wined3d: Store the power-of-two dimensions in the texture.
[wine.git] / dlls / wined3d / wined3d_private.h
blobd74f143cd8804fd5b4a7cb13e87c3fe4e2001da1
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_scaling_fixup(struct color_fixup_desc fixup)
150 return fixup.x_sign_fixup || fixup.y_sign_fixup || fixup.z_sign_fixup || fixup.w_sign_fixup;
153 static inline BOOL is_same_fixup(struct color_fixup_desc f1, struct color_fixup_desc f2)
155 return f1.x_sign_fixup == f2.x_sign_fixup && f1.x_source == f2.x_source
156 && f1.y_sign_fixup == f2.y_sign_fixup && f1.y_source == f2.y_source
157 && f1.z_sign_fixup == f2.z_sign_fixup && f1.z_source == f2.z_source
158 && f1.w_sign_fixup == f2.w_sign_fixup && f1.w_source == f2.w_source;
161 static inline enum complex_fixup get_complex_fixup(struct color_fixup_desc fixup)
163 enum complex_fixup complex_fixup = 0;
164 if (fixup.x_source == CHANNEL_SOURCE_COMPLEX1) complex_fixup |= (1u << 0);
165 if (fixup.y_source == CHANNEL_SOURCE_COMPLEX1) complex_fixup |= (1u << 1);
166 if (fixup.z_source == CHANNEL_SOURCE_COMPLEX1) complex_fixup |= (1u << 2);
167 if (fixup.w_source == CHANNEL_SOURCE_COMPLEX1) complex_fixup |= (1u << 3);
168 return complex_fixup;
171 void *wined3d_rb_alloc(size_t size) DECLSPEC_HIDDEN;
172 void *wined3d_rb_realloc(void *ptr, size_t size) DECLSPEC_HIDDEN;
173 void wined3d_rb_free(void *ptr) DECLSPEC_HIDDEN;
175 /* Device caps */
176 #define MAX_STREAM_OUT 4
177 #define MAX_STREAMS 16
178 #define MAX_TEXTURES 8
179 #define MAX_FRAGMENT_SAMPLERS 16
180 #define MAX_VERTEX_SAMPLERS 4
181 #define MAX_COMBINED_SAMPLERS (MAX_FRAGMENT_SAMPLERS + MAX_VERTEX_SAMPLERS)
182 #define MAX_ACTIVE_LIGHTS 8
183 #define MAX_CLIPPLANES WINED3DMAXUSERCLIPPLANES
184 #define MAX_CONSTANT_BUFFERS 15
185 #define MAX_SAMPLER_OBJECTS 16
186 #define MAX_SHADER_RESOURCE_VIEWS 128
187 #define MAX_VERTEX_BLENDS 4
188 #define MAX_MULTISAMPLE_TYPES 8
190 struct min_lookup
192 GLenum mip[WINED3D_TEXF_LINEAR + 1];
195 extern const struct min_lookup minMipLookup[WINED3D_TEXF_LINEAR + 1] DECLSPEC_HIDDEN;
196 extern const GLenum magLookup[WINED3D_TEXF_LINEAR + 1] DECLSPEC_HIDDEN;
198 GLenum wined3d_gl_compare_func(enum wined3d_cmp_func f) DECLSPEC_HIDDEN;
200 static inline GLenum wined3d_gl_mag_filter(enum wined3d_texture_filter_type mag_filter)
202 return magLookup[mag_filter];
205 static inline GLenum wined3d_gl_min_mip_filter(enum wined3d_texture_filter_type min_filter,
206 enum wined3d_texture_filter_type mip_filter)
208 return minMipLookup[min_filter].mip[mip_filter];
211 /* float_16_to_32() and float_32_to_16() (see implementation in
212 * surface_base.c) convert 16 bit floats in the FLOAT16 data type
213 * to standard C floats and vice versa. They do not depend on the encoding
214 * of the C float, so they are platform independent, but slow. On x86 and
215 * other IEEE 754 compliant platforms the conversion can be accelerated by
216 * bit shifting the exponent and mantissa. There are also some SSE-based
217 * assembly routines out there.
219 * See GL_NV_half_float for a reference of the FLOAT16 / GL_HALF format
221 static inline float float_16_to_32(const unsigned short *in)
223 const unsigned short s = ((*in) & 0x8000u);
224 const unsigned short e = ((*in) & 0x7c00u) >> 10;
225 const unsigned short m = (*in) & 0x3ffu;
226 const float sgn = (s ? -1.0f : 1.0f);
228 if(e == 0) {
229 if(m == 0) return sgn * 0.0f; /* +0.0 or -0.0 */
230 else return sgn * powf(2, -14.0f) * ((float)m / 1024.0f);
231 } else if(e < 31) {
232 return sgn * powf(2, (float)e - 15.0f) * (1.0f + ((float)m / 1024.0f));
233 } else {
234 if(m == 0) return sgn * INFINITY;
235 else return NAN;
239 static inline float float_24_to_32(DWORD in)
241 const float sgn = in & 0x800000u ? -1.0f : 1.0f;
242 const unsigned short e = (in & 0x780000u) >> 19;
243 const unsigned int m = in & 0x7ffffu;
245 if (e == 0)
247 if (m == 0) return sgn * 0.0f; /* +0.0 or -0.0 */
248 else return sgn * powf(2, -6.0f) * ((float)m / 524288.0f);
250 else if (e < 15)
252 return sgn * powf(2, (float)e - 7.0f) * (1.0f + ((float)m / 524288.0f));
254 else
256 if (m == 0) return sgn * INFINITY;
257 else return NAN;
261 static inline unsigned int wined3d_popcount(unsigned int x)
263 #ifdef HAVE___BUILTIN_POPCOUNT
264 return __builtin_popcount(x);
265 #else
266 x -= x >> 1 & 0x55555555;
267 x = (x & 0x33333333) + (x >> 2 & 0x33333333);
268 return ((x + (x >> 4)) & 0x0f0f0f0f) * 0x01010101 >> 24;
269 #endif
272 #define ORM_BACKBUFFER 0
273 #define ORM_FBO 1
275 #define PCI_VENDOR_NONE 0xffff /* e.g. 0x8086 for Intel and 0x10de for Nvidia */
276 #define PCI_DEVICE_NONE 0xffff /* e.g. 0x14f for a Geforce6200 */
278 /* NOTE: When adding fields to this structure, make sure to update the default
279 * values in wined3d_main.c as well. */
280 struct wined3d_settings
282 DWORD max_gl_version;
283 BOOL glslRequested;
284 int offscreen_rendering_mode;
285 unsigned short pci_vendor_id;
286 unsigned short pci_device_id;
287 /* Memory tracking and object counting. */
288 UINT64 emulated_textureram;
289 char *logo;
290 int allow_multisampling;
291 unsigned int sample_count;
292 BOOL strict_draw_ordering;
293 BOOL always_offscreen;
294 BOOL check_float_constants;
295 unsigned int max_sm_vs;
296 unsigned int max_sm_hs;
297 unsigned int max_sm_ds;
298 unsigned int max_sm_gs;
299 unsigned int max_sm_ps;
300 BOOL no_3d;
303 extern struct wined3d_settings wined3d_settings DECLSPEC_HIDDEN;
305 enum wined3d_shader_resource_type
307 WINED3D_SHADER_RESOURCE_NONE,
308 WINED3D_SHADER_RESOURCE_BUFFER,
309 WINED3D_SHADER_RESOURCE_TEXTURE_1D,
310 WINED3D_SHADER_RESOURCE_TEXTURE_2D,
311 WINED3D_SHADER_RESOURCE_TEXTURE_2DMS,
312 WINED3D_SHADER_RESOURCE_TEXTURE_3D,
313 WINED3D_SHADER_RESOURCE_TEXTURE_CUBE,
314 WINED3D_SHADER_RESOURCE_TEXTURE_1DARRAY,
315 WINED3D_SHADER_RESOURCE_TEXTURE_2DARRAY,
316 WINED3D_SHADER_RESOURCE_TEXTURE_2DMSARRAY,
319 #define WINED3D_SHADER_CONST_VS_F 0x00000001
320 #define WINED3D_SHADER_CONST_VS_I 0x00000002
321 #define WINED3D_SHADER_CONST_VS_B 0x00000004
322 #define WINED3D_SHADER_CONST_VS_POINTSIZE 0x00000008
323 #define WINED3D_SHADER_CONST_VS_POS_FIXUP 0x00000010
324 #define WINED3D_SHADER_CONST_PS_F 0x00000020
325 #define WINED3D_SHADER_CONST_PS_I 0x00000040
326 #define WINED3D_SHADER_CONST_PS_B 0x00000080
327 #define WINED3D_SHADER_CONST_PS_BUMP_ENV 0x00000100
328 #define WINED3D_SHADER_CONST_PS_FOG 0x00000200
329 #define WINED3D_SHADER_CONST_PS_Y_CORR 0x00000400
330 #define WINED3D_SHADER_CONST_PS_NP2_FIXUP 0x00000800
331 #define WINED3D_SHADER_CONST_FFP_MODELVIEW 0x00001000
332 #define WINED3D_SHADER_CONST_FFP_VERTEXBLEND 0x00002000
333 #define WINED3D_SHADER_CONST_FFP_PROJ 0x00004000
334 #define WINED3D_SHADER_CONST_FFP_TEXMATRIX 0x00008000
335 #define WINED3D_SHADER_CONST_FFP_MATERIAL 0x00010000
336 #define WINED3D_SHADER_CONST_FFP_LIGHTS 0x00020000
337 #define WINED3D_SHADER_CONST_FFP_PS 0x00040000
338 #define WINED3D_SHADER_CONST_FFP_COLOR_KEY 0x00080000
340 enum wined3d_shader_register_type
342 WINED3DSPR_TEMP = 0,
343 WINED3DSPR_INPUT = 1,
344 WINED3DSPR_CONST = 2,
345 WINED3DSPR_ADDR = 3,
346 WINED3DSPR_TEXTURE = 3,
347 WINED3DSPR_RASTOUT = 4,
348 WINED3DSPR_ATTROUT = 5,
349 WINED3DSPR_TEXCRDOUT = 6,
350 WINED3DSPR_OUTPUT = 6,
351 WINED3DSPR_CONSTINT = 7,
352 WINED3DSPR_COLOROUT = 8,
353 WINED3DSPR_DEPTHOUT = 9,
354 WINED3DSPR_SAMPLER = 10,
355 WINED3DSPR_CONST2 = 11,
356 WINED3DSPR_CONST3 = 12,
357 WINED3DSPR_CONST4 = 13,
358 WINED3DSPR_CONSTBOOL = 14,
359 WINED3DSPR_LOOP = 15,
360 WINED3DSPR_TEMPFLOAT16 = 16,
361 WINED3DSPR_MISCTYPE = 17,
362 WINED3DSPR_LABEL = 18,
363 WINED3DSPR_PREDICATE = 19,
364 WINED3DSPR_IMMCONST,
365 WINED3DSPR_CONSTBUFFER,
366 WINED3DSPR_IMMCONSTBUFFER,
367 WINED3DSPR_PRIMID,
368 WINED3DSPR_NULL,
369 WINED3DSPR_RESOURCE,
370 WINED3DSPR_UAV,
371 WINED3DSPR_OUTPOINTID,
372 WINED3DSPR_FORKINSTID,
373 WINED3DSPR_INCONTROLPOINT,
374 WINED3DSPR_PATCHCONST,
375 WINED3DSPR_TESSCOORD,
378 enum wined3d_data_type
380 WINED3D_DATA_FLOAT,
381 WINED3D_DATA_INT,
382 WINED3D_DATA_RESOURCE,
383 WINED3D_DATA_SAMPLER,
384 WINED3D_DATA_UAV,
385 WINED3D_DATA_UINT,
386 WINED3D_DATA_UNORM,
387 WINED3D_DATA_SNORM,
390 enum wined3d_immconst_type
392 WINED3D_IMMCONST_SCALAR,
393 WINED3D_IMMCONST_VEC4,
396 #define WINED3DSP_NOSWIZZLE (0u | (1u << 2) | (2u << 4) | (3u << 6))
398 enum wined3d_shader_src_modifier
400 WINED3DSPSM_NONE = 0,
401 WINED3DSPSM_NEG = 1,
402 WINED3DSPSM_BIAS = 2,
403 WINED3DSPSM_BIASNEG = 3,
404 WINED3DSPSM_SIGN = 4,
405 WINED3DSPSM_SIGNNEG = 5,
406 WINED3DSPSM_COMP = 6,
407 WINED3DSPSM_X2 = 7,
408 WINED3DSPSM_X2NEG = 8,
409 WINED3DSPSM_DZ = 9,
410 WINED3DSPSM_DW = 10,
411 WINED3DSPSM_ABS = 11,
412 WINED3DSPSM_ABSNEG = 12,
413 WINED3DSPSM_NOT = 13,
416 #define WINED3DSP_WRITEMASK_0 0x1u /* .x r */
417 #define WINED3DSP_WRITEMASK_1 0x2u /* .y g */
418 #define WINED3DSP_WRITEMASK_2 0x4u /* .z b */
419 #define WINED3DSP_WRITEMASK_3 0x8u /* .w a */
420 #define WINED3DSP_WRITEMASK_ALL 0xfu /* all */
422 enum wined3d_shader_dst_modifier
424 WINED3DSPDM_NONE = 0,
425 WINED3DSPDM_SATURATE = 1,
426 WINED3DSPDM_PARTIALPRECISION = 2,
427 WINED3DSPDM_MSAMPCENTROID = 4,
430 enum wined3d_shader_interpolation_mode
432 WINED3DSIM_CONSTANT = 1,
433 WINED3DSIM_LINEAR = 2,
434 WINED3DSIM_LINEAR_CENTROID = 3,
435 WINED3DSIM_LINEAR_NOPERSPECTIVE = 4,
436 WINED3DSIM_LINEAR_NOPERSPECTIVE_CENTROID = 5,
437 WINED3DSIM_LINEAR_SAMPLE = 6,
438 WINED3DSIM_LINEAR_NOPERSPECTIVE_SAMPLE = 7,
441 enum wined3d_shader_global_flags
443 WINED3DSGF_REFACTORING_ALLOWED = 0x1,
444 WINED3DSGF_ENABLE_RAW_AND_STRUCTURED_BUFFERS = 0x8,
447 enum wined3d_tessellator_domain
449 WINED3D_TESSELLATOR_DOMAIN_LINE = 1,
450 WINED3D_TESSELLATOR_DOMAIN_TRIANGLE = 2,
451 WINED3D_TESSELLATOR_DOMAIN_QUAD = 3,
454 enum wined3d_tessellator_output_primitive
456 WINED3D_TESSELLATOR_OUTPUT_POINT = 1,
457 WINED3D_TESSELLATOR_OUTPUT_LINE = 2,
458 WINED3D_TESSELLATOR_OUTPUT_TRIANGLE_CW = 3,
459 WINED3D_TESSELLATOR_OUTPUT_TRIANGLE_CCW = 4,
462 enum wined3d_tessellator_partitioning
464 WINED3D_TESSELLATOR_PARTITIONING_INTEGER = 1,
465 WINED3D_TESSELLATOR_PARTITIONING_POW2 = 2,
466 WINED3D_TESSELLATOR_PARTITIONING_FRACTIONAL_ODD = 3,
467 WINED3D_TESSELLATOR_PARTITIONING_FRACTIONAL_EVEN = 4,
470 /* Undocumented opcode control to identify projective texture lookups in ps 2.0 and later */
471 #define WINED3DSI_TEXLD_PROJECT 0x1
472 #define WINED3DSI_TEXLD_BIAS 0x2
473 #define WINED3DSI_INDEXED_DYNAMIC 0x4
474 #define WINED3DSI_RESINFO_RCP_FLOAT 0x1
475 #define WINED3DSI_RESINFO_UINT 0x2
476 #define WINED3DSI_SAMPLER_COMPARISON_MODE 0x1
478 enum wined3d_shader_rel_op
480 WINED3D_SHADER_REL_OP_GT = 1,
481 WINED3D_SHADER_REL_OP_EQ = 2,
482 WINED3D_SHADER_REL_OP_GE = 3,
483 WINED3D_SHADER_REL_OP_LT = 4,
484 WINED3D_SHADER_REL_OP_NE = 5,
485 WINED3D_SHADER_REL_OP_LE = 6,
488 #define WINED3D_SM1_VS 0xfffeu
489 #define WINED3D_SM1_PS 0xffffu
490 #define WINED3D_SM4_PS 0x0000u
491 #define WINED3D_SM4_VS 0x0001u
492 #define WINED3D_SM4_GS 0x0002u
493 #define WINED3D_SM5_HS 0x0003u
494 #define WINED3D_SM5_DS 0x0004u
496 /* Shader version tokens, and shader end tokens */
497 #define WINED3DPS_VERSION(major, minor) ((WINED3D_SM1_PS << 16) | ((major) << 8) | (minor))
498 #define WINED3DVS_VERSION(major, minor) ((WINED3D_SM1_VS << 16) | ((major) << 8) | (minor))
500 /* Shader backends */
502 /* TODO: Make this dynamic, based on shader limits ? */
503 #define MAX_ATTRIBS 16
504 #define MAX_REG_ADDR 1
505 #define MAX_REG_TEMP 32
506 #define MAX_REG_TEXCRD 8
507 #define MAX_REG_INPUT 32
508 #define MAX_REG_OUTPUT 32
509 #define MAX_CONST_I 16
510 #define MAX_CONST_B 16
511 #define WINED3D_MAX_CBS 15
513 /* FIXME: This needs to go up to 2048 for
514 * Shader model 3 according to msdn (and for software shaders) */
515 #define MAX_LABELS 16
517 #define MAX_IMMEDIATE_CONSTANT_BUFFER_SIZE 4096
519 struct wined3d_string_buffer
521 struct list entry;
522 char *buffer;
523 unsigned int buffer_size;
524 unsigned int content_size;
527 enum WINED3D_SHADER_INSTRUCTION_HANDLER
529 WINED3DSIH_ABS,
530 WINED3DSIH_ADD,
531 WINED3DSIH_AND,
532 WINED3DSIH_BEM,
533 WINED3DSIH_BREAK,
534 WINED3DSIH_BREAKC,
535 WINED3DSIH_BREAKP,
536 WINED3DSIH_CALL,
537 WINED3DSIH_CALLNZ,
538 WINED3DSIH_CMP,
539 WINED3DSIH_CND,
540 WINED3DSIH_CRS,
541 WINED3DSIH_CUT,
542 WINED3DSIH_DCL,
