wined3d: Recognize SM4.1 oMask output register.
[wine.git] / dlls / wined3d / wined3d_private.h
blobd632d423b36550be3981c350fd536c36e51eee21
1 /*
2 * Direct3D wine internal private include file
4 * Copyright 2002-2003 The wine-d3d team
5 * Copyright 2002-2003 Raphael Junqueira
6 * Copyright 2002-2003, 2004 Jason Edmeades
7 * Copyright 2005 Oliver Stieber
8 * Copyright 2006-2011, 2013 Stefan Dösinger for CodeWeavers
10 * This library is free software; you can redistribute it and/or
11 * modify it under the terms of the GNU Lesser General Public
12 * License as published by the Free Software Foundation; either
13 * version 2.1 of the License, or (at your option) any later version.
15 * This library is distributed in the hope that it will be useful,
16 * but WITHOUT ANY WARRANTY; without even the implied warranty of
17 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
18 * Lesser General Public License for more details.
20 * You should have received a copy of the GNU Lesser General Public
21 * License along with this library; if not, write to the Free Software
22 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
25 #ifndef __WINE_WINED3D_PRIVATE_H
26 #define __WINE_WINED3D_PRIVATE_H
28 #ifdef USE_WIN32_OPENGL
29 #define WINE_GLAPI __stdcall
30 #else
31 #define WINE_GLAPI
32 #endif
34 #include <stdarg.h>
35 #include <math.h>
36 #include <limits.h>
37 #include "ntstatus.h"
38 #define WIN32_NO_STATUS
39 #define NONAMELESSUNION
40 #define NONAMELESSSTRUCT
41 #define COBJMACROS
42 #include "windef.h"
43 #include "winbase.h"
44 #include "winreg.h"
45 #include "wingdi.h"
46 #include "winuser.h"
47 #include "winternl.h"
48 #include "ddk/d3dkmthk.h"
49 #include "wine/debug.h"
50 #include "wine/unicode.h"
52 #include "objbase.h"
53 #include "wine/wined3d.h"
54 #include "wined3d_gl.h"
55 #include "wine/list.h"
56 #include "wine/rbtree.h"
57 #include "wine/wgl_driver.h"
59 #ifndef ARRAY_SIZE
60 #define ARRAY_SIZE(array) (sizeof(array) / sizeof((array)[0]))
61 #endif
63 /* Driver quirks */
64 #define WINED3D_QUIRK_ARB_VS_OFFSET_LIMIT 0x00000001
65 #define WINED3D_QUIRK_SET_TEXCOORD_W 0x00000002
66 #define WINED3D_QUIRK_GLSL_CLIP_VARYING 0x00000004
67 #define WINED3D_QUIRK_ALLOWS_SPECULAR_ALPHA 0x00000008
68 #define WINED3D_QUIRK_NV_CLIP_BROKEN 0x00000010
69 #define WINED3D_QUIRK_FBO_TEX_UPDATE 0x00000020
70 #define WINED3D_QUIRK_BROKEN_RGBA16 0x00000040
71 #define WINED3D_QUIRK_INFO_LOG_SPAM 0x00000080
72 #define WINED3D_QUIRK_LIMITED_TEX_FILTERING 0x00000100
73 #define WINED3D_QUIRK_BROKEN_ARB_FOG 0x00000200
75 /* Texture format fixups */
77 enum fixup_channel_source
79 CHANNEL_SOURCE_ZERO = 0,
80 CHANNEL_SOURCE_ONE = 1,
81 CHANNEL_SOURCE_X = 2,
82 CHANNEL_SOURCE_Y = 3,
83 CHANNEL_SOURCE_Z = 4,
84 CHANNEL_SOURCE_W = 5,
85 CHANNEL_SOURCE_COMPLEX0 = 6,
86 CHANNEL_SOURCE_COMPLEX1 = 7,
89 enum complex_fixup
91 COMPLEX_FIXUP_NONE = 0,
92 COMPLEX_FIXUP_YUY2 = 1,
93 COMPLEX_FIXUP_UYVY = 2,
94 COMPLEX_FIXUP_YV12 = 3,
95 COMPLEX_FIXUP_P8 = 4,
96 COMPLEX_FIXUP_NV12 = 5,
99 #include <pshpack2.h>
100 struct color_fixup_desc
102 unsigned short x_sign_fixup : 1;
103 unsigned short x_source : 3;
104 unsigned short y_sign_fixup : 1;
105 unsigned short y_source : 3;
106 unsigned short z_sign_fixup : 1;
107 unsigned short z_source : 3;
108 unsigned short w_sign_fixup : 1;
109 unsigned short w_source : 3;
111 #include <poppack.h>
113 static const struct color_fixup_desc COLOR_FIXUP_IDENTITY =
114 {0, CHANNEL_SOURCE_X, 0, CHANNEL_SOURCE_Y, 0, CHANNEL_SOURCE_Z, 0, CHANNEL_SOURCE_W};
116 static inline struct color_fixup_desc create_color_fixup_desc(
117 int sign0, enum fixup_channel_source src0, int sign1, enum fixup_channel_source src1,
118 int sign2, enum fixup_channel_source src2, int sign3, enum fixup_channel_source src3)
120 struct color_fixup_desc fixup =
122 sign0, src0,
123 sign1, src1,
124 sign2, src2,
125 sign3, src3,
127 return fixup;
130 static inline struct color_fixup_desc create_complex_fixup_desc(enum complex_fixup complex_fixup)
132 struct color_fixup_desc fixup =
134 0u, complex_fixup & (1u << 0) ? CHANNEL_SOURCE_COMPLEX1 : CHANNEL_SOURCE_COMPLEX0,
135 0u, complex_fixup & (1u << 1) ? CHANNEL_SOURCE_COMPLEX1 : CHANNEL_SOURCE_COMPLEX0,
136 0u, complex_fixup & (1u << 2) ? CHANNEL_SOURCE_COMPLEX1 : CHANNEL_SOURCE_COMPLEX0,
137 0u, complex_fixup & (1u << 3) ? CHANNEL_SOURCE_COMPLEX1 : CHANNEL_SOURCE_COMPLEX0,
139 return fixup;
142 static inline BOOL is_identity_fixup(struct color_fixup_desc fixup)
144 return !memcmp(&fixup, &COLOR_FIXUP_IDENTITY, sizeof(fixup));
147 static inline BOOL is_complex_fixup(struct color_fixup_desc fixup)
149 return fixup.x_source == CHANNEL_SOURCE_COMPLEX0 || fixup.x_source == CHANNEL_SOURCE_COMPLEX1;
152 static inline BOOL is_scaling_fixup(struct color_fixup_desc fixup)
154 return fixup.x_sign_fixup || fixup.y_sign_fixup || fixup.z_sign_fixup || fixup.w_sign_fixup;
157 static inline BOOL is_same_fixup(struct color_fixup_desc f1, struct color_fixup_desc f2)
159 return f1.x_sign_fixup == f2.x_sign_fixup && f1.x_source == f2.x_source
160 && f1.y_sign_fixup == f2.y_sign_fixup && f1.y_source == f2.y_source
161 && f1.z_sign_fixup == f2.z_sign_fixup && f1.z_source == f2.z_source
162 && f1.w_sign_fixup == f2.w_sign_fixup && f1.w_source == f2.w_source;
165 static inline enum complex_fixup get_complex_fixup(struct color_fixup_desc fixup)
167 enum complex_fixup complex_fixup = 0;
168 if (fixup.x_source == CHANNEL_SOURCE_COMPLEX1) complex_fixup |= (1u << 0);
169 if (fixup.y_source == CHANNEL_SOURCE_COMPLEX1) complex_fixup |= (1u << 1);
170 if (fixup.z_source == CHANNEL_SOURCE_COMPLEX1) complex_fixup |= (1u << 2);
171 if (fixup.w_source == CHANNEL_SOURCE_COMPLEX1) complex_fixup |= (1u << 3);
172 return complex_fixup;
175 /* Device caps */
176 #define MAX_STREAM_OUT 4
177 #define MAX_STREAMS 16
178 #define MAX_TEXTURES 8
179 #define MAX_FRAGMENT_SAMPLERS 16
180 #define MAX_VERTEX_SAMPLERS 4
181 #define MAX_COMBINED_SAMPLERS (MAX_FRAGMENT_SAMPLERS + MAX_VERTEX_SAMPLERS)
182 #define MAX_ACTIVE_LIGHTS 8
183 #define MAX_CLIP_DISTANCES WINED3DMAXUSERCLIPPLANES
184 #define MAX_CONSTANT_BUFFERS 15
185 #define MAX_SAMPLER_OBJECTS 16
186 #define MAX_SHADER_RESOURCE_VIEWS 128
187 #define MAX_UNORDERED_ACCESS_VIEWS 8
188 #define MAX_VERTEX_BLENDS 4
189 #define MAX_MULTISAMPLE_TYPES 8
191 struct min_lookup
193 GLenum mip[WINED3D_TEXF_LINEAR + 1];
196 extern const struct min_lookup minMipLookup[WINED3D_TEXF_LINEAR + 1] DECLSPEC_HIDDEN;
197 extern const GLenum magLookup[WINED3D_TEXF_LINEAR + 1] DECLSPEC_HIDDEN;
199 GLenum wined3d_gl_compare_func(enum wined3d_cmp_func f) DECLSPEC_HIDDEN;
201 static inline enum wined3d_cmp_func wined3d_sanitize_cmp_func(enum wined3d_cmp_func func)
203 if (func < WINED3D_CMP_NEVER || func > WINED3D_CMP_ALWAYS)
204 return WINED3D_CMP_ALWAYS;
205 return func;
208 static inline GLenum wined3d_gl_mag_filter(enum wined3d_texture_filter_type mag_filter)
210 return magLookup[mag_filter];
213 static inline GLenum wined3d_gl_min_mip_filter(enum wined3d_texture_filter_type min_filter,
214 enum wined3d_texture_filter_type mip_filter)
216 return minMipLookup[min_filter].mip[mip_filter];
219 /* float_16_to_32() and float_32_to_16() (see implementation in
220 * surface_base.c) convert 16 bit floats in the FLOAT16 data type
221 * to standard C floats and vice versa. They do not depend on the encoding
222 * of the C float, so they are platform independent, but slow. On x86 and
223 * other IEEE 754 compliant platforms the conversion can be accelerated by
224 * bit shifting the exponent and mantissa. There are also some SSE-based
225 * assembly routines out there.
227 * See GL_NV_half_float for a reference of the FLOAT16 / GL_HALF format
229 static inline float float_16_to_32(const unsigned short *in)
231 const unsigned short s = ((*in) & 0x8000u);
232 const unsigned short e = ((*in) & 0x7c00u) >> 10;
233 const unsigned short m = (*in) & 0x3ffu;
234 const float sgn = (s ? -1.0f : 1.0f);
236 if(e == 0) {
237 if(m == 0) return sgn * 0.0f; /* +0.0 or -0.0 */
238 else return sgn * powf(2, -14.0f) * ((float)m / 1024.0f);
239 } else if(e < 31) {
240 return sgn * powf(2, (float)e - 15.0f) * (1.0f + ((float)m / 1024.0f));
241 } else {
242 if(m == 0) return sgn * INFINITY;
243 else return NAN;
247 static inline float float_24_to_32(DWORD in)
249 const float sgn = in & 0x800000u ? -1.0f : 1.0f;
250 const unsigned short e = (in & 0x780000u) >> 19;
251 const unsigned int m = in & 0x7ffffu;
253 if (e == 0)
255 if (m == 0) return sgn * 0.0f; /* +0.0 or -0.0 */
256 else return sgn * powf(2, -6.0f) * ((float)m / 524288.0f);
258 else if (e < 15)
260 return sgn * powf(2, (float)e - 7.0f) * (1.0f + ((float)m / 524288.0f));
262 else
264 if (m == 0) return sgn * INFINITY;
265 else return NAN;
269 static inline unsigned int wined3d_popcount(unsigned int x)
271 #ifdef HAVE___BUILTIN_POPCOUNT
272 return __builtin_popcount(x);
273 #else
274 x -= x >> 1 & 0x55555555;
275 x = (x & 0x33333333) + (x >> 2 & 0x33333333);
276 return ((x + (x >> 4)) & 0x0f0f0f0f) * 0x01010101 >> 24;
277 #endif
280 #define ORM_BACKBUFFER 0
281 #define ORM_FBO 1
283 #define PCI_VENDOR_NONE 0xffff /* e.g. 0x8086 for Intel and 0x10de for Nvidia */
284 #define PCI_DEVICE_NONE 0xffff /* e.g. 0x14f for a Geforce6200 */
286 /* NOTE: When adding fields to this structure, make sure to update the default
287 * values in wined3d_main.c as well. */
288 struct wined3d_settings
290 DWORD max_gl_version;
291 BOOL glslRequested;
292 int offscreen_rendering_mode;
293 unsigned short pci_vendor_id;
294 unsigned short pci_device_id;
295 /* Memory tracking and object counting. */
296 UINT64 emulated_textureram;
297 char *logo;
298 int allow_multisampling;
299 unsigned int sample_count;
300 BOOL strict_draw_ordering;
301 BOOL always_offscreen;
302 BOOL check_float_constants;
303 unsigned int max_sm_vs;
304 unsigned int max_sm_hs;
305 unsigned int max_sm_ds;
306 unsigned int max_sm_gs;
307 unsigned int max_sm_ps;
308 unsigned int max_sm_cs;
309 BOOL no_3d;
312 extern struct wined3d_settings wined3d_settings DECLSPEC_HIDDEN;
314 enum wined3d_shader_resource_type
316 WINED3D_SHADER_RESOURCE_NONE,
317 WINED3D_SHADER_RESOURCE_BUFFER,
318 WINED3D_SHADER_RESOURCE_TEXTURE_1D,
319 WINED3D_SHADER_RESOURCE_TEXTURE_2D,
320 WINED3D_SHADER_RESOURCE_TEXTURE_2DMS,
321 WINED3D_SHADER_RESOURCE_TEXTURE_3D,
322 WINED3D_SHADER_RESOURCE_TEXTURE_CUBE,
323 WINED3D_SHADER_RESOURCE_TEXTURE_1DARRAY,
324 WINED3D_SHADER_RESOURCE_TEXTURE_2DARRAY,
325 WINED3D_SHADER_RESOURCE_TEXTURE_2DMSARRAY,
328 #define WINED3D_SHADER_CONST_VS_F 0x00000001
329 #define WINED3D_SHADER_CONST_VS_I 0x00000002
330 #define WINED3D_SHADER_CONST_VS_B 0x00000004
331 #define WINED3D_SHADER_CONST_VS_CLIP_PLANES 0x00000008
332 #define WINED3D_SHADER_CONST_VS_POINTSIZE 0x00000010
333 #define WINED3D_SHADER_CONST_POS_FIXUP 0x00000020
334 #define WINED3D_SHADER_CONST_PS_F 0x00000040
335 #define WINED3D_SHADER_CONST_PS_I 0x00000080
336 #define WINED3D_SHADER_CONST_PS_B 0x00000100
337 #define WINED3D_SHADER_CONST_PS_BUMP_ENV 0x00000200
338 #define WINED3D_SHADER_CONST_PS_FOG 0x00000400
339 #define WINED3D_SHADER_CONST_PS_ALPHA_TEST 0x00000800
340 #define WINED3D_SHADER_CONST_PS_Y_CORR 0x00001000
341 #define WINED3D_SHADER_CONST_PS_NP2_FIXUP 0x00002000
342 #define WINED3D_SHADER_CONST_FFP_MODELVIEW 0x00004000
343 #define WINED3D_SHADER_CONST_FFP_VERTEXBLEND 0x00008000
344 #define WINED3D_SHADER_CONST_FFP_PROJ 0x00010000
345 #define WINED3D_SHADER_CONST_FFP_TEXMATRIX 0x00020000
346 #define WINED3D_SHADER_CONST_FFP_MATERIAL 0x00040000
347 #define WINED3D_SHADER_CONST_FFP_LIGHTS 0x00080000
348 #define WINED3D_SHADER_CONST_FFP_PS 0x00100000
349 #define WINED3D_SHADER_CONST_FFP_COLOR_KEY 0x00200000
351 enum wined3d_shader_register_type
353 WINED3DSPR_TEMP = 0,
354 WINED3DSPR_INPUT = 1,
355 WINED3DSPR_CONST = 2,
356 WINED3DSPR_ADDR = 3,
357 WINED3DSPR_TEXTURE = 3,
358 WINED3DSPR_RASTOUT = 4,
359 WINED3DSPR_ATTROUT = 5,
360 WINED3DSPR_TEXCRDOUT = 6,
361 WINED3DSPR_OUTPUT = 6,
362 WINED3DSPR_CONSTINT = 7,
363 WINED3DSPR_COLOROUT = 8,
364 WINED3DSPR_DEPTHOUT = 9,
365 WINED3DSPR_SAMPLER = 10,
366 WINED3DSPR_CONST2 = 11,
367 WINED3DSPR_CONST3 = 12,
368 WINED3DSPR_CONST4 = 13,
369 WINED3DSPR_CONSTBOOL = 14,
370 WINED3DSPR_LOOP = 15,
371 WINED3DSPR_TEMPFLOAT16 = 16,
372 WINED3DSPR_MISCTYPE = 17,
373 WINED3DSPR_LABEL = 18,
374 WINED3DSPR_PREDICATE = 19,
375 WINED3DSPR_IMMCONST,
376 WINED3DSPR_CONSTBUFFER,
377 WINED3DSPR_IMMCONSTBUFFER,
378 WINED3DSPR_PRIMID,
379 WINED3DSPR_NULL,
380 WINED3DSPR_RESOURCE,
381 WINED3DSPR_UAV,
382 WINED3DSPR_OUTPOINTID,
383 WINED3DSPR_FORKINSTID,
384 WINED3DSPR_INCONTROLPOINT,
385 WINED3DSPR_OUTCONTROLPOINT,
386 WINED3DSPR_PATCHCONST,
387 WINED3DSPR_TESSCOORD,
388 WINED3DSPR_GROUPSHAREDMEM,
389 WINED3DSPR_THREADID,
390 WINED3DSPR_THREADGROUPID,
391 WINED3DSPR_LOCALTHREADID,
392 WINED3DSPR_LOCALTHREADINDEX,
393 WINED3DSPR_IDXTEMP,
394 WINED3DSPR_STREAM,
395 WINED3DSPR_FUNCTIONBODY,
396 WINED3DSPR_FUNCTIONPOINTER,
397 WINED3DSPR_COVERAGE,
398 WINED3DSPR_SAMPLEMASK,
401 enum wined3d_data_type
403 WINED3D_DATA_FLOAT,
404 WINED3D_DATA_INT,
405 WINED3D_DATA_RESOURCE,
406 WINED3D_DATA_SAMPLER,
407 WINED3D_DATA_UAV,
408 WINED3D_DATA_UINT,
409 WINED3D_DATA_UNORM,
410 WINED3D_DATA_SNORM,
411 WINED3D_DATA_OPAQUE,
414 enum wined3d_immconst_type
416 WINED3D_IMMCONST_SCALAR,
417 WINED3D_IMMCONST_VEC4,
420 #define WINED3DSP_NOSWIZZLE (0u | (1u << 2) | (2u << 4) | (3u << 6))
422 enum wined3d_shader_src_modifier
424 WINED3DSPSM_NONE = 0,
425 WINED3DSPSM_NEG = 1,
426 WINED3DSPSM_BIAS = 2,
427 WINED3DSPSM_BIASNEG = 3,
428 WINED3DSPSM_SIGN = 4,
429 WINED3DSPSM_SIGNNEG = 5,
430 WINED3DSPSM_COMP = 6,
431 WINED3DSPSM_X2 = 7,
432 WINED3DSPSM_X2NEG = 8,
433 WINED3DSPSM_DZ = 9,
434 WINED3DSPSM_DW = 10,
435 WINED3DSPSM_ABS = 11,
436 WINED3DSPSM_ABSNEG = 12,
437 WINED3DSPSM_NOT = 13,
440 #define WINED3DSP_WRITEMASK_0 0x1u /* .x r */
441 #define WINED3DSP_WRITEMASK_1 0x2u /* .y g */
442 #define WINED3DSP_WRITEMASK_2 0x4u /* .z b */
443 #define WINED3DSP_WRITEMASK_3 0x8u /* .w a */
444 #define WINED3DSP_WRITEMASK_ALL 0xfu /* all */
446 enum wined3d_shader_dst_modifier
448 WINED3DSPDM_NONE = 0,
449 WINED3DSPDM_SATURATE = 1,
450 WINED3DSPDM_PARTIALPRECISION = 2,
451 WINED3DSPDM_MSAMPCENTROID = 4,
454 enum wined3d_shader_interpolation_mode
456 WINED3DSIM_CONSTANT = 1,
457 WINED3DSIM_LINEAR = 2,
458 WINED3DSIM_LINEAR_CENTROID = 3,
459 WINED3DSIM_LINEAR_NOPERSPECTIVE = 4,
460 WINED3DSIM_LINEAR_NOPERSPECTIVE_CENTROID = 5,
461 WINED3DSIM_LINEAR_SAMPLE = 6,
462 WINED3DSIM_LINEAR_NOPERSPECTIVE_SAMPLE = 7,
465 enum wined3d_shader_global_flags
467 WINED3DSGF_REFACTORING_ALLOWED = 0x1,
468 WINED3DSGF_ENABLE_RAW_AND_STRUCTURED_BUFFERS = 0x8,
471 enum wined3d_shader_sync_flags
473 WINED3DSSF_THREAD_GROUP = 0x1,
474 WINED3DSSF_GROUP_SHARED_MEMORY = 0x2,
477 enum wined3d_shader_uav_flags
479 WINED3DSUF_GLOBALLY_COHERENT = 0x20,
480 WINED3DSUF_ORDER_PRESERVING_COUNTER = 0x8000,
483 enum wined3d_tessellator_domain
485 WINED3D_TESSELLATOR_DOMAIN_LINE = 1,
486 WINED3D_TESSELLATOR_DOMAIN_TRIANGLE = 2,
487 WINED3D_TESSELLATOR_DOMAIN_QUAD = 3,
490 enum wined3d_tessellator_output_primitive
492 WINED3D_TESSELLATOR_OUTPUT_POINT = 1,
493 WINED3D_TESSELLATOR_OUTPUT_LINE = 2,
494 WINED3D_TESSELLATOR_OUTPUT_TRIANGLE_CW = 3,
495 WINED3D_TESSELLATOR_OUTPUT_TRIANGLE_CCW = 4,
498 enum wined3d_tessellator_partitioning
500 WINED3D_TESSELLATOR_PARTITIONING_INTEGER = 1,
501 WINED3D_TESSELLATOR_PARTITIONING_POW2 = 2,
502 WINED3D_TESSELLATOR_PARTITIONING_FRACTIONAL_ODD = 3,
503 WINED3D_TESSELLATOR_PARTITIONING_FRACTIONAL_EVEN = 4,
506 /* Undocumented opcode control to identify projective texture lookups in ps 2.0 and later */
507 #define WINED3DSI_TEXLD_PROJECT 0x1
508 #define WINED3DSI_TEXLD_BIAS 0x2
509 #define WINED3DSI_INDEXED_DYNAMIC 0x4
510 #define WINED3DSI_RESINFO_RCP_FLOAT 0x1
511 #define WINED3DSI_RESINFO_UINT 0x2
512 #define WINED3DSI_SAMPLE_INFO_UINT 0x1
513 #define WINED3DSI_SAMPLER_COMPARISON_MODE 0x1
515 enum wined3d_shader_rel_op
517 WINED3D_SHADER_REL_OP_GT = 1,
518 WINED3D_SHADER_REL_OP_EQ = 2,
519 WINED3D_SHADER_REL_OP_GE = 3,
520 WINED3D_SHADER_REL_OP_LT = 4,
521 WINED3D_SHADER_REL_OP_NE = 5,
522 WINED3D_SHADER_REL_OP_LE = 6,
525 enum wined3d_shader_conditional_op
527 WINED3D_SHADER_CONDITIONAL_OP_NZ = 0,
528 WINED3D_SHADER_CONDITIONAL_OP_Z = 1
531 #define WINED3D_SM1_VS 0xfffeu
532 #define WINED3D_SM1_PS 0xffffu
533 #define WINED3D_SM4_PS 0x0000u
534 #define WINED3D_SM4_VS 0x0001u
535 #define WINED3D_SM4_GS 0x0002u
536 #define WINED3D_SM5_HS 0x0003u
537 #define WINED3D_SM5_DS 0x0004u
