wined3d: Move "ffp_proj_control" to the fragment caps.
[wine.git] / dlls / wined3d / wined3d_private.h
blobb1688d189c99622db20d37f17bdfc94078579130
1 /*
2 * Direct3D wine internal private include file
4 * Copyright 2002-2003 The wine-d3d team
5 * Copyright 2002-2003 Raphael Junqueira
6 * Copyright 2002-2003, 2004 Jason Edmeades
7 * Copyright 2005 Oliver Stieber
9 * This library is free software; you can redistribute it and/or
10 * modify it under the terms of the GNU Lesser General Public
11 * License as published by the Free Software Foundation; either
12 * version 2.1 of the License, or (at your option) any later version.
14 * This library is distributed in the hope that it will be useful,
15 * but WITHOUT ANY WARRANTY; without even the implied warranty of
16 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
17 * Lesser General Public License for more details.
19 * You should have received a copy of the GNU Lesser General Public
20 * License along with this library; if not, write to the Free Software
21 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
24 #ifndef __WINE_WINED3D_PRIVATE_H
25 #define __WINE_WINED3D_PRIVATE_H
27 #ifdef USE_WIN32_OPENGL
28 #define WINE_GLAPI __stdcall
29 #else
30 #define WINE_GLAPI
31 #endif
33 #include <stdarg.h>
34 #include <math.h>
35 #include <limits.h>
36 #define NONAMELESSUNION
37 #define NONAMELESSSTRUCT
38 #define COBJMACROS
39 #include "windef.h"
40 #include "winbase.h"
41 #include "winreg.h"
42 #include "wingdi.h"
43 #include "winuser.h"
44 #include "wine/debug.h"
45 #include "wine/unicode.h"
47 #include "objbase.h"
48 #include "wine/wined3d.h"
49 #include "wined3d_gl.h"
50 #include "wine/list.h"
51 #include "wine/rbtree.h"
52 #include "wine/wgl_driver.h"
54 /* Driver quirks */
55 #define WINED3D_QUIRK_ARB_VS_OFFSET_LIMIT 0x00000001
56 #define WINED3D_QUIRK_SET_TEXCOORD_W 0x00000002
57 #define WINED3D_QUIRK_GLSL_CLIP_VARYING 0x00000004
58 #define WINED3D_QUIRK_ALLOWS_SPECULAR_ALPHA 0x00000008
59 #define WINED3D_QUIRK_NV_CLIP_BROKEN 0x00000010
60 #define WINED3D_QUIRK_FBO_TEX_UPDATE 0x00000020
61 #define WINED3D_QUIRK_BROKEN_RGBA16 0x00000040
62 #define WINED3D_QUIRK_INFO_LOG_SPAM 0x00000080
63 #define WINED3D_QUIRK_LIMITED_TEX_FILTERING 0x00000100
65 /* Texture format fixups */
67 enum fixup_channel_source
69 CHANNEL_SOURCE_ZERO = 0,
70 CHANNEL_SOURCE_ONE = 1,
71 CHANNEL_SOURCE_X = 2,
72 CHANNEL_SOURCE_Y = 3,
73 CHANNEL_SOURCE_Z = 4,
74 CHANNEL_SOURCE_W = 5,
75 CHANNEL_SOURCE_COMPLEX0 = 6,
76 CHANNEL_SOURCE_COMPLEX1 = 7,
79 enum complex_fixup
81 COMPLEX_FIXUP_NONE = 0,
82 COMPLEX_FIXUP_YUY2 = 1,
83 COMPLEX_FIXUP_UYVY = 2,
84 COMPLEX_FIXUP_YV12 = 3,
85 COMPLEX_FIXUP_P8 = 4,
88 #include <pshpack2.h>
89 struct color_fixup_desc
91 unsigned x_sign_fixup : 1;
92 unsigned x_source : 3;
93 unsigned y_sign_fixup : 1;
94 unsigned y_source : 3;
95 unsigned z_sign_fixup : 1;
96 unsigned z_source : 3;
97 unsigned w_sign_fixup : 1;
98 unsigned w_source : 3;
100 #include <poppack.h>
102 static const struct color_fixup_desc COLOR_FIXUP_IDENTITY =
103 {0, CHANNEL_SOURCE_X, 0, CHANNEL_SOURCE_Y, 0, CHANNEL_SOURCE_Z, 0, CHANNEL_SOURCE_W};
105 static inline struct color_fixup_desc create_color_fixup_desc(
106 int sign0, enum fixup_channel_source src0, int sign1, enum fixup_channel_source src1,
107 int sign2, enum fixup_channel_source src2, int sign3, enum fixup_channel_source src3)
109 struct color_fixup_desc fixup =
111 sign0, src0,
112 sign1, src1,
113 sign2, src2,
114 sign3, src3,
116 return fixup;
119 static inline struct color_fixup_desc create_complex_fixup_desc(enum complex_fixup complex_fixup)
121 struct color_fixup_desc fixup =
123 0, complex_fixup & (1 << 0) ? CHANNEL_SOURCE_COMPLEX1 : CHANNEL_SOURCE_COMPLEX0,
124 0, complex_fixup & (1 << 1) ? CHANNEL_SOURCE_COMPLEX1 : CHANNEL_SOURCE_COMPLEX0,
125 0, complex_fixup & (1 << 2) ? CHANNEL_SOURCE_COMPLEX1 : CHANNEL_SOURCE_COMPLEX0,
126 0, complex_fixup & (1 << 3) ? CHANNEL_SOURCE_COMPLEX1 : CHANNEL_SOURCE_COMPLEX0,
128 return fixup;
131 static inline BOOL is_identity_fixup(struct color_fixup_desc fixup)
133 return !memcmp(&fixup, &COLOR_FIXUP_IDENTITY, sizeof(fixup));
136 static inline BOOL is_complex_fixup(struct color_fixup_desc fixup)
138 return fixup.x_source == CHANNEL_SOURCE_COMPLEX0 || fixup.x_source == CHANNEL_SOURCE_COMPLEX1;
141 static inline enum complex_fixup get_complex_fixup(struct color_fixup_desc fixup)
143 enum complex_fixup complex_fixup = 0;
144 if (fixup.x_source == CHANNEL_SOURCE_COMPLEX1) complex_fixup |= (1 << 0);
145 if (fixup.y_source == CHANNEL_SOURCE_COMPLEX1) complex_fixup |= (1 << 1);
146 if (fixup.z_source == CHANNEL_SOURCE_COMPLEX1) complex_fixup |= (1 << 2);
147 if (fixup.w_source == CHANNEL_SOURCE_COMPLEX1) complex_fixup |= (1 << 3);
148 return complex_fixup;
151 void *wined3d_rb_alloc(size_t size) DECLSPEC_HIDDEN;
152 void *wined3d_rb_realloc(void *ptr, size_t size) DECLSPEC_HIDDEN;
153 void wined3d_rb_free(void *ptr) DECLSPEC_HIDDEN;
155 /* Device caps */
156 #define MAX_PALETTES 65536
157 #define MAX_STREAM_OUT 4
158 #define MAX_STREAMS 16
159 #define MAX_TEXTURES 8
160 #define MAX_FRAGMENT_SAMPLERS 16
161 #define MAX_VERTEX_SAMPLERS 4
162 #define MAX_COMBINED_SAMPLERS (MAX_FRAGMENT_SAMPLERS + MAX_VERTEX_SAMPLERS)
163 #define MAX_ACTIVE_LIGHTS 8
164 #define MAX_CLIPPLANES WINED3DMAXUSERCLIPPLANES
165 #define MAX_CONSTANT_BUFFERS 15
166 #define MAX_SAMPLER_OBJECTS 16
168 struct min_lookup
170 GLenum mip[WINED3D_TEXF_LINEAR + 1];
173 extern const struct min_lookup minMipLookup[WINED3D_TEXF_LINEAR + 1] DECLSPEC_HIDDEN;
174 extern const struct min_lookup minMipLookup_noFilter[WINED3D_TEXF_LINEAR + 1] DECLSPEC_HIDDEN;
175 extern const struct min_lookup minMipLookup_noMip[WINED3D_TEXF_LINEAR + 1] DECLSPEC_HIDDEN;
176 extern const GLenum magLookup[WINED3D_TEXF_LINEAR + 1] DECLSPEC_HIDDEN;
177 extern const GLenum magLookup_noFilter[WINED3D_TEXF_LINEAR + 1] DECLSPEC_HIDDEN;
179 static inline GLenum wined3d_gl_mag_filter(const GLenum mag_lookup[], enum wined3d_texture_filter_type mag_filter)
181 return mag_lookup[mag_filter];
184 static inline GLenum wined3d_gl_min_mip_filter(const struct min_lookup min_mip_lookup[],
185 enum wined3d_texture_filter_type min_filter, enum wined3d_texture_filter_type mip_filter)
187 return min_mip_lookup[min_filter].mip[mip_filter];
190 /* float_16_to_32() and float_32_to_16() (see implementation in
191 * surface_base.c) convert 16 bit floats in the FLOAT16 data type
192 * to standard C floats and vice versa. They do not depend on the encoding
193 * of the C float, so they are platform independent, but slow. On x86 and
194 * other IEEE 754 compliant platforms the conversion can be accelerated by
195 * bit shifting the exponent and mantissa. There are also some SSE-based
196 * assembly routines out there.
198 * See GL_NV_half_float for a reference of the FLOAT16 / GL_HALF format
200 static inline float float_16_to_32(const unsigned short *in)
202 const unsigned short s = ((*in) & 0x8000);
203 const unsigned short e = ((*in) & 0x7c00) >> 10;
204 const unsigned short m = (*in) & 0x3ff;
205 const float sgn = (s ? -1.0f : 1.0f);
207 if(e == 0) {
208 if(m == 0) return sgn * 0.0f; /* +0.0 or -0.0 */
209 else return sgn * powf(2, -14.0f) * ((float)m / 1024.0f);
210 } else if(e < 31) {
211 return sgn * powf(2, (float)e - 15.0f) * (1.0f + ((float)m / 1024.0f));
212 } else {
213 if(m == 0) return sgn * INFINITY;
214 else return NAN;
218 static inline float float_24_to_32(DWORD in)
220 const float sgn = in & 0x800000 ? -1.0f : 1.0f;
221 const unsigned short e = (in & 0x780000) >> 19;
222 const unsigned int m = in & 0x7ffff;
224 if (e == 0)
226 if (m == 0) return sgn * 0.0f; /* +0.0 or -0.0 */
227 else return sgn * powf(2, -6.0f) * ((float)m / 524288.0f);
229 else if (e < 15)
231 return sgn * powf(2, (float)e - 7.0f) * (1.0f + ((float)m / 524288.0f));
233 else
235 if (m == 0) return sgn * INFINITY;
236 else return NAN;
241 * Settings
243 #define VS_NONE 0
244 #define VS_HW 1
246 #define PS_NONE 0
247 #define PS_HW 1
249 #define VBO_NONE 0
250 #define VBO_HW 1
252 #define ORM_BACKBUFFER 0
253 #define ORM_FBO 1
255 #define SHADER_ARB 1
256 #define SHADER_GLSL 2
257 #define SHADER_ATI 3
258 #define SHADER_NONE 4
260 #define RTL_READDRAW 1
261 #define RTL_READTEX 2
263 #define PCI_VENDOR_NONE 0xffff /* e.g. 0x8086 for Intel and 0x10de for Nvidia */
264 #define PCI_DEVICE_NONE 0xffff /* e.g. 0x14f for a Geforce6200 */
266 /* NOTE: When adding fields to this structure, make sure to update the default
267 * values in wined3d_main.c as well. */
268 struct wined3d_settings
270 /* vertex and pixel shader modes */
271 int vs_mode;
272 int ps_mode;
273 /* Ideally, we don't want the user to have to request GLSL. If the
274 * hardware supports GLSL, we should use it. However, until it's fully
275 * implemented, we'll leave it as a registry setting for developers. */
276 BOOL glslRequested;
277 int offscreen_rendering_mode;
278 int rendertargetlock_mode;
279 unsigned short pci_vendor_id;
280 unsigned short pci_device_id;
281 /* Memory tracking and object counting. */
282 unsigned int emulated_textureram;
283 char *logo;
284 int allow_multisampling;
285 BOOL strict_draw_ordering;
286 BOOL always_offscreen;
289 extern struct wined3d_settings wined3d_settings DECLSPEC_HIDDEN;
291 enum wined3d_sampler_texture_type
293 WINED3DSTT_UNKNOWN = 0,
294 WINED3DSTT_1D = 1,
295 WINED3DSTT_2D = 2,
296 WINED3DSTT_CUBE = 3,
297 WINED3DSTT_VOLUME = 4,
300 enum wined3d_shader_register_type
302 WINED3DSPR_TEMP = 0,
303 WINED3DSPR_INPUT = 1,
304 WINED3DSPR_CONST = 2,
305 WINED3DSPR_ADDR = 3,
306 WINED3DSPR_TEXTURE = 3,
307 WINED3DSPR_RASTOUT = 4,
308 WINED3DSPR_ATTROUT = 5,
309 WINED3DSPR_TEXCRDOUT = 6,
310 WINED3DSPR_OUTPUT = 6,
311 WINED3DSPR_CONSTINT = 7,
312 WINED3DSPR_COLOROUT = 8,
313 WINED3DSPR_DEPTHOUT = 9,
314 WINED3DSPR_SAMPLER = 10,
315 WINED3DSPR_CONST2 = 11,
316 WINED3DSPR_CONST3 = 12,
317 WINED3DSPR_CONST4 = 13,
318 WINED3DSPR_CONSTBOOL = 14,
319 WINED3DSPR_LOOP = 15,
320 WINED3DSPR_TEMPFLOAT16 = 16,
321 WINED3DSPR_MISCTYPE = 17,
322 WINED3DSPR_LABEL = 18,
323 WINED3DSPR_PREDICATE = 19,
324 WINED3DSPR_IMMCONST,
325 WINED3DSPR_CONSTBUFFER,
326 WINED3DSPR_PRIMID,
327 WINED3DSPR_NULL,
328 WINED3DSPR_RESOURCE,
331 enum wined3d_data_type
333 WINED3D_DATA_FLOAT,
334 WINED3D_DATA_INT,
335 WINED3D_DATA_RESOURCE,
336 WINED3D_DATA_SAMPLER,
337 WINED3D_DATA_UINT,
340 enum wined3d_immconst_type
342 WINED3D_IMMCONST_SCALAR,
343 WINED3D_IMMCONST_VEC4,
346 #define WINED3DSP_NOSWIZZLE (0 | (1 << 2) | (2 << 4) | (3 << 6))
348 enum wined3d_shader_src_modifier
