wined3d: Pass a context to surface_load_fb_texture.
[wine.git] / dlls / wined3d / wined3d_private.h
blob68d420b5ac9e143e1e667068d5e792f9a6070ddf
1 /*
2 * Direct3D wine internal private include file
4 * Copyright 2002-2003 The wine-d3d team
5 * Copyright 2002-2003 Raphael Junqueira
6 * Copyright 2002-2003, 2004 Jason Edmeades
7 * Copyright 2005 Oliver Stieber
8 * Copyright 2006-2011, 2013 Stefan Dösinger for CodeWeavers
10 * This library is free software; you can redistribute it and/or
11 * modify it under the terms of the GNU Lesser General Public
12 * License as published by the Free Software Foundation; either
13 * version 2.1 of the License, or (at your option) any later version.
15 * This library is distributed in the hope that it will be useful,
16 * but WITHOUT ANY WARRANTY; without even the implied warranty of
17 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
18 * Lesser General Public License for more details.
20 * You should have received a copy of the GNU Lesser General Public
21 * License along with this library; if not, write to the Free Software
22 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
25 #ifndef __WINE_WINED3D_PRIVATE_H
26 #define __WINE_WINED3D_PRIVATE_H
28 #ifdef USE_WIN32_OPENGL
29 #define WINE_GLAPI __stdcall
30 #else
31 #define WINE_GLAPI
32 #endif
34 #include <stdarg.h>
35 #include <math.h>
36 #include <limits.h>
37 #define NONAMELESSUNION
38 #define NONAMELESSSTRUCT
39 #define COBJMACROS
40 #include "windef.h"
41 #include "winbase.h"
42 #include "winreg.h"
43 #include "wingdi.h"
44 #include "winuser.h"
45 #include "wine/debug.h"
46 #include "wine/unicode.h"
48 #include "objbase.h"
49 #include "wine/wined3d.h"
50 #include "wined3d_gl.h"
51 #include "wine/list.h"
52 #include "wine/rbtree.h"
53 #include "wine/wgl_driver.h"
55 #ifndef ARRAY_SIZE
56 #define ARRAY_SIZE(array) (sizeof(array) / sizeof((array)[0]))
57 #endif
59 /* Driver quirks */
60 #define WINED3D_QUIRK_ARB_VS_OFFSET_LIMIT 0x00000001
61 #define WINED3D_QUIRK_SET_TEXCOORD_W 0x00000002
62 #define WINED3D_QUIRK_GLSL_CLIP_VARYING 0x00000004
63 #define WINED3D_QUIRK_ALLOWS_SPECULAR_ALPHA 0x00000008
64 #define WINED3D_QUIRK_NV_CLIP_BROKEN 0x00000010
65 #define WINED3D_QUIRK_FBO_TEX_UPDATE 0x00000020
66 #define WINED3D_QUIRK_BROKEN_RGBA16 0x00000040
67 #define WINED3D_QUIRK_INFO_LOG_SPAM 0x00000080
68 #define WINED3D_QUIRK_LIMITED_TEX_FILTERING 0x00000100
69 #define WINED3D_QUIRK_BROKEN_ARB_FOG 0x00000200
71 /* Texture format fixups */
73 enum fixup_channel_source
75 CHANNEL_SOURCE_ZERO = 0,
76 CHANNEL_SOURCE_ONE = 1,
77 CHANNEL_SOURCE_X = 2,
78 CHANNEL_SOURCE_Y = 3,
79 CHANNEL_SOURCE_Z = 4,
80 CHANNEL_SOURCE_W = 5,
81 CHANNEL_SOURCE_COMPLEX0 = 6,
82 CHANNEL_SOURCE_COMPLEX1 = 7,
85 enum complex_fixup
87 COMPLEX_FIXUP_NONE = 0,
88 COMPLEX_FIXUP_YUY2 = 1,
89 COMPLEX_FIXUP_UYVY = 2,
90 COMPLEX_FIXUP_YV12 = 3,
91 COMPLEX_FIXUP_P8 = 4,
92 COMPLEX_FIXUP_NV12 = 5,
95 #include <pshpack2.h>
96 struct color_fixup_desc
98 unsigned short x_sign_fixup : 1;
99 unsigned short x_source : 3;
100 unsigned short y_sign_fixup : 1;
101 unsigned short y_source : 3;
102 unsigned short z_sign_fixup : 1;
103 unsigned short z_source : 3;
104 unsigned short w_sign_fixup : 1;
105 unsigned short w_source : 3;
107 #include <poppack.h>
109 static const struct color_fixup_desc COLOR_FIXUP_IDENTITY =
110 {0, CHANNEL_SOURCE_X, 0, CHANNEL_SOURCE_Y, 0, CHANNEL_SOURCE_Z, 0, CHANNEL_SOURCE_W};
112 static inline struct color_fixup_desc create_color_fixup_desc(
113 int sign0, enum fixup_channel_source src0, int sign1, enum fixup_channel_source src1,
114 int sign2, enum fixup_channel_source src2, int sign3, enum fixup_channel_source src3)
116 struct color_fixup_desc fixup =
118 sign0, src0,
119 sign1, src1,
120 sign2, src2,
121 sign3, src3,
123 return fixup;
126 static inline struct color_fixup_desc create_complex_fixup_desc(enum complex_fixup complex_fixup)
128 struct color_fixup_desc fixup =
130 0u, complex_fixup & (1u << 0) ? CHANNEL_SOURCE_COMPLEX1 : CHANNEL_SOURCE_COMPLEX0,
131 0u, complex_fixup & (1u << 1) ? CHANNEL_SOURCE_COMPLEX1 : CHANNEL_SOURCE_COMPLEX0,
132 0u, complex_fixup & (1u << 2) ? CHANNEL_SOURCE_COMPLEX1 : CHANNEL_SOURCE_COMPLEX0,
133 0u, complex_fixup & (1u << 3) ? CHANNEL_SOURCE_COMPLEX1 : CHANNEL_SOURCE_COMPLEX0,
135 return fixup;
138 static inline BOOL is_identity_fixup(struct color_fixup_desc fixup)
140 return !memcmp(&fixup, &COLOR_FIXUP_IDENTITY, sizeof(fixup));
143 static inline BOOL is_complex_fixup(struct color_fixup_desc fixup)
145 return fixup.x_source == CHANNEL_SOURCE_COMPLEX0 || fixup.x_source == CHANNEL_SOURCE_COMPLEX1;
148 static inline BOOL is_same_fixup(struct color_fixup_desc f1, struct color_fixup_desc f2)
150 return f1.x_sign_fixup == f2.x_sign_fixup && f1.x_source == f2.x_source
151 && f1.y_sign_fixup == f2.y_sign_fixup && f1.y_source == f2.y_source
152 && f1.z_sign_fixup == f2.z_sign_fixup && f1.z_source == f2.z_source
153 && f1.w_sign_fixup == f2.w_sign_fixup && f1.w_source == f2.w_source;
156 static inline enum complex_fixup get_complex_fixup(struct color_fixup_desc fixup)
158 enum complex_fixup complex_fixup = 0;
159 if (fixup.x_source == CHANNEL_SOURCE_COMPLEX1) complex_fixup |= (1u << 0);
160 if (fixup.y_source == CHANNEL_SOURCE_COMPLEX1) complex_fixup |= (1u << 1);
161 if (fixup.z_source == CHANNEL_SOURCE_COMPLEX1) complex_fixup |= (1u << 2);
162 if (fixup.w_source == CHANNEL_SOURCE_COMPLEX1) complex_fixup |= (1u << 3);
163 return complex_fixup;
166 void *wined3d_rb_alloc(size_t size) DECLSPEC_HIDDEN;
167 void *wined3d_rb_realloc(void *ptr, size_t size) DECLSPEC_HIDDEN;
168 void wined3d_rb_free(void *ptr) DECLSPEC_HIDDEN;
170 /* Device caps */
171 #define MAX_STREAM_OUT 4
172 #define MAX_STREAMS 16
173 #define MAX_TEXTURES 8
174 #define MAX_FRAGMENT_SAMPLERS 16
175 #define MAX_VERTEX_SAMPLERS 4
176 #define MAX_COMBINED_SAMPLERS (MAX_FRAGMENT_SAMPLERS + MAX_VERTEX_SAMPLERS)
177 #define MAX_ACTIVE_LIGHTS 8
178 #define MAX_CLIPPLANES WINED3DMAXUSERCLIPPLANES
179 #define MAX_CONSTANT_BUFFERS 15
180 #define MAX_SAMPLER_OBJECTS 16
181 #define MAX_SHADER_RESOURCE_VIEWS 128
182 #define MAX_VERTEX_BLENDS 4
184 struct min_lookup
186 GLenum mip[WINED3D_TEXF_LINEAR + 1];
189 extern const struct min_lookup minMipLookup[WINED3D_TEXF_LINEAR + 1] DECLSPEC_HIDDEN;
190 extern const GLenum magLookup[WINED3D_TEXF_LINEAR + 1] DECLSPEC_HIDDEN;
192 GLenum wined3d_gl_compare_func(enum wined3d_cmp_func f) DECLSPEC_HIDDEN;
194 static inline GLenum wined3d_gl_mag_filter(enum wined3d_texture_filter_type mag_filter)
196 return magLookup[mag_filter];
199 static inline GLenum wined3d_gl_min_mip_filter(enum wined3d_texture_filter_type min_filter,
200 enum wined3d_texture_filter_type mip_filter)
202 return minMipLookup[min_filter].mip[mip_filter];
205 /* float_16_to_32() and float_32_to_16() (see implementation in
206 * surface_base.c) convert 16 bit floats in the FLOAT16 data type
207 * to standard C floats and vice versa. They do not depend on the encoding
208 * of the C float, so they are platform independent, but slow. On x86 and
209 * other IEEE 754 compliant platforms the conversion can be accelerated by
210 * bit shifting the exponent and mantissa. There are also some SSE-based
211 * assembly routines out there.
213 * See GL_NV_half_float for a reference of the FLOAT16 / GL_HALF format
215 static inline float float_16_to_32(const unsigned short *in)
217 const unsigned short s = ((*in) & 0x8000u);
218 const unsigned short e = ((*in) & 0x7c00u) >> 10;
219 const unsigned short m = (*in) & 0x3ffu;
220 const float sgn = (s ? -1.0f : 1.0f);
222 if(e == 0) {
223 if(m == 0) return sgn * 0.0f; /* +0.0 or -0.0 */
224 else return sgn * powf(2, -14.0f) * ((float)m / 1024.0f);
225 } else if(e < 31) {
226 return sgn * powf(2, (float)e - 15.0f) * (1.0f + ((float)m / 1024.0f));
227 } else {
228 if(m == 0) return sgn * INFINITY;
229 else return NAN;
233 static inline float float_24_to_32(DWORD in)
235 const float sgn = in & 0x800000u ? -1.0f : 1.0f;
236 const unsigned short e = (in & 0x780000u) >> 19;
237 const unsigned int m = in & 0x7ffffu;
239 if (e == 0)
241 if (m == 0) return sgn * 0.0f; /* +0.0 or -0.0 */
242 else return sgn * powf(2, -6.0f) * ((float)m / 524288.0f);
244 else if (e < 15)
246 return sgn * powf(2, (float)e - 7.0f) * (1.0f + ((float)m / 524288.0f));
248 else
250 if (m == 0) return sgn * INFINITY;
251 else return NAN;
255 #define ORM_BACKBUFFER 0
256 #define ORM_FBO 1
258 #define PCI_VENDOR_NONE 0xffff /* e.g. 0x8086 for Intel and 0x10de for Nvidia */
259 #define PCI_DEVICE_NONE 0xffff /* e.g. 0x14f for a Geforce6200 */
261 /* NOTE: When adding fields to this structure, make sure to update the default
262 * values in wined3d_main.c as well. */
263 struct wined3d_settings
265 DWORD max_gl_version;
266 BOOL glslRequested;
267 int offscreen_rendering_mode;
268 unsigned short pci_vendor_id;
269 unsigned short pci_device_id;
270 /* Memory tracking and object counting. */
271 UINT64 emulated_textureram;
272 char *logo;
273 int allow_multisampling;
274 BOOL strict_draw_ordering;
275 BOOL always_offscreen;
276 unsigned int max_sm_vs;
277 unsigned int max_sm_gs;
278 unsigned int max_sm_ps;
279 BOOL no_3d;
282 extern struct wined3d_settings wined3d_settings DECLSPEC_HIDDEN;
284 enum wined3d_shader_resource_type
286 WINED3D_SHADER_RESOURCE_NONE,
287 WINED3D_SHADER_RESOURCE_BUFFER,
288 WINED3D_SHADER_RESOURCE_TEXTURE_1D,
289 WINED3D_SHADER_RESOURCE_TEXTURE_2D,
290 WINED3D_SHADER_RESOURCE_TEXTURE_2DMS,
291 WINED3D_SHADER_RESOURCE_TEXTURE_3D,
292 WINED3D_SHADER_RESOURCE_TEXTURE_CUBE,
293 WINED3D_SHADER_RESOURCE_TEXTURE_1DARRAY,
294 WINED3D_SHADER_RESOURCE_TEXTURE_2DARRAY,
295 WINED3D_SHADER_RESOURCE_TEXTURE_2DMSARRAY,
298 #define WINED3D_SHADER_CONST_VS_F 0x00000001
299 #define WINED3D_SHADER_CONST_VS_I 0x00000002
300 #define WINED3D_SHADER_CONST_VS_B 0x00000004
301 #define WINED3D_SHADER_CONST_VS_POINTSIZE 0x00000008
302 #define WINED3D_SHADER_CONST_VS_POS_FIXUP 0x00000010
303 #define WINED3D_SHADER_CONST_PS_F 0x00000020
304 #define WINED3D_SHADER_CONST_PS_I 0x00000040
305 #define WINED3D_SHADER_CONST_PS_B 0x00000080
306 #define WINED3D_SHADER_CONST_PS_BUMP_ENV 0x00000100
307 #define WINED3D_SHADER_CONST_PS_FOG 0x00000200
308 #define WINED3D_SHADER_CONST_PS_Y_CORR 0x00000400
309 #define WINED3D_SHADER_CONST_PS_NP2_FIXUP 0x00000800
310 #define WINED3D_SHADER_CONST_FFP_MODELVIEW 0x00001000
311 #define WINED3D_SHADER_CONST_FFP_VERTEXBLEND 0x00002000
312 #define WINED3D_SHADER_CONST_FFP_PROJ 0x00004000
313 #define WINED3D_SHADER_CONST_FFP_TEXMATRIX 0x00008000
314 #define WINED3D_SHADER_CONST_FFP_MATERIAL 0x00010000
315 #define WINED3D_SHADER_CONST_FFP_LIGHTS 0x00020000
316 #define WINED3D_SHADER_CONST_FFP_PS 0x00040000
317 #define WINED3D_SHADER_CONST_FFP_COLOR_KEY 0x00080000
319 enum wined3d_shader_register_type
321 WINED3DSPR_TEMP = 0,
322 WINED3DSPR_INPUT = 1,
323 WINED3DSPR_CONST = 2,
324 WINED3DSPR_ADDR = 3,
325 WINED3DSPR_TEXTURE = 3,
326 WINED3DSPR_RASTOUT = 4,
327 WINED3DSPR_ATTROUT = 5,
328 WINED3DSPR_TEXCRDOUT = 6,
329 WINED3DSPR_OUTPUT = 6,
330 WINED3DSPR_CONSTINT = 7,
331 WINED3DSPR_COLOROUT = 8,
332 WINED3DSPR_DEPTHOUT = 9,
333 WINED3DSPR_SAMPLER = 10,
334 WINED3DSPR_CONST2 = 11,
335 WINED3DSPR_CONST3 = 12,
336 WINED3DSPR_CONST4 = 13,
337 WINED3DSPR_CONSTBOOL = 14,
338 WINED3DSPR_LOOP = 15,
339 WINED3DSPR_TEMPFLOAT16 = 16,
340 WINED3DSPR_MISCTYPE = 17,
341 WINED3DSPR_LABEL = 18,
342 WINED3DSPR_PREDICATE = 19,
343 WINED3DSPR_IMMCONST,
344 WINED3DSPR_CONSTBUFFER,
345 WINED3DSPR_PRIMID,
346 WINED3DSPR_NULL,
347 WINED3DSPR_RESOURCE,
350 enum wined3d_data_type
352 WINED3D_DATA_FLOAT,
353 WINED3D_DATA_INT,
354 WINED3D_DATA_RESOURCE,
355 WINED3D_DATA_SAMPLER,
356 WINED3D_DATA_UINT,
357 WINED3D_DATA_UNORM,
358 WINED3D_DATA_SNORM,
361 enum wined3d_immconst_type
363 WINED3D_IMMCONST_SCALAR,
364 WINED3D_IMMCONST_VEC4,
367 #define WINED3DSP_NOSWIZZLE (0u | (1u << 2) | (2u << 4) | (3u << 6))
369 enum wined3d_shader_src_modifier
371 WINED3DSPSM_NONE = 0,
372 WINED3DSPSM_NEG = 1,