538 #define WINED3D_SM5_CS 0x0005u
540 /* Shader version tokens, and shader end tokens */
541 #define WINED3DPS_VERSION(major, minor) ((WINED3D_SM1_PS << 16) | ((major) << 8) | (minor))
542 #define WINED3DVS_VERSION(major, minor) ((WINED3D_SM1_VS << 16) | ((major) << 8) | (minor))
544 /* Shader backends */
546 /* TODO: Make this dynamic, based on shader limits ? */
547 #define MAX_ATTRIBS 16
548 #define MAX_REG_ADDR 1
549 #define MAX_REG_TEXCRD 8
550 #define MAX_REG_INPUT 32
551 #define MAX_REG_OUTPUT 32
552 #define WINED3D_MAX_CBS 15
553 #define WINED3D_MAX_CONSTS_B 16
554 #define WINED3D_MAX_CONSTS_I 16
555 #define WINED3D_MAX_VS_CONSTS_F 256
556 #define WINED3D_MAX_PS_CONSTS_F 224
558 /* FIXME: This needs to go up to 2048 for
559 * Shader model 3 according to msdn (and for software shaders) */
560 #define MAX_LABELS 16
562 #define MAX_IMMEDIATE_CONSTANT_BUFFER_SIZE 4096
564 struct wined3d_string_buffer
566 struct list entry;
567 char *buffer;
568 unsigned int buffer_size;
569 unsigned int content_size;
572 enum WINED3D_SHADER_INSTRUCTION_HANDLER
574 WINED3DSIH_ABS,
575 WINED3DSIH_ADD,
576 WINED3DSIH_AND,
577 WINED3DSIH_ATOMIC_AND,
578 WINED3DSIH_ATOMIC_CMP_STORE,
579 WINED3DSIH_ATOMIC_IADD,
580 WINED3DSIH_ATOMIC_OR,
581 WINED3DSIH_ATOMIC_UMAX,
582 WINED3DSIH_ATOMIC_UMIN,
583 WINED3DSIH_ATOMIC_XOR,
584 WINED3DSIH_BEM,
585 WINED3DSIH_BFI,
586 WINED3DSIH_BFREV,
587 WINED3DSIH_BREAK,
588 WINED3DSIH_BREAKC,
589 WINED3DSIH_BREAKP,
590 WINED3DSIH_BUFINFO,
591 WINED3DSIH_CALL,
592 WINED3DSIH_CALLNZ,
593 WINED3DSIH_CASE,
594 WINED3DSIH_CMP,
595 WINED3DSIH_CND,
596 WINED3DSIH_CONTINUE,
597 WINED3DSIH_CRS,
598 WINED3DSIH_CUT,
599 WINED3DSIH_CUT_STREAM,
600 WINED3DSIH_DCL,
601 WINED3DSIH_DCL_CONSTANT_BUFFER,
602 WINED3DSIH_DCL_FUNCTION_BODY,
603 WINED3DSIH_DCL_FUNCTION_TABLE,
604 WINED3DSIH_DCL_GLOBAL_FLAGS,
605 WINED3DSIH_DCL_HS_FORK_PHASE_INSTANCE_COUNT,
606 WINED3DSIH_DCL_HS_MAX_TESSFACTOR,
607 WINED3DSIH_DCL_IMMEDIATE_CONSTANT_BUFFER,
608 WINED3DSIH_DCL_INDEXABLE_TEMP,
609 WINED3DSIH_DCL_INPUT,
610 WINED3DSIH_DCL_INPUT_CONTROL_POINT_COUNT,
611 WINED3DSIH_DCL_INPUT_PRIMITIVE,
612 WINED3DSIH_DCL_INPUT_PS,
613 WINED3DSIH_DCL_INPUT_PS_SGV,
614 WINED3DSIH_DCL_INPUT_PS_SIV,
615 WINED3DSIH_DCL_INPUT_SGV,
616 WINED3DSIH_DCL_INPUT_SIV,
617 WINED3DSIH_DCL_INTERFACE,
618 WINED3DSIH_DCL_OUTPUT,
619 WINED3DSIH_DCL_OUTPUT_CONTROL_POINT_COUNT,
620 WINED3DSIH_DCL_OUTPUT_SIV,
621 WINED3DSIH_DCL_OUTPUT_TOPOLOGY,
622 WINED3DSIH_DCL_RESOURCE_STRUCTURED,
623 WINED3DSIH_DCL_SAMPLER,
624 WINED3DSIH_DCL_STREAM,
625 WINED3DSIH_DCL_TEMPS,
626 WINED3DSIH_DCL_TESSELLATOR_DOMAIN,
627 WINED3DSIH_DCL_TESSELLATOR_OUTPUT_PRIMITIVE,
628 WINED3DSIH_DCL_TESSELLATOR_PARTITIONING,
629 WINED3DSIH_DCL_TGSM_RAW,
630 WINED3DSIH_DCL_TGSM_STRUCTURED,
631 WINED3DSIH_DCL_THREAD_GROUP,
632 WINED3DSIH_DCL_UAV_RAW,
633 WINED3DSIH_DCL_UAV_STRUCTURED,
634 WINED3DSIH_DCL_UAV_TYPED,
635 WINED3DSIH_DCL_VERTICES_OUT,
636 WINED3DSIH_DEF,
637 WINED3DSIH_DEFAULT,
638 WINED3DSIH_DEFB,
639 WINED3DSIH_DEFI,
640 WINED3DSIH_DIV,
641 WINED3DSIH_DP2,
642 WINED3DSIH_DP2ADD,
643 WINED3DSIH_DP3,
644 WINED3DSIH_DP4,
645 WINED3DSIH_DST,
646 WINED3DSIH_DSX,
647 WINED3DSIH_DSX_COARSE,
648 WINED3DSIH_DSX_FINE,
649 WINED3DSIH_DSY,
650 WINED3DSIH_DSY_COARSE,
651 WINED3DSIH_DSY_FINE,
652 WINED3DSIH_ELSE,
653 WINED3DSIH_EMIT,
654 WINED3DSIH_EMIT_STREAM,
655 WINED3DSIH_ENDIF,
656 WINED3DSIH_ENDLOOP,
657 WINED3DSIH_ENDREP,
658 WINED3DSIH_ENDSWITCH,
659 WINED3DSIH_EQ,
660 WINED3DSIH_EXP,
661 WINED3DSIH_EXPP,
662 WINED3DSIH_FCALL,
663 WINED3DSIH_FRC,
664 WINED3DSIH_FTOI,
665 WINED3DSIH_FTOU,
666 WINED3DSIH_GATHER4,
667 WINED3DSIH_GATHER4_C,
668 WINED3DSIH_GE,
669 WINED3DSIH_HS_CONTROL_POINT_PHASE,
670 WINED3DSIH_HS_DECLS,
671 WINED3DSIH_HS_FORK_PHASE,
672 WINED3DSIH_HS_JOIN_PHASE,
673 WINED3DSIH_IADD,
674 WINED3DSIH_IEQ,
675 WINED3DSIH_IF,
676 WINED3DSIH_IFC,
677 WINED3DSIH_IGE,
678 WINED3DSIH_ILT,
679 WINED3DSIH_IMAD,
680 WINED3DSIH_IMAX,
681 WINED3DSIH_IMIN,
682 WINED3DSIH_IMM_ATOMIC_ALLOC,
683 WINED3DSIH_IMM_ATOMIC_AND,
684 WINED3DSIH_IMM_ATOMIC_CMP_EXCH,
685 WINED3DSIH_IMM_ATOMIC_CONSUME,
686 WINED3DSIH_IMM_ATOMIC_EXCH,
687 WINED3DSIH_IMM_ATOMIC_OR,
688 WINED3DSIH_IMM_ATOMIC_UMAX,
689 WINED3DSIH_IMM_ATOMIC_UMIN,
690 WINED3DSIH_IMM_ATOMIC_XOR,
691 WINED3DSIH_IMUL,
692 WINED3DSIH_INE,
693 WINED3DSIH_INEG,
694 WINED3DSIH_ISHL,
695 WINED3DSIH_ISHR,
696 WINED3DSIH_ITOF,
697 WINED3DSIH_LABEL,
698 WINED3DSIH_LD,
699 WINED3DSIH_LD2DMS,
700 WINED3DSIH_LD_RAW,
701 WINED3DSIH_LD_STRUCTURED,
702 WINED3DSIH_LD_UAV_TYPED,
703 WINED3DSIH_LIT,
704 WINED3DSIH_LOD,
705 WINED3DSIH_LOG,
706 WINED3DSIH_LOGP,
707 WINED3DSIH_LOOP,
708 WINED3DSIH_LRP,
709 WINED3DSIH_LT,
710 WINED3DSIH_M3x2,
711 WINED3DSIH_M3x3,
712 WINED3DSIH_M3x4,
713 WINED3DSIH_M4x3,
714 WINED3DSIH_M4x4,
715 WINED3DSIH_MAD,
716 WINED3DSIH_MAX,
717 WINED3DSIH_MIN,
718 WINED3DSIH_MOV,
719 WINED3DSIH_MOVA,
720 WINED3DSIH_MOVC,
721 WINED3DSIH_MUL,
722 WINED3DSIH_NE,
723 WINED3DSIH_NOP,
724 WINED3DSIH_NOT,
725 WINED3DSIH_NRM,
726 WINED3DSIH_OR,
727 WINED3DSIH_PHASE,
728 WINED3DSIH_POW,
729 WINED3DSIH_RCP,
730 WINED3DSIH_REP,
731 WINED3DSIH_RESINFO,
732 WINED3DSIH_RET,
733 WINED3DSIH_ROUND_NE,
734 WINED3DSIH_ROUND_NI,
735 WINED3DSIH_ROUND_PI,
736 WINED3DSIH_ROUND_Z,
737 WINED3DSIH_RSQ,
738 WINED3DSIH_SAMPLE,
739 WINED3DSIH_SAMPLE_B,
740 WINED3DSIH_SAMPLE_C,
741 WINED3DSIH_SAMPLE_C_LZ,
742 WINED3DSIH_SAMPLE_GRAD,
743 WINED3DSIH_SAMPLE_INFO,
744 WINED3DSIH_SAMPLE_LOD,
745 WINED3DSIH_SAMPLE_POS,
746 WINED3DSIH_SETP,
747 WINED3DSIH_SGE,
748 WINED3DSIH_SGN,
749 WINED3DSIH_SINCOS,
750 WINED3DSIH_SLT,
751 WINED3DSIH_SQRT,
752 WINED3DSIH_STORE_RAW,
753 WINED3DSIH_STORE_STRUCTURED,
754 WINED3DSIH_STORE_UAV_TYPED,
755 WINED3DSIH_SUB,
756 WINED3DSIH_SWAPC,
757 WINED3DSIH_SWITCH,
758 WINED3DSIH_SYNC,
759 WINED3DSIH_TEX,
760 WINED3DSIH_TEXBEM,
761 WINED3DSIH_TEXBEML,
762 WINED3DSIH_TEXCOORD,
763 WINED3DSIH_TEXDEPTH,
764 WINED3DSIH_TEXDP3,
765 WINED3DSIH_TEXDP3TEX,
766 WINED3DSIH_TEXKILL,
767 WINED3DSIH_TEXLDD,
768 WINED3DSIH_TEXLDL,
769 WINED3DSIH_TEXM3x2DEPTH,
770 WINED3DSIH_TEXM3x2PAD,
771 WINED3DSIH_TEXM3x2TEX,
772 WINED3DSIH_TEXM3x3,
773 WINED3DSIH_TEXM3x3DIFF,
774 WINED3DSIH_TEXM3x3PAD,
775 WINED3DSIH_TEXM3x3SPEC,
776 WINED3DSIH_TEXM3x3TEX,
777 WINED3DSIH_TEXM3x3VSPEC,
778 WINED3DSIH_TEXREG2AR,
779 WINED3DSIH_TEXREG2GB,
780 WINED3DSIH_TEXREG2RGB,
781 WINED3DSIH_UBFE,
782 WINED3DSIH_UDIV,
783 WINED3DSIH_UGE,
784 WINED3DSIH_ULT,
785 WINED3DSIH_UMAX,
786 WINED3DSIH_UMIN,
787 WINED3DSIH_USHR,
788 WINED3DSIH_UTOF,
789 WINED3DSIH_XOR,
790 WINED3DSIH_TABLE_SIZE
793 enum wined3d_shader_type
795 WINED3D_SHADER_TYPE_PIXEL,
796 WINED3D_SHADER_TYPE_VERTEX,
797 WINED3D_SHADER_TYPE_GEOMETRY,
798 WINED3D_SHADER_TYPE_HULL,
799 WINED3D_SHADER_TYPE_DOMAIN,
800 WINED3D_SHADER_TYPE_COMPUTE,
801 WINED3D_SHADER_TYPE_COUNT,
804 struct wined3d_shader_version
806 enum wined3d_shader_type type;
807 BYTE major;
808 BYTE minor;
811 struct wined3d_shader_resource_info
813 enum wined3d_shader_resource_type type;
814 enum wined3d_data_type data_type;
817 #define WINED3D_SAMPLER_DEFAULT ~0x0u
819 struct wined3d_shader_sampler_map_entry
821 unsigned int resource_idx;
822 unsigned int sampler_idx;
823 unsigned int bind_idx;
826 struct wined3d_shader_sampler_map
828 struct wined3d_shader_sampler_map_entry *entries;
829 size_t size;
830 size_t count;
833 struct wined3d_shader_immediate_constant_buffer
835 unsigned int vec4_count;
836 DWORD data[MAX_IMMEDIATE_CONSTANT_BUFFER_SIZE];
839 struct wined3d_shader_indexable_temp
841 struct list entry;
842 unsigned int register_idx;
843 unsigned int register_size;
844 unsigned int component_count;
847 #define WINED3D_SHADER_VERSION(major, minor) (((major) << 8) | (minor))
849 struct wined3d_shader_reg_maps
851 struct wined3d_shader_version shader_version;
852 BYTE texcoord; /* MAX_REG_TEXCRD, 8 */
853 BYTE address; /* MAX_REG_ADDR, 1 */
854 WORD labels; /* MAX_LABELS, 16 */
855 DWORD temporary; /* 32 */
856 unsigned int temporary_count;
857 DWORD *constf; /* pixel, vertex */
858 struct list indexable_temps;
859 const struct wined3d_shader_immediate_constant_buffer *icb;
860 union
862 DWORD texcoord_mask[MAX_REG_TEXCRD]; /* vertex < 3.0 */
863 BYTE output_registers_mask[MAX_REG_OUTPUT]; /* vertex >= 3.0 */
864 } u;
865 DWORD input_registers; /* max(MAX_REG_INPUT, MAX_ATTRIBS), 32 */
866 DWORD output_registers; /* MAX_REG_OUTPUT, 32 */
867 WORD integer_constants; /* WINED3D_MAX_CONSTS_I, 16 */
868 WORD boolean_constants; /* WINED3D_MAX_CONSTS_B, 16 */
869 WORD local_int_consts; /* WINED3D_MAX_CONSTS_I, 16 */
870 WORD local_bool_consts; /* WINED3D_MAX_CONSTS_B, 16 */
871 UINT cb_sizes[WINED3D_MAX_CBS];
873 struct wined3d_shader_resource_info resource_info[MAX_SHADER_RESOURCE_VIEWS];
874 struct wined3d_shader_sampler_map sampler_map;
875 DWORD sampler_comparison_mode;
876 BYTE bumpmat; /* MAX_TEXTURES, 8 */
877 BYTE luminanceparams; /* MAX_TEXTURES, 8 */
878 struct wined3d_shader_resource_info uav_resource_info[MAX_UNORDERED_ACCESS_VIEWS];
879 DWORD uav_read_mask; /* MAX_UNORDERED_ACCESS_VIEWS, 8 */
881 WORD usesnrm : 1;
882 WORD vpos : 1;
883 WORD usesdsx : 1;
884 WORD usesdsy : 1;
885 WORD usestexldd : 1;
886 WORD usesmova : 1;
887 WORD usesfacing : 1;
888 WORD usesrelconstF : 1;
889 WORD fog : 1;
890 WORD usestexldl : 1;
891 WORD usesifc : 1;
892 WORD usescall : 1;
893 WORD usespow : 1;
894 WORD point_size : 1;
895 WORD padding : 2;
897 DWORD rt_mask; /* Used render targets, 32 max. */
899 /* Whether or not loops are used in this shader, and nesting depth */
900 unsigned loop_depth;
901 UINT min_rel_offset, max_rel_offset;
904 /* Keeps track of details for TEX_M#x# instructions which need to maintain
905 * state information between multiple instructions. */
906 struct wined3d_shader_tex_mx
908 unsigned int current_row;
909 DWORD texcoord_w[2];
912 struct wined3d_shader_parser_state
914 unsigned int current_loop_depth;
915 unsigned int current_loop_reg;
916 BOOL in_subroutine;
919 struct wined3d_shader_context
921 const struct wined3d_shader *shader;
922 const struct wined3d_gl_info *gl_info;
923 const struct wined3d_shader_reg_maps *reg_maps;
924 struct wined3d_string_buffer *buffer;
925 struct wined3d_shader_tex_mx *tex_mx;
926 struct wined3d_shader_parser_state *state;
927 void *backend_data;
930 struct wined3d_shader_register_index
932 const struct wined3d_shader_src_param *rel_addr;
933 unsigned int offset;
936 struct wined3d_shader_register
938 enum wined3d_shader_register_type type;
939 enum wined3d_data_type data_type;
940 struct wined3d_shader_register_index idx[2];
941 enum wined3d_immconst_type immconst_type;
942 union
944 DWORD immconst_data[4];
945 unsigned fp_body_idx;
946 } u;
949 struct wined3d_shader_dst_param
951 struct wined3d_shader_register reg;
952 DWORD write_mask;
953 DWORD modifiers;
954 DWORD shift;
957 struct wined3d_shader_src_param
959 struct wined3d_shader_register reg;
960 DWORD swizzle;
961 enum wined3d_shader_src_modifier modifiers;
964 struct wined3d_shader_semantic
966 enum wined3d_decl_usage usage;
967 UINT usage_idx;
968 enum wined3d_shader_resource_type resource_type;
969 enum wined3d_data_type resource_data_type;
970 struct wined3d_shader_dst_param reg;
973 struct wined3d_shader_register_semantic
975 struct wined3d_shader_dst_param reg;
976 enum wined3d_sysval_semantic sysval_semantic;
979 struct wined3d_shader_structured_resource
981 struct wined3d_shader_dst_param reg;
982 unsigned int byte_stride;
985 struct wined3d_shader_tgsm_raw
987 struct wined3d_shader_dst_param reg;
988 unsigned int byte_count;
991 struct wined3d_shader_tgsm_structured
993 struct wined3d_shader_dst_param reg;
994 unsigned int byte_stride;
995 unsigned int structure_count;
998 struct wined3d_shader_thread_group_size
1000 unsigned int x, y, z;
1003 struct wined3d_shader_function_table_pointer
1005 unsigned int index;
1006 unsigned int array_size;
1007 unsigned int body_count;
1008 unsigned int table_count;
1011 struct wined3d_shader_texel_offset
1013 signed char u, v, w;
1016 struct wined3d_shader_instruction
1018 const struct wined3d_shader_context *ctx;
1019 enum WINED3D_SHADER_INSTRUCTION_HANDLER handler_idx;
1020 DWORD flags;
1021 BOOL coissue;
1022 const struct wined3d_shader_src_param *predicate;
1023 UINT dst_count;
1024 const struct wined3d_shader_dst_param *dst;
1025 UINT src_count;
1026 const struct wined3d_shader_src_param *src;
1027 struct wined3d_shader_texel_offset texel_offset;
1028 union
1030 struct wined3d_shader_semantic semantic;
1031 struct wined3d_shader_register_semantic register_semantic;
1032 enum wined3d_primitive_type primitive_type;
1033 struct wined3d_shader_dst_param dst;
1034 struct wined3d_shader_src_param src;
1035 unsigned int count;
1036 unsigned int index;
1037 const struct wined3d_shader_immediate_constant_buffer *icb;
1038 struct wined3d_shader_structured_resource structured_resource;
1039 struct wined3d_shader_tgsm_raw tgsm_raw;
1040 struct wined3d_shader_tgsm_structured tgsm_structured;
1041 struct wined3d_shader_thread_group_size thread_group_size;
1042 enum wined3d_tessellator_domain tessellator_domain;
1043 enum wined3d_tessellator_output_primitive tessellator_output_primitive;
1044 enum wined3d_tessellator_partitioning tessellator_partitioning;
1045 float max_tessellation_factor;
1046 struct wined3d_shader_indexable_temp indexable_temp;
1047 struct wined3d_shader_function_table_pointer fp;
1048 } declaration;
1051 static inline BOOL wined3d_shader_instruction_has_texel_offset(const struct wined3d_shader_instruction *ins)
1053 return ins->texel_offset.u || ins->texel_offset.v || ins->texel_offset.w;
1056 struct wined3d_shader_attribute
1058 enum wined3d_decl_usage usage;
1059 UINT usage_idx;
1062 struct wined3d_shader_loop_control
1064 unsigned int count;
1065 unsigned int start;
1066 int step;
1069 struct wined3d_shader_frontend
1071 void *(*shader_init)(const DWORD *ptr, const struct wined3d_shader_signature *output_signature);
1072 void (*shader_free)(void *data);
1073 void (*shader_read_header)(void *data, const DWORD **ptr, struct wined3d_shader_version *shader_version);
1074 void (*shader_read_instruction)(void *data, const DWORD **ptr, struct wined3d_shader_instruction *ins);
1075 BOOL (*shader_is_end)(void *data, const DWORD **ptr);
1078 extern const struct wined3d_shader_frontend sm1_shader_frontend DECLSPEC_HIDDEN;
1079 extern const struct wined3d_shader_frontend sm4_shader_frontend DECLSPEC_HIDDEN;
1081 typedef void (*SHADER_HANDLER)(const struct wined3d_shader_instruction *);
1083 #define WINED3D_SHADER_CAP_VS_CLIPPING 0x00000001
1084 #define WINED3D_SHADER_CAP_SRGB_WRITE 0x00000002
1086 struct shader_caps
1088 unsigned int vs_version;
1089 unsigned int hs_version;
1090 unsigned int ds_version;
1091 unsigned int gs_version;
1092 unsigned int ps_version;
1093 unsigned int cs_version;
1095 DWORD vs_uniform_count;
1096 DWORD ps_uniform_count;
1097 float ps_1x_max_value;
1098 DWORD varying_count;
1100 DWORD wined3d_caps;
1103 enum wined3d_gl_resource_type
1105 WINED3D_GL_RES_TYPE_TEX_1D = 0,
1106 WINED3D_GL_RES_TYPE_TEX_2D = 1,
1107 WINED3D_GL_RES_TYPE_TEX_3D = 2,
1108 WINED3D_GL_RES_TYPE_TEX_CUBE = 3,
1109 WINED3D_GL_RES_TYPE_TEX_RECT = 4,
1110 WINED3D_GL_RES_TYPE_BUFFER = 5,
1111 WINED3D_GL_RES_TYPE_RB = 6,
1112 WINED3D_GL_RES_TYPE_COUNT = 7,
1115 enum vertexprocessing_mode {
1116 fixedfunction,
1117 vertexshader,
1118 pretransformed
1121 #define WINED3D_CONST_NUM_UNUSED ~0U
1123 enum wined3d_ffp_ps_fog_mode
1125 WINED3D_FFP_PS_FOG_OFF,
1126 WINED3D_FFP_PS_FOG_LINEAR,
1127 WINED3D_FFP_PS_FOG_EXP,
1128 WINED3D_FFP_PS_FOG_EXP2,
1131 /* Stateblock dependent parameters which have to be hardcoded
1132 * into the shader code
1135 #define WINED3D_PSARGS_PROJECTED (1u << 3)
1136 #define WINED3D_PSARGS_TEXTRANSFORM_SHIFT 4
1137 #define WINED3D_PSARGS_TEXTRANSFORM_MASK 0xfu
1138 #define WINED3D_PSARGS_TEXTYPE_SHIFT 2
1139 #define WINED3D_PSARGS_TEXTYPE_MASK 0x3u
1141 /* Used for Shader Model 1 pixel shaders to track the bound texture
1142 * type. 2D and RECT textures are separated through NP2 fixup. */
1143 enum wined3d_shader_tex_types
1145 WINED3D_SHADER_TEX_2D = 0,
1146 WINED3D_SHADER_TEX_3D = 1,
1147 WINED3D_SHADER_TEX_CUBE = 2,
1150 struct ps_compile_args {
1151 struct color_fixup_desc color_fixup[MAX_FRAGMENT_SAMPLERS];
1152 enum vertexprocessing_mode vp_mode;
1153 enum wined3d_ffp_ps_fog_mode fog;
1154 WORD tex_transform; /* ps 1.0-1.3, 4 textures */
1155 WORD tex_types; /* ps 1.0 - 1.4, 6 textures */
1156 WORD srgb_correction;
1157 /* Bitmap for NP2 texcoord fixups (16 samplers max currently).
