services: Check for services without lpBinaryPathName in get_winedevice_process.
[wine.git] / dlls / wined3d / wined3d_private.h
blob9e8fde3419d42193605302c8ce6bd50975107d5f
1 /*
2 * Direct3D wine internal private include file
4 * Copyright 2002-2003 The wine-d3d team
5 * Copyright 2002-2003 Raphael Junqueira
6 * Copyright 2002-2003, 2004 Jason Edmeades
7 * Copyright 2005 Oliver Stieber
8 * Copyright 2006-2011, 2013 Stefan Dösinger for CodeWeavers
10 * This library is free software; you can redistribute it and/or
11 * modify it under the terms of the GNU Lesser General Public
12 * License as published by the Free Software Foundation; either
13 * version 2.1 of the License, or (at your option) any later version.
15 * This library is distributed in the hope that it will be useful,
16 * but WITHOUT ANY WARRANTY; without even the implied warranty of
17 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
18 * Lesser General Public License for more details.
20 * You should have received a copy of the GNU Lesser General Public
21 * License along with this library; if not, write to the Free Software
22 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
25 #ifndef __WINE_WINED3D_PRIVATE_H
26 #define __WINE_WINED3D_PRIVATE_H
28 #ifdef USE_WIN32_OPENGL
29 #define WINE_GLAPI __stdcall
30 #else
31 #define WINE_GLAPI
32 #endif
34 #include <stdarg.h>
35 #include <math.h>
36 #include <limits.h>
37 #include "ntstatus.h"
38 #define WIN32_NO_STATUS
39 #define NONAMELESSUNION
40 #define NONAMELESSSTRUCT
41 #define COBJMACROS
42 #include "windef.h"
43 #include "winbase.h"
44 #include "winreg.h"
45 #include "wingdi.h"
46 #include "winuser.h"
47 #include "winternl.h"
48 #include "ddk/d3dkmthk.h"
49 #include "wine/debug.h"
50 #include "wine/unicode.h"
52 #include "objbase.h"
53 #include "wine/wined3d.h"
54 #include "wined3d_gl.h"
55 #include "wine/list.h"
56 #include "wine/rbtree.h"
57 #include "wine/wgl_driver.h"
59 #ifndef ARRAY_SIZE
60 #define ARRAY_SIZE(array) (sizeof(array) / sizeof((array)[0]))
61 #endif
63 /* Driver quirks */
64 #define WINED3D_QUIRK_ARB_VS_OFFSET_LIMIT 0x00000001
65 #define WINED3D_QUIRK_SET_TEXCOORD_W 0x00000002
66 #define WINED3D_QUIRK_GLSL_CLIP_VARYING 0x00000004
67 #define WINED3D_QUIRK_ALLOWS_SPECULAR_ALPHA 0x00000008
68 #define WINED3D_QUIRK_NV_CLIP_BROKEN 0x00000010
69 #define WINED3D_QUIRK_FBO_TEX_UPDATE 0x00000020
70 #define WINED3D_QUIRK_BROKEN_RGBA16 0x00000040
71 #define WINED3D_QUIRK_INFO_LOG_SPAM 0x00000080
72 #define WINED3D_QUIRK_LIMITED_TEX_FILTERING 0x00000100
73 #define WINED3D_QUIRK_BROKEN_ARB_FOG 0x00000200
75 /* Texture format fixups */
77 enum fixup_channel_source
79 CHANNEL_SOURCE_ZERO = 0,
80 CHANNEL_SOURCE_ONE = 1,
81 CHANNEL_SOURCE_X = 2,
82 CHANNEL_SOURCE_Y = 3,
83 CHANNEL_SOURCE_Z = 4,
84 CHANNEL_SOURCE_W = 5,
85 CHANNEL_SOURCE_COMPLEX0 = 6,
86 CHANNEL_SOURCE_COMPLEX1 = 7,
89 enum complex_fixup
91 COMPLEX_FIXUP_NONE = 0,
92 COMPLEX_FIXUP_YUY2 = 1,
93 COMPLEX_FIXUP_UYVY = 2,
94 COMPLEX_FIXUP_YV12 = 3,
95 COMPLEX_FIXUP_P8 = 4,
96 COMPLEX_FIXUP_NV12 = 5,
99 #include <pshpack2.h>
100 struct color_fixup_desc
102 unsigned short x_sign_fixup : 1;
103 unsigned short x_source : 3;
104 unsigned short y_sign_fixup : 1;
105 unsigned short y_source : 3;
106 unsigned short z_sign_fixup : 1;
107 unsigned short z_source : 3;
108 unsigned short w_sign_fixup : 1;
109 unsigned short w_source : 3;
111 #include <poppack.h>
113 static const struct color_fixup_desc COLOR_FIXUP_IDENTITY =
114 {0, CHANNEL_SOURCE_X, 0, CHANNEL_SOURCE_Y, 0, CHANNEL_SOURCE_Z, 0, CHANNEL_SOURCE_W};
116 static inline struct color_fixup_desc create_color_fixup_desc(
117 int sign0, enum fixup_channel_source src0, int sign1, enum fixup_channel_source src1,
118 int sign2, enum fixup_channel_source src2, int sign3, enum fixup_channel_source src3)
120 struct color_fixup_desc fixup =
122 sign0, src0,
123 sign1, src1,
124 sign2, src2,
125 sign3, src3,
127 return fixup;
130 static inline struct color_fixup_desc create_complex_fixup_desc(enum complex_fixup complex_fixup)
132 struct color_fixup_desc fixup =
134 0u, complex_fixup & (1u << 0) ? CHANNEL_SOURCE_COMPLEX1 : CHANNEL_SOURCE_COMPLEX0,
135 0u, complex_fixup & (1u << 1) ? CHANNEL_SOURCE_COMPLEX1 : CHANNEL_SOURCE_COMPLEX0,
136 0u, complex_fixup & (1u << 2) ? CHANNEL_SOURCE_COMPLEX1 : CHANNEL_SOURCE_COMPLEX0,
137 0u, complex_fixup & (1u << 3) ? CHANNEL_SOURCE_COMPLEX1 : CHANNEL_SOURCE_COMPLEX0,
139 return fixup;
142 static inline BOOL is_identity_fixup(struct color_fixup_desc fixup)
144 return !memcmp(&fixup, &COLOR_FIXUP_IDENTITY, sizeof(fixup));
147 static inline BOOL is_complex_fixup(struct color_fixup_desc fixup)
149 return fixup.x_source == CHANNEL_SOURCE_COMPLEX0 || fixup.x_source == CHANNEL_SOURCE_COMPLEX1;
152 static inline BOOL is_scaling_fixup(struct color_fixup_desc fixup)
154 return fixup.x_sign_fixup || fixup.y_sign_fixup || fixup.z_sign_fixup || fixup.w_sign_fixup;
157 static inline BOOL is_same_fixup(struct color_fixup_desc f1, struct color_fixup_desc f2)
159 return f1.x_sign_fixup == f2.x_sign_fixup && f1.x_source == f2.x_source
160 && f1.y_sign_fixup == f2.y_sign_fixup && f1.y_source == f2.y_source
161 && f1.z_sign_fixup == f2.z_sign_fixup && f1.z_source == f2.z_source
162 && f1.w_sign_fixup == f2.w_sign_fixup && f1.w_source == f2.w_source;
165 static inline enum complex_fixup get_complex_fixup(struct color_fixup_desc fixup)
167 enum complex_fixup complex_fixup = 0;
168 if (fixup.x_source == CHANNEL_SOURCE_COMPLEX1) complex_fixup |= (1u << 0);
169 if (fixup.y_source == CHANNEL_SOURCE_COMPLEX1) complex_fixup |= (1u << 1);
170 if (fixup.z_source == CHANNEL_SOURCE_COMPLEX1) complex_fixup |= (1u << 2);
171 if (fixup.w_source == CHANNEL_SOURCE_COMPLEX1) complex_fixup |= (1u << 3);
172 return complex_fixup;
175 /* Device caps */
176 #define MAX_STREAM_OUT 4
177 #define MAX_STREAMS 16
178 #define MAX_TEXTURES 8
179 #define MAX_FRAGMENT_SAMPLERS 16
180 #define MAX_VERTEX_SAMPLERS 4
181 #define MAX_COMBINED_SAMPLERS (MAX_FRAGMENT_SAMPLERS + MAX_VERTEX_SAMPLERS)
182 #define MAX_ACTIVE_LIGHTS 8
183 #define MAX_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 enum wined3d_cmp_func wined3d_sanitize_cmp_func(enum wined3d_cmp_func func)
202 if (func < WINED3D_CMP_NEVER || func > WINED3D_CMP_ALWAYS)
203 return WINED3D_CMP_ALWAYS;
204 return func;
207 static inline GLenum wined3d_gl_mag_filter(enum wined3d_texture_filter_type mag_filter)
209 return magLookup[mag_filter];
212 static inline GLenum wined3d_gl_min_mip_filter(enum wined3d_texture_filter_type min_filter,
213 enum wined3d_texture_filter_type mip_filter)
215 return minMipLookup[min_filter].mip[mip_filter];
218 /* float_16_to_32() and float_32_to_16() (see implementation in
219 * surface_base.c) convert 16 bit floats in the FLOAT16 data type
220 * to standard C floats and vice versa. They do not depend on the encoding
221 * of the C float, so they are platform independent, but slow. On x86 and
222 * other IEEE 754 compliant platforms the conversion can be accelerated by
223 * bit shifting the exponent and mantissa. There are also some SSE-based
224 * assembly routines out there.
226 * See GL_NV_half_float for a reference of the FLOAT16 / GL_HALF format
228 static inline float float_16_to_32(const unsigned short *in)
230 const unsigned short s = ((*in) & 0x8000u);
231 const unsigned short e = ((*in) & 0x7c00u) >> 10;
232 const unsigned short m = (*in) & 0x3ffu;
233 const float sgn = (s ? -1.0f : 1.0f);
235 if(e == 0) {
236 if(m == 0) return sgn * 0.0f; /* +0.0 or -0.0 */
237 else return sgn * powf(2, -14.0f) * ((float)m / 1024.0f);
238 } else if(e < 31) {
239 return sgn * powf(2, (float)e - 15.0f) * (1.0f + ((float)m / 1024.0f));
240 } else {
241 if(m == 0) return sgn * INFINITY;
242 else return NAN;
246 static inline float float_24_to_32(DWORD in)
248 const float sgn = in & 0x800000u ? -1.0f : 1.0f;
249 const unsigned short e = (in & 0x780000u) >> 19;
250 const unsigned int m = in & 0x7ffffu;
252 if (e == 0)
254 if (m == 0) return sgn * 0.0f; /* +0.0 or -0.0 */
255 else return sgn * powf(2, -6.0f) * ((float)m / 524288.0f);
257 else if (e < 15)
259 return sgn * powf(2, (float)e - 7.0f) * (1.0f + ((float)m / 524288.0f));
261 else
263 if (m == 0) return sgn * INFINITY;
264 else return NAN;
268 static inline unsigned int wined3d_popcount(unsigned int x)
270 #ifdef HAVE___BUILTIN_POPCOUNT
271 return __builtin_popcount(x);
272 #else
273 x -= x >> 1 & 0x55555555;
274 x = (x & 0x33333333) + (x >> 2 & 0x33333333);
275 return ((x + (x >> 4)) & 0x0f0f0f0f) * 0x01010101 >> 24;
276 #endif
279 #define ORM_BACKBUFFER 0
280 #define ORM_FBO 1
282 #define PCI_VENDOR_NONE 0xffff /* e.g. 0x8086 for Intel and 0x10de for Nvidia */
283 #define PCI_DEVICE_NONE 0xffff /* e.g. 0x14f for a Geforce6200 */
285 /* NOTE: When adding fields to this structure, make sure to update the default
286 * values in wined3d_main.c as well. */
287 struct wined3d_settings
289 DWORD max_gl_version;
290 BOOL glslRequested;
291 int offscreen_rendering_mode;
292 unsigned short pci_vendor_id;
293 unsigned short pci_device_id;
294 /* Memory tracking and object counting. */
295 UINT64 emulated_textureram;
296 char *logo;
297 int allow_multisampling;
298 unsigned int sample_count;
299 BOOL strict_draw_ordering;
300 BOOL always_offscreen;
301 BOOL check_float_constants;
302 unsigned int max_sm_vs;
303 unsigned int max_sm_hs;
304 unsigned int max_sm_ds;
305 unsigned int max_sm_gs;
306 unsigned int max_sm_ps;
307 unsigned int max_sm_cs;
308 BOOL no_3d;
311 extern struct wined3d_settings wined3d_settings DECLSPEC_HIDDEN;
313 enum wined3d_shader_resource_type
315 WINED3D_SHADER_RESOURCE_NONE,
316 WINED3D_SHADER_RESOURCE_BUFFER,
317 WINED3D_SHADER_RESOURCE_TEXTURE_1D,
318 WINED3D_SHADER_RESOURCE_TEXTURE_2D,
319 WINED3D_SHADER_RESOURCE_TEXTURE_2DMS,
320 WINED3D_SHADER_RESOURCE_TEXTURE_3D,
321 WINED3D_SHADER_RESOURCE_TEXTURE_CUBE,
322 WINED3D_SHADER_RESOURCE_TEXTURE_1DARRAY,
323 WINED3D_SHADER_RESOURCE_TEXTURE_2DARRAY,
324 WINED3D_SHADER_RESOURCE_TEXTURE_2DMSARRAY,
327 #define WINED3D_SHADER_CONST_VS_F 0x00000001
328 #define WINED3D_SHADER_CONST_VS_I 0x00000002
329 #define WINED3D_SHADER_CONST_VS_B 0x00000004
330 #define WINED3D_SHADER_CONST_VS_CLIP_PLANES 0x00000008
331 #define WINED3D_SHADER_CONST_VS_POINTSIZE 0x00000010
332 #define WINED3D_SHADER_CONST_POS_FIXUP 0x00000020
333 #define WINED3D_SHADER_CONST_PS_F 0x00000040
334 #define WINED3D_SHADER_CONST_PS_I 0x00000080
335 #define WINED3D_SHADER_CONST_PS_B 0x00000100
336 #define WINED3D_SHADER_CONST_PS_BUMP_ENV 0x00000200
337 #define WINED3D_SHADER_CONST_PS_FOG 0x00000400
338 #define WINED3D_SHADER_CONST_PS_ALPHA_TEST 0x00000800
339 #define WINED3D_SHADER_CONST_PS_Y_CORR 0x00001000
340 #define WINED3D_SHADER_CONST_PS_NP2_FIXUP 0x00002000
341 #define WINED3D_SHADER_CONST_FFP_MODELVIEW 0x00004000
342 #define WINED3D_SHADER_CONST_FFP_VERTEXBLEND 0x00008000
343 #define WINED3D_SHADER_CONST_FFP_PROJ 0x00010000
344 #define WINED3D_SHADER_CONST_FFP_TEXMATRIX 0x00020000
345 #define WINED3D_SHADER_CONST_FFP_MATERIAL 0x00040000
346 #define WINED3D_SHADER_CONST_FFP_LIGHTS 0x00080000
347 #define WINED3D_SHADER_CONST_FFP_PS 0x00100000
348 #define WINED3D_SHADER_CONST_FFP_COLOR_KEY 0x00200000
350 enum wined3d_shader_register_type
352 WINED3DSPR_TEMP = 0,
353 WINED3DSPR_INPUT = 1,
354 WINED3DSPR_CONST = 2,
355 WINED3DSPR_ADDR = 3,
356 WINED3DSPR_TEXTURE = 3,
357 WINED3DSPR_RASTOUT = 4,
358 WINED3DSPR_ATTROUT = 5,
359 WINED3DSPR_TEXCRDOUT = 6,
360 WINED3DSPR_OUTPUT = 6,
361 WINED3DSPR_CONSTINT = 7,
362 WINED3DSPR_COLOROUT = 8,
363 WINED3DSPR_DEPTHOUT = 9,
364 WINED3DSPR_SAMPLER = 10,
365 WINED3DSPR_CONST2 = 11,
366 WINED3DSPR_CONST3 = 12,
367 WINED3DSPR_CONST4 = 13,
368 WINED3DSPR_CONSTBOOL = 14,
369 WINED3DSPR_LOOP = 15,
370 WINED3DSPR_TEMPFLOAT16 = 16,
371 WINED3DSPR_MISCTYPE = 17,
372 WINED3DSPR_LABEL = 18,
373 WINED3DSPR_PREDICATE = 19,
374 WINED3DSPR_IMMCONST,
375 WINED3DSPR_CONSTBUFFER,
376 WINED3DSPR_IMMCONSTBUFFER,
377 WINED3DSPR_PRIMID,
378 WINED3DSPR_NULL,
379 WINED3DSPR_RESOURCE,
380 WINED3DSPR_UAV,
381 WINED3DSPR_OUTPOINTID,
382 WINED3DSPR_FORKINSTID,
383 WINED3DSPR_INCONTROLPOINT,
384 WINED3DSPR_OUTCONTROLPOINT,
385 WINED3DSPR_PATCHCONST,
386 WINED3DSPR_TESSCOORD,
387 WINED3DSPR_GROUPSHAREDMEM,
388 WINED3DSPR_THREADID,
389 WINED3DSPR_THREADGROUPID,
390 WINED3DSPR_LOCALTHREADID,
391 WINED3DSPR_LOCALTHREADINDEX,
392 WINED3DSPR_IDXTEMP,
393 WINED3DSPR_STREAM,
396 enum wined3d_data_type
398 WINED3D_DATA_FLOAT,
399 WINED3D_DATA_INT,
400 WINED3D_DATA_RESOURCE,
401 WINED3D_DATA_SAMPLER,
402 WINED3D_DATA_UAV,
403 WINED3D_DATA_UINT,
404 WINED3D_DATA_UNORM,
405 WINED3D_DATA_SNORM,
408 enum wined3d_immconst_type
410 WINED3D_IMMCONST_SCALAR,
411 WINED3D_IMMCONST_VEC4,
414 #define WINED3DSP_NOSWIZZLE (0u | (1u << 2) | (2u << 4) | (3u << 6))
416 enum wined3d_shader_src_modifier
418 WINED3DSPSM_NONE = 0,
419 WINED3DSPSM_NEG = 1,
420 WINED3DSPSM_BIAS = 2,
421 WINED3DSPSM_BIASNEG = 3,
422 WINED3DSPSM_SIGN = 4,
423 WINED3DSPSM_SIGNNEG = 5,
424 WINED3DSPSM_COMP = 6,
425 WINED3DSPSM_X2 = 7,
426 WINED3DSPSM_X2NEG = 8,
427 WINED3DSPSM_DZ = 9,
428 WINED3DSPSM_DW = 10,
429 WINED3DSPSM_ABS = 11,
430 WINED3DSPSM_ABSNEG = 12,
431 WINED3DSPSM_NOT = 13,
434 #define WINED3DSP_WRITEMASK_0 0x1u /* .x r */
435 #define WINED3DSP_WRITEMASK_1 0x2u /* .y g */
436 #define WINED3DSP_WRITEMASK_2 0x4u /* .z b */
437 #define WINED3DSP_WRITEMASK_3 0x8u /* .w a */
438 #define WINED3DSP_WRITEMASK_ALL 0xfu /* all */
440 enum wined3d_shader_dst_modifier
442 WINED3DSPDM_NONE = 0,
443 WINED3DSPDM_SATURATE = 1,
444 WINED3DSPDM_PARTIALPRECISION = 2,
445 WINED3DSPDM_MSAMPCENTROID = 4,
448 enum wined3d_shader_interpolation_mode
450 WINED3DSIM_CONSTANT = 1,
451 WINED3DSIM_LINEAR = 2,
452 WINED3DSIM_LINEAR_CENTROID = 3,
453 WINED3DSIM_LINEAR_NOPERSPECTIVE = 4,
454 WINED3DSIM_LINEAR_NOPERSPECTIVE_CENTROID = 5,
455 WINED3DSIM_LINEAR_SAMPLE = 6,
456 WINED3DSIM_LINEAR_NOPERSPECTIVE_SAMPLE = 7,
459 enum wined3d_shader_global_flags
461 WINED3DSGF_REFACTORING_ALLOWED = 0x1,
462 WINED3DSGF_ENABLE_RAW_AND_STRUCTURED_BUFFERS = 0x8,
465 enum wined3d_tessellator_domain
467 WINED3D_TESSELLATOR_DOMAIN_LINE = 1,
468 WINED3D_TESSELLATOR_DOMAIN_TRIANGLE = 2,
469 WINED3D_TESSELLATOR_DOMAIN_QUAD = 3,
472 enum wined3d_tessellator_output_primitive
474 WINED3D_TESSELLATOR_OUTPUT_POINT = 1,
475 WINED3D_TESSELLATOR_OUTPUT_LINE = 2,
476 WINED3D_TESSELLATOR_OUTPUT_TRIANGLE_CW = 3,
477 WINED3D_TESSELLATOR_OUTPUT_TRIANGLE_CCW = 4,
480 enum wined3d_tessellator_partitioning
482 WINED3D_TESSELLATOR_PARTITIONING_INTEGER = 1,
483 WINED3D_TESSELLATOR_PARTITIONING_POW2 = 2,
484 WINED3D_TESSELLATOR_PARTITIONING_FRACTIONAL_ODD = 3,
485 WINED3D_TESSELLATOR_PARTITIONING_FRACTIONAL_EVEN = 4,
488 /* Undocumented opcode control to identify projective texture lookups in ps 2.0 and later */
489 #define WINED3DSI_TEXLD_PROJECT 0x1
490 #define WINED3DSI_TEXLD_BIAS 0x2
491 #define WINED3DSI_INDEXED_DYNAMIC 0x4
492 #define WINED3DSI_RESINFO_RCP_FLOAT 0x1
493 #define WINED3DSI_RESINFO_UINT 0x2
494 #define WINED3DSI_SAMPLE_INFO_UINT 0x1
495 #define WINED3DSI_SAMPLER_COMPARISON_MODE 0x1
497 enum wined3d_shader_rel_op
499 WINED3D_SHADER_REL_OP_GT = 1,
500 WINED3D_SHADER_REL_OP_EQ = 2,
501 WINED3D_SHADER_REL_OP_GE = 3,
502 WINED3D_SHADER_REL_OP_LT = 4,
503 WINED3D_SHADER_REL_OP_NE = 5,
504 WINED3D_SHADER_REL_OP_LE = 6,
507 enum wined3d_shader_conditional_op
509 WINED3D_SHADER_CONDITIONAL_OP_NZ = 0,
510 WINED3D_SHADER_CONDITIONAL_OP_Z = 1
513 #define WINED3D_SM1_VS 0xfffeu
514 #define WINED3D_SM1_PS 0xffffu
515 #define WINED3D_SM4_PS 0x0000u
