wined3d: Replace wined3d_surface_update_desc() with wined3d_texture_update_desc().
[wine.git] / dlls / wined3d / wined3d_private.h
blob76ac66ae3db7c39a99c852a521186e1de4f53b5e
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 #define NONAMELESSUNION
38 #define NONAMELESSSTRUCT
39 #define COBJMACROS
40 #include "windef.h"
41 #include "winbase.h"
42 #include "winreg.h"
43 #include "wingdi.h"
44 #include "winuser.h"
45 #include "wine/debug.h"
46 #include "wine/unicode.h"
48 #include "objbase.h"
49 #include "wine/wined3d.h"
50 #include "wined3d_gl.h"
51 #include "wine/list.h"
52 #include "wine/rbtree.h"
53 #include "wine/wgl_driver.h"
55 /* Driver quirks */
56 #define WINED3D_QUIRK_ARB_VS_OFFSET_LIMIT 0x00000001
57 #define WINED3D_QUIRK_SET_TEXCOORD_W 0x00000002
58 #define WINED3D_QUIRK_GLSL_CLIP_VARYING 0x00000004
59 #define WINED3D_QUIRK_ALLOWS_SPECULAR_ALPHA 0x00000008
60 #define WINED3D_QUIRK_NV_CLIP_BROKEN 0x00000010
61 #define WINED3D_QUIRK_FBO_TEX_UPDATE 0x00000020
62 #define WINED3D_QUIRK_BROKEN_RGBA16 0x00000040
63 #define WINED3D_QUIRK_INFO_LOG_SPAM 0x00000080
64 #define WINED3D_QUIRK_LIMITED_TEX_FILTERING 0x00000100
65 #define WINED3D_QUIRK_BROKEN_ARB_FOG 0x00000200
67 /* Texture format fixups */
69 enum fixup_channel_source
71 CHANNEL_SOURCE_ZERO = 0,
72 CHANNEL_SOURCE_ONE = 1,
73 CHANNEL_SOURCE_X = 2,
74 CHANNEL_SOURCE_Y = 3,
75 CHANNEL_SOURCE_Z = 4,
76 CHANNEL_SOURCE_W = 5,
77 CHANNEL_SOURCE_COMPLEX0 = 6,
78 CHANNEL_SOURCE_COMPLEX1 = 7,
81 enum complex_fixup
83 COMPLEX_FIXUP_NONE = 0,
84 COMPLEX_FIXUP_YUY2 = 1,
85 COMPLEX_FIXUP_UYVY = 2,
86 COMPLEX_FIXUP_YV12 = 3,
87 COMPLEX_FIXUP_P8 = 4,
88 COMPLEX_FIXUP_NV12 = 5,
91 #include <pshpack2.h>
92 struct color_fixup_desc
94 unsigned x_sign_fixup : 1;
95 unsigned x_source : 3;
96 unsigned y_sign_fixup : 1;
97 unsigned y_source : 3;
98 unsigned z_sign_fixup : 1;
99 unsigned z_source : 3;
100 unsigned w_sign_fixup : 1;
101 unsigned w_source : 3;
103 #include <poppack.h>
105 static const struct color_fixup_desc COLOR_FIXUP_IDENTITY =
106 {0, CHANNEL_SOURCE_X, 0, CHANNEL_SOURCE_Y, 0, CHANNEL_SOURCE_Z, 0, CHANNEL_SOURCE_W};
108 static inline struct color_fixup_desc create_color_fixup_desc(
109 int sign0, enum fixup_channel_source src0, int sign1, enum fixup_channel_source src1,
110 int sign2, enum fixup_channel_source src2, int sign3, enum fixup_channel_source src3)
112 struct color_fixup_desc fixup =
114 sign0, src0,
115 sign1, src1,
116 sign2, src2,
117 sign3, src3,
119 return fixup;
122 static inline struct color_fixup_desc create_complex_fixup_desc(enum complex_fixup complex_fixup)
124 struct color_fixup_desc fixup =
126 0, complex_fixup & (1 << 0) ? CHANNEL_SOURCE_COMPLEX1 : CHANNEL_SOURCE_COMPLEX0,
127 0, complex_fixup & (1 << 1) ? CHANNEL_SOURCE_COMPLEX1 : CHANNEL_SOURCE_COMPLEX0,
128 0, complex_fixup & (1 << 2) ? CHANNEL_SOURCE_COMPLEX1 : CHANNEL_SOURCE_COMPLEX0,
129 0, complex_fixup & (1 << 3) ? CHANNEL_SOURCE_COMPLEX1 : CHANNEL_SOURCE_COMPLEX0,
131 return fixup;
134 static inline BOOL is_identity_fixup(struct color_fixup_desc fixup)
136 return !memcmp(&fixup, &COLOR_FIXUP_IDENTITY, sizeof(fixup));
139 static inline BOOL is_complex_fixup(struct color_fixup_desc fixup)
141 return fixup.x_source == CHANNEL_SOURCE_COMPLEX0 || fixup.x_source == CHANNEL_SOURCE_COMPLEX1;
144 static inline enum complex_fixup get_complex_fixup(struct color_fixup_desc fixup)
146 enum complex_fixup complex_fixup = 0;
147 if (fixup.x_source == CHANNEL_SOURCE_COMPLEX1) complex_fixup |= (1 << 0);
148 if (fixup.y_source == CHANNEL_SOURCE_COMPLEX1) complex_fixup |= (1 << 1);
149 if (fixup.z_source == CHANNEL_SOURCE_COMPLEX1) complex_fixup |= (1 << 2);
150 if (fixup.w_source == CHANNEL_SOURCE_COMPLEX1) complex_fixup |= (1 << 3);
151 return complex_fixup;
154 void *wined3d_rb_alloc(size_t size) DECLSPEC_HIDDEN;
155 void *wined3d_rb_realloc(void *ptr, size_t size) DECLSPEC_HIDDEN;
156 void wined3d_rb_free(void *ptr) DECLSPEC_HIDDEN;
158 /* Device caps */
159 #define MAX_STREAM_OUT 4
160 #define MAX_STREAMS 16
161 #define MAX_TEXTURES 8
162 #define MAX_FRAGMENT_SAMPLERS 16
163 #define MAX_VERTEX_SAMPLERS 4
164 #define MAX_COMBINED_SAMPLERS (MAX_FRAGMENT_SAMPLERS + MAX_VERTEX_SAMPLERS)
165 #define MAX_ACTIVE_LIGHTS 8
166 #define MAX_CLIPPLANES WINED3DMAXUSERCLIPPLANES
167 #define MAX_CONSTANT_BUFFERS 15
168 #define MAX_SAMPLER_OBJECTS 16
169 #define MAX_SHADER_RESOURCE_VIEWS 128
171 struct min_lookup
173 GLenum mip[WINED3D_TEXF_LINEAR + 1];
176 extern const struct min_lookup minMipLookup[WINED3D_TEXF_LINEAR + 1] DECLSPEC_HIDDEN;
177 extern const struct min_lookup minMipLookup_noFilter[WINED3D_TEXF_LINEAR + 1] DECLSPEC_HIDDEN;
178 extern const struct min_lookup minMipLookup_noMip[WINED3D_TEXF_LINEAR + 1] DECLSPEC_HIDDEN;
179 extern const GLenum magLookup[WINED3D_TEXF_LINEAR + 1] DECLSPEC_HIDDEN;
180 extern const GLenum magLookup_noFilter[WINED3D_TEXF_LINEAR + 1] DECLSPEC_HIDDEN;
182 static inline GLenum wined3d_gl_mag_filter(const GLenum mag_lookup[], enum wined3d_texture_filter_type mag_filter)
184 return mag_lookup[mag_filter];
187 static inline GLenum wined3d_gl_min_mip_filter(const struct min_lookup min_mip_lookup[],
188 enum wined3d_texture_filter_type min_filter, enum wined3d_texture_filter_type mip_filter)
190 return min_mip_lookup[min_filter].mip[mip_filter];
193 /* float_16_to_32() and float_32_to_16() (see implementation in
194 * surface_base.c) convert 16 bit floats in the FLOAT16 data type
195 * to standard C floats and vice versa. They do not depend on the encoding
196 * of the C float, so they are platform independent, but slow. On x86 and
197 * other IEEE 754 compliant platforms the conversion can be accelerated by
198 * bit shifting the exponent and mantissa. There are also some SSE-based
199 * assembly routines out there.
201 * See GL_NV_half_float for a reference of the FLOAT16 / GL_HALF format
203 static inline float float_16_to_32(const unsigned short *in)
205 const unsigned short s = ((*in) & 0x8000);
206 const unsigned short e = ((*in) & 0x7c00) >> 10;
207 const unsigned short m = (*in) & 0x3ff;
208 const float sgn = (s ? -1.0f : 1.0f);
210 if(e == 0) {
211 if(m == 0) return sgn * 0.0f; /* +0.0 or -0.0 */
212 else return sgn * powf(2, -14.0f) * ((float)m / 1024.0f);
213 } else if(e < 31) {
214 return sgn * powf(2, (float)e - 15.0f) * (1.0f + ((float)m / 1024.0f));
215 } else {
216 if(m == 0) return sgn * INFINITY;
217 else return NAN;
221 static inline float float_24_to_32(DWORD in)
223 const float sgn = in & 0x800000 ? -1.0f : 1.0f;
224 const unsigned short e = (in & 0x780000) >> 19;
225 const unsigned int m = in & 0x7ffff;
227 if (e == 0)
229 if (m == 0) return sgn * 0.0f; /* +0.0 or -0.0 */
230 else return sgn * powf(2, -6.0f) * ((float)m / 524288.0f);
232 else if (e < 15)
234 return sgn * powf(2, (float)e - 7.0f) * (1.0f + ((float)m / 524288.0f));
236 else
238 if (m == 0) return sgn * INFINITY;
239 else return NAN;
243 #define ORM_BACKBUFFER 0
244 #define ORM_FBO 1
246 #define PCI_VENDOR_NONE 0xffff /* e.g. 0x8086 for Intel and 0x10de for Nvidia */
247 #define PCI_DEVICE_NONE 0xffff /* e.g. 0x14f for a Geforce6200 */
249 /* NOTE: When adding fields to this structure, make sure to update the default
250 * values in wined3d_main.c as well. */
251 struct wined3d_settings
253 /* Ideally, we don't want the user to have to request GLSL. If the
254 * hardware supports GLSL, we should use it. However, until it's fully
255 * implemented, we'll leave it as a registry setting for developers. */
256 BOOL glslRequested;
257 int offscreen_rendering_mode;
258 unsigned short pci_vendor_id;
259 unsigned short pci_device_id;
260 /* Memory tracking and object counting. */
261 UINT64 emulated_textureram;
262 char *logo;
263 int allow_multisampling;
264 BOOL strict_draw_ordering;
265 BOOL always_offscreen;
266 unsigned int max_sm_vs;
267 unsigned int max_sm_gs;
268 unsigned int max_sm_ps;
269 BOOL no_3d;
272 extern struct wined3d_settings wined3d_settings DECLSPEC_HIDDEN;
274 enum wined3d_sampler_texture_type
276 WINED3DSTT_UNKNOWN = 0,
277 WINED3DSTT_1D = 1,
278 WINED3DSTT_2D = 2,
279 WINED3DSTT_CUBE = 3,
280 WINED3DSTT_VOLUME = 4,
283 #define WINED3D_SHADER_CONST_VS_F 0x00000001
284 #define WINED3D_SHADER_CONST_VS_I 0x00000002
285 #define WINED3D_SHADER_CONST_VS_B 0x00000004
286 #define WINED3D_SHADER_CONST_VS_POS_FIXUP 0x00000008
287 #define WINED3D_SHADER_CONST_PS_F 0x00000010
288 #define WINED3D_SHADER_CONST_PS_I 0x00000020
289 #define WINED3D_SHADER_CONST_PS_B 0x00000040
290 #define WINED3D_SHADER_CONST_PS_BUMP_ENV 0x00000080
291 #define WINED3D_SHADER_CONST_PS_Y_CORR 0x00000100
292 #define WINED3D_SHADER_CONST_PS_NP2_FIXUP 0x00000200
293 #define WINED3D_SHADER_CONST_FFP_PS 0x00000400
295 enum wined3d_shader_register_type
297 WINED3DSPR_TEMP = 0,
298 WINED3DSPR_INPUT = 1,
299 WINED3DSPR_CONST = 2,
300 WINED3DSPR_ADDR = 3,
301 WINED3DSPR_TEXTURE = 3,
302 WINED3DSPR_RASTOUT = 4,
303 WINED3DSPR_ATTROUT = 5,
304 WINED3DSPR_TEXCRDOUT = 6,
305 WINED3DSPR_OUTPUT = 6,
306 WINED3DSPR_CONSTINT = 7,
307 WINED3DSPR_COLOROUT = 8,
308 WINED3DSPR_DEPTHOUT = 9,
309 WINED3DSPR_SAMPLER = 10,
310 WINED3DSPR_CONST2 = 11,
311 WINED3DSPR_CONST3 = 12,
312 WINED3DSPR_CONST4 = 13,
313 WINED3DSPR_CONSTBOOL = 14,
314 WINED3DSPR_LOOP = 15,
315 WINED3DSPR_TEMPFLOAT16 = 16,
316 WINED3DSPR_MISCTYPE = 17,
317 WINED3DSPR_LABEL = 18,
318 WINED3DSPR_PREDICATE = 19,
319 WINED3DSPR_IMMCONST,
320 WINED3DSPR_CONSTBUFFER,
321 WINED3DSPR_PRIMID,
322 WINED3DSPR_NULL,
323 WINED3DSPR_RESOURCE,
326 enum wined3d_data_type
328 WINED3D_DATA_FLOAT,
329 WINED3D_DATA_INT,
330 WINED3D_DATA_RESOURCE,
331 WINED3D_DATA_SAMPLER,
332 WINED3D_DATA_UINT,
335 enum wined3d_immconst_type
337 WINED3D_IMMCONST_SCALAR,
338 WINED3D_IMMCONST_VEC4,
341 #define WINED3DSP_NOSWIZZLE (0 | (1 << 2) | (2 << 4) | (3 << 6))
343 enum wined3d_shader_src_modifier
345 WINED3DSPSM_NONE = 0,
346 WINED3DSPSM_NEG = 1,
347 WINED3DSPSM_BIAS = 2,
348 WINED3DSPSM_BIASNEG = 3,
349 WINED3DSPSM_SIGN = 4,
350 WINED3DSPSM_SIGNNEG = 5,
351 WINED3DSPSM_COMP = 6,
352 WINED3DSPSM_X2 = 7,
353 WINED3DSPSM_X2NEG = 8,
354 WINED3DSPSM_DZ = 9,
355 WINED3DSPSM_DW = 10,
356 WINED3DSPSM_ABS = 11,
357 WINED3DSPSM_ABSNEG = 12,
358 WINED3DSPSM_NOT = 13,
361 #define WINED3DSP_WRITEMASK_0 0x1 /* .x r */
362 #define WINED3DSP_WRITEMASK_1 0x2 /* .y g */
363 #define WINED3DSP_WRITEMASK_2 0x4 /* .z b */
364 #define WINED3DSP_WRITEMASK_3 0x8 /* .w a */
365 #define WINED3DSP_WRITEMASK_ALL 0xf /* all */
367 enum wined3d_shader_dst_modifier
369 WINED3DSPDM_NONE = 0,
370 WINED3DSPDM_SATURATE = 1,
371 WINED3DSPDM_PARTIALPRECISION = 2,
372 WINED3DSPDM_MSAMPCENTROID = 4,
375 /* Undocumented opcode control to identify projective texture lookups in ps 2.0 and later */
376 #define WINED3DSI_TEXLD_PROJECT 0x1
377 #define WINED3DSI_TEXLD_BIAS 0x2
378 #define WINED3DSI_INDEXED_DYNAMIC 0x4
380 enum wined3d_shader_rel_op
382 WINED3D_SHADER_REL_OP_GT = 1,
383 WINED3D_SHADER_REL_OP_EQ = 2,
384 WINED3D_SHADER_REL_OP_GE = 3,
385 WINED3D_SHADER_REL_OP_LT = 4,
386 WINED3D_SHADER_REL_OP_NE = 5,
387 WINED3D_SHADER_REL_OP_LE = 6,
390 #define WINED3D_SM1_VS 0xfffe
391 #define WINED3D_SM1_PS 0xffff
392 #define WINED3D_SM4_PS 0x0000
393 #define WINED3D_SM4_VS 0x0001
394 #define WINED3D_SM4_GS 0x0002
396 /* Shader version tokens, and shader end tokens */
397 #define WINED3DPS_VERSION(major, minor) ((WINED3D_SM1_PS << 16) | ((major) << 8) | (minor))
398 #define WINED3DVS_VERSION(major, minor) ((WINED3D_SM1_VS << 16) | ((major) << 8) | (minor))
400 /* Shader backends */
402 /* TODO: Make this dynamic, based on shader limits ? */
403 #define MAX_ATTRIBS 16
404 #define MAX_REG_ADDR 1
405 #define MAX_REG_TEMP 32
406 #define MAX_REG_TEXCRD 8
407 #define MAX_REG_INPUT 32
408 #define MAX_REG_OUTPUT 32
409 #define MAX_CONST_I 16
410 #define MAX_CONST_B 16
411 #define WINED3D_MAX_CBS 15
413 /* FIXME: This needs to go up to 2048 for
414 * Shader model 3 according to msdn (and for software shaders) */
415 #define MAX_LABELS 16
417 struct wined3d_shader_buffer
419 char *buffer;
420 unsigned int buffer_size;
421 unsigned int content_size;
422 unsigned int lineNo;
423 BOOL newline;
426 enum WINED3D_SHADER_INSTRUCTION_HANDLER
428 WINED3DSIH_ABS,
429 WINED3DSIH_ADD,
430 WINED3DSIH_AND,
431 WINED3DSIH_BEM,
432 WINED3DSIH_BREAK,
433 WINED3DSIH_BREAKC,
434 WINED3DSIH_BREAKP,
435 WINED3DSIH_CALL,
436 WINED3DSIH_CALLNZ,
437 WINED3DSIH_CMP,
438 WINED3DSIH_CND,
439 WINED3DSIH_CRS,
440 WINED3DSIH_CUT,
441 WINED3DSIH_DCL,
442 WINED3DSIH_DCL_CONSTANT_BUFFER,
443 WINED3DSIH_DCL_INPUT_PRIMITIVE,
444 WINED3DSIH_DCL_OUTPUT_TOPOLOGY,
445 WINED3DSIH_DCL_VERTICES_OUT,
446 WINED3DSIH_DEF,
447 WINED3DSIH_DEFB,
448 WINED3DSIH_DEFI,
449 WINED3DSIH_DIV,
450 WINED3DSIH_DP2,
451 WINED3DSIH_DP2ADD,
452 WINED3DSIH_DP3,
453 WINED3DSIH_DP4,
454 WINED3DSIH_DST,
455 WINED3DSIH_DSX,
456 WINED3DSIH_DSY,
457 WINED3DSIH_ELSE,
458 WINED3DSIH_EMIT,
459 WINED3DSIH_ENDIF,
460 WINED3DSIH_ENDLOOP,
461 WINED3DSIH_ENDREP,
462 WINED3DSIH_EQ,
463 WINED3DSIH_EXP,
464 WINED3DSIH_EXPP,
465 WINED3DSIH_FRC,
466 WINED3DSIH_FTOI,
467 WINED3DSIH_GE,
468 WINED3DSIH_IADD,
469 WINED3DSIH_IEQ,
470 WINED3DSIH_IF,
471 WINED3DSIH_IFC,
472 WINED3DSIH_IGE,
473 WINED3DSIH_IMUL,
474 WINED3DSIH_ISHL,
475 WINED3DSIH_ITOF,
476 WINED3DSIH_LABEL,
477 WINED3DSIH_LD,
478 WINED3DSIH_LIT,
479 WINED3DSIH_LOG,
480 WINED3DSIH_LOGP,
481 WINED3DSIH_LOOP,
482 WINED3DSIH_LRP,
483 WINED3DSIH_LT,
484 WINED3DSIH_M3x2,
485 WINED3DSIH_M3x3,
486 WINED3DSIH_M3x4,
487 WINED3DSIH_M4x3,
488 WINED3DSIH_M4x4,
489 WINED3DSIH_MAD,
490 WINED3DSIH_MAX,
491 WINED3DSIH_MIN,
492 WINED3DSIH_MOV,
493 WINED3DSIH_MOVA,
494 WINED3DSIH_MOVC,
495 WINED3DSIH_MUL,
496 WINED3DSIH_NOP,
497 WINED3DSIH_NRM,
498 WINED3DSIH_PHASE,
499 WINED3DSIH_POW,
500 WINED3DSIH_RCP,
501 WINED3DSIH_REP,
502 WINED3DSIH_RET,
503 WINED3DSIH_ROUND_NI,
504 WINED3DSIH_RSQ,
505 WINED3DSIH_SAMPLE,
506 WINED3DSIH_SAMPLE_GRAD,
507 WINED3DSIH_SAMPLE_LOD,
508 WINED3DSIH_SETP,
509 WINED3DSIH_SGE,
510 WINED3DSIH_SGN,
511 WINED3DSIH_SINCOS,
512 WINED3DSIH_SLT,
513 WINED3DSIH_SQRT,