1158 D3D9 has a limit of 16 samplers and the fixup is superfluous
1159 in D3D10 (unconditional NP2 support mandatory). */
1160 WORD np2_fixup;
1161 WORD shadow; /* MAX_FRAGMENT_SAMPLERS, 16 */
1162 WORD texcoords_initialized; /* MAX_TEXTURES, 8 */
1163 DWORD pointsprite : 1;
1164 DWORD flatshading : 1;
1165 DWORD alpha_test_func : 3;
1166 DWORD render_offscreen : 1;
1167 DWORD padding : 26;
1170 enum fog_src_type {
1171 VS_FOG_Z = 0,
1172 VS_FOG_COORD = 1
1175 struct vs_compile_args
1177 BYTE fog_src;
1178 BYTE clip_enabled : 1;
1179 BYTE point_size : 1;
1180 BYTE per_vertex_point_size : 1;
1181 BYTE flatshading : 1;
1182 BYTE next_shader_type : 3;
1183 BYTE padding : 1;
1184 WORD swizzle_map; /* MAX_ATTRIBS, 16 */
1185 unsigned int next_shader_input_count;
1188 struct gs_compile_args
1190 unsigned int ps_input_count;
1193 struct wined3d_context;
1194 struct wined3d_state;
1195 struct fragment_pipeline;
1196 struct wined3d_vertex_pipe_ops;
1198 struct wined3d_shader_backend_ops
1200 void (*shader_handle_instruction)(const struct wined3d_shader_instruction *);
1201 void (*shader_select)(void *shader_priv, struct wined3d_context *context,
1202 const struct wined3d_state *state);
1203 void (*shader_disable)(void *shader_priv, struct wined3d_context *context);
1204 void (*shader_select_depth_blt)(void *shader_priv, const struct wined3d_gl_info *gl_info,
1205 enum wined3d_gl_resource_type tex_type, const SIZE *ds_mask_size);
1206 void (*shader_deselect_depth_blt)(void *shader_priv, const struct wined3d_gl_info *gl_info);
1207 void (*shader_update_float_vertex_constants)(struct wined3d_device *device, UINT start, UINT count);
1208 void (*shader_update_float_pixel_constants)(struct wined3d_device *device, UINT start, UINT count);
1209 void (*shader_load_constants)(void *shader_priv, struct wined3d_context *context,
1210 const struct wined3d_state *state);
1211 void (*shader_destroy)(struct wined3d_shader *shader);
1212 HRESULT (*shader_alloc_private)(struct wined3d_device *device, const struct wined3d_vertex_pipe_ops *vertex_pipe,
1213 const struct fragment_pipeline *fragment_pipe);
1214 void (*shader_free_private)(struct wined3d_device *device);
1215 BOOL (*shader_allocate_context_data)(struct wined3d_context *context);
1216 void (*shader_free_context_data)(struct wined3d_context *context);
1217 void (*shader_init_context_state)(struct wined3d_context *context);
1218 void (*shader_get_caps)(const struct wined3d_gl_info *gl_info, struct shader_caps *caps);
1219 BOOL (*shader_color_fixup_supported)(struct color_fixup_desc fixup);
1220 BOOL (*shader_has_ffp_proj_control)(void *shader_priv);
1223 extern const struct wined3d_shader_backend_ops glsl_shader_backend DECLSPEC_HIDDEN;
1224 extern const struct wined3d_shader_backend_ops arb_program_shader_backend DECLSPEC_HIDDEN;
1225 extern const struct wined3d_shader_backend_ops none_shader_backend DECLSPEC_HIDDEN;
1227 #define GL_EXTCALL(f) (gl_info->gl_ops.ext.p_##f)
1229 #define D3DCOLOR_B_R(dw) (((dw) >> 16) & 0xff)
1230 #define D3DCOLOR_B_G(dw) (((dw) >> 8) & 0xff)
1231 #define D3DCOLOR_B_B(dw) (((dw) >> 0) & 0xff)
1232 #define D3DCOLOR_B_A(dw) (((dw) >> 24) & 0xff)
1234 static inline void wined3d_color_from_d3dcolor(struct wined3d_color *wined3d_color, DWORD d3d_color)
1236 wined3d_color->r = D3DCOLOR_B_R(d3d_color) / 255.0f;
1237 wined3d_color->g = D3DCOLOR_B_G(d3d_color) / 255.0f;
1238 wined3d_color->b = D3DCOLOR_B_B(d3d_color) / 255.0f;
1239 wined3d_color->a = D3DCOLOR_B_A(d3d_color) / 255.0f;
1242 #define HIGHEST_TRANSFORMSTATE WINED3D_TS_WORLD_MATRIX(255) /* Highest value in wined3d_transform_state. */
1244 void wined3d_check_gl_call(const struct wined3d_gl_info *gl_info,
1245 const char *file, unsigned int line, const char *name) DECLSPEC_HIDDEN;
1247 /* Checking of API calls */
1248 /* --------------------- */
1249 #ifndef WINE_NO_DEBUG_MSGS
1250 #define checkGLcall(A) \
1251 do { \
1252 if (__WINE_IS_DEBUG_ON(_ERR, &__wine_dbch_d3d) \
1253 && !gl_info->supported[ARB_DEBUG_OUTPUT]) \
1254 wined3d_check_gl_call(gl_info, __FILE__, __LINE__, A); \
1255 } while(0)
1256 #else
1257 #define checkGLcall(A) do {} while(0)
1258 #endif
1260 enum wined3d_ffp_idx
1262 WINED3D_FFP_POSITION = 0,
1263 WINED3D_FFP_BLENDWEIGHT = 1,
1264 WINED3D_FFP_BLENDINDICES = 2,
1265 WINED3D_FFP_NORMAL = 3,
1266 WINED3D_FFP_PSIZE = 4,
1267 WINED3D_FFP_DIFFUSE = 5,
1268 WINED3D_FFP_SPECULAR = 6,
1269 WINED3D_FFP_TEXCOORD0 = 7,
1270 WINED3D_FFP_TEXCOORD1 = 8,
1271 WINED3D_FFP_TEXCOORD2 = 9,
1272 WINED3D_FFP_TEXCOORD3 = 10,
1273 WINED3D_FFP_TEXCOORD4 = 11,
1274 WINED3D_FFP_TEXCOORD5 = 12,
1275 WINED3D_FFP_TEXCOORD6 = 13,
1276 WINED3D_FFP_TEXCOORD7 = 14,
1277 WINED3D_FFP_ATTRIBS_COUNT = 15,
1280 enum wined3d_ffp_emit_idx
1282 WINED3D_FFP_EMIT_FLOAT1,
1283 WINED3D_FFP_EMIT_FLOAT2,
1284 WINED3D_FFP_EMIT_FLOAT3,
1285 WINED3D_FFP_EMIT_FLOAT4,
1286 WINED3D_FFP_EMIT_D3DCOLOR,
1287 WINED3D_FFP_EMIT_UBYTE4,
1288 WINED3D_FFP_EMIT_SHORT2,
1289 WINED3D_FFP_EMIT_SHORT4,
1290 WINED3D_FFP_EMIT_UBYTE4N,
1291 WINED3D_FFP_EMIT_SHORT2N,
1292 WINED3D_FFP_EMIT_SHORT4N,
1293 WINED3D_FFP_EMIT_USHORT2N,
1294 WINED3D_FFP_EMIT_USHORT4N,
1295 WINED3D_FFP_EMIT_UDEC3,
1296 WINED3D_FFP_EMIT_DEC3N,
1297 WINED3D_FFP_EMIT_FLOAT16_2,
1298 WINED3D_FFP_EMIT_FLOAT16_4,
1299 WINED3D_FFP_EMIT_INVALID,
1300 WINED3D_FFP_EMIT_COUNT
1303 struct wined3d_bo_address
1305 GLuint buffer_object;
1306 BYTE *addr;
1309 struct wined3d_const_bo_address
1311 GLuint buffer_object;
1312 const BYTE *addr;
1315 static inline struct wined3d_const_bo_address *wined3d_const_bo_address(struct wined3d_bo_address *data)
1317 return (struct wined3d_const_bo_address *)data;
1320 struct wined3d_stream_info_element
1322 const struct wined3d_format *format;
1323 struct wined3d_bo_address data;
1324 GLsizei stride;
1325 unsigned int stream_idx;
1326 unsigned int divisor;
1329 struct wined3d_stream_info
1331 struct wined3d_stream_info_element elements[MAX_ATTRIBS];
1332 DWORD position_transformed : 1;
1333 DWORD all_vbo : 1;
1334 WORD swizzle_map; /* MAX_ATTRIBS, 16 */
1335 WORD use_map; /* MAX_ATTRIBS, 16 */
1338 void draw_primitive(struct wined3d_device *device, const struct wined3d_state *state,
1339 int base_vertex_idx, unsigned int start_idx, unsigned int index_count,
1340 unsigned int start_instance, unsigned int instance_count, BOOL indexed) DECLSPEC_HIDDEN;
1341 DWORD get_flexible_vertex_size(DWORD d3dvtVertexType) DECLSPEC_HIDDEN;
1343 #define eps 1e-8f
1345 #define GET_TEXCOORD_SIZE_FROM_FVF(d3dvtVertexType, tex_num) \
1346 (((((d3dvtVertexType) >> (16 + (2 * (tex_num)))) + 1) & 0x03) + 1)
1348 /* Routines and structures related to state management */
1350 #define STATE_RENDER(a) (a)
1351 #define STATE_IS_RENDER(a) ((a) >= STATE_RENDER(1) && (a) <= STATE_RENDER(WINEHIGHEST_RENDER_STATE))
1353 #define STATE_TEXTURESTAGE(stage, num) (STATE_RENDER(WINEHIGHEST_RENDER_STATE) + 1 + (stage) * (WINED3D_HIGHEST_TEXTURE_STATE + 1) + (num))
1354 #define STATE_IS_TEXTURESTAGE(a) ((a) >= STATE_TEXTURESTAGE(0, 1) && (a) <= STATE_TEXTURESTAGE(MAX_TEXTURES - 1, WINED3D_HIGHEST_TEXTURE_STATE))
1356 /* + 1 because samplers start with 0 */
1357 #define STATE_SAMPLER(num) (STATE_TEXTURESTAGE(MAX_TEXTURES - 1, WINED3D_HIGHEST_TEXTURE_STATE) + 1 + (num))
1358 #define STATE_IS_SAMPLER(num) ((num) >= STATE_SAMPLER(0) && (num) <= STATE_SAMPLER(MAX_COMBINED_SAMPLERS - 1))
1360 #define STATE_SHADER(a) (STATE_SAMPLER(MAX_COMBINED_SAMPLERS) + (a))
1361 #define STATE_IS_SHADER(a) ((a) >= STATE_SHADER(0) && (a) < STATE_SHADER(WINED3D_SHADER_TYPE_COUNT))
1363 #define STATE_CONSTANT_BUFFER(a) (STATE_SHADER(WINED3D_SHADER_TYPE_COUNT) + (a))
1364 #define STATE_IS_CONSTANT_BUFFER(a) ((a) >= STATE_CONSTANT_BUFFER(0) && (a) < STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_COUNT))
1366 #define STATE_SHADER_RESOURCE_BINDING (STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_COUNT))
1367 #define STATE_IS_SHADER_RESOURCE_BINDING(a) ((a) == STATE_SHADER_RESOURCE_BINDING)
1369 #define STATE_UNORDERED_ACCESS_VIEW_BINDING (STATE_SHADER_RESOURCE_BINDING + 1)
1370 #define STATE_IS_UNORDERED_ACCESS_VIEW_BINDING(a) ((a) == STATE_UNORDERED_ACCESS_VIEW_BINDING)
1372 #define STATE_TRANSFORM(a) (STATE_UNORDERED_ACCESS_VIEW_BINDING + (a))
1373 #define STATE_IS_TRANSFORM(a) ((a) >= STATE_TRANSFORM(1) && (a) <= STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(255)))
1375 #define STATE_STREAMSRC (STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(255)) + 1)
1376 #define STATE_IS_STREAMSRC(a) ((a) == STATE_STREAMSRC)
1377 #define STATE_INDEXBUFFER (STATE_STREAMSRC + 1)
1378 #define STATE_IS_INDEXBUFFER(a) ((a) == STATE_INDEXBUFFER)
1380 #define STATE_VDECL (STATE_INDEXBUFFER + 1)
1381 #define STATE_IS_VDECL(a) ((a) == STATE_VDECL)
1383 #define STATE_VIEWPORT (STATE_VDECL + 1)
1384 #define STATE_IS_VIEWPORT(a) ((a) == STATE_VIEWPORT)
1386 #define STATE_LIGHT_TYPE (STATE_VIEWPORT + 1)
1387 #define STATE_IS_LIGHT_TYPE(a) ((a) == STATE_LIGHT_TYPE)
1388 #define STATE_ACTIVELIGHT(a) (STATE_LIGHT_TYPE + 1 + (a))
1389 #define STATE_IS_ACTIVELIGHT(a) ((a) >= STATE_ACTIVELIGHT(0) && (a) < STATE_ACTIVELIGHT(MAX_ACTIVE_LIGHTS))
1391 #define STATE_SCISSORRECT (STATE_ACTIVELIGHT(MAX_ACTIVE_LIGHTS - 1) + 1)
1392 #define STATE_IS_SCISSORRECT(a) ((a) == STATE_SCISSORRECT)
1394 #define STATE_CLIPPLANE(a) (STATE_SCISSORRECT + 1 + (a))
1395 #define STATE_IS_CLIPPLANE(a) ((a) >= STATE_CLIPPLANE(0) && (a) <= STATE_CLIPPLANE(MAX_CLIP_DISTANCES - 1))
1397 #define STATE_MATERIAL (STATE_CLIPPLANE(MAX_CLIP_DISTANCES))
1398 #define STATE_IS_MATERIAL(a) ((a) == STATE_MATERIAL)
1400 #define STATE_FRONTFACE (STATE_MATERIAL + 1)
1401 #define STATE_IS_FRONTFACE(a) ((a) == STATE_FRONTFACE)
1403 #define STATE_POINTSPRITECOORDORIGIN (STATE_FRONTFACE + 1)
1404 #define STATE_IS_POINTSPRITECOORDORIGIN(a) ((a) == STATE_POINTSPRITECOORDORIGIN)
1406 #define STATE_BASEVERTEXINDEX (STATE_POINTSPRITECOORDORIGIN + 1)
1407 #define STATE_IS_BASEVERTEXINDEX(a) ((a) == STATE_BASEVERTEXINDEX)
1409 #define STATE_FRAMEBUFFER (STATE_BASEVERTEXINDEX + 1)
1410 #define STATE_IS_FRAMEBUFFER(a) ((a) == STATE_FRAMEBUFFER)
1412 #define STATE_POINT_ENABLE (STATE_FRAMEBUFFER + 1)
1413 #define STATE_IS_POINT_ENABLE(a) ((a) == STATE_POINT_ENABLE)
1415 #define STATE_COLOR_KEY (STATE_POINT_ENABLE + 1)
1416 #define STATE_IS_COLOR_KEY(a) ((a) == STATE_COLOR_KEY)
1418 #define STATE_HIGHEST (STATE_COLOR_KEY)
1420 enum fogsource {
1421 FOGSOURCE_FFP,
1422 FOGSOURCE_VS,
1423 FOGSOURCE_COORD,
1426 /* Direct3D terminology with little modifications. We do not have an issued
1427 * state because only the driver knows about it, but we have a created state
1428 * because D3D allows GetData() on a created query, but OpenGL doesn't. */
1429 enum wined3d_query_state
1431 QUERY_CREATED,
1432 QUERY_SIGNALLED,
1433 QUERY_BUILDING
1436 struct wined3d_query_ops
1438 BOOL (*query_poll)(struct wined3d_query *query);
1439 void (*query_issue)(struct wined3d_query *query, DWORD flags);
1442 struct wined3d_query
1444 LONG ref;
1446 void *parent;
1447 struct wined3d_device *device;
1448 enum wined3d_query_state state;
1449 enum wined3d_query_type type;
1450 const void *data;
1451 DWORD data_size;
1452 const struct wined3d_query_ops *query_ops;
1455 union wined3d_gl_query_object
1457 GLuint id;
1458 GLsync sync;
1461 struct wined3d_event_query
1463 struct wined3d_query query;
1465 struct list entry;
1466 union wined3d_gl_query_object object;
1467 struct wined3d_context *context;
1468 BOOL signalled;
1471 enum wined3d_event_query_result
1473 WINED3D_EVENT_QUERY_OK,
1474 WINED3D_EVENT_QUERY_WAITING,
1475 WINED3D_EVENT_QUERY_NOT_STARTED,
1476 WINED3D_EVENT_QUERY_WRONG_THREAD,
1477 WINED3D_EVENT_QUERY_ERROR
1480 void wined3d_event_query_destroy(struct wined3d_event_query *query) DECLSPEC_HIDDEN;
1481 enum wined3d_event_query_result wined3d_event_query_finish(const struct wined3d_event_query *query,
1482 const struct wined3d_device *device) DECLSPEC_HIDDEN;
1483 void wined3d_event_query_issue(struct wined3d_event_query *query, const struct wined3d_device *device) DECLSPEC_HIDDEN;
1484 BOOL wined3d_event_query_supported(const struct wined3d_gl_info *gl_info) DECLSPEC_HIDDEN;
1486 struct wined3d_occlusion_query
1488 struct wined3d_query query;
1490 struct list entry;
1491 GLuint id;
1492 struct wined3d_context *context;
1493 UINT64 samples;
1496 struct wined3d_timestamp_query
1498 struct wined3d_query query;
1500 struct list entry;
1501 GLuint id;
1502 struct wined3d_context *context;
1503 UINT64 timestamp;
1506 void context_alloc_timestamp_query(struct wined3d_context *context, struct wined3d_timestamp_query *query) DECLSPEC_HIDDEN;
1507 void context_free_timestamp_query(struct wined3d_timestamp_query *query) DECLSPEC_HIDDEN;
1509 struct wined3d_context
1511 const struct wined3d_gl_info *gl_info;
1512 const struct wined3d_d3d_info *d3d_info;
1513 const struct StateEntry *state_table;
1514 /* State dirtification
1515 * dirtyArray is an array that contains markers for dirty states. numDirtyEntries states are dirty, their numbers are in indices
1516 * 0...numDirtyEntries - 1. isStateDirty is a redundant copy of the dirtyArray. Technically only one of them would be needed,
1517 * 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
1518 * only numDirtyEntries array elements have to be checked, not STATE_HIGHEST states.
