIH_DCL_GLOBAL_FLAGS,
608 WINED3DSIH_DCL_HS_FORK_PHASE_INSTANCE_COUNT,
609 WINED3DSIH_DCL_HS_MAX_TESSFACTOR,
610 WINED3DSIH_DCL_IMMEDIATE_CONSTANT_BUFFER,
611 WINED3DSIH_DCL_INDEXABLE_TEMP,
612 WINED3DSIH_DCL_INPUT,
613 WINED3DSIH_DCL_INPUT_CONTROL_POINT_COUNT,
614 WINED3DSIH_DCL_INPUT_PRIMITIVE,
615 WINED3DSIH_DCL_INPUT_PS,
616 WINED3DSIH_DCL_INPUT_PS_SGV,
617 WINED3DSIH_DCL_INPUT_PS_SIV,
618 WINED3DSIH_DCL_INPUT_SGV,
619 WINED3DSIH_DCL_INPUT_SIV,
620 WINED3DSIH_DCL_INTERFACE,
621 WINED3DSIH_DCL_OUTPUT,
622 WINED3DSIH_DCL_OUTPUT_CONTROL_POINT_COUNT,
623 WINED3DSIH_DCL_OUTPUT_SIV,
624 WINED3DSIH_DCL_OUTPUT_TOPOLOGY,
625 WINED3DSIH_DCL_RESOURCE_RAW,
626 WINED3DSIH_DCL_RESOURCE_STRUCTURED,
627 WINED3DSIH_DCL_SAMPLER,
628 WINED3DSIH_DCL_STREAM,
629 WINED3DSIH_DCL_TEMPS,
630 WINED3DSIH_DCL_TESSELLATOR_DOMAIN,
631 WINED3DSIH_DCL_TESSELLATOR_OUTPUT_PRIMITIVE,
632 WINED3DSIH_DCL_TESSELLATOR_PARTITIONING,
633 WINED3DSIH_DCL_TGSM_RAW,
634 WINED3DSIH_DCL_TGSM_STRUCTURED,
635 WINED3DSIH_DCL_THREAD_GROUP,
636 WINED3DSIH_DCL_UAV_RAW,
637 WINED3DSIH_DCL_UAV_STRUCTURED,
638 WINED3DSIH_DCL_UAV_TYPED,
639 WINED3DSIH_DCL_VERTICES_OUT,
640 WINED3DSIH_DEF,
641 WINED3DSIH_DEFAULT,
642 WINED3DSIH_DEFB,
643 WINED3DSIH_DEFI,
644 WINED3DSIH_DIV,
645 WINED3DSIH_DP2,
646 WINED3DSIH_DP2ADD,
647 WINED3DSIH_DP3,
648 WINED3DSIH_DP4,
649 WINED3DSIH_DST,
650 WINED3DSIH_DSX,
651 WINED3DSIH_DSX_COARSE,
652 WINED3DSIH_DSX_FINE,
653 WINED3DSIH_DSY,
654 WINED3DSIH_DSY_COARSE,
655 WINED3DSIH_DSY_FINE,
656 WINED3DSIH_ELSE,
657 WINED3DSIH_EMIT,
658 WINED3DSIH_EMIT_STREAM,
659 WINED3DSIH_ENDIF,
660 WINED3DSIH_ENDLOOP,
661 WINED3DSIH_ENDREP,
662 WINED3DSIH_ENDSWITCH,
663 WINED3DSIH_EQ,
664 WINED3DSIH_EXP,
665 WINED3DSIH_EXPP,
666 WINED3DSIH_F16TOF32,
667 WINED3DSIH_F32TOF16,
668 WINED3DSIH_FCALL,
669 WINED3DSIH_FIRSTBIT_HI,
670 WINED3DSIH_FIRSTBIT_LO,
671 WINED3DSIH_FIRSTBIT_SHI,
672 WINED3DSIH_FRC,
673 WINED3DSIH_FTOI,
674 WINED3DSIH_FTOU,
675 WINED3DSIH_GATHER4,
676 WINED3DSIH_GATHER4_C,
677 WINED3DSIH_GE,
678 WINED3DSIH_HS_CONTROL_POINT_PHASE,
679 WINED3DSIH_HS_DECLS,
680 WINED3DSIH_HS_FORK_PHASE,
681 WINED3DSIH_HS_JOIN_PHASE,
682 WINED3DSIH_IADD,
683 WINED3DSIH_IEQ,
684 WINED3DSIH_IF,
685 WINED3DSIH_IFC,
686 WINED3DSIH_IGE,
687 WINED3DSIH_ILT,
688 WINED3DSIH_IMAD,
689 WINED3DSIH_IMAX,
690 WINED3DSIH_IMIN,
691 WINED3DSIH_IMM_ATOMIC_ALLOC,
692 WINED3DSIH_IMM_ATOMIC_AND,
693 WINED3DSIH_IMM_ATOMIC_CMP_EXCH,
694 WINED3DSIH_IMM_ATOMIC_CONSUME,
695 WINED3DSIH_IMM_ATOMIC_EXCH,
696 WINED3DSIH_IMM_ATOMIC_IADD,
697 WINED3DSIH_IMM_ATOMIC_IMAX,
698 WINED3DSIH_IMM_ATOMIC_IMIN,
699 WINED3DSIH_IMM_ATOMIC_OR,
700 WINED3DSIH_IMM_ATOMIC_UMAX,
701 WINED3DSIH_IMM_ATOMIC_UMIN,
702 WINED3DSIH_IMM_ATOMIC_XOR,
703 WINED3DSIH_IMUL,
704 WINED3DSIH_INE,
705 WINED3DSIH_INEG,
706 WINED3DSIH_ISHL,
707 WINED3DSIH_ISHR,
708 WINED3DSIH_ITOF,
709 WINED3DSIH_LABEL,
710 WINED3DSIH_LD,
711 WINED3DSIH_LD2DMS,
712 WINED3DSIH_LD_RAW,
713 WINED3DSIH_LD_STRUCTURED,
714 WINED3DSIH_LD_UAV_TYPED,
715 WINED3DSIH_LIT,
716 WINED3DSIH_LOD,
717 WINED3DSIH_LOG,
718 WINED3DSIH_LOGP,
719 WINED3DSIH_LOOP,
720 WINED3DSIH_LRP,
721 WINED3DSIH_LT,
722 WINED3DSIH_M3x2,
723 WINED3DSIH_M3x3,
724 WINED3DSIH_M3x4,
725 WINED3DSIH_M4x3,
726 WINED3DSIH_M4x4,
727 WINED3DSIH_MAD,
728 WINED3DSIH_MAX,
729 WINED3DSIH_MIN,
730 WINED3DSIH_MOV,
731 WINED3DSIH_MOVA,
732 WINED3DSIH_MOVC,
733 WINED3DSIH_MUL,
734 WINED3DSIH_NE,
735 WINED3DSIH_NOP,
736 WINED3DSIH_NOT,
737 WINED3DSIH_NRM,
738 WINED3DSIH_OR,
739 WINED3DSIH_PHASE,
740 WINED3DSIH_POW,
741 WINED3DSIH_RCP,
742 WINED3DSIH_REP,
743 WINED3DSIH_RESINFO,
744 WINED3DSIH_RET,
745 WINED3DSIH_ROUND_NE,
746 WINED3DSIH_ROUND_NI,
747 WINED3DSIH_ROUND_PI,
748 WINED3DSIH_ROUND_Z,
749 WINED3DSIH_RSQ,
750 WINED3DSIH_SAMPLE,
751 WINED3DSIH_SAMPLE_B,
752 WINED3DSIH_SAMPLE_C,
753 WINED3DSIH_SAMPLE_C_LZ,
754 WINED3DSIH_SAMPLE_GRAD,
755 WINED3DSIH_SAMPLE_INFO,
756 WINED3DSIH_SAMPLE_LOD,
757 WINED3DSIH_SAMPLE_POS,
758 WINED3DSIH_SETP,
759 WINED3DSIH_SGE,
760 WINED3DSIH_SGN,
761 WINED3DSIH_SINCOS,
762 WINED3DSIH_SLT,
763 WINED3DSIH_SQRT,
764 WINED3DSIH_STORE_RAW,
765 WINED3DSIH_STORE_STRUCTURED,
766 WINED3DSIH_STORE_UAV_TYPED,
767 WINED3DSIH_SUB,
768 WINED3DSIH_SWAPC,
769 WINED3DSIH_SWITCH,
770 WINED3DSIH_SYNC,
771 WINED3DSIH_TEX,
772 WINED3DSIH_TEXBEM,
773 WINED3DSIH_TEXBEML,
774 WINED3DSIH_TEXCOORD,
775 WINED3DSIH_TEXDEPTH,
776 WINED3DSIH_TEXDP3,
777 WINED3DSIH_TEXDP3TEX,
778 WINED3DSIH_TEXKILL,
779 WINED3DSIH_TEXLDD,
780 WINED3DSIH_TEXLDL,
781 WINED3DSIH_TEXM3x2DEPTH,
782 WINED3DSIH_TEXM3x2PAD,
783 WINED3DSIH_TEXM3x2TEX,
784 WINED3DSIH_TEXM3x3,
785 WINED3DSIH_TEXM3x3DIFF,
786 WINED3DSIH_TEXM3x3PAD,
787 WINED3DSIH_TEXM3x3SPEC,
788 WINED3DSIH_TEXM3x3TEX,
789 WINED3DSIH_TEXM3x3VSPEC,
790 WINED3DSIH_TEXREG2AR,
791 WINED3DSIH_TEXREG2GB,
792 WINED3DSIH_TEXREG2RGB,
793 WINED3DSIH_UBFE,
794 WINED3DSIH_UDIV,
795 WINED3DSIH_UGE,
796 WINED3DSIH_ULT,
797 WINED3DSIH_UMAX,
798 WINED3DSIH_UMIN,
799 WINED3DSIH_USHR,
800 WINED3DSIH_UTOF,
801 WINED3DSIH_XOR,
802 WINED3DSIH_TABLE_SIZE
805 enum wined3d_shader_type
807 WINED3D_SHADER_TYPE_PIXEL,
808 WINED3D_SHADER_TYPE_VERTEX,
809 WINED3D_SHADER_TYPE_GEOMETRY,
810 WINED3D_SHADER_TYPE_HULL,
811 WINED3D_SHADER_TYPE_DOMAIN,
812 WINED3D_SHADER_TYPE_GRAPHICS_COUNT,
814 WINED3D_SHADER_TYPE_COMPUTE = WINED3D_SHADER_TYPE_GRAPHICS_COUNT,
815 WINED3D_SHADER_TYPE_COUNT,
818 struct wined3d_shader_version
820 enum wined3d_shader_type type;
821 BYTE major;
822 BYTE minor;
825 struct wined3d_shader_resource_info
827 enum wined3d_shader_resource_type type;
828 enum wined3d_data_type data_type;
829 unsigned int flags;
832 #define WINED3D_SAMPLER_DEFAULT ~0x0u
834 struct wined3d_shader_sampler_map_entry
836 unsigned int resource_idx;
837 unsigned int sampler_idx;
838 unsigned int bind_idx;
841 struct wined3d_shader_sampler_map
843 struct wined3d_shader_sampler_map_entry *entries;
844 size_t size;
845 size_t count;
848 struct wined3d_shader_immediate_constant_buffer
850 unsigned int vec4_count;
851 DWORD data[MAX_IMMEDIATE_CONSTANT_BUFFER_SIZE];
854 struct wined3d_shader_indexable_temp
856 struct list entry;
857 unsigned int register_idx;
858 unsigned int register_size;
859 unsigned int component_count;
862 #define WINED3D_SHADER_VERSION(major, minor) (((major) << 8) | (minor))
864 struct wined3d_shader_reg_maps
866 struct wined3d_shader_version shader_version;
867 BYTE texcoord; /* MAX_REG_TEXCRD, 8 */
868 BYTE address; /* MAX_REG_ADDR, 1 */
869 WORD labels; /* MAX_LABELS, 16 */
870 DWORD temporary; /* 32 */
871 unsigned int temporary_count;
872 DWORD *constf; /* pixel, vertex */
873 struct list indexable_temps;
874 const struct wined3d_shader_immediate_constant_buffer *icb;
875 union
877 DWORD texcoord_mask[MAX_REG_TEXCRD]; /* vertex < 3.0 */
878 BYTE output_registers_mask[MAX_REG_OUTPUT]; /* vertex >= 3.0 */
879 } u;
880 DWORD input_registers; /* max(MAX_REG_INPUT, MAX_ATTRIBS), 32 */
881 DWORD output_registers; /* MAX_REG_OUTPUT, 32 */
882 WORD integer_constants; /* WINED3D_MAX_CONSTS_I, 16 */
883 WORD boolean_constants; /* WINED3D_MAX_CONSTS_B, 16 */
884 WORD local_int_consts; /* WINED3D_MAX_CONSTS_I, 16 */
885 WORD local_bool_consts; /* WINED3D_MAX_CONSTS_B, 16 */
886 UINT cb_sizes[WINED3D_MAX_CBS];
888 struct wined3d_shader_resource_info resource_info[MAX_SHADER_RESOURCE_VIEWS];
889 struct wined3d_shader_sampler_map sampler_map;
890 DWORD sampler_comparison_mode;
891 BYTE bumpmat; /* MAX_TEXTURES, 8 */
892 BYTE luminanceparams; /* MAX_TEXTURES, 8 */
893 struct wined3d_shader_resource_info uav_resource_info[MAX_UNORDERED_ACCESS_VIEWS];
894 DWORD uav_read_mask; /* MAX_UNORDERED_ACCESS_VIEWS, 8 */
896 WORD usesnrm : 1;
897 WORD vpos : 1;
898 WORD usesdsx : 1;
899 WORD usesdsy : 1;
900 WORD usestexldd : 1;
901 WORD usesmova : 1;
902 WORD usesfacing : 1;
903 WORD usesrelconstF : 1;
904 WORD fog : 1;
905 WORD usestexldl : 1;
906 WORD usesifc : 1;
907 WORD usescall : 1;
908 WORD usespow : 1;
909 WORD point_size : 1;
910 WORD padding : 2;
912 DWORD rt_mask; /* Used render targets, 32 max. */
914 /* Whether or not loops are used in this shader, and nesting depth */
915 unsigned loop_depth;
916 UINT min_rel_offset, max_rel_offset;
919 /* Keeps track of details for TEX_M#x# instructions which need to maintain
920 * state information between multiple instructions. */
921 struct wined3d_shader_tex_mx
923 unsigned int current_row;
924 DWORD texcoord_w[2];
927 struct wined3d_shader_parser_state
929 unsigned int current_loop_depth;
930 unsigned int current_loop_reg;
931 BOOL in_subroutine;
934 struct wined3d_shader_context
936 const struct wined3d_shader *shader;
937 const struct wined3d_gl_info *gl_info;
938 const struct wined3d_shader_reg_maps *reg_maps;
939 struct wined3d_string_buffer *buffer;
940 struct wined3d_shader_tex_mx *tex_mx;
941 struct wined3d_shader_parser_state *state;
942 void *backend_data;
945 struct wined3d_shader_register_index
947 const struct wined3d_shader_src_param *rel_addr;
948 unsigned int offset;
951 struct wined3d_shader_register
953 enum wined3d_shader_register_type type;
954 enum wined3d_data_type data_type;
955 struct wined3d_shader_register_index idx[2];
956 enum wined3d_immconst_type immconst_type;
957 union
959 DWORD immconst_data[4];
960 unsigned fp_body_idx;
961 } u;
964 struct wined3d_shader_dst_param
966 struct wined3d_shader_register reg;
967 DWORD write_mask;
968 DWORD modifiers;
969 DWORD shift;
972 struct wined3d_shader_src_param
974 struct wined3d_shader_register reg;
975 DWORD swizzle;
976 enum wined3d_shader_src_modifier modifiers;
979 struct wined3d_shader_semantic
981 enum wined3d_decl_usage usage;
982 UINT usage_idx;
983 enum wined3d_shader_resource_type resource_type;
984 enum wined3d_data_type resource_data_type;
985 struct wined3d_shader_dst_param reg;
988 struct wined3d_shader_register_semantic
990 struct wined3d_shader_dst_param reg;
991 enum wined3d_sysval_semantic sysval_semantic;
994 struct wined3d_shader_structured_resource
996 struct wined3d_shader_dst_param reg;
997 unsigned int byte_stride;
1000 struct wined3d_shader_tgsm_raw
1002 struct wined3d_shader_dst_param reg;
1003 unsigned int byte_count;
1006 struct wined3d_shader_tgsm_structured
1008 struct wined3d_shader_dst_param reg;
1009 unsigned int byte_stride;
1010 unsigned int structure_count;
1013 struct wined3d_shader_thread_group_size
1015 unsigned int x, y, z;
1018 struct wined3d_shader_function_table_pointer
1020 unsigned int index;
1021 unsigned int array_size;
1022 unsigned int body_count;
1023 unsigned int table_count;
1026 struct wined3d_shader_texel_offset
1028 signed char u, v, w;
1031 struct wined3d_shader_instruction
1033 const struct wined3d_shader_context *ctx;
1034 enum WINED3D_SHADER_INSTRUCTION_HANDLER handler_idx;
1035 DWORD flags;
1036 BOOL coissue;
1037 const struct wined3d_shader_src_param *predicate;
1038 UINT dst_count;
1039 const struct wined3d_shader_dst_param *dst;
1040 UINT src_count;
1041 const struct wined3d_shader_src_param *src;
1042 struct wined3d_shader_texel_offset texel_offset;
1043 union
1045 struct wined3d_shader_semantic semantic;
1046 struct wined3d_shader_register_semantic register_semantic;
1047 enum wined3d_primitive_type primitive_type;
1048 struct wined3d_shader_dst_param dst;
1049 struct wined3d_shader_src_param src;
1050 unsigned int count;
1051 unsigned int index;
1052 const struct wined3d_shader_immediate_constant_buffer *icb;
1053 struct wined3d_shader_structured_resource structured_resource;
1054 struct wined3d_shader_tgsm_raw tgsm_raw;
1055 struct wined3d_shader_tgsm_structured tgsm_structured;
1056 struct wined3d_shader_thread_group_size thread_group_size;
1057 enum wined3d_tessellator_domain tessellator_domain;
1058 enum wined3d_tessellator_output_primitive tessellator_output_primitive;
1059 enum wined3d_tessellator_partitioning tessellator_partitioning;
1060 float max_tessellation_factor;
1061 struct wined3d_shader_indexable_temp indexable_temp;
1062 struct wined3d_shader_function_table_pointer fp;
1063 } declaration;
1066 static inline BOOL wined3d_shader_instruction_has_texel_offset(const struct wined3d_shader_instruction *ins)
1068 return ins->texel_offset.u || ins->texel_offset.v || ins->texel_offset.w;
1071 struct wined3d_shader_attribute
1073 enum wined3d_decl_usage usage;
1074 UINT usage_idx;
1077 struct wined3d_shader_loop_control
1079 unsigned int count;
1080 unsigned int start;
1081 int step;
1084 struct wined3d_shader_frontend
1086 void *(*shader_init)(const DWORD *byte_code, size_t byte_code_size,
1087 const struct wined3d_shader_signature *output_signature);
1088 void (*shader_free)(void *data);
1089 void (*shader_read_header)(void *data, const DWORD **ptr, struct wined3d_shader_version *shader_version);
1090 void (*shader_read_instruction)(void *data, const DWORD **ptr, struct wined3d_shader_instruction *ins);
1091 BOOL (*shader_is_end)(void *data, const DWORD **ptr);
1094 extern const struct wined3d_shader_frontend sm1_shader_frontend DECLSPEC_HIDDEN;
1095 extern const struct wined3d_shader_frontend sm4_shader_frontend DECLSPEC_HIDDEN;
1097 typedef void (*SHADER_HANDLER)(const struct wined3d_shader_instruction *);
1099 #define WINED3D_SHADER_CAP_VS_CLIPPING 0x00000001
1100 #define WINED3D_SHADER_CAP_SRGB_WRITE 0x00000002
1101 #define WINED3D_SHADER_CAP_DOUBLE_PRECISION 0x00000004
1103 struct shader_caps
1105 unsigned int vs_version;
1106 unsigned int hs_version;
1107 unsigned int ds_version;
1108 unsigned int gs_version;
1109 unsigned int ps_version;
1110 unsigned int cs_version;
1112 DWORD vs_uniform_count;
1113 DWORD ps_uniform_count;
1114 float ps_1x_max_value;
1115 DWORD varying_count;
1117 DWORD wined3d_caps;
1120 enum wined3d_gl_resource_type
1122 WINED3D_GL_RES_TYPE_TEX_1D = 0,
1123 WINED3D_GL_RES_TYPE_TEX_2D = 1,
1124 WINED3D_GL_RES_TYPE_TEX_3D = 2,
1125 WINED3D_GL_RES_TYPE_TEX_CUBE = 3,
1126 WINED3D_GL_RES_TYPE_TEX_RECT = 4,
1127 WINED3D_GL_RES_TYPE_BUFFER = 5,
1128 WINED3D_GL_RES_TYPE_RB = 6,
1129 WINED3D_GL_RES_TYPE_COUNT = 7,
1132 enum vertexprocessing_mode {
1133 fixedfunction,
1134 vertexshader,
1135 pretransformed
1138 #define WINED3D_CONST_NUM_UNUSED ~0U
1140 enum wined3d_ffp_ps_fog_mode
1142 WINED3D_FFP_PS_FOG_OFF,
1143 WINED3D_FFP_PS_FOG_LINEAR,
1144 WINED3D_FFP_PS_FOG_EXP,
1145 WINED3D_FFP_PS_FOG_EXP2,
1148 /* Stateblock dependent parameters which have to be hardcoded
1149 * into the shader code
1152 #define WINED3D_PSARGS_PROJECTED (1u << 3)
1153 #define WINED3D_PSARGS_TEXTRANSFORM_SHIFT 4
1154 #define WINED3D_PSARGS_TEXTRANSFORM_MASK 0xfu
1155 #define WINED3D_PSARGS_TEXTYPE_SHIFT 2
1156 #define WINED3D_PSARGS_TEXTYPE_MASK 0x3u
1158 /* Used for Shader Model 1 pixel shaders to track the bound texture
1159 * type. 2D and RECT textures are separated through NP2 fixup. */
1160 enum wined3d_shader_tex_types
1162 WINED3D_SHADER_TEX_2D = 0,
1163 WINED3D_SHADER_TEX_3D = 1,
1164 WINED3D_SHADER_TEX_CUBE = 2,
1167 struct ps_compile_args {
1168 struct color_fixup_desc color_fixup[MAX_FRAGMENT_SAMPLERS];
1169 enum vertexprocessing_mode vp_mode;
1170 enum wined3d_ffp_ps_fog_mode fog;
1171 WORD tex_transform; /* ps 1.0-1.3, 4 textures */
1172 WORD tex_types; /* ps 1.0 - 1.4, 6 textures */
1173 WORD srgb_correction;
1174 /* Bitmap for NP2 texcoord fixups (16 samplers max currently).