516 #define WINED3D_SM4_VS 0x0001u
517 #define WINED3D_SM4_GS 0x0002u
518 #define WINED3D_SM5_HS 0x0003u
519 #define WINED3D_SM5_DS 0x0004u
520 #define WINED3D_SM5_CS 0x0005u
522 /* Shader version tokens, and shader end tokens */
523 #define WINED3DPS_VERSION(major, minor) ((WINED3D_SM1_PS << 16) | ((major) << 8) | (minor))
524 #define WINED3DVS_VERSION(major, minor) ((WINED3D_SM1_VS << 16) | ((major) << 8) | (minor))
526 /* Shader backends */
528 /* TODO: Make this dynamic, based on shader limits ? */
529 #define MAX_ATTRIBS 16
530 #define MAX_REG_ADDR 1
531 #define MAX_REG_TEXCRD 8
532 #define MAX_REG_INPUT 32
533 #define MAX_REG_OUTPUT 32
534 #define WINED3D_MAX_CBS 15
535 #define WINED3D_MAX_CONSTS_B 16
536 #define WINED3D_MAX_CONSTS_I 16
537 #define WINED3D_MAX_VS_CONSTS_F 256
538 #define WINED3D_MAX_PS_CONSTS_F 224
540 /* FIXME: This needs to go up to 2048 for
541 * Shader model 3 according to msdn (and for software shaders) */
542 #define MAX_LABELS 16
544 #define MAX_IMMEDIATE_CONSTANT_BUFFER_SIZE 4096
546 struct wined3d_string_buffer
548 struct list entry;
549 char *buffer;
550 unsigned int buffer_size;
551 unsigned int content_size;
554 enum WINED3D_SHADER_INSTRUCTION_HANDLER
556 WINED3DSIH_ABS,
557 WINED3DSIH_ADD,
558 WINED3DSIH_AND,
559 WINED3DSIH_BEM,
560 WINED3DSIH_BFI,
561 WINED3DSIH_BFREV,
562 WINED3DSIH_BREAK,
563 WINED3DSIH_BREAKC,
564 WINED3DSIH_BREAKP,
565 WINED3DSIH_BUFINFO,
566 WINED3DSIH_CALL,
567 WINED3DSIH_CALLNZ,
568 WINED3DSIH_CASE,
569 WINED3DSIH_CMP,
570 WINED3DSIH_CND,
571 WINED3DSIH_CONTINUE,
572 WINED3DSIH_CRS,
573 WINED3DSIH_CUT,
574 WINED3DSIH_CUT_STREAM,
575 WINED3DSIH_DCL,
576 WINED3DSIH_DCL_CONSTANT_BUFFER,
577 WINED3DSIH_DCL_GLOBAL_FLAGS,
578 WINED3DSIH_DCL_HS_FORK_PHASE_INSTANCE_COUNT,
579 WINED3DSIH_DCL_HS_MAX_TESSFACTOR,
580 WINED3DSIH_DCL_IMMEDIATE_CONSTANT_BUFFER,
581 WINED3DSIH_DCL_INDEXABLE_TEMP,
582 WINED3DSIH_DCL_INPUT,
583 WINED3DSIH_DCL_INPUT_CONTROL_POINT_COUNT,
584 WINED3DSIH_DCL_INPUT_PRIMITIVE,
585 WINED3DSIH_DCL_INPUT_PS,
586 WINED3DSIH_DCL_INPUT_PS_SGV,
587 WINED3DSIH_DCL_INPUT_PS_SIV,
588 WINED3DSIH_DCL_INPUT_SGV,
589 WINED3DSIH_DCL_INPUT_SIV,
590 WINED3DSIH_DCL_OUTPUT,
591 WINED3DSIH_DCL_OUTPUT_CONTROL_POINT_COUNT,
592 WINED3DSIH_DCL_OUTPUT_SIV,
593 WINED3DSIH_DCL_OUTPUT_TOPOLOGY,
594 WINED3DSIH_DCL_RESOURCE_STRUCTURED,
595 WINED3DSIH_DCL_SAMPLER,
596 WINED3DSIH_DCL_STREAM,
597 WINED3DSIH_DCL_TEMPS,
598 WINED3DSIH_DCL_TESSELLATOR_DOMAIN,
599 WINED3DSIH_DCL_TESSELLATOR_OUTPUT_PRIMITIVE,
600 WINED3DSIH_DCL_TESSELLATOR_PARTITIONING,
601 WINED3DSIH_DCL_TGSM_RAW,
602 WINED3DSIH_DCL_TGSM_STRUCTURED,
603 WINED3DSIH_DCL_THREAD_GROUP,
604 WINED3DSIH_DCL_UAV_TYPED,
605 WINED3DSIH_DCL_VERTICES_OUT,
606 WINED3DSIH_DEF,
607 WINED3DSIH_DEFAULT,
608 WINED3DSIH_DEFB,
609 WINED3DSIH_DEFI,
610 WINED3DSIH_DIV,
611 WINED3DSIH_DP2,
612 WINED3DSIH_DP2ADD,
613 WINED3DSIH_DP3,
614 WINED3DSIH_DP4,
615 WINED3DSIH_DST,
616 WINED3DSIH_DSX,
617 WINED3DSIH_DSX_COARSE,
618 WINED3DSIH_DSX_FINE,
619 WINED3DSIH_DSY,
620 WINED3DSIH_DSY_COARSE,
621 WINED3DSIH_DSY_FINE,
622 WINED3DSIH_ELSE,
623 WINED3DSIH_EMIT,
624 WINED3DSIH_EMIT_STREAM,
625 WINED3DSIH_ENDIF,
626 WINED3DSIH_ENDLOOP,
627 WINED3DSIH_ENDREP,
628 WINED3DSIH_ENDSWITCH,
629 WINED3DSIH_EQ,
630 WINED3DSIH_EXP,
631 WINED3DSIH_EXPP,
632 WINED3DSIH_FRC,
633 WINED3DSIH_FTOI,
634 WINED3DSIH_FTOU,
635 WINED3DSIH_GATHER4,
636 WINED3DSIH_GATHER4_C,
637 WINED3DSIH_GE,
638 WINED3DSIH_HS_CONTROL_POINT_PHASE,
639 WINED3DSIH_HS_DECLS,
640 WINED3DSIH_HS_FORK_PHASE,
641 WINED3DSIH_HS_JOIN_PHASE,
642 WINED3DSIH_IADD,
643 WINED3DSIH_IEQ,
644 WINED3DSIH_IF,
645 WINED3DSIH_IFC,
646 WINED3DSIH_IGE,
647 WINED3DSIH_ILT,
648 WINED3DSIH_IMAD,
649 WINED3DSIH_IMAX,
650 WINED3DSIH_IMIN,
651 WINED3DSIH_IMM_ATOMIC_ALLOC,
652 WINED3DSIH_IMM_ATOMIC_CONSUME,
653 WINED3DSIH_IMUL,
654 WINED3DSIH_INE,
655 WINED3DSIH_INEG,
656 WINED3DSIH_ISHL,
657 WINED3DSIH_ISHR,
658 WINED3DSIH_ITOF,
659 WINED3DSIH_LABEL,
660 WINED3DSIH_LD,
661 WINED3DSIH_LD2DMS,
662 WINED3DSIH_LD_RAW,
663 WINED3DSIH_LD_STRUCTURED,
664 WINED3DSIH_LD_UAV_TYPED,
665 WINED3DSIH_LIT,
666 WINED3DSIH_LOD,
667 WINED3DSIH_LOG,
668 WINED3DSIH_LOGP,
669 WINED3DSIH_LOOP,
670 WINED3DSIH_LRP,
671 WINED3DSIH_LT,
672 WINED3DSIH_M3x2,
673 WINED3DSIH_M3x3,
674 WINED3DSIH_M3x4,
675 WINED3DSIH_M4x3,
676 WINED3DSIH_M4x4,
677 WINED3DSIH_MAD,
678 WINED3DSIH_MAX,
679 WINED3DSIH_MIN,
680 WINED3DSIH_MOV,
681 WINED3DSIH_MOVA,
682 WINED3DSIH_MOVC,
683 WINED3DSIH_MUL,
684 WINED3DSIH_NE,
685 WINED3DSIH_NOP,
686 WINED3DSIH_NOT,
687 WINED3DSIH_NRM,
688 WINED3DSIH_OR,
689 WINED3DSIH_PHASE,
690 WINED3DSIH_POW,
691 WINED3DSIH_RCP,
692 WINED3DSIH_REP,
693 WINED3DSIH_RESINFO,
694 WINED3DSIH_RET,
695 WINED3DSIH_ROUND_NE,
696 WINED3DSIH_ROUND_NI,
697 WINED3DSIH_ROUND_PI,
698 WINED3DSIH_ROUND_Z,
699 WINED3DSIH_RSQ,
700 WINED3DSIH_SAMPLE,
701 WINED3DSIH_SAMPLE_B,
702 WINED3DSIH_SAMPLE_C,
703 WINED3DSIH_SAMPLE_C_LZ,
704 WINED3DSIH_SAMPLE_GRAD,
705 WINED3DSIH_SAMPLE_INFO,
706 WINED3DSIH_SAMPLE_LOD,
707 WINED3DSIH_SAMPLE_POS,
708 WINED3DSIH_SETP,
709 WINED3DSIH_SGE,
710 WINED3DSIH_SGN,
711 WINED3DSIH_SINCOS,
712 WINED3DSIH_SLT,
713 WINED3DSIH_SQRT,
714 WINED3DSIH_STORE_RAW,
715 WINED3DSIH_STORE_STRUCTURED,
716 WINED3DSIH_STORE_UAV_TYPED,
717 WINED3DSIH_SUB,
718 WINED3DSIH_SWAPC,
719 WINED3DSIH_SWITCH,
720 WINED3DSIH_TEX,
721 WINED3DSIH_TEXBEM,
722 WINED3DSIH_TEXBEML,
723 WINED3DSIH_TEXCOORD,
724 WINED3DSIH_TEXDEPTH,
725 WINED3DSIH_TEXDP3,
726 WINED3DSIH_TEXDP3TEX,
727 WINED3DSIH_TEXKILL,
728 WINED3DSIH_TEXLDD,
729 WINED3DSIH_TEXLDL,
730 WINED3DSIH_TEXM3x2DEPTH,
731 WINED3DSIH_TEXM3x2PAD,
732 WINED3DSIH_TEXM3x2TEX,
733 WINED3DSIH_TEXM3x3,
734 WINED3DSIH_TEXM3x3DIFF,
735 WINED3DSIH_TEXM3x3PAD,
736 WINED3DSIH_TEXM3x3SPEC,
737 WINED3DSIH_TEXM3x3TEX,
738 WINED3DSIH_TEXM3x3VSPEC,
739 WINED3DSIH_TEXREG2AR,
740 WINED3DSIH_TEXREG2GB,
741 WINED3DSIH_TEXREG2RGB,
742 WINED3DSIH_UBFE,
743 WINED3DSIH_UDIV,
744 WINED3DSIH_UGE,
745 WINED3DSIH_ULT,
746 WINED3DSIH_UMAX,
747 WINED3DSIH_UMIN,
748 WINED3DSIH_USHR,
749 WINED3DSIH_UTOF,
750 WINED3DSIH_XOR,
751 WINED3DSIH_TABLE_SIZE
754 enum wined3d_shader_type
756 WINED3D_SHADER_TYPE_PIXEL,
757 WINED3D_SHADER_TYPE_VERTEX,
758 WINED3D_SHADER_TYPE_GEOMETRY,
759 WINED3D_SHADER_TYPE_HULL,
760 WINED3D_SHADER_TYPE_DOMAIN,
761 WINED3D_SHADER_TYPE_COMPUTE,
762 WINED3D_SHADER_TYPE_COUNT,
765 struct wined3d_shader_version
767 enum wined3d_shader_type type;
768 BYTE major;
769 BYTE minor;
772 struct wined3d_shader_resource_info
774 enum wined3d_shader_resource_type type;
775 enum wined3d_data_type data_type;
778 #define WINED3D_SAMPLER_DEFAULT ~0x0u
780 struct wined3d_shader_sampler_map_entry
782 unsigned int resource_idx;
783 unsigned int sampler_idx;
784 unsigned int bind_idx;
787 struct wined3d_shader_sampler_map
789 struct wined3d_shader_sampler_map_entry *entries;
790 size_t size;
791 size_t count;
794 struct wined3d_shader_immediate_constant_buffer
796 unsigned int vec4_count;
797 DWORD data[MAX_IMMEDIATE_CONSTANT_BUFFER_SIZE];
800 struct wined3d_shader_indexable_temp
802 struct list entry;
803 unsigned int register_idx;
804 unsigned int register_size;
805 unsigned int component_count;
808 #define WINED3D_SHADER_VERSION(major, minor) (((major) << 8) | (minor))
810 struct wined3d_shader_reg_maps
812 struct wined3d_shader_version shader_version;
813 BYTE texcoord; /* MAX_REG_TEXCRD, 8 */
814 BYTE address; /* MAX_REG_ADDR, 1 */
815 WORD labels; /* MAX_LABELS, 16 */
816 DWORD temporary; /* 32 */
817 unsigned int temporary_count;
818 DWORD *constf; /* pixel, vertex */
819 struct list indexable_temps;
820 const struct wined3d_shader_immediate_constant_buffer *icb;
821 union
823 DWORD texcoord_mask[MAX_REG_TEXCRD]; /* vertex < 3.0 */
824 BYTE output_registers_mask[MAX_REG_OUTPUT]; /* vertex >= 3.0 */
825 } u;
826 DWORD input_registers; /* max(MAX_REG_INPUT, MAX_ATTRIBS), 32 */
827 DWORD output_registers; /* MAX_REG_OUTPUT, 32 */
828 WORD integer_constants; /* WINED3D_MAX_CONSTS_I, 16 */
829 WORD boolean_constants; /* WINED3D_MAX_CONSTS_B, 16 */
830 WORD local_int_consts; /* WINED3D_MAX_CONSTS_I, 16 */
831 WORD local_bool_consts; /* WINED3D_MAX_CONSTS_B, 16 */
832 UINT cb_sizes[WINED3D_MAX_CBS];
834 struct wined3d_shader_resource_info resource_info[max(MAX_FRAGMENT_SAMPLERS, MAX_VERTEX_SAMPLERS)];
835 struct wined3d_shader_sampler_map sampler_map;
836 DWORD sampler_comparison_mode;
837 BYTE bumpmat; /* MAX_TEXTURES, 8 */
838 BYTE luminanceparams; /* MAX_TEXTURES, 8 */
840 WORD usesnrm : 1;
841 WORD vpos : 1;
842 WORD usesdsx : 1;
843 WORD usesdsy : 1;
844 WORD usestexldd : 1;
845 WORD usesmova : 1;
846 WORD usesfacing : 1;
847 WORD usesrelconstF : 1;
848 WORD fog : 1;
849 WORD usestexldl : 1;
850 WORD usesifc : 1;
851 WORD usescall : 1;
852 WORD usespow : 1;
853 WORD point_size : 1;
854 WORD padding : 2;
856 DWORD rt_mask; /* Used render targets, 32 max. */
858 /* Whether or not loops are used in this shader, and nesting depth */
859 unsigned loop_depth;
860 UINT min_rel_offset, max_rel_offset;
863 /* Keeps track of details for TEX_M#x# instructions which need to maintain
864 * state information between multiple instructions. */
865 struct wined3d_shader_tex_mx
867 unsigned int current_row;
868 DWORD texcoord_w[2];
871 struct wined3d_shader_loop_state
873 UINT current_depth;
874 UINT current_reg;
877 struct wined3d_shader_context
879 const struct wined3d_shader *shader;
880 const struct wined3d_gl_info *gl_info;
881 const struct wined3d_shader_reg_maps *reg_maps;
882 struct wined3d_string_buffer *buffer;
883 struct wined3d_shader_tex_mx *tex_mx;
884 struct wined3d_shader_loop_state *loop_state;
885 void *backend_data;
888 struct wined3d_shader_register_index
890 const struct wined3d_shader_src_param *rel_addr;
891 unsigned int offset;
894 struct wined3d_shader_register
896 enum wined3d_shader_register_type type;
897 enum wined3d_data_type data_type;
898 struct wined3d_shader_register_index idx[2];
899 enum wined3d_immconst_type immconst_type;
900 DWORD immconst_data[4];
903 struct wined3d_shader_dst_param
905 struct wined3d_shader_register reg;
906 DWORD write_mask;
907 DWORD modifiers;
908 DWORD shift;
911 struct wined3d_shader_src_param
913 struct wined3d_shader_register reg;
914 DWORD swizzle;
915 enum wined3d_shader_src_modifier modifiers;
918 struct wined3d_shader_semantic
920 enum wined3d_decl_usage usage;
921 UINT usage_idx;
922 enum wined3d_shader_resource_type resource_type;
923 enum wined3d_data_type resource_data_type;
924 struct wined3d_shader_dst_param reg;
927 struct wined3d_shader_register_semantic
929 struct wined3d_shader_dst_param reg;
930 enum wined3d_sysval_semantic sysval_semantic;
933 struct wined3d_shader_structured_resource
935 struct wined3d_shader_dst_param reg;
936 unsigned int byte_stride;
939 struct wined3d_shader_tgsm_raw
941 struct wined3d_shader_dst_param reg;
942 unsigned int byte_count;
945 struct wined3d_shader_tgsm_structured
947 struct wined3d_shader_dst_param reg;
948 unsigned int byte_stride;
949 unsigned int structure_count;
952 struct wined3d_shader_thread_group_size
954 unsigned int x, y, z;
957 struct wined3d_shader_texel_offset
959 signed char u, v, w;
962 struct wined3d_shader_instruction
964 const struct wined3d_shader_context *ctx;
965 enum WINED3D_SHADER_INSTRUCTION_HANDLER handler_idx;
966 DWORD flags;
967 BOOL coissue;
968 const struct wined3d_shader_src_param *predicate;
969 UINT dst_count;
970 const struct wined3d_shader_dst_param *dst;
971 UINT src_count;
972 const struct wined3d_shader_src_param *src;
973 struct wined3d_shader_texel_offset texel_offset;
974 union
976 struct wined3d_shader_semantic semantic;
977 struct wined3d_shader_register_semantic register_semantic;
978 enum wined3d_primitive_type primitive_type;
979 struct wined3d_shader_dst_param dst;
980 struct wined3d_shader_src_param src;
981 UINT count;
982 const struct wined3d_shader_immediate_constant_buffer *icb;
983 struct wined3d_shader_structured_resource structured_resource;
984 struct wined3d_shader_tgsm_raw tgsm_raw;
985 struct wined3d_shader_tgsm_structured tgsm_structured;
986 struct wined3d_shader_thread_group_size thread_group_size;
987 enum wined3d_tessellator_domain tessellator_domain;
988 enum wined3d_tessellator_output_primitive tessellator_output_primitive;
989 enum wined3d_tessellator_partitioning tessellator_partitioning;
990 float max_tessellation_factor;
991 struct wined3d_shader_indexable_temp indexable_temp;
992 } declaration;
995 static inline BOOL wined3d_shader_instruction_has_texel_offset(const struct wined3d_shader_instruction *ins)
997 return ins->texel_offset.u || ins->texel_offset.v || ins->texel_offset.w;
1000 struct wined3d_shader_attribute
1002 enum wined3d_decl_usage usage;
1003 UINT usage_idx;
1006 struct wined3d_shader_loop_control
1008 unsigned int count;
1009 unsigned int start;
1010 int step;
1013 struct wined3d_shader_frontend
1015 void *(*shader_init)(const DWORD *ptr, const struct wined3d_shader_signature *output_signature);
1016 void (*shader_free)(void *data);
1017 void (*shader_read_header)(void *data, const DWORD **ptr, struct wined3d_shader_version *shader_version);
1018 void (*shader_read_instruction)(void *data, const DWORD **ptr, struct wined3d_shader_instruction *ins);
1019 BOOL (*shader_is_end)(void *data, const DWORD **ptr);
1022 extern const struct wined3d_shader_frontend sm1_shader_frontend DECLSPEC_HIDDEN;
1023 extern const struct wined3d_shader_frontend sm4_shader_frontend DECLSPEC_HIDDEN;
1025 typedef void (*SHADER_HANDLER)(const struct wined3d_shader_instruction *);
1027 #define WINED3D_SHADER_CAP_VS_CLIPPING 0x00000001
1028 #define WINED3D_SHADER_CAP_SRGB_WRITE 0x00000002
1030 struct shader_caps
1032 unsigned int vs_version;
1033 unsigned int hs_version;
1034 unsigned int ds_version;
1035 unsigned int gs_version;
1036 unsigned int ps_version;
1037 unsigned int cs_version;
1039 DWORD vs_uniform_count;
1040 DWORD ps_uniform_count;
1041 float ps_1x_max_value;
1042 DWORD varying_count;
1044 DWORD wined3d_caps;
1047 enum wined3d_gl_resource_type
1049 WINED3D_GL_RES_TYPE_TEX_1D = 0,
1050 WINED3D_GL_RES_TYPE_TEX_2D = 1,
1051 WINED3D_GL_RES_TYPE_TEX_3D = 2,
1052 WINED3D_GL_RES_TYPE_TEX_CUBE = 3,
1053 WINED3D_GL_RES_TYPE_TEX_RECT = 4,
1054 WINED3D_GL_RES_TYPE_BUFFER = 5,
1055 WINED3D_GL_RES_TYPE_RB = 6,
1056 WINED3D_GL_RES_TYPE_COUNT = 7,
1059 enum vertexprocessing_mode {
1060 fixedfunction,
1061 vertexshader,
1062 pretransformed
1065 #define WINED3D_CONST_NUM_UNUSED ~0U
1067 enum wined3d_ffp_ps_fog_mode
1069 WINED3D_FFP_PS_FOG_OFF,
1070 WINED3D_FFP_PS_FOG_LINEAR,
1071 WINED3D_FFP_PS_FOG_EXP,
1072 WINED3D_FFP_PS_FOG_EXP2,
1075 /* Stateblock dependent parameters which have to be hardcoded
1076 * into the shader code
1079 #define WINED3D_PSARGS_PROJECTED (1u << 3)
1080 #define WINED3D_PSARGS_TEXTRANSFORM_SHIFT 4
1081 #define WINED3D_PSARGS_TEXTRANSFORM_MASK 0xfu
1082 #define WINED3D_PSARGS_TEXTYPE_SHIFT 2
1083 #define WINED3D_PSARGS_TEXTYPE_MASK 0x3u
1085 /* Used for Shader Model 1 pixel shaders to track the bound texture
1086 * type. 2D and RECT textures are separated through NP2 fixup. */
1087 enum wined3d_shader_tex_types
1089 WINED3D_SHADER_TEX_2D = 0,
1090 WINED3D_SHADER_TEX_3D = 1,
1091 WINED3D_SHADER_TEX_CUBE = 2,
1094 struct ps_compile_args {
1095 struct color_fixup_desc color_fixup[MAX_FRAGMENT_SAMPLERS];
1096 enum vertexprocessing_mode vp_mode;
1097 enum wined3d_ffp_ps_fog_mode fog;
1098 WORD tex_transform; /* ps 1.0-1.3, 4 textures */
1099 WORD tex_types; /* ps 1.0 - 1.4, 6 textures */
1100 WORD srgb_correction;
1101 /* Bitmap for NP2 texcoord fixups (16 samplers max currently).