1520 DWORD dirtyArray[STATE_HIGHEST + 1]; /* Won't get bigger than that, a state is never marked dirty 2 times */
1521 DWORD numDirtyEntries;
1522 DWORD isStateDirty[STATE_HIGHEST / (sizeof(DWORD) * CHAR_BIT) + 1]; /* Bitmap to find out quickly if a state is dirty */
1524 struct wined3d_device *device;
1525 struct wined3d_swapchain *swapchain;
1526 struct
1528 struct wined3d_texture *texture;
1529 unsigned int sub_resource_idx;
1530 } current_rt;
1531 DWORD tid; /* Thread ID which owns this context at the moment */
1533 /* Stores some information about the context state for optimization */
1534 DWORD render_offscreen : 1;
1535 DWORD last_was_rhw : 1; /* true iff last draw_primitive was in xyzrhw mode */
1536 DWORD last_was_pshader : 1;
1537 DWORD last_was_vshader : 1;
1538 DWORD last_was_normal : 1;
1539 DWORD namedArraysLoaded : 1;
1540 DWORD numberedArraysLoaded : 1;
1541 DWORD last_was_blit : 1;
1542 DWORD last_was_ckey : 1;
1543 DWORD fog_coord : 1;
1544 DWORD fog_enabled : 1;
1545 DWORD num_untracked_materials : 2; /* Max value 2 */
1546 DWORD current : 1;
1547 DWORD destroyed : 1;
1548 DWORD valid : 1;
1549 DWORD texShaderBumpMap : 8; /* MAX_TEXTURES, 8 */
1550 DWORD lastWasPow2Texture : 8; /* MAX_TEXTURES, 8 */
1551 DWORD fixed_function_usage_map : 8; /* MAX_TEXTURES, 8 */
1552 DWORD lowest_disabled_stage : 4; /* Max MAX_TEXTURES, 8 */
1553 DWORD use_immediate_mode_draw : 1;
1554 DWORD rebind_fbo : 1;
1555 DWORD needs_set : 1;
1556 DWORD hdc_is_private : 1;
1557 DWORD hdc_has_format : 1; /* only meaningful if hdc_is_private */
1558 DWORD update_shader_resource_bindings : 1;
1559 DWORD update_unordered_access_view_bindings : 1;
1560 DWORD uses_uavs : 1;
1561 DWORD destroy_delayed : 1;
1562 DWORD padding : 11;
1563 DWORD last_swizzle_map; /* MAX_ATTRIBS, 16 */
1564 DWORD shader_update_mask;
1565 DWORD constant_update_mask;
1566 DWORD numbered_array_mask;
1567 GLenum tracking_parm; /* Which source is tracking current colour */
1568 GLenum untracked_materials[2];
1569 UINT blit_w, blit_h;
1570 enum fogsource fog_source;
1571 DWORD active_texture;
1572 DWORD texture_type[MAX_COMBINED_SAMPLERS];
1574 UINT instance_count;
1576 /* The actual opengl context */
1577 UINT level;
1578 HGLRC restore_ctx;
1579 HDC restore_dc;
1580 int restore_pf;
1581 HWND restore_pf_win;
1582 HGLRC glCtx;
1583 HWND win_handle;
1584 HDC hdc;
1585 int pixel_format;
1586 GLint aux_buffers;
1588 void *shader_backend_data;
1589 void *fragment_pipe_data;
1591 /* FBOs */
1592 UINT fbo_entry_count;
1593 struct list fbo_list;
1594 struct list fbo_destroy_list;
1595 struct fbo_entry *current_fbo;
1596 GLuint fbo_read_binding;
1597 GLuint fbo_draw_binding;
1598 struct wined3d_surface **blit_targets;
1599 struct wined3d_fbo_entry_key *fbo_key;
1600 GLenum *draw_buffers;
1601 DWORD draw_buffers_mask; /* Enabled draw buffers, 31 max. */
1603 /* Queries */
1604 GLuint *free_occlusion_queries;
1605 UINT free_occlusion_query_size;
1606 UINT free_occlusion_query_count;
1607 struct list occlusion_queries;
1609 union wined3d_gl_query_object *free_event_queries;
1610 UINT free_event_query_size;
1611 UINT free_event_query_count;
1612 struct list event_queries;
1614 GLuint *free_timestamp_queries;
1615 UINT free_timestamp_query_size;
1616 UINT free_timestamp_query_count;
1617 struct list timestamp_queries;
1619 struct wined3d_stream_info stream_info;
1621 /* Fences for GL_APPLE_flush_buffer_range */
1622 struct wined3d_event_query *buffer_queries[MAX_ATTRIBS];
1623 unsigned int num_buffer_queries;
1625 DWORD tex_unit_map[MAX_COMBINED_SAMPLERS];
1626 DWORD rev_tex_unit_map[MAX_COMBINED_SAMPLERS];
1628 /* Extension emulation */
1629 GLint gl_fog_source;
1630 GLfloat fog_coord_value;
1631 GLfloat color[4], fogstart, fogend, fogcolor[4];
1632 GLuint dummy_arbfp_prog;
1635 struct wined3d_fb_state
1637 struct wined3d_rendertarget_view **render_targets;
1638 struct wined3d_rendertarget_view *depth_stencil;
1641 typedef void (*APPLYSTATEFUNC)(struct wined3d_context *ctx, const struct wined3d_state *state, DWORD state_id);
1643 struct StateEntry
1645 DWORD representative;
1646 APPLYSTATEFUNC apply;
1649 struct StateEntryTemplate
1651 DWORD state;
1652 struct StateEntry content;
1653 enum wined3d_gl_extension extension;
1656 #define WINED3D_FRAGMENT_CAP_PROJ_CONTROL 0x00000001
1657 #define WINED3D_FRAGMENT_CAP_SRGB_WRITE 0x00000002
1658 #define WINED3D_FRAGMENT_CAP_COLOR_KEY 0x00000004
1660 struct fragment_caps
1662 DWORD wined3d_caps;
1663 DWORD PrimitiveMiscCaps;
1664 DWORD TextureOpCaps;
1665 DWORD MaxTextureBlendStages;
1666 DWORD MaxSimultaneousTextures;
1669 #define GL_EXT_EMUL_ARB_MULTITEXTURE 0x00000001
1670 #define GL_EXT_EMUL_EXT_FOG_COORD 0x00000002
1672 struct fragment_pipeline
1674 void (*enable_extension)(const struct wined3d_gl_info *gl_info, BOOL enable);
1675 void (*get_caps)(const struct wined3d_gl_info *gl_info, struct fragment_caps *caps);
1676 DWORD (*get_emul_mask)(const struct wined3d_gl_info *gl_info);
1677 void *(*alloc_private)(const struct wined3d_shader_backend_ops *shader_backend, void *shader_priv);
1678 void (*free_private)(struct wined3d_device *device);
1679 BOOL (*allocate_context_data)(struct wined3d_context *context);
1680 void (*free_context_data)(struct wined3d_context *context);
1681 BOOL (*color_fixup_supported)(struct color_fixup_desc fixup);
1682 const struct StateEntryTemplate *states;
1685 struct wined3d_vertex_caps
1687 BOOL xyzrhw;
1688 BOOL emulated_flatshading;
1689 BOOL ffp_generic_attributes;
1690 DWORD max_active_lights;
1691 DWORD max_vertex_blend_matrices;
1692 DWORD max_vertex_blend_matrix_index;
1693 DWORD vertex_processing_caps;
1694 DWORD fvf_caps;
1695 DWORD max_user_clip_planes;
1696 DWORD raster_caps;
1699 struct wined3d_vertex_pipe_ops
1701 void (*vp_enable)(const struct wined3d_gl_info *gl_info, BOOL enable);
1702 void (*vp_get_caps)(const struct wined3d_gl_info *gl_info, struct wined3d_vertex_caps *caps);
1703 DWORD (*vp_get_emul_mask)(const struct wined3d_gl_info *gl_info);
1704 void *(*vp_alloc)(const struct wined3d_shader_backend_ops *shader_backend, void *shader_priv);
1705 void (*vp_free)(struct wined3d_device *device);
1706 const struct StateEntryTemplate *vp_states;
1709 extern const struct StateEntryTemplate misc_state_template[] DECLSPEC_HIDDEN;
1710 extern const struct fragment_pipeline none_fragment_pipe DECLSPEC_HIDDEN;
1711 extern const struct fragment_pipeline ffp_fragment_pipeline DECLSPEC_HIDDEN;
1712 extern const struct fragment_pipeline atifs_fragment_pipeline DECLSPEC_HIDDEN;
1713 extern const struct fragment_pipeline arbfp_fragment_pipeline DECLSPEC_HIDDEN;
1714 extern const struct fragment_pipeline nvts_fragment_pipeline DECLSPEC_HIDDEN;
1715 extern const struct fragment_pipeline nvrc_fragment_pipeline DECLSPEC_HIDDEN;
1716 extern const struct fragment_pipeline glsl_fragment_pipe DECLSPEC_HIDDEN;
1718 extern const struct wined3d_vertex_pipe_ops none_vertex_pipe DECLSPEC_HIDDEN;
1719 extern const struct wined3d_vertex_pipe_ops ffp_vertex_pipe DECLSPEC_HIDDEN;
1720 extern const struct wined3d_vertex_pipe_ops glsl_vertex_pipe DECLSPEC_HIDDEN;
1722 /* "Base" state table */
1723 HRESULT compile_state_table(struct StateEntry *StateTable, APPLYSTATEFUNC **dev_multistate_funcs,
1724 const struct wined3d_gl_info *gl_info, const struct wined3d_d3d_info *d3d_info,
1725 const struct wined3d_vertex_pipe_ops *vertex, const struct fragment_pipeline *fragment,
1726 const struct StateEntryTemplate *misc) DECLSPEC_HIDDEN;
1728 enum wined3d_blit_op
1730 WINED3D_BLIT_OP_COLOR_BLIT,
1731 WINED3D_BLIT_OP_COLOR_BLIT_ALPHATEST,
1732 WINED3D_BLIT_OP_COLOR_BLIT_CKEY,
1733 WINED3D_BLIT_OP_COLOR_FILL,
1734 WINED3D_BLIT_OP_DEPTH_FILL,
1735 WINED3D_BLIT_OP_DEPTH_BLIT,
1738 /* Shaders for color conversions in blits. Do not do blit operations while
1739 * already under the GL lock. */
1740 struct blit_shader
1742 HRESULT (*alloc_private)(struct wined3d_device *device);
1743 void (*free_private)(struct wined3d_device *device);
1744 HRESULT (*set_shader)(void *blit_priv, struct wined3d_context *context, const struct wined3d_surface *surface,
1745 const struct wined3d_color_key *color_key);
1746 void (*unset_shader)(const struct wined3d_gl_info *gl_info);
1747 BOOL (*blit_supported)(const struct wined3d_gl_info *gl_info,
1748 const struct wined3d_d3d_info *d3d_info, enum wined3d_blit_op blit_op,
1749 const RECT *src_rect, DWORD src_usage, enum wined3d_pool src_pool, const struct wined3d_format *src_format,
1750 const RECT *dst_rect, DWORD dst_usage, enum wined3d_pool dst_pool, const struct wined3d_format *dst_format);
1751 HRESULT (*color_fill)(struct wined3d_device *device, struct wined3d_rendertarget_view *view,
1752 const RECT *rect, const struct wined3d_color *color);
1753 HRESULT (*depth_fill)(struct wined3d_device *device, struct wined3d_rendertarget_view *view,
1754 const RECT *rect, DWORD clear_flags, float depth, DWORD stencil);
1755 void (*blit_surface)(struct wined3d_device *device, enum wined3d_blit_op op, DWORD filter,
1756 struct wined3d_surface *src_surface, const RECT *src_rect,
1757 struct wined3d_surface *dst_surface, const RECT *dst_rect,
1758 const struct wined3d_color_key *color_key);
1761 extern const struct blit_shader ffp_blit DECLSPEC_HIDDEN;
1762 extern const struct blit_shader arbfp_blit DECLSPEC_HIDDEN;
1763 extern const struct blit_shader cpu_blit DECLSPEC_HIDDEN;
1765 BOOL wined3d_clip_blit(const RECT *clip_rect, RECT *clipped, RECT *other) DECLSPEC_HIDDEN;
1766 const struct blit_shader *wined3d_select_blitter(const struct wined3d_gl_info *gl_info,
1767 const struct wined3d_d3d_info *d3d_info, enum wined3d_blit_op blit_op,
1768 const RECT *src_rect, DWORD src_usage, enum wined3d_pool src_pool, const struct wined3d_format *src_format,
1769 const RECT *dst_rect, DWORD dst_usage, enum wined3d_pool dst_pool, const struct wined3d_format *dst_format)
1770 DECLSPEC_HIDDEN;
1772 struct wined3d_context *context_acquire(const struct wined3d_device *device,
1773 struct wined3d_surface *target) DECLSPEC_HIDDEN;
1774 void context_alloc_event_query(struct wined3d_context *context,
1775 struct wined3d_event_query *query) DECLSPEC_HIDDEN;
1776 void context_alloc_occlusion_query(struct wined3d_context *context,
1777 struct wined3d_occlusion_query *query) DECLSPEC_HIDDEN;
1778 void context_apply_blit_state(struct wined3d_context *context, const struct wined3d_device *device) DECLSPEC_HIDDEN;
1779 BOOL context_apply_clear_state(struct wined3d_context *context, const struct wined3d_state *state,
1780 UINT rt_count, const struct wined3d_fb_state *fb) DECLSPEC_HIDDEN;
1781 BOOL context_apply_draw_state(struct wined3d_context *context,
1782 const struct wined3d_device *device, const struct wined3d_state *state) DECLSPEC_HIDDEN;
1783 void context_apply_fbo_state_blit(struct wined3d_context *context, GLenum target,
1784 struct wined3d_surface *render_target, struct wined3d_surface *depth_stencil, DWORD location) DECLSPEC_HIDDEN;
1785 void context_active_texture(struct wined3d_context *context, const struct wined3d_gl_info *gl_info,
1786 unsigned int unit) DECLSPEC_HIDDEN;
1787 void context_bind_dummy_textures(const struct wined3d_device *device,
1788 const struct wined3d_context *context) DECLSPEC_HIDDEN;
1789 void context_bind_texture(struct wined3d_context *context, GLenum target, GLuint name) DECLSPEC_HIDDEN;
1790 void context_check_fbo_status(const struct wined3d_context *context, GLenum target) DECLSPEC_HIDDEN;
1791 struct wined3d_context *context_create(struct wined3d_swapchain *swapchain, struct wined3d_texture *target,
1792 const struct wined3d_format *ds_format) DECLSPEC_HIDDEN;
1793 HGLRC context_create_wgl_attribs(const struct wined3d_gl_info *gl_info, HDC hdc, HGLRC share_ctx) DECLSPEC_HIDDEN;
1794 void context_destroy(struct wined3d_device *device, struct wined3d_context *context) DECLSPEC_HIDDEN;
1795 void context_free_event_query(struct wined3d_event_query *query) DECLSPEC_HIDDEN;
1796 void context_free_occlusion_query(struct wined3d_occlusion_query *query) DECLSPEC_HIDDEN;
1797 struct wined3d_context *context_get_current(void) DECLSPEC_HIDDEN;
1798 GLenum context_get_offscreen_gl_buffer(const struct wined3d_context *context) DECLSPEC_HIDDEN;
1799 DWORD context_get_tls_idx(void) DECLSPEC_HIDDEN;
1800 void context_gl_resource_released(struct wined3d_device *device,
1801 GLuint name, BOOL rb_namespace) DECLSPEC_HIDDEN;
1802 void context_invalidate_state(struct wined3d_context *context, DWORD state_id) DECLSPEC_HIDDEN;
1803 void context_release(struct wined3d_context *context) DECLSPEC_HIDDEN;
1804 void context_resource_released(const struct wined3d_device *device,
1805 struct wined3d_resource *resource, enum wined3d_resource_type type) DECLSPEC_HIDDEN;
1806 void context_restore(struct wined3d_context *context, struct wined3d_surface *restore) DECLSPEC_HIDDEN;
1807 BOOL context_set_current(struct wined3d_context *ctx) DECLSPEC_HIDDEN;
1808 void context_set_draw_buffer(struct wined3d_context *context, GLenum buffer) DECLSPEC_HIDDEN;
1809 void context_set_tls_idx(DWORD idx) DECLSPEC_HIDDEN;
1810 void context_state_drawbuf(struct wined3d_context *context,
1811 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
1812 void context_state_fb(struct wined3d_context *context,
1813 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
1814 void context_surface_update(struct wined3d_context *context, const struct wined3d_surface *surface) DECLSPEC_HIDDEN;
1815 void context_stream_info_from_declaration(struct wined3d_context *context,
1816 const struct wined3d_state *state, struct wined3d_stream_info *stream_info) DECLSPEC_HIDDEN;
1818 /*****************************************************************************
1819 * Internal representation of a light
1821 struct wined3d_light_info
1823 struct wined3d_light OriginalParms; /* Note D3D8LIGHT == D3D9LIGHT */
1824 DWORD OriginalIndex;
1825 LONG glIndex;
1826 BOOL enabled;
1828 /* Converted parms to speed up swapping lights */
1829 struct wined3d_vec4 position;
1830 struct wined3d_vec4 direction;
1831 float exponent;
1832 float cutoff;
1834 struct list entry;
1837 /* The default light parameters */
1838 extern const struct wined3d_light WINED3D_default_light DECLSPEC_HIDDEN;
1840 struct wined3d_pixel_format
1842 int iPixelFormat; /* WGL pixel format */
1843 int iPixelType; /* WGL pixel type e.g. WGL_TYPE_RGBA_ARB, WGL_TYPE_RGBA_FLOAT_ARB or WGL_TYPE_COLORINDEX_ARB */
1844 int redSize, greenSize, blueSize, alphaSize, colorSize;
1845 int depthSize, stencilSize;
1846 BOOL windowDrawable;
1847 BOOL doubleBuffer;
1848 int auxBuffers;
1849 int numSamples;
1852 enum wined3d_pci_vendor
1854 HW_VENDOR_SOFTWARE = 0x0000,
1855 HW_VENDOR_AMD = 0x1002,
1856 HW_VENDOR_NVIDIA = 0x10de,
1857 HW_VENDOR_VMWARE = 0x15ad,
1858 HW_VENDOR_INTEL = 0x8086,
1861 enum wined3d_pci_device
1863 CARD_WINE = 0x0000,
1865 CARD_AMD_RAGE_128PRO = 0x5246,
1866 CARD_AMD_RADEON_7200 = 0x5144,
1867 CARD_AMD_RADEON_8500 = 0x514c,
1868 CARD_AMD_RADEON_9500 = 0x4144,
1869 CARD_AMD_RADEON_XPRESS_200M = 0x5955,
1870 CARD_AMD_RADEON_X700 = 0x5e4c,
1871 CARD_AMD_RADEON_X1600 = 0x71c2,
1872 CARD_AMD_RADEON_HD2350 = 0x94c7,
1873 CARD_AMD_RADEON_HD2600 = 0x9581,
1874 CARD_AMD_RADEON_HD2900 = 0x9400,
1875 CARD_AMD_RADEON_HD3200 = 0x9620,
1876 CARD_AMD_RADEON_HD3850 = 0x9515,
1877 CARD_AMD_RADEON_HD4200M = 0x9712,
1878 CARD_AMD_RADEON_HD4350 = 0x954f,
1879 CARD_AMD_RADEON_HD4600 = 0x9495,
1880 CARD_AMD_RADEON_HD4700 = 0x944e,
1881 CARD_AMD_RADEON_HD4800 = 0x944c,
1882 CARD_AMD_RADEON_HD5400 = 0x68f9,
1883 CARD_AMD_RADEON_HD5600 = 0x68d8,
1884 CARD_AMD_RADEON_HD5700 = 0x68be,
1885 CARD_AMD_RADEON_HD5800 = 0x6898,
1886 CARD_AMD_RADEON_HD5900 = 0x689c,
1887 CARD_AMD_RADEON_HD6300 = 0x9803,
1888 CARD_AMD_RADEON_HD6400 = 0x6770,
1889 CARD_AMD_RADEON_HD6410D = 0x9644,
1890 CARD_AMD_RADEON_HD6480G = 0x9648,
1891 CARD_AMD_RADEON_HD6550D = 0x9640,
1892 CARD_AMD_RADEON_HD6600 = 0x6758,
1893 CARD_AMD_RADEON_HD6600M = 0x6741,
1894 CARD_AMD_RADEON_HD6700 = 0x68ba,
1895 CARD_AMD_RADEON_HD6800 = 0x6739,
1896 CARD_AMD_RADEON_HD6900 = 0x6719,
1897 CARD_AMD_RADEON_HD7660D = 0x9901,
1898 CARD_AMD_RADEON_HD7700 = 0x683d,
1899 CARD_AMD_RADEON_HD7800 = 0x6819,
1900 CARD_AMD_RADEON_HD7900 = 0x679a,
1901 CARD_AMD_RADEON_HD8600M = 0x6660,
1902 CARD_AMD_RADEON_HD8670 = 0x6610,
1903 CARD_AMD_RADEON_HD8770 = 0x665c,
1904 CARD_AMD_RADEON_R3 = 0x9830,
1905 CARD_AMD_RADEON_R7 = 0x130f,
1906 CARD_AMD_RADEON_R9 = 0x67b1,
1907 CARD_AMD_RADEON_RX_460 = 0x67ef,
1908 CARD_AMD_RADEON_RX_480 = 0x67df,
1910 CARD_NVIDIA_RIVA_128 = 0x0018,
1911 CARD_NVIDIA_RIVA_TNT = 0x0020,
1912 CARD_NVIDIA_RIVA_TNT2 = 0x0028,
1913 CARD_NVIDIA_GEFORCE = 0x0100,
1914 CARD_NVIDIA_GEFORCE2_MX = 0x0110,
1915 CARD_NVIDIA_GEFORCE2 = 0x0150,
1916 CARD_NVIDIA_GEFORCE3 = 0x0200,
1917 CARD_NVIDIA_GEFORCE4_MX = 0x0170,
1918 CARD_NVIDIA_GEFORCE4_TI4200 = 0x0253,
1919 CARD_NVIDIA_GEFORCEFX_5200 = 0x0320,
1920 CARD_NVIDIA_GEFORCEFX_5600 = 0x0312,
1921 CARD_NVIDIA_GEFORCEFX_5800 = 0x0302,
1922 CARD_NVIDIA_GEFORCE_6200 = 0x014f,
1923 CARD_NVIDIA_GEFORCE_6600GT = 0x0140,
1924 CARD_NVIDIA_GEFORCE_6800 = 0x0041,
1925 CARD_NVIDIA_GEFORCE_7300 = 0x01d7, /* GeForce Go 7300 */
1926 CARD_NVIDIA_GEFORCE_7400 = 0x01d8,
1927 CARD_NVIDIA_GEFORCE_7600 = 0x0391,
1928 CARD_NVIDIA_GEFORCE_7800GT = 0x0092,
1929 CARD_NVIDIA_GEFORCE_8200 = 0x0849, /* Other PCI ID 0x084b */
1930 CARD_NVIDIA_GEFORCE_8300GS = 0x0423,
1931 CARD_NVIDIA_GEFORCE_8400GS = 0x0404,
1932 CARD_NVIDIA_GEFORCE_8500GT = 0x0421,
1933 CARD_NVIDIA_GEFORCE_8600GT = 0x0402,
1934 CARD_NVIDIA_GEFORCE_8600MGT = 0x0407,
1935 CARD_NVIDIA_GEFORCE_8800GTS = 0x0193,
1936 CARD_NVIDIA_GEFORCE_8800GTX = 0x0191,
1937 CARD_NVIDIA_GEFORCE_9200 = 0x086d,
1938 CARD_NVIDIA_GEFORCE_9300 = 0x086c,
1939 CARD_NVIDIA_GEFORCE_9400M = 0x0863,
1940 CARD_NVIDIA_GEFORCE_9400GT = 0x042c,
1941 CARD_NVIDIA_GEFORCE_9500GT = 0x0640,
1942 CARD_NVIDIA_GEFORCE_9600GT = 0x0622,
1943 CARD_NVIDIA_GEFORCE_9700MGT = 0x064a,
1944 CARD_NVIDIA_GEFORCE_9800GT = 0x0614,
1945 CARD_NVIDIA_GEFORCE_210 = 0x0a23,
1946 CARD_NVIDIA_GEFORCE_GT220 = 0x0a20,
1947 CARD_NVIDIA_GEFORCE_GT240 = 0x0ca3,
1948 CARD_NVIDIA_GEFORCE_GTS250 = 0x0615,
1949 CARD_NVIDIA_GEFORCE_GTX260 = 0x05e2,
1950 CARD_NVIDIA_GEFORCE_GTX275 = 0x05e6,
1951 CARD_NVIDIA_GEFORCE_GTX280 = 0x05e1,
1952 CARD_NVIDIA_GEFORCE_315M = 0x0a7a,
1953 CARD_NVIDIA_GEFORCE_320M = 0x08a3,
1954 CARD_NVIDIA_GEFORCE_GT320M = 0x0a2d,
1955 CARD_NVIDIA_GEFORCE_GT325M = 0x0a35,
1956 CARD_NVIDIA_GEFORCE_GT330 = 0x0ca0,
1957 CARD_NVIDIA_GEFORCE_GTS350M = 0x0cb0,
1958 CARD_NVIDIA_GEFORCE_410M = 0x1055,
1959 CARD_NVIDIA_GEFORCE_GT420 = 0x0de2,
1960 CARD_NVIDIA_GEFORCE_GT425M = 0x0df0,
1961 CARD_NVIDIA_GEFORCE_GT430 = 0x0de1,