1175 D3D9 has a limit of 16 samplers and the fixup is superfluous
1176 in D3D10 (unconditional NP2 support mandatory). */
1177 WORD np2_fixup;
1178 WORD shadow; /* MAX_FRAGMENT_SAMPLERS, 16 */
1179 WORD texcoords_initialized; /* MAX_TEXTURES, 8 */
1180 DWORD pointsprite : 1;
1181 DWORD flatshading : 1;
1182 DWORD alpha_test_func : 3;
1183 DWORD render_offscreen : 1;
1184 DWORD padding : 26;
1187 enum fog_src_type {
1188 VS_FOG_Z = 0,
1189 VS_FOG_COORD = 1
1192 struct vs_compile_args
1194 BYTE fog_src;
1195 BYTE clip_enabled : 1;
1196 BYTE point_size : 1;
1197 BYTE per_vertex_point_size : 1;
1198 BYTE flatshading : 1;
1199 BYTE next_shader_type : 3;
1200 BYTE padding : 1;
1201 WORD swizzle_map; /* MAX_ATTRIBS, 16 */
1202 unsigned int next_shader_input_count;
1205 struct gs_compile_args
1207 unsigned int ps_input_count;
1210 struct wined3d_context;
1211 struct wined3d_state;
1212 struct fragment_pipeline;
1213 struct wined3d_vertex_pipe_ops;
1215 struct wined3d_shader_backend_ops
1217 void (*shader_handle_instruction)(const struct wined3d_shader_instruction *);
1218 void (*shader_select)(void *shader_priv, struct wined3d_context *context,
1219 const struct wined3d_state *state);
1220 void (*shader_select_compute)(void *shader_priv, struct wined3d_context *context,
1221 const struct wined3d_state *state);
1222 void (*shader_disable)(void *shader_priv, struct wined3d_context *context);
1223 void (*shader_update_float_vertex_constants)(struct wined3d_device *device, UINT start, UINT count);
1224 void (*shader_update_float_pixel_constants)(struct wined3d_device *device, UINT start, UINT count);
1225 void (*shader_load_constants)(void *shader_priv, struct wined3d_context *context,
1226 const struct wined3d_state *state);
1227 void (*shader_destroy)(struct wined3d_shader *shader);
1228 HRESULT (*shader_alloc_private)(struct wined3d_device *device, const struct wined3d_vertex_pipe_ops *vertex_pipe,
1229 const struct fragment_pipeline *fragment_pipe);
1230 void (*shader_free_private)(struct wined3d_device *device);
1231 BOOL (*shader_allocate_context_data)(struct wined3d_context *context);
1232 void (*shader_free_context_data)(struct wined3d_context *context);
1233 void (*shader_init_context_state)(struct wined3d_context *context);
1234 void (*shader_get_caps)(const struct wined3d_gl_info *gl_info, struct shader_caps *caps);
1235 BOOL (*shader_color_fixup_supported)(struct color_fixup_desc fixup);
1236 BOOL (*shader_has_ffp_proj_control)(void *shader_priv);
1239 extern const struct wined3d_shader_backend_ops glsl_shader_backend DECLSPEC_HIDDEN;
1240 extern const struct wined3d_shader_backend_ops arb_program_shader_backend DECLSPEC_HIDDEN;
1241 extern const struct wined3d_shader_backend_ops none_shader_backend DECLSPEC_HIDDEN;
1243 #define GL_EXTCALL(f) (gl_info->gl_ops.ext.p_##f)
1245 #define D3DCOLOR_B_R(dw) (((dw) >> 16) & 0xff)
1246 #define D3DCOLOR_B_G(dw) (((dw) >> 8) & 0xff)
1247 #define D3DCOLOR_B_B(dw) (((dw) >> 0) & 0xff)
1248 #define D3DCOLOR_B_A(dw) (((dw) >> 24) & 0xff)
1250 static inline void wined3d_color_from_d3dcolor(struct wined3d_color *wined3d_color, DWORD d3d_color)
1252 wined3d_color->r = D3DCOLOR_B_R(d3d_color) / 255.0f;
1253 wined3d_color->g = D3DCOLOR_B_G(d3d_color) / 255.0f;
1254 wined3d_color->b = D3DCOLOR_B_B(d3d_color) / 255.0f;
1255 wined3d_color->a = D3DCOLOR_B_A(d3d_color) / 255.0f;
1258 #define HIGHEST_TRANSFORMSTATE WINED3D_TS_WORLD_MATRIX(255) /* Highest value in wined3d_transform_state. */
1260 void wined3d_check_gl_call(const struct wined3d_gl_info *gl_info,
1261 const char *file, unsigned int line, const char *name) DECLSPEC_HIDDEN;
1263 /* Checking of API calls */
1264 /* --------------------- */
1265 #ifndef WINE_NO_DEBUG_MSGS
1266 #define checkGLcall(A) \
1267 do { \
1268 if (__WINE_IS_DEBUG_ON(_ERR, &__wine_dbch_d3d) \
1269 && !gl_info->supported[ARB_DEBUG_OUTPUT]) \
1270 wined3d_check_gl_call(gl_info, __FILE__, __LINE__, A); \
1271 } while(0)
1272 #else
1273 #define checkGLcall(A) do {} while(0)
1274 #endif
1276 enum wined3d_ffp_idx
1278 WINED3D_FFP_POSITION = 0,
1279 WINED3D_FFP_BLENDWEIGHT = 1,
1280 WINED3D_FFP_BLENDINDICES = 2,
1281 WINED3D_FFP_NORMAL = 3,
1282 WINED3D_FFP_PSIZE = 4,
1283 WINED3D_FFP_DIFFUSE = 5,
1284 WINED3D_FFP_SPECULAR = 6,
1285 WINED3D_FFP_TEXCOORD0 = 7,
1286 WINED3D_FFP_TEXCOORD1 = 8,
1287 WINED3D_FFP_TEXCOORD2 = 9,
1288 WINED3D_FFP_TEXCOORD3 = 10,
1289 WINED3D_FFP_TEXCOORD4 = 11,
1290 WINED3D_FFP_TEXCOORD5 = 12,
1291 WINED3D_FFP_TEXCOORD6 = 13,
1292 WINED3D_FFP_TEXCOORD7 = 14,
1293 WINED3D_FFP_ATTRIBS_COUNT = 15,
1296 enum wined3d_ffp_emit_idx
1298 WINED3D_FFP_EMIT_FLOAT1,
1299 WINED3D_FFP_EMIT_FLOAT2,
1300 WINED3D_FFP_EMIT_FLOAT3,
1301 WINED3D_FFP_EMIT_FLOAT4,
1302 WINED3D_FFP_EMIT_D3DCOLOR,
1303 WINED3D_FFP_EMIT_UBYTE4,
1304 WINED3D_FFP_EMIT_SHORT2,
1305 WINED3D_FFP_EMIT_SHORT4,
1306 WINED3D_FFP_EMIT_UBYTE4N,
1307 WINED3D_FFP_EMIT_SHORT2N,
1308 WINED3D_FFP_EMIT_SHORT4N,
1309 WINED3D_FFP_EMIT_USHORT2N,
1310 WINED3D_FFP_EMIT_USHORT4N,
1311 WINED3D_FFP_EMIT_UDEC3,
1312 WINED3D_FFP_EMIT_DEC3N,
1313 WINED3D_FFP_EMIT_FLOAT16_2,
1314 WINED3D_FFP_EMIT_FLOAT16_4,
1315 WINED3D_FFP_EMIT_INVALID,
1316 WINED3D_FFP_EMIT_COUNT
1319 struct wined3d_bo_address
1321 GLuint buffer_object;
1322 BYTE *addr;
1325 struct wined3d_const_bo_address
1327 GLuint buffer_object;
1328 const BYTE *addr;
1331 static inline struct wined3d_const_bo_address *wined3d_const_bo_address(struct wined3d_bo_address *data)
1333 return (struct wined3d_const_bo_address *)data;
1336 struct wined3d_stream_info_element
1338 const struct wined3d_format *format;
1339 struct wined3d_bo_address data;
1340 GLsizei stride;
1341 unsigned int stream_idx;
1342 unsigned int divisor;
1345 struct wined3d_stream_info
1347 struct wined3d_stream_info_element elements[MAX_ATTRIBS];
1348 DWORD position_transformed : 1;
1349 DWORD all_vbo : 1;
1350 WORD swizzle_map; /* MAX_ATTRIBS, 16 */
1351 WORD use_map; /* MAX_ATTRIBS, 16 */
1354 void draw_primitive(struct wined3d_device *device, const struct wined3d_state *state,
1355 int base_vertex_idx, unsigned int start_idx, unsigned int index_count,
1356 unsigned int start_instance, unsigned int instance_count, BOOL indexed) DECLSPEC_HIDDEN;
1357 void dispatch_compute(struct wined3d_device *device, const struct wined3d_state *state,
1358 unsigned int group_count_x, unsigned int group_count_y, unsigned int group_count_z) DECLSPEC_HIDDEN;
1359 DWORD get_flexible_vertex_size(DWORD d3dvtVertexType) DECLSPEC_HIDDEN;
1361 #define eps 1e-8f
1363 #define GET_TEXCOORD_SIZE_FROM_FVF(d3dvtVertexType, tex_num) \
1364 (((((d3dvtVertexType) >> (16 + (2 * (tex_num)))) + 1) & 0x03) + 1)
1366 enum wined3d_pipeline
1368 WINED3D_PIPELINE_GRAPHICS,
1369 WINED3D_PIPELINE_COMPUTE,
1370 WINED3D_PIPELINE_COUNT,
1373 /* Routines and structures related to state management */
1375 #define STATE_RENDER(a) (a)
1376 #define STATE_IS_RENDER(a) ((a) >= STATE_RENDER(1) && (a) <= STATE_RENDER(WINEHIGHEST_RENDER_STATE))
1378 #define STATE_TEXTURESTAGE(stage, num) \
1379 (STATE_RENDER(WINEHIGHEST_RENDER_STATE) + 1 + (stage) * (WINED3D_HIGHEST_TEXTURE_STATE + 1) + (num))
1380 #define STATE_IS_TEXTURESTAGE(a) \
1381 ((a) >= STATE_TEXTURESTAGE(0, 1) && (a) <= STATE_TEXTURESTAGE(MAX_TEXTURES - 1, WINED3D_HIGHEST_TEXTURE_STATE))
1383 /* + 1 because samplers start with 0 */
1384 #define STATE_SAMPLER(num) (STATE_TEXTURESTAGE(MAX_TEXTURES - 1, WINED3D_HIGHEST_TEXTURE_STATE) + 1 + (num))
1385 #define STATE_IS_SAMPLER(num) ((num) >= STATE_SAMPLER(0) && (num) <= STATE_SAMPLER(MAX_COMBINED_SAMPLERS - 1))
1387 #define STATE_GRAPHICS_SHADER(a) (STATE_SAMPLER(MAX_COMBINED_SAMPLERS) + (a))
1388 #define STATE_IS_GRAPHICS_SHADER(a) \
1389 ((a) >= STATE_GRAPHICS_SHADER(0) && (a) < STATE_GRAPHICS_SHADER(WINED3D_SHADER_TYPE_GRAPHICS_COUNT))
1391 #define STATE_GRAPHICS_CONSTANT_BUFFER(a) (STATE_GRAPHICS_SHADER(WINED3D_SHADER_TYPE_GRAPHICS_COUNT) + (a))
1392 #define STATE_IS_GRAPHICS_CONSTANT_BUFFER(a) \
1393 ((a) >= STATE_GRAPHICS_CONSTANT_BUFFER(0) \
1394 && (a) < STATE_GRAPHICS_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_GRAPHICS_COUNT))
1396 #define STATE_SHADER_RESOURCE_BINDING (STATE_GRAPHICS_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_GRAPHICS_COUNT))
1397 #define STATE_IS_SHADER_RESOURCE_BINDING(a) ((a) == STATE_SHADER_RESOURCE_BINDING)
1399 #define STATE_GRAPHICS_UNORDERED_ACCESS_VIEW_BINDING (STATE_SHADER_RESOURCE_BINDING + 1)
1400 #define STATE_IS_GRAPHICS_UNORDERED_ACCESS_VIEW_BINDING(a) ((a) == STATE_GRAPHICS_UNORDERED_ACCESS_VIEW_BINDING)
1402 #define STATE_TRANSFORM(a) (STATE_GRAPHICS_UNORDERED_ACCESS_VIEW_BINDING + (a))
1403 #define STATE_IS_TRANSFORM(a) ((a) >= STATE_TRANSFORM(1) && (a) <= STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(255)))
1405 #define STATE_STREAMSRC (STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(255)) + 1)
1406 #define STATE_IS_STREAMSRC(a) ((a) == STATE_STREAMSRC)
1407 #define STATE_INDEXBUFFER (STATE_STREAMSRC + 1)
1408 #define STATE_IS_INDEXBUFFER(a) ((a) == STATE_INDEXBUFFER)
1410 #define STATE_VDECL (STATE_INDEXBUFFER + 1)
1411 #define STATE_IS_VDECL(a) ((a) == STATE_VDECL)
1413 #define STATE_VIEWPORT (STATE_VDECL + 1)
1414 #define STATE_IS_VIEWPORT(a) ((a) == STATE_VIEWPORT)
1416 #define STATE_LIGHT_TYPE (STATE_VIEWPORT + 1)
1417 #define STATE_IS_LIGHT_TYPE(a) ((a) == STATE_LIGHT_TYPE)
1418 #define STATE_ACTIVELIGHT(a) (STATE_LIGHT_TYPE + 1 + (a))
1419 #define STATE_IS_ACTIVELIGHT(a) ((a) >= STATE_ACTIVELIGHT(0) && (a) < STATE_ACTIVELIGHT(MAX_ACTIVE_LIGHTS))
1421 #define STATE_SCISSORRECT (STATE_ACTIVELIGHT(MAX_ACTIVE_LIGHTS - 1) + 1)
1422 #define STATE_IS_SCISSORRECT(a) ((a) == STATE_SCISSORRECT)
1424 #define STATE_CLIPPLANE(a) (STATE_SCISSORRECT + 1 + (a))
1425 #define STATE_IS_CLIPPLANE(a) ((a) >= STATE_CLIPPLANE(0) && (a) <= STATE_CLIPPLANE(MAX_CLIP_DISTANCES - 1))
1427 #define STATE_MATERIAL (STATE_CLIPPLANE(MAX_CLIP_DISTANCES))
1428 #define STATE_IS_MATERIAL(a) ((a) == STATE_MATERIAL)
1430 #define STATE_FRONTFACE (STATE_MATERIAL + 1)
1431 #define STATE_IS_FRONTFACE(a) ((a) == STATE_FRONTFACE)
1433 #define STATE_POINTSPRITECOORDORIGIN (STATE_FRONTFACE + 1)
1434 #define STATE_IS_POINTSPRITECOORDORIGIN(a) ((a) == STATE_POINTSPRITECOORDORIGIN)
1436 #define STATE_BASEVERTEXINDEX (STATE_POINTSPRITECOORDORIGIN + 1)
1437 #define STATE_IS_BASEVERTEXINDEX(a) ((a) == STATE_BASEVERTEXINDEX)
1439 #define STATE_FRAMEBUFFER (STATE_BASEVERTEXINDEX + 1)
1440 #define STATE_IS_FRAMEBUFFER(a) ((a) == STATE_FRAMEBUFFER)
1442 #define STATE_POINT_ENABLE (STATE_FRAMEBUFFER + 1)
1443 #define STATE_IS_POINT_ENABLE(a) ((a) == STATE_POINT_ENABLE)
1445 #define STATE_COLOR_KEY (STATE_POINT_ENABLE + 1)
1446 #define STATE_IS_COLOR_KEY(a) ((a) == STATE_COLOR_KEY)
1448 #define STATE_COMPUTE_OFFSET (STATE_COLOR_KEY + 1)
1450 #define STATE_COMPUTE_SHADER (STATE_COMPUTE_OFFSET)
1451 #define STATE_IS_COMPUTE_SHADER(a) ((a) == STATE_COMPUTE_SHADER)
1453 #define STATE_COMPUTE_CONSTANT_BUFFER (STATE_COMPUTE_SHADER + 1)
1454 #define STATE_IS_COMPUTE_CONSTANT_BUFFER(a) ((a) == STATE_COMPUTE_CONSTANT_BUFFER)
1456 #define STATE_COMPUTE_UNORDERED_ACCESS_VIEW_BINDING (STATE_COMPUTE_CONSTANT_BUFFER + 1)
1457 #define STATE_IS_COMPUTE_UNORDERED_ACCESS_VIEW_BINDING(a) ((a) == STATE_COMPUTE_UNORDERED_ACCESS_VIEW_BINDING)
1459 #define STATE_COMPUTE_HIGHEST (STATE_COMPUTE_UNORDERED_ACCESS_VIEW_BINDING)
1460 #define STATE_HIGHEST (STATE_COMPUTE_UNORDERED_ACCESS_VIEW_BINDING)
1462 #define STATE_IS_COMPUTE(a) ((a) >= STATE_COMPUTE_OFFSET && (a) <= STATE_COMPUTE_HIGHEST)
1463 #define STATE_COMPUTE_COUNT (STATE_COMPUTE_HIGHEST - STATE_COMPUTE_OFFSET + 1)
1465 #define STATE_SHADER(a) ((a) != WINED3D_SHADER_TYPE_COMPUTE ? STATE_GRAPHICS_SHADER(a) : STATE_COMPUTE_SHADER)
1466 #define STATE_CONSTANT_BUFFER(a) \
1467 ((a) != WINED3D_SHADER_TYPE_COMPUTE ? STATE_GRAPHICS_CONSTANT_BUFFER(a) : STATE_COMPUTE_CONSTANT_BUFFER)
1468 #define STATE_UNORDERED_ACCESS_VIEW_BINDING(a) ((a) == WINED3D_PIPELINE_GRAPHICS ? \
1469 STATE_GRAPHICS_UNORDERED_ACCESS_VIEW_BINDING : STATE_COMPUTE_UNORDERED_ACCESS_VIEW_BINDING)
1471 enum fogsource {
1472 FOGSOURCE_FFP,
1473 FOGSOURCE_VS,
1474 FOGSOURCE_COORD,
1477 /* Direct3D terminology with little modifications. We do not have an issued
1478 * state because only the driver knows about it, but we have a created state
1479 * because D3D allows GetData() on a created query, but OpenGL doesn't. */
1480 enum wined3d_query_state
1482 QUERY_CREATED,
1483 QUERY_SIGNALLED,
1484 QUERY_BUILDING
1487 struct wined3d_query_ops
1489 BOOL (*query_poll)(struct wined3d_query *query, DWORD flags);
1490 void (*query_issue)(struct wined3d_query *query, DWORD flags);
1493 struct wined3d_query
1495 LONG ref;
1497 void *parent;
1498 struct wined3d_device *device;
1499 enum wined3d_query_state state;
1500 enum wined3d_query_type type;
1501 const void *data;
1502 DWORD data_size;
1503 const struct wined3d_query_ops *query_ops;
1506 union wined3d_gl_query_object
1508 GLuint id;
1509 GLsync sync;
1512 struct wined3d_event_query
1514 struct wined3d_query query;
1516 struct list entry;
1517 union wined3d_gl_query_object object;
1518 struct wined3d_context *context;
1519 BOOL signalled;
1522 enum wined3d_event_query_result
1524 WINED3D_EVENT_QUERY_OK,
1525 WINED3D_EVENT_QUERY_WAITING,
1526 WINED3D_EVENT_QUERY_NOT_STARTED,
1527 WINED3D_EVENT_QUERY_WRONG_THREAD,
1528 WINED3D_EVENT_QUERY_ERROR
1531 void wined3d_event_query_destroy(struct wined3d_event_query *query) DECLSPEC_HIDDEN;
1532 enum wined3d_event_query_result wined3d_event_query_finish(const struct wined3d_event_query *query,
1533 const struct wined3d_device *device) DECLSPEC_HIDDEN;
1534 void wined3d_event_query_issue(struct wined3d_event_query *query, const struct wined3d_device *device) DECLSPEC_HIDDEN;
1535 BOOL wined3d_event_query_supported(const struct wined3d_gl_info *gl_info) DECLSPEC_HIDDEN;
1537 struct wined3d_occlusion_query
1539 struct wined3d_query query;
1541 struct list entry;
1542 GLuint id;
1543 struct wined3d_context *context;
1544 UINT64 samples;
1547 struct wined3d_timestamp_query
1549 struct wined3d_query query;
1551 struct list entry;
1552 GLuint id;
1553 struct wined3d_context *context;
1554 UINT64 timestamp;
1557 void context_alloc_timestamp_query(struct wined3d_context *context, struct wined3d_timestamp_query *query) DECLSPEC_HIDDEN;
1558 void context_free_timestamp_query(struct wined3d_timestamp_query *query) DECLSPEC_HIDDEN;
1560 struct wined3d_context
1562 const struct wined3d_gl_info *gl_info;
1563 const struct wined3d_d3d_info *d3d_info;
1564 const struct StateEntry *state_table;
1565 /* State dirtification
1566 * dirtyArray is an array that contains markers for dirty states. numDirtyEntries states are dirty, their numbers are in indices
1567 * 0...numDirtyEntries - 1. isStateDirty is a redundant copy of the dirtyArray. Technically only one of them would be needed,
1568 * 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
1569 * only numDirtyEntries array elements have to be checked, not STATE_HIGHEST states.
