wined3d: Move the depth renderbuffers from struct wined3d_texture to struct wined3d_t...
[wine.git] / dlls / wined3d / wined3d_private.h
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1 /*
2 * Direct3D wine internal private include file
4 * Copyright 2002-2003 The wine-d3d team
5 * Copyright 2002-2003 Raphael Junqueira
6 * Copyright 2002-2003, 2004 Jason Edmeades
7 * Copyright 2005 Oliver Stieber
8 * Copyright 2006-2011, 2013 Stefan Dösinger for CodeWeavers
10 * This library is free software; you can redistribute it and/or
11 * modify it under the terms of the GNU Lesser General Public
12 * License as published by the Free Software Foundation; either
13 * version 2.1 of the License, or (at your option) any later version.
15 * This library is distributed in the hope that it will be useful,
16 * but WITHOUT ANY WARRANTY; without even the implied warranty of
17 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
18 * Lesser General Public License for more details.
20 * You should have received a copy of the GNU Lesser General Public
21 * License along with this library; if not, write to the Free Software
22 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
25 #ifndef __WINE_WINED3D_PRIVATE_H
26 #define __WINE_WINED3D_PRIVATE_H
28 #ifdef USE_WIN32_OPENGL
29 #define WINE_GLAPI __stdcall
30 #else
31 #define WINE_GLAPI
32 #endif
34 #include <assert.h>
35 #include <stdarg.h>
36 #include <math.h>
37 #include <limits.h>
38 #include "ntstatus.h"
39 #define WIN32_NO_STATUS
40 #define NONAMELESSUNION
41 #define NONAMELESSSTRUCT
42 #define COBJMACROS
43 #include "windef.h"
44 #include "winbase.h"
45 #include "winreg.h"
46 #include "wingdi.h"
47 #include "winuser.h"
48 #include "winternl.h"
49 #include "ddk/d3dkmthk.h"
50 #include "wine/debug.h"
51 #include "wine/heap.h"
52 #include "wine/unicode.h"
54 #include "objbase.h"
55 #include "wine/wined3d.h"
56 #include "wined3d_gl.h"
57 #include "wine/list.h"
58 #include "wine/rbtree.h"
59 #include "wine/wgl_driver.h"
61 #define MAKEDWORD_VERSION(maj, min) (((maj & 0xffffu) << 16) | (min & 0xffffu))
63 /* Driver quirks */
64 #define WINED3D_QUIRK_ARB_VS_OFFSET_LIMIT 0x00000001
65 #define WINED3D_QUIRK_SET_TEXCOORD_W 0x00000002
66 #define WINED3D_QUIRK_GLSL_CLIP_VARYING 0x00000004
67 #define WINED3D_QUIRK_ALLOWS_SPECULAR_ALPHA 0x00000008
68 #define WINED3D_QUIRK_NV_CLIP_BROKEN 0x00000010
69 #define WINED3D_QUIRK_FBO_TEX_UPDATE 0x00000020
70 #define WINED3D_QUIRK_BROKEN_RGBA16 0x00000040
71 #define WINED3D_QUIRK_INFO_LOG_SPAM 0x00000080
72 #define WINED3D_QUIRK_LIMITED_TEX_FILTERING 0x00000100
73 #define WINED3D_QUIRK_BROKEN_ARB_FOG 0x00000200
75 enum wined3d_ffp_idx
77 WINED3D_FFP_POSITION = 0,
78 WINED3D_FFP_BLENDWEIGHT = 1,
79 WINED3D_FFP_BLENDINDICES = 2,
80 WINED3D_FFP_NORMAL = 3,
81 WINED3D_FFP_PSIZE = 4,
82 WINED3D_FFP_DIFFUSE = 5,
83 WINED3D_FFP_SPECULAR = 6,
84 WINED3D_FFP_TEXCOORD0 = 7,
85 WINED3D_FFP_TEXCOORD1 = 8,
86 WINED3D_FFP_TEXCOORD2 = 9,
87 WINED3D_FFP_TEXCOORD3 = 10,
88 WINED3D_FFP_TEXCOORD4 = 11,
89 WINED3D_FFP_TEXCOORD5 = 12,
90 WINED3D_FFP_TEXCOORD6 = 13,
91 WINED3D_FFP_TEXCOORD7 = 14,
92 WINED3D_FFP_ATTRIBS_COUNT = 15,
95 enum wined3d_ffp_emit_idx
97 WINED3D_FFP_EMIT_FLOAT1,
98 WINED3D_FFP_EMIT_FLOAT2,
99 WINED3D_FFP_EMIT_FLOAT3,
100 WINED3D_FFP_EMIT_FLOAT4,
101 WINED3D_FFP_EMIT_D3DCOLOR,
102 WINED3D_FFP_EMIT_UBYTE4,
103 WINED3D_FFP_EMIT_SHORT2,
104 WINED3D_FFP_EMIT_SHORT4,
105 WINED3D_FFP_EMIT_UBYTE4N,
106 WINED3D_FFP_EMIT_SHORT2N,
107 WINED3D_FFP_EMIT_SHORT4N,
108 WINED3D_FFP_EMIT_USHORT2N,
109 WINED3D_FFP_EMIT_USHORT4N,
110 WINED3D_FFP_EMIT_UDEC3,
111 WINED3D_FFP_EMIT_DEC3N,
112 WINED3D_FFP_EMIT_FLOAT16_2,
113 WINED3D_FFP_EMIT_FLOAT16_4,
114 WINED3D_FFP_EMIT_INVALID,
115 WINED3D_FFP_EMIT_COUNT,
118 /* Texture format fixups */
120 enum fixup_channel_source
122 CHANNEL_SOURCE_ZERO = 0,
123 CHANNEL_SOURCE_ONE = 1,
124 CHANNEL_SOURCE_X = 2,
125 CHANNEL_SOURCE_Y = 3,
126 CHANNEL_SOURCE_Z = 4,
127 CHANNEL_SOURCE_W = 5,
128 CHANNEL_SOURCE_COMPLEX0 = 6,
129 CHANNEL_SOURCE_COMPLEX1 = 7,
132 enum complex_fixup
134 COMPLEX_FIXUP_NONE = 0,
135 COMPLEX_FIXUP_YUY2 = 1,
136 COMPLEX_FIXUP_UYVY = 2,
137 COMPLEX_FIXUP_YV12 = 3,
138 COMPLEX_FIXUP_P8 = 4,
139 COMPLEX_FIXUP_NV12 = 5,
142 #include <pshpack2.h>
143 struct color_fixup_desc
145 unsigned short x_sign_fixup : 1;
146 unsigned short x_source : 3;
147 unsigned short y_sign_fixup : 1;
148 unsigned short y_source : 3;
149 unsigned short z_sign_fixup : 1;
150 unsigned short z_source : 3;
151 unsigned short w_sign_fixup : 1;
152 unsigned short w_source : 3;
154 #include <poppack.h>
156 struct wined3d_d3d_limits
158 unsigned int vs_version, hs_version, ds_version, gs_version, ps_version, cs_version;
159 DWORD vs_uniform_count;
160 DWORD ps_uniform_count;
161 unsigned int varying_count;
162 unsigned int ffp_textures;
163 unsigned int ffp_blend_stages;
164 unsigned int ffp_vertex_blend_matrices;
165 unsigned int active_light_count;
167 unsigned int max_rt_count;
168 unsigned int max_clip_distances;
169 unsigned int texture_size;
170 float pointsize_max;
173 typedef void (WINE_GLAPI *wined3d_ffp_attrib_func)(const void *data);
174 typedef void (WINE_GLAPI *wined3d_ffp_texcoord_func)(GLenum unit, const void *data);
175 typedef void (WINE_GLAPI *wined3d_generic_attrib_func)(GLuint idx, const void *data);
176 extern wined3d_ffp_attrib_func specular_func_3ubv DECLSPEC_HIDDEN;
178 struct wined3d_ffp_attrib_ops
180 wined3d_ffp_attrib_func position[WINED3D_FFP_EMIT_COUNT];
181 wined3d_ffp_attrib_func diffuse[WINED3D_FFP_EMIT_COUNT];
182 wined3d_ffp_attrib_func specular[WINED3D_FFP_EMIT_COUNT];
183 wined3d_ffp_attrib_func normal[WINED3D_FFP_EMIT_COUNT];
184 wined3d_ffp_texcoord_func texcoord[WINED3D_FFP_EMIT_COUNT];
185 wined3d_generic_attrib_func generic[WINED3D_FFP_EMIT_COUNT];
188 struct wined3d_d3d_info
190 struct wined3d_d3d_limits limits;
191 struct wined3d_ffp_attrib_ops ffp_attrib_ops;
192 DWORD valid_rt_mask;
193 DWORD wined3d_creation_flags;
194 unsigned int xyzrhw : 1;
195 unsigned int emulated_flatshading : 1;
196 unsigned int ffp_generic_attributes : 1;
197 unsigned int vs_clipping : 1;
198 unsigned int shader_color_key : 1;
199 unsigned int shader_double_precision : 1;
200 unsigned int viewport_array_index_any_shader : 1;
201 unsigned int texture_npot : 1;
202 unsigned int texture_npot_conditional : 1;
203 enum wined3d_feature_level feature_level;
206 static const struct color_fixup_desc COLOR_FIXUP_IDENTITY =
207 {0, CHANNEL_SOURCE_X, 0, CHANNEL_SOURCE_Y, 0, CHANNEL_SOURCE_Z, 0, CHANNEL_SOURCE_W};
209 static inline struct color_fixup_desc create_complex_fixup_desc(enum complex_fixup complex_fixup)
211 struct color_fixup_desc fixup =
213 0u, complex_fixup & (1u << 0) ? CHANNEL_SOURCE_COMPLEX1 : CHANNEL_SOURCE_COMPLEX0,
214 0u, complex_fixup & (1u << 1) ? CHANNEL_SOURCE_COMPLEX1 : CHANNEL_SOURCE_COMPLEX0,
215 0u, complex_fixup & (1u << 2) ? CHANNEL_SOURCE_COMPLEX1 : CHANNEL_SOURCE_COMPLEX0,
216 0u, complex_fixup & (1u << 3) ? CHANNEL_SOURCE_COMPLEX1 : CHANNEL_SOURCE_COMPLEX0,
218 return fixup;
221 static inline BOOL is_identity_fixup(struct color_fixup_desc fixup)
223 return !memcmp(&fixup, &COLOR_FIXUP_IDENTITY, sizeof(fixup));
226 static inline BOOL is_complex_fixup(struct color_fixup_desc fixup)
228 return fixup.x_source == CHANNEL_SOURCE_COMPLEX0 || fixup.x_source == CHANNEL_SOURCE_COMPLEX1;
231 static inline BOOL is_scaling_fixup(struct color_fixup_desc fixup)
233 return fixup.x_sign_fixup || fixup.y_sign_fixup || fixup.z_sign_fixup || fixup.w_sign_fixup;
236 static inline BOOL is_same_fixup(struct color_fixup_desc f1, struct color_fixup_desc f2)
238 return f1.x_sign_fixup == f2.x_sign_fixup && f1.x_source == f2.x_source
239 && f1.y_sign_fixup == f2.y_sign_fixup && f1.y_source == f2.y_source
240 && f1.z_sign_fixup == f2.z_sign_fixup && f1.z_source == f2.z_source
241 && f1.w_sign_fixup == f2.w_sign_fixup && f1.w_source == f2.w_source;
244 static inline enum complex_fixup get_complex_fixup(struct color_fixup_desc fixup)
246 enum complex_fixup complex_fixup = 0;
247 if (fixup.x_source == CHANNEL_SOURCE_COMPLEX1) complex_fixup |= (1u << 0);
248 if (fixup.y_source == CHANNEL_SOURCE_COMPLEX1) complex_fixup |= (1u << 1);
249 if (fixup.z_source == CHANNEL_SOURCE_COMPLEX1) complex_fixup |= (1u << 2);
250 if (fixup.w_source == CHANNEL_SOURCE_COMPLEX1) complex_fixup |= (1u << 3);
251 return complex_fixup;
254 /* Device caps */
255 #define MAX_STREAMS 16
256 #define MAX_TEXTURES 8
257 #define MAX_FRAGMENT_SAMPLERS 16
258 #define MAX_VERTEX_SAMPLERS 4
259 #define MAX_COMBINED_SAMPLERS (MAX_FRAGMENT_SAMPLERS + MAX_VERTEX_SAMPLERS)
260 #define MAX_ACTIVE_LIGHTS 8
261 #define MAX_CLIP_DISTANCES 8
262 #define MAX_CONSTANT_BUFFERS 15
263 #define MAX_SAMPLER_OBJECTS 16
264 #define MAX_SHADER_RESOURCE_VIEWS 128
265 #define MAX_RENDER_TARGET_VIEWS 8
266 #define MAX_UNORDERED_ACCESS_VIEWS 8
267 #define MAX_TGSM_REGISTERS 8192
268 #define MAX_VERTEX_BLENDS 4
270 struct min_lookup
272 GLenum mip[WINED3D_TEXF_LINEAR + 1];
275 extern const struct min_lookup minMipLookup[WINED3D_TEXF_LINEAR + 1] DECLSPEC_HIDDEN;
276 extern const GLenum magLookup[WINED3D_TEXF_LINEAR + 1] DECLSPEC_HIDDEN;
278 GLenum wined3d_gl_compare_func(enum wined3d_cmp_func f) DECLSPEC_HIDDEN;
280 static inline enum wined3d_cmp_func wined3d_sanitize_cmp_func(enum wined3d_cmp_func func)
282 if (func < WINED3D_CMP_NEVER || func > WINED3D_CMP_ALWAYS)
283 return WINED3D_CMP_ALWAYS;
284 return func;
287 static inline GLenum wined3d_gl_mag_filter(enum wined3d_texture_filter_type mag_filter)
289 return magLookup[mag_filter];
292 static inline GLenum wined3d_gl_min_mip_filter(enum wined3d_texture_filter_type min_filter,
293 enum wined3d_texture_filter_type mip_filter)
295 return minMipLookup[min_filter].mip[mip_filter];
298 /* float_16_to_32() and float_32_to_16() (see implementation in
299 * surface_base.c) convert 16 bit floats in the FLOAT16 data type
300 * to standard C floats and vice versa. They do not depend on the encoding
301 * of the C float, so they are platform independent, but slow. On x86 and
302 * other IEEE 754 compliant platforms the conversion can be accelerated by
303 * bit shifting the exponent and mantissa. There are also some SSE-based
304 * assembly routines out there.
306 * See GL_NV_half_float for a reference of the FLOAT16 / GL_HALF format
308 static inline float float_16_to_32(const unsigned short *in)
310 const unsigned short s = ((*in) & 0x8000u);
311 const unsigned short e = ((*in) & 0x7c00u) >> 10;
312 const unsigned short m = (*in) & 0x3ffu;
313 const float sgn = (s ? -1.0f : 1.0f);
315 if(e == 0) {
316 if(m == 0) return sgn * 0.0f; /* +0.0 or -0.0 */
317 else return sgn * powf(2, -14.0f) * ((float)m / 1024.0f);
318 } else if(e < 31) {
319 return sgn * powf(2, (float)e - 15.0f) * (1.0f + ((float)m / 1024.0f));
320 } else {
321 if(m == 0) return sgn * INFINITY;
322 else return NAN;
326 static inline float float_24_to_32(DWORD in)
328 const float sgn = in & 0x800000u ? -1.0f : 1.0f;
329 const unsigned short e = (in & 0x780000u) >> 19;
330 const unsigned int m = in & 0x7ffffu;
332 if (e == 0)
334 if (m == 0) return sgn * 0.0f; /* +0.0 or -0.0 */
335 else return sgn * powf(2, -6.0f) * ((float)m / 524288.0f);
337 else if (e < 15)
339 return sgn * powf(2, (float)e - 7.0f) * (1.0f + ((float)m / 524288.0f));
341 else
343 if (m == 0) return sgn * INFINITY;
344 else return NAN;
348 static inline unsigned int wined3d_popcount(unsigned int x)
350 #ifdef HAVE___BUILTIN_POPCOUNT
351 return __builtin_popcount(x);
352 #else
353 x -= x >> 1 & 0x55555555;
354 x = (x & 0x33333333) + (x >> 2 & 0x33333333);
355 return ((x + (x >> 4)) & 0x0f0f0f0f) * 0x01010101 >> 24;
356 #endif
359 static inline void wined3d_pause(void)
361 #if defined(__GNUC__) && (defined(__i386__) || defined(__x86_64__))
362 __asm__ __volatile__( "rep;nop" : : : "memory" );
363 #endif
366 #define ORM_BACKBUFFER 0
367 #define ORM_FBO 1
369 #define PCI_VENDOR_NONE 0xffff /* e.g. 0x8086 for Intel and 0x10de for Nvidia */
370 #define PCI_DEVICE_NONE 0xffff /* e.g. 0x14f for a Geforce6200 */
372 /* NOTE: When adding fields to this structure, make sure to update the default
373 * values in wined3d_main.c as well. */
374 struct wined3d_settings
376 unsigned int cs_multithreaded;
377 DWORD max_gl_version;
378 BOOL use_glsl;
379 int offscreen_rendering_mode;
380 unsigned short pci_vendor_id;
381 unsigned short pci_device_id;
382 /* Memory tracking and object counting. */
383 UINT64 emulated_textureram;
384 char *logo;
385 unsigned int multisample_textures;
386 unsigned int sample_count;
387 BOOL check_float_constants;
388 unsigned int max_sm_vs;
389 unsigned int max_sm_hs;
390 unsigned int max_sm_ds;
391 unsigned int max_sm_gs;
392 unsigned int max_sm_ps;
393 unsigned int max_sm_cs;
394 BOOL no_3d;
397 extern struct wined3d_settings wined3d_settings DECLSPEC_HIDDEN;
399 enum wined3d_shader_byte_code_format
401 WINED3D_SHADER_BYTE_CODE_FORMAT_SM1,
402 WINED3D_SHADER_BYTE_CODE_FORMAT_SM4,
405 enum wined3d_shader_resource_type
407 WINED3D_SHADER_RESOURCE_NONE,
408 WINED3D_SHADER_RESOURCE_BUFFER,
409 WINED3D_SHADER_RESOURCE_TEXTURE_1D,
410 WINED3D_SHADER_RESOURCE_TEXTURE_2D,
411 WINED3D_SHADER_RESOURCE_TEXTURE_2DMS,
412 WINED3D_SHADER_RESOURCE_TEXTURE_3D,
413 WINED3D_SHADER_RESOURCE_TEXTURE_CUBE,
414 WINED3D_SHADER_RESOURCE_TEXTURE_1DARRAY,
415 WINED3D_SHADER_RESOURCE_TEXTURE_2DARRAY,
416 WINED3D_SHADER_RESOURCE_TEXTURE_2DMSARRAY,
417 WINED3D_SHADER_RESOURCE_TEXTURE_CUBEARRAY,
420 #define WINED3D_SHADER_CONST_VS_F 0x00000001
421 #define WINED3D_SHADER_CONST_VS_I 0x00000002
422 #define WINED3D_SHADER_CONST_VS_B 0x00000004
423 #define WINED3D_SHADER_CONST_VS_CLIP_PLANES 0x00000008
424 #define WINED3D_SHADER_CONST_VS_POINTSIZE 0x00000010
425 #define WINED3D_SHADER_CONST_POS_FIXUP 0x00000020
426 #define WINED3D_SHADER_CONST_PS_F 0x00000040
427 #define WINED3D_SHADER_CONST_PS_I 0x00000080
428 #define WINED3D_SHADER_CONST_PS_B 0x00000100
429 #define WINED3D_SHADER_CONST_PS_BUMP_ENV 0x00000200
430 #define WINED3D_SHADER_CONST_PS_FOG 0x00000400
431 #define WINED3D_SHADER_CONST_PS_ALPHA_TEST 0x00000800
432 #define WINED3D_SHADER_CONST_PS_Y_CORR 0x00001000
433 #define WINED3D_SHADER_CONST_PS_NP2_FIXUP 0x00002000
434 #define WINED3D_SHADER_CONST_FFP_MODELVIEW 0x00004000
435 #define WINED3D_SHADER_CONST_FFP_VERTEXBLEND 0x00008000
436 #define WINED3D_SHADER_CONST_FFP_PROJ 0x00010000
437 #define WINED3D_SHADER_CONST_FFP_TEXMATRIX 0x00020000
438 #define WINED3D_SHADER_CONST_FFP_MATERIAL 0x00040000
439 #define WINED3D_SHADER_CONST_FFP_LIGHTS 0x00080000
440 #define WINED3D_SHADER_CONST_FFP_PS 0x00100000
441 #define WINED3D_SHADER_CONST_FFP_COLOR_KEY 0x00200000
443 enum wined3d_shader_register_type
445 WINED3DSPR_TEMP = 0,
446 WINED3DSPR_INPUT = 1,
447 WINED3DSPR_CONST = 2,
448 WINED3DSPR_ADDR = 3,
449 WINED3DSPR_TEXTURE = 3,
450 WINED3DSPR_RASTOUT = 4,
451 WINED3DSPR_ATTROUT = 5,
452 WINED3DSPR_TEXCRDOUT = 6,
453 WINED3DSPR_OUTPUT = 6,
454 WINED3DSPR_CONSTINT = 7,
455 WINED3DSPR_COLOROUT = 8,
456 WINED3DSPR_DEPTHOUT = 9,
457 WINED3DSPR_SAMPLER = 10,
458 WINED3DSPR_CONST2 = 11,
459 WINED3DSPR_CONST3 = 12,
460 WINED3DSPR_CONST4 = 13,
461 WINED3DSPR_CONSTBOOL = 14,
462 WINED3DSPR_LOOP = 15,
463 WINED3DSPR_TEMPFLOAT16 = 16,
464 WINED3DSPR_MISCTYPE = 17,
465 WINED3DSPR_LABEL = 18,
466 WINED3DSPR_PREDICATE = 19,
467 WINED3DSPR_IMMCONST,
468 WINED3DSPR_CONSTBUFFER,
469 WINED3DSPR_IMMCONSTBUFFER,
470 WINED3DSPR_PRIMID,
471 WINED3DSPR_NULL,
472 WINED3DSPR_RESOURCE,
473 WINED3DSPR_UAV,
474 WINED3DSPR_OUTPOINTID,
475 WINED3DSPR_FORKINSTID,
476 WINED3DSPR_JOININSTID,
477 WINED3DSPR_INCONTROLPOINT,
478 WINED3DSPR_OUTCONTROLPOINT,
479 WINED3DSPR_PATCHCONST,
480 WINED3DSPR_TESSCOORD,
481 WINED3DSPR_GROUPSHAREDMEM,
482 WINED3DSPR_THREADID,
483 WINED3DSPR_THREADGROUPID,
484 WINED3DSPR_LOCALTHREADID,
485 WINED3DSPR_LOCALTHREADINDEX,
486 WINED3DSPR_IDXTEMP,
487 WINED3DSPR_STREAM,
488 WINED3DSPR_FUNCTIONBODY,
489 WINED3DSPR_FUNCTIONPOINTER,
490 WINED3DSPR_COVERAGE,
491 WINED3DSPR_SAMPLEMASK,
492 WINED3DSPR_GSINSTID,
493 WINED3DSPR_DEPTHOUTGE,
494 WINED3DSPR_DEPTHOUTLE,
495 WINED3DSPR_RASTERIZER,
498 enum wined3d_data_type
500 WINED3D_DATA_FLOAT,
501 WINED3D_DATA_INT,
502 WINED3D_DATA_RESOURCE,
503 WINED3D_DATA_SAMPLER,
504 WINED3D_DATA_UAV,
505 WINED3D_DATA_UINT,
506 WINED3D_DATA_UNORM,
507 WINED3D_DATA_SNORM,
508 WINED3D_DATA_OPAQUE,
511 enum wined3d_immconst_type
513 WINED3D_IMMCONST_SCALAR,
514 WINED3D_IMMCONST_VEC4,
517 #define WINED3DSP_NOSWIZZLE (0u | (1u << 2) | (2u << 4) | (3u << 6))
519 enum wined3d_shader_src_modifier
521 WINED3DSPSM_NONE = 0,
522 WINED3DSPSM_NEG = 1,
523 WINED3DSPSM_BIAS = 2,
524 WINED3DSPSM_BIASNEG = 3,
525 WINED3DSPSM_SIGN = 4,
526 WINED3DSPSM_SIGNNEG = 5,
527 WINED3DSPSM_COMP = 6,
528 WINED3DSPSM_X2 = 7,
529 WINED3DSPSM_X2NEG = 8,
530 WINED3DSPSM_DZ = 9,
531 WINED3DSPSM_DW = 10,
532 WINED3DSPSM_ABS = 11,
533 WINED3DSPSM_ABSNEG = 12,
534 WINED3DSPSM_NOT = 13,
537 #define WINED3DSP_WRITEMASK_0 0x1u /* .x r */
538 #define WINED3DSP_WRITEMASK_1 0x2u /* .y g */
539 #define WINED3DSP_WRITEMASK_2 0x4u /* .z b */
540 #define WINED3DSP_WRITEMASK_3 0x8u /* .w a */
541 #define WINED3DSP_WRITEMASK_ALL 0xfu /* all */
543 enum wined3d_shader_dst_modifier
545 WINED3DSPDM_NONE = 0,
546 WINED3DSPDM_SATURATE = 1,
547 WINED3DSPDM_PARTIALPRECISION = 2,
548 WINED3DSPDM_MSAMPCENTROID = 4,
551 enum wined3d_shader_interpolation_mode
553 WINED3DSIM_NONE = 0,
554 WINED3DSIM_CONSTANT = 1,
555 WINED3DSIM_LINEAR = 2,
556 WINED3DSIM_LINEAR_CENTROID = 3,
557 WINED3DSIM_LINEAR_NOPERSPECTIVE = 4,
558 WINED3DSIM_LINEAR_NOPERSPECTIVE_CENTROID = 5,
559 WINED3DSIM_LINEAR_SAMPLE = 6,
560 WINED3DSIM_LINEAR_NOPERSPECTIVE_SAMPLE = 7,
563 #define WINED3D_PACKED_INTERPOLATION_SIZE 3
564 #define WINED3D_PACKED_INTERPOLATION_BIT_COUNT 3
566 enum wined3d_shader_global_flags
568 WINED3DSGF_REFACTORING_ALLOWED = 0x1,
569 WINED3DSGF_FORCE_EARLY_DEPTH_STENCIL = 0x4,
570 WINED3DSGF_ENABLE_RAW_AND_STRUCTURED_BUFFERS = 0x8,
573 enum wined3d_shader_sync_flags
575 WINED3DSSF_THREAD_GROUP = 0x1,
576 WINED3DSSF_GROUP_SHARED_MEMORY = 0x2,
579 enum wined3d_shader_uav_flags
581 WINED3DSUF_GLOBALLY_COHERENT = 0x2,
582 WINED3DSUF_ORDER_PRESERVING_COUNTER = 0x100,
585 enum wined3d_tessellator_domain
587 WINED3D_TESSELLATOR_DOMAIN_LINE = 1,
588 WINED3D_TESSELLATOR_DOMAIN_TRIANGLE = 2,
589 WINED3D_TESSELLATOR_DOMAIN_QUAD = 3,
592 enum wined3d_tessellator_output_primitive
594 WINED3D_TESSELLATOR_OUTPUT_POINT = 1,
595 WINED3D_TESSELLATOR_OUTPUT_LINE = 2,
596 WINED3D_TESSELLATOR_OUTPUT_TRIANGLE_CW = 3,
597 WINED3D_TESSELLATOR_OUTPUT_TRIANGLE_CCW = 4,
600 enum wined3d_tessellator_partitioning
602 WINED3D_TESSELLATOR_PARTITIONING_INTEGER = 1,
603 WINED3D_TESSELLATOR_PARTITIONING_POW2 = 2,
604 WINED3D_TESSELLATOR_PARTITIONING_FRACTIONAL_ODD = 3,
605 WINED3D_TESSELLATOR_PARTITIONING_FRACTIONAL_EVEN = 4,
608 /* Undocumented opcode control to identify projective texture lookups in ps 2.0 and later */
609 #define WINED3DSI_TEXLD_PROJECT 0x1
610 #define WINED3DSI_TEXLD_BIAS 0x2
611 #define WINED3DSI_INDEXED_DYNAMIC 0x4
612 #define WINED3DSI_RESINFO_RCP_FLOAT 0x1
613 #define WINED3DSI_RESINFO_UINT 0x2
614 #define WINED3DSI_SAMPLE_INFO_UINT 0x1
615 #define WINED3DSI_SAMPLER_COMPARISON_MODE 0x1
617 #define WINED3DSI_PRECISE_X 0x100
618 #define WINED3DSI_PRECISE_Y 0x200
619 #define WINED3DSI_PRECISE_Z 0x400
620 #define WINED3DSI_PRECISE_W 0x800
621 #define WINED3DSI_PRECISE_XYZW (WINED3DSI_PRECISE_X | WINED3DSI_PRECISE_Y \
622 | WINED3DSI_PRECISE_Z | WINED3DSI_PRECISE_W)
623 #define WINED3DSI_PRECISE_SHIFT 8
625 enum wined3d_shader_rel_op
627 WINED3D_SHADER_REL_OP_GT = 1,
628 WINED3D_SHADER_REL_OP_EQ = 2,
629 WINED3D_SHADER_REL_OP_GE = 3,
