kernel32: Don't use depth in RtlInterlockedFlushSList.
[wine.git] / dlls / wined3d / wined3d_private.h
blobfc92e53241016bf387d78534a9c9b2bb15f1495d
1 /*
2 * Direct3D wine internal private include file
4 * Copyright 2002-2003 The wine-d3d team
5 * Copyright 2002-2003 Raphael Junqueira
6 * Copyright 2002-2003, 2004 Jason Edmeades
7 * Copyright 2005 Oliver Stieber
8 * Copyright 2006-2011, 2013 Stefan Dösinger for CodeWeavers
10 * This library is free software; you can redistribute it and/or
11 * modify it under the terms of the GNU Lesser General Public
12 * License as published by the Free Software Foundation; either
13 * version 2.1 of the License, or (at your option) any later version.
15 * This library is distributed in the hope that it will be useful,
16 * but WITHOUT ANY WARRANTY; without even the implied warranty of
17 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
18 * Lesser General Public License for more details.
20 * You should have received a copy of the GNU Lesser General Public
21 * License along with this library; if not, write to the Free Software
22 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
25 #ifndef __WINE_WINED3D_PRIVATE_H
26 #define __WINE_WINED3D_PRIVATE_H
28 #ifdef USE_WIN32_OPENGL
29 #define WINE_GLAPI __stdcall
30 #else
31 #define WINE_GLAPI
32 #endif
34 #include <stdarg.h>
35 #include <math.h>
36 #include <limits.h>
37 #define NONAMELESSUNION
38 #define NONAMELESSSTRUCT
39 #define COBJMACROS
40 #include "windef.h"
41 #include "winbase.h"
42 #include "winreg.h"
43 #include "wingdi.h"
44 #include "winuser.h"
45 #include "wine/debug.h"
46 #include "wine/unicode.h"
48 #include "objbase.h"
49 #include "wine/wined3d.h"
50 #include "wined3d_gl.h"
51 #include "wine/list.h"
52 #include "wine/rbtree.h"
53 #include "wine/wgl_driver.h"
55 /* Driver quirks */
56 #define WINED3D_QUIRK_ARB_VS_OFFSET_LIMIT 0x00000001
57 #define WINED3D_QUIRK_SET_TEXCOORD_W 0x00000002
58 #define WINED3D_QUIRK_GLSL_CLIP_VARYING 0x00000004
59 #define WINED3D_QUIRK_ALLOWS_SPECULAR_ALPHA 0x00000008
60 #define WINED3D_QUIRK_NV_CLIP_BROKEN 0x00000010
61 #define WINED3D_QUIRK_FBO_TEX_UPDATE 0x00000020
62 #define WINED3D_QUIRK_BROKEN_RGBA16 0x00000040
63 #define WINED3D_QUIRK_INFO_LOG_SPAM 0x00000080
64 #define WINED3D_QUIRK_LIMITED_TEX_FILTERING 0x00000100
65 #define WINED3D_QUIRK_BROKEN_ARB_FOG 0x00000200
67 /* Texture format fixups */
69 enum fixup_channel_source
71 CHANNEL_SOURCE_ZERO = 0,
72 CHANNEL_SOURCE_ONE = 1,
73 CHANNEL_SOURCE_X = 2,
74 CHANNEL_SOURCE_Y = 3,
75 CHANNEL_SOURCE_Z = 4,
76 CHANNEL_SOURCE_W = 5,
77 CHANNEL_SOURCE_COMPLEX0 = 6,
78 CHANNEL_SOURCE_COMPLEX1 = 7,
81 enum complex_fixup
83 COMPLEX_FIXUP_NONE = 0,
84 COMPLEX_FIXUP_YUY2 = 1,
85 COMPLEX_FIXUP_UYVY = 2,
86 COMPLEX_FIXUP_YV12 = 3,
87 COMPLEX_FIXUP_P8 = 4,
90 #include <pshpack2.h>
91 struct color_fixup_desc
93 unsigned x_sign_fixup : 1;
94 unsigned x_source : 3;
95 unsigned y_sign_fixup : 1;
96 unsigned y_source : 3;
97 unsigned z_sign_fixup : 1;
98 unsigned z_source : 3;
99 unsigned w_sign_fixup : 1;
100 unsigned w_source : 3;
102 #include <poppack.h>
104 static const struct color_fixup_desc COLOR_FIXUP_IDENTITY =
105 {0, CHANNEL_SOURCE_X, 0, CHANNEL_SOURCE_Y, 0, CHANNEL_SOURCE_Z, 0, CHANNEL_SOURCE_W};
107 static inline struct color_fixup_desc create_color_fixup_desc(
108 int sign0, enum fixup_channel_source src0, int sign1, enum fixup_channel_source src1,
109 int sign2, enum fixup_channel_source src2, int sign3, enum fixup_channel_source src3)
111 struct color_fixup_desc fixup =
113 sign0, src0,
114 sign1, src1,
115 sign2, src2,
116 sign3, src3,
118 return fixup;
121 static inline struct color_fixup_desc create_complex_fixup_desc(enum complex_fixup complex_fixup)
123 struct color_fixup_desc fixup =
125 0, complex_fixup & (1 << 0) ? CHANNEL_SOURCE_COMPLEX1 : CHANNEL_SOURCE_COMPLEX0,
126 0, complex_fixup & (1 << 1) ? CHANNEL_SOURCE_COMPLEX1 : CHANNEL_SOURCE_COMPLEX0,
127 0, complex_fixup & (1 << 2) ? CHANNEL_SOURCE_COMPLEX1 : CHANNEL_SOURCE_COMPLEX0,
128 0, complex_fixup & (1 << 3) ? CHANNEL_SOURCE_COMPLEX1 : CHANNEL_SOURCE_COMPLEX0,
130 return fixup;
133 static inline BOOL is_identity_fixup(struct color_fixup_desc fixup)
135 return !memcmp(&fixup, &COLOR_FIXUP_IDENTITY, sizeof(fixup));
138 static inline BOOL is_complex_fixup(struct color_fixup_desc fixup)
140 return fixup.x_source == CHANNEL_SOURCE_COMPLEX0 || fixup.x_source == CHANNEL_SOURCE_COMPLEX1;
143 static inline enum complex_fixup get_complex_fixup(struct color_fixup_desc fixup)
145 enum complex_fixup complex_fixup = 0;
146 if (fixup.x_source == CHANNEL_SOURCE_COMPLEX1) complex_fixup |= (1 << 0);
147 if (fixup.y_source == CHANNEL_SOURCE_COMPLEX1) complex_fixup |= (1 << 1);
148 if (fixup.z_source == CHANNEL_SOURCE_COMPLEX1) complex_fixup |= (1 << 2);
149 if (fixup.w_source == CHANNEL_SOURCE_COMPLEX1) complex_fixup |= (1 << 3);
150 return complex_fixup;
153 void *wined3d_rb_alloc(size_t size) DECLSPEC_HIDDEN;
154 void *wined3d_rb_realloc(void *ptr, size_t size) DECLSPEC_HIDDEN;
155 void wined3d_rb_free(void *ptr) DECLSPEC_HIDDEN;
157 /* Device caps */
158 #define MAX_STREAM_OUT 4
159 #define MAX_STREAMS 16
160 #define MAX_TEXTURES 8
161 #define MAX_FRAGMENT_SAMPLERS 16
162 #define MAX_VERTEX_SAMPLERS 4
163 #define MAX_COMBINED_SAMPLERS (MAX_FRAGMENT_SAMPLERS + MAX_VERTEX_SAMPLERS)
164 #define MAX_ACTIVE_LIGHTS 8
165 #define MAX_CLIPPLANES WINED3DMAXUSERCLIPPLANES
166 #define MAX_CONSTANT_BUFFERS 15
167 #define MAX_SAMPLER_OBJECTS 16
169 struct min_lookup
171 GLenum mip[WINED3D_TEXF_LINEAR + 1];
174 extern const struct min_lookup minMipLookup[WINED3D_TEXF_LINEAR + 1] DECLSPEC_HIDDEN;
175 extern const struct min_lookup minMipLookup_noFilter[WINED3D_TEXF_LINEAR + 1] DECLSPEC_HIDDEN;
176 extern const struct min_lookup minMipLookup_noMip[WINED3D_TEXF_LINEAR + 1] DECLSPEC_HIDDEN;
177 extern const GLenum magLookup[WINED3D_TEXF_LINEAR + 1] DECLSPEC_HIDDEN;
178 extern const GLenum magLookup_noFilter[WINED3D_TEXF_LINEAR + 1] DECLSPEC_HIDDEN;
180 static inline GLenum wined3d_gl_mag_filter(const GLenum mag_lookup[], enum wined3d_texture_filter_type mag_filter)
182 return mag_lookup[mag_filter];
185 static inline GLenum wined3d_gl_min_mip_filter(const struct min_lookup min_mip_lookup[],
186 enum wined3d_texture_filter_type min_filter, enum wined3d_texture_filter_type mip_filter)
188 return min_mip_lookup[min_filter].mip[mip_filter];
191 /* float_16_to_32() and float_32_to_16() (see implementation in
192 * surface_base.c) convert 16 bit floats in the FLOAT16 data type
193 * to standard C floats and vice versa. They do not depend on the encoding
194 * of the C float, so they are platform independent, but slow. On x86 and
195 * other IEEE 754 compliant platforms the conversion can be accelerated by
196 * bit shifting the exponent and mantissa. There are also some SSE-based
197 * assembly routines out there.
199 * See GL_NV_half_float for a reference of the FLOAT16 / GL_HALF format
201 static inline float float_16_to_32(const unsigned short *in)
203 const unsigned short s = ((*in) & 0x8000);
204 const unsigned short e = ((*in) & 0x7c00) >> 10;
205 const unsigned short m = (*in) & 0x3ff;
206 const float sgn = (s ? -1.0f : 1.0f);
208 if(e == 0) {
209 if(m == 0) return sgn * 0.0f; /* +0.0 or -0.0 */
210 else return sgn * powf(2, -14.0f) * ((float)m / 1024.0f);
211 } else if(e < 31) {
212 return sgn * powf(2, (float)e - 15.0f) * (1.0f + ((float)m / 1024.0f));
213 } else {
214 if(m == 0) return sgn * INFINITY;
215 else return NAN;
219 static inline float float_24_to_32(DWORD in)
221 const float sgn = in & 0x800000 ? -1.0f : 1.0f;
222 const unsigned short e = (in & 0x780000) >> 19;
223 const unsigned int m = in & 0x7ffff;
225 if (e == 0)
227 if (m == 0) return sgn * 0.0f; /* +0.0 or -0.0 */
228 else return sgn * powf(2, -6.0f) * ((float)m / 524288.0f);
230 else if (e < 15)
232 return sgn * powf(2, (float)e - 7.0f) * (1.0f + ((float)m / 524288.0f));
234 else
236 if (m == 0) return sgn * INFINITY;
237 else return NAN;
241 #define ORM_BACKBUFFER 0
242 #define ORM_FBO 1
244 #define PCI_VENDOR_NONE 0xffff /* e.g. 0x8086 for Intel and 0x10de for Nvidia */
245 #define PCI_DEVICE_NONE 0xffff /* e.g. 0x14f for a Geforce6200 */
247 /* NOTE: When adding fields to this structure, make sure to update the default
248 * values in wined3d_main.c as well. */
249 struct wined3d_settings
251 /* Ideally, we don't want the user to have to request GLSL. If the
252 * hardware supports GLSL, we should use it. However, until it's fully
253 * implemented, we'll leave it as a registry setting for developers. */
254 BOOL glslRequested;
255 int offscreen_rendering_mode;
256 unsigned short pci_vendor_id;
257 unsigned short pci_device_id;
258 /* Memory tracking and object counting. */
259 unsigned int emulated_textureram;
260 char *logo;
261 int allow_multisampling;
262 BOOL strict_draw_ordering;
263 BOOL always_offscreen;
264 unsigned int max_sm_vs;
265 unsigned int max_sm_gs;
266 unsigned int max_sm_ps;
267 BOOL no_3d;
270 extern struct wined3d_settings wined3d_settings DECLSPEC_HIDDEN;
272 enum wined3d_sampler_texture_type
274 WINED3DSTT_UNKNOWN = 0,
275 WINED3DSTT_1D = 1,
276 WINED3DSTT_2D = 2,
277 WINED3DSTT_CUBE = 3,
278 WINED3DSTT_VOLUME = 4,
281 #define WINED3D_SHADER_CONST_VS_F 0x00000001
282 #define WINED3D_SHADER_CONST_VS_I 0x00000002
283 #define WINED3D_SHADER_CONST_VS_B 0x00000004
284 #define WINED3D_SHADER_CONST_VS_POS_FIXUP 0x00000008
285 #define WINED3D_SHADER_CONST_PS_F 0x00000010
286 #define WINED3D_SHADER_CONST_PS_I 0x00000020
287 #define WINED3D_SHADER_CONST_PS_B 0x00000040
288 #define WINED3D_SHADER_CONST_PS_BUMP_ENV 0x00000080
289 #define WINED3D_SHADER_CONST_PS_Y_CORR 0x00000100
290 #define WINED3D_SHADER_CONST_PS_NP2_FIXUP 0x00000200
291 #define WINED3D_SHADER_CONST_FFP_PS 0x00000400
293 enum wined3d_shader_register_type
295 WINED3DSPR_TEMP = 0,
296 WINED3DSPR_INPUT = 1,
297 WINED3DSPR_CONST = 2,
298 WINED3DSPR_ADDR = 3,
299 WINED3DSPR_TEXTURE = 3,
300 WINED3DSPR_RASTOUT = 4,
301 WINED3DSPR_ATTROUT = 5,
302 WINED3DSPR_TEXCRDOUT = 6,
303 WINED3DSPR_OUTPUT = 6,
304 WINED3DSPR_CONSTINT = 7,
305 WINED3DSPR_COLOROUT = 8,
306 WINED3DSPR_DEPTHOUT = 9,
307 WINED3DSPR_SAMPLER = 10,
308 WINED3DSPR_CONST2 = 11,
309 WINED3DSPR_CONST3 = 12,
310 WINED3DSPR_CONST4 = 13,
311 WINED3DSPR_CONSTBOOL = 14,
312 WINED3DSPR_LOOP = 15,
313 WINED3DSPR_TEMPFLOAT16 = 16,
314 WINED3DSPR_MISCTYPE = 17,
315 WINED3DSPR_LABEL = 18,
316 WINED3DSPR_PREDICATE = 19,
317 WINED3DSPR_IMMCONST,
318 WINED3DSPR_CONSTBUFFER,
319 WINED3DSPR_PRIMID,
320 WINED3DSPR_NULL,
321 WINED3DSPR_RESOURCE,
324 enum wined3d_data_type
326 WINED3D_DATA_FLOAT,
327 WINED3D_DATA_INT,
328 WINED3D_DATA_RESOURCE,
329 WINED3D_DATA_SAMPLER,
330 WINED3D_DATA_UINT,
333 enum wined3d_immconst_type
335 WINED3D_IMMCONST_SCALAR,
336 WINED3D_IMMCONST_VEC4,
339 #define WINED3DSP_NOSWIZZLE (0 | (1 << 2) | (2 << 4) | (3 << 6))
341 enum wined3d_shader_src_modifier
343 WINED3DSPSM_NONE = 0,
344 WINED3DSPSM_NEG = 1,
345 WINED3DSPSM_BIAS = 2,
346 WINED3DSPSM_BIASNEG = 3,
347 WINED3DSPSM_SIGN = 4,
348 WINED3DSPSM_SIGNNEG = 5,