1571 DWORD dirtyArray[STATE_HIGHEST + 1]; /* Won't get bigger than that, a state is never marked dirty 2 times */
1572 DWORD numDirtyEntries;
1573 DWORD isStateDirty[STATE_HIGHEST / (sizeof(DWORD) * CHAR_BIT) + 1]; /* Bitmap to find out quickly if a state is dirty */
1574 unsigned int dirty_compute_states[STATE_COMPUTE_COUNT / (sizeof(unsigned int) * CHAR_BIT) + 1];
1576 struct wined3d_device *device;
1577 struct wined3d_swapchain *swapchain;
1578 struct
1580 struct wined3d_texture *texture;
1581 unsigned int sub_resource_idx;
1582 } current_rt;
1583 DWORD tid; /* Thread ID which owns this context at the moment */
1585 /* Stores some information about the context state for optimization */
1586 DWORD render_offscreen : 1;
1587 DWORD last_was_rhw : 1; /* true iff last draw_primitive was in xyzrhw mode */
1588 DWORD last_was_pshader : 1;
1589 DWORD last_was_vshader : 1;
1590 DWORD last_was_normal : 1;
1591 DWORD namedArraysLoaded : 1;
1592 DWORD numberedArraysLoaded : 1;
1593 DWORD last_was_blit : 1;
1594 DWORD last_was_ckey : 1;
1595 DWORD fog_coord : 1;
1596 DWORD fog_enabled : 1;
1597 DWORD num_untracked_materials : 2; /* Max value 2 */
1598 DWORD current : 1;
1599 DWORD destroyed : 1;
1600 DWORD valid : 1;
1601 DWORD texShaderBumpMap : 8; /* MAX_TEXTURES, 8 */
1602 DWORD lastWasPow2Texture : 8; /* MAX_TEXTURES, 8 */
1603 DWORD fixed_function_usage_map : 8; /* MAX_TEXTURES, 8 */
1604 DWORD lowest_disabled_stage : 4; /* Max MAX_TEXTURES, 8 */
1605 DWORD use_immediate_mode_draw : 1;
1606 DWORD rebind_fbo : 1;
1607 DWORD needs_set : 1;
1608 DWORD hdc_is_private : 1;
1609 DWORD hdc_has_format : 1; /* only meaningful if hdc_is_private */
1610 DWORD update_shader_resource_bindings : 1;
1611 DWORD update_unordered_access_view_bindings : 1;
1612 DWORD update_compute_unordered_access_view_bindings : 1;
1613 DWORD uses_uavs : 1;
1614 DWORD destroy_delayed : 1;
1615 DWORD padding : 10;
1616 DWORD last_swizzle_map; /* MAX_ATTRIBS, 16 */
1617 DWORD shader_update_mask;
1618 DWORD constant_update_mask;
1619 DWORD numbered_array_mask;
1620 GLenum tracking_parm; /* Which source is tracking current colour */
1621 GLenum untracked_materials[2];
1622 UINT blit_w, blit_h;
1623 enum fogsource fog_source;
1624 DWORD active_texture;
1625 DWORD texture_type[MAX_COMBINED_SAMPLERS];
1627 UINT instance_count;
1629 /* The actual opengl context */
1630 UINT level;
1631 HGLRC restore_ctx;
1632 HDC restore_dc;
1633 int restore_pf;
1634 HWND restore_pf_win;
1635 HGLRC glCtx;
1636 HWND win_handle;
1637 HDC hdc;
1638 int pixel_format;
1639 GLint aux_buffers;
1641 void *shader_backend_data;
1642 void *fragment_pipe_data;
1644 /* FBOs */
1645 UINT fbo_entry_count;
1646 struct list fbo_list;
1647 struct list fbo_destroy_list;
1648 struct fbo_entry *current_fbo;
1649 GLuint fbo_read_binding;
1650 GLuint fbo_draw_binding;
1651 struct wined3d_surface **blit_targets;
1652 struct wined3d_fbo_entry_key *fbo_key;
1653 GLenum *draw_buffers;
1654 DWORD draw_buffers_mask; /* Enabled draw buffers, 31 max. */
1656 /* Queries */
1657 GLuint *free_occlusion_queries;
1658 UINT free_occlusion_query_size;
1659 UINT free_occlusion_query_count;
1660 struct list occlusion_queries;
1662 union wined3d_gl_query_object *free_event_queries;
1663 UINT free_event_query_size;
1664 UINT free_event_query_count;
1665 struct list event_queries;
1667 GLuint *free_timestamp_queries;
1668 UINT free_timestamp_query_size;
1669 UINT free_timestamp_query_count;
1670 struct list timestamp_queries;
1672 struct wined3d_stream_info stream_info;
1674 /* Fences for GL_APPLE_flush_buffer_range */
1675 struct wined3d_event_query *buffer_queries[MAX_ATTRIBS];
1676 unsigned int num_buffer_queries;
1678 DWORD tex_unit_map[MAX_COMBINED_SAMPLERS];
1679 DWORD rev_tex_unit_map[MAX_COMBINED_SAMPLERS];
1681 /* Extension emulation */
1682 GLint gl_fog_source;
1683 GLfloat fog_coord_value;
1684 GLfloat color[4], fogstart, fogend, fogcolor[4];
1685 GLuint dummy_arbfp_prog;
1688 struct wined3d_fb_state
1690 struct wined3d_rendertarget_view **render_targets;
1691 struct wined3d_rendertarget_view *depth_stencil;
1694 typedef void (*APPLYSTATEFUNC)(struct wined3d_context *ctx, const struct wined3d_state *state, DWORD state_id);
1696 struct StateEntry
1698 DWORD representative;
1699 APPLYSTATEFUNC apply;
1702 struct StateEntryTemplate
1704 DWORD state;
1705 struct StateEntry content;
1706 enum wined3d_gl_extension extension;
1709 #define WINED3D_FRAGMENT_CAP_PROJ_CONTROL 0x00000001
1710 #define WINED3D_FRAGMENT_CAP_SRGB_WRITE 0x00000002
1711 #define WINED3D_FRAGMENT_CAP_COLOR_KEY 0x00000004
1713 struct fragment_caps
1715 DWORD wined3d_caps;
1716 DWORD PrimitiveMiscCaps;
1717 DWORD TextureOpCaps;
1718 DWORD MaxTextureBlendStages;
1719 DWORD MaxSimultaneousTextures;
1722 #define GL_EXT_EMUL_ARB_MULTITEXTURE 0x00000001
1723 #define GL_EXT_EMUL_EXT_FOG_COORD 0x00000002
1725 struct fragment_pipeline
1727 void (*enable_extension)(const struct wined3d_gl_info *gl_info, BOOL enable);
1728 void (*get_caps)(const struct wined3d_gl_info *gl_info, struct fragment_caps *caps);
1729 DWORD (*get_emul_mask)(const struct wined3d_gl_info *gl_info);
1730 void *(*alloc_private)(const struct wined3d_shader_backend_ops *shader_backend, void *shader_priv);
1731 void (*free_private)(struct wined3d_device *device);
1732 BOOL (*allocate_context_data)(struct wined3d_context *context);
1733 void (*free_context_data)(struct wined3d_context *context);
1734 BOOL (*color_fixup_supported)(struct color_fixup_desc fixup);
1735 const struct StateEntryTemplate *states;
1738 struct wined3d_vertex_caps
1740 BOOL xyzrhw;
1741 BOOL emulated_flatshading;
1742 BOOL ffp_generic_attributes;
1743 DWORD max_active_lights;
1744 DWORD max_vertex_blend_matrices;
1745 DWORD max_vertex_blend_matrix_index;
1746 DWORD vertex_processing_caps;
1747 DWORD fvf_caps;
1748 DWORD max_user_clip_planes;
1749 DWORD raster_caps;
1752 struct wined3d_vertex_pipe_ops
1754 void (*vp_enable)(const struct wined3d_gl_info *gl_info, BOOL enable);
1755 void (*vp_get_caps)(const struct wined3d_gl_info *gl_info, struct wined3d_vertex_caps *caps);
1756 DWORD (*vp_get_emul_mask)(const struct wined3d_gl_info *gl_info);
1757 void *(*vp_alloc)(const struct wined3d_shader_backend_ops *shader_backend, void *shader_priv);
1758 void (*vp_free)(struct wined3d_device *device);
1759 const struct StateEntryTemplate *vp_states;
1762 extern const struct StateEntryTemplate misc_state_template[] DECLSPEC_HIDDEN;
1763 extern const struct fragment_pipeline none_fragment_pipe DECLSPEC_HIDDEN;
1764 extern const struct fragment_pipeline ffp_fragment_pipeline DECLSPEC_HIDDEN;
1765 extern const struct fragment_pipeline atifs_fragment_pipeline DECLSPEC_HIDDEN;
1766 extern const struct fragment_pipeline arbfp_fragment_pipeline DECLSPEC_HIDDEN;
1767 extern const struct fragment_pipeline nvts_fragment_pipeline DECLSPEC_HIDDEN;
1768 extern const struct fragment_pipeline nvrc_fragment_pipeline DECLSPEC_HIDDEN;
1769 extern const struct fragment_pipeline glsl_fragment_pipe DECLSPEC_HIDDEN;
1771 extern const struct wined3d_vertex_pipe_ops none_vertex_pipe DECLSPEC_HIDDEN;
1772 extern const struct wined3d_vertex_pipe_ops ffp_vertex_pipe DECLSPEC_HIDDEN;
1773 extern const struct wined3d_vertex_pipe_ops glsl_vertex_pipe DECLSPEC_HIDDEN;
1775 /* "Base" state table */
1776 HRESULT compile_state_table(struct StateEntry *StateTable, APPLYSTATEFUNC **dev_multistate_funcs,
1777 const struct wined3d_gl_info *gl_info, const struct wined3d_d3d_info *d3d_info,
1778 const struct wined3d_vertex_pipe_ops *vertex, const struct fragment_pipeline *fragment,
1779 const struct StateEntryTemplate *misc) DECLSPEC_HIDDEN;
1781 enum wined3d_blit_op
1783 WINED3D_BLIT_OP_COLOR_BLIT,
1784 WINED3D_BLIT_OP_COLOR_BLIT_ALPHATEST,
1785 WINED3D_BLIT_OP_COLOR_BLIT_CKEY,
1786 WINED3D_BLIT_OP_COLOR_FILL,
1787 WINED3D_BLIT_OP_DEPTH_FILL,
1788 WINED3D_BLIT_OP_DEPTH_BLIT,
1791 /* Shaders for color conversions in blits. Do not do blit operations while
1792 * already under the GL lock. */
1793 struct blit_shader
1795 HRESULT (*alloc_private)(struct wined3d_device *device);
1796 void (*free_private)(struct wined3d_device *device);
1797 HRESULT (*set_shader)(void *blit_priv, struct wined3d_context *context, const struct wined3d_surface *surface,
1798 const struct wined3d_color_key *color_key);
1799 void (*unset_shader)(const struct wined3d_gl_info *gl_info);
1800 BOOL (*blit_supported)(const struct wined3d_gl_info *gl_info,
1801 const struct wined3d_d3d_info *d3d_info, enum wined3d_blit_op blit_op,
1802 const RECT *src_rect, DWORD src_usage, enum wined3d_pool src_pool, const struct wined3d_format *src_format,
1803 const RECT *dst_rect, DWORD dst_usage, enum wined3d_pool dst_pool, const struct wined3d_format *dst_format);
1804 HRESULT (*color_fill)(struct wined3d_device *device, struct wined3d_rendertarget_view *view,
1805 const RECT *rect, const struct wined3d_color *color);
1806 HRESULT (*depth_fill)(struct wined3d_device *device, struct wined3d_rendertarget_view *view,
1807 const RECT *rect, DWORD clear_flags, float depth, DWORD stencil);
1808 void (*blit_surface)(struct wined3d_device *device, enum wined3d_blit_op op, DWORD filter,
1809 struct wined3d_surface *src_surface, const RECT *src_rect,
1810 struct wined3d_surface *dst_surface, const RECT *dst_rect,
1811 const struct wined3d_color_key *color_key);
1814 extern const struct blit_shader ffp_blit DECLSPEC_HIDDEN;
1815 extern const struct blit_shader arbfp_blit DECLSPEC_HIDDEN;
1816 extern const struct blit_shader cpu_blit DECLSPEC_HIDDEN;
1818 BOOL wined3d_clip_blit(const RECT *clip_rect, RECT *clipped, RECT *other) DECLSPEC_HIDDEN;
1819 const struct blit_shader *wined3d_select_blitter(const struct wined3d_gl_info *gl_info,
1820 const struct wined3d_d3d_info *d3d_info, enum wined3d_blit_op blit_op,
1821 const RECT *src_rect, DWORD src_usage, enum wined3d_pool src_pool, const struct wined3d_format *src_format,
1822 const RECT *dst_rect, DWORD dst_usage, enum wined3d_pool dst_pool, const struct wined3d_format *dst_format)
1823 DECLSPEC_HIDDEN;
1825 struct wined3d_context *context_acquire(const struct wined3d_device *device,
1826 struct wined3d_texture *texture, unsigned int sub_resource_idx) DECLSPEC_HIDDEN;
1827 void context_alloc_event_query(struct wined3d_context *context,
1828 struct wined3d_event_query *query) DECLSPEC_HIDDEN;
1829 void context_alloc_occlusion_query(struct wined3d_context *context,
1830 struct wined3d_occlusion_query *query) DECLSPEC_HIDDEN;
1831 void context_apply_blit_state(struct wined3d_context *context, const struct wined3d_device *device) DECLSPEC_HIDDEN;
1832 BOOL context_apply_clear_state(struct wined3d_context *context, const struct wined3d_state *state,
1833 UINT rt_count, const struct wined3d_fb_state *fb) DECLSPEC_HIDDEN;
1834 void context_apply_compute_state(struct wined3d_context *context,
1835 const struct wined3d_device *device, const struct wined3d_state *state) DECLSPEC_HIDDEN;
1836 BOOL context_apply_draw_state(struct wined3d_context *context,
1837 const struct wined3d_device *device, const struct wined3d_state *state) DECLSPEC_HIDDEN;
1838 void context_apply_fbo_state_blit(struct wined3d_context *context, GLenum target,
1839 struct wined3d_surface *render_target, struct wined3d_surface *depth_stencil, DWORD location) DECLSPEC_HIDDEN;
1840 void context_active_texture(struct wined3d_context *context, const struct wined3d_gl_info *gl_info,
1841 unsigned int unit) DECLSPEC_HIDDEN;
1842 void context_bind_dummy_textures(const struct wined3d_device *device,
1843 const struct wined3d_context *context) DECLSPEC_HIDDEN;
1844 void context_bind_texture(struct wined3d_context *context, GLenum target, GLuint name) DECLSPEC_HIDDEN;
1845 void context_check_fbo_status(const struct wined3d_context *context, GLenum target) DECLSPEC_HIDDEN;
1846 struct wined3d_context *context_create(struct wined3d_swapchain *swapchain, struct wined3d_texture *target,
1847 const struct wined3d_format *ds_format) DECLSPEC_HIDDEN;
1848 HGLRC context_create_wgl_attribs(const struct wined3d_gl_info *gl_info, HDC hdc, HGLRC share_ctx) DECLSPEC_HIDDEN;
1849 void context_destroy(struct wined3d_device *device, struct wined3d_context *context) DECLSPEC_HIDDEN;
1850 void context_free_event_query(struct wined3d_event_query *query) DECLSPEC_HIDDEN;
1851 void context_free_occlusion_query(struct wined3d_occlusion_query *query) DECLSPEC_HIDDEN;
1852 struct wined3d_context *context_get_current(void) DECLSPEC_HIDDEN;
1853 GLenum context_get_offscreen_gl_buffer(const struct wined3d_context *context) DECLSPEC_HIDDEN;
1854 DWORD context_get_tls_idx(void) DECLSPEC_HIDDEN;
1855 void context_gl_resource_released(struct wined3d_device *device,
1856 GLuint name, BOOL rb_namespace) DECLSPEC_HIDDEN;
1857 void context_invalidate_compute_state(struct wined3d_context *context, DWORD state_id) DECLSPEC_HIDDEN;
1858 void context_invalidate_state(struct wined3d_context *context, DWORD state_id) DECLSPEC_HIDDEN;
1859 void context_release(struct wined3d_context *context) DECLSPEC_HIDDEN;
1860 void context_resource_released(const struct wined3d_device *device,
1861 struct wined3d_resource *resource, enum wined3d_resource_type type) DECLSPEC_HIDDEN;
1862 void context_restore(struct wined3d_context *context, struct wined3d_surface *restore) DECLSPEC_HIDDEN;
1863 BOOL context_set_current(struct wined3d_context *ctx) DECLSPEC_HIDDEN;
1864 void context_set_draw_buffer(struct wined3d_context *context, GLenum buffer) DECLSPEC_HIDDEN;
1865 void context_set_tls_idx(DWORD idx) DECLSPEC_HIDDEN;
1866 void context_state_drawbuf(struct wined3d_context *context,
1867 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
1868 void context_state_fb(struct wined3d_context *context,
1869 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
1870 void context_surface_update(struct wined3d_context *context, const struct wined3d_surface *surface) DECLSPEC_HIDDEN;
1871 void context_stream_info_from_declaration(struct wined3d_context *context,
1872 const struct wined3d_state *state, struct wined3d_stream_info *stream_info) DECLSPEC_HIDDEN;
1874 /*****************************************************************************
1875 * Internal representation of a light
1877 struct wined3d_light_info
1879 struct wined3d_light OriginalParms; /* Note D3D8LIGHT == D3D9LIGHT */
1880 DWORD OriginalIndex;
1881 LONG glIndex;
1882 BOOL enabled;
1884 /* Converted parms to speed up swapping lights */
1885 struct wined3d_vec4 position;
1886 struct wined3d_vec4 direction;
1887 float exponent;
1888 float cutoff;
1890 struct list entry;
1893 /* The default light parameters */
1894 extern const struct wined3d_light WINED3D_default_light DECLSPEC_HIDDEN;
1896 struct wined3d_pixel_format
1898 int iPixelFormat; /* WGL pixel format */
1899 int iPixelType; /* WGL pixel type e.g. WGL_TYPE_RGBA_ARB, WGL_TYPE_RGBA_FLOAT_ARB or WGL_TYPE_COLORINDEX_ARB */
1900 int redSize, greenSize, blueSize, alphaSize, colorSize;
1901 int depthSize, stencilSize;
1902 BOOL windowDrawable;
1903 BOOL doubleBuffer;
1904 int auxBuffers;
1905 int numSamples;
1908 enum wined3d_pci_vendor
1910 HW_VENDOR_SOFTWARE = 0x0000,
1911 HW_VENDOR_AMD = 0x1002,
1912 HW_VENDOR_NVIDIA = 0x10de,
1913 HW_VENDOR_VMWARE = 0x15ad,
1914 HW_VENDOR_INTEL = 0x8086,
1917 enum wined3d_pci_device
1919 CARD_WINE = 0x0000,
1921 CARD_AMD_RAGE_128PRO = 0x5246,
1922 CARD_AMD_RADEON_7200 = 0x5144,
1923 CARD_AMD_RADEON_8500 = 0x514c,
1924 CARD_AMD_RADEON_9500 = 0x4144,
1925 CARD_AMD_RADEON_XPRESS_200M = 0x5955,
1926 CARD_AMD_RADEON_X700 = 0x5e4c,
1927 CARD_AMD_RADEON_X1600 = 0x71c2,
1928 CARD_AMD_RADEON_HD2350 = 0x94c7,
1929 CARD_AMD_RADEON_HD2600 = 0x9581,
1930 CARD_AMD_RADEON_HD2900 = 0x9400,
1931 CARD_AMD_RADEON_HD3200 = 0x9620,
1932 CARD_AMD_RADEON_HD3850 = 0x9515,
1933 CARD_AMD_RADEON_HD4200M = 0x9712,
1934 CARD_AMD_RADEON_HD4350 = 0x954f,
