wined3d: Introduce a format flag for texturing.
[wine/multimedia.git] / dlls / wined3d / wined3d_private.h
blob5d1814d63179d1f0c0c0f461d75600cc164a0e10
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
9 * This library is free software; you can redistribute it and/or
10 * modify it under the terms of the GNU Lesser General Public
11 * License as published by the Free Software Foundation; either
12 * version 2.1 of the License, or (at your option) any later version.
14 * This library is distributed in the hope that it will be useful,
15 * but WITHOUT ANY WARRANTY; without even the implied warranty of
16 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
17 * Lesser General Public License for more details.
19 * You should have received a copy of the GNU Lesser General Public
20 * License along with this library; if not, write to the Free Software
21 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
24 #ifndef __WINE_WINED3D_PRIVATE_H
25 #define __WINE_WINED3D_PRIVATE_H
27 #ifdef USE_WIN32_OPENGL
28 #define WINE_GLAPI __stdcall
29 #else
30 #define WINE_GLAPI
31 #endif
33 #include <stdarg.h>
34 #include <math.h>
35 #include <limits.h>
36 #define NONAMELESSUNION
37 #define NONAMELESSSTRUCT
38 #define COBJMACROS
39 #include "windef.h"
40 #include "winbase.h"
41 #include "winreg.h"
42 #include "wingdi.h"
43 #include "winuser.h"
44 #include "wine/debug.h"
45 #include "wine/unicode.h"
47 #include "objbase.h"
48 #include "wine/wined3d.h"
49 #include "wined3d_gl.h"
50 #include "wine/list.h"
51 #include "wine/rbtree.h"
52 #include "wine/wgl_driver.h"
54 /* Driver quirks */
55 #define WINED3D_QUIRK_ARB_VS_OFFSET_LIMIT 0x00000001
56 #define WINED3D_QUIRK_SET_TEXCOORD_W 0x00000002
57 #define WINED3D_QUIRK_GLSL_CLIP_VARYING 0x00000004
58 #define WINED3D_QUIRK_ALLOWS_SPECULAR_ALPHA 0x00000008
59 #define WINED3D_QUIRK_NV_CLIP_BROKEN 0x00000010
60 #define WINED3D_QUIRK_FBO_TEX_UPDATE 0x00000020
61 #define WINED3D_QUIRK_BROKEN_RGBA16 0x00000040
62 #define WINED3D_QUIRK_INFO_LOG_SPAM 0x00000080
63 #define WINED3D_QUIRK_LIMITED_TEX_FILTERING 0x00000100
65 /* Texture format fixups */
67 enum fixup_channel_source
69 CHANNEL_SOURCE_ZERO = 0,
70 CHANNEL_SOURCE_ONE = 1,
71 CHANNEL_SOURCE_X = 2,
72 CHANNEL_SOURCE_Y = 3,
73 CHANNEL_SOURCE_Z = 4,
74 CHANNEL_SOURCE_W = 5,
75 CHANNEL_SOURCE_COMPLEX0 = 6,
76 CHANNEL_SOURCE_COMPLEX1 = 7,
79 enum complex_fixup
81 COMPLEX_FIXUP_NONE = 0,
82 COMPLEX_FIXUP_YUY2 = 1,
83 COMPLEX_FIXUP_UYVY = 2,
84 COMPLEX_FIXUP_YV12 = 3,
85 COMPLEX_FIXUP_P8 = 4,
88 #include <pshpack2.h>
89 struct color_fixup_desc
91 unsigned x_sign_fixup : 1;
92 unsigned x_source : 3;
93 unsigned y_sign_fixup : 1;
94 unsigned y_source : 3;
95 unsigned z_sign_fixup : 1;
96 unsigned z_source : 3;
97 unsigned w_sign_fixup : 1;
98 unsigned w_source : 3;
100 #include <poppack.h>
102 static const struct color_fixup_desc COLOR_FIXUP_IDENTITY =
103 {0, CHANNEL_SOURCE_X, 0, CHANNEL_SOURCE_Y, 0, CHANNEL_SOURCE_Z, 0, CHANNEL_SOURCE_W};
105 static inline struct color_fixup_desc create_color_fixup_desc(
106 int sign0, enum fixup_channel_source src0, int sign1, enum fixup_channel_source src1,
107 int sign2, enum fixup_channel_source src2, int sign3, enum fixup_channel_source src3)
109 struct color_fixup_desc fixup =
111 sign0, src0,
112 sign1, src1,
113 sign2, src2,
114 sign3, src3,
116 return fixup;
119 static inline struct color_fixup_desc create_complex_fixup_desc(enum complex_fixup complex_fixup)
121 struct color_fixup_desc fixup =
123 0, complex_fixup & (1 << 0) ? CHANNEL_SOURCE_COMPLEX1 : CHANNEL_SOURCE_COMPLEX0,
124 0, complex_fixup & (1 << 1) ? CHANNEL_SOURCE_COMPLEX1 : CHANNEL_SOURCE_COMPLEX0,
125 0, complex_fixup & (1 << 2) ? CHANNEL_SOURCE_COMPLEX1 : CHANNEL_SOURCE_COMPLEX0,
126 0, complex_fixup & (1 << 3) ? CHANNEL_SOURCE_COMPLEX1 : CHANNEL_SOURCE_COMPLEX0,
128 return fixup;
131 static inline BOOL is_identity_fixup(struct color_fixup_desc fixup)
133 return !memcmp(&fixup, &COLOR_FIXUP_IDENTITY, sizeof(fixup));
136 static inline BOOL is_complex_fixup(struct color_fixup_desc fixup)
138 return fixup.x_source == CHANNEL_SOURCE_COMPLEX0 || fixup.x_source == CHANNEL_SOURCE_COMPLEX1;
141 static inline enum complex_fixup get_complex_fixup(struct color_fixup_desc fixup)
143 enum complex_fixup complex_fixup = 0;
144 if (fixup.x_source == CHANNEL_SOURCE_COMPLEX1) complex_fixup |= (1 << 0);
145 if (fixup.y_source == CHANNEL_SOURCE_COMPLEX1) complex_fixup |= (1 << 1);
146 if (fixup.z_source == CHANNEL_SOURCE_COMPLEX1) complex_fixup |= (1 << 2);
147 if (fixup.w_source == CHANNEL_SOURCE_COMPLEX1) complex_fixup |= (1 << 3);
148 return complex_fixup;
151 void *wined3d_rb_alloc(size_t size) DECLSPEC_HIDDEN;
152 void *wined3d_rb_realloc(void *ptr, size_t size) DECLSPEC_HIDDEN;
153 void wined3d_rb_free(void *ptr) DECLSPEC_HIDDEN;
155 /* Device caps */
156 #define MAX_PALETTES 65536
157 #define MAX_STREAM_OUT 4
158 #define MAX_STREAMS 16
159 #define MAX_TEXTURES 8
160 #define MAX_FRAGMENT_SAMPLERS 16
161 #define MAX_VERTEX_SAMPLERS 4
162 #define MAX_COMBINED_SAMPLERS (MAX_FRAGMENT_SAMPLERS + MAX_VERTEX_SAMPLERS)
163 #define MAX_ACTIVE_LIGHTS 8
164 #define MAX_CLIPPLANES WINED3DMAXUSERCLIPPLANES
165 #define MAX_CONSTANT_BUFFERS 15
166 #define MAX_SAMPLER_OBJECTS 16
168 struct min_lookup
170 GLenum mip[WINED3D_TEXF_LINEAR + 1];
173 extern const struct min_lookup minMipLookup[WINED3D_TEXF_LINEAR + 1] DECLSPEC_HIDDEN;
174 extern const struct min_lookup minMipLookup_noFilter[WINED3D_TEXF_LINEAR + 1] DECLSPEC_HIDDEN;
175 extern const struct min_lookup minMipLookup_noMip[WINED3D_TEXF_LINEAR + 1] DECLSPEC_HIDDEN;
176 extern const GLenum magLookup[WINED3D_TEXF_LINEAR + 1] DECLSPEC_HIDDEN;
177 extern const GLenum magLookup_noFilter[WINED3D_TEXF_LINEAR + 1] DECLSPEC_HIDDEN;
179 static inline GLenum wined3d_gl_mag_filter(const GLenum mag_lookup[], enum wined3d_texture_filter_type mag_filter)
181 return mag_lookup[mag_filter];
184 static inline GLenum wined3d_gl_min_mip_filter(const struct min_lookup min_mip_lookup[],
185 enum wined3d_texture_filter_type min_filter, enum wined3d_texture_filter_type mip_filter)
187 return min_mip_lookup[min_filter].mip[mip_filter];
190 /* float_16_to_32() and float_32_to_16() (see implementation in
191 * surface_base.c) convert 16 bit floats in the FLOAT16 data type
192 * to standard C floats and vice versa. They do not depend on the encoding
193 * of the C float, so they are platform independent, but slow. On x86 and
194 * other IEEE 754 compliant platforms the conversion can be accelerated by
195 * bit shifting the exponent and mantissa. There are also some SSE-based
196 * assembly routines out there.
198 * See GL_NV_half_float for a reference of the FLOAT16 / GL_HALF format
200 static inline float float_16_to_32(const unsigned short *in)
202 const unsigned short s = ((*in) & 0x8000);
203 const unsigned short e = ((*in) & 0x7c00) >> 10;
204 const unsigned short m = (*in) & 0x3ff;
205 const float sgn = (s ? -1.0f : 1.0f);
207 if(e == 0) {
208 if(m == 0) return sgn * 0.0f; /* +0.0 or -0.0 */
209 else return sgn * powf(2, -14.0f) * ((float)m / 1024.0f);
210 } else if(e < 31) {
211 return sgn * powf(2, (float)e - 15.0f) * (1.0f + ((float)m / 1024.0f));
212 } else {
213 if(m == 0) return sgn * INFINITY;
214 else return NAN;
218 static inline float float_24_to_32(DWORD in)
220 const float sgn = in & 0x800000 ? -1.0f : 1.0f;
221 const unsigned short e = (in & 0x780000) >> 19;
222 const unsigned int m = in & 0x7ffff;
224 if (e == 0)
226 if (m == 0) return sgn * 0.0f; /* +0.0 or -0.0 */
227 else return sgn * powf(2, -6.0f) * ((float)m / 524288.0f);
229 else if (e < 15)
231 return sgn * powf(2, (float)e - 7.0f) * (1.0f + ((float)m / 524288.0f));
233 else
235 if (m == 0) return sgn * INFINITY;
236 else return NAN;
240 #define ORM_BACKBUFFER 0
241 #define ORM_FBO 1
243 #define RTL_READDRAW 1
244 #define RTL_READTEX 2
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 int rendertargetlock_mode;
259 unsigned short pci_vendor_id;
260 unsigned short pci_device_id;
261 /* Memory tracking and object counting. */
262 unsigned int emulated_textureram;
263 char *logo;
264 int allow_multisampling;
265 BOOL strict_draw_ordering;
266 BOOL always_offscreen;
267 unsigned int max_sm_vs;
268 unsigned int max_sm_gs;
269 unsigned int max_sm_ps;
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 enum wined3d_shader_register_type
285 WINED3DSPR_TEMP = 0,
286 WINED3DSPR_INPUT = 1,
287 WINED3DSPR_CONST = 2,
288 WINED3DSPR_ADDR = 3,
289 WINED3DSPR_TEXTURE = 3,
290 WINED3DSPR_RASTOUT = 4,
291 WINED3DSPR_ATTROUT = 5,
292 WINED3DSPR_TEXCRDOUT = 6,
293 WINED3DSPR_OUTPUT = 6,
294 WINED3DSPR_CONSTINT = 7,
295 WINED3DSPR_COLOROUT = 8,
296 WINED3DSPR_DEPTHOUT = 9,
297 WINED3DSPR_SAMPLER = 10,
298 WINED3DSPR_CONST2 = 11,
299 WINED3DSPR_CONST3 = 12,
300 WINED3DSPR_CONST4 = 13,
301 WINED3DSPR_CONSTBOOL = 14,
302 WINED3DSPR_LOOP = 15,
303 WINED3DSPR_TEMPFLOAT16 = 16,
304 WINED3DSPR_MISCTYPE = 17,
305 WINED3DSPR_LABEL = 18,
306 WINED3DSPR_PREDICATE = 19,
307 WINED3DSPR_IMMCONST,
308 WINED3DSPR_CONSTBUFFER,
309 WINED3DSPR_PRIMID,
310 WINED3DSPR_NULL,
311 WINED3DSPR_RESOURCE,
314 enum wined3d_data_type
316 WINED3D_DATA_FLOAT,
317 WINED3D_DATA_INT,
318 WINED3D_DATA_RESOURCE,
319 WINED3D_DATA_SAMPLER,
320 WINED3D_DATA_UINT,
323 enum wined3d_immconst_type
325 WINED3D_IMMCONST_SCALAR,
326 WINED3D_IMMCONST_VEC4,
329 #define WINED3DSP_NOSWIZZLE (0 | (1 << 2) | (2 << 4) | (3 << 6))
331 enum wined3d_shader_src_modifier
333 WINED3DSPSM_NONE = 0,
334 WINED3DSPSM_NEG = 1,
335 WINED3DSPSM_BIAS = 2,
336 WINED3DSPSM_BIASNEG = 3,
337 WINED3DSPSM_SIGN = 4,
338 WINED3DSPSM_SIGNNEG = 5,
339 WINED3DSPSM_COMP = 6,
340 WINED3DSPSM_X2 = 7,
341 WINED3DSPSM_X2NEG = 8,
342 WINED3DSPSM_DZ = 9,
343 WINED3DSPSM_DW = 10,
344 WINED3DSPSM_ABS = 11,
345 WINED3DSPSM_ABSNEG = 12,
346 WINED3DSPSM_NOT = 13,
349 #define WINED3DSP_WRITEMASK_0 0x1 /* .x r */
350 #define WINED3DSP_WRITEMASK_1 0x2 /* .y g */
351 #define WINED3DSP_WRITEMASK_2 0x4 /* .z b */
352 #define WINED3DSP_WRITEMASK_3 0x8 /* .w a */
353 #define WINED3DSP_WRITEMASK_ALL 0xf /* all */