543 WINED3DSIH_DCL_CONSTANT_BUFFER,
544 WINED3DSIH_DCL_GLOBAL_FLAGS,
545 WINED3DSIH_DCL_HS_FORK_PHASE_INSTANCE_COUNT,
546 WINED3DSIH_DCL_HS_MAX_TESSFACTOR,
547 WINED3DSIH_DCL_IMMEDIATE_CONSTANT_BUFFER,
548 WINED3DSIH_DCL_INPUT,
549 WINED3DSIH_DCL_INPUT_CONTROL_POINT_COUNT,
550 WINED3DSIH_DCL_INPUT_PRIMITIVE,
551 WINED3DSIH_DCL_INPUT_PS,
552 WINED3DSIH_DCL_INPUT_PS_SGV,
553 WINED3DSIH_DCL_INPUT_PS_SIV,
554 WINED3DSIH_DCL_INPUT_SGV,
555 WINED3DSIH_DCL_INPUT_SIV,
556 WINED3DSIH_DCL_OUTPUT,
557 WINED3DSIH_DCL_OUTPUT_CONTROL_POINT_COUNT,
558 WINED3DSIH_DCL_OUTPUT_SIV,
559 WINED3DSIH_DCL_OUTPUT_TOPOLOGY,
560 WINED3DSIH_DCL_RESOURCE_STRUCTURED,
561 WINED3DSIH_DCL_SAMPLER,
562 WINED3DSIH_DCL_TEMPS,
563 WINED3DSIH_DCL_TESSELLATOR_DOMAIN,
564 WINED3DSIH_DCL_TESSELLATOR_OUTPUT_PRIMITIVE,
565 WINED3DSIH_DCL_TESSELLATOR_PARTITIONING,
566 WINED3DSIH_DCL_UAV_TYPED,
567 WINED3DSIH_DCL_VERTICES_OUT,
568 WINED3DSIH_DEF,
569 WINED3DSIH_DEFB,
570 WINED3DSIH_DEFI,
571 WINED3DSIH_DIV,
572 WINED3DSIH_DP2,
573 WINED3DSIH_DP2ADD,
574 WINED3DSIH_DP3,
575 WINED3DSIH_DP4,
576 WINED3DSIH_DST,
577 WINED3DSIH_DSX,
578 WINED3DSIH_DSX_COARSE,
579 WINED3DSIH_DSX_FINE,
580 WINED3DSIH_DSY,
581 WINED3DSIH_DSY_COARSE,
582 WINED3DSIH_DSY_FINE,
583 WINED3DSIH_ELSE,
584 WINED3DSIH_EMIT,
585 WINED3DSIH_ENDIF,
586 WINED3DSIH_ENDLOOP,
587 WINED3DSIH_ENDREP,
588 WINED3DSIH_EQ,
589 WINED3DSIH_EXP,
590 WINED3DSIH_EXPP,
591 WINED3DSIH_FRC,
592 WINED3DSIH_FTOI,
593 WINED3DSIH_FTOU,
594 WINED3DSIH_GE,
595 WINED3DSIH_HS_CONTROL_POINT_PHASE,
596 WINED3DSIH_HS_DECLS,
597 WINED3DSIH_HS_FORK_PHASE,
598 WINED3DSIH_HS_JOIN_PHASE,
599 WINED3DSIH_IADD,
600 WINED3DSIH_IEQ,
601 WINED3DSIH_IF,
602 WINED3DSIH_IFC,
603 WINED3DSIH_IGE,
604 WINED3DSIH_ILT,
605 WINED3DSIH_IMAD,
606 WINED3DSIH_IMAX,
607 WINED3DSIH_IMIN,
608 WINED3DSIH_IMUL,
609 WINED3DSIH_INE,
610 WINED3DSIH_INEG,
611 WINED3DSIH_ISHL,
612 WINED3DSIH_ITOF,
613 WINED3DSIH_LABEL,
614 WINED3DSIH_LD,
615 WINED3DSIH_LD2DMS,
616 WINED3DSIH_LD_STRUCTURED,
617 WINED3DSIH_LIT,
618 WINED3DSIH_LOG,
619 WINED3DSIH_LOGP,
620 WINED3DSIH_LOOP,
621 WINED3DSIH_LRP,
622 WINED3DSIH_LT,
623 WINED3DSIH_M3x2,
624 WINED3DSIH_M3x3,
625 WINED3DSIH_M3x4,
626 WINED3DSIH_M4x3,
627 WINED3DSIH_M4x4,
628 WINED3DSIH_MAD,
629 WINED3DSIH_MAX,
630 WINED3DSIH_MIN,
631 WINED3DSIH_MOV,
632 WINED3DSIH_MOVA,
633 WINED3DSIH_MOVC,
634 WINED3DSIH_MUL,
635 WINED3DSIH_NE,
636 WINED3DSIH_NOP,
637 WINED3DSIH_NOT,
638 WINED3DSIH_NRM,
639 WINED3DSIH_OR,
640 WINED3DSIH_PHASE,
641 WINED3DSIH_POW,
642 WINED3DSIH_RCP,
643 WINED3DSIH_REP,
644 WINED3DSIH_RESINFO,
645 WINED3DSIH_RET,
646 WINED3DSIH_ROUND_NI,
647 WINED3DSIH_ROUND_PI,
648 WINED3DSIH_ROUND_Z,
649 WINED3DSIH_RSQ,
650 WINED3DSIH_SAMPLE,
651 WINED3DSIH_SAMPLE_B,
652 WINED3DSIH_SAMPLE_C,
653 WINED3DSIH_SAMPLE_C_LZ,
654 WINED3DSIH_SAMPLE_GRAD,
655 WINED3DSIH_SAMPLE_LOD,
656 WINED3DSIH_SETP,
657 WINED3DSIH_SGE,
658 WINED3DSIH_SGN,
659 WINED3DSIH_SINCOS,
660 WINED3DSIH_SLT,
661 WINED3DSIH_SQRT,
662 WINED3DSIH_STORE_UAV_TYPED,
663 WINED3DSIH_SUB,
664 WINED3DSIH_TEX,
665 WINED3DSIH_TEXBEM,
666 WINED3DSIH_TEXBEML,
667 WINED3DSIH_TEXCOORD,
668 WINED3DSIH_TEXDEPTH,
669 WINED3DSIH_TEXDP3,
670 WINED3DSIH_TEXDP3TEX,
671 WINED3DSIH_TEXKILL,
672 WINED3DSIH_TEXLDD,
673 WINED3DSIH_TEXLDL,
674 WINED3DSIH_TEXM3x2DEPTH,
675 WINED3DSIH_TEXM3x2PAD,
676 WINED3DSIH_TEXM3x2TEX,
677 WINED3DSIH_TEXM3x3,
678 WINED3DSIH_TEXM3x3DIFF,
679 WINED3DSIH_TEXM3x3PAD,
680 WINED3DSIH_TEXM3x3SPEC,
681 WINED3DSIH_TEXM3x3TEX,
682 WINED3DSIH_TEXM3x3VSPEC,
683 WINED3DSIH_TEXREG2AR,
684 WINED3DSIH_TEXREG2GB,
685 WINED3DSIH_TEXREG2RGB,
686 WINED3DSIH_UDIV,
687 WINED3DSIH_UGE,
688 WINED3DSIH_ULT,
689 WINED3DSIH_USHR,
690 WINED3DSIH_UTOF,
691 WINED3DSIH_XOR,
692 WINED3DSIH_TABLE_SIZE
695 enum wined3d_shader_type
697 WINED3D_SHADER_TYPE_PIXEL,
698 WINED3D_SHADER_TYPE_VERTEX,
699 WINED3D_SHADER_TYPE_GEOMETRY,
700 WINED3D_SHADER_TYPE_HULL,
701 WINED3D_SHADER_TYPE_DOMAIN,
702 WINED3D_SHADER_TYPE_COUNT,
705 struct wined3d_shader_version
707 enum wined3d_shader_type type;
708 BYTE major;
709 BYTE minor;
712 struct wined3d_shader_resource_info
714 enum wined3d_shader_resource_type type;
715 enum wined3d_data_type data_type;
718 #define WINED3D_SAMPLER_DEFAULT ~0x0u
720 struct wined3d_shader_sampler_map_entry
722 unsigned int resource_idx;
723 unsigned int sampler_idx;
724 unsigned int bind_idx;
727 struct wined3d_shader_sampler_map
729 struct wined3d_shader_sampler_map_entry *entries;
730 size_t size;
731 size_t count;
734 struct wined3d_shader_immediate_constant_buffer
736 UINT element_count;
737 DWORD data[MAX_IMMEDIATE_CONSTANT_BUFFER_SIZE];
740 #define WINED3D_SHADER_VERSION(major, minor) (((major) << 8) | (minor))
742 struct wined3d_shader_reg_maps
744 struct wined3d_shader_version shader_version;
745 BYTE texcoord; /* MAX_REG_TEXCRD, 8 */
746 BYTE address; /* MAX_REG_ADDR, 1 */
747 WORD labels; /* MAX_LABELS, 16 */
748 DWORD temporary; /* MAX_REG_TEMP, 32 */
749 DWORD *constf; /* pixel, vertex */
750 const struct wined3d_shader_immediate_constant_buffer *icb;
751 union
753 DWORD texcoord_mask[MAX_REG_TEXCRD]; /* vertex < 3.0 */
754 BYTE output_registers_mask[MAX_REG_OUTPUT]; /* vertex >= 3.0 */
755 } u;
756 DWORD input_registers; /* max(MAX_REG_INPUT, MAX_ATTRIBS), 32 */
757 DWORD output_registers; /* MAX_REG_OUTPUT, 32 */
758 WORD integer_constants; /* MAX_CONST_I, 16 */
759 WORD boolean_constants; /* MAX_CONST_B, 16 */
760 WORD local_int_consts; /* MAX_CONST_I, 16 */
761 WORD local_bool_consts; /* MAX_CONST_B, 16 */
762 UINT cb_sizes[WINED3D_MAX_CBS];
764 struct wined3d_shader_resource_info resource_info[max(MAX_FRAGMENT_SAMPLERS, MAX_VERTEX_SAMPLERS)];
765 struct wined3d_shader_sampler_map sampler_map;
766 DWORD sampler_comparison_mode;
767 BYTE bumpmat; /* MAX_TEXTURES, 8 */
768 BYTE luminanceparams; /* MAX_TEXTURES, 8 */
770 WORD usesnrm : 1;
771 WORD vpos : 1;
772 WORD usesdsx : 1;
773 WORD usesdsy : 1;
774 WORD usestexldd : 1;
775 WORD usesmova : 1;
776 WORD usesfacing : 1;
777 WORD usesrelconstF : 1;
778 WORD fog : 1;
779 WORD usestexldl : 1;
780 WORD usesifc : 1;
781 WORD usescall : 1;
782 WORD usespow : 1;
783 WORD point_size : 1;
784 WORD padding : 2;
786 DWORD rt_mask; /* Used render targets, 32 max. */
788 /* Whether or not loops are used in this shader, and nesting depth */
789 unsigned loop_depth;
790 UINT min_rel_offset, max_rel_offset;
793 /* Keeps track of details for TEX_M#x# instructions which need to maintain
794 * state information between multiple instructions. */
795 struct wined3d_shader_tex_mx
797 unsigned int current_row;
798 DWORD texcoord_w[2];
801 struct wined3d_shader_loop_state
803 UINT current_depth;
804 UINT current_reg;
807 struct wined3d_shader_context
809 const struct wined3d_shader *shader;
810 const struct wined3d_gl_info *gl_info;
811 const struct wined3d_shader_reg_maps *reg_maps;
812 struct wined3d_string_buffer *buffer;
813 struct wined3d_shader_tex_mx *tex_mx;
814 struct wined3d_shader_loop_state *loop_state;
815 void *backend_data;
818 struct wined3d_shader_register_index
820 const struct wined3d_shader_src_param *rel_addr;
821 unsigned int offset;
824 struct wined3d_shader_register
826 enum wined3d_shader_register_type type;
827 enum wined3d_data_type data_type;
828 struct wined3d_shader_register_index idx[2];
829 enum wined3d_immconst_type immconst_type;
830 DWORD immconst_data[4];
833 struct wined3d_shader_dst_param
835 struct wined3d_shader_register reg;
836 DWORD write_mask;
837 DWORD modifiers;
838 DWORD shift;
841 struct wined3d_shader_src_param
843 struct wined3d_shader_register reg;
844 DWORD swizzle;
845 enum wined3d_shader_src_modifier modifiers;
848 struct wined3d_shader_semantic
850 enum wined3d_decl_usage usage;
851 UINT usage_idx;
852 enum wined3d_shader_resource_type resource_type;
853 enum wined3d_data_type resource_data_type;
854 struct wined3d_shader_dst_param reg;
857 struct wined3d_shader_register_semantic
859 struct wined3d_shader_dst_param reg;
860 enum wined3d_sysval_semantic sysval_semantic;
863 struct wined3d_shader_structured_resource
865 struct wined3d_shader_dst_param reg;
866 unsigned int byte_stride;
869 struct wined3d_shader_texel_offset
871 signed char u, v, w;
874 struct wined3d_shader_instruction
876 const struct wined3d_shader_context *ctx;
877 enum WINED3D_SHADER_INSTRUCTION_HANDLER handler_idx;
878 DWORD flags;
879 BOOL coissue;
880 const struct wined3d_shader_src_param *predicate;
881 UINT dst_count;
882 const struct wined3d_shader_dst_param *dst;
883 UINT src_count;
884 const struct wined3d_shader_src_param *src;
885 struct wined3d_shader_texel_offset texel_offset;
886 union
888 struct wined3d_shader_semantic semantic;
889 struct wined3d_shader_register_semantic register_semantic;
890 enum wined3d_primitive_type primitive_type;
891 struct wined3d_shader_dst_param dst;
892 struct wined3d_shader_src_param src;
893 UINT count;
894 const struct wined3d_shader_immediate_constant_buffer *icb;
895 struct wined3d_shader_structured_resource structured_resource;
896 enum wined3d_tessellator_domain tessellator_domain;
897 enum wined3d_tessellator_output_primitive tessellator_output_primitive;
898 enum wined3d_tessellator_partitioning tessellator_partitioning;
899 float max_tessellation_factor;
900 } declaration;
903 static inline BOOL wined3d_shader_instruction_has_texel_offset(const struct wined3d_shader_instruction *ins)
905 return ins->texel_offset.u || ins->texel_offset.v || ins->texel_offset.w;
908 struct wined3d_shader_attribute
910 enum wined3d_decl_usage usage;
911 UINT usage_idx;
914 struct wined3d_shader_loop_control
916 unsigned int count;
917 unsigned int start;
918 int step;
921 struct wined3d_shader_frontend
923 void *(*shader_init)(const DWORD *ptr, const struct wined3d_shader_signature *output_signature);
924 void (*shader_free)(void *data);
925 void (*shader_read_header)(void *data, const DWORD **ptr, struct wined3d_shader_version *shader_version);
926 void (*shader_read_instruction)(void *data, const DWORD **ptr, struct wined3d_shader_instruction *ins);
927 BOOL (*shader_is_end)(void *data, const DWORD **ptr);
930 extern const struct wined3d_shader_frontend sm1_shader_frontend DECLSPEC_HIDDEN;
931 extern const struct wined3d_shader_frontend sm4_shader_frontend DECLSPEC_HIDDEN;
933 typedef void (*SHADER_HANDLER)(const struct wined3d_shader_instruction *);
935 #define WINED3D_SHADER_CAP_VS_CLIPPING 0x00000001
936 #define WINED3D_SHADER_CAP_SRGB_WRITE 0x00000002
938 struct shader_caps
940 unsigned int vs_version;
941 unsigned int hs_version;
942 unsigned int ds_version;
943 unsigned int gs_version;
944 unsigned int ps_version;
946 DWORD vs_uniform_count;
947 DWORD ps_uniform_count;
948 float ps_1x_max_value;
949 DWORD varying_count;
951 DWORD wined3d_caps;
954 enum wined3d_gl_resource_type
956 WINED3D_GL_RES_TYPE_TEX_1D = 0,
957 WINED3D_GL_RES_TYPE_TEX_2D = 1,
958 WINED3D_GL_RES_TYPE_TEX_3D = 2,
959 WINED3D_GL_RES_TYPE_TEX_CUBE = 3,
960 WINED3D_GL_RES_TYPE_TEX_RECT = 4,
961 WINED3D_GL_RES_TYPE_BUFFER = 5,
962 WINED3D_GL_RES_TYPE_RB = 6,
963 WINED3D_GL_RES_TYPE_COUNT = 7,
966 enum vertexprocessing_mode {
967 fixedfunction,
968 vertexshader,
969 pretransformed
972 #define WINED3D_CONST_NUM_UNUSED ~0U
974 enum wined3d_ffp_ps_fog_mode
976 WINED3D_FFP_PS_FOG_OFF,
977 WINED3D_FFP_PS_FOG_LINEAR,
978 WINED3D_FFP_PS_FOG_EXP,
979 WINED3D_FFP_PS_FOG_EXP2,
982 /* Stateblock dependent parameters which have to be hardcoded
983 * into the shader code
986 #define WINED3D_PSARGS_PROJECTED (1u << 3)
987 #define WINED3D_PSARGS_TEXTRANSFORM_SHIFT 4
988 #define WINED3D_PSARGS_TEXTRANSFORM_MASK 0xfu
989 #define WINED3D_PSARGS_TEXTYPE_SHIFT 2
990 #define WINED3D_PSARGS_TEXTYPE_MASK 0x3u
992 /* Used for Shader Model 1 pixel shaders to track the bound texture
993 * type. 2D and RECT textures are separated through NP2 fixup. */
994 enum wined3d_shader_tex_types
996 WINED3D_SHADER_TEX_2D = 0,
997 WINED3D_SHADER_TEX_3D = 1,
998 WINED3D_SHADER_TEX_CUBE = 2,
1001 struct ps_compile_args {
1002 struct color_fixup_desc color_fixup[MAX_FRAGMENT_SAMPLERS];
1003 enum vertexprocessing_mode vp_mode;
1004 enum wined3d_ffp_ps_fog_mode fog;
1005 WORD tex_transform; /* ps 1.0-1.3, 4 textures */
1006 WORD tex_types; /* ps 1.0 - 1.4, 6 textures */
1007 WORD srgb_correction;
1008 /* Bitmap for NP2 texcoord fixups (16 samplers max currently).