1935 CARD_AMD_RADEON_HD4600 = 0x9495,
1936 CARD_AMD_RADEON_HD4700 = 0x944e,
1937 CARD_AMD_RADEON_HD4800 = 0x944c,
1938 CARD_AMD_RADEON_HD5400 = 0x68f9,
1939 CARD_AMD_RADEON_HD5600 = 0x68d8,
1940 CARD_AMD_RADEON_HD5700 = 0x68be,
1941 CARD_AMD_RADEON_HD5800 = 0x6898,
1942 CARD_AMD_RADEON_HD5900 = 0x689c,
1943 CARD_AMD_RADEON_HD6300 = 0x9803,
1944 CARD_AMD_RADEON_HD6400 = 0x6770,
1945 CARD_AMD_RADEON_HD6410D = 0x9644,
1946 CARD_AMD_RADEON_HD6480G = 0x9648,
1947 CARD_AMD_RADEON_HD6550D = 0x9640,
1948 CARD_AMD_RADEON_HD6600 = 0x6758,
1949 CARD_AMD_RADEON_HD6600M = 0x6741,
1950 CARD_AMD_RADEON_HD6700 = 0x68ba,
1951 CARD_AMD_RADEON_HD6800 = 0x6739,
1952 CARD_AMD_RADEON_HD6900 = 0x6719,
1953 CARD_AMD_RADEON_HD7660D = 0x9901,
1954 CARD_AMD_RADEON_HD7700 = 0x683d,
1955 CARD_AMD_RADEON_HD7800 = 0x6819,
1956 CARD_AMD_RADEON_HD7900 = 0x679a,
1957 CARD_AMD_RADEON_HD8600M = 0x6660,
1958 CARD_AMD_RADEON_HD8670 = 0x6610,
1959 CARD_AMD_RADEON_HD8770 = 0x665c,
1960 CARD_AMD_RADEON_R3 = 0x9830,
1961 CARD_AMD_RADEON_R7 = 0x130f,
1962 CARD_AMD_RADEON_R9_285 = 0x6939,
1963 CARD_AMD_RADEON_R9_290 = 0x67b1,
1964 CARD_AMD_RADEON_R9_FURY = 0x7300,
1965 CARD_AMD_RADEON_RX_460 = 0x67ef,
1966 CARD_AMD_RADEON_RX_480 = 0x67df,
1968 CARD_NVIDIA_RIVA_128 = 0x0018,
1969 CARD_NVIDIA_RIVA_TNT = 0x0020,
1970 CARD_NVIDIA_RIVA_TNT2 = 0x0028,
1971 CARD_NVIDIA_GEFORCE = 0x0100,
1972 CARD_NVIDIA_GEFORCE2_MX = 0x0110,
1973 CARD_NVIDIA_GEFORCE2 = 0x0150,
1974 CARD_NVIDIA_GEFORCE3 = 0x0200,
1975 CARD_NVIDIA_GEFORCE4_MX = 0x0170,
1976 CARD_NVIDIA_GEFORCE4_TI4200 = 0x0253,
1977 CARD_NVIDIA_GEFORCEFX_5200 = 0x0320,
1978 CARD_NVIDIA_GEFORCEFX_5600 = 0x0312,
1979 CARD_NVIDIA_GEFORCEFX_5800 = 0x0302,
1980 CARD_NVIDIA_GEFORCE_6200 = 0x014f,
1981 CARD_NVIDIA_GEFORCE_6600GT = 0x0140,
1982 CARD_NVIDIA_GEFORCE_6800 = 0x0041,
1983 CARD_NVIDIA_GEFORCE_7300 = 0x01d7, /* GeForce Go 7300 */
1984 CARD_NVIDIA_GEFORCE_7400 = 0x01d8,
1985 CARD_NVIDIA_GEFORCE_7600 = 0x0391,
1986 CARD_NVIDIA_GEFORCE_7800GT = 0x0092,
1987 CARD_NVIDIA_GEFORCE_8200 = 0x0849, /* Other PCI ID 0x084b */
1988 CARD_NVIDIA_GEFORCE_8300GS = 0x0423,
1989 CARD_NVIDIA_GEFORCE_8400GS = 0x0404,
1990 CARD_NVIDIA_GEFORCE_8500GT = 0x0421,
1991 CARD_NVIDIA_GEFORCE_8600GT = 0x0402,
1992 CARD_NVIDIA_GEFORCE_8600MGT = 0x0407,
1993 CARD_NVIDIA_GEFORCE_8800GTS = 0x0193,
1994 CARD_NVIDIA_GEFORCE_8800GTX = 0x0191,
1995 CARD_NVIDIA_GEFORCE_9200 = 0x086d,
1996 CARD_NVIDIA_GEFORCE_9300 = 0x086c,
1997 CARD_NVIDIA_GEFORCE_9400M = 0x0863,
1998 CARD_NVIDIA_GEFORCE_9400GT = 0x042c,
1999 CARD_NVIDIA_GEFORCE_9500GT = 0x0640,
2000 CARD_NVIDIA_GEFORCE_9600GT = 0x0622,
2001 CARD_NVIDIA_GEFORCE_9700MGT = 0x064a,
2002 CARD_NVIDIA_GEFORCE_9800GT = 0x0614,
2003 CARD_NVIDIA_GEFORCE_210 = 0x0a23,
2004 CARD_NVIDIA_GEFORCE_GT220 = 0x0a20,
2005 CARD_NVIDIA_GEFORCE_GT240 = 0x0ca3,
2006 CARD_NVIDIA_GEFORCE_GTS250 = 0x0615,
2007 CARD_NVIDIA_GEFORCE_GTX260 = 0x05e2,
2008 CARD_NVIDIA_GEFORCE_GTX275 = 0x05e6,
2009 CARD_NVIDIA_GEFORCE_GTX280 = 0x05e1,
2010 CARD_NVIDIA_GEFORCE_315M = 0x0a7a,
2011 CARD_NVIDIA_GEFORCE_320M = 0x08a3,
2012 CARD_NVIDIA_GEFORCE_GT320M = 0x0a2d,
2013 CARD_NVIDIA_GEFORCE_GT325M = 0x0a35,
2014 CARD_NVIDIA_GEFORCE_GT330 = 0x0ca0,
2015 CARD_NVIDIA_GEFORCE_GTS350M = 0x0cb0,
2016 CARD_NVIDIA_GEFORCE_410M = 0x1055,
2017 CARD_NVIDIA_GEFORCE_GT420 = 0x0de2,
2018 CARD_NVIDIA_GEFORCE_GT425M = 0x0df0,
2019 CARD_NVIDIA_GEFORCE_GT430 = 0x0de1,
2020 CARD_NVIDIA_GEFORCE_GT440 = 0x0de0,
2021 CARD_NVIDIA_GEFORCE_GTS450 = 0x0dc4,
2022 CARD_NVIDIA_GEFORCE_GTX460 = 0x0e22,
2023 CARD_NVIDIA_GEFORCE_GTX460M = 0x0dd1,
2024 CARD_NVIDIA_GEFORCE_GTX465 = 0x06c4,
2025 CARD_NVIDIA_GEFORCE_GTX470 = 0x06cd,
2026 CARD_NVIDIA_GEFORCE_GTX480 = 0x06c0,
2027 CARD_NVIDIA_GEFORCE_GT520 = 0x1040,
2028 CARD_NVIDIA_GEFORCE_GT540M = 0x0df4,
2029 CARD_NVIDIA_GEFORCE_GTX550 = 0x1244,
2030 CARD_NVIDIA_GEFORCE_GT555M = 0x04b8,
2031 CARD_NVIDIA_GEFORCE_GTX560TI = 0x1200,
2032 CARD_NVIDIA_GEFORCE_GTX560 = 0x1201,
2033 CARD_NVIDIA_GEFORCE_GTX570 = 0x1081,
2034 CARD_NVIDIA_GEFORCE_GTX580 = 0x1080,
2035 CARD_NVIDIA_GEFORCE_GT610 = 0x104a,
2036 CARD_NVIDIA_GEFORCE_GT630 = 0x0f00,
2037 CARD_NVIDIA_GEFORCE_GT630M = 0x0de9,
2038 CARD_NVIDIA_GEFORCE_GT640M = 0x0fd2,
2039 CARD_NVIDIA_GEFORCE_GT650M = 0x0fd1,
2040 CARD_NVIDIA_GEFORCE_GTX650 = 0x0fc6,
2041 CARD_NVIDIA_GEFORCE_GTX650TI = 0x11c6,
2042 CARD_NVIDIA_GEFORCE_GTX660 = 0x11c0,
2043 CARD_NVIDIA_GEFORCE_GTX660M = 0x0fd4,
2044 CARD_NVIDIA_GEFORCE_GTX660TI = 0x1183,
2045 CARD_NVIDIA_GEFORCE_GTX670 = 0x1189,
2046 CARD_NVIDIA_GEFORCE_GTX670MX = 0x11a1,
2047 CARD_NVIDIA_GEFORCE_GTX675MX = 0x11a7,
2048 CARD_NVIDIA_GEFORCE_GTX680 = 0x1180,
2049 CARD_NVIDIA_GEFORCE_GTX690 = 0x1188,
2050 CARD_NVIDIA_GEFORCE_GT730 = 0x1287,
2051 CARD_NVIDIA_GEFORCE_GT730M = 0x0fe1,
2052 CARD_NVIDIA_GEFORCE_GT740M = 0x1292,
2053 CARD_NVIDIA_GEFORCE_GT750M = 0x0fe9,
2054 CARD_NVIDIA_GEFORCE_GTX750 = 0x1381,
2055 CARD_NVIDIA_GEFORCE_GTX750TI = 0x1380,
2056 CARD_NVIDIA_GEFORCE_GTX760 = 0x1187,
2057 CARD_NVIDIA_GEFORCE_GTX760TI = 0x1193,
2058 CARD_NVIDIA_GEFORCE_GTX765M = 0x11e2,
2059 CARD_NVIDIA_GEFORCE_GTX770M = 0x11e0,
2060 CARD_NVIDIA_GEFORCE_GTX770 = 0x1184,
2061 CARD_NVIDIA_GEFORCE_GTX780 = 0x1004,
2062 CARD_NVIDIA_GEFORCE_GTX780TI = 0x100a,
2063 CARD_NVIDIA_GEFORCE_GTXTITAN = 0x1005,
2064 CARD_NVIDIA_GEFORCE_GTXTITANB = 0x100c,
2065 CARD_NVIDIA_GEFORCE_GTXTITANX = 0x17c2,
2066 CARD_NVIDIA_GEFORCE_GTXTITANZ = 0x1001,
2067 CARD_NVIDIA_GEFORCE_820M = 0x0fed,
2068 CARD_NVIDIA_GEFORCE_830M = 0x1340,
2069 CARD_NVIDIA_GEFORCE_840M = 0x1341,
2070 CARD_NVIDIA_GEFORCE_845M = 0x1344,
2071 CARD_NVIDIA_GEFORCE_GTX850M = 0x1391,
2072 CARD_NVIDIA_GEFORCE_GTX860M = 0x1392, /* Other PCI ID 0x119a */
2073 CARD_NVIDIA_GEFORCE_GTX870M = 0x1199,
2074 CARD_NVIDIA_GEFORCE_GTX880M = 0x1198,
2075 CARD_NVIDIA_GEFORCE_GTX950 = 0x1402,
2076 CARD_NVIDIA_GEFORCE_GTX950M = 0x139a,
2077 CARD_NVIDIA_GEFORCE_GTX960 = 0x1401,
2078 CARD_NVIDIA_GEFORCE_GTX960M = 0x139b,
2079 CARD_NVIDIA_GEFORCE_GTX970 = 0x13c2,
2080 CARD_NVIDIA_GEFORCE_GTX970M = 0x13d8,
2081 CARD_NVIDIA_GEFORCE_GTX980 = 0x13c0,
2082 CARD_NVIDIA_GEFORCE_GTX980TI = 0x17c8,
2083 CARD_NVIDIA_GEFORCE_GTX1050 = 0x1c81,
2084 CARD_NVIDIA_GEFORCE_GTX1060 = 0x1c03,
2085 CARD_NVIDIA_GEFORCE_GTX1070 = 0x1b81,
2086 CARD_NVIDIA_GEFORCE_GTX1080 = 0x1b80,
2088 CARD_VMWARE_SVGA3D = 0x0405,
2090 CARD_INTEL_830M = 0x3577,
2091 CARD_INTEL_855GM = 0x3582,
2092 CARD_INTEL_845G = 0x2562,
2093 CARD_INTEL_865G = 0x2572,
2094 CARD_INTEL_915G = 0x2582,
2095 CARD_INTEL_E7221G = 0x258a,
2096 CARD_INTEL_915GM = 0x2592,
2097 CARD_INTEL_945G = 0x2772,
2098 CARD_INTEL_945GM = 0x27a2,
2099 CARD_INTEL_945GME = 0x27ae,
2100 CARD_INTEL_Q35 = 0x29b2,
2101 CARD_INTEL_G33 = 0x29c2,
2102 CARD_INTEL_Q33 = 0x29d2,
2103 CARD_INTEL_PNVG = 0xa001,
2104 CARD_INTEL_PNVM = 0xa011,
2105 CARD_INTEL_965Q = 0x2992,
2106 CARD_INTEL_965G = 0x2982,
2107 CARD_INTEL_946GZ = 0x2972,
2108 CARD_INTEL_965GM = 0x2a02,
2109 CARD_INTEL_965GME = 0x2a12,
2110 CARD_INTEL_GM45 = 0x2a42,
2111 CARD_INTEL_IGD = 0x2e02,
2112 CARD_INTEL_Q45 = 0x2e12,
2113 CARD_INTEL_G45 = 0x2e22,
2114 CARD_INTEL_G41 = 0x2e32,
2115 CARD_INTEL_B43 = 0x2e92,
2116 CARD_INTEL_ILKD = 0x0042,
2117 CARD_INTEL_ILKM = 0x0046,
2118 CARD_INTEL_SNBD = 0x0122,
2119 CARD_INTEL_SNBM = 0x0126,
2120 CARD_INTEL_SNBS = 0x010a,
2121 CARD_INTEL_IVBD = 0x0162,
2122 CARD_INTEL_IVBM = 0x0166,
2123 CARD_INTEL_IVBS = 0x015a,
2124 CARD_INTEL_HWD = 0x0412,
2125 CARD_INTEL_HWM = 0x0416,
2126 CARD_INTEL_I5100_1 = 0x0a22,
2127 CARD_INTEL_I5100_2 = 0x0a2a,
2128 CARD_INTEL_I5100_3 = 0x0a2b,
2129 CARD_INTEL_I5100_4 = 0x0a2e,
2130 CARD_INTEL_IP5200_1 = 0x0d22,
2131 CARD_INTEL_IP5200_2 = 0x0d26,
2132 CARD_INTEL_IP5200_3 = 0x0d2a,
2133 CARD_INTEL_IP5200_4 = 0x0d2b,
2134 CARD_INTEL_IP5200_5 = 0x0d2e,
2135 CARD_INTEL_HD5300 = 0x161e,
2136 CARD_INTEL_HD5500 = 0x1616,
2137 CARD_INTEL_HD5600 = 0x1612,
2138 CARD_INTEL_HD6000 = 0x1626,
2139 CARD_INTEL_I6100 = 0x162b,
2140 CARD_INTEL_IP6200 = 0x1622,
2141 CARD_INTEL_IPP6300 = 0x162a,
2142 CARD_INTEL_HD510_1 = 0x1902,
2143 CARD_INTEL_HD510_2 = 0x1906,
2144 CARD_INTEL_HD510_3 = 0x190b,
2145 CARD_INTEL_HD515 = 0x191e,
2146 CARD_INTEL_HD520_1 = 0x1916,
2147 CARD_INTEL_HD520_2 = 0x1921,
2148 CARD_INTEL_HD530_1 = 0x1912,
2149 CARD_INTEL_HD530_2 = 0x191b,
2150 CARD_INTEL_HDP530 = 0x191d,
2151 CARD_INTEL_I540 = 0x1926,
2152 CARD_INTEL_I550 = 0x1927,
2153 CARD_INTEL_I555 = 0x192b,
2154 CARD_INTEL_IP555 = 0x192d,
2155 CARD_INTEL_IP580_1 = 0x1932,
2156 CARD_INTEL_IP580_2 = 0x193b,
2157 CARD_INTEL_IPP580_1 = 0x193a,
2158 CARD_INTEL_IPP580_2 = 0x193d,
2161 struct wined3d_fbo_ops
2163 GLboolean (WINE_GLAPI *glIsRenderbuffer)(GLuint renderbuffer);
2164 void (WINE_GLAPI *glBindRenderbuffer)(GLenum target, GLuint renderbuffer);
2165 void (WINE_GLAPI *glDeleteRenderbuffers)(GLsizei n, const GLuint *renderbuffers);
2166 void (WINE_GLAPI *glGenRenderbuffers)(GLsizei n, GLuint *renderbuffers);
2167 void (WINE_GLAPI *glRenderbufferStorage)(GLenum target, GLenum internalformat,
2168 GLsizei width, GLsizei height);
2169 void (WINE_GLAPI *glRenderbufferStorageMultisample)(GLenum target, GLsizei samples,
2170 GLenum internalformat, GLsizei width, GLsizei height);
2171 void (WINE_GLAPI *glGetRenderbufferParameteriv)(GLenum target, GLenum pname, GLint *params);
2172 GLboolean (WINE_GLAPI *glIsFramebuffer)(GLuint framebuffer);
2173 void (WINE_GLAPI *glBindFramebuffer)(GLenum target, GLuint framebuffer);
2174 void (WINE_GLAPI *glDeleteFramebuffers)(GLsizei n, const GLuint *framebuffers);
2175 void (WINE_GLAPI *glGenFramebuffers)(GLsizei n, GLuint *framebuffers);
2176 GLenum (WINE_GLAPI *glCheckFramebufferStatus)(GLenum target);
2177 void (WINE_GLAPI *glFramebufferTexture1D)(GLenum target, GLenum attachment,
2178 GLenum textarget, GLuint texture, GLint level);
2179 void (WINE_GLAPI *glFramebufferTexture2D)(GLenum target, GLenum attachment,
2180 GLenum textarget, GLuint texture, GLint level);
2181 void (WINE_GLAPI *glFramebufferTexture3D)(GLenum target, GLenum attachment,
2182 GLenum textarget, GLuint texture, GLint level, GLint layer);
2183 void (WINE_GLAPI *glFramebufferTextureLayer)(GLenum target, GLenum attachment,
2184 GLuint texture, GLint level, GLint layer);
2185 void (WINE_GLAPI *glFramebufferRenderbuffer)(GLenum target, GLenum attachment,
2186 GLenum renderbuffertarget, GLuint renderbuffer);
2187 void (WINE_GLAPI *glGetFramebufferAttachmentParameteriv)(GLenum target, GLenum attachment,
2188 GLenum pname, GLint *params);
2189 void (WINE_GLAPI *glBlitFramebuffer)(GLint srcX0, GLint srcY0, GLint srcX1, GLint srcY1,
2190 GLint dstX0, GLint dstY0, GLint dstX1, GLint dstY1, GLbitfield mask, GLenum filter);
2191 void (WINE_GLAPI *glGenerateMipmap)(GLenum target);
2194 struct wined3d_gl_limits
2196 UINT buffers;
2197 UINT lights;
2198 UINT textures;
2199 UINT texture_coords;
2200 unsigned int uniform_blocks[WINED3D_SHADER_TYPE_COUNT];
2201 UINT fragment_samplers;
2202 UINT vertex_samplers;
2203 UINT combined_samplers;
2204 UINT general_combiners;
2205 UINT user_clip_distances;
2206 UINT texture_size;
2207 UINT texture3d_size;
2208 float pointsize_max;
2209 float pointsize_min;
2210 UINT blends;
2211 UINT anisotropy;
2212 float shininess;
2213 UINT samples;
2214 UINT vertex_attribs;
2216 unsigned int texture_buffer_offset_alignment;
2218 UINT glsl_varyings;
2219 UINT glsl_vs_float_constants;
2220 UINT glsl_ps_float_constants;
2222 UINT arb_vs_float_constants;
2223 UINT arb_vs_native_constants;
2224 UINT arb_vs_instructions;
2225 UINT arb_vs_temps;
2226 UINT arb_ps_float_constants;
2227 UINT arb_ps_local_constants;
2228 UINT arb_ps_native_constants;
2229 UINT arb_ps_instructions;
2230 UINT arb_ps_temps;
2233 void wined3d_gl_limits_get_uniform_block_range(const struct wined3d_gl_limits *gl_limits,
2234 enum wined3d_shader_type shader_type, unsigned int *base, unsigned int *count) DECLSPEC_HIDDEN;
2236 struct wined3d_gl_info
2238 DWORD selected_gl_version;
2239 DWORD glsl_version;
2240 struct wined3d_gl_limits limits;
2241 DWORD reserved_glsl_constants, reserved_arb_constants;
2242 DWORD quirks;
2243 BOOL supported[WINED3D_GL_EXT_COUNT];
2244 GLint wrap_lookup[WINED3D_TADDRESS_MIRROR_ONCE - WINED3D_TADDRESS_WRAP + 1];
2245 float fixed_polyoffset_scale, float_polyoffset_scale;
2247 HGLRC (WINAPI *p_wglCreateContextAttribsARB)(HDC dc, HGLRC share, const GLint *attribs);
2248 struct opengl_funcs gl_ops;
2249 struct wined3d_fbo_ops fbo_ops;
2251 struct wined3d_format *formats;
2252 unsigned int format_count;
2255 struct wined3d_driver_info
2257 enum wined3d_pci_vendor vendor;
2258 enum wined3d_pci_device device;
2259 const char *name;
2260 const char *description;
2261 UINT64 vram_bytes;
2262 DWORD version_high;
2263 DWORD version_low;
2266 struct wined3d_d3d_limits
2268 unsigned int vs_version, hs_version, ds_version, gs_version, ps_version, cs_version;
2269 DWORD vs_uniform_count;
2270 DWORD ps_uniform_count;
2271 UINT varying_count;
2272 UINT ffp_textures;
2273 UINT ffp_blend_stages;
2274 UINT ffp_vertex_blend_matrices;
2275 unsigned int active_light_count;
2278 typedef void (WINE_GLAPI *wined3d_ffp_attrib_func)(const void *data);
2279 typedef void (WINE_GLAPI *wined3d_ffp_texcoord_func)(GLenum unit, const void *data);
2280 typedef void (WINE_GLAPI *wined3d_generic_attrib_func)(GLuint idx, const void *data);
2281 extern wined3d_ffp_attrib_func specular_func_3ubv DECLSPEC_HIDDEN;
2283 struct wined3d_ffp_attrib_ops
2285 wined3d_ffp_attrib_func position[WINED3D_FFP_EMIT_COUNT];
2286 wined3d_ffp_attrib_func diffuse[WINED3D_FFP_EMIT_COUNT];
2287 wined3d_ffp_attrib_func specular[WINED3D_FFP_EMIT_COUNT];
2288 wined3d_ffp_attrib_func normal[WINED3D_FFP_EMIT_COUNT];
2289 wined3d_ffp_texcoord_func texcoord[WINED3D_FFP_EMIT_COUNT];
2290 wined3d_generic_attrib_func generic[WINED3D_FFP_EMIT_COUNT];
2293 struct wined3d_d3d_info
2295 struct wined3d_d3d_limits limits;
2296 struct wined3d_ffp_attrib_ops ffp_attrib_ops;
2297 BOOL xyzrhw;
2298 BOOL emulated_flatshading;
2299 BOOL ffp_generic_attributes;
2300 BOOL vs_clipping;
2301 BOOL shader_color_key;
2302 DWORD valid_rt_mask;
2303 DWORD wined3d_creation_flags;
2304 BOOL shader_double_precision;
2307 /* The adapter structure */
2308 struct wined3d_adapter
2310 UINT ordinal;
2311 POINT monitor_position;
2312 enum wined3d_format_id screen_format;
2314 struct wined3d_gl_info gl_info;
2315 struct wined3d_d3d_info d3d_info;
2316 struct wined3d_driver_info driver_info;
2317 WCHAR DeviceName[CCHDEVICENAME]; /* DeviceName for use with e.g. ChangeDisplaySettings */
2318 unsigned int cfg_count;
2319 struct wined3d_pixel_format *cfgs;
2320 UINT64 vram_bytes;
2321 UINT64 vram_bytes_used;
2322 LUID luid;
2324 const struct wined3d_vertex_pipe_ops *vertex_pipe;
2325 const struct fragment_pipeline *fragment_pipe;
2326 const struct wined3d_shader_backend_ops *shader_backend;
2327 const struct blit_shader *blitter;
2330 struct wined3d_caps_gl_ctx
2332 HDC dc;
2333 HWND wnd;
2334 HGLRC gl_ctx;
2335 HDC restore_dc;
2336 HGLRC restore_gl_ctx;
2338 const struct wined3d_gl_info *gl_info;
2339 GLuint test_vbo;
2340 GLuint test_program_id;
2343 float wined3d_adapter_find_polyoffset_scale(struct wined3d_caps_gl_ctx *ctx, GLenum format) DECLSPEC_HIDDEN;
2344 BOOL wined3d_adapter_init_format_info(struct wined3d_adapter *adapter,
2345 struct wined3d_caps_gl_ctx *ctx) DECLSPEC_HIDDEN;
2346 UINT64 adapter_adjust_memory(struct wined3d_adapter *adapter, INT64 amount) DECLSPEC_HIDDEN;
2348 void install_gl_compat_wrapper(struct wined3d_gl_info *gl_info, enum wined3d_gl_extension ext) DECLSPEC_HIDDEN;
2350 enum projection_types
2352 proj_none = 0,
2353 proj_count3 = 1,
2354 proj_count4 = 2
2357 enum dst_arg
2359 resultreg = 0,
2360 tempreg = 1
2363 /*****************************************************************************
2364 * Fixed function pipeline replacements
2366 #define ARG_UNUSED 0xff
2367 struct texture_stage_op