349 WINED3DSPSM_COMP = 6,
350 WINED3DSPSM_X2 = 7,
351 WINED3DSPSM_X2NEG = 8,
352 WINED3DSPSM_DZ = 9,
353 WINED3DSPSM_DW = 10,
354 WINED3DSPSM_ABS = 11,
355 WINED3DSPSM_ABSNEG = 12,
356 WINED3DSPSM_NOT = 13,
359 #define WINED3DSP_WRITEMASK_0 0x1 /* .x r */
360 #define WINED3DSP_WRITEMASK_1 0x2 /* .y g */
361 #define WINED3DSP_WRITEMASK_2 0x4 /* .z b */
362 #define WINED3DSP_WRITEMASK_3 0x8 /* .w a */
363 #define WINED3DSP_WRITEMASK_ALL 0xf /* all */
365 enum wined3d_shader_dst_modifier
367 WINED3DSPDM_NONE = 0,
368 WINED3DSPDM_SATURATE = 1,
369 WINED3DSPDM_PARTIALPRECISION = 2,
370 WINED3DSPDM_MSAMPCENTROID = 4,
373 /* Undocumented opcode control to identify projective texture lookups in ps 2.0 and later */
374 #define WINED3DSI_TEXLD_PROJECT 0x1
375 #define WINED3DSI_TEXLD_BIAS 0x2
376 #define WINED3DSI_INDEXED_DYNAMIC 0x4
378 enum wined3d_shader_rel_op
380 WINED3D_SHADER_REL_OP_GT = 1,
381 WINED3D_SHADER_REL_OP_EQ = 2,
382 WINED3D_SHADER_REL_OP_GE = 3,
383 WINED3D_SHADER_REL_OP_LT = 4,
384 WINED3D_SHADER_REL_OP_NE = 5,
385 WINED3D_SHADER_REL_OP_LE = 6,
388 #define WINED3D_SM1_VS 0xfffe
389 #define WINED3D_SM1_PS 0xffff
390 #define WINED3D_SM4_PS 0x0000
391 #define WINED3D_SM4_VS 0x0001
392 #define WINED3D_SM4_GS 0x0002
394 /* Shader version tokens, and shader end tokens */
395 #define WINED3DPS_VERSION(major, minor) ((WINED3D_SM1_PS << 16) | ((major) << 8) | (minor))
396 #define WINED3DVS_VERSION(major, minor) ((WINED3D_SM1_VS << 16) | ((major) << 8) | (minor))
398 /* Shader backends */
400 /* TODO: Make this dynamic, based on shader limits ? */
401 #define MAX_ATTRIBS 16
402 #define MAX_REG_ADDR 1
403 #define MAX_REG_TEMP 32
404 #define MAX_REG_TEXCRD 8
405 #define MAX_REG_INPUT 32
406 #define MAX_REG_OUTPUT 32
407 #define MAX_CONST_I 16
408 #define MAX_CONST_B 16
409 #define WINED3D_MAX_CBS 15
411 /* FIXME: This needs to go up to 2048 for
412 * Shader model 3 according to msdn (and for software shaders) */
413 #define MAX_LABELS 16
415 struct wined3d_shader_buffer
417 char *buffer;
418 unsigned int buffer_size;
419 unsigned int content_size;
420 unsigned int lineNo;
421 BOOL newline;
424 enum WINED3D_SHADER_INSTRUCTION_HANDLER
426 WINED3DSIH_ABS,
427 WINED3DSIH_ADD,
428 WINED3DSIH_AND,
429 WINED3DSIH_BEM,
430 WINED3DSIH_BREAK,
431 WINED3DSIH_BREAKC,
432 WINED3DSIH_BREAKP,
433 WINED3DSIH_CALL,
434 WINED3DSIH_CALLNZ,
435 WINED3DSIH_CMP,
436 WINED3DSIH_CND,
437 WINED3DSIH_CRS,
438 WINED3DSIH_CUT,
439 WINED3DSIH_DCL,
440 WINED3DSIH_DCL_CONSTANT_BUFFER,
441 WINED3DSIH_DCL_INPUT_PRIMITIVE,
442 WINED3DSIH_DCL_OUTPUT_TOPOLOGY,
443 WINED3DSIH_DCL_VERTICES_OUT,
444 WINED3DSIH_DEF,
445 WINED3DSIH_DEFB,
446 WINED3DSIH_DEFI,
447 WINED3DSIH_DIV,
448 WINED3DSIH_DP2ADD,
449 WINED3DSIH_DP3,
450 WINED3DSIH_DP4,
451 WINED3DSIH_DST,
452 WINED3DSIH_DSX,
453 WINED3DSIH_DSY,
454 WINED3DSIH_ELSE,
455 WINED3DSIH_EMIT,
456 WINED3DSIH_ENDIF,
457 WINED3DSIH_ENDLOOP,
458 WINED3DSIH_ENDREP,
459 WINED3DSIH_EQ,
460 WINED3DSIH_EXP,
461 WINED3DSIH_EXPP,
462 WINED3DSIH_FRC,
463 WINED3DSIH_FTOI,
464 WINED3DSIH_GE,
465 WINED3DSIH_IADD,
466 WINED3DSIH_IEQ,
467 WINED3DSIH_IF,
468 WINED3DSIH_IFC,
469 WINED3DSIH_IGE,
470 WINED3DSIH_IMUL,
471 WINED3DSIH_ITOF,
472 WINED3DSIH_LABEL,
473 WINED3DSIH_LD,
474 WINED3DSIH_LIT,
475 WINED3DSIH_LOG,
476 WINED3DSIH_LOGP,
477 WINED3DSIH_LOOP,
478 WINED3DSIH_LRP,
479 WINED3DSIH_LT,
480 WINED3DSIH_M3x2,
481 WINED3DSIH_M3x3,
482 WINED3DSIH_M3x4,
483 WINED3DSIH_M4x3,
484 WINED3DSIH_M4x4,
485 WINED3DSIH_MAD,
486 WINED3DSIH_MAX,
487 WINED3DSIH_MIN,
488 WINED3DSIH_MOV,
489 WINED3DSIH_MOVA,
490 WINED3DSIH_MOVC,
491 WINED3DSIH_MUL,
492 WINED3DSIH_NOP,
493 WINED3DSIH_NRM,
494 WINED3DSIH_PHASE,
495 WINED3DSIH_POW,
496 WINED3DSIH_RCP,
497 WINED3DSIH_REP,
498 WINED3DSIH_RET,
499 WINED3DSIH_ROUND_NI,
500 WINED3DSIH_RSQ,
501 WINED3DSIH_SAMPLE,
502 WINED3DSIH_SAMPLE_GRAD,
503 WINED3DSIH_SAMPLE_LOD,
504 WINED3DSIH_SETP,
505 WINED3DSIH_SGE,
506 WINED3DSIH_SGN,
507 WINED3DSIH_SINCOS,
508 WINED3DSIH_SLT,
509 WINED3DSIH_SQRT,
510 WINED3DSIH_SUB,
511 WINED3DSIH_TEX,
512 WINED3DSIH_TEXBEM,
513 WINED3DSIH_TEXBEML,
514 WINED3DSIH_TEXCOORD,
515 WINED3DSIH_TEXDEPTH,
516 WINED3DSIH_TEXDP3,
517 WINED3DSIH_TEXDP3TEX,
518 WINED3DSIH_TEXKILL,
519 WINED3DSIH_TEXLDD,
520 WINED3DSIH_TEXLDL,
521 WINED3DSIH_TEXM3x2DEPTH,
522 WINED3DSIH_TEXM3x2PAD,
523 WINED3DSIH_TEXM3x2TEX,
524 WINED3DSIH_TEXM3x3,
525 WINED3DSIH_TEXM3x3DIFF,
526 WINED3DSIH_TEXM3x3PAD,
527 WINED3DSIH_TEXM3x3SPEC,
528 WINED3DSIH_TEXM3x3TEX,
529 WINED3DSIH_TEXM3x3VSPEC,
530 WINED3DSIH_TEXREG2AR,
531 WINED3DSIH_TEXREG2GB,
532 WINED3DSIH_TEXREG2RGB,
533 WINED3DSIH_UDIV,
534 WINED3DSIH_USHR,
535 WINED3DSIH_UTOF,
536 WINED3DSIH_XOR,
537 WINED3DSIH_TABLE_SIZE
540 enum wined3d_shader_type
542 WINED3D_SHADER_TYPE_PIXEL,
543 WINED3D_SHADER_TYPE_VERTEX,
544 WINED3D_SHADER_TYPE_GEOMETRY,
545 WINED3D_SHADER_TYPE_COUNT,
548 struct wined3d_shader_version
550 enum wined3d_shader_type type;
551 BYTE major;
552 BYTE minor;
555 #define WINED3D_SHADER_VERSION(major, minor) (((major) << 8) | (minor))
557 struct wined3d_shader_reg_maps
559 struct wined3d_shader_version shader_version;
560 BYTE texcoord; /* MAX_REG_TEXCRD, 8 */
561 BYTE address; /* MAX_REG_ADDR, 1 */
562 WORD labels; /* MAX_LABELS, 16 */
563 DWORD temporary; /* MAX_REG_TEMP, 32 */
564 DWORD *constf; /* pixel, vertex */
565 DWORD texcoord_mask[MAX_REG_TEXCRD]; /* vertex < 3.0 */
566 DWORD input_registers; /* max(MAX_REG_INPUT, MAX_ATTRIBS), 32 */
567 DWORD output_registers; /* MAX_REG_OUTPUT, 32 */
568 WORD integer_constants; /* MAX_CONST_I, 16 */
569 WORD boolean_constants; /* MAX_CONST_B, 16 */
570 WORD local_int_consts; /* MAX_CONST_I, 16 */
571 WORD local_bool_consts; /* MAX_CONST_B, 16 */
572 UINT cb_sizes[WINED3D_MAX_CBS];
574 enum wined3d_sampler_texture_type sampler_type[max(MAX_FRAGMENT_SAMPLERS, MAX_VERTEX_SAMPLERS)];
575 BYTE bumpmat; /* MAX_TEXTURES, 8 */
576 BYTE luminanceparams; /* MAX_TEXTURES, 8 */
578 WORD usesnrm : 1;
579 WORD vpos : 1;
580 WORD usesdsx : 1;
581 WORD usesdsy : 1;
582 WORD usestexldd : 1;
583 WORD usesmova : 1;
584 WORD usesfacing : 1;
585 WORD usesrelconstF : 1;
586 WORD fog : 1;
587 WORD usestexldl : 1;
588 WORD usesifc : 1;
589 WORD usescall : 1;
590 WORD usespow : 1;
591 WORD padding : 3;
593 DWORD rt_mask; /* Used render targets, 32 max. */
595 /* Whether or not loops are used in this shader, and nesting depth */
596 unsigned loop_depth;
597 UINT min_rel_offset, max_rel_offset;
600 /* Keeps track of details for TEX_M#x# instructions which need to maintain
601 * state information between multiple instructions. */
602 struct wined3d_shader_tex_mx
604 unsigned int current_row;
605 DWORD texcoord_w[2];
608 struct wined3d_shader_loop_state
610 UINT current_depth;
611 UINT current_reg;
614 struct wined3d_shader_context
616 const struct wined3d_shader *shader;
617 const struct wined3d_gl_info *gl_info;
618 const struct wined3d_shader_reg_maps *reg_maps;
619 struct wined3d_shader_buffer *buffer;
620 struct wined3d_shader_tex_mx *tex_mx;
621 struct wined3d_shader_loop_state *loop_state;
622 void *backend_data;
625 struct wined3d_shader_register_index
627 const struct wined3d_shader_src_param *rel_addr;
628 unsigned int offset;
631 struct wined3d_shader_register
633 enum wined3d_shader_register_type type;
634 enum wined3d_data_type data_type;
635 struct wined3d_shader_register_index idx[2];
636 enum wined3d_immconst_type immconst_type;
637 DWORD immconst_data[4];
640 struct wined3d_shader_dst_param
642 struct wined3d_shader_register reg;
643 DWORD write_mask;
644 DWORD modifiers;
645 DWORD shift;
648 struct wined3d_shader_src_param
650 struct wined3d_shader_register reg;
651 DWORD swizzle;
652 enum wined3d_shader_src_modifier modifiers;
655 struct wined3d_shader_semantic
657 enum wined3d_decl_usage usage;
658 UINT usage_idx;
659 enum wined3d_sampler_texture_type sampler_type;
660 struct wined3d_shader_dst_param reg;
663 struct wined3d_shader_instruction
665 const struct wined3d_shader_context *ctx;
666 enum WINED3D_SHADER_INSTRUCTION_HANDLER handler_idx;
667 DWORD flags;
668 BOOL coissue;
669 const struct wined3d_shader_src_param *predicate;
670 UINT dst_count;
671 const struct wined3d_shader_dst_param *dst;
672 UINT src_count;
673 const struct wined3d_shader_src_param *src;
674 union
676 struct wined3d_shader_semantic semantic;
677 enum wined3d_primitive_type primitive_type;
678 struct wined3d_shader_src_param src;
679 UINT count;
680 } declaration;
683 struct wined3d_shader_attribute
685 enum wined3d_decl_usage usage;
686 UINT usage_idx;
689 struct wined3d_shader_loop_control
691 unsigned int count;
692 unsigned int start;
693 int step;
696 struct wined3d_shader_frontend
698 void *(*shader_init)(const DWORD *ptr, const struct wined3d_shader_signature *output_signature);
699 void (*shader_free)(void *data);
700 void (*shader_read_header)(void *data, const DWORD **ptr, struct wined3d_shader_version *shader_version);
701 void (*shader_read_instruction)(void *data, const DWORD **ptr, struct wined3d_shader_instruction *ins);
702 BOOL (*shader_is_end)(void *data, const DWORD **ptr);
705 extern const struct wined3d_shader_frontend sm1_shader_frontend DECLSPEC_HIDDEN;
706 extern const struct wined3d_shader_frontend sm4_shader_frontend DECLSPEC_HIDDEN;
708 typedef void (*SHADER_HANDLER)(const struct wined3d_shader_instruction *);
710 #define WINED3D_SHADER_CAP_VS_CLIPPING 0x00000001
711 #define WINED3D_SHADER_CAP_SRGB_WRITE 0x00000002
713 struct shader_caps
715 UINT vs_version;
716 UINT gs_version;
717 UINT ps_version;
719 DWORD vs_uniform_count;
720 DWORD ps_uniform_count;
721 float ps_1x_max_value;
723 DWORD wined3d_caps;
726 enum tex_types
728 tex_1d = 0,
729 tex_2d = 1,
730 tex_3d = 2,
731 tex_cube = 3,
732 tex_rect = 4,
733 tex_type_count = 5,
736 enum vertexprocessing_mode {
737 fixedfunction,
738 vertexshader,
739 pretransformed
742 #define WINED3D_CONST_NUM_UNUSED ~0U
744 enum wined3d_ffp_ps_fog_mode
746 WINED3D_FFP_PS_FOG_OFF,
747 WINED3D_FFP_PS_FOG_LINEAR,
748 WINED3D_FFP_PS_FOG_EXP,
749 WINED3D_FFP_PS_FOG_EXP2,
752 /* Stateblock dependent parameters which have to be hardcoded
753 * into the shader code
756 #define WINED3D_PSARGS_PROJECTED (1 << 3)
757 #define WINED3D_PSARGS_TEXTRANSFORM_SHIFT 4
758 #define WINED3D_PSARGS_TEXTRANSFORM_MASK 0xf
759 #define WINED3D_PSARGS_TEXTYPE_SHIFT 2
760 #define WINED3D_PSARGS_TEXTYPE_MASK 0x3
762 /* Similar to tex_types, except that it doesn't have 1d textures
763 * (can't be bound), rect textures (handled via np2_fixup) and
764 * none / unknown (treated as 2d and handled via dummy textures). */
765 enum wined3d_shader_tex_types
767 WINED3D_SHADER_TEX_2D = 0,
768 WINED3D_SHADER_TEX_3D = 1,
769 WINED3D_SHADER_TEX_CUBE = 2,
772 struct ps_compile_args {
773 struct color_fixup_desc color_fixup[MAX_FRAGMENT_SAMPLERS];
774 enum vertexprocessing_mode vp_mode;
775 enum wined3d_ffp_ps_fog_mode fog;
776 WORD tex_transform; /* ps 1.0-1.3, 4 textures */
777 WORD tex_types; /* ps 1.0 - 1.4, 6 textures */
778 WORD srgb_correction;
779 WORD np2_fixup;
780 /* Bitmap for NP2 texcoord fixups (16 samplers max currently).