630 WINED3D_SHADER_REL_OP_LT = 4,
631 WINED3D_SHADER_REL_OP_NE = 5,
632 WINED3D_SHADER_REL_OP_LE = 6,
635 enum wined3d_shader_conditional_op
637 WINED3D_SHADER_CONDITIONAL_OP_NZ = 0,
638 WINED3D_SHADER_CONDITIONAL_OP_Z = 1
641 #define WINED3D_SM1_VS 0xfffeu
642 #define WINED3D_SM1_PS 0xffffu
643 #define WINED3D_SM4_PS 0x0000u
644 #define WINED3D_SM4_VS 0x0001u
645 #define WINED3D_SM4_GS 0x0002u
646 #define WINED3D_SM5_HS 0x0003u
647 #define WINED3D_SM5_DS 0x0004u
648 #define WINED3D_SM5_CS 0x0005u
650 /* Shader version tokens, and shader end tokens */
651 #define WINED3DPS_VERSION(major, minor) ((WINED3D_SM1_PS << 16) | ((major) << 8) | (minor))
652 #define WINED3DVS_VERSION(major, minor) ((WINED3D_SM1_VS << 16) | ((major) << 8) | (minor))
654 /* Shader backends */
656 /* TODO: Make this dynamic, based on shader limits ? */
657 #define MAX_ATTRIBS 16
658 #define MAX_REG_ADDR 1
659 #define MAX_REG_TEXCRD 8
660 #define MAX_REG_INPUT 32
661 #define MAX_REG_OUTPUT 32
662 #define WINED3D_MAX_CBS 15
663 #define WINED3D_MAX_CONSTS_B 16
664 #define WINED3D_MAX_CONSTS_I 16
665 #define WINED3D_MAX_VS_CONSTS_F 256
666 #define WINED3D_MAX_PS_CONSTS_F 224
668 /* FIXME: This needs to go up to 2048 for
669 * Shader model 3 according to msdn (and for software shaders) */
670 #define MAX_LABELS 16
672 #define MAX_IMMEDIATE_CONSTANT_BUFFER_SIZE 4096
674 struct wined3d_string_buffer
676 struct list entry;
677 char *buffer;
678 unsigned int buffer_size;
679 unsigned int content_size;
682 enum WINED3D_SHADER_INSTRUCTION_HANDLER
684 WINED3DSIH_ABS,
685 WINED3DSIH_ADD,
686 WINED3DSIH_AND,
687 WINED3DSIH_ATOMIC_AND,
688 WINED3DSIH_ATOMIC_CMP_STORE,
689 WINED3DSIH_ATOMIC_IADD,
690 WINED3DSIH_ATOMIC_IMAX,
691 WINED3DSIH_ATOMIC_IMIN,
692 WINED3DSIH_ATOMIC_OR,
693 WINED3DSIH_ATOMIC_UMAX,
694 WINED3DSIH_ATOMIC_UMIN,
695 WINED3DSIH_ATOMIC_XOR,
696 WINED3DSIH_BEM,
697 WINED3DSIH_BFI,
698 WINED3DSIH_BFREV,
699 WINED3DSIH_BREAK,
700 WINED3DSIH_BREAKC,
701 WINED3DSIH_BREAKP,
702 WINED3DSIH_BUFINFO,
703 WINED3DSIH_CALL,
704 WINED3DSIH_CALLNZ,
705 WINED3DSIH_CASE,
706 WINED3DSIH_CMP,
707 WINED3DSIH_CND,
708 WINED3DSIH_CONTINUE,
709 WINED3DSIH_CONTINUEP,
710 WINED3DSIH_COUNTBITS,
711 WINED3DSIH_CRS,
712 WINED3DSIH_CUT,
713 WINED3DSIH_CUT_STREAM,
714 WINED3DSIH_DCL,
715 WINED3DSIH_DCL_CONSTANT_BUFFER,
716 WINED3DSIH_DCL_FUNCTION_BODY,
717 WINED3DSIH_DCL_FUNCTION_TABLE,
718 WINED3DSIH_DCL_GLOBAL_FLAGS,
719 WINED3DSIH_DCL_GS_INSTANCES,
720 WINED3DSIH_DCL_HS_FORK_PHASE_INSTANCE_COUNT,
721 WINED3DSIH_DCL_HS_JOIN_PHASE_INSTANCE_COUNT,
722 WINED3DSIH_DCL_HS_MAX_TESSFACTOR,
723 WINED3DSIH_DCL_IMMEDIATE_CONSTANT_BUFFER,
724 WINED3DSIH_DCL_INDEX_RANGE,
725 WINED3DSIH_DCL_INDEXABLE_TEMP,
726 WINED3DSIH_DCL_INPUT,
727 WINED3DSIH_DCL_INPUT_CONTROL_POINT_COUNT,
728 WINED3DSIH_DCL_INPUT_PRIMITIVE,
729 WINED3DSIH_DCL_INPUT_PS,
730 WINED3DSIH_DCL_INPUT_PS_SGV,
731 WINED3DSIH_DCL_INPUT_PS_SIV,
732 WINED3DSIH_DCL_INPUT_SGV,
733 WINED3DSIH_DCL_INPUT_SIV,
734 WINED3DSIH_DCL_INTERFACE,
735 WINED3DSIH_DCL_OUTPUT,
736 WINED3DSIH_DCL_OUTPUT_CONTROL_POINT_COUNT,
737 WINED3DSIH_DCL_OUTPUT_SIV,
738 WINED3DSIH_DCL_OUTPUT_TOPOLOGY,
739 WINED3DSIH_DCL_RESOURCE_RAW,
740 WINED3DSIH_DCL_RESOURCE_STRUCTURED,
741 WINED3DSIH_DCL_SAMPLER,
742 WINED3DSIH_DCL_STREAM,
743 WINED3DSIH_DCL_TEMPS,
744 WINED3DSIH_DCL_TESSELLATOR_DOMAIN,
745 WINED3DSIH_DCL_TESSELLATOR_OUTPUT_PRIMITIVE,
746 WINED3DSIH_DCL_TESSELLATOR_PARTITIONING,
747 WINED3DSIH_DCL_TGSM_RAW,
748 WINED3DSIH_DCL_TGSM_STRUCTURED,
749 WINED3DSIH_DCL_THREAD_GROUP,
750 WINED3DSIH_DCL_UAV_RAW,
751 WINED3DSIH_DCL_UAV_STRUCTURED,
752 WINED3DSIH_DCL_UAV_TYPED,
753 WINED3DSIH_DCL_VERTICES_OUT,
754 WINED3DSIH_DEF,
755 WINED3DSIH_DEFAULT,
756 WINED3DSIH_DEFB,
757 WINED3DSIH_DEFI,
758 WINED3DSIH_DIV,
759 WINED3DSIH_DP2,
760 WINED3DSIH_DP2ADD,
761 WINED3DSIH_DP3,
762 WINED3DSIH_DP4,
763 WINED3DSIH_DST,
764 WINED3DSIH_DSX,
765 WINED3DSIH_DSX_COARSE,
766 WINED3DSIH_DSX_FINE,
767 WINED3DSIH_DSY,
768 WINED3DSIH_DSY_COARSE,
769 WINED3DSIH_DSY_FINE,
770 WINED3DSIH_ELSE,
771 WINED3DSIH_EMIT,
772 WINED3DSIH_EMIT_STREAM,
773 WINED3DSIH_ENDIF,
774 WINED3DSIH_ENDLOOP,
775 WINED3DSIH_ENDREP,
776 WINED3DSIH_ENDSWITCH,
777 WINED3DSIH_EQ,
778 WINED3DSIH_EVAL_SAMPLE_INDEX,
779 WINED3DSIH_EXP,
780 WINED3DSIH_EXPP,
781 WINED3DSIH_F16TOF32,
782 WINED3DSIH_F32TOF16,
783 WINED3DSIH_FCALL,
784 WINED3DSIH_FIRSTBIT_HI,
785 WINED3DSIH_FIRSTBIT_LO,
786 WINED3DSIH_FIRSTBIT_SHI,
787 WINED3DSIH_FRC,
788 WINED3DSIH_FTOI,
789 WINED3DSIH_FTOU,
790 WINED3DSIH_GATHER4,
791 WINED3DSIH_GATHER4_C,
792 WINED3DSIH_GATHER4_PO,
793 WINED3DSIH_GATHER4_PO_C,
794 WINED3DSIH_GE,
795 WINED3DSIH_HS_CONTROL_POINT_PHASE,
796 WINED3DSIH_HS_DECLS,
797 WINED3DSIH_HS_FORK_PHASE,
798 WINED3DSIH_HS_JOIN_PHASE,
799 WINED3DSIH_IADD,
800 WINED3DSIH_IBFE,
801 WINED3DSIH_IEQ,
802 WINED3DSIH_IF,
803 WINED3DSIH_IFC,
804 WINED3DSIH_IGE,
805 WINED3DSIH_ILT,
806 WINED3DSIH_IMAD,
807 WINED3DSIH_IMAX,
808 WINED3DSIH_IMIN,
809 WINED3DSIH_IMM_ATOMIC_ALLOC,
810 WINED3DSIH_IMM_ATOMIC_AND,
811 WINED3DSIH_IMM_ATOMIC_CMP_EXCH,
812 WINED3DSIH_IMM_ATOMIC_CONSUME,
813 WINED3DSIH_IMM_ATOMIC_EXCH,
814 WINED3DSIH_IMM_ATOMIC_IADD,
815 WINED3DSIH_IMM_ATOMIC_IMAX,
816 WINED3DSIH_IMM_ATOMIC_IMIN,
817 WINED3DSIH_IMM_ATOMIC_OR,
818 WINED3DSIH_IMM_ATOMIC_UMAX,
819 WINED3DSIH_IMM_ATOMIC_UMIN,
820 WINED3DSIH_IMM_ATOMIC_XOR,
821 WINED3DSIH_IMUL,
822 WINED3DSIH_INE,
823 WINED3DSIH_INEG,
824 WINED3DSIH_ISHL,
825 WINED3DSIH_ISHR,
826 WINED3DSIH_ITOF,
827 WINED3DSIH_LABEL,
828 WINED3DSIH_LD,
829 WINED3DSIH_LD2DMS,
830 WINED3DSIH_LD_RAW,
831 WINED3DSIH_LD_STRUCTURED,
832 WINED3DSIH_LD_UAV_TYPED,
833 WINED3DSIH_LIT,
834 WINED3DSIH_LOD,
835 WINED3DSIH_LOG,
836 WINED3DSIH_LOGP,
837 WINED3DSIH_LOOP,
838 WINED3DSIH_LRP,
839 WINED3DSIH_LT,
840 WINED3DSIH_M3x2,
841 WINED3DSIH_M3x3,
842 WINED3DSIH_M3x4,
843 WINED3DSIH_M4x3,
844 WINED3DSIH_M4x4,
845 WINED3DSIH_MAD,
846 WINED3DSIH_MAX,
847 WINED3DSIH_MIN,
848 WINED3DSIH_MOV,
849 WINED3DSIH_MOVA,
850 WINED3DSIH_MOVC,
851 WINED3DSIH_MUL,
852 WINED3DSIH_NE,
853 WINED3DSIH_NOP,
854 WINED3DSIH_NOT,
855 WINED3DSIH_NRM,
856 WINED3DSIH_OR,
857 WINED3DSIH_PHASE,
858 WINED3DSIH_POW,
859 WINED3DSIH_RCP,
860 WINED3DSIH_REP,
861 WINED3DSIH_RESINFO,
862 WINED3DSIH_RET,
863 WINED3DSIH_RETP,
864 WINED3DSIH_ROUND_NE,
865 WINED3DSIH_ROUND_NI,
866 WINED3DSIH_ROUND_PI,
867 WINED3DSIH_ROUND_Z,
868 WINED3DSIH_RSQ,
869 WINED3DSIH_SAMPLE,
870 WINED3DSIH_SAMPLE_B,
871 WINED3DSIH_SAMPLE_C,
872 WINED3DSIH_SAMPLE_C_LZ,
873 WINED3DSIH_SAMPLE_GRAD,
874 WINED3DSIH_SAMPLE_INFO,
875 WINED3DSIH_SAMPLE_LOD,
876 WINED3DSIH_SAMPLE_POS,
877 WINED3DSIH_SETP,
878 WINED3DSIH_SGE,
879 WINED3DSIH_SGN,
880 WINED3DSIH_SINCOS,
881 WINED3DSIH_SLT,
882 WINED3DSIH_SQRT,
883 WINED3DSIH_STORE_RAW,
884 WINED3DSIH_STORE_STRUCTURED,
885 WINED3DSIH_STORE_UAV_TYPED,
886 WINED3DSIH_SUB,
887 WINED3DSIH_SWAPC,
888 WINED3DSIH_SWITCH,
889 WINED3DSIH_SYNC,
890 WINED3DSIH_TEX,
891 WINED3DSIH_TEXBEM,
892 WINED3DSIH_TEXBEML,
893 WINED3DSIH_TEXCOORD,
894 WINED3DSIH_TEXDEPTH,
895 WINED3DSIH_TEXDP3,
896 WINED3DSIH_TEXDP3TEX,
897 WINED3DSIH_TEXKILL,
898 WINED3DSIH_TEXLDD,
899 WINED3DSIH_TEXLDL,
900 WINED3DSIH_TEXM3x2DEPTH,
901 WINED3DSIH_TEXM3x2PAD,
902 WINED3DSIH_TEXM3x2TEX,
903 WINED3DSIH_TEXM3x3,
904 WINED3DSIH_TEXM3x3DIFF,
905 WINED3DSIH_TEXM3x3PAD,
906 WINED3DSIH_TEXM3x3SPEC,
907 WINED3DSIH_TEXM3x3TEX,
908 WINED3DSIH_TEXM3x3VSPEC,
909 WINED3DSIH_TEXREG2AR,
910 WINED3DSIH_TEXREG2GB,
911 WINED3DSIH_TEXREG2RGB,
912 WINED3DSIH_UBFE,
913 WINED3DSIH_UDIV,
914 WINED3DSIH_UGE,
915 WINED3DSIH_ULT,
916 WINED3DSIH_UMAX,
917 WINED3DSIH_UMIN,
918 WINED3DSIH_UMUL,
919 WINED3DSIH_USHR,
920 WINED3DSIH_UTOF,
921 WINED3DSIH_XOR,
922 WINED3DSIH_TABLE_SIZE
925 struct wined3d_shader_version
927 enum wined3d_shader_type type;
928 BYTE major;
929 BYTE minor;
932 struct wined3d_shader_resource_info
934 enum wined3d_shader_resource_type type;
935 enum wined3d_data_type data_type;
936 unsigned int flags;
937 unsigned int stride;
940 #define WINED3D_SAMPLER_DEFAULT ~0x0u
942 struct wined3d_shader_sampler_map_entry
944 unsigned int resource_idx;
945 unsigned int sampler_idx;
946 unsigned int bind_idx;
949 struct wined3d_shader_sampler_map
951 struct wined3d_shader_sampler_map_entry *entries;
952 size_t size;
953 size_t count;
956 struct wined3d_shader_immediate_constant_buffer
958 unsigned int vec4_count;
959 DWORD data[MAX_IMMEDIATE_CONSTANT_BUFFER_SIZE];
962 struct wined3d_shader_indexable_temp
964 struct list entry;
965 unsigned int register_idx;
966 unsigned int register_size;
967 unsigned int component_count;
970 #define WINED3D_SHADER_VERSION(major, minor) (((major) << 8) | (minor))
972 struct wined3d_shader_reg_maps
974 struct wined3d_shader_version shader_version;
975 BYTE texcoord; /* MAX_REG_TEXCRD, 8 */
976 BYTE address; /* MAX_REG_ADDR, 1 */
977 WORD labels; /* MAX_LABELS, 16 */
978 DWORD temporary; /* 32 */
979 unsigned int temporary_count;
980 DWORD *constf; /* pixel, vertex */
981 struct list indexable_temps;
982 const struct wined3d_shader_immediate_constant_buffer *icb;
983 union
985 DWORD texcoord_mask[MAX_REG_TEXCRD]; /* vertex < 3.0 */
986 BYTE output_registers_mask[MAX_REG_OUTPUT]; /* vertex >= 3.0 */
987 } u;
988 DWORD input_registers; /* max(MAX_REG_INPUT, MAX_ATTRIBS), 32 */
989 DWORD output_registers; /* MAX_REG_OUTPUT, 32 */
990 WORD integer_constants; /* WINED3D_MAX_CONSTS_I, 16 */
991 WORD boolean_constants; /* WINED3D_MAX_CONSTS_B, 16 */
992 WORD local_int_consts; /* WINED3D_MAX_CONSTS_I, 16 */
993 WORD local_bool_consts; /* WINED3D_MAX_CONSTS_B, 16 */
994 UINT cb_sizes[WINED3D_MAX_CBS];
996 struct wined3d_shader_resource_info resource_info[MAX_SHADER_RESOURCE_VIEWS];
997 struct wined3d_shader_sampler_map sampler_map;
998 DWORD sampler_comparison_mode;
999 BYTE bumpmat; /* MAX_TEXTURES, 8 */
1000 BYTE luminanceparams; /* MAX_TEXTURES, 8 */
1001 struct wined3d_shader_resource_info uav_resource_info[MAX_UNORDERED_ACCESS_VIEWS];
1002 DWORD uav_read_mask : 8; /* MAX_UNORDERED_ACCESS_VIEWS, 8 */
1003 DWORD uav_counter_mask : 8; /* MAX_UNORDERED_ACCESS_VIEWS, 8 */
1005 DWORD clip_distance_mask : 8; /* MAX_CLIP_DISTANCES, 8 */
1006 DWORD cull_distance_mask : 8; /* MAX_CLIP_DISTANCES, 8 */
1007 DWORD usesnrm : 1;
1008 DWORD vpos : 1;
1009 DWORD usesdsx : 1;
1010 DWORD usesdsy : 1;
1011 DWORD usestexldd : 1;
1012 DWORD usesmova : 1;
1013 DWORD usesfacing : 1;
1014 DWORD usesrelconstF : 1;
1015 DWORD fog : 1;
1016 DWORD usestexldl : 1;
1017 DWORD usesifc : 1;
1018 DWORD usescall : 1;
1019 DWORD usespow : 1;
1020 DWORD point_size : 1;
1021 DWORD vocp : 1;
1022 DWORD input_rel_addressing : 1;
1023 DWORD viewport_array : 1;
1024 DWORD sample_mask : 1;
1025 DWORD padding : 14;
1027 DWORD rt_mask; /* Used render targets, 32 max. */
1029 /* Whether or not loops are used in this shader, and nesting depth */
1030 unsigned int loop_depth;
1031 unsigned int min_rel_offset, max_rel_offset;
1033 struct wined3d_shader_tgsm *tgsm;
1034 SIZE_T tgsm_capacity;
1035 unsigned int tgsm_count;
1038 /* Keeps track of details for TEX_M#x# instructions which need to maintain
1039 * state information between multiple instructions. */
1040 struct wined3d_shader_tex_mx
1042 unsigned int current_row;
1043 DWORD texcoord_w[2];
1046 struct wined3d_shader_parser_state
1048 unsigned int current_loop_depth;
1049 unsigned int current_loop_reg;
1050 BOOL in_subroutine;
1053 struct wined3d_shader_context
1055 const struct wined3d_shader *shader;
1056 const struct wined3d_gl_info *gl_info;
1057 const struct wined3d_shader_reg_maps *reg_maps;
1058 struct wined3d_string_buffer *buffer;
1059 struct wined3d_shader_tex_mx *tex_mx;
1060 struct wined3d_shader_parser_state *state;
1061 void *backend_data;
1064 struct wined3d_shader_register_index
1066 const struct wined3d_shader_src_param *rel_addr;
1067 unsigned int offset;
1070 struct wined3d_shader_register
1072 enum wined3d_shader_register_type type;
1073 enum wined3d_data_type data_type;
1074 struct wined3d_shader_register_index idx[2];
1075 enum wined3d_immconst_type immconst_type;
1076 union
1078 DWORD immconst_data[4];
1079 unsigned fp_body_idx;
1080 } u;
1083 struct wined3d_shader_dst_param
1085 struct wined3d_shader_register reg;
1086 DWORD write_mask;
1087 DWORD modifiers;
1088 DWORD shift;
1091 struct wined3d_shader_src_param
1093 struct wined3d_shader_register reg;
1094 DWORD swizzle;
1095 enum wined3d_shader_src_modifier modifiers;
1098 struct wined3d_shader_index_range
1100 struct wined3d_shader_dst_param first_register;
1101 unsigned int last_register;
1104 struct wined3d_shader_semantic
1106 enum wined3d_decl_usage usage;
1107 UINT usage_idx;
1108 enum wined3d_shader_resource_type resource_type;
1109 enum wined3d_data_type resource_data_type;
1110 struct wined3d_shader_dst_param reg;
1113 enum wined3d_shader_input_sysval_semantic
1115 WINED3D_SIV_POSITION = 1,
1116 WINED3D_SIV_CLIP_DISTANCE = 2,
1117 WINED3D_SIV_CULL_DISTANCE = 3,
1118 WINED3D_SIV_RENDER_TARGET_ARRAY_INDEX = 4,
1119 WINED3D_SIV_VIEWPORT_ARRAY_INDEX = 5,
1120 WINED3D_SIV_VERTEX_ID = 6,
1121 WINED3D_SIV_PRIMITIVE_ID = 7,
1122 WINED3D_SIV_INSTANCE_ID = 8,
1123 WINED3D_SIV_IS_FRONT_FACE = 9,
1124 WINED3D_SIV_SAMPLE_INDEX = 10,
1125 WINED3D_SIV_QUAD_U0_TESS_FACTOR = 11,
1126 WINED3D_SIV_QUAD_V0_TESS_FACTOR = 12,
1127 WINED3D_SIV_QUAD_U1_TESS_FACTOR = 13,
1128 WINED3D_SIV_QUAD_V1_TESS_FACTOR = 14,
1129 WINED3D_SIV_QUAD_U_INNER_TESS_FACTOR = 15,
1130 WINED3D_SIV_QUAD_V_INNER_TESS_FACTOR = 16,
1131 WINED3D_SIV_TRIANGLE_U_TESS_FACTOR = 17,
1132 WINED3D_SIV_TRIANGLE_V_TESS_FACTOR = 18,
1133 WINED3D_SIV_TRIANGLE_W_TESS_FACTOR = 19,
1134 WINED3D_SIV_TRIANGLE_INNER_TESS_FACTOR = 20,
1135 WINED3D_SIV_LINE_DETAIL_TESS_FACTOR = 21,
1136 WINED3D_SIV_LINE_DENSITY_TESS_FACTOR = 22,
1139 struct wined3d_shader_register_semantic
1141 struct wined3d_shader_dst_param reg;
1142 enum wined3d_shader_input_sysval_semantic sysval_semantic;
1145 struct wined3d_shader_structured_resource
1147 struct wined3d_shader_dst_param reg;
1148 unsigned int byte_stride;
1151 struct wined3d_shader_tgsm
1153 unsigned int size;
1154 unsigned int stride;
1157 struct wined3d_shader_tgsm_raw
1159 struct wined3d_shader_dst_param reg;
1160 unsigned int byte_count;
1163 struct wined3d_shader_tgsm_structured
1165 struct wined3d_shader_dst_param reg;
1166 unsigned int byte_stride;
1167 unsigned int structure_count;
1170 struct wined3d_shader_thread_group_size
1172 unsigned int x, y, z;
1175 struct wined3d_shader_function_table_pointer
1177 unsigned int index;
1178 unsigned int array_size;
1179 unsigned int body_count;
1180 unsigned int table_count;
1183 struct wined3d_shader_texel_offset
1185 signed char u, v, w;
1188 struct wined3d_shader_primitive_type
1190 enum wined3d_primitive_type type;
1191 unsigned int patch_vertex_count;
1194 struct wined3d_shader_instruction
1196 const struct wined3d_shader_context *ctx;
1197 enum WINED3D_SHADER_INSTRUCTION_HANDLER handler_idx;
1198 DWORD flags;
1199 unsigned int dst_count;
1200 unsigned int src_count;
1201 const struct wined3d_shader_dst_param *dst;
1202 const struct wined3d_shader_src_param *src;
1203 struct wined3d_shader_texel_offset texel_offset;
1204 BOOL coissue;
1205 const struct wined3d_shader_src_param *predicate;
1206 union
1208 struct wined3d_shader_semantic semantic;
1209 struct wined3d_shader_register_semantic register_semantic;
1210 struct wined3d_shader_primitive_type primitive_type;
1211 struct wined3d_shader_dst_param dst;
1212 struct wined3d_shader_src_param src;
1213 unsigned int count;
1214 unsigned int index;
1215 const struct wined3d_shader_immediate_constant_buffer *icb;
1216 struct wined3d_shader_structured_resource structured_resource;
1217 struct wined3d_shader_tgsm_raw tgsm_raw;
1218 struct wined3d_shader_tgsm_structured tgsm_structured;
1219 struct wined3d_shader_thread_group_size thread_group_size;
1220 enum wined3d_tessellator_domain tessellator_domain;
1221 enum wined3d_tessellator_output_primitive tessellator_output_primitive;
1222 enum wined3d_tessellator_partitioning tessellator_partitioning;
1223 float max_tessellation_factor;
1224 struct wined3d_shader_index_range index_range;
1225 struct wined3d_shader_indexable_temp indexable_temp;
1226 struct wined3d_shader_function_table_pointer fp;
1227 } declaration;
1230 static inline BOOL wined3d_shader_instruction_has_texel_offset(const struct wined3d_shader_instruction *ins)
1232 return ins->texel_offset.u || ins->texel_offset.v || ins->texel_offset.w;
1235 struct wined3d_shader_attribute
1237 enum wined3d_decl_usage usage;
1238 UINT usage_idx;
1241 struct wined3d_shader_loop_control
1243 unsigned int count;
1244 unsigned int start;
1245 int step;
1248 struct wined3d_shader_frontend
1250 void *(*shader_init)(const DWORD *byte_code, size_t byte_code_size,
1251 const struct wined3d_shader_signature *output_signature);
1252 void (*shader_free)(void *data);
1253 void (*shader_read_header)(void *data, const DWORD **ptr, struct wined3d_shader_version *shader_version);
1254 void (*shader_read_instruction)(void *data, const DWORD **ptr, struct wined3d_shader_instruction *ins);
1255 BOOL (*shader_is_end)(void *data, const DWORD **ptr);
1258 extern const struct wined3d_shader_frontend sm1_shader_frontend DECLSPEC_HIDDEN;
1259 extern const struct wined3d_shader_frontend sm4_shader_frontend DECLSPEC_HIDDEN;
1261 HRESULT shader_extract_from_dxbc(struct wined3d_shader *shader,
1262 unsigned int max_shader_version, enum wined3d_shader_byte_code_format *format);
1264 typedef void (*SHADER_HANDLER)(const struct wined3d_shader_instruction *);
1266 #define WINED3D_SHADER_CAP_VS_CLIPPING 0x00000001
1267 #define WINED3D_SHADER_CAP_SRGB_WRITE 0x00000002
1268 #define WINED3D_SHADER_CAP_DOUBLE_PRECISION 0x00000004
1270 struct shader_caps
1272 unsigned int vs_version;
1273 unsigned int hs_version;
1274 unsigned int ds_version;
1275 unsigned int gs_version;
1276 unsigned int ps_version;
1277 unsigned int cs_version;
1279 DWORD vs_uniform_count;
1280 DWORD ps_uniform_count;
1281 float ps_1x_max_value;
1282 DWORD varying_count;
1284 DWORD wined3d_caps;
1287 enum wined3d_gl_resource_type
1289 WINED3D_GL_RES_TYPE_TEX_1D = 0,
1290 WINED3D_GL_RES_TYPE_TEX_2D = 1,
1291 WINED3D_GL_RES_TYPE_TEX_3D = 2,
1292 WINED3D_GL_RES_TYPE_TEX_CUBE = 3,
1293 WINED3D_GL_RES_TYPE_TEX_RECT = 4,
1294 WINED3D_GL_RES_TYPE_BUFFER = 5,
1295 WINED3D_GL_RES_TYPE_RB = 6,
1296 WINED3D_GL_RES_TYPE_COUNT = 7,
1299 enum wined3d_vertex_processing_mode
1301 WINED3D_VP_MODE_FF,
1302 WINED3D_VP_MODE_SHADER,
1303 WINED3D_VP_MODE_NONE,
1306 #define WINED3D_CONST_NUM_UNUSED ~0U
1308 enum wined3d_ffp_ps_fog_mode
1310 WINED3D_FFP_PS_FOG_OFF,
1311 WINED3D_FFP_PS_FOG_LINEAR,
1312 WINED3D_FFP_PS_FOG_EXP,
1313 WINED3D_FFP_PS_FOG_EXP2,
1316 /* Stateblock dependent parameters which have to be hardcoded
1317 * into the shader code
1320 #define WINED3D_PSARGS_PROJECTED (1u << 3)
1321 #define WINED3D_PSARGS_TEXTRANSFORM_SHIFT 4
1322 #define WINED3D_PSARGS_TEXTRANSFORM_MASK 0xfu
1323 #define WINED3D_PSARGS_TEXTYPE_SHIFT 2
1324 #define WINED3D_PSARGS_TEXTYPE_MASK 0x3u
1326 /* Used for Shader Model 1 pixel shaders to track the bound texture
1327 * type. 2D and RECT textures are separated through NP2 fixup. */
1328 enum wined3d_shader_tex_types
1330 WINED3D_SHADER_TEX_2D = 0,
1331 WINED3D_SHADER_TEX_3D = 1,
1332 WINED3D_SHADER_TEX_CUBE = 2,
1335 struct ps_compile_args
1337 struct color_fixup_desc color_fixup[MAX_FRAGMENT_SAMPLERS];
1338 enum wined3d_vertex_processing_mode vp_mode;
1339 enum wined3d_ffp_ps_fog_mode fog;
1340 WORD tex_transform; /* ps 1.0-1.3, 4 textures */
1341 WORD tex_types; /* ps 1.0 - 1.4, 6 textures */
1342 WORD srgb_correction;
1343 /* Bitmap for NP2 texcoord fixups (16 samplers max currently).