1962 CARD_NVIDIA_GEFORCE_GT440 = 0x0de0,
1963 CARD_NVIDIA_GEFORCE_GTS450 = 0x0dc4,
1964 CARD_NVIDIA_GEFORCE_GTX460 = 0x0e22,
1965 CARD_NVIDIA_GEFORCE_GTX460M = 0x0dd1,
1966 CARD_NVIDIA_GEFORCE_GTX465 = 0x06c4,
1967 CARD_NVIDIA_GEFORCE_GTX470 = 0x06cd,
1968 CARD_NVIDIA_GEFORCE_GTX480 = 0x06c0,
1969 CARD_NVIDIA_GEFORCE_GT520 = 0x1040,
1970 CARD_NVIDIA_GEFORCE_GT540M = 0x0df4,
1971 CARD_NVIDIA_GEFORCE_GTX550 = 0x1244,
1972 CARD_NVIDIA_GEFORCE_GT555M = 0x04b8,
1973 CARD_NVIDIA_GEFORCE_GTX560TI = 0x1200,
1974 CARD_NVIDIA_GEFORCE_GTX560 = 0x1201,
1975 CARD_NVIDIA_GEFORCE_GTX570 = 0x1081,
1976 CARD_NVIDIA_GEFORCE_GTX580 = 0x1080,
1977 CARD_NVIDIA_GEFORCE_GT610 = 0x104a,
1978 CARD_NVIDIA_GEFORCE_GT630 = 0x0f00,
1979 CARD_NVIDIA_GEFORCE_GT630M = 0x0de9,
1980 CARD_NVIDIA_GEFORCE_GT640M = 0x0fd2,
1981 CARD_NVIDIA_GEFORCE_GT650M = 0x0fd1,
1982 CARD_NVIDIA_GEFORCE_GTX650 = 0x0fc6,
1983 CARD_NVIDIA_GEFORCE_GTX650TI = 0x11c6,
1984 CARD_NVIDIA_GEFORCE_GTX660 = 0x11c0,
1985 CARD_NVIDIA_GEFORCE_GTX660M = 0x0fd4,
1986 CARD_NVIDIA_GEFORCE_GTX660TI = 0x1183,
1987 CARD_NVIDIA_GEFORCE_GTX670 = 0x1189,
1988 CARD_NVIDIA_GEFORCE_GTX670MX = 0x11a1,
1989 CARD_NVIDIA_GEFORCE_GTX675MX = 0x11a7,
1990 CARD_NVIDIA_GEFORCE_GTX680 = 0x1180,
1991 CARD_NVIDIA_GEFORCE_GTX690 = 0x1188,
1992 CARD_NVIDIA_GEFORCE_GT730 = 0x1287,
1993 CARD_NVIDIA_GEFORCE_GT730M = 0x0fe1,
1994 CARD_NVIDIA_GEFORCE_GT740M = 0x1292,
1995 CARD_NVIDIA_GEFORCE_GT750M = 0x0fe9,
1996 CARD_NVIDIA_GEFORCE_GTX750 = 0x1381,
1997 CARD_NVIDIA_GEFORCE_GTX750TI = 0x1380,
1998 CARD_NVIDIA_GEFORCE_GTX760 = 0x1187,
1999 CARD_NVIDIA_GEFORCE_GTX760TI = 0x1193,
2000 CARD_NVIDIA_GEFORCE_GTX765M = 0x11e2,
2001 CARD_NVIDIA_GEFORCE_GTX770M = 0x11e0,
2002 CARD_NVIDIA_GEFORCE_GTX770 = 0x1184,
2003 CARD_NVIDIA_GEFORCE_GTX780 = 0x1004,
2004 CARD_NVIDIA_GEFORCE_GTX780TI = 0x100a,
2005 CARD_NVIDIA_GEFORCE_GTXTITAN = 0x1005,
2006 CARD_NVIDIA_GEFORCE_GTXTITANB = 0x100c,
2007 CARD_NVIDIA_GEFORCE_GTXTITANX = 0x17c2,
2008 CARD_NVIDIA_GEFORCE_GTXTITANZ = 0x1001,
2009 CARD_NVIDIA_GEFORCE_820M = 0x0fed,
2010 CARD_NVIDIA_GEFORCE_830M = 0x1340,
2011 CARD_NVIDIA_GEFORCE_840M = 0x1341,
2012 CARD_NVIDIA_GEFORCE_845M = 0x1344,
2013 CARD_NVIDIA_GEFORCE_GTX850M = 0x1391,
2014 CARD_NVIDIA_GEFORCE_GTX860M = 0x1392, /* Other PCI ID 0x119a */
2015 CARD_NVIDIA_GEFORCE_GTX870M = 0x1199,
2016 CARD_NVIDIA_GEFORCE_GTX880M = 0x1198,
2017 CARD_NVIDIA_GEFORCE_GTX950 = 0x1402,
2018 CARD_NVIDIA_GEFORCE_GTX950M = 0x139a,
2019 CARD_NVIDIA_GEFORCE_GTX960 = 0x1401,
2020 CARD_NVIDIA_GEFORCE_GTX960M = 0x139b,
2021 CARD_NVIDIA_GEFORCE_GTX970 = 0x13c2,
2022 CARD_NVIDIA_GEFORCE_GTX970M = 0x13d8,
2023 CARD_NVIDIA_GEFORCE_GTX980 = 0x13c0,
2024 CARD_NVIDIA_GEFORCE_GTX980TI = 0x17c8,
2025 CARD_NVIDIA_GEFORCE_GTX1050 = 0x1c81,
2026 CARD_NVIDIA_GEFORCE_GTX1060 = 0x1c03,
2027 CARD_NVIDIA_GEFORCE_GTX1070 = 0x1b81,
2028 CARD_NVIDIA_GEFORCE_GTX1080 = 0x1b80,
2030 CARD_VMWARE_SVGA3D = 0x0405,
2032 CARD_INTEL_830M = 0x3577,
2033 CARD_INTEL_855GM = 0x3582,
2034 CARD_INTEL_845G = 0x2562,
2035 CARD_INTEL_865G = 0x2572,
2036 CARD_INTEL_915G = 0x2582,
2037 CARD_INTEL_E7221G = 0x258a,
2038 CARD_INTEL_915GM = 0x2592,
2039 CARD_INTEL_945G = 0x2772,
2040 CARD_INTEL_945GM = 0x27a2,
2041 CARD_INTEL_945GME = 0x27ae,
2042 CARD_INTEL_Q35 = 0x29b2,
2043 CARD_INTEL_G33 = 0x29c2,
2044 CARD_INTEL_Q33 = 0x29d2,
2045 CARD_INTEL_PNVG = 0xa001,
2046 CARD_INTEL_PNVM = 0xa011,
2047 CARD_INTEL_965Q = 0x2992,
2048 CARD_INTEL_965G = 0x2982,
2049 CARD_INTEL_946GZ = 0x2972,
2050 CARD_INTEL_965GM = 0x2a02,
2051 CARD_INTEL_965GME = 0x2a12,
2052 CARD_INTEL_GM45 = 0x2a42,
2053 CARD_INTEL_IGD = 0x2e02,
2054 CARD_INTEL_Q45 = 0x2e12,
2055 CARD_INTEL_G45 = 0x2e22,
2056 CARD_INTEL_G41 = 0x2e32,
2057 CARD_INTEL_B43 = 0x2e92,
2058 CARD_INTEL_ILKD = 0x0042,
2059 CARD_INTEL_ILKM = 0x0046,
2060 CARD_INTEL_SNBD = 0x0122,
2061 CARD_INTEL_SNBM = 0x0126,
2062 CARD_INTEL_SNBS = 0x010a,
2063 CARD_INTEL_IVBD = 0x0162,
2064 CARD_INTEL_IVBM = 0x0166,
2065 CARD_INTEL_IVBS = 0x015a,
2066 CARD_INTEL_HWD = 0x0412,
2067 CARD_INTEL_HWM = 0x0416,
2068 CARD_INTEL_HD5300 = 0x161e,
2069 CARD_INTEL_HD5500 = 0x1616,
2070 CARD_INTEL_HD5600 = 0x1612,
2071 CARD_INTEL_HD6000 = 0x1626,
2072 CARD_INTEL_I6100 = 0x162b,
2073 CARD_INTEL_IP6200 = 0x1622,
2074 CARD_INTEL_IPP6300 = 0x162a,
2075 CARD_INTEL_HD510_1 = 0x1902,
2076 CARD_INTEL_HD510_2 = 0x1906,
2077 CARD_INTEL_HD510_3 = 0x190b,
2078 CARD_INTEL_HD515 = 0x191e,
2079 CARD_INTEL_HD520_1 = 0x1916,
2080 CARD_INTEL_HD520_2 = 0x1921,
2081 CARD_INTEL_HD530_1 = 0x1912,
2082 CARD_INTEL_HD530_2 = 0x191b,
2083 CARD_INTEL_HDP530 = 0x191d,
2084 CARD_INTEL_I540 = 0x1926,
2085 CARD_INTEL_I550 = 0x1927,
2086 CARD_INTEL_I555 = 0x192b,
2087 CARD_INTEL_IP555 = 0x192d,
2088 CARD_INTEL_IP580_1 = 0x1932,
2089 CARD_INTEL_IP580_2 = 0x193b,
2090 CARD_INTEL_IPP580_1 = 0x193a,
2091 CARD_INTEL_IPP580_2 = 0x193d,
2094 struct wined3d_fbo_ops
2096 GLboolean (WINE_GLAPI *glIsRenderbuffer)(GLuint renderbuffer);
2097 void (WINE_GLAPI *glBindRenderbuffer)(GLenum target, GLuint renderbuffer);
2098 void (WINE_GLAPI *glDeleteRenderbuffers)(GLsizei n, const GLuint *renderbuffers);
2099 void (WINE_GLAPI *glGenRenderbuffers)(GLsizei n, GLuint *renderbuffers);
2100 void (WINE_GLAPI *glRenderbufferStorage)(GLenum target, GLenum internalformat,
2101 GLsizei width, GLsizei height);
2102 void (WINE_GLAPI *glRenderbufferStorageMultisample)(GLenum target, GLsizei samples,
2103 GLenum internalformat, GLsizei width, GLsizei height);
2104 void (WINE_GLAPI *glGetRenderbufferParameteriv)(GLenum target, GLenum pname, GLint *params);
2105 GLboolean (WINE_GLAPI *glIsFramebuffer)(GLuint framebuffer);
2106 void (WINE_GLAPI *glBindFramebuffer)(GLenum target, GLuint framebuffer);
2107 void (WINE_GLAPI *glDeleteFramebuffers)(GLsizei n, const GLuint *framebuffers);
2108 void (WINE_GLAPI *glGenFramebuffers)(GLsizei n, GLuint *framebuffers);
2109 GLenum (WINE_GLAPI *glCheckFramebufferStatus)(GLenum target);
2110 void (WINE_GLAPI *glFramebufferTexture1D)(GLenum target, GLenum attachment,
2111 GLenum textarget, GLuint texture, GLint level);
2112 void (WINE_GLAPI *glFramebufferTexture2D)(GLenum target, GLenum attachment,
2113 GLenum textarget, GLuint texture, GLint level);
2114 void (WINE_GLAPI *glFramebufferTexture3D)(GLenum target, GLenum attachment,
2115 GLenum textarget, GLuint texture, GLint level, GLint layer);
2116 void (WINE_GLAPI *glFramebufferTextureLayer)(GLenum target, GLenum attachment,
2117 GLuint texture, GLint level, GLint layer);
2118 void (WINE_GLAPI *glFramebufferRenderbuffer)(GLenum target, GLenum attachment,
2119 GLenum renderbuffertarget, GLuint renderbuffer);
2120 void (WINE_GLAPI *glGetFramebufferAttachmentParameteriv)(GLenum target, GLenum attachment,
2121 GLenum pname, GLint *params);
2122 void (WINE_GLAPI *glBlitFramebuffer)(GLint srcX0, GLint srcY0, GLint srcX1, GLint srcY1,
2123 GLint dstX0, GLint dstY0, GLint dstX1, GLint dstY1, GLbitfield mask, GLenum filter);
2124 void (WINE_GLAPI *glGenerateMipmap)(GLenum target);
2127 struct wined3d_gl_limits
2129 UINT buffers;
2130 UINT lights;
2131 UINT textures;
2132 UINT texture_coords;
2133 unsigned int vertex_uniform_blocks;
2134 unsigned int geometry_uniform_blocks;
2135 unsigned int fragment_uniform_blocks;
2136 UINT fragment_samplers;
2137 UINT vertex_samplers;
2138 UINT combined_samplers;
2139 UINT general_combiners;
2140 UINT user_clip_distances;
2141 UINT texture_size;
2142 UINT texture3d_size;
2143 float pointsize_max;
2144 float pointsize_min;
2145 UINT blends;
2146 UINT anisotropy;
2147 float shininess;
2148 UINT samples;
2149 UINT vertex_attribs;
2151 UINT glsl_varyings;
2152 UINT glsl_vs_float_constants;
2153 UINT glsl_ps_float_constants;
2155 UINT arb_vs_float_constants;
2156 UINT arb_vs_native_constants;
2157 UINT arb_vs_instructions;
2158 UINT arb_vs_temps;
2159 UINT arb_ps_float_constants;
2160 UINT arb_ps_local_constants;
2161 UINT arb_ps_native_constants;
2162 UINT arb_ps_instructions;
2163 UINT arb_ps_temps;
2166 void wined3d_gl_limits_get_uniform_block_range(const struct wined3d_gl_limits *gl_limits,
2167 enum wined3d_shader_type shader_type, unsigned int *base, unsigned int *count) DECLSPEC_HIDDEN;
2169 struct wined3d_gl_info
2171 DWORD selected_gl_version;
2172 DWORD glsl_version;
2173 struct wined3d_gl_limits limits;
2174 DWORD reserved_glsl_constants, reserved_arb_constants;
2175 DWORD quirks;
2176 BOOL supported[WINED3D_GL_EXT_COUNT];
2177 GLint wrap_lookup[WINED3D_TADDRESS_MIRROR_ONCE - WINED3D_TADDRESS_WRAP + 1];
2178 float fixed_polyoffset_scale, float_polyoffset_scale;
2180 HGLRC (WINAPI *p_wglCreateContextAttribsARB)(HDC dc, HGLRC share, const GLint *attribs);
2181 struct opengl_funcs gl_ops;
2182 struct wined3d_fbo_ops fbo_ops;
2184 struct wined3d_format *formats;
2185 unsigned int format_count;
2188 struct wined3d_driver_info
2190 enum wined3d_pci_vendor vendor;
2191 enum wined3d_pci_device device;
2192 const char *name;
2193 const char *description;
2194 UINT64 vram_bytes;
2195 DWORD version_high;
2196 DWORD version_low;
2199 struct wined3d_d3d_limits
2201 unsigned int vs_version, hs_version, ds_version, gs_version, ps_version, cs_version;
2202 DWORD vs_uniform_count;
2203 DWORD ps_uniform_count;
2204 UINT varying_count;
2205 UINT ffp_textures;
2206 UINT ffp_blend_stages;
2207 UINT ffp_vertex_blend_matrices;
2210 typedef void (WINE_GLAPI *wined3d_ffp_attrib_func)(const void *data);
2211 typedef void (WINE_GLAPI *wined3d_ffp_texcoord_func)(GLenum unit, const void *data);
2212 typedef void (WINE_GLAPI *wined3d_generic_attrib_func)(GLuint idx, const void *data);
2213 extern wined3d_ffp_attrib_func specular_func_3ubv DECLSPEC_HIDDEN;
2215 struct wined3d_ffp_attrib_ops
2217 wined3d_ffp_attrib_func position[WINED3D_FFP_EMIT_COUNT];
2218 wined3d_ffp_attrib_func diffuse[WINED3D_FFP_EMIT_COUNT];
2219 wined3d_ffp_attrib_func specular[WINED3D_FFP_EMIT_COUNT];
2220 wined3d_ffp_attrib_func normal[WINED3D_FFP_EMIT_COUNT];
2221 wined3d_ffp_texcoord_func texcoord[WINED3D_FFP_EMIT_COUNT];
2222 wined3d_generic_attrib_func generic[WINED3D_FFP_EMIT_COUNT];
2225 struct wined3d_d3d_info
2227 struct wined3d_d3d_limits limits;
2228 struct wined3d_ffp_attrib_ops ffp_attrib_ops;
2229 BOOL xyzrhw;
2230 BOOL emulated_flatshading;
2231 BOOL ffp_generic_attributes;
2232 BOOL vs_clipping;
2233 BOOL shader_color_key;
2234 DWORD valid_rt_mask;
2235 DWORD wined3d_creation_flags;
2238 /* The adapter structure */
2239 struct wined3d_adapter
2241 UINT ordinal;
2242 POINT monitor_position;
2243 enum wined3d_format_id screen_format;
2245 struct wined3d_gl_info gl_info;
2246 struct wined3d_d3d_info d3d_info;
2247 struct wined3d_driver_info driver_info;
2248 WCHAR DeviceName[CCHDEVICENAME]; /* DeviceName for use with e.g. ChangeDisplaySettings */
2249 unsigned int cfg_count;
2250 struct wined3d_pixel_format *cfgs;
2251 UINT64 vram_bytes;
2252 UINT64 vram_bytes_used;
2253 LUID luid;
2255 const struct wined3d_vertex_pipe_ops *vertex_pipe;
2256 const struct fragment_pipeline *fragment_pipe;
2257 const struct wined3d_shader_backend_ops *shader_backend;
2258 const struct blit_shader *blitter;
2261 struct wined3d_caps_gl_ctx
2263 HDC dc;
2264 HWND wnd;
2265 HGLRC gl_ctx;
2266 HDC restore_dc;
2267 HGLRC restore_gl_ctx;
2269 const struct wined3d_gl_info *gl_info;
2270 GLuint test_vbo;
2271 GLuint test_program_id;
2274 float wined3d_adapter_find_polyoffset_scale(struct wined3d_caps_gl_ctx *ctx, GLenum format) DECLSPEC_HIDDEN;
2275 BOOL wined3d_adapter_init_format_info(struct wined3d_adapter *adapter,
2276 struct wined3d_caps_gl_ctx *ctx) DECLSPEC_HIDDEN;
2277 UINT64 adapter_adjust_memory(struct wined3d_adapter *adapter, INT64 amount) DECLSPEC_HIDDEN;
2279 BOOL initPixelFormatsNoGL(struct wined3d_gl_info *gl_info) DECLSPEC_HIDDEN;
2280 void install_gl_compat_wrapper(struct wined3d_gl_info *gl_info, enum wined3d_gl_extension ext) DECLSPEC_HIDDEN;
2282 enum projection_types
2284 proj_none = 0,
2285 proj_count3 = 1,
2286 proj_count4 = 2
2289 enum dst_arg
2291 resultreg = 0,
2292 tempreg = 1
2295 /*****************************************************************************
2296 * Fixed function pipeline replacements
2298 #define ARG_UNUSED 0xff
2299 struct texture_stage_op
2301 unsigned cop : 8;
2302 unsigned carg1 : 8;
2303 unsigned carg2 : 8;
2304 unsigned carg0 : 8;
2306 unsigned aop : 8;
2307 unsigned aarg1 : 8;
2308 unsigned aarg2 : 8;
2309 unsigned aarg0 : 8;
2311 struct color_fixup_desc color_fixup;
2312 unsigned tex_type : 3;
2313 unsigned dst : 1;
2314 unsigned projected : 2;
2315 unsigned padding : 10;
2318 struct ffp_frag_settings
2320 struct texture_stage_op op[MAX_TEXTURES];
2321 enum wined3d_ffp_ps_fog_mode fog;
2322 unsigned char sRGB_write;
2323 unsigned char emul_clipplanes;
2324 unsigned char texcoords_initialized;
2325 unsigned char color_key_enabled : 1;
2326 unsigned char pointsprite : 1;
2327 unsigned char flatshading : 1;
2328 unsigned char alpha_test_func : 3;
2329 unsigned char padding : 2;
2332 struct ffp_frag_desc
2334 struct wine_rb_entry entry;
2335 struct ffp_frag_settings settings;
2338 int wined3d_ffp_frag_program_key_compare(const void *key, const struct wine_rb_entry *entry) DECLSPEC_HIDDEN;
2339 int wined3d_ffp_vertex_program_key_compare(const void *key, const struct wine_rb_entry *entry) DECLSPEC_HIDDEN;
2341 extern const struct wined3d_parent_ops wined3d_null_parent_ops DECLSPEC_HIDDEN;
2343 unsigned int wined3d_max_compat_varyings(const struct wined3d_gl_info *gl_info) DECLSPEC_HIDDEN;
2344 void gen_ffp_frag_op(const struct wined3d_context *context, const struct wined3d_state *state,
2345 struct ffp_frag_settings *settings, BOOL ignore_textype) DECLSPEC_HIDDEN;
2346 const struct ffp_frag_desc *find_ffp_frag_shader(const struct wine_rb_tree *fragment_shaders,
2347 const struct ffp_frag_settings *settings) DECLSPEC_HIDDEN;
2348 void add_ffp_frag_shader(struct wine_rb_tree *shaders, struct ffp_frag_desc *desc) DECLSPEC_HIDDEN;
2349 void wined3d_get_draw_rect(const struct wined3d_state *state, RECT *rect) DECLSPEC_HIDDEN;
2350 void wined3d_ftoa(float value, char *s) DECLSPEC_HIDDEN;
2352 extern const float wined3d_srgb_const0[] DECLSPEC_HIDDEN;
2353 extern const float wined3d_srgb_const1[] DECLSPEC_HIDDEN;
2355 enum wined3d_ffp_vs_fog_mode
2357 WINED3D_FFP_VS_FOG_OFF = 0,
2358 WINED3D_FFP_VS_FOG_FOGCOORD = 1,
2359 WINED3D_FFP_VS_FOG_DEPTH = 2,
2360 WINED3D_FFP_VS_FOG_RANGE = 3,
2363 #define WINED3D_FFP_TCI_SHIFT 16
2364 #define WINED3D_FFP_TCI_MASK 0xffu
2366 #define WINED3D_FFP_LIGHT_TYPE_SHIFT(idx) (3 * (idx))
2367 #define WINED3D_FFP_LIGHT_TYPE_MASK 0x7u
2369 struct wined3d_ffp_vs_settings
2371 DWORD light_type : 24; /* MAX_ACTIVE_LIGHTS, 8 * 3 */
2372 DWORD diffuse_source : 2;
2373 DWORD emissive_source : 2;
2374 DWORD ambient_source : 2;
2375 DWORD specular_source : 2;
2377 DWORD transformed : 1;
2378 DWORD vertexblends : 2;
2379 DWORD clipping : 1;
2380 DWORD normal : 1;
2381 DWORD normalize : 1;
2382 DWORD lighting : 1;
2383 DWORD localviewer : 1;
2384 DWORD point_size : 1;
2385 DWORD per_vertex_point_size : 1;
2386 DWORD fog_mode : 2;
2387 DWORD texcoords : 8; /* MAX_TEXTURES */
2388 DWORD ortho_fog : 1;
2389 DWORD flatshading : 1;
2390 DWORD padding : 10;
2392 DWORD texgen[MAX_TEXTURES];
2394 WORD swizzle_map; /* MAX_ATTRIBS, 16 */
2397 struct wined3d_ffp_vs_desc
2399 struct wine_rb_entry entry;
2400 struct wined3d_ffp_vs_settings settings;
2403 void wined3d_ffp_get_vs_settings(const struct wined3d_context *context,
2404 const struct wined3d_state *state, struct wined3d_ffp_vs_settings *settings) DECLSPEC_HIDDEN;
2406 struct wined3d
2408 LONG ref;
2409 DWORD flags;
2410 UINT adapter_count;
2411 struct wined3d_adapter adapters[1];
2414 HRESULT wined3d_init(struct wined3d *wined3d, DWORD flags) DECLSPEC_HIDDEN;
2415 BOOL wined3d_register_window(HWND window, struct wined3d_device *device) DECLSPEC_HIDDEN;
2416 void wined3d_unregister_window(HWND window) DECLSPEC_HIDDEN;
2418 struct wined3d_rasterizer_state
2420 LONG refcount;
2421 struct wined3d_rasterizer_state_desc desc;
2423 struct wined3d_device *device;
2426 struct wined3d_stream_output
2428 struct wined3d_buffer *buffer;
2429 UINT offset;
2432 struct wined3d_stream_state
2434 struct wined3d_buffer *buffer;
2435 UINT offset;
2436 UINT stride;
2437 UINT frequency;
2438 UINT flags;
2441 #define WINED3D_STATE_NO_REF 0x00000001
2442 #define WINED3D_STATE_INIT_DEFAULT 0x00000002
2444 struct wined3d_state
2446 DWORD flags;
2447 const struct wined3d_fb_state *fb;
2449 struct wined3d_vertex_declaration *vertex_declaration;
2450 struct wined3d_stream_output stream_output[MAX_STREAM_OUT];
2451 struct wined3d_stream_state streams[MAX_STREAMS + 1 /* tesselated pseudo-stream */];
2452 struct wined3d_buffer *index_buffer;
2453 enum wined3d_format_id index_format;
2454 unsigned int index_offset;
2455 int base_vertex_index;
2456 int load_base_vertex_index; /* Non-indexed drawing needs 0 here, indexed needs base_vertex_index. */
2457 GLenum gl_primitive_type;
2458 struct wined3d_query *predicate;
2459 BOOL predicate_value;
2461 struct wined3d_shader *shader[WINED3D_SHADER_TYPE_COUNT];
2462 struct wined3d_buffer *cb[WINED3D_SHADER_TYPE_COUNT][MAX_CONSTANT_BUFFERS];
2463 struct wined3d_sampler *sampler[WINED3D_SHADER_TYPE_COUNT][MAX_SAMPLER_OBJECTS];
2464 struct wined3d_shader_resource_view *shader_resource_view[WINED3D_SHADER_TYPE_COUNT][MAX_SHADER_RESOURCE_VIEWS];
2465 struct wined3d_unordered_access_view *unordered_access_view[MAX_UNORDERED_ACCESS_VIEWS];
2467 BOOL vs_consts_b[WINED3D_MAX_CONSTS_B];
2468 struct wined3d_ivec4 vs_consts_i[WINED3D_MAX_CONSTS_I];
2469 struct wined3d_vec4 vs_consts_f[WINED3D_MAX_VS_CONSTS_F];
2471 BOOL ps_consts_b[WINED3D_MAX_CONSTS_B];
2472 struct wined3d_ivec4 ps_consts_i[WINED3D_MAX_CONSTS_I];
2473 struct wined3d_vec4 ps_consts_f[WINED3D_MAX_PS_CONSTS_F];
2475 struct wined3d_texture *textures[MAX_COMBINED_SAMPLERS];
2476 DWORD sampler_states[MAX_COMBINED_SAMPLERS][WINED3D_HIGHEST_SAMPLER_STATE + 1];
2477 DWORD texture_states[MAX_TEXTURES][WINED3D_HIGHEST_TEXTURE_STATE + 1];
2479 struct wined3d_matrix transforms[HIGHEST_TRANSFORMSTATE + 1];
2480 struct wined3d_vec4 clip_planes[MAX_CLIP_DISTANCES];
2481 struct wined3d_material material;
2482 struct wined3d_viewport viewport;
2483 RECT scissor_rect;
2485 /* Light hashmap. Collisions are handled using linked lists. */
2486 #define LIGHTMAP_SIZE 43
2487 #define LIGHTMAP_HASHFUNC(x) ((x) % LIGHTMAP_SIZE)
2488 struct list light_map[LIGHTMAP_SIZE];
2489 const struct wined3d_light_info *lights[MAX_ACTIVE_LIGHTS];
2491 DWORD render_states[WINEHIGHEST_RENDER_STATE + 1];
2492 struct wined3d_rasterizer_state *rasterizer_state;
2495 #define WINED3D_UNMAPPED_STAGE ~0U
2497 /* Multithreaded flag. Removed from the public header to signal that