781 D3D9 has a limit of 16 samplers and the fixup is superfluous
782 in D3D10 (unconditional NP2 support mandatory). */
783 WORD shadow; /* MAX_FRAGMENT_SAMPLERS, 16 */
786 enum fog_src_type {
787 VS_FOG_Z = 0,
788 VS_FOG_COORD = 1
791 struct vs_compile_args {
792 BYTE fog_src;
793 BYTE clip_enabled;
794 WORD swizzle_map; /* MAX_ATTRIBS, 16 */
797 struct wined3d_context;
798 struct wined3d_state;
799 struct fragment_pipeline;
800 struct wined3d_vertex_pipe_ops;
802 struct wined3d_shader_backend_ops
804 void (*shader_handle_instruction)(const struct wined3d_shader_instruction *);
805 void (*shader_select)(void *shader_priv, struct wined3d_context *context,
806 const struct wined3d_state *state);
807 void (*shader_disable)(void *shader_priv, struct wined3d_context *context);
808 void (*shader_select_depth_blt)(void *shader_priv, const struct wined3d_gl_info *gl_info,
809 enum tex_types tex_type, const SIZE *ds_mask_size);
810 void (*shader_deselect_depth_blt)(void *shader_priv, const struct wined3d_gl_info *gl_info);
811 void (*shader_update_float_vertex_constants)(struct wined3d_device *device, UINT start, UINT count);
812 void (*shader_update_float_pixel_constants)(struct wined3d_device *device, UINT start, UINT count);
813 void (*shader_load_constants)(void *shader_priv, struct wined3d_context *context,
814 const struct wined3d_state *state);
815 void (*shader_destroy)(struct wined3d_shader *shader);
816 HRESULT (*shader_alloc_private)(struct wined3d_device *device, const struct wined3d_vertex_pipe_ops *vertex_pipe,
817 const struct fragment_pipeline *fragment_pipe);
818 void (*shader_free_private)(struct wined3d_device *device);
819 BOOL (*shader_allocate_context_data)(struct wined3d_context *context);
820 void (*shader_free_context_data)(struct wined3d_context *context);
821 void (*shader_get_caps)(const struct wined3d_gl_info *gl_info, struct shader_caps *caps);
822 BOOL (*shader_color_fixup_supported)(struct color_fixup_desc fixup);
823 BOOL (*shader_has_ffp_proj_control)(void *shader_priv);
826 extern const struct wined3d_shader_backend_ops glsl_shader_backend DECLSPEC_HIDDEN;
827 extern const struct wined3d_shader_backend_ops arb_program_shader_backend DECLSPEC_HIDDEN;
828 extern const struct wined3d_shader_backend_ops none_shader_backend DECLSPEC_HIDDEN;
830 #define GL_EXTCALL(f) (gl_info->gl_ops.ext.p_##f)
832 #define D3DCOLOR_B_R(dw) (((dw) >> 16) & 0xff)
833 #define D3DCOLOR_B_G(dw) (((dw) >> 8) & 0xff)
834 #define D3DCOLOR_B_B(dw) (((dw) >> 0) & 0xff)
835 #define D3DCOLOR_B_A(dw) (((dw) >> 24) & 0xff)
837 #define D3DCOLOR_R(dw) (((float) (((dw) >> 16) & 0xff)) / 255.0f)
838 #define D3DCOLOR_G(dw) (((float) (((dw) >> 8) & 0xff)) / 255.0f)
839 #define D3DCOLOR_B(dw) (((float) (((dw) >> 0) & 0xff)) / 255.0f)
840 #define D3DCOLOR_A(dw) (((float) (((dw) >> 24) & 0xff)) / 255.0f)
842 #define D3DCOLORTOGLFLOAT4(dw, vec) do { \
843 (vec)[0] = D3DCOLOR_R(dw); \
844 (vec)[1] = D3DCOLOR_G(dw); \
845 (vec)[2] = D3DCOLOR_B(dw); \
846 (vec)[3] = D3DCOLOR_A(dw); \
847 } while(0)
849 #define HIGHEST_TRANSFORMSTATE WINED3D_TS_WORLD_MATRIX(255) /* Highest value in wined3d_transform_state. */
851 /* Checking of API calls */
852 /* --------------------- */
853 #ifndef WINE_NO_DEBUG_MSGS
854 #define checkGLcall(A) \
855 do { \
856 GLint err; \
857 if (!__WINE_IS_DEBUG_ON(_ERR, __wine_dbch___default)) break; \
858 err = gl_info->gl_ops.gl.p_glGetError(); \
859 if (err == GL_NO_ERROR) { \
860 TRACE("%s call ok %s / %d\n", A, __FILE__, __LINE__); \
862 } else do { \
863 ERR(">>>>>>>>>>>>>>>>> %s (%#x) from %s @ %s / %d\n", \
864 debug_glerror(err), err, A, __FILE__, __LINE__); \
865 err = gl_info->gl_ops.gl.p_glGetError(); \
866 } while (err != GL_NO_ERROR); \
867 } while(0)
868 #else
869 #define checkGLcall(A) do {} while(0)
870 #endif
872 enum wined3d_ffp_idx
874 WINED3D_FFP_POSITION = 0,
875 WINED3D_FFP_BLENDWEIGHT = 1,
876 WINED3D_FFP_BLENDINDICES = 2,
877 WINED3D_FFP_NORMAL = 3,
878 WINED3D_FFP_PSIZE = 4,
879 WINED3D_FFP_DIFFUSE = 5,
880 WINED3D_FFP_SPECULAR = 6,
881 WINED3D_FFP_TEXCOORD0 = 7,
882 WINED3D_FFP_TEXCOORD1 = 8,
883 WINED3D_FFP_TEXCOORD2 = 9,
884 WINED3D_FFP_TEXCOORD3 = 10,
885 WINED3D_FFP_TEXCOORD4 = 11,
886 WINED3D_FFP_TEXCOORD5 = 12,
887 WINED3D_FFP_TEXCOORD6 = 13,
888 WINED3D_FFP_TEXCOORD7 = 14,
891 enum wined3d_ffp_emit_idx
893 WINED3D_FFP_EMIT_FLOAT1 = 0,
894 WINED3D_FFP_EMIT_FLOAT2 = 1,
895 WINED3D_FFP_EMIT_FLOAT3 = 2,
896 WINED3D_FFP_EMIT_FLOAT4 = 3,
897 WINED3D_FFP_EMIT_D3DCOLOR = 4,
898 WINED3D_FFP_EMIT_UBYTE4 = 5,
899 WINED3D_FFP_EMIT_SHORT2 = 6,
900 WINED3D_FFP_EMIT_SHORT4 = 7,
901 WINED3D_FFP_EMIT_UBYTE4N = 8,
902 WINED3D_FFP_EMIT_SHORT2N = 9,
903 WINED3D_FFP_EMIT_SHORT4N = 10,
904 WINED3D_FFP_EMIT_USHORT2N = 11,
905 WINED3D_FFP_EMIT_USHORT4N = 12,
906 WINED3D_FFP_EMIT_UDEC3 = 13,
907 WINED3D_FFP_EMIT_DEC3N = 14,
908 WINED3D_FFP_EMIT_FLOAT16_2 = 15,
909 WINED3D_FFP_EMIT_FLOAT16_4 = 16,
910 WINED3D_FFP_EMIT_INVALID = 17,
911 WINED3D_FFP_EMIT_COUNT = 18
914 struct wined3d_bo_address
916 GLuint buffer_object;
917 BYTE *addr;
920 struct wined3d_stream_info_element
922 const struct wined3d_format *format;
923 struct wined3d_bo_address data;
924 GLsizei stride;
925 UINT stream_idx;
928 struct wined3d_stream_info
930 struct wined3d_stream_info_element elements[MAX_ATTRIBS];
931 DWORD position_transformed : 1;
932 DWORD all_vbo : 1;
933 WORD swizzle_map; /* MAX_ATTRIBS, 16 */
934 WORD use_map; /* MAX_ATTRIBS, 16 */
937 void draw_primitive(struct wined3d_device *device, UINT start_idx, UINT index_count,
938 UINT start_instance, UINT instance_count, BOOL indexed) DECLSPEC_HIDDEN;
939 DWORD get_flexible_vertex_size(DWORD d3dvtVertexType) DECLSPEC_HIDDEN;
941 #define eps 1e-8
943 #define GET_TEXCOORD_SIZE_FROM_FVF(d3dvtVertexType, tex_num) \
944 (((((d3dvtVertexType) >> (16 + (2 * (tex_num)))) + 1) & 0x03) + 1)
946 /* Routines and structures related to state management */
948 #define STATE_RENDER(a) (a)
949 #define STATE_IS_RENDER(a) ((a) >= STATE_RENDER(1) && (a) <= STATE_RENDER(WINEHIGHEST_RENDER_STATE))
951 #define STATE_TEXTURESTAGE(stage, num) (STATE_RENDER(WINEHIGHEST_RENDER_STATE) + 1 + (stage) * (WINED3D_HIGHEST_TEXTURE_STATE + 1) + (num))
952 #define STATE_IS_TEXTURESTAGE(a) ((a) >= STATE_TEXTURESTAGE(0, 1) && (a) <= STATE_TEXTURESTAGE(MAX_TEXTURES - 1, WINED3D_HIGHEST_TEXTURE_STATE))
954 /* + 1 because samplers start with 0 */
955 #define STATE_SAMPLER(num) (STATE_TEXTURESTAGE(MAX_TEXTURES - 1, WINED3D_HIGHEST_TEXTURE_STATE) + 1 + (num))
956 #define STATE_IS_SAMPLER(num) ((num) >= STATE_SAMPLER(0) && (num) <= STATE_SAMPLER(MAX_COMBINED_SAMPLERS - 1))
958 #define STATE_SHADER(a) (STATE_SAMPLER(MAX_COMBINED_SAMPLERS) + (a))
959 #define STATE_IS_SHADER(a) ((a) >= STATE_SHADER(0) && (a) < STATE_SHADER(WINED3D_SHADER_TYPE_COUNT))
961 #define STATE_TRANSFORM(a) (STATE_SHADER(WINED3D_SHADER_TYPE_COUNT) + (a) - 1)
962 #define STATE_IS_TRANSFORM(a) ((a) >= STATE_TRANSFORM(1) && (a) <= STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(255)))
964 #define STATE_STREAMSRC (STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(255)) + 1)
965 #define STATE_IS_STREAMSRC(a) ((a) == STATE_STREAMSRC)
966 #define STATE_INDEXBUFFER (STATE_STREAMSRC + 1)
967 #define STATE_IS_INDEXBUFFER(a) ((a) == STATE_INDEXBUFFER)
969 #define STATE_VDECL (STATE_INDEXBUFFER + 1)
970 #define STATE_IS_VDECL(a) ((a) == STATE_VDECL)
972 #define STATE_VIEWPORT (STATE_VDECL + 1)
973 #define STATE_IS_VIEWPORT(a) ((a) == STATE_VIEWPORT)
975 #define STATE_LIGHT_TYPE (STATE_VIEWPORT + 1)
976 #define STATE_IS_LIGHT_TYPE(a) ((a) == STATE_LIGHT_TYPE)
977 #define STATE_ACTIVELIGHT(a) (STATE_LIGHT_TYPE + 1 + (a))
978 #define STATE_IS_ACTIVELIGHT(a) ((a) >= STATE_ACTIVELIGHT(0) && (a) < STATE_ACTIVELIGHT(MAX_ACTIVE_LIGHTS))
980 #define STATE_SCISSORRECT (STATE_ACTIVELIGHT(MAX_ACTIVE_LIGHTS - 1) + 1)
981 #define STATE_IS_SCISSORRECT(a) ((a) == STATE_SCISSORRECT)
983 #define STATE_CLIPPLANE(a) (STATE_SCISSORRECT + 1 + (a))
984 #define STATE_IS_CLIPPLANE(a) ((a) >= STATE_CLIPPLANE(0) && (a) <= STATE_CLIPPLANE(MAX_CLIPPLANES - 1))
986 #define STATE_MATERIAL (STATE_CLIPPLANE(MAX_CLIPPLANES))
987 #define STATE_IS_MATERIAL(a) ((a) == STATE_MATERIAL)
989 #define STATE_FRONTFACE (STATE_MATERIAL + 1)
990 #define STATE_IS_FRONTFACE(a) ((a) == STATE_FRONTFACE)
992 #define STATE_POINTSPRITECOORDORIGIN (STATE_FRONTFACE + 1)
993 #define STATE_IS_POINTSPRITECOORDORIGIN(a) ((a) == STATE_POINTSPRITECOORDORIGIN)
995 #define STATE_BASEVERTEXINDEX (STATE_POINTSPRITECOORDORIGIN + 1)
996 #define STATE_IS_BASEVERTEXINDEX(a) ((a) == STATE_BASEVERTEXINDEX)
998 #define STATE_FRAMEBUFFER (STATE_BASEVERTEXINDEX + 1)
999 #define STATE_IS_FRAMEBUFFER(a) ((a) == STATE_FRAMEBUFFER)
1001 #define STATE_POINT_SIZE_ENABLE (STATE_FRAMEBUFFER + 1)
1002 #define STATE_IS_POINT_SIZE_ENABLE(a) ((a) == STATE_POINT_SIZE_ENABLE)
1004 #define STATE_HIGHEST (STATE_POINT_SIZE_ENABLE)
1006 enum fogsource {
1007 FOGSOURCE_FFP,
1008 FOGSOURCE_VS,
1009 FOGSOURCE_COORD,
1012 struct wined3d_occlusion_query
1014 struct list entry;
1015 GLuint id;
1016 struct wined3d_context *context;
1019 union wined3d_gl_query_object
1021 GLuint id;
1022 GLsync sync;
1025 struct wined3d_event_query
1027 struct list entry;
1028 union wined3d_gl_query_object object;
1029 struct wined3d_context *context;
1032 enum wined3d_event_query_result
1034 WINED3D_EVENT_QUERY_OK,
1035 WINED3D_EVENT_QUERY_WAITING,
1036 WINED3D_EVENT_QUERY_NOT_STARTED,
1037 WINED3D_EVENT_QUERY_WRONG_THREAD,
1038 WINED3D_EVENT_QUERY_ERROR
1041 void wined3d_event_query_destroy(struct wined3d_event_query *query) DECLSPEC_HIDDEN;
1042 enum wined3d_event_query_result wined3d_event_query_finish(const struct wined3d_event_query *query,
1043 const struct wined3d_device *device) DECLSPEC_HIDDEN;
1044 void wined3d_event_query_issue(struct wined3d_event_query *query, const struct wined3d_device *device) DECLSPEC_HIDDEN;
1045 BOOL wined3d_event_query_supported(const struct wined3d_gl_info *gl_info) DECLSPEC_HIDDEN;
1047 struct wined3d_context
1049 const struct wined3d_gl_info *gl_info;
1050 const struct wined3d_d3d_info *d3d_info;
1051 const struct StateEntry *state_table;
1052 /* State dirtification
1053 * dirtyArray is an array that contains markers for dirty states. numDirtyEntries states are dirty, their numbers are in indices
1054 * 0...numDirtyEntries - 1. isStateDirty is a redundant copy of the dirtyArray. Technically only one of them would be needed,
1055 * 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
1056 * only numDirtyEntries array elements have to be checked, not STATE_HIGHEST states.
1058 DWORD dirtyArray[STATE_HIGHEST + 1]; /* Won't get bigger than that, a state is never marked dirty 2 times */
1059 DWORD numDirtyEntries;
1060 DWORD isStateDirty[STATE_HIGHEST / (sizeof(DWORD) * CHAR_BIT) + 1]; /* Bitmap to find out quickly if a state is dirty */
1062 struct wined3d_swapchain *swapchain;
1063 struct wined3d_surface *current_rt;
1064 DWORD tid; /* Thread ID which owns this context at the moment */
1066 /* Stores some information about the context state for optimization */
1067 DWORD render_offscreen : 1;
1068 DWORD last_was_rhw : 1; /* true iff last draw_primitive was in xyzrhw mode */
1069 DWORD last_was_pshader : 1;
1070 DWORD last_was_vshader : 1;
1071 DWORD namedArraysLoaded : 1;
1072 DWORD numberedArraysLoaded : 1;
1073 DWORD last_was_blit : 1;
1074 DWORD last_was_ckey : 1;
1075 DWORD fog_coord : 1;
1076 DWORD fog_enabled : 1;
1077 DWORD num_untracked_materials : 2; /* Max value 2 */
1078 DWORD current : 1;
1079 DWORD destroyed : 1;
1080 DWORD valid : 1;
1081 DWORD use_immediate_mode_draw : 1;
1082 DWORD texShaderBumpMap : 8; /* MAX_TEXTURES, 8 */
1083 DWORD lastWasPow2Texture : 8; /* MAX_TEXTURES, 8 */
1084 DWORD fixed_function_usage_map : 8; /* MAX_TEXTURES, 8 */
1085 DWORD lowest_disabled_stage : 4; /* Max MAX_TEXTURES, 8 */
1086 DWORD padding : 20;
1087 DWORD shader_update_mask;
1088 DWORD constant_update_mask;
1089 DWORD numbered_array_mask;
1090 GLenum tracking_parm; /* Which source is tracking current colour */
1091 GLenum untracked_materials[2];
1092 UINT blit_w, blit_h;
1093 enum fogsource fog_source;
1094 DWORD active_texture;
1095 DWORD texture_type[MAX_COMBINED_SAMPLERS];
1097 UINT instance_count;
1099 /* The actual opengl context */
1100 UINT level;
1101 HGLRC restore_ctx;
1102 HDC restore_dc;
1103 int restore_pf;
1104 HGLRC glCtx;
1105 HWND win_handle;
1106 HDC hdc;
1107 int pixel_format;
1108 GLint aux_buffers;
1110 void *shader_backend_data;
1112 /* FBOs */
1113 UINT fbo_entry_count;
1114 struct list fbo_list;
1115 struct list fbo_destroy_list;
1116 struct fbo_entry *current_fbo;
1117 GLuint fbo_read_binding;
1118 GLuint fbo_draw_binding;
1119 BOOL rebind_fbo;
1120 struct wined3d_surface **blit_targets;
1121 GLenum *draw_buffers;
1122 DWORD draw_buffers_mask; /* Enabled draw buffers, 31 max. */
1124 /* Queries */
1125 GLuint *free_occlusion_queries;
1126 UINT free_occlusion_query_size;
1127 UINT free_occlusion_query_count;
1128 struct list occlusion_queries;
1130 union wined3d_gl_query_object *free_event_queries;
1131 UINT free_event_query_size;
1132 UINT free_event_query_count;
1133 struct list event_queries;
1135 struct wined3d_stream_info stream_info;
1137 /* Fences for GL_APPLE_flush_buffer_range */
1138 struct wined3d_event_query *buffer_queries[MAX_ATTRIBS];
1139 unsigned int num_buffer_queries;
1141 DWORD tex_unit_map[MAX_COMBINED_SAMPLERS];
1142 DWORD rev_tex_unit_map[MAX_COMBINED_SAMPLERS];
1144 /* Extension emulation */
1145 GLint gl_fog_source;
1146 GLfloat fog_coord_value;
1147 GLfloat color[4], fogstart, fogend, fogcolor[4];
1148 GLuint dummy_arbfp_prog;
1151 struct wined3d_fb_state
1153 struct wined3d_surface **render_targets;
1154 struct wined3d_surface *depth_stencil;
1157 typedef void (*APPLYSTATEFUNC)(struct wined3d_context *ctx, const struct wined3d_state *state, DWORD state_id);
1159 struct StateEntry
1161 DWORD representative;
1162 APPLYSTATEFUNC apply;
1165 struct StateEntryTemplate
1167 DWORD state;
1168 struct StateEntry content;
1169 enum wined3d_gl_extension extension;
1172 #define WINED3D_FRAGMENT_CAP_PROJ_CONTROL 0x00000001
1173 #define WINED3D_FRAGMENT_CAP_SRGB_WRITE 0x00000002
1175 struct fragment_caps
1177 DWORD wined3d_caps;
1178 DWORD PrimitiveMiscCaps;
1179 DWORD TextureOpCaps;
1180 DWORD MaxTextureBlendStages;
1181 DWORD MaxSimultaneousTextures;
1184 struct fragment_pipeline
1186 void (*enable_extension)(const struct wined3d_gl_info *gl_info, BOOL enable);
1187 void (*get_caps)(const struct wined3d_gl_info *gl_info, struct fragment_caps *caps);
1188 void *(*alloc_private)(const struct wined3d_shader_backend_ops *shader_backend, void *shader_priv);
1189 void (*free_private)(struct wined3d_device *device);
1190 BOOL (*color_fixup_supported)(struct color_fixup_desc fixup);
1191 const struct StateEntryTemplate *states;
1194 struct wined3d_vertex_caps
1196 BOOL xyzrhw;
1197 DWORD max_active_lights;
1198 DWORD max_vertex_blend_matrices;
1199 DWORD max_vertex_blend_matrix_index;