350 WINED3DSPSM_NONE = 0,
351 WINED3DSPSM_NEG = 1,
352 WINED3DSPSM_BIAS = 2,
353 WINED3DSPSM_BIASNEG = 3,
354 WINED3DSPSM_SIGN = 4,
355 WINED3DSPSM_SIGNNEG = 5,
356 WINED3DSPSM_COMP = 6,
357 WINED3DSPSM_X2 = 7,
358 WINED3DSPSM_X2NEG = 8,
359 WINED3DSPSM_DZ = 9,
360 WINED3DSPSM_DW = 10,
361 WINED3DSPSM_ABS = 11,
362 WINED3DSPSM_ABSNEG = 12,
363 WINED3DSPSM_NOT = 13,
366 #define WINED3DSP_WRITEMASK_0 0x1 /* .x r */
367 #define WINED3DSP_WRITEMASK_1 0x2 /* .y g */
368 #define WINED3DSP_WRITEMASK_2 0x4 /* .z b */
369 #define WINED3DSP_WRITEMASK_3 0x8 /* .w a */
370 #define WINED3DSP_WRITEMASK_ALL 0xf /* all */
372 enum wined3d_shader_dst_modifier
374 WINED3DSPDM_NONE = 0,
375 WINED3DSPDM_SATURATE = 1,
376 WINED3DSPDM_PARTIALPRECISION = 2,
377 WINED3DSPDM_MSAMPCENTROID = 4,
380 /* Undocumented opcode control to identify projective texture lookups in ps 2.0 and later */
381 #define WINED3DSI_TEXLD_PROJECT 0x1
382 #define WINED3DSI_TEXLD_BIAS 0x2
383 #define WINED3DSI_INDEXED_DYNAMIC 0x4
385 enum wined3d_shader_rel_op
387 WINED3D_SHADER_REL_OP_GT = 1,
388 WINED3D_SHADER_REL_OP_EQ = 2,
389 WINED3D_SHADER_REL_OP_GE = 3,
390 WINED3D_SHADER_REL_OP_LT = 4,
391 WINED3D_SHADER_REL_OP_NE = 5,
392 WINED3D_SHADER_REL_OP_LE = 6,
395 #define WINED3D_SM1_VS 0xfffe
396 #define WINED3D_SM1_PS 0xffff
397 #define WINED3D_SM4_PS 0x0000
398 #define WINED3D_SM4_VS 0x0001
399 #define WINED3D_SM4_GS 0x0002
401 /* Shader version tokens, and shader end tokens */
402 #define WINED3DPS_VERSION(major, minor) ((WINED3D_SM1_PS << 16) | ((major) << 8) | (minor))
403 #define WINED3DVS_VERSION(major, minor) ((WINED3D_SM1_VS << 16) | ((major) << 8) | (minor))
405 /* Shader backends */
407 /* TODO: Make this dynamic, based on shader limits ? */
408 #define MAX_ATTRIBS 16
409 #define MAX_REG_ADDR 1
410 #define MAX_REG_TEMP 32
411 #define MAX_REG_TEXCRD 8
412 #define MAX_REG_INPUT 32
413 #define MAX_REG_OUTPUT 32
414 #define MAX_CONST_I 16
415 #define MAX_CONST_B 16
416 #define WINED3D_MAX_CBS 15
418 /* FIXME: This needs to go up to 2048 for
419 * Shader model 3 according to msdn (and for software shaders) */
420 #define MAX_LABELS 16
422 #define SHADER_PGMSIZE 65535
424 struct wined3d_shader_buffer
426 char *buffer;
427 unsigned int bsize;
428 unsigned int lineNo;
429 BOOL newline;
432 enum WINED3D_SHADER_INSTRUCTION_HANDLER
434 WINED3DSIH_ABS,
435 WINED3DSIH_ADD,
436 WINED3DSIH_AND,
437 WINED3DSIH_BEM,
438 WINED3DSIH_BREAK,
439 WINED3DSIH_BREAKC,
440 WINED3DSIH_BREAKP,
441 WINED3DSIH_CALL,
442 WINED3DSIH_CALLNZ,
443 WINED3DSIH_CMP,
444 WINED3DSIH_CND,
445 WINED3DSIH_CRS,
446 WINED3DSIH_CUT,
447 WINED3DSIH_DCL,
448 WINED3DSIH_DCL_CONSTANT_BUFFER,
449 WINED3DSIH_DCL_INPUT_PRIMITIVE,
450 WINED3DSIH_DCL_OUTPUT_TOPOLOGY,
451 WINED3DSIH_DCL_VERTICES_OUT,
452 WINED3DSIH_DEF,
453 WINED3DSIH_DEFB,
454 WINED3DSIH_DEFI,
455 WINED3DSIH_DIV,
456 WINED3DSIH_DP2ADD,
457 WINED3DSIH_DP3,
458 WINED3DSIH_DP4,
459 WINED3DSIH_DST,
460 WINED3DSIH_DSX,
461 WINED3DSIH_DSY,
462 WINED3DSIH_ELSE,
463 WINED3DSIH_EMIT,
464 WINED3DSIH_ENDIF,
465 WINED3DSIH_ENDLOOP,
466 WINED3DSIH_ENDREP,
467 WINED3DSIH_EQ,
468 WINED3DSIH_EXP,
469 WINED3DSIH_EXPP,
470 WINED3DSIH_FRC,
471 WINED3DSIH_FTOI,
472 WINED3DSIH_GE,
473 WINED3DSIH_IADD,
474 WINED3DSIH_IEQ,
475 WINED3DSIH_IF,
476 WINED3DSIH_IFC,
477 WINED3DSIH_IGE,
478 WINED3DSIH_IMUL,
479 WINED3DSIH_ITOF,
480 WINED3DSIH_LABEL,
481 WINED3DSIH_LD,
482 WINED3DSIH_LIT,
483 WINED3DSIH_LOG,
484 WINED3DSIH_LOGP,
485 WINED3DSIH_LOOP,
486 WINED3DSIH_LRP,
487 WINED3DSIH_LT,
488 WINED3DSIH_M3x2,
489 WINED3DSIH_M3x3,
490 WINED3DSIH_M3x4,
491 WINED3DSIH_M4x3,
492 WINED3DSIH_M4x4,
493 WINED3DSIH_MAD,
494 WINED3DSIH_MAX,
495 WINED3DSIH_MIN,
496 WINED3DSIH_MOV,
497 WINED3DSIH_MOVA,
498 WINED3DSIH_MOVC,
499 WINED3DSIH_MUL,
500 WINED3DSIH_NOP,
501 WINED3DSIH_NRM,
502 WINED3DSIH_PHASE,
503 WINED3DSIH_POW,
504 WINED3DSIH_RCP,
505 WINED3DSIH_REP,
506 WINED3DSIH_RET,
507 WINED3DSIH_ROUND_NI,
508 WINED3DSIH_RSQ,
509 WINED3DSIH_SAMPLE,
510 WINED3DSIH_SAMPLE_GRAD,
511 WINED3DSIH_SAMPLE_LOD,
512 WINED3DSIH_SETP,
513 WINED3DSIH_SGE,
514 WINED3DSIH_SGN,
515 WINED3DSIH_SINCOS,
516 WINED3DSIH_SLT,
517 WINED3DSIH_SQRT,
518 WINED3DSIH_SUB,
519 WINED3DSIH_TEX,
520 WINED3DSIH_TEXBEM,
521 WINED3DSIH_TEXBEML,
522 WINED3DSIH_TEXCOORD,
523 WINED3DSIH_TEXDEPTH,
524 WINED3DSIH_TEXDP3,
525 WINED3DSIH_TEXDP3TEX,
526 WINED3DSIH_TEXKILL,
527 WINED3DSIH_TEXLDD,
528 WINED3DSIH_TEXLDL,
529 WINED3DSIH_TEXM3x2DEPTH,
530 WINED3DSIH_TEXM3x2PAD,
531 WINED3DSIH_TEXM3x2TEX,
532 WINED3DSIH_TEXM3x3,
533 WINED3DSIH_TEXM3x3DIFF,
534 WINED3DSIH_TEXM3x3PAD,
535 WINED3DSIH_TEXM3x3SPEC,
536 WINED3DSIH_TEXM3x3TEX,
537 WINED3DSIH_TEXM3x3VSPEC,
538 WINED3DSIH_TEXREG2AR,
539 WINED3DSIH_TEXREG2GB,
540 WINED3DSIH_TEXREG2RGB,
541 WINED3DSIH_UDIV,
542 WINED3DSIH_USHR,
543 WINED3DSIH_UTOF,
544 WINED3DSIH_XOR,
545 WINED3DSIH_TABLE_SIZE
548 enum wined3d_shader_type
550 WINED3D_SHADER_TYPE_PIXEL,
551 WINED3D_SHADER_TYPE_VERTEX,
552 WINED3D_SHADER_TYPE_GEOMETRY,
555 struct wined3d_shader_version
557 enum wined3d_shader_type type;
558 BYTE major;
559 BYTE minor;
562 #define WINED3D_SHADER_VERSION(major, minor) (((major) << 8) | (minor))
564 struct wined3d_shader_reg_maps
566 struct wined3d_shader_version shader_version;
567 BYTE texcoord; /* MAX_REG_TEXCRD, 8 */
568 BYTE address; /* MAX_REG_ADDR, 1 */
569 WORD labels; /* MAX_LABELS, 16 */
570 DWORD temporary; /* MAX_REG_TEMP, 32 */
571 DWORD *constf; /* pixel, vertex */
572 DWORD texcoord_mask[MAX_REG_TEXCRD]; /* vertex < 3.0 */
573 DWORD input_registers; /* max(MAX_REG_INPUT, MAX_ATTRIBS), 32 */
574 DWORD output_registers; /* MAX_REG_OUTPUT, 32 */
575 WORD integer_constants; /* MAX_CONST_I, 16 */
576 WORD boolean_constants; /* MAX_CONST_B, 16 */
577 WORD local_int_consts; /* MAX_CONST_I, 16 */
578 WORD local_bool_consts; /* MAX_CONST_B, 16 */
579 UINT cb_sizes[WINED3D_MAX_CBS];
581 enum wined3d_sampler_texture_type sampler_type[max(MAX_FRAGMENT_SAMPLERS, MAX_VERTEX_SAMPLERS)];
582 BYTE bumpmat; /* MAX_TEXTURES, 8 */
583 BYTE luminanceparams; /* MAX_TEXTURES, 8 */
585 WORD usesnrm : 1;
586 WORD vpos : 1;
587 WORD usesdsx : 1;
588 WORD usesdsy : 1;
589 WORD usestexldd : 1;
590 WORD usesmova : 1;
591 WORD usesfacing : 1;
592 WORD usesrelconstF : 1;
593 WORD fog : 1;
594 WORD usestexldl : 1;
595 WORD usesifc : 1;
596 WORD usescall : 1;
597 WORD usespow : 1;
598 WORD padding : 3;
600 DWORD rt_mask; /* Used render targets, 32 max. */
602 /* Whether or not loops are used in this shader, and nesting depth */
603 unsigned loop_depth;
604 UINT min_rel_offset, max_rel_offset;
607 /* Keeps track of details for TEX_M#x# instructions which need to maintain
608 * state information between multiple instructions. */
609 struct wined3d_shader_tex_mx
611 unsigned int current_row;
612 DWORD texcoord_w[2];
615 struct wined3d_shader_loop_state
617 UINT current_depth;
618 UINT current_reg;
621 struct wined3d_shader_context
623 const struct wined3d_shader *shader;
624 const struct wined3d_gl_info *gl_info;
625 const struct wined3d_shader_reg_maps *reg_maps;
626 struct wined3d_shader_buffer *buffer;
627 struct wined3d_shader_tex_mx *tex_mx;
628 struct wined3d_shader_loop_state *loop_state;
629 void *backend_data;
632 struct wined3d_shader_register_index
634 const struct wined3d_shader_src_param *rel_addr;
635 unsigned int offset;
638 struct wined3d_shader_register
640 enum wined3d_shader_register_type type;
641 enum wined3d_data_type data_type;
642 struct wined3d_shader_register_index idx[2];
643 enum wined3d_immconst_type immconst_type;
644 DWORD immconst_data[4];
647 struct wined3d_shader_dst_param
649 struct wined3d_shader_register reg;
650 DWORD write_mask;
651 DWORD modifiers;
652 DWORD shift;
655 struct wined3d_shader_src_param
657 struct wined3d_shader_register reg;
658 DWORD swizzle;
659 enum wined3d_shader_src_modifier modifiers;
662 struct wined3d_shader_semantic
664 enum wined3d_decl_usage usage;
665 UINT usage_idx;
666 enum wined3d_sampler_texture_type sampler_type;
667 struct wined3d_shader_dst_param reg;
670 struct wined3d_shader_instruction
672 const struct wined3d_shader_context *ctx;
673 enum WINED3D_SHADER_INSTRUCTION_HANDLER handler_idx;
674 DWORD flags;
675 BOOL coissue;
676 const struct wined3d_shader_src_param *predicate;
677 UINT dst_count;
678 const struct wined3d_shader_dst_param *dst;
679 UINT src_count;
680 const struct wined3d_shader_src_param *src;
681 union
683 struct wined3d_shader_semantic semantic;
684 enum wined3d_primitive_type primitive_type;
685 struct wined3d_shader_src_param src;
686 UINT count;
687 } declaration;
690 struct wined3d_shader_attribute
692 enum wined3d_decl_usage usage;
693 UINT usage_idx;
696 struct wined3d_shader_loop_control
698 unsigned int count;
699 unsigned int start;
700 int step;
703 struct wined3d_shader_frontend
705 void *(*shader_init)(const DWORD *ptr, const struct wined3d_shader_signature *output_signature);
706 void (*shader_free)(void *data);
707 void (*shader_read_header)(void *data, const DWORD **ptr, struct wined3d_shader_version *shader_version);
708 void (*shader_read_instruction)(void *data, const DWORD **ptr, struct wined3d_shader_instruction *ins);
709 BOOL (*shader_is_end)(void *data, const DWORD **ptr);
712 extern const struct wined3d_shader_frontend sm1_shader_frontend DECLSPEC_HIDDEN;
713 extern const struct wined3d_shader_frontend sm4_shader_frontend DECLSPEC_HIDDEN;
715 typedef void (*SHADER_HANDLER)(const struct wined3d_shader_instruction *);
717 struct shader_caps
719 UINT vs_version;
720 UINT gs_version;
721 UINT ps_version;
723 DWORD vs_uniform_count;
724 DWORD ps_uniform_count;
725 float ps_1x_max_value;
727 BOOL vs_clipping;
730 enum tex_types
732 tex_1d = 0,
733 tex_2d = 1,
734 tex_3d = 2,
735 tex_cube = 3,
736 tex_rect = 4,
737 tex_type_count = 5,
740 enum vertexprocessing_mode {
741 fixedfunction,
742 vertexshader,
743 pretransformed
746 #define WINED3D_CONST_NUM_UNUSED ~0U
748 enum fogmode {
749 FOG_OFF,
750 FOG_LINEAR,
751 FOG_EXP,
752 FOG_EXP2
755 /* Stateblock dependent parameters which have to be hardcoded
756 * into the shader code
759 #define WINED3D_PSARGS_PROJECTED (1 << 3)
760 #define WINED3D_PSARGS_TEXTRANSFORM_SHIFT 4
761 #define WINED3D_PSARGS_TEXTRANSFORM_MASK 0xf
763 struct ps_compile_args {
764 struct color_fixup_desc color_fixup[MAX_FRAGMENT_SAMPLERS];
765 enum vertexprocessing_mode vp_mode;
766 enum fogmode fog;
767 WORD tex_transform; /* ps 1.0-1.3, 4 textures */
768 /* Texture types(2D, Cube, 3D) in ps 1.x */
769 WORD srgb_correction;
770 WORD np2_fixup;
771 /* Bitmap for NP2 texcoord fixups (16 samplers max currently).