514 WINED3DSIH_SUB,
515 WINED3DSIH_TEX,
516 WINED3DSIH_TEXBEM,
517 WINED3DSIH_TEXBEML,
518 WINED3DSIH_TEXCOORD,
519 WINED3DSIH_TEXDEPTH,
520 WINED3DSIH_TEXDP3,
521 WINED3DSIH_TEXDP3TEX,
522 WINED3DSIH_TEXKILL,
523 WINED3DSIH_TEXLDD,
524 WINED3DSIH_TEXLDL,
525 WINED3DSIH_TEXM3x2DEPTH,
526 WINED3DSIH_TEXM3x2PAD,
527 WINED3DSIH_TEXM3x2TEX,
528 WINED3DSIH_TEXM3x3,
529 WINED3DSIH_TEXM3x3DIFF,
530 WINED3DSIH_TEXM3x3PAD,
531 WINED3DSIH_TEXM3x3SPEC,
532 WINED3DSIH_TEXM3x3TEX,
533 WINED3DSIH_TEXM3x3VSPEC,
534 WINED3DSIH_TEXREG2AR,
535 WINED3DSIH_TEXREG2GB,
536 WINED3DSIH_TEXREG2RGB,
537 WINED3DSIH_UDIV,
538 WINED3DSIH_USHR,
539 WINED3DSIH_UTOF,
540 WINED3DSIH_XOR,
541 WINED3DSIH_TABLE_SIZE
544 enum wined3d_shader_type
546 WINED3D_SHADER_TYPE_PIXEL,
547 WINED3D_SHADER_TYPE_VERTEX,
548 WINED3D_SHADER_TYPE_GEOMETRY,
549 WINED3D_SHADER_TYPE_COUNT,
552 struct wined3d_shader_version
554 enum wined3d_shader_type type;
555 BYTE major;
556 BYTE minor;
559 #define WINED3D_SHADER_VERSION(major, minor) (((major) << 8) | (minor))
561 struct wined3d_shader_reg_maps
563 struct wined3d_shader_version shader_version;
564 BYTE texcoord; /* MAX_REG_TEXCRD, 8 */
565 BYTE address; /* MAX_REG_ADDR, 1 */
566 WORD labels; /* MAX_LABELS, 16 */
567 DWORD temporary; /* MAX_REG_TEMP, 32 */
568 DWORD *constf; /* pixel, vertex */
569 DWORD texcoord_mask[MAX_REG_TEXCRD]; /* vertex < 3.0 */
570 DWORD input_registers; /* max(MAX_REG_INPUT, MAX_ATTRIBS), 32 */
571 DWORD output_registers; /* MAX_REG_OUTPUT, 32 */
572 WORD integer_constants; /* MAX_CONST_I, 16 */
573 WORD boolean_constants; /* MAX_CONST_B, 16 */
574 WORD local_int_consts; /* MAX_CONST_I, 16 */
575 WORD local_bool_consts; /* MAX_CONST_B, 16 */
576 UINT cb_sizes[WINED3D_MAX_CBS];
578 enum wined3d_sampler_texture_type sampler_type[max(MAX_FRAGMENT_SAMPLERS, MAX_VERTEX_SAMPLERS)];
579 BYTE bumpmat; /* MAX_TEXTURES, 8 */
580 BYTE luminanceparams; /* MAX_TEXTURES, 8 */
582 WORD usesnrm : 1;
583 WORD vpos : 1;
584 WORD usesdsx : 1;
585 WORD usesdsy : 1;
586 WORD usestexldd : 1;
587 WORD usesmova : 1;
588 WORD usesfacing : 1;
589 WORD usesrelconstF : 1;
590 WORD fog : 1;
591 WORD usestexldl : 1;
592 WORD usesifc : 1;
593 WORD usescall : 1;
594 WORD usespow : 1;
595 WORD padding : 3;
597 DWORD rt_mask; /* Used render targets, 32 max. */
599 /* Whether or not loops are used in this shader, and nesting depth */
600 unsigned loop_depth;
601 UINT min_rel_offset, max_rel_offset;
604 /* Keeps track of details for TEX_M#x# instructions which need to maintain
605 * state information between multiple instructions. */
606 struct wined3d_shader_tex_mx
608 unsigned int current_row;
609 DWORD texcoord_w[2];
612 struct wined3d_shader_loop_state
614 UINT current_depth;
615 UINT current_reg;
618 struct wined3d_shader_context
620 const struct wined3d_shader *shader;
621 const struct wined3d_gl_info *gl_info;
622 const struct wined3d_shader_reg_maps *reg_maps;
623 struct wined3d_shader_buffer *buffer;
624 struct wined3d_shader_tex_mx *tex_mx;
625 struct wined3d_shader_loop_state *loop_state;
626 void *backend_data;
629 struct wined3d_shader_register_index
631 const struct wined3d_shader_src_param *rel_addr;
632 unsigned int offset;
635 struct wined3d_shader_register
637 enum wined3d_shader_register_type type;
638 enum wined3d_data_type data_type;
639 struct wined3d_shader_register_index idx[2];
640 enum wined3d_immconst_type immconst_type;
641 DWORD immconst_data[4];
644 struct wined3d_shader_dst_param
646 struct wined3d_shader_register reg;
647 DWORD write_mask;
648 DWORD modifiers;
649 DWORD shift;
652 struct wined3d_shader_src_param
654 struct wined3d_shader_register reg;
655 DWORD swizzle;
656 enum wined3d_shader_src_modifier modifiers;
659 struct wined3d_shader_semantic
661 enum wined3d_decl_usage usage;
662 UINT usage_idx;
663 enum wined3d_sampler_texture_type sampler_type;
664 struct wined3d_shader_dst_param reg;
667 struct wined3d_shader_instruction
669 const struct wined3d_shader_context *ctx;
670 enum WINED3D_SHADER_INSTRUCTION_HANDLER handler_idx;
671 DWORD flags;
672 BOOL coissue;
673 const struct wined3d_shader_src_param *predicate;
674 UINT dst_count;
675 const struct wined3d_shader_dst_param *dst;
676 UINT src_count;
677 const struct wined3d_shader_src_param *src;
678 union
680 struct wined3d_shader_semantic semantic;
681 enum wined3d_primitive_type primitive_type;
682 struct wined3d_shader_src_param src;
683 UINT count;
684 } declaration;
687 struct wined3d_shader_attribute
689 enum wined3d_decl_usage usage;
690 UINT usage_idx;
693 struct wined3d_shader_loop_control
695 unsigned int count;
696 unsigned int start;
697 int step;
700 struct wined3d_shader_frontend
702 void *(*shader_init)(const DWORD *ptr, const struct wined3d_shader_signature *output_signature);
703 void (*shader_free)(void *data);
704 void (*shader_read_header)(void *data, const DWORD **ptr, struct wined3d_shader_version *shader_version);
705 void (*shader_read_instruction)(void *data, const DWORD **ptr, struct wined3d_shader_instruction *ins);
706 BOOL (*shader_is_end)(void *data, const DWORD **ptr);
709 extern const struct wined3d_shader_frontend sm1_shader_frontend DECLSPEC_HIDDEN;
710 extern const struct wined3d_shader_frontend sm4_shader_frontend DECLSPEC_HIDDEN;
712 typedef void (*SHADER_HANDLER)(const struct wined3d_shader_instruction *);
714 #define WINED3D_SHADER_CAP_VS_CLIPPING 0x00000001
715 #define WINED3D_SHADER_CAP_SRGB_WRITE 0x00000002
717 struct shader_caps
719 UINT vs_version;
720 UINT gs_version;
721 UINT ps_version;
723 DWORD vs_uniform_count;
724 DWORD ps_uniform_count;
725 float ps_1x_max_value;
727 DWORD wined3d_caps;
730 enum tex_types
732 tex_1d = 0,
733 tex_2d = 1,
734 tex_3d = 2,
735 tex_cube = 3,
736 tex_rect = 4,
737 tex_type_count = 5,
740 enum vertexprocessing_mode {
741 fixedfunction,
742 vertexshader,
743 pretransformed
746 #define WINED3D_CONST_NUM_UNUSED ~0U
748 enum wined3d_ffp_ps_fog_mode
750 WINED3D_FFP_PS_FOG_OFF,
751 WINED3D_FFP_PS_FOG_LINEAR,
752 WINED3D_FFP_PS_FOG_EXP,
753 WINED3D_FFP_PS_FOG_EXP2,
756 /* Stateblock dependent parameters which have to be hardcoded
757 * into the shader code
760 #define WINED3D_PSARGS_PROJECTED (1 << 3)
761 #define WINED3D_PSARGS_TEXTRANSFORM_SHIFT 4
762 #define WINED3D_PSARGS_TEXTRANSFORM_MASK 0xf
763 #define WINED3D_PSARGS_TEXTYPE_SHIFT 2
764 #define WINED3D_PSARGS_TEXTYPE_MASK 0x3
766 /* Similar to tex_types, except that it doesn't have 1d textures
767 * (can't be bound), rect textures (handled via np2_fixup) and
768 * none / unknown (treated as 2d and handled via dummy textures). */
769 enum wined3d_shader_tex_types
771 WINED3D_SHADER_TEX_2D = 0,
772 WINED3D_SHADER_TEX_3D = 1,
773 WINED3D_SHADER_TEX_CUBE = 2,
776 struct ps_compile_args {
777 struct color_fixup_desc color_fixup[MAX_FRAGMENT_SAMPLERS];
778 enum vertexprocessing_mode vp_mode;
779 enum wined3d_ffp_ps_fog_mode fog;
780 WORD tex_transform; /* ps 1.0-1.3, 4 textures */
781 WORD tex_types; /* ps 1.0 - 1.4, 6 textures */
782 WORD srgb_correction;
783 WORD np2_fixup;
784 /* Bitmap for NP2 texcoord fixups (16 samplers max currently).
785 D3D9 has a limit of 16 samplers and the fixup is superfluous
786 in D3D10 (unconditional NP2 support mandatory). */
787 WORD shadow; /* MAX_FRAGMENT_SAMPLERS, 16 */
790 enum fog_src_type {
791 VS_FOG_Z = 0,
792 VS_FOG_COORD = 1
795 struct vs_compile_args {
796 BYTE fog_src;
797 BYTE clip_enabled;
798 WORD swizzle_map; /* MAX_ATTRIBS, 16 */
801 struct wined3d_context;
802 struct wined3d_state;
803 struct fragment_pipeline;
804 struct wined3d_vertex_pipe_ops;
806 struct wined3d_shader_backend_ops
808 void (*shader_handle_instruction)(const struct wined3d_shader_instruction *);
809 void (*shader_select)(void *shader_priv, struct wined3d_context *context,
810 const struct wined3d_state *state);
811 void (*shader_disable)(void *shader_priv, struct wined3d_context *context);
812 void (*shader_select_depth_blt)(void *shader_priv, const struct wined3d_gl_info *gl_info,
813 enum tex_types tex_type, const SIZE *ds_mask_size);
814 void (*shader_deselect_depth_blt)(void *shader_priv, const struct wined3d_gl_info *gl_info);
815 void (*shader_update_float_vertex_constants)(struct wined3d_device *device, UINT start, UINT count);
816 void (*shader_update_float_pixel_constants)(struct wined3d_device *device, UINT start, UINT count);
817 void (*shader_load_constants)(void *shader_priv, struct wined3d_context *context,
818 const struct wined3d_state *state);
819 void (*shader_destroy)(struct wined3d_shader *shader);
820 HRESULT (*shader_alloc_private)(struct wined3d_device *device, const struct wined3d_vertex_pipe_ops *vertex_pipe,
821 const struct fragment_pipeline *fragment_pipe);
822 void (*shader_free_private)(struct wined3d_device *device);
823 BOOL (*shader_allocate_context_data)(struct wined3d_context *context);
824 void (*shader_free_context_data)(struct wined3d_context *context);
825 void (*shader_get_caps)(const struct wined3d_gl_info *gl_info, struct shader_caps *caps);
826 BOOL (*shader_color_fixup_supported)(struct color_fixup_desc fixup);
827 BOOL (*shader_has_ffp_proj_control)(void *shader_priv);
830 extern const struct wined3d_shader_backend_ops glsl_shader_backend DECLSPEC_HIDDEN;
831 extern const struct wined3d_shader_backend_ops arb_program_shader_backend DECLSPEC_HIDDEN;
832 extern const struct wined3d_shader_backend_ops none_shader_backend DECLSPEC_HIDDEN;
834 #define GL_EXTCALL(f) (gl_info->gl_ops.ext.p_##f)
836 #define D3DCOLOR_B_R(dw) (((dw) >> 16) & 0xff)
837 #define D3DCOLOR_B_G(dw) (((dw) >> 8) & 0xff)
838 #define D3DCOLOR_B_B(dw) (((dw) >> 0) & 0xff)
839 #define D3DCOLOR_B_A(dw) (((dw) >> 24) & 0xff)
841 #define D3DCOLOR_R(dw) (((float) (((dw) >> 16) & 0xff)) / 255.0f)
842 #define D3DCOLOR_G(dw) (((float) (((dw) >> 8) & 0xff)) / 255.0f)
843 #define D3DCOLOR_B(dw) (((float) (((dw) >> 0) & 0xff)) / 255.0f)
844 #define D3DCOLOR_A(dw) (((float) (((dw) >> 24) & 0xff)) / 255.0f)
846 #define D3DCOLORTOGLFLOAT4(dw, vec) do { \
847 (vec)[0] = D3DCOLOR_R(dw); \
848 (vec)[1] = D3DCOLOR_G(dw); \
849 (vec)[2] = D3DCOLOR_B(dw); \
850 (vec)[3] = D3DCOLOR_A(dw); \
851 } while(0)
853 #define HIGHEST_TRANSFORMSTATE WINED3D_TS_WORLD_MATRIX(255) /* Highest value in wined3d_transform_state. */
855 /* Checking of API calls */
856 /* --------------------- */
857 #ifndef WINE_NO_DEBUG_MSGS
858 #define checkGLcall(A) \
859 do { \
860 GLint err; \
861 if (!__WINE_IS_DEBUG_ON(_ERR, __wine_dbch___default)) break; \
862 err = gl_info->gl_ops.gl.p_glGetError(); \
863 if (err == GL_NO_ERROR) { \
864 TRACE("%s call ok %s / %d\n", A, __FILE__, __LINE__); \
866 } else do { \
867 ERR(">>>>>>>>>>>>>>>>> %s (%#x) from %s @ %s / %d\n", \
868 debug_glerror(err), err, A, __FILE__, __LINE__); \
869 err = gl_info->gl_ops.gl.p_glGetError(); \
870 } while (err != GL_NO_ERROR); \
871 } while(0)
872 #else
873 #define checkGLcall(A) do {} while(0)
874 #endif
876 enum wined3d_ffp_idx
878 WINED3D_FFP_POSITION = 0,
879 WINED3D_FFP_BLENDWEIGHT = 1,
880 WINED3D_FFP_BLENDINDICES = 2,
881 WINED3D_FFP_NORMAL = 3,
882 WINED3D_FFP_PSIZE = 4,
883 WINED3D_FFP_DIFFUSE = 5,
884 WINED3D_FFP_SPECULAR = 6,
885 WINED3D_FFP_TEXCOORD0 = 7,
886 WINED3D_FFP_TEXCOORD1 = 8,
887 WINED3D_FFP_TEXCOORD2 = 9,
888 WINED3D_FFP_TEXCOORD3 = 10,
889 WINED3D_FFP_TEXCOORD4 = 11,
890 WINED3D_FFP_TEXCOORD5 = 12,
891 WINED3D_FFP_TEXCOORD6 = 13,
892 WINED3D_FFP_TEXCOORD7 = 14,
895 enum wined3d_ffp_emit_idx
897 WINED3D_FFP_EMIT_FLOAT1 = 0,
898 WINED3D_FFP_EMIT_FLOAT2 = 1,
899 WINED3D_FFP_EMIT_FLOAT3 = 2,
900 WINED3D_FFP_EMIT_FLOAT4 = 3,
901 WINED3D_FFP_EMIT_D3DCOLOR = 4,
902 WINED3D_FFP_EMIT_UBYTE4 = 5,
903 WINED3D_FFP_EMIT_SHORT2 = 6,
904 WINED3D_FFP_EMIT_SHORT4 = 7,
905 WINED3D_FFP_EMIT_UBYTE4N = 8,
906 WINED3D_FFP_EMIT_SHORT2N = 9,
907 WINED3D_FFP_EMIT_SHORT4N = 10,
908 WINED3D_FFP_EMIT_USHORT2N = 11,
909 WINED3D_FFP_EMIT_USHORT4N = 12,
910 WINED3D_FFP_EMIT_UDEC3 = 13,
911 WINED3D_FFP_EMIT_DEC3N = 14,
912 WINED3D_FFP_EMIT_FLOAT16_2 = 15,
913 WINED3D_FFP_EMIT_FLOAT16_4 = 16,
914 WINED3D_FFP_EMIT_INVALID = 17,
915 WINED3D_FFP_EMIT_COUNT = 18
918 struct wined3d_bo_address
920 GLuint buffer_object;
921 BYTE *addr;
924 struct wined3d_stream_info_element
926 const struct wined3d_format *format;
927 struct wined3d_bo_address data;
928 GLsizei stride;
929 UINT stream_idx;
932 struct wined3d_stream_info
934 struct wined3d_stream_info_element elements[MAX_ATTRIBS];
935 DWORD position_transformed : 1;
936 DWORD all_vbo : 1;
937 WORD swizzle_map; /* MAX_ATTRIBS, 16 */
938 WORD use_map; /* MAX_ATTRIBS, 16 */
941 void draw_primitive(struct wined3d_device *device, UINT start_idx, UINT index_count,
942 UINT start_instance, UINT instance_count, BOOL indexed) DECLSPEC_HIDDEN;
943 DWORD get_flexible_vertex_size(DWORD d3dvtVertexType) DECLSPEC_HIDDEN;
945 #define eps 1e-8f
947 #define GET_TEXCOORD_SIZE_FROM_FVF(d3dvtVertexType, tex_num) \
948 (((((d3dvtVertexType) >> (16 + (2 * (tex_num)))) + 1) & 0x03) + 1)
950 /* Routines and structures related to state management */
952 #define STATE_RENDER(a) (a)
953 #define STATE_IS_RENDER(a) ((a) >= STATE_RENDER(1) && (a) <= STATE_RENDER(WINEHIGHEST_RENDER_STATE))
955 #define STATE_TEXTURESTAGE(stage, num) (STATE_RENDER(WINEHIGHEST_RENDER_STATE) + 1 + (stage) * (WINED3D_HIGHEST_TEXTURE_STATE + 1) + (num))
956 #define STATE_IS_TEXTURESTAGE(a) ((a) >= STATE_TEXTURESTAGE(0, 1) && (a) <= STATE_TEXTURESTAGE(MAX_TEXTURES - 1, WINED3D_HIGHEST_TEXTURE_STATE))
958 /* + 1 because samplers start with 0 */
959 #define STATE_SAMPLER(num) (STATE_TEXTURESTAGE(MAX_TEXTURES - 1, WINED3D_HIGHEST_TEXTURE_STATE) + 1 + (num))
960 #define STATE_IS_SAMPLER(num) ((num) >= STATE_SAMPLER(0) && (num) <= STATE_SAMPLER(MAX_COMBINED_SAMPLERS - 1))
962 #define STATE_SHADER(a) (STATE_SAMPLER(MAX_COMBINED_SAMPLERS) + (a))
963 #define STATE_IS_SHADER(a) ((a) >= STATE_SHADER(0) && (a) < STATE_SHADER(WINED3D_SHADER_TYPE_COUNT))
965 #define STATE_CONSTANT_BUFFER(a) (STATE_SHADER(WINED3D_SHADER_TYPE_COUNT) + (a))