373 WINED3DSPSM_BIAS = 2,
374 WINED3DSPSM_BIASNEG = 3,
375 WINED3DSPSM_SIGN = 4,
376 WINED3DSPSM_SIGNNEG = 5,
377 WINED3DSPSM_COMP = 6,
378 WINED3DSPSM_X2 = 7,
379 WINED3DSPSM_X2NEG = 8,
380 WINED3DSPSM_DZ = 9,
381 WINED3DSPSM_DW = 10,
382 WINED3DSPSM_ABS = 11,
383 WINED3DSPSM_ABSNEG = 12,
384 WINED3DSPSM_NOT = 13,
387 #define WINED3DSP_WRITEMASK_0 0x1u /* .x r */
388 #define WINED3DSP_WRITEMASK_1 0x2u /* .y g */
389 #define WINED3DSP_WRITEMASK_2 0x4u /* .z b */
390 #define WINED3DSP_WRITEMASK_3 0x8u /* .w a */
391 #define WINED3DSP_WRITEMASK_ALL 0xfu /* all */
393 enum wined3d_shader_dst_modifier
395 WINED3DSPDM_NONE = 0,
396 WINED3DSPDM_SATURATE = 1,
397 WINED3DSPDM_PARTIALPRECISION = 2,
398 WINED3DSPDM_MSAMPCENTROID = 4,
401 /* Undocumented opcode control to identify projective texture lookups in ps 2.0 and later */
402 #define WINED3DSI_TEXLD_PROJECT 0x1
403 #define WINED3DSI_TEXLD_BIAS 0x2
404 #define WINED3DSI_INDEXED_DYNAMIC 0x4
406 enum wined3d_shader_rel_op
408 WINED3D_SHADER_REL_OP_GT = 1,
409 WINED3D_SHADER_REL_OP_EQ = 2,
410 WINED3D_SHADER_REL_OP_GE = 3,
411 WINED3D_SHADER_REL_OP_LT = 4,
412 WINED3D_SHADER_REL_OP_NE = 5,
413 WINED3D_SHADER_REL_OP_LE = 6,
416 #define WINED3D_SM1_VS 0xfffeu
417 #define WINED3D_SM1_PS 0xffffu
418 #define WINED3D_SM4_PS 0x0000u
419 #define WINED3D_SM4_VS 0x0001u
420 #define WINED3D_SM4_GS 0x0002u
422 /* Shader version tokens, and shader end tokens */
423 #define WINED3DPS_VERSION(major, minor) ((WINED3D_SM1_PS << 16) | ((major) << 8) | (minor))
424 #define WINED3DVS_VERSION(major, minor) ((WINED3D_SM1_VS << 16) | ((major) << 8) | (minor))
426 /* Shader backends */
428 /* TODO: Make this dynamic, based on shader limits ? */
429 #define MAX_ATTRIBS 16
430 #define MAX_REG_ADDR 1
431 #define MAX_REG_TEMP 32
432 #define MAX_REG_TEXCRD 8
433 #define MAX_REG_INPUT 32
434 #define MAX_REG_OUTPUT 32
435 #define MAX_CONST_I 16
436 #define MAX_CONST_B 16
437 #define WINED3D_MAX_CBS 15
439 /* FIXME: This needs to go up to 2048 for
440 * Shader model 3 according to msdn (and for software shaders) */
441 #define MAX_LABELS 16
443 struct wined3d_string_buffer
445 struct list entry;
446 char *buffer;
447 unsigned int buffer_size;
448 unsigned int content_size;
451 enum WINED3D_SHADER_INSTRUCTION_HANDLER
453 WINED3DSIH_ABS,
454 WINED3DSIH_ADD,
455 WINED3DSIH_AND,
456 WINED3DSIH_BEM,
457 WINED3DSIH_BREAK,
458 WINED3DSIH_BREAKC,
459 WINED3DSIH_BREAKP,
460 WINED3DSIH_CALL,
461 WINED3DSIH_CALLNZ,
462 WINED3DSIH_CMP,
463 WINED3DSIH_CND,
464 WINED3DSIH_CRS,
465 WINED3DSIH_CUT,
466 WINED3DSIH_DCL,
467 WINED3DSIH_DCL_CONSTANT_BUFFER,
468 WINED3DSIH_DCL_INPUT_PRIMITIVE,
469 WINED3DSIH_DCL_OUTPUT_TOPOLOGY,
470 WINED3DSIH_DCL_VERTICES_OUT,
471 WINED3DSIH_DEF,
472 WINED3DSIH_DEFB,
473 WINED3DSIH_DEFI,
474 WINED3DSIH_DIV,
475 WINED3DSIH_DP2,
476 WINED3DSIH_DP2ADD,
477 WINED3DSIH_DP3,
478 WINED3DSIH_DP4,
479 WINED3DSIH_DST,
480 WINED3DSIH_DSX,
481 WINED3DSIH_DSY,
482 WINED3DSIH_ELSE,
483 WINED3DSIH_EMIT,
484 WINED3DSIH_ENDIF,
485 WINED3DSIH_ENDLOOP,
486 WINED3DSIH_ENDREP,
487 WINED3DSIH_EQ,
488 WINED3DSIH_EXP,
489 WINED3DSIH_EXPP,
490 WINED3DSIH_FRC,
491 WINED3DSIH_FTOI,
492 WINED3DSIH_GE,
493 WINED3DSIH_IADD,
494 WINED3DSIH_IEQ,
495 WINED3DSIH_IF,
496 WINED3DSIH_IFC,
497 WINED3DSIH_IGE,
498 WINED3DSIH_IMUL,
499 WINED3DSIH_ISHL,
500 WINED3DSIH_ITOF,
501 WINED3DSIH_LABEL,
502 WINED3DSIH_LD,
503 WINED3DSIH_LIT,
504 WINED3DSIH_LOG,
505 WINED3DSIH_LOGP,
506 WINED3DSIH_LOOP,
507 WINED3DSIH_LRP,
508 WINED3DSIH_LT,
509 WINED3DSIH_M3x2,
510 WINED3DSIH_M3x3,
511 WINED3DSIH_M3x4,
512 WINED3DSIH_M4x3,
513 WINED3DSIH_M4x4,
514 WINED3DSIH_MAD,
515 WINED3DSIH_MAX,
516 WINED3DSIH_MIN,
517 WINED3DSIH_MOV,
518 WINED3DSIH_MOVA,
519 WINED3DSIH_MOVC,
520 WINED3DSIH_MUL,
521 WINED3DSIH_NE,
522 WINED3DSIH_NOP,
523 WINED3DSIH_NRM,
524 WINED3DSIH_OR,
525 WINED3DSIH_PHASE,
526 WINED3DSIH_POW,
527 WINED3DSIH_RCP,
528 WINED3DSIH_REP,
529 WINED3DSIH_RET,
530 WINED3DSIH_ROUND_NI,
531 WINED3DSIH_RSQ,
532 WINED3DSIH_SAMPLE,
533 WINED3DSIH_SAMPLE_GRAD,
534 WINED3DSIH_SAMPLE_LOD,
535 WINED3DSIH_SETP,
536 WINED3DSIH_SGE,
537 WINED3DSIH_SGN,
538 WINED3DSIH_SINCOS,
539 WINED3DSIH_SLT,
540 WINED3DSIH_SQRT,
541 WINED3DSIH_SUB,
542 WINED3DSIH_TEX,
543 WINED3DSIH_TEXBEM,
544 WINED3DSIH_TEXBEML,
545 WINED3DSIH_TEXCOORD,
546 WINED3DSIH_TEXDEPTH,
547 WINED3DSIH_TEXDP3,
548 WINED3DSIH_TEXDP3TEX,
549 WINED3DSIH_TEXKILL,
550 WINED3DSIH_TEXLDD,
551 WINED3DSIH_TEXLDL,
552 WINED3DSIH_TEXM3x2DEPTH,
553 WINED3DSIH_TEXM3x2PAD,
554 WINED3DSIH_TEXM3x2TEX,
555 WINED3DSIH_TEXM3x3,
556 WINED3DSIH_TEXM3x3DIFF,
557 WINED3DSIH_TEXM3x3PAD,
558 WINED3DSIH_TEXM3x3SPEC,
559 WINED3DSIH_TEXM3x3TEX,
560 WINED3DSIH_TEXM3x3VSPEC,
561 WINED3DSIH_TEXREG2AR,
562 WINED3DSIH_TEXREG2GB,
563 WINED3DSIH_TEXREG2RGB,
564 WINED3DSIH_UDIV,
565 WINED3DSIH_UGE,
566 WINED3DSIH_USHR,
567 WINED3DSIH_UTOF,
568 WINED3DSIH_XOR,
569 WINED3DSIH_TABLE_SIZE
572 enum wined3d_shader_type
574 WINED3D_SHADER_TYPE_PIXEL,
575 WINED3D_SHADER_TYPE_VERTEX,
576 WINED3D_SHADER_TYPE_GEOMETRY,
577 WINED3D_SHADER_TYPE_COUNT,
580 struct wined3d_shader_version
582 enum wined3d_shader_type type;
583 BYTE major;
584 BYTE minor;
587 struct wined3d_shader_resource_info
589 enum wined3d_shader_resource_type type;
590 enum wined3d_data_type data_type;
593 struct wined3d_shader_sampler_map_entry
595 unsigned int resource_idx;
596 unsigned int sampler_idx;
597 unsigned int bind_idx;
600 struct wined3d_shader_sampler_map
602 struct wined3d_shader_sampler_map_entry *entries;
603 size_t size;
604 size_t count;
607 #define WINED3D_SHADER_VERSION(major, minor) (((major) << 8) | (minor))
609 struct wined3d_shader_reg_maps
611 struct wined3d_shader_version shader_version;
612 BYTE texcoord; /* MAX_REG_TEXCRD, 8 */
613 BYTE address; /* MAX_REG_ADDR, 1 */
614 WORD labels; /* MAX_LABELS, 16 */
615 DWORD temporary; /* MAX_REG_TEMP, 32 */
616 DWORD *constf; /* pixel, vertex */
617 union
619 DWORD texcoord_mask[MAX_REG_TEXCRD]; /* vertex < 3.0 */
620 BYTE output_registers_mask[MAX_REG_OUTPUT]; /* vertex >= 3.0 */
621 } u;
622 DWORD input_registers; /* max(MAX_REG_INPUT, MAX_ATTRIBS), 32 */
623 DWORD output_registers; /* MAX_REG_OUTPUT, 32 */
624 WORD integer_constants; /* MAX_CONST_I, 16 */
625 WORD boolean_constants; /* MAX_CONST_B, 16 */
626 WORD local_int_consts; /* MAX_CONST_I, 16 */
627 WORD local_bool_consts; /* MAX_CONST_B, 16 */
628 UINT cb_sizes[WINED3D_MAX_CBS];
630 struct wined3d_shader_resource_info resource_info[max(MAX_FRAGMENT_SAMPLERS, MAX_VERTEX_SAMPLERS)];
631 struct wined3d_shader_sampler_map sampler_map;
632 BYTE bumpmat; /* MAX_TEXTURES, 8 */
633 BYTE luminanceparams; /* MAX_TEXTURES, 8 */
635 WORD usesnrm : 1;
636 WORD vpos : 1;
637 WORD usesdsx : 1;
638 WORD usesdsy : 1;
639 WORD usestexldd : 1;
640 WORD usesmova : 1;
641 WORD usesfacing : 1;
642 WORD usesrelconstF : 1;
643 WORD fog : 1;
644 WORD usestexldl : 1;
645 WORD usesifc : 1;
646 WORD usescall : 1;
647 WORD usespow : 1;
648 WORD point_size : 1;
649 WORD padding : 2;
651 DWORD rt_mask; /* Used render targets, 32 max. */
653 /* Whether or not loops are used in this shader, and nesting depth */
654 unsigned loop_depth;
655 UINT min_rel_offset, max_rel_offset;
658 /* Keeps track of details for TEX_M#x# instructions which need to maintain
659 * state information between multiple instructions. */
660 struct wined3d_shader_tex_mx
662 unsigned int current_row;
663 DWORD texcoord_w[2];
666 struct wined3d_shader_loop_state
668 UINT current_depth;
669 UINT current_reg;
672 struct wined3d_shader_context
674 const struct wined3d_shader *shader;
675 const struct wined3d_gl_info *gl_info;
676 const struct wined3d_shader_reg_maps *reg_maps;
677 struct wined3d_string_buffer *buffer;
678 struct wined3d_shader_tex_mx *tex_mx;
679 struct wined3d_shader_loop_state *loop_state;
680 void *backend_data;
683 struct wined3d_shader_register_index
685 const struct wined3d_shader_src_param *rel_addr;
686 unsigned int offset;
689 struct wined3d_shader_register
691 enum wined3d_shader_register_type type;
692 enum wined3d_data_type data_type;
693 struct wined3d_shader_register_index idx[2];
694 enum wined3d_immconst_type immconst_type;
695 DWORD immconst_data[4];
698 struct wined3d_shader_dst_param
700 struct wined3d_shader_register reg;
701 DWORD write_mask;
702 DWORD modifiers;
703 DWORD shift;
706 struct wined3d_shader_src_param
708 struct wined3d_shader_register reg;
709 DWORD swizzle;
710 enum wined3d_shader_src_modifier modifiers;
713 struct wined3d_shader_semantic
715 enum wined3d_decl_usage usage;
716 UINT usage_idx;
717 enum wined3d_shader_resource_type resource_type;
718 enum wined3d_data_type resource_data_type;
719 struct wined3d_shader_dst_param reg;
722 struct wined3d_shader_instruction
724 const struct wined3d_shader_context *ctx;
725 enum WINED3D_SHADER_INSTRUCTION_HANDLER handler_idx;
726 DWORD flags;
727 BOOL coissue;
728 const struct wined3d_shader_src_param *predicate;
729 UINT dst_count;
730 const struct wined3d_shader_dst_param *dst;
731 UINT src_count;
732 const struct wined3d_shader_src_param *src;
733 union
735 struct wined3d_shader_semantic semantic;
736 enum wined3d_primitive_type primitive_type;
737 struct wined3d_shader_src_param src;
738 UINT count;
739 } declaration;
742 struct wined3d_shader_attribute
744 enum wined3d_decl_usage usage;
745 UINT usage_idx;
748 struct wined3d_shader_loop_control
750 unsigned int count;
751 unsigned int start;
752 int step;
755 struct wined3d_shader_frontend
757 void *(*shader_init)(const DWORD *ptr, const struct wined3d_shader_signature *output_signature);
758 void (*shader_free)(void *data);
759 void (*shader_read_header)(void *data, const DWORD **ptr, struct wined3d_shader_version *shader_version);
760 void (*shader_read_instruction)(void *data, const DWORD **ptr, struct wined3d_shader_instruction *ins);
761 BOOL (*shader_is_end)(void *data, const DWORD **ptr);
764 extern const struct wined3d_shader_frontend sm1_shader_frontend DECLSPEC_HIDDEN;
765 extern const struct wined3d_shader_frontend sm4_shader_frontend DECLSPEC_HIDDEN;
767 typedef void (*SHADER_HANDLER)(const struct wined3d_shader_instruction *);
769 #define WINED3D_SHADER_CAP_VS_CLIPPING 0x00000001
770 #define WINED3D_SHADER_CAP_SRGB_WRITE 0x00000002
772 struct shader_caps
774 UINT vs_version;
775 UINT gs_version;
776 UINT ps_version;
778 DWORD vs_uniform_count;
779 DWORD ps_uniform_count;
780 float ps_1x_max_value;
781 DWORD varying_count;
783 DWORD wined3d_caps;
786 enum wined3d_gl_resource_type
788 WINED3D_GL_RES_TYPE_TEX_1D = 0,
789 WINED3D_GL_RES_TYPE_TEX_2D = 1,
790 WINED3D_GL_RES_TYPE_TEX_3D = 2,
791 WINED3D_GL_RES_TYPE_TEX_CUBE = 3,
792 WINED3D_GL_RES_TYPE_TEX_RECT = 4,
793 WINED3D_GL_RES_TYPE_BUFFER = 5,
794 WINED3D_GL_RES_TYPE_RB = 6,
795 WINED3D_GL_RES_TYPE_COUNT = 7,
798 enum vertexprocessing_mode {
799 fixedfunction,
800 vertexshader,
801 pretransformed
804 #define WINED3D_CONST_NUM_UNUSED ~0U
806 enum wined3d_ffp_ps_fog_mode
808 WINED3D_FFP_PS_FOG_OFF,
809 WINED3D_FFP_PS_FOG_LINEAR,
810 WINED3D_FFP_PS_FOG_EXP,
811 WINED3D_FFP_PS_FOG_EXP2,
814 /* Stateblock dependent parameters which have to be hardcoded
815 * into the shader code
818 #define WINED3D_PSARGS_PROJECTED (1u << 3)
819 #define WINED3D_PSARGS_TEXTRANSFORM_SHIFT 4
820 #define WINED3D_PSARGS_TEXTRANSFORM_MASK 0xfu
821 #define WINED3D_PSARGS_TEXTYPE_SHIFT 2
822 #define WINED3D_PSARGS_TEXTYPE_MASK 0x3u
824 /* Used for Shader Model 1 pixel shaders to track the bound texture
825 * type. 2D and RECT textures are separated through NP2 fixup. */
826 enum wined3d_shader_tex_types
828 WINED3D_SHADER_TEX_2D = 0,
829 WINED3D_SHADER_TEX_3D = 1,
830 WINED3D_SHADER_TEX_CUBE = 2,
833 struct ps_compile_args {
834 struct color_fixup_desc color_fixup[MAX_FRAGMENT_SAMPLERS];
835 enum vertexprocessing_mode vp_mode;
836 enum wined3d_ffp_ps_fog_mode fog;
837 WORD tex_transform; /* ps 1.0-1.3, 4 textures */
838 WORD tex_types; /* ps 1.0 - 1.4, 6 textures */
839 WORD srgb_correction;
840 /* Bitmap for NP2 texcoord fixups (16 samplers max currently).