1344 D3D9 has a limit of 16 samplers and the fixup is superfluous
1345 in D3D10 (unconditional NP2 support mandatory). */
1346 WORD np2_fixup;
1347 WORD shadow; /* MAX_FRAGMENT_SAMPLERS, 16 */
1348 WORD texcoords_initialized; /* MAX_TEXTURES, 8 */
1349 DWORD pointsprite : 1;
1350 DWORD flatshading : 1;
1351 DWORD alpha_test_func : 3;
1352 DWORD render_offscreen : 1;
1353 DWORD rt_alpha_swizzle : 8; /* MAX_RENDER_TARGET_VIEWS, 8 */
1354 DWORD padding : 18;
1357 enum fog_src_type
1359 VS_FOG_Z = 0,
1360 VS_FOG_COORD = 1
1363 struct vs_compile_args
1365 BYTE fog_src;
1366 BYTE clip_enabled : 1;
1367 BYTE point_size : 1;
1368 BYTE per_vertex_point_size : 1;
1369 BYTE flatshading : 1;
1370 BYTE next_shader_type : 3;
1371 BYTE padding : 1;
1372 WORD swizzle_map; /* MAX_ATTRIBS, 16 */
1373 unsigned int next_shader_input_count;
1374 DWORD interpolation_mode[WINED3D_PACKED_INTERPOLATION_SIZE];
1377 struct ds_compile_args
1379 enum wined3d_tessellator_output_primitive tessellator_output_primitive;
1380 enum wined3d_tessellator_partitioning tessellator_partitioning;
1381 unsigned int output_count : 16;
1382 unsigned int next_shader_type : 3;
1383 unsigned int render_offscreen : 1;
1384 unsigned int padding : 12;
1385 DWORD interpolation_mode[WINED3D_PACKED_INTERPOLATION_SIZE];
1388 struct gs_compile_args
1390 unsigned int output_count;
1391 enum wined3d_primitive_type primitive_type;
1392 DWORD interpolation_mode[WINED3D_PACKED_INTERPOLATION_SIZE];
1395 struct wined3d_context;
1396 struct wined3d_state;
1397 struct fragment_pipeline;
1398 struct wined3d_vertex_pipe_ops;
1400 struct wined3d_shader_backend_ops
1402 void (*shader_handle_instruction)(const struct wined3d_shader_instruction *);
1403 void (*shader_precompile)(void *shader_priv, struct wined3d_shader *shader);
1404 void (*shader_select)(void *shader_priv, struct wined3d_context *context,
1405 const struct wined3d_state *state);
1406 void (*shader_select_compute)(void *shader_priv, struct wined3d_context *context,
1407 const struct wined3d_state *state);
1408 void (*shader_disable)(void *shader_priv, struct wined3d_context *context);
1409 void (*shader_update_float_vertex_constants)(struct wined3d_device *device, UINT start, UINT count);
1410 void (*shader_update_float_pixel_constants)(struct wined3d_device *device, UINT start, UINT count);
1411 void (*shader_load_constants)(void *shader_priv, struct wined3d_context *context,
1412 const struct wined3d_state *state);
1413 void (*shader_destroy)(struct wined3d_shader *shader);
1414 HRESULT (*shader_alloc_private)(struct wined3d_device *device, const struct wined3d_vertex_pipe_ops *vertex_pipe,
1415 const struct fragment_pipeline *fragment_pipe);
1416 void (*shader_free_private)(struct wined3d_device *device);
1417 BOOL (*shader_allocate_context_data)(struct wined3d_context *context);
1418 void (*shader_free_context_data)(struct wined3d_context *context);
1419 void (*shader_init_context_state)(struct wined3d_context *context);
1420 void (*shader_get_caps)(const struct wined3d_gl_info *gl_info, struct shader_caps *caps);
1421 BOOL (*shader_color_fixup_supported)(struct color_fixup_desc fixup);
1422 BOOL (*shader_has_ffp_proj_control)(void *shader_priv);
1425 extern const struct wined3d_shader_backend_ops glsl_shader_backend DECLSPEC_HIDDEN;
1426 extern const struct wined3d_shader_backend_ops arb_program_shader_backend DECLSPEC_HIDDEN;
1427 extern const struct wined3d_shader_backend_ops none_shader_backend DECLSPEC_HIDDEN;
1429 #define GL_EXTCALL(f) (gl_info->gl_ops.ext.p_##f)
1431 #define D3DCOLOR_B_R(dw) (((dw) >> 16) & 0xff)
1432 #define D3DCOLOR_B_G(dw) (((dw) >> 8) & 0xff)
1433 #define D3DCOLOR_B_B(dw) (((dw) >> 0) & 0xff)
1434 #define D3DCOLOR_B_A(dw) (((dw) >> 24) & 0xff)
1436 static inline void wined3d_color_from_d3dcolor(struct wined3d_color *wined3d_color, DWORD d3d_color)
1438 wined3d_color->r = D3DCOLOR_B_R(d3d_color) / 255.0f;
1439 wined3d_color->g = D3DCOLOR_B_G(d3d_color) / 255.0f;
1440 wined3d_color->b = D3DCOLOR_B_B(d3d_color) / 255.0f;
1441 wined3d_color->a = D3DCOLOR_B_A(d3d_color) / 255.0f;
1444 #define HIGHEST_TRANSFORMSTATE WINED3D_TS_WORLD_MATRIX(255) /* Highest value in wined3d_transform_state. */
1446 void wined3d_check_gl_call(const struct wined3d_gl_info *gl_info,
1447 const char *file, unsigned int line, const char *name) DECLSPEC_HIDDEN;
1449 /* Checking of API calls */
1450 /* --------------------- */
1451 #ifndef WINE_NO_DEBUG_MSGS
1452 #define checkGLcall(A) \
1453 do { \
1454 if (__WINE_IS_DEBUG_ON(_ERR, &__wine_dbch_d3d) \
1455 && !gl_info->supported[ARB_DEBUG_OUTPUT]) \
1456 wined3d_check_gl_call(gl_info, __FILE__, __LINE__, A); \
1457 } while(0)
1458 #else
1459 #define checkGLcall(A) do {} while(0)
1460 #endif
1462 struct wined3d_bo_address
1464 UINT_PTR buffer_object;
1465 BYTE *addr;
1468 struct wined3d_const_bo_address
1470 UINT_PTR buffer_object;
1471 const BYTE *addr;
1474 static inline struct wined3d_const_bo_address *wined3d_const_bo_address(struct wined3d_bo_address *data)
1476 return (struct wined3d_const_bo_address *)data;
1479 struct wined3d_stream_info_element
1481 const struct wined3d_format *format;
1482 struct wined3d_bo_address data;
1483 GLsizei stride;
1484 unsigned int stream_idx;
1485 unsigned int divisor;
1488 struct wined3d_stream_info
1490 struct wined3d_stream_info_element elements[MAX_ATTRIBS];
1491 DWORD position_transformed : 1;
1492 DWORD all_vbo : 1;
1493 WORD swizzle_map; /* MAX_ATTRIBS, 16 */
1494 WORD use_map; /* MAX_ATTRIBS, 16 */
1497 void wined3d_stream_info_from_declaration(struct wined3d_stream_info *stream_info,
1498 const struct wined3d_state *state, const struct wined3d_gl_info *gl_info,
1499 const struct wined3d_d3d_info *d3d_info) DECLSPEC_HIDDEN;
1501 struct wined3d_direct_dispatch_parameters
1503 unsigned int group_count_x;
1504 unsigned int group_count_y;
1505 unsigned int group_count_z;
1508 struct wined3d_indirect_dispatch_parameters
1510 struct wined3d_buffer *buffer;
1511 unsigned int offset;
1514 struct wined3d_dispatch_parameters
1516 BOOL indirect;
1517 union
1519 struct wined3d_direct_dispatch_parameters direct;
1520 struct wined3d_indirect_dispatch_parameters indirect;
1521 } u;
1524 struct wined3d_direct_draw_parameters
1526 int base_vertex_idx;
1527 unsigned int start_idx;
1528 unsigned int index_count;
1529 unsigned int start_instance;
1530 unsigned int instance_count;
1533 struct wined3d_indirect_draw_parameters
1535 struct wined3d_buffer *buffer;
1536 unsigned int offset;
1539 struct wined3d_draw_parameters
1541 BOOL indirect;
1542 union
1544 struct wined3d_direct_draw_parameters direct;
1545 struct wined3d_indirect_draw_parameters indirect;
1546 } u;
1547 BOOL indexed;
1550 void draw_primitive(struct wined3d_device *device, const struct wined3d_state *state,
1551 const struct wined3d_draw_parameters *draw_parameters) DECLSPEC_HIDDEN;
1552 void dispatch_compute(struct wined3d_device *device, const struct wined3d_state *state,
1553 const struct wined3d_dispatch_parameters *dispatch_parameters) DECLSPEC_HIDDEN;
1555 #define eps 1e-8f
1557 #define GET_TEXCOORD_SIZE_FROM_FVF(d3dvtVertexType, tex_num) \
1558 (((((d3dvtVertexType) >> (16 + (2 * (tex_num)))) + 1) & 0x03) + 1)
1560 enum wined3d_pipeline
1562 WINED3D_PIPELINE_GRAPHICS,
1563 WINED3D_PIPELINE_COMPUTE,
1564 WINED3D_PIPELINE_COUNT,
1567 /* Routines and structures related to state management */
1569 #define STATE_RENDER(a) (a)
1570 #define STATE_IS_RENDER(a) ((a) >= STATE_RENDER(1) && (a) <= STATE_RENDER(WINEHIGHEST_RENDER_STATE))
1572 #define STATE_TEXTURESTAGE(stage, num) \
1573 (STATE_RENDER(WINEHIGHEST_RENDER_STATE) + 1 + (stage) * (WINED3D_HIGHEST_TEXTURE_STATE + 1) + (num))
1574 #define STATE_IS_TEXTURESTAGE(a) \
1575 ((a) >= STATE_TEXTURESTAGE(0, 1) && (a) <= STATE_TEXTURESTAGE(MAX_TEXTURES - 1, WINED3D_HIGHEST_TEXTURE_STATE))
1577 /* + 1 because samplers start with 0 */
1578 #define STATE_SAMPLER(num) (STATE_TEXTURESTAGE(MAX_TEXTURES - 1, WINED3D_HIGHEST_TEXTURE_STATE) + 1 + (num))
1579 #define STATE_IS_SAMPLER(num) ((num) >= STATE_SAMPLER(0) && (num) <= STATE_SAMPLER(MAX_COMBINED_SAMPLERS - 1))
1581 #define STATE_GRAPHICS_SHADER(a) (STATE_SAMPLER(MAX_COMBINED_SAMPLERS) + (a))
1582 #define STATE_IS_GRAPHICS_SHADER(a) \
1583 ((a) >= STATE_GRAPHICS_SHADER(0) && (a) < STATE_GRAPHICS_SHADER(WINED3D_SHADER_TYPE_GRAPHICS_COUNT))
1585 #define STATE_GRAPHICS_CONSTANT_BUFFER(a) (STATE_GRAPHICS_SHADER(WINED3D_SHADER_TYPE_GRAPHICS_COUNT) + (a))
1586 #define STATE_IS_GRAPHICS_CONSTANT_BUFFER(a) \
1587 ((a) >= STATE_GRAPHICS_CONSTANT_BUFFER(0) \
1588 && (a) < STATE_GRAPHICS_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_GRAPHICS_COUNT))
1590 #define STATE_GRAPHICS_SHADER_RESOURCE_BINDING (STATE_GRAPHICS_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_GRAPHICS_COUNT))
1591 #define STATE_IS_GRAPHICS_SHADER_RESOURCE_BINDING(a) ((a) == STATE_GRAPHICS_SHADER_RESOURCE_BINDING)
1593 #define STATE_GRAPHICS_UNORDERED_ACCESS_VIEW_BINDING (STATE_GRAPHICS_SHADER_RESOURCE_BINDING + 1)
1594 #define STATE_IS_GRAPHICS_UNORDERED_ACCESS_VIEW_BINDING(a) ((a) == STATE_GRAPHICS_UNORDERED_ACCESS_VIEW_BINDING)
1596 #define STATE_TRANSFORM(a) (STATE_GRAPHICS_UNORDERED_ACCESS_VIEW_BINDING + (a))
1597 #define STATE_IS_TRANSFORM(a) ((a) >= STATE_TRANSFORM(1) && (a) <= STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(255)))
1599 #define STATE_STREAMSRC (STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(255)) + 1)
1600 #define STATE_IS_STREAMSRC(a) ((a) == STATE_STREAMSRC)
1601 #define STATE_INDEXBUFFER (STATE_STREAMSRC + 1)
1602 #define STATE_IS_INDEXBUFFER(a) ((a) == STATE_INDEXBUFFER)
1604 #define STATE_VDECL (STATE_INDEXBUFFER + 1)
1605 #define STATE_IS_VDECL(a) ((a) == STATE_VDECL)
1607 #define STATE_VIEWPORT (STATE_VDECL + 1)
1608 #define STATE_IS_VIEWPORT(a) ((a) == STATE_VIEWPORT)
1610 #define STATE_LIGHT_TYPE (STATE_VIEWPORT + 1)
1611 #define STATE_IS_LIGHT_TYPE(a) ((a) == STATE_LIGHT_TYPE)
1612 #define STATE_ACTIVELIGHT(a) (STATE_LIGHT_TYPE + 1 + (a))
1613 #define STATE_IS_ACTIVELIGHT(a) ((a) >= STATE_ACTIVELIGHT(0) && (a) < STATE_ACTIVELIGHT(MAX_ACTIVE_LIGHTS))
1615 #define STATE_SCISSORRECT (STATE_ACTIVELIGHT(MAX_ACTIVE_LIGHTS - 1) + 1)
1616 #define STATE_IS_SCISSORRECT(a) ((a) == STATE_SCISSORRECT)
1618 #define STATE_CLIPPLANE(a) (STATE_SCISSORRECT + 1 + (a))
1619 #define STATE_IS_CLIPPLANE(a) ((a) >= STATE_CLIPPLANE(0) && (a) <= STATE_CLIPPLANE(MAX_CLIP_DISTANCES - 1))
1621 #define STATE_MATERIAL (STATE_CLIPPLANE(MAX_CLIP_DISTANCES))
1622 #define STATE_IS_MATERIAL(a) ((a) == STATE_MATERIAL)
1624 #define STATE_RASTERIZER (STATE_MATERIAL + 1)
1625 #define STATE_IS_RASTERIZER(a) ((a) == STATE_RASTERIZER)
1627 #define STATE_POINTSPRITECOORDORIGIN (STATE_RASTERIZER + 1)
1628 #define STATE_IS_POINTSPRITECOORDORIGIN(a) ((a) == STATE_POINTSPRITECOORDORIGIN)
1630 #define STATE_BASEVERTEXINDEX (STATE_POINTSPRITECOORDORIGIN + 1)
1631 #define STATE_IS_BASEVERTEXINDEX(a) ((a) == STATE_BASEVERTEXINDEX)
1633 #define STATE_FRAMEBUFFER (STATE_BASEVERTEXINDEX + 1)
1634 #define STATE_IS_FRAMEBUFFER(a) ((a) == STATE_FRAMEBUFFER)
1636 #define STATE_POINT_ENABLE (STATE_FRAMEBUFFER + 1)
1637 #define STATE_IS_POINT_ENABLE(a) ((a) == STATE_POINT_ENABLE)
1639 #define STATE_COLOR_KEY (STATE_POINT_ENABLE + 1)
1640 #define STATE_IS_COLOR_KEY(a) ((a) == STATE_COLOR_KEY)
1642 #define STATE_STREAM_OUTPUT (STATE_COLOR_KEY + 1)
1643 #define STATE_IS_STREAM_OUTPUT(a) ((a) == STATE_STREAM_OUTPUT)
1645 #define STATE_BLEND (STATE_STREAM_OUTPUT + 1)
1646 #define STATE_IS_BLEND(a) ((a) == STATE_BLEND)
1648 #define STATE_BLEND_FACTOR (STATE_BLEND + 1)
1649 #define STATE_IS_BLEND_FACTOR(a) ((a) == STATE_BLEND_FACTOR)
1651 #define STATE_COMPUTE_OFFSET (STATE_BLEND_FACTOR + 1)
1653 #define STATE_COMPUTE_SHADER (STATE_COMPUTE_OFFSET)
1654 #define STATE_IS_COMPUTE_SHADER(a) ((a) == STATE_COMPUTE_SHADER)
1656 #define STATE_COMPUTE_CONSTANT_BUFFER (STATE_COMPUTE_SHADER + 1)
1657 #define STATE_IS_COMPUTE_CONSTANT_BUFFER(a) ((a) == STATE_COMPUTE_CONSTANT_BUFFER)
1659 #define STATE_COMPUTE_SHADER_RESOURCE_BINDING (STATE_COMPUTE_CONSTANT_BUFFER + 1)
1660 #define STATE_IS_COMPUTE_SHADER_RESOURCE_BINDING(a) ((a) == STATE_COMPUTE_SHADER_RESOURCE_BINDING)
1662 #define STATE_COMPUTE_UNORDERED_ACCESS_VIEW_BINDING (STATE_COMPUTE_SHADER_RESOURCE_BINDING + 1)
1663 #define STATE_IS_COMPUTE_UNORDERED_ACCESS_VIEW_BINDING(a) ((a) == STATE_COMPUTE_UNORDERED_ACCESS_VIEW_BINDING)
1665 #define STATE_COMPUTE_HIGHEST (STATE_COMPUTE_UNORDERED_ACCESS_VIEW_BINDING)
1666 #define STATE_HIGHEST (STATE_COMPUTE_UNORDERED_ACCESS_VIEW_BINDING)
1668 #define STATE_IS_COMPUTE(a) ((a) >= STATE_COMPUTE_OFFSET && (a) <= STATE_COMPUTE_HIGHEST)
1669 #define STATE_COMPUTE_COUNT (STATE_COMPUTE_HIGHEST - STATE_COMPUTE_OFFSET + 1)
1671 #define STATE_SHADER(a) ((a) != WINED3D_SHADER_TYPE_COMPUTE ? STATE_GRAPHICS_SHADER(a) : STATE_COMPUTE_SHADER)
1672 #define STATE_CONSTANT_BUFFER(a) \
1673 ((a) != WINED3D_SHADER_TYPE_COMPUTE ? STATE_GRAPHICS_CONSTANT_BUFFER(a) : STATE_COMPUTE_CONSTANT_BUFFER)
1674 #define STATE_UNORDERED_ACCESS_VIEW_BINDING(a) ((a) == WINED3D_PIPELINE_GRAPHICS ? \
1675 STATE_GRAPHICS_UNORDERED_ACCESS_VIEW_BINDING : STATE_COMPUTE_UNORDERED_ACCESS_VIEW_BINDING)
1677 enum fogsource {
1678 FOGSOURCE_FFP,
1679 FOGSOURCE_VS,
1680 FOGSOURCE_COORD,
1683 union wined3d_gl_fence_object
1685 GLuint id;
1686 GLsync sync;
1689 enum wined3d_fence_result
1691 WINED3D_FENCE_OK,
1692 WINED3D_FENCE_WAITING,
1693 WINED3D_FENCE_NOT_STARTED,
1694 WINED3D_FENCE_WRONG_THREAD,
1695 WINED3D_FENCE_ERROR,
1698 struct wined3d_fence
1700 struct list entry;
1701 union wined3d_gl_fence_object object;
1702 struct wined3d_context *context;
1705 HRESULT wined3d_fence_create(struct wined3d_device *device, struct wined3d_fence **fence) DECLSPEC_HIDDEN;
1706 void wined3d_fence_destroy(struct wined3d_fence *fence) DECLSPEC_HIDDEN;
1707 void wined3d_fence_issue(struct wined3d_fence *fence, const struct wined3d_device *device) DECLSPEC_HIDDEN;
1708 enum wined3d_fence_result wined3d_fence_wait(const struct wined3d_fence *fence,
1709 const struct wined3d_device *device) DECLSPEC_HIDDEN;
1711 /* Direct3D terminology with little modifications. We do not have an issued
1712 * state because only the driver knows about it, but we have a created state
1713 * because D3D allows GetData() on a created query, but OpenGL doesn't. */
1714 enum wined3d_query_state
1716 QUERY_CREATED,
1717 QUERY_SIGNALLED,
1718 QUERY_BUILDING
1721 struct wined3d_query_ops
1723 BOOL (*query_poll)(struct wined3d_query *query, DWORD flags);
1724 BOOL (*query_issue)(struct wined3d_query *query, DWORD flags);
1725 void (*query_destroy)(struct wined3d_query *query);
1728 struct wined3d_query
1730 LONG ref;
1732 void *parent;
1733 const struct wined3d_parent_ops *parent_ops;
1734 struct wined3d_device *device;
1735 enum wined3d_query_state state;
1736 enum wined3d_query_type type;
1737 const void *data;
1738 DWORD data_size;
1739 const struct wined3d_query_ops *query_ops;
1741 LONG counter_main, counter_retrieved;
1742 struct list poll_list_entry;
1744 GLuint buffer_object;
1745 UINT64 *map_ptr;
1748 struct wined3d_event_query
1750 struct wined3d_query query;
1752 struct wined3d_fence fence;
1753 BOOL signalled;
1756 struct wined3d_occlusion_query
1758 struct wined3d_query query;
1760 struct list entry;
1761 GLuint id;
1762 struct wined3d_context *context;
1763 UINT64 samples;
1764 BOOL started;
1767 struct wined3d_timestamp_query
1769 struct wined3d_query query;
1771 struct list entry;
1772 GLuint id;
1773 struct wined3d_context *context;
1774 UINT64 timestamp;
1777 void context_alloc_timestamp_query(struct wined3d_context *context, struct wined3d_timestamp_query *query) DECLSPEC_HIDDEN;
1778 void context_free_timestamp_query(struct wined3d_timestamp_query *query) DECLSPEC_HIDDEN;
1780 union wined3d_gl_so_statistics_query
1782 GLuint id[2];
1783 struct
1785 GLuint written;
1786 GLuint generated;
1787 } query;
1790 struct wined3d_so_statistics_query
1792 struct wined3d_query query;
1794 struct list entry;
1795 union wined3d_gl_so_statistics_query u;
1796 struct wined3d_context *context;
1797 unsigned int stream_idx;
1798 struct wined3d_query_data_so_statistics statistics;
1799 BOOL started;
1802 void context_alloc_so_statistics_query(struct wined3d_context *context,
1803 struct wined3d_so_statistics_query *query) DECLSPEC_HIDDEN;
1804 void context_free_so_statistics_query(struct wined3d_so_statistics_query *query) DECLSPEC_HIDDEN;
1806 union wined3d_gl_pipeline_statistics_query
1808 GLuint id[11];
1809 struct
1811 GLuint vertices;
1812 GLuint primitives;
1813 GLuint vertex_shader;
1814 GLuint tess_control_shader;
1815 GLuint tess_eval_shader;
1816 GLuint geometry_shader;
1817 GLuint geometry_primitives;
1818 GLuint fragment_shader;
1819 GLuint compute_shader;
1820 GLuint clipping_input;
1821 GLuint clipping_output;
1822 } query;
1825 struct wined3d_pipeline_statistics_query
1827 struct wined3d_query query;
1829 struct list entry;
1830 union wined3d_gl_pipeline_statistics_query u;
1831 struct wined3d_context *context;
1832 struct wined3d_query_data_pipeline_statistics statistics;
1833 BOOL started;
1836 void context_alloc_pipeline_statistics_query(struct wined3d_context *context,
1837 struct wined3d_pipeline_statistics_query *query) DECLSPEC_HIDDEN;
1838 void context_free_pipeline_statistics_query(struct wined3d_pipeline_statistics_query *query) DECLSPEC_HIDDEN;
1840 struct wined3d_gl_view
1842 GLenum target;
1843 GLuint name;
1846 struct wined3d_rendertarget_info
1848 struct wined3d_gl_view gl_view;
1849 struct wined3d_resource *resource;
1850 unsigned int sub_resource_idx;
1851 unsigned int layer_count;
1854 #define MAX_GL_FRAGMENT_SAMPLERS 32
1856 struct wined3d_context
1858 const struct wined3d_gl_info *gl_info;
1859 const struct wined3d_d3d_info *d3d_info;
1860 const struct StateEntry *state_table;
1861 /* State dirtification
1862 * dirtyArray is an array that contains markers for dirty states. numDirtyEntries states are dirty, their numbers are in indices
1863 * 0...numDirtyEntries - 1. isStateDirty is a redundant copy of the dirtyArray. Technically only one of them would be needed,
1864 * 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
1865 * only numDirtyEntries array elements have to be checked, not STATE_HIGHEST states.