2498 * wined3d_device_create() ignores it. */
2499 #define WINED3DCREATE_MULTITHREADED 0x00000004
2501 struct wined3d_device
2503 LONG ref;
2505 /* WineD3D Information */
2506 struct wined3d_device_parent *device_parent;
2507 struct wined3d *wined3d;
2508 struct wined3d_adapter *adapter;
2510 /* Window styles to restore when switching fullscreen mode */
2511 LONG style;
2512 LONG exStyle;
2514 const struct wined3d_shader_backend_ops *shader_backend;
2515 void *shader_priv;
2516 void *fragment_priv;
2517 void *vertex_priv;
2518 void *blit_priv;
2519 struct StateEntry StateTable[STATE_HIGHEST + 1];
2520 /* Array of functions for states which are handled by more than one pipeline part */
2521 APPLYSTATEFUNC *multistate_funcs[STATE_HIGHEST + 1];
2522 const struct blit_shader *blitter;
2524 BYTE vertexBlendUsed : 1; /* To avoid needless setting of the blend matrices */
2525 BYTE bCursorVisible : 1;
2526 BYTE d3d_initialized : 1;
2527 BYTE inScene : 1; /* A flag to check for proper BeginScene / EndScene call pairs */
2528 BYTE softwareVertexProcessing : 1; /* process vertex shaders using software or hardware */
2529 BYTE filter_messages : 1;
2530 BYTE padding : 2;
2532 unsigned char surface_alignment; /* Line Alignment of surfaces */
2534 WORD padding2 : 16;
2536 struct wined3d_state state;
2537 struct wined3d_state *update_state;
2538 struct wined3d_stateblock *recording;
2540 /* Internal use fields */
2541 struct wined3d_device_creation_parameters create_parms;
2542 HWND focus_window;
2544 struct wined3d_rendertarget_view *back_buffer_view;
2545 struct wined3d_swapchain **swapchains;
2546 UINT swapchain_count;
2548 struct list resources; /* a linked list to track resources created by the device */
2549 struct list shaders; /* a linked list to track shaders (pixel and vertex) */
2550 struct wine_rb_tree samplers;
2552 /* Render Target Support */
2553 struct wined3d_fb_state fb;
2554 struct wined3d_surface *onscreen_depth_stencil;
2555 struct wined3d_rendertarget_view *auto_depth_stencil_view;
2557 /* For rendering to a texture using glCopyTexImage */
2558 GLuint depth_blt_texture;
2560 /* Cursor management */
2561 UINT xHotSpot;
2562 UINT yHotSpot;
2563 UINT xScreenSpace;
2564 UINT yScreenSpace;
2565 UINT cursorWidth, cursorHeight;
2566 struct wined3d_texture *cursor_texture;
2567 HCURSOR hardwareCursor;
2569 /* The Wine logo texture */
2570 struct wined3d_texture *logo_texture;
2572 /* Textures for when no other textures are mapped */
2573 struct
2575 GLuint tex_2d;
2576 GLuint tex_rect;
2577 GLuint tex_3d;
2578 GLuint tex_cube;
2579 GLuint tex_2d_array;
2580 } dummy_textures;
2582 /* Default sampler used to emulate the direct resource access without using wined3d_sampler */
2583 GLuint default_sampler;
2584 GLuint null_sampler;
2586 /* Command stream */
2587 struct wined3d_cs *cs;
2589 /* Context management */
2590 struct wined3d_context **contexts;
2591 UINT context_count;
2594 void device_clear_render_targets(struct wined3d_device *device, UINT rt_count, const struct wined3d_fb_state *fb,
2595 UINT rect_count, const RECT *rects, const RECT *draw_rect, DWORD flags,
2596 const struct wined3d_color *color, float depth, DWORD stencil) DECLSPEC_HIDDEN;
2597 BOOL device_context_add(struct wined3d_device *device, struct wined3d_context *context) DECLSPEC_HIDDEN;
2598 void device_context_remove(struct wined3d_device *device, struct wined3d_context *context) DECLSPEC_HIDDEN;
2599 HRESULT device_init(struct wined3d_device *device, struct wined3d *wined3d,
2600 UINT adapter_idx, enum wined3d_device_type device_type, HWND focus_window, DWORD flags,
2601 BYTE surface_alignment, struct wined3d_device_parent *device_parent) DECLSPEC_HIDDEN;
2602 LRESULT device_process_message(struct wined3d_device *device, HWND window, BOOL unicode,
2603 UINT message, WPARAM wparam, LPARAM lparam, WNDPROC proc) DECLSPEC_HIDDEN;
2604 void device_resource_add(struct wined3d_device *device, struct wined3d_resource *resource) DECLSPEC_HIDDEN;
2605 void device_resource_released(struct wined3d_device *device, struct wined3d_resource *resource) DECLSPEC_HIDDEN;
2606 void device_switch_onscreen_ds(struct wined3d_device *device, struct wined3d_context *context,
2607 struct wined3d_surface *depth_stencil) DECLSPEC_HIDDEN;
2608 void device_invalidate_state(const struct wined3d_device *device, DWORD state) DECLSPEC_HIDDEN;
2610 static inline BOOL isStateDirty(const struct wined3d_context *context, DWORD state)
2612 DWORD idx = state / (sizeof(*context->isStateDirty) * CHAR_BIT);
2613 BYTE shift = state & ((sizeof(*context->isStateDirty) * CHAR_BIT) - 1);
2614 return context->isStateDirty[idx] & (1u << shift);
2617 #define WINED3D_RESOURCE_ACCESS_GPU 0x1
2618 #define WINED3D_RESOURCE_ACCESS_CPU 0x2
2620 struct wined3d_resource_ops
2622 ULONG (*resource_incref)(struct wined3d_resource *resource);
2623 ULONG (*resource_decref)(struct wined3d_resource *resource);
2624 void (*resource_preload)(struct wined3d_resource *resource);
2625 void (*resource_unload)(struct wined3d_resource *resource);
2626 HRESULT (*resource_sub_resource_map)(struct wined3d_resource *resource, unsigned int sub_resource_idx,
2627 struct wined3d_map_desc *map_desc, const struct wined3d_box *box, DWORD flags);
2628 HRESULT (*resource_sub_resource_unmap)(struct wined3d_resource *resource, unsigned int sub_resource_idx);
2631 struct wined3d_resource
2633 LONG ref;
2634 LONG bind_count;
2635 LONG map_count;
2636 struct wined3d_device *device;
2637 enum wined3d_resource_type type;
2638 enum wined3d_gl_resource_type gl_type;
2639 const struct wined3d_format *format;
2640 unsigned int format_flags;
2641 enum wined3d_multisample_type multisample_type;
2642 UINT multisample_quality;
2643 DWORD usage;
2644 enum wined3d_pool pool;
2645 DWORD access_flags;
2646 DWORD draw_binding;
2647 DWORD map_binding;
2648 UINT width;
2649 UINT height;
2650 UINT depth;
2651 UINT size;
2652 DWORD priority;
2653 void *heap_memory;
2654 struct list resource_list_entry;
2655 LONG access_count;
2657 void *parent;
2658 const struct wined3d_parent_ops *parent_ops;
2659 const struct wined3d_resource_ops *resource_ops;
2662 static inline ULONG wined3d_resource_incref(struct wined3d_resource *resource)
2664 return resource->resource_ops->resource_incref(resource);
2667 static inline ULONG wined3d_resource_decref(struct wined3d_resource *resource)
2669 return resource->resource_ops->resource_decref(resource);
2672 static inline void wined3d_resource_acquire(struct wined3d_resource *resource)
2674 InterlockedIncrement(&resource->access_count);
2677 static inline void wined3d_resource_release(struct wined3d_resource *resource)
2679 InterlockedDecrement(&resource->access_count);
2682 static inline void wined3d_resource_wait_idle(struct wined3d_resource *resource)
2684 while (InterlockedCompareExchange(&resource->access_count, 0, 0));
2687 void resource_cleanup(struct wined3d_resource *resource) DECLSPEC_HIDDEN;
2688 HRESULT resource_init(struct wined3d_resource *resource, struct wined3d_device *device,
2689 enum wined3d_resource_type type, const struct wined3d_format *format,
2690 enum wined3d_multisample_type multisample_type, UINT multisample_quality,
2691 DWORD usage, enum wined3d_pool pool, UINT width, UINT height, UINT depth, UINT size,
2692 void *parent, const struct wined3d_parent_ops *parent_ops,
2693 const struct wined3d_resource_ops *resource_ops) DECLSPEC_HIDDEN;
2694 void resource_unload(struct wined3d_resource *resource) DECLSPEC_HIDDEN;
2695 BOOL wined3d_resource_allocate_sysmem(struct wined3d_resource *resource) DECLSPEC_HIDDEN;
2696 void wined3d_resource_free_sysmem(struct wined3d_resource *resource) DECLSPEC_HIDDEN;
2697 GLbitfield wined3d_resource_gl_map_flags(DWORD d3d_flags) DECLSPEC_HIDDEN;
2698 GLenum wined3d_resource_gl_legacy_map_flags(DWORD d3d_flags) DECLSPEC_HIDDEN;
2699 BOOL wined3d_resource_is_offscreen(struct wined3d_resource *resource) DECLSPEC_HIDDEN;
2700 void wined3d_resource_update_draw_binding(struct wined3d_resource *resource) DECLSPEC_HIDDEN;
2702 /* Tests show that the start address of resources is 32 byte aligned */
2703 #define RESOURCE_ALIGNMENT 16
2705 struct gl_texture
2707 struct wined3d_sampler_desc sampler_desc;
2708 unsigned int base_level;
2709 GLuint name;
2712 struct wined3d_texture_ops
2714 void (*texture_upload_data)(struct wined3d_texture *texture, unsigned int sub_resource_idx,
2715 const struct wined3d_context *context, const struct wined3d_box *box,
2716 const struct wined3d_const_bo_address *data, unsigned int row_pitch, unsigned int slice_pitch);
2717 BOOL (*texture_load_location)(struct wined3d_texture *texture, unsigned int sub_resource_idx,
2718 struct wined3d_context *context, DWORD location);
2719 void (*texture_prepare_texture)(struct wined3d_texture *texture,
2720 struct wined3d_context *context, BOOL srgb);
2721 void (*texture_cleanup_sub_resources)(struct wined3d_texture *texture);
2724 #define WINED3D_TEXTURE_COND_NP2 0x00000001
2725 #define WINED3D_TEXTURE_COND_NP2_EMULATED 0x00000002
2726 #define WINED3D_TEXTURE_POW2_MAT_IDENT 0x00000004
2727 #define WINED3D_TEXTURE_IS_SRGB 0x00000008
2728 #define WINED3D_TEXTURE_RGB_ALLOCATED 0x00000010
2729 #define WINED3D_TEXTURE_RGB_VALID 0x00000020
2730 #define WINED3D_TEXTURE_SRGB_ALLOCATED 0x00000040
2731 #define WINED3D_TEXTURE_SRGB_VALID 0x00000080
2732 #define WINED3D_TEXTURE_CONVERTED 0x00000100
2733 #define WINED3D_TEXTURE_PIN_SYSMEM 0x00000200
2734 #define WINED3D_TEXTURE_NORMALIZED_COORDS 0x00000400
2735 #define WINED3D_TEXTURE_GET_DC_LENIENT 0x00000800
2736 #define WINED3D_TEXTURE_DC_IN_USE 0x00001000
2737 #define WINED3D_TEXTURE_DISCARD 0x00002000
2738 #define WINED3D_TEXTURE_GET_DC 0x00004000
2740 #define WINED3D_TEXTURE_ASYNC_COLOR_KEY 0x00000001
2742 struct wined3d_texture
2744 struct wined3d_resource resource;
2745 const struct wined3d_texture_ops *texture_ops;
2746 struct gl_texture texture_rgb, texture_srgb;
2747 struct wined3d_swapchain *swapchain;
2748 unsigned int pow2_width;
2749 unsigned int pow2_height;
2750 UINT layer_count;
2751 UINT level_count;
2752 unsigned int download_count;
2753 unsigned int sysmem_count;
2754 float pow2_matrix[16];
2755 UINT lod;
2756 enum wined3d_texture_filter_type filter_type;
2757 DWORD sampler;
2758 DWORD flags;
2759 GLenum target;
2760 DWORD update_map_binding;
2762 GLuint rb_multisample;
2763 GLuint rb_resolved;
2765 void *user_memory;
2766 unsigned int row_pitch;
2767 unsigned int slice_pitch;
2769 /* May only be accessed from the command stream worker thread. */
2770 struct wined3d_texture_async
2772 DWORD flags;
2774 /* Color keys for DDraw */
2775 struct wined3d_color_key dst_blt_color_key;
2776 struct wined3d_color_key src_blt_color_key;
2777 struct wined3d_color_key dst_overlay_color_key;
2778 struct wined3d_color_key src_overlay_color_key;
2779 struct wined3d_color_key gl_color_key;
2780 DWORD color_key_flags;
2781 } async;
2783 struct wined3d_texture_sub_resource
2785 void *parent;
2786 const struct wined3d_parent_ops *parent_ops;
2788 union
2790 struct wined3d_surface *surface;
2791 } u;
2792 unsigned int offset;
2793 unsigned int size;
2795 unsigned int map_count;
2796 DWORD locations;
2797 GLuint buffer_object;
2798 } sub_resources[1];
2801 static inline struct wined3d_texture *texture_from_resource(struct wined3d_resource *resource)
2803 return CONTAINING_RECORD(resource, struct wined3d_texture, resource);
2806 static inline struct gl_texture *wined3d_texture_get_gl_texture(struct wined3d_texture *texture,
2807 BOOL srgb)
2809 return srgb ? &texture->texture_srgb : &texture->texture_rgb;
2812 static inline unsigned int wined3d_texture_get_level_width(const struct wined3d_texture *texture,
2813 unsigned int level)
2815 return max(1, texture->resource.width >> level);
2818 static inline unsigned int wined3d_texture_get_level_height(const struct wined3d_texture *texture,
2819 unsigned int level)
2821 return max(1, texture->resource.height >> level);
2824 static inline unsigned int wined3d_texture_get_level_depth(const struct wined3d_texture *texture,
2825 unsigned int level)
2827 return max(1, texture->resource.depth >> level);
2830 static inline unsigned int wined3d_texture_get_level_pow2_width(const struct wined3d_texture *texture,
2831 unsigned int level)
2833 return max(1, texture->pow2_width >> level);
2836 static inline unsigned int wined3d_texture_get_level_pow2_height(const struct wined3d_texture *texture,
2837 unsigned int level)
2839 return max(1, texture->pow2_height >> level);
2842 void wined3d_texture_apply_sampler_desc(struct wined3d_texture *texture,
2843 const struct wined3d_sampler_desc *sampler_desc, const struct wined3d_context *context) DECLSPEC_HIDDEN;
2844 void wined3d_texture_bind(struct wined3d_texture *texture,
2845 struct wined3d_context *context, BOOL srgb) DECLSPEC_HIDDEN;
2846 void wined3d_texture_bind_and_dirtify(struct wined3d_texture *texture,
2847 struct wined3d_context *context, BOOL srgb) DECLSPEC_HIDDEN;
2848 BOOL wined3d_texture_check_block_align(const struct wined3d_texture *texture,
2849 unsigned int level, const struct wined3d_box *box) DECLSPEC_HIDDEN;
2850 GLenum wined3d_texture_get_gl_buffer(const struct wined3d_texture *texture) DECLSPEC_HIDDEN;
2851 void wined3d_texture_get_memory(struct wined3d_texture *texture, unsigned int sub_resource_idx,
2852 struct wined3d_bo_address *data, DWORD locations) DECLSPEC_HIDDEN;
2853 struct wined3d_texture_sub_resource *wined3d_texture_get_sub_resource(struct wined3d_texture *texture,
2854 unsigned int sub_resource_idx) DECLSPEC_HIDDEN;
2855 void wined3d_texture_invalidate_location(struct wined3d_texture *texture,
2856 unsigned int sub_resource_idx, DWORD location) DECLSPEC_HIDDEN;
2857 void wined3d_texture_load(struct wined3d_texture *texture,
2858 struct wined3d_context *context, BOOL srgb) DECLSPEC_HIDDEN;
2859 BOOL wined3d_texture_load_location(struct wined3d_texture *texture,
2860 unsigned int sub_resource_idx, struct wined3d_context *context, DWORD location) DECLSPEC_HIDDEN;
2861 void *wined3d_texture_map_bo_address(const struct wined3d_bo_address *data, size_t size,
2862 const struct wined3d_gl_info *gl_info, GLenum binding, DWORD flags) DECLSPEC_HIDDEN;
2863 BOOL wined3d_texture_prepare_location(struct wined3d_texture *texture, unsigned int sub_resource_idx,
2864 struct wined3d_context *context, DWORD location) DECLSPEC_HIDDEN;
2865 void wined3d_texture_prepare_texture(struct wined3d_texture *texture,
2866 struct wined3d_context *context, BOOL srgb) DECLSPEC_HIDDEN;
2867 void wined3d_texture_set_map_binding(struct wined3d_texture *texture, DWORD map_binding) DECLSPEC_HIDDEN;
2868 void wined3d_texture_set_swapchain(struct wined3d_texture *texture,
2869 struct wined3d_swapchain *swapchain) DECLSPEC_HIDDEN;
2870 void wined3d_texture_unmap_bo_address(const struct wined3d_bo_address *data,
2871 const struct wined3d_gl_info *gl_info, GLenum binding) DECLSPEC_HIDDEN;
2872 void wined3d_texture_upload_data(struct wined3d_texture *texture, unsigned int sub_resource_idx,
2873 const struct wined3d_context *context, const struct wined3d_box *box,
2874 const struct wined3d_const_bo_address *data, unsigned int row_pitch, unsigned int slice_pitch) DECLSPEC_HIDDEN;
2875 void wined3d_texture_validate_location(struct wined3d_texture *texture,
2876 unsigned int sub_resource_idx, DWORD location) DECLSPEC_HIDDEN;
2878 #define WINED3D_LOCATION_DISCARDED 0x00000001
2879 #define WINED3D_LOCATION_SYSMEM 0x00000002
2880 #define WINED3D_LOCATION_USER_MEMORY 0x00000004
2881 #define WINED3D_LOCATION_BUFFER 0x00000008
2882 #define WINED3D_LOCATION_TEXTURE_RGB 0x00000010
2883 #define WINED3D_LOCATION_TEXTURE_SRGB 0x00000020
2884 #define WINED3D_LOCATION_DRAWABLE 0x00000040
2885 #define WINED3D_LOCATION_RB_MULTISAMPLE 0x00000080
2886 #define WINED3D_LOCATION_RB_RESOLVED 0x00000100
2888 const char *wined3d_debug_location(DWORD location) DECLSPEC_HIDDEN;
2890 struct wined3d_renderbuffer_entry
2892 struct list entry;
2893 GLuint id;
2894 UINT width;
2895 UINT height;
2898 struct wined3d_fbo_resource
2900 GLuint object;
2901 GLenum target;
2902 GLuint level, layer;
2905 #define WINED3D_FBO_ENTRY_FLAG_ATTACHED 0x1
2906 #define WINED3D_FBO_ENTRY_FLAG_DEPTH 0x2
2907 #define WINED3D_FBO_ENTRY_FLAG_STENCIL 0x4
2909 struct fbo_entry
2911 struct list entry;
2912 DWORD flags;
2913 DWORD rt_mask;
2914 GLuint id;
2915 struct wined3d_fbo_entry_key
2917 DWORD rb_namespace;
2918 struct wined3d_fbo_resource objects[1];
2919 } key;
2922 struct wined3d_surface
2924 struct wined3d_texture *container;
2926 GLenum texture_target;
2927 unsigned int texture_level;
2928 unsigned int texture_layer;
2930 /* For GetDC */
2931 HBITMAP bitmap;
2932 HDC dc;
2934 struct list renderbuffers;
2935 const struct wined3d_renderbuffer_entry *current_renderbuffer;
2936 SIZE ds_current_size;
2938 /* DirectDraw Overlay handling */
2939 RECT overlay_srcrect;
2940 RECT overlay_destrect;
2941 struct wined3d_surface *overlay_dest;
2942 struct list overlays;
2943 struct list overlay_entry;
2946 static inline BOOL needs_separate_srgb_gl_texture(const struct wined3d_context *context)
2948 return !context->gl_info->supported[EXT_TEXTURE_SRGB_DECODE]
2949 && context->d3d_info->wined3d_creation_flags & WINED3D_SRGB_READ_WRITE_CONTROL;
2952 static inline unsigned int surface_get_sub_resource_idx(const struct wined3d_surface *surface)
2954 return surface->texture_layer * surface->container->level_count + surface->texture_level;
2957 static inline struct wined3d_texture_sub_resource *surface_get_sub_resource(struct wined3d_surface *surface)
2959 return &surface->container->sub_resources[surface_get_sub_resource_idx(surface)];
2962 static inline GLuint surface_get_texture_name(const struct wined3d_surface *surface,
2963 const struct wined3d_context *context, BOOL srgb)
2965 return srgb && needs_separate_srgb_gl_texture(context)
2966 ? surface->container->texture_srgb.name : surface->container->texture_rgb.name;
2969 HRESULT wined3d_surface_blt(struct wined3d_surface *dst_surface, const RECT *dst_rect,
2970 struct wined3d_surface *src_surface, const RECT *src_rect, DWORD flags,
2971 const struct wined3d_blt_fx *blt_fx, enum wined3d_texture_filter_type filter) DECLSPEC_HIDDEN;
2972 HRESULT surface_color_fill(struct wined3d_surface *s,
2973 const RECT *rect, const struct wined3d_color *color) DECLSPEC_HIDDEN;
2974 HRESULT wined3d_surface_create_dc(struct wined3d_surface *surface) DECLSPEC_HIDDEN;
2975 void wined3d_surface_destroy_dc(struct wined3d_surface *surface) DECLSPEC_HIDDEN;
2976 void surface_load_fb_texture(struct wined3d_surface *surface, BOOL srgb,
2977 struct wined3d_context *context) DECLSPEC_HIDDEN;
2978 HRESULT surface_load_location(struct wined3d_surface *surface,