966 #define STATE_IS_CONSTANT_BUFFER(a) ((a) >= STATE_CONSTANT_BUFFER(0) && (a) < STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_COUNT))
968 #define STATE_TRANSFORM(a) (STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_COUNT) + (a) - 1)
969 #define STATE_IS_TRANSFORM(a) ((a) >= STATE_TRANSFORM(1) && (a) <= STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(255)))
971 #define STATE_STREAMSRC (STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(255)) + 1)
972 #define STATE_IS_STREAMSRC(a) ((a) == STATE_STREAMSRC)
973 #define STATE_INDEXBUFFER (STATE_STREAMSRC + 1)
974 #define STATE_IS_INDEXBUFFER(a) ((a) == STATE_INDEXBUFFER)
976 #define STATE_VDECL (STATE_INDEXBUFFER + 1)
977 #define STATE_IS_VDECL(a) ((a) == STATE_VDECL)
979 #define STATE_VIEWPORT (STATE_VDECL + 1)
980 #define STATE_IS_VIEWPORT(a) ((a) == STATE_VIEWPORT)
982 #define STATE_LIGHT_TYPE (STATE_VIEWPORT + 1)
983 #define STATE_IS_LIGHT_TYPE(a) ((a) == STATE_LIGHT_TYPE)
984 #define STATE_ACTIVELIGHT(a) (STATE_LIGHT_TYPE + 1 + (a))
985 #define STATE_IS_ACTIVELIGHT(a) ((a) >= STATE_ACTIVELIGHT(0) && (a) < STATE_ACTIVELIGHT(MAX_ACTIVE_LIGHTS))
987 #define STATE_SCISSORRECT (STATE_ACTIVELIGHT(MAX_ACTIVE_LIGHTS - 1) + 1)
988 #define STATE_IS_SCISSORRECT(a) ((a) == STATE_SCISSORRECT)
990 #define STATE_CLIPPLANE(a) (STATE_SCISSORRECT + 1 + (a))
991 #define STATE_IS_CLIPPLANE(a) ((a) >= STATE_CLIPPLANE(0) && (a) <= STATE_CLIPPLANE(MAX_CLIPPLANES - 1))
993 #define STATE_MATERIAL (STATE_CLIPPLANE(MAX_CLIPPLANES))
994 #define STATE_IS_MATERIAL(a) ((a) == STATE_MATERIAL)
996 #define STATE_FRONTFACE (STATE_MATERIAL + 1)
997 #define STATE_IS_FRONTFACE(a) ((a) == STATE_FRONTFACE)
999 #define STATE_POINTSPRITECOORDORIGIN (STATE_FRONTFACE + 1)
1000 #define STATE_IS_POINTSPRITECOORDORIGIN(a) ((a) == STATE_POINTSPRITECOORDORIGIN)
1002 #define STATE_BASEVERTEXINDEX (STATE_POINTSPRITECOORDORIGIN + 1)
1003 #define STATE_IS_BASEVERTEXINDEX(a) ((a) == STATE_BASEVERTEXINDEX)
1005 #define STATE_FRAMEBUFFER (STATE_BASEVERTEXINDEX + 1)
1006 #define STATE_IS_FRAMEBUFFER(a) ((a) == STATE_FRAMEBUFFER)
1008 #define STATE_POINT_SIZE_ENABLE (STATE_FRAMEBUFFER + 1)
1009 #define STATE_IS_POINT_SIZE_ENABLE(a) ((a) == STATE_POINT_SIZE_ENABLE)
1011 #define STATE_HIGHEST (STATE_POINT_SIZE_ENABLE)
1013 enum fogsource {
1014 FOGSOURCE_FFP,
1015 FOGSOURCE_VS,
1016 FOGSOURCE_COORD,
1019 struct wined3d_occlusion_query
1021 struct list entry;
1022 GLuint id;
1023 struct wined3d_context *context;
1026 union wined3d_gl_query_object
1028 GLuint id;
1029 GLsync sync;
1032 struct wined3d_event_query
1034 struct list entry;
1035 union wined3d_gl_query_object object;
1036 struct wined3d_context *context;
1039 enum wined3d_event_query_result
1041 WINED3D_EVENT_QUERY_OK,
1042 WINED3D_EVENT_QUERY_WAITING,
1043 WINED3D_EVENT_QUERY_NOT_STARTED,
1044 WINED3D_EVENT_QUERY_WRONG_THREAD,
1045 WINED3D_EVENT_QUERY_ERROR
1048 void wined3d_event_query_destroy(struct wined3d_event_query *query) DECLSPEC_HIDDEN;
1049 enum wined3d_event_query_result wined3d_event_query_finish(const struct wined3d_event_query *query,
1050 const struct wined3d_device *device) DECLSPEC_HIDDEN;
1051 void wined3d_event_query_issue(struct wined3d_event_query *query, const struct wined3d_device *device) DECLSPEC_HIDDEN;
1052 BOOL wined3d_event_query_supported(const struct wined3d_gl_info *gl_info) DECLSPEC_HIDDEN;
1054 struct wined3d_timestamp_query
1056 struct list entry;
1057 GLuint id;
1058 struct wined3d_context *context;
1061 void context_alloc_timestamp_query(struct wined3d_context *context, struct wined3d_timestamp_query *query) DECLSPEC_HIDDEN;
1062 void context_free_timestamp_query(struct wined3d_timestamp_query *query) DECLSPEC_HIDDEN;
1064 struct wined3d_context
1066 const struct wined3d_gl_info *gl_info;
1067 const struct wined3d_d3d_info *d3d_info;
1068 const struct StateEntry *state_table;
1069 /* State dirtification
1070 * dirtyArray is an array that contains markers for dirty states. numDirtyEntries states are dirty, their numbers are in indices
1071 * 0...numDirtyEntries - 1. isStateDirty is a redundant copy of the dirtyArray. Technically only one of them would be needed,
1072 * 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
1073 * only numDirtyEntries array elements have to be checked, not STATE_HIGHEST states.
1075 DWORD dirtyArray[STATE_HIGHEST + 1]; /* Won't get bigger than that, a state is never marked dirty 2 times */
1076 DWORD numDirtyEntries;
1077 DWORD isStateDirty[STATE_HIGHEST / (sizeof(DWORD) * CHAR_BIT) + 1]; /* Bitmap to find out quickly if a state is dirty */
1079 struct wined3d_swapchain *swapchain;
1080 struct wined3d_surface *current_rt;
1081 DWORD tid; /* Thread ID which owns this context at the moment */
1083 /* Stores some information about the context state for optimization */
1084 DWORD render_offscreen : 1;
1085 DWORD last_was_rhw : 1; /* true iff last draw_primitive was in xyzrhw mode */
1086 DWORD last_was_pshader : 1;
1087 DWORD last_was_vshader : 1;
1088 DWORD namedArraysLoaded : 1;
1089 DWORD numberedArraysLoaded : 1;
1090 DWORD last_was_blit : 1;
1091 DWORD last_was_ckey : 1;
1092 DWORD fog_coord : 1;
1093 DWORD fog_enabled : 1;
1094 DWORD num_untracked_materials : 2; /* Max value 2 */
1095 DWORD current : 1;
1096 DWORD destroyed : 1;
1097 DWORD valid : 1;
1098 DWORD use_immediate_mode_draw : 1;
1099 DWORD texShaderBumpMap : 8; /* MAX_TEXTURES, 8 */
1100 DWORD lastWasPow2Texture : 8; /* MAX_TEXTURES, 8 */
1101 DWORD fixed_function_usage_map : 8; /* MAX_TEXTURES, 8 */
1102 DWORD lowest_disabled_stage : 4; /* Max MAX_TEXTURES, 8 */
1103 DWORD rebind_fbo : 1;
1104 DWORD needs_set : 1;
1105 DWORD hdc_is_private : 1;
1106 DWORD hdc_has_format : 1; /* only meaningful if hdc_is_private */
1107 DWORD padding : 16;
1108 DWORD shader_update_mask;
1109 DWORD constant_update_mask;
1110 DWORD numbered_array_mask;
1111 GLenum tracking_parm; /* Which source is tracking current colour */
1112 GLenum untracked_materials[2];
1113 UINT blit_w, blit_h;
1114 enum fogsource fog_source;
1115 DWORD active_texture;
1116 DWORD texture_type[MAX_COMBINED_SAMPLERS];
1118 UINT instance_count;
1120 /* The actual opengl context */
1121 UINT level;
1122 HGLRC restore_ctx;
1123 HDC restore_dc;
1124 int restore_pf;
1125 HWND restore_pf_win;
1126 HGLRC glCtx;
1127 HWND win_handle;
1128 HDC hdc;
1129 int pixel_format;
1130 GLint aux_buffers;
1132 void *shader_backend_data;
1134 /* FBOs */
1135 UINT fbo_entry_count;
1136 struct list fbo_list;
1137 struct list fbo_destroy_list;
1138 struct fbo_entry *current_fbo;
1139 GLuint fbo_read_binding;
1140 GLuint fbo_draw_binding;
1141 struct wined3d_surface **blit_targets;
1142 GLenum *draw_buffers;
1143 DWORD draw_buffers_mask; /* Enabled draw buffers, 31 max. */
1145 /* Queries */
1146 GLuint *free_occlusion_queries;
1147 UINT free_occlusion_query_size;
1148 UINT free_occlusion_query_count;
1149 struct list occlusion_queries;
1151 union wined3d_gl_query_object *free_event_queries;
1152 UINT free_event_query_size;
1153 UINT free_event_query_count;
1154 struct list event_queries;
1156 GLuint *free_timestamp_queries;
1157 UINT free_timestamp_query_size;
1158 UINT free_timestamp_query_count;
1159 struct list timestamp_queries;
1161 struct wined3d_stream_info stream_info;
1163 /* Fences for GL_APPLE_flush_buffer_range */
1164 struct wined3d_event_query *buffer_queries[MAX_ATTRIBS];
1165 unsigned int num_buffer_queries;
1167 DWORD tex_unit_map[MAX_COMBINED_SAMPLERS];
1168 DWORD rev_tex_unit_map[MAX_COMBINED_SAMPLERS];
1170 /* Extension emulation */
1171 GLint gl_fog_source;
1172 GLfloat fog_coord_value;
1173 GLfloat color[4], fogstart, fogend, fogcolor[4];
1174 GLuint dummy_arbfp_prog;
1177 struct wined3d_fb_state
1179 struct wined3d_rendertarget_view **render_targets;
1180 struct wined3d_rendertarget_view *depth_stencil;
1183 typedef void (*APPLYSTATEFUNC)(struct wined3d_context *ctx, const struct wined3d_state *state, DWORD state_id);
1185 struct StateEntry
1187 DWORD representative;
1188 APPLYSTATEFUNC apply;
1191 struct StateEntryTemplate
1193 DWORD state;
1194 struct StateEntry content;
1195 enum wined3d_gl_extension extension;
1198 #define WINED3D_FRAGMENT_CAP_PROJ_CONTROL 0x00000001
1199 #define WINED3D_FRAGMENT_CAP_SRGB_WRITE 0x00000002
1201 struct fragment_caps
1203 DWORD wined3d_caps;
1204 DWORD PrimitiveMiscCaps;
1205 DWORD TextureOpCaps;
1206 DWORD MaxTextureBlendStages;
1207 DWORD MaxSimultaneousTextures;
1210 struct fragment_pipeline
1212 void (*enable_extension)(const struct wined3d_gl_info *gl_info, BOOL enable);
1213 void (*get_caps)(const struct wined3d_gl_info *gl_info, struct fragment_caps *caps);
1214 void *(*alloc_private)(const struct wined3d_shader_backend_ops *shader_backend, void *shader_priv);
1215 void (*free_private)(struct wined3d_device *device);
1216 BOOL (*color_fixup_supported)(struct color_fixup_desc fixup);
1217 const struct StateEntryTemplate *states;
1220 struct wined3d_vertex_caps
1222 BOOL xyzrhw;
1223 DWORD max_active_lights;
1224 DWORD max_vertex_blend_matrices;
1225 DWORD max_vertex_blend_matrix_index;
1226 DWORD vertex_processing_caps;
1227 DWORD fvf_caps;
1228 DWORD max_user_clip_planes;
1229 DWORD raster_caps;
1232 struct wined3d_vertex_pipe_ops
1234 void (*vp_enable)(const struct wined3d_gl_info *gl_info, BOOL enable);
1235 void (*vp_get_caps)(const struct wined3d_gl_info *gl_info, struct wined3d_vertex_caps *caps);
1236 void *(*vp_alloc)(const struct wined3d_shader_backend_ops *shader_backend, void *shader_priv);
1237 void (*vp_free)(struct wined3d_device *device);
1238 const struct StateEntryTemplate *vp_states;
1241 extern const struct StateEntryTemplate misc_state_template[] DECLSPEC_HIDDEN;
1242 extern const struct fragment_pipeline none_fragment_pipe DECLSPEC_HIDDEN;
1243 extern const struct fragment_pipeline ffp_fragment_pipeline DECLSPEC_HIDDEN;
1244 extern const struct fragment_pipeline atifs_fragment_pipeline DECLSPEC_HIDDEN;
1245 extern const struct fragment_pipeline arbfp_fragment_pipeline DECLSPEC_HIDDEN;
1246 extern const struct fragment_pipeline nvts_fragment_pipeline DECLSPEC_HIDDEN;
1247 extern const struct fragment_pipeline nvrc_fragment_pipeline DECLSPEC_HIDDEN;
1248 extern const struct fragment_pipeline glsl_fragment_pipe DECLSPEC_HIDDEN;
1250 extern const struct wined3d_vertex_pipe_ops none_vertex_pipe DECLSPEC_HIDDEN;
1251 extern const struct wined3d_vertex_pipe_ops ffp_vertex_pipe DECLSPEC_HIDDEN;
1252 extern const struct wined3d_vertex_pipe_ops glsl_vertex_pipe DECLSPEC_HIDDEN;
1254 /* "Base" state table */
1255 HRESULT compile_state_table(struct StateEntry *StateTable, APPLYSTATEFUNC **dev_multistate_funcs,
1256 const struct wined3d_gl_info *gl_info, const struct wined3d_d3d_info *d3d_info,
1257 const struct wined3d_vertex_pipe_ops *vertex, const struct fragment_pipeline *fragment,
1258 const struct StateEntryTemplate *misc) DECLSPEC_HIDDEN;
1260 enum wined3d_blit_op
1262 WINED3D_BLIT_OP_COLOR_BLIT,
1263 WINED3D_BLIT_OP_COLOR_FILL,
1264 WINED3D_BLIT_OP_DEPTH_FILL,
1265 WINED3D_BLIT_OP_DEPTH_BLIT,
1268 /* Shaders for color conversions in blits. Do not do blit operations while
1269 * already under the GL lock. */
1270 struct blit_shader
1272 HRESULT (*alloc_private)(struct wined3d_device *device);
1273 void (*free_private)(struct wined3d_device *device);
1274 HRESULT (*set_shader)(void *blit_priv, struct wined3d_context *context, const struct wined3d_surface *surface);
1275 void (*unset_shader)(const struct wined3d_gl_info *gl_info);
1276 BOOL (*blit_supported)(const struct wined3d_gl_info *gl_info, enum wined3d_blit_op blit_op,
1277 const RECT *src_rect, DWORD src_usage, enum wined3d_pool src_pool, const struct wined3d_format *src_format,
1278 const RECT *dst_rect, DWORD dst_usage, enum wined3d_pool dst_pool, const struct wined3d_format *dst_format);
1279 HRESULT (*color_fill)(struct wined3d_device *device, struct wined3d_surface *dst_surface,
1280 const RECT *dst_rect, const struct wined3d_color *color);
1281 HRESULT (*depth_fill)(struct wined3d_device *device,
1282 struct wined3d_surface *surface, const RECT *rect, float depth);
1285 extern const struct blit_shader ffp_blit DECLSPEC_HIDDEN;
1286 extern const struct blit_shader arbfp_blit DECLSPEC_HIDDEN;
1287 extern const struct blit_shader cpu_blit DECLSPEC_HIDDEN;
1289 const struct blit_shader *wined3d_select_blitter(const struct wined3d_gl_info *gl_info, enum wined3d_blit_op blit_op,
1290 const RECT *src_rect, DWORD src_usage, enum wined3d_pool src_pool, const struct wined3d_format *src_format,
1291 const RECT *dst_rect, DWORD dst_usage, enum wined3d_pool dst_pool, const struct wined3d_format *dst_format)
1292 DECLSPEC_HIDDEN;
1294 /* Temporary blit_shader helper functions */
1295 HRESULT arbfp_blit_surface(struct wined3d_device *device, DWORD filter,
1296 struct wined3d_surface *src_surface, const RECT *src_rect,
1297 struct wined3d_surface *dst_surface, const RECT *dst_rect) DECLSPEC_HIDDEN;
1299 struct wined3d_context *context_acquire(const struct wined3d_device *device,
1300 struct wined3d_surface *target) DECLSPEC_HIDDEN;
1301 void context_alloc_event_query(struct wined3d_context *context,
1302 struct wined3d_event_query *query) DECLSPEC_HIDDEN;
1303 void context_alloc_occlusion_query(struct wined3d_context *context,
1304 struct wined3d_occlusion_query *query) DECLSPEC_HIDDEN;
1305 void context_apply_blit_state(struct wined3d_context *context, const struct wined3d_device *device) DECLSPEC_HIDDEN;
1306 BOOL context_apply_clear_state(struct wined3d_context *context, const struct wined3d_device *device,
1307 UINT rt_count, const struct wined3d_fb_state *fb) DECLSPEC_HIDDEN;
1308 BOOL context_apply_draw_state(struct wined3d_context *context, struct wined3d_device *device) DECLSPEC_HIDDEN;
1309 void context_apply_fbo_state_blit(struct wined3d_context *context, GLenum target,
1310 struct wined3d_surface *render_target, struct wined3d_surface *depth_stencil, DWORD location) DECLSPEC_HIDDEN;
1311 void context_active_texture(struct wined3d_context *context, const struct wined3d_gl_info *gl_info,