841 D3D9 has a limit of 16 samplers and the fixup is superfluous
842 in D3D10 (unconditional NP2 support mandatory). */
843 WORD np2_fixup;
844 WORD shadow; /* MAX_FRAGMENT_SAMPLERS, 16 */
845 WORD texcoords_initialized; /* MAX_TEXTURES, 8 */
846 BOOL pointsprite;
849 enum fog_src_type {
850 VS_FOG_Z = 0,
851 VS_FOG_COORD = 1
854 struct vs_compile_args
856 BYTE fog_src;
857 BYTE clip_enabled : 1;
858 BYTE point_size : 1;
859 BYTE per_vertex_point_size : 1;
860 BYTE padding : 5;
861 WORD swizzle_map; /* MAX_ATTRIBS, 16 */
864 struct wined3d_context;
865 struct wined3d_state;
866 struct fragment_pipeline;
867 struct wined3d_vertex_pipe_ops;
869 struct wined3d_shader_backend_ops
871 void (*shader_handle_instruction)(const struct wined3d_shader_instruction *);
872 void (*shader_select)(void *shader_priv, struct wined3d_context *context,
873 const struct wined3d_state *state);
874 void (*shader_disable)(void *shader_priv, struct wined3d_context *context);
875 void (*shader_select_depth_blt)(void *shader_priv, const struct wined3d_gl_info *gl_info,
876 enum wined3d_gl_resource_type tex_type, const SIZE *ds_mask_size);
877 void (*shader_deselect_depth_blt)(void *shader_priv, const struct wined3d_gl_info *gl_info);
878 void (*shader_update_float_vertex_constants)(struct wined3d_device *device, UINT start, UINT count);
879 void (*shader_update_float_pixel_constants)(struct wined3d_device *device, UINT start, UINT count);
880 void (*shader_load_constants)(void *shader_priv, struct wined3d_context *context,
881 const struct wined3d_state *state);
882 void (*shader_destroy)(struct wined3d_shader *shader);
883 HRESULT (*shader_alloc_private)(struct wined3d_device *device, const struct wined3d_vertex_pipe_ops *vertex_pipe,
884 const struct fragment_pipeline *fragment_pipe);
885 void (*shader_free_private)(struct wined3d_device *device);
886 BOOL (*shader_allocate_context_data)(struct wined3d_context *context);
887 void (*shader_free_context_data)(struct wined3d_context *context);
888 void (*shader_init_context_state)(struct wined3d_context *context);
889 void (*shader_get_caps)(const struct wined3d_gl_info *gl_info, struct shader_caps *caps);
890 BOOL (*shader_color_fixup_supported)(struct color_fixup_desc fixup);
891 BOOL (*shader_has_ffp_proj_control)(void *shader_priv);
894 extern const struct wined3d_shader_backend_ops glsl_shader_backend DECLSPEC_HIDDEN;
895 extern const struct wined3d_shader_backend_ops arb_program_shader_backend DECLSPEC_HIDDEN;
896 extern const struct wined3d_shader_backend_ops none_shader_backend DECLSPEC_HIDDEN;
898 #define GL_EXTCALL(f) (gl_info->gl_ops.ext.p_##f)
900 #define D3DCOLOR_B_R(dw) (((dw) >> 16) & 0xff)
901 #define D3DCOLOR_B_G(dw) (((dw) >> 8) & 0xff)
902 #define D3DCOLOR_B_B(dw) (((dw) >> 0) & 0xff)
903 #define D3DCOLOR_B_A(dw) (((dw) >> 24) & 0xff)
905 #define D3DCOLOR_R(dw) (((float) (((dw) >> 16) & 0xff)) / 255.0f)
906 #define D3DCOLOR_G(dw) (((float) (((dw) >> 8) & 0xff)) / 255.0f)
907 #define D3DCOLOR_B(dw) (((float) (((dw) >> 0) & 0xff)) / 255.0f)
908 #define D3DCOLOR_A(dw) (((float) (((dw) >> 24) & 0xff)) / 255.0f)
910 #define D3DCOLORTOGLFLOAT4(dw, vec) do { \
911 (vec)[0] = D3DCOLOR_R(dw); \
912 (vec)[1] = D3DCOLOR_G(dw); \
913 (vec)[2] = D3DCOLOR_B(dw); \
914 (vec)[3] = D3DCOLOR_A(dw); \
915 } while(0)
917 #define HIGHEST_TRANSFORMSTATE WINED3D_TS_WORLD_MATRIX(255) /* Highest value in wined3d_transform_state. */
919 /* Checking of API calls */
920 /* --------------------- */
921 #ifndef WINE_NO_DEBUG_MSGS
922 #define checkGLcall(A) \
923 do { \
924 GLint err; \
925 if (!__WINE_IS_DEBUG_ON(_ERR, __wine_dbch___default)) break; \
926 err = gl_info->gl_ops.gl.p_glGetError(); \
927 if (err == GL_NO_ERROR) { \
928 TRACE("%s call ok %s / %d\n", A, __FILE__, __LINE__); \
930 } else do { \
931 ERR(">>>>>>>>>>>>>>>>> %s (%#x) from %s @ %s / %d\n", \
932 debug_glerror(err), err, A, __FILE__, __LINE__); \
933 err = gl_info->gl_ops.gl.p_glGetError(); \
934 } while (err != GL_NO_ERROR); \
935 } while(0)
936 #else
937 #define checkGLcall(A) do {} while(0)
938 #endif
940 enum wined3d_ffp_idx
942 WINED3D_FFP_POSITION = 0,
943 WINED3D_FFP_BLENDWEIGHT = 1,
944 WINED3D_FFP_BLENDINDICES = 2,
945 WINED3D_FFP_NORMAL = 3,
946 WINED3D_FFP_PSIZE = 4,
947 WINED3D_FFP_DIFFUSE = 5,
948 WINED3D_FFP_SPECULAR = 6,
949 WINED3D_FFP_TEXCOORD0 = 7,
950 WINED3D_FFP_TEXCOORD1 = 8,
951 WINED3D_FFP_TEXCOORD2 = 9,
952 WINED3D_FFP_TEXCOORD3 = 10,
953 WINED3D_FFP_TEXCOORD4 = 11,
954 WINED3D_FFP_TEXCOORD5 = 12,
955 WINED3D_FFP_TEXCOORD6 = 13,
956 WINED3D_FFP_TEXCOORD7 = 14,
957 WINED3D_FFP_ATTRIBS_COUNT = 15,
960 enum wined3d_ffp_emit_idx
962 WINED3D_FFP_EMIT_FLOAT1 = 0,
963 WINED3D_FFP_EMIT_FLOAT2 = 1,
964 WINED3D_FFP_EMIT_FLOAT3 = 2,
965 WINED3D_FFP_EMIT_FLOAT4 = 3,
966 WINED3D_FFP_EMIT_D3DCOLOR = 4,
967 WINED3D_FFP_EMIT_UBYTE4 = 5,
968 WINED3D_FFP_EMIT_SHORT2 = 6,
969 WINED3D_FFP_EMIT_SHORT4 = 7,
970 WINED3D_FFP_EMIT_UBYTE4N = 8,
971 WINED3D_FFP_EMIT_SHORT2N = 9,
972 WINED3D_FFP_EMIT_SHORT4N = 10,
973 WINED3D_FFP_EMIT_USHORT2N = 11,
974 WINED3D_FFP_EMIT_USHORT4N = 12,
975 WINED3D_FFP_EMIT_UDEC3 = 13,
976 WINED3D_FFP_EMIT_DEC3N = 14,
977 WINED3D_FFP_EMIT_FLOAT16_2 = 15,
978 WINED3D_FFP_EMIT_FLOAT16_4 = 16,
979 WINED3D_FFP_EMIT_INVALID = 17,
980 WINED3D_FFP_EMIT_COUNT = 18
983 struct wined3d_bo_address
985 GLuint buffer_object;
986 BYTE *addr;
989 struct wined3d_const_bo_address
991 GLuint buffer_object;
992 const BYTE *addr;
995 static inline struct wined3d_const_bo_address *wined3d_const_bo_address(struct wined3d_bo_address *data)
997 return (struct wined3d_const_bo_address *)data;
1000 struct wined3d_stream_info_element
1002 const struct wined3d_format *format;
1003 struct wined3d_bo_address data;
1004 GLsizei stride;
1005 unsigned int stream_idx;
1006 unsigned int divisor;
1009 struct wined3d_stream_info
1011 struct wined3d_stream_info_element elements[MAX_ATTRIBS];
1012 DWORD position_transformed : 1;
1013 DWORD all_vbo : 1;
1014 WORD swizzle_map; /* MAX_ATTRIBS, 16 */
1015 WORD use_map; /* MAX_ATTRIBS, 16 */
1018 void draw_primitive(struct wined3d_device *device, UINT start_idx, UINT index_count,
1019 UINT start_instance, UINT instance_count, BOOL indexed) DECLSPEC_HIDDEN;
1020 DWORD get_flexible_vertex_size(DWORD d3dvtVertexType) DECLSPEC_HIDDEN;
1022 #define eps 1e-8f
1024 #define GET_TEXCOORD_SIZE_FROM_FVF(d3dvtVertexType, tex_num) \
1025 (((((d3dvtVertexType) >> (16 + (2 * (tex_num)))) + 1) & 0x03) + 1)
1027 /* Routines and structures related to state management */
1029 #define STATE_RENDER(a) (a)
1030 #define STATE_IS_RENDER(a) ((a) >= STATE_RENDER(1) && (a) <= STATE_RENDER(WINEHIGHEST_RENDER_STATE))
1032 #define STATE_TEXTURESTAGE(stage, num) (STATE_RENDER(WINEHIGHEST_RENDER_STATE) + 1 + (stage) * (WINED3D_HIGHEST_TEXTURE_STATE + 1) + (num))
1033 #define STATE_IS_TEXTURESTAGE(a) ((a) >= STATE_TEXTURESTAGE(0, 1) && (a) <= STATE_TEXTURESTAGE(MAX_TEXTURES - 1, WINED3D_HIGHEST_TEXTURE_STATE))
1035 /* + 1 because samplers start with 0 */
1036 #define STATE_SAMPLER(num) (STATE_TEXTURESTAGE(MAX_TEXTURES - 1, WINED3D_HIGHEST_TEXTURE_STATE) + 1 + (num))
1037 #define STATE_IS_SAMPLER(num) ((num) >= STATE_SAMPLER(0) && (num) <= STATE_SAMPLER(MAX_COMBINED_SAMPLERS - 1))
1039 #define STATE_SHADER(a) (STATE_SAMPLER(MAX_COMBINED_SAMPLERS) + (a))
1040 #define STATE_IS_SHADER(a) ((a) >= STATE_SHADER(0) && (a) < STATE_SHADER(WINED3D_SHADER_TYPE_COUNT))
1042 #define STATE_CONSTANT_BUFFER(a) (STATE_SHADER(WINED3D_SHADER_TYPE_COUNT) + (a))
1043 #define STATE_IS_CONSTANT_BUFFER(a) ((a) >= STATE_CONSTANT_BUFFER(0) && (a) < STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_COUNT))
1045 #define STATE_SHADER_RESOURCE_BINDING (STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_COUNT))
1046 #define STATE_IS_SHADER_RESOURCE_BINDING(a) ((a) == STATE_SHADER_RESOURCE_BINDING)
1048 #define STATE_TRANSFORM(a) (STATE_SHADER_RESOURCE_BINDING + (a))
1049 #define STATE_IS_TRANSFORM(a) ((a) >= STATE_TRANSFORM(1) && (a) <= STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(255)))
1051 #define STATE_STREAMSRC (STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(255)) + 1)
1052 #define STATE_IS_STREAMSRC(a) ((a) == STATE_STREAMSRC)
1053 #define STATE_INDEXBUFFER (STATE_STREAMSRC + 1)
1054 #define STATE_IS_INDEXBUFFER(a) ((a) == STATE_INDEXBUFFER)
1056 #define STATE_VDECL (STATE_INDEXBUFFER + 1)
1057 #define STATE_IS_VDECL(a) ((a) == STATE_VDECL)
1059 #define STATE_VIEWPORT (STATE_VDECL + 1)
1060 #define STATE_IS_VIEWPORT(a) ((a) == STATE_VIEWPORT)
1062 #define STATE_LIGHT_TYPE (STATE_VIEWPORT + 1)
1063 #define STATE_IS_LIGHT_TYPE(a) ((a) == STATE_LIGHT_TYPE)
1064 #define STATE_ACTIVELIGHT(a) (STATE_LIGHT_TYPE + 1 + (a))
1065 #define STATE_IS_ACTIVELIGHT(a) ((a) >= STATE_ACTIVELIGHT(0) && (a) < STATE_ACTIVELIGHT(MAX_ACTIVE_LIGHTS))
1067 #define STATE_SCISSORRECT (STATE_ACTIVELIGHT(MAX_ACTIVE_LIGHTS - 1) + 1)
1068 #define STATE_IS_SCISSORRECT(a) ((a) == STATE_SCISSORRECT)
1070 #define STATE_CLIPPLANE(a) (STATE_SCISSORRECT + 1 + (a))
1071 #define STATE_IS_CLIPPLANE(a) ((a) >= STATE_CLIPPLANE(0) && (a) <= STATE_CLIPPLANE(MAX_CLIPPLANES - 1))
1073 #define STATE_MATERIAL (STATE_CLIPPLANE(MAX_CLIPPLANES))
1074 #define STATE_IS_MATERIAL(a) ((a) == STATE_MATERIAL)
1076 #define STATE_FRONTFACE (STATE_MATERIAL + 1)
1077 #define STATE_IS_FRONTFACE(a) ((a) == STATE_FRONTFACE)
1079 #define STATE_POINTSPRITECOORDORIGIN (STATE_FRONTFACE + 1)
1080 #define STATE_IS_POINTSPRITECOORDORIGIN(a) ((a) == STATE_POINTSPRITECOORDORIGIN)
1082 #define STATE_BASEVERTEXINDEX (STATE_POINTSPRITECOORDORIGIN + 1)
1083 #define STATE_IS_BASEVERTEXINDEX(a) ((a) == STATE_BASEVERTEXINDEX)
1085 #define STATE_FRAMEBUFFER (STATE_BASEVERTEXINDEX + 1)
1086 #define STATE_IS_FRAMEBUFFER(a) ((a) == STATE_FRAMEBUFFER)
1088 #define STATE_POINT_ENABLE (STATE_FRAMEBUFFER + 1)
1089 #define STATE_IS_POINT_ENABLE(a) ((a) == STATE_POINT_ENABLE)
1091 #define STATE_COLOR_KEY (STATE_POINT_ENABLE + 1)
1092 #define STATE_IS_COLOR_KEY(a) ((a) == STATE_COLOR_KEY)
1094 #define STATE_HIGHEST (STATE_COLOR_KEY)
1096 enum fogsource {
1097 FOGSOURCE_FFP,
1098 FOGSOURCE_VS,
1099 FOGSOURCE_COORD,
1102 struct wined3d_occlusion_query
1104 struct list entry;
1105 GLuint id;
1106 struct wined3d_context *context;
1109 union wined3d_gl_query_object
1111 GLuint id;
1112 GLsync sync;
1115 struct wined3d_event_query
1117 struct list entry;
1118 union wined3d_gl_query_object object;
1119 struct wined3d_context *context;
1122 enum wined3d_event_query_result
1124 WINED3D_EVENT_QUERY_OK,
1125 WINED3D_EVENT_QUERY_WAITING,
1126 WINED3D_EVENT_QUERY_NOT_STARTED,
1127 WINED3D_EVENT_QUERY_WRONG_THREAD,
1128 WINED3D_EVENT_QUERY_ERROR
1131 void wined3d_event_query_destroy(struct wined3d_event_query *query) DECLSPEC_HIDDEN;
1132 enum wined3d_event_query_result wined3d_event_query_finish(const struct wined3d_event_query *query,
1133 const struct wined3d_device *device) DECLSPEC_HIDDEN;
1134 void wined3d_event_query_issue(struct wined3d_event_query *query, const struct wined3d_device *device) DECLSPEC_HIDDEN;
1135 BOOL wined3d_event_query_supported(const struct wined3d_gl_info *gl_info) DECLSPEC_HIDDEN;
1137 struct wined3d_timestamp_query
1139 struct list entry;
1140 GLuint id;
1141 struct wined3d_context *context;
1144 void context_alloc_timestamp_query(struct wined3d_context *context, struct wined3d_timestamp_query *query) DECLSPEC_HIDDEN;
1145 void context_free_timestamp_query(struct wined3d_timestamp_query *query) DECLSPEC_HIDDEN;
1147 struct wined3d_context
1149 const struct wined3d_gl_info *gl_info;
1150 const struct wined3d_d3d_info *d3d_info;
1151 const struct StateEntry *state_table;
1152 /* State dirtification
1153 * dirtyArray is an array that contains markers for dirty states. numDirtyEntries states are dirty, their numbers are in indices
1154 * 0...numDirtyEntries - 1. isStateDirty is a redundant copy of the dirtyArray. Technically only one of them would be needed,
1155 * 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
1156 * only numDirtyEntries array elements have to be checked, not STATE_HIGHEST states.
1158 DWORD dirtyArray[STATE_HIGHEST + 1]; /* Won't get bigger than that, a state is never marked dirty 2 times */
1159 DWORD numDirtyEntries;
1160 DWORD isStateDirty[STATE_HIGHEST / (sizeof(DWORD) * CHAR_BIT) + 1]; /* Bitmap to find out quickly if a state is dirty */
1162 struct wined3d_swapchain *swapchain;
1163 struct wined3d_surface *current_rt;
1164 DWORD tid; /* Thread ID which owns this context at the moment */
1166 /* Stores some information about the context state for optimization */
1167 DWORD render_offscreen : 1;
1168 DWORD last_was_rhw : 1; /* true iff last draw_primitive was in xyzrhw mode */
1169 DWORD last_was_pshader : 1;
1170 DWORD last_was_vshader : 1;
1171 DWORD namedArraysLoaded : 1;
1172 DWORD numberedArraysLoaded : 1;
1173 DWORD last_was_blit : 1;
1174 DWORD last_was_ckey : 1;
1175 DWORD fog_coord : 1;
1176 DWORD fog_enabled : 1;
1177 DWORD num_untracked_materials : 2; /* Max value 2 */
1178 DWORD current : 1;
1179 DWORD destroyed : 1;
1180 DWORD valid : 1;
1181 DWORD use_immediate_mode_draw : 1;
1182 DWORD texShaderBumpMap : 8; /* MAX_TEXTURES, 8 */
1183 DWORD lastWasPow2Texture : 8; /* MAX_TEXTURES, 8 */
1184 DWORD fixed_function_usage_map : 8; /* MAX_TEXTURES, 8 */
1185 DWORD lowest_disabled_stage : 4; /* Max MAX_TEXTURES, 8 */
1186 DWORD rebind_fbo : 1;
1187 DWORD needs_set : 1;
1188 DWORD hdc_is_private : 1;
1189 DWORD hdc_has_format : 1; /* only meaningful if hdc_is_private */
1190 DWORD update_shader_resource_bindings : 1;
1191 DWORD padding : 15;
1192 DWORD shader_update_mask;
1193 DWORD constant_update_mask;
1194 DWORD numbered_array_mask;
1195 GLenum tracking_parm; /* Which source is tracking current colour */
1196 GLenum untracked_materials[2];
1197 UINT blit_w, blit_h;
1198 enum fogsource fog_source;
1199 DWORD active_texture;
1200 DWORD texture_type[MAX_COMBINED_SAMPLERS];
1202 UINT instance_count;
1204 /* The actual opengl context */
1205 UINT level;
1206 HGLRC restore_ctx;
1207 HDC restore_dc;
1208 int restore_pf;
1209 HWND restore_pf_win;
1210 HGLRC glCtx;
1211 HWND win_handle;
1212 HDC hdc;
1213 int pixel_format;
1214 GLint aux_buffers;
1216 void *shader_backend_data;
1217 void *fragment_pipe_data;
1219 /* FBOs */
1220 UINT fbo_entry_count;
1221 struct list fbo_list;
1222 struct list fbo_destroy_list;
1223 struct fbo_entry *current_fbo;
1224 GLuint fbo_read_binding;
1225 GLuint fbo_draw_binding;
1226 struct wined3d_surface **blit_targets;
1227 GLenum *draw_buffers;
1228 DWORD draw_buffers_mask; /* Enabled draw buffers, 31 max. */
1230 /* Queries */
1231 GLuint *free_occlusion_queries;
1232 UINT free_occlusion_query_size;
1233 UINT free_occlusion_query_count;
1234 struct list occlusion_queries;
1236 union wined3d_gl_query_object *free_event_queries;
1237 UINT free_event_query_size;
1238 UINT free_event_query_count;
1239 struct list event_queries;
1241 GLuint *free_timestamp_queries;
1242 UINT free_timestamp_query_size;
1243 UINT free_timestamp_query_count;
1244 struct list timestamp_queries;
1246 struct wined3d_stream_info stream_info;
1248 /* Fences for GL_APPLE_flush_buffer_range */
1249 struct wined3d_event_query *buffer_queries[MAX_ATTRIBS];
1250 unsigned int num_buffer_queries;
1252 DWORD tex_unit_map[MAX_COMBINED_SAMPLERS];
1253 DWORD rev_tex_unit_map[MAX_COMBINED_SAMPLERS];
1255 /* Extension emulation */
1256 GLint gl_fog_source;
1257 GLfloat fog_coord_value;
1258 GLfloat color[4], fogstart, fogend, fogcolor[4];
1259 GLuint dummy_arbfp_prog;
1262 struct wined3d_fb_state
1264 struct wined3d_rendertarget_view **render_targets;
1265 struct wined3d_rendertarget_view *depth_stencil;
1268 typedef void (*APPLYSTATEFUNC)(struct wined3d_context *ctx, const struct wined3d_state *state, DWORD state_id);
1270 struct StateEntry
1272 DWORD representative;
1273 APPLYSTATEFUNC apply;
1276 struct StateEntryTemplate
1278 DWORD state;
1279 struct StateEntry content;
1280 enum wined3d_gl_extension extension;