355 enum wined3d_shader_dst_modifier
357 WINED3DSPDM_NONE = 0,
358 WINED3DSPDM_SATURATE = 1,
359 WINED3DSPDM_PARTIALPRECISION = 2,
360 WINED3DSPDM_MSAMPCENTROID = 4,
363 /* Undocumented opcode control to identify projective texture lookups in ps 2.0 and later */
364 #define WINED3DSI_TEXLD_PROJECT 0x1
365 #define WINED3DSI_TEXLD_BIAS 0x2
366 #define WINED3DSI_INDEXED_DYNAMIC 0x4
368 enum wined3d_shader_rel_op
370 WINED3D_SHADER_REL_OP_GT = 1,
371 WINED3D_SHADER_REL_OP_EQ = 2,
372 WINED3D_SHADER_REL_OP_GE = 3,
373 WINED3D_SHADER_REL_OP_LT = 4,
374 WINED3D_SHADER_REL_OP_NE = 5,
375 WINED3D_SHADER_REL_OP_LE = 6,
378 #define WINED3D_SM1_VS 0xfffe
379 #define WINED3D_SM1_PS 0xffff
380 #define WINED3D_SM4_PS 0x0000
381 #define WINED3D_SM4_VS 0x0001
382 #define WINED3D_SM4_GS 0x0002
384 /* Shader version tokens, and shader end tokens */
385 #define WINED3DPS_VERSION(major, minor) ((WINED3D_SM1_PS << 16) | ((major) << 8) | (minor))
386 #define WINED3DVS_VERSION(major, minor) ((WINED3D_SM1_VS << 16) | ((major) << 8) | (minor))
388 /* Shader backends */
390 /* TODO: Make this dynamic, based on shader limits ? */
391 #define MAX_ATTRIBS 16
392 #define MAX_REG_ADDR 1
393 #define MAX_REG_TEMP 32
394 #define MAX_REG_TEXCRD 8
395 #define MAX_REG_INPUT 32
396 #define MAX_REG_OUTPUT 32
397 #define MAX_CONST_I 16
398 #define MAX_CONST_B 16
399 #define WINED3D_MAX_CBS 15
401 /* FIXME: This needs to go up to 2048 for
402 * Shader model 3 according to msdn (and for software shaders) */
403 #define MAX_LABELS 16
405 #define SHADER_PGMSIZE 65535
407 struct wined3d_shader_buffer
409 char *buffer;
410 unsigned int bsize;
411 unsigned int lineNo;
412 BOOL newline;
415 enum WINED3D_SHADER_INSTRUCTION_HANDLER
417 WINED3DSIH_ABS,
418 WINED3DSIH_ADD,
419 WINED3DSIH_AND,
420 WINED3DSIH_BEM,
421 WINED3DSIH_BREAK,
422 WINED3DSIH_BREAKC,
423 WINED3DSIH_BREAKP,
424 WINED3DSIH_CALL,
425 WINED3DSIH_CALLNZ,
426 WINED3DSIH_CMP,
427 WINED3DSIH_CND,
428 WINED3DSIH_CRS,
429 WINED3DSIH_CUT,
430 WINED3DSIH_DCL,
431 WINED3DSIH_DCL_CONSTANT_BUFFER,
432 WINED3DSIH_DCL_INPUT_PRIMITIVE,
433 WINED3DSIH_DCL_OUTPUT_TOPOLOGY,
434 WINED3DSIH_DCL_VERTICES_OUT,
435 WINED3DSIH_DEF,
436 WINED3DSIH_DEFB,
437 WINED3DSIH_DEFI,
438 WINED3DSIH_DIV,
439 WINED3DSIH_DP2ADD,
440 WINED3DSIH_DP3,
441 WINED3DSIH_DP4,
442 WINED3DSIH_DST,
443 WINED3DSIH_DSX,
444 WINED3DSIH_DSY,
445 WINED3DSIH_ELSE,
446 WINED3DSIH_EMIT,
447 WINED3DSIH_ENDIF,
448 WINED3DSIH_ENDLOOP,
449 WINED3DSIH_ENDREP,
450 WINED3DSIH_EQ,
451 WINED3DSIH_EXP,
452 WINED3DSIH_EXPP,
453 WINED3DSIH_FRC,
454 WINED3DSIH_FTOI,
455 WINED3DSIH_GE,
456 WINED3DSIH_IADD,
457 WINED3DSIH_IEQ,
458 WINED3DSIH_IF,
459 WINED3DSIH_IFC,
460 WINED3DSIH_IGE,
461 WINED3DSIH_IMUL,
462 WINED3DSIH_ITOF,
463 WINED3DSIH_LABEL,
464 WINED3DSIH_LD,
465 WINED3DSIH_LIT,
466 WINED3DSIH_LOG,
467 WINED3DSIH_LOGP,
468 WINED3DSIH_LOOP,
469 WINED3DSIH_LRP,
470 WINED3DSIH_LT,
471 WINED3DSIH_M3x2,
472 WINED3DSIH_M3x3,
473 WINED3DSIH_M3x4,
474 WINED3DSIH_M4x3,
475 WINED3DSIH_M4x4,
476 WINED3DSIH_MAD,
477 WINED3DSIH_MAX,
478 WINED3DSIH_MIN,
479 WINED3DSIH_MOV,
480 WINED3DSIH_MOVA,
481 WINED3DSIH_MOVC,
482 WINED3DSIH_MUL,
483 WINED3DSIH_NOP,
484 WINED3DSIH_NRM,
485 WINED3DSIH_PHASE,
486 WINED3DSIH_POW,
487 WINED3DSIH_RCP,
488 WINED3DSIH_REP,
489 WINED3DSIH_RET,
490 WINED3DSIH_ROUND_NI,
491 WINED3DSIH_RSQ,
492 WINED3DSIH_SAMPLE,
493 WINED3DSIH_SAMPLE_GRAD,
494 WINED3DSIH_SAMPLE_LOD,
495 WINED3DSIH_SETP,
496 WINED3DSIH_SGE,
497 WINED3DSIH_SGN,
498 WINED3DSIH_SINCOS,
499 WINED3DSIH_SLT,
500 WINED3DSIH_SQRT,
501 WINED3DSIH_SUB,
502 WINED3DSIH_TEX,
503 WINED3DSIH_TEXBEM,
504 WINED3DSIH_TEXBEML,
505 WINED3DSIH_TEXCOORD,
506 WINED3DSIH_TEXDEPTH,
507 WINED3DSIH_TEXDP3,
508 WINED3DSIH_TEXDP3TEX,
509 WINED3DSIH_TEXKILL,
510 WINED3DSIH_TEXLDD,
511 WINED3DSIH_TEXLDL,
512 WINED3DSIH_TEXM3x2DEPTH,
513 WINED3DSIH_TEXM3x2PAD,
514 WINED3DSIH_TEXM3x2TEX,
515 WINED3DSIH_TEXM3x3,
516 WINED3DSIH_TEXM3x3DIFF,
517 WINED3DSIH_TEXM3x3PAD,
518 WINED3DSIH_TEXM3x3SPEC,
519 WINED3DSIH_TEXM3x3TEX,
520 WINED3DSIH_TEXM3x3VSPEC,
521 WINED3DSIH_TEXREG2AR,
522 WINED3DSIH_TEXREG2GB,
523 WINED3DSIH_TEXREG2RGB,
524 WINED3DSIH_UDIV,
525 WINED3DSIH_USHR,
526 WINED3DSIH_UTOF,
527 WINED3DSIH_XOR,
528 WINED3DSIH_TABLE_SIZE
531 enum wined3d_shader_type
533 WINED3D_SHADER_TYPE_PIXEL,
534 WINED3D_SHADER_TYPE_VERTEX,
535 WINED3D_SHADER_TYPE_GEOMETRY,
538 struct wined3d_shader_version
540 enum wined3d_shader_type type;
541 BYTE major;
542 BYTE minor;
545 #define WINED3D_SHADER_VERSION(major, minor) (((major) << 8) | (minor))
547 struct wined3d_shader_reg_maps
549 struct wined3d_shader_version shader_version;
550 BYTE texcoord; /* MAX_REG_TEXCRD, 8 */
551 BYTE address; /* MAX_REG_ADDR, 1 */
552 WORD labels; /* MAX_LABELS, 16 */
553 DWORD temporary; /* MAX_REG_TEMP, 32 */
554 DWORD *constf; /* pixel, vertex */
555 DWORD texcoord_mask[MAX_REG_TEXCRD]; /* vertex < 3.0 */
556 DWORD input_registers; /* max(MAX_REG_INPUT, MAX_ATTRIBS), 32 */
557 DWORD output_registers; /* MAX_REG_OUTPUT, 32 */
558 WORD integer_constants; /* MAX_CONST_I, 16 */
559 WORD boolean_constants; /* MAX_CONST_B, 16 */
560 WORD local_int_consts; /* MAX_CONST_I, 16 */
561 WORD local_bool_consts; /* MAX_CONST_B, 16 */
562 UINT cb_sizes[WINED3D_MAX_CBS];
564 enum wined3d_sampler_texture_type sampler_type[max(MAX_FRAGMENT_SAMPLERS, MAX_VERTEX_SAMPLERS)];
565 BYTE bumpmat; /* MAX_TEXTURES, 8 */
566 BYTE luminanceparams; /* MAX_TEXTURES, 8 */
568 WORD usesnrm : 1;
569 WORD vpos : 1;
570 WORD usesdsx : 1;
571 WORD usesdsy : 1;
572 WORD usestexldd : 1;
573 WORD usesmova : 1;
574 WORD usesfacing : 1;
575 WORD usesrelconstF : 1;
576 WORD fog : 1;
577 WORD usestexldl : 1;
578 WORD usesifc : 1;
579 WORD usescall : 1;
580 WORD usespow : 1;
581 WORD padding : 3;
583 DWORD rt_mask; /* Used render targets, 32 max. */
585 /* Whether or not loops are used in this shader, and nesting depth */
586 unsigned loop_depth;
587 UINT min_rel_offset, max_rel_offset;
590 /* Keeps track of details for TEX_M#x# instructions which need to maintain
591 * state information between multiple instructions. */
592 struct wined3d_shader_tex_mx
594 unsigned int current_row;
595 DWORD texcoord_w[2];
598 struct wined3d_shader_loop_state
600 UINT current_depth;
601 UINT current_reg;
604 struct wined3d_shader_context
606 const struct wined3d_shader *shader;
607 const struct wined3d_gl_info *gl_info;
608 const struct wined3d_shader_reg_maps *reg_maps;
609 struct wined3d_shader_buffer *buffer;
610 struct wined3d_shader_tex_mx *tex_mx;
611 struct wined3d_shader_loop_state *loop_state;
612 void *backend_data;
615 struct wined3d_shader_register_index
617 const struct wined3d_shader_src_param *rel_addr;
618 unsigned int offset;
621 struct wined3d_shader_register
623 enum wined3d_shader_register_type type;
624 enum wined3d_data_type data_type;
625 struct wined3d_shader_register_index idx[2];
626 enum wined3d_immconst_type immconst_type;
627 DWORD immconst_data[4];
630 struct wined3d_shader_dst_param
632 struct wined3d_shader_register reg;
633 DWORD write_mask;
634 DWORD modifiers;
635 DWORD shift;
638 struct wined3d_shader_src_param
640 struct wined3d_shader_register reg;
641 DWORD swizzle;
642 enum wined3d_shader_src_modifier modifiers;
645 struct wined3d_shader_semantic
647 enum wined3d_decl_usage usage;
648 UINT usage_idx;
649 enum wined3d_sampler_texture_type sampler_type;
650 struct wined3d_shader_dst_param reg;
653 struct wined3d_shader_instruction
655 const struct wined3d_shader_context *ctx;
656 enum WINED3D_SHADER_INSTRUCTION_HANDLER handler_idx;
657 DWORD flags;
658 BOOL coissue;
659 const struct wined3d_shader_src_param *predicate;
660 UINT dst_count;
661 const struct wined3d_shader_dst_param *dst;
662 UINT src_count;
663 const struct wined3d_shader_src_param *src;
664 union
666 struct wined3d_shader_semantic semantic;
667 enum wined3d_primitive_type primitive_type;
668 struct wined3d_shader_src_param src;
669 UINT count;
670 } declaration;
673 struct wined3d_shader_attribute
675 enum wined3d_decl_usage usage;
676 UINT usage_idx;
679 struct wined3d_shader_loop_control
681 unsigned int count;
682 unsigned int start;
683 int step;
686 struct wined3d_shader_frontend
688 void *(*shader_init)(const DWORD *ptr, const struct wined3d_shader_signature *output_signature);
689 void (*shader_free)(void *data);
690 void (*shader_read_header)(void *data, const DWORD **ptr, struct wined3d_shader_version *shader_version);
691 void (*shader_read_instruction)(void *data, const DWORD **ptr, struct wined3d_shader_instruction *ins);
692 BOOL (*shader_is_end)(void *data, const DWORD **ptr);
695 extern const struct wined3d_shader_frontend sm1_shader_frontend DECLSPEC_HIDDEN;
696 extern const struct wined3d_shader_frontend sm4_shader_frontend DECLSPEC_HIDDEN;
698 typedef void (*SHADER_HANDLER)(const struct wined3d_shader_instruction *);
700 #define WINED3D_SHADER_CAP_VS_CLIPPING 0x00000001
701 #define WINED3D_SHADER_CAP_SRGB_WRITE 0x00000002
703 struct shader_caps
705 UINT vs_version;
706 UINT gs_version;
707 UINT ps_version;
709 DWORD vs_uniform_count;
710 DWORD ps_uniform_count;
711 float ps_1x_max_value;
713 DWORD wined3d_caps;
716 enum tex_types
718 tex_1d = 0,
719 tex_2d = 1,
720 tex_3d = 2,
721 tex_cube = 3,
722 tex_rect = 4,
723 tex_type_count = 5,
726 enum vertexprocessing_mode {
727 fixedfunction,
728 vertexshader,
729 pretransformed
732 #define WINED3D_CONST_NUM_UNUSED ~0U
734 enum fogmode {
735 FOG_OFF,
736 FOG_LINEAR,
737 FOG_EXP,
738 FOG_EXP2
741 /* Stateblock dependent parameters which have to be hardcoded
742 * into the shader code
745 #define WINED3D_PSARGS_PROJECTED (1 << 3)
746 #define WINED3D_PSARGS_TEXTRANSFORM_SHIFT 4
747 #define WINED3D_PSARGS_TEXTRANSFORM_MASK 0xf
749 struct ps_compile_args {
750 struct color_fixup_desc color_fixup[MAX_FRAGMENT_SAMPLERS];
751 enum vertexprocessing_mode vp_mode;
752 enum fogmode fog;
753 WORD tex_transform; /* ps 1.0-1.3, 4 textures */
754 /* Texture types(2D, Cube, 3D) in ps 1.x */
755 WORD srgb_correction;
756 WORD np2_fixup;
757 /* Bitmap for NP2 texcoord fixups (16 samplers max currently).