1102 D3D9 has a limit of 16 samplers and the fixup is superfluous
1103 in D3D10 (unconditional NP2 support mandatory). */
1104 WORD np2_fixup;
1105 WORD shadow; /* MAX_FRAGMENT_SAMPLERS, 16 */
1106 WORD texcoords_initialized; /* MAX_TEXTURES, 8 */
1107 DWORD pointsprite : 1;
1108 DWORD flatshading : 1;
1109 DWORD alpha_test_func : 3;
1110 DWORD padding : 27;
1113 enum fog_src_type {
1114 VS_FOG_Z = 0,
1115 VS_FOG_COORD = 1
1118 struct vs_compile_args
1120 BYTE fog_src;
1121 BYTE clip_enabled : 1;
1122 BYTE point_size : 1;
1123 BYTE per_vertex_point_size : 1;
1124 BYTE flatshading : 1;
1125 BYTE next_shader_type : 3;
1126 BYTE padding : 1;
1127 WORD swizzle_map; /* MAX_ATTRIBS, 16 */
1128 unsigned int next_shader_input_count;
1131 struct gs_compile_args
1133 unsigned int ps_input_count;
1136 struct wined3d_context;
1137 struct wined3d_state;
1138 struct fragment_pipeline;
1139 struct wined3d_vertex_pipe_ops;
1141 struct wined3d_shader_backend_ops
1143 void (*shader_handle_instruction)(const struct wined3d_shader_instruction *);
1144 void (*shader_select)(void *shader_priv, struct wined3d_context *context,
1145 const struct wined3d_state *state);
1146 void (*shader_disable)(void *shader_priv, struct wined3d_context *context);
1147 void (*shader_select_depth_blt)(void *shader_priv, const struct wined3d_gl_info *gl_info,
1148 enum wined3d_gl_resource_type tex_type, const SIZE *ds_mask_size);
1149 void (*shader_deselect_depth_blt)(void *shader_priv, const struct wined3d_gl_info *gl_info);
1150 void (*shader_update_float_vertex_constants)(struct wined3d_device *device, UINT start, UINT count);
1151 void (*shader_update_float_pixel_constants)(struct wined3d_device *device, UINT start, UINT count);
1152 void (*shader_load_constants)(void *shader_priv, struct wined3d_context *context,
1153 const struct wined3d_state *state);
1154 void (*shader_destroy)(struct wined3d_shader *shader);
1155 HRESULT (*shader_alloc_private)(struct wined3d_device *device, const struct wined3d_vertex_pipe_ops *vertex_pipe,
1156 const struct fragment_pipeline *fragment_pipe);
1157 void (*shader_free_private)(struct wined3d_device *device);
1158 BOOL (*shader_allocate_context_data)(struct wined3d_context *context);
1159 void (*shader_free_context_data)(struct wined3d_context *context);
1160 void (*shader_init_context_state)(struct wined3d_context *context);
1161 void (*shader_get_caps)(const struct wined3d_gl_info *gl_info, struct shader_caps *caps);
1162 BOOL (*shader_color_fixup_supported)(struct color_fixup_desc fixup);
1163 BOOL (*shader_has_ffp_proj_control)(void *shader_priv);
1166 extern const struct wined3d_shader_backend_ops glsl_shader_backend DECLSPEC_HIDDEN;
1167 extern const struct wined3d_shader_backend_ops arb_program_shader_backend DECLSPEC_HIDDEN;
1168 extern const struct wined3d_shader_backend_ops none_shader_backend DECLSPEC_HIDDEN;
1170 #define GL_EXTCALL(f) (gl_info->gl_ops.ext.p_##f)
1172 #define D3DCOLOR_B_R(dw) (((dw) >> 16) & 0xff)
1173 #define D3DCOLOR_B_G(dw) (((dw) >> 8) & 0xff)
1174 #define D3DCOLOR_B_B(dw) (((dw) >> 0) & 0xff)
1175 #define D3DCOLOR_B_A(dw) (((dw) >> 24) & 0xff)
1177 static inline void wined3d_color_from_d3dcolor(struct wined3d_color *wined3d_color, DWORD d3d_color)
1179 wined3d_color->r = D3DCOLOR_B_R(d3d_color) / 255.0f;
1180 wined3d_color->g = D3DCOLOR_B_G(d3d_color) / 255.0f;
1181 wined3d_color->b = D3DCOLOR_B_B(d3d_color) / 255.0f;
1182 wined3d_color->a = D3DCOLOR_B_A(d3d_color) / 255.0f;
1185 #define HIGHEST_TRANSFORMSTATE WINED3D_TS_WORLD_MATRIX(255) /* Highest value in wined3d_transform_state. */
1187 void wined3d_check_gl_call(const struct wined3d_gl_info *gl_info,
1188 const char *file, unsigned int line, const char *name) DECLSPEC_HIDDEN;
1190 /* Checking of API calls */
1191 /* --------------------- */
1192 #ifndef WINE_NO_DEBUG_MSGS
1193 #define checkGLcall(A) \
1194 do { \
1195 if (__WINE_IS_DEBUG_ON(_ERR, &__wine_dbch_d3d) \
1196 && !gl_info->supported[ARB_DEBUG_OUTPUT]) \
1197 wined3d_check_gl_call(gl_info, __FILE__, __LINE__, A); \
1198 } while(0)
1199 #else
1200 #define checkGLcall(A) do {} while(0)
1201 #endif
1203 enum wined3d_ffp_idx
1205 WINED3D_FFP_POSITION = 0,
1206 WINED3D_FFP_BLENDWEIGHT = 1,
1207 WINED3D_FFP_BLENDINDICES = 2,
1208 WINED3D_FFP_NORMAL = 3,
1209 WINED3D_FFP_PSIZE = 4,
1210 WINED3D_FFP_DIFFUSE = 5,
1211 WINED3D_FFP_SPECULAR = 6,
1212 WINED3D_FFP_TEXCOORD0 = 7,
1213 WINED3D_FFP_TEXCOORD1 = 8,
1214 WINED3D_FFP_TEXCOORD2 = 9,
1215 WINED3D_FFP_TEXCOORD3 = 10,
1216 WINED3D_FFP_TEXCOORD4 = 11,
1217 WINED3D_FFP_TEXCOORD5 = 12,
1218 WINED3D_FFP_TEXCOORD6 = 13,
1219 WINED3D_FFP_TEXCOORD7 = 14,
1220 WINED3D_FFP_ATTRIBS_COUNT = 15,
1223 enum wined3d_ffp_emit_idx
1225 WINED3D_FFP_EMIT_FLOAT1,
1226 WINED3D_FFP_EMIT_FLOAT2,
1227 WINED3D_FFP_EMIT_FLOAT3,
1228 WINED3D_FFP_EMIT_FLOAT4,
1229 WINED3D_FFP_EMIT_D3DCOLOR,
1230 WINED3D_FFP_EMIT_UBYTE4,
1231 WINED3D_FFP_EMIT_SHORT2,
1232 WINED3D_FFP_EMIT_SHORT4,
1233 WINED3D_FFP_EMIT_UBYTE4N,
1234 WINED3D_FFP_EMIT_SHORT2N,
1235 WINED3D_FFP_EMIT_SHORT4N,
1236 WINED3D_FFP_EMIT_USHORT2N,
1237 WINED3D_FFP_EMIT_USHORT4N,
1238 WINED3D_FFP_EMIT_UDEC3,
1239 WINED3D_FFP_EMIT_DEC3N,
1240 WINED3D_FFP_EMIT_FLOAT16_2,
1241 WINED3D_FFP_EMIT_FLOAT16_4,
1242 WINED3D_FFP_EMIT_INVALID,
1243 WINED3D_FFP_EMIT_COUNT
1246 struct wined3d_bo_address
1248 GLuint buffer_object;
1249 BYTE *addr;
1252 struct wined3d_const_bo_address
1254 GLuint buffer_object;
1255 const BYTE *addr;
1258 static inline struct wined3d_const_bo_address *wined3d_const_bo_address(struct wined3d_bo_address *data)
1260 return (struct wined3d_const_bo_address *)data;
1263 struct wined3d_stream_info_element
1265 const struct wined3d_format *format;
1266 struct wined3d_bo_address data;
1267 GLsizei stride;
1268 unsigned int stream_idx;
1269 unsigned int divisor;
1272 struct wined3d_stream_info
1274 struct wined3d_stream_info_element elements[MAX_ATTRIBS];
1275 DWORD position_transformed : 1;
1276 DWORD all_vbo : 1;
1277 WORD swizzle_map; /* MAX_ATTRIBS, 16 */
1278 WORD use_map; /* MAX_ATTRIBS, 16 */
1281 void draw_primitive(struct wined3d_device *device, const struct wined3d_state *state,
1282 int base_vertex_idx, unsigned int start_idx, unsigned int index_count,
1283 unsigned int start_instance, unsigned int instance_count, BOOL indexed) DECLSPEC_HIDDEN;
1284 DWORD get_flexible_vertex_size(DWORD d3dvtVertexType) DECLSPEC_HIDDEN;
1286 #define eps 1e-8f
1288 #define GET_TEXCOORD_SIZE_FROM_FVF(d3dvtVertexType, tex_num) \
1289 (((((d3dvtVertexType) >> (16 + (2 * (tex_num)))) + 1) & 0x03) + 1)
1291 /* Routines and structures related to state management */
1293 #define STATE_RENDER(a) (a)
1294 #define STATE_IS_RENDER(a) ((a) >= STATE_RENDER(1) && (a) <= STATE_RENDER(WINEHIGHEST_RENDER_STATE))
1296 #define STATE_TEXTURESTAGE(stage, num) (STATE_RENDER(WINEHIGHEST_RENDER_STATE) + 1 + (stage) * (WINED3D_HIGHEST_TEXTURE_STATE + 1) + (num))
1297 #define STATE_IS_TEXTURESTAGE(a) ((a) >= STATE_TEXTURESTAGE(0, 1) && (a) <= STATE_TEXTURESTAGE(MAX_TEXTURES - 1, WINED3D_HIGHEST_TEXTURE_STATE))
1299 /* + 1 because samplers start with 0 */
1300 #define STATE_SAMPLER(num) (STATE_TEXTURESTAGE(MAX_TEXTURES - 1, WINED3D_HIGHEST_TEXTURE_STATE) + 1 + (num))
1301 #define STATE_IS_SAMPLER(num) ((num) >= STATE_SAMPLER(0) && (num) <= STATE_SAMPLER(MAX_COMBINED_SAMPLERS - 1))
1303 #define STATE_SHADER(a) (STATE_SAMPLER(MAX_COMBINED_SAMPLERS) + (a))
1304 #define STATE_IS_SHADER(a) ((a) >= STATE_SHADER(0) && (a) < STATE_SHADER(WINED3D_SHADER_TYPE_COUNT))
1306 #define STATE_CONSTANT_BUFFER(a) (STATE_SHADER(WINED3D_SHADER_TYPE_COUNT) + (a))
1307 #define STATE_IS_CONSTANT_BUFFER(a) ((a) >= STATE_CONSTANT_BUFFER(0) && (a) < STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_COUNT))
1309 #define STATE_SHADER_RESOURCE_BINDING (STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_COUNT))
1310 #define STATE_IS_SHADER_RESOURCE_BINDING(a) ((a) == STATE_SHADER_RESOURCE_BINDING)
1312 #define STATE_TRANSFORM(a) (STATE_SHADER_RESOURCE_BINDING + (a))
1313 #define STATE_IS_TRANSFORM(a) ((a) >= STATE_TRANSFORM(1) && (a) <= STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(255)))
1315 #define STATE_STREAMSRC (STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(255)) + 1)
1316 #define STATE_IS_STREAMSRC(a) ((a) == STATE_STREAMSRC)
1317 #define STATE_INDEXBUFFER (STATE_STREAMSRC + 1)
1318 #define STATE_IS_INDEXBUFFER(a) ((a) == STATE_INDEXBUFFER)
1320 #define STATE_VDECL (STATE_INDEXBUFFER + 1)
1321 #define STATE_IS_VDECL(a) ((a) == STATE_VDECL)
1323 #define STATE_VIEWPORT (STATE_VDECL + 1)
1324 #define STATE_IS_VIEWPORT(a) ((a) == STATE_VIEWPORT)
1326 #define STATE_LIGHT_TYPE (STATE_VIEWPORT + 1)
1327 #define STATE_IS_LIGHT_TYPE(a) ((a) == STATE_LIGHT_TYPE)
1328 #define STATE_ACTIVELIGHT(a) (STATE_LIGHT_TYPE + 1 + (a))
1329 #define STATE_IS_ACTIVELIGHT(a) ((a) >= STATE_ACTIVELIGHT(0) && (a) < STATE_ACTIVELIGHT(MAX_ACTIVE_LIGHTS))
1331 #define STATE_SCISSORRECT (STATE_ACTIVELIGHT(MAX_ACTIVE_LIGHTS - 1) + 1)
1332 #define STATE_IS_SCISSORRECT(a) ((a) == STATE_SCISSORRECT)
1334 #define STATE_CLIPPLANE(a) (STATE_SCISSORRECT + 1 + (a))
1335 #define STATE_IS_CLIPPLANE(a) ((a) >= STATE_CLIPPLANE(0) && (a) <= STATE_CLIPPLANE(MAX_CLIPPLANES - 1))
1337 #define STATE_MATERIAL (STATE_CLIPPLANE(MAX_CLIPPLANES))
1338 #define STATE_IS_MATERIAL(a) ((a) == STATE_MATERIAL)
1340 #define STATE_FRONTFACE (STATE_MATERIAL + 1)
1341 #define STATE_IS_FRONTFACE(a) ((a) == STATE_FRONTFACE)
1343 #define STATE_POINTSPRITECOORDORIGIN (STATE_FRONTFACE + 1)
1344 #define STATE_IS_POINTSPRITECOORDORIGIN(a) ((a) == STATE_POINTSPRITECOORDORIGIN)
1346 #define STATE_BASEVERTEXINDEX (STATE_POINTSPRITECOORDORIGIN + 1)
1347 #define STATE_IS_BASEVERTEXINDEX(a) ((a) == STATE_BASEVERTEXINDEX)
1349 #define STATE_FRAMEBUFFER (STATE_BASEVERTEXINDEX + 1)
1350 #define STATE_IS_FRAMEBUFFER(a) ((a) == STATE_FRAMEBUFFER)
1352 #define STATE_POINT_ENABLE (STATE_FRAMEBUFFER + 1)
1353 #define STATE_IS_POINT_ENABLE(a) ((a) == STATE_POINT_ENABLE)
1355 #define STATE_COLOR_KEY (STATE_POINT_ENABLE + 1)
1356 #define STATE_IS_COLOR_KEY(a) ((a) == STATE_COLOR_KEY)
1358 #define STATE_HIGHEST (STATE_COLOR_KEY)
1360 enum fogsource {
1361 FOGSOURCE_FFP,
1362 FOGSOURCE_VS,
1363 FOGSOURCE_COORD,
1366 /* Direct3D terminology with little modifications. We do not have an issued
1367 * state because only the driver knows about it, but we have a created state
1368 * because D3D allows GetData() on a created query, but OpenGL doesn't. */
1369 enum wined3d_query_state
1371 QUERY_CREATED,
1372 QUERY_SIGNALLED,
1373 QUERY_BUILDING
1376 struct wined3d_query_ops
1378 BOOL (*query_poll)(struct wined3d_query *query);
1379 void (*query_issue)(struct wined3d_query *query, DWORD flags);
1382 struct wined3d_query
1384 LONG ref;
1386 void *parent;
1387 struct wined3d_device *device;
1388 enum wined3d_query_state state;
1389 enum wined3d_query_type type;
1390 const void *data;
1391 DWORD data_size;
1392 const struct wined3d_query_ops *query_ops;
1395 union wined3d_gl_query_object
1397 GLuint id;
1398 GLsync sync;
1401 struct wined3d_event_query
1403 struct wined3d_query query;
1405 struct list entry;
1406 union wined3d_gl_query_object object;
1407 struct wined3d_context *context;
1408 BOOL signalled;
1411 enum wined3d_event_query_result
1413 WINED3D_EVENT_QUERY_OK,
1414 WINED3D_EVENT_QUERY_WAITING,
1415 WINED3D_EVENT_QUERY_NOT_STARTED,
1416 WINED3D_EVENT_QUERY_WRONG_THREAD,
1417 WINED3D_EVENT_QUERY_ERROR
1420 void wined3d_event_query_destroy(struct wined3d_event_query *query) DECLSPEC_HIDDEN;
1421 enum wined3d_event_query_result wined3d_event_query_finish(const struct wined3d_event_query *query,
1422 const struct wined3d_device *device) DECLSPEC_HIDDEN;
1423 void wined3d_event_query_issue(struct wined3d_event_query *query, const struct wined3d_device *device) DECLSPEC_HIDDEN;
1424 BOOL wined3d_event_query_supported(const struct wined3d_gl_info *gl_info) DECLSPEC_HIDDEN;
1426 struct wined3d_occlusion_query
1428 struct wined3d_query query;
1430 struct list entry;
1431 GLuint id;
1432 struct wined3d_context *context;
1433 DWORD samples;
1436 struct wined3d_timestamp_query
1438 struct wined3d_query query;
1440 struct list entry;
1441 GLuint id;
1442 struct wined3d_context *context;
1443 UINT64 timestamp;
1446 void context_alloc_timestamp_query(struct wined3d_context *context, struct wined3d_timestamp_query *query) DECLSPEC_HIDDEN;
1447 void context_free_timestamp_query(struct wined3d_timestamp_query *query) DECLSPEC_HIDDEN;
1449 struct wined3d_context
1451 const struct wined3d_gl_info *gl_info;
1452 const struct wined3d_d3d_info *d3d_info;
1453 const struct StateEntry *state_table;
1454 /* State dirtification
1455 * dirtyArray is an array that contains markers for dirty states. numDirtyEntries states are dirty, their numbers are in indices
1456 * 0...numDirtyEntries - 1. isStateDirty is a redundant copy of the dirtyArray. Technically only one of them would be needed,
1457 * 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
1458 * only numDirtyEntries array elements have to be checked, not STATE_HIGHEST states.