1009 D3D9 has a limit of 16 samplers and the fixup is superfluous
1010 in D3D10 (unconditional NP2 support mandatory). */
1011 WORD np2_fixup;
1012 WORD shadow; /* MAX_FRAGMENT_SAMPLERS, 16 */
1013 WORD texcoords_initialized; /* MAX_TEXTURES, 8 */
1014 BOOL pointsprite;
1015 BOOL flatshading;
1018 enum fog_src_type {
1019 VS_FOG_Z = 0,
1020 VS_FOG_COORD = 1
1023 struct vs_compile_args
1025 BYTE fog_src;
1026 BYTE clip_enabled : 1;
1027 BYTE point_size : 1;
1028 BYTE per_vertex_point_size : 1;
1029 BYTE flatshading : 1;
1030 BYTE padding : 4;
1031 WORD swizzle_map; /* MAX_ATTRIBS, 16 */
1034 struct wined3d_context;
1035 struct wined3d_state;
1036 struct fragment_pipeline;
1037 struct wined3d_vertex_pipe_ops;
1039 struct wined3d_shader_backend_ops
1041 void (*shader_handle_instruction)(const struct wined3d_shader_instruction *);
1042 void (*shader_select)(void *shader_priv, struct wined3d_context *context,
1043 const struct wined3d_state *state);
1044 void (*shader_disable)(void *shader_priv, struct wined3d_context *context);
1045 void (*shader_select_depth_blt)(void *shader_priv, const struct wined3d_gl_info *gl_info,
1046 enum wined3d_gl_resource_type tex_type, const SIZE *ds_mask_size);
1047 void (*shader_deselect_depth_blt)(void *shader_priv, const struct wined3d_gl_info *gl_info);
1048 void (*shader_update_float_vertex_constants)(struct wined3d_device *device, UINT start, UINT count);
1049 void (*shader_update_float_pixel_constants)(struct wined3d_device *device, UINT start, UINT count);
1050 void (*shader_load_constants)(void *shader_priv, struct wined3d_context *context,
1051 const struct wined3d_state *state);
1052 void (*shader_destroy)(struct wined3d_shader *shader);
1053 HRESULT (*shader_alloc_private)(struct wined3d_device *device, const struct wined3d_vertex_pipe_ops *vertex_pipe,
1054 const struct fragment_pipeline *fragment_pipe);
1055 void (*shader_free_private)(struct wined3d_device *device);
1056 BOOL (*shader_allocate_context_data)(struct wined3d_context *context);
1057 void (*shader_free_context_data)(struct wined3d_context *context);
1058 void (*shader_init_context_state)(struct wined3d_context *context);
1059 void (*shader_get_caps)(const struct wined3d_gl_info *gl_info, struct shader_caps *caps);
1060 BOOL (*shader_color_fixup_supported)(struct color_fixup_desc fixup);
1061 BOOL (*shader_has_ffp_proj_control)(void *shader_priv);
1064 extern const struct wined3d_shader_backend_ops glsl_shader_backend DECLSPEC_HIDDEN;
1065 extern const struct wined3d_shader_backend_ops arb_program_shader_backend DECLSPEC_HIDDEN;
1066 extern const struct wined3d_shader_backend_ops none_shader_backend DECLSPEC_HIDDEN;
1068 #define GL_EXTCALL(f) (gl_info->gl_ops.ext.p_##f)
1070 #define D3DCOLOR_B_R(dw) (((dw) >> 16) & 0xff)
1071 #define D3DCOLOR_B_G(dw) (((dw) >> 8) & 0xff)
1072 #define D3DCOLOR_B_B(dw) (((dw) >> 0) & 0xff)
1073 #define D3DCOLOR_B_A(dw) (((dw) >> 24) & 0xff)
1075 static inline void wined3d_color_from_d3dcolor(struct wined3d_color *wined3d_color, DWORD d3d_color)
1077 wined3d_color->r = D3DCOLOR_B_R(d3d_color) / 255.0f;
1078 wined3d_color->g = D3DCOLOR_B_G(d3d_color) / 255.0f;
1079 wined3d_color->b = D3DCOLOR_B_B(d3d_color) / 255.0f;
1080 wined3d_color->a = D3DCOLOR_B_A(d3d_color) / 255.0f;
1083 #define HIGHEST_TRANSFORMSTATE WINED3D_TS_WORLD_MATRIX(255) /* Highest value in wined3d_transform_state. */
1085 /* Checking of API calls */
1086 /* --------------------- */
1087 #ifndef WINE_NO_DEBUG_MSGS
1088 #define checkGLcall(A) \
1089 do { \
1090 GLint err; \
1091 if (!__WINE_IS_DEBUG_ON(_ERR, __wine_dbch___default)) break; \
1092 err = gl_info->gl_ops.gl.p_glGetError(); \
1093 if (err == GL_NO_ERROR) { \
1094 TRACE("%s call ok %s / %d\n", A, __FILE__, __LINE__); \
1096 } else do { \
1097 ERR(">>>>>>>>>>>>>>>>> %s (%#x) from %s @ %s / %d\n", \
1098 debug_glerror(err), err, A, __FILE__, __LINE__); \
1099 err = gl_info->gl_ops.gl.p_glGetError(); \
1100 } while (err != GL_NO_ERROR); \
1101 } while(0)
1102 #else
1103 #define checkGLcall(A) do {} while(0)
1104 #endif
1106 enum wined3d_ffp_idx
1108 WINED3D_FFP_POSITION = 0,
1109 WINED3D_FFP_BLENDWEIGHT = 1,
1110 WINED3D_FFP_BLENDINDICES = 2,
1111 WINED3D_FFP_NORMAL = 3,
1112 WINED3D_FFP_PSIZE = 4,
1113 WINED3D_FFP_DIFFUSE = 5,
1114 WINED3D_FFP_SPECULAR = 6,
1115 WINED3D_FFP_TEXCOORD0 = 7,
1116 WINED3D_FFP_TEXCOORD1 = 8,
1117 WINED3D_FFP_TEXCOORD2 = 9,
1118 WINED3D_FFP_TEXCOORD3 = 10,
1119 WINED3D_FFP_TEXCOORD4 = 11,
1120 WINED3D_FFP_TEXCOORD5 = 12,
1121 WINED3D_FFP_TEXCOORD6 = 13,
1122 WINED3D_FFP_TEXCOORD7 = 14,
1123 WINED3D_FFP_ATTRIBS_COUNT = 15,
1126 enum wined3d_ffp_emit_idx
1128 WINED3D_FFP_EMIT_FLOAT1 = 0,
1129 WINED3D_FFP_EMIT_FLOAT2 = 1,
1130 WINED3D_FFP_EMIT_FLOAT3 = 2,
1131 WINED3D_FFP_EMIT_FLOAT4 = 3,
1132 WINED3D_FFP_EMIT_D3DCOLOR = 4,
1133 WINED3D_FFP_EMIT_UBYTE4 = 5,
1134 WINED3D_FFP_EMIT_SHORT2 = 6,
1135 WINED3D_FFP_EMIT_SHORT4 = 7,
1136 WINED3D_FFP_EMIT_UBYTE4N = 8,
1137 WINED3D_FFP_EMIT_SHORT2N = 9,
1138 WINED3D_FFP_EMIT_SHORT4N = 10,
1139 WINED3D_FFP_EMIT_USHORT2N = 11,
1140 WINED3D_FFP_EMIT_USHORT4N = 12,
1141 WINED3D_FFP_EMIT_UDEC3 = 13,
1142 WINED3D_FFP_EMIT_DEC3N = 14,
1143 WINED3D_FFP_EMIT_FLOAT16_2 = 15,
1144 WINED3D_FFP_EMIT_FLOAT16_4 = 16,
1145 WINED3D_FFP_EMIT_INVALID = 17,
1146 WINED3D_FFP_EMIT_COUNT = 18
1149 struct wined3d_bo_address
1151 GLuint buffer_object;
1152 BYTE *addr;
1155 struct wined3d_const_bo_address
1157 GLuint buffer_object;
1158 const BYTE *addr;
1161 static inline struct wined3d_const_bo_address *wined3d_const_bo_address(struct wined3d_bo_address *data)
1163 return (struct wined3d_const_bo_address *)data;
1166 struct wined3d_stream_info_element
1168 const struct wined3d_format *format;
1169 struct wined3d_bo_address data;
1170 GLsizei stride;
1171 unsigned int stream_idx;
1172 unsigned int divisor;
1175 struct wined3d_stream_info
1177 struct wined3d_stream_info_element elements[MAX_ATTRIBS];
1178 DWORD position_transformed : 1;
1179 DWORD all_vbo : 1;
1180 WORD swizzle_map; /* MAX_ATTRIBS, 16 */
1181 WORD use_map; /* MAX_ATTRIBS, 16 */
1184 void draw_primitive(struct wined3d_device *device, UINT start_idx, UINT index_count,
1185 UINT start_instance, UINT instance_count, BOOL indexed) DECLSPEC_HIDDEN;
1186 DWORD get_flexible_vertex_size(DWORD d3dvtVertexType) DECLSPEC_HIDDEN;
1188 #define eps 1e-8f
1190 #define GET_TEXCOORD_SIZE_FROM_FVF(d3dvtVertexType, tex_num) \
1191 (((((d3dvtVertexType) >> (16 + (2 * (tex_num)))) + 1) & 0x03) + 1)
1193 /* Routines and structures related to state management */
1195 #define STATE_RENDER(a) (a)
1196 #define STATE_IS_RENDER(a) ((a) >= STATE_RENDER(1) && (a) <= STATE_RENDER(WINEHIGHEST_RENDER_STATE))
1198 #define STATE_TEXTURESTAGE(stage, num) (STATE_RENDER(WINEHIGHEST_RENDER_STATE) + 1 + (stage) * (WINED3D_HIGHEST_TEXTURE_STATE + 1) + (num))
1199 #define STATE_IS_TEXTURESTAGE(a) ((a) >= STATE_TEXTURESTAGE(0, 1) && (a) <= STATE_TEXTURESTAGE(MAX_TEXTURES - 1, WINED3D_HIGHEST_TEXTURE_STATE))
1201 /* + 1 because samplers start with 0 */
1202 #define STATE_SAMPLER(num) (STATE_TEXTURESTAGE(MAX_TEXTURES - 1, WINED3D_HIGHEST_TEXTURE_STATE) + 1 + (num))
1203 #define STATE_IS_SAMPLER(num) ((num) >= STATE_SAMPLER(0) && (num) <= STATE_SAMPLER(MAX_COMBINED_SAMPLERS - 1))
1205 #define STATE_SHADER(a) (STATE_SAMPLER(MAX_COMBINED_SAMPLERS) + (a))
1206 #define STATE_IS_SHADER(a) ((a) >= STATE_SHADER(0) && (a) < STATE_SHADER(WINED3D_SHADER_TYPE_COUNT))
1208 #define STATE_CONSTANT_BUFFER(a) (STATE_SHADER(WINED3D_SHADER_TYPE_COUNT) + (a))
1209 #define STATE_IS_CONSTANT_BUFFER(a) ((a) >= STATE_CONSTANT_BUFFER(0) && (a) < STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_COUNT))
1211 #define STATE_SHADER_RESOURCE_BINDING (STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_COUNT))
1212 #define STATE_IS_SHADER_RESOURCE_BINDING(a) ((a) == STATE_SHADER_RESOURCE_BINDING)
1214 #define STATE_TRANSFORM(a) (STATE_SHADER_RESOURCE_BINDING + (a))
1215 #define STATE_IS_TRANSFORM(a) ((a) >= STATE_TRANSFORM(1) && (a) <= STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(255)))
1217 #define STATE_STREAMSRC (STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(255)) + 1)
1218 #define STATE_IS_STREAMSRC(a) ((a) == STATE_STREAMSRC)
1219 #define STATE_INDEXBUFFER (STATE_STREAMSRC + 1)
1220 #define STATE_IS_INDEXBUFFER(a) ((a) == STATE_INDEXBUFFER)
1222 #define STATE_VDECL (STATE_INDEXBUFFER + 1)
1223 #define STATE_IS_VDECL(a) ((a) == STATE_VDECL)
1225 #define STATE_VIEWPORT (STATE_VDECL + 1)
1226 #define STATE_IS_VIEWPORT(a) ((a) == STATE_VIEWPORT)
1228 #define STATE_LIGHT_TYPE (STATE_VIEWPORT + 1)
1229 #define STATE_IS_LIGHT_TYPE(a) ((a) == STATE_LIGHT_TYPE)
1230 #define STATE_ACTIVELIGHT(a) (STATE_LIGHT_TYPE + 1 + (a))
1231 #define STATE_IS_ACTIVELIGHT(a) ((a) >= STATE_ACTIVELIGHT(0) && (a) < STATE_ACTIVELIGHT(MAX_ACTIVE_LIGHTS))
1233 #define STATE_SCISSORRECT (STATE_ACTIVELIGHT(MAX_ACTIVE_LIGHTS - 1) + 1)
1234 #define STATE_IS_SCISSORRECT(a) ((a) == STATE_SCISSORRECT)
1236 #define STATE_CLIPPLANE(a) (STATE_SCISSORRECT + 1 + (a))
1237 #define STATE_IS_CLIPPLANE(a) ((a) >= STATE_CLIPPLANE(0) && (a) <= STATE_CLIPPLANE(MAX_CLIPPLANES - 1))
1239 #define STATE_MATERIAL (STATE_CLIPPLANE(MAX_CLIPPLANES))
1240 #define STATE_IS_MATERIAL(a) ((a) == STATE_MATERIAL)
1242 #define STATE_FRONTFACE (STATE_MATERIAL + 1)
1243 #define STATE_IS_FRONTFACE(a) ((a) == STATE_FRONTFACE)
1245 #define STATE_POINTSPRITECOORDORIGIN (STATE_FRONTFACE + 1)
1246 #define STATE_IS_POINTSPRITECOORDORIGIN(a) ((a) == STATE_POINTSPRITECOORDORIGIN)
1248 #define STATE_BASEVERTEXINDEX (STATE_POINTSPRITECOORDORIGIN + 1)
1249 #define STATE_IS_BASEVERTEXINDEX(a) ((a) == STATE_BASEVERTEXINDEX)
1251 #define STATE_FRAMEBUFFER (STATE_BASEVERTEXINDEX + 1)
1252 #define STATE_IS_FRAMEBUFFER(a) ((a) == STATE_FRAMEBUFFER)
1254 #define STATE_POINT_ENABLE (STATE_FRAMEBUFFER + 1)
1255 #define STATE_IS_POINT_ENABLE(a) ((a) == STATE_POINT_ENABLE)
1257 #define STATE_COLOR_KEY (STATE_POINT_ENABLE + 1)
1258 #define STATE_IS_COLOR_KEY(a) ((a) == STATE_COLOR_KEY)
1260 #define STATE_HIGHEST (STATE_COLOR_KEY)
1262 enum fogsource {
1263 FOGSOURCE_FFP,
1264 FOGSOURCE_VS,
1265 FOGSOURCE_COORD,
1268 struct wined3d_occlusion_query
1270 struct list entry;
1271 GLuint id;
1272 struct wined3d_context *context;
1275 union wined3d_gl_query_object
1277 GLuint id;
1278 GLsync sync;
1281 struct wined3d_event_query
1283 struct list entry;
1284 union wined3d_gl_query_object object;
1285 struct wined3d_context *context;
1288 enum wined3d_event_query_result
1290 WINED3D_EVENT_QUERY_OK,
1291 WINED3D_EVENT_QUERY_WAITING,
1292 WINED3D_EVENT_QUERY_NOT_STARTED,
1293 WINED3D_EVENT_QUERY_WRONG_THREAD,
1294 WINED3D_EVENT_QUERY_ERROR
1297 void wined3d_event_query_destroy(struct wined3d_event_query *query) DECLSPEC_HIDDEN;
1298 enum wined3d_event_query_result wined3d_event_query_finish(const struct wined3d_event_query *query,
1299 const struct wined3d_device *device) DECLSPEC_HIDDEN;
1300 void wined3d_event_query_issue(struct wined3d_event_query *query, const struct wined3d_device *device) DECLSPEC_HIDDEN;
1301 BOOL wined3d_event_query_supported(const struct wined3d_gl_info *gl_info) DECLSPEC_HIDDEN;
1303 struct wined3d_timestamp_query
1305 struct list entry;
1306 GLuint id;
1307 struct wined3d_context *context;
1310 void context_alloc_timestamp_query(struct wined3d_context *context, struct wined3d_timestamp_query *query) DECLSPEC_HIDDEN;
1311 void context_free_timestamp_query(struct wined3d_timestamp_query *query) DECLSPEC_HIDDEN;
1313 struct wined3d_context
1315 const struct wined3d_gl_info *gl_info;
1316 const struct wined3d_d3d_info *d3d_info;
1317 const struct StateEntry *state_table;
1318 /* State dirtification
1319 * dirtyArray is an array that contains markers for dirty states. numDirtyEntries states are dirty, their numbers are in indices
1320 * 0...numDirtyEntries - 1. isStateDirty is a redundant copy of the dirtyArray. Technically only one of them would be needed,
1321 * 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
1322 * only numDirtyEntries array elements have to be checked, not STATE_HIGHEST states.
1324 DWORD dirtyArray[STATE_HIGHEST + 1]; /* Won't get bigger than that, a state is never marked dirty 2 times */
1325 DWORD numDirtyEntries;
1326 DWORD isStateDirty[STATE_HIGHEST / (sizeof(DWORD) * CHAR_BIT) + 1]; /* Bitmap to find out quickly if a state is dirty */
1328 struct wined3d_swapchain *swapchain;
1329 struct
1331 struct wined3d_texture *texture;
1332 unsigned int sub_resource_idx;
1333 } current_rt;
1334 DWORD tid; /* Thread ID which owns this context at the moment */
1336 /* Stores some information about the context state for optimization */
1337 DWORD render_offscreen : 1;
1338 DWORD last_was_rhw : 1; /* true iff last draw_primitive was in xyzrhw mode */
1339 DWORD last_was_pshader : 1;
1340 DWORD last_was_vshader : 1;
1341 DWORD last_was_normal : 1;
1342 DWORD namedArraysLoaded : 1;
1343 DWORD numberedArraysLoaded : 1;
1344 DWORD last_was_blit : 1;
1345 DWORD last_was_ckey : 1;
1346 DWORD fog_coord : 1;
1347 DWORD fog_enabled : 1;
1348 DWORD num_untracked_materials : 2; /* Max value 2 */
1349 DWORD current : 1;
1350 DWORD destroyed : 1;
1351 DWORD valid : 1;
1352 DWORD texShaderBumpMap : 8; /* MAX_TEXTURES, 8 */
1353 DWORD lastWasPow2Texture : 8; /* MAX_TEXTURES, 8 */
1354 DWORD fixed_function_usage_map : 8; /* MAX_TEXTURES, 8 */
1355 DWORD lowest_disabled_stage : 4; /* Max MAX_TEXTURES, 8 */
1356 DWORD use_immediate_mode_draw : 1;
1357 DWORD rebind_fbo : 1;
1358 DWORD needs_set : 1;
1359 DWORD hdc_is_private : 1;
1360 DWORD hdc_has_format : 1; /* only meaningful if hdc_is_private */
1361 DWORD update_shader_resource_bindings : 1;
1362 DWORD padding : 14;
1363 DWORD shader_update_mask;
1364 DWORD constant_update_mask;
1365 DWORD numbered_array_mask;
1366 GLenum tracking_parm; /* Which source is tracking current colour */
1367 GLenum untracked_materials[2];
1368 UINT blit_w, blit_h;
1369 enum fogsource fog_source;
1370 DWORD active_texture;
1371 DWORD texture_type[MAX_COMBINED_SAMPLERS];
1373 UINT instance_count;
1375 /* The actual opengl context */
1376 UINT level;
1377 HGLRC restore_ctx;
1378 HDC restore_dc;
1379 int restore_pf;
1380 HWND restore_pf_win;
1381 HGLRC glCtx;
1382 HWND win_handle;
1383 HDC hdc;
1384 int pixel_format;
1385 GLint aux_buffers;
1387 void *shader_backend_data;
1388 void *fragment_pipe_data;
1390 /* FBOs */
1391 UINT fbo_entry_count;
1392 struct list fbo_list;
1393 struct list fbo_destroy_list;
1394 struct fbo_entry *current_fbo;
1395 GLuint fbo_read_binding;
1396 GLuint fbo_draw_binding;
1397 struct wined3d_surface **blit_targets;
1398 struct wined3d_fbo_entry_key *fbo_key;
1399 GLenum *draw_buffers;
1400 DWORD draw_buffers_mask; /* Enabled draw buffers, 31 max. */
1402 /* Queries */
1403 GLuint *free_occlusion_queries;
1404 UINT free_occlusion_query_size;
1405 UINT free_occlusion_query_count;
1406 struct list occlusion_queries;
1408 union wined3d_gl_query_object *free_event_queries;
1409 UINT free_event_query_size;
1410 UINT free_event_query_count;
1411 struct list event_queries;
1413 GLuint *free_timestamp_queries;
1414 UINT free_timestamp_query_size;
1415 UINT free_timestamp_query_count;
1416 struct list timestamp_queries;
1418 struct wined3d_stream_info stream_info;
1420 /* Fences for GL_APPLE_flush_buffer_range */
1421 struct wined3d_event_query *buffer_queries[MAX_ATTRIBS];
1422 unsigned int num_buffer_queries;
1424 DWORD tex_unit_map[MAX_COMBINED_SAMPLERS];
1425 DWORD rev_tex_unit_map[MAX_COMBINED_SAMPLERS];
1427 /* Extension emulation */
1428 GLint gl_fog_source;
1429 GLfloat fog_coord_value;
1430 GLfloat color[4], fogstart, fogend, fogcolor[4];
1431 GLuint dummy_arbfp_prog;
1434 struct wined3d_fb_state
1436 struct wined3d_rendertarget_view **render_targets;
1437 struct wined3d_rendertarget_view *depth_stencil;
1440 typedef void (*APPLYSTATEFUNC)(struct wined3d_context *ctx, const struct wined3d_state *state, DWORD state_id);
1442 struct StateEntry
1444 DWORD representative;
1445 APPLYSTATEFUNC apply;
1448 struct StateEntryTemplate
1450 DWORD state;
1451 struct StateEntry content;
1452 enum wined3d_gl_extension extension;
1455 #define WINED3D_FRAGMENT_CAP_PROJ_CONTROL 0x00000001
1456 #define WINED3D_FRAGMENT_CAP_SRGB_WRITE 0x00000002
1457 #define WINED3D_FRAGMENT_CAP_COLOR_KEY 0x00000004
1459 struct fragment_caps
1461 DWORD wined3d_caps;
1462 DWORD PrimitiveMiscCaps;
1463 DWORD TextureOpCaps;
1464 DWORD MaxTextureBlendStages;
1465 DWORD MaxSimultaneousTextures;
1468 #define GL_EXT_EMUL_ARB_MULTITEXTURE 0x00000001
1469 #define GL_EXT_EMUL_EXT_FOG_COORD 0x00000002
1471 struct fragment_pipeline
1473 void (*enable_extension)(const struct wined3d_gl_info *gl_info, BOOL enable);