758 D3D9 has a limit of 16 samplers and the fixup is superfluous
759 in D3D10 (unconditional NP2 support mandatory). */
760 WORD shadow; /* MAX_FRAGMENT_SAMPLERS, 16 */
763 enum fog_src_type {
764 VS_FOG_Z = 0,
765 VS_FOG_COORD = 1
768 struct vs_compile_args {
769 BYTE fog_src;
770 BYTE clip_enabled;
771 WORD swizzle_map; /* MAX_ATTRIBS, 16 */
774 enum wined3d_shader_mode
776 WINED3D_SHADER_MODE_NONE,
777 WINED3D_SHADER_MODE_FFP,
778 WINED3D_SHADER_MODE_SHADER,
781 struct wined3d_context;
782 struct wined3d_state;
783 struct fragment_pipeline;
785 struct wined3d_shader_backend_ops
787 void (*shader_handle_instruction)(const struct wined3d_shader_instruction *);
788 void (*shader_select)(const struct wined3d_context *context, enum wined3d_shader_mode vertex_mode,
789 enum wined3d_shader_mode fragment_mode);
790 void (*shader_select_depth_blt)(void *shader_priv, const struct wined3d_gl_info *gl_info,
791 enum tex_types tex_type, const SIZE *ds_mask_size);
792 void (*shader_deselect_depth_blt)(void *shader_priv, const struct wined3d_gl_info *gl_info);
793 void (*shader_update_float_vertex_constants)(struct wined3d_device *device, UINT start, UINT count);
794 void (*shader_update_float_pixel_constants)(struct wined3d_device *device, UINT start, UINT count);
795 void (*shader_load_constants)(const struct wined3d_context *context, BOOL usePS, BOOL useVS);
796 void (*shader_load_np2fixup_constants)(void *shader_priv, const struct wined3d_gl_info *gl_info,
797 const struct wined3d_state *state);
798 void (*shader_destroy)(struct wined3d_shader *shader);
799 HRESULT (*shader_alloc_private)(struct wined3d_device *device, const struct fragment_pipeline *fragment_pipe);
800 void (*shader_free_private)(struct wined3d_device *device);
801 void (*shader_context_destroyed)(void *shader_priv, const struct wined3d_context *context);
802 void (*shader_get_caps)(const struct wined3d_gl_info *gl_info, struct shader_caps *caps);
803 BOOL (*shader_color_fixup_supported)(struct color_fixup_desc fixup);
804 BOOL (*shader_has_ffp_proj_control)(void *shader_priv);
807 extern const struct wined3d_shader_backend_ops glsl_shader_backend DECLSPEC_HIDDEN;
808 extern const struct wined3d_shader_backend_ops arb_program_shader_backend DECLSPEC_HIDDEN;
809 extern const struct wined3d_shader_backend_ops none_shader_backend DECLSPEC_HIDDEN;
811 #define GL_EXTCALL(f) (gl_info->gl_ops.ext.p_##f)
813 #define D3DCOLOR_B_R(dw) (((dw) >> 16) & 0xff)
814 #define D3DCOLOR_B_G(dw) (((dw) >> 8) & 0xff)
815 #define D3DCOLOR_B_B(dw) (((dw) >> 0) & 0xff)
816 #define D3DCOLOR_B_A(dw) (((dw) >> 24) & 0xff)
818 #define D3DCOLOR_R(dw) (((float) (((dw) >> 16) & 0xff)) / 255.0f)
819 #define D3DCOLOR_G(dw) (((float) (((dw) >> 8) & 0xff)) / 255.0f)
820 #define D3DCOLOR_B(dw) (((float) (((dw) >> 0) & 0xff)) / 255.0f)
821 #define D3DCOLOR_A(dw) (((float) (((dw) >> 24) & 0xff)) / 255.0f)
823 #define D3DCOLORTOGLFLOAT4(dw, vec) do { \
824 (vec)[0] = D3DCOLOR_R(dw); \
825 (vec)[1] = D3DCOLOR_G(dw); \
826 (vec)[2] = D3DCOLOR_B(dw); \
827 (vec)[3] = D3DCOLOR_A(dw); \
828 } while(0)
830 #define HIGHEST_TRANSFORMSTATE WINED3D_TS_WORLD_MATRIX(255) /* Highest value in wined3d_transform_state. */
832 /* Checking of API calls */
833 /* --------------------- */
834 #ifndef WINE_NO_DEBUG_MSGS
835 #define checkGLcall(A) \
836 do { \
837 GLint err; \
838 if (!__WINE_IS_DEBUG_ON(_ERR, __wine_dbch___default)) break; \
839 err = gl_info->gl_ops.gl.p_glGetError(); \
840 if (err == GL_NO_ERROR) { \
841 TRACE("%s call ok %s / %d\n", A, __FILE__, __LINE__); \
843 } else do { \
844 ERR(">>>>>>>>>>>>>>>>> %s (%#x) from %s @ %s / %d\n", \
845 debug_glerror(err), err, A, __FILE__, __LINE__); \
846 err = gl_info->gl_ops.gl.p_glGetError(); \
847 } while (err != GL_NO_ERROR); \
848 } while(0)
849 #else
850 #define checkGLcall(A) do {} while(0)
851 #endif
853 /* Trace vector and strided data information */
854 #define TRACE_STRIDED(si, name) do { if (si->use_map & (1 << name)) \
855 TRACE( #name " = (data {%#x:%p}, stride %d, format %s, stream %u)\n", \
856 si->elements[name].data.buffer_object, si->elements[name].data.addr, si->elements[name].stride, \
857 debug_d3dformat(si->elements[name].format->id), si->elements[name].stream_idx); } while(0)
859 /* Global variables */
860 extern const struct wined3d_matrix identity DECLSPEC_HIDDEN;
862 enum wined3d_ffp_idx
864 WINED3D_FFP_POSITION = 0,
865 WINED3D_FFP_BLENDWEIGHT = 1,
866 WINED3D_FFP_BLENDINDICES = 2,
867 WINED3D_FFP_NORMAL = 3,
868 WINED3D_FFP_PSIZE = 4,
869 WINED3D_FFP_DIFFUSE = 5,
870 WINED3D_FFP_SPECULAR = 6,
871 WINED3D_FFP_TEXCOORD0 = 7,
872 WINED3D_FFP_TEXCOORD1 = 8,
873 WINED3D_FFP_TEXCOORD2 = 9,
874 WINED3D_FFP_TEXCOORD3 = 10,
875 WINED3D_FFP_TEXCOORD4 = 11,
876 WINED3D_FFP_TEXCOORD5 = 12,
877 WINED3D_FFP_TEXCOORD6 = 13,
878 WINED3D_FFP_TEXCOORD7 = 14,
881 enum wined3d_ffp_emit_idx
883 WINED3D_FFP_EMIT_FLOAT1 = 0,
884 WINED3D_FFP_EMIT_FLOAT2 = 1,
885 WINED3D_FFP_EMIT_FLOAT3 = 2,
886 WINED3D_FFP_EMIT_FLOAT4 = 3,
887 WINED3D_FFP_EMIT_D3DCOLOR = 4,
888 WINED3D_FFP_EMIT_UBYTE4 = 5,
889 WINED3D_FFP_EMIT_SHORT2 = 6,
890 WINED3D_FFP_EMIT_SHORT4 = 7,
891 WINED3D_FFP_EMIT_UBYTE4N = 8,
892 WINED3D_FFP_EMIT_SHORT2N = 9,
893 WINED3D_FFP_EMIT_SHORT4N = 10,
894 WINED3D_FFP_EMIT_USHORT2N = 11,
895 WINED3D_FFP_EMIT_USHORT4N = 12,
896 WINED3D_FFP_EMIT_UDEC3 = 13,
897 WINED3D_FFP_EMIT_DEC3N = 14,
898 WINED3D_FFP_EMIT_FLOAT16_2 = 15,
899 WINED3D_FFP_EMIT_FLOAT16_4 = 16,
900 WINED3D_FFP_EMIT_COUNT = 17
903 struct wined3d_bo_address
905 GLuint buffer_object;
906 const BYTE *addr;
909 struct wined3d_stream_info_element
911 const struct wined3d_format *format;
912 struct wined3d_bo_address data;
913 GLsizei stride;
914 UINT stream_idx;
917 struct wined3d_stream_info
919 struct wined3d_stream_info_element elements[MAX_ATTRIBS];
920 DWORD position_transformed : 1;
921 DWORD all_vbo : 1;
922 WORD swizzle_map; /* MAX_ATTRIBS, 16 */
923 WORD use_map; /* MAX_ATTRIBS, 16 */
926 void draw_primitive(struct wined3d_device *device, UINT start_idx, UINT index_count,
927 UINT start_instance, UINT instance_count, BOOL indexed, const void *idx_data) DECLSPEC_HIDDEN;
928 DWORD get_flexible_vertex_size(DWORD d3dvtVertexType) DECLSPEC_HIDDEN;
930 typedef void (WINE_GLAPI *glAttribFunc)(const void *data);
931 typedef void (WINE_GLAPI *glMultiTexCoordFunc)(GLenum unit, const void *data);
932 extern glAttribFunc position_funcs[WINED3D_FFP_EMIT_COUNT] DECLSPEC_HIDDEN;
933 extern glAttribFunc diffuse_funcs[WINED3D_FFP_EMIT_COUNT] DECLSPEC_HIDDEN;
934 extern glAttribFunc specular_func_3ubv DECLSPEC_HIDDEN;
935 extern glAttribFunc specular_funcs[WINED3D_FFP_EMIT_COUNT] DECLSPEC_HIDDEN;
936 extern glAttribFunc normal_funcs[WINED3D_FFP_EMIT_COUNT] DECLSPEC_HIDDEN;
937 extern glMultiTexCoordFunc multi_texcoord_funcs[WINED3D_FFP_EMIT_COUNT] DECLSPEC_HIDDEN;
939 #define eps 1e-8
941 #define GET_TEXCOORD_SIZE_FROM_FVF(d3dvtVertexType, tex_num) \
942 (((((d3dvtVertexType) >> (16 + (2 * (tex_num)))) + 1) & 0x03) + 1)
944 /* Routines and structures related to state management */
946 #define STATE_RENDER(a) (a)
947 #define STATE_IS_RENDER(a) ((a) >= STATE_RENDER(1) && (a) <= STATE_RENDER(WINEHIGHEST_RENDER_STATE))
949 #define STATE_TEXTURESTAGE(stage, num) (STATE_RENDER(WINEHIGHEST_RENDER_STATE) + 1 + (stage) * (WINED3D_HIGHEST_TEXTURE_STATE + 1) + (num))
950 #define STATE_IS_TEXTURESTAGE(a) ((a) >= STATE_TEXTURESTAGE(0, 1) && (a) <= STATE_TEXTURESTAGE(MAX_TEXTURES - 1, WINED3D_HIGHEST_TEXTURE_STATE))
952 /* + 1 because samplers start with 0 */
953 #define STATE_SAMPLER(num) (STATE_TEXTURESTAGE(MAX_TEXTURES - 1, WINED3D_HIGHEST_TEXTURE_STATE) + 1 + (num))
954 #define STATE_IS_SAMPLER(num) ((num) >= STATE_SAMPLER(0) && (num) <= STATE_SAMPLER(MAX_COMBINED_SAMPLERS - 1))
956 #define STATE_PIXELSHADER (STATE_SAMPLER(MAX_COMBINED_SAMPLERS - 1) + 1)
957 #define STATE_IS_PIXELSHADER(a) ((a) == STATE_PIXELSHADER)
959 #define STATE_TRANSFORM(a) (STATE_PIXELSHADER + (a))
960 #define STATE_IS_TRANSFORM(a) ((a) >= STATE_TRANSFORM(1) && (a) <= STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(255)))
962 #define STATE_STREAMSRC (STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(255)) + 1)
963 #define STATE_IS_STREAMSRC(a) ((a) == STATE_STREAMSRC)
964 #define STATE_INDEXBUFFER (STATE_STREAMSRC + 1)
965 #define STATE_IS_INDEXBUFFER(a) ((a) == STATE_INDEXBUFFER)
967 #define STATE_VDECL (STATE_INDEXBUFFER + 1)
968 #define STATE_IS_VDECL(a) ((a) == STATE_VDECL)
970 #define STATE_VSHADER (STATE_VDECL + 1)
971 #define STATE_IS_VSHADER(a) ((a) == STATE_VSHADER)
973 #define STATE_GEOMETRY_SHADER (STATE_VSHADER + 1)
974 #define STATE_IS_GEOMETRY_SHADER(a) ((a) == STATE_GEOMETRY_SHADER)
976 #define STATE_VIEWPORT (STATE_GEOMETRY_SHADER + 1)
977 #define STATE_IS_VIEWPORT(a) ((a) == STATE_VIEWPORT)
979 #define STATE_VERTEXSHADERCONSTANT (STATE_VIEWPORT + 1)
980 #define STATE_PIXELSHADERCONSTANT (STATE_VERTEXSHADERCONSTANT + 1)
981 #define STATE_IS_VERTEXSHADERCONSTANT(a) ((a) == STATE_VERTEXSHADERCONSTANT)
982 #define STATE_IS_PIXELSHADERCONSTANT(a) ((a) == STATE_PIXELSHADERCONSTANT)
984 #define STATE_ACTIVELIGHT(a) (STATE_PIXELSHADERCONSTANT + (a) + 1)
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_HIGHEST (STATE_FRAMEBUFFER)
1010 enum fogsource {
1011 FOGSOURCE_FFP,
1012 FOGSOURCE_VS,
1013 FOGSOURCE_COORD,
1016 #define WINED3D_MAX_FBO_ENTRIES 64
1018 struct wined3d_occlusion_query
1020 struct list entry;
1021 GLuint id;
1022 struct wined3d_context *context;
1025 union wined3d_gl_query_object
1027 GLuint id;
1028 GLsync sync;
1031 struct wined3d_event_query
1033 struct list entry;
1034 union wined3d_gl_query_object object;
1035 struct wined3d_context *context;
1038 enum wined3d_event_query_result
1040 WINED3D_EVENT_QUERY_OK,
1041 WINED3D_EVENT_QUERY_WAITING,
1042 WINED3D_EVENT_QUERY_NOT_STARTED,
1043 WINED3D_EVENT_QUERY_WRONG_THREAD,
1044 WINED3D_EVENT_QUERY_ERROR
1047 void wined3d_event_query_destroy(struct wined3d_event_query *query) DECLSPEC_HIDDEN;
1048 enum wined3d_event_query_result wined3d_event_query_finish(const struct wined3d_event_query *query,
1049 const struct wined3d_device *device) DECLSPEC_HIDDEN;
1050 void wined3d_event_query_issue(struct wined3d_event_query *query, const struct wined3d_device *device) DECLSPEC_HIDDEN;
1051 BOOL wined3d_event_query_supported(const struct wined3d_gl_info *gl_info) DECLSPEC_HIDDEN;
1053 struct wined3d_context
1055 const struct wined3d_gl_info *gl_info;
1056 const struct StateEntry *state_table;
1057 /* State dirtification
1058 * dirtyArray is an array that contains markers for dirty states. numDirtyEntries states are dirty, their numbers are in indices
1059 * 0...numDirtyEntries - 1. isStateDirty is a redundant copy of the dirtyArray. Technically only one of them would be needed,
1060 * 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
1061 * only numDirtyEntries array elements have to be checked, not STATE_HIGHEST states.
1063 DWORD dirtyArray[STATE_HIGHEST + 1]; /* Won't get bigger than that, a state is never marked dirty 2 times */
1064 DWORD numDirtyEntries;
1065 DWORD isStateDirty[STATE_HIGHEST / (sizeof(DWORD) * CHAR_BIT) + 1]; /* Bitmap to find out quickly if a state is dirty */
1067 struct wined3d_swapchain *swapchain;
1068 struct wined3d_surface *current_rt;
1069 DWORD tid; /* Thread ID which owns this context at the moment */
1071 /* Stores some information about the context state for optimization */
1072 DWORD render_offscreen : 1;
1073 DWORD last_was_rhw : 1; /* true iff last draw_primitive was in xyzrhw mode */
1074 DWORD last_was_pshader : 1;
1075 DWORD last_was_vshader : 1;
1076 DWORD namedArraysLoaded : 1;
1077 DWORD numberedArraysLoaded : 1;
1078 DWORD last_was_blit : 1;
1079 DWORD last_was_ckey : 1;
1080 DWORD fog_coord : 1;
1081 DWORD fog_enabled : 1;
1082 DWORD num_untracked_materials : 2; /* Max value 2 */
1083 DWORD current : 1;
1084 DWORD destroyed : 1;
1085 DWORD valid : 1;
1086 DWORD select_shader : 1;
1087 DWORD load_constants : 1;
1088 DWORD padding : 15;
1089 BYTE texShaderBumpMap; /* MAX_TEXTURES, 8 */
1090 BYTE lastWasPow2Texture; /* MAX_TEXTURES, 8 */
1091 DWORD numbered_array_mask;
1092 GLenum tracking_parm; /* Which source is tracking current colour */
1093 GLenum untracked_materials[2];
1094 UINT blit_w, blit_h;
1095 enum fogsource fog_source;
1096 DWORD active_texture;
1097 DWORD texture_type[MAX_COMBINED_SAMPLERS];
1099 /* The actual opengl context */
1100 UINT level;
1101 HGLRC restore_ctx;
1102 HDC restore_dc;
1103 int restore_pf;
1104 HGLRC glCtx;
1105 HWND win_handle;
1106 HDC hdc;
1107 int pixel_format;
1108 GLint aux_buffers;
1110 /* FBOs */
1111 UINT fbo_entry_count;
1112 struct list fbo_list;
1113 struct list fbo_destroy_list;
1114 struct fbo_entry *current_fbo;
1115 GLuint fbo_read_binding;
1116 GLuint fbo_draw_binding;
1117 BOOL rebind_fbo;
1118 struct wined3d_surface **blit_targets;
1119 GLenum *draw_buffers;
1120 DWORD draw_buffers_mask; /* Enabled draw buffers, 31 max. */
1122 /* Queries */
1123 GLuint *free_occlusion_queries;
1124 UINT free_occlusion_query_size;
1125 UINT free_occlusion_query_count;
1126 struct list occlusion_queries;
1128 union wined3d_gl_query_object *free_event_queries;
1129 UINT free_event_query_size;
1130 UINT free_event_query_count;
1131 struct list event_queries;
1133 /* Extension emulation */
1134 GLint gl_fog_source;
1135 GLfloat fog_coord_value;
1136 GLfloat color[4], fogstart, fogend, fogcolor[4];
1137 GLuint dummy_arbfp_prog;
1140 struct wined3d_fb_state
1142 struct wined3d_surface **render_targets;
1143 struct wined3d_surface *depth_stencil;