1460 DWORD dirtyArray[STATE_HIGHEST + 1]; /* Won't get bigger than that, a state is never marked dirty 2 times */
1461 DWORD numDirtyEntries;
1462 DWORD isStateDirty[STATE_HIGHEST / (sizeof(DWORD) * CHAR_BIT) + 1]; /* Bitmap to find out quickly if a state is dirty */
1464 struct wined3d_swapchain *swapchain;
1465 struct
1467 struct wined3d_texture *texture;
1468 unsigned int sub_resource_idx;
1469 } current_rt;
1470 DWORD tid; /* Thread ID which owns this context at the moment */
1472 /* Stores some information about the context state for optimization */
1473 DWORD render_offscreen : 1;
1474 DWORD last_was_rhw : 1; /* true iff last draw_primitive was in xyzrhw mode */
1475 DWORD last_was_pshader : 1;
1476 DWORD last_was_vshader : 1;
1477 DWORD last_was_normal : 1;
1478 DWORD namedArraysLoaded : 1;
1479 DWORD numberedArraysLoaded : 1;
1480 DWORD last_was_blit : 1;
1481 DWORD last_was_ckey : 1;
1482 DWORD fog_coord : 1;
1483 DWORD fog_enabled : 1;
1484 DWORD num_untracked_materials : 2; /* Max value 2 */
1485 DWORD current : 1;
1486 DWORD destroyed : 1;
1487 DWORD valid : 1;
1488 DWORD texShaderBumpMap : 8; /* MAX_TEXTURES, 8 */
1489 DWORD lastWasPow2Texture : 8; /* MAX_TEXTURES, 8 */
1490 DWORD fixed_function_usage_map : 8; /* MAX_TEXTURES, 8 */
1491 DWORD lowest_disabled_stage : 4; /* Max MAX_TEXTURES, 8 */
1492 DWORD use_immediate_mode_draw : 1;
1493 DWORD rebind_fbo : 1;
1494 DWORD needs_set : 1;
1495 DWORD hdc_is_private : 1;
1496 DWORD hdc_has_format : 1; /* only meaningful if hdc_is_private */
1497 DWORD update_shader_resource_bindings : 1;
1498 DWORD padding : 14;
1499 DWORD last_swizzle_map; /* MAX_ATTRIBS, 16 */
1500 DWORD shader_update_mask;
1501 DWORD constant_update_mask;
1502 DWORD numbered_array_mask;
1503 GLenum tracking_parm; /* Which source is tracking current colour */
1504 GLenum untracked_materials[2];
1505 UINT blit_w, blit_h;
1506 enum fogsource fog_source;
1507 DWORD active_texture;
1508 DWORD texture_type[MAX_COMBINED_SAMPLERS];
1510 UINT instance_count;
1512 /* The actual opengl context */
1513 UINT level;
1514 HGLRC restore_ctx;
1515 HDC restore_dc;
1516 int restore_pf;
1517 HWND restore_pf_win;
1518 HGLRC glCtx;
1519 HWND win_handle;
1520 HDC hdc;
1521 int pixel_format;
1522 GLint aux_buffers;
1524 void *shader_backend_data;
1525 void *fragment_pipe_data;
1527 /* FBOs */
1528 UINT fbo_entry_count;
1529 struct list fbo_list;
1530 struct list fbo_destroy_list;
1531 struct fbo_entry *current_fbo;
1532 GLuint fbo_read_binding;
1533 GLuint fbo_draw_binding;
1534 struct wined3d_surface **blit_targets;
1535 struct wined3d_fbo_entry_key *fbo_key;
1536 GLenum *draw_buffers;
1537 DWORD draw_buffers_mask; /* Enabled draw buffers, 31 max. */
1539 /* Queries */
1540 GLuint *free_occlusion_queries;
1541 UINT free_occlusion_query_size;
1542 UINT free_occlusion_query_count;
1543 struct list occlusion_queries;
1545 union wined3d_gl_query_object *free_event_queries;
1546 UINT free_event_query_size;
1547 UINT free_event_query_count;
1548 struct list event_queries;
1550 GLuint *free_timestamp_queries;
1551 UINT free_timestamp_query_size;
1552 UINT free_timestamp_query_count;
1553 struct list timestamp_queries;
1555 struct wined3d_stream_info stream_info;
1557 /* Fences for GL_APPLE_flush_buffer_range */
1558 struct wined3d_event_query *buffer_queries[MAX_ATTRIBS];
1559 unsigned int num_buffer_queries;
1561 DWORD tex_unit_map[MAX_COMBINED_SAMPLERS];
1562 DWORD rev_tex_unit_map[MAX_COMBINED_SAMPLERS];
1564 /* Extension emulation */
1565 GLint gl_fog_source;
1566 GLfloat fog_coord_value;
1567 GLfloat color[4], fogstart, fogend, fogcolor[4];
1568 GLuint dummy_arbfp_prog;
1571 struct wined3d_fb_state
1573 struct wined3d_rendertarget_view **render_targets;
1574 struct wined3d_rendertarget_view *depth_stencil;
1577 typedef void (*APPLYSTATEFUNC)(struct wined3d_context *ctx, const struct wined3d_state *state, DWORD state_id);
1579 struct StateEntry
1581 DWORD representative;
1582 APPLYSTATEFUNC apply;
1585 struct StateEntryTemplate
1587 DWORD state;
1588 struct StateEntry content;
1589 enum wined3d_gl_extension extension;
1592 #define WINED3D_FRAGMENT_CAP_PROJ_CONTROL 0x00000001
1593 #define WINED3D_FRAGMENT_CAP_SRGB_WRITE 0x00000002
1594 #define WINED3D_FRAGMENT_CAP_COLOR_KEY 0x00000004
1596 struct fragment_caps
1598 DWORD wined3d_caps;
1599 DWORD PrimitiveMiscCaps;
1600 DWORD TextureOpCaps;
1601 DWORD MaxTextureBlendStages;
1602 DWORD MaxSimultaneousTextures;
1605 #define GL_EXT_EMUL_ARB_MULTITEXTURE 0x00000001
1606 #define GL_EXT_EMUL_EXT_FOG_COORD 0x00000002
1608 struct fragment_pipeline
1610 void (*enable_extension)(const struct wined3d_gl_info *gl_info, BOOL enable);
1611 void (*get_caps)(const struct wined3d_gl_info *gl_info, struct fragment_caps *caps);
1612 DWORD (*get_emul_mask)(const struct wined3d_gl_info *gl_info);
1613 void *(*alloc_private)(const struct wined3d_shader_backend_ops *shader_backend, void *shader_priv);
1614 void (*free_private)(struct wined3d_device *device);
1615 BOOL (*allocate_context_data)(struct wined3d_context *context);
1616 void (*free_context_data)(struct wined3d_context *context);
1617 BOOL (*color_fixup_supported)(struct color_fixup_desc fixup);
1618 const struct StateEntryTemplate *states;
1621 struct wined3d_vertex_caps
1623 BOOL xyzrhw;
1624 BOOL emulated_flatshading;
1625 BOOL ffp_generic_attributes;
1626 DWORD max_active_lights;
1627 DWORD max_vertex_blend_matrices;
1628 DWORD max_vertex_blend_matrix_index;
1629 DWORD vertex_processing_caps;
1630 DWORD fvf_caps;
1631 DWORD max_user_clip_planes;
1632 DWORD raster_caps;
1635 struct wined3d_vertex_pipe_ops
1637 void (*vp_enable)(const struct wined3d_gl_info *gl_info, BOOL enable);
1638 void (*vp_get_caps)(const struct wined3d_gl_info *gl_info, struct wined3d_vertex_caps *caps);
1639 DWORD (*vp_get_emul_mask)(const struct wined3d_gl_info *gl_info);
1640 void *(*vp_alloc)(const struct wined3d_shader_backend_ops *shader_backend, void *shader_priv);
1641 void (*vp_free)(struct wined3d_device *device);
1642 const struct StateEntryTemplate *vp_states;
1645 extern const struct StateEntryTemplate misc_state_template[] DECLSPEC_HIDDEN;
1646 extern const struct fragment_pipeline none_fragment_pipe DECLSPEC_HIDDEN;
1647 extern const struct fragment_pipeline ffp_fragment_pipeline DECLSPEC_HIDDEN;
1648 extern const struct fragment_pipeline atifs_fragment_pipeline DECLSPEC_HIDDEN;
1649 extern const struct fragment_pipeline arbfp_fragment_pipeline DECLSPEC_HIDDEN;
1650 extern const struct fragment_pipeline nvts_fragment_pipeline DECLSPEC_HIDDEN;
1651 extern const struct fragment_pipeline nvrc_fragment_pipeline DECLSPEC_HIDDEN;
1652 extern const struct fragment_pipeline glsl_fragment_pipe DECLSPEC_HIDDEN;
1654 extern const struct wined3d_vertex_pipe_ops none_vertex_pipe DECLSPEC_HIDDEN;
1655 extern const struct wined3d_vertex_pipe_ops ffp_vertex_pipe DECLSPEC_HIDDEN;
1656 extern const struct wined3d_vertex_pipe_ops glsl_vertex_pipe DECLSPEC_HIDDEN;
1658 /* "Base" state table */
1659 HRESULT compile_state_table(struct StateEntry *StateTable, APPLYSTATEFUNC **dev_multistate_funcs,
1660 const struct wined3d_gl_info *gl_info, const struct wined3d_d3d_info *d3d_info,
1661 const struct wined3d_vertex_pipe_ops *vertex, const struct fragment_pipeline *fragment,
1662 const struct StateEntryTemplate *misc) DECLSPEC_HIDDEN;
1664 enum wined3d_blit_op
1666 WINED3D_BLIT_OP_COLOR_BLIT,
1667 WINED3D_BLIT_OP_COLOR_BLIT_ALPHATEST,
1668 WINED3D_BLIT_OP_COLOR_BLIT_CKEY,
1669 WINED3D_BLIT_OP_COLOR_FILL,
1670 WINED3D_BLIT_OP_DEPTH_FILL,
1671 WINED3D_BLIT_OP_DEPTH_BLIT,
1674 /* Shaders for color conversions in blits. Do not do blit operations while
1675 * already under the GL lock. */
1676 struct blit_shader
1678 HRESULT (*alloc_private)(struct wined3d_device *device);
1679 void (*free_private)(struct wined3d_device *device);
1680 HRESULT (*set_shader)(void *blit_priv, struct wined3d_context *context, const struct wined3d_surface *surface,
1681 const struct wined3d_color_key *color_key);
1682 void (*unset_shader)(const struct wined3d_gl_info *gl_info);
1683 BOOL (*blit_supported)(const struct wined3d_gl_info *gl_info,
1684 const struct wined3d_d3d_info *d3d_info, enum wined3d_blit_op blit_op,
1685 const RECT *src_rect, DWORD src_usage, enum wined3d_pool src_pool, const struct wined3d_format *src_format,
1686 const RECT *dst_rect, DWORD dst_usage, enum wined3d_pool dst_pool, const struct wined3d_format *dst_format);
1687 HRESULT (*color_fill)(struct wined3d_device *device, struct wined3d_rendertarget_view *view,
1688 const RECT *rect, const struct wined3d_color *color);
1689 HRESULT (*depth_fill)(struct wined3d_device *device, struct wined3d_rendertarget_view *view,
1690 const RECT *rect, DWORD clear_flags, float depth, DWORD stencil);
1691 void (*blit_surface)(struct wined3d_device *device, enum wined3d_blit_op op, DWORD filter,
1692 struct wined3d_surface *src_surface, const RECT *src_rect,
1693 struct wined3d_surface *dst_surface, const RECT *dst_rect,
1694 const struct wined3d_color_key *color_key);
1697 extern const struct blit_shader ffp_blit DECLSPEC_HIDDEN;
1698 extern const struct blit_shader arbfp_blit DECLSPEC_HIDDEN;
1699 extern const struct blit_shader cpu_blit DECLSPEC_HIDDEN;
1701 BOOL wined3d_clip_blit(const RECT *clip_rect, RECT *clipped, RECT *other) DECLSPEC_HIDDEN;
1702 const struct blit_shader *wined3d_select_blitter(const struct wined3d_gl_info *gl_info,
1703 const struct wined3d_d3d_info *d3d_info, enum wined3d_blit_op blit_op,
1704 const RECT *src_rect, DWORD src_usage, enum wined3d_pool src_pool, const struct wined3d_format *src_format,
1705 const RECT *dst_rect, DWORD dst_usage, enum wined3d_pool dst_pool, const struct wined3d_format *dst_format)
1706 DECLSPEC_HIDDEN;
1708 struct wined3d_context *context_acquire(const struct wined3d_device *device,
1709 struct wined3d_surface *target) DECLSPEC_HIDDEN;
1710 void context_alloc_event_query(struct wined3d_context *context,
1711 struct wined3d_event_query *query) DECLSPEC_HIDDEN;
1712 void context_alloc_occlusion_query(struct wined3d_context *context,
1713 struct wined3d_occlusion_query *query) DECLSPEC_HIDDEN;
1714 void context_apply_blit_state(struct wined3d_context *context, const struct wined3d_device *device) DECLSPEC_HIDDEN;
1715 BOOL context_apply_clear_state(struct wined3d_context *context, const struct wined3d_state *state,
1716 UINT rt_count, const struct wined3d_fb_state *fb) DECLSPEC_HIDDEN;
1717 BOOL context_apply_draw_state(struct wined3d_context *context,
1718 const struct wined3d_device *device, const struct wined3d_state *state) DECLSPEC_HIDDEN;
1719 void context_apply_fbo_state_blit(struct wined3d_context *context, GLenum target,
1720 struct wined3d_surface *render_target, struct wined3d_surface *depth_stencil, DWORD location) DECLSPEC_HIDDEN;
1721 void context_active_texture(struct wined3d_context *context, const struct wined3d_gl_info *gl_info,
1722 unsigned int unit) DECLSPEC_HIDDEN;
1723 void context_bind_texture(struct wined3d_context *context, GLenum target, GLuint name) DECLSPEC_HIDDEN;
1724 void context_check_fbo_status(const struct wined3d_context *context, GLenum target) DECLSPEC_HIDDEN;
1725 struct wined3d_context *context_create(struct wined3d_swapchain *swapchain, struct wined3d_texture *target,
1726 const struct wined3d_format *ds_format) DECLSPEC_HIDDEN;
1727 HGLRC context_create_wgl_attribs(const struct wined3d_gl_info *gl_info, HDC hdc, HGLRC share_ctx) DECLSPEC_HIDDEN;
1728 void context_destroy(struct wined3d_device *device, struct wined3d_context *context) DECLSPEC_HIDDEN;
1729 void context_free_event_query(struct wined3d_event_query *query) DECLSPEC_HIDDEN;
1730 void context_free_occlusion_query(struct wined3d_occlusion_query *query) DECLSPEC_HIDDEN;
1731 struct wined3d_context *context_get_current(void) DECLSPEC_HIDDEN;
1732 GLenum context_get_offscreen_gl_buffer(const struct wined3d_context *context) DECLSPEC_HIDDEN;
1733 DWORD context_get_tls_idx(void) DECLSPEC_HIDDEN;
1734 void context_gl_resource_released(struct wined3d_device *device,
1735 GLuint name, BOOL rb_namespace) DECLSPEC_HIDDEN;
1736 void context_invalidate_state(struct wined3d_context *context, DWORD state_id) DECLSPEC_HIDDEN;
1737 void context_release(struct wined3d_context *context) DECLSPEC_HIDDEN;
1738 void context_resource_released(const struct wined3d_device *device,
1739 struct wined3d_resource *resource, enum wined3d_resource_type type) DECLSPEC_HIDDEN;
1740 void context_restore(struct wined3d_context *context, struct wined3d_surface *restore) DECLSPEC_HIDDEN;
1741 BOOL context_set_current(struct wined3d_context *ctx) DECLSPEC_HIDDEN;
1742 void context_set_draw_buffer(struct wined3d_context *context, GLenum buffer) DECLSPEC_HIDDEN;
1743 void context_set_tls_idx(DWORD idx) DECLSPEC_HIDDEN;
1744 void context_state_drawbuf(struct wined3d_context *context,
1745 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
1746 void context_state_fb(struct wined3d_context *context,
1747 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
1748 void context_surface_update(struct wined3d_context *context, const struct wined3d_surface *surface) DECLSPEC_HIDDEN;
1749 void context_stream_info_from_declaration(struct wined3d_context *context,
1750 const struct wined3d_state *state, struct wined3d_stream_info *stream_info) DECLSPEC_HIDDEN;
1752 /*****************************************************************************
1753 * Internal representation of a light
1755 struct wined3d_light_info
1757 struct wined3d_light OriginalParms; /* Note D3D8LIGHT == D3D9LIGHT */
1758 DWORD OriginalIndex;
1759 LONG glIndex;
1760 BOOL enabled;
1762 /* Converted parms to speed up swapping lights */
1763 struct wined3d_vec4 position;
1764 struct wined3d_vec4 direction;
1765 float exponent;
1766 float cutoff;
1768 struct list entry;
1771 /* The default light parameters */
1772 extern const struct wined3d_light WINED3D_default_light DECLSPEC_HIDDEN;
1774 struct wined3d_pixel_format
1776 int iPixelFormat; /* WGL pixel format */
1777 int iPixelType; /* WGL pixel type e.g. WGL_TYPE_RGBA_ARB, WGL_TYPE_RGBA_FLOAT_ARB or WGL_TYPE_COLORINDEX_ARB */
1778 int redSize, greenSize, blueSize, alphaSize, colorSize;
1779 int depthSize, stencilSize;
1780 BOOL windowDrawable;
1781 BOOL doubleBuffer;
1782 int auxBuffers;
1783 int numSamples;
1786 enum wined3d_pci_vendor
1788 HW_VENDOR_SOFTWARE = 0x0000,
1789 HW_VENDOR_AMD = 0x1002,
1790 HW_VENDOR_NVIDIA = 0x10de,
1791 HW_VENDOR_VMWARE = 0x15ad,
1792 HW_VENDOR_INTEL = 0x8086,
1795 enum wined3d_pci_device
1797 CARD_WINE = 0x0000,
1799 CARD_AMD_RAGE_128PRO = 0x5246,
1800 CARD_AMD_RADEON_7200 = 0x5144,
1801 CARD_AMD_RADEON_8500 = 0x514c,
1802 CARD_AMD_RADEON_9500 = 0x4144,
1803 CARD_AMD_RADEON_XPRESS_200M = 0x5955,
1804 CARD_AMD_RADEON_X700 = 0x5e4c,
1805 CARD_AMD_RADEON_X1600 = 0x71c2,
1806 CARD_AMD_RADEON_HD2350 = 0x94c7,
1807 CARD_AMD_RADEON_HD2600 = 0x9581,
1808 CARD_AMD_RADEON_HD2900 = 0x9400,
1809 CARD_AMD_RADEON_HD3200 = 0x9620,
1810 CARD_AMD_RADEON_HD3850 = 0x9515,
1811 CARD_AMD_RADEON_HD4200M = 0x9712,
1812 CARD_AMD_RADEON_HD4350 = 0x954f,
1813 CARD_AMD_RADEON_HD4600 = 0x9495,
1814 CARD_AMD_RADEON_HD4700 = 0x944e,
1815 CARD_AMD_RADEON_HD4800 = 0x944c,
1816 CARD_AMD_RADEON_HD5400 = 0x68f9,
1817 CARD_AMD_RADEON_HD5600 = 0x68d8,
1818 CARD_AMD_RADEON_HD5700 = 0x68be,