1200 DWORD vertex_processing_caps;
1201 DWORD fvf_caps;
1202 DWORD max_user_clip_planes;
1203 DWORD raster_caps;
1206 struct wined3d_vertex_pipe_ops
1208 void (*vp_enable)(const struct wined3d_gl_info *gl_info, BOOL enable);
1209 void (*vp_get_caps)(const struct wined3d_gl_info *gl_info, struct wined3d_vertex_caps *caps);
1210 void *(*vp_alloc)(const struct wined3d_shader_backend_ops *shader_backend, void *shader_priv);
1211 void (*vp_free)(struct wined3d_device *device);
1212 const struct StateEntryTemplate *vp_states;
1215 extern const struct StateEntryTemplate misc_state_template[] DECLSPEC_HIDDEN;
1216 extern const struct fragment_pipeline none_fragment_pipe DECLSPEC_HIDDEN;
1217 extern const struct fragment_pipeline ffp_fragment_pipeline DECLSPEC_HIDDEN;
1218 extern const struct fragment_pipeline atifs_fragment_pipeline DECLSPEC_HIDDEN;
1219 extern const struct fragment_pipeline arbfp_fragment_pipeline DECLSPEC_HIDDEN;
1220 extern const struct fragment_pipeline nvts_fragment_pipeline DECLSPEC_HIDDEN;
1221 extern const struct fragment_pipeline nvrc_fragment_pipeline DECLSPEC_HIDDEN;
1222 extern const struct fragment_pipeline glsl_fragment_pipe DECLSPEC_HIDDEN;
1224 extern const struct wined3d_vertex_pipe_ops none_vertex_pipe DECLSPEC_HIDDEN;
1225 extern const struct wined3d_vertex_pipe_ops ffp_vertex_pipe DECLSPEC_HIDDEN;
1226 extern const struct wined3d_vertex_pipe_ops glsl_vertex_pipe DECLSPEC_HIDDEN;
1228 /* "Base" state table */
1229 HRESULT compile_state_table(struct StateEntry *StateTable, APPLYSTATEFUNC **dev_multistate_funcs,
1230 const struct wined3d_gl_info *gl_info, const struct wined3d_d3d_info *d3d_info,
1231 const struct wined3d_vertex_pipe_ops *vertex, const struct fragment_pipeline *fragment,
1232 const struct StateEntryTemplate *misc) DECLSPEC_HIDDEN;
1234 enum wined3d_blit_op
1236 WINED3D_BLIT_OP_COLOR_BLIT,
1237 WINED3D_BLIT_OP_COLOR_FILL,
1238 WINED3D_BLIT_OP_DEPTH_FILL,
1239 WINED3D_BLIT_OP_DEPTH_BLIT,
1242 /* Shaders for color conversions in blits. Do not do blit operations while
1243 * already under the GL lock. */
1244 struct blit_shader
1246 HRESULT (*alloc_private)(struct wined3d_device *device);
1247 void (*free_private)(struct wined3d_device *device);
1248 HRESULT (*set_shader)(void *blit_priv, struct wined3d_context *context, const struct wined3d_surface *surface);
1249 void (*unset_shader)(const struct wined3d_gl_info *gl_info);
1250 BOOL (*blit_supported)(const struct wined3d_gl_info *gl_info, enum wined3d_blit_op blit_op,
1251 const RECT *src_rect, DWORD src_usage, enum wined3d_pool src_pool, const struct wined3d_format *src_format,
1252 const RECT *dst_rect, DWORD dst_usage, enum wined3d_pool dst_pool, const struct wined3d_format *dst_format);
1253 HRESULT (*color_fill)(struct wined3d_device *device, struct wined3d_surface *dst_surface,
1254 const RECT *dst_rect, const struct wined3d_color *color);
1255 HRESULT (*depth_fill)(struct wined3d_device *device,
1256 struct wined3d_surface *surface, const RECT *rect, float depth);
1259 extern const struct blit_shader ffp_blit DECLSPEC_HIDDEN;
1260 extern const struct blit_shader arbfp_blit DECLSPEC_HIDDEN;
1261 extern const struct blit_shader cpu_blit DECLSPEC_HIDDEN;
1263 const struct blit_shader *wined3d_select_blitter(const struct wined3d_gl_info *gl_info, enum wined3d_blit_op blit_op,
1264 const RECT *src_rect, DWORD src_usage, enum wined3d_pool src_pool, const struct wined3d_format *src_format,
1265 const RECT *dst_rect, DWORD dst_usage, enum wined3d_pool dst_pool, const struct wined3d_format *dst_format)
1266 DECLSPEC_HIDDEN;
1268 /* Temporary blit_shader helper functions */
1269 HRESULT arbfp_blit_surface(struct wined3d_device *device, DWORD filter,
1270 struct wined3d_surface *src_surface, const RECT *src_rect,
1271 struct wined3d_surface *dst_surface, const RECT *dst_rect) DECLSPEC_HIDDEN;
1273 struct wined3d_context *context_acquire(const struct wined3d_device *device,
1274 struct wined3d_surface *target) DECLSPEC_HIDDEN;
1275 void context_alloc_event_query(struct wined3d_context *context,
1276 struct wined3d_event_query *query) DECLSPEC_HIDDEN;
1277 void context_alloc_occlusion_query(struct wined3d_context *context,
1278 struct wined3d_occlusion_query *query) DECLSPEC_HIDDEN;
1279 void context_apply_blit_state(struct wined3d_context *context, const struct wined3d_device *device) DECLSPEC_HIDDEN;
1280 BOOL context_apply_clear_state(struct wined3d_context *context, const struct wined3d_device *device,
1281 UINT rt_count, const struct wined3d_fb_state *fb) DECLSPEC_HIDDEN;
1282 BOOL context_apply_draw_state(struct wined3d_context *context, struct wined3d_device *device) DECLSPEC_HIDDEN;
1283 void context_apply_fbo_state_blit(struct wined3d_context *context, GLenum target,
1284 struct wined3d_surface *render_target, struct wined3d_surface *depth_stencil, DWORD location) DECLSPEC_HIDDEN;
1285 void context_active_texture(struct wined3d_context *context, const struct wined3d_gl_info *gl_info,
1286 unsigned int unit) DECLSPEC_HIDDEN;
1287 void context_bind_texture(struct wined3d_context *context, GLenum target, GLuint name) DECLSPEC_HIDDEN;
1288 void context_check_fbo_status(const struct wined3d_context *context, GLenum target) DECLSPEC_HIDDEN;
1289 struct wined3d_context *context_create(struct wined3d_swapchain *swapchain, struct wined3d_surface *target,
1290 const struct wined3d_format *ds_format) DECLSPEC_HIDDEN;
1291 BOOL context_debug_output_enabled(const struct wined3d_gl_info *gl_info) DECLSPEC_HIDDEN;
1292 void context_destroy(struct wined3d_device *device, struct wined3d_context *context) DECLSPEC_HIDDEN;
1293 void context_free_event_query(struct wined3d_event_query *query) DECLSPEC_HIDDEN;
1294 void context_free_occlusion_query(struct wined3d_occlusion_query *query) DECLSPEC_HIDDEN;
1295 struct wined3d_context *context_get_current(void) DECLSPEC_HIDDEN;
1296 DWORD context_get_tls_idx(void) DECLSPEC_HIDDEN;
1297 void context_invalidate_state(struct wined3d_context *context, DWORD state_id) DECLSPEC_HIDDEN;
1298 void context_release(struct wined3d_context *context) DECLSPEC_HIDDEN;
1299 void context_resource_released(const struct wined3d_device *device,
1300 struct wined3d_resource *resource, enum wined3d_resource_type type) DECLSPEC_HIDDEN;
1301 void context_resource_unloaded(const struct wined3d_device *device,
1302 struct wined3d_resource *resource, enum wined3d_resource_type type) DECLSPEC_HIDDEN;
1303 BOOL context_set_current(struct wined3d_context *ctx) DECLSPEC_HIDDEN;
1304 void context_set_draw_buffer(struct wined3d_context *context, GLenum buffer) DECLSPEC_HIDDEN;
1305 void context_set_tls_idx(DWORD idx) DECLSPEC_HIDDEN;
1306 void context_state_drawbuf(struct wined3d_context *context,
1307 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
1308 void context_state_fb(struct wined3d_context *context,
1309 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
1310 void context_surface_update(struct wined3d_context *context, const struct wined3d_surface *surface) DECLSPEC_HIDDEN;
1311 void context_stream_info_from_declaration(struct wined3d_context *context,
1312 const struct wined3d_state *state, struct wined3d_stream_info *stream_info) DECLSPEC_HIDDEN;
1314 /*****************************************************************************
1315 * Internal representation of a light
1317 struct wined3d_light_info
1319 struct wined3d_light OriginalParms; /* Note D3D8LIGHT == D3D9LIGHT */
1320 DWORD OriginalIndex;
1321 LONG glIndex;
1322 BOOL enabled;
1324 /* Converted parms to speed up swapping lights */
1325 float lightPosn[4];
1326 float lightDirn[4];
1327 float exponent;
1328 float cutoff;
1330 struct list entry;
1333 /* The default light parameters */
1334 extern const struct wined3d_light WINED3D_default_light DECLSPEC_HIDDEN;
1336 struct wined3d_pixel_format
1338 int iPixelFormat; /* WGL pixel format */
1339 int iPixelType; /* WGL pixel type e.g. WGL_TYPE_RGBA_ARB, WGL_TYPE_RGBA_FLOAT_ARB or WGL_TYPE_COLORINDEX_ARB */
1340 int redSize, greenSize, blueSize, alphaSize, colorSize;
1341 int depthSize, stencilSize;
1342 BOOL windowDrawable;
1343 BOOL doubleBuffer;
1344 int auxBuffers;
1345 int numSamples;
1348 enum wined3d_pci_vendor
1350 HW_VENDOR_SOFTWARE = 0x0000,
1351 HW_VENDOR_AMD = 0x1002,
1352 HW_VENDOR_NVIDIA = 0x10de,
1353 HW_VENDOR_INTEL = 0x8086,
1356 enum wined3d_pci_device
1358 CARD_WINE = 0x0000,
1360 CARD_AMD_RAGE_128PRO = 0x5246,
1361 CARD_AMD_RADEON_7200 = 0x5144,
1362 CARD_AMD_RADEON_8500 = 0x514c,
1363 CARD_AMD_RADEON_9500 = 0x4144,
1364 CARD_AMD_RADEON_XPRESS_200M = 0x5955,
1365 CARD_AMD_RADEON_X700 = 0x5e4c,
1366 CARD_AMD_RADEON_X1600 = 0x71c2,
1367 CARD_AMD_RADEON_HD2350 = 0x94c7,
1368 CARD_AMD_RADEON_HD2600 = 0x9581,
1369 CARD_AMD_RADEON_HD2900 = 0x9400,
1370 CARD_AMD_RADEON_HD3200 = 0x9620,
1371 CARD_AMD_RADEON_HD4200M = 0x9712,
1372 CARD_AMD_RADEON_HD4350 = 0x954f,
1373 CARD_AMD_RADEON_HD4600 = 0x9495,
1374 CARD_AMD_RADEON_HD4700 = 0x944e,
1375 CARD_AMD_RADEON_HD4800 = 0x944c,
1376 CARD_AMD_RADEON_HD5400 = 0x68f9,
1377 CARD_AMD_RADEON_HD5600 = 0x68d8,
1378 CARD_AMD_RADEON_HD5700 = 0x68be,
1379 CARD_AMD_RADEON_HD5800 = 0x6898,
1380 CARD_AMD_RADEON_HD5900 = 0x689c,
1381 CARD_AMD_RADEON_HD6300 = 0x9803,
1382 CARD_AMD_RADEON_HD6400 = 0x6770,
1383 CARD_AMD_RADEON_HD6410D = 0x9644,
1384 CARD_AMD_RADEON_HD6550D = 0x9640,
1385 CARD_AMD_RADEON_HD6600 = 0x6758,
1386 CARD_AMD_RADEON_HD6600M = 0x6741,
1387 CARD_AMD_RADEON_HD6700 = 0x68ba,
1388 CARD_AMD_RADEON_HD6800 = 0x6739,
1389 CARD_AMD_RADEON_HD6900 = 0x6719,
1390 CARD_AMD_RADEON_HD7700 = 0x683d,
1391 CARD_AMD_RADEON_HD7800 = 0x6819,
1392 CARD_AMD_RADEON_HD7900 = 0x679a,
1394 CARD_NVIDIA_RIVA_128 = 0x0018,
1395 CARD_NVIDIA_RIVA_TNT = 0x0020,
1396 CARD_NVIDIA_RIVA_TNT2 = 0x0028,
1397 CARD_NVIDIA_GEFORCE = 0x0100,
1398 CARD_NVIDIA_GEFORCE2_MX = 0x0110,
1399 CARD_NVIDIA_GEFORCE2 = 0x0150,
1400 CARD_NVIDIA_GEFORCE3 = 0x0200,
1401 CARD_NVIDIA_GEFORCE4_MX = 0x0170,
1402 CARD_NVIDIA_GEFORCE4_TI4200 = 0x0253,
1403 CARD_NVIDIA_GEFORCEFX_5200 = 0x0320,
1404 CARD_NVIDIA_GEFORCEFX_5600 = 0x0312,
1405 CARD_NVIDIA_GEFORCEFX_5800 = 0x0302,
1406 CARD_NVIDIA_GEFORCE_6200 = 0x014f,
1407 CARD_NVIDIA_GEFORCE_6600GT = 0x0140,
1408 CARD_NVIDIA_GEFORCE_6800 = 0x0041,
1409 CARD_NVIDIA_GEFORCE_7400 = 0x01d8,
1410 CARD_NVIDIA_GEFORCE_7300 = 0x01d7, /* GeForce Go 7300 */
1411 CARD_NVIDIA_GEFORCE_7600 = 0x0391,
1412 CARD_NVIDIA_GEFORCE_7800GT = 0x0092,
1413 CARD_NVIDIA_GEFORCE_8200 = 0x0849, /* Other PCI ID 0x084b */
1414 CARD_NVIDIA_GEFORCE_8300GS = 0x0423,
1415 CARD_NVIDIA_GEFORCE_8400GS = 0x0404,
1416 CARD_NVIDIA_GEFORCE_8500GT = 0x0421,
1417 CARD_NVIDIA_GEFORCE_8600GT = 0x0402,
1418 CARD_NVIDIA_GEFORCE_8600MGT = 0x0407,
1419 CARD_NVIDIA_GEFORCE_8800GTS = 0x0193,
1420 CARD_NVIDIA_GEFORCE_8800GTX = 0x0191,
1421 CARD_NVIDIA_GEFORCE_9200 = 0x086d,
1422 CARD_NVIDIA_GEFORCE_9300 = 0x086c,
1423 CARD_NVIDIA_GEFORCE_9400M = 0x0863,
1424 CARD_NVIDIA_GEFORCE_9400GT = 0x042c,
1425 CARD_NVIDIA_GEFORCE_9500GT = 0x0640,
1426 CARD_NVIDIA_GEFORCE_9600GT = 0x0622,
1427 CARD_NVIDIA_GEFORCE_9800GT = 0x0614,
1428 CARD_NVIDIA_GEFORCE_210 = 0x0a23,
1429 CARD_NVIDIA_GEFORCE_GT220 = 0x0a20,
1430 CARD_NVIDIA_GEFORCE_GT240 = 0x0ca3,
1431 CARD_NVIDIA_GEFORCE_GTX260 = 0x05e2,
1432 CARD_NVIDIA_GEFORCE_GTX275 = 0x05e6,
1433 CARD_NVIDIA_GEFORCE_GTX280 = 0x05e1,
1434 CARD_NVIDIA_GEFORCE_315M = 0x0a7a,
1435 CARD_NVIDIA_GEFORCE_320M = 0x08a3,
1436 CARD_NVIDIA_GEFORCE_GT320M = 0x0a2d,
1437 CARD_NVIDIA_GEFORCE_GT325M = 0x0a35,
1438 CARD_NVIDIA_GEFORCE_GT330 = 0x0ca0,
1439 CARD_NVIDIA_GEFORCE_GTS350M = 0x0cb0,
1440 CARD_NVIDIA_GEFORCE_410M = 0x1055,
1441 CARD_NVIDIA_GEFORCE_GT420 = 0x0de2,
1442 CARD_NVIDIA_GEFORCE_GT430 = 0x0de1,
1443 CARD_NVIDIA_GEFORCE_GT440 = 0x0de0,
1444 CARD_NVIDIA_GEFORCE_GTS450 = 0x0dc4,
1445 CARD_NVIDIA_GEFORCE_GTX460 = 0x0e22,
1446 CARD_NVIDIA_GEFORCE_GTX460M = 0x0dd1,
1447 CARD_NVIDIA_GEFORCE_GTX465 = 0x06c4,
1448 CARD_NVIDIA_GEFORCE_GTX470 = 0x06cd,
1449 CARD_NVIDIA_GEFORCE_GTX480 = 0x06c0,
1450 CARD_NVIDIA_GEFORCE_GT520 = 0x1040,
1451 CARD_NVIDIA_GEFORCE_GT540M = 0x0df4,
1452 CARD_NVIDIA_GEFORCE_GTX550 = 0x1244,
1453 CARD_NVIDIA_GEFORCE_GT555M = 0x04b8,
1454 CARD_NVIDIA_GEFORCE_GTX560TI = 0x1200,
1455 CARD_NVIDIA_GEFORCE_GTX560 = 0x1201,
1456 CARD_NVIDIA_GEFORCE_GTX570 = 0x1081,
1457 CARD_NVIDIA_GEFORCE_GTX580 = 0x1080,
1458 CARD_NVIDIA_GEFORCE_GT610 = 0x104a,
1459 CARD_NVIDIA_GEFORCE_GT630 = 0x0f00,
1460 CARD_NVIDIA_GEFORCE_GT630M = 0x0de9,
1461 CARD_NVIDIA_GEFORCE_GT640M = 0x0fd2,
1462 CARD_NVIDIA_GEFORCE_GT650M = 0x0fd1,
1463 CARD_NVIDIA_GEFORCE_GTX650 = 0x0fc6,
1464 CARD_NVIDIA_GEFORCE_GTX650TI = 0x11c6,
1465 CARD_NVIDIA_GEFORCE_GTX660 = 0x11c0,
1466 CARD_NVIDIA_GEFORCE_GTX660M = 0x0fd4,
1467 CARD_NVIDIA_GEFORCE_GTX660TI = 0x1183,
1468 CARD_NVIDIA_GEFORCE_GTX670 = 0x1189,
1469 CARD_NVIDIA_GEFORCE_GTX670MX = 0x11a1,
1470 CARD_NVIDIA_GEFORCE_GTX680 = 0x1180,
1471 CARD_NVIDIA_GEFORCE_GTX770M = 0x11e0,
1472 CARD_NVIDIA_GEFORCE_GTX770 = 0x1184,
1474 CARD_INTEL_830M = 0x3577,
1475 CARD_INTEL_855GM = 0x3582,
1476 CARD_INTEL_845G = 0x2562,
1477 CARD_INTEL_865G = 0x2572,
1478 CARD_INTEL_915G = 0x2582,
1479 CARD_INTEL_E7221G = 0x258a,
1480 CARD_INTEL_915GM = 0x2592,
1481 CARD_INTEL_945G = 0x2772,
1482 CARD_INTEL_945GM = 0x27a2,
1483 CARD_INTEL_945GME = 0x27ae,
1484 CARD_INTEL_Q35 = 0x29b2,
1485 CARD_INTEL_G33 = 0x29c2,
1486 CARD_INTEL_Q33 = 0x29d2,
1487 CARD_INTEL_PNVG = 0xa001,
1488 CARD_INTEL_PNVM = 0xa011,
1489 CARD_INTEL_965Q = 0x2992,
1490 CARD_INTEL_965G = 0x2982,
1491 CARD_INTEL_946GZ = 0x2972,
1492 CARD_INTEL_965GM = 0x2a02,
1493 CARD_INTEL_965GME = 0x2a12,
1494 CARD_INTEL_GM45 = 0x2a42,
1495 CARD_INTEL_IGD = 0x2e02,
1496 CARD_INTEL_Q45 = 0x2e12,
1497 CARD_INTEL_G45 = 0x2e22,
1498 CARD_INTEL_G41 = 0x2e32,
1499 CARD_INTEL_B43 = 0x2e92,
1500 CARD_INTEL_ILKD = 0x0042,
1501 CARD_INTEL_ILKM = 0x0046,
1502 CARD_INTEL_SNBD = 0x0122,
1503 CARD_INTEL_SNBM = 0x0126,
1504 CARD_INTEL_SNBS = 0x010a,
1505 CARD_INTEL_IVBD = 0x0162,
1506 CARD_INTEL_IVBM = 0x0166,
1507 CARD_INTEL_IVBS = 0x015a,
1510 struct wined3d_fbo_ops
1512 GLboolean (WINE_GLAPI *glIsRenderbuffer)(GLuint renderbuffer);
1513 void (WINE_GLAPI *glBindRenderbuffer)(GLenum target, GLuint renderbuffer);
1514 void (WINE_GLAPI *glDeleteRenderbuffers)(GLsizei n, const GLuint *renderbuffers);
1515 void (WINE_GLAPI *glGenRenderbuffers)(GLsizei n, GLuint *renderbuffers);
1516 void (WINE_GLAPI *glRenderbufferStorage)(GLenum target, GLenum internalformat,
1517 GLsizei width, GLsizei height);
1518 void (WINE_GLAPI *glRenderbufferStorageMultisample)(GLenum target, GLsizei samples,
1519 GLenum internalformat, GLsizei width, GLsizei height);
1520 void (WINE_GLAPI *glGetRenderbufferParameteriv)(GLenum target, GLenum pname, GLint *params);
1521 GLboolean (WINE_GLAPI *glIsFramebuffer)(GLuint framebuffer);
1522 void (WINE_GLAPI *glBindFramebuffer)(GLenum target, GLuint framebuffer);
1523 void (WINE_GLAPI *glDeleteFramebuffers)(GLsizei n, const GLuint *framebuffers);
1524 void (WINE_GLAPI *glGenFramebuffers)(GLsizei n, GLuint *framebuffers);