1867 DWORD dirtyArray[STATE_HIGHEST + 1]; /* Won't get bigger than that, a state is never marked dirty 2 times */
1868 DWORD numDirtyEntries;
1869 DWORD isStateDirty[STATE_HIGHEST / (sizeof(DWORD) * CHAR_BIT) + 1]; /* Bitmap to find out quickly if a state is dirty */
1870 unsigned int dirty_compute_states[STATE_COMPUTE_COUNT / (sizeof(unsigned int) * CHAR_BIT) + 1];
1872 struct wined3d_device *device;
1873 struct wined3d_swapchain *swapchain;
1874 struct
1876 struct wined3d_texture *texture;
1877 unsigned int sub_resource_idx;
1878 } current_rt;
1879 DWORD tid; /* Thread ID which owns this context at the moment */
1881 /* Stores some information about the context state for optimization */
1882 DWORD render_offscreen : 1;
1883 DWORD last_was_rhw : 1; /* true iff last draw_primitive was in xyzrhw mode */
1884 DWORD last_swizzle_map : 16; /* MAX_ATTRIBS, 16 */
1885 DWORD last_was_pshader : 1;
1886 DWORD last_was_vshader : 1;
1887 DWORD last_was_diffuse : 1;
1888 DWORD last_was_specular : 1;
1889 DWORD last_was_normal : 1;
1890 DWORD namedArraysLoaded : 1;
1891 DWORD last_was_ffp_blit : 1;
1892 DWORD last_was_blit : 1;
1893 DWORD last_was_ckey : 1;
1894 DWORD fog_coord : 1;
1895 DWORD fog_enabled : 1;
1896 DWORD current : 1;
1897 DWORD destroyed : 1;
1898 DWORD valid : 1;
1900 DWORD texShaderBumpMap : 8; /* MAX_TEXTURES, 8 */
1901 DWORD lastWasPow2Texture : 8; /* MAX_TEXTURES, 8 */
1902 DWORD fixed_function_usage_map : 8; /* MAX_TEXTURES, 8 */
1903 DWORD lowest_disabled_stage : 4; /* Max MAX_TEXTURES, 8 */
1904 DWORD use_immediate_mode_draw : 1;
1905 DWORD rebind_fbo : 1;
1906 DWORD needs_set : 1;
1907 DWORD hdc_is_private : 1;
1909 DWORD hdc_has_format : 1; /* only meaningful if hdc_is_private */
1910 DWORD update_shader_resource_bindings : 1;
1911 DWORD update_compute_shader_resource_bindings : 1;
1912 DWORD update_unordered_access_view_bindings : 1;
1913 DWORD update_compute_unordered_access_view_bindings : 1;
1914 DWORD uses_uavs : 1;
1915 DWORD destroy_delayed : 1;
1916 DWORD transform_feedback_active : 1;
1917 DWORD transform_feedback_paused : 1;
1918 DWORD shader_update_mask : 6; /* WINED3D_SHADER_TYPE_COUNT, 6 */
1919 DWORD clip_distance_mask : 8; /* MAX_CLIP_DISTANCES, 8 */
1920 DWORD num_untracked_materials : 2; /* Max value 2 */
1921 DWORD padding : 7;
1923 DWORD constant_update_mask;
1924 DWORD numbered_array_mask;
1925 GLenum tracking_parm; /* Which source is tracking current colour */
1926 GLenum untracked_materials[2];
1927 UINT blit_w, blit_h;
1928 enum fogsource fog_source;
1929 DWORD active_texture;
1930 DWORD *texture_type;
1932 UINT instance_count;
1934 /* The actual opengl context */
1935 UINT level;
1936 HGLRC restore_ctx;
1937 HDC restore_dc;
1938 int restore_pf;
1939 HWND restore_pf_win;
1940 HGLRC glCtx;
1941 HWND win_handle;
1942 HDC hdc;
1943 int pixel_format;
1944 GLint aux_buffers;
1946 void *shader_backend_data;
1947 void *fragment_pipe_data;
1949 /* FBOs */
1950 UINT fbo_entry_count;
1951 struct list fbo_list;
1952 struct list fbo_destroy_list;
1953 struct fbo_entry *current_fbo;
1954 GLuint fbo_read_binding;
1955 GLuint fbo_draw_binding;
1956 struct wined3d_rendertarget_info blit_targets[MAX_RENDER_TARGET_VIEWS];
1957 DWORD draw_buffers_mask; /* Enabled draw buffers, 31 max. */
1959 /* Queries */
1960 GLuint *free_occlusion_queries;
1961 SIZE_T free_occlusion_query_size;
1962 unsigned int free_occlusion_query_count;
1963 struct list occlusion_queries;
1965 union wined3d_gl_fence_object *free_fences;
1966 SIZE_T free_fence_size;
1967 unsigned int free_fence_count;
1968 struct list fences;
1970 GLuint *free_timestamp_queries;
1971 SIZE_T free_timestamp_query_size;
1972 unsigned int free_timestamp_query_count;
1973 struct list timestamp_queries;
1975 union wined3d_gl_so_statistics_query *free_so_statistics_queries;
1976 SIZE_T free_so_statistics_query_size;
1977 unsigned int free_so_statistics_query_count;
1978 struct list so_statistics_queries;
1980 union wined3d_gl_pipeline_statistics_query *free_pipeline_statistics_queries;
1981 SIZE_T free_pipeline_statistics_query_size;
1982 unsigned int free_pipeline_statistics_query_count;
1983 struct list pipeline_statistics_queries;
1985 struct wined3d_stream_info stream_info;
1987 /* Fences for GL_APPLE_flush_buffer_range */
1988 struct wined3d_fence *buffer_fences[MAX_ATTRIBS];
1989 unsigned int buffer_fence_count;
1991 GLuint blit_vbo;
1993 DWORD tex_unit_map[MAX_COMBINED_SAMPLERS];
1994 DWORD rev_tex_unit_map[MAX_GL_FRAGMENT_SAMPLERS + MAX_VERTEX_SAMPLERS];
1996 /* Extension emulation */
1997 GLint gl_fog_source;
1998 GLfloat fog_coord_value;
1999 GLfloat color[4], fogstart, fogend, fogcolor[4];
2000 GLuint dummy_arbfp_prog;
2002 unsigned int viewport_count;
2003 unsigned int scissor_rect_count;
2006 struct wined3d_fb_state
2008 struct wined3d_rendertarget_view *render_targets[MAX_RENDER_TARGET_VIEWS];
2009 struct wined3d_rendertarget_view *depth_stencil;
2012 typedef void (*APPLYSTATEFUNC)(struct wined3d_context *ctx, const struct wined3d_state *state, DWORD state_id);
2014 struct StateEntry
2016 DWORD representative;
2017 APPLYSTATEFUNC apply;
2020 struct StateEntryTemplate
2022 DWORD state;
2023 struct StateEntry content;
2024 enum wined3d_gl_extension extension;
2027 #define WINED3D_FRAGMENT_CAP_PROJ_CONTROL 0x00000001
2028 #define WINED3D_FRAGMENT_CAP_SRGB_WRITE 0x00000002
2029 #define WINED3D_FRAGMENT_CAP_COLOR_KEY 0x00000004
2031 struct fragment_caps
2033 DWORD wined3d_caps;
2034 DWORD PrimitiveMiscCaps;
2035 DWORD TextureOpCaps;
2036 DWORD MaxTextureBlendStages;
2037 DWORD MaxSimultaneousTextures;
2040 #define GL_EXT_EMUL_ARB_MULTITEXTURE 0x00000001
2041 #define GL_EXT_EMUL_EXT_FOG_COORD 0x00000002
2043 struct fragment_pipeline
2045 void (*enable_extension)(const struct wined3d_gl_info *gl_info, BOOL enable);
2046 void (*get_caps)(const struct wined3d_gl_info *gl_info, struct fragment_caps *caps);
2047 DWORD (*get_emul_mask)(const struct wined3d_gl_info *gl_info);
2048 void *(*alloc_private)(const struct wined3d_shader_backend_ops *shader_backend, void *shader_priv);
2049 void (*free_private)(struct wined3d_device *device);
2050 BOOL (*allocate_context_data)(struct wined3d_context *context);
2051 void (*free_context_data)(struct wined3d_context *context);
2052 BOOL (*color_fixup_supported)(struct color_fixup_desc fixup);
2053 const struct StateEntryTemplate *states;
2056 struct wined3d_vertex_caps
2058 BOOL xyzrhw;
2059 BOOL emulated_flatshading;
2060 BOOL ffp_generic_attributes;
2061 DWORD max_active_lights;
2062 DWORD max_vertex_blend_matrices;
2063 DWORD max_vertex_blend_matrix_index;
2064 DWORD vertex_processing_caps;
2065 DWORD fvf_caps;
2066 DWORD max_user_clip_planes;
2067 DWORD raster_caps;
2070 struct wined3d_vertex_pipe_ops
2072 void (*vp_enable)(const struct wined3d_gl_info *gl_info, BOOL enable);
2073 void (*vp_get_caps)(const struct wined3d_gl_info *gl_info, struct wined3d_vertex_caps *caps);
2074 DWORD (*vp_get_emul_mask)(const struct wined3d_gl_info *gl_info);
2075 void *(*vp_alloc)(const struct wined3d_shader_backend_ops *shader_backend, void *shader_priv);
2076 void (*vp_free)(struct wined3d_device *device);
2077 const struct StateEntryTemplate *vp_states;
2080 extern const struct StateEntryTemplate misc_state_template[] DECLSPEC_HIDDEN;
2081 extern const struct fragment_pipeline none_fragment_pipe DECLSPEC_HIDDEN;
2082 extern const struct fragment_pipeline ffp_fragment_pipeline DECLSPEC_HIDDEN;
2083 extern const struct fragment_pipeline atifs_fragment_pipeline DECLSPEC_HIDDEN;
2084 extern const struct fragment_pipeline arbfp_fragment_pipeline DECLSPEC_HIDDEN;
2085 extern const struct fragment_pipeline nvts_fragment_pipeline DECLSPEC_HIDDEN;
2086 extern const struct fragment_pipeline nvrc_fragment_pipeline DECLSPEC_HIDDEN;
2087 extern const struct fragment_pipeline glsl_fragment_pipe DECLSPEC_HIDDEN;
2089 extern const struct wined3d_vertex_pipe_ops none_vertex_pipe DECLSPEC_HIDDEN;
2090 extern const struct wined3d_vertex_pipe_ops ffp_vertex_pipe DECLSPEC_HIDDEN;
2091 extern const struct wined3d_vertex_pipe_ops glsl_vertex_pipe DECLSPEC_HIDDEN;
2093 /* "Base" state table */
2094 HRESULT compile_state_table(struct StateEntry *StateTable, APPLYSTATEFUNC **dev_multistate_funcs,
2095 const struct wined3d_gl_info *gl_info, const struct wined3d_d3d_info *d3d_info,
2096 const struct wined3d_vertex_pipe_ops *vertex, const struct fragment_pipeline *fragment,
2097 const struct StateEntryTemplate *misc) DECLSPEC_HIDDEN;
2099 enum wined3d_blit_op
2101 WINED3D_BLIT_OP_COLOR_BLIT,
2102 WINED3D_BLIT_OP_COLOR_BLIT_ALPHATEST,
2103 WINED3D_BLIT_OP_COLOR_BLIT_CKEY,
2104 WINED3D_BLIT_OP_COLOR_FILL,
2105 WINED3D_BLIT_OP_DEPTH_FILL,
2106 WINED3D_BLIT_OP_DEPTH_BLIT,
2107 WINED3D_BLIT_OP_RAW_BLIT,
2110 struct wined3d_blitter
2112 const struct wined3d_blitter_ops *ops;
2113 struct wined3d_blitter *next;
2116 struct wined3d_blitter_ops
2118 void (*blitter_destroy)(struct wined3d_blitter *blitter, struct wined3d_context *context);
2119 void (*blitter_clear)(struct wined3d_blitter *blitter, struct wined3d_device *device,
2120 unsigned int rt_count, const struct wined3d_fb_state *fb, unsigned int rect_count, const RECT *clear_rects,
2121 const RECT *draw_rect, DWORD flags, const struct wined3d_color *colour, float depth, DWORD stencil);
2122 DWORD (*blitter_blit)(struct wined3d_blitter *blitter, enum wined3d_blit_op op, struct wined3d_context *context,
2123 struct wined3d_texture *src_texture, unsigned int src_sub_resource_idx, DWORD src_location,
2124 const RECT *src_rect, struct wined3d_texture *dst_texture, unsigned int dst_sub_resource_idx,
2125 DWORD dst_location, const RECT *dst_rect, const struct wined3d_color_key *colour_key,
2126 enum wined3d_texture_filter_type filter);
2129 void wined3d_arbfp_blitter_create(struct wined3d_blitter **next,
2130 const struct wined3d_device *device) DECLSPEC_HIDDEN;
2131 struct wined3d_blitter *wined3d_cpu_blitter_create(void) DECLSPEC_HIDDEN;
2132 void wined3d_fbo_blitter_create(struct wined3d_blitter **next,
2133 const struct wined3d_gl_info *gl_info) DECLSPEC_HIDDEN;
2134 void wined3d_ffp_blitter_create(struct wined3d_blitter **next,
2135 const struct wined3d_gl_info *gl_info) DECLSPEC_HIDDEN;
2136 struct wined3d_blitter *wined3d_glsl_blitter_create(struct wined3d_blitter **next,
2137 const struct wined3d_device *device) DECLSPEC_HIDDEN;
2138 void wined3d_raw_blitter_create(struct wined3d_blitter **next,
2139 const struct wined3d_gl_info *gl_info) DECLSPEC_HIDDEN;
2141 BOOL wined3d_clip_blit(const RECT *clip_rect, RECT *clipped, RECT *other) DECLSPEC_HIDDEN;
2143 struct wined3d_context *context_acquire(const struct wined3d_device *device,
2144 struct wined3d_texture *texture, unsigned int sub_resource_idx) DECLSPEC_HIDDEN;
2145 void context_alloc_fence(struct wined3d_context *context, struct wined3d_fence *fence) DECLSPEC_HIDDEN;
2146 void context_alloc_occlusion_query(struct wined3d_context *context,
2147 struct wined3d_occlusion_query *query) DECLSPEC_HIDDEN;
2148 void context_apply_blit_state(struct wined3d_context *context, const struct wined3d_device *device) DECLSPEC_HIDDEN;
2149 BOOL context_apply_clear_state(struct wined3d_context *context, const struct wined3d_state *state,
2150 UINT rt_count, const struct wined3d_fb_state *fb) DECLSPEC_HIDDEN;
2151 void context_apply_fbo_state_blit(struct wined3d_context *context, GLenum target,
2152 struct wined3d_resource *rt, unsigned int rt_sub_resource_idx,
2153 struct wined3d_resource *ds, unsigned int ds_sub_resource_idx, DWORD location) DECLSPEC_HIDDEN;
2154 void context_apply_ffp_blit_state(struct wined3d_context *context,
2155 const struct wined3d_device *device) DECLSPEC_HIDDEN;
2156 void context_active_texture(struct wined3d_context *context, const struct wined3d_gl_info *gl_info,
2157 unsigned int unit) DECLSPEC_HIDDEN;
2158 void context_bind_bo(struct wined3d_context *context, GLenum binding, GLuint name) DECLSPEC_HIDDEN;
2159 void context_bind_dummy_textures(const struct wined3d_context *context) DECLSPEC_HIDDEN;
2160 void context_bind_texture(struct wined3d_context *context, GLenum target, GLuint name) DECLSPEC_HIDDEN;
2161 void context_check_fbo_status(const struct wined3d_context *context, GLenum target) DECLSPEC_HIDDEN;
2162 void context_copy_bo_address(struct wined3d_context *context,
2163 const struct wined3d_bo_address *dst, GLenum dst_binding,
2164 const struct wined3d_bo_address *src, GLenum src_binding, size_t size) DECLSPEC_HIDDEN;
2165 struct wined3d_context *context_create(struct wined3d_swapchain *swapchain, struct wined3d_texture *target,
2166 const struct wined3d_format *ds_format) DECLSPEC_HIDDEN;
2167 HGLRC context_create_wgl_attribs(const struct wined3d_gl_info *gl_info, HDC hdc, HGLRC share_ctx) DECLSPEC_HIDDEN;
2168 void context_destroy(struct wined3d_device *device, struct wined3d_context *context) DECLSPEC_HIDDEN;
2169 void context_draw_shaded_quad(struct wined3d_context *context, struct wined3d_texture *texture,
2170 unsigned int sub_resource_idx, const RECT *src_rect, const RECT *dst_rect,
2171 enum wined3d_texture_filter_type filter) DECLSPEC_HIDDEN;
2172 void context_draw_textured_quad(struct wined3d_context *context, struct wined3d_texture *texture,
2173 unsigned int sub_resource_idx, const RECT *src_rect, const RECT *dst_rect,
2174 enum wined3d_texture_filter_type filter) DECLSPEC_HIDDEN;
2175 void context_enable_clip_distances(struct wined3d_context *context, unsigned int mask) DECLSPEC_HIDDEN;
2176 void context_end_transform_feedback(struct wined3d_context *context) DECLSPEC_HIDDEN;
2177 void context_free_fence(struct wined3d_fence *fence) DECLSPEC_HIDDEN;
2178 void context_free_occlusion_query(struct wined3d_occlusion_query *query) DECLSPEC_HIDDEN;
2179 struct wined3d_context *context_get_current(void) DECLSPEC_HIDDEN;
2180 GLenum context_get_offscreen_gl_buffer(const struct wined3d_context *context) DECLSPEC_HIDDEN;
2181 const DWORD *context_get_tex_unit_mapping(const struct wined3d_context *context,
2182 const struct wined3d_shader_version *shader_version, unsigned int *base, unsigned int *count) DECLSPEC_HIDDEN;
2183 DWORD context_get_tls_idx(void) DECLSPEC_HIDDEN;
2184 void context_gl_resource_released(struct wined3d_device *device,
2185 GLuint name, BOOL rb_namespace) DECLSPEC_HIDDEN;
2186 void context_invalidate_compute_state(struct wined3d_context *context, DWORD state_id) DECLSPEC_HIDDEN;
2187 void context_invalidate_state(struct wined3d_context *context, DWORD state_id) DECLSPEC_HIDDEN;
2188 void context_load_tex_coords(const struct wined3d_context *context, const struct wined3d_stream_info *si,
2189 GLuint *current_bo, const struct wined3d_state *state) DECLSPEC_HIDDEN;
2190 void *context_map_bo_address(struct wined3d_context *context, const struct wined3d_bo_address *data,
2191 size_t size, GLenum binding, DWORD flags) DECLSPEC_HIDDEN;
2192 struct wined3d_context *context_reacquire(const struct wined3d_device *device,
2193 struct wined3d_context *context) DECLSPEC_HIDDEN;
2194 void context_release(struct wined3d_context *context) DECLSPEC_HIDDEN;
2195 void context_resource_released(const struct wined3d_device *device, struct wined3d_resource *resource) DECLSPEC_HIDDEN;
2196 void context_restore(struct wined3d_context *context, struct wined3d_texture *texture,
2197 unsigned int sub_resource_idx) DECLSPEC_HIDDEN;
2198 BOOL context_set_current(struct wined3d_context *ctx) DECLSPEC_HIDDEN;
2199 void context_set_draw_buffer(struct wined3d_context *context, GLenum buffer) DECLSPEC_HIDDEN;
2200 void context_set_tls_idx(DWORD idx) DECLSPEC_HIDDEN;
2201 void context_state_drawbuf(struct wined3d_context *context,
2202 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
2203 void context_state_fb(struct wined3d_context *context,
2204 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
2205 void context_texture_update(struct wined3d_context *context, const struct wined3d_texture *texture) DECLSPEC_HIDDEN;
2206 void context_unload_tex_coords(const struct wined3d_context *context) DECLSPEC_HIDDEN;
2207 void context_unmap_bo_address(struct wined3d_context *context,
2208 const struct wined3d_bo_address *data, GLenum binding) DECLSPEC_HIDDEN;
2209 void context_update_stream_sources(struct wined3d_context *context,
2210 const struct wined3d_state *state) DECLSPEC_HIDDEN;
2212 /*****************************************************************************
2213 * Internal representation of a light
2215 struct wined3d_light_info
2217 struct wined3d_light OriginalParms; /* Note D3D8LIGHT == D3D9LIGHT */
2218 DWORD OriginalIndex;
2219 LONG glIndex;
2220 BOOL enabled;
2222 /* Converted parms to speed up swapping lights */
2223 struct wined3d_vec4 position;
2224 struct wined3d_vec4 direction;
2225 float exponent;
2226 float cutoff;
2228 struct list entry;
2231 /* The default light parameters */
2232 extern const struct wined3d_light WINED3D_default_light DECLSPEC_HIDDEN;
2234 struct wined3d_pixel_format
2236 int iPixelFormat; /* WGL pixel format */
2237 int iPixelType; /* WGL pixel type e.g. WGL_TYPE_RGBA_ARB, WGL_TYPE_RGBA_FLOAT_ARB or WGL_TYPE_COLORINDEX_ARB */
2238 int redSize, greenSize, blueSize, alphaSize, colorSize;
2239 int depthSize, stencilSize;
2240 BOOL windowDrawable;
2241 BOOL doubleBuffer;
2242 int auxBuffers;
2243 int numSamples;
2246 enum wined3d_pci_vendor
2248 HW_VENDOR_SOFTWARE = 0x0000,
2249 HW_VENDOR_AMD = 0x1002,
2250 HW_VENDOR_NVIDIA = 0x10de,
2251 HW_VENDOR_VMWARE = 0x15ad,
2252 HW_VENDOR_INTEL = 0x8086,
2255 enum wined3d_pci_device
2257 CARD_WINE = 0x0000,
2259 CARD_AMD_RAGE_128PRO = 0x5246,
2260 CARD_AMD_RADEON_7200 = 0x5144,
2261 CARD_AMD_RADEON_8500 = 0x514c,
2262 CARD_AMD_RADEON_9500 = 0x4144,
2263 CARD_AMD_RADEON_XPRESS_200M = 0x5955,
2264 CARD_AMD_RADEON_X700 = 0x5e4c,
2265 CARD_AMD_RADEON_X1600 = 0x71c2,
2266 CARD_AMD_RADEON_HD2350 = 0x94c7,
2267 CARD_AMD_RADEON_HD2600 = 0x9581,
2268 CARD_AMD_RADEON_HD2900 = 0x9400,
2269 CARD_AMD_RADEON_HD3200 = 0x9620,
2270 CARD_AMD_RADEON_HD3850 = 0x9515,
2271 CARD_AMD_RADEON_HD4200M = 0x9712,
2272 CARD_AMD_RADEON_HD4350 = 0x954f,
2273 CARD_AMD_RADEON_HD4600 = 0x9495,
2274 CARD_AMD_RADEON_HD4700 = 0x944e,
2275 CARD_AMD_RADEON_HD4800 = 0x944c,
2276 CARD_AMD_RADEON_HD5400 = 0x68f9,
2277 CARD_AMD_RADEON_HD5600 = 0x68d8,
2278 CARD_AMD_RADEON_HD5700 = 0x68be,
2279 CARD_AMD_RADEON_HD5800 = 0x6898,
2280 CARD_AMD_RADEON_HD5900 = 0x689c,
2281 CARD_AMD_RADEON_HD6300 = 0x9803,
2282 CARD_AMD_RADEON_HD6400 = 0x6770,
2283 CARD_AMD_RADEON_HD6410D = 0x9644,
2284 CARD_AMD_RADEON_HD6480G = 0x9648,
2285 CARD_AMD_RADEON_HD6550D = 0x9640,
2286 CARD_AMD_RADEON_HD6600 = 0x6758,
2287 CARD_AMD_RADEON_HD6600M = 0x6741,
2288 CARD_AMD_RADEON_HD6700 = 0x68ba,
2289 CARD_AMD_RADEON_HD6800 = 0x6739,
2290 CARD_AMD_RADEON_HD6900 = 0x6719,
2291 CARD_AMD_RADEON_HD7660D = 0x9901,
2292 CARD_AMD_RADEON_HD7700 = 0x683d,
2293 CARD_AMD_RADEON_HD7800 = 0x6819,
2294 CARD_AMD_RADEON_HD7900 = 0x679a,
2295 CARD_AMD_RADEON_HD8600M = 0x6660,
2296 CARD_AMD_RADEON_HD8670 = 0x6610,
2297 CARD_AMD_RADEON_HD8770 = 0x665c,
2298 CARD_AMD_RADEON_R3 = 0x9830,
2299 CARD_AMD_RADEON_R7 = 0x130f,
2300 CARD_AMD_RADEON_R9_285 = 0x6939,
2301 CARD_AMD_RADEON_R9_290 = 0x67b1,
2302 CARD_AMD_RADEON_R9_FURY = 0x7300,
2303 CARD_AMD_RADEON_RX_460 = 0x67ef,
2304 CARD_AMD_RADEON_RX_480 = 0x67df,
2305 CARD_AMD_RADEON_RX_VEGA = 0x687f,
2307 CARD_NVIDIA_RIVA_128 = 0x0018,
2308 CARD_NVIDIA_RIVA_TNT = 0x0020,
2309 CARD_NVIDIA_RIVA_TNT2 = 0x0028,
2310 CARD_NVIDIA_GEFORCE = 0x0100,
2311 CARD_NVIDIA_GEFORCE2_MX = 0x0110,
2312 CARD_NVIDIA_GEFORCE2 = 0x0150,
2313 CARD_NVIDIA_GEFORCE3 = 0x0200,
2314 CARD_NVIDIA_GEFORCE4_MX = 0x0170,
2315 CARD_NVIDIA_GEFORCE4_TI4200 = 0x0253,
2316 CARD_NVIDIA_GEFORCEFX_5200 = 0x0320,
2317 CARD_NVIDIA_GEFORCEFX_5600 = 0x0312,
2318 CARD_NVIDIA_GEFORCEFX_5800 = 0x0302,
2319 CARD_NVIDIA_GEFORCE_6200 = 0x014f,
2320 CARD_NVIDIA_GEFORCE_6600GT = 0x0140,
2321 CARD_NVIDIA_GEFORCE_6800 = 0x0041,
2322 CARD_NVIDIA_GEFORCE_7300 = 0x01d7, /* GeForce Go 7300 */
2323 CARD_NVIDIA_GEFORCE_7400 = 0x01d8,
2324 CARD_NVIDIA_GEFORCE_7600 = 0x0391,
2325 CARD_NVIDIA_GEFORCE_7800GT = 0x0092,
2326 CARD_NVIDIA_GEFORCE_8200 = 0x0849, /* Other PCI ID 0x084b */
2327 CARD_NVIDIA_GEFORCE_8300GS = 0x0423,
2328 CARD_NVIDIA_GEFORCE_8400GS = 0x0404,
2329 CARD_NVIDIA_GEFORCE_8500GT = 0x0421,
2330 CARD_NVIDIA_GEFORCE_8600GT = 0x0402,
2331 CARD_NVIDIA_GEFORCE_8600MGT = 0x0407,
2332 CARD_NVIDIA_GEFORCE_8800GTS = 0x0193,
2333 CARD_NVIDIA_GEFORCE_8800GTX = 0x0191,
2334 CARD_NVIDIA_GEFORCE_9200 = 0x086d,
2335 CARD_NVIDIA_GEFORCE_9300 = 0x086c,
2336 CARD_NVIDIA_GEFORCE_9400M = 0x0863,
2337 CARD_NVIDIA_GEFORCE_9400GT = 0x042c,
2338 CARD_NVIDIA_GEFORCE_9500GT = 0x0640,
2339 CARD_NVIDIA_GEFORCE_9600GT = 0x0622,
2340 CARD_NVIDIA_GEFORCE_9700MGT = 0x064a,
2341 CARD_NVIDIA_GEFORCE_9800GT = 0x0614,
2342 CARD_NVIDIA_GEFORCE_210 = 0x0a23,
2343 CARD_NVIDIA_GEFORCE_GT220 = 0x0a20,
2344 CARD_NVIDIA_GEFORCE_GT240 = 0x0ca3,
2345 CARD_NVIDIA_GEFORCE_GTS250 = 0x0615,
2346 CARD_NVIDIA_GEFORCE_GTX260 = 0x05e2,
2347 CARD_NVIDIA_GEFORCE_GTX275 = 0x05e6,
2348 CARD_NVIDIA_GEFORCE_GTX280 = 0x05e1,
2349 CARD_NVIDIA_GEFORCE_315M = 0x0a7a,
2350 CARD_NVIDIA_GEFORCE_320M = 0x08a3,
2351 CARD_NVIDIA_GEFORCE_GT320M = 0x0a2d,
2352 CARD_NVIDIA_GEFORCE_GT325M = 0x0a35,
2353 CARD_NVIDIA_GEFORCE_GT330 = 0x0ca0,
2354 CARD_NVIDIA_GEFORCE_GTS350M = 0x0cb0,
2355 CARD_NVIDIA_GEFORCE_410M = 0x1055,
2356 CARD_NVIDIA_GEFORCE_GT420 = 0x0de2,
2357 CARD_NVIDIA_GEFORCE_GT425M = 0x0df0,
2358 CARD_NVIDIA_GEFORCE_GT430 = 0x0de1,
2359 CARD_NVIDIA_GEFORCE_GT440 = 0x0de0,
2360 CARD_NVIDIA_GEFORCE_GTS450 = 0x0dc4,
2361 CARD_NVIDIA_GEFORCE_GTX460 = 0x0e22,
2362 CARD_NVIDIA_GEFORCE_GTX460M = 0x0dd1,
2363 CARD_NVIDIA_GEFORCE_GTX465 = 0x06c4,
2364 CARD_NVIDIA_GEFORCE_GTX470 = 0x06cd,
2365 CARD_NVIDIA_GEFORCE_GTX480 = 0x06c0,
2366 CARD_NVIDIA_GEFORCE_GT520 = 0x1040,
2367 CARD_NVIDIA_GEFORCE_GT525M = 0x0dec,
2368 CARD_NVIDIA_GEFORCE_GT540M = 0x0df4,
2369 CARD_NVIDIA_GEFORCE_GTX550 = 0x1244,
2370 CARD_NVIDIA_GEFORCE_GT555M = 0x04b8,
2371 CARD_NVIDIA_GEFORCE_GTX560TI = 0x1200,
2372 CARD_NVIDIA_GEFORCE_GTX560M = 0x1251,
2373 CARD_NVIDIA_GEFORCE_GTX560 = 0x1201,