1146 typedef void (*APPLYSTATEFUNC)(struct wined3d_context *ctx, const struct wined3d_state *state, DWORD state_id);
1148 struct StateEntry
1150 DWORD representative;
1151 APPLYSTATEFUNC apply;
1154 struct StateEntryTemplate
1156 DWORD state;
1157 struct StateEntry content;
1158 enum wined3d_gl_extension extension;
1161 #define WINED3D_FRAGMENT_CAP_PROJ_CONTROL 0x00000001
1162 #define WINED3D_FRAGMENT_CAP_SRGB_WRITE 0x00000002
1164 struct fragment_caps
1166 DWORD wined3d_caps;
1167 DWORD PrimitiveMiscCaps;
1168 DWORD TextureOpCaps;
1169 DWORD MaxTextureBlendStages;
1170 DWORD MaxSimultaneousTextures;
1173 struct fragment_pipeline
1175 void (*enable_extension)(const struct wined3d_gl_info *gl_info, BOOL enable);
1176 void (*get_caps)(const struct wined3d_gl_info *gl_info, struct fragment_caps *caps);
1177 void *(*alloc_private)(const struct wined3d_shader_backend_ops *shader_backend, void *shader_priv);
1178 void (*free_private)(struct wined3d_device *device);
1179 BOOL (*color_fixup_supported)(struct color_fixup_desc fixup);
1180 const struct StateEntryTemplate *states;
1183 extern const struct StateEntryTemplate misc_state_template[] DECLSPEC_HIDDEN;
1184 extern const struct StateEntryTemplate ffp_vertexstate_template[] DECLSPEC_HIDDEN;
1185 extern const struct fragment_pipeline none_fragment_pipe DECLSPEC_HIDDEN;
1186 extern const struct fragment_pipeline ffp_fragment_pipeline DECLSPEC_HIDDEN;
1187 extern const struct fragment_pipeline atifs_fragment_pipeline DECLSPEC_HIDDEN;
1188 extern const struct fragment_pipeline arbfp_fragment_pipeline DECLSPEC_HIDDEN;
1189 extern const struct fragment_pipeline nvts_fragment_pipeline DECLSPEC_HIDDEN;
1190 extern const struct fragment_pipeline nvrc_fragment_pipeline DECLSPEC_HIDDEN;
1191 extern const struct fragment_pipeline glsl_fragment_pipe DECLSPEC_HIDDEN;
1193 /* "Base" state table */
1194 HRESULT compile_state_table(struct StateEntry *StateTable, APPLYSTATEFUNC **dev_multistate_funcs,
1195 const struct wined3d_gl_info *gl_info, const struct StateEntryTemplate *vertex,
1196 const struct fragment_pipeline *fragment, const struct StateEntryTemplate *misc) DECLSPEC_HIDDEN;
1198 enum wined3d_blit_op
1200 WINED3D_BLIT_OP_COLOR_BLIT,
1201 WINED3D_BLIT_OP_COLOR_FILL,
1202 WINED3D_BLIT_OP_DEPTH_FILL,
1203 WINED3D_BLIT_OP_DEPTH_BLIT,
1206 /* Shaders for color conversions in blits. Do not do blit operations while
1207 * already under the GL lock. */
1208 struct blit_shader
1210 HRESULT (*alloc_private)(struct wined3d_device *device);
1211 void (*free_private)(struct wined3d_device *device);
1212 HRESULT (*set_shader)(void *blit_priv, struct wined3d_context *context, const struct wined3d_surface *surface);
1213 void (*unset_shader)(const struct wined3d_gl_info *gl_info);
1214 BOOL (*blit_supported)(const struct wined3d_gl_info *gl_info, enum wined3d_blit_op blit_op,
1215 const RECT *src_rect, DWORD src_usage, enum wined3d_pool src_pool, const struct wined3d_format *src_format,
1216 const RECT *dst_rect, DWORD dst_usage, enum wined3d_pool dst_pool, const struct wined3d_format *dst_format);
1217 HRESULT (*color_fill)(struct wined3d_device *device, struct wined3d_surface *dst_surface,
1218 const RECT *dst_rect, const struct wined3d_color *color);
1219 HRESULT (*depth_fill)(struct wined3d_device *device,
1220 struct wined3d_surface *surface, const RECT *rect, float depth);
1223 extern const struct blit_shader ffp_blit DECLSPEC_HIDDEN;
1224 extern const struct blit_shader arbfp_blit DECLSPEC_HIDDEN;
1225 extern const struct blit_shader cpu_blit DECLSPEC_HIDDEN;
1227 const struct blit_shader *wined3d_select_blitter(const struct wined3d_gl_info *gl_info, enum wined3d_blit_op blit_op,
1228 const RECT *src_rect, DWORD src_usage, enum wined3d_pool src_pool, const struct wined3d_format *src_format,
1229 const RECT *dst_rect, DWORD dst_usage, enum wined3d_pool dst_pool, const struct wined3d_format *dst_format)
1230 DECLSPEC_HIDDEN;
1232 /* Temporary blit_shader helper functions */
1233 HRESULT arbfp_blit_surface(struct wined3d_device *device, DWORD filter,
1234 struct wined3d_surface *src_surface, const RECT *src_rect,
1235 struct wined3d_surface *dst_surface, const RECT *dst_rect) DECLSPEC_HIDDEN;
1237 struct wined3d_context *context_acquire(const struct wined3d_device *device,
1238 struct wined3d_surface *target) DECLSPEC_HIDDEN;
1239 void context_alloc_event_query(struct wined3d_context *context,
1240 struct wined3d_event_query *query) DECLSPEC_HIDDEN;
1241 void context_alloc_occlusion_query(struct wined3d_context *context,
1242 struct wined3d_occlusion_query *query) DECLSPEC_HIDDEN;
1243 void context_apply_blit_state(struct wined3d_context *context, const struct wined3d_device *device) DECLSPEC_HIDDEN;
1244 BOOL context_apply_clear_state(struct wined3d_context *context, const struct wined3d_device *device,
1245 UINT rt_count, const struct wined3d_fb_state *fb) DECLSPEC_HIDDEN;
1246 BOOL context_apply_draw_state(struct wined3d_context *context, struct wined3d_device *device) DECLSPEC_HIDDEN;
1247 void context_apply_fbo_state_blit(struct wined3d_context *context, GLenum target,
1248 struct wined3d_surface *render_target, struct wined3d_surface *depth_stencil, DWORD location) DECLSPEC_HIDDEN;
1249 void context_active_texture(struct wined3d_context *context, const struct wined3d_gl_info *gl_info,
1250 unsigned int unit) DECLSPEC_HIDDEN;
1251 void context_bind_texture(struct wined3d_context *context, GLenum target, GLuint name) DECLSPEC_HIDDEN;
1252 void context_check_fbo_status(const struct wined3d_context *context, GLenum target) DECLSPEC_HIDDEN;
1253 struct wined3d_context *context_create(struct wined3d_swapchain *swapchain, struct wined3d_surface *target,
1254 const struct wined3d_format *ds_format) DECLSPEC_HIDDEN;
1255 void context_destroy(struct wined3d_device *device, struct wined3d_context *context) DECLSPEC_HIDDEN;
1256 void context_free_event_query(struct wined3d_event_query *query) DECLSPEC_HIDDEN;
1257 void context_free_occlusion_query(struct wined3d_occlusion_query *query) DECLSPEC_HIDDEN;
1258 struct wined3d_context *context_get_current(void) DECLSPEC_HIDDEN;
1259 DWORD context_get_tls_idx(void) DECLSPEC_HIDDEN;
1260 void context_invalidate_state(struct wined3d_context *context, DWORD state_id) DECLSPEC_HIDDEN;
1261 void context_release(struct wined3d_context *context) DECLSPEC_HIDDEN;
1262 void context_resource_released(const struct wined3d_device *device,
1263 struct wined3d_resource *resource, enum wined3d_resource_type type) DECLSPEC_HIDDEN;
1264 void context_resource_unloaded(const struct wined3d_device *device,
1265 struct wined3d_resource *resource, enum wined3d_resource_type type) DECLSPEC_HIDDEN;
1266 BOOL context_set_current(struct wined3d_context *ctx) DECLSPEC_HIDDEN;
1267 void context_set_draw_buffer(struct wined3d_context *context, GLenum buffer) DECLSPEC_HIDDEN;
1268 void context_set_tls_idx(DWORD idx) DECLSPEC_HIDDEN;
1269 void context_state_drawbuf(struct wined3d_context *context,
1270 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
1271 void context_state_fb(struct wined3d_context *context,
1272 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
1273 void context_surface_update(struct wined3d_context *context, const struct wined3d_surface *surface) DECLSPEC_HIDDEN;
1275 /*****************************************************************************
1276 * Internal representation of a light
1278 struct wined3d_light_info
1280 struct wined3d_light OriginalParms; /* Note D3D8LIGHT == D3D9LIGHT */
1281 DWORD OriginalIndex;
1282 LONG glIndex;
1283 BOOL enabled;
1285 /* Converted parms to speed up swapping lights */
1286 float lightPosn[4];
1287 float lightDirn[4];
1288 float exponent;
1289 float cutoff;
1291 struct list entry;
1294 /* The default light parameters */
1295 extern const struct wined3d_light WINED3D_default_light DECLSPEC_HIDDEN;
1297 struct wined3d_pixel_format
1299 int iPixelFormat; /* WGL pixel format */
1300 int iPixelType; /* WGL pixel type e.g. WGL_TYPE_RGBA_ARB, WGL_TYPE_RGBA_FLOAT_ARB or WGL_TYPE_COLORINDEX_ARB */
1301 int redSize, greenSize, blueSize, alphaSize, colorSize;
1302 int depthSize, stencilSize;
1303 BOOL windowDrawable;
1304 BOOL doubleBuffer;
1305 int auxBuffers;
1306 int numSamples;
1309 enum wined3d_pci_vendor
1311 HW_VENDOR_SOFTWARE = 0x0000,
1312 HW_VENDOR_AMD = 0x1002,
1313 HW_VENDOR_NVIDIA = 0x10de,
1314 HW_VENDOR_INTEL = 0x8086,
1317 enum wined3d_pci_device
1319 CARD_WINE = 0x0000,
1321 CARD_AMD_RAGE_128PRO = 0x5246,
1322 CARD_AMD_RADEON_7200 = 0x5144,
1323 CARD_AMD_RADEON_8500 = 0x514c,
1324 CARD_AMD_RADEON_9500 = 0x4144,
1325 CARD_AMD_RADEON_XPRESS_200M = 0x5955,
1326 CARD_AMD_RADEON_X700 = 0x5e4c,
1327 CARD_AMD_RADEON_X1600 = 0x71c2,
1328 CARD_AMD_RADEON_HD2350 = 0x94c7,
1329 CARD_AMD_RADEON_HD2600 = 0x9581,
1330 CARD_AMD_RADEON_HD2900 = 0x9400,
1331 CARD_AMD_RADEON_HD3200 = 0x9620,
1332 CARD_AMD_RADEON_HD4350 = 0x954f,
1333 CARD_AMD_RADEON_HD4600 = 0x9495,
1334 CARD_AMD_RADEON_HD4700 = 0x944e,
1335 CARD_AMD_RADEON_HD4800 = 0x944c,
1336 CARD_AMD_RADEON_HD5400 = 0x68f9,
1337 CARD_AMD_RADEON_HD5600 = 0x68d8,
1338 CARD_AMD_RADEON_HD5700 = 0x68be,
1339 CARD_AMD_RADEON_HD5800 = 0x6898,
1340 CARD_AMD_RADEON_HD5900 = 0x689c,
1341 CARD_AMD_RADEON_HD6300 = 0x9803,
1342 CARD_AMD_RADEON_HD6400 = 0x6770,
1343 CARD_AMD_RADEON_HD6410D = 0x9644,
1344 CARD_AMD_RADEON_HD6550D = 0x9640,
1345 CARD_AMD_RADEON_HD6600 = 0x6758,
1346 CARD_AMD_RADEON_HD6600M = 0x6741,
1347 CARD_AMD_RADEON_HD6700 = 0x68ba,
1348 CARD_AMD_RADEON_HD6800 = 0x6739,
1349 CARD_AMD_RADEON_HD6900 = 0x6719,
1350 CARD_AMD_RADEON_HD7700 = 0x683d,
1351 CARD_AMD_RADEON_HD7800 = 0x6819,
1352 CARD_AMD_RADEON_HD7900 = 0x679a,
1354 CARD_NVIDIA_RIVA_128 = 0x0018,
1355 CARD_NVIDIA_RIVA_TNT = 0x0020,
1356 CARD_NVIDIA_RIVA_TNT2 = 0x0028,
1357 CARD_NVIDIA_GEFORCE = 0x0100,
1358 CARD_NVIDIA_GEFORCE2_MX = 0x0110,
1359 CARD_NVIDIA_GEFORCE2 = 0x0150,
1360 CARD_NVIDIA_GEFORCE3 = 0x0200,
1361 CARD_NVIDIA_GEFORCE4_MX = 0x0170,
1362 CARD_NVIDIA_GEFORCE4_TI4200 = 0x0253,
1363 CARD_NVIDIA_GEFORCEFX_5200 = 0x0320,
1364 CARD_NVIDIA_GEFORCEFX_5600 = 0x0312,
1365 CARD_NVIDIA_GEFORCEFX_5800 = 0x0302,
1366 CARD_NVIDIA_GEFORCE_6200 = 0x014f,
1367 CARD_NVIDIA_GEFORCE_6600GT = 0x0140,
1368 CARD_NVIDIA_GEFORCE_6800 = 0x0041,
1369 CARD_NVIDIA_GEFORCE_7400 = 0x01d8,
1370 CARD_NVIDIA_GEFORCE_7300 = 0x01d7, /* GeForce Go 7300 */
1371 CARD_NVIDIA_GEFORCE_7600 = 0x0391,
1372 CARD_NVIDIA_GEFORCE_7800GT = 0x0092,
1373 CARD_NVIDIA_GEFORCE_8200 = 0x0849, /* Other PCI ID 0x084b */
1374 CARD_NVIDIA_GEFORCE_8300GS = 0x0423,
1375 CARD_NVIDIA_GEFORCE_8400GS = 0x0404,
1376 CARD_NVIDIA_GEFORCE_8500GT = 0x0421,
1377 CARD_NVIDIA_GEFORCE_8600GT = 0x0402,
1378 CARD_NVIDIA_GEFORCE_8600MGT = 0x0407,
1379 CARD_NVIDIA_GEFORCE_8800GTS = 0x0193,
1380 CARD_NVIDIA_GEFORCE_8800GTX = 0x0191,
1381 CARD_NVIDIA_GEFORCE_9200 = 0x086d,
1382 CARD_NVIDIA_GEFORCE_9300 = 0x086c,
1383 CARD_NVIDIA_GEFORCE_9400M = 0x0863,
1384 CARD_NVIDIA_GEFORCE_9400GT = 0x042c,
1385 CARD_NVIDIA_GEFORCE_9500GT = 0x0640,
1386 CARD_NVIDIA_GEFORCE_9600GT = 0x0622,
1387 CARD_NVIDIA_GEFORCE_9800GT = 0x0614,
1388 CARD_NVIDIA_GEFORCE_210 = 0x0a23,
1389 CARD_NVIDIA_GEFORCE_GT220 = 0x0a20,
1390 CARD_NVIDIA_GEFORCE_GT240 = 0x0ca3,
1391 CARD_NVIDIA_GEFORCE_GTX260 = 0x05e2,
1392 CARD_NVIDIA_GEFORCE_GTX275 = 0x05e6,
1393 CARD_NVIDIA_GEFORCE_GTX280 = 0x05e1,
1394 CARD_NVIDIA_GEFORCE_320M = 0x08a3,
1395 CARD_NVIDIA_GEFORCE_GT320M = 0x0a2d,
1396 CARD_NVIDIA_GEFORCE_GT325M = 0x0a35,
1397 CARD_NVIDIA_GEFORCE_GT330 = 0x0ca0,
1398 CARD_NVIDIA_GEFORCE_GTS350M = 0x0cb0,
1399 CARD_NVIDIA_GEFORCE_GT420 = 0x0de2,
1400 CARD_NVIDIA_GEFORCE_GT430 = 0x0de1,
1401 CARD_NVIDIA_GEFORCE_GT440 = 0x0de0,
1402 CARD_NVIDIA_GEFORCE_GTS450 = 0x0dc4,
1403 CARD_NVIDIA_GEFORCE_GTX460 = 0x0e22,
1404 CARD_NVIDIA_GEFORCE_GTX460M = 0x0dd1,
1405 CARD_NVIDIA_GEFORCE_GTX465 = 0x06c4,
1406 CARD_NVIDIA_GEFORCE_GTX470 = 0x06cd,
1407 CARD_NVIDIA_GEFORCE_GTX480 = 0x06c0,
1408 CARD_NVIDIA_GEFORCE_GT520 = 0x1040,
1409 CARD_NVIDIA_GEFORCE_GT540M = 0x0df4,
1410 CARD_NVIDIA_GEFORCE_GTX550 = 0x1244,
1411 CARD_NVIDIA_GEFORCE_GT555M = 0x04b8,
1412 CARD_NVIDIA_GEFORCE_GTX560TI = 0x1200,
1413 CARD_NVIDIA_GEFORCE_GTX560 = 0x1201,
1414 CARD_NVIDIA_GEFORCE_GTX570 = 0x1081,
1415 CARD_NVIDIA_GEFORCE_GTX580 = 0x1080,
1416 CARD_NVIDIA_GEFORCE_GT610 = 0x104a,
1417 CARD_NVIDIA_GEFORCE_GT630M = 0x0de9,
1418 CARD_NVIDIA_GEFORCE_GT640M = 0x0fd2,
1419 CARD_NVIDIA_GEFORCE_GT650M = 0x0fd1,
1420 CARD_NVIDIA_GEFORCE_GTX650 = 0x0fc6,
1421 CARD_NVIDIA_GEFORCE_GTX650TI = 0x11c6,
1422 CARD_NVIDIA_GEFORCE_GTX660 = 0x11c0,
1423 CARD_NVIDIA_GEFORCE_GTX660TI = 0x1183,
1424 CARD_NVIDIA_GEFORCE_GTX670 = 0x1189,
1425 CARD_NVIDIA_GEFORCE_GTX680 = 0x1180,
1427 CARD_INTEL_830M = 0x3577,
1428 CARD_INTEL_855GM = 0x3582,
1429 CARD_INTEL_845G = 0x2562,
1430 CARD_INTEL_865G = 0x2572,
1431 CARD_INTEL_915G = 0x2582,
1432 CARD_INTEL_E7221G = 0x258a,
1433 CARD_INTEL_915GM = 0x2592,
1434 CARD_INTEL_945G = 0x2772,
1435 CARD_INTEL_945GM = 0x27a2,
1436 CARD_INTEL_945GME = 0x27ae,
1437 CARD_INTEL_Q35 = 0x29b2,
1438 CARD_INTEL_G33 = 0x29c2,
1439 CARD_INTEL_Q33 = 0x29d2,
1440 CARD_INTEL_PNVG = 0xa001,
1441 CARD_INTEL_PNVM = 0xa011,
1442 CARD_INTEL_965Q = 0x2992,
1443 CARD_INTEL_965G = 0x2982,
1444 CARD_INTEL_946GZ = 0x2972,
1445 CARD_INTEL_965GM = 0x2a02,
1446 CARD_INTEL_965GME = 0x2a12,
1447 CARD_INTEL_GM45 = 0x2a42,
1448 CARD_INTEL_IGD = 0x2e02,
1449 CARD_INTEL_Q45 = 0x2e12,
1450 CARD_INTEL_G45 = 0x2e22,
1451 CARD_INTEL_G41 = 0x2e32,
1452 CARD_INTEL_B43 = 0x2e92,
1453 CARD_INTEL_ILKD = 0x0042,
1454 CARD_INTEL_ILKM = 0x0046,
1455 CARD_INTEL_SNBD = 0x0122,