1474 void (*get_caps)(const struct wined3d_gl_info *gl_info, struct fragment_caps *caps);
1475 DWORD (*get_emul_mask)(const struct wined3d_gl_info *gl_info);
1476 void *(*alloc_private)(const struct wined3d_shader_backend_ops *shader_backend, void *shader_priv);
1477 void (*free_private)(struct wined3d_device *device);
1478 BOOL (*allocate_context_data)(struct wined3d_context *context);
1479 void (*free_context_data)(struct wined3d_context *context);
1480 BOOL (*color_fixup_supported)(struct color_fixup_desc fixup);
1481 const struct StateEntryTemplate *states;
1484 struct wined3d_vertex_caps
1486 BOOL xyzrhw;
1487 BOOL emulated_flatshading;
1488 BOOL ffp_generic_attributes;
1489 DWORD max_active_lights;
1490 DWORD max_vertex_blend_matrices;
1491 DWORD max_vertex_blend_matrix_index;
1492 DWORD vertex_processing_caps;
1493 DWORD fvf_caps;
1494 DWORD max_user_clip_planes;
1495 DWORD raster_caps;
1498 struct wined3d_vertex_pipe_ops
1500 void (*vp_enable)(const struct wined3d_gl_info *gl_info, BOOL enable);
1501 void (*vp_get_caps)(const struct wined3d_gl_info *gl_info, struct wined3d_vertex_caps *caps);
1502 DWORD (*vp_get_emul_mask)(const struct wined3d_gl_info *gl_info);
1503 void *(*vp_alloc)(const struct wined3d_shader_backend_ops *shader_backend, void *shader_priv);
1504 void (*vp_free)(struct wined3d_device *device);
1505 const struct StateEntryTemplate *vp_states;
1508 extern const struct StateEntryTemplate misc_state_template[] DECLSPEC_HIDDEN;
1509 extern const struct fragment_pipeline none_fragment_pipe DECLSPEC_HIDDEN;
1510 extern const struct fragment_pipeline ffp_fragment_pipeline DECLSPEC_HIDDEN;
1511 extern const struct fragment_pipeline atifs_fragment_pipeline DECLSPEC_HIDDEN;
1512 extern const struct fragment_pipeline arbfp_fragment_pipeline DECLSPEC_HIDDEN;
1513 extern const struct fragment_pipeline nvts_fragment_pipeline DECLSPEC_HIDDEN;
1514 extern const struct fragment_pipeline nvrc_fragment_pipeline DECLSPEC_HIDDEN;
1515 extern const struct fragment_pipeline glsl_fragment_pipe DECLSPEC_HIDDEN;
1517 extern const struct wined3d_vertex_pipe_ops none_vertex_pipe DECLSPEC_HIDDEN;
1518 extern const struct wined3d_vertex_pipe_ops ffp_vertex_pipe DECLSPEC_HIDDEN;
1519 extern const struct wined3d_vertex_pipe_ops glsl_vertex_pipe DECLSPEC_HIDDEN;
1521 /* "Base" state table */
1522 HRESULT compile_state_table(struct StateEntry *StateTable, APPLYSTATEFUNC **dev_multistate_funcs,
1523 const struct wined3d_gl_info *gl_info, const struct wined3d_d3d_info *d3d_info,
1524 const struct wined3d_vertex_pipe_ops *vertex, const struct fragment_pipeline *fragment,
1525 const struct StateEntryTemplate *misc) DECLSPEC_HIDDEN;
1527 enum wined3d_blit_op
1529 WINED3D_BLIT_OP_COLOR_BLIT,
1530 WINED3D_BLIT_OP_COLOR_BLIT_ALPHATEST,
1531 WINED3D_BLIT_OP_COLOR_BLIT_CKEY,
1532 WINED3D_BLIT_OP_COLOR_FILL,
1533 WINED3D_BLIT_OP_DEPTH_FILL,
1534 WINED3D_BLIT_OP_DEPTH_BLIT,
1537 /* Shaders for color conversions in blits. Do not do blit operations while
1538 * already under the GL lock. */
1539 struct blit_shader
1541 HRESULT (*alloc_private)(struct wined3d_device *device);
1542 void (*free_private)(struct wined3d_device *device);
1543 HRESULT (*set_shader)(void *blit_priv, struct wined3d_context *context, const struct wined3d_surface *surface,
1544 const struct wined3d_color_key *color_key);
1545 void (*unset_shader)(const struct wined3d_gl_info *gl_info);
1546 BOOL (*blit_supported)(const struct wined3d_gl_info *gl_info,
1547 const struct wined3d_d3d_info *d3d_info, enum wined3d_blit_op blit_op,
1548 const RECT *src_rect, DWORD src_usage, enum wined3d_pool src_pool, const struct wined3d_format *src_format,
1549 const RECT *dst_rect, DWORD dst_usage, enum wined3d_pool dst_pool, const struct wined3d_format *dst_format);
1550 HRESULT (*color_fill)(struct wined3d_device *device, struct wined3d_rendertarget_view *view,
1551 const RECT *rect, const struct wined3d_color *color);
1552 HRESULT (*depth_fill)(struct wined3d_device *device, struct wined3d_rendertarget_view *view,
1553 const RECT *rect, DWORD clear_flags, float depth, DWORD stencil);
1554 void (*blit_surface)(struct wined3d_device *device, enum wined3d_blit_op op, DWORD filter,
1555 struct wined3d_surface *src_surface, const RECT *src_rect,
1556 struct wined3d_surface *dst_surface, const RECT *dst_rect,
1557 const struct wined3d_color_key *color_key);
1560 extern const struct blit_shader ffp_blit DECLSPEC_HIDDEN;
1561 extern const struct blit_shader arbfp_blit DECLSPEC_HIDDEN;
1562 extern const struct blit_shader cpu_blit DECLSPEC_HIDDEN;
1564 BOOL wined3d_clip_blit(const RECT *clip_rect, RECT *clipped, RECT *other) DECLSPEC_HIDDEN;
1565 const struct blit_shader *wined3d_select_blitter(const struct wined3d_gl_info *gl_info,
1566 const struct wined3d_d3d_info *d3d_info, enum wined3d_blit_op blit_op,
1567 const RECT *src_rect, DWORD src_usage, enum wined3d_pool src_pool, const struct wined3d_format *src_format,
1568 const RECT *dst_rect, DWORD dst_usage, enum wined3d_pool dst_pool, const struct wined3d_format *dst_format)
1569 DECLSPEC_HIDDEN;
1571 struct wined3d_context *context_acquire(const struct wined3d_device *device,
1572 struct wined3d_surface *target) DECLSPEC_HIDDEN;
1573 void context_alloc_event_query(struct wined3d_context *context,
1574 struct wined3d_event_query *query) DECLSPEC_HIDDEN;
1575 void context_alloc_occlusion_query(struct wined3d_context *context,
1576 struct wined3d_occlusion_query *query) DECLSPEC_HIDDEN;
1577 void context_apply_blit_state(struct wined3d_context *context, const struct wined3d_device *device) DECLSPEC_HIDDEN;
1578 BOOL context_apply_clear_state(struct wined3d_context *context, const struct wined3d_state *state,
1579 UINT rt_count, const struct wined3d_fb_state *fb) DECLSPEC_HIDDEN;
1580 BOOL context_apply_draw_state(struct wined3d_context *context, struct wined3d_device *device) DECLSPEC_HIDDEN;
1581 void context_apply_fbo_state_blit(struct wined3d_context *context, GLenum target,
1582 struct wined3d_surface *render_target, struct wined3d_surface *depth_stencil, DWORD location) DECLSPEC_HIDDEN;
1583 void context_active_texture(struct wined3d_context *context, const struct wined3d_gl_info *gl_info,
1584 unsigned int unit) DECLSPEC_HIDDEN;
1585 void context_bind_texture(struct wined3d_context *context, GLenum target, GLuint name) DECLSPEC_HIDDEN;
1586 void context_check_fbo_status(const struct wined3d_context *context, GLenum target) DECLSPEC_HIDDEN;
1587 struct wined3d_context *context_create(struct wined3d_swapchain *swapchain, struct wined3d_texture *target,
1588 const struct wined3d_format *ds_format) DECLSPEC_HIDDEN;
1589 HGLRC context_create_wgl_attribs(const struct wined3d_gl_info *gl_info, HDC hdc, HGLRC share_ctx) DECLSPEC_HIDDEN;
1590 void context_destroy(struct wined3d_device *device, struct wined3d_context *context) DECLSPEC_HIDDEN;
1591 void context_free_event_query(struct wined3d_event_query *query) DECLSPEC_HIDDEN;
1592 void context_free_occlusion_query(struct wined3d_occlusion_query *query) DECLSPEC_HIDDEN;
1593 struct wined3d_context *context_get_current(void) DECLSPEC_HIDDEN;
1594 GLenum context_get_offscreen_gl_buffer(const struct wined3d_context *context) DECLSPEC_HIDDEN;
1595 DWORD context_get_tls_idx(void) DECLSPEC_HIDDEN;
1596 void context_gl_resource_released(struct wined3d_device *device,
1597 GLuint name, BOOL rb_namespace) DECLSPEC_HIDDEN;
1598 void context_invalidate_state(struct wined3d_context *context, DWORD state_id) DECLSPEC_HIDDEN;
1599 void context_release(struct wined3d_context *context) DECLSPEC_HIDDEN;
1600 void context_resource_released(const struct wined3d_device *device,
1601 struct wined3d_resource *resource, enum wined3d_resource_type type) DECLSPEC_HIDDEN;
1602 void context_restore(struct wined3d_context *context, struct wined3d_surface *restore) DECLSPEC_HIDDEN;
1603 BOOL context_set_current(struct wined3d_context *ctx) DECLSPEC_HIDDEN;
1604 void context_set_draw_buffer(struct wined3d_context *context, GLenum buffer) DECLSPEC_HIDDEN;
1605 void context_set_tls_idx(DWORD idx) DECLSPEC_HIDDEN;
1606 void context_state_drawbuf(struct wined3d_context *context,
1607 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
1608 void context_state_fb(struct wined3d_context *context,
1609 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
1610 void context_surface_update(struct wined3d_context *context, const struct wined3d_surface *surface) DECLSPEC_HIDDEN;
1611 void context_stream_info_from_declaration(struct wined3d_context *context,
1612 const struct wined3d_state *state, struct wined3d_stream_info *stream_info) DECLSPEC_HIDDEN;
1614 /*****************************************************************************
1615 * Internal representation of a light
1617 struct wined3d_light_info
1619 struct wined3d_light OriginalParms; /* Note D3D8LIGHT == D3D9LIGHT */
1620 DWORD OriginalIndex;
1621 LONG glIndex;
1622 BOOL enabled;
1624 /* Converted parms to speed up swapping lights */
1625 struct wined3d_vec4 position;
1626 struct wined3d_vec4 direction;
1627 float exponent;
1628 float cutoff;
1630 struct list entry;
1633 /* The default light parameters */
1634 extern const struct wined3d_light WINED3D_default_light DECLSPEC_HIDDEN;
1636 struct wined3d_pixel_format
1638 int iPixelFormat; /* WGL pixel format */
1639 int iPixelType; /* WGL pixel type e.g. WGL_TYPE_RGBA_ARB, WGL_TYPE_RGBA_FLOAT_ARB or WGL_TYPE_COLORINDEX_ARB */
1640 int redSize, greenSize, blueSize, alphaSize, colorSize;
1641 int depthSize, stencilSize;
1642 BOOL windowDrawable;
1643 BOOL doubleBuffer;
1644 int auxBuffers;
1645 int numSamples;
1648 enum wined3d_pci_vendor
1650 HW_VENDOR_SOFTWARE = 0x0000,
1651 HW_VENDOR_AMD = 0x1002,
1652 HW_VENDOR_NVIDIA = 0x10de,
1653 HW_VENDOR_VMWARE = 0x15ad,
1654 HW_VENDOR_INTEL = 0x8086,
1657 enum wined3d_pci_device
1659 CARD_WINE = 0x0000,
1661 CARD_AMD_RAGE_128PRO = 0x5246,
1662 CARD_AMD_RADEON_7200 = 0x5144,
1663 CARD_AMD_RADEON_8500 = 0x514c,
1664 CARD_AMD_RADEON_9500 = 0x4144,
1665 CARD_AMD_RADEON_XPRESS_200M = 0x5955,
1666 CARD_AMD_RADEON_X700 = 0x5e4c,
1667 CARD_AMD_RADEON_X1600 = 0x71c2,
1668 CARD_AMD_RADEON_HD2350 = 0x94c7,
1669 CARD_AMD_RADEON_HD2600 = 0x9581,
1670 CARD_AMD_RADEON_HD2900 = 0x9400,
1671 CARD_AMD_RADEON_HD3200 = 0x9620,
1672 CARD_AMD_RADEON_HD3850 = 0x9515,
1673 CARD_AMD_RADEON_HD4200M = 0x9712,
1674 CARD_AMD_RADEON_HD4350 = 0x954f,
1675 CARD_AMD_RADEON_HD4600 = 0x9495,
1676 CARD_AMD_RADEON_HD4700 = 0x944e,
1677 CARD_AMD_RADEON_HD4800 = 0x944c,
1678 CARD_AMD_RADEON_HD5400 = 0x68f9,
1679 CARD_AMD_RADEON_HD5600 = 0x68d8,
1680 CARD_AMD_RADEON_HD5700 = 0x68be,
1681 CARD_AMD_RADEON_HD5800 = 0x6898,
1682 CARD_AMD_RADEON_HD5900 = 0x689c,
1683 CARD_AMD_RADEON_HD6300 = 0x9803,
1684 CARD_AMD_RADEON_HD6400 = 0x6770,
1685 CARD_AMD_RADEON_HD6410D = 0x9644,
1686 CARD_AMD_RADEON_HD6550D = 0x9640,
1687 CARD_AMD_RADEON_HD6600 = 0x6758,
1688 CARD_AMD_RADEON_HD6600M = 0x6741,
1689 CARD_AMD_RADEON_HD6700 = 0x68ba,
1690 CARD_AMD_RADEON_HD6800 = 0x6739,
1691 CARD_AMD_RADEON_HD6900 = 0x6719,
1692 CARD_AMD_RADEON_HD7660D = 0x9901,
1693 CARD_AMD_RADEON_HD7700 = 0x683d,
1694 CARD_AMD_RADEON_HD7800 = 0x6819,
1695 CARD_AMD_RADEON_HD7900 = 0x679a,
1696 CARD_AMD_RADEON_HD8600M = 0x6660,
1697 CARD_AMD_RADEON_HD8670 = 0x6610,
1698 CARD_AMD_RADEON_HD8770 = 0x665c,
1699 CARD_AMD_RADEON_R3 = 0x9830,
1700 CARD_AMD_RADEON_R7 = 0x130f,
1701 CARD_AMD_RADEON_R9 = 0x67b1,
1703 CARD_NVIDIA_RIVA_128 = 0x0018,
1704 CARD_NVIDIA_RIVA_TNT = 0x0020,
1705 CARD_NVIDIA_RIVA_TNT2 = 0x0028,
1706 CARD_NVIDIA_GEFORCE = 0x0100,
1707 CARD_NVIDIA_GEFORCE2_MX = 0x0110,
1708 CARD_NVIDIA_GEFORCE2 = 0x0150,
1709 CARD_NVIDIA_GEFORCE3 = 0x0200,
1710 CARD_NVIDIA_GEFORCE4_MX = 0x0170,
1711 CARD_NVIDIA_GEFORCE4_TI4200 = 0x0253,
1712 CARD_NVIDIA_GEFORCEFX_5200 = 0x0320,
1713 CARD_NVIDIA_GEFORCEFX_5600 = 0x0312,
1714 CARD_NVIDIA_GEFORCEFX_5800 = 0x0302,
1715 CARD_NVIDIA_GEFORCE_6200 = 0x014f,
1716 CARD_NVIDIA_GEFORCE_6600GT = 0x0140,
1717 CARD_NVIDIA_GEFORCE_6800 = 0x0041,
1718 CARD_NVIDIA_GEFORCE_7300 = 0x01d7, /* GeForce Go 7300 */
1719 CARD_NVIDIA_GEFORCE_7400 = 0x01d8,
1720 CARD_NVIDIA_GEFORCE_7600 = 0x0391,
1721 CARD_NVIDIA_GEFORCE_7800GT = 0x0092,
1722 CARD_NVIDIA_GEFORCE_8200 = 0x0849, /* Other PCI ID 0x084b */
1723 CARD_NVIDIA_GEFORCE_8300GS = 0x0423,
1724 CARD_NVIDIA_GEFORCE_8400GS = 0x0404,
1725 CARD_NVIDIA_GEFORCE_8500GT = 0x0421,
1726 CARD_NVIDIA_GEFORCE_8600GT = 0x0402,
1727 CARD_NVIDIA_GEFORCE_8600MGT = 0x0407,
1728 CARD_NVIDIA_GEFORCE_8800GTS = 0x0193,
1729 CARD_NVIDIA_GEFORCE_8800GTX = 0x0191,
1730 CARD_NVIDIA_GEFORCE_9200 = 0x086d,
1731 CARD_NVIDIA_GEFORCE_9300 = 0x086c,
1732 CARD_NVIDIA_GEFORCE_9400M = 0x0863,
1733 CARD_NVIDIA_GEFORCE_9400GT = 0x042c,
1734 CARD_NVIDIA_GEFORCE_9500GT = 0x0640,
1735 CARD_NVIDIA_GEFORCE_9600GT = 0x0622,
1736 CARD_NVIDIA_GEFORCE_9800GT = 0x0614,
1737 CARD_NVIDIA_GEFORCE_210 = 0x0a23,
1738 CARD_NVIDIA_GEFORCE_GT220 = 0x0a20,
1739 CARD_NVIDIA_GEFORCE_GT240 = 0x0ca3,
1740 CARD_NVIDIA_GEFORCE_GTX260 = 0x05e2,
1741 CARD_NVIDIA_GEFORCE_GTX275 = 0x05e6,
1742 CARD_NVIDIA_GEFORCE_GTX280 = 0x05e1,
1743 CARD_NVIDIA_GEFORCE_315M = 0x0a7a,
1744 CARD_NVIDIA_GEFORCE_320M = 0x08a3,
1745 CARD_NVIDIA_GEFORCE_GT320M = 0x0a2d,
1746 CARD_NVIDIA_GEFORCE_GT325M = 0x0a35,
1747 CARD_NVIDIA_GEFORCE_GT330 = 0x0ca0,
1748 CARD_NVIDIA_GEFORCE_GTS350M = 0x0cb0,
1749 CARD_NVIDIA_GEFORCE_410M = 0x1055,
1750 CARD_NVIDIA_GEFORCE_GT420 = 0x0de2,
1751 CARD_NVIDIA_GEFORCE_GT425M = 0x0df0,
1752 CARD_NVIDIA_GEFORCE_GT430 = 0x0de1,
1753 CARD_NVIDIA_GEFORCE_GT440 = 0x0de0,
1754 CARD_NVIDIA_GEFORCE_GTS450 = 0x0dc4,
1755 CARD_NVIDIA_GEFORCE_GTX460 = 0x0e22,
1756 CARD_NVIDIA_GEFORCE_GTX460M = 0x0dd1,
1757 CARD_NVIDIA_GEFORCE_GTX465 = 0x06c4,
1758 CARD_NVIDIA_GEFORCE_GTX470 = 0x06cd,
1759 CARD_NVIDIA_GEFORCE_GTX480 = 0x06c0,
1760 CARD_NVIDIA_GEFORCE_GT520 = 0x1040,
1761 CARD_NVIDIA_GEFORCE_GT540M = 0x0df4,
1762 CARD_NVIDIA_GEFORCE_GTX550 = 0x1244,
1763 CARD_NVIDIA_GEFORCE_GT555M = 0x04b8,
1764 CARD_NVIDIA_GEFORCE_GTX560TI = 0x1200,
1765 CARD_NVIDIA_GEFORCE_GTX560 = 0x1201,
1766 CARD_NVIDIA_GEFORCE_GTX570 = 0x1081,
1767 CARD_NVIDIA_GEFORCE_GTX580 = 0x1080,
1768 CARD_NVIDIA_GEFORCE_GT610 = 0x104a,
1769 CARD_NVIDIA_GEFORCE_GT630 = 0x0f00,
1770 CARD_NVIDIA_GEFORCE_GT630M = 0x0de9,
1771 CARD_NVIDIA_GEFORCE_GT640M = 0x0fd2,
1772 CARD_NVIDIA_GEFORCE_GT650M = 0x0fd1,
1773 CARD_NVIDIA_GEFORCE_GTX650 = 0x0fc6,
1774 CARD_NVIDIA_GEFORCE_GTX650TI = 0x11c6,
1775 CARD_NVIDIA_GEFORCE_GTX660 = 0x11c0,
1776 CARD_NVIDIA_GEFORCE_GTX660M = 0x0fd4,
1777 CARD_NVIDIA_GEFORCE_GTX660TI = 0x1183,
1778 CARD_NVIDIA_GEFORCE_GTX670 = 0x1189,
1779 CARD_NVIDIA_GEFORCE_GTX670MX = 0x11a1,
1780 CARD_NVIDIA_GEFORCE_GTX680 = 0x1180,
1781 CARD_NVIDIA_GEFORCE_GT750M = 0x0fe9,
1782 CARD_NVIDIA_GEFORCE_GTX750 = 0x1381,
1783 CARD_NVIDIA_GEFORCE_GTX750TI = 0x1380,
1784 CARD_NVIDIA_GEFORCE_GTX760 = 0x1187,
1785 CARD_NVIDIA_GEFORCE_GTX765M = 0x11e2,
1786 CARD_NVIDIA_GEFORCE_GTX770M = 0x11e0,
1787 CARD_NVIDIA_GEFORCE_GTX770 = 0x1184,
1788 CARD_NVIDIA_GEFORCE_GTX780 = 0x1004,
1789 CARD_NVIDIA_GEFORCE_GTX780TI = 0x100a,
1790 CARD_NVIDIA_GEFORCE_GTXTITAN = 0x100c,
1791 CARD_NVIDIA_GEFORCE_820M = 0x0fed,
1792 CARD_NVIDIA_GEFORCE_GTX860M = 0x1392, /* Other PCI ID 0x119a */
1793 CARD_NVIDIA_GEFORCE_GTX950 = 0x1402,
1794 CARD_NVIDIA_GEFORCE_GTX950M = 0x139a,
1795 CARD_NVIDIA_GEFORCE_GTX960 = 0x1401,
1796 CARD_NVIDIA_GEFORCE_GTX960M = 0x139b,
1797 CARD_NVIDIA_GEFORCE_GTX970 = 0x13c2,
1798 CARD_NVIDIA_GEFORCE_GTX970M = 0x13d8,
1799 CARD_NVIDIA_GEFORCE_GTX980 = 0x13c0,
1801 CARD_VMWARE_SVGA3D = 0x0405,
1803 CARD_INTEL_830M = 0x3577,
1804 CARD_INTEL_855GM = 0x3582,
1805 CARD_INTEL_845G = 0x2562,
1806 CARD_INTEL_865G = 0x2572,
1807 CARD_INTEL_915G = 0x2582,
1808 CARD_INTEL_E7221G = 0x258a,
1809 CARD_INTEL_915GM = 0x2592,
1810 CARD_INTEL_945G = 0x2772,
1811 CARD_INTEL_945GM = 0x27a2,
1812 CARD_INTEL_945GME = 0x27ae,
1813 CARD_INTEL_Q35 = 0x29b2,
1814 CARD_INTEL_G33 = 0x29c2,
1815 CARD_INTEL_Q33 = 0x29d2,
1816 CARD_INTEL_PNVG = 0xa001,
1817 CARD_INTEL_PNVM = 0xa011,
1818 CARD_INTEL_965Q = 0x2992,
1819 CARD_INTEL_965G = 0x2982,
1820 CARD_INTEL_946GZ = 0x2972,
1821 CARD_INTEL_965GM = 0x2a02,
1822 CARD_INTEL_965GME = 0x2a12,
1823 CARD_INTEL_GM45 = 0x2a42,
1824 CARD_INTEL_IGD = 0x2e02,
1825 CARD_INTEL_Q45 = 0x2e12,
1826 CARD_INTEL_G45 = 0x2e22,
1827 CARD_INTEL_G41 = 0x2e32,
1828 CARD_INTEL_B43 = 0x2e92,
1829 CARD_INTEL_ILKD = 0x0042,
1830 CARD_INTEL_ILKM = 0x0046,
1831 CARD_INTEL_SNBD = 0x0122,
1832 CARD_INTEL_SNBM = 0x0126,
1833 CARD_INTEL_SNBS = 0x010a,
1834 CARD_INTEL_IVBD = 0x0162,
1835 CARD_INTEL_IVBM = 0x0166,
1836 CARD_INTEL_IVBS = 0x015a,
1837 CARD_INTEL_HWM = 0x0416,
1840 struct wined3d_fbo_ops
1842 GLboolean (WINE_GLAPI *glIsRenderbuffer)(GLuint renderbuffer);