2374 CARD_NVIDIA_GEFORCE_GTX570 = 0x1081,
2375 CARD_NVIDIA_GEFORCE_GTX580 = 0x1080,
2376 CARD_NVIDIA_GEFORCE_GT610 = 0x104a,
2377 CARD_NVIDIA_GEFORCE_GT630 = 0x0f00,
2378 CARD_NVIDIA_GEFORCE_GT630M = 0x0de9,
2379 CARD_NVIDIA_GEFORCE_GT640M = 0x0fd2,
2380 CARD_NVIDIA_GEFORCE_GT650M = 0x0fd1,
2381 CARD_NVIDIA_GEFORCE_GTX650 = 0x0fc6,
2382 CARD_NVIDIA_GEFORCE_GTX650TI = 0x11c6,
2383 CARD_NVIDIA_GEFORCE_GTX660 = 0x11c0,
2384 CARD_NVIDIA_GEFORCE_GTX660M = 0x0fd4,
2385 CARD_NVIDIA_GEFORCE_GTX660TI = 0x1183,
2386 CARD_NVIDIA_GEFORCE_GTX670 = 0x1189,
2387 CARD_NVIDIA_GEFORCE_GTX670MX = 0x11a1,
2388 CARD_NVIDIA_GEFORCE_GTX675MX = 0x11a7,
2389 CARD_NVIDIA_GEFORCE_GTX680 = 0x1180,
2390 CARD_NVIDIA_GEFORCE_GTX690 = 0x1188,
2391 CARD_NVIDIA_GEFORCE_GT720 = 0x128b,
2392 CARD_NVIDIA_GEFORCE_GT730 = 0x1287,
2393 CARD_NVIDIA_GEFORCE_GT730M = 0x0fe1,
2394 CARD_NVIDIA_GEFORCE_GT740M = 0x1292,
2395 CARD_NVIDIA_GEFORCE_GT750M = 0x0fe9,
2396 CARD_NVIDIA_GEFORCE_GTX750 = 0x1381,
2397 CARD_NVIDIA_GEFORCE_GTX750TI = 0x1380,
2398 CARD_NVIDIA_GEFORCE_GTX760 = 0x1187,
2399 CARD_NVIDIA_GEFORCE_GTX760TI = 0x1193,
2400 CARD_NVIDIA_GEFORCE_GTX765M = 0x11e2,
2401 CARD_NVIDIA_GEFORCE_GTX770M = 0x11e0,
2402 CARD_NVIDIA_GEFORCE_GTX770 = 0x1184,
2403 CARD_NVIDIA_GEFORCE_GTX780 = 0x1004,
2404 CARD_NVIDIA_GEFORCE_GTX780TI = 0x100a,
2405 CARD_NVIDIA_GEFORCE_GTXTITAN = 0x1005,
2406 CARD_NVIDIA_GEFORCE_GTXTITANB = 0x100c,
2407 CARD_NVIDIA_GEFORCE_GTXTITANX = 0x17c2,
2408 CARD_NVIDIA_GEFORCE_GTXTITANZ = 0x1001,
2409 CARD_NVIDIA_GEFORCE_820M = 0x0fed,
2410 CARD_NVIDIA_GEFORCE_830M = 0x1340,
2411 CARD_NVIDIA_GEFORCE_840M = 0x1341,
2412 CARD_NVIDIA_GEFORCE_845M = 0x1344,
2413 CARD_NVIDIA_GEFORCE_GTX850M = 0x1391,
2414 CARD_NVIDIA_GEFORCE_GTX860M = 0x1392, /* Other PCI ID 0x119a */
2415 CARD_NVIDIA_GEFORCE_GTX870M = 0x1199,
2416 CARD_NVIDIA_GEFORCE_GTX880M = 0x1198,
2417 CARD_NVIDIA_GEFORCE_940M = 0x1347,
2418 CARD_NVIDIA_GEFORCE_GTX950 = 0x1402,
2419 CARD_NVIDIA_GEFORCE_GTX950M = 0x139a,
2420 CARD_NVIDIA_GEFORCE_GTX960 = 0x1401,
2421 CARD_NVIDIA_GEFORCE_GTX960M = 0x139b,
2422 CARD_NVIDIA_GEFORCE_GTX970 = 0x13c2,
2423 CARD_NVIDIA_GEFORCE_GTX970M = 0x13d8,
2424 CARD_NVIDIA_GEFORCE_GTX980 = 0x13c0,
2425 CARD_NVIDIA_GEFORCE_GTX980TI = 0x17c8,
2426 CARD_NVIDIA_GEFORCE_GTX1050 = 0x1c81,
2427 CARD_NVIDIA_GEFORCE_GTX1050TI = 0x1c82,
2428 CARD_NVIDIA_GEFORCE_GTX1060 = 0x1c03,
2429 CARD_NVIDIA_GEFORCE_GTX1070 = 0x1b81,
2430 CARD_NVIDIA_GEFORCE_GTX1080 = 0x1b80,
2431 CARD_NVIDIA_GEFORCE_GTX1080TI = 0x1b06,
2432 CARD_NVIDIA_TITANX_PASCAL = 0x1b00,
2433 CARD_NVIDIA_TITANV = 0x1d81,
2435 CARD_VMWARE_SVGA3D = 0x0405,
2437 CARD_INTEL_830M = 0x3577,
2438 CARD_INTEL_855GM = 0x3582,
2439 CARD_INTEL_845G = 0x2562,
2440 CARD_INTEL_865G = 0x2572,
2441 CARD_INTEL_915G = 0x2582,
2442 CARD_INTEL_E7221G = 0x258a,
2443 CARD_INTEL_915GM = 0x2592,
2444 CARD_INTEL_945G = 0x2772,
2445 CARD_INTEL_945GM = 0x27a2,
2446 CARD_INTEL_945GME = 0x27ae,
2447 CARD_INTEL_Q35 = 0x29b2,
2448 CARD_INTEL_G33 = 0x29c2,
2449 CARD_INTEL_Q33 = 0x29d2,
2450 CARD_INTEL_PNVG = 0xa001,
2451 CARD_INTEL_PNVM = 0xa011,
2452 CARD_INTEL_965Q = 0x2992,
2453 CARD_INTEL_965G = 0x2982,
2454 CARD_INTEL_946GZ = 0x2972,
2455 CARD_INTEL_965GM = 0x2a02,
2456 CARD_INTEL_965GME = 0x2a12,
2457 CARD_INTEL_GM45 = 0x2a42,
2458 CARD_INTEL_IGD = 0x2e02,
2459 CARD_INTEL_Q45 = 0x2e12,
2460 CARD_INTEL_G45 = 0x2e22,
2461 CARD_INTEL_G41 = 0x2e32,
2462 CARD_INTEL_B43 = 0x2e92,
2463 CARD_INTEL_ILKD = 0x0042,
2464 CARD_INTEL_ILKM = 0x0046,
2465 CARD_INTEL_SNBD = 0x0122,
2466 CARD_INTEL_SNBM = 0x0126,
2467 CARD_INTEL_SNBS = 0x010a,
2468 CARD_INTEL_IVBD = 0x0162,
2469 CARD_INTEL_IVBM = 0x0166,
2470 CARD_INTEL_IVBS = 0x015a,
2471 CARD_INTEL_HWD = 0x0412,
2472 CARD_INTEL_HWM = 0x0416,
2473 CARD_INTEL_HD5000 = 0x0a26,
2474 CARD_INTEL_I5100_1 = 0x0a22,
2475 CARD_INTEL_I5100_2 = 0x0a2a,
2476 CARD_INTEL_I5100_3 = 0x0a2b,
2477 CARD_INTEL_I5100_4 = 0x0a2e,
2478 CARD_INTEL_IP5200_1 = 0x0d22,
2479 CARD_INTEL_IP5200_2 = 0x0d26,
2480 CARD_INTEL_IP5200_3 = 0x0d2a,
2481 CARD_INTEL_IP5200_4 = 0x0d2b,
2482 CARD_INTEL_IP5200_5 = 0x0d2e,
2483 CARD_INTEL_HD5300 = 0x161e,
2484 CARD_INTEL_HD5500 = 0x1616,
2485 CARD_INTEL_HD5600 = 0x1612,
2486 CARD_INTEL_HD6000 = 0x1626,
2487 CARD_INTEL_I6100 = 0x162b,
2488 CARD_INTEL_IP6200 = 0x1622,
2489 CARD_INTEL_IPP6300 = 0x162a,
2490 CARD_INTEL_HD510_1 = 0x1902,
2491 CARD_INTEL_HD510_2 = 0x1906,
2492 CARD_INTEL_HD510_3 = 0x190b,
2493 CARD_INTEL_HD515 = 0x191e,
2494 CARD_INTEL_HD520_1 = 0x1916,
2495 CARD_INTEL_HD520_2 = 0x1921,
2496 CARD_INTEL_HD530_1 = 0x1912,
2497 CARD_INTEL_HD530_2 = 0x191b,
2498 CARD_INTEL_HDP530 = 0x191d,
2499 CARD_INTEL_I540 = 0x1926,
2500 CARD_INTEL_I550 = 0x1927,
2501 CARD_INTEL_I555 = 0x192b,
2502 CARD_INTEL_IP555 = 0x192d,
2503 CARD_INTEL_IP580_1 = 0x1932,
2504 CARD_INTEL_IP580_2 = 0x193b,
2505 CARD_INTEL_IPP580_1 = 0x193a,
2506 CARD_INTEL_IPP580_2 = 0x193d,
2507 CARD_INTEL_HD630 = 0x5912,
2510 struct wined3d_fbo_ops
2512 GLboolean (WINE_GLAPI *glIsRenderbuffer)(GLuint renderbuffer);
2513 void (WINE_GLAPI *glBindRenderbuffer)(GLenum target, GLuint renderbuffer);
2514 void (WINE_GLAPI *glDeleteRenderbuffers)(GLsizei n, const GLuint *renderbuffers);
2515 void (WINE_GLAPI *glGenRenderbuffers)(GLsizei n, GLuint *renderbuffers);
2516 void (WINE_GLAPI *glRenderbufferStorage)(GLenum target, GLenum internalformat,
2517 GLsizei width, GLsizei height);
2518 void (WINE_GLAPI *glRenderbufferStorageMultisample)(GLenum target, GLsizei samples,
2519 GLenum internalformat, GLsizei width, GLsizei height);
2520 void (WINE_GLAPI *glGetRenderbufferParameteriv)(GLenum target, GLenum pname, GLint *params);
2521 GLboolean (WINE_GLAPI *glIsFramebuffer)(GLuint framebuffer);
2522 void (WINE_GLAPI *glBindFramebuffer)(GLenum target, GLuint framebuffer);
2523 void (WINE_GLAPI *glDeleteFramebuffers)(GLsizei n, const GLuint *framebuffers);
2524 void (WINE_GLAPI *glGenFramebuffers)(GLsizei n, GLuint *framebuffers);
2525 GLenum (WINE_GLAPI *glCheckFramebufferStatus)(GLenum target);
2526 void (WINE_GLAPI *glFramebufferTexture)(GLenum target, GLenum attachment,
2527 GLuint texture, GLint level);
2528 void (WINE_GLAPI *glFramebufferTexture1D)(GLenum target, GLenum attachment,
2529 GLenum textarget, GLuint texture, GLint level);
2530 void (WINE_GLAPI *glFramebufferTexture2D)(GLenum target, GLenum attachment,
2531 GLenum textarget, GLuint texture, GLint level);
2532 void (WINE_GLAPI *glFramebufferTexture3D)(GLenum target, GLenum attachment,
2533 GLenum textarget, GLuint texture, GLint level, GLint layer);
2534 void (WINE_GLAPI *glFramebufferTextureLayer)(GLenum target, GLenum attachment,
2535 GLuint texture, GLint level, GLint layer);
2536 void (WINE_GLAPI *glFramebufferRenderbuffer)(GLenum target, GLenum attachment,
2537 GLenum renderbuffertarget, GLuint renderbuffer);
2538 void (WINE_GLAPI *glGetFramebufferAttachmentParameteriv)(GLenum target, GLenum attachment,
2539 GLenum pname, GLint *params);
2540 void (WINE_GLAPI *glBlitFramebuffer)(GLint srcX0, GLint srcY0, GLint srcX1, GLint srcY1,
2541 GLint dstX0, GLint dstY0, GLint dstX1, GLint dstY1, GLbitfield mask, GLenum filter);
2542 void (WINE_GLAPI *glGenerateMipmap)(GLenum target);
2545 struct wined3d_gl_limits
2547 UINT buffers;
2548 UINT lights;
2549 UINT textures;
2550 UINT texture_coords;
2551 unsigned int uniform_blocks[WINED3D_SHADER_TYPE_COUNT];
2552 unsigned int samplers[WINED3D_SHADER_TYPE_COUNT];
2553 unsigned int graphics_samplers;
2554 unsigned int combined_samplers;
2555 UINT general_combiners;
2556 UINT user_clip_distances;
2557 UINT texture3d_size;
2558 UINT anisotropy;
2559 float shininess;
2560 UINT samples;
2561 UINT vertex_attribs;
2563 unsigned int texture_buffer_offset_alignment;
2565 unsigned int framebuffer_width;
2566 unsigned int framebuffer_height;
2568 UINT glsl_varyings;
2569 UINT glsl_vs_float_constants;
2570 UINT glsl_ps_float_constants;
2572 UINT arb_vs_float_constants;
2573 UINT arb_vs_native_constants;
2574 UINT arb_vs_instructions;
2575 UINT arb_vs_temps;
2576 UINT arb_ps_float_constants;
2577 UINT arb_ps_local_constants;
2578 UINT arb_ps_native_constants;
2579 UINT arb_ps_instructions;
2580 UINT arb_ps_temps;
2583 void wined3d_gl_limits_get_texture_unit_range(const struct wined3d_gl_limits *gl_limits,
2584 enum wined3d_shader_type shader_type, unsigned int *base, unsigned int *count) DECLSPEC_HIDDEN;
2585 void wined3d_gl_limits_get_uniform_block_range(const struct wined3d_gl_limits *gl_limits,
2586 enum wined3d_shader_type shader_type, unsigned int *base, unsigned int *count) DECLSPEC_HIDDEN;
2588 struct wined3d_gl_info
2590 DWORD selected_gl_version;
2591 DWORD glsl_version;
2592 struct wined3d_gl_limits limits;
2593 DWORD reserved_glsl_constants, reserved_arb_constants;
2594 DWORD quirks;
2595 BOOL supported[WINED3D_GL_EXT_COUNT];
2596 GLint wrap_lookup[WINED3D_TADDRESS_MIRROR_ONCE - WINED3D_TADDRESS_WRAP + 1];
2598 HGLRC (WINAPI *p_wglCreateContextAttribsARB)(HDC dc, HGLRC share, const GLint *attribs);
2599 struct opengl_funcs gl_ops;
2600 struct wined3d_fbo_ops fbo_ops;
2603 /* The driver names reflect the lowest GPU supported
2604 * by a certain driver, so DRIVER_AMD_R300 supports
2605 * R3xx, R4xx and R5xx GPUs. */
2606 enum wined3d_display_driver
2608 DRIVER_AMD_RAGE_128PRO,
2609 DRIVER_AMD_R100,
2610 DRIVER_AMD_R300,
2611 DRIVER_AMD_R600,
2612 DRIVER_AMD_RX,
2613 DRIVER_INTEL_GMA800,
2614 DRIVER_INTEL_GMA900,
2615 DRIVER_INTEL_GMA950,
2616 DRIVER_INTEL_GMA3000,
2617 DRIVER_INTEL_HD4000,
2618 DRIVER_NVIDIA_TNT,
2619 DRIVER_NVIDIA_GEFORCE2MX,
2620 DRIVER_NVIDIA_GEFORCEFX,
2621 DRIVER_NVIDIA_GEFORCE6,
2622 DRIVER_NVIDIA_GEFORCE8,
2623 DRIVER_VMWARE,
2624 DRIVER_WINE,
2625 DRIVER_UNKNOWN,
2628 struct wined3d_gpu_description
2630 enum wined3d_pci_vendor vendor;
2631 enum wined3d_pci_device device;
2632 const char *description;
2633 enum wined3d_display_driver driver;
2634 unsigned int vidmem;
2637 const struct wined3d_gpu_description *wined3d_get_gpu_description(enum wined3d_pci_vendor vendor,
2638 enum wined3d_pci_device device) DECLSPEC_HIDDEN;
2639 enum wined3d_pci_device wined3d_gpu_from_feature_level(enum wined3d_pci_vendor *vendor,
2640 enum wined3d_feature_level feature_level) DECLSPEC_HIDDEN;
2642 struct wined3d_driver_info
2644 enum wined3d_pci_vendor vendor;
2645 enum wined3d_pci_device device;
2646 const char *name;
2647 const char *description;
2648 UINT64 vram_bytes;
2649 DWORD version_high;
2650 DWORD version_low;
2653 void wined3d_driver_info_init(struct wined3d_driver_info *driver_info,
2654 const struct wined3d_gpu_description *gpu_description, UINT64 vram_bytes) DECLSPEC_HIDDEN;
2656 struct wined3d_adapter_ops
2658 BOOL (*adapter_create_context)(struct wined3d_context *context,
2659 struct wined3d_texture *target, const struct wined3d_format *ds_format);
2662 BOOL wined3d_adapter_gl_create_context(struct wined3d_context *context,
2663 struct wined3d_texture *target, const struct wined3d_format *ds_format) DECLSPEC_HIDDEN;
2665 /* The adapter structure */
2666 struct wined3d_adapter
2668 UINT ordinal;
2669 POINT monitor_position;
2670 enum wined3d_format_id screen_format;
2672 struct wined3d_gl_info gl_info;
2673 struct wined3d_d3d_info d3d_info;
2674 struct wined3d_driver_info driver_info;
2675 WCHAR DeviceName[CCHDEVICENAME]; /* DeviceName for use with e.g. ChangeDisplaySettings */
2676 unsigned int cfg_count;
2677 struct wined3d_pixel_format *cfgs;
2678 UINT64 vram_bytes;
2679 UINT64 vram_bytes_used;
2680 LUID luid;
2682 void *formats;
2683 size_t format_size;
2685 const struct wined3d_vertex_pipe_ops *vertex_pipe;
2686 const struct fragment_pipeline *fragment_pipe;
2687 const struct wined3d_shader_backend_ops *shader_backend;
2688 const struct wined3d_adapter_ops *adapter_ops;
2691 BOOL wined3d_adapter_gl_init(struct wined3d_adapter *adapter, DWORD wined3d_creation_flags) DECLSPEC_HIDDEN;
2693 struct wined3d_caps_gl_ctx
2695 HDC dc;
2696 HWND wnd;
2697 HGLRC gl_ctx;
2698 HDC restore_dc;
2699 HGLRC restore_gl_ctx;
2701 const struct wined3d_gl_info *gl_info;
2702 GLuint test_vbo;
2703 GLuint test_program_id;
2706 BOOL wined3d_adapter_init_format_info(struct wined3d_adapter *adapter, size_t format_size) DECLSPEC_HIDDEN;
2707 BOOL wined3d_adapter_gl_init_format_info(struct wined3d_adapter *adapter,
2708 struct wined3d_caps_gl_ctx *ctx) DECLSPEC_HIDDEN;
2709 BOOL wined3d_adapter_no3d_init_format_info(struct wined3d_adapter *adapter) DECLSPEC_HIDDEN;
2710 UINT64 adapter_adjust_memory(struct wined3d_adapter *adapter, INT64 amount) DECLSPEC_HIDDEN;
2712 BOOL wined3d_caps_gl_ctx_test_viewport_subpixel_bits(struct wined3d_caps_gl_ctx *ctx) DECLSPEC_HIDDEN;
2714 void install_gl_compat_wrapper(struct wined3d_gl_info *gl_info, enum wined3d_gl_extension ext) DECLSPEC_HIDDEN;
2716 enum wined3d_projection_type
2718 WINED3D_PROJECTION_NONE = 0,
2719 WINED3D_PROJECTION_COUNT3 = 1,
2720 WINED3D_PROJECTION_COUNT4 = 2
2723 /*****************************************************************************
2724 * Fixed function pipeline replacements
2726 #define ARG_UNUSED 0xff
2727 struct texture_stage_op
2729 unsigned cop : 8;
2730 unsigned carg1 : 8;
2731 unsigned carg2 : 8;
2732 unsigned carg0 : 8;
2734 unsigned aop : 8;
2735 unsigned aarg1 : 8;
2736 unsigned aarg2 : 8;
2737 unsigned aarg0 : 8;
2739 struct color_fixup_desc color_fixup;
2740 unsigned tex_type : 3;
2741 unsigned tmp_dst : 1;
2742 unsigned projected : 2;
2743 unsigned padding : 10;
2746 struct ffp_frag_settings
2748 struct texture_stage_op op[MAX_TEXTURES];
2749 enum wined3d_ffp_ps_fog_mode fog;
2750 unsigned char sRGB_write;
2751 unsigned char emul_clipplanes;
2752 unsigned char texcoords_initialized;
2753 unsigned char color_key_enabled : 1;
2754 unsigned char pointsprite : 1;
2755 unsigned char flatshading : 1;
2756 unsigned char alpha_test_func : 3;
2757 unsigned char padding : 2;
2760 struct ffp_frag_desc
2762 struct wine_rb_entry entry;
2763 struct ffp_frag_settings settings;
2766 int wined3d_ffp_frag_program_key_compare(const void *key, const struct wine_rb_entry *entry) DECLSPEC_HIDDEN;
2767 int wined3d_ffp_vertex_program_key_compare(const void *key, const struct wine_rb_entry *entry) DECLSPEC_HIDDEN;
2769 extern const struct wined3d_parent_ops wined3d_null_parent_ops DECLSPEC_HIDDEN;
2771 unsigned int wined3d_max_compat_varyings(const struct wined3d_gl_info *gl_info) DECLSPEC_HIDDEN;
2772 void gen_ffp_frag_op(const struct wined3d_context *context, const struct wined3d_state *state,
2773 struct ffp_frag_settings *settings, BOOL ignore_textype) DECLSPEC_HIDDEN;
2774 const struct ffp_frag_desc *find_ffp_frag_shader(const struct wine_rb_tree *fragment_shaders,
2775 const struct ffp_frag_settings *settings) DECLSPEC_HIDDEN;
2776 void add_ffp_frag_shader(struct wine_rb_tree *shaders, struct ffp_frag_desc *desc) DECLSPEC_HIDDEN;
2777 void wined3d_ftoa(float value, char *s) DECLSPEC_HIDDEN;
2779 extern const float wined3d_srgb_const0[] DECLSPEC_HIDDEN;
2780 extern const float wined3d_srgb_const1[] DECLSPEC_HIDDEN;
2782 enum wined3d_ffp_vs_fog_mode
2784 WINED3D_FFP_VS_FOG_OFF = 0,
2785 WINED3D_FFP_VS_FOG_FOGCOORD = 1,
2786 WINED3D_FFP_VS_FOG_DEPTH = 2,
2787 WINED3D_FFP_VS_FOG_RANGE = 3,
2790 #define WINED3D_FFP_TCI_SHIFT 16
2791 #define WINED3D_FFP_TCI_MASK 0xffu
2793 #define WINED3D_FFP_LIGHT_TYPE_SHIFT(idx) (3 * (idx))
2794 #define WINED3D_FFP_LIGHT_TYPE_MASK 0x7u
2796 struct wined3d_ffp_vs_settings
2798 DWORD point_light_count : 4;
2799 DWORD spot_light_count : 4;
2800 DWORD directional_light_count : 4;
2801 DWORD parallel_point_light_count : 4;
2802 DWORD diffuse_source : 2;
2803 DWORD emissive_source : 2;
2804 DWORD ambient_source : 2;
2805 DWORD specular_source : 2;
2806 DWORD transformed : 1;
2807 DWORD vertexblends : 2;
2808 DWORD clipping : 1;
2809 DWORD normal : 1;
2810 DWORD normalize : 1;
2811 DWORD lighting : 1;
2812 DWORD localviewer : 1;
2814 DWORD point_size : 1;
2815 DWORD per_vertex_point_size : 1;
2816 DWORD fog_mode : 2;
2817 DWORD texcoords : 8; /* MAX_TEXTURES */
2818 DWORD ortho_fog : 1;
2819 DWORD flatshading : 1;
2820 DWORD swizzle_map : 16; /* MAX_ATTRIBS, 16 */
2821 DWORD padding : 2;
2823 DWORD texgen[MAX_TEXTURES];
2826 struct wined3d_ffp_vs_desc
2828 struct wine_rb_entry entry;
2829 struct wined3d_ffp_vs_settings settings;
2832 void wined3d_ffp_get_vs_settings(const struct wined3d_context *context,
2833 const struct wined3d_state *state, struct wined3d_ffp_vs_settings *settings) DECLSPEC_HIDDEN;
2835 struct wined3d
2837 LONG ref;
2838 DWORD flags;
2839 UINT adapter_count;
2840 struct wined3d_adapter adapters[1];
2843 HRESULT wined3d_init(struct wined3d *wined3d, DWORD flags) DECLSPEC_HIDDEN;
2844 BOOL wined3d_register_window(HWND window, struct wined3d_device *device) DECLSPEC_HIDDEN;
2845 void wined3d_unregister_window(HWND window) DECLSPEC_HIDDEN;
2847 struct wined3d_blend_state
2849 LONG refcount;
2850 struct wined3d_blend_state_desc desc;
2852 void *parent;
2853 const struct wined3d_parent_ops *parent_ops;
2855 struct wined3d_device *device;
2858 struct wined3d_rasterizer_state
2860 LONG refcount;
2861 struct wined3d_rasterizer_state_desc desc;
2863 void *parent;
2864 const struct wined3d_parent_ops *parent_ops;
2866 struct wined3d_device *device;
2869 struct wined3d_stream_output
2871 struct wined3d_buffer *buffer;
2872 UINT offset;
2875 struct wined3d_stream_state
2877 struct wined3d_buffer *buffer;
2878 UINT offset;
2879 UINT stride;
2880 UINT frequency;
2881 UINT flags;
2884 #define WINED3D_STATE_NO_REF 0x00000001
2885 #define WINED3D_STATE_INIT_DEFAULT 0x00000002
2887 struct wined3d_state
2889 DWORD flags;
2890 const struct wined3d_fb_state *fb;
2892 struct wined3d_vertex_declaration *vertex_declaration;
2893 struct wined3d_stream_output stream_output[WINED3D_MAX_STREAM_OUTPUT_BUFFERS];
2894 struct wined3d_stream_state streams[MAX_STREAMS + 1 /* tesselated pseudo-stream */];
2895 struct wined3d_buffer *index_buffer;
2896 enum wined3d_format_id index_format;
2897 unsigned int index_offset;
2898 int base_vertex_index;
2899 int load_base_vertex_index; /* Non-indexed drawing needs 0 here, indexed needs base_vertex_index. */
2900 GLenum gl_primitive_type;
2901 GLint gl_patch_vertices;
2902 struct wined3d_query *predicate;
2903 BOOL predicate_value;
2905 struct wined3d_shader *shader[WINED3D_SHADER_TYPE_COUNT];
2906 struct wined3d_buffer *cb[WINED3D_SHADER_TYPE_COUNT][MAX_CONSTANT_BUFFERS];
2907 struct wined3d_sampler *sampler[WINED3D_SHADER_TYPE_COUNT][MAX_SAMPLER_OBJECTS];
2908 struct wined3d_shader_resource_view *shader_resource_view[WINED3D_SHADER_TYPE_COUNT][MAX_SHADER_RESOURCE_VIEWS];
2909 struct wined3d_unordered_access_view *unordered_access_view[WINED3D_PIPELINE_COUNT][MAX_UNORDERED_ACCESS_VIEWS];
2911 BOOL vs_consts_b[WINED3D_MAX_CONSTS_B];
2912 struct wined3d_ivec4 vs_consts_i[WINED3D_MAX_CONSTS_I];
2913 struct wined3d_vec4 vs_consts_f[WINED3D_MAX_VS_CONSTS_F];
2915 BOOL ps_consts_b[WINED3D_MAX_CONSTS_B];
2916 struct wined3d_ivec4 ps_consts_i[WINED3D_MAX_CONSTS_I];
2917 struct wined3d_vec4 ps_consts_f[WINED3D_MAX_PS_CONSTS_F];
2919 struct wined3d_texture *textures[MAX_COMBINED_SAMPLERS];
2920 DWORD sampler_states[MAX_COMBINED_SAMPLERS][WINED3D_HIGHEST_SAMPLER_STATE + 1];
2921 DWORD texture_states[MAX_TEXTURES][WINED3D_HIGHEST_TEXTURE_STATE + 1];
2923 struct wined3d_matrix transforms[HIGHEST_TRANSFORMSTATE + 1];
2924 struct wined3d_vec4 clip_planes[MAX_CLIP_DISTANCES];
2925 struct wined3d_material material;
2926 struct wined3d_viewport viewports[WINED3D_MAX_VIEWPORTS];
2927 unsigned int viewport_count;
2928 RECT scissor_rects[WINED3D_MAX_VIEWPORTS];
2929 unsigned int scissor_rect_count;
2931 /* Light hashmap. Collisions are handled using linked lists. */
2932 #define LIGHTMAP_SIZE 43
2933 #define LIGHTMAP_HASHFUNC(x) ((x) % LIGHTMAP_SIZE)
2934 struct list light_map[LIGHTMAP_SIZE];
2935 const struct wined3d_light_info *lights[MAX_ACTIVE_LIGHTS];
2937 DWORD render_states[WINEHIGHEST_RENDER_STATE + 1];
2938 struct wined3d_blend_state *blend_state;
2939 struct wined3d_color blend_factor;
2940 struct wined3d_rasterizer_state *rasterizer_state;
2943 struct wined3d_dummy_textures
2945 GLuint tex_1d;
2946 GLuint tex_2d;
2947 GLuint tex_rect;
2948 GLuint tex_3d;
2949 GLuint tex_cube;
2950 GLuint tex_cube_array;
2951 GLuint tex_1d_array;
2952 GLuint tex_2d_array;
2953 GLuint tex_buffer;
2954 GLuint tex_2d_ms;
2955 GLuint tex_2d_ms_array;
2958 #define WINED3D_UNMAPPED_STAGE ~0u
2960 /* Multithreaded flag. Removed from the public header to signal that
2961 * wined3d_device_create() ignores it. */
2962 #define WINED3DCREATE_MULTITHREADED 0x00000004
2964 struct wined3d_device
2966 LONG ref;
2968 /* WineD3D Information */
2969 struct wined3d_device_parent *device_parent;
2970 struct wined3d *wined3d;
2971 struct wined3d_adapter *adapter;
2973 /* Window styles to restore when switching fullscreen mode */
2974 LONG style;
2975 LONG exStyle;
2977 const struct wined3d_shader_backend_ops *shader_backend;
2978 void *shader_priv;
2979 void *fragment_priv;
2980 void *vertex_priv;
2981 struct StateEntry StateTable[STATE_HIGHEST + 1];
2982 /* Array of functions for states which are handled by more than one pipeline part */
2983 APPLYSTATEFUNC *multistate_funcs[STATE_HIGHEST + 1];
2984 struct wined3d_blitter *blitter;
2986 BYTE bCursorVisible : 1;
2987 BYTE d3d_initialized : 1;
2988 BYTE inScene : 1; /* A flag to check for proper BeginScene / EndScene call pairs */
2989 BYTE softwareVertexProcessing : 1; /* process vertex shaders using software or hardware */
2990 BYTE filter_messages : 1;
2991 BYTE padding : 3;
2993 unsigned char surface_alignment; /* Line Alignment of surfaces */
2995 WORD padding2 : 16;
2997 enum wined3d_feature_level feature_level;
2999 struct wined3d_state state;
3000 struct wined3d_state *update_state;
3001 struct wined3d_stateblock *recording;
3003 /* Internal use fields */
3004 struct wined3d_device_creation_parameters create_parms;
3005 HWND focus_window;
3007 struct wined3d_rendertarget_view *back_buffer_view;
3008 struct wined3d_swapchain **swapchains;
3009 UINT swapchain_count;
3010 unsigned int max_frame_latency;
3012 struct list resources; /* a linked list to track resources created by the device */