1819 CARD_AMD_RADEON_HD5800 = 0x6898,
1820 CARD_AMD_RADEON_HD5900 = 0x689c,
1821 CARD_AMD_RADEON_HD6300 = 0x9803,
1822 CARD_AMD_RADEON_HD6400 = 0x6770,
1823 CARD_AMD_RADEON_HD6410D = 0x9644,
1824 CARD_AMD_RADEON_HD6480G = 0x9648,
1825 CARD_AMD_RADEON_HD6550D = 0x9640,
1826 CARD_AMD_RADEON_HD6600 = 0x6758,
1827 CARD_AMD_RADEON_HD6600M = 0x6741,
1828 CARD_AMD_RADEON_HD6700 = 0x68ba,
1829 CARD_AMD_RADEON_HD6800 = 0x6739,
1830 CARD_AMD_RADEON_HD6900 = 0x6719,
1831 CARD_AMD_RADEON_HD7660D = 0x9901,
1832 CARD_AMD_RADEON_HD7700 = 0x683d,
1833 CARD_AMD_RADEON_HD7800 = 0x6819,
1834 CARD_AMD_RADEON_HD7900 = 0x679a,
1835 CARD_AMD_RADEON_HD8600M = 0x6660,
1836 CARD_AMD_RADEON_HD8670 = 0x6610,
1837 CARD_AMD_RADEON_HD8770 = 0x665c,
1838 CARD_AMD_RADEON_R3 = 0x9830,
1839 CARD_AMD_RADEON_R7 = 0x130f,
1840 CARD_AMD_RADEON_R9 = 0x67b1,
1842 CARD_NVIDIA_RIVA_128 = 0x0018,
1843 CARD_NVIDIA_RIVA_TNT = 0x0020,
1844 CARD_NVIDIA_RIVA_TNT2 = 0x0028,
1845 CARD_NVIDIA_GEFORCE = 0x0100,
1846 CARD_NVIDIA_GEFORCE2_MX = 0x0110,
1847 CARD_NVIDIA_GEFORCE2 = 0x0150,
1848 CARD_NVIDIA_GEFORCE3 = 0x0200,
1849 CARD_NVIDIA_GEFORCE4_MX = 0x0170,
1850 CARD_NVIDIA_GEFORCE4_TI4200 = 0x0253,
1851 CARD_NVIDIA_GEFORCEFX_5200 = 0x0320,
1852 CARD_NVIDIA_GEFORCEFX_5600 = 0x0312,
1853 CARD_NVIDIA_GEFORCEFX_5800 = 0x0302,
1854 CARD_NVIDIA_GEFORCE_6200 = 0x014f,
1855 CARD_NVIDIA_GEFORCE_6600GT = 0x0140,
1856 CARD_NVIDIA_GEFORCE_6800 = 0x0041,
1857 CARD_NVIDIA_GEFORCE_7300 = 0x01d7, /* GeForce Go 7300 */
1858 CARD_NVIDIA_GEFORCE_7400 = 0x01d8,
1859 CARD_NVIDIA_GEFORCE_7600 = 0x0391,
1860 CARD_NVIDIA_GEFORCE_7800GT = 0x0092,
1861 CARD_NVIDIA_GEFORCE_8200 = 0x0849, /* Other PCI ID 0x084b */
1862 CARD_NVIDIA_GEFORCE_8300GS = 0x0423,
1863 CARD_NVIDIA_GEFORCE_8400GS = 0x0404,
1864 CARD_NVIDIA_GEFORCE_8500GT = 0x0421,
1865 CARD_NVIDIA_GEFORCE_8600GT = 0x0402,
1866 CARD_NVIDIA_GEFORCE_8600MGT = 0x0407,
1867 CARD_NVIDIA_GEFORCE_8800GTS = 0x0193,
1868 CARD_NVIDIA_GEFORCE_8800GTX = 0x0191,
1869 CARD_NVIDIA_GEFORCE_9200 = 0x086d,
1870 CARD_NVIDIA_GEFORCE_9300 = 0x086c,
1871 CARD_NVIDIA_GEFORCE_9400M = 0x0863,
1872 CARD_NVIDIA_GEFORCE_9400GT = 0x042c,
1873 CARD_NVIDIA_GEFORCE_9500GT = 0x0640,
1874 CARD_NVIDIA_GEFORCE_9600GT = 0x0622,
1875 CARD_NVIDIA_GEFORCE_9700MGT = 0x064a,
1876 CARD_NVIDIA_GEFORCE_9800GT = 0x0614,
1877 CARD_NVIDIA_GEFORCE_210 = 0x0a23,
1878 CARD_NVIDIA_GEFORCE_GT220 = 0x0a20,
1879 CARD_NVIDIA_GEFORCE_GT240 = 0x0ca3,
1880 CARD_NVIDIA_GEFORCE_GTS250 = 0x0615,
1881 CARD_NVIDIA_GEFORCE_GTX260 = 0x05e2,
1882 CARD_NVIDIA_GEFORCE_GTX275 = 0x05e6,
1883 CARD_NVIDIA_GEFORCE_GTX280 = 0x05e1,
1884 CARD_NVIDIA_GEFORCE_315M = 0x0a7a,
1885 CARD_NVIDIA_GEFORCE_320M = 0x08a3,
1886 CARD_NVIDIA_GEFORCE_GT320M = 0x0a2d,
1887 CARD_NVIDIA_GEFORCE_GT325M = 0x0a35,
1888 CARD_NVIDIA_GEFORCE_GT330 = 0x0ca0,
1889 CARD_NVIDIA_GEFORCE_GTS350M = 0x0cb0,
1890 CARD_NVIDIA_GEFORCE_410M = 0x1055,
1891 CARD_NVIDIA_GEFORCE_GT420 = 0x0de2,
1892 CARD_NVIDIA_GEFORCE_GT425M = 0x0df0,
1893 CARD_NVIDIA_GEFORCE_GT430 = 0x0de1,
1894 CARD_NVIDIA_GEFORCE_GT440 = 0x0de0,
1895 CARD_NVIDIA_GEFORCE_GTS450 = 0x0dc4,
1896 CARD_NVIDIA_GEFORCE_GTX460 = 0x0e22,
1897 CARD_NVIDIA_GEFORCE_GTX460M = 0x0dd1,
1898 CARD_NVIDIA_GEFORCE_GTX465 = 0x06c4,
1899 CARD_NVIDIA_GEFORCE_GTX470 = 0x06cd,
1900 CARD_NVIDIA_GEFORCE_GTX480 = 0x06c0,
1901 CARD_NVIDIA_GEFORCE_GT520 = 0x1040,
1902 CARD_NVIDIA_GEFORCE_GT540M = 0x0df4,
1903 CARD_NVIDIA_GEFORCE_GTX550 = 0x1244,
1904 CARD_NVIDIA_GEFORCE_GT555M = 0x04b8,
1905 CARD_NVIDIA_GEFORCE_GTX560TI = 0x1200,
1906 CARD_NVIDIA_GEFORCE_GTX560 = 0x1201,
1907 CARD_NVIDIA_GEFORCE_GTX570 = 0x1081,
1908 CARD_NVIDIA_GEFORCE_GTX580 = 0x1080,
1909 CARD_NVIDIA_GEFORCE_GT610 = 0x104a,
1910 CARD_NVIDIA_GEFORCE_GT630 = 0x0f00,
1911 CARD_NVIDIA_GEFORCE_GT630M = 0x0de9,
1912 CARD_NVIDIA_GEFORCE_GT640M = 0x0fd2,
1913 CARD_NVIDIA_GEFORCE_GT650M = 0x0fd1,
1914 CARD_NVIDIA_GEFORCE_GTX650 = 0x0fc6,
1915 CARD_NVIDIA_GEFORCE_GTX650TI = 0x11c6,
1916 CARD_NVIDIA_GEFORCE_GTX660 = 0x11c0,
1917 CARD_NVIDIA_GEFORCE_GTX660M = 0x0fd4,
1918 CARD_NVIDIA_GEFORCE_GTX660TI = 0x1183,
1919 CARD_NVIDIA_GEFORCE_GTX670 = 0x1189,
1920 CARD_NVIDIA_GEFORCE_GTX670MX = 0x11a1,
1921 CARD_NVIDIA_GEFORCE_GTX675MX = 0x11a7,
1922 CARD_NVIDIA_GEFORCE_GTX680 = 0x1180,
1923 CARD_NVIDIA_GEFORCE_GTX690 = 0x1188,
1924 CARD_NVIDIA_GEFORCE_GT730 = 0x1287,
1925 CARD_NVIDIA_GEFORCE_GT730M = 0x0fe1,
1926 CARD_NVIDIA_GEFORCE_GT740M = 0x1292,
1927 CARD_NVIDIA_GEFORCE_GT750M = 0x0fe9,
1928 CARD_NVIDIA_GEFORCE_GTX750 = 0x1381,
1929 CARD_NVIDIA_GEFORCE_GTX750TI = 0x1380,
1930 CARD_NVIDIA_GEFORCE_GTX760 = 0x1187,
1931 CARD_NVIDIA_GEFORCE_GTX760TI = 0x1193,
1932 CARD_NVIDIA_GEFORCE_GTX765M = 0x11e2,
1933 CARD_NVIDIA_GEFORCE_GTX770M = 0x11e0,
1934 CARD_NVIDIA_GEFORCE_GTX770 = 0x1184,
1935 CARD_NVIDIA_GEFORCE_GTX780 = 0x1004,
1936 CARD_NVIDIA_GEFORCE_GTX780TI = 0x100a,
1937 CARD_NVIDIA_GEFORCE_GTXTITAN = 0x1005,
1938 CARD_NVIDIA_GEFORCE_GTXTITANB = 0x100c,
1939 CARD_NVIDIA_GEFORCE_GTXTITANX = 0x17c2,
1940 CARD_NVIDIA_GEFORCE_GTXTITANZ = 0x1001,
1941 CARD_NVIDIA_GEFORCE_820M = 0x0fed,
1942 CARD_NVIDIA_GEFORCE_830M = 0x1340,
1943 CARD_NVIDIA_GEFORCE_840M = 0x1341,
1944 CARD_NVIDIA_GEFORCE_845M = 0x1344,
1945 CARD_NVIDIA_GEFORCE_GTX850M = 0x1391,
1946 CARD_NVIDIA_GEFORCE_GTX860M = 0x1392, /* Other PCI ID 0x119a */
1947 CARD_NVIDIA_GEFORCE_GTX870M = 0x1199,
1948 CARD_NVIDIA_GEFORCE_GTX880M = 0x1198,
1949 CARD_NVIDIA_GEFORCE_GTX950 = 0x1402,
1950 CARD_NVIDIA_GEFORCE_GTX950M = 0x139a,
1951 CARD_NVIDIA_GEFORCE_GTX960 = 0x1401,
1952 CARD_NVIDIA_GEFORCE_GTX960M = 0x139b,
1953 CARD_NVIDIA_GEFORCE_GTX970 = 0x13c2,
1954 CARD_NVIDIA_GEFORCE_GTX970M = 0x13d8,
1955 CARD_NVIDIA_GEFORCE_GTX980 = 0x13c0,
1956 CARD_NVIDIA_GEFORCE_GTX980TI = 0x17c8,
1957 CARD_NVIDIA_GEFORCE_GTX1060 = 0x1c03,
1958 CARD_NVIDIA_GEFORCE_GTX1070 = 0x1b81,
1959 CARD_NVIDIA_GEFORCE_GTX1080 = 0x1b80,
1961 CARD_VMWARE_SVGA3D = 0x0405,
1963 CARD_INTEL_830M = 0x3577,
1964 CARD_INTEL_855GM = 0x3582,
1965 CARD_INTEL_845G = 0x2562,
1966 CARD_INTEL_865G = 0x2572,
1967 CARD_INTEL_915G = 0x2582,
1968 CARD_INTEL_E7221G = 0x258a,
1969 CARD_INTEL_915GM = 0x2592,
1970 CARD_INTEL_945G = 0x2772,
1971 CARD_INTEL_945GM = 0x27a2,
1972 CARD_INTEL_945GME = 0x27ae,
1973 CARD_INTEL_Q35 = 0x29b2,
1974 CARD_INTEL_G33 = 0x29c2,
1975 CARD_INTEL_Q33 = 0x29d2,
1976 CARD_INTEL_PNVG = 0xa001,
1977 CARD_INTEL_PNVM = 0xa011,
1978 CARD_INTEL_965Q = 0x2992,
1979 CARD_INTEL_965G = 0x2982,
1980 CARD_INTEL_946GZ = 0x2972,
1981 CARD_INTEL_965GM = 0x2a02,
1982 CARD_INTEL_965GME = 0x2a12,
1983 CARD_INTEL_GM45 = 0x2a42,
1984 CARD_INTEL_IGD = 0x2e02,
1985 CARD_INTEL_Q45 = 0x2e12,
1986 CARD_INTEL_G45 = 0x2e22,
1987 CARD_INTEL_G41 = 0x2e32,
1988 CARD_INTEL_B43 = 0x2e92,
1989 CARD_INTEL_ILKD = 0x0042,
1990 CARD_INTEL_ILKM = 0x0046,
1991 CARD_INTEL_SNBD = 0x0122,
1992 CARD_INTEL_SNBM = 0x0126,
1993 CARD_INTEL_SNBS = 0x010a,
1994 CARD_INTEL_IVBD = 0x0162,
1995 CARD_INTEL_IVBM = 0x0166,
1996 CARD_INTEL_IVBS = 0x015a,
1997 CARD_INTEL_HWD = 0x0412,
1998 CARD_INTEL_HWM = 0x0416,
1999 CARD_INTEL_IG6100 = 0x162b,
2000 CARD_INTEL_IP6200 = 0x1622,
2001 CARD_INTEL_IPP6300 = 0x162a,
2002 CARD_INTEL_HD520 = 0x1916,
2003 CARD_INTEL_HD530_1 = 0x1912,
2004 CARD_INTEL_HD530_2 = 0x191b,
2005 CARD_INTEL_HD540 = 0x1926,
2006 CARD_INTEL_IPP580 = 0x193d,
2009 struct wined3d_fbo_ops
2011 GLboolean (WINE_GLAPI *glIsRenderbuffer)(GLuint renderbuffer);
2012 void (WINE_GLAPI *glBindRenderbuffer)(GLenum target, GLuint renderbuffer);
2013 void (WINE_GLAPI *glDeleteRenderbuffers)(GLsizei n, const GLuint *renderbuffers);
2014 void (WINE_GLAPI *glGenRenderbuffers)(GLsizei n, GLuint *renderbuffers);
2015 void (WINE_GLAPI *glRenderbufferStorage)(GLenum target, GLenum internalformat,
2016 GLsizei width, GLsizei height);
2017 void (WINE_GLAPI *glRenderbufferStorageMultisample)(GLenum target, GLsizei samples,
2018 GLenum internalformat, GLsizei width, GLsizei height);
2019 void (WINE_GLAPI *glGetRenderbufferParameteriv)(GLenum target, GLenum pname, GLint *params);
2020 GLboolean (WINE_GLAPI *glIsFramebuffer)(GLuint framebuffer);
2021 void (WINE_GLAPI *glBindFramebuffer)(GLenum target, GLuint framebuffer);
2022 void (WINE_GLAPI *glDeleteFramebuffers)(GLsizei n, const GLuint *framebuffers);
2023 void (WINE_GLAPI *glGenFramebuffers)(GLsizei n, GLuint *framebuffers);
2024 GLenum (WINE_GLAPI *glCheckFramebufferStatus)(GLenum target);
2025 void (WINE_GLAPI *glFramebufferTexture1D)(GLenum target, GLenum attachment,
2026 GLenum textarget, GLuint texture, GLint level);
2027 void (WINE_GLAPI *glFramebufferTexture2D)(GLenum target, GLenum attachment,
2028 GLenum textarget, GLuint texture, GLint level);
2029 void (WINE_GLAPI *glFramebufferTexture3D)(GLenum target, GLenum attachment,
2030 GLenum textarget, GLuint texture, GLint level, GLint layer);
2031 void (WINE_GLAPI *glFramebufferTextureLayer)(GLenum target, GLenum attachment,
2032 GLuint texture, GLint level, GLint layer);
2033 void (WINE_GLAPI *glFramebufferRenderbuffer)(GLenum target, GLenum attachment,
2034 GLenum renderbuffertarget, GLuint renderbuffer);
2035 void (WINE_GLAPI *glGetFramebufferAttachmentParameteriv)(GLenum target, GLenum attachment,
2036 GLenum pname, GLint *params);
2037 void (WINE_GLAPI *glBlitFramebuffer)(GLint srcX0, GLint srcY0, GLint srcX1, GLint srcY1,
2038 GLint dstX0, GLint dstY0, GLint dstX1, GLint dstY1, GLbitfield mask, GLenum filter);
2039 void (WINE_GLAPI *glGenerateMipmap)(GLenum target);
2042 struct wined3d_gl_limits
2044 UINT buffers;
2045 UINT lights;
2046 UINT textures;
2047 UINT texture_coords;
2048 unsigned int vertex_uniform_blocks;
2049 unsigned int geometry_uniform_blocks;
2050 unsigned int fragment_uniform_blocks;
2051 UINT fragment_samplers;
2052 UINT vertex_samplers;
2053 UINT combined_samplers;
2054 UINT general_combiners;
2055 UINT clipplanes;
2056 UINT texture_size;
2057 UINT texture3d_size;
2058 float pointsize_max;
2059 float pointsize_min;
2060 UINT blends;
2061 UINT anisotropy;
2062 float shininess;
2063 UINT samples;
2064 UINT vertex_attribs;
2066 UINT glsl_varyings;
2067 UINT glsl_vs_float_constants;
2068 UINT glsl_ps_float_constants;
2070 UINT arb_vs_float_constants;
2071 UINT arb_vs_native_constants;
2072 UINT arb_vs_instructions;
2073 UINT arb_vs_temps;
2074 UINT arb_ps_float_constants;
2075 UINT arb_ps_local_constants;
2076 UINT arb_ps_native_constants;
2077 UINT arb_ps_instructions;
2078 UINT arb_ps_temps;
2081 void wined3d_gl_limits_get_uniform_block_range(const struct wined3d_gl_limits *gl_limits,
2082 enum wined3d_shader_type shader_type, unsigned int *base, unsigned int *count) DECLSPEC_HIDDEN;
2084 struct wined3d_gl_info
2086 DWORD selected_gl_version;
2087 DWORD glsl_version;
2088 struct wined3d_gl_limits limits;
2089 DWORD reserved_glsl_constants, reserved_arb_constants;
2090 DWORD quirks;
2091 BOOL supported[WINED3D_GL_EXT_COUNT];
2092 GLint wrap_lookup[WINED3D_TADDRESS_MIRROR_ONCE - WINED3D_TADDRESS_WRAP + 1];
2093 float fixed_polyoffset_scale, float_polyoffset_scale;
2095 HGLRC (WINAPI *p_wglCreateContextAttribsARB)(HDC dc, HGLRC share, const GLint *attribs);
2096 struct opengl_funcs gl_ops;
2097 struct wined3d_fbo_ops fbo_ops;
2099 struct wined3d_format *formats;
2100 unsigned int format_count;
2103 struct wined3d_driver_info
2105 enum wined3d_pci_vendor vendor;
2106 enum wined3d_pci_device device;
2107 const char *name;
2108 const char *description;
2109 UINT64 vram_bytes;
2110 DWORD version_high;
2111 DWORD version_low;
2114 struct wined3d_d3d_limits
2116 unsigned int vs_version, hs_version, ds_version, gs_version, ps_version, cs_version;
2117 DWORD vs_uniform_count;
2118 DWORD ps_uniform_count;
2119 UINT varying_count;
2120 UINT ffp_textures;
2121 UINT ffp_blend_stages;
2122 UINT ffp_vertex_blend_matrices;
2125 typedef void (WINE_GLAPI *wined3d_ffp_attrib_func)(const void *data);
2126 typedef void (WINE_GLAPI *wined3d_ffp_texcoord_func)(GLenum unit, const void *data);
2127 typedef void (WINE_GLAPI *wined3d_generic_attrib_func)(GLuint idx, const void *data);
2128 extern wined3d_ffp_attrib_func specular_func_3ubv DECLSPEC_HIDDEN;
2130 struct wined3d_ffp_attrib_ops
2132 wined3d_ffp_attrib_func position[WINED3D_FFP_EMIT_COUNT];
2133 wined3d_ffp_attrib_func diffuse[WINED3D_FFP_EMIT_COUNT];
2134 wined3d_ffp_attrib_func specular[WINED3D_FFP_EMIT_COUNT];
2135 wined3d_ffp_attrib_func normal[WINED3D_FFP_EMIT_COUNT];
2136 wined3d_ffp_texcoord_func texcoord[WINED3D_FFP_EMIT_COUNT];
2137 wined3d_generic_attrib_func generic[WINED3D_FFP_EMIT_COUNT];
2140 struct wined3d_d3d_info
2142 struct wined3d_d3d_limits limits;
2143 struct wined3d_ffp_attrib_ops ffp_attrib_ops;
2144 BOOL xyzrhw;
2145 BOOL emulated_flatshading;
2146 BOOL ffp_generic_attributes;
2147 BOOL vs_clipping;
2148 BOOL shader_color_key;
2149 DWORD valid_rt_mask;
2150 DWORD wined3d_creation_flags;
2153 /* The adapter structure */
2154 struct wined3d_adapter
2156 UINT ordinal;
2157 POINT monitor_position;
2158 enum wined3d_format_id screen_format;
2160 struct wined3d_gl_info gl_info;
2161 struct wined3d_d3d_info d3d_info;
2162 struct wined3d_driver_info driver_info;
2163 WCHAR DeviceName[CCHDEVICENAME]; /* DeviceName for use with e.g. ChangeDisplaySettings */
2164 unsigned int cfg_count;
2165 struct wined3d_pixel_format *cfgs;
2166 UINT64 vram_bytes;
2167 UINT64 vram_bytes_used;
2168 LUID luid;
2170 const struct wined3d_vertex_pipe_ops *vertex_pipe;
2171 const struct fragment_pipeline *fragment_pipe;
2172 const struct wined3d_shader_backend_ops *shader_backend;
2173 const struct blit_shader *blitter;
2176 struct wined3d_caps_gl_ctx
2178 HDC dc;
2179 HWND wnd;
2180 HGLRC gl_ctx;
2181 HDC restore_dc;
2182 HGLRC restore_gl_ctx;
2184 const struct wined3d_gl_info *gl_info;
2185 GLuint test_vbo;
2186 GLuint test_program_id;
2189 float wined3d_adapter_find_polyoffset_scale(struct wined3d_caps_gl_ctx *ctx, GLenum format) DECLSPEC_HIDDEN;
2190 BOOL wined3d_adapter_init_format_info(struct wined3d_adapter *adapter,
2191 struct wined3d_caps_gl_ctx *ctx) DECLSPEC_HIDDEN;
2192 UINT64 adapter_adjust_memory(struct wined3d_adapter *adapter, INT64 amount) DECLSPEC_HIDDEN;
2194 BOOL initPixelFormatsNoGL(struct wined3d_gl_info *gl_info) DECLSPEC_HIDDEN;
2195 void install_gl_compat_wrapper(struct wined3d_gl_info *gl_info, enum wined3d_gl_extension ext) DECLSPEC_HIDDEN;
2197 enum projection_types
2199 proj_none = 0,
2200 proj_count3 = 1,
2201 proj_count4 = 2
2204 enum dst_arg
2206 resultreg = 0,
2207 tempreg = 1
2210 /*****************************************************************************
2211 * Fixed function pipeline replacements
2213 #define ARG_UNUSED 0xff
2214 struct texture_stage_op
2216 unsigned cop : 8;
2217 unsigned carg1 : 8;
2218 unsigned carg2 : 8;
2219 unsigned carg0 : 8;
2221 unsigned aop : 8;
2222 unsigned aarg1 : 8;
2223 unsigned aarg2 : 8;
2224 unsigned aarg0 : 8;
2226 struct color_fixup_desc color_fixup;
2227 unsigned tex_type : 3;
2228 unsigned dst : 1;
2229 unsigned projected : 2;
2230 unsigned padding : 10;
2233 struct ffp_frag_settings
2235 struct texture_stage_op op[MAX_TEXTURES];
2236 enum wined3d_ffp_ps_fog_mode fog;
2237 unsigned char sRGB_write;
2238 unsigned char emul_clipplanes;
2239 unsigned char texcoords_initialized;
2240 unsigned char color_key_enabled : 1;
2241 unsigned char pointsprite : 1;
2242 unsigned char flatshading : 1;
2243 unsigned char alpha_test_func : 3;
2244 unsigned char padding : 2;
2247 struct ffp_frag_desc