2979 struct wined3d_context *context, DWORD location) DECLSPEC_HIDDEN;
2980 void surface_modify_ds_location(struct wined3d_surface *surface, DWORD location, UINT w, UINT h) DECLSPEC_HIDDEN;
2981 void surface_set_compatible_renderbuffer(struct wined3d_surface *surface,
2982 const struct wined3d_surface *rt) DECLSPEC_HIDDEN;
2983 void surface_translate_drawable_coords(const struct wined3d_surface *surface, HWND window, RECT *rect) DECLSPEC_HIDDEN;
2984 HRESULT surface_upload_from_surface(struct wined3d_surface *dst_surface, const POINT *dst_point,
2985 struct wined3d_surface *src_surface, const RECT *src_rect) DECLSPEC_HIDDEN;
2986 void wined3d_surface_upload_data(struct wined3d_surface *surface, const struct wined3d_gl_info *gl_info,
2987 const struct wined3d_format *format, const RECT *src_rect, UINT src_pitch, const POINT *dst_point,
2988 BOOL srgb, const struct wined3d_const_bo_address *data) DECLSPEC_HIDDEN;
2990 void draw_textured_quad(const struct wined3d_surface *src_surface, struct wined3d_context *context,
2991 const RECT *src_rect, const RECT *dst_rect, enum wined3d_texture_filter_type filter) DECLSPEC_HIDDEN;
2993 struct wined3d_sampler
2995 struct wine_rb_entry entry;
2996 LONG refcount;
2997 struct wined3d_device *device;
2998 void *parent;
2999 struct wined3d_sampler_desc desc;
3000 GLuint name;
3003 struct wined3d_vertex_declaration_element
3005 const struct wined3d_format *format;
3006 BOOL ffp_valid;
3007 unsigned int input_slot;
3008 unsigned int offset;
3009 unsigned int output_slot;
3010 enum wined3d_input_classification input_slot_class;
3011 unsigned int instance_data_step_rate;
3012 BYTE method;
3013 BYTE usage;
3014 BYTE usage_idx;
3017 struct wined3d_vertex_declaration
3019 LONG ref;
3020 void *parent;
3021 const struct wined3d_parent_ops *parent_ops;
3022 struct wined3d_device *device;
3024 struct wined3d_vertex_declaration_element *elements;
3025 UINT element_count;
3027 BOOL position_transformed;
3028 BOOL half_float_conv_needed;
3031 struct wined3d_saved_states
3033 DWORD transform[(HIGHEST_TRANSFORMSTATE >> 5) + 1];
3034 WORD streamSource; /* MAX_STREAMS, 16 */
3035 WORD streamFreq; /* MAX_STREAMS, 16 */
3036 DWORD renderState[(WINEHIGHEST_RENDER_STATE >> 5) + 1];
3037 DWORD textureState[MAX_TEXTURES]; /* WINED3D_HIGHEST_TEXTURE_STATE + 1, 18 */
3038 WORD samplerState[MAX_COMBINED_SAMPLERS]; /* WINED3D_HIGHEST_SAMPLER_STATE + 1, 14 */
3039 DWORD clipplane; /* WINED3DMAXUSERCLIPPLANES, 32 */
3040 WORD pixelShaderConstantsB; /* WINED3D_MAX_CONSTS_B, 16 */
3041 WORD pixelShaderConstantsI; /* WINED3D_MAX_CONSTS_I, 16 */
3042 BOOL ps_consts_f[WINED3D_MAX_PS_CONSTS_F];
3043 WORD vertexShaderConstantsB; /* WINED3D_MAX_CONSTS_B, 16 */
3044 WORD vertexShaderConstantsI; /* WINED3D_MAX_CONSTS_I, 16 */
3045 BOOL vs_consts_f[WINED3D_MAX_VS_CONSTS_F];
3046 DWORD textures : 20; /* MAX_COMBINED_SAMPLERS, 20 */
3047 DWORD primitive_type : 1;
3048 DWORD indices : 1;
3049 DWORD material : 1;
3050 DWORD viewport : 1;
3051 DWORD vertexDecl : 1;
3052 DWORD pixelShader : 1;
3053 DWORD vertexShader : 1;
3054 DWORD scissorRect : 1;
3055 DWORD padding : 4;
3058 struct StageState {
3059 DWORD stage;
3060 DWORD state;
3063 struct wined3d_stateblock
3065 LONG ref; /* Note: Ref counting not required */
3066 struct wined3d_device *device;
3068 /* Array indicating whether things have been set or changed */
3069 struct wined3d_saved_states changed;
3070 struct wined3d_state state;
3072 /* Contained state management */
3073 DWORD contained_render_states[WINEHIGHEST_RENDER_STATE + 1];
3074 unsigned int num_contained_render_states;
3075 DWORD contained_transform_states[HIGHEST_TRANSFORMSTATE + 1];
3076 unsigned int num_contained_transform_states;
3077 DWORD contained_vs_consts_i[WINED3D_MAX_CONSTS_I];
3078 unsigned int num_contained_vs_consts_i;
3079 DWORD contained_vs_consts_b[WINED3D_MAX_CONSTS_B];
3080 unsigned int num_contained_vs_consts_b;
3081 DWORD contained_vs_consts_f[WINED3D_MAX_VS_CONSTS_F];
3082 unsigned int num_contained_vs_consts_f;
3083 DWORD contained_ps_consts_i[WINED3D_MAX_CONSTS_I];
3084 unsigned int num_contained_ps_consts_i;
3085 DWORD contained_ps_consts_b[WINED3D_MAX_CONSTS_B];
3086 unsigned int num_contained_ps_consts_b;
3087 DWORD contained_ps_consts_f[WINED3D_MAX_PS_CONSTS_F];
3088 unsigned int num_contained_ps_consts_f;
3089 struct StageState contained_tss_states[MAX_TEXTURES * (WINED3D_HIGHEST_TEXTURE_STATE + 1)];
3090 unsigned int num_contained_tss_states;
3091 struct StageState contained_sampler_states[MAX_COMBINED_SAMPLERS * WINED3D_HIGHEST_SAMPLER_STATE];
3092 unsigned int num_contained_sampler_states;
3095 void stateblock_init_contained_states(struct wined3d_stateblock *stateblock) DECLSPEC_HIDDEN;
3097 void state_cleanup(struct wined3d_state *state) DECLSPEC_HIDDEN;
3098 void state_init(struct wined3d_state *state, struct wined3d_fb_state *fb,
3099 const struct wined3d_gl_info *gl_info, const struct wined3d_d3d_info *d3d_info,
3100 DWORD flags) DECLSPEC_HIDDEN;
3101 void state_unbind_resources(struct wined3d_state *state) DECLSPEC_HIDDEN;
3103 enum wined3d_push_constants
3105 WINED3D_PUSH_CONSTANTS_VS_F,
3106 WINED3D_PUSH_CONSTANTS_PS_F,
3107 WINED3D_PUSH_CONSTANTS_VS_I,
3108 WINED3D_PUSH_CONSTANTS_PS_I,
3109 WINED3D_PUSH_CONSTANTS_VS_B,
3110 WINED3D_PUSH_CONSTANTS_PS_B,
3113 struct wined3d_cs_ops
3115 void *(*require_space)(struct wined3d_cs *cs, size_t size);
3116 void (*submit)(struct wined3d_cs *cs);
3117 void (*push_constants)(struct wined3d_cs *cs, enum wined3d_push_constants p,
3118 unsigned int start_idx, unsigned int count, const void *constants);
3121 struct wined3d_cs
3123 const struct wined3d_cs_ops *ops;
3124 struct wined3d_device *device;
3125 struct wined3d_fb_state fb;
3126 struct wined3d_state state;
3128 size_t data_size;
3129 void *data;
3132 struct wined3d_cs *wined3d_cs_create(struct wined3d_device *device) DECLSPEC_HIDDEN;
3133 void wined3d_cs_destroy(struct wined3d_cs *cs) DECLSPEC_HIDDEN;
3135 void wined3d_cs_emit_clear(struct wined3d_cs *cs, DWORD rect_count, const RECT *rects,
3136 DWORD flags, const struct wined3d_color *color, float depth, DWORD stencil) DECLSPEC_HIDDEN;
3137 void wined3d_cs_emit_destroy_object(struct wined3d_cs *cs,
3138 void (*callback)(void *object), void *object) DECLSPEC_HIDDEN;
3139 void wined3d_cs_emit_draw(struct wined3d_cs *cs, int base_vertex_idx, unsigned int start_idx, unsigned int index_count,
3140 unsigned int start_instance, unsigned int instance_count, BOOL indexed) DECLSPEC_HIDDEN;
3141 void wined3d_cs_emit_preload_resource(struct wined3d_cs *cs, struct wined3d_resource *resource) DECLSPEC_HIDDEN;
3142 void wined3d_cs_emit_present(struct wined3d_cs *cs, struct wined3d_swapchain *swapchain,
3143 const RECT *src_rect, const RECT *dst_rect, HWND dst_window_override, DWORD flags) DECLSPEC_HIDDEN;
3144 void wined3d_cs_emit_query_issue(struct wined3d_cs *cs, struct wined3d_query *query, DWORD flags) DECLSPEC_HIDDEN;
3145 void wined3d_cs_emit_reset_state(struct wined3d_cs *cs) DECLSPEC_HIDDEN;
3146 void wined3d_cs_emit_set_clip_plane(struct wined3d_cs *cs, UINT plane_idx,
3147 const struct wined3d_vec4 *plane) DECLSPEC_HIDDEN;
3148 void wined3d_cs_emit_set_color_key(struct wined3d_cs *cs, struct wined3d_texture *texture,
3149 WORD flags, const struct wined3d_color_key *color_key) DECLSPEC_HIDDEN;
3150 void wined3d_cs_emit_set_constant_buffer(struct wined3d_cs *cs, enum wined3d_shader_type type,
3151 UINT cb_idx, struct wined3d_buffer *buffer) DECLSPEC_HIDDEN;
3152 void wined3d_cs_emit_set_depth_stencil_view(struct wined3d_cs *cs,
3153 struct wined3d_rendertarget_view *view) DECLSPEC_HIDDEN;
3154 void wined3d_cs_emit_set_index_buffer(struct wined3d_cs *cs, struct wined3d_buffer *buffer,
3155 enum wined3d_format_id format_id, unsigned int offset) DECLSPEC_HIDDEN;
3156 void wined3d_cs_emit_set_material(struct wined3d_cs *cs, const struct wined3d_material *material) DECLSPEC_HIDDEN;
3157 void wined3d_cs_emit_set_predication(struct wined3d_cs *cs,
3158 struct wined3d_query *predicate, BOOL value) DECLSPEC_HIDDEN;
3159 void wined3d_cs_emit_set_rasterizer_state(struct wined3d_cs *cs,
3160 struct wined3d_rasterizer_state *rasterizer_state) DECLSPEC_HIDDEN;
3161 void wined3d_cs_emit_set_render_state(struct wined3d_cs *cs,
3162 enum wined3d_render_state state, DWORD value) DECLSPEC_HIDDEN;
3163 void wined3d_cs_emit_set_rendertarget_view(struct wined3d_cs *cs, unsigned int view_idx,
3164 struct wined3d_rendertarget_view *view) DECLSPEC_HIDDEN;
3165 void wined3d_cs_emit_set_shader_resource_view(struct wined3d_cs *cs, enum wined3d_shader_type type,
3166 UINT view_idx, struct wined3d_shader_resource_view *view) DECLSPEC_HIDDEN;
3167 void wined3d_cs_emit_set_sampler(struct wined3d_cs *cs, enum wined3d_shader_type type,
3168 UINT sampler_idx, struct wined3d_sampler *sampler) DECLSPEC_HIDDEN;
3169 void wined3d_cs_emit_set_sampler_state(struct wined3d_cs *cs, UINT sampler_idx,
3170 enum wined3d_sampler_state state, DWORD value) DECLSPEC_HIDDEN;
3171 void wined3d_cs_emit_set_scissor_rect(struct wined3d_cs *cs, const RECT *rect) DECLSPEC_HIDDEN;
3172 void wined3d_cs_emit_set_shader(struct wined3d_cs *cs, enum wined3d_shader_type type,
3173 struct wined3d_shader *shader) DECLSPEC_HIDDEN;
3174 void wined3d_cs_emit_set_stream_output(struct wined3d_cs *cs, UINT stream_idx,
3175 struct wined3d_buffer *buffer, UINT offset) DECLSPEC_HIDDEN;
3176 void wined3d_cs_emit_set_stream_source(struct wined3d_cs *cs, UINT stream_idx,
3177 struct wined3d_buffer *buffer, UINT offset, UINT stride) DECLSPEC_HIDDEN;
3178 void wined3d_cs_emit_set_stream_source_freq(struct wined3d_cs *cs, UINT stream_idx,
3179 UINT frequency, UINT flags) DECLSPEC_HIDDEN;
3180 void wined3d_cs_emit_set_texture(struct wined3d_cs *cs, UINT stage, struct wined3d_texture *texture) DECLSPEC_HIDDEN;
3181 void wined3d_cs_emit_set_texture_state(struct wined3d_cs *cs, UINT stage,
3182 enum wined3d_texture_stage_state state, DWORD value) DECLSPEC_HIDDEN;
3183 void wined3d_cs_emit_set_transform(struct wined3d_cs *cs, enum wined3d_transform_state state,
3184 const struct wined3d_matrix *matrix) DECLSPEC_HIDDEN;
3185 void wined3d_cs_emit_set_unordered_access_view(struct wined3d_cs *cs, unsigned int view_idx,
3186 struct wined3d_unordered_access_view *view) DECLSPEC_HIDDEN;
3187 void wined3d_cs_emit_set_vertex_declaration(struct wined3d_cs *cs,
3188 struct wined3d_vertex_declaration *declaration) DECLSPEC_HIDDEN;
3189 void wined3d_cs_emit_set_viewport(struct wined3d_cs *cs, const struct wined3d_viewport *viewport) DECLSPEC_HIDDEN;
3190 void wined3d_cs_emit_unload_resource(struct wined3d_cs *cs, struct wined3d_resource *resource) DECLSPEC_HIDDEN;
3191 HRESULT wined3d_cs_map(struct wined3d_cs *cs, struct wined3d_resource *resource, unsigned int sub_resource_idx,
3192 struct wined3d_map_desc *map_desc, const struct wined3d_box *box, unsigned int flags) DECLSPEC_HIDDEN;
3193 HRESULT wined3d_cs_unmap(struct wined3d_cs *cs, struct wined3d_resource *resource,
3194 unsigned int sub_resource_idx) DECLSPEC_HIDDEN;
3196 static inline void wined3d_cs_push_constants(struct wined3d_cs *cs, enum wined3d_push_constants p,
3197 unsigned int start_idx, unsigned int count, const void *constants)
3199 cs->ops->push_constants(cs, p, start_idx, count, constants);
3202 /* TODO: Add tests and support for FLOAT16_4 POSITIONT, D3DCOLOR position, other
3203 * fixed function semantics as D3DCOLOR or FLOAT16 */
3204 enum wined3d_buffer_conversion_type
3206 CONV_NONE,
3207 CONV_D3DCOLOR,
3208 CONV_POSITIONT,
3211 struct wined3d_map_range
3213 UINT offset;
3214 UINT size;
3217 struct wined3d_buffer
3219 struct wined3d_resource resource;
3221 struct wined3d_buffer_desc desc;
3223 GLuint buffer_object;
3224 GLenum buffer_object_usage;
3225 GLenum buffer_type_hint;
3226 unsigned int bind_flags;
3227 DWORD flags;
3228 void *map_ptr;
3230 struct wined3d_map_range *maps;
3231 ULONG maps_size, modified_areas;
3232 DWORD locations;
3233 struct wined3d_event_query *query;
3235 /* conversion stuff */
3236 UINT decl_change_count, full_conversion_count;
3237 UINT draw_count;
3238 UINT stride; /* 0 if no conversion */
3239 UINT conversion_stride; /* 0 if no shifted conversion */
3240 enum wined3d_buffer_conversion_type *conversion_map; /* NULL if no conversion */
3243 static inline struct wined3d_buffer *buffer_from_resource(struct wined3d_resource *resource)
3245 return CONTAINING_RECORD(resource, struct wined3d_buffer, resource);
3248 void buffer_mark_used(struct wined3d_buffer *buffer) DECLSPEC_HIDDEN;
3249 DWORD wined3d_buffer_get_memory(struct wined3d_buffer *buffer,
3250 struct wined3d_bo_address *data, DWORD locations) DECLSPEC_HIDDEN;
3251 void wined3d_buffer_invalidate_location(struct wined3d_buffer *buffer, DWORD location) DECLSPEC_HIDDEN;
3252 void wined3d_buffer_load(struct wined3d_buffer *buffer, struct wined3d_context *context,
3253 const struct wined3d_state *state) DECLSPEC_HIDDEN;
3254 BOOL wined3d_buffer_load_location(struct wined3d_buffer *buffer, struct wined3d_context *context,
3255 DWORD location) DECLSPEC_HIDDEN;
3256 BYTE *wined3d_buffer_load_sysmem(struct wined3d_buffer *buffer, struct wined3d_context *context) DECLSPEC_HIDDEN;
3257 HRESULT wined3d_buffer_copy(struct wined3d_buffer *dst_buffer, unsigned int dst_offset,
3258 struct wined3d_buffer *src_buffer, unsigned int src_offset, unsigned int size) DECLSPEC_HIDDEN;
3259 HRESULT wined3d_buffer_upload_data(struct wined3d_buffer *buffer,
3260 const struct wined3d_box *box, const void *data) DECLSPEC_HIDDEN;
3261 void wined3d_buffer_validate_location(struct wined3d_buffer *buffer, DWORD location) DECLSPEC_HIDDEN;
3263 struct wined3d_rendertarget_view
3265 LONG refcount;
3267 struct wined3d_resource *resource;
3268 void *parent;
3269 const struct wined3d_parent_ops *parent_ops;
3271 const struct wined3d_format *format;
3272 unsigned int format_flags;
3273 unsigned int sub_resource_idx;
3274 unsigned int buffer_offset;
3276 unsigned int width;
3277 unsigned int height;
3278 unsigned int depth;
3281 static inline struct wined3d_surface *wined3d_rendertarget_view_get_surface(
3282 const struct wined3d_rendertarget_view *view)
3284 struct wined3d_texture *texture;
3286 if (!view || view->resource->type != WINED3D_RTYPE_TEXTURE_2D)
3287 return NULL;
3289 texture = texture_from_resource(view->resource);
3291 return texture->sub_resources[view->sub_resource_idx].u.surface;
3294 void wined3d_rendertarget_view_get_drawable_size(const struct wined3d_rendertarget_view *view,
3295 const struct wined3d_context *context, unsigned int *width, unsigned int *height) DECLSPEC_HIDDEN;
3297 struct wined3d_gl_view
3299 GLenum target;
3300 GLuint name;
3303 struct wined3d_shader_resource_view
3305 LONG refcount;
3307 struct wined3d_resource *resource;
3308 void *parent;
3309 const struct wined3d_parent_ops *parent_ops;
3311 struct wined3d_gl_view gl_view;
3314 void wined3d_shader_resource_view_bind(struct wined3d_shader_resource_view *view,
3315 struct wined3d_context *context) DECLSPEC_HIDDEN;
3317 struct wined3d_unordered_access_view
3319 LONG refcount;
3321 struct wined3d_resource *resource;
3322 void *parent;
3323 const struct wined3d_parent_ops *parent_ops;
3325 const struct wined3d_format *format;
3326 struct wined3d_gl_view gl_view;
3327 unsigned int layer_idx;
3328 unsigned int layer_count;
3329 unsigned int level_idx;
3332 void wined3d_unordered_access_view_invalidate_location(struct wined3d_unordered_access_view *view,
3333 DWORD location) DECLSPEC_HIDDEN;
3335 struct wined3d_swapchain_ops
3337 void (*swapchain_present)(struct wined3d_swapchain *swapchain,
3338 const RECT *src_rect, const RECT *dst_rect, DWORD flags);
3339 void (*swapchain_frontbuffer_updated)(struct wined3d_swapchain *swapchain);
3342 struct wined3d_swapchain
3344 LONG ref;
3345 void *parent;
3346 const struct wined3d_parent_ops *parent_ops;
3347 const struct wined3d_swapchain_ops *swapchain_ops;
3348 struct wined3d_device *device;
3350 struct wined3d_texture **back_buffers;
3351 struct wined3d_texture *front_buffer;
3352 struct wined3d_swapchain_desc desc;
3353 struct wined3d_display_mode original_mode, d3d_mode;
3354 RECT original_window_rect;
3355 struct wined3d_gamma_ramp orig_gamma;
3356 BOOL render_to_fbo, reapply_mode;
3357 const struct wined3d_format *ds_format;
3358 struct wined3d_palette *palette;
3359 RECT front_buffer_update;
3361 LONG prev_time, frames; /* Performance tracking */
3363 struct wined3d_context **context;
3364 unsigned int num_contexts;
3366 HWND win_handle;
3367 HWND device_window;
3369 HDC backup_dc;
3370 HWND backup_wnd;
3373 void wined3d_swapchain_activate(struct wined3d_swapchain *swapchain, BOOL activate) DECLSPEC_HIDDEN;
3374 struct wined3d_context *swapchain_get_context(struct wined3d_swapchain *swapchain) DECLSPEC_HIDDEN;
3375 void swapchain_destroy_contexts(struct wined3d_swapchain *swapchain) DECLSPEC_HIDDEN;
3376 HDC swapchain_get_backup_dc(struct wined3d_swapchain *swapchain) DECLSPEC_HIDDEN;
3377 void swapchain_update_draw_bindings(struct wined3d_swapchain *swapchain) DECLSPEC_HIDDEN;
3378 void swapchain_update_swap_interval(struct wined3d_swapchain *swapchain) DECLSPEC_HIDDEN;
3380 /*****************************************************************************
3381 * Utility function prototypes
3384 /* Trace routines */
3385 const char *debug_box(const struct wined3d_box *box) DECLSPEC_HIDDEN;
3386 const char *debug_color(const struct wined3d_color *color) DECLSPEC_HIDDEN;
3387 const char *debug_d3dshaderinstructionhandler(enum WINED3D_SHADER_INSTRUCTION_HANDLER handler_idx) DECLSPEC_HIDDEN;
3388 const char *debug_d3dformat(enum wined3d_format_id format_id) DECLSPEC_HIDDEN;
3389 const char *debug_d3ddevicetype(enum wined3d_device_type device_type) DECLSPEC_HIDDEN;
3390 const char *debug_d3dresourcetype(enum wined3d_resource_type resource_type) DECLSPEC_HIDDEN;
3391 const char *debug_d3dusage(DWORD usage) DECLSPEC_HIDDEN;
3392 const char *debug_d3dusagequery(DWORD usagequery) DECLSPEC_HIDDEN;
3393 const char *debug_d3ddeclmethod(enum wined3d_decl_method method) DECLSPEC_HIDDEN;
3394 const char *debug_d3ddeclusage(enum wined3d_decl_usage usage) DECLSPEC_HIDDEN;
3395 const char *debug_d3dinput_classification(enum wined3d_input_classification classification) DECLSPEC_HIDDEN;
3396 const char *debug_d3dprimitivetype(enum wined3d_primitive_type primitive_type) DECLSPEC_HIDDEN;
3397 const char *debug_d3drenderstate(enum wined3d_render_state state) DECLSPEC_HIDDEN;
3398 const char *debug_d3dsamplerstate(enum wined3d_sampler_state state) DECLSPEC_HIDDEN;
3399 const char *debug_d3dstate(DWORD state) DECLSPEC_HIDDEN;