1312 unsigned int unit) DECLSPEC_HIDDEN;
1313 void context_bind_texture(struct wined3d_context *context, GLenum target, GLuint name) DECLSPEC_HIDDEN;
1314 void context_check_fbo_status(const struct wined3d_context *context, GLenum target) DECLSPEC_HIDDEN;
1315 struct wined3d_context *context_create(struct wined3d_swapchain *swapchain, struct wined3d_surface *target,
1316 const struct wined3d_format *ds_format) DECLSPEC_HIDDEN;
1317 BOOL context_debug_output_enabled(const struct wined3d_gl_info *gl_info) DECLSPEC_HIDDEN;
1318 void context_destroy(struct wined3d_device *device, struct wined3d_context *context) DECLSPEC_HIDDEN;
1319 void context_free_event_query(struct wined3d_event_query *query) DECLSPEC_HIDDEN;
1320 void context_free_occlusion_query(struct wined3d_occlusion_query *query) DECLSPEC_HIDDEN;
1321 struct wined3d_context *context_get_current(void) DECLSPEC_HIDDEN;
1322 DWORD context_get_tls_idx(void) DECLSPEC_HIDDEN;
1323 void context_invalidate_state(struct wined3d_context *context, DWORD state_id) DECLSPEC_HIDDEN;
1324 void context_release(struct wined3d_context *context) DECLSPEC_HIDDEN;
1325 void context_resource_released(const struct wined3d_device *device,
1326 struct wined3d_resource *resource, enum wined3d_resource_type type) DECLSPEC_HIDDEN;
1327 void context_resource_unloaded(const struct wined3d_device *device,
1328 struct wined3d_resource *resource, enum wined3d_resource_type type) DECLSPEC_HIDDEN;
1329 BOOL context_set_current(struct wined3d_context *ctx) DECLSPEC_HIDDEN;
1330 void context_set_draw_buffer(struct wined3d_context *context, GLenum buffer) DECLSPEC_HIDDEN;
1331 void context_set_tls_idx(DWORD idx) DECLSPEC_HIDDEN;
1332 void context_state_drawbuf(struct wined3d_context *context,
1333 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
1334 void context_state_fb(struct wined3d_context *context,
1335 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
1336 void context_surface_update(struct wined3d_context *context, const struct wined3d_surface *surface) DECLSPEC_HIDDEN;
1337 void context_stream_info_from_declaration(struct wined3d_context *context,
1338 const struct wined3d_state *state, struct wined3d_stream_info *stream_info) DECLSPEC_HIDDEN;
1340 /*****************************************************************************
1341 * Internal representation of a light
1343 struct wined3d_light_info
1345 struct wined3d_light OriginalParms; /* Note D3D8LIGHT == D3D9LIGHT */
1346 DWORD OriginalIndex;
1347 LONG glIndex;
1348 BOOL enabled;
1350 /* Converted parms to speed up swapping lights */
1351 float lightPosn[4];
1352 float lightDirn[4];
1353 float exponent;
1354 float cutoff;
1356 struct list entry;
1359 /* The default light parameters */
1360 extern const struct wined3d_light WINED3D_default_light DECLSPEC_HIDDEN;
1362 struct wined3d_pixel_format
1364 int iPixelFormat; /* WGL pixel format */
1365 int iPixelType; /* WGL pixel type e.g. WGL_TYPE_RGBA_ARB, WGL_TYPE_RGBA_FLOAT_ARB or WGL_TYPE_COLORINDEX_ARB */
1366 int redSize, greenSize, blueSize, alphaSize, colorSize;
1367 int depthSize, stencilSize;
1368 BOOL windowDrawable;
1369 BOOL doubleBuffer;
1370 int auxBuffers;
1371 int numSamples;
1374 enum wined3d_pci_vendor
1376 HW_VENDOR_SOFTWARE = 0x0000,
1377 HW_VENDOR_AMD = 0x1002,
1378 HW_VENDOR_NVIDIA = 0x10de,
1379 HW_VENDOR_VMWARE = 0x15ad,
1380 HW_VENDOR_INTEL = 0x8086,
1383 enum wined3d_pci_device
1385 CARD_WINE = 0x0000,
1387 CARD_AMD_RAGE_128PRO = 0x5246,
1388 CARD_AMD_RADEON_7200 = 0x5144,
1389 CARD_AMD_RADEON_8500 = 0x514c,
1390 CARD_AMD_RADEON_9500 = 0x4144,
1391 CARD_AMD_RADEON_XPRESS_200M = 0x5955,
1392 CARD_AMD_RADEON_X700 = 0x5e4c,
1393 CARD_AMD_RADEON_X1600 = 0x71c2,
1394 CARD_AMD_RADEON_HD2350 = 0x94c7,
1395 CARD_AMD_RADEON_HD2600 = 0x9581,
1396 CARD_AMD_RADEON_HD2900 = 0x9400,
1397 CARD_AMD_RADEON_HD3200 = 0x9620,
1398 CARD_AMD_RADEON_HD4200M = 0x9712,
1399 CARD_AMD_RADEON_HD4350 = 0x954f,
1400 CARD_AMD_RADEON_HD4600 = 0x9495,
1401 CARD_AMD_RADEON_HD4700 = 0x944e,
1402 CARD_AMD_RADEON_HD4800 = 0x944c,
1403 CARD_AMD_RADEON_HD5400 = 0x68f9,
1404 CARD_AMD_RADEON_HD5600 = 0x68d8,
1405 CARD_AMD_RADEON_HD5700 = 0x68be,
1406 CARD_AMD_RADEON_HD5800 = 0x6898,
1407 CARD_AMD_RADEON_HD5900 = 0x689c,
1408 CARD_AMD_RADEON_HD6300 = 0x9803,
1409 CARD_AMD_RADEON_HD6400 = 0x6770,
1410 CARD_AMD_RADEON_HD6410D = 0x9644,
1411 CARD_AMD_RADEON_HD6550D = 0x9640,
1412 CARD_AMD_RADEON_HD6600 = 0x6758,
1413 CARD_AMD_RADEON_HD6600M = 0x6741,
1414 CARD_AMD_RADEON_HD6700 = 0x68ba,
1415 CARD_AMD_RADEON_HD6800 = 0x6739,
1416 CARD_AMD_RADEON_HD6900 = 0x6719,
1417 CARD_AMD_RADEON_HD7660D = 0x9901,
1418 CARD_AMD_RADEON_HD7700 = 0x683d,
1419 CARD_AMD_RADEON_HD7800 = 0x6819,
1420 CARD_AMD_RADEON_HD7900 = 0x679a,
1421 CARD_AMD_RADEON_HD8600M = 0x6660,
1422 CARD_AMD_RADEON_HD8670 = 0x6610,
1423 CARD_AMD_RADEON_HD8770 = 0x665c,
1424 CARD_AMD_RADEON_R3 = 0x9830,
1425 CARD_AMD_RADEON_R7 = 0x130f,
1426 CARD_AMD_RADEON_R9 = 0x67b1,
1428 CARD_NVIDIA_RIVA_128 = 0x0018,
1429 CARD_NVIDIA_RIVA_TNT = 0x0020,
1430 CARD_NVIDIA_RIVA_TNT2 = 0x0028,
1431 CARD_NVIDIA_GEFORCE = 0x0100,
1432 CARD_NVIDIA_GEFORCE2_MX = 0x0110,
1433 CARD_NVIDIA_GEFORCE2 = 0x0150,
1434 CARD_NVIDIA_GEFORCE3 = 0x0200,
1435 CARD_NVIDIA_GEFORCE4_MX = 0x0170,
1436 CARD_NVIDIA_GEFORCE4_TI4200 = 0x0253,
1437 CARD_NVIDIA_GEFORCEFX_5200 = 0x0320,
1438 CARD_NVIDIA_GEFORCEFX_5600 = 0x0312,
1439 CARD_NVIDIA_GEFORCEFX_5800 = 0x0302,
1440 CARD_NVIDIA_GEFORCE_6200 = 0x014f,
1441 CARD_NVIDIA_GEFORCE_6600GT = 0x0140,
1442 CARD_NVIDIA_GEFORCE_6800 = 0x0041,
1443 CARD_NVIDIA_GEFORCE_7400 = 0x01d8,
1444 CARD_NVIDIA_GEFORCE_7300 = 0x01d7, /* GeForce Go 7300 */
1445 CARD_NVIDIA_GEFORCE_7600 = 0x0391,
1446 CARD_NVIDIA_GEFORCE_7800GT = 0x0092,
1447 CARD_NVIDIA_GEFORCE_8200 = 0x0849, /* Other PCI ID 0x084b */
1448 CARD_NVIDIA_GEFORCE_8300GS = 0x0423,
1449 CARD_NVIDIA_GEFORCE_8400GS = 0x0404,
1450 CARD_NVIDIA_GEFORCE_8500GT = 0x0421,
1451 CARD_NVIDIA_GEFORCE_8600GT = 0x0402,
1452 CARD_NVIDIA_GEFORCE_8600MGT = 0x0407,
1453 CARD_NVIDIA_GEFORCE_8800GTS = 0x0193,
1454 CARD_NVIDIA_GEFORCE_8800GTX = 0x0191,
1455 CARD_NVIDIA_GEFORCE_9200 = 0x086d,
1456 CARD_NVIDIA_GEFORCE_9300 = 0x086c,
1457 CARD_NVIDIA_GEFORCE_9400M = 0x0863,
1458 CARD_NVIDIA_GEFORCE_9400GT = 0x042c,
1459 CARD_NVIDIA_GEFORCE_9500GT = 0x0640,
1460 CARD_NVIDIA_GEFORCE_9600GT = 0x0622,
1461 CARD_NVIDIA_GEFORCE_9800GT = 0x0614,
1462 CARD_NVIDIA_GEFORCE_210 = 0x0a23,
1463 CARD_NVIDIA_GEFORCE_GT220 = 0x0a20,
1464 CARD_NVIDIA_GEFORCE_GT240 = 0x0ca3,
1465 CARD_NVIDIA_GEFORCE_GTX260 = 0x05e2,
1466 CARD_NVIDIA_GEFORCE_GTX275 = 0x05e6,
1467 CARD_NVIDIA_GEFORCE_GTX280 = 0x05e1,
1468 CARD_NVIDIA_GEFORCE_315M = 0x0a7a,
1469 CARD_NVIDIA_GEFORCE_320M = 0x08a3,
1470 CARD_NVIDIA_GEFORCE_GT320M = 0x0a2d,
1471 CARD_NVIDIA_GEFORCE_GT325M = 0x0a35,
1472 CARD_NVIDIA_GEFORCE_GT330 = 0x0ca0,
1473 CARD_NVIDIA_GEFORCE_GTS350M = 0x0cb0,
1474 CARD_NVIDIA_GEFORCE_410M = 0x1055,
1475 CARD_NVIDIA_GEFORCE_GT420 = 0x0de2,
1476 CARD_NVIDIA_GEFORCE_GT430 = 0x0de1,
1477 CARD_NVIDIA_GEFORCE_GT440 = 0x0de0,
1478 CARD_NVIDIA_GEFORCE_GTS450 = 0x0dc4,
1479 CARD_NVIDIA_GEFORCE_GTX460 = 0x0e22,
1480 CARD_NVIDIA_GEFORCE_GTX460M = 0x0dd1,
1481 CARD_NVIDIA_GEFORCE_GTX465 = 0x06c4,
1482 CARD_NVIDIA_GEFORCE_GTX470 = 0x06cd,
1483 CARD_NVIDIA_GEFORCE_GTX480 = 0x06c0,
1484 CARD_NVIDIA_GEFORCE_GT520 = 0x1040,
1485 CARD_NVIDIA_GEFORCE_GT540M = 0x0df4,
1486 CARD_NVIDIA_GEFORCE_GTX550 = 0x1244,
1487 CARD_NVIDIA_GEFORCE_GT555M = 0x04b8,
1488 CARD_NVIDIA_GEFORCE_GTX560TI = 0x1200,
1489 CARD_NVIDIA_GEFORCE_GTX560 = 0x1201,
1490 CARD_NVIDIA_GEFORCE_GTX570 = 0x1081,
1491 CARD_NVIDIA_GEFORCE_GTX580 = 0x1080,
1492 CARD_NVIDIA_GEFORCE_GT610 = 0x104a,
1493 CARD_NVIDIA_GEFORCE_GT630 = 0x0f00,
1494 CARD_NVIDIA_GEFORCE_GT630M = 0x0de9,
1495 CARD_NVIDIA_GEFORCE_GT640M = 0x0fd2,
1496 CARD_NVIDIA_GEFORCE_GT650M = 0x0fd1,
1497 CARD_NVIDIA_GEFORCE_GTX650 = 0x0fc6,
1498 CARD_NVIDIA_GEFORCE_GTX650TI = 0x11c6,
1499 CARD_NVIDIA_GEFORCE_GTX660 = 0x11c0,
1500 CARD_NVIDIA_GEFORCE_GTX660M = 0x0fd4,
1501 CARD_NVIDIA_GEFORCE_GTX660TI = 0x1183,
1502 CARD_NVIDIA_GEFORCE_GTX670 = 0x1189,
1503 CARD_NVIDIA_GEFORCE_GTX670MX = 0x11a1,
1504 CARD_NVIDIA_GEFORCE_GTX680 = 0x1180,
1505 CARD_NVIDIA_GEFORCE_GTX750 = 0x1381,
1506 CARD_NVIDIA_GEFORCE_GTX750TI = 0x1380,
1507 CARD_NVIDIA_GEFORCE_GTX760 = 0x1187,
1508 CARD_NVIDIA_GEFORCE_GTX765M = 0x11e2,
1509 CARD_NVIDIA_GEFORCE_GTX770M = 0x11e0,
1510 CARD_NVIDIA_GEFORCE_GTX770 = 0x1184,
1511 CARD_NVIDIA_GEFORCE_GTX780 = 0x1004,
1512 CARD_NVIDIA_GEFORCE_GTX780TI = 0x100a,
1514 CARD_VMWARE_SVGA3D = 0x0405,
1516 CARD_INTEL_830M = 0x3577,
1517 CARD_INTEL_855GM = 0x3582,
1518 CARD_INTEL_845G = 0x2562,
1519 CARD_INTEL_865G = 0x2572,
1520 CARD_INTEL_915G = 0x2582,
1521 CARD_INTEL_E7221G = 0x258a,
1522 CARD_INTEL_915GM = 0x2592,
1523 CARD_INTEL_945G = 0x2772,
1524 CARD_INTEL_945GM = 0x27a2,
1525 CARD_INTEL_945GME = 0x27ae,
1526 CARD_INTEL_Q35 = 0x29b2,
1527 CARD_INTEL_G33 = 0x29c2,
1528 CARD_INTEL_Q33 = 0x29d2,
1529 CARD_INTEL_PNVG = 0xa001,
1530 CARD_INTEL_PNVM = 0xa011,
1531 CARD_INTEL_965Q = 0x2992,
1532 CARD_INTEL_965G = 0x2982,
1533 CARD_INTEL_946GZ = 0x2972,
1534 CARD_INTEL_965GM = 0x2a02,
1535 CARD_INTEL_965GME = 0x2a12,
1536 CARD_INTEL_GM45 = 0x2a42,
1537 CARD_INTEL_IGD = 0x2e02,
1538 CARD_INTEL_Q45 = 0x2e12,
1539 CARD_INTEL_G45 = 0x2e22,
1540 CARD_INTEL_G41 = 0x2e32,
1541 CARD_INTEL_B43 = 0x2e92,
1542 CARD_INTEL_ILKD = 0x0042,
1543 CARD_INTEL_ILKM = 0x0046,
1544 CARD_INTEL_SNBD = 0x0122,
1545 CARD_INTEL_SNBM = 0x0126,
1546 CARD_INTEL_SNBS = 0x010a,
1547 CARD_INTEL_IVBD = 0x0162,
1548 CARD_INTEL_IVBM = 0x0166,
1549 CARD_INTEL_IVBS = 0x015a,
1550 CARD_INTEL_HWM = 0x0416,
1553 struct wined3d_fbo_ops
1555 GLboolean (WINE_GLAPI *glIsRenderbuffer)(GLuint renderbuffer);
1556 void (WINE_GLAPI *glBindRenderbuffer)(GLenum target, GLuint renderbuffer);
1557 void (WINE_GLAPI *glDeleteRenderbuffers)(GLsizei n, const GLuint *renderbuffers);
1558 void (WINE_GLAPI *glGenRenderbuffers)(GLsizei n, GLuint *renderbuffers);
1559 void (WINE_GLAPI *glRenderbufferStorage)(GLenum target, GLenum internalformat,
1560 GLsizei width, GLsizei height);
1561 void (WINE_GLAPI *glRenderbufferStorageMultisample)(GLenum target, GLsizei samples,
1562 GLenum internalformat, GLsizei width, GLsizei height);
1563 void (WINE_GLAPI *glGetRenderbufferParameteriv)(GLenum target, GLenum pname, GLint *params);
1564 GLboolean (WINE_GLAPI *glIsFramebuffer)(GLuint framebuffer);
1565 void (WINE_GLAPI *glBindFramebuffer)(GLenum target, GLuint framebuffer);
1566 void (WINE_GLAPI *glDeleteFramebuffers)(GLsizei n, const GLuint *framebuffers);
1567 void (WINE_GLAPI *glGenFramebuffers)(GLsizei n, GLuint *framebuffers);
1568 GLenum (WINE_GLAPI *glCheckFramebufferStatus)(GLenum target);
1569 void (WINE_GLAPI *glFramebufferTexture1D)(GLenum target, GLenum attachment,
1570 GLenum textarget, GLuint texture, GLint level);
1571 void (WINE_GLAPI *glFramebufferTexture2D)(GLenum target, GLenum attachment,
1572 GLenum textarget, GLuint texture, GLint level);
1573 void (WINE_GLAPI *glFramebufferTexture3D)(GLenum target, GLenum attachment,
1574 GLenum textarget, GLuint texture, GLint level, GLint layer);
1575 void (WINE_GLAPI *glFramebufferRenderbuffer)(GLenum target, GLenum attachment,
1576 GLenum renderbuffertarget, GLuint renderbuffer);
1577 void (WINE_GLAPI *glGetFramebufferAttachmentParameteriv)(GLenum target, GLenum attachment,
1578 GLenum pname, GLint *params);
1579 void (WINE_GLAPI *glBlitFramebuffer)(GLint srcX0, GLint srcY0, GLint srcX1, GLint srcY1,
1580 GLint dstX0, GLint dstY0, GLint dstX1, GLint dstY1, GLbitfield mask, GLenum filter);
1581 void (WINE_GLAPI *glGenerateMipmap)(GLenum target);
1584 struct wined3d_gl_limits
1586 UINT buffers;
1587 UINT lights;
1588 UINT textures;
1589 UINT texture_coords;
1590 UINT vertex_uniform_blocks;
1591 UINT geometry_uniform_blocks;
1592 UINT fragment_uniform_blocks;
1593 UINT fragment_samplers;
1594 UINT vertex_samplers;
1595 UINT combined_samplers;
1596 UINT general_combiners;
1597 UINT clipplanes;
1598 UINT texture_size;
1599 UINT texture3d_size;
1600 float pointsize_max;
1601 float pointsize_min;
1602 UINT blends;
1603 UINT anisotropy;
1604 float shininess;
1605 UINT samples;
1606 UINT vertex_attribs;
1608 UINT glsl_varyings;
1609 UINT glsl_vs_float_constants;
1610 UINT glsl_ps_float_constants;
1612 UINT arb_vs_float_constants;
1613 UINT arb_vs_native_constants;
1614 UINT arb_vs_instructions;
1615 UINT arb_vs_temps;
1616 UINT arb_ps_float_constants;
1617 UINT arb_ps_local_constants;
1618 UINT arb_ps_native_constants;
1619 UINT arb_ps_instructions;
1620 UINT arb_ps_temps;
1623 struct wined3d_gl_info
1625 DWORD glsl_version;
1626 struct wined3d_gl_limits limits;
1627 DWORD reserved_glsl_constants, reserved_arb_constants;
1628 DWORD quirks;
1629 BOOL supported[WINED3D_GL_EXT_COUNT];
1630 GLint wrap_lookup[WINED3D_TADDRESS_MIRROR_ONCE - WINED3D_TADDRESS_WRAP + 1];
1632 HGLRC (WINAPI *p_wglCreateContextAttribsARB)(HDC dc, HGLRC share, const GLint *attribs);
1633 struct opengl_funcs gl_ops;
1634 struct wined3d_fbo_ops fbo_ops;
1636 struct wined3d_format *formats;
1639 struct wined3d_driver_info
1641 enum wined3d_pci_vendor vendor;
1642 enum wined3d_pci_device device;
1643 const char *name;
1644 const char *description;
1645 UINT64 vram_bytes;
1646 DWORD version_high;
1647 DWORD version_low;
1650 struct wined3d_d3d_limits
1652 UINT vs_version, gs_version, ps_version;
1653 DWORD vs_uniform_count;
1654 DWORD ps_uniform_count;
1655 UINT ffp_textures;
1656 UINT ffp_blend_stages;
1659 typedef void (WINE_GLAPI *wined3d_ffp_attrib_func)(const void *data);
1660 typedef void (WINE_GLAPI *wined3d_ffp_texcoord_func)(GLenum unit, const void *data);
1661 extern wined3d_ffp_attrib_func specular_func_3ubv DECLSPEC_HIDDEN;
1663 struct wined3d_ffp_attrib_ops
1665 wined3d_ffp_attrib_func position[WINED3D_FFP_EMIT_COUNT];
1666 wined3d_ffp_attrib_func diffuse[WINED3D_FFP_EMIT_COUNT];
1667 wined3d_ffp_attrib_func specular[WINED3D_FFP_EMIT_COUNT];
1668 wined3d_ffp_attrib_func normal[WINED3D_FFP_EMIT_COUNT];