1525 GLenum (WINE_GLAPI *glCheckFramebufferStatus)(GLenum target);
1526 void (WINE_GLAPI *glFramebufferTexture1D)(GLenum target, GLenum attachment,
1527 GLenum textarget, GLuint texture, GLint level);
1528 void (WINE_GLAPI *glFramebufferTexture2D)(GLenum target, GLenum attachment,
1529 GLenum textarget, GLuint texture, GLint level);
1530 void (WINE_GLAPI *glFramebufferTexture3D)(GLenum target, GLenum attachment,
1531 GLenum textarget, GLuint texture, GLint level, GLint layer);
1532 void (WINE_GLAPI *glFramebufferRenderbuffer)(GLenum target, GLenum attachment,
1533 GLenum renderbuffertarget, GLuint renderbuffer);
1534 void (WINE_GLAPI *glGetFramebufferAttachmentParameteriv)(GLenum target, GLenum attachment,
1535 GLenum pname, GLint *params);
1536 void (WINE_GLAPI *glBlitFramebuffer)(GLint srcX0, GLint srcY0, GLint srcX1, GLint srcY1,
1537 GLint dstX0, GLint dstY0, GLint dstX1, GLint dstY1, GLbitfield mask, GLenum filter);
1538 void (WINE_GLAPI *glGenerateMipmap)(GLenum target);
1541 struct wined3d_gl_limits
1543 UINT buffers;
1544 UINT lights;
1545 UINT textures;
1546 UINT texture_coords;
1547 UINT fragment_samplers;
1548 UINT vertex_samplers;
1549 UINT combined_samplers;
1550 UINT general_combiners;
1551 UINT clipplanes;
1552 UINT texture_size;
1553 UINT texture3d_size;
1554 float pointsize_max;
1555 float pointsize_min;
1556 UINT blends;
1557 UINT anisotropy;
1558 float shininess;
1559 UINT samples;
1560 UINT vertex_attribs;
1562 UINT glsl_varyings;
1563 UINT glsl_vs_float_constants;
1564 UINT glsl_ps_float_constants;
1566 UINT arb_vs_float_constants;
1567 UINT arb_vs_native_constants;
1568 UINT arb_vs_instructions;
1569 UINT arb_vs_temps;
1570 UINT arb_ps_float_constants;
1571 UINT arb_ps_local_constants;
1572 UINT arb_ps_native_constants;
1573 UINT arb_ps_instructions;
1574 UINT arb_ps_temps;
1577 struct wined3d_gl_info
1579 DWORD glsl_version;
1580 struct wined3d_gl_limits limits;
1581 DWORD reserved_glsl_constants, reserved_arb_constants;
1582 DWORD quirks;
1583 BOOL supported[WINED3D_GL_EXT_COUNT];
1584 GLint wrap_lookup[WINED3D_TADDRESS_MIRROR_ONCE - WINED3D_TADDRESS_WRAP + 1];
1586 HGLRC (WINAPI *p_wglCreateContextAttribsARB)(HDC dc, HGLRC share, const GLint *attribs);
1587 struct opengl_funcs gl_ops;
1588 struct wined3d_fbo_ops fbo_ops;
1590 struct wined3d_format *formats;
1593 struct wined3d_driver_info
1595 enum wined3d_pci_vendor vendor;
1596 enum wined3d_pci_device device;
1597 const char *name;
1598 const char *description;
1599 unsigned int vidmem;
1600 DWORD version_high;
1601 DWORD version_low;
1604 struct wined3d_d3d_limits
1606 UINT vs_version, gs_version, ps_version;
1607 DWORD vs_uniform_count;
1608 DWORD ps_uniform_count;
1609 UINT ffp_textures;
1610 UINT ffp_blend_stages;
1613 typedef void (WINE_GLAPI *wined3d_ffp_attrib_func)(const void *data);
1614 typedef void (WINE_GLAPI *wined3d_ffp_texcoord_func)(GLenum unit, const void *data);
1615 extern wined3d_ffp_attrib_func specular_func_3ubv DECLSPEC_HIDDEN;
1617 struct wined3d_ffp_attrib_ops
1619 wined3d_ffp_attrib_func position[WINED3D_FFP_EMIT_COUNT];
1620 wined3d_ffp_attrib_func diffuse[WINED3D_FFP_EMIT_COUNT];
1621 wined3d_ffp_attrib_func specular[WINED3D_FFP_EMIT_COUNT];
1622 wined3d_ffp_attrib_func normal[WINED3D_FFP_EMIT_COUNT];
1623 wined3d_ffp_texcoord_func texcoord[WINED3D_FFP_EMIT_COUNT];
1626 struct wined3d_d3d_info
1628 struct wined3d_d3d_limits limits;
1629 struct wined3d_ffp_attrib_ops ffp_attrib_ops;
1630 BOOL xyzrhw;
1631 BOOL vs_clipping;
1632 DWORD valid_rt_mask;
1635 /* The adapter structure */
1636 struct wined3d_adapter
1638 UINT ordinal;
1639 POINT monitorPoint;
1640 enum wined3d_format_id screen_format;
1642 struct wined3d_gl_info gl_info;
1643 struct wined3d_d3d_info d3d_info;
1644 struct wined3d_driver_info driver_info;
1645 WCHAR DeviceName[CCHDEVICENAME]; /* DeviceName for use with e.g. ChangeDisplaySettings */
1646 unsigned int cfg_count;
1647 struct wined3d_pixel_format *cfgs;
1648 unsigned int TextureRam; /* Amount of texture memory both video ram + AGP/TurboCache/HyperMemory/.. */
1649 unsigned int UsedTextureRam;
1650 LUID luid;
1652 const struct wined3d_vertex_pipe_ops *vertex_pipe;
1653 const struct fragment_pipeline *fragment_pipe;
1654 const struct wined3d_shader_backend_ops *shader_backend;
1655 const struct blit_shader *blitter;
1658 BOOL wined3d_adapter_init_format_info(struct wined3d_adapter *adapter) DECLSPEC_HIDDEN;
1659 unsigned int adapter_adjust_memory(struct wined3d_adapter *adapter, int amount) DECLSPEC_HIDDEN;
1661 BOOL initPixelFormatsNoGL(struct wined3d_gl_info *gl_info) DECLSPEC_HIDDEN;
1662 extern void add_gl_compat_wrappers(struct wined3d_gl_info *gl_info) DECLSPEC_HIDDEN;
1664 enum projection_types
1666 proj_none = 0,
1667 proj_count3 = 1,
1668 proj_count4 = 2
1671 enum dst_arg
1673 resultreg = 0,
1674 tempreg = 1
1677 /*****************************************************************************
1678 * Fixed function pipeline replacements
1680 #define ARG_UNUSED 0xff
1681 struct texture_stage_op
1683 unsigned cop : 8;
1684 unsigned carg1 : 8;
1685 unsigned carg2 : 8;
1686 unsigned carg0 : 8;
1688 unsigned aop : 8;
1689 unsigned aarg1 : 8;
1690 unsigned aarg2 : 8;
1691 unsigned aarg0 : 8;
1693 struct color_fixup_desc color_fixup;
1694 unsigned tex_type : 3;
1695 unsigned dst : 1;
1696 unsigned projected : 2;
1697 unsigned padding : 10;
1700 struct ffp_frag_settings
1702 struct texture_stage_op op[MAX_TEXTURES];
1703 enum wined3d_ffp_ps_fog_mode fog;
1704 /* Use shorts instead of chars to get dword alignment */
1705 unsigned short sRGB_write;
1706 unsigned short emul_clipplanes;
1709 struct ffp_frag_desc
1711 struct wine_rb_entry entry;
1712 struct ffp_frag_settings settings;
1715 extern const struct wine_rb_functions wined3d_ffp_frag_program_rb_functions DECLSPEC_HIDDEN;
1716 extern const struct wine_rb_functions wined3d_ffp_vertex_program_rb_functions DECLSPEC_HIDDEN;
1717 extern const struct wined3d_parent_ops wined3d_null_parent_ops DECLSPEC_HIDDEN;
1719 void gen_ffp_frag_op(const struct wined3d_context *context, const struct wined3d_state *state,
1720 struct ffp_frag_settings *settings, BOOL ignore_textype) DECLSPEC_HIDDEN;
1721 const struct ffp_frag_desc *find_ffp_frag_shader(const struct wine_rb_tree *fragment_shaders,
1722 const struct ffp_frag_settings *settings) DECLSPEC_HIDDEN;
1723 void add_ffp_frag_shader(struct wine_rb_tree *shaders, struct ffp_frag_desc *desc) DECLSPEC_HIDDEN;
1724 void wined3d_get_draw_rect(const struct wined3d_state *state, RECT *rect) DECLSPEC_HIDDEN;
1725 void wined3d_ftoa(float value, char *s) DECLSPEC_HIDDEN;
1727 extern const float wined3d_srgb_const0[] DECLSPEC_HIDDEN;
1728 extern const float wined3d_srgb_const1[] DECLSPEC_HIDDEN;
1730 enum wined3d_ffp_vs_fog_mode
1732 WINED3D_FFP_VS_FOG_OFF = 0,
1733 WINED3D_FFP_VS_FOG_FOGCOORD = 1,
1734 WINED3D_FFP_VS_FOG_DEPTH = 2,
1735 WINED3D_FFP_VS_FOG_RANGE = 3,
1738 #define WINED3D_FFP_TCI_SHIFT 16
1739 #define WINED3D_FFP_TCI_MASK 0xff
1741 #define WINED3D_FFP_LIGHT_TYPE_SHIFT(idx) (3 * (idx))
1742 #define WINED3D_FFP_LIGHT_TYPE_MASK 0x7
1744 struct wined3d_ffp_vs_settings
1746 DWORD light_type : 24; /* MAX_ACTIVE_LIGHTS, 8 * 3 */
1747 DWORD diffuse_source : 2;
1748 DWORD emission_source : 2;
1749 DWORD ambient_source : 2;
1750 DWORD specular_source : 2;
1752 DWORD transformed : 1;
1753 DWORD clipping : 1;
1754 DWORD normal : 1;
1755 DWORD normalize : 1;
1756 DWORD lighting : 1;
1757 DWORD localviewer : 1;
1758 DWORD point_size : 1;
1759 DWORD fog_mode : 2;
1760 DWORD texcoords : 8; /* MAX_TEXTURES */
1761 DWORD ortho_fog : 1;
1762 DWORD padding : 14;
1764 BYTE texgen[MAX_TEXTURES];
1767 struct wined3d_ffp_vs_desc
1769 struct wine_rb_entry entry;
1770 struct wined3d_ffp_vs_settings settings;
1773 void wined3d_ffp_get_vs_settings(const struct wined3d_state *state, const struct wined3d_stream_info *si,
1774 struct wined3d_ffp_vs_settings *settings) DECLSPEC_HIDDEN;
1776 struct wined3d
1778 LONG ref;
1779 DWORD flags;
1780 UINT dxVersion;
1781 UINT adapter_count;
1782 struct wined3d_adapter adapters[1];
1785 HRESULT wined3d_init(struct wined3d *wined3d, UINT version, DWORD flags) DECLSPEC_HIDDEN;
1786 BOOL wined3d_register_window(HWND window, struct wined3d_device *device) DECLSPEC_HIDDEN;
1787 void wined3d_unregister_window(HWND window) DECLSPEC_HIDDEN;
1789 struct wined3d_stream_output
1791 struct wined3d_buffer *buffer;
1792 UINT offset;
1795 struct wined3d_stream_state
1797 struct wined3d_buffer *buffer;
1798 UINT offset;
1799 UINT stride;
1800 UINT frequency;
1801 UINT flags;
1804 #define WINED3D_STATE_NO_REF 0x00000001
1805 #define WINED3D_STATE_INIT_DEFAULT 0x00000002
1807 struct wined3d_state
1809 DWORD flags;
1810 const struct wined3d_fb_state *fb;
1812 struct wined3d_vertex_declaration *vertex_declaration;
1813 struct wined3d_stream_output stream_output[MAX_STREAM_OUT];
1814 struct wined3d_stream_state streams[MAX_STREAMS + 1 /* tesselated pseudo-stream */];
1815 struct wined3d_buffer *index_buffer;
1816 enum wined3d_format_id index_format;
1817 INT base_vertex_index;
1818 INT load_base_vertex_index; /* Non-indexed drawing needs 0 here, indexed needs base_vertex_index. */
1819 GLenum gl_primitive_type;
1821 struct wined3d_shader *shader[WINED3D_SHADER_TYPE_COUNT];
1822 struct wined3d_buffer *cb[WINED3D_SHADER_TYPE_COUNT][MAX_CONSTANT_BUFFERS];
1823 struct wined3d_sampler *sampler[WINED3D_SHADER_TYPE_COUNT][MAX_SAMPLER_OBJECTS];
1825 BOOL vs_consts_b[MAX_CONST_B];
1826 INT vs_consts_i[MAX_CONST_I * 4];
1827 float *vs_consts_f;
1829 BOOL ps_consts_b[MAX_CONST_B];
1830 INT ps_consts_i[MAX_CONST_I * 4];
1831 float *ps_consts_f;
1833 struct wined3d_texture *textures[MAX_COMBINED_SAMPLERS];
1834 DWORD sampler_states[MAX_COMBINED_SAMPLERS][WINED3D_HIGHEST_SAMPLER_STATE + 1];
1835 DWORD texture_states[MAX_TEXTURES][WINED3D_HIGHEST_TEXTURE_STATE + 1];
1837 struct wined3d_matrix transforms[HIGHEST_TRANSFORMSTATE + 1];
1838 struct wined3d_vec4 clip_planes[MAX_CLIPPLANES];
1839 struct wined3d_material material;
1840 struct wined3d_viewport viewport;
1841 RECT scissor_rect;
1843 /* Light hashmap. Collisions are handled using linked lists. */
1844 #define LIGHTMAP_SIZE 43
1845 #define LIGHTMAP_HASHFUNC(x) ((x) % LIGHTMAP_SIZE)
1846 struct list light_map[LIGHTMAP_SIZE];
1847 const struct wined3d_light_info *lights[MAX_ACTIVE_LIGHTS];
1849 DWORD render_states[WINEHIGHEST_RENDER_STATE + 1];
1852 #define WINED3D_UNMAPPED_STAGE ~0U
1854 /* Multithreaded flag. Removed from the public header to signal that
1855 * wined3d_device_create() ignores it. */
1856 #define WINED3DCREATE_MULTITHREADED 0x00000004
1858 struct wined3d_device
1860 LONG ref;
1862 /* WineD3D Information */
1863 struct wined3d_device_parent *device_parent;
1864 struct wined3d *wined3d;
1865 struct wined3d_adapter *adapter;
1867 /* Window styles to restore when switching fullscreen mode */
1868 LONG style;
1869 LONG exStyle;
1871 /* X and GL Information */
1872 GLenum offscreenBuffer;
1874 const struct wined3d_shader_backend_ops *shader_backend;
1875 void *shader_priv;
1876 void *fragment_priv;
1877 void *vertex_priv;
1878 void *blit_priv;
1879 struct StateEntry StateTable[STATE_HIGHEST + 1];
1880 /* Array of functions for states which are handled by more than one pipeline part */
1881 APPLYSTATEFUNC *multistate_funcs[STATE_HIGHEST + 1];
1882 const struct blit_shader *blitter;
1884 BYTE vertexBlendUsed : 1; /* To avoid needless setting of the blend matrices */
1885 BYTE bCursorVisible : 1;
1886 BYTE d3d_initialized : 1;
1887 BYTE inScene : 1; /* A flag to check for proper BeginScene / EndScene call pairs */
1888 BYTE softwareVertexProcessing : 1; /* process vertex shaders using software or hardware */
1889 BYTE filter_messages : 1;
1890 BYTE padding : 2;
1892 unsigned char surface_alignment; /* Line Alignment of surfaces */
1894 WORD padding2 : 16;
1896 struct wined3d_state state;
1897 struct wined3d_state *update_state;
1898 struct wined3d_stateblock *recording;
1900 /* Internal use fields */
1901 struct wined3d_device_creation_parameters create_parms;
1902 HWND focus_window;
1904 struct wined3d_swapchain **swapchains;
1905 UINT swapchain_count;
1907 struct list resources; /* a linked list to track resources created by the device */
1908 struct list shaders; /* a linked list to track shaders (pixel and vertex) */
1910 /* Render Target Support */
1911 struct wined3d_fb_state fb;
1912 struct wined3d_surface *onscreen_depth_stencil;
1913 struct wined3d_surface *auto_depth_stencil;
1915 /* For rendering to a texture using glCopyTexImage */
1916 GLuint depth_blt_texture;
1918 /* Cursor management */
1919 UINT xHotSpot;
1920 UINT yHotSpot;
1921 UINT xScreenSpace;
1922 UINT yScreenSpace;
1923 UINT cursorWidth, cursorHeight;
1924 GLuint cursorTexture;
1925 HCURSOR hardwareCursor;
1927 /* The Wine logo surface */
1928 struct wined3d_surface *logo_surface;
1930 /* Textures for when no other textures are mapped */
1931 UINT dummy_texture_2d[MAX_COMBINED_SAMPLERS];
1932 UINT dummy_texture_rect[MAX_COMBINED_SAMPLERS];
1933 UINT dummy_texture_3d[MAX_COMBINED_SAMPLERS];
1934 UINT dummy_texture_cube[MAX_COMBINED_SAMPLERS];
1936 /* Command stream */
1937 struct wined3d_cs *cs;
1939 /* Context management */
1940 struct wined3d_context **contexts;
1941 UINT context_count;
1944 void device_clear_render_targets(struct wined3d_device *device, UINT rt_count, const struct wined3d_fb_state *fb,
1945 UINT rect_count, const RECT *rects, const RECT *draw_rect, DWORD flags,
1946 const struct wined3d_color *color, float depth, DWORD stencil) DECLSPEC_HIDDEN;
1947 BOOL device_context_add(struct wined3d_device *device, struct wined3d_context *context) DECLSPEC_HIDDEN;
1948 void device_context_remove(struct wined3d_device *device, struct wined3d_context *context) DECLSPEC_HIDDEN;
1949 HRESULT device_init(struct wined3d_device *device, struct wined3d *wined3d,
1950 UINT adapter_idx, enum wined3d_device_type device_type, HWND focus_window, DWORD flags,
1951 BYTE surface_alignment, struct wined3d_device_parent *device_parent) DECLSPEC_HIDDEN;
1952 LRESULT device_process_message(struct wined3d_device *device, HWND window, BOOL unicode,
1953 UINT message, WPARAM wparam, LPARAM lparam, WNDPROC proc) DECLSPEC_HIDDEN;
1954 void device_resource_add(struct wined3d_device *device, struct wined3d_resource *resource) DECLSPEC_HIDDEN;
1955 void device_resource_released(struct wined3d_device *device, struct wined3d_resource *resource) DECLSPEC_HIDDEN;
1956 void device_switch_onscreen_ds(struct wined3d_device *device, struct wined3d_context *context,
1957 struct wined3d_surface *depth_stencil) DECLSPEC_HIDDEN;
1958 void device_invalidate_state(const struct wined3d_device *device, DWORD state) DECLSPEC_HIDDEN;
1960 static inline BOOL isStateDirty(const struct wined3d_context *context, DWORD state)
1962 DWORD idx = state / (sizeof(*context->isStateDirty) * CHAR_BIT);
1963 BYTE shift = state & ((sizeof(*context->isStateDirty) * CHAR_BIT) - 1);
1964 return context->isStateDirty[idx] & (1 << shift);