772 D3D9 has a limit of 16 samplers and the fixup is superfluous
773 in D3D10 (unconditional NP2 support mandatory). */
774 WORD shadow; /* MAX_FRAGMENT_SAMPLERS, 16 */
777 enum fog_src_type {
778 VS_FOG_Z = 0,
779 VS_FOG_COORD = 1
782 struct vs_compile_args {
783 BYTE fog_src;
784 BYTE clip_enabled;
785 WORD swizzle_map; /* MAX_ATTRIBS, 16 */
788 enum wined3d_shader_mode
790 WINED3D_SHADER_MODE_NONE,
791 WINED3D_SHADER_MODE_FFP,
792 WINED3D_SHADER_MODE_SHADER,
795 struct wined3d_context;
796 struct wined3d_state;
797 struct fragment_pipeline;
799 struct wined3d_shader_backend_ops
801 void (*shader_handle_instruction)(const struct wined3d_shader_instruction *);
802 void (*shader_select)(const struct wined3d_context *context, enum wined3d_shader_mode vertex_mode,
803 enum wined3d_shader_mode fragment_mode);
804 void (*shader_select_depth_blt)(void *shader_priv, const struct wined3d_gl_info *gl_info,
805 enum tex_types tex_type, const SIZE *ds_mask_size);
806 void (*shader_deselect_depth_blt)(void *shader_priv, const struct wined3d_gl_info *gl_info);
807 void (*shader_update_float_vertex_constants)(struct wined3d_device *device, UINT start, UINT count);
808 void (*shader_update_float_pixel_constants)(struct wined3d_device *device, UINT start, UINT count);
809 void (*shader_load_constants)(const struct wined3d_context *context, BOOL usePS, BOOL useVS);
810 void (*shader_load_np2fixup_constants)(void *shader_priv, const struct wined3d_gl_info *gl_info,
811 const struct wined3d_state *state);
812 void (*shader_destroy)(struct wined3d_shader *shader);
813 HRESULT (*shader_alloc_private)(struct wined3d_device *device, const struct fragment_pipeline *fragment_pipe);
814 void (*shader_free_private)(struct wined3d_device *device);
815 void (*shader_context_destroyed)(void *shader_priv, const struct wined3d_context *context);
816 void (*shader_get_caps)(const struct wined3d_gl_info *gl_info, struct shader_caps *caps);
817 BOOL (*shader_color_fixup_supported)(struct color_fixup_desc fixup);
818 BOOL (*shader_has_ffp_proj_control)(void *shader_priv);
821 extern const struct wined3d_shader_backend_ops glsl_shader_backend DECLSPEC_HIDDEN;
822 extern const struct wined3d_shader_backend_ops arb_program_shader_backend DECLSPEC_HIDDEN;
823 extern const struct wined3d_shader_backend_ops none_shader_backend DECLSPEC_HIDDEN;
825 #define GL_EXTCALL(f) (gl_info->gl_ops.ext.p_##f)
827 #define D3DCOLOR_B_R(dw) (((dw) >> 16) & 0xff)
828 #define D3DCOLOR_B_G(dw) (((dw) >> 8) & 0xff)
829 #define D3DCOLOR_B_B(dw) (((dw) >> 0) & 0xff)
830 #define D3DCOLOR_B_A(dw) (((dw) >> 24) & 0xff)
832 #define D3DCOLOR_R(dw) (((float) (((dw) >> 16) & 0xff)) / 255.0f)
833 #define D3DCOLOR_G(dw) (((float) (((dw) >> 8) & 0xff)) / 255.0f)
834 #define D3DCOLOR_B(dw) (((float) (((dw) >> 0) & 0xff)) / 255.0f)
835 #define D3DCOLOR_A(dw) (((float) (((dw) >> 24) & 0xff)) / 255.0f)
837 #define D3DCOLORTOGLFLOAT4(dw, vec) do { \
838 (vec)[0] = D3DCOLOR_R(dw); \
839 (vec)[1] = D3DCOLOR_G(dw); \
840 (vec)[2] = D3DCOLOR_B(dw); \
841 (vec)[3] = D3DCOLOR_A(dw); \
842 } while(0)
844 #define HIGHEST_TRANSFORMSTATE WINED3D_TS_WORLD_MATRIX(255) /* Highest value in wined3d_transform_state. */
846 /* Checking of API calls */
847 /* --------------------- */
848 #ifndef WINE_NO_DEBUG_MSGS
849 #define checkGLcall(A) \
850 do { \
851 GLint err; \
852 if (!__WINE_IS_DEBUG_ON(_ERR, __wine_dbch___default)) break; \
853 err = gl_info->gl_ops.gl.p_glGetError(); \
854 if (err == GL_NO_ERROR) { \
855 TRACE("%s call ok %s / %d\n", A, __FILE__, __LINE__); \
857 } else do { \
858 ERR(">>>>>>>>>>>>>>>>> %s (%#x) from %s @ %s / %d\n", \
859 debug_glerror(err), err, A, __FILE__, __LINE__); \
860 err = gl_info->gl_ops.gl.p_glGetError(); \
861 } while (err != GL_NO_ERROR); \
862 } while(0)
863 #else
864 #define checkGLcall(A) do {} while(0)
865 #endif
867 /* Trace vector and strided data information */
868 #define TRACE_STRIDED(si, name) do { if (si->use_map & (1 << name)) \
869 TRACE( #name " = (data {%#x:%p}, stride %d, format %s, stream %u)\n", \
870 si->elements[name].data.buffer_object, si->elements[name].data.addr, si->elements[name].stride, \
871 debug_d3dformat(si->elements[name].format->id), si->elements[name].stream_idx); } while(0)
873 /* Global variables */
874 extern const struct wined3d_matrix identity DECLSPEC_HIDDEN;
876 enum wined3d_ffp_idx
878 WINED3D_FFP_POSITION = 0,
879 WINED3D_FFP_BLENDWEIGHT = 1,
880 WINED3D_FFP_BLENDINDICES = 2,
881 WINED3D_FFP_NORMAL = 3,
882 WINED3D_FFP_PSIZE = 4,
883 WINED3D_FFP_DIFFUSE = 5,
884 WINED3D_FFP_SPECULAR = 6,
885 WINED3D_FFP_TEXCOORD0 = 7,
886 WINED3D_FFP_TEXCOORD1 = 8,
887 WINED3D_FFP_TEXCOORD2 = 9,
888 WINED3D_FFP_TEXCOORD3 = 10,
889 WINED3D_FFP_TEXCOORD4 = 11,
890 WINED3D_FFP_TEXCOORD5 = 12,
891 WINED3D_FFP_TEXCOORD6 = 13,
892 WINED3D_FFP_TEXCOORD7 = 14,
895 enum wined3d_ffp_emit_idx
897 WINED3D_FFP_EMIT_FLOAT1 = 0,
898 WINED3D_FFP_EMIT_FLOAT2 = 1,
899 WINED3D_FFP_EMIT_FLOAT3 = 2,
900 WINED3D_FFP_EMIT_FLOAT4 = 3,
901 WINED3D_FFP_EMIT_D3DCOLOR = 4,
902 WINED3D_FFP_EMIT_UBYTE4 = 5,
903 WINED3D_FFP_EMIT_SHORT2 = 6,
904 WINED3D_FFP_EMIT_SHORT4 = 7,
905 WINED3D_FFP_EMIT_UBYTE4N = 8,
906 WINED3D_FFP_EMIT_SHORT2N = 9,
907 WINED3D_FFP_EMIT_SHORT4N = 10,
908 WINED3D_FFP_EMIT_USHORT2N = 11,
909 WINED3D_FFP_EMIT_USHORT4N = 12,
910 WINED3D_FFP_EMIT_UDEC3 = 13,
911 WINED3D_FFP_EMIT_DEC3N = 14,
912 WINED3D_FFP_EMIT_FLOAT16_2 = 15,
913 WINED3D_FFP_EMIT_FLOAT16_4 = 16,
914 WINED3D_FFP_EMIT_COUNT = 17
917 struct wined3d_bo_address
919 GLuint buffer_object;
920 const BYTE *addr;
923 struct wined3d_stream_info_element
925 const struct wined3d_format *format;
926 struct wined3d_bo_address data;
927 GLsizei stride;
928 UINT stream_idx;
931 struct wined3d_stream_info
933 struct wined3d_stream_info_element elements[MAX_ATTRIBS];
934 DWORD position_transformed : 1;
935 DWORD all_vbo : 1;
936 WORD swizzle_map; /* MAX_ATTRIBS, 16 */
937 WORD use_map; /* MAX_ATTRIBS, 16 */
940 void draw_primitive(struct wined3d_device *device, UINT start_idx, UINT index_count,
941 UINT start_instance, UINT instance_count, BOOL indexed, const void *idx_data) DECLSPEC_HIDDEN;
942 DWORD get_flexible_vertex_size(DWORD d3dvtVertexType) DECLSPEC_HIDDEN;
944 typedef void (WINE_GLAPI *glAttribFunc)(const void *data);
945 typedef void (WINE_GLAPI *glMultiTexCoordFunc)(GLenum unit, const void *data);
946 extern glAttribFunc position_funcs[WINED3D_FFP_EMIT_COUNT] DECLSPEC_HIDDEN;
947 extern glAttribFunc diffuse_funcs[WINED3D_FFP_EMIT_COUNT] DECLSPEC_HIDDEN;
948 extern glAttribFunc specular_func_3ubv DECLSPEC_HIDDEN;
949 extern glAttribFunc specular_funcs[WINED3D_FFP_EMIT_COUNT] DECLSPEC_HIDDEN;
950 extern glAttribFunc normal_funcs[WINED3D_FFP_EMIT_COUNT] DECLSPEC_HIDDEN;
951 extern glMultiTexCoordFunc multi_texcoord_funcs[WINED3D_FFP_EMIT_COUNT] DECLSPEC_HIDDEN;
953 #define eps 1e-8
955 #define GET_TEXCOORD_SIZE_FROM_FVF(d3dvtVertexType, tex_num) \
956 (((((d3dvtVertexType) >> (16 + (2 * (tex_num)))) + 1) & 0x03) + 1)
958 /* Routines and structures related to state management */
960 #define STATE_RENDER(a) (a)
961 #define STATE_IS_RENDER(a) ((a) >= STATE_RENDER(1) && (a) <= STATE_RENDER(WINEHIGHEST_RENDER_STATE))
963 #define STATE_TEXTURESTAGE(stage, num) (STATE_RENDER(WINEHIGHEST_RENDER_STATE) + 1 + (stage) * (WINED3D_HIGHEST_TEXTURE_STATE + 1) + (num))
964 #define STATE_IS_TEXTURESTAGE(a) ((a) >= STATE_TEXTURESTAGE(0, 1) && (a) <= STATE_TEXTURESTAGE(MAX_TEXTURES - 1, WINED3D_HIGHEST_TEXTURE_STATE))
966 /* + 1 because samplers start with 0 */
967 #define STATE_SAMPLER(num) (STATE_TEXTURESTAGE(MAX_TEXTURES - 1, WINED3D_HIGHEST_TEXTURE_STATE) + 1 + (num))
968 #define STATE_IS_SAMPLER(num) ((num) >= STATE_SAMPLER(0) && (num) <= STATE_SAMPLER(MAX_COMBINED_SAMPLERS - 1))
970 #define STATE_PIXELSHADER (STATE_SAMPLER(MAX_COMBINED_SAMPLERS - 1) + 1)
971 #define STATE_IS_PIXELSHADER(a) ((a) == STATE_PIXELSHADER)
973 #define STATE_TRANSFORM(a) (STATE_PIXELSHADER + (a))
974 #define STATE_IS_TRANSFORM(a) ((a) >= STATE_TRANSFORM(1) && (a) <= STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(255)))
976 #define STATE_STREAMSRC (STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(255)) + 1)
977 #define STATE_IS_STREAMSRC(a) ((a) == STATE_STREAMSRC)
978 #define STATE_INDEXBUFFER (STATE_STREAMSRC + 1)
979 #define STATE_IS_INDEXBUFFER(a) ((a) == STATE_INDEXBUFFER)
981 #define STATE_VDECL (STATE_INDEXBUFFER + 1)
982 #define STATE_IS_VDECL(a) ((a) == STATE_VDECL)
984 #define STATE_VSHADER (STATE_VDECL + 1)
985 #define STATE_IS_VSHADER(a) ((a) == STATE_VSHADER)
987 #define STATE_GEOMETRY_SHADER (STATE_VSHADER + 1)
988 #define STATE_IS_GEOMETRY_SHADER(a) ((a) == STATE_GEOMETRY_SHADER)
990 #define STATE_VIEWPORT (STATE_GEOMETRY_SHADER + 1)
991 #define STATE_IS_VIEWPORT(a) ((a) == STATE_VIEWPORT)
993 #define STATE_VERTEXSHADERCONSTANT (STATE_VIEWPORT + 1)
994 #define STATE_PIXELSHADERCONSTANT (STATE_VERTEXSHADERCONSTANT + 1)
995 #define STATE_IS_VERTEXSHADERCONSTANT(a) ((a) == STATE_VERTEXSHADERCONSTANT)
996 #define STATE_IS_PIXELSHADERCONSTANT(a) ((a) == STATE_PIXELSHADERCONSTANT)
998 #define STATE_ACTIVELIGHT(a) (STATE_PIXELSHADERCONSTANT + (a) + 1)
999 #define STATE_IS_ACTIVELIGHT(a) ((a) >= STATE_ACTIVELIGHT(0) && (a) < STATE_ACTIVELIGHT(MAX_ACTIVE_LIGHTS))
1001 #define STATE_SCISSORRECT (STATE_ACTIVELIGHT(MAX_ACTIVE_LIGHTS - 1) + 1)
1002 #define STATE_IS_SCISSORRECT(a) ((a) == STATE_SCISSORRECT)
1004 #define STATE_CLIPPLANE(a) (STATE_SCISSORRECT + 1 + (a))
1005 #define STATE_IS_CLIPPLANE(a) ((a) >= STATE_CLIPPLANE(0) && (a) <= STATE_CLIPPLANE(MAX_CLIPPLANES - 1))
1007 #define STATE_MATERIAL (STATE_CLIPPLANE(MAX_CLIPPLANES))
1008 #define STATE_IS_MATERIAL(a) ((a) == STATE_MATERIAL)
1010 #define STATE_FRONTFACE (STATE_MATERIAL + 1)
1011 #define STATE_IS_FRONTFACE(a) ((a) == STATE_FRONTFACE)
1013 #define STATE_POINTSPRITECOORDORIGIN (STATE_FRONTFACE + 1)
1014 #define STATE_IS_POINTSPRITECOORDORIGIN(a) ((a) == STATE_POINTSPRITECOORDORIGIN)
1016 #define STATE_BASEVERTEXINDEX (STATE_POINTSPRITECOORDORIGIN + 1)
1017 #define STATE_IS_BASEVERTEXINDEX(a) ((a) == STATE_BASEVERTEXINDEX)
1019 #define STATE_FRAMEBUFFER (STATE_BASEVERTEXINDEX + 1)
1020 #define STATE_IS_FRAMEBUFFER(a) ((a) == STATE_FRAMEBUFFER)
1022 #define STATE_HIGHEST (STATE_FRAMEBUFFER)
1024 enum fogsource {
1025 FOGSOURCE_FFP,
1026 FOGSOURCE_VS,
1027 FOGSOURCE_COORD,
1030 #define WINED3D_MAX_FBO_ENTRIES 64
1032 struct wined3d_occlusion_query
1034 struct list entry;
1035 GLuint id;
1036 struct wined3d_context *context;
1039 union wined3d_gl_query_object
1041 GLuint id;
1042 GLsync sync;
1045 struct wined3d_event_query
1047 struct list entry;
1048 union wined3d_gl_query_object object;
1049 struct wined3d_context *context;
1052 enum wined3d_event_query_result
1054 WINED3D_EVENT_QUERY_OK,
1055 WINED3D_EVENT_QUERY_WAITING,
1056 WINED3D_EVENT_QUERY_NOT_STARTED,
1057 WINED3D_EVENT_QUERY_WRONG_THREAD,
1058 WINED3D_EVENT_QUERY_ERROR
1061 void wined3d_event_query_destroy(struct wined3d_event_query *query) DECLSPEC_HIDDEN;
1062 enum wined3d_event_query_result wined3d_event_query_finish(const struct wined3d_event_query *query,
1063 const struct wined3d_device *device) DECLSPEC_HIDDEN;
1064 void wined3d_event_query_issue(struct wined3d_event_query *query, const struct wined3d_device *device) DECLSPEC_HIDDEN;
1065 BOOL wined3d_event_query_supported(const struct wined3d_gl_info *gl_info) DECLSPEC_HIDDEN;
1067 struct wined3d_context
1069 const struct wined3d_gl_info *gl_info;
1070 const struct StateEntry *state_table;
1071 /* State dirtification
1072 * dirtyArray is an array that contains markers for dirty states. numDirtyEntries states are dirty, their numbers are in indices
1073 * 0...numDirtyEntries - 1. isStateDirty is a redundant copy of the dirtyArray. Technically only one of them would be needed,
1074 * 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
1075 * only numDirtyEntries array elements have to be checked, not STATE_HIGHEST states.