1669 wined3d_ffp_texcoord_func texcoord[WINED3D_FFP_EMIT_COUNT];
1672 struct wined3d_d3d_info
1674 struct wined3d_d3d_limits limits;
1675 struct wined3d_ffp_attrib_ops ffp_attrib_ops;
1676 BOOL xyzrhw;
1677 BOOL vs_clipping;
1678 DWORD valid_rt_mask;
1681 /* The adapter structure */
1682 struct wined3d_adapter
1684 UINT ordinal;
1685 POINT monitorPoint;
1686 enum wined3d_format_id screen_format;
1688 struct wined3d_gl_info gl_info;
1689 struct wined3d_d3d_info d3d_info;
1690 struct wined3d_driver_info driver_info;
1691 WCHAR DeviceName[CCHDEVICENAME]; /* DeviceName for use with e.g. ChangeDisplaySettings */
1692 unsigned int cfg_count;
1693 struct wined3d_pixel_format *cfgs;
1694 UINT64 vram_bytes;
1695 UINT64 vram_bytes_used;
1696 LUID luid;
1698 const struct wined3d_vertex_pipe_ops *vertex_pipe;
1699 const struct fragment_pipeline *fragment_pipe;
1700 const struct wined3d_shader_backend_ops *shader_backend;
1701 const struct blit_shader *blitter;
1704 BOOL wined3d_adapter_init_format_info(struct wined3d_adapter *adapter) DECLSPEC_HIDDEN;
1705 UINT64 adapter_adjust_memory(struct wined3d_adapter *adapter, INT64 amount) DECLSPEC_HIDDEN;
1707 BOOL initPixelFormatsNoGL(struct wined3d_gl_info *gl_info) DECLSPEC_HIDDEN;
1708 extern void add_gl_compat_wrappers(struct wined3d_gl_info *gl_info) DECLSPEC_HIDDEN;
1710 enum projection_types
1712 proj_none = 0,
1713 proj_count3 = 1,
1714 proj_count4 = 2
1717 enum dst_arg
1719 resultreg = 0,
1720 tempreg = 1
1723 /*****************************************************************************
1724 * Fixed function pipeline replacements
1726 #define ARG_UNUSED 0xff
1727 struct texture_stage_op
1729 unsigned cop : 8;
1730 unsigned carg1 : 8;
1731 unsigned carg2 : 8;
1732 unsigned carg0 : 8;
1734 unsigned aop : 8;
1735 unsigned aarg1 : 8;
1736 unsigned aarg2 : 8;
1737 unsigned aarg0 : 8;
1739 struct color_fixup_desc color_fixup;
1740 unsigned tex_type : 3;
1741 unsigned dst : 1;
1742 unsigned projected : 2;
1743 unsigned padding : 10;
1746 struct ffp_frag_settings
1748 struct texture_stage_op op[MAX_TEXTURES];
1749 enum wined3d_ffp_ps_fog_mode fog;
1750 /* Use shorts instead of chars to get dword alignment */
1751 unsigned short sRGB_write;
1752 unsigned short emul_clipplanes;
1755 struct ffp_frag_desc
1757 struct wine_rb_entry entry;
1758 struct ffp_frag_settings settings;
1761 extern const struct wine_rb_functions wined3d_ffp_frag_program_rb_functions DECLSPEC_HIDDEN;
1762 extern const struct wine_rb_functions wined3d_ffp_vertex_program_rb_functions DECLSPEC_HIDDEN;
1763 extern const struct wined3d_parent_ops wined3d_null_parent_ops DECLSPEC_HIDDEN;
1765 void gen_ffp_frag_op(const struct wined3d_context *context, const struct wined3d_state *state,
1766 struct ffp_frag_settings *settings, BOOL ignore_textype) DECLSPEC_HIDDEN;
1767 const struct ffp_frag_desc *find_ffp_frag_shader(const struct wine_rb_tree *fragment_shaders,
1768 const struct ffp_frag_settings *settings) DECLSPEC_HIDDEN;
1769 void add_ffp_frag_shader(struct wine_rb_tree *shaders, struct ffp_frag_desc *desc) DECLSPEC_HIDDEN;
1770 void wined3d_get_draw_rect(const struct wined3d_state *state, RECT *rect) DECLSPEC_HIDDEN;
1771 void wined3d_ftoa(float value, char *s) DECLSPEC_HIDDEN;
1773 extern const float wined3d_srgb_const0[] DECLSPEC_HIDDEN;
1774 extern const float wined3d_srgb_const1[] DECLSPEC_HIDDEN;
1776 enum wined3d_ffp_vs_fog_mode
1778 WINED3D_FFP_VS_FOG_OFF = 0,
1779 WINED3D_FFP_VS_FOG_FOGCOORD = 1,
1780 WINED3D_FFP_VS_FOG_DEPTH = 2,
1781 WINED3D_FFP_VS_FOG_RANGE = 3,
1784 #define WINED3D_FFP_TCI_SHIFT 16
1785 #define WINED3D_FFP_TCI_MASK 0xff
1787 #define WINED3D_FFP_LIGHT_TYPE_SHIFT(idx) (3 * (idx))
1788 #define WINED3D_FFP_LIGHT_TYPE_MASK 0x7
1790 struct wined3d_ffp_vs_settings
1792 DWORD light_type : 24; /* MAX_ACTIVE_LIGHTS, 8 * 3 */
1793 DWORD diffuse_source : 2;
1794 DWORD emission_source : 2;
1795 DWORD ambient_source : 2;
1796 DWORD specular_source : 2;
1798 DWORD transformed : 1;
1799 DWORD clipping : 1;
1800 DWORD normal : 1;
1801 DWORD normalize : 1;
1802 DWORD lighting : 1;
1803 DWORD localviewer : 1;
1804 DWORD point_size : 1;
1805 DWORD fog_mode : 2;
1806 DWORD texcoords : 8; /* MAX_TEXTURES */
1807 DWORD ortho_fog : 1;
1808 DWORD padding : 14;
1810 BYTE texgen[MAX_TEXTURES];
1813 struct wined3d_ffp_vs_desc
1815 struct wine_rb_entry entry;
1816 struct wined3d_ffp_vs_settings settings;
1819 void wined3d_ffp_get_vs_settings(const struct wined3d_state *state, const struct wined3d_stream_info *si,
1820 struct wined3d_ffp_vs_settings *settings) DECLSPEC_HIDDEN;
1822 struct wined3d
1824 LONG ref;
1825 DWORD flags;
1826 UINT adapter_count;
1827 struct wined3d_adapter adapters[1];
1830 HRESULT wined3d_init(struct wined3d *wined3d, DWORD flags) DECLSPEC_HIDDEN;
1831 BOOL wined3d_register_window(HWND window, struct wined3d_device *device) DECLSPEC_HIDDEN;
1832 void wined3d_unregister_window(HWND window) DECLSPEC_HIDDEN;
1834 struct wined3d_stream_output
1836 struct wined3d_buffer *buffer;
1837 UINT offset;
1840 struct wined3d_stream_state
1842 struct wined3d_buffer *buffer;
1843 UINT offset;
1844 UINT stride;
1845 UINT frequency;
1846 UINT flags;
1849 #define WINED3D_STATE_NO_REF 0x00000001
1850 #define WINED3D_STATE_INIT_DEFAULT 0x00000002
1852 struct wined3d_state
1854 DWORD flags;
1855 const struct wined3d_fb_state *fb;
1857 struct wined3d_vertex_declaration *vertex_declaration;
1858 struct wined3d_stream_output stream_output[MAX_STREAM_OUT];
1859 struct wined3d_stream_state streams[MAX_STREAMS + 1 /* tesselated pseudo-stream */];
1860 struct wined3d_buffer *index_buffer;
1861 enum wined3d_format_id index_format;
1862 INT base_vertex_index;
1863 INT load_base_vertex_index; /* Non-indexed drawing needs 0 here, indexed needs base_vertex_index. */
1864 GLenum gl_primitive_type;
1865 struct wined3d_query *predicate;
1866 BOOL predicate_value;
1868 struct wined3d_shader *shader[WINED3D_SHADER_TYPE_COUNT];
1869 struct wined3d_buffer *cb[WINED3D_SHADER_TYPE_COUNT][MAX_CONSTANT_BUFFERS];
1870 struct wined3d_sampler *sampler[WINED3D_SHADER_TYPE_COUNT][MAX_SAMPLER_OBJECTS];
1871 struct wined3d_shader_resource_view *shader_resource_view[WINED3D_SHADER_TYPE_COUNT][MAX_SHADER_RESOURCE_VIEWS];
1873 BOOL vs_consts_b[MAX_CONST_B];
1874 INT vs_consts_i[MAX_CONST_I * 4];
1875 float *vs_consts_f;
1877 BOOL ps_consts_b[MAX_CONST_B];
1878 INT ps_consts_i[MAX_CONST_I * 4];
1879 float *ps_consts_f;
1881 struct wined3d_texture *textures[MAX_COMBINED_SAMPLERS];
1882 DWORD sampler_states[MAX_COMBINED_SAMPLERS][WINED3D_HIGHEST_SAMPLER_STATE + 1];
1883 DWORD texture_states[MAX_TEXTURES][WINED3D_HIGHEST_TEXTURE_STATE + 1];
1885 struct wined3d_matrix transforms[HIGHEST_TRANSFORMSTATE + 1];
1886 struct wined3d_vec4 clip_planes[MAX_CLIPPLANES];
1887 struct wined3d_material material;
1888 struct wined3d_viewport viewport;
1889 RECT scissor_rect;
1891 /* Light hashmap. Collisions are handled using linked lists. */
1892 #define LIGHTMAP_SIZE 43
1893 #define LIGHTMAP_HASHFUNC(x) ((x) % LIGHTMAP_SIZE)
1894 struct list light_map[LIGHTMAP_SIZE];
1895 const struct wined3d_light_info *lights[MAX_ACTIVE_LIGHTS];
1897 DWORD render_states[WINEHIGHEST_RENDER_STATE + 1];
1900 #define WINED3D_UNMAPPED_STAGE ~0U
1902 /* Multithreaded flag. Removed from the public header to signal that
1903 * wined3d_device_create() ignores it. */
1904 #define WINED3DCREATE_MULTITHREADED 0x00000004
1906 struct wined3d_device
1908 LONG ref;
1910 /* WineD3D Information */
1911 struct wined3d_device_parent *device_parent;
1912 struct wined3d *wined3d;
1913 struct wined3d_adapter *adapter;
1915 /* Window styles to restore when switching fullscreen mode */
1916 LONG style;
1917 LONG exStyle;
1919 /* X and GL Information */
1920 GLenum offscreenBuffer;
1922 const struct wined3d_shader_backend_ops *shader_backend;
1923 void *shader_priv;
1924 void *fragment_priv;
1925 void *vertex_priv;
1926 void *blit_priv;
1927 struct StateEntry StateTable[STATE_HIGHEST + 1];
1928 /* Array of functions for states which are handled by more than one pipeline part */
1929 APPLYSTATEFUNC *multistate_funcs[STATE_HIGHEST + 1];
1930 const struct blit_shader *blitter;
1932 BYTE vertexBlendUsed : 1; /* To avoid needless setting of the blend matrices */
1933 BYTE bCursorVisible : 1;
1934 BYTE d3d_initialized : 1;
1935 BYTE inScene : 1; /* A flag to check for proper BeginScene / EndScene call pairs */
1936 BYTE softwareVertexProcessing : 1; /* process vertex shaders using software or hardware */
1937 BYTE filter_messages : 1;
1938 BYTE padding : 2;
1940 unsigned char surface_alignment; /* Line Alignment of surfaces */
1942 WORD padding2 : 16;
1944 struct wined3d_state state;
1945 struct wined3d_state *update_state;
1946 struct wined3d_stateblock *recording;
1948 /* Internal use fields */
1949 struct wined3d_device_creation_parameters create_parms;
1950 HWND focus_window;
1952 struct wined3d_rendertarget_view *back_buffer_view;
1953 struct wined3d_swapchain **swapchains;
1954 UINT swapchain_count;
1956 struct list resources; /* a linked list to track resources created by the device */
1957 struct list shaders; /* a linked list to track shaders (pixel and vertex) */
1959 /* Render Target Support */
1960 struct wined3d_fb_state fb;
1961 struct wined3d_surface *onscreen_depth_stencil;
1962 struct wined3d_rendertarget_view *auto_depth_stencil_view;
1964 /* For rendering to a texture using glCopyTexImage */
1965 GLuint depth_blt_texture;
1967 /* Cursor management */
1968 UINT xHotSpot;
1969 UINT yHotSpot;
1970 UINT xScreenSpace;
1971 UINT yScreenSpace;
1972 UINT cursorWidth, cursorHeight;
1973 struct wined3d_texture *cursor_texture;
1974 HCURSOR hardwareCursor;
1976 /* The Wine logo texture */
1977 struct wined3d_texture *logo_texture;
1979 /* Textures for when no other textures are mapped */
1980 UINT dummy_texture_2d[MAX_COMBINED_SAMPLERS];
1981 UINT dummy_texture_rect[MAX_COMBINED_SAMPLERS];
1982 UINT dummy_texture_3d[MAX_COMBINED_SAMPLERS];
1983 UINT dummy_texture_cube[MAX_COMBINED_SAMPLERS];
1985 /* Command stream */
1986 struct wined3d_cs *cs;
1988 /* Context management */
1989 struct wined3d_context **contexts;
1990 UINT context_count;
1993 void device_clear_render_targets(struct wined3d_device *device, UINT rt_count, const struct wined3d_fb_state *fb,
1994 UINT rect_count, const RECT *rects, const RECT *draw_rect, DWORD flags,
1995 const struct wined3d_color *color, float depth, DWORD stencil) DECLSPEC_HIDDEN;
1996 BOOL device_context_add(struct wined3d_device *device, struct wined3d_context *context) DECLSPEC_HIDDEN;
1997 void device_context_remove(struct wined3d_device *device, struct wined3d_context *context) DECLSPEC_HIDDEN;
1998 HRESULT device_init(struct wined3d_device *device, struct wined3d *wined3d,
1999 UINT adapter_idx, enum wined3d_device_type device_type, HWND focus_window, DWORD flags,
2000 BYTE surface_alignment, struct wined3d_device_parent *device_parent) DECLSPEC_HIDDEN;
2001 LRESULT device_process_message(struct wined3d_device *device, HWND window, BOOL unicode,
2002 UINT message, WPARAM wparam, LPARAM lparam, WNDPROC proc) DECLSPEC_HIDDEN;
2003 void device_resource_add(struct wined3d_device *device, struct wined3d_resource *resource) DECLSPEC_HIDDEN;
2004 void device_resource_released(struct wined3d_device *device, struct wined3d_resource *resource) DECLSPEC_HIDDEN;
2005 void device_switch_onscreen_ds(struct wined3d_device *device, struct wined3d_context *context,
2006 struct wined3d_surface *depth_stencil) DECLSPEC_HIDDEN;
2007 void device_invalidate_state(const struct wined3d_device *device, DWORD state) DECLSPEC_HIDDEN;
2009 static inline BOOL isStateDirty(const struct wined3d_context *context, DWORD state)
2011 DWORD idx = state / (sizeof(*context->isStateDirty) * CHAR_BIT);
2012 BYTE shift = state & ((sizeof(*context->isStateDirty) * CHAR_BIT) - 1);
2013 return context->isStateDirty[idx] & (1 << shift);
2016 static inline void context_invalidate_active_texture(struct wined3d_context *context)
2018 DWORD sampler = context->rev_tex_unit_map[context->active_texture];
2019 if (sampler != WINED3D_UNMAPPED_STAGE)
2020 context_invalidate_state(context, STATE_SAMPLER(sampler));
2023 #define WINED3D_RESOURCE_ACCESS_GPU 0x1
2024 #define WINED3D_RESOURCE_ACCESS_CPU 0x2
2026 struct wined3d_resource_ops
2028 ULONG (*resource_incref)(struct wined3d_resource *resource);
2029 ULONG (*resource_decref)(struct wined3d_resource *resource);
2030 void (*resource_unload)(struct wined3d_resource *resource);
2033 struct wined3d_resource
2035 LONG ref;
2036 LONG bind_count;
2037 LONG map_count;
2038 struct wined3d_device *device;
2039 enum wined3d_resource_type type;
2040 const struct wined3d_format *format;
2041 enum wined3d_multisample_type multisample_type;
2042 UINT multisample_quality;
2043 DWORD usage;
2044 enum wined3d_pool pool;
2045 DWORD access_flags;
2046 DWORD draw_binding;
2047 DWORD map_binding;
2048 UINT width;
2049 UINT height;
2050 UINT depth;
2051 UINT size;
2052 DWORD priority;
2053 void *heap_memory;
2054 struct list resource_list_entry;
2056 void *parent;
2057 const struct wined3d_parent_ops *parent_ops;
2058 const struct wined3d_resource_ops *resource_ops;
2061 static inline ULONG wined3d_resource_incref(struct wined3d_resource *resource)
2063 return resource->resource_ops->resource_incref(resource);
2066 static inline ULONG wined3d_resource_decref(struct wined3d_resource *resource)
2068 return resource->resource_ops->resource_decref(resource);
2071 void resource_cleanup(struct wined3d_resource *resource) DECLSPEC_HIDDEN;
2072 HRESULT resource_init(struct wined3d_resource *resource, struct wined3d_device *device,
2073 enum wined3d_resource_type type, const struct wined3d_format *format,
2074 enum wined3d_multisample_type multisample_type, UINT multisample_quality,
2075 DWORD usage, enum wined3d_pool pool, UINT width, UINT height, UINT depth, UINT size,
2076 void *parent, const struct wined3d_parent_ops *parent_ops,
2077 const struct wined3d_resource_ops *resource_ops) DECLSPEC_HIDDEN;