1967 static inline void context_invalidate_active_texture(struct wined3d_context *context)
1969 DWORD sampler = context->rev_tex_unit_map[context->active_texture];
1970 if (sampler != WINED3D_UNMAPPED_STAGE)
1971 context_invalidate_state(context, STATE_SAMPLER(sampler));
1974 #define WINED3D_RESOURCE_ACCESS_GPU 0x1
1975 #define WINED3D_RESOURCE_ACCESS_CPU 0x2
1977 struct wined3d_resource_ops
1979 void (*resource_unload)(struct wined3d_resource *resource);
1982 struct wined3d_resource
1984 LONG ref;
1985 LONG bind_count;
1986 LONG map_count;
1987 struct wined3d_device *device;
1988 enum wined3d_resource_type type;
1989 const struct wined3d_format *format;
1990 enum wined3d_multisample_type multisample_type;
1991 UINT multisample_quality;
1992 DWORD usage;
1993 enum wined3d_pool pool;
1994 DWORD access_flags;
1995 UINT width;
1996 UINT height;
1997 UINT depth;
1998 UINT size;
1999 DWORD priority;
2000 BYTE *allocatedMemory; /* Pointer to the real data location */
2001 void *heap_memory;
2002 struct list privateData;
2003 struct list resource_list_entry;
2005 void *parent;
2006 const struct wined3d_parent_ops *parent_ops;
2007 const struct wined3d_resource_ops *resource_ops;
2010 void resource_cleanup(struct wined3d_resource *resource) DECLSPEC_HIDDEN;
2011 DWORD resource_get_priority(const struct wined3d_resource *resource) DECLSPEC_HIDDEN;
2012 HRESULT resource_init(struct wined3d_resource *resource, struct wined3d_device *device,
2013 enum wined3d_resource_type type, const struct wined3d_format *format,
2014 enum wined3d_multisample_type multisample_type, UINT multisample_quality,
2015 DWORD usage, enum wined3d_pool pool, UINT width, UINT height, UINT depth, UINT size,
2016 void *parent, const struct wined3d_parent_ops *parent_ops,
2017 const struct wined3d_resource_ops *resource_ops) DECLSPEC_HIDDEN;
2018 DWORD resource_set_priority(struct wined3d_resource *resource, DWORD priority) DECLSPEC_HIDDEN;
2019 void resource_unload(struct wined3d_resource *resource) DECLSPEC_HIDDEN;
2020 BOOL wined3d_resource_allocate_sysmem(struct wined3d_resource *resource) DECLSPEC_HIDDEN;
2021 void wined3d_resource_free_sysmem(struct wined3d_resource *resource) DECLSPEC_HIDDEN;
2022 DWORD wined3d_resource_sanitize_map_flags(const struct wined3d_resource *resource,
2023 DWORD flags) DECLSPEC_HIDDEN;
2024 GLbitfield wined3d_resource_gl_map_flags(DWORD d3d_flags) DECLSPEC_HIDDEN;
2025 GLenum wined3d_resource_gl_legacy_map_flags(DWORD d3d_flags) DECLSPEC_HIDDEN;
2027 /* Tests show that the start address of resources is 32 byte aligned */
2028 #define RESOURCE_ALIGNMENT 16
2030 enum wined3d_texture_state
2032 WINED3DTEXSTA_ADDRESSU = 0,
2033 WINED3DTEXSTA_ADDRESSV = 1,
2034 WINED3DTEXSTA_ADDRESSW = 2,
2035 WINED3DTEXSTA_BORDERCOLOR = 3,
2036 WINED3DTEXSTA_MAGFILTER = 4,
2037 WINED3DTEXSTA_MINFILTER = 5,
2038 WINED3DTEXSTA_MIPFILTER = 6,
2039 WINED3DTEXSTA_MAXMIPLEVEL = 7,
2040 WINED3DTEXSTA_MAXANISOTROPY = 8,
2041 WINED3DTEXSTA_SRGBTEXTURE = 9,
2042 WINED3DTEXSTA_SHADOW = 10,
2043 MAX_WINETEXTURESTATES = 11,
2046 enum WINED3DSRGB
2048 SRGB_ANY = 0, /* Uses the cached value(e.g. external calls) */
2049 SRGB_RGB = 1, /* Loads the rgb texture */
2050 SRGB_SRGB = 2, /* Loads the srgb texture */
2053 struct gl_texture
2055 DWORD states[MAX_WINETEXTURESTATES];
2056 GLuint name;
2059 struct wined3d_texture_ops
2061 HRESULT (*texture_bind)(struct wined3d_texture *texture,
2062 struct wined3d_context *context, BOOL srgb);
2063 void (*texture_preload)(struct wined3d_texture *texture, struct wined3d_context *context,
2064 enum WINED3DSRGB srgb);
2065 void (*texture_sub_resource_add_dirty_region)(struct wined3d_resource *sub_resource,
2066 const struct wined3d_box *dirty_region);
2067 void (*texture_sub_resource_cleanup)(struct wined3d_resource *sub_resource);
2070 #define WINED3D_TEXTURE_COND_NP2 0x00000001
2071 #define WINED3D_TEXTURE_POW2_MAT_IDENT 0x00000002
2072 #define WINED3D_TEXTURE_IS_SRGB 0x00000004
2073 #define WINED3D_TEXTURE_RGB_VALID 0x00000008
2074 #define WINED3D_TEXTURE_SRGB_VALID 0x00000010
2076 struct wined3d_texture
2078 struct wined3d_resource resource;
2079 const struct wined3d_texture_ops *texture_ops;
2080 struct gl_texture texture_rgb, texture_srgb;
2081 struct wined3d_resource **sub_resources;
2082 UINT layer_count;
2083 UINT level_count;
2084 float pow2_matrix[16];
2085 UINT lod;
2086 enum wined3d_texture_filter_type filter_type;
2087 DWORD sampler;
2088 DWORD flags;
2089 const struct min_lookup *min_mip_lookup;
2090 const GLenum *mag_lookup;
2091 GLenum target;
2094 static inline struct wined3d_texture *wined3d_texture_from_resource(struct wined3d_resource *resource)
2096 return CONTAINING_RECORD(resource, struct wined3d_texture, resource);
2099 static inline struct gl_texture *wined3d_texture_get_gl_texture(struct wined3d_texture *texture,
2100 BOOL srgb)
2102 return srgb ? &texture->texture_srgb : &texture->texture_rgb;
2105 void wined3d_texture_apply_state_changes(struct wined3d_texture *texture,
2106 const DWORD samplerStates[WINED3D_HIGHEST_SAMPLER_STATE + 1],
2107 const struct wined3d_gl_info *gl_info) DECLSPEC_HIDDEN;
2108 void wined3d_texture_set_dirty(struct wined3d_texture *texture) DECLSPEC_HIDDEN;
2110 #define WINED3D_VFLAG_ALLOCATED 0x00000001
2111 #define WINED3D_VFLAG_SRGB_ALLOCATED 0x00000002
2112 #define WINED3D_VFLAG_PBO 0x00000004
2113 #define WINED3D_VFLAG_CLIENT_STORAGE 0x00000008
2115 #define WINED3D_LOCATION_DISCARDED 0x00000001
2116 #define WINED3D_LOCATION_SYSMEM 0x00000002
2117 #define WINED3D_LOCATION_BUFFER 0x00000004
2118 #define WINED3D_LOCATION_TEXTURE_RGB 0x00000008
2119 #define WINED3D_LOCATION_TEXTURE_SRGB 0x00000010
2121 const char *wined3d_debug_location(DWORD location) DECLSPEC_HIDDEN;
2123 struct wined3d_volume
2125 struct wined3d_resource resource;
2126 struct wined3d_texture *container;
2128 DWORD flags, locations;
2129 GLint texture_level;
2130 DWORD download_count;
2131 GLuint pbo;
2134 static inline struct wined3d_volume *volume_from_resource(struct wined3d_resource *resource)
2136 return CONTAINING_RECORD(resource, struct wined3d_volume, resource);
2139 void wined3d_volume_load(struct wined3d_volume *volume, struct wined3d_context *context, BOOL srgb_mode) DECLSPEC_HIDDEN;
2140 void volume_set_container(struct wined3d_volume *volume, struct wined3d_texture *container) DECLSPEC_HIDDEN;
2141 void wined3d_volume_invalidate_location(struct wined3d_volume *volume, DWORD location) DECLSPEC_HIDDEN;
2142 void wined3d_volume_upload_data(struct wined3d_volume *volume, const struct wined3d_context *context,
2143 const struct wined3d_bo_address *data) DECLSPEC_HIDDEN;
2145 struct wined3d_surface_dib
2147 HBITMAP DIBsection;
2148 void *bitmap_data;
2149 UINT bitmap_size;
2152 struct wined3d_renderbuffer_entry
2154 struct list entry;
2155 GLuint id;
2156 UINT width;
2157 UINT height;
2160 struct fbo_entry
2162 struct list entry;
2163 struct wined3d_surface **render_targets;
2164 struct wined3d_surface *depth_stencil;
2165 DWORD location;
2166 DWORD rt_mask;
2167 BOOL attached;
2168 GLuint id;
2171 struct wined3d_surface_ops
2173 HRESULT (*surface_private_setup)(struct wined3d_surface *surface);
2174 void (*surface_realize_palette)(struct wined3d_surface *surface);
2175 void (*surface_map)(struct wined3d_surface *surface, const RECT *rect, DWORD flags);
2176 void (*surface_unmap)(struct wined3d_surface *surface);
2179 struct wined3d_surface
2181 struct wined3d_resource resource;
2182 const struct wined3d_surface_ops *surface_ops;
2183 struct wined3d_texture *container;
2184 struct wined3d_swapchain *swapchain;
2185 struct wined3d_palette *palette; /* D3D7 style palette handling */
2186 DWORD draw_binding;
2188 DWORD flags;
2190 UINT pitch;
2191 UINT pow2Width;
2192 UINT pow2Height;
2194 /* A method to retrieve the drawable size. Not in the Vtable to make it changeable */
2195 void (*get_drawable_size)(const struct wined3d_context *context, UINT *width, UINT *height);
2197 /* PBO */
2198 GLuint pbo;
2199 GLuint rb_multisample;
2200 GLuint rb_resolved;
2201 GLuint texture_name;
2202 GLuint texture_name_srgb;
2203 GLint texture_level;
2204 GLenum texture_target;
2206 RECT lockedRect;
2207 RECT dirtyRect;
2208 int lockCount;
2210 /* For GetDC */
2211 struct wined3d_surface_dib dib;
2212 HDC hDC;
2214 /* Color keys for DDraw */
2215 struct wined3d_color_key dst_blt_color_key;
2216 struct wined3d_color_key src_blt_color_key;
2217 struct wined3d_color_key dst_overlay_color_key;
2218 struct wined3d_color_key src_overlay_color_key;
2219 DWORD CKeyFlags;
2221 struct wined3d_color_key gl_color_key;
2223 struct list renderbuffers;
2224 const struct wined3d_renderbuffer_entry *current_renderbuffer;
2225 SIZE ds_current_size;
2227 /* DirectDraw Overlay handling */
2228 RECT overlay_srcrect;
2229 RECT overlay_destrect;
2230 struct wined3d_surface *overlay_dest;
2231 struct list overlays;
2232 struct list overlay_entry;
2235 static inline struct wined3d_surface *surface_from_resource(struct wined3d_resource *resource)
2237 return CONTAINING_RECORD(resource, struct wined3d_surface, resource);
2240 static inline GLuint surface_get_texture_name(const struct wined3d_surface *surface,
2241 const struct wined3d_gl_info *gl_info, BOOL srgb)
2243 return srgb && !gl_info->supported[EXT_TEXTURE_SRGB_DECODE]
2244 ? surface->texture_name_srgb : surface->texture_name;
2247 void surface_add_dirty_rect(struct wined3d_surface *surface, const struct wined3d_box *dirty_rect) DECLSPEC_HIDDEN;
2248 HRESULT surface_color_fill(struct wined3d_surface *s,
2249 const RECT *rect, const struct wined3d_color *color) DECLSPEC_HIDDEN;
2250 GLenum surface_get_gl_buffer(const struct wined3d_surface *surface) DECLSPEC_HIDDEN;
2251 void surface_internal_preload(struct wined3d_surface *surface,
2252 struct wined3d_context *context, enum WINED3DSRGB srgb) DECLSPEC_HIDDEN;
2253 void surface_invalidate_location(struct wined3d_surface *surface, DWORD location) DECLSPEC_HIDDEN;
2254 BOOL surface_is_offscreen(const struct wined3d_surface *surface) DECLSPEC_HIDDEN;
2255 HRESULT surface_load(struct wined3d_surface *surface, BOOL srgb) DECLSPEC_HIDDEN;
2256 void surface_load_ds_location(struct wined3d_surface *surface,
2257 struct wined3d_context *context, DWORD location) DECLSPEC_HIDDEN;
2258 void surface_load_fb_texture(struct wined3d_surface *surface, BOOL srgb) DECLSPEC_HIDDEN;
2259 HRESULT surface_load_location(struct wined3d_surface *surface, DWORD location, const RECT *rect) DECLSPEC_HIDDEN;
2260 void surface_modify_ds_location(struct wined3d_surface *surface, DWORD location, UINT w, UINT h) DECLSPEC_HIDDEN;
2261 void surface_prepare_rb(struct wined3d_surface *surface,
2262 const struct wined3d_gl_info *gl_info, BOOL multisample) DECLSPEC_HIDDEN;
2263 void surface_prepare_texture(struct wined3d_surface *surface,
2264 struct wined3d_context *context, BOOL srgb) DECLSPEC_HIDDEN;
2265 void surface_set_compatible_renderbuffer(struct wined3d_surface *surface,
2266 const struct wined3d_surface *rt) DECLSPEC_HIDDEN;
2267 void surface_set_container(struct wined3d_surface *surface, struct wined3d_texture *container) DECLSPEC_HIDDEN;
2268 void surface_set_swapchain(struct wined3d_surface *surface, struct wined3d_swapchain *swapchain) DECLSPEC_HIDDEN;
2269 void surface_set_texture_name(struct wined3d_surface *surface, GLuint name, BOOL srgb_name) DECLSPEC_HIDDEN;
2270 void surface_set_texture_target(struct wined3d_surface *surface, GLenum target, GLint level) DECLSPEC_HIDDEN;
2271 void surface_translate_drawable_coords(const struct wined3d_surface *surface, HWND window, RECT *rect) DECLSPEC_HIDDEN;
2272 void surface_update_draw_binding(struct wined3d_surface *surface) DECLSPEC_HIDDEN;
2273 HRESULT surface_upload_from_surface(struct wined3d_surface *dst_surface, const POINT *dst_point,
2274 struct wined3d_surface *src_surface, const RECT *src_rect) DECLSPEC_HIDDEN;
2275 void surface_validate_location(struct wined3d_surface *surface, DWORD location) DECLSPEC_HIDDEN;
2277 void get_drawable_size_swapchain(const struct wined3d_context *context, UINT *width, UINT *height) DECLSPEC_HIDDEN;
2278 void get_drawable_size_backbuffer(const struct wined3d_context *context, UINT *width, UINT *height) DECLSPEC_HIDDEN;
2279 void get_drawable_size_fbo(const struct wined3d_context *context, UINT *width, UINT *height) DECLSPEC_HIDDEN;
2281 void draw_textured_quad(const struct wined3d_surface *src_surface, struct wined3d_context *context,
2282 const RECT *src_rect, const RECT *dst_rect, enum wined3d_texture_filter_type filter) DECLSPEC_HIDDEN;
2283 void flip_surface(struct wined3d_surface *front, struct wined3d_surface *back) DECLSPEC_HIDDEN;
2285 /* Surface flags: */
2286 #define SFLAG_CONVERTED 0x00000001 /* Converted for color keying or palettized. */
2287 #define SFLAG_DISCARD 0x00000002 /* ??? */
2288 #define SFLAG_NONPOW2 0x00000004 /* Surface sizes are not a power of 2 */
2289 #define SFLAG_NORMCOORD 0x00000008 /* Set if GL texture coordinates are normalized (non-texture rectangle). */
2290 #define SFLAG_DYNLOCK 0x00000010 /* Surface is often locked by the application. */
2291 #define SFLAG_PIN_SYSMEM 0x00000020 /* Keep the surface in sysmem, at the same address. */
2292 #define SFLAG_DCINUSE 0x00000040 /* Set between GetDC and ReleaseDC calls. */
2293 #define SFLAG_LOST 0x00000080 /* Surface lost flag for ddraw. */
2294 #define SFLAG_GLCKEY 0x00000100 /* The GL texture was created with a color key. */
2295 #define SFLAG_CLIENT 0x00000200 /* GL_APPLE_client_storage is used with this surface. */
2296 #define SFLAG_INOVERLAYDRAW 0x00000400 /* Overlay drawing is in progress. Recursion prevention. */
2297 #define SFLAG_DIBSECTION 0x00000800 /* Has a DIB section attached for GetDC. */
2298 #define SFLAG_USERPTR 0x00001000 /* The application allocated the memory for this surface. */
2299 #define SFLAG_ALLOCATED 0x00002000 /* A GL texture is allocated for this surface. */
2300 #define SFLAG_SRGBALLOCATED 0x00004000 /* A sRGB GL texture is allocated for this surface. */
2301 #define SFLAG_PBO 0x00008000 /* The surface has a PBO. */
2302 #define SFLAG_INSYSMEM 0x00010000 /* The system memory copy is current. */
2303 #define SFLAG_INTEXTURE 0x00020000 /* The GL texture is current. */
2304 #define SFLAG_INSRGBTEX 0x00040000 /* The GL sRGB texture is current. */
2305 #define SFLAG_INDRAWABLE 0x00080000 /* The GL drawable is current. */
2306 #define SFLAG_INRB_MULTISAMPLE 0x00100000 /* The multisample renderbuffer is current. */
2307 #define SFLAG_INRB_RESOLVED 0x00200000 /* The resolved renderbuffer is current. */
2308 #define SFLAG_DISCARDED 0x00400000 /* Surface was discarded, allocating new location is enough. */
2310 /* In some conditions the surface memory must not be freed:
2311 * SFLAG_CONVERTED: Converting the data back would take too long
2312 * SFLAG_DIBSECTION: The dib code manages the memory
2313 * SFLAG_DYNLOCK: Avoid freeing the data for performance
2314 * SFLAG_PBO: PBOs don't use 'normal' memory. It is either allocated by the driver or must be NULL.