1843 void (WINE_GLAPI *glBindRenderbuffer)(GLenum target, GLuint renderbuffer);
1844 void (WINE_GLAPI *glDeleteRenderbuffers)(GLsizei n, const GLuint *renderbuffers);
1845 void (WINE_GLAPI *glGenRenderbuffers)(GLsizei n, GLuint *renderbuffers);
1846 void (WINE_GLAPI *glRenderbufferStorage)(GLenum target, GLenum internalformat,
1847 GLsizei width, GLsizei height);
1848 void (WINE_GLAPI *glRenderbufferStorageMultisample)(GLenum target, GLsizei samples,
1849 GLenum internalformat, GLsizei width, GLsizei height);
1850 void (WINE_GLAPI *glGetRenderbufferParameteriv)(GLenum target, GLenum pname, GLint *params);
1851 GLboolean (WINE_GLAPI *glIsFramebuffer)(GLuint framebuffer);
1852 void (WINE_GLAPI *glBindFramebuffer)(GLenum target, GLuint framebuffer);
1853 void (WINE_GLAPI *glDeleteFramebuffers)(GLsizei n, const GLuint *framebuffers);
1854 void (WINE_GLAPI *glGenFramebuffers)(GLsizei n, GLuint *framebuffers);
1855 GLenum (WINE_GLAPI *glCheckFramebufferStatus)(GLenum target);
1856 void (WINE_GLAPI *glFramebufferTexture1D)(GLenum target, GLenum attachment,
1857 GLenum textarget, GLuint texture, GLint level);
1858 void (WINE_GLAPI *glFramebufferTexture2D)(GLenum target, GLenum attachment,
1859 GLenum textarget, GLuint texture, GLint level);
1860 void (WINE_GLAPI *glFramebufferTexture3D)(GLenum target, GLenum attachment,
1861 GLenum textarget, GLuint texture, GLint level, GLint layer);
1862 void (WINE_GLAPI *glFramebufferRenderbuffer)(GLenum target, GLenum attachment,
1863 GLenum renderbuffertarget, GLuint renderbuffer);
1864 void (WINE_GLAPI *glGetFramebufferAttachmentParameteriv)(GLenum target, GLenum attachment,
1865 GLenum pname, GLint *params);
1866 void (WINE_GLAPI *glBlitFramebuffer)(GLint srcX0, GLint srcY0, GLint srcX1, GLint srcY1,
1867 GLint dstX0, GLint dstY0, GLint dstX1, GLint dstY1, GLbitfield mask, GLenum filter);
1868 void (WINE_GLAPI *glGenerateMipmap)(GLenum target);
1871 struct wined3d_gl_limits
1873 UINT buffers;
1874 UINT lights;
1875 UINT textures;
1876 UINT texture_coords;
1877 UINT vertex_uniform_blocks;
1878 UINT geometry_uniform_blocks;
1879 UINT fragment_uniform_blocks;
1880 UINT fragment_samplers;
1881 UINT vertex_samplers;
1882 UINT combined_samplers;
1883 UINT general_combiners;
1884 UINT clipplanes;
1885 UINT texture_size;
1886 UINT texture3d_size;
1887 float pointsize_max;
1888 float pointsize_min;
1889 UINT blends;
1890 UINT anisotropy;
1891 float shininess;
1892 UINT samples;
1893 UINT vertex_attribs;
1895 UINT glsl_varyings;
1896 UINT glsl_vs_float_constants;
1897 UINT glsl_ps_float_constants;
1899 UINT arb_vs_float_constants;
1900 UINT arb_vs_native_constants;
1901 UINT arb_vs_instructions;
1902 UINT arb_vs_temps;
1903 UINT arb_ps_float_constants;
1904 UINT arb_ps_local_constants;
1905 UINT arb_ps_native_constants;
1906 UINT arb_ps_instructions;
1907 UINT arb_ps_temps;
1910 struct wined3d_gl_info
1912 DWORD selected_gl_version;
1913 DWORD glsl_version;
1914 struct wined3d_gl_limits limits;
1915 DWORD reserved_glsl_constants, reserved_arb_constants;
1916 DWORD quirks;
1917 BOOL supported[WINED3D_GL_EXT_COUNT];
1918 GLint wrap_lookup[WINED3D_TADDRESS_MIRROR_ONCE - WINED3D_TADDRESS_WRAP + 1];
1919 float fixed_polyoffset_scale, float_polyoffset_scale;
1921 HGLRC (WINAPI *p_wglCreateContextAttribsARB)(HDC dc, HGLRC share, const GLint *attribs);
1922 struct opengl_funcs gl_ops;
1923 struct wined3d_fbo_ops fbo_ops;
1925 struct wined3d_format *formats;
1926 unsigned int format_count;
1929 struct wined3d_driver_info
1931 enum wined3d_pci_vendor vendor;
1932 enum wined3d_pci_device device;
1933 const char *name;
1934 const char *description;
1935 UINT64 vram_bytes;
1936 DWORD version_high;
1937 DWORD version_low;
1940 struct wined3d_d3d_limits
1942 unsigned int vs_version, hs_version, ds_version, gs_version, ps_version;
1943 DWORD vs_uniform_count;
1944 DWORD ps_uniform_count;
1945 UINT varying_count;
1946 UINT ffp_textures;
1947 UINT ffp_blend_stages;
1948 UINT ffp_vertex_blend_matrices;
1951 typedef void (WINE_GLAPI *wined3d_ffp_attrib_func)(const void *data);
1952 typedef void (WINE_GLAPI *wined3d_ffp_texcoord_func)(GLenum unit, const void *data);
1953 typedef void (WINE_GLAPI *wined3d_generic_attrib_func)(GLuint idx, const void *data);
1954 extern wined3d_ffp_attrib_func specular_func_3ubv DECLSPEC_HIDDEN;
1956 struct wined3d_ffp_attrib_ops
1958 wined3d_ffp_attrib_func position[WINED3D_FFP_EMIT_COUNT];
1959 wined3d_ffp_attrib_func diffuse[WINED3D_FFP_EMIT_COUNT];
1960 wined3d_ffp_attrib_func specular[WINED3D_FFP_EMIT_COUNT];
1961 wined3d_ffp_attrib_func normal[WINED3D_FFP_EMIT_COUNT];
1962 wined3d_ffp_texcoord_func texcoord[WINED3D_FFP_EMIT_COUNT];
1963 wined3d_generic_attrib_func generic[WINED3D_FFP_EMIT_COUNT];
1966 struct wined3d_d3d_info
1968 struct wined3d_d3d_limits limits;
1969 struct wined3d_ffp_attrib_ops ffp_attrib_ops;
1970 BOOL xyzrhw;
1971 BOOL emulated_flatshading;
1972 BOOL ffp_generic_attributes;
1973 BOOL vs_clipping;
1974 BOOL shader_color_key;
1975 DWORD valid_rt_mask;
1976 DWORD wined3d_creation_flags;
1979 /* The adapter structure */
1980 struct wined3d_adapter
1982 UINT ordinal;
1983 POINT monitor_position;
1984 enum wined3d_format_id screen_format;
1986 struct wined3d_gl_info gl_info;
1987 struct wined3d_d3d_info d3d_info;
1988 struct wined3d_driver_info driver_info;
1989 WCHAR DeviceName[CCHDEVICENAME]; /* DeviceName for use with e.g. ChangeDisplaySettings */
1990 unsigned int cfg_count;
1991 struct wined3d_pixel_format *cfgs;
1992 UINT64 vram_bytes;
1993 UINT64 vram_bytes_used;
1994 LUID luid;
1996 const struct wined3d_vertex_pipe_ops *vertex_pipe;
1997 const struct fragment_pipeline *fragment_pipe;
1998 const struct wined3d_shader_backend_ops *shader_backend;
1999 const struct blit_shader *blitter;
2002 struct wined3d_caps_gl_ctx
2004 HDC dc;
2005 HWND wnd;
2006 HGLRC gl_ctx;
2007 HDC restore_dc;
2008 HGLRC restore_gl_ctx;
2010 const struct wined3d_gl_info *gl_info;
2011 GLuint test_vbo;
2012 GLuint test_program_id;
2015 float wined3d_adapter_find_polyoffset_scale(struct wined3d_caps_gl_ctx *ctx, GLenum format) DECLSPEC_HIDDEN;
2016 BOOL wined3d_adapter_init_format_info(struct wined3d_adapter *adapter,
2017 struct wined3d_caps_gl_ctx *ctx) DECLSPEC_HIDDEN;
2018 UINT64 adapter_adjust_memory(struct wined3d_adapter *adapter, INT64 amount) DECLSPEC_HIDDEN;
2020 BOOL initPixelFormatsNoGL(struct wined3d_gl_info *gl_info) DECLSPEC_HIDDEN;
2021 void install_gl_compat_wrapper(struct wined3d_gl_info *gl_info, enum wined3d_gl_extension ext) DECLSPEC_HIDDEN;
2023 enum projection_types
2025 proj_none = 0,
2026 proj_count3 = 1,
2027 proj_count4 = 2
2030 enum dst_arg
2032 resultreg = 0,
2033 tempreg = 1
2036 /*****************************************************************************
2037 * Fixed function pipeline replacements
2039 #define ARG_UNUSED 0xff
2040 struct texture_stage_op
2042 unsigned cop : 8;
2043 unsigned carg1 : 8;
2044 unsigned carg2 : 8;
2045 unsigned carg0 : 8;
2047 unsigned aop : 8;
2048 unsigned aarg1 : 8;
2049 unsigned aarg2 : 8;
2050 unsigned aarg0 : 8;
2052 struct color_fixup_desc color_fixup;
2053 unsigned tex_type : 3;
2054 unsigned dst : 1;
2055 unsigned projected : 2;
2056 unsigned padding : 10;
2059 struct ffp_frag_settings
2061 struct texture_stage_op op[MAX_TEXTURES];
2062 enum wined3d_ffp_ps_fog_mode fog;
2063 unsigned char sRGB_write;
2064 unsigned char emul_clipplanes;
2065 unsigned char texcoords_initialized;
2066 unsigned char color_key_enabled : 1;
2067 unsigned char pointsprite : 1;
2068 unsigned char flatshading : 1;
2069 unsigned char padding : 5;
2072 struct ffp_frag_desc
2074 struct wine_rb_entry entry;
2075 struct ffp_frag_settings settings;
2078 extern const struct wine_rb_functions wined3d_ffp_frag_program_rb_functions DECLSPEC_HIDDEN;
2079 extern const struct wine_rb_functions wined3d_ffp_vertex_program_rb_functions DECLSPEC_HIDDEN;
2080 extern const struct wined3d_parent_ops wined3d_null_parent_ops DECLSPEC_HIDDEN;
2082 unsigned int wined3d_max_compat_varyings(const struct wined3d_gl_info *gl_info) DECLSPEC_HIDDEN;
2083 void gen_ffp_frag_op(const struct wined3d_context *context, const struct wined3d_state *state,
2084 struct ffp_frag_settings *settings, BOOL ignore_textype) DECLSPEC_HIDDEN;
2085 const struct ffp_frag_desc *find_ffp_frag_shader(const struct wine_rb_tree *fragment_shaders,
2086 const struct ffp_frag_settings *settings) DECLSPEC_HIDDEN;
2087 void add_ffp_frag_shader(struct wine_rb_tree *shaders, struct ffp_frag_desc *desc) DECLSPEC_HIDDEN;
2088 void wined3d_get_draw_rect(const struct wined3d_state *state, RECT *rect) DECLSPEC_HIDDEN;
2089 void wined3d_ftoa(float value, char *s) DECLSPEC_HIDDEN;
2091 extern const float wined3d_srgb_const0[] DECLSPEC_HIDDEN;
2092 extern const float wined3d_srgb_const1[] DECLSPEC_HIDDEN;
2094 enum wined3d_ffp_vs_fog_mode
2096 WINED3D_FFP_VS_FOG_OFF = 0,
2097 WINED3D_FFP_VS_FOG_FOGCOORD = 1,
2098 WINED3D_FFP_VS_FOG_DEPTH = 2,
2099 WINED3D_FFP_VS_FOG_RANGE = 3,
2102 #define WINED3D_FFP_TCI_SHIFT 16
2103 #define WINED3D_FFP_TCI_MASK 0xffu
2105 #define WINED3D_FFP_LIGHT_TYPE_SHIFT(idx) (3 * (idx))
2106 #define WINED3D_FFP_LIGHT_TYPE_MASK 0x7u
2108 struct wined3d_ffp_vs_settings
2110 DWORD light_type : 24; /* MAX_ACTIVE_LIGHTS, 8 * 3 */
2111 DWORD diffuse_source : 2;
2112 DWORD emissive_source : 2;
2113 DWORD ambient_source : 2;
2114 DWORD specular_source : 2;
2116 DWORD transformed : 1;
2117 DWORD vertexblends : 2;
2118 DWORD clipping : 1;
2119 DWORD normal : 1;
2120 DWORD normalize : 1;
2121 DWORD lighting : 1;
2122 DWORD localviewer : 1;
2123 DWORD point_size : 1;
2124 DWORD per_vertex_point_size : 1;
2125 DWORD fog_mode : 2;
2126 DWORD texcoords : 8; /* MAX_TEXTURES */
2127 DWORD ortho_fog : 1;
2128 DWORD flatshading : 1;
2129 DWORD padding : 10;
2131 DWORD texgen[MAX_TEXTURES];
2134 struct wined3d_ffp_vs_desc
2136 struct wine_rb_entry entry;
2137 struct wined3d_ffp_vs_settings settings;
2140 void wined3d_ffp_get_vs_settings(const struct wined3d_context *context,
2141 const struct wined3d_state *state, struct wined3d_ffp_vs_settings *settings) DECLSPEC_HIDDEN;
2143 struct wined3d
2145 LONG ref;
2146 DWORD flags;
2147 UINT adapter_count;
2148 struct wined3d_adapter adapters[1];
2151 HRESULT wined3d_init(struct wined3d *wined3d, DWORD flags) DECLSPEC_HIDDEN;
2152 BOOL wined3d_register_window(HWND window, struct wined3d_device *device) DECLSPEC_HIDDEN;
2153 void wined3d_unregister_window(HWND window) DECLSPEC_HIDDEN;
2155 struct wined3d_stream_output
2157 struct wined3d_buffer *buffer;
2158 UINT offset;
2161 struct wined3d_stream_state
2163 struct wined3d_buffer *buffer;
2164 UINT offset;
2165 UINT stride;
2166 UINT frequency;
2167 UINT flags;
2170 #define WINED3D_STATE_NO_REF 0x00000001
2171 #define WINED3D_STATE_INIT_DEFAULT 0x00000002
2173 struct wined3d_state
2175 DWORD flags;
2176 const struct wined3d_fb_state *fb;
2178 struct wined3d_vertex_declaration *vertex_declaration;
2179 struct wined3d_stream_output stream_output[MAX_STREAM_OUT];
2180 struct wined3d_stream_state streams[MAX_STREAMS + 1 /* tesselated pseudo-stream */];
2181 struct wined3d_buffer *index_buffer;
2182 enum wined3d_format_id index_format;
2183 INT base_vertex_index;
2184 INT load_base_vertex_index; /* Non-indexed drawing needs 0 here, indexed needs base_vertex_index. */
2185 GLenum gl_primitive_type;
2186 struct wined3d_query *predicate;
2187 BOOL predicate_value;
2189 struct wined3d_shader *shader[WINED3D_SHADER_TYPE_COUNT];
2190 struct wined3d_buffer *cb[WINED3D_SHADER_TYPE_COUNT][MAX_CONSTANT_BUFFERS];
2191 struct wined3d_sampler *sampler[WINED3D_SHADER_TYPE_COUNT][MAX_SAMPLER_OBJECTS];
2192 struct wined3d_shader_resource_view *shader_resource_view[WINED3D_SHADER_TYPE_COUNT][MAX_SHADER_RESOURCE_VIEWS];
2194 BOOL vs_consts_b[MAX_CONST_B];
2195 INT vs_consts_i[MAX_CONST_I * 4];
2196 float *vs_consts_f;
2198 BOOL ps_consts_b[MAX_CONST_B];
2199 INT ps_consts_i[MAX_CONST_I * 4];
2200 float *ps_consts_f;
2202 struct wined3d_texture *textures[MAX_COMBINED_SAMPLERS];
2203 DWORD sampler_states[MAX_COMBINED_SAMPLERS][WINED3D_HIGHEST_SAMPLER_STATE + 1];
2204 DWORD texture_states[MAX_TEXTURES][WINED3D_HIGHEST_TEXTURE_STATE + 1];
2206 struct wined3d_matrix transforms[HIGHEST_TRANSFORMSTATE + 1];
2207 struct wined3d_vec4 clip_planes[MAX_CLIPPLANES];
2208 struct wined3d_material material;
2209 struct wined3d_viewport viewport;
2210 RECT scissor_rect;
2212 /* Light hashmap. Collisions are handled using linked lists. */
2213 #define LIGHTMAP_SIZE 43
2214 #define LIGHTMAP_HASHFUNC(x) ((x) % LIGHTMAP_SIZE)
2215 struct list light_map[LIGHTMAP_SIZE];
2216 const struct wined3d_light_info *lights[MAX_ACTIVE_LIGHTS];
2218 DWORD render_states[WINEHIGHEST_RENDER_STATE + 1];
2221 #define WINED3D_UNMAPPED_STAGE ~0U
2223 /* Multithreaded flag. Removed from the public header to signal that
2224 * wined3d_device_create() ignores it. */
2225 #define WINED3DCREATE_MULTITHREADED 0x00000004
2227 struct wined3d_device
2229 LONG ref;
2231 /* WineD3D Information */
2232 struct wined3d_device_parent *device_parent;
2233 struct wined3d *wined3d;
2234 struct wined3d_adapter *adapter;
2236 /* Window styles to restore when switching fullscreen mode */
2237 LONG style;
2238 LONG exStyle;
2240 const struct wined3d_shader_backend_ops *shader_backend;
2241 void *shader_priv;
2242 void *fragment_priv;
2243 void *vertex_priv;
2244 void *blit_priv;
2245 struct StateEntry StateTable[STATE_HIGHEST + 1];
2246 /* Array of functions for states which are handled by more than one pipeline part */
2247 APPLYSTATEFUNC *multistate_funcs[STATE_HIGHEST + 1];
2248 const struct blit_shader *blitter;
2250 BYTE vertexBlendUsed : 1; /* To avoid needless setting of the blend matrices */
2251 BYTE bCursorVisible : 1;
2252 BYTE d3d_initialized : 1;
2253 BYTE inScene : 1; /* A flag to check for proper BeginScene / EndScene call pairs */
2254 BYTE softwareVertexProcessing : 1; /* process vertex shaders using software or hardware */
2255 BYTE filter_messages : 1;
2256 BYTE padding : 2;
2258 unsigned char surface_alignment; /* Line Alignment of surfaces */
2260 WORD padding2 : 16;
2262 struct wined3d_state state;
2263 struct wined3d_state *update_state;
2264 struct wined3d_stateblock *recording;
2266 /* Internal use fields */
2267 struct wined3d_device_creation_parameters create_parms;
2268 HWND focus_window;
2270 struct wined3d_rendertarget_view *back_buffer_view;
2271 struct wined3d_swapchain **swapchains;
2272 UINT swapchain_count;
2274 struct list resources; /* a linked list to track resources created by the device */
2275 struct list shaders; /* a linked list to track shaders (pixel and vertex) */
2276 struct wine_rb_tree samplers;
2278 /* Render Target Support */
2279 struct wined3d_fb_state fb;
2280 struct wined3d_surface *onscreen_depth_stencil;
2281 struct wined3d_rendertarget_view *auto_depth_stencil_view;
2283 /* For rendering to a texture using glCopyTexImage */
2284 GLuint depth_blt_texture;
2286 /* Cursor management */
2287 UINT xHotSpot;
2288 UINT yHotSpot;
2289 UINT xScreenSpace;
2290 UINT yScreenSpace;
2291 UINT cursorWidth, cursorHeight;
2292 struct wined3d_texture *cursor_texture;
2293 HCURSOR hardwareCursor;
2295 /* The Wine logo texture */
2296 struct wined3d_texture *logo_texture;
2298 /* Textures for when no other textures are mapped */
2299 UINT dummy_texture_2d[MAX_COMBINED_SAMPLERS];
2300 UINT dummy_texture_rect[MAX_COMBINED_SAMPLERS];
2301 UINT dummy_texture_3d[MAX_COMBINED_SAMPLERS];
2302 UINT dummy_texture_cube[MAX_COMBINED_SAMPLERS];
2304 /* Default sampler used to emulate the direct resource access without using wined3d_sampler */
2305 GLuint default_sampler;
2307 /* Command stream */
2308 struct wined3d_cs *cs;
2310 /* Context management */
2311 struct wined3d_context **contexts;
2312 UINT context_count;
2315 void device_clear_render_targets(struct wined3d_device *device, UINT rt_count, const struct wined3d_fb_state *fb,
2316 UINT rect_count, const RECT *rects, const RECT *draw_rect, DWORD flags,
2317 const struct wined3d_color *color, float depth, DWORD stencil) DECLSPEC_HIDDEN;
2318 BOOL device_context_add(struct wined3d_device *device, struct wined3d_context *context) DECLSPEC_HIDDEN;
2319 void device_context_remove(struct wined3d_device *device, struct wined3d_context *context) DECLSPEC_HIDDEN;
2320 HRESULT device_init(struct wined3d_device *device, struct wined3d *wined3d,
2321 UINT adapter_idx, enum wined3d_device_type device_type, HWND focus_window, DWORD flags,
2322 BYTE surface_alignment, struct wined3d_device_parent *device_parent) DECLSPEC_HIDDEN;
2323 LRESULT device_process_message(struct wined3d_device *device, HWND window, BOOL unicode,
2324 UINT message, WPARAM wparam, LPARAM lparam, WNDPROC proc) DECLSPEC_HIDDEN;