1456 CARD_INTEL_SNBM = 0x0126,
1457 CARD_INTEL_SNBS = 0x010a,
1458 CARD_INTEL_IVBD = 0x0162,
1459 CARD_INTEL_IVBM = 0x0166,
1460 CARD_INTEL_IVBS = 0x015a,
1463 struct wined3d_fbo_ops
1465 GLboolean (WINE_GLAPI *glIsRenderbuffer)(GLuint renderbuffer);
1466 void (WINE_GLAPI *glBindRenderbuffer)(GLenum target, GLuint renderbuffer);
1467 void (WINE_GLAPI *glDeleteRenderbuffers)(GLsizei n, const GLuint *renderbuffers);
1468 void (WINE_GLAPI *glGenRenderbuffers)(GLsizei n, GLuint *renderbuffers);
1469 void (WINE_GLAPI *glRenderbufferStorage)(GLenum target, GLenum internalformat,
1470 GLsizei width, GLsizei height);
1471 void (WINE_GLAPI *glRenderbufferStorageMultisample)(GLenum target, GLsizei samples,
1472 GLenum internalformat, GLsizei width, GLsizei height);
1473 void (WINE_GLAPI *glGetRenderbufferParameteriv)(GLenum target, GLenum pname, GLint *params);
1474 GLboolean (WINE_GLAPI *glIsFramebuffer)(GLuint framebuffer);
1475 void (WINE_GLAPI *glBindFramebuffer)(GLenum target, GLuint framebuffer);
1476 void (WINE_GLAPI *glDeleteFramebuffers)(GLsizei n, const GLuint *framebuffers);
1477 void (WINE_GLAPI *glGenFramebuffers)(GLsizei n, GLuint *framebuffers);
1478 GLenum (WINE_GLAPI *glCheckFramebufferStatus)(GLenum target);
1479 void (WINE_GLAPI *glFramebufferTexture1D)(GLenum target, GLenum attachment,
1480 GLenum textarget, GLuint texture, GLint level);
1481 void (WINE_GLAPI *glFramebufferTexture2D)(GLenum target, GLenum attachment,
1482 GLenum textarget, GLuint texture, GLint level);
1483 void (WINE_GLAPI *glFramebufferTexture3D)(GLenum target, GLenum attachment,
1484 GLenum textarget, GLuint texture, GLint level, GLint layer);
1485 void (WINE_GLAPI *glFramebufferRenderbuffer)(GLenum target, GLenum attachment,
1486 GLenum renderbuffertarget, GLuint renderbuffer);
1487 void (WINE_GLAPI *glGetFramebufferAttachmentParameteriv)(GLenum target, GLenum attachment,
1488 GLenum pname, GLint *params);
1489 void (WINE_GLAPI *glBlitFramebuffer)(GLint srcX0, GLint srcY0, GLint srcX1, GLint srcY1,
1490 GLint dstX0, GLint dstY0, GLint dstX1, GLint dstY1, GLbitfield mask, GLenum filter);
1491 void (WINE_GLAPI *glGenerateMipmap)(GLenum target);
1494 struct wined3d_gl_limits
1496 UINT buffers;
1497 UINT lights;
1498 UINT textures;
1499 UINT texture_stages;
1500 UINT texture_coords;
1501 UINT fragment_samplers;
1502 UINT vertex_samplers;
1503 UINT combined_samplers;
1504 UINT general_combiners;
1505 UINT clipplanes;
1506 UINT texture_size;
1507 UINT texture3d_size;
1508 float pointsize_max;
1509 float pointsize_min;
1510 UINT blends;
1511 UINT anisotropy;
1512 float shininess;
1513 UINT samples;
1514 UINT vertex_attribs;
1516 UINT glsl_varyings;
1517 UINT glsl_vs_float_constants;
1518 UINT glsl_ps_float_constants;
1520 UINT arb_vs_float_constants;
1521 UINT arb_vs_native_constants;
1522 UINT arb_vs_instructions;
1523 UINT arb_vs_temps;
1524 UINT arb_ps_float_constants;
1525 UINT arb_ps_local_constants;
1526 UINT arb_ps_native_constants;
1527 UINT arb_ps_instructions;
1528 UINT arb_ps_temps;
1531 struct wined3d_gl_info
1533 DWORD glsl_version;
1534 struct wined3d_gl_limits limits;
1535 DWORD reserved_glsl_constants;
1536 DWORD quirks;
1537 BOOL supported[WINED3D_GL_EXT_COUNT];
1538 GLint wrap_lookup[WINED3D_TADDRESS_MIRROR_ONCE - WINED3D_TADDRESS_WRAP + 1];
1540 struct opengl_funcs gl_ops;
1541 struct wined3d_fbo_ops fbo_ops;
1543 struct wined3d_format *formats;
1546 struct wined3d_driver_info
1548 enum wined3d_pci_vendor vendor;
1549 enum wined3d_pci_device device;
1550 const char *name;
1551 const char *description;
1552 unsigned int vidmem;
1553 DWORD version_high;
1554 DWORD version_low;
1557 /* The adapter structure */
1558 struct wined3d_adapter
1560 UINT ordinal;
1561 POINT monitorPoint;
1562 enum wined3d_format_id screen_format;
1564 struct wined3d_gl_info gl_info;
1565 struct wined3d_driver_info driver_info;
1566 WCHAR DeviceName[CCHDEVICENAME]; /* DeviceName for use with e.g. ChangeDisplaySettings */
1567 unsigned int cfg_count;
1568 struct wined3d_pixel_format *cfgs;
1569 unsigned int TextureRam; /* Amount of texture memory both video ram + AGP/TurboCache/HyperMemory/.. */
1570 unsigned int UsedTextureRam;
1571 LUID luid;
1573 const struct fragment_pipeline *fragment_pipe;
1574 const struct wined3d_shader_backend_ops *shader_backend;
1575 const struct blit_shader *blitter;
1578 BOOL wined3d_adapter_init_format_info(struct wined3d_adapter *adapter) DECLSPEC_HIDDEN;
1579 unsigned int adapter_adjust_memory(struct wined3d_adapter *adapter, int amount) DECLSPEC_HIDDEN;
1581 BOOL initPixelFormatsNoGL(struct wined3d_gl_info *gl_info) DECLSPEC_HIDDEN;
1582 extern void add_gl_compat_wrappers(struct wined3d_gl_info *gl_info) DECLSPEC_HIDDEN;
1584 enum projection_types
1586 proj_none = 0,
1587 proj_count3 = 1,
1588 proj_count4 = 2
1591 enum dst_arg
1593 resultreg = 0,
1594 tempreg = 1
1597 /*****************************************************************************
1598 * Fixed function pipeline replacements
1600 #define ARG_UNUSED 0xff
1601 struct texture_stage_op
1603 unsigned cop : 8;
1604 unsigned carg1 : 8;
1605 unsigned carg2 : 8;
1606 unsigned carg0 : 8;
1608 unsigned aop : 8;
1609 unsigned aarg1 : 8;
1610 unsigned aarg2 : 8;
1611 unsigned aarg0 : 8;
1613 struct color_fixup_desc color_fixup;
1614 unsigned tex_type : 3;
1615 unsigned dst : 1;
1616 unsigned projected : 2;
1617 unsigned padding : 10;
1620 struct ffp_frag_settings {
1621 struct texture_stage_op op[MAX_TEXTURES];
1622 enum fogmode fog;
1623 /* Use shorts instead of chars to get dword alignment */
1624 unsigned short sRGB_write;
1625 unsigned short emul_clipplanes;
1628 struct ffp_frag_desc
1630 struct wine_rb_entry entry;
1631 struct ffp_frag_settings settings;
1634 extern const struct wine_rb_functions wined3d_ffp_frag_program_rb_functions DECLSPEC_HIDDEN;
1635 extern const struct wined3d_parent_ops wined3d_null_parent_ops DECLSPEC_HIDDEN;
1637 void gen_ffp_frag_op(const struct wined3d_device *device, const struct wined3d_state *state,
1638 struct ffp_frag_settings *settings, BOOL ignore_textype) DECLSPEC_HIDDEN;
1639 const struct ffp_frag_desc *find_ffp_frag_shader(const struct wine_rb_tree *fragment_shaders,
1640 const struct ffp_frag_settings *settings) DECLSPEC_HIDDEN;
1641 void add_ffp_frag_shader(struct wine_rb_tree *shaders, struct ffp_frag_desc *desc) DECLSPEC_HIDDEN;
1642 void wined3d_get_draw_rect(const struct wined3d_state *state, RECT *rect) DECLSPEC_HIDDEN;
1644 struct wined3d
1646 LONG ref;
1647 DWORD flags;
1648 UINT dxVersion;
1649 UINT adapter_count;
1650 struct wined3d_adapter adapters[1];
1653 HRESULT wined3d_init(struct wined3d *wined3d, UINT version, DWORD flags) DECLSPEC_HIDDEN;
1654 BOOL wined3d_register_window(HWND window, struct wined3d_device *device) DECLSPEC_HIDDEN;
1655 void wined3d_unregister_window(HWND window) DECLSPEC_HIDDEN;
1657 /*****************************************************************************
1658 * IWineD3DDevice implementation structure
1660 #define WINED3D_UNMAPPED_STAGE ~0U
1662 /* Multithreaded flag. Removed from the public header to signal that IWineD3D::CreateDevice ignores it */
1663 #define WINED3DCREATE_MULTITHREADED 0x00000004
1665 struct wined3d_device
1667 LONG ref;
1669 /* WineD3D Information */
1670 struct wined3d_device_parent *device_parent;
1671 struct wined3d *wined3d;
1672 struct wined3d_adapter *adapter;
1674 /* Window styles to restore when switching fullscreen mode */
1675 LONG style;
1676 LONG exStyle;
1678 /* X and GL Information */
1679 GLenum offscreenBuffer;
1681 const struct wined3d_shader_backend_ops *shader_backend;
1682 void *shader_priv;
1683 void *fragment_priv;
1684 void *blit_priv;
1685 struct StateEntry StateTable[STATE_HIGHEST + 1];
1686 /* Array of functions for states which are handled by more than one pipeline part */
1687 APPLYSTATEFUNC *multistate_funcs[STATE_HIGHEST + 1];
1688 const struct blit_shader *blitter;
1690 unsigned int max_ffp_textures;
1691 UINT vs_version, gs_version, ps_version;
1692 DWORD d3d_vshader_constantF, d3d_pshader_constantF; /* Advertised d3d caps, not GL ones */
1693 DWORD vs_clipping;
1694 UINT instance_count;
1696 WORD view_ident : 1; /* true iff view matrix is identity */
1697 WORD vertexBlendUsed : 1; /* To avoid needless setting of the blend matrices */
1698 WORD isRecordingState : 1;
1699 WORD isInDraw : 1;
1700 WORD bCursorVisible : 1;
1701 WORD d3d_initialized : 1;
1702 WORD inScene : 1; /* A flag to check for proper BeginScene / EndScene call pairs */
1703 WORD softwareVertexProcessing : 1; /* process vertex shaders using software or hardware */
1704 WORD useDrawStridedSlow : 1;
1705 WORD filter_messages : 1;
1706 WORD padding : 6;
1708 BYTE fixed_function_usage_map; /* MAX_TEXTURES, 8 */
1710 #define DDRAW_PITCH_ALIGNMENT 8
1711 #define D3D8_PITCH_ALIGNMENT 4
1712 unsigned char surface_alignment; /* Line Alignment of surfaces */
1714 /* State block related */
1715 struct wined3d_stateblock *stateBlock;
1716 struct wined3d_stateblock *updateStateBlock;
1718 /* Internal use fields */
1719 struct wined3d_device_creation_parameters create_parms;
1720 HWND focus_window;
1722 struct wined3d_swapchain **swapchains;
1723 UINT swapchain_count;
1725 struct list resources; /* a linked list to track resources created by the device */
1726 struct list shaders; /* a linked list to track shaders (pixel and vertex) */
1728 /* Render Target Support */
1729 DWORD valid_rt_mask;
1730 struct wined3d_fb_state fb;
1731 struct wined3d_surface *onscreen_depth_stencil;
1732 struct wined3d_surface *auto_depth_stencil;
1734 /* For rendering to a texture using glCopyTexImage */
1735 GLuint depth_blt_texture;
1737 /* Cursor management */
1738 UINT xHotSpot;
1739 UINT yHotSpot;
1740 UINT xScreenSpace;
1741 UINT yScreenSpace;
1742 UINT cursorWidth, cursorHeight;
1743 GLuint cursorTexture;
1744 HCURSOR hardwareCursor;
1746 /* The Wine logo surface */
1747 struct wined3d_surface *logo_surface;
1749 /* Textures for when no other textures are mapped */
1750 UINT dummy_texture_2d[MAX_COMBINED_SAMPLERS];
1751 UINT dummy_texture_rect[MAX_COMBINED_SAMPLERS];
1752 UINT dummy_texture_3d[MAX_COMBINED_SAMPLERS];
1753 UINT dummy_texture_cube[MAX_COMBINED_SAMPLERS];
1755 /* With register combiners we can skip junk texture stages */
1756 DWORD texUnitMap[MAX_COMBINED_SAMPLERS];
1757 DWORD rev_tex_unit_map[MAX_COMBINED_SAMPLERS];
1759 /* Stream source management */
1760 struct wined3d_stream_info strided_streams;
1761 struct wined3d_event_query *buffer_queries[MAX_ATTRIBS];
1762 unsigned int num_buffer_queries;
1764 /* Context management */
1765 struct wined3d_context **contexts;
1766 UINT context_count;
1769 void device_clear_render_targets(struct wined3d_device *device, UINT rt_count, const struct wined3d_fb_state *fb,
1770 UINT rect_count, const RECT *rects, const RECT *draw_rect, DWORD flags,
1771 const struct wined3d_color *color, float depth, DWORD stencil) DECLSPEC_HIDDEN;
1772 BOOL device_context_add(struct wined3d_device *device, struct wined3d_context *context) DECLSPEC_HIDDEN;
1773 void device_context_remove(struct wined3d_device *device, struct wined3d_context *context) DECLSPEC_HIDDEN;
1774 HRESULT device_init(struct wined3d_device *device, struct wined3d *wined3d,
1775 UINT adapter_idx, enum wined3d_device_type device_type, HWND focus_window, DWORD flags,
1776 BYTE surface_alignment, struct wined3d_device_parent *device_parent) DECLSPEC_HIDDEN;
1777 void device_preload_textures(const struct wined3d_device *device) DECLSPEC_HIDDEN;
1778 LRESULT device_process_message(struct wined3d_device *device, HWND window, BOOL unicode,
1779 UINT message, WPARAM wparam, LPARAM lparam, WNDPROC proc) DECLSPEC_HIDDEN;
1780 void device_resource_add(struct wined3d_device *device, struct wined3d_resource *resource) DECLSPEC_HIDDEN;
1781 void device_resource_released(struct wined3d_device *device, struct wined3d_resource *resource) DECLSPEC_HIDDEN;
1782 void device_stream_info_from_declaration(struct wined3d_device *device,
1783 struct wined3d_stream_info *stream_info) DECLSPEC_HIDDEN;
1784 void device_switch_onscreen_ds(struct wined3d_device *device, struct wined3d_context *context,
1785 struct wined3d_surface *depth_stencil) DECLSPEC_HIDDEN;
1786 void device_update_stream_info(struct wined3d_device *device, const struct wined3d_gl_info *gl_info) DECLSPEC_HIDDEN;
1787 void device_update_tex_unit_map(struct wined3d_device *device) DECLSPEC_HIDDEN;
1788 void device_invalidate_state(const struct wined3d_device *device, DWORD state) DECLSPEC_HIDDEN;
1790 static inline BOOL isStateDirty(const struct wined3d_context *context, DWORD state)
1792 DWORD idx = state / (sizeof(*context->isStateDirty) * CHAR_BIT);
1793 BYTE shift = state & ((sizeof(*context->isStateDirty) * CHAR_BIT) - 1);
1794 return context->isStateDirty[idx] & (1 << shift);
1797 static inline void invalidate_active_texture(const struct wined3d_device *device, struct wined3d_context *context)
1799 DWORD sampler = device->rev_tex_unit_map[context->active_texture];
1800 if (sampler != WINED3D_UNMAPPED_STAGE)
1801 context_invalidate_state(context, STATE_SAMPLER(sampler));
1804 #define WINED3D_RESOURCE_ACCESS_GPU 0x1
1805 #define WINED3D_RESOURCE_ACCESS_CPU 0x2
1806 /* SCRATCH is mostly the same as CPU, but can't be used by the GPU at all,
1807 * not even for resource uploads. */
1808 #define WINED3D_RESOURCE_ACCESS_SCRATCH 0x4
1810 struct wined3d_resource_ops
1812 void (*resource_unload)(struct wined3d_resource *resource);
1815 struct wined3d_resource
1817 LONG ref;
1818 LONG bind_count;
1819 LONG map_count;