3013 struct list shaders; /* a linked list to track shaders (pixel and vertex) */
3014 struct wine_rb_tree samplers;
3016 /* Render Target Support */
3017 struct wined3d_fb_state fb;
3018 struct wined3d_rendertarget_view *auto_depth_stencil_view;
3020 /* Cursor management */
3021 UINT xHotSpot;
3022 UINT yHotSpot;
3023 UINT xScreenSpace;
3024 UINT yScreenSpace;
3025 UINT cursorWidth, cursorHeight;
3026 struct wined3d_texture *cursor_texture;
3027 HCURSOR hardwareCursor;
3029 /* The Wine logo texture */
3030 struct wined3d_texture *logo_texture;
3032 /* Default sampler used to emulate the direct resource access without using wined3d_sampler */
3033 struct wined3d_sampler *default_sampler;
3034 struct wined3d_sampler *null_sampler;
3036 /* Command stream */
3037 struct wined3d_cs *cs;
3039 /* Context management */
3040 struct wined3d_context **contexts;
3041 UINT context_count;
3044 void device_clear_render_targets(struct wined3d_device *device, UINT rt_count, const struct wined3d_fb_state *fb,
3045 UINT rect_count, const RECT *rects, const RECT *draw_rect, DWORD flags,
3046 const struct wined3d_color *color, float depth, DWORD stencil) DECLSPEC_HIDDEN;
3047 BOOL device_context_add(struct wined3d_device *device, struct wined3d_context *context) DECLSPEC_HIDDEN;
3048 void device_context_remove(struct wined3d_device *device, struct wined3d_context *context) DECLSPEC_HIDDEN;
3049 HRESULT device_init(struct wined3d_device *device, struct wined3d *wined3d,
3050 UINT adapter_idx, enum wined3d_device_type device_type, HWND focus_window, DWORD flags,
3051 BYTE surface_alignment, const enum wined3d_feature_level *levels, unsigned int level_count,
3052 struct wined3d_device_parent *device_parent) DECLSPEC_HIDDEN;
3053 LRESULT device_process_message(struct wined3d_device *device, HWND window, BOOL unicode,
3054 UINT message, WPARAM wparam, LPARAM lparam, WNDPROC proc) DECLSPEC_HIDDEN;
3055 void device_resource_add(struct wined3d_device *device, struct wined3d_resource *resource) DECLSPEC_HIDDEN;
3056 void device_resource_released(struct wined3d_device *device, struct wined3d_resource *resource) DECLSPEC_HIDDEN;
3057 void device_invalidate_state(const struct wined3d_device *device, DWORD state) DECLSPEC_HIDDEN;
3059 struct wined3d_device_gl
3061 struct wined3d_device d;
3063 /* Textures for when no other textures are bound. */
3064 struct wined3d_dummy_textures dummy_textures;
3067 static inline struct wined3d_device_gl *wined3d_device_gl(struct wined3d_device *device)
3069 return CONTAINING_RECORD(device, struct wined3d_device_gl, d);
3072 static inline BOOL isStateDirty(const struct wined3d_context *context, DWORD state)
3074 DWORD idx = state / (sizeof(*context->isStateDirty) * CHAR_BIT);
3075 BYTE shift = state & ((sizeof(*context->isStateDirty) * CHAR_BIT) - 1);
3076 return context->isStateDirty[idx] & (1u << shift);
3079 const char *wined3d_debug_resource_access(DWORD access) DECLSPEC_HIDDEN;
3080 const char *wined3d_debug_bind_flags(DWORD bind_flags) DECLSPEC_HIDDEN;
3081 const char *wined3d_debug_view_desc(const struct wined3d_view_desc *d,
3082 const struct wined3d_resource *resource) DECLSPEC_HIDDEN;
3084 static inline BOOL wined3d_resource_access_is_managed(unsigned int access)
3086 return !(~access & (WINED3D_RESOURCE_ACCESS_GPU | WINED3D_RESOURCE_ACCESS_CPU));
3089 struct wined3d_resource_ops
3091 ULONG (*resource_incref)(struct wined3d_resource *resource);
3092 ULONG (*resource_decref)(struct wined3d_resource *resource);
3093 void (*resource_preload)(struct wined3d_resource *resource);
3094 void (*resource_unload)(struct wined3d_resource *resource);
3095 HRESULT (*resource_sub_resource_map)(struct wined3d_resource *resource, unsigned int sub_resource_idx,
3096 struct wined3d_map_desc *map_desc, const struct wined3d_box *box, DWORD flags);
3097 HRESULT (*resource_sub_resource_unmap)(struct wined3d_resource *resource, unsigned int sub_resource_idx);
3100 struct wined3d_resource
3102 LONG ref;
3103 LONG bind_count;
3104 LONG map_count;
3105 LONG access_count;
3106 struct wined3d_device *device;
3107 enum wined3d_resource_type type;
3108 enum wined3d_gl_resource_type gl_type;
3109 const struct wined3d_format *format;
3110 unsigned int format_flags;
3111 enum wined3d_multisample_type multisample_type;
3112 UINT multisample_quality;
3113 DWORD usage;
3114 unsigned int access;
3115 WORD draw_binding;
3116 WORD map_binding;
3117 UINT width;
3118 UINT height;
3119 UINT depth;
3120 UINT size;
3121 DWORD priority;
3122 void *heap_memory;
3124 void *parent;
3125 const struct wined3d_parent_ops *parent_ops;
3126 const struct wined3d_resource_ops *resource_ops;
3128 struct list resource_list_entry;
3131 static inline ULONG wined3d_resource_incref(struct wined3d_resource *resource)
3133 return resource->resource_ops->resource_incref(resource);
3136 static inline ULONG wined3d_resource_decref(struct wined3d_resource *resource)
3138 return resource->resource_ops->resource_decref(resource);
3141 static inline void wined3d_resource_acquire(struct wined3d_resource *resource)
3143 InterlockedIncrement(&resource->access_count);
3146 static inline void wined3d_resource_release(struct wined3d_resource *resource)
3148 InterlockedDecrement(&resource->access_count);
3151 void resource_cleanup(struct wined3d_resource *resource) DECLSPEC_HIDDEN;
3152 HRESULT resource_init(struct wined3d_resource *resource, struct wined3d_device *device,
3153 enum wined3d_resource_type type, const struct wined3d_format *format,
3154 enum wined3d_multisample_type multisample_type, unsigned int multisample_quality,
3155 unsigned int usage, unsigned int access, unsigned int width, unsigned int height, unsigned int depth,
3156 unsigned int size, void *parent, const struct wined3d_parent_ops *parent_ops,
3157 const struct wined3d_resource_ops *resource_ops) DECLSPEC_HIDDEN;
3158 void resource_unload(struct wined3d_resource *resource) DECLSPEC_HIDDEN;
3159 BOOL wined3d_resource_allocate_sysmem(struct wined3d_resource *resource) DECLSPEC_HIDDEN;
3160 void wined3d_resource_free_sysmem(struct wined3d_resource *resource) DECLSPEC_HIDDEN;
3161 const struct wined3d_format *wined3d_resource_get_decompress_format(
3162 const struct wined3d_resource *resource) DECLSPEC_HIDDEN;
3163 GLbitfield wined3d_resource_gl_map_flags(DWORD d3d_flags) DECLSPEC_HIDDEN;
3164 GLenum wined3d_resource_gl_legacy_map_flags(DWORD d3d_flags) DECLSPEC_HIDDEN;
3165 BOOL wined3d_resource_is_offscreen(struct wined3d_resource *resource) DECLSPEC_HIDDEN;
3166 void wined3d_resource_update_draw_binding(struct wined3d_resource *resource) DECLSPEC_HIDDEN;
3168 /* Tests show that the start address of resources is 32 byte aligned */
3169 #define RESOURCE_ALIGNMENT 16
3170 #define WINED3D_CONSTANT_BUFFER_ALIGNMENT 16
3172 struct gl_texture
3174 struct wined3d_sampler_desc sampler_desc;
3175 unsigned int base_level;
3176 GLuint name;
3179 struct wined3d_blt_info
3181 GLenum bind_target;
3182 struct wined3d_vec3 texcoords[4];
3185 struct wined3d_texture_ops
3187 BOOL (*texture_load_location)(struct wined3d_texture *texture, unsigned int sub_resource_idx,
3188 struct wined3d_context *context, DWORD location);
3191 #define WINED3D_TEXTURE_COND_NP2 0x00000001
3192 #define WINED3D_TEXTURE_COND_NP2_EMULATED 0x00000002
3193 #define WINED3D_TEXTURE_POW2_MAT_IDENT 0x00000004
3194 #define WINED3D_TEXTURE_IS_SRGB 0x00000008
3195 #define WINED3D_TEXTURE_RGB_ALLOCATED 0x00000010
3196 #define WINED3D_TEXTURE_RGB_VALID 0x00000020
3197 #define WINED3D_TEXTURE_SRGB_ALLOCATED 0x00000040
3198 #define WINED3D_TEXTURE_SRGB_VALID 0x00000080
3199 #define WINED3D_TEXTURE_CONVERTED 0x00000100
3200 #define WINED3D_TEXTURE_PIN_SYSMEM 0x00000200
3201 #define WINED3D_TEXTURE_NORMALIZED_COORDS 0x00000400
3202 #define WINED3D_TEXTURE_GET_DC_LENIENT 0x00000800
3203 #define WINED3D_TEXTURE_DC_IN_USE 0x00001000
3204 #define WINED3D_TEXTURE_DISCARD 0x00002000
3205 #define WINED3D_TEXTURE_GET_DC 0x00004000
3206 #define WINED3D_TEXTURE_GENERATE_MIPMAPS 0x00008000
3208 #define WINED3D_TEXTURE_ASYNC_COLOR_KEY 0x00000001
3210 struct wined3d_texture
3212 struct wined3d_resource resource;
3213 const struct wined3d_texture_ops *texture_ops;
3214 struct gl_texture texture_rgb, texture_srgb;
3215 struct wined3d_swapchain *swapchain;
3216 unsigned int pow2_width;
3217 unsigned int pow2_height;
3218 UINT layer_count;
3219 UINT level_count;
3220 unsigned int download_count;
3221 unsigned int sysmem_count;
3222 float pow2_matrix[16];
3223 UINT lod;
3224 DWORD sampler;
3225 DWORD flags;
3226 GLenum target;
3227 DWORD update_map_binding;
3229 GLuint rb_multisample;
3230 GLuint rb_resolved;
3232 void *user_memory;
3233 unsigned int row_pitch;
3234 unsigned int slice_pitch;
3236 /* May only be accessed from the command stream worker thread. */
3237 struct wined3d_texture_async
3239 DWORD flags;
3241 /* Color keys for DDraw */
3242 struct wined3d_color_key dst_blt_color_key;
3243 struct wined3d_color_key src_blt_color_key;
3244 struct wined3d_color_key dst_overlay_color_key;
3245 struct wined3d_color_key src_overlay_color_key;
3246 struct wined3d_color_key gl_color_key;
3247 DWORD color_key_flags;
3248 } async;
3250 struct wined3d_overlay_info
3252 struct list entry;
3253 struct list overlays;
3254 struct wined3d_texture *dst_texture;
3255 unsigned int dst_sub_resource_idx;
3256 RECT src_rect;
3257 RECT dst_rect;
3258 } *overlay_info;
3260 struct wined3d_dc_info
3262 HBITMAP bitmap;
3263 HDC dc;
3264 } *dc_info;
3266 struct wined3d_texture_sub_resource
3268 void *parent;
3269 const struct wined3d_parent_ops *parent_ops;
3271 unsigned int offset;
3272 unsigned int size;
3274 unsigned int map_count;
3275 DWORD locations;
3276 GLuint buffer_object;
3277 } *sub_resources;
3280 static inline struct wined3d_texture *texture_from_resource(struct wined3d_resource *resource)
3282 return CONTAINING_RECORD(resource, struct wined3d_texture, resource);
3285 static inline GLenum wined3d_texture_get_sub_resource_target(const struct wined3d_texture *texture,
3286 unsigned int sub_resource_idx)
3288 static const GLenum cube_targets[] =
3290 GL_TEXTURE_CUBE_MAP_POSITIVE_X_ARB,
3291 GL_TEXTURE_CUBE_MAP_NEGATIVE_X_ARB,
3292 GL_TEXTURE_CUBE_MAP_POSITIVE_Y_ARB,
3293 GL_TEXTURE_CUBE_MAP_NEGATIVE_Y_ARB,
3294 GL_TEXTURE_CUBE_MAP_POSITIVE_Z_ARB,
3295 GL_TEXTURE_CUBE_MAP_NEGATIVE_Z_ARB,
3298 return texture->resource.usage & WINED3DUSAGE_LEGACY_CUBEMAP
3299 ? cube_targets[sub_resource_idx / texture->level_count] : texture->target;
3302 static inline struct gl_texture *wined3d_texture_get_gl_texture(struct wined3d_texture *texture,
3303 BOOL srgb)
3305 return srgb ? &texture->texture_srgb : &texture->texture_rgb;
3308 static inline unsigned int wined3d_texture_get_level_width(const struct wined3d_texture *texture,
3309 unsigned int level)
3311 return max(1, texture->resource.width >> level);
3314 static inline unsigned int wined3d_texture_get_level_height(const struct wined3d_texture *texture,
3315 unsigned int level)
3317 return max(1, texture->resource.height >> level);
3320 static inline unsigned int wined3d_texture_get_level_depth(const struct wined3d_texture *texture,
3321 unsigned int level)
3323 return max(1, texture->resource.depth >> level);
3326 static inline unsigned int wined3d_texture_get_level_pow2_width(const struct wined3d_texture *texture,
3327 unsigned int level)
3329 return max(1, texture->pow2_width >> level);
3332 static inline unsigned int wined3d_texture_get_level_pow2_height(const struct wined3d_texture *texture,
3333 unsigned int level)
3335 return max(1, texture->pow2_height >> level);
3338 static inline void wined3d_texture_get_level_box(const struct wined3d_texture *texture,
3339 unsigned int level, struct wined3d_box *box)
3341 wined3d_box_set(box, 0, 0,
3342 wined3d_texture_get_level_width(texture, level),
3343 wined3d_texture_get_level_height(texture, level),
3344 0, wined3d_texture_get_level_depth(texture, level));
3347 HRESULT texture2d_blt(struct wined3d_texture *dst_texture, unsigned int dst_sub_resource_idx,
3348 const struct wined3d_box *dst_box, struct wined3d_texture *src_texture,
3349 unsigned int src_sub_resource_idx, const struct wined3d_box *src_box, DWORD flags,
3350 const struct wined3d_blt_fx *blt_fx, enum wined3d_texture_filter_type filter) DECLSPEC_HIDDEN;
3351 void texture2d_get_blt_info(const struct wined3d_texture *texture, unsigned int sub_resource_idx,
3352 const RECT *rect, struct wined3d_blt_info *info) DECLSPEC_HIDDEN;
3353 BOOL texture2d_load_drawable(struct wined3d_texture *texture, unsigned int sub_resource_idx,
3354 struct wined3d_context *context) DECLSPEC_HIDDEN;
3355 void texture2d_load_fb_texture(struct wined3d_texture *texture, unsigned int sub_resource_idx,
3356 BOOL srgb, struct wined3d_context *context) DECLSPEC_HIDDEN;
3357 BOOL texture2d_load_renderbuffer(struct wined3d_texture *texture, unsigned int sub_resource_idx,
3358 struct wined3d_context *context, DWORD dst_location) DECLSPEC_HIDDEN;
3359 BOOL texture2d_load_sysmem(struct wined3d_texture *texture, unsigned int sub_resource_idx,
3360 struct wined3d_context *context, DWORD dst_location) DECLSPEC_HIDDEN;
3361 BOOL texture2d_load_texture(struct wined3d_texture *texture, unsigned int sub_resource_idx,
3362 struct wined3d_context *context, BOOL srgb) DECLSPEC_HIDDEN;
3364 void wined3d_texture_apply_sampler_desc(struct wined3d_texture *texture,
3365 const struct wined3d_sampler_desc *sampler_desc, const struct wined3d_context *context) DECLSPEC_HIDDEN;
3366 void wined3d_texture_bind(struct wined3d_texture *texture,
3367 struct wined3d_context *context, BOOL srgb) DECLSPEC_HIDDEN;
3368 void wined3d_texture_bind_and_dirtify(struct wined3d_texture *texture,
3369 struct wined3d_context *context, BOOL srgb) DECLSPEC_HIDDEN;
3370 HRESULT wined3d_texture_check_box_dimensions(const struct wined3d_texture *texture,
3371 unsigned int level, const struct wined3d_box *box) DECLSPEC_HIDDEN;
3372 void wined3d_texture_download_data(struct wined3d_texture *texture, unsigned int sub_resource_idx,
3373 struct wined3d_context *context, const struct wined3d_bo_address *data) DECLSPEC_HIDDEN;
3374 void wined3d_texture_download_from_texture(struct wined3d_texture *dst_texture, unsigned int dst_sub_resource_idx,
3375 struct wined3d_texture *src_texture, unsigned int src_sub_resource_idx) DECLSPEC_HIDDEN;
3376 GLenum wined3d_texture_get_gl_buffer(const struct wined3d_texture *texture) DECLSPEC_HIDDEN;
3377 void wined3d_texture_get_memory(struct wined3d_texture *texture, unsigned int sub_resource_idx,
3378 struct wined3d_bo_address *data, DWORD locations) DECLSPEC_HIDDEN;
3379 void wined3d_texture_invalidate_location(struct wined3d_texture *texture,
3380 unsigned int sub_resource_idx, DWORD location) DECLSPEC_HIDDEN;
3381 void wined3d_texture_load(struct wined3d_texture *texture,
3382 struct wined3d_context *context, BOOL srgb) DECLSPEC_HIDDEN;
3383 BOOL wined3d_texture_load_location(struct wined3d_texture *texture,
3384 unsigned int sub_resource_idx, struct wined3d_context *context, DWORD location) DECLSPEC_HIDDEN;
3385 BOOL wined3d_texture_prepare_location(struct wined3d_texture *texture, unsigned int sub_resource_idx,
3386 struct wined3d_context *context, DWORD location) DECLSPEC_HIDDEN;
3387 void wined3d_texture_prepare_texture(struct wined3d_texture *texture,
3388 struct wined3d_context *context, BOOL srgb) DECLSPEC_HIDDEN;
3389 void wined3d_texture_set_map_binding(struct wined3d_texture *texture, DWORD map_binding) DECLSPEC_HIDDEN;
3390 void wined3d_texture_set_swapchain(struct wined3d_texture *texture,
3391 struct wined3d_swapchain *swapchain) DECLSPEC_HIDDEN;
3392 void wined3d_texture_translate_drawable_coords(const struct wined3d_texture *texture,
3393 HWND window, RECT *rect) DECLSPEC_HIDDEN;
3394 void wined3d_texture_upload_data(struct wined3d_texture *texture, unsigned int sub_resource_idx,
3395 struct wined3d_context *context, const struct wined3d_format *format, const struct wined3d_box *src_box,
3396 const struct wined3d_const_bo_address *data, unsigned int row_pitch, unsigned int slice_pitch,
3397 unsigned int dst_x, unsigned int dst_y, unsigned int dst_z, BOOL srgb) DECLSPEC_HIDDEN;
3398 void wined3d_texture_upload_from_texture(struct wined3d_texture *dst_texture, unsigned int dst_sub_resource_idx,
3399 unsigned int dst_x, unsigned int dst_y, unsigned int dst_z, struct wined3d_texture *src_texture,
3400 unsigned int src_sub_resource_idx, const struct wined3d_box *src_box) DECLSPEC_HIDDEN;
3401 void wined3d_texture_validate_location(struct wined3d_texture *texture,
3402 unsigned int sub_resource_idx, DWORD location) DECLSPEC_HIDDEN;
3404 void wined3d_gl_texture_swizzle_from_color_fixup(GLint swizzle[4], struct color_fixup_desc fixup) DECLSPEC_HIDDEN;
3406 struct wined3d_texture_gl
3408 struct wined3d_texture t;
3410 struct list renderbuffers;
3411 const struct wined3d_renderbuffer_entry *current_renderbuffer;
3414 static inline struct wined3d_texture_gl *wined3d_texture_gl(struct wined3d_texture *texture)
3416 return CONTAINING_RECORD(texture, struct wined3d_texture_gl, t);
3419 void wined3d_texture_gl_set_compatible_renderbuffer(struct wined3d_texture_gl *texture_gl,
3420 struct wined3d_context *context, unsigned int level,
3421 const struct wined3d_rendertarget_info *rt) DECLSPEC_HIDDEN;
3423 #define WINED3D_LOCATION_DISCARDED 0x00000001
3424 #define WINED3D_LOCATION_SYSMEM 0x00000002
3425 #define WINED3D_LOCATION_USER_MEMORY 0x00000004
3426 #define WINED3D_LOCATION_BUFFER 0x00000008
3427 #define WINED3D_LOCATION_TEXTURE_RGB 0x00000010
3428 #define WINED3D_LOCATION_TEXTURE_SRGB 0x00000020
3429 #define WINED3D_LOCATION_DRAWABLE 0x00000040
3430 #define WINED3D_LOCATION_RB_MULTISAMPLE 0x00000080
3431 #define WINED3D_LOCATION_RB_RESOLVED 0x00000100
3433 const char *wined3d_debug_location(DWORD location) DECLSPEC_HIDDEN;
3435 struct wined3d_renderbuffer_entry
3437 struct list entry;
3438 GLuint id;
3439 UINT width;
3440 UINT height;
3443 struct wined3d_fbo_resource
3445 GLuint object;
3446 GLenum target;
3447 GLuint level, layer;
3450 #define WINED3D_FBO_ENTRY_FLAG_ATTACHED 0x1
3451 #define WINED3D_FBO_ENTRY_FLAG_DEPTH 0x2
3452 #define WINED3D_FBO_ENTRY_FLAG_STENCIL 0x4
3454 struct fbo_entry
3456 struct list entry;
3457 DWORD flags;
3458 DWORD rt_mask;
3459 GLuint id;
3460 struct wined3d_fbo_entry_key
3462 DWORD rb_namespace;
3463 struct wined3d_fbo_resource objects[MAX_RENDER_TARGET_VIEWS + 1];
3464 } key;
3467 struct wined3d_sampler
3469 struct wine_rb_entry entry;
3470 LONG refcount;
3471 GLuint name;
3472 struct wined3d_device *device;
3473 void *parent;
3474 const struct wined3d_parent_ops *parent_ops;
3475 struct wined3d_sampler_desc desc;
3478 void wined3d_sampler_bind(struct wined3d_sampler *sampler, unsigned int unit,
3479 struct wined3d_texture *texture, const struct wined3d_context *context) DECLSPEC_HIDDEN;
3481 struct wined3d_vertex_declaration_element
3483 const struct wined3d_format *format;
3484 BOOL ffp_valid;
3485 unsigned int input_slot;
3486 unsigned int offset;
3487 unsigned int output_slot;
3488 enum wined3d_input_classification input_slot_class;
3489 unsigned int instance_data_step_rate;
3490 BYTE method;
3491 BYTE usage;
3492 BYTE usage_idx;
3495 struct wined3d_vertex_declaration
3497 LONG ref;
3498 void *parent;
3499 const struct wined3d_parent_ops *parent_ops;
3500 struct wined3d_device *device;
3502 struct wined3d_vertex_declaration_element *elements;
3503 unsigned int element_count;
3505 BOOL position_transformed;
3506 BOOL have_half_floats;
3509 struct wined3d_saved_states
3511 DWORD transform[(HIGHEST_TRANSFORMSTATE >> 5) + 1];
3512 WORD streamSource; /* MAX_STREAMS, 16 */
3513 WORD streamFreq; /* MAX_STREAMS, 16 */
3514 DWORD renderState[(WINEHIGHEST_RENDER_STATE >> 5) + 1];
3515 DWORD textureState[MAX_TEXTURES]; /* WINED3D_HIGHEST_TEXTURE_STATE + 1, 18 */
3516 WORD samplerState[MAX_COMBINED_SAMPLERS]; /* WINED3D_HIGHEST_SAMPLER_STATE + 1, 14 */
3517 DWORD clipplane; /* WINED3D_MAX_USER_CLIP_PLANES, 32 */
3518 WORD pixelShaderConstantsB; /* WINED3D_MAX_CONSTS_B, 16 */
3519 WORD pixelShaderConstantsI; /* WINED3D_MAX_CONSTS_I, 16 */
3520 BOOL ps_consts_f[WINED3D_MAX_PS_CONSTS_F];
3521 WORD vertexShaderConstantsB; /* WINED3D_MAX_CONSTS_B, 16 */
3522 WORD vertexShaderConstantsI; /* WINED3D_MAX_CONSTS_I, 16 */
3523 BOOL vs_consts_f[WINED3D_MAX_VS_CONSTS_F];
3524 DWORD textures : 20; /* MAX_COMBINED_SAMPLERS, 20 */
3525 DWORD indices : 1;
3526 DWORD material : 1;
3527 DWORD viewport : 1;
3528 DWORD vertexDecl : 1;
3529 DWORD pixelShader : 1;
3530 DWORD vertexShader : 1;
3531 DWORD scissorRect : 1;
3532 DWORD blend_state : 1;
3533 DWORD padding : 4;
3536 struct StageState {
3537 DWORD stage;
3538 DWORD state;
3541 struct wined3d_stateblock
3543 LONG ref; /* Note: Ref counting not required */
3544 struct wined3d_device *device;
3546 /* Array indicating whether things have been set or changed */
3547 struct wined3d_saved_states changed;
3548 struct wined3d_state state;
3550 /* Contained state management */
3551 DWORD contained_render_states[WINEHIGHEST_RENDER_STATE + 1];
3552 unsigned int num_contained_render_states;
3553 DWORD contained_transform_states[HIGHEST_TRANSFORMSTATE + 1];
3554 unsigned int num_contained_transform_states;
3555 DWORD contained_vs_consts_i[WINED3D_MAX_CONSTS_I];
3556 unsigned int num_contained_vs_consts_i;
3557 DWORD contained_vs_consts_b[WINED3D_MAX_CONSTS_B];
3558 unsigned int num_contained_vs_consts_b;
3559 DWORD contained_vs_consts_f[WINED3D_MAX_VS_CONSTS_F];
3560 unsigned int num_contained_vs_consts_f;
3561 DWORD contained_ps_consts_i[WINED3D_MAX_CONSTS_I];
3562 unsigned int num_contained_ps_consts_i;
3563 DWORD contained_ps_consts_b[WINED3D_MAX_CONSTS_B];
3564 unsigned int num_contained_ps_consts_b;
3565 DWORD contained_ps_consts_f[WINED3D_MAX_PS_CONSTS_F];
3566 unsigned int num_contained_ps_consts_f;
3567 struct StageState contained_tss_states[MAX_TEXTURES * (WINED3D_HIGHEST_TEXTURE_STATE + 1)];
3568 unsigned int num_contained_tss_states;
3569 struct StageState contained_sampler_states[MAX_COMBINED_SAMPLERS * WINED3D_HIGHEST_SAMPLER_STATE];