2249 struct wine_rb_entry entry;
2250 struct ffp_frag_settings settings;
2253 int wined3d_ffp_frag_program_key_compare(const void *key, const struct wine_rb_entry *entry) DECLSPEC_HIDDEN;
2254 int wined3d_ffp_vertex_program_key_compare(const void *key, const struct wine_rb_entry *entry) DECLSPEC_HIDDEN;
2256 extern const struct wined3d_parent_ops wined3d_null_parent_ops DECLSPEC_HIDDEN;
2258 unsigned int wined3d_max_compat_varyings(const struct wined3d_gl_info *gl_info) DECLSPEC_HIDDEN;
2259 void gen_ffp_frag_op(const struct wined3d_context *context, const struct wined3d_state *state,
2260 struct ffp_frag_settings *settings, BOOL ignore_textype) DECLSPEC_HIDDEN;
2261 const struct ffp_frag_desc *find_ffp_frag_shader(const struct wine_rb_tree *fragment_shaders,
2262 const struct ffp_frag_settings *settings) DECLSPEC_HIDDEN;
2263 void add_ffp_frag_shader(struct wine_rb_tree *shaders, struct ffp_frag_desc *desc) DECLSPEC_HIDDEN;
2264 void wined3d_get_draw_rect(const struct wined3d_state *state, RECT *rect) DECLSPEC_HIDDEN;
2265 void wined3d_ftoa(float value, char *s) DECLSPEC_HIDDEN;
2267 extern const float wined3d_srgb_const0[] DECLSPEC_HIDDEN;
2268 extern const float wined3d_srgb_const1[] DECLSPEC_HIDDEN;
2270 enum wined3d_ffp_vs_fog_mode
2272 WINED3D_FFP_VS_FOG_OFF = 0,
2273 WINED3D_FFP_VS_FOG_FOGCOORD = 1,
2274 WINED3D_FFP_VS_FOG_DEPTH = 2,
2275 WINED3D_FFP_VS_FOG_RANGE = 3,
2278 #define WINED3D_FFP_TCI_SHIFT 16
2279 #define WINED3D_FFP_TCI_MASK 0xffu
2281 #define WINED3D_FFP_LIGHT_TYPE_SHIFT(idx) (3 * (idx))
2282 #define WINED3D_FFP_LIGHT_TYPE_MASK 0x7u
2284 struct wined3d_ffp_vs_settings
2286 DWORD light_type : 24; /* MAX_ACTIVE_LIGHTS, 8 * 3 */
2287 DWORD diffuse_source : 2;
2288 DWORD emissive_source : 2;
2289 DWORD ambient_source : 2;
2290 DWORD specular_source : 2;
2292 DWORD transformed : 1;
2293 DWORD vertexblends : 2;
2294 DWORD clipping : 1;
2295 DWORD normal : 1;
2296 DWORD normalize : 1;
2297 DWORD lighting : 1;
2298 DWORD localviewer : 1;
2299 DWORD point_size : 1;
2300 DWORD per_vertex_point_size : 1;
2301 DWORD fog_mode : 2;
2302 DWORD texcoords : 8; /* MAX_TEXTURES */
2303 DWORD ortho_fog : 1;
2304 DWORD flatshading : 1;
2305 DWORD padding : 10;
2307 DWORD texgen[MAX_TEXTURES];
2309 WORD swizzle_map; /* MAX_ATTRIBS, 16 */
2312 struct wined3d_ffp_vs_desc
2314 struct wine_rb_entry entry;
2315 struct wined3d_ffp_vs_settings settings;
2318 void wined3d_ffp_get_vs_settings(const struct wined3d_context *context,
2319 const struct wined3d_state *state, struct wined3d_ffp_vs_settings *settings) DECLSPEC_HIDDEN;
2321 struct wined3d
2323 LONG ref;
2324 DWORD flags;
2325 UINT adapter_count;
2326 struct wined3d_adapter adapters[1];
2329 HRESULT wined3d_init(struct wined3d *wined3d, DWORD flags) DECLSPEC_HIDDEN;
2330 BOOL wined3d_register_window(HWND window, struct wined3d_device *device) DECLSPEC_HIDDEN;
2331 void wined3d_unregister_window(HWND window) DECLSPEC_HIDDEN;
2333 struct wined3d_rasterizer_state
2335 LONG refcount;
2336 struct wined3d_rasterizer_state_desc desc;
2338 struct wined3d_device *device;
2341 struct wined3d_stream_output
2343 struct wined3d_buffer *buffer;
2344 UINT offset;
2347 struct wined3d_stream_state
2349 struct wined3d_buffer *buffer;
2350 UINT offset;
2351 UINT stride;
2352 UINT frequency;
2353 UINT flags;
2356 #define WINED3D_STATE_NO_REF 0x00000001
2357 #define WINED3D_STATE_INIT_DEFAULT 0x00000002
2359 struct wined3d_state
2361 DWORD flags;
2362 const struct wined3d_fb_state *fb;
2364 struct wined3d_vertex_declaration *vertex_declaration;
2365 struct wined3d_stream_output stream_output[MAX_STREAM_OUT];
2366 struct wined3d_stream_state streams[MAX_STREAMS + 1 /* tesselated pseudo-stream */];
2367 struct wined3d_buffer *index_buffer;
2368 enum wined3d_format_id index_format;
2369 unsigned int index_offset;
2370 int base_vertex_index;
2371 int load_base_vertex_index; /* Non-indexed drawing needs 0 here, indexed needs base_vertex_index. */
2372 GLenum gl_primitive_type;
2373 struct wined3d_query *predicate;
2374 BOOL predicate_value;
2376 struct wined3d_shader *shader[WINED3D_SHADER_TYPE_COUNT];
2377 struct wined3d_buffer *cb[WINED3D_SHADER_TYPE_COUNT][MAX_CONSTANT_BUFFERS];
2378 struct wined3d_sampler *sampler[WINED3D_SHADER_TYPE_COUNT][MAX_SAMPLER_OBJECTS];
2379 struct wined3d_shader_resource_view *shader_resource_view[WINED3D_SHADER_TYPE_COUNT][MAX_SHADER_RESOURCE_VIEWS];
2381 BOOL vs_consts_b[WINED3D_MAX_CONSTS_B];
2382 struct wined3d_ivec4 vs_consts_i[WINED3D_MAX_CONSTS_I];
2383 struct wined3d_vec4 vs_consts_f[WINED3D_MAX_VS_CONSTS_F];
2385 BOOL ps_consts_b[WINED3D_MAX_CONSTS_B];
2386 struct wined3d_ivec4 ps_consts_i[WINED3D_MAX_CONSTS_I];
2387 struct wined3d_vec4 ps_consts_f[WINED3D_MAX_PS_CONSTS_F];
2389 struct wined3d_texture *textures[MAX_COMBINED_SAMPLERS];
2390 DWORD sampler_states[MAX_COMBINED_SAMPLERS][WINED3D_HIGHEST_SAMPLER_STATE + 1];
2391 DWORD texture_states[MAX_TEXTURES][WINED3D_HIGHEST_TEXTURE_STATE + 1];
2393 struct wined3d_matrix transforms[HIGHEST_TRANSFORMSTATE + 1];
2394 struct wined3d_vec4 clip_planes[MAX_CLIPPLANES];
2395 struct wined3d_material material;
2396 struct wined3d_viewport viewport;
2397 RECT scissor_rect;
2399 /* Light hashmap. Collisions are handled using linked lists. */
2400 #define LIGHTMAP_SIZE 43
2401 #define LIGHTMAP_HASHFUNC(x) ((x) % LIGHTMAP_SIZE)
2402 struct list light_map[LIGHTMAP_SIZE];
2403 const struct wined3d_light_info *lights[MAX_ACTIVE_LIGHTS];
2405 DWORD render_states[WINEHIGHEST_RENDER_STATE + 1];
2406 struct wined3d_rasterizer_state *rasterizer_state;
2409 #define WINED3D_UNMAPPED_STAGE ~0U
2411 /* Multithreaded flag. Removed from the public header to signal that
2412 * wined3d_device_create() ignores it. */
2413 #define WINED3DCREATE_MULTITHREADED 0x00000004
2415 struct wined3d_device
2417 LONG ref;
2419 /* WineD3D Information */
2420 struct wined3d_device_parent *device_parent;
2421 struct wined3d *wined3d;
2422 struct wined3d_adapter *adapter;
2424 /* Window styles to restore when switching fullscreen mode */
2425 LONG style;
2426 LONG exStyle;
2428 const struct wined3d_shader_backend_ops *shader_backend;
2429 void *shader_priv;
2430 void *fragment_priv;
2431 void *vertex_priv;
2432 void *blit_priv;
2433 struct StateEntry StateTable[STATE_HIGHEST + 1];
2434 /* Array of functions for states which are handled by more than one pipeline part */
2435 APPLYSTATEFUNC *multistate_funcs[STATE_HIGHEST + 1];
2436 const struct blit_shader *blitter;
2438 BYTE vertexBlendUsed : 1; /* To avoid needless setting of the blend matrices */
2439 BYTE bCursorVisible : 1;
2440 BYTE d3d_initialized : 1;
2441 BYTE inScene : 1; /* A flag to check for proper BeginScene / EndScene call pairs */
2442 BYTE softwareVertexProcessing : 1; /* process vertex shaders using software or hardware */
2443 BYTE filter_messages : 1;
2444 BYTE padding : 2;
2446 unsigned char surface_alignment; /* Line Alignment of surfaces */
2448 WORD padding2 : 16;
2450 struct wined3d_state state;
2451 struct wined3d_state *update_state;
2452 struct wined3d_stateblock *recording;
2454 /* Internal use fields */
2455 struct wined3d_device_creation_parameters create_parms;
2456 HWND focus_window;
2458 struct wined3d_rendertarget_view *back_buffer_view;
2459 struct wined3d_swapchain **swapchains;
2460 UINT swapchain_count;
2462 struct list resources; /* a linked list to track resources created by the device */
2463 struct list shaders; /* a linked list to track shaders (pixel and vertex) */
2464 struct wine_rb_tree samplers;
2466 /* Render Target Support */
2467 struct wined3d_fb_state fb;
2468 struct wined3d_surface *onscreen_depth_stencil;
2469 struct wined3d_rendertarget_view *auto_depth_stencil_view;
2471 /* For rendering to a texture using glCopyTexImage */
2472 GLuint depth_blt_texture;
2474 /* Cursor management */
2475 UINT xHotSpot;
2476 UINT yHotSpot;
2477 UINT xScreenSpace;
2478 UINT yScreenSpace;
2479 UINT cursorWidth, cursorHeight;
2480 struct wined3d_texture *cursor_texture;
2481 HCURSOR hardwareCursor;
2483 /* The Wine logo texture */
2484 struct wined3d_texture *logo_texture;
2486 /* Textures for when no other textures are mapped */
2487 GLuint dummy_texture_2d[MAX_COMBINED_SAMPLERS];
2488 GLuint dummy_texture_rect[MAX_COMBINED_SAMPLERS];
2489 GLuint dummy_texture_3d[MAX_COMBINED_SAMPLERS];
2490 GLuint dummy_texture_cube[MAX_COMBINED_SAMPLERS];
2491 GLuint dummy_texture_2d_array[MAX_COMBINED_SAMPLERS];
2493 /* Default sampler used to emulate the direct resource access without using wined3d_sampler */
2494 GLuint default_sampler;
2495 GLuint null_sampler;
2497 /* Command stream */
2498 struct wined3d_cs *cs;
2500 /* Context management */
2501 struct wined3d_context **contexts;
2502 UINT context_count;
2505 void device_clear_render_targets(struct wined3d_device *device, UINT rt_count, const struct wined3d_fb_state *fb,
2506 UINT rect_count, const RECT *rects, const RECT *draw_rect, DWORD flags,
2507 const struct wined3d_color *color, float depth, DWORD stencil) DECLSPEC_HIDDEN;
2508 BOOL device_context_add(struct wined3d_device *device, struct wined3d_context *context) DECLSPEC_HIDDEN;
2509 void device_context_remove(struct wined3d_device *device, struct wined3d_context *context) DECLSPEC_HIDDEN;
2510 HRESULT device_init(struct wined3d_device *device, struct wined3d *wined3d,
2511 UINT adapter_idx, enum wined3d_device_type device_type, HWND focus_window, DWORD flags,
2512 BYTE surface_alignment, struct wined3d_device_parent *device_parent) DECLSPEC_HIDDEN;
2513 LRESULT device_process_message(struct wined3d_device *device, HWND window, BOOL unicode,
2514 UINT message, WPARAM wparam, LPARAM lparam, WNDPROC proc) DECLSPEC_HIDDEN;
2515 void device_resource_add(struct wined3d_device *device, struct wined3d_resource *resource) DECLSPEC_HIDDEN;
2516 void device_resource_released(struct wined3d_device *device, struct wined3d_resource *resource) DECLSPEC_HIDDEN;
2517 void device_switch_onscreen_ds(struct wined3d_device *device, struct wined3d_context *context,
2518 struct wined3d_surface *depth_stencil) DECLSPEC_HIDDEN;
2519 void device_invalidate_state(const struct wined3d_device *device, DWORD state) DECLSPEC_HIDDEN;
2521 static inline BOOL isStateDirty(const struct wined3d_context *context, DWORD state)
2523 DWORD idx = state / (sizeof(*context->isStateDirty) * CHAR_BIT);
2524 BYTE shift = state & ((sizeof(*context->isStateDirty) * CHAR_BIT) - 1);
2525 return context->isStateDirty[idx] & (1u << shift);
2528 #define WINED3D_RESOURCE_ACCESS_GPU 0x1
2529 #define WINED3D_RESOURCE_ACCESS_CPU 0x2
2531 struct wined3d_resource_ops
2533 ULONG (*resource_incref)(struct wined3d_resource *resource);
2534 ULONG (*resource_decref)(struct wined3d_resource *resource);
2535 void (*resource_preload)(struct wined3d_resource *resource);
2536 void (*resource_unload)(struct wined3d_resource *resource);
2537 HRESULT (*resource_sub_resource_map)(struct wined3d_resource *resource, unsigned int sub_resource_idx,
2538 struct wined3d_map_desc *map_desc, const struct wined3d_box *box, DWORD flags);
2539 HRESULT (*resource_sub_resource_unmap)(struct wined3d_resource *resource, unsigned int sub_resource_idx);
2542 struct wined3d_resource
2544 LONG ref;
2545 LONG bind_count;
2546 LONG map_count;
2547 struct wined3d_device *device;
2548 enum wined3d_resource_type type;
2549 enum wined3d_gl_resource_type gl_type;
2550 const struct wined3d_format *format;
2551 unsigned int format_flags;
2552 enum wined3d_multisample_type multisample_type;
2553 UINT multisample_quality;
2554 DWORD usage;
2555 enum wined3d_pool pool;
2556 DWORD access_flags;
2557 DWORD draw_binding;
2558 DWORD map_binding;
2559 UINT width;
2560 UINT height;
2561 UINT depth;
2562 UINT size;
2563 DWORD priority;
2564 void *heap_memory;
2565 struct list resource_list_entry;
2566 LONG access_count;
2568 void *parent;
2569 const struct wined3d_parent_ops *parent_ops;
2570 const struct wined3d_resource_ops *resource_ops;
2573 static inline ULONG wined3d_resource_incref(struct wined3d_resource *resource)
2575 return resource->resource_ops->resource_incref(resource);
2578 static inline ULONG wined3d_resource_decref(struct wined3d_resource *resource)
2580 return resource->resource_ops->resource_decref(resource);
2583 static inline void wined3d_resource_acquire(struct wined3d_resource *resource)
2585 InterlockedIncrement(&resource->access_count);
2588 static inline void wined3d_resource_release(struct wined3d_resource *resource)
2590 InterlockedDecrement(&resource->access_count);
2593 static inline void wined3d_resource_wait_idle(struct wined3d_resource *resource)
2595 while (InterlockedCompareExchange(&resource->access_count, 0, 0));
2598 void resource_cleanup(struct wined3d_resource *resource) DECLSPEC_HIDDEN;
2599 HRESULT resource_init(struct wined3d_resource *resource, struct wined3d_device *device,
2600 enum wined3d_resource_type type, const struct wined3d_format *format,
2601 enum wined3d_multisample_type multisample_type, UINT multisample_quality,
2602 DWORD usage, enum wined3d_pool pool, UINT width, UINT height, UINT depth, UINT size,
2603 void *parent, const struct wined3d_parent_ops *parent_ops,
2604 const struct wined3d_resource_ops *resource_ops) DECLSPEC_HIDDEN;
2605 void resource_unload(struct wined3d_resource *resource) DECLSPEC_HIDDEN;
2606 BOOL wined3d_resource_allocate_sysmem(struct wined3d_resource *resource) DECLSPEC_HIDDEN;
2607 void wined3d_resource_free_sysmem(struct wined3d_resource *resource) DECLSPEC_HIDDEN;
2608 GLbitfield wined3d_resource_gl_map_flags(DWORD d3d_flags) DECLSPEC_HIDDEN;
2609 GLenum wined3d_resource_gl_legacy_map_flags(DWORD d3d_flags) DECLSPEC_HIDDEN;
2610 BOOL wined3d_resource_is_offscreen(struct wined3d_resource *resource) DECLSPEC_HIDDEN;
2611 void wined3d_resource_update_draw_binding(struct wined3d_resource *resource) DECLSPEC_HIDDEN;
2613 /* Tests show that the start address of resources is 32 byte aligned */
2614 #define RESOURCE_ALIGNMENT 16
2616 struct gl_texture
2618 struct wined3d_sampler_desc sampler_desc;
2619 unsigned int base_level;
2620 GLuint name;
2623 struct wined3d_texture_ops
2625 void (*texture_upload_data)(struct wined3d_texture *texture, unsigned int sub_resource_idx,
2626 const struct wined3d_context *context, const struct wined3d_const_bo_address *data,
2627 unsigned int row_pitch, unsigned int slice_pitch);
2628 BOOL (*texture_load_location)(struct wined3d_texture *texture, unsigned int sub_resource_idx,
2629 struct wined3d_context *context, DWORD location);
2630 void (*texture_prepare_texture)(struct wined3d_texture *texture,
2631 struct wined3d_context *context, BOOL srgb);
2632 void (*texture_cleanup_sub_resources)(struct wined3d_texture *texture);
2635 #define WINED3D_TEXTURE_COND_NP2 0x00000001
2636 #define WINED3D_TEXTURE_COND_NP2_EMULATED 0x00000002
2637 #define WINED3D_TEXTURE_POW2_MAT_IDENT 0x00000004
2638 #define WINED3D_TEXTURE_IS_SRGB 0x00000008
2639 #define WINED3D_TEXTURE_RGB_ALLOCATED 0x00000010
2640 #define WINED3D_TEXTURE_RGB_VALID 0x00000020
2641 #define WINED3D_TEXTURE_SRGB_ALLOCATED 0x00000040
2642 #define WINED3D_TEXTURE_SRGB_VALID 0x00000080
2643 #define WINED3D_TEXTURE_CONVERTED 0x00000100
2644 #define WINED3D_TEXTURE_PIN_SYSMEM 0x00000200
2645 #define WINED3D_TEXTURE_NORMALIZED_COORDS 0x00000400
2646 #define WINED3D_TEXTURE_GET_DC_LENIENT 0x00000800