2369 unsigned cop : 8;
2370 unsigned carg1 : 8;
2371 unsigned carg2 : 8;
2372 unsigned carg0 : 8;
2374 unsigned aop : 8;
2375 unsigned aarg1 : 8;
2376 unsigned aarg2 : 8;
2377 unsigned aarg0 : 8;
2379 struct color_fixup_desc color_fixup;
2380 unsigned tex_type : 3;
2381 unsigned dst : 1;
2382 unsigned projected : 2;
2383 unsigned padding : 10;
2386 struct ffp_frag_settings
2388 struct texture_stage_op op[MAX_TEXTURES];
2389 enum wined3d_ffp_ps_fog_mode fog;
2390 unsigned char sRGB_write;
2391 unsigned char emul_clipplanes;
2392 unsigned char texcoords_initialized;
2393 unsigned char color_key_enabled : 1;
2394 unsigned char pointsprite : 1;
2395 unsigned char flatshading : 1;
2396 unsigned char alpha_test_func : 3;
2397 unsigned char padding : 2;
2400 struct ffp_frag_desc
2402 struct wine_rb_entry entry;
2403 struct ffp_frag_settings settings;
2406 int wined3d_ffp_frag_program_key_compare(const void *key, const struct wine_rb_entry *entry) DECLSPEC_HIDDEN;
2407 int wined3d_ffp_vertex_program_key_compare(const void *key, const struct wine_rb_entry *entry) DECLSPEC_HIDDEN;
2409 extern const struct wined3d_parent_ops wined3d_null_parent_ops DECLSPEC_HIDDEN;
2411 unsigned int wined3d_max_compat_varyings(const struct wined3d_gl_info *gl_info) DECLSPEC_HIDDEN;
2412 void gen_ffp_frag_op(const struct wined3d_context *context, const struct wined3d_state *state,
2413 struct ffp_frag_settings *settings, BOOL ignore_textype) DECLSPEC_HIDDEN;
2414 const struct ffp_frag_desc *find_ffp_frag_shader(const struct wine_rb_tree *fragment_shaders,
2415 const struct ffp_frag_settings *settings) DECLSPEC_HIDDEN;
2416 void add_ffp_frag_shader(struct wine_rb_tree *shaders, struct ffp_frag_desc *desc) DECLSPEC_HIDDEN;
2417 void wined3d_get_draw_rect(const struct wined3d_state *state, RECT *rect) DECLSPEC_HIDDEN;
2418 void wined3d_ftoa(float value, char *s) DECLSPEC_HIDDEN;
2420 extern const float wined3d_srgb_const0[] DECLSPEC_HIDDEN;
2421 extern const float wined3d_srgb_const1[] DECLSPEC_HIDDEN;
2423 enum wined3d_ffp_vs_fog_mode
2425 WINED3D_FFP_VS_FOG_OFF = 0,
2426 WINED3D_FFP_VS_FOG_FOGCOORD = 1,
2427 WINED3D_FFP_VS_FOG_DEPTH = 2,
2428 WINED3D_FFP_VS_FOG_RANGE = 3,
2431 #define WINED3D_FFP_TCI_SHIFT 16
2432 #define WINED3D_FFP_TCI_MASK 0xffu
2434 #define WINED3D_FFP_LIGHT_TYPE_SHIFT(idx) (3 * (idx))
2435 #define WINED3D_FFP_LIGHT_TYPE_MASK 0x7u
2437 struct wined3d_ffp_vs_settings
2439 DWORD point_light_count : 4;
2440 DWORD spot_light_count : 4;
2441 DWORD directional_light_count : 4;
2442 DWORD parallel_point_light_count : 4;
2443 DWORD diffuse_source : 2;
2444 DWORD emissive_source : 2;
2445 DWORD ambient_source : 2;
2446 DWORD specular_source : 2;
2447 DWORD transformed : 1;
2448 DWORD vertexblends : 2;
2449 DWORD clipping : 1;
2450 DWORD normal : 1;
2451 DWORD normalize : 1;
2452 DWORD lighting : 1;
2453 DWORD localviewer : 1;
2455 DWORD point_size : 1;
2456 DWORD per_vertex_point_size : 1;
2457 DWORD fog_mode : 2;
2458 DWORD texcoords : 8; /* MAX_TEXTURES */
2459 DWORD ortho_fog : 1;
2460 DWORD flatshading : 1;
2461 DWORD swizzle_map : 16; /* MAX_ATTRIBS, 16 */
2462 DWORD padding : 2;
2464 DWORD texgen[MAX_TEXTURES];
2467 struct wined3d_ffp_vs_desc
2469 struct wine_rb_entry entry;
2470 struct wined3d_ffp_vs_settings settings;
2473 void wined3d_ffp_get_vs_settings(const struct wined3d_context *context,
2474 const struct wined3d_state *state, struct wined3d_ffp_vs_settings *settings) DECLSPEC_HIDDEN;
2476 struct wined3d
2478 LONG ref;
2479 DWORD flags;
2480 UINT adapter_count;
2481 struct wined3d_adapter adapters[1];
2484 HRESULT wined3d_init(struct wined3d *wined3d, DWORD flags) DECLSPEC_HIDDEN;
2485 BOOL wined3d_register_window(HWND window, struct wined3d_device *device) DECLSPEC_HIDDEN;
2486 void wined3d_unregister_window(HWND window) DECLSPEC_HIDDEN;
2488 struct wined3d_rasterizer_state
2490 LONG refcount;
2491 struct wined3d_rasterizer_state_desc desc;
2493 struct wined3d_device *device;
2496 struct wined3d_stream_output
2498 struct wined3d_buffer *buffer;
2499 UINT offset;
2502 struct wined3d_stream_state
2504 struct wined3d_buffer *buffer;
2505 UINT offset;
2506 UINT stride;
2507 UINT frequency;
2508 UINT flags;
2511 #define WINED3D_STATE_NO_REF 0x00000001
2512 #define WINED3D_STATE_INIT_DEFAULT 0x00000002
2514 struct wined3d_state
2516 DWORD flags;
2517 const struct wined3d_fb_state *fb;
2519 struct wined3d_vertex_declaration *vertex_declaration;
2520 struct wined3d_stream_output stream_output[MAX_STREAM_OUT];
2521 struct wined3d_stream_state streams[MAX_STREAMS + 1 /* tesselated pseudo-stream */];
2522 struct wined3d_buffer *index_buffer;
2523 enum wined3d_format_id index_format;
2524 unsigned int index_offset;
2525 int base_vertex_index;
2526 int load_base_vertex_index; /* Non-indexed drawing needs 0 here, indexed needs base_vertex_index. */
2527 GLenum gl_primitive_type;
2528 struct wined3d_query *predicate;
2529 BOOL predicate_value;
2531 struct wined3d_shader *shader[WINED3D_SHADER_TYPE_COUNT];
2532 struct wined3d_buffer *cb[WINED3D_SHADER_TYPE_COUNT][MAX_CONSTANT_BUFFERS];
2533 struct wined3d_sampler *sampler[WINED3D_SHADER_TYPE_COUNT][MAX_SAMPLER_OBJECTS];
2534 struct wined3d_shader_resource_view *shader_resource_view[WINED3D_SHADER_TYPE_COUNT][MAX_SHADER_RESOURCE_VIEWS];
2535 struct wined3d_unordered_access_view *unordered_access_view[WINED3D_PIPELINE_COUNT][MAX_UNORDERED_ACCESS_VIEWS];
2537 BOOL vs_consts_b[WINED3D_MAX_CONSTS_B];
2538 struct wined3d_ivec4 vs_consts_i[WINED3D_MAX_CONSTS_I];
2539 struct wined3d_vec4 vs_consts_f[WINED3D_MAX_VS_CONSTS_F];
2541 BOOL ps_consts_b[WINED3D_MAX_CONSTS_B];
2542 struct wined3d_ivec4 ps_consts_i[WINED3D_MAX_CONSTS_I];
2543 struct wined3d_vec4 ps_consts_f[WINED3D_MAX_PS_CONSTS_F];
2545 struct wined3d_texture *textures[MAX_COMBINED_SAMPLERS];
2546 DWORD sampler_states[MAX_COMBINED_SAMPLERS][WINED3D_HIGHEST_SAMPLER_STATE + 1];
2547 DWORD texture_states[MAX_TEXTURES][WINED3D_HIGHEST_TEXTURE_STATE + 1];
2549 struct wined3d_matrix transforms[HIGHEST_TRANSFORMSTATE + 1];
2550 struct wined3d_vec4 clip_planes[MAX_CLIP_DISTANCES];
2551 struct wined3d_material material;
2552 struct wined3d_viewport viewport;
2553 RECT scissor_rect;
2555 /* Light hashmap. Collisions are handled using linked lists. */
2556 #define LIGHTMAP_SIZE 43
2557 #define LIGHTMAP_HASHFUNC(x) ((x) % LIGHTMAP_SIZE)
2558 struct list light_map[LIGHTMAP_SIZE];
2559 const struct wined3d_light_info *lights[MAX_ACTIVE_LIGHTS];
2561 DWORD render_states[WINEHIGHEST_RENDER_STATE + 1];
2562 struct wined3d_rasterizer_state *rasterizer_state;
2565 #define WINED3D_UNMAPPED_STAGE ~0U
2567 /* Multithreaded flag. Removed from the public header to signal that
2568 * wined3d_device_create() ignores it. */
2569 #define WINED3DCREATE_MULTITHREADED 0x00000004
2571 struct wined3d_device
2573 LONG ref;
2575 /* WineD3D Information */
2576 struct wined3d_device_parent *device_parent;
2577 struct wined3d *wined3d;
2578 struct wined3d_adapter *adapter;
2580 /* Window styles to restore when switching fullscreen mode */
2581 LONG style;
2582 LONG exStyle;
2584 const struct wined3d_shader_backend_ops *shader_backend;
2585 void *shader_priv;
2586 void *fragment_priv;
2587 void *vertex_priv;
2588 void *blit_priv;
2589 struct StateEntry StateTable[STATE_HIGHEST + 1];
2590 /* Array of functions for states which are handled by more than one pipeline part */
2591 APPLYSTATEFUNC *multistate_funcs[STATE_HIGHEST + 1];
2592 const struct blit_shader *blitter;
2594 BYTE vertexBlendUsed : 1; /* To avoid needless setting of the blend matrices */
2595 BYTE bCursorVisible : 1;
2596 BYTE d3d_initialized : 1;
2597 BYTE inScene : 1; /* A flag to check for proper BeginScene / EndScene call pairs */
2598 BYTE softwareVertexProcessing : 1; /* process vertex shaders using software or hardware */
2599 BYTE filter_messages : 1;
2600 BYTE padding : 2;
2602 unsigned char surface_alignment; /* Line Alignment of surfaces */
2604 WORD padding2 : 16;
2606 struct wined3d_state state;
2607 struct wined3d_state *update_state;
2608 struct wined3d_stateblock *recording;
2610 /* Internal use fields */
2611 struct wined3d_device_creation_parameters create_parms;
2612 HWND focus_window;
2614 struct wined3d_rendertarget_view *back_buffer_view;
2615 struct wined3d_swapchain **swapchains;
2616 UINT swapchain_count;
2618 struct list resources; /* a linked list to track resources created by the device */
2619 struct list shaders; /* a linked list to track shaders (pixel and vertex) */
2620 struct wine_rb_tree samplers;
2622 /* Render Target Support */
2623 struct wined3d_fb_state fb;
2624 struct wined3d_rendertarget_view *auto_depth_stencil_view;
2626 /* Cursor management */
2627 UINT xHotSpot;
2628 UINT yHotSpot;
2629 UINT xScreenSpace;
2630 UINT yScreenSpace;
2631 UINT cursorWidth, cursorHeight;
2632 struct wined3d_texture *cursor_texture;
2633 HCURSOR hardwareCursor;
2635 /* The Wine logo texture */
2636 struct wined3d_texture *logo_texture;
2638 /* Textures for when no other textures are mapped */
2639 struct
2641 GLuint tex_2d;
2642 GLuint tex_rect;
2643 GLuint tex_3d;
2644 GLuint tex_cube;
2645 GLuint tex_2d_array;
2646 GLuint tex_buffer;
2647 } dummy_textures;
2649 /* Default sampler used to emulate the direct resource access without using wined3d_sampler */
2650 GLuint default_sampler;
2651 GLuint null_sampler;
2653 /* Command stream */
2654 struct wined3d_cs *cs;
2656 /* Context management */
2657 struct wined3d_context **contexts;
2658 UINT context_count;
2661 void device_clear_render_targets(struct wined3d_device *device, UINT rt_count, const struct wined3d_fb_state *fb,
2662 UINT rect_count, const RECT *rects, const RECT *draw_rect, DWORD flags,
2663 const struct wined3d_color *color, float depth, DWORD stencil) DECLSPEC_HIDDEN;
2664 BOOL device_context_add(struct wined3d_device *device, struct wined3d_context *context) DECLSPEC_HIDDEN;
2665 void device_context_remove(struct wined3d_device *device, struct wined3d_context *context) DECLSPEC_HIDDEN;
2666 HRESULT device_init(struct wined3d_device *device, struct wined3d *wined3d,
2667 UINT adapter_idx, enum wined3d_device_type device_type, HWND focus_window, DWORD flags,
2668 BYTE surface_alignment, struct wined3d_device_parent *device_parent) DECLSPEC_HIDDEN;
2669 LRESULT device_process_message(struct wined3d_device *device, HWND window, BOOL unicode,
2670 UINT message, WPARAM wparam, LPARAM lparam, WNDPROC proc) DECLSPEC_HIDDEN;
2671 void device_resource_add(struct wined3d_device *device, struct wined3d_resource *resource) DECLSPEC_HIDDEN;
2672 void device_resource_released(struct wined3d_device *device, struct wined3d_resource *resource) DECLSPEC_HIDDEN;
2673 void device_invalidate_state(const struct wined3d_device *device, DWORD state) DECLSPEC_HIDDEN;
2675 static inline BOOL isStateDirty(const struct wined3d_context *context, DWORD state)
2677 DWORD idx = state / (sizeof(*context->isStateDirty) * CHAR_BIT);
2678 BYTE shift = state & ((sizeof(*context->isStateDirty) * CHAR_BIT) - 1);
2679 return context->isStateDirty[idx] & (1u << shift);
2682 #define WINED3D_RESOURCE_ACCESS_GPU 0x1
2683 #define WINED3D_RESOURCE_ACCESS_CPU 0x2
2685 struct wined3d_resource_ops
2687 ULONG (*resource_incref)(struct wined3d_resource *resource);
2688 ULONG (*resource_decref)(struct wined3d_resource *resource);
2689 void (*resource_preload)(struct wined3d_resource *resource);
2690 void (*resource_unload)(struct wined3d_resource *resource);
2691 HRESULT (*resource_sub_resource_map)(struct wined3d_resource *resource, unsigned int sub_resource_idx,
2692 struct wined3d_map_desc *map_desc, const struct wined3d_box *box, DWORD flags);
2693 HRESULT (*resource_sub_resource_unmap)(struct wined3d_resource *resource, unsigned int sub_resource_idx);
2696 struct wined3d_resource
2698 LONG ref;
2699 LONG bind_count;
2700 LONG map_count;
2701 struct wined3d_device *device;
2702 enum wined3d_resource_type type;
2703 enum wined3d_gl_resource_type gl_type;
2704 const struct wined3d_format *format;
2705 unsigned int format_flags;
2706 enum wined3d_multisample_type multisample_type;
2707 UINT multisample_quality;
2708 DWORD usage;
2709 enum wined3d_pool pool;
2710 DWORD access_flags;
2711 DWORD draw_binding;
2712 DWORD map_binding;
2713 UINT width;
2714 UINT height;
2715 UINT depth;
2716 UINT size;
2717 DWORD priority;
2718 void *heap_memory;
2719 struct list resource_list_entry;
2720 LONG access_count;
2722 void *parent;
2723 const struct wined3d_parent_ops *parent_ops;
2724 const struct wined3d_resource_ops *resource_ops;
2727 static inline ULONG wined3d_resource_incref(struct wined3d_resource *resource)
2729 return resource->resource_ops->resource_incref(resource);
2732 static inline ULONG wined3d_resource_decref(struct wined3d_resource *resource)
2734 return resource->resource_ops->resource_decref(resource);
2737 static inline void wined3d_resource_acquire(struct wined3d_resource *resource)
2739 InterlockedIncrement(&resource->access_count);
2742 static inline void wined3d_resource_release(struct wined3d_resource *resource)
2744 InterlockedDecrement(&resource->access_count);
2747 static inline void wined3d_resource_wait_idle(struct wined3d_resource *resource)
2749 while (InterlockedCompareExchange(&resource->access_count, 0, 0));
2752 void resource_cleanup(struct wined3d_resource *resource) DECLSPEC_HIDDEN;
2753 HRESULT resource_init(struct wined3d_resource *resource, struct wined3d_device *device,
2754 enum wined3d_resource_type type, const struct wined3d_format *format,
2755 enum wined3d_multisample_type multisample_type, UINT multisample_quality,
2756 DWORD usage, enum wined3d_pool pool, UINT width, UINT height, UINT depth, UINT size,
2757 void *parent, const struct wined3d_parent_ops *parent_ops,
2758 const struct wined3d_resource_ops *resource_ops) DECLSPEC_HIDDEN;
2759 void resource_unload(struct wined3d_resource *resource) DECLSPEC_HIDDEN;
2760 BOOL wined3d_resource_allocate_sysmem(struct wined3d_resource *resource) DECLSPEC_HIDDEN;
2761 void wined3d_resource_free_sysmem(struct wined3d_resource *resource) DECLSPEC_HIDDEN;
2762 GLbitfield wined3d_resource_gl_map_flags(DWORD d3d_flags) DECLSPEC_HIDDEN;
2763 GLenum wined3d_resource_gl_legacy_map_flags(DWORD d3d_flags) DECLSPEC_HIDDEN;
2764 BOOL wined3d_resource_is_offscreen(struct wined3d_resource *resource) DECLSPEC_HIDDEN;
2765 void wined3d_resource_update_draw_binding(struct wined3d_resource *resource) DECLSPEC_HIDDEN;
2767 /* Tests show that the start address of resources is 32 byte aligned */
2768 #define RESOURCE_ALIGNMENT 16
2770 struct gl_texture
2772 struct wined3d_sampler_desc sampler_desc;
2773 unsigned int base_level;
2774 GLuint name;
2777 struct wined3d_texture_ops
2779 void (*texture_upload_data)(struct wined3d_texture *texture, unsigned int sub_resource_idx,
2780 const struct wined3d_context *context, const struct wined3d_box *box,
2781 const struct wined3d_const_bo_address *data, unsigned int row_pitch, unsigned int slice_pitch);
2782 BOOL (*texture_load_location)(struct wined3d_texture *texture, unsigned int sub_resource_idx,
2783 struct wined3d_context *context, DWORD location);
2784 void (*texture_prepare_texture)(struct wined3d_texture *texture,
2785 struct wined3d_context *context, BOOL srgb);
2786 void (*texture_cleanup_sub_resources)(struct wined3d_texture *texture);
2789 #define WINED3D_TEXTURE_COND_NP2 0x00000001
2790 #define WINED3D_TEXTURE_COND_NP2_EMULATED 0x00000002
2791 #define WINED3D_TEXTURE_POW2_MAT_IDENT 0x00000004
2792 #define WINED3D_TEXTURE_IS_SRGB 0x00000008
2793 #define WINED3D_TEXTURE_RGB_ALLOCATED 0x00000010
2794 #define WINED3D_TEXTURE_RGB_VALID 0x00000020
2795 #define WINED3D_TEXTURE_SRGB_ALLOCATED 0x00000040
2796 #define WINED3D_TEXTURE_SRGB_VALID 0x00000080
2797 #define WINED3D_TEXTURE_CONVERTED 0x00000100
2798 #define WINED3D_TEXTURE_PIN_SYSMEM 0x00000200