3570 unsigned int num_contained_sampler_states;
3573 void stateblock_init_contained_states(struct wined3d_stateblock *stateblock) DECLSPEC_HIDDEN;
3575 void state_cleanup(struct wined3d_state *state) DECLSPEC_HIDDEN;
3576 void wined3d_state_enable_light(struct wined3d_state *state, const struct wined3d_d3d_info *d3d_info,
3577 struct wined3d_light_info *light_info, BOOL enable) DECLSPEC_HIDDEN;
3578 struct wined3d_light_info *wined3d_state_get_light(const struct wined3d_state *state,
3579 unsigned int idx) DECLSPEC_HIDDEN;
3580 void state_init(struct wined3d_state *state, struct wined3d_fb_state *fb,
3581 const struct wined3d_d3d_info *d3d_info, DWORD flags) DECLSPEC_HIDDEN;
3582 void state_unbind_resources(struct wined3d_state *state) DECLSPEC_HIDDEN;
3584 enum wined3d_cs_queue_id
3586 WINED3D_CS_QUEUE_DEFAULT = 0,
3587 WINED3D_CS_QUEUE_MAP,
3588 WINED3D_CS_QUEUE_COUNT,
3591 enum wined3d_push_constants
3593 WINED3D_PUSH_CONSTANTS_VS_F,
3594 WINED3D_PUSH_CONSTANTS_PS_F,
3595 WINED3D_PUSH_CONSTANTS_VS_I,
3596 WINED3D_PUSH_CONSTANTS_PS_I,
3597 WINED3D_PUSH_CONSTANTS_VS_B,
3598 WINED3D_PUSH_CONSTANTS_PS_B,
3601 #define WINED3D_CS_QUERY_POLL_INTERVAL 10u
3602 #define WINED3D_CS_QUEUE_SIZE 0x100000u
3603 #define WINED3D_CS_SPIN_COUNT 10000000u
3605 struct wined3d_cs_queue
3607 LONG head, tail;
3608 BYTE data[WINED3D_CS_QUEUE_SIZE];
3611 struct wined3d_cs_ops
3613 void *(*require_space)(struct wined3d_cs *cs, size_t size, enum wined3d_cs_queue_id queue_id);
3614 void (*submit)(struct wined3d_cs *cs, enum wined3d_cs_queue_id queue_id);
3615 void (*finish)(struct wined3d_cs *cs, enum wined3d_cs_queue_id queue_id);
3616 void (*push_constants)(struct wined3d_cs *cs, enum wined3d_push_constants p,
3617 unsigned int start_idx, unsigned int count, const void *constants);
3620 struct wined3d_cs
3622 const struct wined3d_cs_ops *ops;
3623 struct wined3d_device *device;
3624 struct wined3d_fb_state fb;
3625 struct wined3d_state state;
3626 HMODULE wined3d_module;
3627 HANDLE thread;
3628 DWORD thread_id;
3630 struct wined3d_cs_queue queue[WINED3D_CS_QUEUE_COUNT];
3631 size_t data_size, start, end;
3632 void *data;
3633 struct list query_poll_list;
3634 BOOL queries_flushed;
3636 HANDLE event;
3637 BOOL waiting_for_event;
3638 LONG pending_presents;
3641 struct wined3d_cs *wined3d_cs_create(struct wined3d_device *device) DECLSPEC_HIDDEN;
3642 void wined3d_cs_destroy(struct wined3d_cs *cs) DECLSPEC_HIDDEN;
3643 void wined3d_cs_destroy_object(struct wined3d_cs *cs,
3644 void (*callback)(void *object), void *object) DECLSPEC_HIDDEN;
3645 void wined3d_cs_emit_add_dirty_texture_region(struct wined3d_cs *cs,
3646 struct wined3d_texture *texture, unsigned int layer) DECLSPEC_HIDDEN;
3647 void wined3d_cs_emit_blt_sub_resource(struct wined3d_cs *cs, struct wined3d_resource *dst_resource,
3648 unsigned int dst_sub_resource_idx, const struct wined3d_box *dst_box, struct wined3d_resource *src_resource,
3649 unsigned int src_sub_resource_idx, const struct wined3d_box *src_box, DWORD flags,
3650 const struct wined3d_blt_fx *fx, enum wined3d_texture_filter_type filter) DECLSPEC_HIDDEN;
3651 void wined3d_cs_emit_clear(struct wined3d_cs *cs, DWORD rect_count, const RECT *rects,
3652 DWORD flags, const struct wined3d_color *color, float depth, DWORD stencil) DECLSPEC_HIDDEN;
3653 void wined3d_cs_emit_clear_rendertarget_view(struct wined3d_cs *cs, struct wined3d_rendertarget_view *view,
3654 const RECT *rect, DWORD flags, const struct wined3d_color *color, float depth, DWORD stencil) DECLSPEC_HIDDEN;
3655 void wined3d_cs_emit_clear_unordered_access_view_uint(struct wined3d_cs *cs,
3656 struct wined3d_unordered_access_view *view, const struct wined3d_uvec4 *clear_value) DECLSPEC_HIDDEN;
3657 void wined3d_cs_emit_copy_uav_counter(struct wined3d_cs *cs, struct wined3d_buffer *dst_buffer,
3658 unsigned int offset, struct wined3d_unordered_access_view *uav) DECLSPEC_HIDDEN;
3659 void wined3d_cs_emit_dispatch(struct wined3d_cs *cs,
3660 unsigned int group_count_x, unsigned int group_count_y, unsigned int group_count_z) DECLSPEC_HIDDEN;
3661 void wined3d_cs_emit_dispatch_indirect(struct wined3d_cs *cs,
3662 struct wined3d_buffer *buffer, unsigned int offset) DECLSPEC_HIDDEN;
3663 void wined3d_cs_emit_draw(struct wined3d_cs *cs, GLenum primitive_type, unsigned int patch_vertex_count,
3664 int base_vertex_idx, unsigned int start_idx, unsigned int index_count,
3665 unsigned int start_instance, unsigned int instance_count, BOOL indexed) DECLSPEC_HIDDEN;
3666 void wined3d_cs_emit_draw_indirect(struct wined3d_cs *cs, GLenum primitive_type, unsigned int patch_vertex_count,
3667 struct wined3d_buffer *buffer, unsigned int offset, BOOL indexed) DECLSPEC_HIDDEN;
3668 void wined3d_cs_emit_flush(struct wined3d_cs *cs) DECLSPEC_HIDDEN;
3669 void wined3d_cs_emit_generate_mipmaps(struct wined3d_cs *cs, struct wined3d_shader_resource_view *view) DECLSPEC_HIDDEN;
3670 void wined3d_cs_emit_preload_resource(struct wined3d_cs *cs, struct wined3d_resource *resource) DECLSPEC_HIDDEN;
3671 void wined3d_cs_emit_present(struct wined3d_cs *cs, struct wined3d_swapchain *swapchain, const RECT *src_rect,
3672 const RECT *dst_rect, HWND dst_window_override, unsigned int swap_interval, DWORD flags) DECLSPEC_HIDDEN;
3673 void wined3d_cs_emit_query_issue(struct wined3d_cs *cs, struct wined3d_query *query, DWORD flags) DECLSPEC_HIDDEN;
3674 void wined3d_cs_emit_reset_state(struct wined3d_cs *cs) DECLSPEC_HIDDEN;
3675 void wined3d_cs_emit_set_blend_state(struct wined3d_cs *cs, struct wined3d_blend_state *state,
3676 const struct wined3d_color *blend_factor) DECLSPEC_HIDDEN;
3677 void wined3d_cs_emit_set_clip_plane(struct wined3d_cs *cs, UINT plane_idx,
3678 const struct wined3d_vec4 *plane) DECLSPEC_HIDDEN;
3679 void wined3d_cs_emit_set_color_key(struct wined3d_cs *cs, struct wined3d_texture *texture,
3680 WORD flags, const struct wined3d_color_key *color_key) DECLSPEC_HIDDEN;
3681 void wined3d_cs_emit_set_constant_buffer(struct wined3d_cs *cs, enum wined3d_shader_type type,
3682 UINT cb_idx, struct wined3d_buffer *buffer) DECLSPEC_HIDDEN;
3683 void wined3d_cs_emit_set_depth_stencil_view(struct wined3d_cs *cs,
3684 struct wined3d_rendertarget_view *view) DECLSPEC_HIDDEN;
3685 void wined3d_cs_emit_set_index_buffer(struct wined3d_cs *cs, struct wined3d_buffer *buffer,
3686 enum wined3d_format_id format_id, unsigned int offset) DECLSPEC_HIDDEN;
3687 void wined3d_cs_emit_set_light(struct wined3d_cs *cs, const struct wined3d_light_info *light) DECLSPEC_HIDDEN;
3688 void wined3d_cs_emit_set_light_enable(struct wined3d_cs *cs, unsigned int idx, BOOL enable) DECLSPEC_HIDDEN;
3689 void wined3d_cs_emit_set_material(struct wined3d_cs *cs, const struct wined3d_material *material) DECLSPEC_HIDDEN;
3690 void wined3d_cs_emit_set_predication(struct wined3d_cs *cs,
3691 struct wined3d_query *predicate, BOOL value) DECLSPEC_HIDDEN;
3692 void wined3d_cs_emit_set_rasterizer_state(struct wined3d_cs *cs,
3693 struct wined3d_rasterizer_state *rasterizer_state) DECLSPEC_HIDDEN;
3694 void wined3d_cs_emit_set_render_state(struct wined3d_cs *cs,
3695 enum wined3d_render_state state, DWORD value) DECLSPEC_HIDDEN;
3696 void wined3d_cs_emit_set_rendertarget_view(struct wined3d_cs *cs, unsigned int view_idx,
3697 struct wined3d_rendertarget_view *view) DECLSPEC_HIDDEN;
3698 void wined3d_cs_emit_set_shader_resource_view(struct wined3d_cs *cs, enum wined3d_shader_type type,
3699 UINT view_idx, struct wined3d_shader_resource_view *view) DECLSPEC_HIDDEN;
3700 void wined3d_cs_emit_set_sampler(struct wined3d_cs *cs, enum wined3d_shader_type type,
3701 UINT sampler_idx, struct wined3d_sampler *sampler) DECLSPEC_HIDDEN;
3702 void wined3d_cs_emit_set_sampler_state(struct wined3d_cs *cs, UINT sampler_idx,
3703 enum wined3d_sampler_state state, DWORD value) DECLSPEC_HIDDEN;
3704 void wined3d_cs_emit_set_scissor_rects(struct wined3d_cs *cs, unsigned int rect_count, const RECT *rects) DECLSPEC_HIDDEN;
3705 void wined3d_cs_emit_set_shader(struct wined3d_cs *cs, enum wined3d_shader_type type,
3706 struct wined3d_shader *shader) DECLSPEC_HIDDEN;
3707 void wined3d_cs_emit_set_stream_output(struct wined3d_cs *cs, UINT stream_idx,
3708 struct wined3d_buffer *buffer, UINT offset) DECLSPEC_HIDDEN;
3709 void wined3d_cs_emit_set_stream_source(struct wined3d_cs *cs, UINT stream_idx,
3710 struct wined3d_buffer *buffer, UINT offset, UINT stride) DECLSPEC_HIDDEN;
3711 void wined3d_cs_emit_set_stream_source_freq(struct wined3d_cs *cs, UINT stream_idx,
3712 UINT frequency, UINT flags) DECLSPEC_HIDDEN;
3713 void wined3d_cs_emit_set_texture(struct wined3d_cs *cs, UINT stage, struct wined3d_texture *texture) DECLSPEC_HIDDEN;
3714 void wined3d_cs_emit_set_texture_state(struct wined3d_cs *cs, UINT stage,
3715 enum wined3d_texture_stage_state state, DWORD value) DECLSPEC_HIDDEN;
3716 void wined3d_cs_emit_set_transform(struct wined3d_cs *cs, enum wined3d_transform_state state,
3717 const struct wined3d_matrix *matrix) DECLSPEC_HIDDEN;
3718 void wined3d_cs_emit_set_unordered_access_view(struct wined3d_cs *cs, enum wined3d_pipeline pipeline,
3719 unsigned int view_idx, struct wined3d_unordered_access_view *view,
3720 unsigned int initial_count) DECLSPEC_HIDDEN;
3721 void wined3d_cs_emit_set_vertex_declaration(struct wined3d_cs *cs,
3722 struct wined3d_vertex_declaration *declaration) DECLSPEC_HIDDEN;
3723 void wined3d_cs_emit_set_viewports(struct wined3d_cs *cs, unsigned int viewport_count, const struct wined3d_viewport *viewports) DECLSPEC_HIDDEN;
3724 void wined3d_cs_emit_unload_resource(struct wined3d_cs *cs, struct wined3d_resource *resource) DECLSPEC_HIDDEN;
3725 void wined3d_cs_emit_update_sub_resource(struct wined3d_cs *cs, struct wined3d_resource *resource,
3726 unsigned int sub_resource_idx, const struct wined3d_box *box, const void *data, unsigned int row_pitch,
3727 unsigned int slice_pitch) DECLSPEC_HIDDEN;
3728 void wined3d_cs_init_object(struct wined3d_cs *cs,
3729 void (*callback)(void *object), void *object) DECLSPEC_HIDDEN;
3730 HRESULT wined3d_cs_map(struct wined3d_cs *cs, struct wined3d_resource *resource, unsigned int sub_resource_idx,
3731 struct wined3d_map_desc *map_desc, const struct wined3d_box *box, unsigned int flags) DECLSPEC_HIDDEN;
3732 HRESULT wined3d_cs_unmap(struct wined3d_cs *cs, struct wined3d_resource *resource,
3733 unsigned int sub_resource_idx) DECLSPEC_HIDDEN;
3735 static inline void wined3d_cs_push_constants(struct wined3d_cs *cs, enum wined3d_push_constants p,
3736 unsigned int start_idx, unsigned int count, const void *constants)
3738 cs->ops->push_constants(cs, p, start_idx, count, constants);
3741 static inline void wined3d_resource_wait_idle(struct wined3d_resource *resource)
3743 const struct wined3d_cs *cs = resource->device->cs;
3745 if (!cs->thread || cs->thread_id == GetCurrentThreadId())
3746 return;
3748 while (InterlockedCompareExchange(&resource->access_count, 0, 0))
3749 wined3d_pause();
3752 /* TODO: Add tests and support for FLOAT16_4 POSITIONT, D3DCOLOR position, other
3753 * fixed function semantics as D3DCOLOR or FLOAT16 */
3754 enum wined3d_buffer_conversion_type
3756 CONV_NONE,
3757 CONV_D3DCOLOR,
3758 CONV_POSITIONT,
3761 struct wined3d_map_range
3763 UINT offset;
3764 UINT size;
3767 struct wined3d_buffer
3769 struct wined3d_resource resource;
3771 struct wined3d_buffer_desc desc;
3773 unsigned int bind_flags;
3774 DWORD flags;
3775 DWORD locations;
3776 void *map_ptr;
3778 struct wined3d_map_range *maps;
3779 SIZE_T maps_size, modified_areas;
3780 struct wined3d_fence *fence;
3782 /* conversion stuff */
3783 UINT decl_change_count, full_conversion_count;
3784 UINT draw_count;
3785 UINT stride; /* 0 if no conversion */
3786 enum wined3d_buffer_conversion_type *conversion_map; /* NULL if no conversion */
3787 UINT conversion_stride; /* 0 if no shifted conversion */
3790 static inline struct wined3d_buffer *buffer_from_resource(struct wined3d_resource *resource)
3792 return CONTAINING_RECORD(resource, struct wined3d_buffer, resource);
3795 DWORD wined3d_buffer_get_memory(struct wined3d_buffer *buffer,
3796 struct wined3d_bo_address *data, DWORD locations) DECLSPEC_HIDDEN;
3797 void wined3d_buffer_invalidate_location(struct wined3d_buffer *buffer, DWORD location) DECLSPEC_HIDDEN;
3798 void wined3d_buffer_load(struct wined3d_buffer *buffer, struct wined3d_context *context,
3799 const struct wined3d_state *state) DECLSPEC_HIDDEN;
3800 BOOL wined3d_buffer_load_location(struct wined3d_buffer *buffer,
3801 struct wined3d_context *context, DWORD location) DECLSPEC_HIDDEN;
3802 BYTE *wined3d_buffer_load_sysmem(struct wined3d_buffer *buffer, struct wined3d_context *context) DECLSPEC_HIDDEN;
3803 void wined3d_buffer_copy(struct wined3d_buffer *dst_buffer, unsigned int dst_offset,
3804 struct wined3d_buffer *src_buffer, unsigned int src_offset, unsigned int size) DECLSPEC_HIDDEN;
3805 void wined3d_buffer_upload_data(struct wined3d_buffer *buffer, struct wined3d_context *context,
3806 const struct wined3d_box *box, const void *data) DECLSPEC_HIDDEN;
3808 struct wined3d_buffer_gl
3810 struct wined3d_buffer b;
3812 GLuint buffer_object;
3813 GLenum buffer_object_usage;
3814 GLenum buffer_type_hint;
3817 static inline struct wined3d_buffer_gl *wined3d_buffer_gl(struct wined3d_buffer *buffer)
3819 return CONTAINING_RECORD(buffer, struct wined3d_buffer_gl, b);
3822 struct wined3d_rendertarget_view
3824 LONG refcount;
3826 struct wined3d_resource *resource;
3827 void *parent;
3828 const struct wined3d_parent_ops *parent_ops;
3830 struct wined3d_gl_view gl_view;
3831 const struct wined3d_format *format;
3832 unsigned int format_flags;
3833 unsigned int sub_resource_idx;
3834 unsigned int layer_count;
3836 unsigned int width;
3837 unsigned int height;
3839 struct wined3d_view_desc desc;
3842 void wined3d_rendertarget_view_get_drawable_size(const struct wined3d_rendertarget_view *view,
3843 const struct wined3d_context *context, unsigned int *width, unsigned int *height) DECLSPEC_HIDDEN;
3844 void wined3d_rendertarget_view_invalidate_location(struct wined3d_rendertarget_view *view,
3845 DWORD location) DECLSPEC_HIDDEN;
3846 void wined3d_rendertarget_view_load_location(struct wined3d_rendertarget_view *view,
3847 struct wined3d_context *context, DWORD location) DECLSPEC_HIDDEN;
3848 void wined3d_rendertarget_view_prepare_location(struct wined3d_rendertarget_view *view,
3849 struct wined3d_context *context, DWORD location) DECLSPEC_HIDDEN;
3850 void wined3d_rendertarget_view_validate_location(struct wined3d_rendertarget_view *view,
3851 DWORD location) DECLSPEC_HIDDEN;
3853 struct wined3d_shader_resource_view
3855 LONG refcount;
3857 struct wined3d_resource *resource;
3858 void *parent;
3859 const struct wined3d_parent_ops *parent_ops;
3861 struct wined3d_gl_view gl_view;
3862 const struct wined3d_format *format;
3864 struct wined3d_view_desc desc;
3867 void shader_resource_view_generate_mipmaps(struct wined3d_shader_resource_view *view) DECLSPEC_HIDDEN;
3868 void wined3d_shader_resource_view_bind(struct wined3d_shader_resource_view *view, unsigned int unit,
3869 struct wined3d_sampler *sampler, struct wined3d_context *context) DECLSPEC_HIDDEN;
3871 struct wined3d_unordered_access_view
3873 LONG refcount;
3875 struct wined3d_resource *resource;
3876 void *parent;
3877 const struct wined3d_parent_ops *parent_ops;
3879 struct wined3d_gl_view gl_view;
3880 const struct wined3d_format *format;
3881 GLuint counter_bo;
3883 struct wined3d_view_desc desc;
3886 void wined3d_unordered_access_view_clear_uint(struct wined3d_unordered_access_view *view,
3887 const struct wined3d_uvec4 *clear_value, struct wined3d_context *context) DECLSPEC_HIDDEN;
3888 void wined3d_unordered_access_view_copy_counter(struct wined3d_unordered_access_view *view,
3889 struct wined3d_buffer *buffer, unsigned int offset, struct wined3d_context *context) DECLSPEC_HIDDEN;
3890 void wined3d_unordered_access_view_invalidate_location(struct wined3d_unordered_access_view *view,
3891 DWORD location) DECLSPEC_HIDDEN;
3892 void wined3d_unordered_access_view_set_counter(struct wined3d_unordered_access_view *view,
3893 unsigned int value) DECLSPEC_HIDDEN;
3895 struct wined3d_swapchain_ops
3897 void (*swapchain_present)(struct wined3d_swapchain *swapchain,
3898 const RECT *src_rect, const RECT *dst_rect, DWORD flags);
3899 void (*swapchain_frontbuffer_updated)(struct wined3d_swapchain *swapchain);
3902 struct wined3d_swapchain
3904 LONG ref;
3905 void *parent;
3906 const struct wined3d_parent_ops *parent_ops;
3907 const struct wined3d_swapchain_ops *swapchain_ops;
3908 struct wined3d_device *device;
3910 struct wined3d_texture **back_buffers;
3911 struct wined3d_texture *front_buffer;
3912 struct wined3d_swapchain_desc desc;
3913 struct wined3d_display_mode original_mode, d3d_mode;
3914 RECT original_window_rect;
3915 struct wined3d_gamma_ramp orig_gamma;
3916 BOOL render_to_fbo, reapply_mode;
3917 const struct wined3d_format *ds_format;
3918 struct wined3d_palette *palette;
3919 RECT front_buffer_update;
3920 unsigned int swap_interval;
3921 unsigned int max_frame_latency;
3923 LONG prev_time, frames; /* Performance tracking */
3925 struct wined3d_context **context;
3926 unsigned int num_contexts;
3928 HWND win_handle;
3929 HWND device_window;
3931 HDC backup_dc;
3932 HWND backup_wnd;
3935 void wined3d_swapchain_activate(struct wined3d_swapchain *swapchain, BOOL activate) DECLSPEC_HIDDEN;
3936 void wined3d_swapchain_set_swap_interval(struct wined3d_swapchain *swapchain,
3937 unsigned int swap_interval) DECLSPEC_HIDDEN;
3938 struct wined3d_context *swapchain_get_context(struct wined3d_swapchain *swapchain) DECLSPEC_HIDDEN;
3939 void swapchain_destroy_contexts(struct wined3d_swapchain *swapchain) DECLSPEC_HIDDEN;
3940 HDC swapchain_get_backup_dc(struct wined3d_swapchain *swapchain) DECLSPEC_HIDDEN;
3941 void swapchain_update_draw_bindings(struct wined3d_swapchain *swapchain) DECLSPEC_HIDDEN;
3942 void swapchain_set_max_frame_latency(struct wined3d_swapchain *swapchain,
3943 const struct wined3d_device *device) DECLSPEC_HIDDEN;
3945 /*****************************************************************************
3946 * Utility function prototypes
3949 /* Trace routines */
3950 const char *debug_bo_address(const struct wined3d_bo_address *address) DECLSPEC_HIDDEN;
3951 const char *debug_box(const struct wined3d_box *box) DECLSPEC_HIDDEN;
3952 const char *debug_color(const struct wined3d_color *color) DECLSPEC_HIDDEN;
3953 const char *debug_const_bo_address(const struct wined3d_const_bo_address *address) DECLSPEC_HIDDEN;
3954 const char *debug_d3dshaderinstructionhandler(enum WINED3D_SHADER_INSTRUCTION_HANDLER handler_idx) DECLSPEC_HIDDEN;
3955 const char *debug_d3dformat(enum wined3d_format_id format_id) DECLSPEC_HIDDEN;
3956 const char *debug_d3ddevicetype(enum wined3d_device_type device_type) DECLSPEC_HIDDEN;
3957 const char *debug_d3dresourcetype(enum wined3d_resource_type resource_type) DECLSPEC_HIDDEN;
3958 const char *debug_d3dusage(DWORD usage) DECLSPEC_HIDDEN;
3959 const char *debug_d3dusagequery(DWORD usagequery) DECLSPEC_HIDDEN;
3960 const char *debug_d3ddeclmethod(enum wined3d_decl_method method) DECLSPEC_HIDDEN;
3961 const char *debug_d3ddeclusage(enum wined3d_decl_usage usage) DECLSPEC_HIDDEN;
3962 const char *debug_d3dinput_classification(enum wined3d_input_classification classification) DECLSPEC_HIDDEN;
3963 const char *debug_d3dprimitivetype(enum wined3d_primitive_type primitive_type) DECLSPEC_HIDDEN;
3964 const char *debug_d3drenderstate(enum wined3d_render_state state) DECLSPEC_HIDDEN;
3965 const char *debug_d3dsamplerstate(enum wined3d_sampler_state state) DECLSPEC_HIDDEN;
3966 const char *debug_d3dstate(DWORD state) DECLSPEC_HIDDEN;
3967 const char *debug_d3dtexturefiltertype(enum wined3d_texture_filter_type filter_type) DECLSPEC_HIDDEN;
3968 const char *debug_d3dtexturestate(enum wined3d_texture_stage_state state) DECLSPEC_HIDDEN;
3969 const char *debug_d3dtop(enum wined3d_texture_op d3dtop) DECLSPEC_HIDDEN;
3970 const char *debug_d3dtstype(enum wined3d_transform_state tstype) DECLSPEC_HIDDEN;
3971 const char *debug_fboattachment(GLenum attachment) DECLSPEC_HIDDEN;
3972 const char *debug_fbostatus(GLenum status) DECLSPEC_HIDDEN;
3973 const char *debug_glerror(GLenum error) DECLSPEC_HIDDEN;
3974 const char *debug_ivec4(const struct wined3d_ivec4 *v) DECLSPEC_HIDDEN;
3975 const char *debug_uvec4(const struct wined3d_uvec4 *v) DECLSPEC_HIDDEN;
3976 const char *debug_shader_type(enum wined3d_shader_type shader_type) DECLSPEC_HIDDEN;
3977 const char *debug_vec4(const struct wined3d_vec4 *v) DECLSPEC_HIDDEN;
3978 const char *wined3d_debug_feature_level(enum wined3d_feature_level level) DECLSPEC_HIDDEN;
3979 void dump_color_fixup_desc(struct color_fixup_desc fixup) DECLSPEC_HIDDEN;
3981 BOOL is_invalid_op(const struct wined3d_state *state, int stage,
3982 enum wined3d_texture_op op, DWORD arg1, DWORD arg2, DWORD arg3) DECLSPEC_HIDDEN;
3983 void set_tex_op_nvrc(const struct wined3d_gl_info *gl_info, const struct wined3d_state *state,
3984 BOOL is_alpha, int stage, enum wined3d_texture_op op, DWORD arg1, DWORD arg2, DWORD arg3,
3985 INT texture_idx, DWORD dst) DECLSPEC_HIDDEN;
3986 void texture_activate_dimensions(const struct wined3d_texture *texture,
3987 const struct wined3d_gl_info *gl_info) DECLSPEC_HIDDEN;
3988 void sampler_texdim(struct wined3d_context *context,
3989 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
3990 void tex_alphaop(struct wined3d_context *context,
3991 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
3992 void apply_pixelshader(struct wined3d_context *context,
3993 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
3994 void state_alpha_test(struct wined3d_context *context,
3995 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
3996 void state_fogcolor(struct wined3d_context *context,
3997 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
3998 void state_fogdensity(struct wined3d_context *context,
3999 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
4000 void state_fogstartend(struct wined3d_context *context,
4001 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