2315 * SFLAG_CLIENT: OpenGL uses our memory as backup
2317 #define SFLAG_DONOTFREE (SFLAG_CONVERTED | \
2318 SFLAG_DYNLOCK | \
2319 SFLAG_CLIENT | \
2320 SFLAG_DIBSECTION | \
2321 SFLAG_USERPTR | \
2322 SFLAG_PBO | \
2323 SFLAG_PIN_SYSMEM)
2325 #define SFLAG_LOCATIONS (SFLAG_INSYSMEM | \
2326 SFLAG_INTEXTURE | \
2327 SFLAG_INSRGBTEX | \
2328 SFLAG_INDRAWABLE | \
2329 SFLAG_INRB_MULTISAMPLE | \
2330 SFLAG_INRB_RESOLVED)
2332 enum wined3d_conversion_type
2334 WINED3D_CT_NONE,
2335 WINED3D_CT_PALETTED,
2336 WINED3D_CT_PALETTED_CK,
2337 WINED3D_CT_CK_565,
2338 WINED3D_CT_CK_5551,
2339 WINED3D_CT_CK_RGB24,
2340 WINED3D_CT_RGB32_888,
2341 WINED3D_CT_CK_ARGB32,
2344 void d3dfmt_p8_init_palette(const struct wined3d_surface *surface, BYTE table[256][4], BOOL colorkey) DECLSPEC_HIDDEN;
2346 struct wined3d_sampler
2348 LONG refcount;
2349 void *parent;
2352 struct wined3d_vertex_declaration_element
2354 const struct wined3d_format *format;
2355 BOOL ffp_valid;
2356 WORD input_slot;
2357 WORD offset;
2358 UINT output_slot;
2359 BYTE method;
2360 BYTE usage;
2361 BYTE usage_idx;
2364 struct wined3d_vertex_declaration
2366 LONG ref;
2367 void *parent;
2368 const struct wined3d_parent_ops *parent_ops;
2369 struct wined3d_device *device;
2371 struct wined3d_vertex_declaration_element *elements;
2372 UINT element_count;
2374 BOOL position_transformed;
2375 BOOL half_float_conv_needed;
2378 struct wined3d_saved_states
2380 DWORD transform[(HIGHEST_TRANSFORMSTATE >> 5) + 1];
2381 WORD streamSource; /* MAX_STREAMS, 16 */
2382 WORD streamFreq; /* MAX_STREAMS, 16 */
2383 DWORD renderState[(WINEHIGHEST_RENDER_STATE >> 5) + 1];
2384 DWORD textureState[MAX_TEXTURES]; /* WINED3D_HIGHEST_TEXTURE_STATE + 1, 18 */
2385 WORD samplerState[MAX_COMBINED_SAMPLERS]; /* WINED3D_HIGHEST_SAMPLER_STATE + 1, 14 */
2386 DWORD clipplane; /* WINED3DMAXUSERCLIPPLANES, 32 */
2387 WORD pixelShaderConstantsB; /* MAX_CONST_B, 16 */
2388 WORD pixelShaderConstantsI; /* MAX_CONST_I, 16 */
2389 BOOL *pixelShaderConstantsF;
2390 WORD vertexShaderConstantsB; /* MAX_CONST_B, 16 */
2391 WORD vertexShaderConstantsI; /* MAX_CONST_I, 16 */
2392 BOOL *vertexShaderConstantsF;
2393 DWORD textures : 20; /* MAX_COMBINED_SAMPLERS, 20 */
2394 DWORD primitive_type : 1;
2395 DWORD indices : 1;
2396 DWORD material : 1;
2397 DWORD viewport : 1;
2398 DWORD vertexDecl : 1;
2399 DWORD pixelShader : 1;
2400 DWORD vertexShader : 1;
2401 DWORD scissorRect : 1;
2402 DWORD padding : 4;
2405 struct StageState {
2406 DWORD stage;
2407 DWORD state;
2410 struct wined3d_stateblock
2412 LONG ref; /* Note: Ref counting not required */
2413 struct wined3d_device *device;
2415 /* Array indicating whether things have been set or changed */
2416 struct wined3d_saved_states changed;
2417 struct wined3d_state state;
2419 /* Contained state management */
2420 DWORD contained_render_states[WINEHIGHEST_RENDER_STATE + 1];
2421 unsigned int num_contained_render_states;
2422 DWORD contained_transform_states[HIGHEST_TRANSFORMSTATE + 1];
2423 unsigned int num_contained_transform_states;
2424 DWORD contained_vs_consts_i[MAX_CONST_I];
2425 unsigned int num_contained_vs_consts_i;
2426 DWORD contained_vs_consts_b[MAX_CONST_B];
2427 unsigned int num_contained_vs_consts_b;
2428 DWORD *contained_vs_consts_f;
2429 unsigned int num_contained_vs_consts_f;
2430 DWORD contained_ps_consts_i[MAX_CONST_I];
2431 unsigned int num_contained_ps_consts_i;
2432 DWORD contained_ps_consts_b[MAX_CONST_B];
2433 unsigned int num_contained_ps_consts_b;
2434 DWORD *contained_ps_consts_f;
2435 unsigned int num_contained_ps_consts_f;
2436 struct StageState contained_tss_states[MAX_TEXTURES * (WINED3D_HIGHEST_TEXTURE_STATE + 1)];
2437 unsigned int num_contained_tss_states;
2438 struct StageState contained_sampler_states[MAX_COMBINED_SAMPLERS * WINED3D_HIGHEST_SAMPLER_STATE];
2439 unsigned int num_contained_sampler_states;
2442 void stateblock_init_contained_states(struct wined3d_stateblock *stateblock) DECLSPEC_HIDDEN;
2444 void state_cleanup(struct wined3d_state *state) DECLSPEC_HIDDEN;
2445 HRESULT state_init(struct wined3d_state *state, struct wined3d_fb_state *fb,
2446 const struct wined3d_gl_info *gl_info, const struct wined3d_d3d_info *d3d_info,
2447 DWORD flags) DECLSPEC_HIDDEN;
2448 void state_unbind_resources(struct wined3d_state *state) DECLSPEC_HIDDEN;
2450 struct wined3d_cs_ops
2452 void *(*require_space)(struct wined3d_cs *cs, size_t size);
2453 void (*submit)(struct wined3d_cs *cs);
2456 struct wined3d_cs
2458 const struct wined3d_cs_ops *ops;
2459 struct wined3d_device *device;
2460 struct wined3d_fb_state fb;
2461 struct wined3d_state state;
2463 size_t data_size;
2464 void *data;
2467 struct wined3d_cs *wined3d_cs_create(struct wined3d_device *device) DECLSPEC_HIDDEN;
2468 void wined3d_cs_destroy(struct wined3d_cs *cs) DECLSPEC_HIDDEN;
2470 void wined3d_cs_emit_clear(struct wined3d_cs *cs, DWORD rect_count, const RECT *rects,
2471 DWORD flags, const struct wined3d_color *color, float depth, DWORD stencil) DECLSPEC_HIDDEN;
2472 void wined3d_cs_emit_draw(struct wined3d_cs *cs, UINT start_idx, UINT index_count,
2473 UINT start_instance, UINT instance_count, BOOL indexed) DECLSPEC_HIDDEN;
2474 void wined3d_cs_emit_present(struct wined3d_cs *cs, struct wined3d_swapchain *swapchain,
2475 const RECT *src_rect, const RECT *dst_rect, HWND dst_window_override,
2476 const RGNDATA *dirty_region, DWORD flags) DECLSPEC_HIDDEN;
2477 void wined3d_cs_emit_set_clip_plane(struct wined3d_cs *cs, UINT plane_idx,
2478 const struct wined3d_vec4 *plane) DECLSPEC_HIDDEN;
2479 void wined3d_cs_emit_set_constant_buffer(struct wined3d_cs *cs, enum wined3d_shader_type type,
2480 UINT cb_idx, struct wined3d_buffer *buffer) DECLSPEC_HIDDEN;
2481 void wined3d_cs_emit_set_depth_stencil(struct wined3d_cs *cs, struct wined3d_surface *depth_stencil) DECLSPEC_HIDDEN;
2482 void wined3d_cs_emit_set_index_buffer(struct wined3d_cs *cs, struct wined3d_buffer *buffer,
2483 enum wined3d_format_id format_id) DECLSPEC_HIDDEN;
2484 void wined3d_cs_emit_set_material(struct wined3d_cs *cs, const struct wined3d_material *material) DECLSPEC_HIDDEN;
2485 void wined3d_cs_emit_set_render_state(struct wined3d_cs *cs,
2486 enum wined3d_render_state state, DWORD value) DECLSPEC_HIDDEN;
2487 void wined3d_cs_emit_set_render_target(struct wined3d_cs *cs, UINT render_target_idx,
2488 struct wined3d_surface *render_target) DECLSPEC_HIDDEN;
2489 void wined3d_cs_emit_set_sampler(struct wined3d_cs *cs, enum wined3d_shader_type type,
2490 UINT sampler_idx, struct wined3d_sampler *sampler) DECLSPEC_HIDDEN;
2491 void wined3d_cs_emit_set_sampler_state(struct wined3d_cs *cs, UINT sampler_idx,
2492 enum wined3d_sampler_state state, DWORD value) DECLSPEC_HIDDEN;
2493 void wined3d_cs_emit_set_scissor_rect(struct wined3d_cs *cs, const RECT *rect) DECLSPEC_HIDDEN;
2494 void wined3d_cs_emit_set_shader(struct wined3d_cs *cs, enum wined3d_shader_type type,
2495 struct wined3d_shader *shader) DECLSPEC_HIDDEN;
2496 void wined3d_cs_emit_set_stream_output(struct wined3d_cs *cs, UINT stream_idx,
2497 struct wined3d_buffer *buffer, UINT offset) DECLSPEC_HIDDEN;
2498 void wined3d_cs_emit_set_stream_source(struct wined3d_cs *cs, UINT stream_idx,
2499 struct wined3d_buffer *buffer, UINT offset, UINT stride) DECLSPEC_HIDDEN;
2500 void wined3d_cs_emit_set_stream_source_freq(struct wined3d_cs *cs, UINT stream_idx,
2501 UINT frequency, UINT flags) DECLSPEC_HIDDEN;
2502 void wined3d_cs_emit_set_texture(struct wined3d_cs *cs, UINT stage, struct wined3d_texture *texture) DECLSPEC_HIDDEN;
2503 void wined3d_cs_emit_set_texture_state(struct wined3d_cs *cs, UINT stage,
2504 enum wined3d_texture_stage_state state, DWORD value) DECLSPEC_HIDDEN;
2505 void wined3d_cs_emit_set_transform(struct wined3d_cs *cs, enum wined3d_transform_state state,
2506 const struct wined3d_matrix *matrix) DECLSPEC_HIDDEN;
2507 void wined3d_cs_emit_set_vertex_declaration(struct wined3d_cs *cs,
2508 struct wined3d_vertex_declaration *declaration) DECLSPEC_HIDDEN;
2509 void wined3d_cs_emit_set_viewport(struct wined3d_cs *cs, const struct wined3d_viewport *viewport) DECLSPEC_HIDDEN;
2511 /* Direct3D terminology with little modifications. We do not have an issued state
2512 * because only the driver knows about it, but we have a created state because d3d
2513 * allows GetData on a created issue, but opengl doesn't
2515 enum query_state {
2516 QUERY_CREATED,
2517 QUERY_SIGNALLED,
2518 QUERY_BUILDING
2521 struct wined3d_query_ops
2523 HRESULT (*query_get_data)(struct wined3d_query *query, void *data, DWORD data_size, DWORD flags);
2524 HRESULT (*query_issue)(struct wined3d_query *query, DWORD flags);
2527 struct wined3d_query
2529 LONG ref;
2530 const struct wined3d_query_ops *query_ops;
2531 struct wined3d_device *device;
2532 enum query_state state;
2533 enum wined3d_query_type type;
2534 DWORD data_size;
2535 void *extendedData;
2538 /* TODO: Add tests and support for FLOAT16_4 POSITIONT, D3DCOLOR position, other
2539 * fixed function semantics as D3DCOLOR or FLOAT16 */
2540 enum wined3d_buffer_conversion_type
2542 CONV_NONE,
2543 CONV_D3DCOLOR,
2544 CONV_POSITIONT,
2547 struct wined3d_map_range
2549 UINT offset;
2550 UINT size;
2553 struct wined3d_buffer
2555 struct wined3d_resource resource;
2557 struct wined3d_buffer_desc desc;
2559 GLuint buffer_object;
2560 GLenum buffer_object_usage;
2561 GLenum buffer_type_hint;
2562 UINT buffer_object_size;
2563 DWORD flags;
2565 struct wined3d_map_range *maps;
2566 ULONG maps_size, modified_areas;
2567 struct wined3d_event_query *query;
2569 /* conversion stuff */
2570 UINT decl_change_count, full_conversion_count;
2571 UINT draw_count;
2572 UINT stride; /* 0 if no conversion */
2573 UINT conversion_stride; /* 0 if no shifted conversion */
2574 enum wined3d_buffer_conversion_type *conversion_map; /* NULL if no conversion */
2577 static inline struct wined3d_buffer *buffer_from_resource(struct wined3d_resource *resource)
2579 return CONTAINING_RECORD(resource, struct wined3d_buffer, resource);
2582 void buffer_get_memory(struct wined3d_buffer *buffer, struct wined3d_context *context,
2583 struct wined3d_bo_address *data) DECLSPEC_HIDDEN;
2584 BYTE *buffer_get_sysmem(struct wined3d_buffer *This, struct wined3d_context *context) DECLSPEC_HIDDEN;
2585 void buffer_internal_preload(struct wined3d_buffer *buffer, struct wined3d_context *context,
2586 const struct wined3d_state *state) DECLSPEC_HIDDEN;
2588 struct wined3d_rendertarget_view
2590 LONG refcount;
2592 struct wined3d_resource *resource;
2593 void *parent;
2596 struct wined3d_swapchain_ops
2598 void (*swapchain_present)(struct wined3d_swapchain *swapchain, const RECT *src_rect,
2599 const RECT *dst_rect, const RGNDATA *dirty_region, DWORD flags);
2602 struct wined3d_swapchain
2604 LONG ref;
2605 void *parent;
2606 const struct wined3d_parent_ops *parent_ops;
2607 const struct wined3d_swapchain_ops *swapchain_ops;
2608 struct wined3d_device *device;
2610 struct wined3d_surface **back_buffers;
2611 struct wined3d_surface *front_buffer;
2612 struct wined3d_swapchain_desc desc;
2613 struct wined3d_display_mode original_mode;
2614 struct wined3d_gamma_ramp orig_gamma;
2615 BOOL render_to_fbo;
2616 const struct wined3d_format *ds_format;
2618 LONG prev_time, frames; /* Performance tracking */
2620 struct wined3d_context **context;
2621 unsigned int num_contexts;
2623 HWND win_handle;
2624 HWND device_window;
2626 HDC backup_dc;
2627 HWND backup_wnd;
2630 static inline BOOL swapchain_is_p8(const struct wined3d_swapchain *swapchain)
2632 return swapchain->desc.backbuffer_format == WINED3DFMT_P8_UINT;
2635 void x11_copy_to_screen(const struct wined3d_swapchain *swapchain, const RECT *rect) DECLSPEC_HIDDEN;
2637 struct wined3d_context *swapchain_get_context(struct wined3d_swapchain *swapchain) DECLSPEC_HIDDEN;
2638 void swapchain_destroy_contexts(struct wined3d_swapchain *swapchain) DECLSPEC_HIDDEN;
2639 HDC swapchain_get_backup_dc(struct wined3d_swapchain *swapchain) DECLSPEC_HIDDEN;
2640 void swapchain_update_draw_bindings(struct wined3d_swapchain *swapchain) DECLSPEC_HIDDEN;
2641 void swapchain_update_render_to_fbo(struct wined3d_swapchain *swapchain) DECLSPEC_HIDDEN;
2643 /*****************************************************************************
2644 * Utility function prototypes
2647 /* Trace routines */
2648 const char *debug_d3dformat(enum wined3d_format_id format_id) DECLSPEC_HIDDEN;
2649 const char *debug_d3ddevicetype(enum wined3d_device_type device_type) DECLSPEC_HIDDEN;
2650 const char *debug_d3dresourcetype(enum wined3d_resource_type resource_type) DECLSPEC_HIDDEN;
2651 const char *debug_d3dusage(DWORD usage) DECLSPEC_HIDDEN;
2652 const char *debug_d3dusagequery(DWORD usagequery) DECLSPEC_HIDDEN;
2653 const char *debug_d3ddeclmethod(enum wined3d_decl_method method) DECLSPEC_HIDDEN;
2654 const char *debug_d3ddeclusage(enum wined3d_decl_usage usage) DECLSPEC_HIDDEN;
2655 const char *debug_d3dprimitivetype(enum wined3d_primitive_type primitive_type) DECLSPEC_HIDDEN;
2656 const char *debug_d3drenderstate(enum wined3d_render_state state) DECLSPEC_HIDDEN;
2657 const char *debug_d3dsamplerstate(enum wined3d_sampler_state state) DECLSPEC_HIDDEN;
2658 const char *debug_d3dstate(DWORD state) DECLSPEC_HIDDEN;
2659 const char *debug_d3dtexturefiltertype(enum wined3d_texture_filter_type filter_type) DECLSPEC_HIDDEN;
2660 const char *debug_d3dtexturestate(enum wined3d_texture_stage_state state) DECLSPEC_HIDDEN;
2661 const char *debug_d3dtstype(enum wined3d_transform_state tstype) DECLSPEC_HIDDEN;
2662 const char *debug_d3dpool(enum wined3d_pool pool) DECLSPEC_HIDDEN;
2663 const char *debug_fbostatus(GLenum status) DECLSPEC_HIDDEN;
2664 const char *debug_glerror(GLenum error) DECLSPEC_HIDDEN;
2665 const char *debug_d3dtop(enum wined3d_texture_op d3dtop) DECLSPEC_HIDDEN;
2666 void dump_color_fixup_desc(struct color_fixup_desc fixup) DECLSPEC_HIDDEN;
2667 const char *debug_surflocation(DWORD flag) DECLSPEC_HIDDEN;
2669 BOOL is_invalid_op(const struct wined3d_state *state, int stage,
2670 enum wined3d_texture_op op, DWORD arg1, DWORD arg2, DWORD arg3) DECLSPEC_HIDDEN;
2671 void set_tex_op_nvrc(const struct wined3d_gl_info *gl_info, const struct wined3d_state *state,
2672 BOOL is_alpha, int stage, enum wined3d_texture_op op, DWORD arg1, DWORD arg2, DWORD arg3,
2673 INT texture_idx, DWORD dst) DECLSPEC_HIDDEN;
2674 void set_texture_matrix(const struct wined3d_gl_info *gl_info, const float *smat, DWORD flags,
2675 BOOL calculatedCoords, BOOL transformed, enum wined3d_format_id coordtype,
2676 BOOL ffp_can_disable_proj) DECLSPEC_HIDDEN;