1283 #define WINED3D_FRAGMENT_CAP_PROJ_CONTROL 0x00000001
1284 #define WINED3D_FRAGMENT_CAP_SRGB_WRITE 0x00000002
1285 #define WINED3D_FRAGMENT_CAP_COLOR_KEY 0x00000004
1287 struct fragment_caps
1289 DWORD wined3d_caps;
1290 DWORD PrimitiveMiscCaps;
1291 DWORD TextureOpCaps;
1292 DWORD MaxTextureBlendStages;
1293 DWORD MaxSimultaneousTextures;
1296 #define GL_EXT_EMUL_ARB_MULTITEXTURE 0x00000001
1297 #define GL_EXT_EMUL_EXT_FOG_COORD 0x00000002
1299 struct fragment_pipeline
1301 void (*enable_extension)(const struct wined3d_gl_info *gl_info, BOOL enable);
1302 void (*get_caps)(const struct wined3d_gl_info *gl_info, struct fragment_caps *caps);
1303 DWORD (*get_emul_mask)(const struct wined3d_gl_info *gl_info);
1304 void *(*alloc_private)(const struct wined3d_shader_backend_ops *shader_backend, void *shader_priv);
1305 void (*free_private)(struct wined3d_device *device);
1306 BOOL (*allocate_context_data)(struct wined3d_context *context);
1307 void (*free_context_data)(struct wined3d_context *context);
1308 BOOL (*color_fixup_supported)(struct color_fixup_desc fixup);
1309 const struct StateEntryTemplate *states;
1312 struct wined3d_vertex_caps
1314 BOOL xyzrhw;
1315 BOOL ffp_generic_attributes;
1316 DWORD max_active_lights;
1317 DWORD max_vertex_blend_matrices;
1318 DWORD max_vertex_blend_matrix_index;
1319 DWORD vertex_processing_caps;
1320 DWORD fvf_caps;
1321 DWORD max_user_clip_planes;
1322 DWORD raster_caps;
1325 struct wined3d_vertex_pipe_ops
1327 void (*vp_enable)(const struct wined3d_gl_info *gl_info, BOOL enable);
1328 void (*vp_get_caps)(const struct wined3d_gl_info *gl_info, struct wined3d_vertex_caps *caps);
1329 DWORD (*vp_get_emul_mask)(const struct wined3d_gl_info *gl_info);
1330 void *(*vp_alloc)(const struct wined3d_shader_backend_ops *shader_backend, void *shader_priv);
1331 void (*vp_free)(struct wined3d_device *device);
1332 const struct StateEntryTemplate *vp_states;
1335 extern const struct StateEntryTemplate misc_state_template[] DECLSPEC_HIDDEN;
1336 extern const struct fragment_pipeline none_fragment_pipe DECLSPEC_HIDDEN;
1337 extern const struct fragment_pipeline ffp_fragment_pipeline DECLSPEC_HIDDEN;
1338 extern const struct fragment_pipeline atifs_fragment_pipeline DECLSPEC_HIDDEN;
1339 extern const struct fragment_pipeline arbfp_fragment_pipeline DECLSPEC_HIDDEN;
1340 extern const struct fragment_pipeline nvts_fragment_pipeline DECLSPEC_HIDDEN;
1341 extern const struct fragment_pipeline nvrc_fragment_pipeline DECLSPEC_HIDDEN;
1342 extern const struct fragment_pipeline glsl_fragment_pipe DECLSPEC_HIDDEN;
1344 extern const struct wined3d_vertex_pipe_ops none_vertex_pipe DECLSPEC_HIDDEN;
1345 extern const struct wined3d_vertex_pipe_ops ffp_vertex_pipe DECLSPEC_HIDDEN;
1346 extern const struct wined3d_vertex_pipe_ops glsl_vertex_pipe DECLSPEC_HIDDEN;
1348 /* "Base" state table */
1349 HRESULT compile_state_table(struct StateEntry *StateTable, APPLYSTATEFUNC **dev_multistate_funcs,
1350 const struct wined3d_gl_info *gl_info, const struct wined3d_d3d_info *d3d_info,
1351 const struct wined3d_vertex_pipe_ops *vertex, const struct fragment_pipeline *fragment,
1352 const struct StateEntryTemplate *misc) DECLSPEC_HIDDEN;
1354 enum wined3d_blit_op
1356 WINED3D_BLIT_OP_COLOR_BLIT,
1357 WINED3D_BLIT_OP_COLOR_BLIT_CKEY,
1358 WINED3D_BLIT_OP_COLOR_FILL,
1359 WINED3D_BLIT_OP_DEPTH_FILL,
1360 WINED3D_BLIT_OP_DEPTH_BLIT,
1363 /* Shaders for color conversions in blits. Do not do blit operations while
1364 * already under the GL lock. */
1365 struct blit_shader
1367 HRESULT (*alloc_private)(struct wined3d_device *device);
1368 void (*free_private)(struct wined3d_device *device);
1369 HRESULT (*set_shader)(void *blit_priv, struct wined3d_context *context, const struct wined3d_surface *surface,
1370 const struct wined3d_color_key *color_key);
1371 void (*unset_shader)(const struct wined3d_gl_info *gl_info);
1372 BOOL (*blit_supported)(const struct wined3d_gl_info *gl_info,
1373 const struct wined3d_d3d_info *d3d_info, enum wined3d_blit_op blit_op,
1374 const RECT *src_rect, DWORD src_usage, enum wined3d_pool src_pool, const struct wined3d_format *src_format,
1375 const RECT *dst_rect, DWORD dst_usage, enum wined3d_pool dst_pool, const struct wined3d_format *dst_format);
1376 HRESULT (*color_fill)(struct wined3d_device *device, struct wined3d_surface *dst_surface,
1377 const RECT *dst_rect, const struct wined3d_color *color);
1378 HRESULT (*depth_fill)(struct wined3d_device *device,
1379 struct wined3d_surface *surface, const RECT *rect, float depth);
1380 void (*blit_surface)(struct wined3d_device *device, DWORD filter,
1381 struct wined3d_surface *src_surface, const RECT *src_rect,
1382 struct wined3d_surface *dst_surface, const RECT *dst_rect,
1383 const struct wined3d_color_key *color_key);
1386 extern const struct blit_shader ffp_blit DECLSPEC_HIDDEN;
1387 extern const struct blit_shader arbfp_blit DECLSPEC_HIDDEN;
1388 extern const struct blit_shader cpu_blit DECLSPEC_HIDDEN;
1390 const struct blit_shader *wined3d_select_blitter(const struct wined3d_gl_info *gl_info,
1391 const struct wined3d_d3d_info *d3d_info, enum wined3d_blit_op blit_op,
1392 const RECT *src_rect, DWORD src_usage, enum wined3d_pool src_pool, const struct wined3d_format *src_format,
1393 const RECT *dst_rect, DWORD dst_usage, enum wined3d_pool dst_pool, const struct wined3d_format *dst_format)
1394 DECLSPEC_HIDDEN;
1396 struct wined3d_context *context_acquire(const struct wined3d_device *device,
1397 struct wined3d_surface *target) DECLSPEC_HIDDEN;
1398 void context_alloc_event_query(struct wined3d_context *context,
1399 struct wined3d_event_query *query) DECLSPEC_HIDDEN;
1400 void context_alloc_occlusion_query(struct wined3d_context *context,
1401 struct wined3d_occlusion_query *query) DECLSPEC_HIDDEN;
1402 void context_apply_blit_state(struct wined3d_context *context, const struct wined3d_device *device) DECLSPEC_HIDDEN;
1403 BOOL context_apply_clear_state(struct wined3d_context *context, const struct wined3d_device *device,
1404 UINT rt_count, const struct wined3d_fb_state *fb) DECLSPEC_HIDDEN;
1405 BOOL context_apply_draw_state(struct wined3d_context *context, struct wined3d_device *device) DECLSPEC_HIDDEN;
1406 void context_apply_fbo_state_blit(struct wined3d_context *context, GLenum target,
1407 struct wined3d_surface *render_target, struct wined3d_surface *depth_stencil, DWORD location) DECLSPEC_HIDDEN;
1408 void context_active_texture(struct wined3d_context *context, const struct wined3d_gl_info *gl_info,
1409 unsigned int unit) DECLSPEC_HIDDEN;
1410 void context_bind_texture(struct wined3d_context *context, GLenum target, GLuint name) DECLSPEC_HIDDEN;
1411 void context_check_fbo_status(const struct wined3d_context *context, GLenum target) DECLSPEC_HIDDEN;
1412 struct wined3d_context *context_create(struct wined3d_swapchain *swapchain, struct wined3d_surface *target,
1413 const struct wined3d_format *ds_format) DECLSPEC_HIDDEN;
1414 HGLRC context_create_wgl_attribs(const struct wined3d_gl_info *gl_info, HDC hdc, HGLRC share_ctx) DECLSPEC_HIDDEN;
1415 void context_destroy(struct wined3d_device *device, struct wined3d_context *context) DECLSPEC_HIDDEN;
1416 void context_free_event_query(struct wined3d_event_query *query) DECLSPEC_HIDDEN;
1417 void context_free_occlusion_query(struct wined3d_occlusion_query *query) DECLSPEC_HIDDEN;
1418 struct wined3d_context *context_get_current(void) DECLSPEC_HIDDEN;
1419 DWORD context_get_tls_idx(void) DECLSPEC_HIDDEN;
1420 void context_invalidate_state(struct wined3d_context *context, DWORD state_id) DECLSPEC_HIDDEN;
1421 void context_release(struct wined3d_context *context) DECLSPEC_HIDDEN;
1422 void context_resource_released(const struct wined3d_device *device,
1423 struct wined3d_resource *resource, enum wined3d_resource_type type) DECLSPEC_HIDDEN;
1424 void context_resource_unloaded(const struct wined3d_device *device,
1425 struct wined3d_resource *resource, enum wined3d_resource_type type) DECLSPEC_HIDDEN;
1426 void context_restore(struct wined3d_context *context, struct wined3d_surface *restore) DECLSPEC_HIDDEN;
1427 BOOL context_set_current(struct wined3d_context *ctx) DECLSPEC_HIDDEN;
1428 void context_set_draw_buffer(struct wined3d_context *context, GLenum buffer) DECLSPEC_HIDDEN;
1429 void context_set_tls_idx(DWORD idx) DECLSPEC_HIDDEN;
1430 void context_state_drawbuf(struct wined3d_context *context,
1431 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
1432 void context_state_fb(struct wined3d_context *context,
1433 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
1434 void context_surface_update(struct wined3d_context *context, const struct wined3d_surface *surface) DECLSPEC_HIDDEN;
1435 void context_stream_info_from_declaration(struct wined3d_context *context,
1436 const struct wined3d_state *state, struct wined3d_stream_info *stream_info) DECLSPEC_HIDDEN;
1438 /*****************************************************************************
1439 * Internal representation of a light
1441 struct wined3d_light_info
1443 struct wined3d_light OriginalParms; /* Note D3D8LIGHT == D3D9LIGHT */
1444 DWORD OriginalIndex;
1445 LONG glIndex;
1446 BOOL enabled;
1448 /* Converted parms to speed up swapping lights */
1449 struct wined3d_vec4 position;
1450 struct wined3d_vec4 direction;
1451 float exponent;
1452 float cutoff;
1454 struct list entry;
1457 /* The default light parameters */
1458 extern const struct wined3d_light WINED3D_default_light DECLSPEC_HIDDEN;
1460 struct wined3d_pixel_format
1462 int iPixelFormat; /* WGL pixel format */
1463 int iPixelType; /* WGL pixel type e.g. WGL_TYPE_RGBA_ARB, WGL_TYPE_RGBA_FLOAT_ARB or WGL_TYPE_COLORINDEX_ARB */
1464 int redSize, greenSize, blueSize, alphaSize, colorSize;
1465 int depthSize, stencilSize;
1466 BOOL windowDrawable;
1467 BOOL doubleBuffer;
1468 int auxBuffers;
1469 int numSamples;
1472 enum wined3d_pci_vendor
1474 HW_VENDOR_SOFTWARE = 0x0000,
1475 HW_VENDOR_AMD = 0x1002,
1476 HW_VENDOR_NVIDIA = 0x10de,
1477 HW_VENDOR_VMWARE = 0x15ad,
1478 HW_VENDOR_INTEL = 0x8086,
1481 enum wined3d_pci_device
1483 CARD_WINE = 0x0000,
1485 CARD_AMD_RAGE_128PRO = 0x5246,
1486 CARD_AMD_RADEON_7200 = 0x5144,
1487 CARD_AMD_RADEON_8500 = 0x514c,
1488 CARD_AMD_RADEON_9500 = 0x4144,
1489 CARD_AMD_RADEON_XPRESS_200M = 0x5955,
1490 CARD_AMD_RADEON_X700 = 0x5e4c,
1491 CARD_AMD_RADEON_X1600 = 0x71c2,
1492 CARD_AMD_RADEON_HD2350 = 0x94c7,
1493 CARD_AMD_RADEON_HD2600 = 0x9581,
1494 CARD_AMD_RADEON_HD2900 = 0x9400,
1495 CARD_AMD_RADEON_HD3200 = 0x9620,
1496 CARD_AMD_RADEON_HD4200M = 0x9712,
1497 CARD_AMD_RADEON_HD4350 = 0x954f,
1498 CARD_AMD_RADEON_HD4600 = 0x9495,
1499 CARD_AMD_RADEON_HD4700 = 0x944e,
1500 CARD_AMD_RADEON_HD4800 = 0x944c,
1501 CARD_AMD_RADEON_HD5400 = 0x68f9,
1502 CARD_AMD_RADEON_HD5600 = 0x68d8,
1503 CARD_AMD_RADEON_HD5700 = 0x68be,
1504 CARD_AMD_RADEON_HD5800 = 0x6898,
1505 CARD_AMD_RADEON_HD5900 = 0x689c,
1506 CARD_AMD_RADEON_HD6300 = 0x9803,
1507 CARD_AMD_RADEON_HD6400 = 0x6770,
1508 CARD_AMD_RADEON_HD6410D = 0x9644,
1509 CARD_AMD_RADEON_HD6550D = 0x9640,
1510 CARD_AMD_RADEON_HD6600 = 0x6758,
1511 CARD_AMD_RADEON_HD6600M = 0x6741,
1512 CARD_AMD_RADEON_HD6700 = 0x68ba,
1513 CARD_AMD_RADEON_HD6800 = 0x6739,
1514 CARD_AMD_RADEON_HD6900 = 0x6719,
1515 CARD_AMD_RADEON_HD7660D = 0x9901,
1516 CARD_AMD_RADEON_HD7700 = 0x683d,
1517 CARD_AMD_RADEON_HD7800 = 0x6819,
1518 CARD_AMD_RADEON_HD7900 = 0x679a,
1519 CARD_AMD_RADEON_HD8600M = 0x6660,
1520 CARD_AMD_RADEON_HD8670 = 0x6610,
1521 CARD_AMD_RADEON_HD8770 = 0x665c,
1522 CARD_AMD_RADEON_R3 = 0x9830,
1523 CARD_AMD_RADEON_R7 = 0x130f,
1524 CARD_AMD_RADEON_R9 = 0x67b1,
1526 CARD_NVIDIA_RIVA_128 = 0x0018,
1527 CARD_NVIDIA_RIVA_TNT = 0x0020,
1528 CARD_NVIDIA_RIVA_TNT2 = 0x0028,
1529 CARD_NVIDIA_GEFORCE = 0x0100,
1530 CARD_NVIDIA_GEFORCE2_MX = 0x0110,
1531 CARD_NVIDIA_GEFORCE2 = 0x0150,
1532 CARD_NVIDIA_GEFORCE3 = 0x0200,
1533 CARD_NVIDIA_GEFORCE4_MX = 0x0170,
1534 CARD_NVIDIA_GEFORCE4_TI4200 = 0x0253,
1535 CARD_NVIDIA_GEFORCEFX_5200 = 0x0320,
1536 CARD_NVIDIA_GEFORCEFX_5600 = 0x0312,
1537 CARD_NVIDIA_GEFORCEFX_5800 = 0x0302,
1538 CARD_NVIDIA_GEFORCE_6200 = 0x014f,
1539 CARD_NVIDIA_GEFORCE_6600GT = 0x0140,
1540 CARD_NVIDIA_GEFORCE_6800 = 0x0041,
1541 CARD_NVIDIA_GEFORCE_7300 = 0x01d7, /* GeForce Go 7300 */
1542 CARD_NVIDIA_GEFORCE_7400 = 0x01d8,
1543 CARD_NVIDIA_GEFORCE_7600 = 0x0391,
1544 CARD_NVIDIA_GEFORCE_7800GT = 0x0092,
1545 CARD_NVIDIA_GEFORCE_8200 = 0x0849, /* Other PCI ID 0x084b */
1546 CARD_NVIDIA_GEFORCE_8300GS = 0x0423,
1547 CARD_NVIDIA_GEFORCE_8400GS = 0x0404,
1548 CARD_NVIDIA_GEFORCE_8500GT = 0x0421,
1549 CARD_NVIDIA_GEFORCE_8600GT = 0x0402,
1550 CARD_NVIDIA_GEFORCE_8600MGT = 0x0407,
1551 CARD_NVIDIA_GEFORCE_8800GTS = 0x0193,
1552 CARD_NVIDIA_GEFORCE_8800GTX = 0x0191,
1553 CARD_NVIDIA_GEFORCE_9200 = 0x086d,
1554 CARD_NVIDIA_GEFORCE_9300 = 0x086c,
1555 CARD_NVIDIA_GEFORCE_9400M = 0x0863,
1556 CARD_NVIDIA_GEFORCE_9400GT = 0x042c,
1557 CARD_NVIDIA_GEFORCE_9500GT = 0x0640,
1558 CARD_NVIDIA_GEFORCE_9600GT = 0x0622,
1559 CARD_NVIDIA_GEFORCE_9800GT = 0x0614,
1560 CARD_NVIDIA_GEFORCE_210 = 0x0a23,
1561 CARD_NVIDIA_GEFORCE_GT220 = 0x0a20,
1562 CARD_NVIDIA_GEFORCE_GT240 = 0x0ca3,
1563 CARD_NVIDIA_GEFORCE_GTX260 = 0x05e2,
1564 CARD_NVIDIA_GEFORCE_GTX275 = 0x05e6,
1565 CARD_NVIDIA_GEFORCE_GTX280 = 0x05e1,
1566 CARD_NVIDIA_GEFORCE_315M = 0x0a7a,
1567 CARD_NVIDIA_GEFORCE_320M = 0x08a3,
1568 CARD_NVIDIA_GEFORCE_GT320M = 0x0a2d,
1569 CARD_NVIDIA_GEFORCE_GT325M = 0x0a35,
1570 CARD_NVIDIA_GEFORCE_GT330 = 0x0ca0,
1571 CARD_NVIDIA_GEFORCE_GTS350M = 0x0cb0,
1572 CARD_NVIDIA_GEFORCE_410M = 0x1055,
1573 CARD_NVIDIA_GEFORCE_GT420 = 0x0de2,
1574 CARD_NVIDIA_GEFORCE_GT430 = 0x0de1,
1575 CARD_NVIDIA_GEFORCE_GT440 = 0x0de0,
1576 CARD_NVIDIA_GEFORCE_GTS450 = 0x0dc4,
1577 CARD_NVIDIA_GEFORCE_GTX460 = 0x0e22,
1578 CARD_NVIDIA_GEFORCE_GTX460M = 0x0dd1,
1579 CARD_NVIDIA_GEFORCE_GTX465 = 0x06c4,
1580 CARD_NVIDIA_GEFORCE_GTX470 = 0x06cd,
1581 CARD_NVIDIA_GEFORCE_GTX480 = 0x06c0,
1582 CARD_NVIDIA_GEFORCE_GT520 = 0x1040,
1583 CARD_NVIDIA_GEFORCE_GT540M = 0x0df4,
1584 CARD_NVIDIA_GEFORCE_GTX550 = 0x1244,
1585 CARD_NVIDIA_GEFORCE_GT555M = 0x04b8,
1586 CARD_NVIDIA_GEFORCE_GTX560TI = 0x1200,
1587 CARD_NVIDIA_GEFORCE_GTX560 = 0x1201,
1588 CARD_NVIDIA_GEFORCE_GTX570 = 0x1081,
1589 CARD_NVIDIA_GEFORCE_GTX580 = 0x1080,
1590 CARD_NVIDIA_GEFORCE_GT610 = 0x104a,
1591 CARD_NVIDIA_GEFORCE_GT630 = 0x0f00,
1592 CARD_NVIDIA_GEFORCE_GT630M = 0x0de9,
1593 CARD_NVIDIA_GEFORCE_GT640M = 0x0fd2,
1594 CARD_NVIDIA_GEFORCE_GT650M = 0x0fd1,
1595 CARD_NVIDIA_GEFORCE_GTX650 = 0x0fc6,
1596 CARD_NVIDIA_GEFORCE_GTX650TI = 0x11c6,
1597 CARD_NVIDIA_GEFORCE_GTX660 = 0x11c0,
1598 CARD_NVIDIA_GEFORCE_GTX660M = 0x0fd4,
1599 CARD_NVIDIA_GEFORCE_GTX660TI = 0x1183,
1600 CARD_NVIDIA_GEFORCE_GTX670 = 0x1189,
1601 CARD_NVIDIA_GEFORCE_GTX670MX = 0x11a1,
1602 CARD_NVIDIA_GEFORCE_GTX680 = 0x1180,
1603 CARD_NVIDIA_GEFORCE_GT750M = 0x0fe9,
1604 CARD_NVIDIA_GEFORCE_GTX750 = 0x1381,
1605 CARD_NVIDIA_GEFORCE_GTX750TI = 0x1380,
1606 CARD_NVIDIA_GEFORCE_GTX760 = 0x1187,
1607 CARD_NVIDIA_GEFORCE_GTX765M = 0x11e2,
1608 CARD_NVIDIA_GEFORCE_GTX770M = 0x11e0,
1609 CARD_NVIDIA_GEFORCE_GTX770 = 0x1184,
1610 CARD_NVIDIA_GEFORCE_GTX780 = 0x1004,
1611 CARD_NVIDIA_GEFORCE_GTX780TI = 0x100a,
1612 CARD_NVIDIA_GEFORCE_GTX970 = 0x13c2,
1613 CARD_NVIDIA_GEFORCE_GTX970M = 0x13d8,
1615 CARD_VMWARE_SVGA3D = 0x0405,
1617 CARD_INTEL_830M = 0x3577,
1618 CARD_INTEL_855GM = 0x3582,
1619 CARD_INTEL_845G = 0x2562,
1620 CARD_INTEL_865G = 0x2572,
1621 CARD_INTEL_915G = 0x2582,
1622 CARD_INTEL_E7221G = 0x258a,
1623 CARD_INTEL_915GM = 0x2592,
1624 CARD_INTEL_945G = 0x2772,
1625 CARD_INTEL_945GM = 0x27a2,
1626 CARD_INTEL_945GME = 0x27ae,
1627 CARD_INTEL_Q35 = 0x29b2,
1628 CARD_INTEL_G33 = 0x29c2,
1629 CARD_INTEL_Q33 = 0x29d2,
1630 CARD_INTEL_PNVG = 0xa001,
1631 CARD_INTEL_PNVM = 0xa011,
1632 CARD_INTEL_965Q = 0x2992,
1633 CARD_INTEL_965G = 0x2982,
1634 CARD_INTEL_946GZ = 0x2972,
1635 CARD_INTEL_965GM = 0x2a02,
1636 CARD_INTEL_965GME = 0x2a12,