4002 void state_fog_fragpart(struct wined3d_context *context,
4003 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
4004 void state_nop(struct wined3d_context *context,
4005 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
4006 void state_srgbwrite(struct wined3d_context *context,
4007 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
4009 void state_clipping(struct wined3d_context *context,
4010 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
4011 void clipplane(struct wined3d_context *context,
4012 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
4013 void state_pointsprite_w(struct wined3d_context *context,
4014 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
4015 void state_pointsprite(struct wined3d_context *context,
4016 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
4017 void state_shademode(struct wined3d_context *context,
4018 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
4020 GLenum gl_primitive_type_from_d3d(enum wined3d_primitive_type primitive_type) DECLSPEC_HIDDEN;
4021 enum wined3d_primitive_type d3d_primitive_type_from_gl(GLenum primitive_type) DECLSPEC_HIDDEN;
4023 /* Math utils */
4024 void multiply_matrix(struct wined3d_matrix *dest, const struct wined3d_matrix *src1,
4025 const struct wined3d_matrix *src2) DECLSPEC_HIDDEN;
4027 void wined3d_release_dc(HWND window, HDC dc) DECLSPEC_HIDDEN;
4029 struct wined3d_shader_lconst
4031 struct list entry;
4032 unsigned int idx;
4033 DWORD value[4];
4036 struct wined3d_shader_limits
4038 unsigned int sampler;
4039 unsigned int constant_int;
4040 unsigned int constant_float;
4041 unsigned int constant_bool;
4042 unsigned int packed_output;
4043 unsigned int packed_input;
4046 #ifdef __GNUC__
4047 #define PRINTF_ATTR(fmt,args) __attribute__((format (printf,fmt,args)))
4048 #else
4049 #define PRINTF_ATTR(fmt,args)
4050 #endif
4052 struct wined3d_string_buffer_list
4054 struct list list;
4057 struct wined3d_string_buffer *string_buffer_get(struct wined3d_string_buffer_list *list) DECLSPEC_HIDDEN;
4058 void string_buffer_sprintf(struct wined3d_string_buffer *buffer, const char *format, ...) PRINTF_ATTR(2, 3) DECLSPEC_HIDDEN;
4059 void string_buffer_release(struct wined3d_string_buffer_list *list, struct wined3d_string_buffer *buffer) DECLSPEC_HIDDEN;
4060 void string_buffer_list_init(struct wined3d_string_buffer_list *list) DECLSPEC_HIDDEN;
4061 void string_buffer_list_cleanup(struct wined3d_string_buffer_list *list) DECLSPEC_HIDDEN;
4063 int shader_addline(struct wined3d_string_buffer *buffer, const char *fmt, ...) PRINTF_ATTR(2,3) DECLSPEC_HIDDEN;
4064 BOOL string_buffer_resize(struct wined3d_string_buffer *buffer, int rc) DECLSPEC_HIDDEN;
4065 int shader_vaddline(struct wined3d_string_buffer *buffer, const char *fmt, va_list args) DECLSPEC_HIDDEN;
4067 struct wined3d_shader_phase
4069 const DWORD *start;
4070 const DWORD *end;
4071 unsigned int instance_count;
4072 unsigned int temporary_count;
4075 struct wined3d_vertex_shader
4077 struct wined3d_shader_attribute attributes[MAX_ATTRIBS];
4080 struct wined3d_hull_shader
4082 struct
4084 struct wined3d_shader_phase *control_point;
4085 unsigned int fork_count;
4086 unsigned int join_count;
4087 struct wined3d_shader_phase *fork;
4088 SIZE_T fork_size;
4089 struct wined3d_shader_phase *join;
4090 SIZE_T join_size;
4091 } phases;
4092 unsigned int output_vertex_count;
4093 enum wined3d_tessellator_output_primitive tessellator_output_primitive;
4094 enum wined3d_tessellator_partitioning tessellator_partitioning;
4097 struct wined3d_domain_shader
4099 enum wined3d_tessellator_domain tessellator_domain;
4102 struct wined3d_geometry_shader
4104 enum wined3d_primitive_type input_type;
4105 enum wined3d_primitive_type output_type;
4106 unsigned int vertices_out;
4107 unsigned int instance_count;
4109 struct wined3d_stream_output_desc so_desc;
4112 struct wined3d_pixel_shader
4114 /* Pixel shader input semantics */
4115 DWORD input_reg_map[MAX_REG_INPUT];
4116 DWORD input_reg_used; /* MAX_REG_INPUT, 32 */
4117 unsigned int declared_in_count;
4119 /* Some information about the shader behavior */
4120 BOOL color0_mov;
4121 DWORD color0_reg;
4123 BOOL force_early_depth_stencil;
4124 enum wined3d_shader_register_type depth_output;
4125 DWORD interpolation_mode[WINED3D_PACKED_INTERPOLATION_SIZE];
4128 struct wined3d_compute_shader
4130 struct wined3d_shader_thread_group_size thread_group_size;
4133 struct wined3d_shader
4135 LONG ref;
4136 const struct wined3d_shader_limits *limits;
4137 const DWORD *function;
4138 unsigned int functionLength;
4139 void *byte_code;
4140 unsigned int byte_code_size;
4141 BOOL load_local_constsF;
4142 const struct wined3d_shader_frontend *frontend;
4143 void *frontend_data;
4144 void *backend_data;
4146 void *parent;
4147 const struct wined3d_parent_ops *parent_ops;
4149 /* Programs this shader is linked with */
4150 struct list linked_programs;
4152 /* Immediate constants (override global ones) */
4153 struct list constantsB;
4154 struct list constantsF;
4155 struct list constantsI;
4156 struct wined3d_shader_reg_maps reg_maps;
4157 BOOL lconst_inf_or_nan;
4159 struct wined3d_shader_signature input_signature;
4160 struct wined3d_shader_signature output_signature;
4161 struct wined3d_shader_signature patch_constant_signature;
4163 /* Pointer to the parent device */
4164 struct wined3d_device *device;
4165 struct list shader_list_entry;
4167 union
4169 struct wined3d_vertex_shader vs;
4170 struct wined3d_hull_shader hs;
4171 struct wined3d_domain_shader ds;
4172 struct wined3d_geometry_shader gs;
4173 struct wined3d_pixel_shader ps;
4174 struct wined3d_compute_shader cs;
4175 } u;
4178 void pixelshader_update_resource_types(struct wined3d_shader *shader, WORD tex_types) DECLSPEC_HIDDEN;
4179 void find_ps_compile_args(const struct wined3d_state *state, const struct wined3d_shader *shader,
4180 BOOL position_transformed, struct ps_compile_args *args,
4181 const struct wined3d_context *context) DECLSPEC_HIDDEN;
4183 BOOL vshader_get_input(const struct wined3d_shader *shader,
4184 BYTE usage_req, BYTE usage_idx_req, unsigned int *regnum) DECLSPEC_HIDDEN;
4185 void find_vs_compile_args(const struct wined3d_state *state, const struct wined3d_shader *shader,
4186 WORD swizzle_map, struct vs_compile_args *args,
4187 const struct wined3d_context *context) DECLSPEC_HIDDEN;
4189 void find_ds_compile_args(const struct wined3d_state *state, const struct wined3d_shader *shader,
4190 struct ds_compile_args *args, const struct wined3d_context *context) DECLSPEC_HIDDEN;
4192 void find_gs_compile_args(const struct wined3d_state *state, const struct wined3d_shader *shader,
4193 struct gs_compile_args *args, const struct wined3d_context *context) DECLSPEC_HIDDEN;
4195 void string_buffer_clear(struct wined3d_string_buffer *buffer) DECLSPEC_HIDDEN;
4196 BOOL string_buffer_init(struct wined3d_string_buffer *buffer) DECLSPEC_HIDDEN;
4197 void string_buffer_free(struct wined3d_string_buffer *buffer) DECLSPEC_HIDDEN;
4198 unsigned int shader_find_free_input_register(const struct wined3d_shader_reg_maps *reg_maps,
4199 unsigned int max) DECLSPEC_HIDDEN;
4200 HRESULT shader_generate_code(const struct wined3d_shader *shader, struct wined3d_string_buffer *buffer,
4201 const struct wined3d_shader_reg_maps *reg_maps, void *backend_ctx,
4202 const DWORD *start, const DWORD *end) DECLSPEC_HIDDEN;
4203 BOOL shader_match_semantic(const char *semantic_name, enum wined3d_decl_usage usage) DECLSPEC_HIDDEN;
4205 static inline BOOL shader_is_scalar(const struct wined3d_shader_register *reg)
4207 switch (reg->type)
4209 case WINED3DSPR_RASTOUT:
4210 /* oFog & oPts */
4211 if (reg->idx[0].offset)
4212 return TRUE;
4213 /* oPos */
4214 return FALSE;
4216 case WINED3DSPR_CONSTBOOL: /* b# */
4217 case WINED3DSPR_DEPTHOUT: /* oDepth */
4218 case WINED3DSPR_DEPTHOUTGE:
4219 case WINED3DSPR_DEPTHOUTLE:
4220 case WINED3DSPR_LOOP: /* aL */
4221 case WINED3DSPR_OUTPOINTID:
4222 case WINED3DSPR_PREDICATE: /* p0 */
4223 case WINED3DSPR_PRIMID: /* primID */
4224 case WINED3DSPR_COVERAGE: /* vCoverage */
4225 case WINED3DSPR_SAMPLEMASK: /* oMask */
4226 return TRUE;
4228 case WINED3DSPR_MISCTYPE:
4229 switch (reg->idx[0].offset)
4231 case 0: /* vPos */
4232 return FALSE;
4233 case 1: /* vFace */
4234 return TRUE;
4235 default:
4236 return FALSE;
4239 case WINED3DSPR_IMMCONST:
4240 return reg->immconst_type == WINED3D_IMMCONST_SCALAR;
4242 default:
4243 return FALSE;
4247 static inline void shader_get_position_fixup(const struct wined3d_context *context,
4248 const struct wined3d_state *state, unsigned int fixup_count, float *position_fixup)
4250 float center_offset;
4251 unsigned int i;
4253 if (context->d3d_info->wined3d_creation_flags & WINED3D_PIXEL_CENTER_INTEGER)
4254 center_offset = 63.0f / 64.0f;
4255 else
4256 center_offset = -1.0f / 64.0f;
4258 for (i = 0; i < fixup_count; ++i)
4260 position_fixup[4 * i ] = 1.0f;
4261 position_fixup[4 * i + 1] = 1.0f;
4262 position_fixup[4 * i + 2] = center_offset / state->viewports[i].width;
4263 position_fixup[4 * i + 3] = -center_offset / state->viewports[i].height;
4265 if (context->render_offscreen)
4267 position_fixup[4 * i + 1] *= -1.0f;
4268 position_fixup[4 * i + 3] *= -1.0f;
4273 static inline BOOL shader_constant_is_local(const struct wined3d_shader *shader, DWORD reg)
4275 struct wined3d_shader_lconst *lconst;
4277 if (shader->load_local_constsF)
4278 return FALSE;
4280 LIST_FOR_EACH_ENTRY(lconst, &shader->constantsF, struct wined3d_shader_lconst, entry)
4282 if (lconst->idx == reg)
4283 return TRUE;
4286 return FALSE;
4289 void get_identity_matrix(struct wined3d_matrix *mat) DECLSPEC_HIDDEN;
4290 void get_modelview_matrix(const struct wined3d_context *context, const struct wined3d_state *state,
4291 unsigned int index, struct wined3d_matrix *mat) DECLSPEC_HIDDEN;
4292 void get_projection_matrix(const struct wined3d_context *context, const struct wined3d_state *state,
4293 struct wined3d_matrix *mat) DECLSPEC_HIDDEN;
4294 void get_texture_matrix(const struct wined3d_context *context, const struct wined3d_state *state,
4295 unsigned int tex, struct wined3d_matrix *mat) DECLSPEC_HIDDEN;
4296 void get_pointsize_minmax(const struct wined3d_context *context, const struct wined3d_state *state,
4297 float *out_min, float *out_max) DECLSPEC_HIDDEN;
4298 void get_pointsize(const struct wined3d_context *context, const struct wined3d_state *state,
4299 float *out_pointsize, float *out_att) DECLSPEC_HIDDEN;
4300 void get_fog_start_end(const struct wined3d_context *context, const struct wined3d_state *state,
4301 float *start, float *end) DECLSPEC_HIDDEN;
4303 /* Using additional shader constants (uniforms in GLSL / program environment
4304 * or local parameters in ARB) is costly:
4305 * ARB only knows float4 parameters and GLSL compiler are not really smart
4306 * when it comes to efficiently pack float2 uniforms, so no space is wasted
4307 * (in fact most compilers map a float2 to a full float4 uniform).
4309 * For NP2 texcoord fixup we only need 2 floats (width and height) for each
4310 * 2D texture used in the shader. We therefore pack fixup info for 2 textures
4311 * into a single shader constant (uniform / program parameter).
4313 * This structure is shared between the GLSL and the ARB backend.*/
4314 struct ps_np2fixup_info {
4315 unsigned char idx[MAX_FRAGMENT_SAMPLERS]; /* indices to the real constant */
4316 WORD active; /* bitfield indicating if we can apply the fixup */
4317 WORD num_consts;
4320 void print_glsl_info_log(const struct wined3d_gl_info *gl_info, GLuint id, BOOL program) DECLSPEC_HIDDEN;
4321 void shader_glsl_validate_link(const struct wined3d_gl_info *gl_info, GLuint program) DECLSPEC_HIDDEN;
4323 struct wined3d_palette
4325 LONG ref;
4326 struct wined3d_device *device;
4328 unsigned int size;
4329 RGBQUAD colors[256];
4330 DWORD flags;
4333 /* DirectDraw utility functions */
4334 extern enum wined3d_format_id pixelformat_for_depth(DWORD depth) DECLSPEC_HIDDEN;
4336 /*****************************************************************************
4337 * Pixel format management
4340 /* WineD3D pixel format flags */
4341 #define WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING 0x00000001
4342 #define WINED3DFMT_FLAG_FILTERING 0x00000002
4343 #define WINED3DFMT_FLAG_DEPTH 0x00000004
4344 #define WINED3DFMT_FLAG_STENCIL 0x00000008
4345 #define WINED3DFMT_FLAG_RENDERTARGET 0x00000010
4346 #define WINED3DFMT_FLAG_EXTENSION 0x00000020
4347 #define WINED3DFMT_FLAG_FBO_ATTACHABLE 0x00000040
4348 #define WINED3DFMT_FLAG_FBO_ATTACHABLE_SRGB 0x00000080
4349 #define WINED3DFMT_FLAG_DECOMPRESS 0x00000100
4350 #define WINED3DFMT_FLAG_FLOAT 0x00000200
4351 #define WINED3DFMT_FLAG_BUMPMAP 0x00000400
4352 #define WINED3DFMT_FLAG_SRGB_READ 0x00000800
4353 #define WINED3DFMT_FLAG_SRGB_WRITE 0x00001000
4354 #define WINED3DFMT_FLAG_VTF 0x00002000
4355 #define WINED3DFMT_FLAG_SHADOW 0x00004000
4356 #define WINED3DFMT_FLAG_COMPRESSED 0x00008000
4357 #define WINED3DFMT_FLAG_BROKEN_PITCH 0x00010000
4358 #define WINED3DFMT_FLAG_BLOCKS 0x00020000
4359 #define WINED3DFMT_FLAG_HEIGHT_SCALE 0x00040000
4360 #define WINED3DFMT_FLAG_TEXTURE 0x00080000
4361 #define WINED3DFMT_FLAG_BLOCKS_NO_VERIFY 0x00100000
4362 #define WINED3DFMT_FLAG_INTEGER 0x00200000
4363 #define WINED3DFMT_FLAG_GEN_MIPMAP 0x00400000
4364 #define WINED3DFMT_FLAG_NORMALISED 0x00800000
4365 #define WINED3DFMT_FLAG_VERTEX_ATTRIBUTE 0x01000000
4366 #define WINED3DFMT_FLAG_BLIT 0x02000000
4368 struct wined3d_rational
4370 UINT numerator;
4371 UINT denominator;
4374 struct wined3d_color_key_conversion
4376 enum wined3d_format_id dst_format;
4377 void (*convert)(const BYTE *src, unsigned int src_pitch, BYTE *dst, unsigned int dst_pitch,
4378 unsigned int width, unsigned int height, const struct wined3d_color_key *colour_key);
4381 struct wined3d_format
4383 enum wined3d_format_id id;
4385 D3DDDIFORMAT ddi_format;
4386 unsigned int component_count;
4387 DWORD red_size;
4388 DWORD green_size;
4389 DWORD blue_size;
4390 DWORD alpha_size;
4391 DWORD red_offset;
4392 DWORD green_offset;
4393 DWORD blue_offset;
4394 DWORD alpha_offset;
4395 UINT byte_count;
4396 BYTE depth_size;
4397 BYTE stencil_size;
4399 UINT block_width;
4400 UINT block_height;
4401 UINT block_byte_count;
4403 enum wined3d_ffp_emit_idx emit_idx;
4405 UINT conv_byte_count;
4406 DWORD multisample_types;
4407 unsigned int flags[WINED3D_GL_RES_TYPE_COUNT];
4408 float depth_bias_scale;
4409 struct wined3d_rational height_scale;
4410 struct color_fixup_desc color_fixup;
4411 void (*upload)(const BYTE *src, BYTE *dst, unsigned int src_row_pitch, unsigned int src_slice_pitch,
4412 unsigned int dst_row_pitch, unsigned dst_slice_pitch,
4413 unsigned int width, unsigned int height, unsigned int depth);
4414 void (*download)(const BYTE *src, BYTE *dst, unsigned int src_row_pitch, unsigned int src_slice_pitch,
4415 unsigned int dst_row_pitch, unsigned dst_slice_pitch,
4416 unsigned int width, unsigned int height, unsigned int depth);
4417 void (*decompress)(const BYTE *src, BYTE *dst, unsigned int src_row_pitch, unsigned int src_slice_pitch,
4418 unsigned int dst_row_pitch, unsigned dst_slice_pitch,
4419 unsigned int width, unsigned int height, unsigned int depth);
4421 enum wined3d_format_id typeless_id;
4424 const struct wined3d_format *wined3d_get_format(const struct wined3d_adapter *adapter,
4425 enum wined3d_format_id format_id, unsigned int resource_usage) DECLSPEC_HIDDEN;
4426 void wined3d_format_calculate_pitch(const struct wined3d_format *format, unsigned int alignment,
4427 unsigned int width, unsigned int height, unsigned int *row_pitch, unsigned int *slice_pitch) DECLSPEC_HIDDEN;
4428 UINT wined3d_format_calculate_size(const struct wined3d_format *format,
4429 UINT alignment, UINT width, UINT height, UINT depth) DECLSPEC_HIDDEN;
4430 DWORD wined3d_format_convert_from_float(const struct wined3d_format *format,
4431 const struct wined3d_color *color) DECLSPEC_HIDDEN;
4432 void wined3d_format_get_float_color_key(const struct wined3d_format *format,
4433 const struct wined3d_color_key *key, struct wined3d_color *float_colors) DECLSPEC_HIDDEN;
4434 BOOL wined3d_format_is_depth_view(enum wined3d_format_id resource_format_id,
4435 enum wined3d_format_id view_format_id) DECLSPEC_HIDDEN;
4436 const struct wined3d_color_key_conversion * wined3d_format_get_color_key_conversion(
4437 const struct wined3d_texture *texture, BOOL need_alpha_ck) DECLSPEC_HIDDEN;
4438 BOOL wined3d_formats_are_srgb_variants(enum wined3d_format_id format1,
4439 enum wined3d_format_id format2) DECLSPEC_HIDDEN;
4441 struct wined3d_format_gl
4443 struct wined3d_format f;
4445 GLenum vtx_type;
4446 GLint vtx_format;
4448 GLint internal;
4449 GLint srgb_internal;
4450 GLint rt_internal;
4451 GLint format;
4452 GLint type;
4454 GLenum view_class;
4457 static inline const struct wined3d_format_gl *wined3d_format_gl(const struct wined3d_format *format)
4459 return CONTAINING_RECORD(format, struct wined3d_format_gl, f);
4462 BOOL wined3d_array_reserve(void **elements, SIZE_T *capacity, SIZE_T count, SIZE_T size) DECLSPEC_HIDDEN;
4464 static inline BOOL wined3d_format_is_typeless(const struct wined3d_format *format)
4466 return format->id == format->typeless_id && format->id != WINED3DFMT_UNKNOWN;
4469 static inline BOOL use_vs(const struct wined3d_state *state)
4471 /* Check state->vertex_declaration to allow this to be used before the
4472 * stream info is validated, for example in device_update_tex_unit_map(). */
4473 return state->shader[WINED3D_SHADER_TYPE_VERTEX]
4474 && (!state->vertex_declaration || !state->vertex_declaration->position_transformed);
4477 static inline BOOL use_ps(const struct wined3d_state *state)
4479 return !!state->shader[WINED3D_SHADER_TYPE_PIXEL];
4482 static inline void context_apply_state(struct wined3d_context *context,
4483 const struct wined3d_state *state, DWORD state_id)
4485 const struct StateEntry *state_table = context->state_table;
4486 DWORD rep = state_table[state_id].representative;
4487 state_table[rep].apply(context, state, rep);
4490 static inline BOOL needs_separate_srgb_gl_texture(const struct wined3d_context *context,
4491 const struct wined3d_texture *texture)
4493 unsigned int flags = texture->resource.format_flags
4494 & (WINED3DFMT_FLAG_SRGB_READ | WINED3DFMT_FLAG_SRGB_WRITE);
4496 return (!context->gl_info->supported[EXT_TEXTURE_SRGB_DECODE]
4497 || (flags && flags != (WINED3DFMT_FLAG_SRGB_READ | WINED3DFMT_FLAG_SRGB_WRITE)))
4498 && context->d3d_info->wined3d_creation_flags & WINED3D_SRGB_READ_WRITE_CONTROL;
4501 static inline BOOL needs_srgb_write(const struct wined3d_context *context,
4502 const struct wined3d_state *state, const struct wined3d_fb_state *fb)
4504 return (!(context->d3d_info->wined3d_creation_flags & WINED3D_SRGB_READ_WRITE_CONTROL)
4505 || state->render_states[WINED3D_RS_SRGBWRITEENABLE])
4506 && fb->render_targets[0] && fb->render_targets[0]->format_flags & WINED3DFMT_FLAG_SRGB_WRITE;
4509 static inline GLuint wined3d_texture_get_texture_name(const struct wined3d_texture *texture,
4510 const struct wined3d_context *context, BOOL srgb)
4512 return srgb && needs_separate_srgb_gl_texture(context, texture)
4513 ? texture->texture_srgb.name : texture->texture_rgb.name;
4516 static inline BOOL can_use_texture_swizzle(const struct wined3d_gl_info *gl_info, const struct wined3d_format *format)
4518 return gl_info->supported[ARB_TEXTURE_SWIZZLE] && !is_complex_fixup(format->color_fixup)
4519 && !is_scaling_fixup(format->color_fixup);
4522 static inline BOOL needs_interpolation_qualifiers_for_shader_outputs(const struct wined3d_gl_info *gl_info)
4524 /* In GLSL 4.40+ it is fine to specify interpolation qualifiers only in
4525 * fragment shaders. In older GLSL versions interpolation qualifiers must
4526 * match between shader stages.
4528 return gl_info->glsl_version < MAKEDWORD_VERSION(4, 40);
4531 static inline BOOL is_rasterization_disabled(const struct wined3d_shader *geometry_shader)
4533 return geometry_shader
4534 && geometry_shader->u.gs.so_desc.rasterizer_stream_idx == WINED3D_NO_RASTERIZER_STREAM;
4537 static inline int wined3d_bit_scan(unsigned int *x)
4539 int bit_offset = ffs(*x) - 1;
4540 *x ^= 1u << bit_offset;
4541 return bit_offset;
4544 static inline DWORD wined3d_extract_bits(const DWORD *bitstream,
4545 unsigned int offset, unsigned int count)
4547 const unsigned int word_bit_count = sizeof(*bitstream) * CHAR_BIT;
4548 const unsigned int idx = offset / word_bit_count;
4549 const unsigned int shift = offset % word_bit_count;
4550 DWORD mask = (1u << count) - 1;
4551 DWORD ret;
4553 ret = (bitstream[idx] >> shift) & mask;
4554 if (shift + count > word_bit_count)
4556 const unsigned int extracted_bit_count = word_bit_count - shift;
4557 const unsigned int remaining_bit_count = count - extracted_bit_count;
4558 mask = (1u << remaining_bit_count) - 1;
4559 ret |= (bitstream[idx + 1] & mask) << extracted_bit_count;
4561 return ret;
4564 static inline void wined3d_insert_bits(DWORD *bitstream,
4565 unsigned int offset, unsigned int count, DWORD bits)
4567 const unsigned int word_bit_count = sizeof(*bitstream) * CHAR_BIT;
4568 const unsigned int idx = offset / word_bit_count;
4569 const unsigned int shift = offset % word_bit_count;
4570 DWORD mask = (1u << count) - 1;
4572 bitstream[idx] |= (bits & mask) << shift;
4573 if (shift + count > word_bit_count)
4575 const unsigned int inserted_bit_count = word_bit_count - shift;
4576 const unsigned int remaining_bit_count = count - inserted_bit_count;
4577 mask = (1u << remaining_bit_count) - 1;
4578 bitstream[idx + 1] |= (bits >> inserted_bit_count) & mask;
4582 static inline void wined3d_from_cs(const struct wined3d_cs *cs)
4584 if (cs->thread)
4585 assert(cs->thread_id == GetCurrentThreadId());
4588 static inline void wined3d_not_from_cs(struct wined3d_cs *cs)
4590 assert(cs->thread_id != GetCurrentThreadId());
4593 /* The WNDCLASS-Name for the fake window which we use to retrieve the GL capabilities */
4594 #define WINED3D_OPENGL_WINDOW_CLASS_NAME "WineD3D_OpenGL"
4596 #endif