2799 #define WINED3D_TEXTURE_NORMALIZED_COORDS 0x00000400
2800 #define WINED3D_TEXTURE_GET_DC_LENIENT 0x00000800
2801 #define WINED3D_TEXTURE_DC_IN_USE 0x00001000
2802 #define WINED3D_TEXTURE_DISCARD 0x00002000
2803 #define WINED3D_TEXTURE_GET_DC 0x00004000
2805 #define WINED3D_TEXTURE_ASYNC_COLOR_KEY 0x00000001
2807 struct wined3d_texture
2809 struct wined3d_resource resource;
2810 const struct wined3d_texture_ops *texture_ops;
2811 struct gl_texture texture_rgb, texture_srgb;
2812 struct wined3d_swapchain *swapchain;
2813 unsigned int pow2_width;
2814 unsigned int pow2_height;
2815 UINT layer_count;
2816 UINT level_count;
2817 unsigned int download_count;
2818 unsigned int sysmem_count;
2819 float pow2_matrix[16];
2820 UINT lod;
2821 enum wined3d_texture_filter_type filter_type;
2822 DWORD sampler;
2823 DWORD flags;
2824 GLenum target;
2825 DWORD update_map_binding;
2827 GLuint rb_multisample;
2828 GLuint rb_resolved;
2830 void *user_memory;
2831 unsigned int row_pitch;
2832 unsigned int slice_pitch;
2834 /* May only be accessed from the command stream worker thread. */
2835 struct wined3d_texture_async
2837 DWORD flags;
2839 /* Color keys for DDraw */
2840 struct wined3d_color_key dst_blt_color_key;
2841 struct wined3d_color_key src_blt_color_key;
2842 struct wined3d_color_key dst_overlay_color_key;
2843 struct wined3d_color_key src_overlay_color_key;
2844 struct wined3d_color_key gl_color_key;
2845 DWORD color_key_flags;
2846 } async;
2848 struct wined3d_texture_sub_resource
2850 void *parent;
2851 const struct wined3d_parent_ops *parent_ops;
2853 union
2855 struct wined3d_surface *surface;
2856 } u;
2857 unsigned int offset;
2858 unsigned int size;
2860 unsigned int map_count;
2861 DWORD locations;
2862 GLuint buffer_object;
2863 } sub_resources[1];
2866 static inline struct wined3d_texture *texture_from_resource(struct wined3d_resource *resource)
2868 return CONTAINING_RECORD(resource, struct wined3d_texture, resource);
2871 static inline struct gl_texture *wined3d_texture_get_gl_texture(struct wined3d_texture *texture,
2872 BOOL srgb)
2874 return srgb ? &texture->texture_srgb : &texture->texture_rgb;
2877 static inline unsigned int wined3d_texture_get_level_width(const struct wined3d_texture *texture,
2878 unsigned int level)
2880 return max(1, texture->resource.width >> level);
2883 static inline unsigned int wined3d_texture_get_level_height(const struct wined3d_texture *texture,
2884 unsigned int level)
2886 return max(1, texture->resource.height >> level);
2889 static inline unsigned int wined3d_texture_get_level_depth(const struct wined3d_texture *texture,
2890 unsigned int level)
2892 return max(1, texture->resource.depth >> level);
2895 static inline unsigned int wined3d_texture_get_level_pow2_width(const struct wined3d_texture *texture,
2896 unsigned int level)
2898 return max(1, texture->pow2_width >> level);
2901 static inline unsigned int wined3d_texture_get_level_pow2_height(const struct wined3d_texture *texture,
2902 unsigned int level)
2904 return max(1, texture->pow2_height >> level);
2907 void wined3d_texture_apply_sampler_desc(struct wined3d_texture *texture,
2908 const struct wined3d_sampler_desc *sampler_desc, const struct wined3d_context *context) DECLSPEC_HIDDEN;
2909 void wined3d_texture_bind(struct wined3d_texture *texture,
2910 struct wined3d_context *context, BOOL srgb) DECLSPEC_HIDDEN;
2911 void wined3d_texture_bind_and_dirtify(struct wined3d_texture *texture,
2912 struct wined3d_context *context, BOOL srgb) DECLSPEC_HIDDEN;
2913 BOOL wined3d_texture_check_block_align(const struct wined3d_texture *texture,
2914 unsigned int level, const struct wined3d_box *box) DECLSPEC_HIDDEN;
2915 GLenum wined3d_texture_get_gl_buffer(const struct wined3d_texture *texture) DECLSPEC_HIDDEN;
2916 void wined3d_texture_get_memory(struct wined3d_texture *texture, unsigned int sub_resource_idx,
2917 struct wined3d_bo_address *data, DWORD locations) DECLSPEC_HIDDEN;
2918 void wined3d_texture_invalidate_location(struct wined3d_texture *texture,
2919 unsigned int sub_resource_idx, DWORD location) DECLSPEC_HIDDEN;
2920 void wined3d_texture_load(struct wined3d_texture *texture,
2921 struct wined3d_context *context, BOOL srgb) DECLSPEC_HIDDEN;
2922 BOOL wined3d_texture_load_location(struct wined3d_texture *texture,
2923 unsigned int sub_resource_idx, struct wined3d_context *context, DWORD location) DECLSPEC_HIDDEN;
2924 void *wined3d_texture_map_bo_address(const struct wined3d_bo_address *data, size_t size,
2925 const struct wined3d_gl_info *gl_info, GLenum binding, DWORD flags) DECLSPEC_HIDDEN;
2926 BOOL wined3d_texture_prepare_location(struct wined3d_texture *texture, unsigned int sub_resource_idx,
2927 struct wined3d_context *context, DWORD location) DECLSPEC_HIDDEN;
2928 void wined3d_texture_prepare_texture(struct wined3d_texture *texture,
2929 struct wined3d_context *context, BOOL srgb) DECLSPEC_HIDDEN;
2930 void wined3d_texture_set_map_binding(struct wined3d_texture *texture, DWORD map_binding) DECLSPEC_HIDDEN;
2931 void wined3d_texture_set_swapchain(struct wined3d_texture *texture,
2932 struct wined3d_swapchain *swapchain) DECLSPEC_HIDDEN;
2933 void wined3d_texture_unmap_bo_address(const struct wined3d_bo_address *data,
2934 const struct wined3d_gl_info *gl_info, GLenum binding) DECLSPEC_HIDDEN;
2935 void wined3d_texture_upload_data(struct wined3d_texture *texture, unsigned int sub_resource_idx,
2936 const struct wined3d_context *context, const struct wined3d_box *box,
2937 const struct wined3d_const_bo_address *data, unsigned int row_pitch, unsigned int slice_pitch) DECLSPEC_HIDDEN;
2938 void wined3d_texture_validate_location(struct wined3d_texture *texture,
2939 unsigned int sub_resource_idx, DWORD location) DECLSPEC_HIDDEN;
2941 #define WINED3D_LOCATION_DISCARDED 0x00000001
2942 #define WINED3D_LOCATION_SYSMEM 0x00000002
2943 #define WINED3D_LOCATION_USER_MEMORY 0x00000004
2944 #define WINED3D_LOCATION_BUFFER 0x00000008
2945 #define WINED3D_LOCATION_TEXTURE_RGB 0x00000010
2946 #define WINED3D_LOCATION_TEXTURE_SRGB 0x00000020
2947 #define WINED3D_LOCATION_DRAWABLE 0x00000040
2948 #define WINED3D_LOCATION_RB_MULTISAMPLE 0x00000080
2949 #define WINED3D_LOCATION_RB_RESOLVED 0x00000100
2951 const char *wined3d_debug_location(DWORD location) DECLSPEC_HIDDEN;
2953 struct wined3d_renderbuffer_entry
2955 struct list entry;
2956 GLuint id;
2957 UINT width;
2958 UINT height;
2961 struct wined3d_fbo_resource
2963 GLuint object;
2964 GLenum target;
2965 GLuint level, layer;
2968 #define WINED3D_FBO_ENTRY_FLAG_ATTACHED 0x1
2969 #define WINED3D_FBO_ENTRY_FLAG_DEPTH 0x2
2970 #define WINED3D_FBO_ENTRY_FLAG_STENCIL 0x4
2972 struct fbo_entry
2974 struct list entry;
2975 DWORD flags;
2976 DWORD rt_mask;
2977 GLuint id;
2978 struct wined3d_fbo_entry_key
2980 DWORD rb_namespace;
2981 struct wined3d_fbo_resource objects[1];
2982 } key;
2985 struct wined3d_surface
2987 struct wined3d_texture *container;
2989 GLenum texture_target;
2990 unsigned int texture_level;
2991 unsigned int texture_layer;
2993 /* For GetDC */
2994 HBITMAP bitmap;
2995 HDC dc;
2997 struct list renderbuffers;
2998 const struct wined3d_renderbuffer_entry *current_renderbuffer;
3000 /* DirectDraw Overlay handling */
3001 RECT overlay_srcrect;
3002 RECT overlay_destrect;
3003 struct wined3d_surface *overlay_dest;
3004 struct list overlays;
3005 struct list overlay_entry;
3008 static inline unsigned int surface_get_sub_resource_idx(const struct wined3d_surface *surface)
3010 return surface->texture_layer * surface->container->level_count + surface->texture_level;
3013 static inline struct wined3d_texture_sub_resource *surface_get_sub_resource(struct wined3d_surface *surface)
3015 return &surface->container->sub_resources[surface_get_sub_resource_idx(surface)];
3018 HRESULT wined3d_surface_blt(struct wined3d_surface *dst_surface, const RECT *dst_rect,
3019 struct wined3d_surface *src_surface, const RECT *src_rect, DWORD flags,
3020 const struct wined3d_blt_fx *blt_fx, enum wined3d_texture_filter_type filter) DECLSPEC_HIDDEN;
3021 HRESULT surface_color_fill(struct wined3d_surface *s,
3022 const RECT *rect, const struct wined3d_color *color) DECLSPEC_HIDDEN;
3023 HRESULT wined3d_surface_create_dc(struct wined3d_surface *surface) DECLSPEC_HIDDEN;
3024 void wined3d_surface_destroy_dc(struct wined3d_surface *surface) DECLSPEC_HIDDEN;
3025 void surface_load_fb_texture(struct wined3d_surface *surface, BOOL srgb,
3026 struct wined3d_context *context) DECLSPEC_HIDDEN;
3027 BOOL surface_load_location(struct wined3d_surface *surface,
3028 struct wined3d_context *context, DWORD location) DECLSPEC_HIDDEN;
3029 void surface_set_compatible_renderbuffer(struct wined3d_surface *surface,
3030 const struct wined3d_surface *rt) DECLSPEC_HIDDEN;
3031 void surface_translate_drawable_coords(const struct wined3d_surface *surface, HWND window, RECT *rect) DECLSPEC_HIDDEN;
3032 HRESULT surface_upload_from_surface(struct wined3d_surface *dst_surface, const POINT *dst_point,
3033 struct wined3d_surface *src_surface, const RECT *src_rect) DECLSPEC_HIDDEN;
3034 void wined3d_surface_upload_data(struct wined3d_surface *surface, const struct wined3d_gl_info *gl_info,
3035 const struct wined3d_format *format, const RECT *src_rect, UINT src_pitch, const POINT *dst_point,
3036 BOOL srgb, const struct wined3d_const_bo_address *data) DECLSPEC_HIDDEN;
3038 void draw_textured_quad(const struct wined3d_surface *src_surface, struct wined3d_context *context,
3039 const RECT *src_rect, const RECT *dst_rect, enum wined3d_texture_filter_type filter) DECLSPEC_HIDDEN;
3041 struct wined3d_sampler
3043 struct wine_rb_entry entry;
3044 LONG refcount;
3045 struct wined3d_device *device;
3046 void *parent;
3047 struct wined3d_sampler_desc desc;
3048 GLuint name;
3051 struct wined3d_vertex_declaration_element
3053 const struct wined3d_format *format;
3054 BOOL ffp_valid;
3055 unsigned int input_slot;
3056 unsigned int offset;
3057 unsigned int output_slot;
3058 enum wined3d_input_classification input_slot_class;
3059 unsigned int instance_data_step_rate;
3060 BYTE method;
3061 BYTE usage;
3062 BYTE usage_idx;
3065 struct wined3d_vertex_declaration
3067 LONG ref;
3068 void *parent;
3069 const struct wined3d_parent_ops *parent_ops;
3070 struct wined3d_device *device;
3072 struct wined3d_vertex_declaration_element *elements;
3073 UINT element_count;
3075 BOOL position_transformed;
3076 BOOL half_float_conv_needed;
3079 struct wined3d_saved_states
3081 DWORD transform[(HIGHEST_TRANSFORMSTATE >> 5) + 1];
3082 WORD streamSource; /* MAX_STREAMS, 16 */
3083 WORD streamFreq; /* MAX_STREAMS, 16 */
3084 DWORD renderState[(WINEHIGHEST_RENDER_STATE >> 5) + 1];
3085 DWORD textureState[MAX_TEXTURES]; /* WINED3D_HIGHEST_TEXTURE_STATE + 1, 18 */
3086 WORD samplerState[MAX_COMBINED_SAMPLERS]; /* WINED3D_HIGHEST_SAMPLER_STATE + 1, 14 */
3087 DWORD clipplane; /* WINED3DMAXUSERCLIPPLANES, 32 */
3088 WORD pixelShaderConstantsB; /* WINED3D_MAX_CONSTS_B, 16 */
3089 WORD pixelShaderConstantsI; /* WINED3D_MAX_CONSTS_I, 16 */
3090 BOOL ps_consts_f[WINED3D_MAX_PS_CONSTS_F];
3091 WORD vertexShaderConstantsB; /* WINED3D_MAX_CONSTS_B, 16 */
3092 WORD vertexShaderConstantsI; /* WINED3D_MAX_CONSTS_I, 16 */
3093 BOOL vs_consts_f[WINED3D_MAX_VS_CONSTS_F];
3094 DWORD textures : 20; /* MAX_COMBINED_SAMPLERS, 20 */
3095 DWORD primitive_type : 1;
3096 DWORD indices : 1;
3097 DWORD material : 1;
3098 DWORD viewport : 1;
3099 DWORD vertexDecl : 1;
3100 DWORD pixelShader : 1;
3101 DWORD vertexShader : 1;
3102 DWORD scissorRect : 1;
3103 DWORD padding : 4;
3106 struct StageState {
3107 DWORD stage;
3108 DWORD state;
3111 struct wined3d_stateblock
3113 LONG ref; /* Note: Ref counting not required */
3114 struct wined3d_device *device;
3116 /* Array indicating whether things have been set or changed */
3117 struct wined3d_saved_states changed;
3118 struct wined3d_state state;
3120 /* Contained state management */
3121 DWORD contained_render_states[WINEHIGHEST_RENDER_STATE + 1];
3122 unsigned int num_contained_render_states;
3123 DWORD contained_transform_states[HIGHEST_TRANSFORMSTATE + 1];
3124 unsigned int num_contained_transform_states;
3125 DWORD contained_vs_consts_i[WINED3D_MAX_CONSTS_I];
3126 unsigned int num_contained_vs_consts_i;
3127 DWORD contained_vs_consts_b[WINED3D_MAX_CONSTS_B];
3128 unsigned int num_contained_vs_consts_b;
3129 DWORD contained_vs_consts_f[WINED3D_MAX_VS_CONSTS_F];
3130 unsigned int num_contained_vs_consts_f;
3131 DWORD contained_ps_consts_i[WINED3D_MAX_CONSTS_I];
3132 unsigned int num_contained_ps_consts_i;
3133 DWORD contained_ps_consts_b[WINED3D_MAX_CONSTS_B];
3134 unsigned int num_contained_ps_consts_b;
3135 DWORD contained_ps_consts_f[WINED3D_MAX_PS_CONSTS_F];
3136 unsigned int num_contained_ps_consts_f;
3137 struct StageState contained_tss_states[MAX_TEXTURES * (WINED3D_HIGHEST_TEXTURE_STATE + 1)];
3138 unsigned int num_contained_tss_states;
3139 struct StageState contained_sampler_states[MAX_COMBINED_SAMPLERS * WINED3D_HIGHEST_SAMPLER_STATE];
3140 unsigned int num_contained_sampler_states;
3143 void stateblock_init_contained_states(struct wined3d_stateblock *stateblock) DECLSPEC_HIDDEN;
3145 void state_cleanup(struct wined3d_state *state) DECLSPEC_HIDDEN;
3146 void wined3d_state_enable_light(struct wined3d_state *state, const struct wined3d_d3d_info *d3d_info,
3147 struct wined3d_light_info *light_info, BOOL enable) DECLSPEC_HIDDEN;
3148 struct wined3d_light_info *wined3d_state_get_light(const struct wined3d_state *state,
3149 unsigned int idx) DECLSPEC_HIDDEN;
3150 void state_init(struct wined3d_state *state, struct wined3d_fb_state *fb,
3151 const struct wined3d_gl_info *gl_info, const struct wined3d_d3d_info *d3d_info,
3152 DWORD flags) DECLSPEC_HIDDEN;
3153 void state_unbind_resources(struct wined3d_state *state) DECLSPEC_HIDDEN;
3155 enum wined3d_push_constants
3157 WINED3D_PUSH_CONSTANTS_VS_F,
3158 WINED3D_PUSH_CONSTANTS_PS_F,
3159 WINED3D_PUSH_CONSTANTS_VS_I,
3160 WINED3D_PUSH_CONSTANTS_PS_I,
3161 WINED3D_PUSH_CONSTANTS_VS_B,
3162 WINED3D_PUSH_CONSTANTS_PS_B,
3165 struct wined3d_cs_ops
3167 void *(*require_space)(struct wined3d_cs *cs, size_t size);
3168 void (*submit)(struct wined3d_cs *cs);
3169 void (*push_constants)(struct wined3d_cs *cs, enum wined3d_push_constants p,
3170 unsigned int start_idx, unsigned int count, const void *constants);
3173 struct wined3d_cs
3175 const struct wined3d_cs_ops *ops;
3176 struct wined3d_device *device;
3177 struct wined3d_fb_state fb;
3178 struct wined3d_state state;
3180 size_t data_size, start, end;
3181 void *data;
3184 struct wined3d_cs *wined3d_cs_create(struct wined3d_device *device) DECLSPEC_HIDDEN;
3185 void wined3d_cs_destroy(struct wined3d_cs *cs) DECLSPEC_HIDDEN;
3186 void wined3d_cs_destroy_object(struct wined3d_cs *cs,
3187 void (*callback)(void *object), void *object) DECLSPEC_HIDDEN;
3188 void wined3d_cs_emit_clear(struct wined3d_cs *cs, DWORD rect_count, const RECT *rects,
3189 DWORD flags, const struct wined3d_color *color, float depth, DWORD stencil) DECLSPEC_HIDDEN;
3190 void wined3d_cs_emit_dispatch(struct wined3d_cs *cs,
3191 unsigned int group_count_x, unsigned int group_count_y, unsigned int group_count_z) DECLSPEC_HIDDEN;
3192 void wined3d_cs_emit_draw(struct wined3d_cs *cs, int base_vertex_idx, unsigned int start_idx, unsigned int index_count,
3193 unsigned int start_instance, unsigned int instance_count, BOOL indexed) DECLSPEC_HIDDEN;
3194 void wined3d_cs_emit_preload_resource(struct wined3d_cs *cs, struct wined3d_resource *resource) DECLSPEC_HIDDEN;
3195 void wined3d_cs_emit_present(struct wined3d_cs *cs, struct wined3d_swapchain *swapchain,
3196 const RECT *src_rect, const RECT *dst_rect, HWND dst_window_override, DWORD flags) DECLSPEC_HIDDEN;
3197 void wined3d_cs_emit_query_issue(struct wined3d_cs *cs, struct wined3d_query *query, DWORD flags) DECLSPEC_HIDDEN;