2647 #define WINED3D_TEXTURE_DC_IN_USE 0x00001000
2648 #define WINED3D_TEXTURE_DISCARD 0x00002000
2649 #define WINED3D_TEXTURE_GET_DC 0x00004000
2651 #define WINED3D_TEXTURE_ASYNC_COLOR_KEY 0x00000001
2653 struct wined3d_texture
2655 struct wined3d_resource resource;
2656 const struct wined3d_texture_ops *texture_ops;
2657 struct gl_texture texture_rgb, texture_srgb;
2658 struct wined3d_swapchain *swapchain;
2659 unsigned int pow2_width;
2660 unsigned int pow2_height;
2661 UINT layer_count;
2662 UINT level_count;
2663 unsigned int download_count;
2664 unsigned int sysmem_count;
2665 float pow2_matrix[16];
2666 UINT lod;
2667 enum wined3d_texture_filter_type filter_type;
2668 DWORD sampler;
2669 DWORD flags;
2670 GLenum target;
2671 DWORD update_map_binding;
2673 GLuint rb_multisample;
2674 GLuint rb_resolved;
2676 void *user_memory;
2677 unsigned int row_pitch;
2678 unsigned int slice_pitch;
2680 /* May only be accessed from the command stream worker thread. */
2681 struct wined3d_texture_async
2683 DWORD flags;
2685 /* Color keys for DDraw */
2686 struct wined3d_color_key dst_blt_color_key;
2687 struct wined3d_color_key src_blt_color_key;
2688 struct wined3d_color_key dst_overlay_color_key;
2689 struct wined3d_color_key src_overlay_color_key;
2690 struct wined3d_color_key gl_color_key;
2691 DWORD color_key_flags;
2692 } async;
2694 struct wined3d_texture_sub_resource
2696 void *parent;
2697 const struct wined3d_parent_ops *parent_ops;
2699 union
2701 struct wined3d_surface *surface;
2702 } u;
2703 unsigned int offset;
2704 unsigned int size;
2706 unsigned int map_count;
2707 DWORD locations;
2708 GLuint buffer_object;
2709 } sub_resources[1];
2712 static inline struct wined3d_texture *texture_from_resource(struct wined3d_resource *resource)
2714 return CONTAINING_RECORD(resource, struct wined3d_texture, resource);
2717 static inline struct gl_texture *wined3d_texture_get_gl_texture(struct wined3d_texture *texture,
2718 BOOL srgb)
2720 return srgb ? &texture->texture_srgb : &texture->texture_rgb;
2723 static inline unsigned int wined3d_texture_get_level_width(const struct wined3d_texture *texture,
2724 unsigned int level)
2726 return max(1, texture->resource.width >> level);
2729 static inline unsigned int wined3d_texture_get_level_height(const struct wined3d_texture *texture,
2730 unsigned int level)
2732 return max(1, texture->resource.height >> level);
2735 static inline unsigned int wined3d_texture_get_level_depth(const struct wined3d_texture *texture,
2736 unsigned int level)
2738 return max(1, texture->resource.depth >> level);
2741 static inline unsigned int wined3d_texture_get_level_pow2_width(const struct wined3d_texture *texture,
2742 unsigned int level)
2744 return max(1, texture->pow2_width >> level);
2747 static inline unsigned int wined3d_texture_get_level_pow2_height(const struct wined3d_texture *texture,
2748 unsigned int level)
2750 return max(1, texture->pow2_height >> level);
2753 void wined3d_texture_apply_sampler_desc(struct wined3d_texture *texture,
2754 const struct wined3d_sampler_desc *sampler_desc, const struct wined3d_context *context) DECLSPEC_HIDDEN;
2755 void wined3d_texture_bind(struct wined3d_texture *texture,
2756 struct wined3d_context *context, BOOL srgb) DECLSPEC_HIDDEN;
2757 void wined3d_texture_bind_and_dirtify(struct wined3d_texture *texture,
2758 struct wined3d_context *context, BOOL srgb) DECLSPEC_HIDDEN;
2759 BOOL wined3d_texture_check_block_align(const struct wined3d_texture *texture,
2760 unsigned int level, const struct wined3d_box *box) DECLSPEC_HIDDEN;
2761 GLenum wined3d_texture_get_gl_buffer(const struct wined3d_texture *texture) DECLSPEC_HIDDEN;
2762 void wined3d_texture_get_memory(struct wined3d_texture *texture, unsigned int sub_resource_idx,
2763 struct wined3d_bo_address *data, DWORD locations) DECLSPEC_HIDDEN;
2764 struct wined3d_texture_sub_resource *wined3d_texture_get_sub_resource(struct wined3d_texture *texture,
2765 unsigned int sub_resource_idx) DECLSPEC_HIDDEN;
2766 void wined3d_texture_invalidate_location(struct wined3d_texture *texture,
2767 unsigned int sub_resource_idx, DWORD location) DECLSPEC_HIDDEN;
2768 void wined3d_texture_load(struct wined3d_texture *texture,
2769 struct wined3d_context *context, BOOL srgb) DECLSPEC_HIDDEN;
2770 BOOL wined3d_texture_load_location(struct wined3d_texture *texture,
2771 unsigned int sub_resource_idx, struct wined3d_context *context, DWORD location) DECLSPEC_HIDDEN;
2772 void *wined3d_texture_map_bo_address(const struct wined3d_bo_address *data, size_t size,
2773 const struct wined3d_gl_info *gl_info, GLenum binding, DWORD flags) DECLSPEC_HIDDEN;
2774 BOOL wined3d_texture_prepare_location(struct wined3d_texture *texture, unsigned int sub_resource_idx,
2775 struct wined3d_context *context, DWORD location) DECLSPEC_HIDDEN;
2776 void wined3d_texture_prepare_texture(struct wined3d_texture *texture,
2777 struct wined3d_context *context, BOOL srgb) DECLSPEC_HIDDEN;
2778 void wined3d_texture_set_map_binding(struct wined3d_texture *texture, DWORD map_binding) DECLSPEC_HIDDEN;
2779 void wined3d_texture_set_swapchain(struct wined3d_texture *texture,
2780 struct wined3d_swapchain *swapchain) DECLSPEC_HIDDEN;
2781 void wined3d_texture_unmap_bo_address(const struct wined3d_bo_address *data,
2782 const struct wined3d_gl_info *gl_info, GLenum binding) DECLSPEC_HIDDEN;
2783 void wined3d_texture_upload_data(struct wined3d_texture *texture, unsigned int sub_resource_idx,
2784 const struct wined3d_context *context, const struct wined3d_const_bo_address *data,
2785 unsigned int row_pitch, unsigned int slice_pitch) DECLSPEC_HIDDEN;
2786 void wined3d_texture_validate_location(struct wined3d_texture *texture,
2787 unsigned int sub_resource_idx, DWORD location) DECLSPEC_HIDDEN;
2789 #define WINED3D_LOCATION_DISCARDED 0x00000001
2790 #define WINED3D_LOCATION_SYSMEM 0x00000002
2791 #define WINED3D_LOCATION_USER_MEMORY 0x00000004
2792 #define WINED3D_LOCATION_BUFFER 0x00000008
2793 #define WINED3D_LOCATION_TEXTURE_RGB 0x00000010
2794 #define WINED3D_LOCATION_TEXTURE_SRGB 0x00000020
2795 #define WINED3D_LOCATION_DRAWABLE 0x00000040
2796 #define WINED3D_LOCATION_RB_MULTISAMPLE 0x00000080
2797 #define WINED3D_LOCATION_RB_RESOLVED 0x00000100
2799 const char *wined3d_debug_location(DWORD location) DECLSPEC_HIDDEN;
2801 struct wined3d_renderbuffer_entry
2803 struct list entry;
2804 GLuint id;
2805 UINT width;
2806 UINT height;
2809 struct wined3d_fbo_resource
2811 GLuint object;
2812 GLenum target;
2813 GLuint level, layer;
2816 #define WINED3D_FBO_ENTRY_FLAG_ATTACHED 0x1
2817 #define WINED3D_FBO_ENTRY_FLAG_DEPTH 0x2
2818 #define WINED3D_FBO_ENTRY_FLAG_STENCIL 0x4
2820 struct fbo_entry
2822 struct list entry;
2823 DWORD flags;
2824 DWORD rt_mask;
2825 GLuint id;
2826 struct wined3d_fbo_entry_key
2828 DWORD rb_namespace;
2829 struct wined3d_fbo_resource objects[1];
2830 } key;
2833 struct wined3d_surface
2835 struct wined3d_texture *container;
2837 GLenum texture_target;
2838 unsigned int texture_level;
2839 unsigned int texture_layer;
2841 /* For GetDC */
2842 HBITMAP bitmap;
2843 HDC dc;
2845 struct list renderbuffers;
2846 const struct wined3d_renderbuffer_entry *current_renderbuffer;
2847 SIZE ds_current_size;
2849 /* DirectDraw Overlay handling */
2850 RECT overlay_srcrect;
2851 RECT overlay_destrect;
2852 struct wined3d_surface *overlay_dest;
2853 struct list overlays;
2854 struct list overlay_entry;
2857 static inline BOOL needs_separate_srgb_gl_texture(const struct wined3d_context *context)
2859 return !context->gl_info->supported[EXT_TEXTURE_SRGB_DECODE]
2860 && context->d3d_info->wined3d_creation_flags & WINED3D_SRGB_READ_WRITE_CONTROL;
2863 static inline unsigned int surface_get_sub_resource_idx(const struct wined3d_surface *surface)
2865 return surface->texture_layer * surface->container->level_count + surface->texture_level;
2868 static inline struct wined3d_texture_sub_resource *surface_get_sub_resource(struct wined3d_surface *surface)
2870 return &surface->container->sub_resources[surface_get_sub_resource_idx(surface)];
2873 static inline GLuint surface_get_texture_name(const struct wined3d_surface *surface,
2874 const struct wined3d_context *context, BOOL srgb)
2876 return srgb && needs_separate_srgb_gl_texture(context)
2877 ? surface->container->texture_srgb.name : surface->container->texture_rgb.name;
2880 HRESULT wined3d_surface_blt(struct wined3d_surface *dst_surface, const RECT *dst_rect,
2881 struct wined3d_surface *src_surface, const RECT *src_rect, DWORD flags,
2882 const struct wined3d_blt_fx *blt_fx, enum wined3d_texture_filter_type filter) DECLSPEC_HIDDEN;
2883 HRESULT surface_color_fill(struct wined3d_surface *s,
2884 const RECT *rect, const struct wined3d_color *color) DECLSPEC_HIDDEN;
2885 HRESULT wined3d_surface_create_dc(struct wined3d_surface *surface) DECLSPEC_HIDDEN;
2886 void wined3d_surface_destroy_dc(struct wined3d_surface *surface) DECLSPEC_HIDDEN;
2887 void surface_get_drawable_size(const struct wined3d_surface *surface, const struct wined3d_context *context,
2888 unsigned int *width, unsigned int *height) DECLSPEC_HIDDEN;
2889 void surface_load_fb_texture(struct wined3d_surface *surface, BOOL srgb,
2890 struct wined3d_context *context) DECLSPEC_HIDDEN;
2891 HRESULT surface_load_location(struct wined3d_surface *surface,
2892 struct wined3d_context *context, DWORD location) DECLSPEC_HIDDEN;
2893 void surface_modify_ds_location(struct wined3d_surface *surface, DWORD location, UINT w, UINT h) DECLSPEC_HIDDEN;
2894 void surface_set_compatible_renderbuffer(struct wined3d_surface *surface,
2895 const struct wined3d_surface *rt) DECLSPEC_HIDDEN;
2896 void surface_translate_drawable_coords(const struct wined3d_surface *surface, HWND window, RECT *rect) DECLSPEC_HIDDEN;
2897 HRESULT surface_upload_from_surface(struct wined3d_surface *dst_surface, const POINT *dst_point,
2898 struct wined3d_surface *src_surface, const RECT *src_rect) DECLSPEC_HIDDEN;
2899 void wined3d_surface_upload_data(struct wined3d_surface *surface, const struct wined3d_gl_info *gl_info,
2900 const struct wined3d_format *format, const RECT *src_rect, UINT src_pitch, const POINT *dst_point,
2901 BOOL srgb, const struct wined3d_const_bo_address *data) DECLSPEC_HIDDEN;
2903 void draw_textured_quad(const struct wined3d_surface *src_surface, struct wined3d_context *context,
2904 const RECT *src_rect, const RECT *dst_rect, enum wined3d_texture_filter_type filter) DECLSPEC_HIDDEN;
2906 struct wined3d_sampler
2908 struct wine_rb_entry entry;
2909 LONG refcount;
2910 struct wined3d_device *device;
2911 void *parent;
2912 struct wined3d_sampler_desc desc;
2913 GLuint name;
2916 struct wined3d_vertex_declaration_element
2918 const struct wined3d_format *format;
2919 BOOL ffp_valid;
2920 unsigned int input_slot;
2921 unsigned int offset;
2922 unsigned int output_slot;
2923 enum wined3d_input_classification input_slot_class;
2924 unsigned int instance_data_step_rate;
2925 BYTE method;
2926 BYTE usage;
2927 BYTE usage_idx;
2930 struct wined3d_vertex_declaration
2932 LONG ref;
2933 void *parent;
2934 const struct wined3d_parent_ops *parent_ops;
2935 struct wined3d_device *device;
2937 struct wined3d_vertex_declaration_element *elements;
2938 UINT element_count;
2940 BOOL position_transformed;
2941 BOOL half_float_conv_needed;
2944 struct wined3d_saved_states
2946 DWORD transform[(HIGHEST_TRANSFORMSTATE >> 5) + 1];
2947 WORD streamSource; /* MAX_STREAMS, 16 */
2948 WORD streamFreq; /* MAX_STREAMS, 16 */
2949 DWORD renderState[(WINEHIGHEST_RENDER_STATE >> 5) + 1];
2950 DWORD textureState[MAX_TEXTURES]; /* WINED3D_HIGHEST_TEXTURE_STATE + 1, 18 */
2951 WORD samplerState[MAX_COMBINED_SAMPLERS]; /* WINED3D_HIGHEST_SAMPLER_STATE + 1, 14 */
2952 DWORD clipplane; /* WINED3DMAXUSERCLIPPLANES, 32 */
2953 WORD pixelShaderConstantsB; /* WINED3D_MAX_CONSTS_B, 16 */
2954 WORD pixelShaderConstantsI; /* WINED3D_MAX_CONSTS_I, 16 */
2955 BOOL ps_consts_f[WINED3D_MAX_PS_CONSTS_F];
2956 WORD vertexShaderConstantsB; /* WINED3D_MAX_CONSTS_B, 16 */
2957 WORD vertexShaderConstantsI; /* WINED3D_MAX_CONSTS_I, 16 */
2958 BOOL vs_consts_f[WINED3D_MAX_VS_CONSTS_F];
2959 DWORD textures : 20; /* MAX_COMBINED_SAMPLERS, 20 */
2960 DWORD primitive_type : 1;
2961 DWORD indices : 1;
2962 DWORD material : 1;
2963 DWORD viewport : 1;
2964 DWORD vertexDecl : 1;
2965 DWORD pixelShader : 1;
2966 DWORD vertexShader : 1;
2967 DWORD scissorRect : 1;
2968 DWORD padding : 4;
2971 struct StageState {
2972 DWORD stage;
2973 DWORD state;
2976 struct wined3d_stateblock
2978 LONG ref; /* Note: Ref counting not required */
2979 struct wined3d_device *device;
2981 /* Array indicating whether things have been set or changed */
2982 struct wined3d_saved_states changed;
2983 struct wined3d_state state;
2985 /* Contained state management */
2986 DWORD contained_render_states[WINEHIGHEST_RENDER_STATE + 1];
2987 unsigned int num_contained_render_states;
2988 DWORD contained_transform_states[HIGHEST_TRANSFORMSTATE + 1];
2989 unsigned int num_contained_transform_states;
2990 DWORD contained_vs_consts_i[WINED3D_MAX_CONSTS_I];
2991 unsigned int num_contained_vs_consts_i;
2992 DWORD contained_vs_consts_b[WINED3D_MAX_CONSTS_B];
2993 unsigned int num_contained_vs_consts_b;
2994 DWORD contained_vs_consts_f[WINED3D_MAX_VS_CONSTS_F];
2995 unsigned int num_contained_vs_consts_f;
2996 DWORD contained_ps_consts_i[WINED3D_MAX_CONSTS_I];
2997 unsigned int num_contained_ps_consts_i;
2998 DWORD contained_ps_consts_b[WINED3D_MAX_CONSTS_B];
2999 unsigned int num_contained_ps_consts_b;
3000 DWORD contained_ps_consts_f[WINED3D_MAX_PS_CONSTS_F];
3001 unsigned int num_contained_ps_consts_f;
3002 struct StageState contained_tss_states[MAX_TEXTURES * (WINED3D_HIGHEST_TEXTURE_STATE + 1)];
3003 unsigned int num_contained_tss_states;
3004 struct StageState contained_sampler_states[MAX_COMBINED_SAMPLERS * WINED3D_HIGHEST_SAMPLER_STATE];
3005 unsigned int num_contained_sampler_states;
3008 void stateblock_init_contained_states(struct wined3d_stateblock *stateblock) DECLSPEC_HIDDEN;
3010 void state_cleanup(struct wined3d_state *state) DECLSPEC_HIDDEN;
3011 void state_init(struct wined3d_state *state, struct wined3d_fb_state *fb,
3012 const struct wined3d_gl_info *gl_info, const struct wined3d_d3d_info *d3d_info,
3013 DWORD flags) DECLSPEC_HIDDEN;
3014 void state_unbind_resources(struct wined3d_state *state) DECLSPEC_HIDDEN;
3016 enum wined3d_push_constants
3018 WINED3D_PUSH_CONSTANTS_VS_F,
3019 WINED3D_PUSH_CONSTANTS_PS_F,
3020 WINED3D_PUSH_CONSTANTS_VS_I,
3021 WINED3D_PUSH_CONSTANTS_PS_I,
3022 WINED3D_PUSH_CONSTANTS_VS_B,
3023 WINED3D_PUSH_CONSTANTS_PS_B,
3026 struct wined3d_cs_ops
3028 void *(*require_space)(struct wined3d_cs *cs, size_t size);
3029 void (*submit)(struct wined3d_cs *cs);
3030 void (*push_constants)(struct wined3d_cs *cs, enum wined3d_push_constants p,
3031 unsigned int start_idx, unsigned int count, const void *constants);
3034 struct wined3d_cs
3036 const struct wined3d_cs_ops *ops;
3037 struct wined3d_device *device;
3038 struct wined3d_fb_state fb;
3039 struct wined3d_state state;
3041 size_t data_size;
3042 void *data;
3045 struct wined3d_cs *wined3d_cs_create(struct wined3d_device *device) DECLSPEC_HIDDEN;
3046 void wined3d_cs_destroy(struct wined3d_cs *cs) DECLSPEC_HIDDEN;
3048 void wined3d_cs_emit_clear(struct wined3d_cs *cs, DWORD rect_count, const RECT *rects,