1077 DWORD dirtyArray[STATE_HIGHEST + 1]; /* Won't get bigger than that, a state is never marked dirty 2 times */
1078 DWORD numDirtyEntries;
1079 DWORD isStateDirty[STATE_HIGHEST / (sizeof(DWORD) * CHAR_BIT) + 1]; /* Bitmap to find out quickly if a state is dirty */
1081 struct wined3d_swapchain *swapchain;
1082 struct wined3d_surface *current_rt;
1083 DWORD tid; /* Thread ID which owns this context at the moment */
1085 /* Stores some information about the context state for optimization */
1086 DWORD render_offscreen : 1;
1087 DWORD last_was_rhw : 1; /* true iff last draw_primitive was in xyzrhw mode */
1088 DWORD last_was_pshader : 1;
1089 DWORD last_was_vshader : 1;
1090 DWORD namedArraysLoaded : 1;
1091 DWORD numberedArraysLoaded : 1;
1092 DWORD last_was_blit : 1;
1093 DWORD last_was_ckey : 1;
1094 DWORD fog_coord : 1;
1095 DWORD fog_enabled : 1;
1096 DWORD num_untracked_materials : 2; /* Max value 2 */
1097 DWORD current : 1;
1098 DWORD destroyed : 1;
1099 DWORD valid : 1;
1100 DWORD select_shader : 1;
1101 DWORD load_constants : 1;
1102 DWORD padding : 15;
1103 BYTE texShaderBumpMap; /* MAX_TEXTURES, 8 */
1104 BYTE lastWasPow2Texture; /* MAX_TEXTURES, 8 */
1105 DWORD numbered_array_mask;
1106 GLenum tracking_parm; /* Which source is tracking current colour */
1107 GLenum untracked_materials[2];
1108 UINT blit_w, blit_h;
1109 enum fogsource fog_source;
1110 DWORD active_texture;
1111 DWORD texture_type[MAX_COMBINED_SAMPLERS];
1113 /* The actual opengl context */
1114 UINT level;
1115 HGLRC restore_ctx;
1116 HDC restore_dc;
1117 int restore_pf;
1118 HGLRC glCtx;
1119 HWND win_handle;
1120 HDC hdc;
1121 int pixel_format;
1122 GLint aux_buffers;
1124 /* FBOs */
1125 UINT fbo_entry_count;
1126 struct list fbo_list;
1127 struct list fbo_destroy_list;
1128 struct fbo_entry *current_fbo;
1129 GLuint fbo_read_binding;
1130 GLuint fbo_draw_binding;
1131 BOOL rebind_fbo;
1132 struct wined3d_surface **blit_targets;
1133 GLenum *draw_buffers;
1134 DWORD draw_buffers_mask; /* Enabled draw buffers, 31 max. */
1136 /* Queries */
1137 GLuint *free_occlusion_queries;
1138 UINT free_occlusion_query_size;
1139 UINT free_occlusion_query_count;
1140 struct list occlusion_queries;
1142 union wined3d_gl_query_object *free_event_queries;
1143 UINT free_event_query_size;
1144 UINT free_event_query_count;
1145 struct list event_queries;
1147 /* Extension emulation */
1148 GLint gl_fog_source;
1149 GLfloat fog_coord_value;
1150 GLfloat color[4], fogstart, fogend, fogcolor[4];
1151 GLuint dummy_arbfp_prog;
1154 struct wined3d_fb_state
1156 struct wined3d_surface **render_targets;
1157 struct wined3d_surface *depth_stencil;
1160 typedef void (*APPLYSTATEFUNC)(struct wined3d_context *ctx, const struct wined3d_state *state, DWORD state_id);
1162 struct StateEntry
1164 DWORD representative;
1165 APPLYSTATEFUNC apply;
1168 struct StateEntryTemplate
1170 DWORD state;
1171 struct StateEntry content;
1172 enum wined3d_gl_extension extension;
1175 #define WINED3D_FRAGMENT_CAP_PROJ_CONTROL 0x00000001
1177 struct fragment_caps
1179 DWORD wined3d_caps;
1180 DWORD PrimitiveMiscCaps;
1181 DWORD TextureOpCaps;
1182 DWORD MaxTextureBlendStages;
1183 DWORD MaxSimultaneousTextures;
1186 struct fragment_pipeline
1188 void (*enable_extension)(const struct wined3d_gl_info *gl_info, BOOL enable);
1189 void (*get_caps)(const struct wined3d_gl_info *gl_info, struct fragment_caps *caps);
1190 void *(*alloc_private)(const struct wined3d_shader_backend_ops *shader_backend, void *shader_priv);
1191 void (*free_private)(struct wined3d_device *device);
1192 BOOL (*color_fixup_supported)(struct color_fixup_desc fixup);
1193 const struct StateEntryTemplate *states;
1196 extern const struct StateEntryTemplate misc_state_template[] DECLSPEC_HIDDEN;
1197 extern const struct StateEntryTemplate ffp_vertexstate_template[] DECLSPEC_HIDDEN;
1198 extern const struct fragment_pipeline none_fragment_pipe DECLSPEC_HIDDEN;
1199 extern const struct fragment_pipeline ffp_fragment_pipeline DECLSPEC_HIDDEN;
1200 extern const struct fragment_pipeline atifs_fragment_pipeline DECLSPEC_HIDDEN;
1201 extern const struct fragment_pipeline arbfp_fragment_pipeline DECLSPEC_HIDDEN;
1202 extern const struct fragment_pipeline nvts_fragment_pipeline DECLSPEC_HIDDEN;
1203 extern const struct fragment_pipeline nvrc_fragment_pipeline DECLSPEC_HIDDEN;
1204 extern const struct fragment_pipeline glsl_fragment_pipe DECLSPEC_HIDDEN;
1206 /* "Base" state table */
1207 HRESULT compile_state_table(struct StateEntry *StateTable, APPLYSTATEFUNC **dev_multistate_funcs,
1208 const struct wined3d_gl_info *gl_info, const struct StateEntryTemplate *vertex,
1209 const struct fragment_pipeline *fragment, const struct StateEntryTemplate *misc) DECLSPEC_HIDDEN;
1211 enum wined3d_blit_op
1213 WINED3D_BLIT_OP_COLOR_BLIT,
1214 WINED3D_BLIT_OP_COLOR_FILL,
1215 WINED3D_BLIT_OP_DEPTH_FILL,
1216 WINED3D_BLIT_OP_DEPTH_BLIT,
1219 /* Shaders for color conversions in blits. Do not do blit operations while
1220 * already under the GL lock. */
1221 struct blit_shader
1223 HRESULT (*alloc_private)(struct wined3d_device *device);
1224 void (*free_private)(struct wined3d_device *device);
1225 HRESULT (*set_shader)(void *blit_priv, struct wined3d_context *context, const struct wined3d_surface *surface);
1226 void (*unset_shader)(const struct wined3d_gl_info *gl_info);
1227 BOOL (*blit_supported)(const struct wined3d_gl_info *gl_info, enum wined3d_blit_op blit_op,
1228 const RECT *src_rect, DWORD src_usage, enum wined3d_pool src_pool, const struct wined3d_format *src_format,
1229 const RECT *dst_rect, DWORD dst_usage, enum wined3d_pool dst_pool, const struct wined3d_format *dst_format);
1230 HRESULT (*color_fill)(struct wined3d_device *device, struct wined3d_surface *dst_surface,
1231 const RECT *dst_rect, const struct wined3d_color *color);
1232 HRESULT (*depth_fill)(struct wined3d_device *device,
1233 struct wined3d_surface *surface, const RECT *rect, float depth);
1236 extern const struct blit_shader ffp_blit DECLSPEC_HIDDEN;
1237 extern const struct blit_shader arbfp_blit DECLSPEC_HIDDEN;
1238 extern const struct blit_shader cpu_blit DECLSPEC_HIDDEN;
1240 const struct blit_shader *wined3d_select_blitter(const struct wined3d_gl_info *gl_info, enum wined3d_blit_op blit_op,
1241 const RECT *src_rect, DWORD src_usage, enum wined3d_pool src_pool, const struct wined3d_format *src_format,
1242 const RECT *dst_rect, DWORD dst_usage, enum wined3d_pool dst_pool, const struct wined3d_format *dst_format)
1243 DECLSPEC_HIDDEN;
1245 /* Temporary blit_shader helper functions */
1246 HRESULT arbfp_blit_surface(struct wined3d_device *device, DWORD filter,
1247 struct wined3d_surface *src_surface, const RECT *src_rect,
1248 struct wined3d_surface *dst_surface, const RECT *dst_rect) DECLSPEC_HIDDEN;
1250 struct wined3d_context *context_acquire(const struct wined3d_device *device,
1251 struct wined3d_surface *target) DECLSPEC_HIDDEN;
1252 void context_alloc_event_query(struct wined3d_context *context,
1253 struct wined3d_event_query *query) DECLSPEC_HIDDEN;
1254 void context_alloc_occlusion_query(struct wined3d_context *context,
1255 struct wined3d_occlusion_query *query) DECLSPEC_HIDDEN;
1256 void context_apply_blit_state(struct wined3d_context *context, const struct wined3d_device *device) DECLSPEC_HIDDEN;
1257 BOOL context_apply_clear_state(struct wined3d_context *context, const struct wined3d_device *device,
1258 UINT rt_count, const struct wined3d_fb_state *fb) DECLSPEC_HIDDEN;
1259 BOOL context_apply_draw_state(struct wined3d_context *context, struct wined3d_device *device) DECLSPEC_HIDDEN;
1260 void context_apply_fbo_state_blit(struct wined3d_context *context, GLenum target,
1261 struct wined3d_surface *render_target, struct wined3d_surface *depth_stencil, DWORD location) DECLSPEC_HIDDEN;
1262 void context_active_texture(struct wined3d_context *context, const struct wined3d_gl_info *gl_info,
1263 unsigned int unit) DECLSPEC_HIDDEN;
1264 void context_bind_texture(struct wined3d_context *context, GLenum target, GLuint name) DECLSPEC_HIDDEN;
1265 void context_check_fbo_status(const struct wined3d_context *context, GLenum target) DECLSPEC_HIDDEN;
1266 struct wined3d_context *context_create(struct wined3d_swapchain *swapchain, struct wined3d_surface *target,
1267 const struct wined3d_format *ds_format) DECLSPEC_HIDDEN;
1268 void context_destroy(struct wined3d_device *device, struct wined3d_context *context) DECLSPEC_HIDDEN;
1269 void context_free_event_query(struct wined3d_event_query *query) DECLSPEC_HIDDEN;
1270 void context_free_occlusion_query(struct wined3d_occlusion_query *query) DECLSPEC_HIDDEN;
1271 struct wined3d_context *context_get_current(void) DECLSPEC_HIDDEN;
1272 DWORD context_get_tls_idx(void) DECLSPEC_HIDDEN;
1273 void context_invalidate_state(struct wined3d_context *context, DWORD state_id) DECLSPEC_HIDDEN;
1274 void context_release(struct wined3d_context *context) DECLSPEC_HIDDEN;
1275 void context_resource_released(const struct wined3d_device *device,
1276 struct wined3d_resource *resource, enum wined3d_resource_type type) DECLSPEC_HIDDEN;
1277 void context_resource_unloaded(const struct wined3d_device *device,
1278 struct wined3d_resource *resource, enum wined3d_resource_type type) DECLSPEC_HIDDEN;
1279 BOOL context_set_current(struct wined3d_context *ctx) DECLSPEC_HIDDEN;
1280 void context_set_draw_buffer(struct wined3d_context *context, GLenum buffer) DECLSPEC_HIDDEN;
1281 void context_set_tls_idx(DWORD idx) DECLSPEC_HIDDEN;
1282 void context_state_drawbuf(struct wined3d_context *context,
1283 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
1284 void context_state_fb(struct wined3d_context *context,
1285 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
1286 void context_surface_update(struct wined3d_context *context, const struct wined3d_surface *surface) DECLSPEC_HIDDEN;
1288 /*****************************************************************************
1289 * Internal representation of a light
1291 struct wined3d_light_info
1293 struct wined3d_light OriginalParms; /* Note D3D8LIGHT == D3D9LIGHT */
1294 DWORD OriginalIndex;
1295 LONG glIndex;
1296 BOOL enabled;
1298 /* Converted parms to speed up swapping lights */
1299 float lightPosn[4];
1300 float lightDirn[4];
1301 float exponent;
1302 float cutoff;
1304 struct list entry;
1307 /* The default light parameters */
1308 extern const struct wined3d_light WINED3D_default_light DECLSPEC_HIDDEN;
1310 struct wined3d_pixel_format
1312 int iPixelFormat; /* WGL pixel format */
1313 int iPixelType; /* WGL pixel type e.g. WGL_TYPE_RGBA_ARB, WGL_TYPE_RGBA_FLOAT_ARB or WGL_TYPE_COLORINDEX_ARB */
1314 int redSize, greenSize, blueSize, alphaSize, colorSize;
1315 int depthSize, stencilSize;
1316 BOOL windowDrawable;
1317 BOOL doubleBuffer;
1318 int auxBuffers;
1319 int numSamples;
1322 enum wined3d_pci_vendor
1324 HW_VENDOR_SOFTWARE = 0x0000,
1325 HW_VENDOR_AMD = 0x1002,
1326 HW_VENDOR_NVIDIA = 0x10de,
1327 HW_VENDOR_INTEL = 0x8086,
1330 enum wined3d_pci_device
1332 CARD_WINE = 0x0000,
1334 CARD_AMD_RAGE_128PRO = 0x5246,
1335 CARD_AMD_RADEON_7200 = 0x5144,
1336 CARD_AMD_RADEON_8500 = 0x514c,
1337 CARD_AMD_RADEON_9500 = 0x4144,
1338 CARD_AMD_RADEON_XPRESS_200M = 0x5955,
1339 CARD_AMD_RADEON_X700 = 0x5e4c,
1340 CARD_AMD_RADEON_X1600 = 0x71c2,
1341 CARD_AMD_RADEON_HD2350 = 0x94c7,
1342 CARD_AMD_RADEON_HD2600 = 0x9581,
1343 CARD_AMD_RADEON_HD2900 = 0x9400,
1344 CARD_AMD_RADEON_HD3200 = 0x9620,
1345 CARD_AMD_RADEON_HD4350 = 0x954f,
1346 CARD_AMD_RADEON_HD4600 = 0x9495,
1347 CARD_AMD_RADEON_HD4700 = 0x944e,
1348 CARD_AMD_RADEON_HD4800 = 0x944c,
1349 CARD_AMD_RADEON_HD5400 = 0x68f9,
1350 CARD_AMD_RADEON_HD5600 = 0x68d8,
1351 CARD_AMD_RADEON_HD5700 = 0x68be,
1352 CARD_AMD_RADEON_HD5800 = 0x6898,
1353 CARD_AMD_RADEON_HD5900 = 0x689c,
1354 CARD_AMD_RADEON_HD6300 = 0x9803,
1355 CARD_AMD_RADEON_HD6400 = 0x6770,
1356 CARD_AMD_RADEON_HD6410D = 0x9644,
1357 CARD_AMD_RADEON_HD6550D = 0x9640,
1358 CARD_AMD_RADEON_HD6600 = 0x6758,
1359 CARD_AMD_RADEON_HD6600M = 0x6741,
1360 CARD_AMD_RADEON_HD6700 = 0x68ba,
1361 CARD_AMD_RADEON_HD6800 = 0x6739,
1362 CARD_AMD_RADEON_HD6900 = 0x6719,
1363 CARD_AMD_RADEON_HD7700 = 0x683d,
1364 CARD_AMD_RADEON_HD7800 = 0x6819,
1365 CARD_AMD_RADEON_HD7900 = 0x679a,
1367 CARD_NVIDIA_RIVA_128 = 0x0018,
1368 CARD_NVIDIA_RIVA_TNT = 0x0020,
1369 CARD_NVIDIA_RIVA_TNT2 = 0x0028,
1370 CARD_NVIDIA_GEFORCE = 0x0100,
1371 CARD_NVIDIA_GEFORCE2_MX = 0x0110,
1372 CARD_NVIDIA_GEFORCE2 = 0x0150,
1373 CARD_NVIDIA_GEFORCE3 = 0x0200,
1374 CARD_NVIDIA_GEFORCE4_MX = 0x0170,
1375 CARD_NVIDIA_GEFORCE4_TI4200 = 0x0253,
1376 CARD_NVIDIA_GEFORCEFX_5200 = 0x0320,
1377 CARD_NVIDIA_GEFORCEFX_5600 = 0x0312,
1378 CARD_NVIDIA_GEFORCEFX_5800 = 0x0302,
1379 CARD_NVIDIA_GEFORCE_6200 = 0x014f,
1380 CARD_NVIDIA_GEFORCE_6600GT = 0x0140,
1381 CARD_NVIDIA_GEFORCE_6800 = 0x0041,
1382 CARD_NVIDIA_GEFORCE_7400 = 0x01d8,
1383 CARD_NVIDIA_GEFORCE_7300 = 0x01d7, /* GeForce Go 7300 */
1384 CARD_NVIDIA_GEFORCE_7600 = 0x0391,
1385 CARD_NVIDIA_GEFORCE_7800GT = 0x0092,
1386 CARD_NVIDIA_GEFORCE_8200 = 0x0849, /* Other PCI ID 0x084b */
1387 CARD_NVIDIA_GEFORCE_8300GS = 0x0423,
1388 CARD_NVIDIA_GEFORCE_8400GS = 0x0404,
1389 CARD_NVIDIA_GEFORCE_8500GT = 0x0421,
1390 CARD_NVIDIA_GEFORCE_8600GT = 0x0402,
1391 CARD_NVIDIA_GEFORCE_8600MGT = 0x0407,
1392 CARD_NVIDIA_GEFORCE_8800GTS = 0x0193,
1393 CARD_NVIDIA_GEFORCE_8800GTX = 0x0191,
1394 CARD_NVIDIA_GEFORCE_9200 = 0x086d,
1395 CARD_NVIDIA_GEFORCE_9300 = 0x086c,
1396 CARD_NVIDIA_GEFORCE_9400M = 0x0863,
1397 CARD_NVIDIA_GEFORCE_9400GT = 0x042c,
1398 CARD_NVIDIA_GEFORCE_9500GT = 0x0640,
1399 CARD_NVIDIA_GEFORCE_9600GT = 0x0622,
1400 CARD_NVIDIA_GEFORCE_9800GT = 0x0614,
1401 CARD_NVIDIA_GEFORCE_210 = 0x0a23,
1402 CARD_NVIDIA_GEFORCE_GT220 = 0x0a20,
1403 CARD_NVIDIA_GEFORCE_GT240 = 0x0ca3,
1404 CARD_NVIDIA_GEFORCE_GTX260 = 0x05e2,
1405 CARD_NVIDIA_GEFORCE_GTX275 = 0x05e6,
1406 CARD_NVIDIA_GEFORCE_GTX280 = 0x05e1,
1407 CARD_NVIDIA_GEFORCE_320M = 0x08a3,
1408 CARD_NVIDIA_GEFORCE_GT320M = 0x0a2d,
1409 CARD_NVIDIA_GEFORCE_GT325M = 0x0a35,
1410 CARD_NVIDIA_GEFORCE_GT330 = 0x0ca0,
1411 CARD_NVIDIA_GEFORCE_GTS350M = 0x0cb0,
1412 CARD_NVIDIA_GEFORCE_GT420 = 0x0de2,
1413 CARD_NVIDIA_GEFORCE_GT430 = 0x0de1,
1414 CARD_NVIDIA_GEFORCE_GT440 = 0x0de0,
1415 CARD_NVIDIA_GEFORCE_GTS450 = 0x0dc4,
1416 CARD_NVIDIA_GEFORCE_GTX460 = 0x0e22,
1417 CARD_NVIDIA_GEFORCE_GTX460M = 0x0dd1,
1418 CARD_NVIDIA_GEFORCE_GTX465 = 0x06c4,
1419 CARD_NVIDIA_GEFORCE_GTX470 = 0x06cd,
1420 CARD_NVIDIA_GEFORCE_GTX480 = 0x06c0,
1421 CARD_NVIDIA_GEFORCE_GT520 = 0x1040,
1422 CARD_NVIDIA_GEFORCE_GT540M = 0x0df4,
1423 CARD_NVIDIA_GEFORCE_GTX550 = 0x1244,
1424 CARD_NVIDIA_GEFORCE_GT555M = 0x04b8,