2677 void texture_activate_dimensions(const struct wined3d_texture *texture,
2678 const struct wined3d_gl_info *gl_info) DECLSPEC_HIDDEN;
2679 void sampler_texdim(struct wined3d_context *context,
2680 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
2681 void tex_alphaop(struct wined3d_context *context,
2682 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
2683 void apply_pixelshader(struct wined3d_context *context,
2684 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
2685 void state_fogcolor(struct wined3d_context *context,
2686 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
2687 void state_fogdensity(struct wined3d_context *context,
2688 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
2689 void state_fogstartend(struct wined3d_context *context,
2690 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
2691 void state_fog_fragpart(struct wined3d_context *context,
2692 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
2693 void state_srgbwrite(struct wined3d_context *context,
2694 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
2696 void sampler_texmatrix(struct wined3d_context *context,
2697 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
2698 void state_specularenable(struct wined3d_context *context,
2699 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
2700 void transform_world(struct wined3d_context *context,
2701 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
2702 void transform_view(struct wined3d_context *context,
2703 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
2704 void transform_projection(struct wined3d_context *context,
2705 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
2706 void transform_texture(struct wined3d_context *context,
2707 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
2708 void state_ambient(struct wined3d_context *context,
2709 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
2710 void viewport_vertexpart(struct wined3d_context *context,
2711 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
2712 void state_clipping(struct wined3d_context *context,
2713 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
2714 void light(struct wined3d_context *context,
2715 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
2716 void vertexdeclaration(struct wined3d_context *context,
2717 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
2718 void clipplane(struct wined3d_context *context,
2719 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
2720 void state_psizemin_w(struct wined3d_context *context,
2721 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
2722 void state_psizemin_ext(struct wined3d_context *context,
2723 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
2724 void state_psizemin_arb(struct wined3d_context *context,
2725 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
2726 void state_pointsprite_w(struct wined3d_context *context,
2727 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
2728 void state_pointsprite(struct wined3d_context *context,
2729 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
2730 void state_pscale(struct wined3d_context *context,
2731 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
2733 BOOL getColorBits(const struct wined3d_format *format,
2734 BYTE *redSize, BYTE *greenSize, BYTE *blueSize, BYTE *alphaSize, BYTE *totalSize) DECLSPEC_HIDDEN;
2735 BOOL getDepthStencilBits(const struct wined3d_format *format,
2736 BYTE *depthSize, BYTE *stencilSize) DECLSPEC_HIDDEN;
2737 GLenum gl_primitive_type_from_d3d(enum wined3d_primitive_type primitive_type) DECLSPEC_HIDDEN;
2739 /* Math utils */
2740 void multiply_matrix(struct wined3d_matrix *dest, const struct wined3d_matrix *src1,
2741 const struct wined3d_matrix *src2) DECLSPEC_HIDDEN;
2742 UINT wined3d_log2i(UINT32 x) DECLSPEC_HIDDEN;
2743 unsigned int count_bits(unsigned int mask) DECLSPEC_HIDDEN;
2745 struct wined3d_shader_lconst
2747 struct list entry;
2748 unsigned int idx;
2749 DWORD value[4];
2752 struct wined3d_shader_limits
2754 unsigned int sampler;
2755 unsigned int constant_int;
2756 unsigned int constant_float;
2757 unsigned int constant_bool;
2758 unsigned int packed_output;
2759 unsigned int packed_input;
2762 #ifdef __GNUC__
2763 #define PRINTF_ATTR(fmt,args) __attribute__((format (printf,fmt,args)))
2764 #else
2765 #define PRINTF_ATTR(fmt,args)
2766 #endif
2768 /* Base Shader utility functions. */
2769 int shader_addline(struct wined3d_shader_buffer *buffer, const char *fmt, ...) PRINTF_ATTR(2,3) DECLSPEC_HIDDEN;
2770 int shader_vaddline(struct wined3d_shader_buffer *buffer, const char *fmt, va_list args) DECLSPEC_HIDDEN;
2772 /* Vertex shader utility functions */
2773 BOOL vshader_get_input(const struct wined3d_shader *shader,
2774 BYTE usage_req, BYTE usage_idx_req, unsigned int *regnum) DECLSPEC_HIDDEN;
2776 struct wined3d_vertex_shader
2778 struct wined3d_shader_attribute attributes[MAX_ATTRIBS];
2781 struct wined3d_geometry_shader
2783 enum wined3d_primitive_type input_type;
2784 enum wined3d_primitive_type output_type;
2785 UINT vertices_out;
2788 struct wined3d_pixel_shader
2790 /* Pixel shader input semantics */
2791 DWORD input_reg_map[MAX_REG_INPUT];
2792 BOOL input_reg_used[MAX_REG_INPUT];
2793 unsigned int declared_in_count;
2795 /* Some information about the shader behavior */
2796 BOOL color0_mov;
2797 DWORD color0_reg;
2800 struct wined3d_shader
2802 LONG ref;
2803 struct wined3d_shader_limits limits;
2804 DWORD *function;
2805 UINT functionLength;
2806 BOOL load_local_constsF;
2807 const struct wined3d_shader_frontend *frontend;
2808 void *frontend_data;
2809 void *backend_data;
2811 void *parent;
2812 const struct wined3d_parent_ops *parent_ops;
2814 /* Programs this shader is linked with */
2815 struct list linked_programs;
2817 /* Immediate constants (override global ones) */
2818 struct list constantsB;
2819 struct list constantsF;
2820 struct list constantsI;
2821 struct wined3d_shader_reg_maps reg_maps;
2822 BOOL lconst_inf_or_nan;
2824 struct wined3d_shader_signature_element input_signature[max(MAX_ATTRIBS, MAX_REG_INPUT)];
2825 struct wined3d_shader_signature_element output_signature[MAX_REG_OUTPUT];
2827 /* Pointer to the parent device */
2828 struct wined3d_device *device;
2829 struct list shader_list_entry;
2831 union
2833 struct wined3d_vertex_shader vs;
2834 struct wined3d_geometry_shader gs;
2835 struct wined3d_pixel_shader ps;
2836 } u;
2839 void pixelshader_update_samplers(struct wined3d_shader *shader, WORD tex_types) DECLSPEC_HIDDEN;
2840 void find_ps_compile_args(const struct wined3d_state *state, const struct wined3d_shader *shader,
2841 BOOL position_transformed, struct ps_compile_args *args,
2842 const struct wined3d_gl_info *gl_info) DECLSPEC_HIDDEN;
2844 void find_vs_compile_args(const struct wined3d_state *state, const struct wined3d_shader *shader,
2845 WORD swizzle_map, struct vs_compile_args *args) DECLSPEC_HIDDEN;
2847 void shader_buffer_clear(struct wined3d_shader_buffer *buffer) DECLSPEC_HIDDEN;
2848 BOOL shader_buffer_init(struct wined3d_shader_buffer *buffer) DECLSPEC_HIDDEN;
2849 void shader_buffer_free(struct wined3d_shader_buffer *buffer) DECLSPEC_HIDDEN;
2850 void shader_dump_src_param(const struct wined3d_shader_src_param *param,
2851 const struct wined3d_shader_version *shader_version) DECLSPEC_HIDDEN;
2852 void shader_dump_dst_param(const struct wined3d_shader_dst_param *param,
2853 const struct wined3d_shader_version *shader_version) DECLSPEC_HIDDEN;
2854 unsigned int shader_find_free_input_register(const struct wined3d_shader_reg_maps *reg_maps,
2855 unsigned int max) DECLSPEC_HIDDEN;
2856 void shader_generate_main(const struct wined3d_shader *shader, struct wined3d_shader_buffer *buffer,
2857 const struct wined3d_shader_reg_maps *reg_maps, const DWORD *byte_code, void *backend_ctx) DECLSPEC_HIDDEN;
2858 BOOL shader_match_semantic(const char *semantic_name, enum wined3d_decl_usage usage) DECLSPEC_HIDDEN;
2860 static inline BOOL shader_is_scalar(const struct wined3d_shader_register *reg)
2862 switch (reg->type)
2864 case WINED3DSPR_RASTOUT:
2865 /* oFog & oPts */
2866 if (reg->idx[0].offset)
2867 return TRUE;
2868 /* oPos */
2869 return FALSE;
2871 case WINED3DSPR_DEPTHOUT: /* oDepth */
2872 case WINED3DSPR_CONSTBOOL: /* b# */
2873 case WINED3DSPR_LOOP: /* aL */
2874 case WINED3DSPR_PREDICATE: /* p0 */
2875 case WINED3DSPR_PRIMID: /* primID */
2876 return TRUE;
2878 case WINED3DSPR_MISCTYPE:
2879 switch (reg->idx[0].offset)
2881 case 0: /* vPos */
2882 return FALSE;
2883 case 1: /* vFace */
2884 return TRUE;
2885 default:
2886 return FALSE;
2889 case WINED3DSPR_IMMCONST:
2890 return reg->immconst_type == WINED3D_IMMCONST_SCALAR;
2892 default:
2893 return FALSE;
2897 static inline void shader_get_position_fixup(const struct wined3d_context *context,
2898 const struct wined3d_state *state, float *position_fixup)
2900 position_fixup[0] = 1.0f;
2901 position_fixup[1] = 1.0f;
2902 position_fixup[2] = (63.0f / 64.0f) / state->viewport.width;
2903 position_fixup[3] = -(63.0f / 64.0f) / state->viewport.height;
2905 if (context->render_offscreen)
2907 position_fixup[1] *= -1.0f;
2908 position_fixup[3] *= -1.0f;
2912 static inline BOOL shader_constant_is_local(const struct wined3d_shader *shader, DWORD reg)
2914 struct wined3d_shader_lconst *lconst;
2916 if (shader->load_local_constsF)
2917 return FALSE;
2919 LIST_FOR_EACH_ENTRY(lconst, &shader->constantsF, struct wined3d_shader_lconst, entry)
2921 if (lconst->idx == reg)
2922 return TRUE;
2925 return FALSE;
2928 /* Using additional shader constants (uniforms in GLSL / program environment
2929 * or local parameters in ARB) is costly:
2930 * ARB only knows float4 parameters and GLSL compiler are not really smart
2931 * when it comes to efficiently pack float2 uniforms, so no space is wasted
2932 * (in fact most compilers map a float2 to a full float4 uniform).
2934 * For NP2 texcoord fixup we only need 2 floats (width and height) for each
2935 * 2D texture used in the shader. We therefore pack fixup info for 2 textures
2936 * into a single shader constant (uniform / program parameter).
2938 * This structure is shared between the GLSL and the ARB backend.*/
2939 struct ps_np2fixup_info {
2940 unsigned char idx[MAX_FRAGMENT_SAMPLERS]; /* indices to the real constant */
2941 WORD active; /* bitfield indicating if we can apply the fixup */
2942 WORD num_consts;
2945 struct wined3d_palette
2947 LONG ref;
2948 void *parent;
2949 struct wined3d_device *device;
2951 HPALETTE hpal;
2952 WORD palVersion; /*| */
2953 WORD palNumEntries; /*| LOGPALETTE */
2954 PALETTEENTRY palents[256]; /*| */
2955 /* This is to store the palette in 'screen format' */
2956 int screen_palents[256];
2957 DWORD flags;
2960 /* DirectDraw utility functions */
2961 extern enum wined3d_format_id pixelformat_for_depth(DWORD depth) DECLSPEC_HIDDEN;
2963 /*****************************************************************************
2964 * Pixel format management
2967 /* WineD3D pixel format flags */
2968 #define WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING 0x00000001
2969 #define WINED3DFMT_FLAG_FILTERING 0x00000002
2970 #define WINED3DFMT_FLAG_DEPTH 0x00000004
2971 #define WINED3DFMT_FLAG_STENCIL 0x00000008
2972 #define WINED3DFMT_FLAG_RENDERTARGET 0x00000010
2973 #define WINED3DFMT_FLAG_FBO_ATTACHABLE 0x00000040
2974 #define WINED3DFMT_FLAG_FBO_ATTACHABLE_SRGB 0x00000080
2975 #define WINED3DFMT_FLAG_GETDC 0x00000100
2976 #define WINED3DFMT_FLAG_FLOAT 0x00000200
2977 #define WINED3DFMT_FLAG_BUMPMAP 0x00000400
2978 #define WINED3DFMT_FLAG_SRGB_READ 0x00000800
2979 #define WINED3DFMT_FLAG_SRGB_WRITE 0x00001000
2980 #define WINED3DFMT_FLAG_VTF 0x00002000
2981 #define WINED3DFMT_FLAG_SHADOW 0x00004000
2982 #define WINED3DFMT_FLAG_COMPRESSED 0x00008000
2983 #define WINED3DFMT_FLAG_BROKEN_PITCH 0x00010000
2984 #define WINED3DFMT_FLAG_BLOCKS 0x00020000
2985 #define WINED3DFMT_FLAG_HEIGHT_SCALE 0x00040000
2986 #define WINED3DFMT_FLAG_TEXTURE 0x00080000
2987 #define WINED3DFMT_FLAG_BLOCKS_NO_VERIFY 0x00100000
2989 struct wined3d_rational
2991 UINT numerator;
2992 UINT denominator;
2995 struct wined3d_format
2997 enum wined3d_format_id id;
2999 DWORD red_size;
3000 DWORD green_size;
3001 DWORD blue_size;
3002 DWORD alpha_size;
3003 DWORD red_offset;
3004 DWORD green_offset;
3005 DWORD blue_offset;
3006 DWORD alpha_offset;
3007 UINT byte_count;
3008 BYTE depth_size;
3009 BYTE stencil_size;
3011 UINT block_width;
3012 UINT block_height;
3013 UINT block_byte_count;
3015 enum wined3d_ffp_emit_idx emit_idx;
3016 GLint component_count;
3017 GLenum gl_vtx_type;
3018 GLint gl_vtx_format;
3019 GLboolean gl_normalized;
3020 unsigned int component_size;
3022 GLint glInternal;
3023 GLint glGammaInternal;
3024 GLint rtInternal;
3025 GLint glFormat;
3026 GLint glType;
3027 UINT conv_byte_count;
3028 unsigned int flags;
3029 struct wined3d_rational height_scale;
3030 struct color_fixup_desc color_fixup;
3031 void (*convert)(const BYTE *src, BYTE *dst, UINT src_row_pitch, UINT src_slice_pitch,
3032 UINT dst_row_pitch, UINT dst_slice_pitch, UINT width, UINT height, UINT depth);
3035 const struct wined3d_format *wined3d_get_format(const struct wined3d_gl_info *gl_info,
3036 enum wined3d_format_id format_id) DECLSPEC_HIDDEN;
3037 UINT wined3d_format_calculate_size(const struct wined3d_format *format,
3038 UINT alignment, UINT width, UINT height, UINT depth) DECLSPEC_HIDDEN;
3039 DWORD wined3d_format_convert_from_float(const struct wined3d_surface *surface,
3040 const struct wined3d_color *color) DECLSPEC_HIDDEN;
3042 static inline BOOL use_vs(const struct wined3d_state *state)
3044 /* Check state->vertex_declaration to allow this to be used before the
3045 * stream info is validated, for example in device_update_tex_unit_map(). */
3046 return state->shader[WINED3D_SHADER_TYPE_VERTEX] && !state->vertex_declaration->position_transformed;
3049 static inline BOOL use_ps(const struct wined3d_state *state)
3051 return !!state->shader[WINED3D_SHADER_TYPE_PIXEL];
3054 static inline void context_apply_state(struct wined3d_context *context,
3055 const struct wined3d_state *state, DWORD state_id)
3057 const struct StateEntry *state_table = context->state_table;
3058 DWORD rep = state_table[state_id].representative;
3059 state_table[rep].apply(context, state, rep);
3062 /* The WNDCLASS-Name for the fake window which we use to retrieve the GL capabilities */
3063 #define WINED3D_OPENGL_WINDOW_CLASS_NAME "WineD3D_OpenGL"
3065 #define MAKEDWORD_VERSION(maj, min) (((maj & 0xffff) << 16) | (min & 0xffff))
3067 #endif