1637 CARD_INTEL_GM45 = 0x2a42,
1638 CARD_INTEL_IGD = 0x2e02,
1639 CARD_INTEL_Q45 = 0x2e12,
1640 CARD_INTEL_G45 = 0x2e22,
1641 CARD_INTEL_G41 = 0x2e32,
1642 CARD_INTEL_B43 = 0x2e92,
1643 CARD_INTEL_ILKD = 0x0042,
1644 CARD_INTEL_ILKM = 0x0046,
1645 CARD_INTEL_SNBD = 0x0122,
1646 CARD_INTEL_SNBM = 0x0126,
1647 CARD_INTEL_SNBS = 0x010a,
1648 CARD_INTEL_IVBD = 0x0162,
1649 CARD_INTEL_IVBM = 0x0166,
1650 CARD_INTEL_IVBS = 0x015a,
1651 CARD_INTEL_HWM = 0x0416,
1654 struct wined3d_fbo_ops
1656 GLboolean (WINE_GLAPI *glIsRenderbuffer)(GLuint renderbuffer);
1657 void (WINE_GLAPI *glBindRenderbuffer)(GLenum target, GLuint renderbuffer);
1658 void (WINE_GLAPI *glDeleteRenderbuffers)(GLsizei n, const GLuint *renderbuffers);
1659 void (WINE_GLAPI *glGenRenderbuffers)(GLsizei n, GLuint *renderbuffers);
1660 void (WINE_GLAPI *glRenderbufferStorage)(GLenum target, GLenum internalformat,
1661 GLsizei width, GLsizei height);
1662 void (WINE_GLAPI *glRenderbufferStorageMultisample)(GLenum target, GLsizei samples,
1663 GLenum internalformat, GLsizei width, GLsizei height);
1664 void (WINE_GLAPI *glGetRenderbufferParameteriv)(GLenum target, GLenum pname, GLint *params);
1665 GLboolean (WINE_GLAPI *glIsFramebuffer)(GLuint framebuffer);
1666 void (WINE_GLAPI *glBindFramebuffer)(GLenum target, GLuint framebuffer);
1667 void (WINE_GLAPI *glDeleteFramebuffers)(GLsizei n, const GLuint *framebuffers);
1668 void (WINE_GLAPI *glGenFramebuffers)(GLsizei n, GLuint *framebuffers);
1669 GLenum (WINE_GLAPI *glCheckFramebufferStatus)(GLenum target);
1670 void (WINE_GLAPI *glFramebufferTexture1D)(GLenum target, GLenum attachment,
1671 GLenum textarget, GLuint texture, GLint level);
1672 void (WINE_GLAPI *glFramebufferTexture2D)(GLenum target, GLenum attachment,
1673 GLenum textarget, GLuint texture, GLint level);
1674 void (WINE_GLAPI *glFramebufferTexture3D)(GLenum target, GLenum attachment,
1675 GLenum textarget, GLuint texture, GLint level, GLint layer);
1676 void (WINE_GLAPI *glFramebufferRenderbuffer)(GLenum target, GLenum attachment,
1677 GLenum renderbuffertarget, GLuint renderbuffer);
1678 void (WINE_GLAPI *glGetFramebufferAttachmentParameteriv)(GLenum target, GLenum attachment,
1679 GLenum pname, GLint *params);
1680 void (WINE_GLAPI *glBlitFramebuffer)(GLint srcX0, GLint srcY0, GLint srcX1, GLint srcY1,
1681 GLint dstX0, GLint dstY0, GLint dstX1, GLint dstY1, GLbitfield mask, GLenum filter);
1682 void (WINE_GLAPI *glGenerateMipmap)(GLenum target);
1685 struct wined3d_gl_limits
1687 UINT buffers;
1688 UINT lights;
1689 UINT textures;
1690 UINT texture_coords;
1691 UINT vertex_uniform_blocks;
1692 UINT geometry_uniform_blocks;
1693 UINT fragment_uniform_blocks;
1694 UINT fragment_samplers;
1695 UINT vertex_samplers;
1696 UINT combined_samplers;
1697 UINT general_combiners;
1698 UINT clipplanes;
1699 UINT texture_size;
1700 UINT texture3d_size;
1701 float pointsize_max;
1702 float pointsize_min;
1703 UINT blends;
1704 UINT anisotropy;
1705 float shininess;
1706 UINT samples;
1707 UINT vertex_attribs;
1709 UINT glsl_varyings;
1710 UINT glsl_vs_float_constants;
1711 UINT glsl_ps_float_constants;
1713 UINT arb_vs_float_constants;
1714 UINT arb_vs_native_constants;
1715 UINT arb_vs_instructions;
1716 UINT arb_vs_temps;
1717 UINT arb_ps_float_constants;
1718 UINT arb_ps_local_constants;
1719 UINT arb_ps_native_constants;
1720 UINT arb_ps_instructions;
1721 UINT arb_ps_temps;
1724 struct wined3d_gl_info
1726 DWORD selected_gl_version;
1727 DWORD glsl_version;
1728 struct wined3d_gl_limits limits;
1729 DWORD reserved_glsl_constants, reserved_arb_constants;
1730 DWORD quirks;
1731 BOOL supported[WINED3D_GL_EXT_COUNT];
1732 GLint wrap_lookup[WINED3D_TADDRESS_MIRROR_ONCE - WINED3D_TADDRESS_WRAP + 1];
1733 float fixed_polyoffset_scale, float_polyoffset_scale;
1735 HGLRC (WINAPI *p_wglCreateContextAttribsARB)(HDC dc, HGLRC share, const GLint *attribs);
1736 struct opengl_funcs gl_ops;
1737 struct wined3d_fbo_ops fbo_ops;
1739 struct wined3d_format *formats;
1742 struct wined3d_driver_info
1744 enum wined3d_pci_vendor vendor;
1745 enum wined3d_pci_device device;
1746 const char *name;
1747 const char *description;
1748 UINT64 vram_bytes;
1749 DWORD version_high;
1750 DWORD version_low;
1753 struct wined3d_d3d_limits
1755 UINT vs_version, gs_version, ps_version;
1756 DWORD vs_uniform_count;
1757 DWORD ps_uniform_count;
1758 UINT varying_count;
1759 UINT ffp_textures;
1760 UINT ffp_blend_stages;
1761 UINT ffp_vertex_blend_matrices;
1764 typedef void (WINE_GLAPI *wined3d_ffp_attrib_func)(const void *data);
1765 typedef void (WINE_GLAPI *wined3d_ffp_texcoord_func)(GLenum unit, const void *data);
1766 extern wined3d_ffp_attrib_func specular_func_3ubv DECLSPEC_HIDDEN;
1768 struct wined3d_ffp_attrib_ops
1770 wined3d_ffp_attrib_func position[WINED3D_FFP_EMIT_COUNT];
1771 wined3d_ffp_attrib_func diffuse[WINED3D_FFP_EMIT_COUNT];
1772 wined3d_ffp_attrib_func specular[WINED3D_FFP_EMIT_COUNT];
1773 wined3d_ffp_attrib_func normal[WINED3D_FFP_EMIT_COUNT];
1774 wined3d_ffp_texcoord_func texcoord[WINED3D_FFP_EMIT_COUNT];
1777 struct wined3d_d3d_info
1779 struct wined3d_d3d_limits limits;
1780 struct wined3d_ffp_attrib_ops ffp_attrib_ops;
1781 BOOL xyzrhw;
1782 BOOL ffp_generic_attributes;
1783 BOOL vs_clipping;
1784 BOOL shader_color_key;
1785 DWORD valid_rt_mask;
1788 /* The adapter structure */
1789 struct wined3d_adapter
1791 UINT ordinal;
1792 POINT monitorPoint;
1793 enum wined3d_format_id screen_format;
1795 struct wined3d_gl_info gl_info;
1796 struct wined3d_d3d_info d3d_info;
1797 struct wined3d_driver_info driver_info;
1798 WCHAR DeviceName[CCHDEVICENAME]; /* DeviceName for use with e.g. ChangeDisplaySettings */
1799 unsigned int cfg_count;
1800 struct wined3d_pixel_format *cfgs;
1801 UINT64 vram_bytes;
1802 UINT64 vram_bytes_used;
1803 LUID luid;
1805 const struct wined3d_vertex_pipe_ops *vertex_pipe;
1806 const struct fragment_pipeline *fragment_pipe;
1807 const struct wined3d_shader_backend_ops *shader_backend;
1808 const struct blit_shader *blitter;
1811 struct wined3d_caps_gl_ctx
1813 HDC dc;
1814 HWND wnd;
1815 HGLRC gl_ctx;
1816 HDC restore_dc;
1817 HGLRC restore_gl_ctx;
1819 const struct wined3d_gl_info *gl_info;
1820 GLuint test_vbo;
1821 GLuint test_program_id;
1824 float wined3d_adapter_find_polyoffset_scale(struct wined3d_caps_gl_ctx *ctx, GLenum format) DECLSPEC_HIDDEN;
1825 BOOL wined3d_adapter_init_format_info(struct wined3d_adapter *adapter,
1826 struct wined3d_caps_gl_ctx *ctx) DECLSPEC_HIDDEN;
1827 UINT64 adapter_adjust_memory(struct wined3d_adapter *adapter, INT64 amount) DECLSPEC_HIDDEN;
1829 BOOL initPixelFormatsNoGL(struct wined3d_gl_info *gl_info) DECLSPEC_HIDDEN;
1830 void install_gl_compat_wrapper(struct wined3d_gl_info *gl_info, enum wined3d_gl_extension ext) DECLSPEC_HIDDEN;
1832 enum projection_types
1834 proj_none = 0,
1835 proj_count3 = 1,
1836 proj_count4 = 2
1839 enum dst_arg
1841 resultreg = 0,
1842 tempreg = 1
1845 /*****************************************************************************
1846 * Fixed function pipeline replacements
1848 #define ARG_UNUSED 0xff
1849 struct texture_stage_op
1851 unsigned cop : 8;
1852 unsigned carg1 : 8;
1853 unsigned carg2 : 8;
1854 unsigned carg0 : 8;
1856 unsigned aop : 8;
1857 unsigned aarg1 : 8;
1858 unsigned aarg2 : 8;
1859 unsigned aarg0 : 8;
1861 struct color_fixup_desc color_fixup;
1862 unsigned tex_type : 3;
1863 unsigned dst : 1;
1864 unsigned projected : 2;
1865 unsigned padding : 10;
1868 struct ffp_frag_settings
1870 struct texture_stage_op op[MAX_TEXTURES];
1871 enum wined3d_ffp_ps_fog_mode fog;
1872 unsigned char sRGB_write;
1873 unsigned char emul_clipplanes;
1874 unsigned char texcoords_initialized;
1875 unsigned char color_key_enabled : 1;
1876 unsigned char pointsprite : 1;
1877 unsigned char padding : 6;
1880 struct ffp_frag_desc
1882 struct wine_rb_entry entry;
1883 struct ffp_frag_settings settings;
1886 extern const struct wine_rb_functions wined3d_ffp_frag_program_rb_functions DECLSPEC_HIDDEN;
1887 extern const struct wine_rb_functions wined3d_ffp_vertex_program_rb_functions DECLSPEC_HIDDEN;
1888 extern const struct wined3d_parent_ops wined3d_null_parent_ops DECLSPEC_HIDDEN;
1890 unsigned int wined3d_max_compat_varyings(const struct wined3d_gl_info *gl_info) DECLSPEC_HIDDEN;
1891 void gen_ffp_frag_op(const struct wined3d_context *context, const struct wined3d_state *state,
1892 struct ffp_frag_settings *settings, BOOL ignore_textype) DECLSPEC_HIDDEN;
1893 const struct ffp_frag_desc *find_ffp_frag_shader(const struct wine_rb_tree *fragment_shaders,
1894 const struct ffp_frag_settings *settings) DECLSPEC_HIDDEN;
1895 void add_ffp_frag_shader(struct wine_rb_tree *shaders, struct ffp_frag_desc *desc) DECLSPEC_HIDDEN;
1896 void wined3d_get_draw_rect(const struct wined3d_state *state, RECT *rect) DECLSPEC_HIDDEN;
1897 void wined3d_ftoa(float value, char *s) DECLSPEC_HIDDEN;
1899 extern const float wined3d_srgb_const0[] DECLSPEC_HIDDEN;
1900 extern const float wined3d_srgb_const1[] DECLSPEC_HIDDEN;
1902 enum wined3d_ffp_vs_fog_mode
1904 WINED3D_FFP_VS_FOG_OFF = 0,
1905 WINED3D_FFP_VS_FOG_FOGCOORD = 1,
1906 WINED3D_FFP_VS_FOG_DEPTH = 2,
1907 WINED3D_FFP_VS_FOG_RANGE = 3,
1910 #define WINED3D_FFP_TCI_SHIFT 16
1911 #define WINED3D_FFP_TCI_MASK 0xffu
1913 #define WINED3D_FFP_LIGHT_TYPE_SHIFT(idx) (3 * (idx))
1914 #define WINED3D_FFP_LIGHT_TYPE_MASK 0x7u
1916 struct wined3d_ffp_vs_settings
1918 DWORD light_type : 24; /* MAX_ACTIVE_LIGHTS, 8 * 3 */
1919 DWORD diffuse_source : 2;
1920 DWORD emissive_source : 2;
1921 DWORD ambient_source : 2;
1922 DWORD specular_source : 2;
1924 DWORD transformed : 1;
1925 DWORD vertexblends : 2;
1926 DWORD clipping : 1;
1927 DWORD normal : 1;
1928 DWORD normalize : 1;
1929 DWORD lighting : 1;
1930 DWORD localviewer : 1;
1931 DWORD point_size : 1;
1932 DWORD per_vertex_point_size : 1;
1933 DWORD fog_mode : 2;
1934 DWORD texcoords : 8; /* MAX_TEXTURES */
1935 DWORD ortho_fog : 1;
1936 DWORD padding : 11;
1938 DWORD texgen[MAX_TEXTURES];
1941 struct wined3d_ffp_vs_desc
1943 struct wine_rb_entry entry;
1944 struct wined3d_ffp_vs_settings settings;
1947 void wined3d_ffp_get_vs_settings(const struct wined3d_context *context,
1948 const struct wined3d_state *state, struct wined3d_ffp_vs_settings *settings) DECLSPEC_HIDDEN;
1950 struct wined3d
1952 LONG ref;
1953 DWORD flags;
1954 UINT adapter_count;
1955 struct wined3d_adapter adapters[1];
1958 HRESULT wined3d_init(struct wined3d *wined3d, DWORD flags) DECLSPEC_HIDDEN;
1959 BOOL wined3d_register_window(HWND window, struct wined3d_device *device) DECLSPEC_HIDDEN;
1960 void wined3d_unregister_window(HWND window) DECLSPEC_HIDDEN;
1962 struct wined3d_stream_output
1964 struct wined3d_buffer *buffer;
1965 UINT offset;
1968 struct wined3d_stream_state
1970 struct wined3d_buffer *buffer;
1971 UINT offset;
1972 UINT stride;
1973 UINT frequency;
1974 UINT flags;
1977 #define WINED3D_STATE_NO_REF 0x00000001
1978 #define WINED3D_STATE_INIT_DEFAULT 0x00000002
1980 struct wined3d_state
1982 DWORD flags;
1983 const struct wined3d_fb_state *fb;
1985 struct wined3d_vertex_declaration *vertex_declaration;
1986 struct wined3d_stream_output stream_output[MAX_STREAM_OUT];
1987 struct wined3d_stream_state streams[MAX_STREAMS + 1 /* tesselated pseudo-stream */];
1988 struct wined3d_buffer *index_buffer;
1989 enum wined3d_format_id index_format;
1990 INT base_vertex_index;
1991 INT load_base_vertex_index; /* Non-indexed drawing needs 0 here, indexed needs base_vertex_index. */
1992 GLenum gl_primitive_type;
1993 struct wined3d_query *predicate;
1994 BOOL predicate_value;
1996 struct wined3d_shader *shader[WINED3D_SHADER_TYPE_COUNT];
1997 struct wined3d_buffer *cb[WINED3D_SHADER_TYPE_COUNT][MAX_CONSTANT_BUFFERS];
1998 struct wined3d_sampler *sampler[WINED3D_SHADER_TYPE_COUNT][MAX_SAMPLER_OBJECTS];
1999 struct wined3d_shader_resource_view *shader_resource_view[WINED3D_SHADER_TYPE_COUNT][MAX_SHADER_RESOURCE_VIEWS];
2001 BOOL vs_consts_b[MAX_CONST_B];
2002 INT vs_consts_i[MAX_CONST_I * 4];
2003 float *vs_consts_f;
2005 BOOL ps_consts_b[MAX_CONST_B];
2006 INT ps_consts_i[MAX_CONST_I * 4];
2007 float *ps_consts_f;
2009 struct wined3d_texture *textures[MAX_COMBINED_SAMPLERS];
2010 DWORD sampler_states[MAX_COMBINED_SAMPLERS][WINED3D_HIGHEST_SAMPLER_STATE + 1];
2011 DWORD texture_states[MAX_TEXTURES][WINED3D_HIGHEST_TEXTURE_STATE + 1];
2013 struct wined3d_matrix transforms[HIGHEST_TRANSFORMSTATE + 1];
2014 struct wined3d_vec4 clip_planes[MAX_CLIPPLANES];
2015 struct wined3d_material material;
2016 struct wined3d_viewport viewport;
2017 RECT scissor_rect;
2019 /* Light hashmap. Collisions are handled using linked lists. */
2020 #define LIGHTMAP_SIZE 43
2021 #define LIGHTMAP_HASHFUNC(x) ((x) % LIGHTMAP_SIZE)
2022 struct list light_map[LIGHTMAP_SIZE];
2023 const struct wined3d_light_info *lights[MAX_ACTIVE_LIGHTS];
2025 DWORD render_states[WINEHIGHEST_RENDER_STATE + 1];
2028 #define WINED3D_UNMAPPED_STAGE ~0U
2030 /* Multithreaded flag. Removed from the public header to signal that
2031 * wined3d_device_create() ignores it. */
2032 #define WINED3DCREATE_MULTITHREADED 0x00000004
2034 struct wined3d_device
2036 LONG ref;
2038 /* WineD3D Information */
2039 struct wined3d_device_parent *device_parent;
2040 struct wined3d *wined3d;
2041 struct wined3d_adapter *adapter;
2043 /* Window styles to restore when switching fullscreen mode */
2044 LONG style;
2045 LONG exStyle;
2047 /* X and GL Information */
2048 GLenum offscreenBuffer;
2050 const struct wined3d_shader_backend_ops *shader_backend;
2051 void *shader_priv;
2052 void *fragment_priv;
2053 void *vertex_priv;
2054 void *blit_priv;
2055 struct StateEntry StateTable[STATE_HIGHEST + 1];
2056 /* Array of functions for states which are handled by more than one pipeline part */
2057 APPLYSTATEFUNC *multistate_funcs[STATE_HIGHEST + 1];
2058 const struct blit_shader *blitter;
2060 BYTE vertexBlendUsed : 1; /* To avoid needless setting of the blend matrices */
2061 BYTE bCursorVisible : 1;
2062 BYTE d3d_initialized : 1;
2063 BYTE inScene : 1; /* A flag to check for proper BeginScene / EndScene call pairs */
2064 BYTE softwareVertexProcessing : 1; /* process vertex shaders using software or hardware */
2065 BYTE filter_messages : 1;
2066 BYTE padding : 2;
2068 unsigned char surface_alignment; /* Line Alignment of surfaces */
2070 WORD padding2 : 16;
2072 struct wined3d_state state;
2073 struct wined3d_state *update_state;
2074 struct wined3d_stateblock *recording;
2076 /* Internal use fields */
2077 struct wined3d_device_creation_parameters create_parms;
2078 HWND focus_window;
2080 struct wined3d_rendertarget_view *back_buffer_view;
2081 struct wined3d_swapchain **swapchains;
2082 UINT swapchain_count;
2084 struct list resources; /* a linked list to track resources created by the device */
2085 struct list shaders; /* a linked list to track shaders (pixel and vertex) */
2086 struct wine_rb_tree samplers;
2088 /* Render Target Support */
2089 struct wined3d_fb_state fb;
2090 struct wined3d_surface *onscreen_depth_stencil;
2091 struct wined3d_rendertarget_view *auto_depth_stencil_view;
2093 /* For rendering to a texture using glCopyTexImage */
2094 GLuint depth_blt_texture;
2096 /* Cursor management */
2097 UINT xHotSpot;
2098 UINT yHotSpot;
2099 UINT xScreenSpace;
2100 UINT yScreenSpace;
2101 UINT cursorWidth, cursorHeight;
2102 struct wined3d_texture *cursor_texture;
2103 HCURSOR hardwareCursor;
2105 /* The Wine logo texture */
2106 struct wined3d_texture *logo_texture;
2108 /* Textures for when no other textures are mapped */
2109 UINT dummy_texture_2d[MAX_COMBINED_SAMPLERS];
2110 UINT dummy_texture_rect[MAX_COMBINED_SAMPLERS];
2111 UINT dummy_texture_3d[MAX_COMBINED_SAMPLERS];
2112 UINT dummy_texture_cube[MAX_COMBINED_SAMPLERS];
2114 /* Command stream */
2115 struct wined3d_cs *cs;
2117 /* Context management */
2118 struct wined3d_context **contexts;
2119 UINT context_count;
2122 void device_clear_render_targets(struct wined3d_device *device, UINT rt_count, const struct wined3d_fb_state *fb,