1425 CARD_NVIDIA_GEFORCE_GTX560TI = 0x1200,
1426 CARD_NVIDIA_GEFORCE_GTX560 = 0x1201,
1427 CARD_NVIDIA_GEFORCE_GTX570 = 0x1081,
1428 CARD_NVIDIA_GEFORCE_GTX580 = 0x1080,
1429 CARD_NVIDIA_GEFORCE_GT610 = 0x104a,
1430 CARD_NVIDIA_GEFORCE_GT630M = 0x0de9,
1431 CARD_NVIDIA_GEFORCE_GT640M = 0x0fd2,
1432 CARD_NVIDIA_GEFORCE_GT650M = 0x0fd1,
1433 CARD_NVIDIA_GEFORCE_GTX650 = 0x0fc6,
1434 CARD_NVIDIA_GEFORCE_GTX650TI = 0x11c6,
1435 CARD_NVIDIA_GEFORCE_GTX660 = 0x11c0,
1436 CARD_NVIDIA_GEFORCE_GTX660TI = 0x1183,
1437 CARD_NVIDIA_GEFORCE_GTX670 = 0x1189,
1438 CARD_NVIDIA_GEFORCE_GTX680 = 0x1180,
1440 CARD_INTEL_830M = 0x3577,
1441 CARD_INTEL_855GM = 0x3582,
1442 CARD_INTEL_845G = 0x2562,
1443 CARD_INTEL_865G = 0x2572,
1444 CARD_INTEL_915G = 0x2582,
1445 CARD_INTEL_E7221G = 0x258a,
1446 CARD_INTEL_915GM = 0x2592,
1447 CARD_INTEL_945G = 0x2772,
1448 CARD_INTEL_945GM = 0x27a2,
1449 CARD_INTEL_945GME = 0x27ae,
1450 CARD_INTEL_Q35 = 0x29b2,
1451 CARD_INTEL_G33 = 0x29c2,
1452 CARD_INTEL_Q33 = 0x29d2,
1453 CARD_INTEL_PNVG = 0xa001,
1454 CARD_INTEL_PNVM = 0xa011,
1455 CARD_INTEL_965Q = 0x2992,
1456 CARD_INTEL_965G = 0x2982,
1457 CARD_INTEL_946GZ = 0x2972,
1458 CARD_INTEL_965GM = 0x2a02,
1459 CARD_INTEL_965GME = 0x2a12,
1460 CARD_INTEL_GM45 = 0x2a42,
1461 CARD_INTEL_IGD = 0x2e02,
1462 CARD_INTEL_Q45 = 0x2e12,
1463 CARD_INTEL_G45 = 0x2e22,
1464 CARD_INTEL_G41 = 0x2e32,
1465 CARD_INTEL_B43 = 0x2e92,
1466 CARD_INTEL_ILKD = 0x0042,
1467 CARD_INTEL_ILKM = 0x0046,
1468 CARD_INTEL_SNBD = 0x0122,
1469 CARD_INTEL_SNBM = 0x0126,
1470 CARD_INTEL_SNBS = 0x010a,
1471 CARD_INTEL_IVBD = 0x0162,
1472 CARD_INTEL_IVBM = 0x0166,
1473 CARD_INTEL_IVBS = 0x015a,
1476 struct wined3d_fbo_ops
1478 GLboolean (WINE_GLAPI *glIsRenderbuffer)(GLuint renderbuffer);
1479 void (WINE_GLAPI *glBindRenderbuffer)(GLenum target, GLuint renderbuffer);
1480 void (WINE_GLAPI *glDeleteRenderbuffers)(GLsizei n, const GLuint *renderbuffers);
1481 void (WINE_GLAPI *glGenRenderbuffers)(GLsizei n, GLuint *renderbuffers);
1482 void (WINE_GLAPI *glRenderbufferStorage)(GLenum target, GLenum internalformat,
1483 GLsizei width, GLsizei height);
1484 void (WINE_GLAPI *glRenderbufferStorageMultisample)(GLenum target, GLsizei samples,
1485 GLenum internalformat, GLsizei width, GLsizei height);
1486 void (WINE_GLAPI *glGetRenderbufferParameteriv)(GLenum target, GLenum pname, GLint *params);
1487 GLboolean (WINE_GLAPI *glIsFramebuffer)(GLuint framebuffer);
1488 void (WINE_GLAPI *glBindFramebuffer)(GLenum target, GLuint framebuffer);
1489 void (WINE_GLAPI *glDeleteFramebuffers)(GLsizei n, const GLuint *framebuffers);
1490 void (WINE_GLAPI *glGenFramebuffers)(GLsizei n, GLuint *framebuffers);
1491 GLenum (WINE_GLAPI *glCheckFramebufferStatus)(GLenum target);
1492 void (WINE_GLAPI *glFramebufferTexture1D)(GLenum target, GLenum attachment,
1493 GLenum textarget, GLuint texture, GLint level);
1494 void (WINE_GLAPI *glFramebufferTexture2D)(GLenum target, GLenum attachment,
1495 GLenum textarget, GLuint texture, GLint level);
1496 void (WINE_GLAPI *glFramebufferTexture3D)(GLenum target, GLenum attachment,
1497 GLenum textarget, GLuint texture, GLint level, GLint layer);
1498 void (WINE_GLAPI *glFramebufferRenderbuffer)(GLenum target, GLenum attachment,
1499 GLenum renderbuffertarget, GLuint renderbuffer);
1500 void (WINE_GLAPI *glGetFramebufferAttachmentParameteriv)(GLenum target, GLenum attachment,
1501 GLenum pname, GLint *params);
1502 void (WINE_GLAPI *glBlitFramebuffer)(GLint srcX0, GLint srcY0, GLint srcX1, GLint srcY1,
1503 GLint dstX0, GLint dstY0, GLint dstX1, GLint dstY1, GLbitfield mask, GLenum filter);
1504 void (WINE_GLAPI *glGenerateMipmap)(GLenum target);
1507 struct wined3d_gl_limits
1509 UINT buffers;
1510 UINT lights;
1511 UINT textures;
1512 UINT texture_stages;
1513 UINT texture_coords;
1514 UINT fragment_samplers;
1515 UINT vertex_samplers;
1516 UINT combined_samplers;
1517 UINT general_combiners;
1518 UINT clipplanes;
1519 UINT texture_size;
1520 UINT texture3d_size;
1521 float pointsize_max;
1522 float pointsize_min;
1523 UINT blends;
1524 UINT anisotropy;
1525 float shininess;
1526 UINT samples;
1527 UINT vertex_attribs;
1529 UINT glsl_varyings;
1530 UINT glsl_vs_float_constants;
1531 UINT glsl_ps_float_constants;
1533 UINT arb_vs_float_constants;
1534 UINT arb_vs_native_constants;
1535 UINT arb_vs_instructions;
1536 UINT arb_vs_temps;
1537 UINT arb_ps_float_constants;
1538 UINT arb_ps_local_constants;
1539 UINT arb_ps_native_constants;
1540 UINT arb_ps_instructions;
1541 UINT arb_ps_temps;
1544 struct wined3d_gl_info
1546 DWORD glsl_version;
1547 struct wined3d_gl_limits limits;
1548 DWORD reserved_glsl_constants;
1549 DWORD quirks;
1550 BOOL supported[WINED3D_GL_EXT_COUNT];
1551 GLint wrap_lookup[WINED3D_TADDRESS_MIRROR_ONCE - WINED3D_TADDRESS_WRAP + 1];
1553 struct opengl_funcs gl_ops;
1554 struct wined3d_fbo_ops fbo_ops;
1556 struct wined3d_format *formats;
1559 struct wined3d_driver_info
1561 enum wined3d_pci_vendor vendor;
1562 enum wined3d_pci_device device;
1563 const char *name;
1564 const char *description;
1565 unsigned int vidmem;
1566 DWORD version_high;
1567 DWORD version_low;
1570 /* The adapter structure */
1571 struct wined3d_adapter
1573 UINT ordinal;
1574 POINT monitorPoint;
1575 enum wined3d_format_id screen_format;
1577 struct wined3d_gl_info gl_info;
1578 struct wined3d_driver_info driver_info;
1579 WCHAR DeviceName[CCHDEVICENAME]; /* DeviceName for use with e.g. ChangeDisplaySettings */
1580 unsigned int cfg_count;
1581 struct wined3d_pixel_format *cfgs;
1582 unsigned int TextureRam; /* Amount of texture memory both video ram + AGP/TurboCache/HyperMemory/.. */
1583 unsigned int UsedTextureRam;
1584 LUID luid;
1586 const struct fragment_pipeline *fragment_pipe;
1587 const struct wined3d_shader_backend_ops *shader_backend;
1588 const struct blit_shader *blitter;
1591 unsigned int adapter_adjust_memory(struct wined3d_adapter *adapter, int amount) DECLSPEC_HIDDEN;
1593 BOOL initPixelFormats(struct wined3d_gl_info *gl_info, enum wined3d_pci_vendor vendor) DECLSPEC_HIDDEN;
1594 BOOL initPixelFormatsNoGL(struct wined3d_gl_info *gl_info) DECLSPEC_HIDDEN;
1595 extern void add_gl_compat_wrappers(struct wined3d_gl_info *gl_info) DECLSPEC_HIDDEN;
1597 /*****************************************************************************
1598 * High order patch management
1600 struct wined3d_rect_patch
1602 UINT Handle;
1603 float *mem;
1604 struct wined3d_strided_data strided;
1605 struct wined3d_rect_patch_info rect_patch_info;
1606 float numSegs[4];
1607 char has_normals, has_texcoords;
1608 struct list entry;
1611 HRESULT tesselate_rectpatch(struct wined3d_device *device, struct wined3d_rect_patch *patch) DECLSPEC_HIDDEN;
1613 enum projection_types
1615 proj_none = 0,
1616 proj_count3 = 1,
1617 proj_count4 = 2
1620 enum dst_arg
1622 resultreg = 0,
1623 tempreg = 1
1626 /*****************************************************************************
1627 * Fixed function pipeline replacements
1629 #define ARG_UNUSED 0xff
1630 struct texture_stage_op
1632 unsigned cop : 8;
1633 unsigned carg1 : 8;
1634 unsigned carg2 : 8;
1635 unsigned carg0 : 8;
1637 unsigned aop : 8;
1638 unsigned aarg1 : 8;
1639 unsigned aarg2 : 8;
1640 unsigned aarg0 : 8;
1642 struct color_fixup_desc color_fixup;
1643 unsigned tex_type : 3;
1644 unsigned dst : 1;
1645 unsigned projected : 2;
1646 unsigned padding : 10;
1649 struct ffp_frag_settings {
1650 struct texture_stage_op op[MAX_TEXTURES];
1651 enum fogmode fog;
1652 /* Use shorts instead of chars to get dword alignment */
1653 unsigned short sRGB_write;
1654 unsigned short emul_clipplanes;
1657 struct ffp_frag_desc
1659 struct wine_rb_entry entry;
1660 struct ffp_frag_settings settings;
1663 extern const struct wine_rb_functions wined3d_ffp_frag_program_rb_functions DECLSPEC_HIDDEN;
1664 extern const struct wined3d_parent_ops wined3d_null_parent_ops DECLSPEC_HIDDEN;
1666 void gen_ffp_frag_op(const struct wined3d_device *device, const struct wined3d_state *state,
1667 struct ffp_frag_settings *settings, BOOL ignore_textype) DECLSPEC_HIDDEN;
1668 const struct ffp_frag_desc *find_ffp_frag_shader(const struct wine_rb_tree *fragment_shaders,
1669 const struct ffp_frag_settings *settings) DECLSPEC_HIDDEN;
1670 void add_ffp_frag_shader(struct wine_rb_tree *shaders, struct ffp_frag_desc *desc) DECLSPEC_HIDDEN;
1671 void wined3d_get_draw_rect(const struct wined3d_state *state, RECT *rect) DECLSPEC_HIDDEN;
1673 struct wined3d
1675 LONG ref;
1676 DWORD flags;
1677 UINT dxVersion;
1678 UINT adapter_count;
1679 struct wined3d_adapter adapters[1];
1682 HRESULT wined3d_init(struct wined3d *wined3d, UINT version, DWORD flags) DECLSPEC_HIDDEN;
1683 BOOL wined3d_register_window(HWND window, struct wined3d_device *device) DECLSPEC_HIDDEN;
1684 void wined3d_unregister_window(HWND window) DECLSPEC_HIDDEN;
1686 /*****************************************************************************
1687 * IWineD3DDevice implementation structure
1689 #define WINED3D_UNMAPPED_STAGE ~0U
1691 /* Multithreaded flag. Removed from the public header to signal that IWineD3D::CreateDevice ignores it */
1692 #define WINED3DCREATE_MULTITHREADED 0x00000004
1694 struct wined3d_device
1696 LONG ref;
1698 /* WineD3D Information */
1699 struct wined3d_device_parent *device_parent;
1700 struct wined3d *wined3d;
1701 struct wined3d_adapter *adapter;
1703 /* Window styles to restore when switching fullscreen mode */
1704 LONG style;
1705 LONG exStyle;
1707 /* X and GL Information */
1708 GLenum offscreenBuffer;
1710 const struct wined3d_shader_backend_ops *shader_backend;
1711 void *shader_priv;
1712 void *fragment_priv;
1713 void *blit_priv;
1714 struct StateEntry StateTable[STATE_HIGHEST + 1];
1715 /* Array of functions for states which are handled by more than one pipeline part */
1716 APPLYSTATEFUNC *multistate_funcs[STATE_HIGHEST + 1];
1717 const struct blit_shader *blitter;
1719 unsigned int max_ffp_textures;
1720 UINT vs_version, gs_version, ps_version;
1721 DWORD d3d_vshader_constantF, d3d_pshader_constantF; /* Advertised d3d caps, not GL ones */
1722 DWORD vs_clipping;
1723 UINT instance_count;
1725 WORD view_ident : 1; /* true iff view matrix is identity */
1726 WORD vertexBlendUsed : 1; /* To avoid needless setting of the blend matrices */
1727 WORD isRecordingState : 1;
1728 WORD isInDraw : 1;
1729 WORD bCursorVisible : 1;
1730 WORD d3d_initialized : 1;
1731 WORD inScene : 1; /* A flag to check for proper BeginScene / EndScene call pairs */
1732 WORD softwareVertexProcessing : 1; /* process vertex shaders using software or hardware */
1733 WORD useDrawStridedSlow : 1;
1734 WORD filter_messages : 1;
1735 WORD padding : 6;
1737 BYTE fixed_function_usage_map; /* MAX_TEXTURES, 8 */
1739 #define DDRAW_PITCH_ALIGNMENT 8
1740 #define D3D8_PITCH_ALIGNMENT 4
1741 unsigned char surface_alignment; /* Line Alignment of surfaces */
1743 /* State block related */
1744 struct wined3d_stateblock *stateBlock;
1745 struct wined3d_stateblock *updateStateBlock;
1747 /* Internal use fields */
1748 struct wined3d_device_creation_parameters create_parms;
1749 HWND focus_window;
1751 struct wined3d_swapchain **swapchains;
1752 UINT swapchain_count;
1754 struct list resources; /* a linked list to track resources created by the device */
1755 struct list shaders; /* a linked list to track shaders (pixel and vertex) */
1757 /* Render Target Support */
1758 DWORD valid_rt_mask;
1759 struct wined3d_fb_state fb;
1760 struct wined3d_surface *onscreen_depth_stencil;
1761 struct wined3d_surface *auto_depth_stencil;
1763 /* For rendering to a texture using glCopyTexImage */
1764 GLuint depth_blt_texture;
1766 /* Cursor management */
1767 UINT xHotSpot;
1768 UINT yHotSpot;
1769 UINT xScreenSpace;
1770 UINT yScreenSpace;
1771 UINT cursorWidth, cursorHeight;
1772 GLuint cursorTexture;
1773 HCURSOR hardwareCursor;
1775 /* The Wine logo surface */
1776 struct wined3d_surface *logo_surface;
1778 /* Textures for when no other textures are mapped */
1779 UINT dummy_texture_2d[MAX_COMBINED_SAMPLERS];
1780 UINT dummy_texture_rect[MAX_COMBINED_SAMPLERS];
1781 UINT dummy_texture_3d[MAX_COMBINED_SAMPLERS];
1782 UINT dummy_texture_cube[MAX_COMBINED_SAMPLERS];
1784 /* With register combiners we can skip junk texture stages */
1785 DWORD texUnitMap[MAX_COMBINED_SAMPLERS];
1786 DWORD rev_tex_unit_map[MAX_COMBINED_SAMPLERS];
1788 /* Stream source management */
1789 struct wined3d_stream_info strided_streams;
1790 const struct wined3d_strided_data *up_strided;
1791 struct wined3d_event_query *buffer_queries[MAX_ATTRIBS];
1792 unsigned int num_buffer_queries;
1794 /* Context management */
1795 struct wined3d_context **contexts;
1796 UINT context_count;
1798 /* High level patch management */
1799 #define PATCHMAP_SIZE 43
1800 #define PATCHMAP_HASHFUNC(x) ((x) % PATCHMAP_SIZE) /* Primitive and simple function */
1801 struct list patches[PATCHMAP_SIZE];
1804 void device_clear_render_targets(struct wined3d_device *device, UINT rt_count, const struct wined3d_fb_state *fb,
1805 UINT rect_count, const RECT *rects, const RECT *draw_rect, DWORD flags,
1806 const struct wined3d_color *color, float depth, DWORD stencil) DECLSPEC_HIDDEN;
1807 BOOL device_context_add(struct wined3d_device *device, struct wined3d_context *context) DECLSPEC_HIDDEN;
1808 void device_context_remove(struct wined3d_device *device, struct wined3d_context *context) DECLSPEC_HIDDEN;
1809 HRESULT device_init(struct wined3d_device *device, struct wined3d *wined3d,
1810 UINT adapter_idx, enum wined3d_device_type device_type, HWND focus_window, DWORD flags,
1811 BYTE surface_alignment, struct wined3d_device_parent *device_parent) DECLSPEC_HIDDEN;
1812 void device_preload_textures(const struct wined3d_device *device) DECLSPEC_HIDDEN;
1813 LRESULT device_process_message(struct wined3d_device *device, HWND window, BOOL unicode,
1814 UINT message, WPARAM wparam, LPARAM lparam, WNDPROC proc) DECLSPEC_HIDDEN;
1815 void device_resource_add(struct wined3d_device *device, struct wined3d_resource *resource) DECLSPEC_HIDDEN;
1816 void device_resource_released(struct wined3d_device *device, struct wined3d_resource *resource) DECLSPEC_HIDDEN;
1817 void device_stream_info_from_declaration(struct wined3d_device *device,
1818 struct wined3d_stream_info *stream_info) DECLSPEC_HIDDEN;
1819 void device_switch_onscreen_ds(struct wined3d_device *device, struct wined3d_context *context,
1820 struct wined3d_surface *depth_stencil) DECLSPEC_HIDDEN;
1821 void device_update_stream_info(struct wined3d_device *device, const struct wined3d_gl_info *gl_info) DECLSPEC_HIDDEN;
1822 void device_update_tex_unit_map(struct wined3d_device *device) DECLSPEC_HIDDEN;