1820 struct wined3d_device *device;
1821 enum wined3d_resource_type type;
1822 const struct wined3d_format *format;
1823 enum wined3d_multisample_type multisample_type;
1824 UINT multisample_quality;
1825 DWORD usage;
1826 enum wined3d_pool pool;
1827 DWORD access_flags;
1828 UINT width;
1829 UINT height;
1830 UINT depth;
1831 UINT size;
1832 DWORD priority;
1833 BYTE *allocatedMemory; /* Pointer to the real data location */
1834 BYTE *heapMemory; /* Pointer to the HeapAlloced block of memory */
1835 struct list privateData;
1836 struct list resource_list_entry;
1838 void *parent;
1839 const struct wined3d_parent_ops *parent_ops;
1840 const struct wined3d_resource_ops *resource_ops;
1843 void resource_cleanup(struct wined3d_resource *resource) DECLSPEC_HIDDEN;
1844 DWORD resource_get_priority(const struct wined3d_resource *resource) DECLSPEC_HIDDEN;
1845 HRESULT resource_init(struct wined3d_resource *resource, struct wined3d_device *device,
1846 enum wined3d_resource_type type, const struct wined3d_format *format,
1847 enum wined3d_multisample_type multisample_type, UINT multisample_quality,
1848 DWORD usage, enum wined3d_pool pool, UINT width, UINT height, UINT depth, UINT size,
1849 void *parent, const struct wined3d_parent_ops *parent_ops,
1850 const struct wined3d_resource_ops *resource_ops) DECLSPEC_HIDDEN;
1851 DWORD resource_set_priority(struct wined3d_resource *resource, DWORD priority) DECLSPEC_HIDDEN;
1852 void resource_unload(struct wined3d_resource *resource) DECLSPEC_HIDDEN;
1854 /* Tests show that the start address of resources is 32 byte aligned */
1855 #define RESOURCE_ALIGNMENT 16
1857 enum wined3d_texture_state
1859 WINED3DTEXSTA_ADDRESSU = 0,
1860 WINED3DTEXSTA_ADDRESSV = 1,
1861 WINED3DTEXSTA_ADDRESSW = 2,
1862 WINED3DTEXSTA_BORDERCOLOR = 3,
1863 WINED3DTEXSTA_MAGFILTER = 4,
1864 WINED3DTEXSTA_MINFILTER = 5,
1865 WINED3DTEXSTA_MIPFILTER = 6,
1866 WINED3DTEXSTA_MAXMIPLEVEL = 7,
1867 WINED3DTEXSTA_MAXANISOTROPY = 8,
1868 WINED3DTEXSTA_SRGBTEXTURE = 9,
1869 WINED3DTEXSTA_SHADOW = 10,
1870 MAX_WINETEXTURESTATES = 11,
1873 enum WINED3DSRGB
1875 SRGB_ANY = 0, /* Uses the cached value(e.g. external calls) */
1876 SRGB_RGB = 1, /* Loads the rgb texture */
1877 SRGB_SRGB = 2, /* Loads the srgb texture */
1880 struct gl_texture
1882 DWORD states[MAX_WINETEXTURESTATES];
1883 BOOL dirty;
1884 GLuint name;
1887 struct wined3d_texture_ops
1889 HRESULT (*texture_bind)(struct wined3d_texture *texture,
1890 struct wined3d_context *context, BOOL srgb);
1891 void (*texture_preload)(struct wined3d_texture *texture, enum WINED3DSRGB srgb);
1892 void (*texture_sub_resource_add_dirty_region)(struct wined3d_resource *sub_resource,
1893 const struct wined3d_box *dirty_region);
1894 void (*texture_sub_resource_cleanup)(struct wined3d_resource *sub_resource);
1897 #define WINED3D_TEXTURE_COND_NP2 0x1
1898 #define WINED3D_TEXTURE_POW2_MAT_IDENT 0x2
1899 #define WINED3D_TEXTURE_IS_SRGB 0x4
1901 struct wined3d_texture
1903 struct wined3d_resource resource;
1904 const struct wined3d_texture_ops *texture_ops;
1905 struct gl_texture texture_rgb, texture_srgb;
1906 struct wined3d_resource **sub_resources;
1907 UINT layer_count;
1908 UINT level_count;
1909 float pow2_matrix[16];
1910 UINT lod;
1911 enum wined3d_texture_filter_type filter_type;
1912 DWORD sampler;
1913 DWORD flags;
1914 const struct min_lookup *min_mip_lookup;
1915 const GLenum *mag_lookup;
1916 GLenum target;
1919 static inline struct wined3d_texture *wined3d_texture_from_resource(struct wined3d_resource *resource)
1921 return CONTAINING_RECORD(resource, struct wined3d_texture, resource);
1924 static inline struct gl_texture *wined3d_texture_get_gl_texture(struct wined3d_texture *texture,
1925 const struct wined3d_gl_info *gl_info, BOOL srgb)
1927 return srgb && !gl_info->supported[EXT_TEXTURE_SRGB_DECODE]
1928 ? &texture->texture_srgb : &texture->texture_rgb;
1931 void wined3d_texture_apply_state_changes(struct wined3d_texture *texture,
1932 const DWORD samplerStates[WINED3D_HIGHEST_SAMPLER_STATE + 1],
1933 const struct wined3d_gl_info *gl_info) DECLSPEC_HIDDEN;
1934 void wined3d_texture_set_dirty(struct wined3d_texture *texture, BOOL dirty) DECLSPEC_HIDDEN;
1936 struct wined3d_volume
1938 struct wined3d_resource resource;
1939 struct wined3d_texture *container;
1940 BOOL lockable;
1941 BOOL locked;
1942 struct wined3d_box lockedBox;
1943 struct wined3d_box dirtyBox;
1944 BOOL dirty;
1947 static inline struct wined3d_volume *volume_from_resource(struct wined3d_resource *resource)
1949 return CONTAINING_RECORD(resource, struct wined3d_volume, resource);
1952 void volume_add_dirty_box(struct wined3d_volume *volume, const struct wined3d_box *dirty_box) DECLSPEC_HIDDEN;
1953 void volume_load(const struct wined3d_volume *volume, struct wined3d_context *context, UINT level, BOOL srgb_mode) DECLSPEC_HIDDEN;
1954 void volume_set_container(struct wined3d_volume *volume, struct wined3d_texture *container) DECLSPEC_HIDDEN;
1956 struct wined3d_surface_dib
1958 HBITMAP DIBsection;
1959 void *bitmap_data;
1960 UINT bitmap_size;
1963 struct wined3d_renderbuffer_entry
1965 struct list entry;
1966 GLuint id;
1967 UINT width;
1968 UINT height;
1971 struct fbo_entry
1973 struct list entry;
1974 struct wined3d_surface **render_targets;
1975 struct wined3d_surface *depth_stencil;
1976 DWORD location;
1977 DWORD rt_mask;
1978 BOOL attached;
1979 GLuint id;
1982 enum wined3d_container_type
1984 WINED3D_CONTAINER_NONE = 0,
1985 WINED3D_CONTAINER_SWAPCHAIN,
1986 WINED3D_CONTAINER_TEXTURE,
1989 struct wined3d_subresource_container
1991 enum wined3d_container_type type;
1992 union
1994 struct wined3d_swapchain *swapchain;
1995 struct wined3d_texture *texture;
1996 void *base;
1997 } u;
2000 struct wined3d_surface_ops
2002 HRESULT (*surface_private_setup)(struct wined3d_surface *surface);
2003 void (*surface_realize_palette)(struct wined3d_surface *surface);
2004 void (*surface_map)(struct wined3d_surface *surface, const RECT *rect, DWORD flags);
2005 void (*surface_unmap)(struct wined3d_surface *surface);
2008 struct wined3d_surface
2010 struct wined3d_resource resource;
2011 const struct wined3d_surface_ops *surface_ops;
2012 struct wined3d_subresource_container container;
2013 struct wined3d_palette *palette; /* D3D7 style palette handling */
2014 DWORD draw_binding;
2016 DWORD flags;
2018 UINT pow2Width;
2019 UINT pow2Height;
2021 /* A method to retrieve the drawable size. Not in the Vtable to make it changeable */
2022 void (*get_drawable_size)(const struct wined3d_context *context, UINT *width, UINT *height);
2024 /* PBO */
2025 GLuint pbo;
2026 GLuint rb_multisample;
2027 GLuint rb_resolved;
2028 GLuint texture_name;
2029 GLuint texture_name_srgb;
2030 GLint texture_level;
2031 GLenum texture_target;
2033 RECT lockedRect;
2034 RECT dirtyRect;
2035 int lockCount;
2036 #define MAXLOCKCOUNT 50 /* After this amount of locks do not free the sysmem copy */
2038 /* For GetDC */
2039 struct wined3d_surface_dib dib;
2040 HDC hDC;
2042 /* Color keys for DDraw */
2043 struct wined3d_color_key dst_blt_color_key;
2044 struct wined3d_color_key src_blt_color_key;
2045 struct wined3d_color_key dst_overlay_color_key;
2046 struct wined3d_color_key src_overlay_color_key;
2047 DWORD CKeyFlags;
2049 struct wined3d_color_key gl_color_key;
2051 struct list renderbuffers;
2052 const struct wined3d_renderbuffer_entry *current_renderbuffer;
2053 SIZE ds_current_size;
2055 /* DirectDraw Overlay handling */
2056 RECT overlay_srcrect;
2057 RECT overlay_destrect;
2058 struct wined3d_surface *overlay_dest;
2059 struct list overlays;
2060 struct list overlay_entry;
2063 static inline struct wined3d_surface *surface_from_resource(struct wined3d_resource *resource)
2065 return CONTAINING_RECORD(resource, struct wined3d_surface, resource);
2068 static inline GLuint surface_get_texture_name(const struct wined3d_surface *surface,
2069 const struct wined3d_gl_info *gl_info, BOOL srgb)
2071 return srgb && !gl_info->supported[EXT_TEXTURE_SRGB_DECODE]
2072 ? surface->texture_name_srgb : surface->texture_name;
2075 void surface_add_dirty_rect(struct wined3d_surface *surface, const struct wined3d_box *dirty_rect) DECLSPEC_HIDDEN;
2076 HRESULT surface_color_fill(struct wined3d_surface *s,
2077 const RECT *rect, const struct wined3d_color *color) DECLSPEC_HIDDEN;
2078 GLenum surface_get_gl_buffer(const struct wined3d_surface *surface) DECLSPEC_HIDDEN;
2079 void surface_internal_preload(struct wined3d_surface *surface, enum WINED3DSRGB srgb) DECLSPEC_HIDDEN;
2080 BOOL surface_is_offscreen(const struct wined3d_surface *surface) DECLSPEC_HIDDEN;
2081 HRESULT surface_load(struct wined3d_surface *surface, BOOL srgb) DECLSPEC_HIDDEN;
2082 void surface_load_ds_location(struct wined3d_surface *surface,
2083 struct wined3d_context *context, DWORD location) DECLSPEC_HIDDEN;
2084 void surface_load_fb_texture(struct wined3d_surface *surface, BOOL srgb) DECLSPEC_HIDDEN;
2085 HRESULT surface_load_location(struct wined3d_surface *surface, DWORD location, const RECT *rect) DECLSPEC_HIDDEN;
2086 void surface_modify_ds_location(struct wined3d_surface *surface, DWORD location, UINT w, UINT h) DECLSPEC_HIDDEN;
2087 void surface_modify_location(struct wined3d_surface *surface, DWORD location, BOOL persistent) DECLSPEC_HIDDEN;
2088 void surface_prepare_rb(struct wined3d_surface *surface,
2089 const struct wined3d_gl_info *gl_info, BOOL multisample) DECLSPEC_HIDDEN;
2090 void surface_prepare_texture(struct wined3d_surface *surface,
2091 struct wined3d_context *context, BOOL srgb) DECLSPEC_HIDDEN;
2092 void surface_set_compatible_renderbuffer(struct wined3d_surface *surface,
2093 const struct wined3d_surface *rt) DECLSPEC_HIDDEN;
2094 void surface_set_container(struct wined3d_surface *surface,
2095 enum wined3d_container_type type, void *container) DECLSPEC_HIDDEN;
2096 void surface_set_texture_name(struct wined3d_surface *surface, GLuint name, BOOL srgb_name) DECLSPEC_HIDDEN;
2097 void surface_set_texture_target(struct wined3d_surface *surface, GLenum target, GLint level) DECLSPEC_HIDDEN;
2098 void surface_translate_drawable_coords(const struct wined3d_surface *surface, HWND window, RECT *rect) DECLSPEC_HIDDEN;
2099 void surface_update_draw_binding(struct wined3d_surface *surface) DECLSPEC_HIDDEN;
2100 HRESULT surface_upload_from_surface(struct wined3d_surface *dst_surface, const POINT *dst_point,
2101 struct wined3d_surface *src_surface, const RECT *src_rect) DECLSPEC_HIDDEN;
2103 void get_drawable_size_swapchain(const struct wined3d_context *context, UINT *width, UINT *height) DECLSPEC_HIDDEN;
2104 void get_drawable_size_backbuffer(const struct wined3d_context *context, UINT *width, UINT *height) DECLSPEC_HIDDEN;
2105 void get_drawable_size_fbo(const struct wined3d_context *context, UINT *width, UINT *height) DECLSPEC_HIDDEN;
2107 void draw_textured_quad(const struct wined3d_surface *src_surface, struct wined3d_context *context,
2108 const RECT *src_rect, const RECT *dst_rect, enum wined3d_texture_filter_type filter) DECLSPEC_HIDDEN;
2109 void flip_surface(struct wined3d_surface *front, struct wined3d_surface *back) DECLSPEC_HIDDEN;
2111 /* Surface flags: */
2112 #define SFLAG_CONVERTED 0x00000001 /* Converted for color keying or palettized. */
2113 #define SFLAG_DISCARD 0x00000002 /* ??? */
2114 #define SFLAG_NONPOW2 0x00000004 /* Surface sizes are not a power of 2 */
2115 #define SFLAG_NORMCOORD 0x00000008 /* Set if GL texture coordinates are normalized (non-texture rectangle). */
2116 #define SFLAG_LOCKABLE 0x00000010 /* Surface can be locked. */
2117 #define SFLAG_DYNLOCK 0x00000020 /* Surface is often locked by the application. */
2118 #define SFLAG_PIN_SYSMEM 0x00000040 /* Keep the surface in sysmem, at the same address. */
2119 #define SFLAG_DCINUSE 0x00000080 /* Set between GetDC and ReleaseDC calls. */
2120 #define SFLAG_LOST 0x00000100 /* Surface lost flag for ddraw. */
2121 #define SFLAG_GLCKEY 0x00000200 /* The GL texture was created with a color key. */
2122 #define SFLAG_CLIENT 0x00000400 /* GL_APPLE_client_storage is used with this surface. */
2123 #define SFLAG_INOVERLAYDRAW 0x00000800 /* Overlay drawing is in progress. Recursion prevention. */
2124 #define SFLAG_DIBSECTION 0x00001000 /* Has a DIB section attached for GetDC. */
2125 #define SFLAG_USERPTR 0x00002000 /* The application allocated the memory for this surface. */
2126 #define SFLAG_ALLOCATED 0x00004000 /* A GL texture is allocated for this surface. */
2127 #define SFLAG_SRGBALLOCATED 0x00008000 /* A sRGB GL texture is allocated for this surface. */
2128 #define SFLAG_PBO 0x00010000 /* The surface has a PBO. */
2129 #define SFLAG_INSYSMEM 0x00020000 /* The system memory copy is current. */
2130 #define SFLAG_INTEXTURE 0x00040000 /* The GL texture is current. */
2131 #define SFLAG_INSRGBTEX 0x00080000 /* The GL sRGB texture is current. */
2132 #define SFLAG_INDRAWABLE 0x00100000 /* The GL drawable is current. */
2133 #define SFLAG_INRB_MULTISAMPLE 0x00200000 /* The multisample renderbuffer is current. */
2134 #define SFLAG_INRB_RESOLVED 0x00400000 /* The resolved renderbuffer is current. */
2135 #define SFLAG_DISCARDED 0x00800000 /* Surface was discarded, allocating new location is enough. */
2137 /* In some conditions the surface memory must not be freed:
2138 * SFLAG_CONVERTED: Converting the data back would take too long
2139 * SFLAG_DIBSECTION: The dib code manages the memory
2140 * SFLAG_DYNLOCK: Avoid freeing the data for performance
2141 * SFLAG_PBO: PBOs don't use 'normal' memory. It is either allocated by the driver or must be NULL.