2325 void device_resource_add(struct wined3d_device *device, struct wined3d_resource *resource) DECLSPEC_HIDDEN;
2326 void device_resource_released(struct wined3d_device *device, struct wined3d_resource *resource) DECLSPEC_HIDDEN;
2327 void device_switch_onscreen_ds(struct wined3d_device *device, struct wined3d_context *context,
2328 struct wined3d_surface *depth_stencil) DECLSPEC_HIDDEN;
2329 void device_invalidate_state(const struct wined3d_device *device, DWORD state) DECLSPEC_HIDDEN;
2331 static inline BOOL isStateDirty(const struct wined3d_context *context, DWORD state)
2333 DWORD idx = state / (sizeof(*context->isStateDirty) * CHAR_BIT);
2334 BYTE shift = state & ((sizeof(*context->isStateDirty) * CHAR_BIT) - 1);
2335 return context->isStateDirty[idx] & (1u << shift);
2338 #define WINED3D_RESOURCE_ACCESS_GPU 0x1
2339 #define WINED3D_RESOURCE_ACCESS_CPU 0x2
2341 struct wined3d_resource_ops
2343 ULONG (*resource_incref)(struct wined3d_resource *resource);
2344 ULONG (*resource_decref)(struct wined3d_resource *resource);
2345 void (*resource_unload)(struct wined3d_resource *resource);
2346 HRESULT (*resource_sub_resource_map)(struct wined3d_resource *resource, unsigned int sub_resource_idx,
2347 struct wined3d_map_desc *map_desc, const struct wined3d_box *box, DWORD flags);
2348 HRESULT (*resource_sub_resource_unmap)(struct wined3d_resource *resource, unsigned int sub_resource_idx);
2351 struct wined3d_resource
2353 LONG ref;
2354 LONG bind_count;
2355 LONG map_count;
2356 struct wined3d_device *device;
2357 enum wined3d_resource_type type;
2358 enum wined3d_gl_resource_type gl_type;
2359 const struct wined3d_format *format;
2360 unsigned int format_flags;
2361 enum wined3d_multisample_type multisample_type;
2362 UINT multisample_quality;
2363 DWORD usage;
2364 enum wined3d_pool pool;
2365 DWORD access_flags;
2366 DWORD draw_binding;
2367 DWORD map_binding;
2368 UINT width;
2369 UINT height;
2370 UINT depth;
2371 UINT size;
2372 DWORD priority;
2373 void *heap_memory;
2374 struct list resource_list_entry;
2376 void *parent;
2377 const struct wined3d_parent_ops *parent_ops;
2378 const struct wined3d_resource_ops *resource_ops;
2381 static inline ULONG wined3d_resource_incref(struct wined3d_resource *resource)
2383 return resource->resource_ops->resource_incref(resource);
2386 static inline ULONG wined3d_resource_decref(struct wined3d_resource *resource)
2388 return resource->resource_ops->resource_decref(resource);
2391 void resource_cleanup(struct wined3d_resource *resource) DECLSPEC_HIDDEN;
2392 HRESULT resource_init(struct wined3d_resource *resource, struct wined3d_device *device,
2393 enum wined3d_resource_type type, const struct wined3d_format *format,
2394 enum wined3d_multisample_type multisample_type, UINT multisample_quality,
2395 DWORD usage, enum wined3d_pool pool, UINT width, UINT height, UINT depth, UINT size,
2396 void *parent, const struct wined3d_parent_ops *parent_ops,
2397 const struct wined3d_resource_ops *resource_ops) DECLSPEC_HIDDEN;
2398 void resource_unload(struct wined3d_resource *resource) DECLSPEC_HIDDEN;
2399 BOOL wined3d_resource_allocate_sysmem(struct wined3d_resource *resource) DECLSPEC_HIDDEN;
2400 void wined3d_resource_free_sysmem(struct wined3d_resource *resource) DECLSPEC_HIDDEN;
2401 GLbitfield wined3d_resource_gl_map_flags(DWORD d3d_flags) DECLSPEC_HIDDEN;
2402 GLenum wined3d_resource_gl_legacy_map_flags(DWORD d3d_flags) DECLSPEC_HIDDEN;
2403 BOOL wined3d_resource_is_offscreen(struct wined3d_resource *resource) DECLSPEC_HIDDEN;
2404 DWORD wined3d_resource_sanitize_map_flags(const struct wined3d_resource *resource, DWORD flags) DECLSPEC_HIDDEN;
2405 void wined3d_resource_update_draw_binding(struct wined3d_resource *resource) DECLSPEC_HIDDEN;
2407 /* Tests show that the start address of resources is 32 byte aligned */
2408 #define RESOURCE_ALIGNMENT 16
2410 struct gl_texture
2412 struct wined3d_sampler_desc sampler_desc;
2413 unsigned int base_level;
2414 GLuint name;
2417 struct wined3d_texture_ops
2419 void (*texture_upload_data)(struct wined3d_texture *texture, unsigned int sub_resource_idx,
2420 const struct wined3d_context *context, const struct wined3d_sub_resource_data *data);
2421 BOOL (*texture_load_location)(struct wined3d_texture *texture, unsigned int sub_resource_idx,
2422 struct wined3d_context *context, DWORD location);
2423 BOOL (*texture_prepare_location)(struct wined3d_texture *texture, unsigned int sub_resource_idx,
2424 struct wined3d_context *context, DWORD location);
2425 void (*texture_prepare_texture)(struct wined3d_texture *texture,
2426 struct wined3d_context *context, BOOL srgb);
2427 void (*texture_cleanup_sub_resources)(struct wined3d_texture *texture);
2430 #define WINED3D_TEXTURE_COND_NP2 0x00000001
2431 #define WINED3D_TEXTURE_COND_NP2_EMULATED 0x00000002
2432 #define WINED3D_TEXTURE_POW2_MAT_IDENT 0x00000004
2433 #define WINED3D_TEXTURE_IS_SRGB 0x00000008
2434 #define WINED3D_TEXTURE_RGB_ALLOCATED 0x00000010
2435 #define WINED3D_TEXTURE_RGB_VALID 0x00000020
2436 #define WINED3D_TEXTURE_SRGB_ALLOCATED 0x00000040
2437 #define WINED3D_TEXTURE_SRGB_VALID 0x00000080
2438 #define WINED3D_TEXTURE_CONVERTED 0x00000100
2439 #define WINED3D_TEXTURE_PIN_SYSMEM 0x00000200
2440 #define WINED3D_TEXTURE_NORMALIZED_COORDS 0x00000400
2441 #define WINED3D_TEXTURE_GET_DC_LENIENT 0x00000800
2442 #define WINED3D_TEXTURE_DC_IN_USE 0x00001000
2444 #define WINED3D_TEXTURE_ASYNC_COLOR_KEY 0x00000001
2446 struct wined3d_texture
2448 struct wined3d_resource resource;
2449 const struct wined3d_texture_ops *texture_ops;
2450 struct gl_texture texture_rgb, texture_srgb;
2451 struct wined3d_swapchain *swapchain;
2452 unsigned int pow2_width;
2453 unsigned int pow2_height;
2454 UINT layer_count;
2455 UINT level_count;
2456 unsigned int download_count;
2457 float pow2_matrix[16];
2458 UINT lod;
2459 enum wined3d_texture_filter_type filter_type;
2460 DWORD sampler;
2461 DWORD flags;
2462 GLenum target;
2464 void *user_memory;
2465 unsigned int row_pitch;
2466 unsigned int slice_pitch;
2468 /* May only be accessed from the command stream worker thread. */
2469 struct wined3d_texture_async
2471 DWORD flags;
2473 /* Color keys for DDraw */
2474 struct wined3d_color_key dst_blt_color_key;
2475 struct wined3d_color_key src_blt_color_key;
2476 struct wined3d_color_key dst_overlay_color_key;
2477 struct wined3d_color_key src_overlay_color_key;
2478 struct wined3d_color_key gl_color_key;
2479 DWORD color_key_flags;
2480 } async;
2482 struct wined3d_texture_sub_resource
2484 struct wined3d_resource *resource;
2485 union
2487 struct wined3d_surface *surface;
2488 struct wined3d_volume *volume;
2489 } u;
2491 unsigned int map_count;
2492 DWORD locations;
2493 GLuint buffer_object;
2494 } sub_resources[1];
2497 static inline struct wined3d_texture *wined3d_texture_from_resource(struct wined3d_resource *resource)
2499 return CONTAINING_RECORD(resource, struct wined3d_texture, resource);
2502 static inline struct gl_texture *wined3d_texture_get_gl_texture(struct wined3d_texture *texture,
2503 BOOL srgb)
2505 return srgb ? &texture->texture_srgb : &texture->texture_rgb;
2508 static inline unsigned int wined3d_texture_get_level_width(const struct wined3d_texture *texture,
2509 unsigned int level)
2511 return max(1, texture->resource.width >> level);
2514 static inline unsigned int wined3d_texture_get_level_height(const struct wined3d_texture *texture,
2515 unsigned int level)
2517 return max(1, texture->resource.height >> level);
2520 static inline unsigned int wined3d_texture_get_level_depth(const struct wined3d_texture *texture,
2521 unsigned int level)
2523 return max(1, texture->resource.depth >> level);
2526 static inline unsigned int wined3d_texture_get_level_pow2_width(const struct wined3d_texture *texture,
2527 unsigned int level)
2529 return max(1, texture->pow2_width >> level);
2532 static inline unsigned int wined3d_texture_get_level_pow2_height(const struct wined3d_texture *texture,
2533 unsigned int level)
2535 return max(1, texture->pow2_height >> level);
2538 void wined3d_texture_apply_sampler_desc(struct wined3d_texture *texture,
2539 const struct wined3d_sampler_desc *sampler_desc, const struct wined3d_context *context) DECLSPEC_HIDDEN;
2540 void wined3d_texture_bind(struct wined3d_texture *texture,
2541 struct wined3d_context *context, BOOL srgb) DECLSPEC_HIDDEN;
2542 void wined3d_texture_bind_and_dirtify(struct wined3d_texture *texture,
2543 struct wined3d_context *context, BOOL srgb) DECLSPEC_HIDDEN;
2544 BOOL wined3d_texture_check_block_align(const struct wined3d_texture *texture,
2545 unsigned int level, const struct wined3d_box *box) DECLSPEC_HIDDEN;
2546 GLenum wined3d_texture_get_gl_buffer(const struct wined3d_texture *texture) DECLSPEC_HIDDEN;
2547 void wined3d_texture_get_memory(struct wined3d_texture *texture, unsigned int sub_resource_idx,
2548 struct wined3d_bo_address *data, DWORD locations) DECLSPEC_HIDDEN;
2549 struct wined3d_texture_sub_resource *wined3d_texture_get_sub_resource(struct wined3d_texture *texture,
2550 unsigned int sub_resource_idx) DECLSPEC_HIDDEN;
2551 void wined3d_texture_invalidate_location(struct wined3d_texture *texture,
2552 unsigned int sub_resource_idx, DWORD location) DECLSPEC_HIDDEN;
2553 void wined3d_texture_load(struct wined3d_texture *texture,
2554 struct wined3d_context *context, BOOL srgb) DECLSPEC_HIDDEN;
2555 void wined3d_texture_prepare_buffer_object(struct wined3d_texture *texture,
2556 unsigned int sub_resource_idx, const struct wined3d_gl_info *gl_info) DECLSPEC_HIDDEN;
2557 void wined3d_texture_prepare_texture(struct wined3d_texture *texture,
2558 struct wined3d_context *context, BOOL srgb) DECLSPEC_HIDDEN;
2559 void wined3d_texture_remove_buffer_object(struct wined3d_texture *texture,
2560 unsigned int sub_resource_idx, const struct wined3d_gl_info *gl_info) DECLSPEC_HIDDEN;
2561 void wined3d_texture_set_dirty(struct wined3d_texture *texture) DECLSPEC_HIDDEN;
2562 void wined3d_texture_set_swapchain(struct wined3d_texture *texture,
2563 struct wined3d_swapchain *swapchain) DECLSPEC_HIDDEN;
2564 BOOL wined3d_texture_use_pbo(const struct wined3d_texture *texture,
2565 const struct wined3d_gl_info *gl_info) DECLSPEC_HIDDEN;
2566 void wined3d_texture_validate_location(struct wined3d_texture *texture,
2567 unsigned int sub_resource_idx, DWORD location) DECLSPEC_HIDDEN;
2569 #define WINED3D_LOCATION_DISCARDED 0x00000001
2570 #define WINED3D_LOCATION_SYSMEM 0x00000002
2571 #define WINED3D_LOCATION_USER_MEMORY 0x00000004
2572 #define WINED3D_LOCATION_DIB 0x00000008
2573 #define WINED3D_LOCATION_BUFFER 0x00000010
2574 #define WINED3D_LOCATION_TEXTURE_RGB 0x00000020
2575 #define WINED3D_LOCATION_TEXTURE_SRGB 0x00000040
2576 #define WINED3D_LOCATION_DRAWABLE 0x00000080
2577 #define WINED3D_LOCATION_RB_MULTISAMPLE 0x00000100
2578 #define WINED3D_LOCATION_RB_RESOLVED 0x00000200
2580 const char *wined3d_debug_location(DWORD location) DECLSPEC_HIDDEN;
2582 struct wined3d_volume
2584 struct wined3d_resource resource;
2585 struct wined3d_texture *container;
2587 GLint texture_level;
2590 static inline struct wined3d_volume *volume_from_resource(struct wined3d_resource *resource)
2592 return CONTAINING_RECORD(resource, struct wined3d_volume, resource);
2595 void wined3d_volume_cleanup(struct wined3d_volume *volume) DECLSPEC_HIDDEN;
2596 HRESULT wined3d_volume_init(struct wined3d_volume *volume, struct wined3d_texture *container,
2597 const struct wined3d_resource_desc *desc, UINT level) DECLSPEC_HIDDEN;
2598 BOOL wined3d_volume_load_location(struct wined3d_volume *volume,
2599 struct wined3d_context *context, DWORD location) DECLSPEC_HIDDEN;
2600 BOOL wined3d_volume_prepare_location(struct wined3d_volume *volume,
2601 struct wined3d_context *context, DWORD location) DECLSPEC_HIDDEN;
2602 void wined3d_volume_upload_data(struct wined3d_volume *volume, const struct wined3d_context *context,
2603 const struct wined3d_const_bo_address *data) DECLSPEC_HIDDEN;
2605 struct wined3d_surface_dib
2607 HBITMAP DIBsection;
2608 void *bitmap_data;
2609 UINT bitmap_size;
2612 struct wined3d_renderbuffer_entry
2614 struct list entry;
2615 GLuint id;
2616 UINT width;
2617 UINT height;
2620 struct wined3d_fbo_resource
2622 GLuint object;
2623 GLuint level, target;
2626 #define WINED3D_FBO_ENTRY_FLAG_ATTACHED 0x1
2627 #define WINED3D_FBO_ENTRY_FLAG_DEPTH 0x2
2628 #define WINED3D_FBO_ENTRY_FLAG_STENCIL 0x4
2630 struct fbo_entry
2632 struct list entry;
2633 DWORD flags;
2634 DWORD rt_mask;
2635 GLuint id;
2636 struct wined3d_fbo_entry_key
2638 DWORD rb_namespace;
2639 struct wined3d_fbo_resource objects[1];
2640 } key;
2643 struct wined3d_surface
2645 struct wined3d_resource resource;
2646 struct wined3d_texture *container;
2648 DWORD flags;
2650 UINT pow2Width;
2651 UINT pow2Height;
2652 GLuint rb_multisample;
2653 GLuint rb_resolved;
2654 GLenum texture_target;
2655 unsigned int texture_level;
2656 unsigned int texture_layer;
2658 /* For GetDC */
2659 struct wined3d_surface_dib dib;
2660 HDC hDC;
2662 struct list renderbuffers;
2663 const struct wined3d_renderbuffer_entry *current_renderbuffer;
2664 SIZE ds_current_size;
2666 /* DirectDraw Overlay handling */
2667 RECT overlay_srcrect;
2668 RECT overlay_destrect;
2669 struct wined3d_surface *overlay_dest;
2670 struct list overlays;
2671 struct list overlay_entry;
2674 static inline struct wined3d_surface *surface_from_resource(struct wined3d_resource *resource)
2676 return CONTAINING_RECORD(resource, struct wined3d_surface, resource);
2679 static inline BOOL needs_separate_srgb_gl_texture(const struct wined3d_context *context)
2681 return !context->gl_info->supported[EXT_TEXTURE_SRGB_DECODE]
2682 && context->d3d_info->wined3d_creation_flags & WINED3D_SRGB_READ_WRITE_CONTROL;
2685 static inline unsigned int surface_get_sub_resource_idx(const struct wined3d_surface *surface)
2687 return surface->texture_layer * surface->container->level_count + surface->texture_level;
2690 static inline struct wined3d_texture_sub_resource *surface_get_sub_resource(struct wined3d_surface *surface)
2692 return &surface->container->sub_resources[surface_get_sub_resource_idx(surface)];
2695 static inline GLuint surface_get_texture_name(const struct wined3d_surface *surface,
2696 const struct wined3d_context *context, BOOL srgb)
2698 return srgb && needs_separate_srgb_gl_texture(context)
2699 ? surface->container->texture_srgb.name : surface->container->texture_rgb.name;
2702 HRESULT wined3d_surface_blt(struct wined3d_surface *dst_surface, const RECT *dst_rect,
2703 struct wined3d_surface *src_surface, const RECT *src_rect, DWORD flags,
2704 const struct wined3d_blt_fx *blt_fx, enum wined3d_texture_filter_type filter) DECLSPEC_HIDDEN;
2705 void wined3d_surface_cleanup(struct wined3d_surface *surface) DECLSPEC_HIDDEN;
2706 HRESULT surface_color_fill(struct wined3d_surface *s,
2707 const RECT *rect, const struct wined3d_color *color) DECLSPEC_HIDDEN;
2708 HRESULT surface_create_dib_section(struct wined3d_surface *surface) DECLSPEC_HIDDEN;
2709 void surface_get_drawable_size(const struct wined3d_surface *surface, const struct wined3d_context *context,
2710 unsigned int *width, unsigned int *height) DECLSPEC_HIDDEN;
2711 HRESULT wined3d_surface_init(struct wined3d_surface *surface,
2712 struct wined3d_texture *container, const struct wined3d_resource_desc *desc,
2713 GLenum target, unsigned int level, unsigned int layer, DWORD flags) DECLSPEC_HIDDEN;
2714 void surface_load_fb_texture(struct wined3d_surface *surface, BOOL srgb,
2715 struct wined3d_context *context) DECLSPEC_HIDDEN;
2716 HRESULT surface_load_location(struct wined3d_surface *surface,
2717 struct wined3d_context *context, DWORD location) DECLSPEC_HIDDEN;
2718 void surface_modify_ds_location(struct wined3d_surface *surface, DWORD location, UINT w, UINT h) DECLSPEC_HIDDEN;
2719 void wined3d_surface_prepare(struct wined3d_surface *surface, struct wined3d_context *context,
2720 DWORD location) DECLSPEC_HIDDEN;
2721 void surface_set_compatible_renderbuffer(struct wined3d_surface *surface,
2722 const struct wined3d_surface *rt) DECLSPEC_HIDDEN;
2723 void surface_set_dirty(struct wined3d_surface *surface) DECLSPEC_HIDDEN;
2724 void surface_set_texture_target(struct wined3d_surface *surface, GLenum target, GLint level) DECLSPEC_HIDDEN;
2725 void surface_translate_drawable_coords(const struct wined3d_surface *surface, HWND window, RECT *rect) DECLSPEC_HIDDEN;
2726 HRESULT surface_upload_from_surface(struct wined3d_surface *dst_surface, const POINT *dst_point,
2727 struct wined3d_surface *src_surface, const RECT *src_rect) DECLSPEC_HIDDEN;
2728 void wined3d_surface_upload_data(struct wined3d_surface *surface, const struct wined3d_gl_info *gl_info,