3198 void wined3d_cs_emit_reset_state(struct wined3d_cs *cs) DECLSPEC_HIDDEN;
3199 void wined3d_cs_emit_set_clip_plane(struct wined3d_cs *cs, UINT plane_idx,
3200 const struct wined3d_vec4 *plane) DECLSPEC_HIDDEN;
3201 void wined3d_cs_emit_set_color_key(struct wined3d_cs *cs, struct wined3d_texture *texture,
3202 WORD flags, const struct wined3d_color_key *color_key) DECLSPEC_HIDDEN;
3203 void wined3d_cs_emit_set_constant_buffer(struct wined3d_cs *cs, enum wined3d_shader_type type,
3204 UINT cb_idx, struct wined3d_buffer *buffer) DECLSPEC_HIDDEN;
3205 void wined3d_cs_emit_set_depth_stencil_view(struct wined3d_cs *cs,
3206 struct wined3d_rendertarget_view *view) DECLSPEC_HIDDEN;
3207 void wined3d_cs_emit_set_index_buffer(struct wined3d_cs *cs, struct wined3d_buffer *buffer,
3208 enum wined3d_format_id format_id, unsigned int offset) DECLSPEC_HIDDEN;
3209 void wined3d_cs_emit_set_light(struct wined3d_cs *cs, const struct wined3d_light_info *light) DECLSPEC_HIDDEN;
3210 void wined3d_cs_emit_set_light_enable(struct wined3d_cs *cs, unsigned int idx, BOOL enable) DECLSPEC_HIDDEN;
3211 void wined3d_cs_emit_set_material(struct wined3d_cs *cs, const struct wined3d_material *material) DECLSPEC_HIDDEN;
3212 void wined3d_cs_emit_set_predication(struct wined3d_cs *cs,
3213 struct wined3d_query *predicate, BOOL value) DECLSPEC_HIDDEN;
3214 void wined3d_cs_emit_set_rasterizer_state(struct wined3d_cs *cs,
3215 struct wined3d_rasterizer_state *rasterizer_state) DECLSPEC_HIDDEN;
3216 void wined3d_cs_emit_set_render_state(struct wined3d_cs *cs,
3217 enum wined3d_render_state state, DWORD value) DECLSPEC_HIDDEN;
3218 void wined3d_cs_emit_set_rendertarget_view(struct wined3d_cs *cs, unsigned int view_idx,
3219 struct wined3d_rendertarget_view *view) DECLSPEC_HIDDEN;
3220 void wined3d_cs_emit_set_shader_resource_view(struct wined3d_cs *cs, enum wined3d_shader_type type,
3221 UINT view_idx, struct wined3d_shader_resource_view *view) DECLSPEC_HIDDEN;
3222 void wined3d_cs_emit_set_sampler(struct wined3d_cs *cs, enum wined3d_shader_type type,
3223 UINT sampler_idx, struct wined3d_sampler *sampler) DECLSPEC_HIDDEN;
3224 void wined3d_cs_emit_set_sampler_state(struct wined3d_cs *cs, UINT sampler_idx,
3225 enum wined3d_sampler_state state, DWORD value) DECLSPEC_HIDDEN;
3226 void wined3d_cs_emit_set_scissor_rect(struct wined3d_cs *cs, const RECT *rect) DECLSPEC_HIDDEN;
3227 void wined3d_cs_emit_set_shader(struct wined3d_cs *cs, enum wined3d_shader_type type,
3228 struct wined3d_shader *shader) DECLSPEC_HIDDEN;
3229 void wined3d_cs_emit_set_stream_output(struct wined3d_cs *cs, UINT stream_idx,
3230 struct wined3d_buffer *buffer, UINT offset) DECLSPEC_HIDDEN;
3231 void wined3d_cs_emit_set_stream_source(struct wined3d_cs *cs, UINT stream_idx,
3232 struct wined3d_buffer *buffer, UINT offset, UINT stride) DECLSPEC_HIDDEN;
3233 void wined3d_cs_emit_set_stream_source_freq(struct wined3d_cs *cs, UINT stream_idx,
3234 UINT frequency, UINT flags) DECLSPEC_HIDDEN;
3235 void wined3d_cs_emit_set_texture(struct wined3d_cs *cs, UINT stage, struct wined3d_texture *texture) DECLSPEC_HIDDEN;
3236 void wined3d_cs_emit_set_texture_state(struct wined3d_cs *cs, UINT stage,
3237 enum wined3d_texture_stage_state state, DWORD value) DECLSPEC_HIDDEN;
3238 void wined3d_cs_emit_set_transform(struct wined3d_cs *cs, enum wined3d_transform_state state,
3239 const struct wined3d_matrix *matrix) DECLSPEC_HIDDEN;
3240 void wined3d_cs_emit_set_unordered_access_view(struct wined3d_cs *cs, enum wined3d_pipeline pipeline,
3241 unsigned int view_idx, struct wined3d_unordered_access_view *view) DECLSPEC_HIDDEN;
3242 void wined3d_cs_emit_set_vertex_declaration(struct wined3d_cs *cs,
3243 struct wined3d_vertex_declaration *declaration) DECLSPEC_HIDDEN;
3244 void wined3d_cs_emit_set_viewport(struct wined3d_cs *cs, const struct wined3d_viewport *viewport) DECLSPEC_HIDDEN;
3245 void wined3d_cs_emit_unload_resource(struct wined3d_cs *cs, struct wined3d_resource *resource) DECLSPEC_HIDDEN;
3246 void wined3d_cs_init_object(struct wined3d_cs *cs,
3247 void (*callback)(void *object), void *object) DECLSPEC_HIDDEN;
3248 HRESULT wined3d_cs_map(struct wined3d_cs *cs, struct wined3d_resource *resource, unsigned int sub_resource_idx,
3249 struct wined3d_map_desc *map_desc, const struct wined3d_box *box, unsigned int flags) DECLSPEC_HIDDEN;
3250 HRESULT wined3d_cs_unmap(struct wined3d_cs *cs, struct wined3d_resource *resource,
3251 unsigned int sub_resource_idx) DECLSPEC_HIDDEN;
3253 static inline void wined3d_cs_push_constants(struct wined3d_cs *cs, enum wined3d_push_constants p,
3254 unsigned int start_idx, unsigned int count, const void *constants)
3256 cs->ops->push_constants(cs, p, start_idx, count, constants);
3259 /* TODO: Add tests and support for FLOAT16_4 POSITIONT, D3DCOLOR position, other
3260 * fixed function semantics as D3DCOLOR or FLOAT16 */
3261 enum wined3d_buffer_conversion_type
3263 CONV_NONE,
3264 CONV_D3DCOLOR,
3265 CONV_POSITIONT,
3268 struct wined3d_map_range
3270 UINT offset;
3271 UINT size;
3274 struct wined3d_buffer
3276 struct wined3d_resource resource;
3278 struct wined3d_buffer_desc desc;
3280 GLuint buffer_object;
3281 GLenum buffer_object_usage;
3282 GLenum buffer_type_hint;
3283 unsigned int bind_flags;
3284 DWORD flags;
3285 void *map_ptr;
3287 struct wined3d_map_range *maps;
3288 ULONG maps_size, modified_areas;
3289 DWORD locations;
3290 struct wined3d_event_query *query;
3292 /* conversion stuff */
3293 UINT decl_change_count, full_conversion_count;
3294 UINT draw_count;
3295 UINT stride; /* 0 if no conversion */
3296 UINT conversion_stride; /* 0 if no shifted conversion */
3297 enum wined3d_buffer_conversion_type *conversion_map; /* NULL if no conversion */
3300 static inline struct wined3d_buffer *buffer_from_resource(struct wined3d_resource *resource)
3302 return CONTAINING_RECORD(resource, struct wined3d_buffer, resource);
3305 DWORD wined3d_buffer_get_memory(struct wined3d_buffer *buffer,
3306 struct wined3d_bo_address *data, DWORD locations) DECLSPEC_HIDDEN;
3307 void wined3d_buffer_invalidate_location(struct wined3d_buffer *buffer, DWORD location) DECLSPEC_HIDDEN;
3308 void wined3d_buffer_load(struct wined3d_buffer *buffer, struct wined3d_context *context,
3309 const struct wined3d_state *state) DECLSPEC_HIDDEN;
3310 BOOL wined3d_buffer_load_location(struct wined3d_buffer *buffer,
3311 struct wined3d_context *context, DWORD location) DECLSPEC_HIDDEN;
3312 BYTE *wined3d_buffer_load_sysmem(struct wined3d_buffer *buffer, struct wined3d_context *context) DECLSPEC_HIDDEN;
3313 HRESULT wined3d_buffer_copy(struct wined3d_buffer *dst_buffer, unsigned int dst_offset,
3314 struct wined3d_buffer *src_buffer, unsigned int src_offset, unsigned int size) DECLSPEC_HIDDEN;
3315 void wined3d_buffer_upload_data(struct wined3d_buffer *buffer, struct wined3d_context *context,
3316 const struct wined3d_box *box, const void *data) DECLSPEC_HIDDEN;
3318 struct wined3d_rendertarget_view
3320 LONG refcount;
3322 struct wined3d_resource *resource;
3323 void *parent;
3324 const struct wined3d_parent_ops *parent_ops;
3326 const struct wined3d_format *format;
3327 unsigned int format_flags;
3328 unsigned int sub_resource_idx;
3329 unsigned int buffer_offset;
3331 unsigned int width;
3332 unsigned int height;
3333 unsigned int depth;
3336 static inline struct wined3d_surface *wined3d_rendertarget_view_get_surface(
3337 const struct wined3d_rendertarget_view *view)
3339 struct wined3d_texture *texture;
3341 if (!view || view->resource->type != WINED3D_RTYPE_TEXTURE_2D)
3342 return NULL;
3344 texture = texture_from_resource(view->resource);
3346 return texture->sub_resources[view->sub_resource_idx].u.surface;
3349 void wined3d_rendertarget_view_get_drawable_size(const struct wined3d_rendertarget_view *view,
3350 const struct wined3d_context *context, unsigned int *width, unsigned int *height) DECLSPEC_HIDDEN;
3352 struct wined3d_gl_view
3354 GLenum target;
3355 GLuint name;
3358 struct wined3d_shader_resource_view
3360 LONG refcount;
3362 struct wined3d_resource *resource;
3363 void *parent;
3364 const struct wined3d_parent_ops *parent_ops;
3366 const struct wined3d_format *format;
3367 struct wined3d_view_desc desc;
3369 struct wined3d_gl_view gl_view;
3372 void wined3d_shader_resource_view_bind(struct wined3d_shader_resource_view *view,
3373 struct wined3d_context *context) DECLSPEC_HIDDEN;
3375 struct wined3d_unordered_access_view
3377 LONG refcount;
3379 struct wined3d_resource *resource;
3380 void *parent;
3381 const struct wined3d_parent_ops *parent_ops;
3383 const struct wined3d_format *format;
3384 struct wined3d_view_desc desc;
3386 struct wined3d_gl_view gl_view;
3389 void wined3d_unordered_access_view_invalidate_location(struct wined3d_unordered_access_view *view,
3390 DWORD location) DECLSPEC_HIDDEN;
3392 struct wined3d_swapchain_ops
3394 void (*swapchain_present)(struct wined3d_swapchain *swapchain,
3395 const RECT *src_rect, const RECT *dst_rect, DWORD flags);
3396 void (*swapchain_frontbuffer_updated)(struct wined3d_swapchain *swapchain);
3399 struct wined3d_swapchain
3401 LONG ref;
3402 void *parent;
3403 const struct wined3d_parent_ops *parent_ops;
3404 const struct wined3d_swapchain_ops *swapchain_ops;
3405 struct wined3d_device *device;
3407 struct wined3d_texture **back_buffers;
3408 struct wined3d_texture *front_buffer;
3409 struct wined3d_swapchain_desc desc;
3410 struct wined3d_display_mode original_mode, d3d_mode;
3411 RECT original_window_rect;
3412 struct wined3d_gamma_ramp orig_gamma;
3413 BOOL render_to_fbo, reapply_mode;
3414 const struct wined3d_format *ds_format;
3415 struct wined3d_palette *palette;
3416 RECT front_buffer_update;
3418 LONG prev_time, frames; /* Performance tracking */
3420 struct wined3d_context **context;
3421 unsigned int num_contexts;
3423 HWND win_handle;
3424 HWND device_window;
3426 HDC backup_dc;
3427 HWND backup_wnd;
3430 void wined3d_swapchain_activate(struct wined3d_swapchain *swapchain, BOOL activate) DECLSPEC_HIDDEN;
3431 struct wined3d_context *swapchain_get_context(struct wined3d_swapchain *swapchain) DECLSPEC_HIDDEN;
3432 void swapchain_destroy_contexts(struct wined3d_swapchain *swapchain) DECLSPEC_HIDDEN;
3433 HDC swapchain_get_backup_dc(struct wined3d_swapchain *swapchain) DECLSPEC_HIDDEN;
3434 void swapchain_update_draw_bindings(struct wined3d_swapchain *swapchain) DECLSPEC_HIDDEN;
3435 void swapchain_update_swap_interval(struct wined3d_swapchain *swapchain) DECLSPEC_HIDDEN;
3437 /*****************************************************************************
3438 * Utility function prototypes
3441 /* Trace routines */
3442 const char *debug_box(const struct wined3d_box *box) DECLSPEC_HIDDEN;
3443 const char *debug_color(const struct wined3d_color *color) DECLSPEC_HIDDEN;
3444 const char *debug_d3dshaderinstructionhandler(enum WINED3D_SHADER_INSTRUCTION_HANDLER handler_idx) DECLSPEC_HIDDEN;
3445 const char *debug_d3dformat(enum wined3d_format_id format_id) DECLSPEC_HIDDEN;
3446 const char *debug_d3ddevicetype(enum wined3d_device_type device_type) DECLSPEC_HIDDEN;
3447 const char *debug_d3dresourcetype(enum wined3d_resource_type resource_type) DECLSPEC_HIDDEN;
3448 const char *debug_d3dusage(DWORD usage) DECLSPEC_HIDDEN;
3449 const char *debug_d3dusagequery(DWORD usagequery) DECLSPEC_HIDDEN;
3450 const char *debug_d3ddeclmethod(enum wined3d_decl_method method) DECLSPEC_HIDDEN;
3451 const char *debug_d3ddeclusage(enum wined3d_decl_usage usage) DECLSPEC_HIDDEN;
3452 const char *debug_d3dinput_classification(enum wined3d_input_classification classification) DECLSPEC_HIDDEN;
3453 const char *debug_d3dprimitivetype(enum wined3d_primitive_type primitive_type) DECLSPEC_HIDDEN;
3454 const char *debug_d3drenderstate(enum wined3d_render_state state) DECLSPEC_HIDDEN;
3455 const char *debug_d3dsamplerstate(enum wined3d_sampler_state state) DECLSPEC_HIDDEN;
3456 const char *debug_d3dstate(DWORD state) DECLSPEC_HIDDEN;
3457 const char *debug_d3dtexturefiltertype(enum wined3d_texture_filter_type filter_type) DECLSPEC_HIDDEN;
3458 const char *debug_d3dtexturestate(enum wined3d_texture_stage_state state) DECLSPEC_HIDDEN;
3459 const char *debug_d3dtop(enum wined3d_texture_op d3dtop) DECLSPEC_HIDDEN;
3460 const char *debug_d3dtstype(enum wined3d_transform_state tstype) DECLSPEC_HIDDEN;
3461 const char *debug_d3dpool(enum wined3d_pool pool) DECLSPEC_HIDDEN;
3462 const char *debug_fboattachment(GLenum attachment) DECLSPEC_HIDDEN;
3463 const char *debug_fbostatus(GLenum status) DECLSPEC_HIDDEN;
3464 const char *debug_glerror(GLenum error) DECLSPEC_HIDDEN;
3465 const char *debug_ivec4(const struct wined3d_ivec4 *v) DECLSPEC_HIDDEN;
3466 const char *debug_shader_type(enum wined3d_shader_type shader_type) DECLSPEC_HIDDEN;
3467 const char *debug_vec4(const struct wined3d_vec4 *v) DECLSPEC_HIDDEN;
3468 void dump_color_fixup_desc(struct color_fixup_desc fixup) DECLSPEC_HIDDEN;
3470 BOOL is_invalid_op(const struct wined3d_state *state, int stage,
3471 enum wined3d_texture_op op, DWORD arg1, DWORD arg2, DWORD arg3) DECLSPEC_HIDDEN;
3472 void set_tex_op_nvrc(const struct wined3d_gl_info *gl_info, const struct wined3d_state *state,
3473 BOOL is_alpha, int stage, enum wined3d_texture_op op, DWORD arg1, DWORD arg2, DWORD arg3,
3474 INT texture_idx, DWORD dst) DECLSPEC_HIDDEN;
3475 void texture_activate_dimensions(const struct wined3d_texture *texture,
3476 const struct wined3d_gl_info *gl_info) DECLSPEC_HIDDEN;
3477 void sampler_texdim(struct wined3d_context *context,
3478 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
3479 void tex_alphaop(struct wined3d_context *context,
3480 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
3481 void apply_pixelshader(struct wined3d_context *context,
3482 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
3483 void state_alpha_test(struct wined3d_context *context,
3484 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
3485 void state_fogcolor(struct wined3d_context *context,
3486 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
3487 void state_fogdensity(struct wined3d_context *context,
3488 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
3489 void state_fogstartend(struct wined3d_context *context,
3490 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
3491 void state_fog_fragpart(struct wined3d_context *context,
3492 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
3493 void state_nop(struct wined3d_context *context,
3494 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
3495 void state_srgbwrite(struct wined3d_context *context,
3496 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
3498 void state_clipping(struct wined3d_context *context,
3499 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
3500 void clipplane(struct wined3d_context *context,
3501 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
3502 void state_pointsprite_w(struct wined3d_context *context,
3503 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
3504 void state_pointsprite(struct wined3d_context *context,
3505 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
3506 void state_shademode(struct wined3d_context *context,
3507 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
3509 GLenum gl_primitive_type_from_d3d(enum wined3d_primitive_type primitive_type) DECLSPEC_HIDDEN;
3511 /* Math utils */
3512 void multiply_matrix(struct wined3d_matrix *dest, const struct wined3d_matrix *src1,
3513 const struct wined3d_matrix *src2) DECLSPEC_HIDDEN;
3515 void wined3d_release_dc(HWND window, HDC dc) DECLSPEC_HIDDEN;
3517 struct wined3d_shader_lconst
3519 struct list entry;
3520 unsigned int idx;
3521 DWORD value[4];
3524 struct wined3d_shader_limits
3526 unsigned int sampler;
3527 unsigned int constant_int;
3528 unsigned int constant_float;
3529 unsigned int constant_bool;
3530 unsigned int packed_output;