2123 UINT rect_count, const RECT *rects, const RECT *draw_rect, DWORD flags,
2124 const struct wined3d_color *color, float depth, DWORD stencil) DECLSPEC_HIDDEN;
2125 BOOL device_context_add(struct wined3d_device *device, struct wined3d_context *context) DECLSPEC_HIDDEN;
2126 void device_context_remove(struct wined3d_device *device, struct wined3d_context *context) DECLSPEC_HIDDEN;
2127 HRESULT device_init(struct wined3d_device *device, struct wined3d *wined3d,
2128 UINT adapter_idx, enum wined3d_device_type device_type, HWND focus_window, DWORD flags,
2129 BYTE surface_alignment, struct wined3d_device_parent *device_parent) DECLSPEC_HIDDEN;
2130 LRESULT device_process_message(struct wined3d_device *device, HWND window, BOOL unicode,
2131 UINT message, WPARAM wparam, LPARAM lparam, WNDPROC proc) DECLSPEC_HIDDEN;
2132 void device_resource_add(struct wined3d_device *device, struct wined3d_resource *resource) DECLSPEC_HIDDEN;
2133 void device_resource_released(struct wined3d_device *device, struct wined3d_resource *resource) DECLSPEC_HIDDEN;
2134 void device_switch_onscreen_ds(struct wined3d_device *device, struct wined3d_context *context,
2135 struct wined3d_surface *depth_stencil) DECLSPEC_HIDDEN;
2136 void device_invalidate_state(const struct wined3d_device *device, DWORD state) DECLSPEC_HIDDEN;
2138 static inline BOOL isStateDirty(const struct wined3d_context *context, DWORD state)
2140 DWORD idx = state / (sizeof(*context->isStateDirty) * CHAR_BIT);
2141 BYTE shift = state & ((sizeof(*context->isStateDirty) * CHAR_BIT) - 1);
2142 return context->isStateDirty[idx] & (1u << shift);
2145 #define WINED3D_RESOURCE_ACCESS_GPU 0x1
2146 #define WINED3D_RESOURCE_ACCESS_CPU 0x2
2148 struct wined3d_resource_ops
2150 ULONG (*resource_incref)(struct wined3d_resource *resource);
2151 ULONG (*resource_decref)(struct wined3d_resource *resource);
2152 void (*resource_unload)(struct wined3d_resource *resource);
2155 struct wined3d_resource
2157 LONG ref;
2158 LONG bind_count;
2159 LONG map_count;
2160 struct wined3d_device *device;
2161 enum wined3d_resource_type type;
2162 enum wined3d_gl_resource_type gl_type;
2163 const struct wined3d_format *format;
2164 unsigned int format_flags;
2165 enum wined3d_multisample_type multisample_type;
2166 UINT multisample_quality;
2167 DWORD usage;
2168 enum wined3d_pool pool;
2169 DWORD access_flags;
2170 DWORD draw_binding;
2171 DWORD map_binding;
2172 UINT width;
2173 UINT height;
2174 UINT depth;
2175 UINT size;
2176 DWORD priority;
2177 void *heap_memory;
2178 struct list resource_list_entry;
2180 void *parent;
2181 const struct wined3d_parent_ops *parent_ops;
2182 const struct wined3d_resource_ops *resource_ops;
2185 static inline ULONG wined3d_resource_incref(struct wined3d_resource *resource)
2187 return resource->resource_ops->resource_incref(resource);
2190 static inline ULONG wined3d_resource_decref(struct wined3d_resource *resource)
2192 return resource->resource_ops->resource_decref(resource);
2195 void resource_cleanup(struct wined3d_resource *resource) DECLSPEC_HIDDEN;
2196 HRESULT resource_init(struct wined3d_resource *resource, struct wined3d_device *device,
2197 enum wined3d_resource_type type, const struct wined3d_format *format,
2198 enum wined3d_multisample_type multisample_type, UINT multisample_quality,
2199 DWORD usage, enum wined3d_pool pool, UINT width, UINT height, UINT depth, UINT size,
2200 void *parent, const struct wined3d_parent_ops *parent_ops,
2201 const struct wined3d_resource_ops *resource_ops) DECLSPEC_HIDDEN;
2202 void resource_unload(struct wined3d_resource *resource) DECLSPEC_HIDDEN;
2203 BOOL wined3d_resource_allocate_sysmem(struct wined3d_resource *resource) DECLSPEC_HIDDEN;
2204 void wined3d_resource_free_sysmem(struct wined3d_resource *resource) DECLSPEC_HIDDEN;
2205 GLbitfield wined3d_resource_gl_map_flags(DWORD d3d_flags) DECLSPEC_HIDDEN;
2206 GLenum wined3d_resource_gl_legacy_map_flags(DWORD d3d_flags) DECLSPEC_HIDDEN;
2207 BOOL wined3d_resource_is_offscreen(struct wined3d_resource *resource) DECLSPEC_HIDDEN;
2208 DWORD wined3d_resource_sanitize_map_flags(const struct wined3d_resource *resource, DWORD flags) DECLSPEC_HIDDEN;
2209 void wined3d_resource_update_draw_binding(struct wined3d_resource *resource) DECLSPEC_HIDDEN;
2211 /* Tests show that the start address of resources is 32 byte aligned */
2212 #define RESOURCE_ALIGNMENT 16
2214 struct gl_texture
2216 struct wined3d_sampler_desc sampler_desc;
2217 unsigned int base_level;
2218 GLuint name;
2221 struct wined3d_texture_ops
2223 void (*texture_sub_resource_load)(struct wined3d_resource *sub_resource,
2224 struct wined3d_context *context, BOOL srgb);
2225 void (*texture_sub_resource_add_dirty_region)(struct wined3d_resource *sub_resource,
2226 const struct wined3d_box *dirty_region);
2227 void (*texture_sub_resource_cleanup)(struct wined3d_resource *sub_resource);
2228 void (*texture_sub_resource_invalidate_location)(struct wined3d_resource *sub_resource, DWORD location);
2229 void (*texture_sub_resource_validate_location)(struct wined3d_resource *sub_resource, DWORD location);
2230 void (*texture_sub_resource_upload_data)(struct wined3d_resource *sub_resource,
2231 const struct wined3d_context *context, const struct wined3d_sub_resource_data *data);
2232 HRESULT (*texture_sub_resource_map)(struct wined3d_resource *sub_resource,
2233 struct wined3d_map_desc *map_desc, const struct wined3d_box *box, DWORD flags);
2234 HRESULT (*texture_sub_resource_unmap)(struct wined3d_resource *sub_resource);
2235 void (*texture_prepare_texture)(struct wined3d_texture *texture,
2236 struct wined3d_context *context, BOOL srgb);
2239 #define WINED3D_TEXTURE_COND_NP2 0x00000001
2240 #define WINED3D_TEXTURE_POW2_MAT_IDENT 0x00000002
2241 #define WINED3D_TEXTURE_IS_SRGB 0x00000004
2242 #define WINED3D_TEXTURE_RGB_ALLOCATED 0x00000008
2243 #define WINED3D_TEXTURE_RGB_VALID 0x00000010
2244 #define WINED3D_TEXTURE_SRGB_ALLOCATED 0x00000020
2245 #define WINED3D_TEXTURE_SRGB_VALID 0x00000040
2246 #define WINED3D_TEXTURE_CONVERTED 0x00000080
2247 #define WINED3D_TEXTURE_PIN_SYSMEM 0x00000100
2248 #define WINED3D_TEXTURE_DYNAMIC_MAP 0x00000200
2249 #define WINED3D_TEXTURE_NORMALIZED_COORDS 0x00000400
2251 #define WINED3D_TEXTURE_ASYNC_COLOR_KEY 0x00000001
2253 struct wined3d_texture
2255 struct wined3d_resource resource;
2256 const struct wined3d_texture_ops *texture_ops;
2257 struct gl_texture texture_rgb, texture_srgb;
2258 struct wined3d_resource **sub_resources;
2259 struct wined3d_swapchain *swapchain;
2260 UINT layer_count;
2261 UINT level_count;
2262 float pow2_matrix[16];
2263 UINT lod;
2264 enum wined3d_texture_filter_type filter_type;
2265 DWORD sampler;
2266 DWORD flags;
2267 GLenum target;
2269 /* May only be accessed from the command stream worker thread. */
2270 struct wined3d_texture_async
2272 DWORD flags;
2274 /* Color keys for DDraw */
2275 struct wined3d_color_key dst_blt_color_key;
2276 struct wined3d_color_key src_blt_color_key;
2277 struct wined3d_color_key dst_overlay_color_key;
2278 struct wined3d_color_key src_overlay_color_key;
2279 struct wined3d_color_key gl_color_key;
2280 DWORD color_key_flags;
2281 } async;
2284 static inline struct wined3d_texture *wined3d_texture_from_resource(struct wined3d_resource *resource)
2286 return CONTAINING_RECORD(resource, struct wined3d_texture, resource);
2289 static inline struct gl_texture *wined3d_texture_get_gl_texture(struct wined3d_texture *texture,
2290 BOOL srgb)
2292 return srgb ? &texture->texture_srgb : &texture->texture_rgb;
2295 void wined3d_texture_apply_sampler_desc(struct wined3d_texture *texture,
2296 const struct wined3d_sampler_desc *sampler_desc, const struct wined3d_gl_info *gl_info) DECLSPEC_HIDDEN;
2297 void wined3d_texture_bind(struct wined3d_texture *texture,
2298 struct wined3d_context *context, BOOL srgb) DECLSPEC_HIDDEN;
2299 void wined3d_texture_bind_and_dirtify(struct wined3d_texture *texture,
2300 struct wined3d_context *context, BOOL srgb) DECLSPEC_HIDDEN;
2301 void wined3d_texture_force_reload(struct wined3d_texture *texture) DECLSPEC_HIDDEN;
2302 void wined3d_texture_load(struct wined3d_texture *texture,
2303 struct wined3d_context *context, BOOL srgb) DECLSPEC_HIDDEN;
2304 void wined3d_texture_prepare_texture(struct wined3d_texture *texture,
2305 struct wined3d_context *context, BOOL srgb) DECLSPEC_HIDDEN;
2306 void wined3d_texture_set_dirty(struct wined3d_texture *texture) DECLSPEC_HIDDEN;
2307 void wined3d_texture_set_swapchain(struct wined3d_texture *texture,
2308 struct wined3d_swapchain *swapchain) DECLSPEC_HIDDEN;
2310 #define WINED3D_LOCATION_DISCARDED 0x00000001
2311 #define WINED3D_LOCATION_SYSMEM 0x00000002
2312 #define WINED3D_LOCATION_USER_MEMORY 0x00000004
2313 #define WINED3D_LOCATION_DIB 0x00000008
2314 #define WINED3D_LOCATION_BUFFER 0x00000010
2315 #define WINED3D_LOCATION_TEXTURE_RGB 0x00000020
2316 #define WINED3D_LOCATION_TEXTURE_SRGB 0x00000040
2317 #define WINED3D_LOCATION_DRAWABLE 0x00000080
2318 #define WINED3D_LOCATION_RB_MULTISAMPLE 0x00000100
2319 #define WINED3D_LOCATION_RB_RESOLVED 0x00000200
2321 const char *wined3d_debug_location(DWORD location) DECLSPEC_HIDDEN;
2323 #define WINED3D_VFLAG_CLIENT_STORAGE 0x00000001
2325 struct wined3d_volume
2327 struct wined3d_resource resource;
2328 struct wined3d_texture *container;
2330 DWORD flags, locations;
2331 GLint texture_level;
2332 DWORD download_count;
2333 GLuint pbo;
2336 static inline struct wined3d_volume *volume_from_resource(struct wined3d_resource *resource)
2338 return CONTAINING_RECORD(resource, struct wined3d_volume, resource);
2341 BOOL volume_prepare_system_memory(struct wined3d_volume *volume) DECLSPEC_HIDDEN;
2342 HRESULT wined3d_volume_create(struct wined3d_texture *container, const struct wined3d_resource_desc *desc,
2343 unsigned int level, struct wined3d_volume **volume) DECLSPEC_HIDDEN;
2344 void wined3d_volume_destroy(struct wined3d_volume *volume) DECLSPEC_HIDDEN;
2345 void wined3d_volume_get_pitch(const struct wined3d_volume *volume, UINT *row_pitch, UINT *slice_pitch) DECLSPEC_HIDDEN;
2346 void wined3d_volume_load(struct wined3d_volume *volume, struct wined3d_context *context,
2347 BOOL srgb_mode) DECLSPEC_HIDDEN;
2348 void wined3d_volume_invalidate_location(struct wined3d_volume *volume, DWORD location) DECLSPEC_HIDDEN;
2349 HRESULT wined3d_volume_map(struct wined3d_volume *volume,
2350 struct wined3d_map_desc *map_desc, const struct wined3d_box *box, DWORD flags) DECLSPEC_HIDDEN;
2351 void wined3d_volume_validate_location(struct wined3d_volume *volume, DWORD location) DECLSPEC_HIDDEN;
2352 HRESULT wined3d_volume_unmap(struct wined3d_volume *volume) DECLSPEC_HIDDEN;
2353 void wined3d_volume_upload_data(struct wined3d_volume *volume, const struct wined3d_context *context,
2354 const struct wined3d_const_bo_address *data) DECLSPEC_HIDDEN;
2356 struct wined3d_surface_dib
2358 HBITMAP DIBsection;
2359 void *bitmap_data;
2360 UINT bitmap_size;
2363 struct wined3d_renderbuffer_entry
2365 struct list entry;
2366 GLuint id;
2367 UINT width;
2368 UINT height;
2371 struct fbo_entry
2373 struct list entry;
2374 struct wined3d_surface **render_targets;
2375 struct wined3d_surface *depth_stencil;
2376 DWORD color_location, ds_location;
2377 DWORD rt_mask;
2378 BOOL attached;
2379 GLuint id;
2382 struct wined3d_surface_ops
2384 HRESULT (*surface_private_setup)(struct wined3d_surface *surface);
2385 void (*surface_unmap)(struct wined3d_surface *surface);
2388 struct wined3d_surface
2390 struct wined3d_resource resource;
2391 const struct wined3d_surface_ops *surface_ops;
2392 struct wined3d_texture *container;
2393 void *user_memory;
2394 DWORD locations;
2396 DWORD flags;
2398 UINT pitch;
2399 UINT pow2Width;
2400 UINT pow2Height;
2402 /* PBO */
2403 GLuint pbo;
2404 GLuint rb_multisample;
2405 GLuint rb_resolved;
2406 GLenum texture_target;
2407 unsigned int texture_level;
2408 unsigned int texture_layer;
2410 RECT lockedRect;
2411 int lockCount;
2413 /* For GetDC */
2414 struct wined3d_surface_dib dib;
2415 HDC hDC;
2417 struct list renderbuffers;
2418 const struct wined3d_renderbuffer_entry *current_renderbuffer;
2419 SIZE ds_current_size;
2421 /* DirectDraw Overlay handling */
2422 RECT overlay_srcrect;
2423 RECT overlay_destrect;
2424 struct wined3d_surface *overlay_dest;
2425 struct list overlays;
2426 struct list overlay_entry;
2429 static inline struct wined3d_surface *surface_from_resource(struct wined3d_resource *resource)
2431 return CONTAINING_RECORD(resource, struct wined3d_surface, resource);
2434 static inline GLuint surface_get_texture_name(const struct wined3d_surface *surface,
2435 const struct wined3d_gl_info *gl_info, BOOL srgb)
2437 return srgb && !gl_info->supported[EXT_TEXTURE_SRGB_DECODE]
2438 ? surface->container->texture_srgb.name : surface->container->texture_rgb.name;
2441 void surface_set_dirty(struct wined3d_surface *surface) DECLSPEC_HIDDEN;
2442 HRESULT surface_color_fill(struct wined3d_surface *s,
2443 const RECT *rect, const struct wined3d_color *color) DECLSPEC_HIDDEN;
2444 GLenum surface_get_gl_buffer(const struct wined3d_surface *surface) DECLSPEC_HIDDEN;
2445 void surface_get_drawable_size(const struct wined3d_surface *surface, const struct wined3d_context *context,
2446 unsigned int *width, unsigned int *height) DECLSPEC_HIDDEN;
2447 void surface_invalidate_location(struct wined3d_surface *surface, DWORD location) DECLSPEC_HIDDEN;
2448 void surface_load(struct wined3d_surface *surface, BOOL srgb) DECLSPEC_HIDDEN;
2449 void surface_load_ds_location(struct wined3d_surface *surface,
2450 struct wined3d_context *context, DWORD location) DECLSPEC_HIDDEN;
2451 void surface_load_fb_texture(struct wined3d_surface *surface, BOOL srgb,
2452 struct wined3d_context *context) DECLSPEC_HIDDEN;
2453 HRESULT surface_load_location(struct wined3d_surface *surface, DWORD location) DECLSPEC_HIDDEN;
2454 void surface_modify_ds_location(struct wined3d_surface *surface, DWORD location, UINT w, UINT h) DECLSPEC_HIDDEN;
2455 void surface_prepare_rb(struct wined3d_surface *surface,
2456 const struct wined3d_gl_info *gl_info, BOOL multisample) DECLSPEC_HIDDEN;
2457 void surface_set_compatible_renderbuffer(struct wined3d_surface *surface,
2458 const struct wined3d_surface *rt) DECLSPEC_HIDDEN;
2459 void surface_set_texture_target(struct wined3d_surface *surface, GLenum target, GLint level) DECLSPEC_HIDDEN;
2460 void surface_translate_drawable_coords(const struct wined3d_surface *surface, HWND window, RECT *rect) DECLSPEC_HIDDEN;
2461 HRESULT wined3d_surface_update_desc(struct wined3d_surface *surface,
2462 const struct wined3d_gl_info *gl_info, void *mem, unsigned int pitch) DECLSPEC_HIDDEN;
2463 HRESULT surface_upload_from_surface(struct wined3d_surface *dst_surface, const POINT *dst_point,
2464 struct wined3d_surface *src_surface, const RECT *src_rect) DECLSPEC_HIDDEN;
2465 void surface_validate_location(struct wined3d_surface *surface, DWORD location) DECLSPEC_HIDDEN;
2466 HRESULT wined3d_surface_create(struct wined3d_texture *container, const struct wined3d_resource_desc *desc,
2467 GLenum target, unsigned int level, unsigned int layer, DWORD flags,
2468 struct wined3d_surface **surface) DECLSPEC_HIDDEN;
2469 void wined3d_surface_destroy(struct wined3d_surface *surface) DECLSPEC_HIDDEN;
2470 void surface_prepare_map_memory(struct wined3d_surface *surface) DECLSPEC_HIDDEN;
2471 void wined3d_surface_upload_data(struct wined3d_surface *surface, const struct wined3d_gl_info *gl_info,
2472 const struct wined3d_format *format, const RECT *src_rect, UINT src_pitch, const POINT *dst_point,
2473 BOOL srgb, const struct wined3d_const_bo_address *data) DECLSPEC_HIDDEN;
2475 void draw_textured_quad(const struct wined3d_surface *src_surface, struct wined3d_context *context,
2476 const RECT *src_rect, const RECT *dst_rect, enum wined3d_texture_filter_type filter) DECLSPEC_HIDDEN;
2478 /* Surface flags: */