1823 void device_invalidate_state(const struct wined3d_device *device, DWORD state) DECLSPEC_HIDDEN;
1825 static inline BOOL isStateDirty(const struct wined3d_context *context, DWORD state)
1827 DWORD idx = state / (sizeof(*context->isStateDirty) * CHAR_BIT);
1828 BYTE shift = state & ((sizeof(*context->isStateDirty) * CHAR_BIT) - 1);
1829 return context->isStateDirty[idx] & (1 << shift);
1832 static inline void invalidate_active_texture(const struct wined3d_device *device, struct wined3d_context *context)
1834 DWORD sampler = device->rev_tex_unit_map[context->active_texture];
1835 if (sampler != WINED3D_UNMAPPED_STAGE)
1836 context_invalidate_state(context, STATE_SAMPLER(sampler));
1839 #define WINED3D_RESOURCE_ACCESS_GPU 0x1
1840 #define WINED3D_RESOURCE_ACCESS_CPU 0x2
1841 /* SCRATCH is mostly the same as CPU, but can't be used by the GPU at all,
1842 * not even for resource uploads. */
1843 #define WINED3D_RESOURCE_ACCESS_SCRATCH 0x4
1845 struct wined3d_resource_ops
1847 void (*resource_unload)(struct wined3d_resource *resource);
1850 struct wined3d_resource
1852 LONG ref;
1853 LONG bind_count;
1854 LONG map_count;
1855 struct wined3d_device *device;
1856 enum wined3d_resource_type type;
1857 const struct wined3d_format *format;
1858 enum wined3d_multisample_type multisample_type;
1859 UINT multisample_quality;
1860 DWORD usage;
1861 enum wined3d_pool pool;
1862 DWORD access_flags;
1863 UINT width;
1864 UINT height;
1865 UINT depth;
1866 UINT size;
1867 DWORD priority;
1868 BYTE *allocatedMemory; /* Pointer to the real data location */
1869 BYTE *heapMemory; /* Pointer to the HeapAlloced block of memory */
1870 struct list privateData;
1871 struct list resource_list_entry;
1873 void *parent;
1874 const struct wined3d_parent_ops *parent_ops;
1875 const struct wined3d_resource_ops *resource_ops;
1878 void resource_cleanup(struct wined3d_resource *resource) DECLSPEC_HIDDEN;
1879 DWORD resource_get_priority(const struct wined3d_resource *resource) DECLSPEC_HIDDEN;
1880 HRESULT resource_init(struct wined3d_resource *resource, struct wined3d_device *device,
1881 enum wined3d_resource_type type, const struct wined3d_format *format,
1882 enum wined3d_multisample_type multisample_type, UINT multisample_quality,
1883 DWORD usage, enum wined3d_pool pool, UINT width, UINT height, UINT depth, UINT size,
1884 void *parent, const struct wined3d_parent_ops *parent_ops,
1885 const struct wined3d_resource_ops *resource_ops) DECLSPEC_HIDDEN;
1886 DWORD resource_set_priority(struct wined3d_resource *resource, DWORD priority) DECLSPEC_HIDDEN;
1887 void resource_unload(struct wined3d_resource *resource) DECLSPEC_HIDDEN;
1889 /* Tests show that the start address of resources is 32 byte aligned */
1890 #define RESOURCE_ALIGNMENT 16
1892 enum wined3d_texture_state
1894 WINED3DTEXSTA_ADDRESSU = 0,
1895 WINED3DTEXSTA_ADDRESSV = 1,
1896 WINED3DTEXSTA_ADDRESSW = 2,
1897 WINED3DTEXSTA_BORDERCOLOR = 3,
1898 WINED3DTEXSTA_MAGFILTER = 4,
1899 WINED3DTEXSTA_MINFILTER = 5,
1900 WINED3DTEXSTA_MIPFILTER = 6,
1901 WINED3DTEXSTA_MAXMIPLEVEL = 7,
1902 WINED3DTEXSTA_MAXANISOTROPY = 8,
1903 WINED3DTEXSTA_SRGBTEXTURE = 9,
1904 WINED3DTEXSTA_SHADOW = 10,
1905 MAX_WINETEXTURESTATES = 11,
1908 enum WINED3DSRGB
1910 SRGB_ANY = 0, /* Uses the cached value(e.g. external calls) */
1911 SRGB_RGB = 1, /* Loads the rgb texture */
1912 SRGB_SRGB = 2, /* Loads the srgb texture */
1915 struct gl_texture
1917 DWORD states[MAX_WINETEXTURESTATES];
1918 BOOL dirty;
1919 GLuint name;
1922 struct wined3d_texture_ops
1924 HRESULT (*texture_bind)(struct wined3d_texture *texture,
1925 struct wined3d_context *context, BOOL srgb);
1926 void (*texture_preload)(struct wined3d_texture *texture, enum WINED3DSRGB srgb);
1927 void (*texture_sub_resource_add_dirty_region)(struct wined3d_resource *sub_resource,
1928 const struct wined3d_box *dirty_region);
1929 void (*texture_sub_resource_cleanup)(struct wined3d_resource *sub_resource);
1932 #define WINED3D_TEXTURE_COND_NP2 0x1
1933 #define WINED3D_TEXTURE_POW2_MAT_IDENT 0x2
1934 #define WINED3D_TEXTURE_IS_SRGB 0x4
1936 struct wined3d_texture
1938 struct wined3d_resource resource;
1939 const struct wined3d_texture_ops *texture_ops;
1940 struct gl_texture texture_rgb, texture_srgb;
1941 struct wined3d_resource **sub_resources;
1942 UINT layer_count;
1943 UINT level_count;
1944 float pow2_matrix[16];
1945 UINT lod;
1946 enum wined3d_texture_filter_type filter_type;
1947 DWORD sampler;
1948 DWORD flags;
1949 const struct min_lookup *min_mip_lookup;
1950 const GLenum *mag_lookup;
1951 GLenum target;
1954 static inline struct wined3d_texture *wined3d_texture_from_resource(struct wined3d_resource *resource)
1956 return CONTAINING_RECORD(resource, struct wined3d_texture, resource);
1959 static inline struct gl_texture *wined3d_texture_get_gl_texture(struct wined3d_texture *texture,
1960 const struct wined3d_gl_info *gl_info, BOOL srgb)
1962 return srgb && !gl_info->supported[EXT_TEXTURE_SRGB_DECODE]
1963 ? &texture->texture_srgb : &texture->texture_rgb;
1966 void wined3d_texture_apply_state_changes(struct wined3d_texture *texture,
1967 const DWORD samplerStates[WINED3D_HIGHEST_SAMPLER_STATE + 1],
1968 const struct wined3d_gl_info *gl_info) DECLSPEC_HIDDEN;
1969 void wined3d_texture_set_dirty(struct wined3d_texture *texture, BOOL dirty) DECLSPEC_HIDDEN;
1971 struct wined3d_volume
1973 struct wined3d_resource resource;
1974 struct wined3d_texture *container;
1975 BOOL lockable;
1976 BOOL locked;
1977 struct wined3d_box lockedBox;
1978 struct wined3d_box dirtyBox;
1979 BOOL dirty;
1982 static inline struct wined3d_volume *volume_from_resource(struct wined3d_resource *resource)
1984 return CONTAINING_RECORD(resource, struct wined3d_volume, resource);
1987 void volume_add_dirty_box(struct wined3d_volume *volume, const struct wined3d_box *dirty_box) DECLSPEC_HIDDEN;
1988 void volume_load(const struct wined3d_volume *volume, struct wined3d_context *context, UINT level, BOOL srgb_mode) DECLSPEC_HIDDEN;
1989 void volume_set_container(struct wined3d_volume *volume, struct wined3d_texture *container) DECLSPEC_HIDDEN;
1991 struct wined3d_surface_dib
1993 HBITMAP DIBsection;
1994 void *bitmap_data;
1995 UINT bitmap_size;
1998 struct wined3d_renderbuffer_entry
2000 struct list entry;
2001 GLuint id;
2002 UINT width;
2003 UINT height;
2006 struct fbo_entry
2008 struct list entry;
2009 struct wined3d_surface **render_targets;
2010 struct wined3d_surface *depth_stencil;
2011 DWORD location;
2012 DWORD rt_mask;
2013 BOOL attached;
2014 GLuint id;
2017 enum wined3d_container_type
2019 WINED3D_CONTAINER_NONE = 0,
2020 WINED3D_CONTAINER_SWAPCHAIN,
2021 WINED3D_CONTAINER_TEXTURE,
2024 struct wined3d_subresource_container
2026 enum wined3d_container_type type;
2027 union
2029 struct wined3d_swapchain *swapchain;
2030 struct wined3d_texture *texture;
2031 void *base;
2032 } u;
2035 struct wined3d_surface_ops
2037 HRESULT (*surface_private_setup)(struct wined3d_surface *surface);
2038 void (*surface_realize_palette)(struct wined3d_surface *surface);
2039 void (*surface_map)(struct wined3d_surface *surface, const RECT *rect, DWORD flags);
2040 void (*surface_unmap)(struct wined3d_surface *surface);
2043 struct wined3d_surface
2045 struct wined3d_resource resource;
2046 const struct wined3d_surface_ops *surface_ops;
2047 struct wined3d_subresource_container container;
2048 struct wined3d_palette *palette; /* D3D7 style palette handling */
2049 DWORD draw_binding;
2051 DWORD flags;
2053 UINT pow2Width;
2054 UINT pow2Height;
2056 /* A method to retrieve the drawable size. Not in the Vtable to make it changeable */
2057 void (*get_drawable_size)(const struct wined3d_context *context, UINT *width, UINT *height);
2059 /* PBO */
2060 GLuint pbo;
2061 GLuint rb_multisample;
2062 GLuint rb_resolved;
2063 GLuint texture_name;
2064 GLuint texture_name_srgb;
2065 GLint texture_level;
2066 GLenum texture_target;
2068 RECT lockedRect;
2069 RECT dirtyRect;
2070 int lockCount;
2071 #define MAXLOCKCOUNT 50 /* After this amount of locks do not free the sysmem copy */
2073 /* For GetDC */
2074 struct wined3d_surface_dib dib;
2075 HDC hDC;
2077 /* Color keys for DDraw */
2078 struct wined3d_color_key dst_blt_color_key;
2079 struct wined3d_color_key src_blt_color_key;
2080 struct wined3d_color_key dst_overlay_color_key;
2081 struct wined3d_color_key src_overlay_color_key;
2082 DWORD CKeyFlags;
2084 struct wined3d_color_key gl_color_key;
2086 struct list renderbuffers;
2087 const struct wined3d_renderbuffer_entry *current_renderbuffer;
2088 SIZE ds_current_size;
2090 /* DirectDraw Overlay handling */
2091 RECT overlay_srcrect;
2092 RECT overlay_destrect;
2093 struct wined3d_surface *overlay_dest;
2094 struct list overlays;
2095 struct list overlay_entry;
2098 static inline struct wined3d_surface *surface_from_resource(struct wined3d_resource *resource)
2100 return CONTAINING_RECORD(resource, struct wined3d_surface, resource);
2103 static inline GLuint surface_get_texture_name(const struct wined3d_surface *surface,
2104 const struct wined3d_gl_info *gl_info, BOOL srgb)
2106 return srgb && !gl_info->supported[EXT_TEXTURE_SRGB_DECODE]
2107 ? surface->texture_name_srgb : surface->texture_name;
2110 void surface_add_dirty_rect(struct wined3d_surface *surface, const struct wined3d_box *dirty_rect) DECLSPEC_HIDDEN;
2111 HRESULT surface_color_fill(struct wined3d_surface *s,
2112 const RECT *rect, const struct wined3d_color *color) DECLSPEC_HIDDEN;
2113 GLenum surface_get_gl_buffer(const struct wined3d_surface *surface) DECLSPEC_HIDDEN;
2114 void surface_internal_preload(struct wined3d_surface *surface, enum WINED3DSRGB srgb) DECLSPEC_HIDDEN;
2115 BOOL surface_is_offscreen(const struct wined3d_surface *surface) DECLSPEC_HIDDEN;
2116 HRESULT surface_load(struct wined3d_surface *surface, BOOL srgb) DECLSPEC_HIDDEN;
2117 void surface_load_ds_location(struct wined3d_surface *surface,
2118 struct wined3d_context *context, DWORD location) DECLSPEC_HIDDEN;
2119 void surface_load_fb_texture(struct wined3d_surface *surface, BOOL srgb) DECLSPEC_HIDDEN;
2120 HRESULT surface_load_location(struct wined3d_surface *surface, DWORD location, const RECT *rect) DECLSPEC_HIDDEN;
2121 void surface_modify_ds_location(struct wined3d_surface *surface, DWORD location, UINT w, UINT h) DECLSPEC_HIDDEN;
2122 void surface_modify_location(struct wined3d_surface *surface, DWORD location, BOOL persistent) DECLSPEC_HIDDEN;
2123 void surface_prepare_rb(struct wined3d_surface *surface,
2124 const struct wined3d_gl_info *gl_info, BOOL multisample) DECLSPEC_HIDDEN;
2125 void surface_prepare_texture(struct wined3d_surface *surface,
2126 struct wined3d_context *context, BOOL srgb) DECLSPEC_HIDDEN;
2127 void surface_set_compatible_renderbuffer(struct wined3d_surface *surface,
2128 const struct wined3d_surface *rt) DECLSPEC_HIDDEN;
2129 void surface_set_container(struct wined3d_surface *surface,
2130 enum wined3d_container_type type, void *container) DECLSPEC_HIDDEN;
2131 void surface_set_texture_name(struct wined3d_surface *surface, GLuint name, BOOL srgb_name) DECLSPEC_HIDDEN;
2132 void surface_set_texture_target(struct wined3d_surface *surface, GLenum target, GLint level) DECLSPEC_HIDDEN;
2133 void surface_translate_drawable_coords(const struct wined3d_surface *surface, HWND window, RECT *rect) DECLSPEC_HIDDEN;
2134 void surface_update_draw_binding(struct wined3d_surface *surface) DECLSPEC_HIDDEN;
2135 HRESULT surface_upload_from_surface(struct wined3d_surface *dst_surface, const POINT *dst_point,
2136 struct wined3d_surface *src_surface, const RECT *src_rect) DECLSPEC_HIDDEN;
2138 void get_drawable_size_swapchain(const struct wined3d_context *context, UINT *width, UINT *height) DECLSPEC_HIDDEN;
2139 void get_drawable_size_backbuffer(const struct wined3d_context *context, UINT *width, UINT *height) DECLSPEC_HIDDEN;
2140 void get_drawable_size_fbo(const struct wined3d_context *context, UINT *width, UINT *height) DECLSPEC_HIDDEN;
2142 void draw_textured_quad(const struct wined3d_surface *src_surface, struct wined3d_context *context,
2143 const RECT *src_rect, const RECT *dst_rect, enum wined3d_texture_filter_type filter) DECLSPEC_HIDDEN;
2144 void flip_surface(struct wined3d_surface *front, struct wined3d_surface *back) DECLSPEC_HIDDEN;
2146 /* Surface flags: */
2147 #define SFLAG_CONVERTED 0x00000001 /* Converted for color keying or palettized. */
2148 #define SFLAG_DISCARD 0x00000002 /* ??? */
2149 #define SFLAG_NONPOW2 0x00000004 /* Surface sizes are not a power of 2 */
2150 #define SFLAG_NORMCOORD 0x00000008 /* Set if GL texture coordinates are normalized (non-texture rectangle). */
2151 #define SFLAG_LOCKABLE 0x00000010 /* Surface can be locked. */
2152 #define SFLAG_DYNLOCK 0x00000020 /* Surface is often locked by the application. */
2153 #define SFLAG_PIN_SYSMEM 0x00000040 /* Keep the surface in sysmem, at the same address. */
2154 #define SFLAG_DCINUSE 0x00000080 /* Set between GetDC and ReleaseDC calls. */
2155 #define SFLAG_LOST 0x00000100 /* Surface lost flag for ddraw. */
2156 #define SFLAG_GLCKEY 0x00000200 /* The GL texture was created with a color key. */
2157 #define SFLAG_CLIENT 0x00000400 /* GL_APPLE_client_storage is used with this surface. */
2158 #define SFLAG_INOVERLAYDRAW 0x00000800 /* Overlay drawing is in progress. Recursion prevention. */
2159 #define SFLAG_DIBSECTION 0x00001000 /* Has a DIB section attached for GetDC. */
2160 #define SFLAG_USERPTR 0x00002000 /* The application allocated the memory for this surface. */
2161 #define SFLAG_ALLOCATED 0x00004000 /* A GL texture is allocated for this surface. */
2162 #define SFLAG_SRGBALLOCATED 0x00008000 /* A sRGB GL texture is allocated for this surface. */
2163 #define SFLAG_PBO 0x00010000 /* The surface has a PBO. */
2164 #define SFLAG_INSYSMEM 0x00020000 /* The system memory copy is current. */
2165 #define SFLAG_INTEXTURE 0x00040000 /* The GL texture is current. */
2166 #define SFLAG_INSRGBTEX 0x00080000 /* The GL sRGB texture is current. */
2167 #define SFLAG_INDRAWABLE 0x00100000 /* The GL drawable is current. */
2168 #define SFLAG_INRB_MULTISAMPLE 0x00200000 /* The multisample renderbuffer is current. */
2169 #define SFLAG_INRB_RESOLVED 0x00400000 /* The resolved renderbuffer is current. */
2170 #define SFLAG_DISCARDED 0x00800000 /* Surface was discarded, allocating new location is enough. */
2172 /* In some conditions the surface memory must not be freed:
2173 * SFLAG_CONVERTED: Converting the data back would take too long
2174 * SFLAG_DIBSECTION: The dib code manages the memory
2175 * SFLAG_DYNLOCK: Avoid freeing the data for performance
2176 * SFLAG_PBO: PBOs don't use 'normal' memory. It is either allocated by the driver or must be NULL.