2142 * SFLAG_CLIENT: OpenGL uses our memory as backup
2144 #define SFLAG_DONOTFREE (SFLAG_CONVERTED | \
2145 SFLAG_DYNLOCK | \
2146 SFLAG_CLIENT | \
2147 SFLAG_DIBSECTION | \
2148 SFLAG_USERPTR | \
2149 SFLAG_PBO | \
2150 SFLAG_PIN_SYSMEM)
2152 #define SFLAG_LOCATIONS (SFLAG_INSYSMEM | \
2153 SFLAG_INTEXTURE | \
2154 SFLAG_INSRGBTEX | \
2155 SFLAG_INDRAWABLE | \
2156 SFLAG_INRB_MULTISAMPLE | \
2157 SFLAG_INRB_RESOLVED)
2159 enum wined3d_conversion_type
2161 WINED3D_CT_NONE,
2162 WINED3D_CT_PALETTED,
2163 WINED3D_CT_PALETTED_CK,
2164 WINED3D_CT_CK_565,
2165 WINED3D_CT_CK_5551,
2166 WINED3D_CT_CK_RGB24,
2167 WINED3D_CT_RGB32_888,
2168 WINED3D_CT_CK_ARGB32,
2171 void d3dfmt_p8_init_palette(const struct wined3d_surface *surface, BYTE table[256][4], BOOL colorkey) DECLSPEC_HIDDEN;
2173 struct wined3d_sampler
2175 LONG refcount;
2176 void *parent;
2179 struct wined3d_vertex_declaration_element
2181 const struct wined3d_format *format;
2182 BOOL ffp_valid;
2183 WORD input_slot;
2184 WORD offset;
2185 UINT output_slot;
2186 BYTE method;
2187 BYTE usage;
2188 BYTE usage_idx;
2191 struct wined3d_vertex_declaration
2193 LONG ref;
2194 void *parent;
2195 const struct wined3d_parent_ops *parent_ops;
2196 struct wined3d_device *device;
2198 struct wined3d_vertex_declaration_element *elements;
2199 UINT element_count;
2201 DWORD streams[MAX_STREAMS];
2202 UINT num_streams;
2203 BOOL position_transformed;
2204 BOOL half_float_conv_needed;
2207 struct wined3d_saved_states
2209 DWORD transform[(HIGHEST_TRANSFORMSTATE >> 5) + 1];
2210 WORD streamSource; /* MAX_STREAMS, 16 */
2211 WORD streamFreq; /* MAX_STREAMS, 16 */
2212 DWORD renderState[(WINEHIGHEST_RENDER_STATE >> 5) + 1];
2213 DWORD textureState[MAX_TEXTURES]; /* WINED3D_HIGHEST_TEXTURE_STATE + 1, 18 */
2214 WORD samplerState[MAX_COMBINED_SAMPLERS]; /* WINED3D_HIGHEST_SAMPLER_STATE + 1, 14 */
2215 DWORD clipplane; /* WINED3DMAXUSERCLIPPLANES, 32 */
2216 WORD pixelShaderConstantsB; /* MAX_CONST_B, 16 */
2217 WORD pixelShaderConstantsI; /* MAX_CONST_I, 16 */
2218 BOOL *pixelShaderConstantsF;
2219 WORD vertexShaderConstantsB; /* MAX_CONST_B, 16 */
2220 WORD vertexShaderConstantsI; /* MAX_CONST_I, 16 */
2221 BOOL *vertexShaderConstantsF;
2222 DWORD textures : 20; /* MAX_COMBINED_SAMPLERS, 20 */
2223 DWORD primitive_type : 1;
2224 DWORD indices : 1;
2225 DWORD material : 1;
2226 DWORD viewport : 1;
2227 DWORD vertexDecl : 1;
2228 DWORD pixelShader : 1;
2229 DWORD vertexShader : 1;
2230 DWORD scissorRect : 1;
2231 DWORD padding : 4;
2234 struct StageState {
2235 DWORD stage;
2236 DWORD state;
2239 struct wined3d_stream_output
2241 struct wined3d_buffer *buffer;
2242 UINT offset;
2245 struct wined3d_stream_state
2247 struct wined3d_buffer *buffer;
2248 UINT offset;
2249 UINT stride;
2250 UINT frequency;
2251 UINT flags;
2254 struct wined3d_state
2256 const struct wined3d_fb_state *fb;
2258 struct wined3d_vertex_declaration *vertex_declaration;
2259 struct wined3d_stream_output stream_output[MAX_STREAM_OUT];
2260 struct wined3d_stream_state streams[MAX_STREAMS + 1 /* tesselated pseudo-stream */];
2261 struct wined3d_buffer *index_buffer;
2262 enum wined3d_format_id index_format;
2263 INT base_vertex_index;
2264 INT load_base_vertex_index; /* Non-indexed drawing needs 0 here, indexed needs base_vertex_index. */
2265 GLenum gl_primitive_type;
2267 struct wined3d_shader *vertex_shader;
2268 struct wined3d_buffer *vs_cb[MAX_CONSTANT_BUFFERS];
2269 struct wined3d_sampler *vs_sampler[MAX_SAMPLER_OBJECTS];
2270 BOOL vs_consts_b[MAX_CONST_B];
2271 INT vs_consts_i[MAX_CONST_I * 4];
2272 float *vs_consts_f;
2274 struct wined3d_shader *geometry_shader;
2275 struct wined3d_buffer *gs_cb[MAX_CONSTANT_BUFFERS];
2276 struct wined3d_sampler *gs_sampler[MAX_SAMPLER_OBJECTS];
2278 struct wined3d_shader *pixel_shader;
2279 struct wined3d_buffer *ps_cb[MAX_CONSTANT_BUFFERS];
2280 struct wined3d_sampler *ps_sampler[MAX_SAMPLER_OBJECTS];
2281 BOOL ps_consts_b[MAX_CONST_B];
2282 INT ps_consts_i[MAX_CONST_I * 4];
2283 float *ps_consts_f;
2285 struct wined3d_texture *textures[MAX_COMBINED_SAMPLERS];
2286 DWORD sampler_states[MAX_COMBINED_SAMPLERS][WINED3D_HIGHEST_SAMPLER_STATE + 1];
2287 DWORD texture_states[MAX_TEXTURES][WINED3D_HIGHEST_TEXTURE_STATE + 1];
2288 DWORD lowest_disabled_stage;
2290 struct wined3d_matrix transforms[HIGHEST_TRANSFORMSTATE + 1];
2291 struct wined3d_vec4 clip_planes[MAX_CLIPPLANES];
2292 struct wined3d_material material;
2293 struct wined3d_viewport viewport;
2294 RECT scissor_rect;
2296 /* Light hashmap . Collisions are handled using standard wine double linked lists */
2297 #define LIGHTMAP_SIZE 43 /* Use of a prime number recommended. Set to 1 for a linked list! */
2298 #define LIGHTMAP_HASHFUNC(x) ((x) % LIGHTMAP_SIZE) /* Primitive and simple function */
2299 struct list light_map[LIGHTMAP_SIZE]; /* Hash map containing the lights */
2300 const struct wined3d_light_info *lights[MAX_ACTIVE_LIGHTS]; /* Map of opengl lights to d3d lights */
2302 DWORD render_states[WINEHIGHEST_RENDER_STATE + 1];
2305 struct wined3d_stateblock
2307 LONG ref; /* Note: Ref counting not required */
2308 struct wined3d_device *device;
2310 /* Array indicating whether things have been set or changed */
2311 struct wined3d_saved_states changed;
2312 struct wined3d_state state;
2314 /* Contained state management */
2315 DWORD contained_render_states[WINEHIGHEST_RENDER_STATE + 1];
2316 unsigned int num_contained_render_states;
2317 DWORD contained_transform_states[HIGHEST_TRANSFORMSTATE + 1];
2318 unsigned int num_contained_transform_states;
2319 DWORD contained_vs_consts_i[MAX_CONST_I];
2320 unsigned int num_contained_vs_consts_i;
2321 DWORD contained_vs_consts_b[MAX_CONST_B];
2322 unsigned int num_contained_vs_consts_b;
2323 DWORD *contained_vs_consts_f;
2324 unsigned int num_contained_vs_consts_f;
2325 DWORD contained_ps_consts_i[MAX_CONST_I];
2326 unsigned int num_contained_ps_consts_i;
2327 DWORD contained_ps_consts_b[MAX_CONST_B];
2328 unsigned int num_contained_ps_consts_b;
2329 DWORD *contained_ps_consts_f;
2330 unsigned int num_contained_ps_consts_f;
2331 struct StageState contained_tss_states[MAX_TEXTURES * (WINED3D_HIGHEST_TEXTURE_STATE + 1)];
2332 unsigned int num_contained_tss_states;
2333 struct StageState contained_sampler_states[MAX_COMBINED_SAMPLERS * WINED3D_HIGHEST_SAMPLER_STATE];
2334 unsigned int num_contained_sampler_states;
2337 void stateblock_init_contained_states(struct wined3d_stateblock *stateblock) DECLSPEC_HIDDEN;
2338 void stateblock_init_default_state(struct wined3d_stateblock *stateblock) DECLSPEC_HIDDEN;
2339 void stateblock_unbind_resources(struct wined3d_stateblock *stateblock) DECLSPEC_HIDDEN;
2341 /* Direct3D terminology with little modifications. We do not have an issued state
2342 * because only the driver knows about it, but we have a created state because d3d
2343 * allows GetData on a created issue, but opengl doesn't
2345 enum query_state {
2346 QUERY_CREATED,
2347 QUERY_SIGNALLED,
2348 QUERY_BUILDING
2351 struct wined3d_query_ops
2353 HRESULT (*query_get_data)(struct wined3d_query *query, void *data, DWORD data_size, DWORD flags);
2354 HRESULT (*query_issue)(struct wined3d_query *query, DWORD flags);
2357 struct wined3d_query
2359 LONG ref;
2360 const struct wined3d_query_ops *query_ops;
2361 struct wined3d_device *device;
2362 enum query_state state;
2363 enum wined3d_query_type type;
2364 DWORD data_size;
2365 void *extendedData;
2368 /* TODO: Add tests and support for FLOAT16_4 POSITIONT, D3DCOLOR position, other
2369 * fixed function semantics as D3DCOLOR or FLOAT16 */
2370 enum wined3d_buffer_conversion_type
2372 CONV_NONE,
2373 CONV_D3DCOLOR,
2374 CONV_POSITIONT,
2377 struct wined3d_map_range
2379 UINT offset;
2380 UINT size;
2383 #define WINED3D_BUFFER_OPTIMIZED 0x01 /* Optimize has been called for the buffer */
2384 #define WINED3D_BUFFER_HASDESC 0x02 /* A vertex description has been found */
2385 #define WINED3D_BUFFER_CREATEBO 0x04 /* Attempt to create a buffer object next PreLoad */
2386 #define WINED3D_BUFFER_DOUBLEBUFFER 0x08 /* Use a vbo and local allocated memory */
2387 #define WINED3D_BUFFER_FLUSH 0x10 /* Manual unmap flushing */
2388 #define WINED3D_BUFFER_DISCARD 0x20 /* A DISCARD lock has occurred since the last PreLoad */
2389 #define WINED3D_BUFFER_NOSYNC 0x40 /* All locks since the last PreLoad had NOOVERWRITE set */
2390 #define WINED3D_BUFFER_APPLESYNC 0x80 /* Using sync as in GL_APPLE_flush_buffer_range */
2392 struct wined3d_buffer
2394 struct wined3d_resource resource;
2396 struct wined3d_buffer_desc desc;
2398 GLuint buffer_object;
2399 GLenum buffer_object_usage;
2400 GLenum buffer_type_hint;
2401 UINT buffer_object_size;
2402 DWORD flags;
2404 struct wined3d_map_range *maps;
2405 ULONG maps_size, modified_areas;
2406 struct wined3d_event_query *query;
2408 /* conversion stuff */
2409 UINT decl_change_count, full_conversion_count;
2410 UINT draw_count;
2411 UINT stride; /* 0 if no conversion */
2412 UINT conversion_stride; /* 0 if no shifted conversion */
2413 enum wined3d_buffer_conversion_type *conversion_map; /* NULL if no conversion */
2416 static inline struct wined3d_buffer *buffer_from_resource(struct wined3d_resource *resource)
2418 return CONTAINING_RECORD(resource, struct wined3d_buffer, resource);
2421 void buffer_get_memory(struct wined3d_buffer *buffer, const struct wined3d_gl_info *gl_info,
2422 struct wined3d_bo_address *data) DECLSPEC_HIDDEN;
2423 BYTE *buffer_get_sysmem(struct wined3d_buffer *This, const struct wined3d_gl_info *gl_info) DECLSPEC_HIDDEN;
2425 struct wined3d_rendertarget_view
2427 LONG refcount;
2429 struct wined3d_resource *resource;
2430 void *parent;
2433 struct wined3d_swapchain_ops
2435 void (*swapchain_present)(struct wined3d_swapchain *swapchain, const RECT *src_rect,
2436 const RECT *dst_rect, const RGNDATA *dirty_region, DWORD flags);
2439 struct wined3d_swapchain
2441 LONG ref;
2442 void *parent;
2443 const struct wined3d_parent_ops *parent_ops;
2444 const struct wined3d_swapchain_ops *swapchain_ops;
2445 struct wined3d_device *device;
2447 struct wined3d_surface **back_buffers;
2448 struct wined3d_surface *front_buffer;
2449 struct wined3d_swapchain_desc desc;
2450 DWORD orig_width, orig_height;
2451 enum wined3d_format_id orig_fmt;
2452 struct wined3d_gamma_ramp orig_gamma;
2453 BOOL render_to_fbo;
2454 const struct wined3d_format *ds_format;
2456 LONG prev_time, frames; /* Performance tracking */
2458 struct wined3d_context **context;
2459 unsigned int num_contexts;
2461 HWND win_handle;
2462 HWND device_window;
2464 HDC backup_dc;
2465 HWND backup_wnd;
2468 void x11_copy_to_screen(const struct wined3d_swapchain *swapchain, const RECT *rect) DECLSPEC_HIDDEN;
2470 struct wined3d_context *swapchain_get_context(struct wined3d_swapchain *swapchain) DECLSPEC_HIDDEN;
2471 void swapchain_destroy_contexts(struct wined3d_swapchain *swapchain) DECLSPEC_HIDDEN;
2472 HDC swapchain_get_backup_dc(struct wined3d_swapchain *swapchain) DECLSPEC_HIDDEN;
2473 void swapchain_update_draw_bindings(struct wined3d_swapchain *swapchain) DECLSPEC_HIDDEN;
2474 void swapchain_update_render_to_fbo(struct wined3d_swapchain *swapchain) DECLSPEC_HIDDEN;
2476 #define DEFAULT_REFRESH_RATE 0
2478 /*****************************************************************************
2479 * Utility function prototypes
2482 /* Trace routines */
2483 const char *debug_d3dformat(enum wined3d_format_id format_id) DECLSPEC_HIDDEN;
2484 const char *debug_d3ddevicetype(enum wined3d_device_type device_type) DECLSPEC_HIDDEN;
2485 const char *debug_d3dresourcetype(enum wined3d_resource_type resource_type) DECLSPEC_HIDDEN;
2486 const char *debug_d3dusage(DWORD usage) DECLSPEC_HIDDEN;
2487 const char *debug_d3dusagequery(DWORD usagequery) DECLSPEC_HIDDEN;
2488 const char *debug_d3ddeclmethod(enum wined3d_decl_method method) DECLSPEC_HIDDEN;
2489 const char *debug_d3ddeclusage(enum wined3d_decl_usage usage) DECLSPEC_HIDDEN;
2490 const char *debug_d3dprimitivetype(enum wined3d_primitive_type primitive_type) DECLSPEC_HIDDEN;
2491 const char *debug_d3drenderstate(enum wined3d_render_state state) DECLSPEC_HIDDEN;
2492 const char *debug_d3dsamplerstate(enum wined3d_sampler_state state) DECLSPEC_HIDDEN;
2493 const char *debug_d3dstate(DWORD state) DECLSPEC_HIDDEN;
2494 const char *debug_d3dtexturefiltertype(enum wined3d_texture_filter_type filter_type) DECLSPEC_HIDDEN;
2495 const char *debug_d3dtexturestate(enum wined3d_texture_stage_state state) DECLSPEC_HIDDEN;
2496 const char *debug_d3dtstype(enum wined3d_transform_state tstype) DECLSPEC_HIDDEN;
2497 const char *debug_d3dpool(enum wined3d_pool pool) DECLSPEC_HIDDEN;
2498 const char *debug_fbostatus(GLenum status) DECLSPEC_HIDDEN;
2499 const char *debug_glerror(GLenum error) DECLSPEC_HIDDEN;
2500 const char *debug_d3dbasis(enum wined3d_basis_type basis) DECLSPEC_HIDDEN;
2501 const char *debug_d3ddegree(enum wined3d_degree_type order) DECLSPEC_HIDDEN;
2502 const char *debug_d3dtop(enum wined3d_texture_op d3dtop) DECLSPEC_HIDDEN;
2503 void dump_color_fixup_desc(struct color_fixup_desc fixup) DECLSPEC_HIDDEN;
2504 const char *debug_surflocation(DWORD flag) DECLSPEC_HIDDEN;