3400 const char *debug_d3dtexturefiltertype(enum wined3d_texture_filter_type filter_type) DECLSPEC_HIDDEN;
3401 const char *debug_d3dtexturestate(enum wined3d_texture_stage_state state) DECLSPEC_HIDDEN;
3402 const char *debug_d3dtop(enum wined3d_texture_op d3dtop) DECLSPEC_HIDDEN;
3403 const char *debug_d3dtstype(enum wined3d_transform_state tstype) DECLSPEC_HIDDEN;
3404 const char *debug_d3dpool(enum wined3d_pool pool) DECLSPEC_HIDDEN;
3405 const char *debug_fboattachment(GLenum attachment) DECLSPEC_HIDDEN;
3406 const char *debug_fbostatus(GLenum status) DECLSPEC_HIDDEN;
3407 const char *debug_glerror(GLenum error) DECLSPEC_HIDDEN;
3408 const char *debug_ivec4(const struct wined3d_ivec4 *v) DECLSPEC_HIDDEN;
3409 const char *debug_shader_type(enum wined3d_shader_type shader_type) DECLSPEC_HIDDEN;
3410 const char *debug_vec4(const struct wined3d_vec4 *v) DECLSPEC_HIDDEN;
3411 void dump_color_fixup_desc(struct color_fixup_desc fixup) DECLSPEC_HIDDEN;
3413 BOOL is_invalid_op(const struct wined3d_state *state, int stage,
3414 enum wined3d_texture_op op, DWORD arg1, DWORD arg2, DWORD arg3) DECLSPEC_HIDDEN;
3415 void set_tex_op_nvrc(const struct wined3d_gl_info *gl_info, const struct wined3d_state *state,
3416 BOOL is_alpha, int stage, enum wined3d_texture_op op, DWORD arg1, DWORD arg2, DWORD arg3,
3417 INT texture_idx, DWORD dst) DECLSPEC_HIDDEN;
3418 void texture_activate_dimensions(const struct wined3d_texture *texture,
3419 const struct wined3d_gl_info *gl_info) DECLSPEC_HIDDEN;
3420 void sampler_texdim(struct wined3d_context *context,
3421 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
3422 void tex_alphaop(struct wined3d_context *context,
3423 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
3424 void apply_pixelshader(struct wined3d_context *context,
3425 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
3426 void state_alpha_test(struct wined3d_context *context,
3427 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
3428 void state_fogcolor(struct wined3d_context *context,
3429 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
3430 void state_fogdensity(struct wined3d_context *context,
3431 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
3432 void state_fogstartend(struct wined3d_context *context,
3433 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
3434 void state_fog_fragpart(struct wined3d_context *context,
3435 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
3436 void state_nop(struct wined3d_context *context,
3437 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
3438 void state_srgbwrite(struct wined3d_context *context,
3439 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
3441 void state_clipping(struct wined3d_context *context,
3442 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
3443 void clipplane(struct wined3d_context *context,
3444 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
3445 void state_pointsprite_w(struct wined3d_context *context,
3446 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
3447 void state_pointsprite(struct wined3d_context *context,
3448 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
3449 void state_shademode(struct wined3d_context *context,
3450 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
3452 GLenum gl_primitive_type_from_d3d(enum wined3d_primitive_type primitive_type) DECLSPEC_HIDDEN;
3454 /* Math utils */
3455 void multiply_matrix(struct wined3d_matrix *dest, const struct wined3d_matrix *src1,
3456 const struct wined3d_matrix *src2) DECLSPEC_HIDDEN;
3458 void wined3d_release_dc(HWND window, HDC dc) DECLSPEC_HIDDEN;
3460 struct wined3d_shader_lconst
3462 struct list entry;
3463 unsigned int idx;
3464 DWORD value[4];
3467 struct wined3d_shader_limits
3469 unsigned int sampler;
3470 unsigned int constant_int;
3471 unsigned int constant_float;
3472 unsigned int constant_bool;
3473 unsigned int packed_output;
3474 unsigned int packed_input;
3477 #ifdef __GNUC__
3478 #define PRINTF_ATTR(fmt,args) __attribute__((format (printf,fmt,args)))
3479 #else
3480 #define PRINTF_ATTR(fmt,args)
3481 #endif
3483 struct wined3d_string_buffer_list
3485 struct list list;
3488 struct wined3d_string_buffer *string_buffer_get(struct wined3d_string_buffer_list *list) DECLSPEC_HIDDEN;
3489 void string_buffer_sprintf(struct wined3d_string_buffer *buffer, const char *format, ...) PRINTF_ATTR(2, 3) DECLSPEC_HIDDEN;
3490 void string_buffer_release(struct wined3d_string_buffer_list *list, struct wined3d_string_buffer *buffer) DECLSPEC_HIDDEN;
3491 void string_buffer_list_init(struct wined3d_string_buffer_list *list) DECLSPEC_HIDDEN;
3492 void string_buffer_list_cleanup(struct wined3d_string_buffer_list *list) DECLSPEC_HIDDEN;
3494 int shader_addline(struct wined3d_string_buffer *buffer, const char *fmt, ...) PRINTF_ATTR(2,3) DECLSPEC_HIDDEN;
3495 BOOL string_buffer_resize(struct wined3d_string_buffer *buffer, int rc) DECLSPEC_HIDDEN;
3496 int shader_vaddline(struct wined3d_string_buffer *buffer, const char *fmt, va_list args) DECLSPEC_HIDDEN;
3498 /* Vertex shader utility functions */
3499 BOOL vshader_get_input(const struct wined3d_shader *shader,
3500 BYTE usage_req, BYTE usage_idx_req, unsigned int *regnum) DECLSPEC_HIDDEN;
3502 struct wined3d_vertex_shader
3504 struct wined3d_shader_attribute attributes[MAX_ATTRIBS];
3507 struct wined3d_geometry_shader
3509 enum wined3d_primitive_type input_type;
3510 enum wined3d_primitive_type output_type;
3511 UINT vertices_out;
3514 struct wined3d_pixel_shader
3516 /* Pixel shader input semantics */
3517 DWORD input_reg_map[MAX_REG_INPUT];
3518 BOOL input_reg_used[MAX_REG_INPUT];
3519 unsigned int declared_in_count;
3521 /* Some information about the shader behavior */
3522 BOOL color0_mov;
3523 DWORD color0_reg;
3526 struct wined3d_shader
3528 LONG ref;
3529 const struct wined3d_shader_limits *limits;
3530 DWORD *function;
3531 UINT functionLength;
3532 BOOL load_local_constsF;
3533 const struct wined3d_shader_frontend *frontend;
3534 void *frontend_data;
3535 void *backend_data;
3537 void *parent;
3538 const struct wined3d_parent_ops *parent_ops;
3540 /* Programs this shader is linked with */
3541 struct list linked_programs;
3543 /* Immediate constants (override global ones) */
3544 struct list constantsB;
3545 struct list constantsF;
3546 struct list constantsI;
3547 struct wined3d_shader_reg_maps reg_maps;
3548 BOOL lconst_inf_or_nan;
3550 struct wined3d_shader_signature input_signature;
3551 struct wined3d_shader_signature output_signature;
3552 char *signature_strings;
3554 /* Pointer to the parent device */
3555 struct wined3d_device *device;
3556 struct list shader_list_entry;
3558 union
3560 struct wined3d_vertex_shader vs;
3561 struct wined3d_geometry_shader gs;
3562 struct wined3d_pixel_shader ps;
3563 } u;
3566 void pixelshader_update_resource_types(struct wined3d_shader *shader, WORD tex_types) DECLSPEC_HIDDEN;
3567 void find_ps_compile_args(const struct wined3d_state *state, const struct wined3d_shader *shader,
3568 BOOL position_transformed, struct ps_compile_args *args,
3569 const struct wined3d_context *context) DECLSPEC_HIDDEN;
3571 void find_vs_compile_args(const struct wined3d_state *state, const struct wined3d_shader *shader,
3572 WORD swizzle_map, struct vs_compile_args *args,
3573 const struct wined3d_d3d_info *d3d_info) DECLSPEC_HIDDEN;
3575 void find_gs_compile_args(const struct wined3d_state *state, const struct wined3d_shader *shader,
3576 struct gs_compile_args *args) DECLSPEC_HIDDEN;
3578 void string_buffer_clear(struct wined3d_string_buffer *buffer) DECLSPEC_HIDDEN;
3579 BOOL string_buffer_init(struct wined3d_string_buffer *buffer) DECLSPEC_HIDDEN;
3580 void string_buffer_free(struct wined3d_string_buffer *buffer) DECLSPEC_HIDDEN;
3581 unsigned int shader_find_free_input_register(const struct wined3d_shader_reg_maps *reg_maps,
3582 unsigned int max) DECLSPEC_HIDDEN;
3583 void shader_generate_main(const struct wined3d_shader *shader, struct wined3d_string_buffer *buffer,
3584 const struct wined3d_shader_reg_maps *reg_maps, const DWORD *byte_code, void *backend_ctx) DECLSPEC_HIDDEN;
3585 BOOL shader_match_semantic(const char *semantic_name, enum wined3d_decl_usage usage) DECLSPEC_HIDDEN;
3587 static inline BOOL shader_is_scalar(const struct wined3d_shader_register *reg)
3589 switch (reg->type)
3591 case WINED3DSPR_RASTOUT:
3592 /* oFog & oPts */
3593 if (reg->idx[0].offset)
3594 return TRUE;
3595 /* oPos */
3596 return FALSE;
3598 case WINED3DSPR_DEPTHOUT: /* oDepth */
3599 case WINED3DSPR_CONSTBOOL: /* b# */
3600 case WINED3DSPR_LOOP: /* aL */
3601 case WINED3DSPR_PREDICATE: /* p0 */
3602 case WINED3DSPR_PRIMID: /* primID */
3603 return TRUE;
3605 case WINED3DSPR_MISCTYPE:
3606 switch (reg->idx[0].offset)
3608 case 0: /* vPos */
3609 return FALSE;
3610 case 1: /* vFace */
3611 return TRUE;
3612 default:
3613 return FALSE;
3616 case WINED3DSPR_IMMCONST:
3617 return reg->immconst_type == WINED3D_IMMCONST_SCALAR;
3619 default:
3620 return FALSE;
3624 static inline void shader_get_position_fixup(const struct wined3d_context *context,
3625 const struct wined3d_state *state, float *position_fixup)
3627 float center_offset;
3629 if (context->d3d_info->wined3d_creation_flags & WINED3D_PIXEL_CENTER_INTEGER)
3630 center_offset = 63.0f / 64.0f;
3631 else
3632 center_offset = -1.0f / 64.0f;
3634 position_fixup[0] = 1.0f;
3635 position_fixup[1] = 1.0f;
3636 position_fixup[2] = center_offset / state->viewport.width;
3637 position_fixup[3] = -center_offset / state->viewport.height;
3639 if (context->render_offscreen)
3641 position_fixup[1] *= -1.0f;
3642 position_fixup[3] *= -1.0f;
3646 static inline BOOL shader_constant_is_local(const struct wined3d_shader *shader, DWORD reg)
3648 struct wined3d_shader_lconst *lconst;
3650 if (shader->load_local_constsF)
3651 return FALSE;
3653 LIST_FOR_EACH_ENTRY(lconst, &shader->constantsF, struct wined3d_shader_lconst, entry)
3655 if (lconst->idx == reg)
3656 return TRUE;
3659 return FALSE;
3662 void get_identity_matrix(struct wined3d_matrix *mat) DECLSPEC_HIDDEN;
3663 void get_modelview_matrix(const struct wined3d_context *context, const struct wined3d_state *state,
3664 unsigned int index, struct wined3d_matrix *mat) DECLSPEC_HIDDEN;
3665 void get_projection_matrix(const struct wined3d_context *context, const struct wined3d_state *state,
3666 struct wined3d_matrix *mat) DECLSPEC_HIDDEN;
3667 void get_texture_matrix(const struct wined3d_context *context, const struct wined3d_state *state,
3668 unsigned int tex, struct wined3d_matrix *mat) DECLSPEC_HIDDEN;
3669 void get_pointsize_minmax(const struct wined3d_context *context, const struct wined3d_state *state,
3670 float *out_min, float *out_max) DECLSPEC_HIDDEN;
3671 void get_pointsize(const struct wined3d_context *context, const struct wined3d_state *state,
3672 float *out_pointsize, float *out_att) DECLSPEC_HIDDEN;
3673 void get_fog_start_end(const struct wined3d_context *context, const struct wined3d_state *state,
3674 float *start, float *end) DECLSPEC_HIDDEN;
3676 /* Using additional shader constants (uniforms in GLSL / program environment
3677 * or local parameters in ARB) is costly:
3678 * ARB only knows float4 parameters and GLSL compiler are not really smart
3679 * when it comes to efficiently pack float2 uniforms, so no space is wasted
3680 * (in fact most compilers map a float2 to a full float4 uniform).
3682 * For NP2 texcoord fixup we only need 2 floats (width and height) for each
3683 * 2D texture used in the shader. We therefore pack fixup info for 2 textures
3684 * into a single shader constant (uniform / program parameter).
3686 * This structure is shared between the GLSL and the ARB backend.*/
3687 struct ps_np2fixup_info {
3688 unsigned char idx[MAX_FRAGMENT_SAMPLERS]; /* indices to the real constant */
3689 WORD active; /* bitfield indicating if we can apply the fixup */
3690 WORD num_consts;
3693 void print_glsl_info_log(const struct wined3d_gl_info *gl_info, GLuint id, BOOL program) DECLSPEC_HIDDEN;
3694 void shader_glsl_validate_link(const struct wined3d_gl_info *gl_info, GLuint program) DECLSPEC_HIDDEN;
3696 struct wined3d_palette
3698 LONG ref;
3699 struct wined3d_device *device;
3701 unsigned int size;
3702 RGBQUAD colors[256];
3703 DWORD flags;
3706 /* DirectDraw utility functions */
3707 extern enum wined3d_format_id pixelformat_for_depth(DWORD depth) DECLSPEC_HIDDEN;
3709 /*****************************************************************************
3710 * Pixel format management
3713 /* WineD3D pixel format flags */
3714 #define WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING 0x00000001
3715 #define WINED3DFMT_FLAG_FILTERING 0x00000002
3716 #define WINED3DFMT_FLAG_DEPTH 0x00000004
3717 #define WINED3DFMT_FLAG_STENCIL 0x00000008
3718 #define WINED3DFMT_FLAG_RENDERTARGET 0x00000010
3719 #define WINED3DFMT_FLAG_FBO_ATTACHABLE 0x00000040
3720 #define WINED3DFMT_FLAG_FBO_ATTACHABLE_SRGB 0x00000080
3721 #define WINED3DFMT_FLAG_FLOAT 0x00000200
3722 #define WINED3DFMT_FLAG_BUMPMAP 0x00000400
3723 #define WINED3DFMT_FLAG_SRGB_READ 0x00000800
3724 #define WINED3DFMT_FLAG_SRGB_WRITE 0x00001000
3725 #define WINED3DFMT_FLAG_VTF 0x00002000
3726 #define WINED3DFMT_FLAG_SHADOW 0x00004000
3727 #define WINED3DFMT_FLAG_COMPRESSED 0x00008000
3728 #define WINED3DFMT_FLAG_BROKEN_PITCH 0x00010000
3729 #define WINED3DFMT_FLAG_BLOCKS 0x00020000
3730 #define WINED3DFMT_FLAG_HEIGHT_SCALE 0x00040000
3731 #define WINED3DFMT_FLAG_TEXTURE 0x00080000
3732 #define WINED3DFMT_FLAG_BLOCKS_NO_VERIFY 0x00100000
3733 #define WINED3DFMT_FLAG_INTEGER 0x00200000
3735 struct wined3d_rational
3737 UINT numerator;
3738 UINT denominator;
3741 struct wined3d_color_key_conversion
3743 enum wined3d_format_id dst_format;
3744 void (*convert)(const BYTE *src, unsigned int src_pitch, BYTE *dst, unsigned int dst_pitch, unsigned int width,
3745 unsigned int height, const struct wined3d_palette *palette, const struct wined3d_color_key *color_key);
3748 struct wined3d_format
3750 enum wined3d_format_id id;
3752 D3DDDIFORMAT ddi_format;
3753 DWORD red_size;
3754 DWORD green_size;
3755 DWORD blue_size;
3756 DWORD alpha_size;
3757 DWORD red_offset;
3758 DWORD green_offset;
3759 DWORD blue_offset;
3760 DWORD alpha_offset;
3761 UINT byte_count;
3762 BYTE depth_size;
3763 BYTE stencil_size;
3765 UINT block_width;
3766 UINT block_height;
3767 UINT block_byte_count;
3769 enum wined3d_ffp_emit_idx emit_idx;
3770 GLint component_count;
3771 GLenum gl_vtx_type;
3772 GLint gl_vtx_format;
3773 GLboolean gl_normalized;
3774 unsigned int attribute_size;
3776 GLint glInternal;
3777 GLint glGammaInternal;
3778 GLint rtInternal;
3779 GLint glFormat;
3780 GLint glType;
3781 UINT conv_byte_count;
3782 DWORD multisample_types;
3783 unsigned int flags[WINED3D_GL_RES_TYPE_COUNT];
3784 struct wined3d_rational height_scale;
3785 struct color_fixup_desc color_fixup;
3786 void (*convert)(const BYTE *src, BYTE *dst, UINT src_row_pitch, UINT src_slice_pitch,
3787 UINT dst_row_pitch, UINT dst_slice_pitch, UINT width, UINT height, UINT depth);
3789 enum wined3d_format_id typeless_id;
3790 GLenum gl_view_class;
3793 const struct wined3d_format *wined3d_get_format(const struct wined3d_gl_info *gl_info,
3794 enum wined3d_format_id format_id, unsigned int resource_usage) DECLSPEC_HIDDEN;
3795 void wined3d_format_calculate_pitch(const struct wined3d_format *format, unsigned int alignment,
3796 unsigned int width, unsigned int height, unsigned int *row_pitch, unsigned int *slice_pitch) DECLSPEC_HIDDEN;
3797 UINT wined3d_format_calculate_size(const struct wined3d_format *format,
3798 UINT alignment, UINT width, UINT height, UINT depth) DECLSPEC_HIDDEN;
3799 DWORD wined3d_format_convert_from_float(const struct wined3d_format *format,
3800 const struct wined3d_color *color) DECLSPEC_HIDDEN;
3801 BOOL wined3d_format_convert_color_to_float(const struct wined3d_format *format,
3802 const struct wined3d_palette *palette, DWORD color, struct wined3d_color *float_color) DECLSPEC_HIDDEN;
3803 void wined3d_format_get_float_color_key(const struct wined3d_format *format,
3804 const struct wined3d_color_key *key, struct wined3d_color *float_colors) DECLSPEC_HIDDEN;
3805 const struct wined3d_color_key_conversion * wined3d_format_get_color_key_conversion(
3806 const struct wined3d_texture *texture, BOOL need_alpha_ck) DECLSPEC_HIDDEN;
3808 static inline BOOL wined3d_format_is_typeless(const struct wined3d_format *format)
3810 return format->id == format->typeless_id && format->id != WINED3DFMT_UNKNOWN;
3813 static inline void *wined3d_calloc(SIZE_T count, SIZE_T size)
3815 if (count > ~(SIZE_T)0 / size)
3816 return NULL;
3817 return HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, count * size);
3820 static inline BOOL use_vs(const struct wined3d_state *state)
3822 /* Check state->vertex_declaration to allow this to be used before the
3823 * stream info is validated, for example in device_update_tex_unit_map(). */
3824 return state->shader[WINED3D_SHADER_TYPE_VERTEX]
3825 && (!state->vertex_declaration || !state->vertex_declaration->position_transformed);
3828 static inline BOOL use_ps(const struct wined3d_state *state)
3830 return !!state->shader[WINED3D_SHADER_TYPE_PIXEL];
3833 static inline void context_apply_state(struct wined3d_context *context,
3834 const struct wined3d_state *state, DWORD state_id)
3836 const struct StateEntry *state_table = context->state_table;
3837 DWORD rep = state_table[state_id].representative;
3838 state_table[rep].apply(context, state, rep);
3841 static inline BOOL needs_srgb_write(const struct wined3d_context *context,
3842 const struct wined3d_state *state, const struct wined3d_fb_state *fb)
3844 return (!(context->d3d_info->wined3d_creation_flags & WINED3D_SRGB_READ_WRITE_CONTROL)
3845 || state->render_states[WINED3D_RS_SRGBWRITEENABLE])
3846 && fb->render_targets[0] && fb->render_targets[0]->format_flags & WINED3DFMT_FLAG_SRGB_WRITE;
3849 static inline BOOL can_use_texture_swizzle(const struct wined3d_gl_info *gl_info, const struct wined3d_format *format)
3851 return gl_info->supported[ARB_TEXTURE_SWIZZLE] && !is_complex_fixup(format->color_fixup)
3852 && !is_scaling_fixup(format->color_fixup);
3855 static inline struct wined3d_surface *context_get_rt_surface(const struct wined3d_context *context)
3857 struct wined3d_texture *texture = context->current_rt.texture;
3859 if (!texture)
3860 return NULL;
3861 return texture->sub_resources[context->current_rt.sub_resource_idx].u.surface;
3864 /* The WNDCLASS-Name for the fake window which we use to retrieve the GL capabilities */
3865 #define WINED3D_OPENGL_WINDOW_CLASS_NAME "WineD3D_OpenGL"
3867 #define MAKEDWORD_VERSION(maj, min) (((maj & 0xffffu) << 16) | (min & 0xffffu))
3869 #endif