2177 * SFLAG_CLIENT: OpenGL uses our memory as backup
2179 #define SFLAG_DONOTFREE (SFLAG_CONVERTED | \
2180 SFLAG_DYNLOCK | \
2181 SFLAG_CLIENT | \
2182 SFLAG_DIBSECTION | \
2183 SFLAG_USERPTR | \
2184 SFLAG_PBO | \
2185 SFLAG_PIN_SYSMEM)
2187 #define SFLAG_LOCATIONS (SFLAG_INSYSMEM | \
2188 SFLAG_INTEXTURE | \
2189 SFLAG_INSRGBTEX | \
2190 SFLAG_INDRAWABLE | \
2191 SFLAG_INRB_MULTISAMPLE | \
2192 SFLAG_INRB_RESOLVED)
2194 enum wined3d_conversion_type
2196 WINED3D_CT_NONE,
2197 WINED3D_CT_PALETTED,
2198 WINED3D_CT_PALETTED_CK,
2199 WINED3D_CT_CK_565,
2200 WINED3D_CT_CK_5551,
2201 WINED3D_CT_CK_RGB24,
2202 WINED3D_CT_RGB32_888,
2203 WINED3D_CT_CK_ARGB32,
2206 void d3dfmt_p8_init_palette(const struct wined3d_surface *surface, BYTE table[256][4], BOOL colorkey) DECLSPEC_HIDDEN;
2208 struct wined3d_sampler
2210 LONG refcount;
2211 void *parent;
2214 struct wined3d_vertex_declaration_element
2216 const struct wined3d_format *format;
2217 BOOL ffp_valid;
2218 WORD input_slot;
2219 WORD offset;
2220 UINT output_slot;
2221 BYTE method;
2222 BYTE usage;
2223 BYTE usage_idx;
2226 struct wined3d_vertex_declaration
2228 LONG ref;
2229 void *parent;
2230 const struct wined3d_parent_ops *parent_ops;
2231 struct wined3d_device *device;
2233 struct wined3d_vertex_declaration_element *elements;
2234 UINT element_count;
2236 DWORD streams[MAX_STREAMS];
2237 UINT num_streams;
2238 BOOL position_transformed;
2239 BOOL half_float_conv_needed;
2242 struct wined3d_saved_states
2244 DWORD transform[(HIGHEST_TRANSFORMSTATE >> 5) + 1];
2245 WORD streamSource; /* MAX_STREAMS, 16 */
2246 WORD streamFreq; /* MAX_STREAMS, 16 */
2247 DWORD renderState[(WINEHIGHEST_RENDER_STATE >> 5) + 1];
2248 DWORD textureState[MAX_TEXTURES]; /* WINED3D_HIGHEST_TEXTURE_STATE + 1, 18 */
2249 WORD samplerState[MAX_COMBINED_SAMPLERS]; /* WINED3D_HIGHEST_SAMPLER_STATE + 1, 14 */
2250 DWORD clipplane; /* WINED3DMAXUSERCLIPPLANES, 32 */
2251 WORD pixelShaderConstantsB; /* MAX_CONST_B, 16 */
2252 WORD pixelShaderConstantsI; /* MAX_CONST_I, 16 */
2253 BOOL *pixelShaderConstantsF;
2254 WORD vertexShaderConstantsB; /* MAX_CONST_B, 16 */
2255 WORD vertexShaderConstantsI; /* MAX_CONST_I, 16 */
2256 BOOL *vertexShaderConstantsF;
2257 DWORD textures : 20; /* MAX_COMBINED_SAMPLERS, 20 */
2258 DWORD primitive_type : 1;
2259 DWORD indices : 1;
2260 DWORD material : 1;
2261 DWORD viewport : 1;
2262 DWORD vertexDecl : 1;
2263 DWORD pixelShader : 1;
2264 DWORD vertexShader : 1;
2265 DWORD scissorRect : 1;
2266 DWORD padding : 4;
2269 struct StageState {
2270 DWORD stage;
2271 DWORD state;
2274 struct wined3d_stream_output
2276 struct wined3d_buffer *buffer;
2277 UINT offset;
2280 struct wined3d_stream_state
2282 struct wined3d_buffer *buffer;
2283 UINT offset;
2284 UINT stride;
2285 UINT frequency;
2286 UINT flags;
2289 struct wined3d_state
2291 const struct wined3d_fb_state *fb;
2293 struct wined3d_vertex_declaration *vertex_declaration;
2294 struct wined3d_stream_output stream_output[MAX_STREAM_OUT];
2295 struct wined3d_stream_state streams[MAX_STREAMS + 1 /* tesselated pseudo-stream */];
2296 struct wined3d_buffer *index_buffer;
2297 enum wined3d_format_id index_format;
2298 INT base_vertex_index;
2299 INT load_base_vertex_index; /* Non-indexed drawing needs 0 here, indexed needs base_vertex_index. */
2300 GLenum gl_primitive_type;
2302 struct wined3d_shader *vertex_shader;
2303 struct wined3d_buffer *vs_cb[MAX_CONSTANT_BUFFERS];
2304 struct wined3d_sampler *vs_sampler[MAX_SAMPLER_OBJECTS];
2305 BOOL vs_consts_b[MAX_CONST_B];
2306 INT vs_consts_i[MAX_CONST_I * 4];
2307 float *vs_consts_f;
2309 struct wined3d_shader *geometry_shader;
2310 struct wined3d_buffer *gs_cb[MAX_CONSTANT_BUFFERS];
2311 struct wined3d_sampler *gs_sampler[MAX_SAMPLER_OBJECTS];
2313 struct wined3d_shader *pixel_shader;
2314 struct wined3d_buffer *ps_cb[MAX_CONSTANT_BUFFERS];
2315 struct wined3d_sampler *ps_sampler[MAX_SAMPLER_OBJECTS];
2316 BOOL ps_consts_b[MAX_CONST_B];
2317 INT ps_consts_i[MAX_CONST_I * 4];
2318 float *ps_consts_f;
2320 struct wined3d_texture *textures[MAX_COMBINED_SAMPLERS];
2321 DWORD sampler_states[MAX_COMBINED_SAMPLERS][WINED3D_HIGHEST_SAMPLER_STATE + 1];
2322 DWORD texture_states[MAX_TEXTURES][WINED3D_HIGHEST_TEXTURE_STATE + 1];
2323 DWORD lowest_disabled_stage;
2325 struct wined3d_matrix transforms[HIGHEST_TRANSFORMSTATE + 1];
2326 struct wined3d_vec4 clip_planes[MAX_CLIPPLANES];
2327 struct wined3d_material material;
2328 struct wined3d_viewport viewport;
2329 RECT scissor_rect;
2331 /* Light hashmap . Collisions are handled using standard wine double linked lists */
2332 #define LIGHTMAP_SIZE 43 /* Use of a prime number recommended. Set to 1 for a linked list! */
2333 #define LIGHTMAP_HASHFUNC(x) ((x) % LIGHTMAP_SIZE) /* Primitive and simple function */
2334 struct list light_map[LIGHTMAP_SIZE]; /* Hash map containing the lights */
2335 const struct wined3d_light_info *lights[MAX_ACTIVE_LIGHTS]; /* Map of opengl lights to d3d lights */
2337 DWORD render_states[WINEHIGHEST_RENDER_STATE + 1];
2340 struct wined3d_stateblock
2342 LONG ref; /* Note: Ref counting not required */
2343 struct wined3d_device *device;
2345 /* Array indicating whether things have been set or changed */
2346 struct wined3d_saved_states changed;
2347 struct wined3d_state state;
2349 /* Contained state management */
2350 DWORD contained_render_states[WINEHIGHEST_RENDER_STATE + 1];
2351 unsigned int num_contained_render_states;
2352 DWORD contained_transform_states[HIGHEST_TRANSFORMSTATE + 1];
2353 unsigned int num_contained_transform_states;
2354 DWORD contained_vs_consts_i[MAX_CONST_I];
2355 unsigned int num_contained_vs_consts_i;
2356 DWORD contained_vs_consts_b[MAX_CONST_B];
2357 unsigned int num_contained_vs_consts_b;
2358 DWORD *contained_vs_consts_f;
2359 unsigned int num_contained_vs_consts_f;
2360 DWORD contained_ps_consts_i[MAX_CONST_I];
2361 unsigned int num_contained_ps_consts_i;
2362 DWORD contained_ps_consts_b[MAX_CONST_B];
2363 unsigned int num_contained_ps_consts_b;
2364 DWORD *contained_ps_consts_f;
2365 unsigned int num_contained_ps_consts_f;
2366 struct StageState contained_tss_states[MAX_TEXTURES * (WINED3D_HIGHEST_TEXTURE_STATE + 1)];
2367 unsigned int num_contained_tss_states;
2368 struct StageState contained_sampler_states[MAX_COMBINED_SAMPLERS * WINED3D_HIGHEST_SAMPLER_STATE];
2369 unsigned int num_contained_sampler_states;
2372 void stateblock_init_contained_states(struct wined3d_stateblock *stateblock) DECLSPEC_HIDDEN;
2373 void stateblock_init_default_state(struct wined3d_stateblock *stateblock) DECLSPEC_HIDDEN;
2374 void stateblock_unbind_resources(struct wined3d_stateblock *stateblock) DECLSPEC_HIDDEN;
2376 /* Direct3D terminology with little modifications. We do not have an issued state
2377 * because only the driver knows about it, but we have a created state because d3d
2378 * allows GetData on a created issue, but opengl doesn't
2380 enum query_state {
2381 QUERY_CREATED,
2382 QUERY_SIGNALLED,
2383 QUERY_BUILDING
2386 struct wined3d_query_ops
2388 HRESULT (*query_get_data)(struct wined3d_query *query, void *data, DWORD data_size, DWORD flags);
2389 HRESULT (*query_issue)(struct wined3d_query *query, DWORD flags);
2392 struct wined3d_query
2394 LONG ref;
2395 const struct wined3d_query_ops *query_ops;
2396 struct wined3d_device *device;
2397 enum query_state state;
2398 enum wined3d_query_type type;
2399 DWORD data_size;
2400 void *extendedData;
2403 /* TODO: Add tests and support for FLOAT16_4 POSITIONT, D3DCOLOR position, other
2404 * fixed function semantics as D3DCOLOR or FLOAT16 */
2405 enum wined3d_buffer_conversion_type
2407 CONV_NONE,
2408 CONV_D3DCOLOR,
2409 CONV_POSITIONT,
2412 struct wined3d_map_range
2414 UINT offset;
2415 UINT size;
2418 #define WINED3D_BUFFER_OPTIMIZED 0x01 /* Optimize has been called for the buffer */
2419 #define WINED3D_BUFFER_HASDESC 0x02 /* A vertex description has been found */
2420 #define WINED3D_BUFFER_CREATEBO 0x04 /* Attempt to create a buffer object next PreLoad */
2421 #define WINED3D_BUFFER_DOUBLEBUFFER 0x08 /* Use a vbo and local allocated memory */
2422 #define WINED3D_BUFFER_FLUSH 0x10 /* Manual unmap flushing */
2423 #define WINED3D_BUFFER_DISCARD 0x20 /* A DISCARD lock has occurred since the last PreLoad */
2424 #define WINED3D_BUFFER_NOSYNC 0x40 /* All locks since the last PreLoad had NOOVERWRITE set */
2425 #define WINED3D_BUFFER_APPLESYNC 0x80 /* Using sync as in GL_APPLE_flush_buffer_range */
2427 struct wined3d_buffer
2429 struct wined3d_resource resource;
2431 struct wined3d_buffer_desc desc;
2433 GLuint buffer_object;
2434 GLenum buffer_object_usage;
2435 GLenum buffer_type_hint;
2436 UINT buffer_object_size;
2437 DWORD flags;
2439 struct wined3d_map_range *maps;
2440 ULONG maps_size, modified_areas;
2441 struct wined3d_event_query *query;
2443 /* conversion stuff */
2444 UINT decl_change_count, full_conversion_count;
2445 UINT draw_count;
2446 UINT stride; /* 0 if no conversion */
2447 UINT conversion_stride; /* 0 if no shifted conversion */
2448 enum wined3d_buffer_conversion_type *conversion_map; /* NULL if no conversion */
2451 static inline struct wined3d_buffer *buffer_from_resource(struct wined3d_resource *resource)
2453 return CONTAINING_RECORD(resource, struct wined3d_buffer, resource);
2456 void buffer_get_memory(struct wined3d_buffer *buffer, const struct wined3d_gl_info *gl_info,
2457 struct wined3d_bo_address *data) DECLSPEC_HIDDEN;
2458 BYTE *buffer_get_sysmem(struct wined3d_buffer *This, const struct wined3d_gl_info *gl_info) DECLSPEC_HIDDEN;
2460 struct wined3d_rendertarget_view
2462 LONG refcount;
2464 struct wined3d_resource *resource;
2465 void *parent;
2468 struct wined3d_swapchain_ops
2470 void (*swapchain_present)(struct wined3d_swapchain *swapchain, const RECT *src_rect,
2471 const RECT *dst_rect, const RGNDATA *dirty_region, DWORD flags);
2474 struct wined3d_swapchain
2476 LONG ref;
2477 void *parent;
2478 const struct wined3d_parent_ops *parent_ops;
2479 const struct wined3d_swapchain_ops *swapchain_ops;
2480 struct wined3d_device *device;
2482 struct wined3d_surface **back_buffers;
2483 struct wined3d_surface *front_buffer;
2484 struct wined3d_swapchain_desc desc;
2485 DWORD orig_width, orig_height;
2486 enum wined3d_format_id orig_fmt;
2487 struct wined3d_gamma_ramp orig_gamma;
2488 BOOL render_to_fbo;
2489 const struct wined3d_format *ds_format;
2491 LONG prev_time, frames; /* Performance tracking */
2493 struct wined3d_context **context;
2494 unsigned int num_contexts;
2496 HWND win_handle;
2497 HWND device_window;
2499 HDC backup_dc;
2500 HWND backup_wnd;
2503 void x11_copy_to_screen(const struct wined3d_swapchain *swapchain, const RECT *rect) DECLSPEC_HIDDEN;
2505 struct wined3d_context *swapchain_get_context(struct wined3d_swapchain *swapchain) DECLSPEC_HIDDEN;
2506 void swapchain_destroy_contexts(struct wined3d_swapchain *swapchain) DECLSPEC_HIDDEN;
2507 HDC swapchain_get_backup_dc(struct wined3d_swapchain *swapchain) DECLSPEC_HIDDEN;
2508 void swapchain_update_draw_bindings(struct wined3d_swapchain *swapchain) DECLSPEC_HIDDEN;
2509 void swapchain_update_render_to_fbo(struct wined3d_swapchain *swapchain) DECLSPEC_HIDDEN;
2511 #define DEFAULT_REFRESH_RATE 0
2513 /*****************************************************************************
2514 * Utility function prototypes
2517 /* Trace routines */
2518 const char *debug_d3dformat(enum wined3d_format_id format_id) DECLSPEC_HIDDEN;
2519 const char *debug_d3ddevicetype(enum wined3d_device_type device_type) DECLSPEC_HIDDEN;
2520 const char *debug_d3dresourcetype(enum wined3d_resource_type resource_type) DECLSPEC_HIDDEN;
2521 const char *debug_d3dusage(DWORD usage) DECLSPEC_HIDDEN;
2522 const char *debug_d3dusagequery(DWORD usagequery) DECLSPEC_HIDDEN;
2523 const char *debug_d3ddeclmethod(enum wined3d_decl_method method) DECLSPEC_HIDDEN;
2524 const char *debug_d3ddeclusage(enum wined3d_decl_usage usage) DECLSPEC_HIDDEN;
2525 const char *debug_d3dprimitivetype(enum wined3d_primitive_type primitive_type) DECLSPEC_HIDDEN;
2526 const char *debug_d3drenderstate(enum wined3d_render_state state) DECLSPEC_HIDDEN;
2527 const char *debug_d3dsamplerstate(enum wined3d_sampler_state state) DECLSPEC_HIDDEN;
2528 const char *debug_d3dstate(DWORD state) DECLSPEC_HIDDEN;
2529 const char *debug_d3dtexturefiltertype(enum wined3d_texture_filter_type filter_type) DECLSPEC_HIDDEN;
2530 const char *debug_d3dtexturestate(enum wined3d_texture_stage_state state) DECLSPEC_HIDDEN;
2531 const char *debug_d3dtstype(enum wined3d_transform_state tstype) DECLSPEC_HIDDEN;
2532 const char *debug_d3dpool(enum wined3d_pool pool) DECLSPEC_HIDDEN;
2533 const char *debug_fbostatus(GLenum status) DECLSPEC_HIDDEN;
2534 const char *debug_glerror(GLenum error) DECLSPEC_HIDDEN;
2535 const char *debug_d3dbasis(enum wined3d_basis_type basis) DECLSPEC_HIDDEN;
2536 const char *debug_d3ddegree(enum wined3d_degree_type order) DECLSPEC_HIDDEN;
2537 const char *debug_d3dtop(enum wined3d_texture_op d3dtop) DECLSPEC_HIDDEN;
2538 void dump_color_fixup_desc(struct color_fixup_desc fixup) DECLSPEC_HIDDEN;
2539 const char *debug_surflocation(DWORD flag) DECLSPEC_HIDDEN;
2541 BOOL is_invalid_op(const struct wined3d_state *state, int stage,