2729 const struct wined3d_format *format, const RECT *src_rect, UINT src_pitch, const POINT *dst_point,
2730 BOOL srgb, const struct wined3d_const_bo_address *data) DECLSPEC_HIDDEN;
2732 void draw_textured_quad(const struct wined3d_surface *src_surface, struct wined3d_context *context,
2733 const RECT *src_rect, const RECT *dst_rect, enum wined3d_texture_filter_type filter) DECLSPEC_HIDDEN;
2735 /* Surface flags: */
2736 #define SFLAG_DIBSECTION 0x00000001 /* Has a DIB section attached for GetDC. */
2737 #define SFLAG_DISCARD 0x00000002 /* ??? */
2739 struct wined3d_sampler
2741 struct wine_rb_entry entry;
2742 LONG refcount;
2743 struct wined3d_device *device;
2744 void *parent;
2745 struct wined3d_sampler_desc desc;
2746 GLuint name;
2749 struct wined3d_vertex_declaration_element
2751 const struct wined3d_format *format;
2752 BOOL ffp_valid;
2753 unsigned int input_slot;
2754 unsigned int offset;
2755 unsigned int output_slot;
2756 enum wined3d_input_classification input_slot_class;
2757 unsigned int instance_data_step_rate;
2758 BYTE method;
2759 BYTE usage;
2760 BYTE usage_idx;
2763 struct wined3d_vertex_declaration
2765 LONG ref;
2766 void *parent;
2767 const struct wined3d_parent_ops *parent_ops;
2768 struct wined3d_device *device;
2770 struct wined3d_vertex_declaration_element *elements;
2771 UINT element_count;
2773 BOOL position_transformed;
2774 BOOL half_float_conv_needed;
2777 struct wined3d_saved_states
2779 DWORD transform[(HIGHEST_TRANSFORMSTATE >> 5) + 1];
2780 WORD streamSource; /* MAX_STREAMS, 16 */
2781 WORD streamFreq; /* MAX_STREAMS, 16 */
2782 DWORD renderState[(WINEHIGHEST_RENDER_STATE >> 5) + 1];
2783 DWORD textureState[MAX_TEXTURES]; /* WINED3D_HIGHEST_TEXTURE_STATE + 1, 18 */
2784 WORD samplerState[MAX_COMBINED_SAMPLERS]; /* WINED3D_HIGHEST_SAMPLER_STATE + 1, 14 */
2785 DWORD clipplane; /* WINED3DMAXUSERCLIPPLANES, 32 */
2786 WORD pixelShaderConstantsB; /* MAX_CONST_B, 16 */
2787 WORD pixelShaderConstantsI; /* MAX_CONST_I, 16 */
2788 BOOL *pixelShaderConstantsF;
2789 WORD vertexShaderConstantsB; /* MAX_CONST_B, 16 */
2790 WORD vertexShaderConstantsI; /* MAX_CONST_I, 16 */
2791 BOOL *vertexShaderConstantsF;
2792 DWORD textures : 20; /* MAX_COMBINED_SAMPLERS, 20 */
2793 DWORD primitive_type : 1;
2794 DWORD indices : 1;
2795 DWORD material : 1;
2796 DWORD viewport : 1;
2797 DWORD vertexDecl : 1;
2798 DWORD pixelShader : 1;
2799 DWORD vertexShader : 1;
2800 DWORD scissorRect : 1;
2801 DWORD padding : 4;
2804 struct StageState {
2805 DWORD stage;
2806 DWORD state;
2809 struct wined3d_stateblock
2811 LONG ref; /* Note: Ref counting not required */
2812 struct wined3d_device *device;
2814 /* Array indicating whether things have been set or changed */
2815 struct wined3d_saved_states changed;
2816 struct wined3d_state state;
2818 /* Contained state management */
2819 DWORD contained_render_states[WINEHIGHEST_RENDER_STATE + 1];
2820 unsigned int num_contained_render_states;
2821 DWORD contained_transform_states[HIGHEST_TRANSFORMSTATE + 1];
2822 unsigned int num_contained_transform_states;
2823 DWORD contained_vs_consts_i[MAX_CONST_I];
2824 unsigned int num_contained_vs_consts_i;
2825 DWORD contained_vs_consts_b[MAX_CONST_B];
2826 unsigned int num_contained_vs_consts_b;
2827 DWORD *contained_vs_consts_f;
2828 unsigned int num_contained_vs_consts_f;
2829 DWORD contained_ps_consts_i[MAX_CONST_I];
2830 unsigned int num_contained_ps_consts_i;
2831 DWORD contained_ps_consts_b[MAX_CONST_B];
2832 unsigned int num_contained_ps_consts_b;
2833 DWORD *contained_ps_consts_f;
2834 unsigned int num_contained_ps_consts_f;
2835 struct StageState contained_tss_states[MAX_TEXTURES * (WINED3D_HIGHEST_TEXTURE_STATE + 1)];
2836 unsigned int num_contained_tss_states;
2837 struct StageState contained_sampler_states[MAX_COMBINED_SAMPLERS * WINED3D_HIGHEST_SAMPLER_STATE];
2838 unsigned int num_contained_sampler_states;
2841 void stateblock_init_contained_states(struct wined3d_stateblock *stateblock) DECLSPEC_HIDDEN;
2843 void state_cleanup(struct wined3d_state *state) DECLSPEC_HIDDEN;
2844 HRESULT state_init(struct wined3d_state *state, struct wined3d_fb_state *fb,
2845 const struct wined3d_gl_info *gl_info, const struct wined3d_d3d_info *d3d_info,
2846 DWORD flags) DECLSPEC_HIDDEN;
2847 void state_unbind_resources(struct wined3d_state *state) DECLSPEC_HIDDEN;
2849 struct wined3d_cs_ops
2851 void *(*require_space)(struct wined3d_cs *cs, size_t size);
2852 void (*submit)(struct wined3d_cs *cs);
2855 struct wined3d_cs
2857 const struct wined3d_cs_ops *ops;
2858 struct wined3d_device *device;
2859 struct wined3d_fb_state fb;
2860 struct wined3d_state state;
2862 size_t data_size;
2863 void *data;
2866 struct wined3d_cs *wined3d_cs_create(struct wined3d_device *device) DECLSPEC_HIDDEN;
2867 void wined3d_cs_destroy(struct wined3d_cs *cs) DECLSPEC_HIDDEN;
2869 void wined3d_cs_emit_clear(struct wined3d_cs *cs, DWORD rect_count, const RECT *rects,
2870 DWORD flags, const struct wined3d_color *color, float depth, DWORD stencil) DECLSPEC_HIDDEN;
2871 void wined3d_cs_emit_draw(struct wined3d_cs *cs, UINT start_idx, UINT index_count,
2872 UINT start_instance, UINT instance_count, BOOL indexed) DECLSPEC_HIDDEN;
2873 void wined3d_cs_emit_present(struct wined3d_cs *cs, struct wined3d_swapchain *swapchain,
2874 const RECT *src_rect, const RECT *dst_rect, HWND dst_window_override, DWORD flags) DECLSPEC_HIDDEN;
2875 void wined3d_cs_emit_reset_state(struct wined3d_cs *cs) DECLSPEC_HIDDEN;
2876 void wined3d_cs_emit_set_clip_plane(struct wined3d_cs *cs, UINT plane_idx,
2877 const struct wined3d_vec4 *plane) DECLSPEC_HIDDEN;
2878 void wined3d_cs_emit_set_color_key(struct wined3d_cs *cs, struct wined3d_texture *texture,
2879 WORD flags, const struct wined3d_color_key *color_key) DECLSPEC_HIDDEN;
2880 void wined3d_cs_emit_set_constant_buffer(struct wined3d_cs *cs, enum wined3d_shader_type type,
2881 UINT cb_idx, struct wined3d_buffer *buffer) DECLSPEC_HIDDEN;
2882 void wined3d_cs_emit_set_depth_stencil_view(struct wined3d_cs *cs,
2883 struct wined3d_rendertarget_view *view) DECLSPEC_HIDDEN;
2884 void wined3d_cs_emit_set_index_buffer(struct wined3d_cs *cs, struct wined3d_buffer *buffer,
2885 enum wined3d_format_id format_id) DECLSPEC_HIDDEN;
2886 void wined3d_cs_emit_set_material(struct wined3d_cs *cs, const struct wined3d_material *material) DECLSPEC_HIDDEN;
2887 void wined3d_cs_emit_set_predication(struct wined3d_cs *cs,
2888 struct wined3d_query *predicate, BOOL value) DECLSPEC_HIDDEN;
2889 void wined3d_cs_emit_set_render_state(struct wined3d_cs *cs,
2890 enum wined3d_render_state state, DWORD value) DECLSPEC_HIDDEN;
2891 void wined3d_cs_emit_set_rendertarget_view(struct wined3d_cs *cs, unsigned int view_idx,
2892 struct wined3d_rendertarget_view *view) DECLSPEC_HIDDEN;
2893 void wined3d_cs_emit_set_shader_resource_view(struct wined3d_cs *cs, enum wined3d_shader_type type,
2894 UINT view_idx, struct wined3d_shader_resource_view *view) DECLSPEC_HIDDEN;
2895 void wined3d_cs_emit_set_sampler(struct wined3d_cs *cs, enum wined3d_shader_type type,
2896 UINT sampler_idx, struct wined3d_sampler *sampler) DECLSPEC_HIDDEN;
2897 void wined3d_cs_emit_set_sampler_state(struct wined3d_cs *cs, UINT sampler_idx,
2898 enum wined3d_sampler_state state, DWORD value) DECLSPEC_HIDDEN;
2899 void wined3d_cs_emit_set_scissor_rect(struct wined3d_cs *cs, const RECT *rect) DECLSPEC_HIDDEN;
2900 void wined3d_cs_emit_set_shader(struct wined3d_cs *cs, enum wined3d_shader_type type,
2901 struct wined3d_shader *shader) DECLSPEC_HIDDEN;
2902 void wined3d_cs_emit_set_stream_output(struct wined3d_cs *cs, UINT stream_idx,
2903 struct wined3d_buffer *buffer, UINT offset) DECLSPEC_HIDDEN;
2904 void wined3d_cs_emit_set_stream_source(struct wined3d_cs *cs, UINT stream_idx,
2905 struct wined3d_buffer *buffer, UINT offset, UINT stride) DECLSPEC_HIDDEN;
2906 void wined3d_cs_emit_set_stream_source_freq(struct wined3d_cs *cs, UINT stream_idx,
2907 UINT frequency, UINT flags) DECLSPEC_HIDDEN;
2908 void wined3d_cs_emit_set_texture(struct wined3d_cs *cs, UINT stage, struct wined3d_texture *texture) DECLSPEC_HIDDEN;
2909 void wined3d_cs_emit_set_texture_state(struct wined3d_cs *cs, UINT stage,
2910 enum wined3d_texture_stage_state state, DWORD value) DECLSPEC_HIDDEN;
2911 void wined3d_cs_emit_set_transform(struct wined3d_cs *cs, enum wined3d_transform_state state,
2912 const struct wined3d_matrix *matrix) DECLSPEC_HIDDEN;
2913 void wined3d_cs_emit_set_vertex_declaration(struct wined3d_cs *cs,
2914 struct wined3d_vertex_declaration *declaration) DECLSPEC_HIDDEN;
2915 void wined3d_cs_emit_set_viewport(struct wined3d_cs *cs, const struct wined3d_viewport *viewport) DECLSPEC_HIDDEN;
2917 /* Direct3D terminology with little modifications. We do not have an issued state
2918 * because only the driver knows about it, but we have a created state because d3d
2919 * allows GetData on a created issue, but opengl doesn't
2921 enum query_state {
2922 QUERY_CREATED,
2923 QUERY_SIGNALLED,
2924 QUERY_BUILDING
2927 struct wined3d_query_ops
2929 HRESULT (*query_get_data)(struct wined3d_query *query, void *data, DWORD data_size, DWORD flags);
2930 HRESULT (*query_issue)(struct wined3d_query *query, DWORD flags);
2933 struct wined3d_query
2935 LONG ref;
2937 void *parent;
2938 const struct wined3d_query_ops *query_ops;
2939 struct wined3d_device *device;
2940 enum query_state state;
2941 enum wined3d_query_type type;
2942 DWORD data_size;
2943 void *extendedData;
2946 /* TODO: Add tests and support for FLOAT16_4 POSITIONT, D3DCOLOR position, other
2947 * fixed function semantics as D3DCOLOR or FLOAT16 */
2948 enum wined3d_buffer_conversion_type
2950 CONV_NONE,
2951 CONV_D3DCOLOR,
2952 CONV_POSITIONT,
2955 struct wined3d_map_range
2957 UINT offset;
2958 UINT size;
2961 struct wined3d_buffer
2963 struct wined3d_resource resource;
2965 struct wined3d_buffer_desc desc;
2967 GLuint buffer_object;
2968 GLenum buffer_object_usage;
2969 GLenum buffer_type_hint;
2970 DWORD flags;
2971 void *map_ptr;
2973 struct wined3d_map_range *maps;
2974 ULONG maps_size, modified_areas;
2975 struct wined3d_event_query *query;
2977 /* conversion stuff */
2978 UINT decl_change_count, full_conversion_count;
2979 UINT draw_count;
2980 UINT stride; /* 0 if no conversion */
2981 UINT conversion_stride; /* 0 if no shifted conversion */
2982 enum wined3d_buffer_conversion_type *conversion_map; /* NULL if no conversion */
2985 static inline struct wined3d_buffer *buffer_from_resource(struct wined3d_resource *resource)
2987 return CONTAINING_RECORD(resource, struct wined3d_buffer, resource);
2990 void buffer_get_memory(struct wined3d_buffer *buffer, struct wined3d_context *context,
2991 struct wined3d_bo_address *data) DECLSPEC_HIDDEN;
2992 BYTE *buffer_get_sysmem(struct wined3d_buffer *buffer, struct wined3d_context *context) DECLSPEC_HIDDEN;
2993 void buffer_internal_preload(struct wined3d_buffer *buffer, struct wined3d_context *context,
2994 const struct wined3d_state *state) DECLSPEC_HIDDEN;
2995 void buffer_mark_used(struct wined3d_buffer *buffer) DECLSPEC_HIDDEN;
2996 HRESULT wined3d_buffer_copy(struct wined3d_buffer *dst_buffer, unsigned int dst_offset,
2997 struct wined3d_buffer *src_buffer, unsigned int src_offset, unsigned int size) DECLSPEC_HIDDEN;
2998 HRESULT wined3d_buffer_upload_data(struct wined3d_buffer *buffer,
2999 const struct wined3d_box *box, const void *data) DECLSPEC_HIDDEN;
3001 struct wined3d_rendertarget_view
3003 LONG refcount;
3005 struct wined3d_resource *resource;
3006 void *parent;
3007 const struct wined3d_parent_ops *parent_ops;
3009 const struct wined3d_format *format;
3010 unsigned int format_flags;
3011 unsigned int sub_resource_idx;
3012 unsigned int buffer_offset;
3014 unsigned int width;
3015 unsigned int height;
3016 unsigned int depth;
3019 static inline struct wined3d_surface *wined3d_rendertarget_view_get_surface(
3020 const struct wined3d_rendertarget_view *view)
3022 struct wined3d_texture *texture;
3024 if (!view || view->resource->type != WINED3D_RTYPE_TEXTURE_2D)
3025 return NULL;
3027 texture = wined3d_texture_from_resource(view->resource);
3029 return texture->sub_resources[view->sub_resource_idx].u.surface;
3032 struct wined3d_shader_resource_view
3034 LONG refcount;
3036 struct wined3d_resource *resource;
3037 void *parent;
3038 const struct wined3d_parent_ops *parent_ops;
3041 struct wined3d_swapchain_ops
3043 void (*swapchain_present)(struct wined3d_swapchain *swapchain,
3044 const RECT *src_rect, const RECT *dst_rect, DWORD flags);
3045 void (*swapchain_frontbuffer_updated)(struct wined3d_swapchain *swaphchain);
3048 struct wined3d_swapchain
3050 LONG ref;
3051 void *parent;
3052 const struct wined3d_parent_ops *parent_ops;
3053 const struct wined3d_swapchain_ops *swapchain_ops;
3054 struct wined3d_device *device;
3056 struct wined3d_texture **back_buffers;
3057 struct wined3d_texture *front_buffer;
3058 struct wined3d_swapchain_desc desc;
3059 struct wined3d_display_mode original_mode, d3d_mode;
3060 struct wined3d_gamma_ramp orig_gamma;
3061 BOOL render_to_fbo, reapply_mode;
3062 const struct wined3d_format *ds_format;
3063 struct wined3d_palette *palette;
3064 RECT front_buffer_update;
3066 LONG prev_time, frames; /* Performance tracking */
3068 struct wined3d_context **context;
3069 unsigned int num_contexts;
3071 HWND win_handle;
3072 HWND device_window;
3074 HDC backup_dc;
3075 HWND backup_wnd;
3078 void wined3d_swapchain_activate(struct wined3d_swapchain *swapchain, BOOL activate) DECLSPEC_HIDDEN;
3079 struct wined3d_context *swapchain_get_context(struct wined3d_swapchain *swapchain) DECLSPEC_HIDDEN;
3080 void swapchain_destroy_contexts(struct wined3d_swapchain *swapchain) DECLSPEC_HIDDEN;
3081 HDC swapchain_get_backup_dc(struct wined3d_swapchain *swapchain) DECLSPEC_HIDDEN;
3082 void swapchain_update_draw_bindings(struct wined3d_swapchain *swapchain) DECLSPEC_HIDDEN;
3083 void swapchain_update_swap_interval(struct wined3d_swapchain *swapchain) DECLSPEC_HIDDEN;
3085 /*****************************************************************************
3086 * Utility function prototypes
3089 /* Trace routines */
3090 const char *debug_box(const struct wined3d_box *box) DECLSPEC_HIDDEN;
3091 const char *debug_color(const struct wined3d_color *color) DECLSPEC_HIDDEN;
3092 const char *debug_d3dshaderinstructionhandler(enum WINED3D_SHADER_INSTRUCTION_HANDLER handler_idx) DECLSPEC_HIDDEN;
3093 const char *debug_d3dformat(enum wined3d_format_id format_id) DECLSPEC_HIDDEN;
3094 const char *debug_d3ddevicetype(enum wined3d_device_type device_type) DECLSPEC_HIDDEN;
3095 const char *debug_d3dresourcetype(enum wined3d_resource_type resource_type) DECLSPEC_HIDDEN;
3096 const char *debug_d3dusage(DWORD usage) DECLSPEC_HIDDEN;
3097 const char *debug_d3dusagequery(DWORD usagequery) DECLSPEC_HIDDEN;
3098 const char *debug_d3ddeclmethod(enum wined3d_decl_method method) DECLSPEC_HIDDEN;
3099 const char *debug_d3ddeclusage(enum wined3d_decl_usage usage) DECLSPEC_HIDDEN;
3100 const char *debug_d3dinput_classification(enum wined3d_input_classification classification) DECLSPEC_HIDDEN;
3101 const char *debug_d3dprimitivetype(enum wined3d_primitive_type primitive_type) DECLSPEC_HIDDEN;
3102 const char *debug_d3drenderstate(enum wined3d_render_state state) DECLSPEC_HIDDEN;
3103 const char *debug_d3dsamplerstate(enum wined3d_sampler_state state) DECLSPEC_HIDDEN;
3104 const char *debug_d3dstate(DWORD state) DECLSPEC_HIDDEN;
3105 const char *debug_d3dtexturefiltertype(enum wined3d_texture_filter_type filter_type) DECLSPEC_HIDDEN;
3106 const char *debug_d3dtexturestate(enum wined3d_texture_stage_state state) DECLSPEC_HIDDEN;
3107 const char *debug_d3dtstype(enum wined3d_transform_state tstype) DECLSPEC_HIDDEN;
3108 const char *debug_d3dpool(enum wined3d_pool pool) DECLSPEC_HIDDEN;
3109 const char *debug_fboattachment(GLenum attachment) DECLSPEC_HIDDEN;
3110 const char *debug_fbostatus(GLenum status) DECLSPEC_HIDDEN;
3111 const char *debug_glerror(GLenum error) DECLSPEC_HIDDEN;
3112 const char *debug_d3dtop(enum wined3d_texture_op d3dtop) DECLSPEC_HIDDEN;
3113 const char *debug_shader_type(enum wined3d_shader_type shader_type) DECLSPEC_HIDDEN;
3114 void dump_color_fixup_desc(struct color_fixup_desc fixup) DECLSPEC_HIDDEN;
3116 BOOL is_invalid_op(const struct wined3d_state *state, int stage,
3117 enum wined3d_texture_op op, DWORD arg1, DWORD arg2, DWORD arg3) DECLSPEC_HIDDEN;
3118 void set_tex_op_nvrc(const struct wined3d_gl_info *gl_info, const struct wined3d_state *state,
3119 BOOL is_alpha, int stage, enum wined3d_texture_op op, DWORD arg1, DWORD arg2, DWORD arg3,
3120 INT texture_idx, DWORD dst) DECLSPEC_HIDDEN;