2479 #define SFLAG_DIBSECTION 0x00000001 /* Has a DIB section attached for GetDC. */
2480 #define SFLAG_DISCARD 0x00000002 /* ??? */
2481 #define SFLAG_NONPOW2 0x00000004 /* Surface sizes are not a power of 2 */
2482 #define SFLAG_LOST 0x00000008 /* Surface lost flag for ddraw. */
2483 #define SFLAG_CLIENT 0x00000010 /* GL_APPLE_client_storage is used with this surface. */
2484 #define SFLAG_DCINUSE 0x00000020 /* Set between GetDC and ReleaseDC calls. */
2486 struct wined3d_sampler
2488 struct wine_rb_entry entry;
2489 LONG refcount;
2490 struct wined3d_device *device;
2491 void *parent;
2492 struct wined3d_sampler_desc desc;
2493 GLuint name;
2496 struct wined3d_vertex_declaration_element
2498 const struct wined3d_format *format;
2499 BOOL ffp_valid;
2500 unsigned int input_slot;
2501 unsigned int offset;
2502 unsigned int output_slot;
2503 enum wined3d_input_classification input_slot_class;
2504 unsigned int instance_data_step_rate;
2505 BYTE method;
2506 BYTE usage;
2507 BYTE usage_idx;
2510 struct wined3d_vertex_declaration
2512 LONG ref;
2513 void *parent;
2514 const struct wined3d_parent_ops *parent_ops;
2515 struct wined3d_device *device;
2517 struct wined3d_vertex_declaration_element *elements;
2518 UINT element_count;
2520 BOOL position_transformed;
2521 BOOL half_float_conv_needed;
2524 struct wined3d_saved_states
2526 DWORD transform[(HIGHEST_TRANSFORMSTATE >> 5) + 1];
2527 WORD streamSource; /* MAX_STREAMS, 16 */
2528 WORD streamFreq; /* MAX_STREAMS, 16 */
2529 DWORD renderState[(WINEHIGHEST_RENDER_STATE >> 5) + 1];
2530 DWORD textureState[MAX_TEXTURES]; /* WINED3D_HIGHEST_TEXTURE_STATE + 1, 18 */
2531 WORD samplerState[MAX_COMBINED_SAMPLERS]; /* WINED3D_HIGHEST_SAMPLER_STATE + 1, 14 */
2532 DWORD clipplane; /* WINED3DMAXUSERCLIPPLANES, 32 */
2533 WORD pixelShaderConstantsB; /* MAX_CONST_B, 16 */
2534 WORD pixelShaderConstantsI; /* MAX_CONST_I, 16 */
2535 BOOL *pixelShaderConstantsF;
2536 WORD vertexShaderConstantsB; /* MAX_CONST_B, 16 */
2537 WORD vertexShaderConstantsI; /* MAX_CONST_I, 16 */
2538 BOOL *vertexShaderConstantsF;
2539 DWORD textures : 20; /* MAX_COMBINED_SAMPLERS, 20 */
2540 DWORD primitive_type : 1;
2541 DWORD indices : 1;
2542 DWORD material : 1;
2543 DWORD viewport : 1;
2544 DWORD vertexDecl : 1;
2545 DWORD pixelShader : 1;
2546 DWORD vertexShader : 1;
2547 DWORD scissorRect : 1;
2548 DWORD padding : 4;
2551 struct StageState {
2552 DWORD stage;
2553 DWORD state;
2556 struct wined3d_stateblock
2558 LONG ref; /* Note: Ref counting not required */
2559 struct wined3d_device *device;
2561 /* Array indicating whether things have been set or changed */
2562 struct wined3d_saved_states changed;
2563 struct wined3d_state state;
2565 /* Contained state management */
2566 DWORD contained_render_states[WINEHIGHEST_RENDER_STATE + 1];
2567 unsigned int num_contained_render_states;
2568 DWORD contained_transform_states[HIGHEST_TRANSFORMSTATE + 1];
2569 unsigned int num_contained_transform_states;
2570 DWORD contained_vs_consts_i[MAX_CONST_I];
2571 unsigned int num_contained_vs_consts_i;
2572 DWORD contained_vs_consts_b[MAX_CONST_B];
2573 unsigned int num_contained_vs_consts_b;
2574 DWORD *contained_vs_consts_f;
2575 unsigned int num_contained_vs_consts_f;
2576 DWORD contained_ps_consts_i[MAX_CONST_I];
2577 unsigned int num_contained_ps_consts_i;
2578 DWORD contained_ps_consts_b[MAX_CONST_B];
2579 unsigned int num_contained_ps_consts_b;
2580 DWORD *contained_ps_consts_f;
2581 unsigned int num_contained_ps_consts_f;
2582 struct StageState contained_tss_states[MAX_TEXTURES * (WINED3D_HIGHEST_TEXTURE_STATE + 1)];
2583 unsigned int num_contained_tss_states;
2584 struct StageState contained_sampler_states[MAX_COMBINED_SAMPLERS * WINED3D_HIGHEST_SAMPLER_STATE];
2585 unsigned int num_contained_sampler_states;
2588 void stateblock_init_contained_states(struct wined3d_stateblock *stateblock) DECLSPEC_HIDDEN;
2590 void state_cleanup(struct wined3d_state *state) DECLSPEC_HIDDEN;
2591 HRESULT state_init(struct wined3d_state *state, struct wined3d_fb_state *fb,
2592 const struct wined3d_gl_info *gl_info, const struct wined3d_d3d_info *d3d_info,
2593 DWORD flags) DECLSPEC_HIDDEN;
2594 void state_unbind_resources(struct wined3d_state *state) DECLSPEC_HIDDEN;
2596 struct wined3d_cs_ops
2598 void *(*require_space)(struct wined3d_cs *cs, size_t size);
2599 void (*submit)(struct wined3d_cs *cs);
2602 struct wined3d_cs
2604 const struct wined3d_cs_ops *ops;
2605 struct wined3d_device *device;
2606 struct wined3d_fb_state fb;
2607 struct wined3d_state state;
2609 size_t data_size;
2610 void *data;
2613 struct wined3d_cs *wined3d_cs_create(struct wined3d_device *device) DECLSPEC_HIDDEN;
2614 void wined3d_cs_destroy(struct wined3d_cs *cs) DECLSPEC_HIDDEN;
2616 void wined3d_cs_emit_clear(struct wined3d_cs *cs, DWORD rect_count, const RECT *rects,
2617 DWORD flags, const struct wined3d_color *color, float depth, DWORD stencil) DECLSPEC_HIDDEN;
2618 void wined3d_cs_emit_draw(struct wined3d_cs *cs, UINT start_idx, UINT index_count,
2619 UINT start_instance, UINT instance_count, BOOL indexed) DECLSPEC_HIDDEN;
2620 void wined3d_cs_emit_present(struct wined3d_cs *cs, struct wined3d_swapchain *swapchain,
2621 const RECT *src_rect, const RECT *dst_rect, HWND dst_window_override,
2622 const RGNDATA *dirty_region, DWORD flags) DECLSPEC_HIDDEN;
2623 void wined3d_cs_emit_reset_state(struct wined3d_cs *cs) DECLSPEC_HIDDEN;
2624 void wined3d_cs_emit_set_clip_plane(struct wined3d_cs *cs, UINT plane_idx,
2625 const struct wined3d_vec4 *plane) DECLSPEC_HIDDEN;
2626 void wined3d_cs_emit_set_color_key(struct wined3d_cs *cs, struct wined3d_texture *texture,
2627 WORD flags, const struct wined3d_color_key *color_key) DECLSPEC_HIDDEN;
2628 void wined3d_cs_emit_set_constant_buffer(struct wined3d_cs *cs, enum wined3d_shader_type type,
2629 UINT cb_idx, struct wined3d_buffer *buffer) DECLSPEC_HIDDEN;
2630 void wined3d_cs_emit_set_depth_stencil_view(struct wined3d_cs *cs,
2631 struct wined3d_rendertarget_view *view) DECLSPEC_HIDDEN;
2632 void wined3d_cs_emit_set_index_buffer(struct wined3d_cs *cs, struct wined3d_buffer *buffer,
2633 enum wined3d_format_id format_id) DECLSPEC_HIDDEN;
2634 void wined3d_cs_emit_set_material(struct wined3d_cs *cs, const struct wined3d_material *material) DECLSPEC_HIDDEN;
2635 void wined3d_cs_emit_set_predication(struct wined3d_cs *cs,
2636 struct wined3d_query *predicate, BOOL value) DECLSPEC_HIDDEN;
2637 void wined3d_cs_emit_set_render_state(struct wined3d_cs *cs,
2638 enum wined3d_render_state state, DWORD value) DECLSPEC_HIDDEN;
2639 void wined3d_cs_emit_set_rendertarget_view(struct wined3d_cs *cs, unsigned int view_idx,
2640 struct wined3d_rendertarget_view *view) DECLSPEC_HIDDEN;
2641 void wined3d_cs_emit_set_shader_resource_view(struct wined3d_cs *cs, enum wined3d_shader_type type,
2642 UINT view_idx, struct wined3d_shader_resource_view *view) DECLSPEC_HIDDEN;
2643 void wined3d_cs_emit_set_sampler(struct wined3d_cs *cs, enum wined3d_shader_type type,
2644 UINT sampler_idx, struct wined3d_sampler *sampler) DECLSPEC_HIDDEN;
2645 void wined3d_cs_emit_set_sampler_state(struct wined3d_cs *cs, UINT sampler_idx,
2646 enum wined3d_sampler_state state, DWORD value) DECLSPEC_HIDDEN;
2647 void wined3d_cs_emit_set_scissor_rect(struct wined3d_cs *cs, const RECT *rect) DECLSPEC_HIDDEN;
2648 void wined3d_cs_emit_set_shader(struct wined3d_cs *cs, enum wined3d_shader_type type,
2649 struct wined3d_shader *shader) DECLSPEC_HIDDEN;
2650 void wined3d_cs_emit_set_stream_output(struct wined3d_cs *cs, UINT stream_idx,
2651 struct wined3d_buffer *buffer, UINT offset) DECLSPEC_HIDDEN;
2652 void wined3d_cs_emit_set_stream_source(struct wined3d_cs *cs, UINT stream_idx,
2653 struct wined3d_buffer *buffer, UINT offset, UINT stride) DECLSPEC_HIDDEN;
2654 void wined3d_cs_emit_set_stream_source_freq(struct wined3d_cs *cs, UINT stream_idx,
2655 UINT frequency, UINT flags) DECLSPEC_HIDDEN;
2656 void wined3d_cs_emit_set_texture(struct wined3d_cs *cs, UINT stage, struct wined3d_texture *texture) DECLSPEC_HIDDEN;
2657 void wined3d_cs_emit_set_texture_state(struct wined3d_cs *cs, UINT stage,
2658 enum wined3d_texture_stage_state state, DWORD value) DECLSPEC_HIDDEN;
2659 void wined3d_cs_emit_set_transform(struct wined3d_cs *cs, enum wined3d_transform_state state,
2660 const struct wined3d_matrix *matrix) DECLSPEC_HIDDEN;
2661 void wined3d_cs_emit_set_vertex_declaration(struct wined3d_cs *cs,
2662 struct wined3d_vertex_declaration *declaration) DECLSPEC_HIDDEN;
2663 void wined3d_cs_emit_set_viewport(struct wined3d_cs *cs, const struct wined3d_viewport *viewport) DECLSPEC_HIDDEN;
2665 /* Direct3D terminology with little modifications. We do not have an issued state
2666 * because only the driver knows about it, but we have a created state because d3d
2667 * allows GetData on a created issue, but opengl doesn't
2669 enum query_state {
2670 QUERY_CREATED,
2671 QUERY_SIGNALLED,
2672 QUERY_BUILDING
2675 struct wined3d_query_ops
2677 HRESULT (*query_get_data)(struct wined3d_query *query, void *data, DWORD data_size, DWORD flags);
2678 HRESULT (*query_issue)(struct wined3d_query *query, DWORD flags);
2681 struct wined3d_query
2683 LONG ref;
2685 void *parent;
2686 const struct wined3d_query_ops *query_ops;
2687 struct wined3d_device *device;
2688 enum query_state state;
2689 enum wined3d_query_type type;
2690 DWORD data_size;
2691 void *extendedData;
2694 /* TODO: Add tests and support for FLOAT16_4 POSITIONT, D3DCOLOR position, other
2695 * fixed function semantics as D3DCOLOR or FLOAT16 */
2696 enum wined3d_buffer_conversion_type
2698 CONV_NONE,
2699 CONV_D3DCOLOR,
2700 CONV_POSITIONT,
2703 struct wined3d_map_range
2705 UINT offset;
2706 UINT size;
2709 struct wined3d_buffer
2711 struct wined3d_resource resource;
2713 struct wined3d_buffer_desc desc;
2715 GLuint buffer_object;
2716 GLenum buffer_object_usage;
2717 GLenum buffer_type_hint;
2718 DWORD flags;
2719 void *map_ptr;
2721 struct wined3d_map_range *maps;
2722 ULONG maps_size, modified_areas;
2723 struct wined3d_event_query *query;
2725 /* conversion stuff */
2726 UINT decl_change_count, full_conversion_count;
2727 UINT draw_count;
2728 UINT stride; /* 0 if no conversion */
2729 UINT conversion_stride; /* 0 if no shifted conversion */
2730 enum wined3d_buffer_conversion_type *conversion_map; /* NULL if no conversion */
2733 static inline struct wined3d_buffer *buffer_from_resource(struct wined3d_resource *resource)
2735 return CONTAINING_RECORD(resource, struct wined3d_buffer, resource);
2738 void buffer_get_memory(struct wined3d_buffer *buffer, struct wined3d_context *context,
2739 struct wined3d_bo_address *data) DECLSPEC_HIDDEN;
2740 BYTE *buffer_get_sysmem(struct wined3d_buffer *This, struct wined3d_context *context) DECLSPEC_HIDDEN;
2741 void buffer_internal_preload(struct wined3d_buffer *buffer, struct wined3d_context *context,
2742 const struct wined3d_state *state) DECLSPEC_HIDDEN;
2743 void buffer_mark_used(struct wined3d_buffer *buffer) DECLSPEC_HIDDEN;
2745 struct wined3d_rendertarget_view
2747 LONG refcount;
2749 struct wined3d_resource *resource;
2750 void *parent;
2751 const struct wined3d_parent_ops *parent_ops;
2753 const struct wined3d_format *format;
2754 unsigned int format_flags;
2755 unsigned int sub_resource_idx;
2756 unsigned int buffer_offset;
2758 unsigned int width;
2759 unsigned int height;
2760 unsigned int depth;
2763 static inline struct wined3d_surface *wined3d_rendertarget_view_get_surface(
2764 const struct wined3d_rendertarget_view *view)
2766 struct wined3d_resource *resource;
2767 struct wined3d_texture *texture;
2769 if (!view)
2770 return NULL;
2772 if (view->resource->type != WINED3D_RTYPE_TEXTURE && view->resource->type != WINED3D_RTYPE_CUBE_TEXTURE)
2773 return NULL;
2775 texture = wined3d_texture_from_resource(view->resource);
2776 if (!(resource = wined3d_texture_get_sub_resource(texture, view->sub_resource_idx)))
2777 return NULL;
2779 return surface_from_resource(resource);
2782 struct wined3d_shader_resource_view
2784 LONG refcount;
2786 struct wined3d_resource *resource;
2787 void *parent;
2788 const struct wined3d_parent_ops *parent_ops;
2791 struct wined3d_swapchain_ops
2793 void (*swapchain_present)(struct wined3d_swapchain *swapchain, const RECT *src_rect,
2794 const RECT *dst_rect, const RGNDATA *dirty_region, DWORD flags);
2797 struct wined3d_swapchain
2799 LONG ref;
2800 void *parent;
2801 const struct wined3d_parent_ops *parent_ops;
2802 const struct wined3d_swapchain_ops *swapchain_ops;
2803 struct wined3d_device *device;
2805 struct wined3d_texture **back_buffers;
2806 struct wined3d_texture *front_buffer;
2807 struct wined3d_swapchain_desc desc;
2808 struct wined3d_display_mode original_mode, d3d_mode;
2809 struct wined3d_gamma_ramp orig_gamma;
2810 BOOL render_to_fbo, reapply_mode;
2811 const struct wined3d_format *ds_format;
2812 struct wined3d_palette *palette;
2814 LONG prev_time, frames; /* Performance tracking */
2816 struct wined3d_context **context;
2817 unsigned int num_contexts;
2819 HWND win_handle;
2820 HWND device_window;
2822 HDC backup_dc;
2823 HWND backup_wnd;
2826 void x11_copy_to_screen(const struct wined3d_swapchain *swapchain, const RECT *rect) DECLSPEC_HIDDEN;
2828 void wined3d_swapchain_activate(struct wined3d_swapchain *swapchain, BOOL activate) DECLSPEC_HIDDEN;
2829 struct wined3d_context *swapchain_get_context(struct wined3d_swapchain *swapchain) DECLSPEC_HIDDEN;
2830 void swapchain_destroy_contexts(struct wined3d_swapchain *swapchain) DECLSPEC_HIDDEN;
2831 HDC swapchain_get_backup_dc(struct wined3d_swapchain *swapchain) DECLSPEC_HIDDEN;
2832 void swapchain_update_draw_bindings(struct wined3d_swapchain *swapchain) DECLSPEC_HIDDEN;
2834 /*****************************************************************************
2835 * Utility function prototypes
2838 /* Trace routines */
2839 const char *debug_d3dformat(enum wined3d_format_id format_id) DECLSPEC_HIDDEN;
2840 const char *debug_d3ddevicetype(enum wined3d_device_type device_type) DECLSPEC_HIDDEN;
2841 const char *debug_d3dresourcetype(enum wined3d_resource_type resource_type) DECLSPEC_HIDDEN;
2842 const char *debug_d3dusage(DWORD usage) DECLSPEC_HIDDEN;
2843 const char *debug_d3dusagequery(DWORD usagequery) DECLSPEC_HIDDEN;
2844 const char *debug_d3ddeclmethod(enum wined3d_decl_method method) DECLSPEC_HIDDEN;
2845 const char *debug_d3ddeclusage(enum wined3d_decl_usage usage) DECLSPEC_HIDDEN;
2846 const char *debug_d3dinput_classification(enum wined3d_input_classification classification) DECLSPEC_HIDDEN;
2847 const char *debug_d3dprimitivetype(enum wined3d_primitive_type primitive_type) DECLSPEC_HIDDEN;
2848 const char *debug_d3drenderstate(enum wined3d_render_state state) DECLSPEC_HIDDEN;
2849 const char *debug_d3dsamplerstate(enum wined3d_sampler_state state) DECLSPEC_HIDDEN;
2850 const char *debug_d3dstate(DWORD state) DECLSPEC_HIDDEN;
2851 const char *debug_d3dtexturefiltertype(enum wined3d_texture_filter_type filter_type) DECLSPEC_HIDDEN;
2852 const char *debug_d3dtexturestate(enum wined3d_texture_stage_state state) DECLSPEC_HIDDEN;
2853 const char *debug_d3dtstype(enum wined3d_transform_state tstype) DECLSPEC_HIDDEN;
2854 const char *debug_d3dpool(enum wined3d_pool pool) DECLSPEC_HIDDEN;
2855 const char *debug_fbostatus(GLenum status) DECLSPEC_HIDDEN;
2856 const char *debug_glerror(GLenum error) DECLSPEC_HIDDEN;
2857 const char *debug_d3dtop(enum wined3d_texture_op d3dtop) DECLSPEC_HIDDEN;
2858 void dump_color_fixup_desc(struct color_fixup_desc fixup) DECLSPEC_HIDDEN;
2860 BOOL is_invalid_op(const struct wined3d_state *state, int stage,
2861 enum wined3d_texture_op op, DWORD arg1, DWORD arg2, DWORD arg3) DECLSPEC_HIDDEN;
2862 void set_tex_op_nvrc(const struct wined3d_gl_info *gl_info, const struct wined3d_state *state,
2863 BOOL is_alpha, int stage, enum wined3d_texture_op op, DWORD arg1, DWORD arg2, DWORD arg3,
2864 INT texture_idx, DWORD dst) DECLSPEC_HIDDEN;
2865 void texture_activate_dimensions(const struct wined3d_texture *texture,