2506 BOOL is_invalid_op(const struct wined3d_state *state, int stage,
2507 enum wined3d_texture_op op, DWORD arg1, DWORD arg2, DWORD arg3) DECLSPEC_HIDDEN;
2508 void set_tex_op_nvrc(const struct wined3d_gl_info *gl_info, const struct wined3d_state *state,
2509 BOOL is_alpha, int stage, enum wined3d_texture_op op, DWORD arg1, DWORD arg2, DWORD arg3,
2510 INT texture_idx, DWORD dst) DECLSPEC_HIDDEN;
2511 void set_texture_matrix(const struct wined3d_gl_info *gl_info, const float *smat, DWORD flags,
2512 BOOL calculatedCoords, BOOL transformed, enum wined3d_format_id coordtype,
2513 BOOL ffp_can_disable_proj) DECLSPEC_HIDDEN;
2514 void texture_activate_dimensions(const struct wined3d_texture *texture,
2515 const struct wined3d_gl_info *gl_info) DECLSPEC_HIDDEN;
2516 void sampler_texdim(struct wined3d_context *context,
2517 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
2518 void tex_alphaop(struct wined3d_context *context,
2519 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
2520 void apply_pixelshader(struct wined3d_context *context,
2521 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
2522 void state_fogcolor(struct wined3d_context *context,
2523 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
2524 void state_fogdensity(struct wined3d_context *context,
2525 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
2526 void state_fogstartend(struct wined3d_context *context,
2527 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
2528 void state_fog_fragpart(struct wined3d_context *context,
2529 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
2530 void state_srgbwrite(struct wined3d_context *context,
2531 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
2533 BOOL getColorBits(const struct wined3d_format *format,
2534 BYTE *redSize, BYTE *greenSize, BYTE *blueSize, BYTE *alphaSize, BYTE *totalSize) DECLSPEC_HIDDEN;
2535 BOOL getDepthStencilBits(const struct wined3d_format *format,
2536 BYTE *depthSize, BYTE *stencilSize) DECLSPEC_HIDDEN;
2537 GLenum gl_primitive_type_from_d3d(enum wined3d_primitive_type primitive_type) DECLSPEC_HIDDEN;
2539 /* Math utils */
2540 void multiply_matrix(struct wined3d_matrix *dest, const struct wined3d_matrix *src1,
2541 const struct wined3d_matrix *src2) DECLSPEC_HIDDEN;
2542 UINT wined3d_log2i(UINT32 x) DECLSPEC_HIDDEN;
2543 unsigned int count_bits(unsigned int mask) DECLSPEC_HIDDEN;
2545 struct wined3d_shader_lconst
2547 struct list entry;
2548 unsigned int idx;
2549 DWORD value[4];
2552 struct wined3d_shader_limits
2554 unsigned int sampler;
2555 unsigned int constant_int;
2556 unsigned int constant_float;
2557 unsigned int constant_bool;
2558 unsigned int packed_output;
2559 unsigned int packed_input;
2562 #ifdef __GNUC__
2563 #define PRINTF_ATTR(fmt,args) __attribute__((format (printf,fmt,args)))
2564 #else
2565 #define PRINTF_ATTR(fmt,args)
2566 #endif
2568 /* Base Shader utility functions. */
2569 int shader_addline(struct wined3d_shader_buffer *buffer, const char *fmt, ...) PRINTF_ATTR(2,3) DECLSPEC_HIDDEN;
2570 int shader_vaddline(struct wined3d_shader_buffer *buffer, const char *fmt, va_list args) DECLSPEC_HIDDEN;
2572 /* Vertex shader utility functions */
2573 BOOL vshader_get_input(const struct wined3d_shader *shader,
2574 BYTE usage_req, BYTE usage_idx_req, unsigned int *regnum) DECLSPEC_HIDDEN;
2576 struct wined3d_vertex_shader
2578 struct wined3d_shader_attribute attributes[MAX_ATTRIBS];
2581 struct wined3d_geometry_shader
2583 enum wined3d_primitive_type input_type;
2584 enum wined3d_primitive_type output_type;
2585 UINT vertices_out;
2588 struct wined3d_pixel_shader
2590 /* Pixel shader input semantics */
2591 DWORD input_reg_map[MAX_REG_INPUT];
2592 BOOL input_reg_used[MAX_REG_INPUT];
2593 unsigned int declared_in_count;
2595 /* Some information about the shader behavior */
2596 BOOL color0_mov;
2597 DWORD color0_reg;
2600 struct wined3d_shader
2602 LONG ref;
2603 struct wined3d_shader_limits limits;
2604 DWORD *function;
2605 UINT functionLength;
2606 BOOL load_local_constsF;
2607 const struct wined3d_shader_frontend *frontend;
2608 void *frontend_data;
2609 void *backend_data;
2611 void *parent;
2612 const struct wined3d_parent_ops *parent_ops;
2614 /* Programs this shader is linked with */
2615 struct list linked_programs;
2617 /* Immediate constants (override global ones) */
2618 struct list constantsB;
2619 struct list constantsF;
2620 struct list constantsI;
2621 struct wined3d_shader_reg_maps reg_maps;
2623 struct wined3d_shader_signature_element input_signature[max(MAX_ATTRIBS, MAX_REG_INPUT)];
2624 struct wined3d_shader_signature_element output_signature[MAX_REG_OUTPUT];
2626 /* Pointer to the parent device */
2627 struct wined3d_device *device;
2628 struct list shader_list_entry;
2630 union
2632 struct wined3d_vertex_shader vs;
2633 struct wined3d_geometry_shader gs;
2634 struct wined3d_pixel_shader ps;
2635 } u;
2638 void pixelshader_update_samplers(struct wined3d_shader_reg_maps *reg_maps,
2639 struct wined3d_texture * const *textures) DECLSPEC_HIDDEN;
2640 void find_ps_compile_args(const struct wined3d_state *state,
2641 const struct wined3d_shader *shader, struct ps_compile_args *args) DECLSPEC_HIDDEN;
2643 void find_vs_compile_args(const struct wined3d_state *state,
2644 const struct wined3d_shader *shader, struct vs_compile_args *args) DECLSPEC_HIDDEN;
2646 void shader_buffer_clear(struct wined3d_shader_buffer *buffer) DECLSPEC_HIDDEN;
2647 BOOL shader_buffer_init(struct wined3d_shader_buffer *buffer) DECLSPEC_HIDDEN;
2648 void shader_buffer_free(struct wined3d_shader_buffer *buffer) DECLSPEC_HIDDEN;
2649 void shader_dump_src_param(const struct wined3d_shader_src_param *param,
2650 const struct wined3d_shader_version *shader_version) DECLSPEC_HIDDEN;
2651 void shader_dump_dst_param(const struct wined3d_shader_dst_param *param,
2652 const struct wined3d_shader_version *shader_version) DECLSPEC_HIDDEN;
2653 unsigned int shader_find_free_input_register(const struct wined3d_shader_reg_maps *reg_maps,
2654 unsigned int max) DECLSPEC_HIDDEN;
2655 void shader_generate_main(const struct wined3d_shader *shader, struct wined3d_shader_buffer *buffer,
2656 const struct wined3d_shader_reg_maps *reg_maps, const DWORD *byte_code, void *backend_ctx) DECLSPEC_HIDDEN;
2657 BOOL shader_match_semantic(const char *semantic_name, enum wined3d_decl_usage usage) DECLSPEC_HIDDEN;
2659 static inline BOOL shader_is_scalar(const struct wined3d_shader_register *reg)
2661 switch (reg->type)
2663 case WINED3DSPR_RASTOUT:
2664 /* oFog & oPts */
2665 if (reg->idx[0].offset)
2666 return TRUE;
2667 /* oPos */
2668 return FALSE;
2670 case WINED3DSPR_DEPTHOUT: /* oDepth */
2671 case WINED3DSPR_CONSTBOOL: /* b# */
2672 case WINED3DSPR_LOOP: /* aL */
2673 case WINED3DSPR_PREDICATE: /* p0 */
2674 case WINED3DSPR_PRIMID: /* primID */
2675 return TRUE;
2677 case WINED3DSPR_MISCTYPE:
2678 switch (reg->idx[0].offset)
2680 case 0: /* vPos */
2681 return FALSE;
2682 case 1: /* vFace */
2683 return TRUE;
2684 default:
2685 return FALSE;
2688 case WINED3DSPR_IMMCONST:
2689 return reg->immconst_type == WINED3D_IMMCONST_SCALAR;
2691 default:
2692 return FALSE;
2696 static inline void shader_get_position_fixup(const struct wined3d_context *context,
2697 const struct wined3d_state *state, float *position_fixup)
2699 position_fixup[0] = 1.0f;
2700 position_fixup[1] = 1.0f;
2701 position_fixup[2] = (63.0f / 64.0f) / state->viewport.width;
2702 position_fixup[3] = -(63.0f / 64.0f) / state->viewport.height;
2704 if (context->render_offscreen)
2706 position_fixup[1] *= -1.0f;
2707 position_fixup[3] *= -1.0f;
2711 static inline BOOL shader_constant_is_local(const struct wined3d_shader *shader, DWORD reg)
2713 struct wined3d_shader_lconst *lconst;
2715 if (shader->load_local_constsF)
2716 return FALSE;
2718 LIST_FOR_EACH_ENTRY(lconst, &shader->constantsF, struct wined3d_shader_lconst, entry)
2720 if (lconst->idx == reg)
2721 return TRUE;
2724 return FALSE;
2727 /* Using additional shader constants (uniforms in GLSL / program environment
2728 * or local parameters in ARB) is costly:
2729 * ARB only knows float4 parameters and GLSL compiler are not really smart
2730 * when it comes to efficiently pack float2 uniforms, so no space is wasted
2731 * (in fact most compilers map a float2 to a full float4 uniform).
2733 * For NP2 texcoord fixup we only need 2 floats (width and height) for each
2734 * 2D texture used in the shader. We therefore pack fixup info for 2 textures
2735 * into a single shader constant (uniform / program parameter).
2737 * This structure is shared between the GLSL and the ARB backend.*/
2738 struct ps_np2fixup_info {
2739 unsigned char idx[MAX_FRAGMENT_SAMPLERS]; /* indices to the real constant */
2740 WORD active; /* bitfield indicating if we can apply the fixup */
2741 WORD num_consts;
2744 /* sRGB correction constants */
2745 static const float srgb_cmp = 0.0031308f;
2746 static const float srgb_mul_low = 12.92f;
2747 static const float srgb_pow = 0.41666f;
2748 static const float srgb_mul_high = 1.055f;
2749 static const float srgb_sub_high = 0.055f;
2751 struct wined3d_palette
2753 LONG ref;
2754 void *parent;
2755 struct wined3d_device *device;
2757 HPALETTE hpal;
2758 WORD palVersion; /*| */
2759 WORD palNumEntries; /*| LOGPALETTE */
2760 PALETTEENTRY palents[256]; /*| */
2761 /* This is to store the palette in 'screen format' */
2762 int screen_palents[256];
2763 DWORD flags;
2766 /* DirectDraw utility functions */
2767 extern enum wined3d_format_id pixelformat_for_depth(DWORD depth) DECLSPEC_HIDDEN;
2769 /*****************************************************************************
2770 * Pixel format management
2773 /* WineD3D pixel format flags */
2774 #define WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING 0x00000001
2775 #define WINED3DFMT_FLAG_FILTERING 0x00000002
2776 #define WINED3DFMT_FLAG_DEPTH 0x00000004
2777 #define WINED3DFMT_FLAG_STENCIL 0x00000008
2778 #define WINED3DFMT_FLAG_RENDERTARGET 0x00000010
2779 #define WINED3DFMT_FLAG_FOURCC 0x00000020
2780 #define WINED3DFMT_FLAG_FBO_ATTACHABLE 0x00000040
2781 #define WINED3DFMT_FLAG_FBO_ATTACHABLE_SRGB 0x00000080
2782 #define WINED3DFMT_FLAG_GETDC 0x00000100
2783 #define WINED3DFMT_FLAG_FLOAT 0x00000200
2784 #define WINED3DFMT_FLAG_BUMPMAP 0x00000400
2785 #define WINED3DFMT_FLAG_SRGB_READ 0x00000800
2786 #define WINED3DFMT_FLAG_SRGB_WRITE 0x00001000
2787 #define WINED3DFMT_FLAG_VTF 0x00002000
2788 #define WINED3DFMT_FLAG_SHADOW 0x00004000
2789 #define WINED3DFMT_FLAG_COMPRESSED 0x00008000
2790 #define WINED3DFMT_FLAG_BROKEN_PITCH 0x00010000
2791 #define WINED3DFMT_FLAG_BLOCKS 0x00020000
2792 #define WINED3DFMT_FLAG_HEIGHT_SCALE 0x00040000
2793 #define WINED3DFMT_FLAG_TEXTURE 0x00080000
2795 struct wined3d_rational
2797 UINT numerator;
2798 UINT denominator;
2801 struct wined3d_format
2803 enum wined3d_format_id id;
2805 DWORD red_size;
2806 DWORD green_size;
2807 DWORD blue_size;
2808 DWORD alpha_size;
2809 DWORD red_offset;
2810 DWORD green_offset;
2811 DWORD blue_offset;
2812 DWORD alpha_offset;
2813 UINT byte_count;
2814 BYTE depth_size;
2815 BYTE stencil_size;
2817 UINT block_width;
2818 UINT block_height;
2819 UINT block_byte_count;
2821 enum wined3d_ffp_emit_idx emit_idx;
2822 GLint component_count;
2823 GLenum gl_vtx_type;
2824 GLint gl_vtx_format;
2825 GLboolean gl_normalized;
2826 unsigned int component_size;
2828 GLint glInternal;
2829 GLint glGammaInternal;
2830 GLint rtInternal;
2831 GLint glFormat;
2832 GLint glType;
2833 UINT conv_byte_count;
2834 unsigned int flags;
2835 struct wined3d_rational height_scale;
2836 struct color_fixup_desc color_fixup;
2837 void (*convert)(const BYTE *src, BYTE *dst, UINT pitch, UINT width, UINT height);
2840 const struct wined3d_format *wined3d_get_format(const struct wined3d_gl_info *gl_info,
2841 enum wined3d_format_id format_id) DECLSPEC_HIDDEN;
2842 UINT wined3d_format_calculate_size(const struct wined3d_format *format,
2843 UINT alignment, UINT width, UINT height) DECLSPEC_HIDDEN;
2844 DWORD wined3d_format_convert_from_float(const struct wined3d_surface *surface,
2845 const struct wined3d_color *color) DECLSPEC_HIDDEN;
2847 static inline BOOL use_vs(const struct wined3d_state *state)
2849 /* Check stateblock->vertexDecl to allow this to be used from
2850 * IWineD3DDeviceImpl_FindTexUnitMap(). This is safe because
2851 * stateblock->vertexShader implies a vertex declaration instead of ddraw
2852 * style strided data. */
2853 return state->vertex_shader && !state->vertex_declaration->position_transformed;
2856 static inline BOOL use_ps(const struct wined3d_state *state)
2858 return !!state->pixel_shader;
2861 static inline void context_apply_state(struct wined3d_context *context,
2862 const struct wined3d_state *state, DWORD state_id)
2864 const struct StateEntry *state_table = context->state_table;
2865 DWORD rep = state_table[state_id].representative;
2866 state_table[rep].apply(context, state, rep);
2869 /* The WNDCLASS-Name for the fake window which we use to retrieve the GL capabilities */
2870 #define WINED3D_OPENGL_WINDOW_CLASS_NAME "WineD3D_OpenGL"
2872 #define MAKEDWORD_VERSION(maj, min) (((maj & 0xffff) << 16) | (min & 0xffff))
2874 #endif