2078 void resource_unload(struct wined3d_resource *resource) DECLSPEC_HIDDEN;
2079 BOOL wined3d_resource_allocate_sysmem(struct wined3d_resource *resource) DECLSPEC_HIDDEN;
2080 void wined3d_resource_free_sysmem(struct wined3d_resource *resource) DECLSPEC_HIDDEN;
2081 GLbitfield wined3d_resource_gl_map_flags(DWORD d3d_flags) DECLSPEC_HIDDEN;
2082 GLenum wined3d_resource_gl_legacy_map_flags(DWORD d3d_flags) DECLSPEC_HIDDEN;
2083 BOOL wined3d_resource_is_offscreen(struct wined3d_resource *resource) DECLSPEC_HIDDEN;
2084 DWORD wined3d_resource_sanitize_map_flags(const struct wined3d_resource *resource, DWORD flags) DECLSPEC_HIDDEN;
2085 void wined3d_resource_update_draw_binding(struct wined3d_resource *resource) DECLSPEC_HIDDEN;
2087 /* Tests show that the start address of resources is 32 byte aligned */
2088 #define RESOURCE_ALIGNMENT 16
2090 enum wined3d_texture_state
2092 WINED3DTEXSTA_ADDRESSU = 0,
2093 WINED3DTEXSTA_ADDRESSV = 1,
2094 WINED3DTEXSTA_ADDRESSW = 2,
2095 WINED3DTEXSTA_BORDERCOLOR = 3,
2096 WINED3DTEXSTA_MAGFILTER = 4,
2097 WINED3DTEXSTA_MINFILTER = 5,
2098 WINED3DTEXSTA_MIPFILTER = 6,
2099 WINED3DTEXSTA_MAXMIPLEVEL = 7,
2100 WINED3DTEXSTA_MAXANISOTROPY = 8,
2101 WINED3DTEXSTA_SRGBTEXTURE = 9,
2102 WINED3DTEXSTA_SHADOW = 10,
2103 MAX_WINETEXTURESTATES = 11,
2106 struct gl_texture
2108 DWORD states[MAX_WINETEXTURESTATES];
2109 GLuint name;
2112 struct wined3d_texture_ops
2114 void (*texture_sub_resource_load)(struct wined3d_resource *sub_resource,
2115 struct wined3d_context *context, BOOL srgb);
2116 void (*texture_sub_resource_add_dirty_region)(struct wined3d_resource *sub_resource,
2117 const struct wined3d_box *dirty_region);
2118 void (*texture_sub_resource_cleanup)(struct wined3d_resource *sub_resource);
2121 #define WINED3D_TEXTURE_COND_NP2 0x00000001
2122 #define WINED3D_TEXTURE_POW2_MAT_IDENT 0x00000002
2123 #define WINED3D_TEXTURE_IS_SRGB 0x00000004
2124 #define WINED3D_TEXTURE_RGB_VALID 0x00000008
2125 #define WINED3D_TEXTURE_SRGB_VALID 0x00000010
2127 struct wined3d_texture
2129 struct wined3d_resource resource;
2130 const struct wined3d_texture_ops *texture_ops;
2131 struct gl_texture texture_rgb, texture_srgb;
2132 struct wined3d_resource **sub_resources;
2133 struct wined3d_swapchain *swapchain;
2134 UINT layer_count;
2135 UINT level_count;
2136 float pow2_matrix[16];
2137 UINT lod;
2138 enum wined3d_texture_filter_type filter_type;
2139 DWORD sampler;
2140 DWORD flags;
2141 const struct min_lookup *min_mip_lookup;
2142 const GLenum *mag_lookup;
2143 GLenum target;
2145 /* Color keys for DDraw */
2146 struct wined3d_color_key dst_blt_color_key;
2147 struct wined3d_color_key src_blt_color_key;
2148 struct wined3d_color_key dst_overlay_color_key;
2149 struct wined3d_color_key src_overlay_color_key;
2150 DWORD color_key_flags;
2153 static inline struct wined3d_texture *wined3d_texture_from_resource(struct wined3d_resource *resource)
2155 return CONTAINING_RECORD(resource, struct wined3d_texture, resource);
2158 static inline struct gl_texture *wined3d_texture_get_gl_texture(struct wined3d_texture *texture,
2159 BOOL srgb)
2161 return srgb ? &texture->texture_srgb : &texture->texture_rgb;
2164 void wined3d_texture_apply_state_changes(struct wined3d_texture *texture,
2165 const DWORD samplerStates[WINED3D_HIGHEST_SAMPLER_STATE + 1],
2166 const struct wined3d_gl_info *gl_info) DECLSPEC_HIDDEN;
2167 void wined3d_texture_bind(struct wined3d_texture *texture,
2168 struct wined3d_context *context, BOOL srgb) DECLSPEC_HIDDEN;
2169 void wined3d_texture_bind_and_dirtify(struct wined3d_texture *texture,
2170 struct wined3d_context *context, BOOL srgb) DECLSPEC_HIDDEN;
2171 void wined3d_texture_load(struct wined3d_texture *texture,
2172 struct wined3d_context *context, BOOL srgb) DECLSPEC_HIDDEN;
2173 void wined3d_texture_set_dirty(struct wined3d_texture *texture) DECLSPEC_HIDDEN;
2174 void wined3d_texture_set_swapchain(struct wined3d_texture *texture,
2175 struct wined3d_swapchain *swapchain) DECLSPEC_HIDDEN;
2177 #define WINED3D_LOCATION_DISCARDED 0x00000001
2178 #define WINED3D_LOCATION_SYSMEM 0x00000002
2179 #define WINED3D_LOCATION_USER_MEMORY 0x00000004
2180 #define WINED3D_LOCATION_DIB 0x00000008
2181 #define WINED3D_LOCATION_BUFFER 0x00000010
2182 #define WINED3D_LOCATION_TEXTURE_RGB 0x00000020
2183 #define WINED3D_LOCATION_TEXTURE_SRGB 0x00000040
2184 #define WINED3D_LOCATION_DRAWABLE 0x00000080
2185 #define WINED3D_LOCATION_RB_MULTISAMPLE 0x00000100
2186 #define WINED3D_LOCATION_RB_RESOLVED 0x00000200
2188 const char *wined3d_debug_location(DWORD location) DECLSPEC_HIDDEN;
2190 struct wined3d_volume
2192 struct wined3d_resource resource;
2193 struct wined3d_texture *container;
2195 DWORD flags, locations;
2196 GLint texture_level;
2197 DWORD download_count;
2198 GLuint pbo;
2201 static inline struct wined3d_volume *volume_from_resource(struct wined3d_resource *resource)
2203 return CONTAINING_RECORD(resource, struct wined3d_volume, resource);
2206 HRESULT wined3d_volume_create(struct wined3d_texture *container, const struct wined3d_resource_desc *desc,
2207 unsigned int level, struct wined3d_volume **volume) DECLSPEC_HIDDEN;
2208 void wined3d_volume_destroy(struct wined3d_volume *volume) DECLSPEC_HIDDEN;
2209 void wined3d_volume_load(struct wined3d_volume *volume, struct wined3d_context *context,
2210 BOOL srgb_mode) DECLSPEC_HIDDEN;
2211 void wined3d_volume_invalidate_location(struct wined3d_volume *volume, DWORD location) DECLSPEC_HIDDEN;
2212 void wined3d_volume_upload_data(struct wined3d_volume *volume, const struct wined3d_context *context,
2213 const struct wined3d_bo_address *data) DECLSPEC_HIDDEN;
2215 struct wined3d_surface_dib
2217 HBITMAP DIBsection;
2218 void *bitmap_data;
2219 UINT bitmap_size;
2222 struct wined3d_renderbuffer_entry
2224 struct list entry;
2225 GLuint id;
2226 UINT width;
2227 UINT height;
2230 struct fbo_entry
2232 struct list entry;
2233 struct wined3d_surface **render_targets;
2234 struct wined3d_surface *depth_stencil;
2235 DWORD location;
2236 DWORD rt_mask;
2237 BOOL attached;
2238 GLuint id;
2241 struct wined3d_surface_ops
2243 HRESULT (*surface_private_setup)(struct wined3d_surface *surface);
2244 void (*surface_unmap)(struct wined3d_surface *surface);
2247 struct wined3d_surface
2249 struct wined3d_resource resource;
2250 const struct wined3d_surface_ops *surface_ops;
2251 struct wined3d_texture *container;
2252 void *user_memory;
2253 DWORD locations;
2255 DWORD flags;
2257 UINT pitch;
2258 UINT pow2Width;
2259 UINT pow2Height;
2261 /* PBO */
2262 GLuint pbo;
2263 GLuint rb_multisample;
2264 GLuint rb_resolved;
2265 GLenum texture_target;
2266 unsigned int texture_level;
2267 unsigned int texture_layer;
2269 RECT lockedRect;
2270 int lockCount;
2272 /* For GetDC */
2273 struct wined3d_surface_dib dib;
2274 HDC hDC;
2276 struct wined3d_color_key gl_color_key;
2278 struct list renderbuffers;
2279 const struct wined3d_renderbuffer_entry *current_renderbuffer;
2280 SIZE ds_current_size;
2282 /* DirectDraw Overlay handling */
2283 RECT overlay_srcrect;
2284 RECT overlay_destrect;
2285 struct wined3d_surface *overlay_dest;
2286 struct list overlays;
2287 struct list overlay_entry;
2290 static inline struct wined3d_surface *surface_from_resource(struct wined3d_resource *resource)
2292 return CONTAINING_RECORD(resource, struct wined3d_surface, resource);
2295 static inline GLuint surface_get_texture_name(const struct wined3d_surface *surface,
2296 const struct wined3d_gl_info *gl_info, BOOL srgb)
2298 return srgb && !gl_info->supported[EXT_TEXTURE_SRGB_DECODE]
2299 ? surface->container->texture_srgb.name : surface->container->texture_rgb.name;
2302 void surface_set_dirty(struct wined3d_surface *surface) DECLSPEC_HIDDEN;
2303 HRESULT surface_color_fill(struct wined3d_surface *s,
2304 const RECT *rect, const struct wined3d_color *color) DECLSPEC_HIDDEN;
2305 GLenum surface_get_gl_buffer(const struct wined3d_surface *surface) DECLSPEC_HIDDEN;
2306 void surface_get_drawable_size(const struct wined3d_surface *surface, const struct wined3d_context *context,
2307 unsigned int *width, unsigned int *height) DECLSPEC_HIDDEN;
2308 void surface_invalidate_location(struct wined3d_surface *surface, DWORD location) DECLSPEC_HIDDEN;
2309 void surface_load(struct wined3d_surface *surface, BOOL srgb) DECLSPEC_HIDDEN;
2310 void surface_load_ds_location(struct wined3d_surface *surface,
2311 struct wined3d_context *context, DWORD location) DECLSPEC_HIDDEN;
2312 void surface_load_fb_texture(struct wined3d_surface *surface, BOOL srgb) DECLSPEC_HIDDEN;
2313 HRESULT surface_load_location(struct wined3d_surface *surface, DWORD location) DECLSPEC_HIDDEN;
2314 void surface_modify_ds_location(struct wined3d_surface *surface, DWORD location, UINT w, UINT h) DECLSPEC_HIDDEN;
2315 void surface_prepare_rb(struct wined3d_surface *surface,
2316 const struct wined3d_gl_info *gl_info, BOOL multisample) DECLSPEC_HIDDEN;
2317 void surface_prepare_texture(struct wined3d_surface *surface,
2318 struct wined3d_context *context, BOOL srgb) DECLSPEC_HIDDEN;
2319 void surface_set_compatible_renderbuffer(struct wined3d_surface *surface,
2320 const struct wined3d_surface *rt) DECLSPEC_HIDDEN;
2321 void surface_set_texture_target(struct wined3d_surface *surface, GLenum target, GLint level) DECLSPEC_HIDDEN;
2322 void surface_translate_drawable_coords(const struct wined3d_surface *surface, HWND window, RECT *rect) DECLSPEC_HIDDEN;
2323 HRESULT wined3d_surface_update_desc(struct wined3d_surface *surface,
2324 const struct wined3d_gl_info *gl_info, void *mem, unsigned int pitch) DECLSPEC_HIDDEN;
2325 HRESULT surface_upload_from_surface(struct wined3d_surface *dst_surface, const POINT *dst_point,
2326 struct wined3d_surface *src_surface, const RECT *src_rect) DECLSPEC_HIDDEN;
2327 void surface_validate_location(struct wined3d_surface *surface, DWORD location) DECLSPEC_HIDDEN;
2328 HRESULT wined3d_surface_create(struct wined3d_texture *container, const struct wined3d_resource_desc *desc,
2329 GLenum target, unsigned int level, unsigned int layer, DWORD flags,
2330 struct wined3d_surface **surface) DECLSPEC_HIDDEN;
2331 void wined3d_surface_destroy(struct wined3d_surface *surface) DECLSPEC_HIDDEN;
2332 void surface_prepare_map_memory(struct wined3d_surface *surface) DECLSPEC_HIDDEN;
2334 void draw_textured_quad(const struct wined3d_surface *src_surface, struct wined3d_context *context,
2335 const RECT *src_rect, const RECT *dst_rect, enum wined3d_texture_filter_type filter) DECLSPEC_HIDDEN;
2336 void flip_surface(struct wined3d_surface *front, struct wined3d_surface *back) DECLSPEC_HIDDEN;
2338 /* Surface flags: */
2339 #define SFLAG_CONVERTED 0x00000001 /* Converted for color keying or palettized. */
2340 #define SFLAG_DISCARD 0x00000002 /* ??? */
2341 #define SFLAG_NONPOW2 0x00000004 /* Surface sizes are not a power of 2 */
2342 #define SFLAG_NORMCOORD 0x00000008 /* Set if GL texture coordinates are normalized (non-texture rectangle). */
2343 #define SFLAG_DYNLOCK 0x00000010 /* Surface is often locked by the application. */
2344 #define SFLAG_PIN_SYSMEM 0x00000020 /* Keep the surface in sysmem, at the same address. */
2345 #define SFLAG_DCINUSE 0x00000040 /* Set between GetDC and ReleaseDC calls. */
2346 #define SFLAG_LOST 0x00000080 /* Surface lost flag for ddraw. */
2347 #define SFLAG_GLCKEY 0x00000100 /* The GL texture was created with a color key. */
2348 #define SFLAG_CLIENT 0x00000200 /* GL_APPLE_client_storage is used with this surface. */
2349 #define SFLAG_DIBSECTION 0x00000400 /* Has a DIB section attached for GetDC. */
2350 #define SFLAG_ALLOCATED 0x00000800 /* A GL texture is allocated for this surface. */
2351 #define SFLAG_SRGBALLOCATED 0x00001000 /* A sRGB GL texture is allocated for this surface. */
2353 /* In some conditions the surface memory must not be freed:
2354 * SFLAG_CONVERTED: Converting the data back would take too long
2355 * SFLAG_DYNLOCK: Avoid freeing the data for performance
2356 * SFLAG_CLIENT: OpenGL uses our memory as backup
2358 #define SFLAG_DONOTFREE (SFLAG_CONVERTED | \
2359 SFLAG_DYNLOCK | \
2360 SFLAG_CLIENT | \
2361 SFLAG_PIN_SYSMEM)
2363 enum wined3d_conversion_type
2365 WINED3D_CT_NONE,
2366 WINED3D_CT_PALETTED,
2367 WINED3D_CT_CK_565,
2368 WINED3D_CT_CK_5551,
2369 WINED3D_CT_CK_RGB24,
2370 WINED3D_CT_RGB32_888,
2371 WINED3D_CT_CK_ARGB32,
2374 struct wined3d_sampler
2376 LONG refcount;
2377 void *parent;
2380 struct wined3d_vertex_declaration_element
2382 const struct wined3d_format *format;
2383 BOOL ffp_valid;
2384 WORD input_slot;
2385 WORD offset;
2386 UINT output_slot;
2387 BYTE method;
2388 BYTE usage;
2389 BYTE usage_idx;
2392 struct wined3d_vertex_declaration
2394 LONG ref;
2395 void *parent;
2396 const struct wined3d_parent_ops *parent_ops;
2397 struct wined3d_device *device;
2399 struct wined3d_vertex_declaration_element *elements;
2400 UINT element_count;
2402 BOOL position_transformed;
2403 BOOL half_float_conv_needed;
2406 struct wined3d_saved_states
2408 DWORD transform[(HIGHEST_TRANSFORMSTATE >> 5) + 1];
2409 WORD streamSource; /* MAX_STREAMS, 16 */
2410 WORD streamFreq; /* MAX_STREAMS, 16 */
2411 DWORD renderState[(WINEHIGHEST_RENDER_STATE >> 5) + 1];
2412 DWORD textureState[MAX_TEXTURES]; /* WINED3D_HIGHEST_TEXTURE_STATE + 1, 18 */
2413 WORD samplerState[MAX_COMBINED_SAMPLERS]; /* WINED3D_HIGHEST_SAMPLER_STATE + 1, 14 */
2414 DWORD clipplane; /* WINED3DMAXUSERCLIPPLANES, 32 */
2415 WORD pixelShaderConstantsB; /* MAX_CONST_B, 16 */
2416 WORD pixelShaderConstantsI; /* MAX_CONST_I, 16 */
2417 BOOL *pixelShaderConstantsF;
2418 WORD vertexShaderConstantsB; /* MAX_CONST_B, 16 */
2419 WORD vertexShaderConstantsI; /* MAX_CONST_I, 16 */
2420 BOOL *vertexShaderConstantsF;
2421 DWORD textures : 20; /* MAX_COMBINED_SAMPLERS, 20 */
2422 DWORD primitive_type : 1;
2423 DWORD indices : 1;
2424 DWORD material : 1;
2425 DWORD viewport : 1;
2426 DWORD vertexDecl : 1;
2427 DWORD pixelShader : 1;
2428 DWORD vertexShader : 1;