2866 const struct wined3d_gl_info *gl_info) DECLSPEC_HIDDEN;
2867 void sampler_texdim(struct wined3d_context *context,
2868 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
2869 void tex_alphaop(struct wined3d_context *context,
2870 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
2871 void apply_pixelshader(struct wined3d_context *context,
2872 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
2873 void state_alpha_test(struct wined3d_context *context,
2874 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
2875 void state_fogcolor(struct wined3d_context *context,
2876 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
2877 void state_fogdensity(struct wined3d_context *context,
2878 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
2879 void state_fogstartend(struct wined3d_context *context,
2880 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
2881 void state_fog_fragpart(struct wined3d_context *context,
2882 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
2883 void state_nop(struct wined3d_context *context,
2884 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
2885 void state_srgbwrite(struct wined3d_context *context,
2886 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
2888 void state_clipping(struct wined3d_context *context,
2889 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
2890 void clipplane(struct wined3d_context *context,
2891 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
2892 void state_pointsprite_w(struct wined3d_context *context,
2893 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
2894 void state_pointsprite(struct wined3d_context *context,
2895 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
2897 BOOL getColorBits(const struct wined3d_format *format,
2898 BYTE *redSize, BYTE *greenSize, BYTE *blueSize, BYTE *alphaSize, BYTE *totalSize) DECLSPEC_HIDDEN;
2899 BOOL getDepthStencilBits(const struct wined3d_format *format,
2900 BYTE *depthSize, BYTE *stencilSize) DECLSPEC_HIDDEN;
2901 GLenum gl_primitive_type_from_d3d(enum wined3d_primitive_type primitive_type) DECLSPEC_HIDDEN;
2903 /* Math utils */
2904 void multiply_matrix(struct wined3d_matrix *dest, const struct wined3d_matrix *src1,
2905 const struct wined3d_matrix *src2) DECLSPEC_HIDDEN;
2906 unsigned int count_bits(unsigned int mask) DECLSPEC_HIDDEN;
2908 void wined3d_release_dc(HWND window, HDC dc) DECLSPEC_HIDDEN;
2910 struct wined3d_shader_lconst
2912 struct list entry;
2913 unsigned int idx;
2914 DWORD value[4];
2917 struct wined3d_shader_limits
2919 unsigned int sampler;
2920 unsigned int constant_int;
2921 unsigned int constant_float;
2922 unsigned int constant_bool;
2923 unsigned int packed_output;
2924 unsigned int packed_input;
2927 #ifdef __GNUC__
2928 #define PRINTF_ATTR(fmt,args) __attribute__((format (printf,fmt,args)))
2929 #else
2930 #define PRINTF_ATTR(fmt,args)
2931 #endif
2933 struct wined3d_string_buffer_list
2935 struct list list;
2938 struct wined3d_string_buffer *string_buffer_get(struct wined3d_string_buffer_list *list) DECLSPEC_HIDDEN;
2939 void string_buffer_sprintf(struct wined3d_string_buffer *buffer, const char *format, ...) PRINTF_ATTR(2, 3) DECLSPEC_HIDDEN;
2940 void string_buffer_release(struct wined3d_string_buffer_list *list, struct wined3d_string_buffer *buffer) DECLSPEC_HIDDEN;
2941 void string_buffer_list_init(struct wined3d_string_buffer_list *list) DECLSPEC_HIDDEN;
2942 void string_buffer_list_cleanup(struct wined3d_string_buffer_list *list) DECLSPEC_HIDDEN;
2944 int shader_addline(struct wined3d_string_buffer *buffer, const char *fmt, ...) PRINTF_ATTR(2,3) DECLSPEC_HIDDEN;
2945 BOOL string_buffer_resize(struct wined3d_string_buffer *buffer, int rc) DECLSPEC_HIDDEN;
2946 int shader_vaddline(struct wined3d_string_buffer *buffer, const char *fmt, va_list args) DECLSPEC_HIDDEN;
2948 /* Vertex shader utility functions */
2949 BOOL vshader_get_input(const struct wined3d_shader *shader,
2950 BYTE usage_req, BYTE usage_idx_req, unsigned int *regnum) DECLSPEC_HIDDEN;
2952 struct wined3d_vertex_shader
2954 struct wined3d_shader_attribute attributes[MAX_ATTRIBS];
2957 struct wined3d_geometry_shader
2959 enum wined3d_primitive_type input_type;
2960 enum wined3d_primitive_type output_type;
2961 UINT vertices_out;
2964 struct wined3d_pixel_shader
2966 /* Pixel shader input semantics */
2967 DWORD input_reg_map[MAX_REG_INPUT];
2968 BOOL input_reg_used[MAX_REG_INPUT];
2969 unsigned int declared_in_count;
2971 /* Some information about the shader behavior */
2972 BOOL color0_mov;
2973 DWORD color0_reg;
2976 struct wined3d_shader
2978 LONG ref;
2979 const struct wined3d_shader_limits *limits;
2980 DWORD *function;
2981 UINT functionLength;
2982 BOOL load_local_constsF;
2983 const struct wined3d_shader_frontend *frontend;
2984 void *frontend_data;
2985 void *backend_data;
2987 void *parent;
2988 const struct wined3d_parent_ops *parent_ops;
2990 /* Programs this shader is linked with */
2991 struct list linked_programs;
2993 /* Immediate constants (override global ones) */
2994 struct list constantsB;
2995 struct list constantsF;
2996 struct list constantsI;
2997 struct wined3d_shader_reg_maps reg_maps;
2998 BOOL lconst_inf_or_nan;
3000 struct wined3d_shader_signature input_signature;
3001 struct wined3d_shader_signature output_signature;
3002 char *signature_strings;
3004 /* Pointer to the parent device */
3005 struct wined3d_device *device;
3006 struct list shader_list_entry;
3008 union
3010 struct wined3d_vertex_shader vs;
3011 struct wined3d_geometry_shader gs;
3012 struct wined3d_pixel_shader ps;
3013 } u;
3016 void pixelshader_update_resource_types(struct wined3d_shader *shader, WORD tex_types) DECLSPEC_HIDDEN;
3017 void find_ps_compile_args(const struct wined3d_state *state, const struct wined3d_shader *shader,
3018 BOOL position_transformed, struct ps_compile_args *args,
3019 const struct wined3d_context *context) DECLSPEC_HIDDEN;
3021 void find_vs_compile_args(const struct wined3d_state *state, const struct wined3d_shader *shader,
3022 WORD swizzle_map, struct vs_compile_args *args) DECLSPEC_HIDDEN;
3024 void string_buffer_clear(struct wined3d_string_buffer *buffer) DECLSPEC_HIDDEN;
3025 BOOL string_buffer_init(struct wined3d_string_buffer *buffer) DECLSPEC_HIDDEN;
3026 void string_buffer_free(struct wined3d_string_buffer *buffer) DECLSPEC_HIDDEN;
3027 void shader_dump_src_param(const struct wined3d_shader_src_param *param,
3028 const struct wined3d_shader_version *shader_version) DECLSPEC_HIDDEN;
3029 void shader_dump_dst_param(const struct wined3d_shader_dst_param *param,
3030 const struct wined3d_shader_version *shader_version) DECLSPEC_HIDDEN;
3031 unsigned int shader_find_free_input_register(const struct wined3d_shader_reg_maps *reg_maps,
3032 unsigned int max) DECLSPEC_HIDDEN;
3033 void shader_generate_main(const struct wined3d_shader *shader, struct wined3d_string_buffer *buffer,
3034 const struct wined3d_shader_reg_maps *reg_maps, const DWORD *byte_code, void *backend_ctx) DECLSPEC_HIDDEN;
3035 BOOL shader_match_semantic(const char *semantic_name, enum wined3d_decl_usage usage) DECLSPEC_HIDDEN;
3037 static inline BOOL shader_is_scalar(const struct wined3d_shader_register *reg)
3039 switch (reg->type)
3041 case WINED3DSPR_RASTOUT:
3042 /* oFog & oPts */
3043 if (reg->idx[0].offset)
3044 return TRUE;
3045 /* oPos */
3046 return FALSE;
3048 case WINED3DSPR_DEPTHOUT: /* oDepth */
3049 case WINED3DSPR_CONSTBOOL: /* b# */
3050 case WINED3DSPR_LOOP: /* aL */
3051 case WINED3DSPR_PREDICATE: /* p0 */
3052 case WINED3DSPR_PRIMID: /* primID */
3053 return TRUE;
3055 case WINED3DSPR_MISCTYPE:
3056 switch (reg->idx[0].offset)
3058 case 0: /* vPos */
3059 return FALSE;
3060 case 1: /* vFace */
3061 return TRUE;
3062 default:
3063 return FALSE;
3066 case WINED3DSPR_IMMCONST:
3067 return reg->immconst_type == WINED3D_IMMCONST_SCALAR;
3069 default:
3070 return FALSE;
3074 static inline void shader_get_position_fixup(const struct wined3d_context *context,
3075 const struct wined3d_state *state, float *position_fixup)
3077 float center_offset;
3079 if (context->swapchain->device->wined3d->flags & WINED3D_PIXEL_CENTER_INTEGER)
3080 center_offset = 63.0f / 64.0f;
3081 else
3082 center_offset = -1.0f / 64.0f;
3084 position_fixup[0] = 1.0f;
3085 position_fixup[1] = 1.0f;
3086 position_fixup[2] = center_offset / state->viewport.width;
3087 position_fixup[3] = -center_offset / state->viewport.height;
3089 if (context->render_offscreen)
3091 position_fixup[1] *= -1.0f;
3092 position_fixup[3] *= -1.0f;
3096 static inline BOOL shader_constant_is_local(const struct wined3d_shader *shader, DWORD reg)
3098 struct wined3d_shader_lconst *lconst;
3100 if (shader->load_local_constsF)
3101 return FALSE;
3103 LIST_FOR_EACH_ENTRY(lconst, &shader->constantsF, struct wined3d_shader_lconst, entry)
3105 if (lconst->idx == reg)
3106 return TRUE;
3109 return FALSE;
3112 void get_identity_matrix(struct wined3d_matrix *mat) DECLSPEC_HIDDEN;
3113 void get_modelview_matrix(const struct wined3d_context *context, const struct wined3d_state *state,
3114 unsigned int index, struct wined3d_matrix *mat) DECLSPEC_HIDDEN;
3115 void get_projection_matrix(const struct wined3d_context *context, const struct wined3d_state *state,
3116 struct wined3d_matrix *mat) DECLSPEC_HIDDEN;
3117 void get_texture_matrix(const struct wined3d_context *context, const struct wined3d_state *state,
3118 unsigned int tex, struct wined3d_matrix *mat) DECLSPEC_HIDDEN;
3119 void get_pointsize_minmax(const struct wined3d_context *context, const struct wined3d_state *state,
3120 float *out_min, float *out_max) DECLSPEC_HIDDEN;
3121 void get_pointsize(const struct wined3d_context *context, const struct wined3d_state *state,
3122 float *out_pointsize, float *out_att) DECLSPEC_HIDDEN;
3123 void get_fog_start_end(const struct wined3d_context *context, const struct wined3d_state *state,
3124 float *start, float *end) DECLSPEC_HIDDEN;
3126 /* Using additional shader constants (uniforms in GLSL / program environment
3127 * or local parameters in ARB) is costly:
3128 * ARB only knows float4 parameters and GLSL compiler are not really smart
3129 * when it comes to efficiently pack float2 uniforms, so no space is wasted
3130 * (in fact most compilers map a float2 to a full float4 uniform).
3132 * For NP2 texcoord fixup we only need 2 floats (width and height) for each
3133 * 2D texture used in the shader. We therefore pack fixup info for 2 textures
3134 * into a single shader constant (uniform / program parameter).
3136 * This structure is shared between the GLSL and the ARB backend.*/
3137 struct ps_np2fixup_info {
3138 unsigned char idx[MAX_FRAGMENT_SAMPLERS]; /* indices to the real constant */
3139 WORD active; /* bitfield indicating if we can apply the fixup */
3140 WORD num_consts;
3143 void print_glsl_info_log(const struct wined3d_gl_info *gl_info, GLuint id, BOOL program) DECLSPEC_HIDDEN;
3144 void shader_glsl_validate_link(const struct wined3d_gl_info *gl_info, GLuint program) DECLSPEC_HIDDEN;
3146 struct wined3d_palette
3148 LONG ref;
3149 struct wined3d_device *device;
3151 unsigned int size;
3152 RGBQUAD colors[256];
3153 DWORD flags;
3156 /* DirectDraw utility functions */
3157 extern enum wined3d_format_id pixelformat_for_depth(DWORD depth) DECLSPEC_HIDDEN;
3159 /*****************************************************************************
3160 * Pixel format management
3163 /* WineD3D pixel format flags */
3164 #define WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING 0x00000001
3165 #define WINED3DFMT_FLAG_FILTERING 0x00000002
3166 #define WINED3DFMT_FLAG_DEPTH 0x00000004
3167 #define WINED3DFMT_FLAG_STENCIL 0x00000008
3168 #define WINED3DFMT_FLAG_RENDERTARGET 0x00000010
3169 #define WINED3DFMT_FLAG_FBO_ATTACHABLE 0x00000040
3170 #define WINED3DFMT_FLAG_FBO_ATTACHABLE_SRGB 0x00000080
3171 #define WINED3DFMT_FLAG_GETDC 0x00000100
3172 #define WINED3DFMT_FLAG_FLOAT 0x00000200
3173 #define WINED3DFMT_FLAG_BUMPMAP 0x00000400
3174 #define WINED3DFMT_FLAG_SRGB_READ 0x00000800
3175 #define WINED3DFMT_FLAG_SRGB_WRITE 0x00001000
3176 #define WINED3DFMT_FLAG_VTF 0x00002000
3177 #define WINED3DFMT_FLAG_SHADOW 0x00004000
3178 #define WINED3DFMT_FLAG_COMPRESSED 0x00008000
3179 #define WINED3DFMT_FLAG_BROKEN_PITCH 0x00010000
3180 #define WINED3DFMT_FLAG_BLOCKS 0x00020000
3181 #define WINED3DFMT_FLAG_HEIGHT_SCALE 0x00040000
3182 #define WINED3DFMT_FLAG_TEXTURE 0x00080000
3183 #define WINED3DFMT_FLAG_BLOCKS_NO_VERIFY 0x00100000
3185 struct wined3d_rational
3187 UINT numerator;
3188 UINT denominator;
3191 struct wined3d_color_key_conversion
3193 enum wined3d_format_id dst_format;
3194 void (*convert)(const BYTE *src, unsigned int src_pitch, BYTE *dst, unsigned int dst_pitch, unsigned int width,
3195 unsigned int height, const struct wined3d_palette *palette, const struct wined3d_color_key *color_key);
3198 struct wined3d_format
3200 enum wined3d_format_id id;
3202 DWORD red_size;
3203 DWORD green_size;
3204 DWORD blue_size;
3205 DWORD alpha_size;
3206 DWORD red_offset;
3207 DWORD green_offset;
3208 DWORD blue_offset;
3209 DWORD alpha_offset;
3210 UINT byte_count;
3211 BYTE depth_size;
3212 BYTE stencil_size;
3214 UINT block_width;
3215 UINT block_height;
3216 UINT block_byte_count;
3218 enum wined3d_ffp_emit_idx emit_idx;
3219 GLint component_count;
3220 GLenum gl_vtx_type;
3221 GLint gl_vtx_format;
3222 GLboolean gl_normalized;
3223 unsigned int component_size;
3225 GLint glInternal;
3226 GLint glGammaInternal;
3227 GLint rtInternal;
3228 GLint glFormat;
3229 GLint glType;
3230 UINT conv_byte_count;
3231 unsigned int flags[WINED3D_GL_RES_TYPE_COUNT];
3232 struct wined3d_rational height_scale;
3233 struct color_fixup_desc color_fixup;
3234 void (*convert)(const BYTE *src, BYTE *dst, UINT src_row_pitch, UINT src_slice_pitch,
3235 UINT dst_row_pitch, UINT dst_slice_pitch, UINT width, UINT height, UINT depth);
3238 const struct wined3d_format *wined3d_get_format(const struct wined3d_gl_info *gl_info,
3239 enum wined3d_format_id format_id) DECLSPEC_HIDDEN;
3240 UINT wined3d_format_calculate_pitch(const struct wined3d_format *format, UINT width) DECLSPEC_HIDDEN;
3241 UINT wined3d_format_calculate_size(const struct wined3d_format *format,
3242 UINT alignment, UINT width, UINT height, UINT depth) DECLSPEC_HIDDEN;
3243 DWORD wined3d_format_convert_from_float(const struct wined3d_surface *surface,
3244 const struct wined3d_color *color) DECLSPEC_HIDDEN;
3245 BOOL wined3d_format_convert_color_to_float(const struct wined3d_format *format,
3246 const struct wined3d_palette *palette, DWORD color, struct wined3d_color *float_color) DECLSPEC_HIDDEN;
3247 void wined3d_format_get_float_color_key(const struct wined3d_format *format,
3248 const struct wined3d_color_key *key, struct wined3d_color *float_colors) DECLSPEC_HIDDEN;
3249 const struct wined3d_color_key_conversion * wined3d_format_get_color_key_conversion(
3250 const struct wined3d_texture *texture, BOOL need_alpha_ck) DECLSPEC_HIDDEN;
3252 static inline BOOL use_vs(const struct wined3d_state *state)
3254 /* Check state->vertex_declaration to allow this to be used before the
3255 * stream info is validated, for example in device_update_tex_unit_map(). */
3256 return state->shader[WINED3D_SHADER_TYPE_VERTEX] && !state->vertex_declaration->position_transformed;
3259 static inline BOOL use_ps(const struct wined3d_state *state)
3261 return !!state->shader[WINED3D_SHADER_TYPE_PIXEL];
3264 static inline void context_apply_state(struct wined3d_context *context,
3265 const struct wined3d_state *state, DWORD state_id)
3267 const struct StateEntry *state_table = context->state_table;
3268 DWORD rep = state_table[state_id].representative;
3269 state_table[rep].apply(context, state, rep);
3272 /* The WNDCLASS-Name for the fake window which we use to retrieve the GL capabilities */
3273 #define WINED3D_OPENGL_WINDOW_CLASS_NAME "WineD3D_OpenGL"
3275 #define MAKEDWORD_VERSION(maj, min) (((maj & 0xffffu) << 16) | (min & 0xffffu))
3277 #endif