3121 void texture_activate_dimensions(const struct wined3d_texture *texture,
3122 const struct wined3d_gl_info *gl_info) DECLSPEC_HIDDEN;
3123 void sampler_texdim(struct wined3d_context *context,
3124 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
3125 void tex_alphaop(struct wined3d_context *context,
3126 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
3127 void apply_pixelshader(struct wined3d_context *context,
3128 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
3129 void state_alpha_test(struct wined3d_context *context,
3130 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
3131 void state_fogcolor(struct wined3d_context *context,
3132 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
3133 void state_fogdensity(struct wined3d_context *context,
3134 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
3135 void state_fogstartend(struct wined3d_context *context,
3136 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
3137 void state_fog_fragpart(struct wined3d_context *context,
3138 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
3139 void state_nop(struct wined3d_context *context,
3140 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
3141 void state_srgbwrite(struct wined3d_context *context,
3142 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
3144 void state_clipping(struct wined3d_context *context,
3145 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
3146 void clipplane(struct wined3d_context *context,
3147 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
3148 void state_pointsprite_w(struct wined3d_context *context,
3149 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
3150 void state_pointsprite(struct wined3d_context *context,
3151 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
3152 void state_shademode(struct wined3d_context *context,
3153 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
3155 GLenum gl_primitive_type_from_d3d(enum wined3d_primitive_type primitive_type) DECLSPEC_HIDDEN;
3157 /* Math utils */
3158 void multiply_matrix(struct wined3d_matrix *dest, const struct wined3d_matrix *src1,
3159 const struct wined3d_matrix *src2) DECLSPEC_HIDDEN;
3161 void wined3d_release_dc(HWND window, HDC dc) DECLSPEC_HIDDEN;
3163 struct wined3d_shader_lconst
3165 struct list entry;
3166 unsigned int idx;
3167 DWORD value[4];
3170 struct wined3d_shader_limits
3172 unsigned int sampler;
3173 unsigned int constant_int;
3174 unsigned int constant_float;
3175 unsigned int constant_bool;
3176 unsigned int packed_output;
3177 unsigned int packed_input;
3180 #ifdef __GNUC__
3181 #define PRINTF_ATTR(fmt,args) __attribute__((format (printf,fmt,args)))
3182 #else
3183 #define PRINTF_ATTR(fmt,args)
3184 #endif
3186 struct wined3d_string_buffer_list
3188 struct list list;
3191 struct wined3d_string_buffer *string_buffer_get(struct wined3d_string_buffer_list *list) DECLSPEC_HIDDEN;
3192 void string_buffer_sprintf(struct wined3d_string_buffer *buffer, const char *format, ...) PRINTF_ATTR(2, 3) DECLSPEC_HIDDEN;
3193 void string_buffer_release(struct wined3d_string_buffer_list *list, struct wined3d_string_buffer *buffer) DECLSPEC_HIDDEN;
3194 void string_buffer_list_init(struct wined3d_string_buffer_list *list) DECLSPEC_HIDDEN;
3195 void string_buffer_list_cleanup(struct wined3d_string_buffer_list *list) DECLSPEC_HIDDEN;
3197 int shader_addline(struct wined3d_string_buffer *buffer, const char *fmt, ...) PRINTF_ATTR(2,3) DECLSPEC_HIDDEN;
3198 BOOL string_buffer_resize(struct wined3d_string_buffer *buffer, int rc) DECLSPEC_HIDDEN;
3199 int shader_vaddline(struct wined3d_string_buffer *buffer, const char *fmt, va_list args) DECLSPEC_HIDDEN;
3201 /* Vertex shader utility functions */
3202 BOOL vshader_get_input(const struct wined3d_shader *shader,
3203 BYTE usage_req, BYTE usage_idx_req, unsigned int *regnum) DECLSPEC_HIDDEN;
3205 struct wined3d_vertex_shader
3207 struct wined3d_shader_attribute attributes[MAX_ATTRIBS];
3210 struct wined3d_geometry_shader
3212 enum wined3d_primitive_type input_type;
3213 enum wined3d_primitive_type output_type;
3214 UINT vertices_out;
3217 struct wined3d_pixel_shader
3219 /* Pixel shader input semantics */
3220 DWORD input_reg_map[MAX_REG_INPUT];
3221 BOOL input_reg_used[MAX_REG_INPUT];
3222 unsigned int declared_in_count;
3224 /* Some information about the shader behavior */
3225 BOOL color0_mov;
3226 DWORD color0_reg;
3229 struct wined3d_shader
3231 LONG ref;
3232 const struct wined3d_shader_limits *limits;
3233 DWORD *function;
3234 UINT functionLength;
3235 BOOL load_local_constsF;
3236 const struct wined3d_shader_frontend *frontend;
3237 void *frontend_data;
3238 void *backend_data;
3240 void *parent;
3241 const struct wined3d_parent_ops *parent_ops;
3243 /* Programs this shader is linked with */
3244 struct list linked_programs;
3246 /* Immediate constants (override global ones) */
3247 struct list constantsB;
3248 struct list constantsF;
3249 struct list constantsI;
3250 struct wined3d_shader_reg_maps reg_maps;
3251 BOOL lconst_inf_or_nan;
3253 struct wined3d_shader_signature input_signature;
3254 struct wined3d_shader_signature output_signature;
3255 char *signature_strings;
3257 /* Pointer to the parent device */
3258 struct wined3d_device *device;
3259 struct list shader_list_entry;
3261 union
3263 struct wined3d_vertex_shader vs;
3264 struct wined3d_geometry_shader gs;
3265 struct wined3d_pixel_shader ps;
3266 } u;
3269 void pixelshader_update_resource_types(struct wined3d_shader *shader, WORD tex_types) DECLSPEC_HIDDEN;
3270 void find_ps_compile_args(const struct wined3d_state *state, const struct wined3d_shader *shader,
3271 BOOL position_transformed, struct ps_compile_args *args,
3272 const struct wined3d_context *context) DECLSPEC_HIDDEN;
3274 void find_vs_compile_args(const struct wined3d_state *state, const struct wined3d_shader *shader,
3275 WORD swizzle_map, struct vs_compile_args *args,
3276 const struct wined3d_d3d_info *d3d_info) DECLSPEC_HIDDEN;
3278 void string_buffer_clear(struct wined3d_string_buffer *buffer) DECLSPEC_HIDDEN;
3279 BOOL string_buffer_init(struct wined3d_string_buffer *buffer) DECLSPEC_HIDDEN;
3280 void string_buffer_free(struct wined3d_string_buffer *buffer) DECLSPEC_HIDDEN;
3281 unsigned int shader_find_free_input_register(const struct wined3d_shader_reg_maps *reg_maps,
3282 unsigned int max) DECLSPEC_HIDDEN;
3283 void shader_generate_main(const struct wined3d_shader *shader, struct wined3d_string_buffer *buffer,
3284 const struct wined3d_shader_reg_maps *reg_maps, const DWORD *byte_code, void *backend_ctx) DECLSPEC_HIDDEN;
3285 BOOL shader_match_semantic(const char *semantic_name, enum wined3d_decl_usage usage) DECLSPEC_HIDDEN;
3287 static inline BOOL shader_is_scalar(const struct wined3d_shader_register *reg)
3289 switch (reg->type)
3291 case WINED3DSPR_RASTOUT:
3292 /* oFog & oPts */
3293 if (reg->idx[0].offset)
3294 return TRUE;
3295 /* oPos */
3296 return FALSE;
3298 case WINED3DSPR_DEPTHOUT: /* oDepth */
3299 case WINED3DSPR_CONSTBOOL: /* b# */
3300 case WINED3DSPR_LOOP: /* aL */
3301 case WINED3DSPR_PREDICATE: /* p0 */
3302 case WINED3DSPR_PRIMID: /* primID */
3303 return TRUE;
3305 case WINED3DSPR_MISCTYPE:
3306 switch (reg->idx[0].offset)
3308 case 0: /* vPos */
3309 return FALSE;
3310 case 1: /* vFace */
3311 return TRUE;
3312 default:
3313 return FALSE;
3316 case WINED3DSPR_IMMCONST:
3317 return reg->immconst_type == WINED3D_IMMCONST_SCALAR;
3319 default:
3320 return FALSE;
3324 static inline void shader_get_position_fixup(const struct wined3d_context *context,
3325 const struct wined3d_state *state, float *position_fixup)
3327 float center_offset;
3329 if (context->swapchain->device->wined3d->flags & WINED3D_PIXEL_CENTER_INTEGER)
3330 center_offset = 63.0f / 64.0f;
3331 else
3332 center_offset = -1.0f / 64.0f;
3334 position_fixup[0] = 1.0f;
3335 position_fixup[1] = 1.0f;
3336 position_fixup[2] = center_offset / state->viewport.width;
3337 position_fixup[3] = -center_offset / state->viewport.height;
3339 if (context->render_offscreen)
3341 position_fixup[1] *= -1.0f;
3342 position_fixup[3] *= -1.0f;
3346 static inline BOOL shader_constant_is_local(const struct wined3d_shader *shader, DWORD reg)
3348 struct wined3d_shader_lconst *lconst;
3350 if (shader->load_local_constsF)
3351 return FALSE;
3353 LIST_FOR_EACH_ENTRY(lconst, &shader->constantsF, struct wined3d_shader_lconst, entry)
3355 if (lconst->idx == reg)
3356 return TRUE;
3359 return FALSE;
3362 void get_identity_matrix(struct wined3d_matrix *mat) DECLSPEC_HIDDEN;
3363 void get_modelview_matrix(const struct wined3d_context *context, const struct wined3d_state *state,
3364 unsigned int index, struct wined3d_matrix *mat) DECLSPEC_HIDDEN;
3365 void get_projection_matrix(const struct wined3d_context *context, const struct wined3d_state *state,
3366 struct wined3d_matrix *mat) DECLSPEC_HIDDEN;
3367 void get_texture_matrix(const struct wined3d_context *context, const struct wined3d_state *state,
3368 unsigned int tex, struct wined3d_matrix *mat) DECLSPEC_HIDDEN;
3369 void get_pointsize_minmax(const struct wined3d_context *context, const struct wined3d_state *state,
3370 float *out_min, float *out_max) DECLSPEC_HIDDEN;
3371 void get_pointsize(const struct wined3d_context *context, const struct wined3d_state *state,
3372 float *out_pointsize, float *out_att) DECLSPEC_HIDDEN;
3373 void get_fog_start_end(const struct wined3d_context *context, const struct wined3d_state *state,
3374 float *start, float *end) DECLSPEC_HIDDEN;
3376 /* Using additional shader constants (uniforms in GLSL / program environment
3377 * or local parameters in ARB) is costly:
3378 * ARB only knows float4 parameters and GLSL compiler are not really smart
3379 * when it comes to efficiently pack float2 uniforms, so no space is wasted
3380 * (in fact most compilers map a float2 to a full float4 uniform).
3382 * For NP2 texcoord fixup we only need 2 floats (width and height) for each
3383 * 2D texture used in the shader. We therefore pack fixup info for 2 textures
3384 * into a single shader constant (uniform / program parameter).
3386 * This structure is shared between the GLSL and the ARB backend.*/
3387 struct ps_np2fixup_info {
3388 unsigned char idx[MAX_FRAGMENT_SAMPLERS]; /* indices to the real constant */
3389 WORD active; /* bitfield indicating if we can apply the fixup */
3390 WORD num_consts;
3393 void print_glsl_info_log(const struct wined3d_gl_info *gl_info, GLuint id, BOOL program) DECLSPEC_HIDDEN;
3394 void shader_glsl_validate_link(const struct wined3d_gl_info *gl_info, GLuint program) DECLSPEC_HIDDEN;
3396 struct wined3d_palette
3398 LONG ref;
3399 struct wined3d_device *device;
3401 unsigned int size;
3402 RGBQUAD colors[256];
3403 DWORD flags;
3406 /* DirectDraw utility functions */
3407 extern enum wined3d_format_id pixelformat_for_depth(DWORD depth) DECLSPEC_HIDDEN;
3409 /*****************************************************************************
3410 * Pixel format management
3413 /* WineD3D pixel format flags */
3414 #define WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING 0x00000001
3415 #define WINED3DFMT_FLAG_FILTERING 0x00000002
3416 #define WINED3DFMT_FLAG_DEPTH 0x00000004
3417 #define WINED3DFMT_FLAG_STENCIL 0x00000008
3418 #define WINED3DFMT_FLAG_RENDERTARGET 0x00000010
3419 #define WINED3DFMT_FLAG_FBO_ATTACHABLE 0x00000040
3420 #define WINED3DFMT_FLAG_FBO_ATTACHABLE_SRGB 0x00000080
3421 #define WINED3DFMT_FLAG_GETDC 0x00000100
3422 #define WINED3DFMT_FLAG_FLOAT 0x00000200
3423 #define WINED3DFMT_FLAG_BUMPMAP 0x00000400
3424 #define WINED3DFMT_FLAG_SRGB_READ 0x00000800
3425 #define WINED3DFMT_FLAG_SRGB_WRITE 0x00001000
3426 #define WINED3DFMT_FLAG_VTF 0x00002000
3427 #define WINED3DFMT_FLAG_SHADOW 0x00004000
3428 #define WINED3DFMT_FLAG_COMPRESSED 0x00008000
3429 #define WINED3DFMT_FLAG_BROKEN_PITCH 0x00010000
3430 #define WINED3DFMT_FLAG_BLOCKS 0x00020000
3431 #define WINED3DFMT_FLAG_HEIGHT_SCALE 0x00040000
3432 #define WINED3DFMT_FLAG_TEXTURE 0x00080000
3433 #define WINED3DFMT_FLAG_BLOCKS_NO_VERIFY 0x00100000
3434 #define WINED3DFMT_FLAG_INTEGER 0x00200000
3436 struct wined3d_rational
3438 UINT numerator;
3439 UINT denominator;
3442 struct wined3d_color_key_conversion
3444 enum wined3d_format_id dst_format;
3445 void (*convert)(const BYTE *src, unsigned int src_pitch, BYTE *dst, unsigned int dst_pitch, unsigned int width,
3446 unsigned int height, const struct wined3d_palette *palette, const struct wined3d_color_key *color_key);
3449 struct wined3d_format
3451 enum wined3d_format_id id;
3453 DWORD red_size;
3454 DWORD green_size;
3455 DWORD blue_size;
3456 DWORD alpha_size;
3457 DWORD red_offset;
3458 DWORD green_offset;
3459 DWORD blue_offset;
3460 DWORD alpha_offset;
3461 UINT byte_count;
3462 BYTE depth_size;
3463 BYTE stencil_size;
3465 UINT block_width;
3466 UINT block_height;
3467 UINT block_byte_count;
3469 enum wined3d_ffp_emit_idx emit_idx;
3470 GLint component_count;
3471 GLenum gl_vtx_type;
3472 GLint gl_vtx_format;
3473 GLboolean gl_normalized;
3474 unsigned int component_size;
3476 GLint glInternal;
3477 GLint glGammaInternal;
3478 GLint rtInternal;
3479 GLint glFormat;
3480 GLint glType;
3481 UINT conv_byte_count;
3482 DWORD multisample_types;
3483 unsigned int flags[WINED3D_GL_RES_TYPE_COUNT];
3484 struct wined3d_rational height_scale;
3485 struct color_fixup_desc color_fixup;
3486 void (*convert)(const BYTE *src, BYTE *dst, UINT src_row_pitch, UINT src_slice_pitch,
3487 UINT dst_row_pitch, UINT dst_slice_pitch, UINT width, UINT height, UINT depth);
3490 const struct wined3d_format *wined3d_get_format(const struct wined3d_gl_info *gl_info,
3491 enum wined3d_format_id format_id) DECLSPEC_HIDDEN;
3492 void wined3d_format_calculate_pitch(const struct wined3d_format *format, unsigned int alignment,
3493 unsigned int width, unsigned int height, unsigned int *row_pitch, unsigned int *slice_pitch) DECLSPEC_HIDDEN;
3494 UINT wined3d_format_calculate_size(const struct wined3d_format *format,
3495 UINT alignment, UINT width, UINT height, UINT depth) DECLSPEC_HIDDEN;
3496 DWORD wined3d_format_convert_from_float(const struct wined3d_format *format,
3497 const struct wined3d_color *color) DECLSPEC_HIDDEN;
3498 BOOL wined3d_format_convert_color_to_float(const struct wined3d_format *format,
3499 const struct wined3d_palette *palette, DWORD color, struct wined3d_color *float_color) DECLSPEC_HIDDEN;
3500 void wined3d_format_get_float_color_key(const struct wined3d_format *format,
3501 const struct wined3d_color_key *key, struct wined3d_color *float_colors) DECLSPEC_HIDDEN;
3502 const struct wined3d_color_key_conversion * wined3d_format_get_color_key_conversion(
3503 const struct wined3d_texture *texture, BOOL need_alpha_ck) DECLSPEC_HIDDEN;
3505 static inline BOOL use_vs(const struct wined3d_state *state)
3507 /* Check state->vertex_declaration to allow this to be used before the
3508 * stream info is validated, for example in device_update_tex_unit_map(). */
3509 return state->shader[WINED3D_SHADER_TYPE_VERTEX] && !state->vertex_declaration->position_transformed;
3512 static inline BOOL use_ps(const struct wined3d_state *state)
3514 return !!state->shader[WINED3D_SHADER_TYPE_PIXEL];
3517 static inline void context_apply_state(struct wined3d_context *context,
3518 const struct wined3d_state *state, DWORD state_id)
3520 const struct StateEntry *state_table = context->state_table;
3521 DWORD rep = state_table[state_id].representative;
3522 state_table[rep].apply(context, state, rep);
3525 static inline BOOL needs_srgb_write(const struct wined3d_context *context,
3526 const struct wined3d_state *state, const struct wined3d_fb_state *fb)
3528 return (!(context->d3d_info->wined3d_creation_flags & WINED3D_SRGB_READ_WRITE_CONTROL)
3529 || state->render_states[WINED3D_RS_SRGBWRITEENABLE])
3530 && fb->render_targets[0] && fb->render_targets[0]->format_flags & WINED3DFMT_FLAG_SRGB_WRITE;
3533 static inline BOOL can_use_texture_swizzle(const struct wined3d_gl_info *gl_info, const struct wined3d_format *format)
3535 return gl_info->supported[ARB_TEXTURE_SWIZZLE] && !is_complex_fixup(format->color_fixup)
3536 && !is_scaling_fixup(format->color_fixup);
3539 static inline struct wined3d_surface *context_get_rt_surface(const struct wined3d_context *context)
3541 struct wined3d_texture *texture = context->current_rt.texture;
3543 if (!texture)
3544 return NULL;
3545 return texture->sub_resources[context->current_rt.sub_resource_idx].u.surface;
3548 /* The WNDCLASS-Name for the fake window which we use to retrieve the GL capabilities */
3549 #define WINED3D_OPENGL_WINDOW_CLASS_NAME "WineD3D_OpenGL"
3551 #define MAKEDWORD_VERSION(maj, min) (((maj & 0xffffu) << 16) | (min & 0xffffu))
3553 #endif