2542 enum wined3d_texture_op op, DWORD arg1, DWORD arg2, DWORD arg3) DECLSPEC_HIDDEN;
2543 void set_tex_op_nvrc(const struct wined3d_gl_info *gl_info, const struct wined3d_state *state,
2544 BOOL is_alpha, int stage, enum wined3d_texture_op op, DWORD arg1, DWORD arg2, DWORD arg3,
2545 INT texture_idx, DWORD dst) DECLSPEC_HIDDEN;
2546 void set_texture_matrix(const struct wined3d_gl_info *gl_info, const float *smat, DWORD flags,
2547 BOOL calculatedCoords, BOOL transformed, enum wined3d_format_id coordtype,
2548 BOOL ffp_can_disable_proj) DECLSPEC_HIDDEN;
2549 void texture_activate_dimensions(const struct wined3d_texture *texture,
2550 const struct wined3d_gl_info *gl_info) DECLSPEC_HIDDEN;
2551 void sampler_texdim(struct wined3d_context *context,
2552 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
2553 void tex_alphaop(struct wined3d_context *context,
2554 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
2555 void apply_pixelshader(struct wined3d_context *context,
2556 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
2557 void state_fogcolor(struct wined3d_context *context,
2558 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
2559 void state_fogdensity(struct wined3d_context *context,
2560 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
2561 void state_fogstartend(struct wined3d_context *context,
2562 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
2563 void state_fog_fragpart(struct wined3d_context *context,
2564 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
2565 void state_srgbwrite(struct wined3d_context *context,
2566 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
2568 BOOL getColorBits(const struct wined3d_format *format,
2569 BYTE *redSize, BYTE *greenSize, BYTE *blueSize, BYTE *alphaSize, BYTE *totalSize) DECLSPEC_HIDDEN;
2570 BOOL getDepthStencilBits(const struct wined3d_format *format,
2571 BYTE *depthSize, BYTE *stencilSize) DECLSPEC_HIDDEN;
2572 GLenum gl_primitive_type_from_d3d(enum wined3d_primitive_type primitive_type) DECLSPEC_HIDDEN;
2574 /* Math utils */
2575 void multiply_matrix(struct wined3d_matrix *dest, const struct wined3d_matrix *src1,
2576 const struct wined3d_matrix *src2) DECLSPEC_HIDDEN;
2577 UINT wined3d_log2i(UINT32 x) DECLSPEC_HIDDEN;
2578 unsigned int count_bits(unsigned int mask) DECLSPEC_HIDDEN;
2580 void select_shader_mode(const struct wined3d_gl_info *gl_info, int *ps_selected, int *vs_selected) DECLSPEC_HIDDEN;
2582 struct wined3d_shader_lconst
2584 struct list entry;
2585 unsigned int idx;
2586 DWORD value[4];
2589 struct wined3d_shader_limits
2591 unsigned int sampler;
2592 unsigned int constant_int;
2593 unsigned int constant_float;
2594 unsigned int constant_bool;
2595 unsigned int packed_output;
2596 unsigned int packed_input;
2599 #ifdef __GNUC__
2600 #define PRINTF_ATTR(fmt,args) __attribute__((format (printf,fmt,args)))
2601 #else
2602 #define PRINTF_ATTR(fmt,args)
2603 #endif
2605 /* Base Shader utility functions. */
2606 int shader_addline(struct wined3d_shader_buffer *buffer, const char *fmt, ...) PRINTF_ATTR(2,3) DECLSPEC_HIDDEN;
2607 int shader_vaddline(struct wined3d_shader_buffer *buffer, const char *fmt, va_list args) DECLSPEC_HIDDEN;
2609 /* Vertex shader utility functions */
2610 BOOL vshader_get_input(const struct wined3d_shader *shader,
2611 BYTE usage_req, BYTE usage_idx_req, unsigned int *regnum) DECLSPEC_HIDDEN;
2613 struct wined3d_vertex_shader
2615 struct wined3d_shader_attribute attributes[MAX_ATTRIBS];
2618 struct wined3d_geometry_shader
2620 enum wined3d_primitive_type input_type;
2621 enum wined3d_primitive_type output_type;
2622 UINT vertices_out;
2625 struct wined3d_pixel_shader
2627 /* Pixel shader input semantics */
2628 DWORD input_reg_map[MAX_REG_INPUT];
2629 BOOL input_reg_used[MAX_REG_INPUT];
2630 unsigned int declared_in_count;
2632 /* Some information about the shader behavior */
2633 BOOL color0_mov;
2634 DWORD color0_reg;
2637 struct wined3d_shader
2639 LONG ref;
2640 struct wined3d_shader_limits limits;
2641 DWORD *function;
2642 UINT functionLength;
2643 BOOL load_local_constsF;
2644 const struct wined3d_shader_frontend *frontend;
2645 void *frontend_data;
2646 void *backend_data;
2648 void *parent;
2649 const struct wined3d_parent_ops *parent_ops;
2651 /* Programs this shader is linked with */
2652 struct list linked_programs;
2654 /* Immediate constants (override global ones) */
2655 struct list constantsB;
2656 struct list constantsF;
2657 struct list constantsI;
2658 struct wined3d_shader_reg_maps reg_maps;
2660 struct wined3d_shader_signature_element input_signature[max(MAX_ATTRIBS, MAX_REG_INPUT)];
2661 struct wined3d_shader_signature_element output_signature[MAX_REG_OUTPUT];
2663 /* Pointer to the parent device */
2664 struct wined3d_device *device;
2665 struct list shader_list_entry;
2667 union
2669 struct wined3d_vertex_shader vs;
2670 struct wined3d_geometry_shader gs;
2671 struct wined3d_pixel_shader ps;
2672 } u;
2675 void pixelshader_update_samplers(struct wined3d_shader_reg_maps *reg_maps,
2676 struct wined3d_texture * const *textures) DECLSPEC_HIDDEN;
2677 void find_ps_compile_args(const struct wined3d_state *state,
2678 const struct wined3d_shader *shader, struct ps_compile_args *args) DECLSPEC_HIDDEN;
2680 void find_vs_compile_args(const struct wined3d_state *state,
2681 const struct wined3d_shader *shader, struct vs_compile_args *args) DECLSPEC_HIDDEN;
2683 void shader_buffer_clear(struct wined3d_shader_buffer *buffer) DECLSPEC_HIDDEN;
2684 BOOL shader_buffer_init(struct wined3d_shader_buffer *buffer) DECLSPEC_HIDDEN;
2685 void shader_buffer_free(struct wined3d_shader_buffer *buffer) DECLSPEC_HIDDEN;
2686 void shader_dump_src_param(const struct wined3d_shader_src_param *param,
2687 const struct wined3d_shader_version *shader_version) DECLSPEC_HIDDEN;
2688 void shader_dump_dst_param(const struct wined3d_shader_dst_param *param,
2689 const struct wined3d_shader_version *shader_version) DECLSPEC_HIDDEN;
2690 unsigned int shader_find_free_input_register(const struct wined3d_shader_reg_maps *reg_maps,
2691 unsigned int max) DECLSPEC_HIDDEN;
2692 void shader_generate_main(const struct wined3d_shader *shader, struct wined3d_shader_buffer *buffer,
2693 const struct wined3d_shader_reg_maps *reg_maps, const DWORD *byte_code, void *backend_ctx) DECLSPEC_HIDDEN;
2694 BOOL shader_match_semantic(const char *semantic_name, enum wined3d_decl_usage usage) DECLSPEC_HIDDEN;
2696 static inline BOOL shader_is_scalar(const struct wined3d_shader_register *reg)
2698 switch (reg->type)
2700 case WINED3DSPR_RASTOUT:
2701 /* oFog & oPts */
2702 if (reg->idx[0].offset)
2703 return TRUE;
2704 /* oPos */
2705 return FALSE;
2707 case WINED3DSPR_DEPTHOUT: /* oDepth */
2708 case WINED3DSPR_CONSTBOOL: /* b# */
2709 case WINED3DSPR_LOOP: /* aL */
2710 case WINED3DSPR_PREDICATE: /* p0 */
2711 case WINED3DSPR_PRIMID: /* primID */
2712 return TRUE;
2714 case WINED3DSPR_MISCTYPE:
2715 switch (reg->idx[0].offset)
2717 case 0: /* vPos */
2718 return FALSE;
2719 case 1: /* vFace */
2720 return TRUE;
2721 default:
2722 return FALSE;
2725 case WINED3DSPR_IMMCONST:
2726 return reg->immconst_type == WINED3D_IMMCONST_SCALAR;
2728 default:
2729 return FALSE;
2733 static inline void shader_get_position_fixup(const struct wined3d_context *context,
2734 const struct wined3d_state *state, float *position_fixup)
2736 position_fixup[0] = 1.0f;
2737 position_fixup[1] = 1.0f;
2738 position_fixup[2] = (63.0f / 64.0f) / state->viewport.width;
2739 position_fixup[3] = -(63.0f / 64.0f) / state->viewport.height;
2741 if (context->render_offscreen)
2743 position_fixup[1] *= -1.0f;
2744 position_fixup[3] *= -1.0f;
2748 static inline BOOL shader_constant_is_local(const struct wined3d_shader *shader, DWORD reg)
2750 struct wined3d_shader_lconst *lconst;
2752 if (shader->load_local_constsF)
2753 return FALSE;
2755 LIST_FOR_EACH_ENTRY(lconst, &shader->constantsF, struct wined3d_shader_lconst, entry)
2757 if (lconst->idx == reg)
2758 return TRUE;
2761 return FALSE;
2764 /* Using additional shader constants (uniforms in GLSL / program environment
2765 * or local parameters in ARB) is costly:
2766 * ARB only knows float4 parameters and GLSL compiler are not really smart
2767 * when it comes to efficiently pack float2 uniforms, so no space is wasted
2768 * (in fact most compilers map a float2 to a full float4 uniform).
2770 * For NP2 texcoord fixup we only need 2 floats (width and height) for each
2771 * 2D texture used in the shader. We therefore pack fixup info for 2 textures
2772 * into a single shader constant (uniform / program parameter).
2774 * This structure is shared between the GLSL and the ARB backend.*/
2775 struct ps_np2fixup_info {
2776 unsigned char idx[MAX_FRAGMENT_SAMPLERS]; /* indices to the real constant */
2777 WORD active; /* bitfield indicating if we can apply the fixup */
2778 WORD num_consts;
2781 /* sRGB correction constants */
2782 static const float srgb_cmp = 0.0031308f;
2783 static const float srgb_mul_low = 12.92f;
2784 static const float srgb_pow = 0.41666f;
2785 static const float srgb_mul_high = 1.055f;
2786 static const float srgb_sub_high = 0.055f;
2788 struct wined3d_palette
2790 LONG ref;
2791 void *parent;
2792 struct wined3d_device *device;
2794 HPALETTE hpal;
2795 WORD palVersion; /*| */
2796 WORD palNumEntries; /*| LOGPALETTE */
2797 PALETTEENTRY palents[256]; /*| */
2798 /* This is to store the palette in 'screen format' */
2799 int screen_palents[256];
2800 DWORD flags;
2803 /* DirectDraw utility functions */
2804 extern enum wined3d_format_id pixelformat_for_depth(DWORD depth) DECLSPEC_HIDDEN;
2806 /*****************************************************************************
2807 * Pixel format management
2810 /* WineD3D pixel format flags */
2811 #define WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING 0x00000001
2812 #define WINED3DFMT_FLAG_FILTERING 0x00000002
2813 #define WINED3DFMT_FLAG_DEPTH 0x00000004
2814 #define WINED3DFMT_FLAG_STENCIL 0x00000008
2815 #define WINED3DFMT_FLAG_RENDERTARGET 0x00000010
2816 #define WINED3DFMT_FLAG_FOURCC 0x00000020
2817 #define WINED3DFMT_FLAG_FBO_ATTACHABLE 0x00000040
2818 #define WINED3DFMT_FLAG_FBO_ATTACHABLE_SRGB 0x00000080
2819 #define WINED3DFMT_FLAG_GETDC 0x00000100
2820 #define WINED3DFMT_FLAG_FLOAT 0x00000200
2821 #define WINED3DFMT_FLAG_BUMPMAP 0x00000400
2822 #define WINED3DFMT_FLAG_SRGB_READ 0x00000800
2823 #define WINED3DFMT_FLAG_SRGB_WRITE 0x00001000
2824 #define WINED3DFMT_FLAG_VTF 0x00002000
2825 #define WINED3DFMT_FLAG_SHADOW 0x00004000
2826 #define WINED3DFMT_FLAG_COMPRESSED 0x00008000
2827 #define WINED3DFMT_FLAG_BROKEN_PITCH 0x00010000
2828 #define WINED3DFMT_FLAG_BLOCKS 0x00020000
2829 #define WINED3DFMT_FLAG_HEIGHT_SCALE 0x00040000
2831 struct wined3d_rational
2833 UINT numerator;
2834 UINT denominator;
2837 struct wined3d_format
2839 enum wined3d_format_id id;
2841 DWORD red_size;
2842 DWORD green_size;
2843 DWORD blue_size;
2844 DWORD alpha_size;
2845 DWORD red_offset;
2846 DWORD green_offset;
2847 DWORD blue_offset;
2848 DWORD alpha_offset;
2849 UINT byte_count;
2850 BYTE depth_size;
2851 BYTE stencil_size;
2853 UINT block_width;
2854 UINT block_height;
2855 UINT block_byte_count;
2857 enum wined3d_ffp_emit_idx emit_idx;
2858 GLint component_count;
2859 GLenum gl_vtx_type;
2860 GLint gl_vtx_format;
2861 GLboolean gl_normalized;
2862 unsigned int component_size;
2864 GLint glInternal;
2865 GLint glGammaInternal;
2866 GLint rtInternal;
2867 GLint glFormat;
2868 GLint glType;
2869 UINT conv_byte_count;
2870 unsigned int flags;
2871 struct wined3d_rational height_scale;
2872 struct color_fixup_desc color_fixup;
2873 void (*convert)(const BYTE *src, BYTE *dst, UINT pitch, UINT width, UINT height);
2876 const struct wined3d_format *wined3d_get_format(const struct wined3d_gl_info *gl_info,
2877 enum wined3d_format_id format_id) DECLSPEC_HIDDEN;
2878 UINT wined3d_format_calculate_size(const struct wined3d_format *format,
2879 UINT alignment, UINT width, UINT height) DECLSPEC_HIDDEN;
2880 DWORD wined3d_format_convert_from_float(const struct wined3d_surface *surface,
2881 const struct wined3d_color *color) DECLSPEC_HIDDEN;
2883 static inline BOOL use_vs(const struct wined3d_state *state)
2885 /* Check stateblock->vertexDecl to allow this to be used from
2886 * IWineD3DDeviceImpl_FindTexUnitMap(). This is safe because
2887 * stateblock->vertexShader implies a vertex declaration instead of ddraw
2888 * style strided data. */
2889 return state->vertex_shader && !state->vertex_declaration->position_transformed;
2892 static inline BOOL use_ps(const struct wined3d_state *state)
2894 return !!state->pixel_shader;
2897 static inline void context_apply_state(struct wined3d_context *context,
2898 const struct wined3d_state *state, DWORD state_id)
2900 const struct StateEntry *state_table = context->state_table;
2901 DWORD rep = state_table[state_id].representative;
2902 state_table[rep].apply(context, state, rep);
2905 /* The WNDCLASS-Name for the fake window which we use to retrieve the GL capabilities */
2906 #define WINED3D_OPENGL_WINDOW_CLASS_NAME "WineD3D_OpenGL"
2908 #define MAKEDWORD_VERSION(maj, min) (((maj & 0xffff) << 16) | (min & 0xffff))
2910 #endif