2429 DWORD scissorRect : 1;
2430 DWORD padding : 4;
2433 struct StageState {
2434 DWORD stage;
2435 DWORD state;
2438 struct wined3d_stateblock
2440 LONG ref; /* Note: Ref counting not required */
2441 struct wined3d_device *device;
2443 /* Array indicating whether things have been set or changed */
2444 struct wined3d_saved_states changed;
2445 struct wined3d_state state;
2447 /* Contained state management */
2448 DWORD contained_render_states[WINEHIGHEST_RENDER_STATE + 1];
2449 unsigned int num_contained_render_states;
2450 DWORD contained_transform_states[HIGHEST_TRANSFORMSTATE + 1];
2451 unsigned int num_contained_transform_states;
2452 DWORD contained_vs_consts_i[MAX_CONST_I];
2453 unsigned int num_contained_vs_consts_i;
2454 DWORD contained_vs_consts_b[MAX_CONST_B];
2455 unsigned int num_contained_vs_consts_b;
2456 DWORD *contained_vs_consts_f;
2457 unsigned int num_contained_vs_consts_f;
2458 DWORD contained_ps_consts_i[MAX_CONST_I];
2459 unsigned int num_contained_ps_consts_i;
2460 DWORD contained_ps_consts_b[MAX_CONST_B];
2461 unsigned int num_contained_ps_consts_b;
2462 DWORD *contained_ps_consts_f;
2463 unsigned int num_contained_ps_consts_f;
2464 struct StageState contained_tss_states[MAX_TEXTURES * (WINED3D_HIGHEST_TEXTURE_STATE + 1)];
2465 unsigned int num_contained_tss_states;
2466 struct StageState contained_sampler_states[MAX_COMBINED_SAMPLERS * WINED3D_HIGHEST_SAMPLER_STATE];
2467 unsigned int num_contained_sampler_states;
2470 void stateblock_init_contained_states(struct wined3d_stateblock *stateblock) DECLSPEC_HIDDEN;
2472 void state_cleanup(struct wined3d_state *state) DECLSPEC_HIDDEN;
2473 HRESULT state_init(struct wined3d_state *state, struct wined3d_fb_state *fb,
2474 const struct wined3d_gl_info *gl_info, const struct wined3d_d3d_info *d3d_info,
2475 DWORD flags) DECLSPEC_HIDDEN;
2476 void state_unbind_resources(struct wined3d_state *state) DECLSPEC_HIDDEN;
2478 struct wined3d_cs_ops
2480 void *(*require_space)(struct wined3d_cs *cs, size_t size);
2481 void (*submit)(struct wined3d_cs *cs);
2484 struct wined3d_cs
2486 const struct wined3d_cs_ops *ops;
2487 struct wined3d_device *device;
2488 struct wined3d_fb_state fb;
2489 struct wined3d_state state;
2491 size_t data_size;
2492 void *data;
2495 struct wined3d_cs *wined3d_cs_create(struct wined3d_device *device) DECLSPEC_HIDDEN;
2496 void wined3d_cs_destroy(struct wined3d_cs *cs) DECLSPEC_HIDDEN;
2498 void wined3d_cs_emit_clear(struct wined3d_cs *cs, DWORD rect_count, const RECT *rects,
2499 DWORD flags, const struct wined3d_color *color, float depth, DWORD stencil) DECLSPEC_HIDDEN;
2500 void wined3d_cs_emit_draw(struct wined3d_cs *cs, UINT start_idx, UINT index_count,
2501 UINT start_instance, UINT instance_count, BOOL indexed) DECLSPEC_HIDDEN;
2502 void wined3d_cs_emit_present(struct wined3d_cs *cs, struct wined3d_swapchain *swapchain,
2503 const RECT *src_rect, const RECT *dst_rect, HWND dst_window_override,
2504 const RGNDATA *dirty_region, DWORD flags) DECLSPEC_HIDDEN;
2505 void wined3d_cs_emit_reset_state(struct wined3d_cs *cs) DECLSPEC_HIDDEN;
2506 void wined3d_cs_emit_set_clip_plane(struct wined3d_cs *cs, UINT plane_idx,
2507 const struct wined3d_vec4 *plane) DECLSPEC_HIDDEN;
2508 void wined3d_cs_emit_set_constant_buffer(struct wined3d_cs *cs, enum wined3d_shader_type type,
2509 UINT cb_idx, struct wined3d_buffer *buffer) DECLSPEC_HIDDEN;
2510 void wined3d_cs_emit_set_depth_stencil_view(struct wined3d_cs *cs,
2511 struct wined3d_rendertarget_view *view) DECLSPEC_HIDDEN;
2512 void wined3d_cs_emit_set_index_buffer(struct wined3d_cs *cs, struct wined3d_buffer *buffer,
2513 enum wined3d_format_id format_id) DECLSPEC_HIDDEN;
2514 void wined3d_cs_emit_set_material(struct wined3d_cs *cs, const struct wined3d_material *material) DECLSPEC_HIDDEN;
2515 void wined3d_cs_emit_set_predication(struct wined3d_cs *cs,
2516 struct wined3d_query *predicate, BOOL value) DECLSPEC_HIDDEN;
2517 void wined3d_cs_emit_set_render_state(struct wined3d_cs *cs,
2518 enum wined3d_render_state state, DWORD value) DECLSPEC_HIDDEN;
2519 void wined3d_cs_emit_set_rendertarget_view(struct wined3d_cs *cs, unsigned int view_idx,
2520 struct wined3d_rendertarget_view *view) DECLSPEC_HIDDEN;
2521 void wined3d_cs_emit_set_shader_resource_view(struct wined3d_cs *cs, enum wined3d_shader_type type,
2522 UINT view_idx, struct wined3d_shader_resource_view *view) DECLSPEC_HIDDEN;
2523 void wined3d_cs_emit_set_sampler(struct wined3d_cs *cs, enum wined3d_shader_type type,
2524 UINT sampler_idx, struct wined3d_sampler *sampler) DECLSPEC_HIDDEN;
2525 void wined3d_cs_emit_set_sampler_state(struct wined3d_cs *cs, UINT sampler_idx,
2526 enum wined3d_sampler_state state, DWORD value) DECLSPEC_HIDDEN;
2527 void wined3d_cs_emit_set_scissor_rect(struct wined3d_cs *cs, const RECT *rect) DECLSPEC_HIDDEN;
2528 void wined3d_cs_emit_set_shader(struct wined3d_cs *cs, enum wined3d_shader_type type,
2529 struct wined3d_shader *shader) DECLSPEC_HIDDEN;
2530 void wined3d_cs_emit_set_stream_output(struct wined3d_cs *cs, UINT stream_idx,
2531 struct wined3d_buffer *buffer, UINT offset) DECLSPEC_HIDDEN;
2532 void wined3d_cs_emit_set_stream_source(struct wined3d_cs *cs, UINT stream_idx,
2533 struct wined3d_buffer *buffer, UINT offset, UINT stride) DECLSPEC_HIDDEN;
2534 void wined3d_cs_emit_set_stream_source_freq(struct wined3d_cs *cs, UINT stream_idx,
2535 UINT frequency, UINT flags) DECLSPEC_HIDDEN;
2536 void wined3d_cs_emit_set_texture(struct wined3d_cs *cs, UINT stage, struct wined3d_texture *texture) DECLSPEC_HIDDEN;
2537 void wined3d_cs_emit_set_texture_state(struct wined3d_cs *cs, UINT stage,
2538 enum wined3d_texture_stage_state state, DWORD value) DECLSPEC_HIDDEN;
2539 void wined3d_cs_emit_set_transform(struct wined3d_cs *cs, enum wined3d_transform_state state,
2540 const struct wined3d_matrix *matrix) DECLSPEC_HIDDEN;
2541 void wined3d_cs_emit_set_vertex_declaration(struct wined3d_cs *cs,
2542 struct wined3d_vertex_declaration *declaration) DECLSPEC_HIDDEN;
2543 void wined3d_cs_emit_set_viewport(struct wined3d_cs *cs, const struct wined3d_viewport *viewport) DECLSPEC_HIDDEN;
2545 /* Direct3D terminology with little modifications. We do not have an issued state
2546 * because only the driver knows about it, but we have a created state because d3d
2547 * allows GetData on a created issue, but opengl doesn't
2549 enum query_state {
2550 QUERY_CREATED,
2551 QUERY_SIGNALLED,
2552 QUERY_BUILDING
2555 struct wined3d_query_ops
2557 HRESULT (*query_get_data)(struct wined3d_query *query, void *data, DWORD data_size, DWORD flags);
2558 HRESULT (*query_issue)(struct wined3d_query *query, DWORD flags);
2561 struct wined3d_query
2563 LONG ref;
2565 void *parent;
2566 const struct wined3d_query_ops *query_ops;
2567 struct wined3d_device *device;
2568 enum query_state state;
2569 enum wined3d_query_type type;
2570 DWORD data_size;
2571 void *extendedData;
2574 /* TODO: Add tests and support for FLOAT16_4 POSITIONT, D3DCOLOR position, other
2575 * fixed function semantics as D3DCOLOR or FLOAT16 */
2576 enum wined3d_buffer_conversion_type
2578 CONV_NONE,
2579 CONV_D3DCOLOR,
2580 CONV_POSITIONT,
2583 struct wined3d_map_range
2585 UINT offset;
2586 UINT size;
2589 struct wined3d_buffer
2591 struct wined3d_resource resource;
2593 struct wined3d_buffer_desc desc;
2595 GLuint buffer_object;
2596 GLenum buffer_object_usage;
2597 GLenum buffer_type_hint;
2598 DWORD flags;
2599 void *map_ptr;
2601 struct wined3d_map_range *maps;
2602 ULONG maps_size, modified_areas;
2603 struct wined3d_event_query *query;
2605 /* conversion stuff */
2606 UINT decl_change_count, full_conversion_count;
2607 UINT draw_count;
2608 UINT stride; /* 0 if no conversion */
2609 UINT conversion_stride; /* 0 if no shifted conversion */
2610 enum wined3d_buffer_conversion_type *conversion_map; /* NULL if no conversion */
2613 static inline struct wined3d_buffer *buffer_from_resource(struct wined3d_resource *resource)
2615 return CONTAINING_RECORD(resource, struct wined3d_buffer, resource);
2618 void buffer_get_memory(struct wined3d_buffer *buffer, struct wined3d_context *context,
2619 struct wined3d_bo_address *data) DECLSPEC_HIDDEN;
2620 BYTE *buffer_get_sysmem(struct wined3d_buffer *This, struct wined3d_context *context) DECLSPEC_HIDDEN;
2621 void buffer_internal_preload(struct wined3d_buffer *buffer, struct wined3d_context *context,
2622 const struct wined3d_state *state) DECLSPEC_HIDDEN;
2623 void buffer_mark_used(struct wined3d_buffer *buffer) DECLSPEC_HIDDEN;
2625 struct wined3d_rendertarget_view
2627 LONG refcount;
2629 struct wined3d_resource *resource;
2630 void *parent;
2631 const struct wined3d_parent_ops *parent_ops;
2633 const struct wined3d_format *format;
2634 unsigned int sub_resource_idx;
2635 unsigned int buffer_offset;
2637 unsigned int width;
2638 unsigned int height;
2639 unsigned int depth;
2642 static inline struct wined3d_surface *wined3d_rendertarget_view_get_surface(
2643 const struct wined3d_rendertarget_view *view)
2645 struct wined3d_resource *resource;
2646 struct wined3d_texture *texture;
2648 if (!view)
2649 return NULL;
2651 if (view->resource->type != WINED3D_RTYPE_TEXTURE && view->resource->type != WINED3D_RTYPE_CUBE_TEXTURE)
2652 return NULL;
2654 texture = wined3d_texture_from_resource(view->resource);
2655 if (!(resource = wined3d_texture_get_sub_resource(texture, view->sub_resource_idx)))
2656 return NULL;
2658 return surface_from_resource(resource);
2661 struct wined3d_shader_resource_view
2663 LONG refcount;
2665 void *parent;
2666 const struct wined3d_parent_ops *parent_ops;
2669 struct wined3d_swapchain_ops
2671 void (*swapchain_present)(struct wined3d_swapchain *swapchain, const RECT *src_rect,
2672 const RECT *dst_rect, const RGNDATA *dirty_region, DWORD flags);
2675 struct wined3d_swapchain
2677 LONG ref;
2678 void *parent;
2679 const struct wined3d_parent_ops *parent_ops;
2680 const struct wined3d_swapchain_ops *swapchain_ops;
2681 struct wined3d_device *device;
2683 struct wined3d_texture **back_buffers;
2684 struct wined3d_texture *front_buffer;
2685 struct wined3d_swapchain_desc desc;
2686 struct wined3d_display_mode original_mode;
2687 struct wined3d_gamma_ramp orig_gamma;
2688 BOOL render_to_fbo;
2689 const struct wined3d_format *ds_format;
2690 struct wined3d_palette *palette;
2692 LONG prev_time, frames; /* Performance tracking */
2694 struct wined3d_context **context;
2695 unsigned int num_contexts;
2697 HWND win_handle;
2698 HWND device_window;
2700 HDC backup_dc;
2701 HWND backup_wnd;
2704 void x11_copy_to_screen(const struct wined3d_swapchain *swapchain, const RECT *rect) DECLSPEC_HIDDEN;
2706 struct wined3d_context *swapchain_get_context(struct wined3d_swapchain *swapchain) DECLSPEC_HIDDEN;
2707 void swapchain_destroy_contexts(struct wined3d_swapchain *swapchain) DECLSPEC_HIDDEN;
2708 HDC swapchain_get_backup_dc(struct wined3d_swapchain *swapchain) DECLSPEC_HIDDEN;
2709 void swapchain_update_draw_bindings(struct wined3d_swapchain *swapchain) DECLSPEC_HIDDEN;
2710 void swapchain_update_render_to_fbo(struct wined3d_swapchain *swapchain) DECLSPEC_HIDDEN;
2712 /*****************************************************************************
2713 * Utility function prototypes
2716 /* Trace routines */
2717 const char *debug_d3dformat(enum wined3d_format_id format_id) DECLSPEC_HIDDEN;
2718 const char *debug_d3ddevicetype(enum wined3d_device_type device_type) DECLSPEC_HIDDEN;
2719 const char *debug_d3dresourcetype(enum wined3d_resource_type resource_type) DECLSPEC_HIDDEN;
2720 const char *debug_d3dusage(DWORD usage) DECLSPEC_HIDDEN;
2721 const char *debug_d3dusagequery(DWORD usagequery) DECLSPEC_HIDDEN;
2722 const char *debug_d3ddeclmethod(enum wined3d_decl_method method) DECLSPEC_HIDDEN;
2723 const char *debug_d3ddeclusage(enum wined3d_decl_usage usage) DECLSPEC_HIDDEN;
2724 const char *debug_d3dprimitivetype(enum wined3d_primitive_type primitive_type) DECLSPEC_HIDDEN;
2725 const char *debug_d3drenderstate(enum wined3d_render_state state) DECLSPEC_HIDDEN;
2726 const char *debug_d3dsamplerstate(enum wined3d_sampler_state state) DECLSPEC_HIDDEN;
2727 const char *debug_d3dstate(DWORD state) DECLSPEC_HIDDEN;
2728 const char *debug_d3dtexturefiltertype(enum wined3d_texture_filter_type filter_type) DECLSPEC_HIDDEN;
2729 const char *debug_d3dtexturestate(enum wined3d_texture_stage_state state) DECLSPEC_HIDDEN;
2730 const char *debug_d3dtstype(enum wined3d_transform_state tstype) DECLSPEC_HIDDEN;
2731 const char *debug_d3dpool(enum wined3d_pool pool) DECLSPEC_HIDDEN;
2732 const char *debug_fbostatus(GLenum status) DECLSPEC_HIDDEN;
2733 const char *debug_glerror(GLenum error) DECLSPEC_HIDDEN;
2734 const char *debug_d3dtop(enum wined3d_texture_op d3dtop) DECLSPEC_HIDDEN;
2735 void dump_color_fixup_desc(struct color_fixup_desc fixup) DECLSPEC_HIDDEN;
2737 BOOL is_invalid_op(const struct wined3d_state *state, int stage,
2738 enum wined3d_texture_op op, DWORD arg1, DWORD arg2, DWORD arg3) DECLSPEC_HIDDEN;
2739 void set_tex_op_nvrc(const struct wined3d_gl_info *gl_info, const struct wined3d_state *state,
2740 BOOL is_alpha, int stage, enum wined3d_texture_op op, DWORD arg1, DWORD arg2, DWORD arg3,
2741 INT texture_idx, DWORD dst) DECLSPEC_HIDDEN;
2742 void set_texture_matrix(const struct wined3d_gl_info *gl_info, const float *smat, DWORD flags,
2743 BOOL calculatedCoords, BOOL transformed, enum wined3d_format_id coordtype,
2744 BOOL ffp_can_disable_proj) DECLSPEC_HIDDEN;
2745 void texture_activate_dimensions(const struct wined3d_texture *texture,
2746 const struct wined3d_gl_info *gl_info) DECLSPEC_HIDDEN;
2747 void sampler_texdim(struct wined3d_context *context,
2748 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
2749 void tex_alphaop(struct wined3d_context *context,
2750 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
2751 void apply_pixelshader(struct wined3d_context *context,
2752 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
2753 void state_fogcolor(struct wined3d_context *context,