3531 unsigned int packed_input;
3534 #ifdef __GNUC__
3535 #define PRINTF_ATTR(fmt,args) __attribute__((format (printf,fmt,args)))
3536 #else
3537 #define PRINTF_ATTR(fmt,args)
3538 #endif
3540 struct wined3d_string_buffer_list
3542 struct list list;
3545 struct wined3d_string_buffer *string_buffer_get(struct wined3d_string_buffer_list *list) DECLSPEC_HIDDEN;
3546 void string_buffer_sprintf(struct wined3d_string_buffer *buffer, const char *format, ...) PRINTF_ATTR(2, 3) DECLSPEC_HIDDEN;
3547 void string_buffer_release(struct wined3d_string_buffer_list *list, struct wined3d_string_buffer *buffer) DECLSPEC_HIDDEN;
3548 void string_buffer_list_init(struct wined3d_string_buffer_list *list) DECLSPEC_HIDDEN;
3549 void string_buffer_list_cleanup(struct wined3d_string_buffer_list *list) DECLSPEC_HIDDEN;
3551 int shader_addline(struct wined3d_string_buffer *buffer, const char *fmt, ...) PRINTF_ATTR(2,3) DECLSPEC_HIDDEN;
3552 BOOL string_buffer_resize(struct wined3d_string_buffer *buffer, int rc) DECLSPEC_HIDDEN;
3553 int shader_vaddline(struct wined3d_string_buffer *buffer, const char *fmt, va_list args) DECLSPEC_HIDDEN;
3555 /* Vertex shader utility functions */
3556 BOOL vshader_get_input(const struct wined3d_shader *shader,
3557 BYTE usage_req, BYTE usage_idx_req, unsigned int *regnum) DECLSPEC_HIDDEN;
3559 struct wined3d_vertex_shader
3561 struct wined3d_shader_attribute attributes[MAX_ATTRIBS];
3564 struct wined3d_geometry_shader
3566 enum wined3d_primitive_type input_type;
3567 enum wined3d_primitive_type output_type;
3568 UINT vertices_out;
3571 struct wined3d_pixel_shader
3573 /* Pixel shader input semantics */
3574 DWORD input_reg_map[MAX_REG_INPUT];
3575 DWORD input_reg_used; /* MAX_REG_INPUT, 32 */
3576 unsigned int declared_in_count;
3578 /* Some information about the shader behavior */
3579 BOOL color0_mov;
3580 DWORD color0_reg;
3583 struct wined3d_compute_shader
3585 struct wined3d_shader_thread_group_size thread_group_size;
3588 struct wined3d_shader
3590 LONG ref;
3591 const struct wined3d_shader_limits *limits;
3592 DWORD *function;
3593 UINT functionLength;
3594 BOOL load_local_constsF;
3595 const struct wined3d_shader_frontend *frontend;
3596 void *frontend_data;
3597 void *backend_data;
3599 void *parent;
3600 const struct wined3d_parent_ops *parent_ops;
3602 /* Programs this shader is linked with */
3603 struct list linked_programs;
3605 /* Immediate constants (override global ones) */
3606 struct list constantsB;
3607 struct list constantsF;
3608 struct list constantsI;
3609 struct wined3d_shader_reg_maps reg_maps;
3610 BOOL lconst_inf_or_nan;
3612 struct wined3d_shader_signature input_signature;
3613 struct wined3d_shader_signature output_signature;
3614 char *signature_strings;
3616 /* Pointer to the parent device */
3617 struct wined3d_device *device;
3618 struct list shader_list_entry;
3620 union
3622 struct wined3d_vertex_shader vs;
3623 struct wined3d_geometry_shader gs;
3624 struct wined3d_pixel_shader ps;
3625 struct wined3d_compute_shader cs;
3626 } u;
3629 void pixelshader_update_resource_types(struct wined3d_shader *shader, WORD tex_types) DECLSPEC_HIDDEN;
3630 void find_ps_compile_args(const struct wined3d_state *state, const struct wined3d_shader *shader,
3631 BOOL position_transformed, struct ps_compile_args *args,
3632 const struct wined3d_context *context) DECLSPEC_HIDDEN;
3634 void find_vs_compile_args(const struct wined3d_state *state, const struct wined3d_shader *shader,
3635 WORD swizzle_map, struct vs_compile_args *args,
3636 const struct wined3d_d3d_info *d3d_info) DECLSPEC_HIDDEN;
3638 void find_gs_compile_args(const struct wined3d_state *state, const struct wined3d_shader *shader,
3639 struct gs_compile_args *args) DECLSPEC_HIDDEN;
3641 void string_buffer_clear(struct wined3d_string_buffer *buffer) DECLSPEC_HIDDEN;
3642 BOOL string_buffer_init(struct wined3d_string_buffer *buffer) DECLSPEC_HIDDEN;
3643 void string_buffer_free(struct wined3d_string_buffer *buffer) DECLSPEC_HIDDEN;
3644 unsigned int shader_find_free_input_register(const struct wined3d_shader_reg_maps *reg_maps,
3645 unsigned int max) DECLSPEC_HIDDEN;
3646 void shader_generate_main(const struct wined3d_shader *shader, struct wined3d_string_buffer *buffer,
3647 const struct wined3d_shader_reg_maps *reg_maps, void *backend_ctx) DECLSPEC_HIDDEN;
3648 BOOL shader_match_semantic(const char *semantic_name, enum wined3d_decl_usage usage) DECLSPEC_HIDDEN;
3650 static inline BOOL shader_is_scalar(const struct wined3d_shader_register *reg)
3652 switch (reg->type)
3654 case WINED3DSPR_RASTOUT:
3655 /* oFog & oPts */
3656 if (reg->idx[0].offset)
3657 return TRUE;
3658 /* oPos */
3659 return FALSE;
3661 case WINED3DSPR_DEPTHOUT: /* oDepth */
3662 case WINED3DSPR_CONSTBOOL: /* b# */
3663 case WINED3DSPR_LOOP: /* aL */
3664 case WINED3DSPR_PREDICATE: /* p0 */
3665 case WINED3DSPR_PRIMID: /* primID */
3666 case WINED3DSPR_LOCALTHREADINDEX: /* vThreadIDInGroupFlattened */
3667 return TRUE;
3669 case WINED3DSPR_MISCTYPE:
3670 switch (reg->idx[0].offset)
3672 case 0: /* vPos */
3673 return FALSE;
3674 case 1: /* vFace */
3675 return TRUE;
3676 default:
3677 return FALSE;
3680 case WINED3DSPR_IMMCONST:
3681 return reg->immconst_type == WINED3D_IMMCONST_SCALAR;
3683 default:
3684 return FALSE;
3688 static inline void shader_get_position_fixup(const struct wined3d_context *context,
3689 const struct wined3d_state *state, float *position_fixup)
3691 float center_offset;
3693 if (context->d3d_info->wined3d_creation_flags & WINED3D_PIXEL_CENTER_INTEGER)
3694 center_offset = 63.0f / 64.0f;
3695 else
3696 center_offset = -1.0f / 64.0f;
3698 position_fixup[0] = 1.0f;
3699 position_fixup[1] = 1.0f;
3700 position_fixup[2] = center_offset / state->viewport.width;
3701 position_fixup[3] = -center_offset / state->viewport.height;
3703 if (context->render_offscreen)
3705 position_fixup[1] *= -1.0f;
3706 position_fixup[3] *= -1.0f;
3710 static inline BOOL shader_constant_is_local(const struct wined3d_shader *shader, DWORD reg)
3712 struct wined3d_shader_lconst *lconst;
3714 if (shader->load_local_constsF)
3715 return FALSE;
3717 LIST_FOR_EACH_ENTRY(lconst, &shader->constantsF, struct wined3d_shader_lconst, entry)
3719 if (lconst->idx == reg)
3720 return TRUE;
3723 return FALSE;
3726 void get_identity_matrix(struct wined3d_matrix *mat) DECLSPEC_HIDDEN;
3727 void get_modelview_matrix(const struct wined3d_context *context, const struct wined3d_state *state,
3728 unsigned int index, struct wined3d_matrix *mat) DECLSPEC_HIDDEN;
3729 void get_projection_matrix(const struct wined3d_context *context, const struct wined3d_state *state,
3730 struct wined3d_matrix *mat) DECLSPEC_HIDDEN;
3731 void get_texture_matrix(const struct wined3d_context *context, const struct wined3d_state *state,
3732 unsigned int tex, struct wined3d_matrix *mat) DECLSPEC_HIDDEN;
3733 void get_pointsize_minmax(const struct wined3d_context *context, const struct wined3d_state *state,
3734 float *out_min, float *out_max) DECLSPEC_HIDDEN;
3735 void get_pointsize(const struct wined3d_context *context, const struct wined3d_state *state,
3736 float *out_pointsize, float *out_att) DECLSPEC_HIDDEN;
3737 void get_fog_start_end(const struct wined3d_context *context, const struct wined3d_state *state,
3738 float *start, float *end) DECLSPEC_HIDDEN;
3740 /* Using additional shader constants (uniforms in GLSL / program environment
3741 * or local parameters in ARB) is costly:
3742 * ARB only knows float4 parameters and GLSL compiler are not really smart
3743 * when it comes to efficiently pack float2 uniforms, so no space is wasted
3744 * (in fact most compilers map a float2 to a full float4 uniform).
3746 * For NP2 texcoord fixup we only need 2 floats (width and height) for each
3747 * 2D texture used in the shader. We therefore pack fixup info for 2 textures
3748 * into a single shader constant (uniform / program parameter).
3750 * This structure is shared between the GLSL and the ARB backend.*/
3751 struct ps_np2fixup_info {
3752 unsigned char idx[MAX_FRAGMENT_SAMPLERS]; /* indices to the real constant */
3753 WORD active; /* bitfield indicating if we can apply the fixup */
3754 WORD num_consts;
3757 void print_glsl_info_log(const struct wined3d_gl_info *gl_info, GLuint id, BOOL program) DECLSPEC_HIDDEN;
3758 void shader_glsl_validate_link(const struct wined3d_gl_info *gl_info, GLuint program) DECLSPEC_HIDDEN;
3760 struct wined3d_palette
3762 LONG ref;
3763 struct wined3d_device *device;
3765 unsigned int size;
3766 RGBQUAD colors[256];
3767 DWORD flags;
3770 /* DirectDraw utility functions */
3771 extern enum wined3d_format_id pixelformat_for_depth(DWORD depth) DECLSPEC_HIDDEN;
3773 /*****************************************************************************
3774 * Pixel format management
3777 /* WineD3D pixel format flags */
3778 #define WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING 0x00000001
3779 #define WINED3DFMT_FLAG_FILTERING 0x00000002
3780 #define WINED3DFMT_FLAG_DEPTH 0x00000004
3781 #define WINED3DFMT_FLAG_STENCIL 0x00000008
3782 #define WINED3DFMT_FLAG_RENDERTARGET 0x00000010
3783 #define WINED3DFMT_FLAG_FBO_ATTACHABLE 0x00000040
3784 #define WINED3DFMT_FLAG_FBO_ATTACHABLE_SRGB 0x00000080
3785 #define WINED3DFMT_FLAG_FLOAT 0x00000200
3786 #define WINED3DFMT_FLAG_BUMPMAP 0x00000400
3787 #define WINED3DFMT_FLAG_SRGB_READ 0x00000800
3788 #define WINED3DFMT_FLAG_SRGB_WRITE 0x00001000
3789 #define WINED3DFMT_FLAG_VTF 0x00002000
3790 #define WINED3DFMT_FLAG_SHADOW 0x00004000
3791 #define WINED3DFMT_FLAG_COMPRESSED 0x00008000
3792 #define WINED3DFMT_FLAG_BROKEN_PITCH 0x00010000
3793 #define WINED3DFMT_FLAG_BLOCKS 0x00020000
3794 #define WINED3DFMT_FLAG_HEIGHT_SCALE 0x00040000
3795 #define WINED3DFMT_FLAG_TEXTURE 0x00080000
3796 #define WINED3DFMT_FLAG_BLOCKS_NO_VERIFY 0x00100000
3797 #define WINED3DFMT_FLAG_INTEGER 0x00200000
3799 struct wined3d_rational
3801 UINT numerator;
3802 UINT denominator;
3805 struct wined3d_color_key_conversion
3807 enum wined3d_format_id dst_format;
3808 void (*convert)(const BYTE *src, unsigned int src_pitch, BYTE *dst, unsigned int dst_pitch, unsigned int width,
3809 unsigned int height, const struct wined3d_palette *palette, const struct wined3d_color_key *color_key);
3812 struct wined3d_format
3814 enum wined3d_format_id id;
3816 D3DDDIFORMAT ddi_format;
3817 DWORD red_size;
3818 DWORD green_size;
3819 DWORD blue_size;
3820 DWORD alpha_size;
3821 DWORD red_offset;
3822 DWORD green_offset;
3823 DWORD blue_offset;
3824 DWORD alpha_offset;
3825 UINT byte_count;
3826 BYTE depth_size;
3827 BYTE stencil_size;
3829 UINT block_width;
3830 UINT block_height;
3831 UINT block_byte_count;
3833 enum wined3d_ffp_emit_idx emit_idx;
3834 GLint component_count;
3835 GLenum gl_vtx_type;
3836 GLint gl_vtx_format;
3837 GLboolean gl_normalized;
3838 unsigned int attribute_size;
3840 GLint glInternal;
3841 GLint glGammaInternal;
3842 GLint rtInternal;
3843 GLint glFormat;
3844 GLint glType;
3845 UINT conv_byte_count;
3846 DWORD multisample_types;
3847 unsigned int flags[WINED3D_GL_RES_TYPE_COUNT];
3848 struct wined3d_rational height_scale;
3849 struct color_fixup_desc color_fixup;
3850 void (*convert)(const BYTE *src, BYTE *dst, UINT src_row_pitch, UINT src_slice_pitch,
3851 UINT dst_row_pitch, UINT dst_slice_pitch, UINT width, UINT height, UINT depth);
3853 enum wined3d_format_id typeless_id;
3854 GLenum gl_view_class;
3857 const struct wined3d_format *wined3d_get_format(const struct wined3d_gl_info *gl_info,
3858 enum wined3d_format_id format_id, unsigned int resource_usage) DECLSPEC_HIDDEN;
3859 void wined3d_format_calculate_pitch(const struct wined3d_format *format, unsigned int alignment,
3860 unsigned int width, unsigned int height, unsigned int *row_pitch, unsigned int *slice_pitch) DECLSPEC_HIDDEN;
3861 UINT wined3d_format_calculate_size(const struct wined3d_format *format,
3862 UINT alignment, UINT width, UINT height, UINT depth) DECLSPEC_HIDDEN;
3863 DWORD wined3d_format_convert_from_float(const struct wined3d_format *format,
3864 const struct wined3d_color *color) DECLSPEC_HIDDEN;
3865 BOOL wined3d_format_convert_color_to_float(const struct wined3d_format *format,
3866 const struct wined3d_palette *palette, DWORD color, struct wined3d_color *float_color) DECLSPEC_HIDDEN;
3867 void wined3d_format_get_float_color_key(const struct wined3d_format *format,
3868 const struct wined3d_color_key *key, struct wined3d_color *float_colors) DECLSPEC_HIDDEN;
3869 const struct wined3d_color_key_conversion * wined3d_format_get_color_key_conversion(
3870 const struct wined3d_texture *texture, BOOL need_alpha_ck) DECLSPEC_HIDDEN;
3872 static inline BOOL wined3d_format_is_typeless(const struct wined3d_format *format)
3874 return format->id == format->typeless_id && format->id != WINED3DFMT_UNKNOWN;
3877 static inline void *wined3d_calloc(SIZE_T count, SIZE_T size)
3879 if (count > ~(SIZE_T)0 / size)
3880 return NULL;
3881 return HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, count * size);
3884 static inline BOOL use_vs(const struct wined3d_state *state)
3886 /* Check state->vertex_declaration to allow this to be used before the
3887 * stream info is validated, for example in device_update_tex_unit_map(). */
3888 return state->shader[WINED3D_SHADER_TYPE_VERTEX]
3889 && (!state->vertex_declaration || !state->vertex_declaration->position_transformed);
3892 static inline BOOL use_ps(const struct wined3d_state *state)
3894 return !!state->shader[WINED3D_SHADER_TYPE_PIXEL];
3897 static inline void context_apply_state(struct wined3d_context *context,
3898 const struct wined3d_state *state, DWORD state_id)
3900 const struct StateEntry *state_table = context->state_table;
3901 DWORD rep = state_table[state_id].representative;
3902 state_table[rep].apply(context, state, rep);
3905 static inline BOOL needs_separate_srgb_gl_texture(const struct wined3d_context *context,
3906 const struct wined3d_texture *texture)
3908 unsigned int flags = texture->resource.format_flags;
3910 return (!context->gl_info->supported[EXT_TEXTURE_SRGB_DECODE]
3911 || (flags & (WINED3DFMT_FLAG_SRGB_READ | WINED3DFMT_FLAG_SRGB_WRITE))
3912 != (WINED3DFMT_FLAG_SRGB_READ | WINED3DFMT_FLAG_SRGB_WRITE))
3913 && context->d3d_info->wined3d_creation_flags & WINED3D_SRGB_READ_WRITE_CONTROL;
3916 static inline BOOL needs_srgb_write(const struct wined3d_context *context,
3917 const struct wined3d_state *state, const struct wined3d_fb_state *fb)
3919 return (!(context->d3d_info->wined3d_creation_flags & WINED3D_SRGB_READ_WRITE_CONTROL)
3920 || state->render_states[WINED3D_RS_SRGBWRITEENABLE])
3921 && fb->render_targets[0] && fb->render_targets[0]->format_flags & WINED3DFMT_FLAG_SRGB_WRITE;
3924 static inline GLuint surface_get_texture_name(const struct wined3d_surface *surface,
3925 const struct wined3d_context *context, BOOL srgb)
3927 return srgb && needs_separate_srgb_gl_texture(context, surface->container)
3928 ? surface->container->texture_srgb.name : surface->container->texture_rgb.name;
3931 static inline BOOL can_use_texture_swizzle(const struct wined3d_gl_info *gl_info, const struct wined3d_format *format)
3933 return gl_info->supported[ARB_TEXTURE_SWIZZLE] && !is_complex_fixup(format->color_fixup)
3934 && !is_scaling_fixup(format->color_fixup);
3937 static inline struct wined3d_surface *context_get_rt_surface(const struct wined3d_context *context)
3939 struct wined3d_texture *texture = context->current_rt.texture;
3941 if (!texture)
3942 return NULL;
3943 return texture->sub_resources[context->current_rt.sub_resource_idx].u.surface;
3946 /* The WNDCLASS-Name for the fake window which we use to retrieve the GL capabilities */
3947 #define WINED3D_OPENGL_WINDOW_CLASS_NAME "WineD3D_OpenGL"
3949 #define MAKEDWORD_VERSION(maj, min) (((maj & 0xffffu) << 16) | (min & 0xffffu))
3951 #endif