2754 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
2755 void state_fogdensity(struct wined3d_context *context,
2756 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
2757 void state_fogstartend(struct wined3d_context *context,
2758 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
2759 void state_fog_fragpart(struct wined3d_context *context,
2760 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
2761 void state_srgbwrite(struct wined3d_context *context,
2762 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
2764 void sampler_texmatrix(struct wined3d_context *context,
2765 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
2766 void state_specularenable(struct wined3d_context *context,
2767 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
2768 void transform_world(struct wined3d_context *context,
2769 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
2770 void transform_view(struct wined3d_context *context,
2771 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
2772 void transform_projection(struct wined3d_context *context,
2773 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
2774 void transform_texture(struct wined3d_context *context,
2775 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
2776 void state_ambient(struct wined3d_context *context,
2777 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
2778 void viewport_vertexpart(struct wined3d_context *context,
2779 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
2780 void state_clipping(struct wined3d_context *context,
2781 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
2782 void light(struct wined3d_context *context,
2783 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
2784 void vertexdeclaration(struct wined3d_context *context,
2785 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
2786 void clipplane(struct wined3d_context *context,
2787 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
2788 void state_psizemin_w(struct wined3d_context *context,
2789 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
2790 void state_psizemin_ext(struct wined3d_context *context,
2791 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
2792 void state_psizemin_arb(struct wined3d_context *context,
2793 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
2794 void state_pointsprite_w(struct wined3d_context *context,
2795 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
2796 void state_pointsprite(struct wined3d_context *context,
2797 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
2798 void state_pscale(struct wined3d_context *context,
2799 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
2801 BOOL getColorBits(const struct wined3d_format *format,
2802 BYTE *redSize, BYTE *greenSize, BYTE *blueSize, BYTE *alphaSize, BYTE *totalSize) DECLSPEC_HIDDEN;
2803 BOOL getDepthStencilBits(const struct wined3d_format *format,
2804 BYTE *depthSize, BYTE *stencilSize) DECLSPEC_HIDDEN;
2805 GLenum gl_primitive_type_from_d3d(enum wined3d_primitive_type primitive_type) DECLSPEC_HIDDEN;
2807 /* Math utils */
2808 void multiply_matrix(struct wined3d_matrix *dest, const struct wined3d_matrix *src1,
2809 const struct wined3d_matrix *src2) DECLSPEC_HIDDEN;
2810 UINT wined3d_log2i(UINT32 x) DECLSPEC_HIDDEN;
2811 unsigned int count_bits(unsigned int mask) DECLSPEC_HIDDEN;
2813 void wined3d_release_dc(HWND window, HDC dc) DECLSPEC_HIDDEN;
2815 struct wined3d_shader_lconst
2817 struct list entry;
2818 unsigned int idx;
2819 DWORD value[4];
2822 struct wined3d_shader_limits
2824 unsigned int sampler;
2825 unsigned int constant_int;
2826 unsigned int constant_float;
2827 unsigned int constant_bool;
2828 unsigned int packed_output;
2829 unsigned int packed_input;
2832 #ifdef __GNUC__
2833 #define PRINTF_ATTR(fmt,args) __attribute__((format (printf,fmt,args)))
2834 #else
2835 #define PRINTF_ATTR(fmt,args)
2836 #endif
2838 /* Base Shader utility functions. */
2839 int shader_addline(struct wined3d_shader_buffer *buffer, const char *fmt, ...) PRINTF_ATTR(2,3) DECLSPEC_HIDDEN;
2840 int shader_vaddline(struct wined3d_shader_buffer *buffer, const char *fmt, va_list args) DECLSPEC_HIDDEN;
2842 /* Vertex shader utility functions */
2843 BOOL vshader_get_input(const struct wined3d_shader *shader,
2844 BYTE usage_req, BYTE usage_idx_req, unsigned int *regnum) DECLSPEC_HIDDEN;
2846 struct wined3d_vertex_shader
2848 struct wined3d_shader_attribute attributes[MAX_ATTRIBS];
2851 struct wined3d_geometry_shader
2853 enum wined3d_primitive_type input_type;
2854 enum wined3d_primitive_type output_type;
2855 UINT vertices_out;
2858 struct wined3d_pixel_shader
2860 /* Pixel shader input semantics */
2861 DWORD input_reg_map[MAX_REG_INPUT];
2862 BOOL input_reg_used[MAX_REG_INPUT];
2863 unsigned int declared_in_count;
2865 /* Some information about the shader behavior */
2866 BOOL color0_mov;
2867 DWORD color0_reg;
2870 struct wined3d_shader
2872 LONG ref;
2873 struct wined3d_shader_limits limits;
2874 DWORD *function;
2875 UINT functionLength;
2876 BOOL load_local_constsF;
2877 const struct wined3d_shader_frontend *frontend;
2878 void *frontend_data;
2879 void *backend_data;
2881 void *parent;
2882 const struct wined3d_parent_ops *parent_ops;
2884 /* Programs this shader is linked with */
2885 struct list linked_programs;
2887 /* Immediate constants (override global ones) */
2888 struct list constantsB;
2889 struct list constantsF;
2890 struct list constantsI;
2891 struct wined3d_shader_reg_maps reg_maps;
2892 BOOL lconst_inf_or_nan;
2894 struct wined3d_shader_signature_element input_signature[max(MAX_ATTRIBS, MAX_REG_INPUT)];
2895 struct wined3d_shader_signature_element output_signature[MAX_REG_OUTPUT];
2897 /* Pointer to the parent device */
2898 struct wined3d_device *device;
2899 struct list shader_list_entry;
2901 union
2903 struct wined3d_vertex_shader vs;
2904 struct wined3d_geometry_shader gs;
2905 struct wined3d_pixel_shader ps;
2906 } u;
2909 void pixelshader_update_samplers(struct wined3d_shader *shader, WORD tex_types) DECLSPEC_HIDDEN;
2910 void find_ps_compile_args(const struct wined3d_state *state, const struct wined3d_shader *shader,
2911 BOOL position_transformed, struct ps_compile_args *args,
2912 const struct wined3d_gl_info *gl_info) DECLSPEC_HIDDEN;
2914 void find_vs_compile_args(const struct wined3d_state *state, const struct wined3d_shader *shader,
2915 WORD swizzle_map, struct vs_compile_args *args) DECLSPEC_HIDDEN;
2917 void shader_buffer_clear(struct wined3d_shader_buffer *buffer) DECLSPEC_HIDDEN;
2918 BOOL shader_buffer_init(struct wined3d_shader_buffer *buffer) DECLSPEC_HIDDEN;
2919 void shader_buffer_free(struct wined3d_shader_buffer *buffer) DECLSPEC_HIDDEN;
2920 void shader_dump_src_param(const struct wined3d_shader_src_param *param,
2921 const struct wined3d_shader_version *shader_version) DECLSPEC_HIDDEN;
2922 void shader_dump_dst_param(const struct wined3d_shader_dst_param *param,
2923 const struct wined3d_shader_version *shader_version) DECLSPEC_HIDDEN;
2924 unsigned int shader_find_free_input_register(const struct wined3d_shader_reg_maps *reg_maps,
2925 unsigned int max) DECLSPEC_HIDDEN;
2926 void shader_generate_main(const struct wined3d_shader *shader, struct wined3d_shader_buffer *buffer,
2927 const struct wined3d_shader_reg_maps *reg_maps, const DWORD *byte_code, void *backend_ctx) DECLSPEC_HIDDEN;
2928 BOOL shader_match_semantic(const char *semantic_name, enum wined3d_decl_usage usage) DECLSPEC_HIDDEN;
2930 static inline BOOL shader_is_scalar(const struct wined3d_shader_register *reg)
2932 switch (reg->type)
2934 case WINED3DSPR_RASTOUT:
2935 /* oFog & oPts */
2936 if (reg->idx[0].offset)
2937 return TRUE;
2938 /* oPos */
2939 return FALSE;
2941 case WINED3DSPR_DEPTHOUT: /* oDepth */
2942 case WINED3DSPR_CONSTBOOL: /* b# */
2943 case WINED3DSPR_LOOP: /* aL */
2944 case WINED3DSPR_PREDICATE: /* p0 */
2945 case WINED3DSPR_PRIMID: /* primID */
2946 return TRUE;
2948 case WINED3DSPR_MISCTYPE:
2949 switch (reg->idx[0].offset)
2951 case 0: /* vPos */
2952 return FALSE;
2953 case 1: /* vFace */
2954 return TRUE;
2955 default:
2956 return FALSE;
2959 case WINED3DSPR_IMMCONST:
2960 return reg->immconst_type == WINED3D_IMMCONST_SCALAR;
2962 default:
2963 return FALSE;
2967 static inline void shader_get_position_fixup(const struct wined3d_context *context,
2968 const struct wined3d_state *state, float *position_fixup)
2970 position_fixup[0] = 1.0f;
2971 position_fixup[1] = 1.0f;
2972 position_fixup[2] = (63.0f / 64.0f) / state->viewport.width;
2973 position_fixup[3] = -(63.0f / 64.0f) / state->viewport.height;
2975 if (context->render_offscreen)
2977 position_fixup[1] *= -1.0f;
2978 position_fixup[3] *= -1.0f;
2982 static inline BOOL shader_constant_is_local(const struct wined3d_shader *shader, DWORD reg)
2984 struct wined3d_shader_lconst *lconst;
2986 if (shader->load_local_constsF)
2987 return FALSE;
2989 LIST_FOR_EACH_ENTRY(lconst, &shader->constantsF, struct wined3d_shader_lconst, entry)
2991 if (lconst->idx == reg)
2992 return TRUE;
2995 return FALSE;
2998 /* Using additional shader constants (uniforms in GLSL / program environment
2999 * or local parameters in ARB) is costly:
3000 * ARB only knows float4 parameters and GLSL compiler are not really smart
3001 * when it comes to efficiently pack float2 uniforms, so no space is wasted
3002 * (in fact most compilers map a float2 to a full float4 uniform).
3004 * For NP2 texcoord fixup we only need 2 floats (width and height) for each
3005 * 2D texture used in the shader. We therefore pack fixup info for 2 textures
3006 * into a single shader constant (uniform / program parameter).
3008 * This structure is shared between the GLSL and the ARB backend.*/
3009 struct ps_np2fixup_info {
3010 unsigned char idx[MAX_FRAGMENT_SAMPLERS]; /* indices to the real constant */
3011 WORD active; /* bitfield indicating if we can apply the fixup */
3012 WORD num_consts;
3015 struct wined3d_palette
3017 LONG ref;
3018 struct wined3d_device *device;
3020 unsigned int size;
3021 RGBQUAD colors[256];
3022 DWORD flags;
3025 /* DirectDraw utility functions */
3026 extern enum wined3d_format_id pixelformat_for_depth(DWORD depth) DECLSPEC_HIDDEN;
3028 /*****************************************************************************
3029 * Pixel format management
3032 /* WineD3D pixel format flags */
3033 #define WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING 0x00000001
3034 #define WINED3DFMT_FLAG_FILTERING 0x00000002
3035 #define WINED3DFMT_FLAG_DEPTH 0x00000004
3036 #define WINED3DFMT_FLAG_STENCIL 0x00000008
3037 #define WINED3DFMT_FLAG_RENDERTARGET 0x00000010
3038 #define WINED3DFMT_FLAG_FBO_ATTACHABLE 0x00000040
3039 #define WINED3DFMT_FLAG_FBO_ATTACHABLE_SRGB 0x00000080
3040 #define WINED3DFMT_FLAG_GETDC 0x00000100
3041 #define WINED3DFMT_FLAG_FLOAT 0x00000200
3042 #define WINED3DFMT_FLAG_BUMPMAP 0x00000400
3043 #define WINED3DFMT_FLAG_SRGB_READ 0x00000800
3044 #define WINED3DFMT_FLAG_SRGB_WRITE 0x00001000
3045 #define WINED3DFMT_FLAG_VTF 0x00002000
3046 #define WINED3DFMT_FLAG_SHADOW 0x00004000
3047 #define WINED3DFMT_FLAG_COMPRESSED 0x00008000
3048 #define WINED3DFMT_FLAG_BROKEN_PITCH 0x00010000
3049 #define WINED3DFMT_FLAG_BLOCKS 0x00020000
3050 #define WINED3DFMT_FLAG_HEIGHT_SCALE 0x00040000
3051 #define WINED3DFMT_FLAG_TEXTURE 0x00080000
3052 #define WINED3DFMT_FLAG_BLOCKS_NO_VERIFY 0x00100000
3054 struct wined3d_rational
3056 UINT numerator;
3057 UINT denominator;
3060 struct wined3d_format
3062 enum wined3d_format_id id;
3064 DWORD red_size;
3065 DWORD green_size;
3066 DWORD blue_size;
3067 DWORD alpha_size;
3068 DWORD red_offset;
3069 DWORD green_offset;
3070 DWORD blue_offset;
3071 DWORD alpha_offset;
3072 UINT byte_count;
3073 BYTE depth_size;
3074 BYTE stencil_size;
3076 UINT block_width;
3077 UINT block_height;
3078 UINT block_byte_count;
3080 enum wined3d_ffp_emit_idx emit_idx;
3081 GLint component_count;
3082 GLenum gl_vtx_type;
3083 GLint gl_vtx_format;
3084 GLboolean gl_normalized;
3085 unsigned int component_size;
3087 GLint glInternal;
3088 GLint glGammaInternal;
3089 GLint rtInternal;
3090 GLint glFormat;
3091 GLint glType;
3092 UINT conv_byte_count;
3093 unsigned int flags;
3094 struct wined3d_rational height_scale;
3095 struct color_fixup_desc color_fixup;
3096 void (*convert)(const BYTE *src, BYTE *dst, UINT src_row_pitch, UINT src_slice_pitch,
3097 UINT dst_row_pitch, UINT dst_slice_pitch, UINT width, UINT height, UINT depth);
3100 const struct wined3d_format *wined3d_get_format(const struct wined3d_gl_info *gl_info,
3101 enum wined3d_format_id format_id) DECLSPEC_HIDDEN;
3102 UINT wined3d_format_calculate_pitch(const struct wined3d_format *format, UINT width) DECLSPEC_HIDDEN;
3103 UINT wined3d_format_calculate_size(const struct wined3d_format *format,
3104 UINT alignment, UINT width, UINT height, UINT depth) DECLSPEC_HIDDEN;
3105 DWORD wined3d_format_convert_from_float(const struct wined3d_surface *surface,
3106 const struct wined3d_color *color) DECLSPEC_HIDDEN;
3108 static inline BOOL use_vs(const struct wined3d_state *state)
3110 /* Check state->vertex_declaration to allow this to be used before the
3111 * stream info is validated, for example in device_update_tex_unit_map(). */
3112 return state->shader[WINED3D_SHADER_TYPE_VERTEX] && !state->vertex_declaration->position_transformed;
3115 static inline BOOL use_ps(const struct wined3d_state *state)
3117 return !!state->shader[WINED3D_SHADER_TYPE_PIXEL];
3120 static inline void context_apply_state(struct wined3d_context *context,
3121 const struct wined3d_state *state, DWORD state_id)
3123 const struct StateEntry *state_table = context->state_table;
3124 DWORD rep = state_table[state_id].representative;
3125 state_table[rep].apply(context, state, rep);
3128 /* The WNDCLASS-Name for the fake window which we use to retrieve the GL capabilities */
3129 #define WINED3D_OPENGL_WINDOW_CLASS_NAME "WineD3D_OpenGL"
3131 #define MAKEDWORD_VERSION(maj, min) (((maj & 0xffff) << 16) | (min & 0xffff))
3133 #endif