3049 DWORD flags, const struct wined3d_color *color, float depth, DWORD stencil) DECLSPEC_HIDDEN;
3050 void wined3d_cs_emit_destroy_object(struct wined3d_cs *cs,
3051 void (*callback)(void *object), void *object) DECLSPEC_HIDDEN;
3052 void wined3d_cs_emit_draw(struct wined3d_cs *cs, int base_vertex_idx, unsigned int start_idx, unsigned int index_count,
3053 unsigned int start_instance, unsigned int instance_count, BOOL indexed) DECLSPEC_HIDDEN;
3054 void wined3d_cs_emit_preload_resource(struct wined3d_cs *cs, struct wined3d_resource *resource) DECLSPEC_HIDDEN;
3055 void wined3d_cs_emit_present(struct wined3d_cs *cs, struct wined3d_swapchain *swapchain,
3056 const RECT *src_rect, const RECT *dst_rect, HWND dst_window_override, DWORD flags) DECLSPEC_HIDDEN;
3057 void wined3d_cs_emit_query_issue(struct wined3d_cs *cs, struct wined3d_query *query, DWORD flags) DECLSPEC_HIDDEN;
3058 void wined3d_cs_emit_reset_state(struct wined3d_cs *cs) DECLSPEC_HIDDEN;
3059 void wined3d_cs_emit_set_clip_plane(struct wined3d_cs *cs, UINT plane_idx,
3060 const struct wined3d_vec4 *plane) DECLSPEC_HIDDEN;
3061 void wined3d_cs_emit_set_color_key(struct wined3d_cs *cs, struct wined3d_texture *texture,
3062 WORD flags, const struct wined3d_color_key *color_key) DECLSPEC_HIDDEN;
3063 void wined3d_cs_emit_set_constant_buffer(struct wined3d_cs *cs, enum wined3d_shader_type type,
3064 UINT cb_idx, struct wined3d_buffer *buffer) DECLSPEC_HIDDEN;
3065 void wined3d_cs_emit_set_depth_stencil_view(struct wined3d_cs *cs,
3066 struct wined3d_rendertarget_view *view) DECLSPEC_HIDDEN;
3067 void wined3d_cs_emit_set_index_buffer(struct wined3d_cs *cs, struct wined3d_buffer *buffer,
3068 enum wined3d_format_id format_id, unsigned int offset) DECLSPEC_HIDDEN;
3069 void wined3d_cs_emit_set_material(struct wined3d_cs *cs, const struct wined3d_material *material) DECLSPEC_HIDDEN;
3070 void wined3d_cs_emit_set_predication(struct wined3d_cs *cs,
3071 struct wined3d_query *predicate, BOOL value) DECLSPEC_HIDDEN;
3072 void wined3d_cs_emit_set_rasterizer_state(struct wined3d_cs *cs,
3073 struct wined3d_rasterizer_state *rasterizer_state) DECLSPEC_HIDDEN;
3074 void wined3d_cs_emit_set_render_state(struct wined3d_cs *cs,
3075 enum wined3d_render_state state, DWORD value) DECLSPEC_HIDDEN;
3076 void wined3d_cs_emit_set_rendertarget_view(struct wined3d_cs *cs, unsigned int view_idx,
3077 struct wined3d_rendertarget_view *view) DECLSPEC_HIDDEN;
3078 void wined3d_cs_emit_set_shader_resource_view(struct wined3d_cs *cs, enum wined3d_shader_type type,
3079 UINT view_idx, struct wined3d_shader_resource_view *view) DECLSPEC_HIDDEN;
3080 void wined3d_cs_emit_set_sampler(struct wined3d_cs *cs, enum wined3d_shader_type type,
3081 UINT sampler_idx, struct wined3d_sampler *sampler) DECLSPEC_HIDDEN;
3082 void wined3d_cs_emit_set_sampler_state(struct wined3d_cs *cs, UINT sampler_idx,
3083 enum wined3d_sampler_state state, DWORD value) DECLSPEC_HIDDEN;
3084 void wined3d_cs_emit_set_scissor_rect(struct wined3d_cs *cs, const RECT *rect) DECLSPEC_HIDDEN;
3085 void wined3d_cs_emit_set_shader(struct wined3d_cs *cs, enum wined3d_shader_type type,
3086 struct wined3d_shader *shader) DECLSPEC_HIDDEN;
3087 void wined3d_cs_emit_set_stream_output(struct wined3d_cs *cs, UINT stream_idx,
3088 struct wined3d_buffer *buffer, UINT offset) DECLSPEC_HIDDEN;
3089 void wined3d_cs_emit_set_stream_source(struct wined3d_cs *cs, UINT stream_idx,
3090 struct wined3d_buffer *buffer, UINT offset, UINT stride) DECLSPEC_HIDDEN;
3091 void wined3d_cs_emit_set_stream_source_freq(struct wined3d_cs *cs, UINT stream_idx,
3092 UINT frequency, UINT flags) DECLSPEC_HIDDEN;
3093 void wined3d_cs_emit_set_texture(struct wined3d_cs *cs, UINT stage, struct wined3d_texture *texture) DECLSPEC_HIDDEN;
3094 void wined3d_cs_emit_set_texture_state(struct wined3d_cs *cs, UINT stage,
3095 enum wined3d_texture_stage_state state, DWORD value) DECLSPEC_HIDDEN;
3096 void wined3d_cs_emit_set_transform(struct wined3d_cs *cs, enum wined3d_transform_state state,
3097 const struct wined3d_matrix *matrix) DECLSPEC_HIDDEN;
3098 void wined3d_cs_emit_set_vertex_declaration(struct wined3d_cs *cs,
3099 struct wined3d_vertex_declaration *declaration) DECLSPEC_HIDDEN;
3100 void wined3d_cs_emit_set_viewport(struct wined3d_cs *cs, const struct wined3d_viewport *viewport) DECLSPEC_HIDDEN;
3101 void wined3d_cs_emit_unload_resource(struct wined3d_cs *cs, struct wined3d_resource *resource) DECLSPEC_HIDDEN;
3102 HRESULT wined3d_cs_map(struct wined3d_cs *cs, struct wined3d_resource *resource, unsigned int sub_resource_idx,
3103 struct wined3d_map_desc *map_desc, const struct wined3d_box *box, unsigned int flags) DECLSPEC_HIDDEN;
3104 HRESULT wined3d_cs_unmap(struct wined3d_cs *cs, struct wined3d_resource *resource,
3105 unsigned int sub_resource_idx) DECLSPEC_HIDDEN;
3107 static inline void wined3d_cs_push_constants(struct wined3d_cs *cs, enum wined3d_push_constants p,
3108 unsigned int start_idx, unsigned int count, const void *constants)
3110 cs->ops->push_constants(cs, p, start_idx, count, constants);
3113 /* TODO: Add tests and support for FLOAT16_4 POSITIONT, D3DCOLOR position, other
3114 * fixed function semantics as D3DCOLOR or FLOAT16 */
3115 enum wined3d_buffer_conversion_type
3117 CONV_NONE,
3118 CONV_D3DCOLOR,
3119 CONV_POSITIONT,
3122 struct wined3d_map_range
3124 UINT offset;
3125 UINT size;
3128 struct wined3d_buffer
3130 struct wined3d_resource resource;
3132 struct wined3d_buffer_desc desc;
3134 GLuint buffer_object;
3135 GLenum buffer_object_usage;
3136 GLenum buffer_type_hint;
3137 DWORD flags;
3138 void *map_ptr;
3140 struct wined3d_map_range *maps;
3141 ULONG maps_size, modified_areas;
3142 struct wined3d_event_query *query;
3144 /* conversion stuff */
3145 UINT decl_change_count, full_conversion_count;
3146 UINT draw_count;
3147 UINT stride; /* 0 if no conversion */
3148 UINT conversion_stride; /* 0 if no shifted conversion */
3149 enum wined3d_buffer_conversion_type *conversion_map; /* NULL if no conversion */
3152 static inline struct wined3d_buffer *buffer_from_resource(struct wined3d_resource *resource)
3154 return CONTAINING_RECORD(resource, struct wined3d_buffer, resource);
3157 void buffer_get_memory(struct wined3d_buffer *buffer, struct wined3d_context *context,
3158 struct wined3d_bo_address *data) DECLSPEC_HIDDEN;
3159 BYTE *buffer_get_sysmem(struct wined3d_buffer *buffer, struct wined3d_context *context) DECLSPEC_HIDDEN;
3160 void buffer_internal_preload(struct wined3d_buffer *buffer, struct wined3d_context *context,
3161 const struct wined3d_state *state) DECLSPEC_HIDDEN;
3162 void buffer_mark_used(struct wined3d_buffer *buffer) DECLSPEC_HIDDEN;
3163 HRESULT wined3d_buffer_copy(struct wined3d_buffer *dst_buffer, unsigned int dst_offset,
3164 struct wined3d_buffer *src_buffer, unsigned int src_offset, unsigned int size) DECLSPEC_HIDDEN;
3165 HRESULT wined3d_buffer_upload_data(struct wined3d_buffer *buffer,
3166 const struct wined3d_box *box, const void *data) DECLSPEC_HIDDEN;
3168 struct wined3d_rendertarget_view
3170 LONG refcount;
3172 struct wined3d_resource *resource;
3173 void *parent;
3174 const struct wined3d_parent_ops *parent_ops;
3176 const struct wined3d_format *format;
3177 unsigned int format_flags;
3178 unsigned int sub_resource_idx;
3179 unsigned int buffer_offset;
3181 unsigned int width;
3182 unsigned int height;
3183 unsigned int depth;
3186 static inline struct wined3d_surface *wined3d_rendertarget_view_get_surface(
3187 const struct wined3d_rendertarget_view *view)
3189 struct wined3d_texture *texture;
3191 if (!view || view->resource->type != WINED3D_RTYPE_TEXTURE_2D)
3192 return NULL;
3194 texture = texture_from_resource(view->resource);
3196 return texture->sub_resources[view->sub_resource_idx].u.surface;
3199 struct wined3d_shader_resource_view
3201 LONG refcount;
3203 struct wined3d_resource *resource;
3204 void *parent;
3205 const struct wined3d_parent_ops *parent_ops;
3207 GLenum target;
3208 GLuint object;
3211 void wined3d_shader_resource_view_bind(struct wined3d_shader_resource_view *view,
3212 struct wined3d_context *context) DECLSPEC_HIDDEN;
3214 struct wined3d_unordered_access_view
3216 LONG refcount;
3218 struct wined3d_resource *resource;
3219 void *parent;
3220 const struct wined3d_parent_ops *parent_ops;
3222 const struct wined3d_format *format;
3225 struct wined3d_swapchain_ops
3227 void (*swapchain_present)(struct wined3d_swapchain *swapchain,
3228 const RECT *src_rect, const RECT *dst_rect, DWORD flags);
3229 void (*swapchain_frontbuffer_updated)(struct wined3d_swapchain *swapchain);
3232 struct wined3d_swapchain
3234 LONG ref;
3235 void *parent;
3236 const struct wined3d_parent_ops *parent_ops;
3237 const struct wined3d_swapchain_ops *swapchain_ops;
3238 struct wined3d_device *device;
3240 struct wined3d_texture **back_buffers;
3241 struct wined3d_texture *front_buffer;
3242 struct wined3d_swapchain_desc desc;
3243 struct wined3d_display_mode original_mode, d3d_mode;
3244 RECT original_window_rect;
3245 struct wined3d_gamma_ramp orig_gamma;
3246 BOOL render_to_fbo, reapply_mode;
3247 const struct wined3d_format *ds_format;
3248 struct wined3d_palette *palette;
3249 RECT front_buffer_update;
3251 LONG prev_time, frames; /* Performance tracking */
3253 struct wined3d_context **context;
3254 unsigned int num_contexts;
3256 HWND win_handle;
3257 HWND device_window;
3259 HDC backup_dc;
3260 HWND backup_wnd;
3263 void wined3d_swapchain_activate(struct wined3d_swapchain *swapchain, BOOL activate) DECLSPEC_HIDDEN;
3264 struct wined3d_context *swapchain_get_context(struct wined3d_swapchain *swapchain) DECLSPEC_HIDDEN;
3265 void swapchain_destroy_contexts(struct wined3d_swapchain *swapchain) DECLSPEC_HIDDEN;
3266 HDC swapchain_get_backup_dc(struct wined3d_swapchain *swapchain) DECLSPEC_HIDDEN;
3267 void swapchain_update_draw_bindings(struct wined3d_swapchain *swapchain) DECLSPEC_HIDDEN;
3268 void swapchain_update_swap_interval(struct wined3d_swapchain *swapchain) DECLSPEC_HIDDEN;
3270 /*****************************************************************************
3271 * Utility function prototypes
3274 /* Trace routines */
3275 const char *debug_box(const struct wined3d_box *box) DECLSPEC_HIDDEN;
3276 const char *debug_color(const struct wined3d_color *color) DECLSPEC_HIDDEN;
3277 const char *debug_d3dshaderinstructionhandler(enum WINED3D_SHADER_INSTRUCTION_HANDLER handler_idx) DECLSPEC_HIDDEN;
3278 const char *debug_d3dformat(enum wined3d_format_id format_id) DECLSPEC_HIDDEN;
3279 const char *debug_d3ddevicetype(enum wined3d_device_type device_type) DECLSPEC_HIDDEN;
3280 const char *debug_d3dresourcetype(enum wined3d_resource_type resource_type) DECLSPEC_HIDDEN;
3281 const char *debug_d3dusage(DWORD usage) DECLSPEC_HIDDEN;
3282 const char *debug_d3dusagequery(DWORD usagequery) DECLSPEC_HIDDEN;
3283 const char *debug_d3ddeclmethod(enum wined3d_decl_method method) DECLSPEC_HIDDEN;
3284 const char *debug_d3ddeclusage(enum wined3d_decl_usage usage) DECLSPEC_HIDDEN;
3285 const char *debug_d3dinput_classification(enum wined3d_input_classification classification) DECLSPEC_HIDDEN;
3286 const char *debug_d3dprimitivetype(enum wined3d_primitive_type primitive_type) DECLSPEC_HIDDEN;
3287 const char *debug_d3drenderstate(enum wined3d_render_state state) DECLSPEC_HIDDEN;
3288 const char *debug_d3dsamplerstate(enum wined3d_sampler_state state) DECLSPEC_HIDDEN;
3289 const char *debug_d3dstate(DWORD state) DECLSPEC_HIDDEN;
3290 const char *debug_d3dtexturefiltertype(enum wined3d_texture_filter_type filter_type) DECLSPEC_HIDDEN;
3291 const char *debug_d3dtexturestate(enum wined3d_texture_stage_state state) DECLSPEC_HIDDEN;
3292 const char *debug_d3dtop(enum wined3d_texture_op d3dtop) DECLSPEC_HIDDEN;
3293 const char *debug_d3dtstype(enum wined3d_transform_state tstype) DECLSPEC_HIDDEN;
3294 const char *debug_d3dpool(enum wined3d_pool pool) DECLSPEC_HIDDEN;
3295 const char *debug_fboattachment(GLenum attachment) DECLSPEC_HIDDEN;
3296 const char *debug_fbostatus(GLenum status) DECLSPEC_HIDDEN;
3297 const char *debug_glerror(GLenum error) DECLSPEC_HIDDEN;
3298 const char *debug_ivec4(const struct wined3d_ivec4 *v) DECLSPEC_HIDDEN;
3299 const char *debug_shader_type(enum wined3d_shader_type shader_type) DECLSPEC_HIDDEN;
3300 const char *debug_vec4(const struct wined3d_vec4 *v) DECLSPEC_HIDDEN;
3301 void dump_color_fixup_desc(struct color_fixup_desc fixup) DECLSPEC_HIDDEN;
3303 BOOL is_invalid_op(const struct wined3d_state *state, int stage,
3304 enum wined3d_texture_op op, DWORD arg1, DWORD arg2, DWORD arg3) DECLSPEC_HIDDEN;
3305 void set_tex_op_nvrc(const struct wined3d_gl_info *gl_info, const struct wined3d_state *state,
3306 BOOL is_alpha, int stage, enum wined3d_texture_op op, DWORD arg1, DWORD arg2, DWORD arg3,
3307 INT texture_idx, DWORD dst) DECLSPEC_HIDDEN;
3308 void texture_activate_dimensions(const struct wined3d_texture *texture,
3309 const struct wined3d_gl_info *gl_info) DECLSPEC_HIDDEN;
3310 void sampler_texdim(struct wined3d_context *context,
3311 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
3312 void tex_alphaop(struct wined3d_context *context,
3313 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
3314 void apply_pixelshader(struct wined3d_context *context,
3315 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
3316 void state_alpha_test(struct wined3d_context *context,
3317 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
3318 void state_fogcolor(struct wined3d_context *context,
3319 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
3320 void state_fogdensity(struct wined3d_context *context,
3321 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
3322 void state_fogstartend(struct wined3d_context *context,
3323 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
3324 void state_fog_fragpart(struct wined3d_context *context,
3325 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
3326 void state_nop(struct wined3d_context *context,
3327 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
3328 void state_srgbwrite(struct wined3d_context *context,
3329 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
3331 void state_clipping(struct wined3d_context *context,
3332 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
3333 void clipplane(struct wined3d_context *context,
3334 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
3335 void state_pointsprite_w(struct wined3d_context *context,
3336 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
3337 void state_pointsprite(struct wined3d_context *context,
3338 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
3339 void state_shademode(struct wined3d_context *context,
3340 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
3342 GLenum gl_primitive_type_from_d3d(enum wined3d_primitive_type primitive_type) DECLSPEC_HIDDEN;
3344 /* Math utils */
3345 void multiply_matrix(struct wined3d_matrix *dest, const struct wined3d_matrix *src1,
3346 const struct wined3d_matrix *src2) DECLSPEC_HIDDEN;
3348 void wined3d_release_dc(HWND window, HDC dc) DECLSPEC_HIDDEN;
3350 struct wined3d_shader_lconst
3352 struct list entry;
3353 unsigned int idx;
3354 DWORD value[4];
3357 struct wined3d_shader_limits
3359 unsigned int sampler;
3360 unsigned int constant_int;
3361 unsigned int constant_float;
3362 unsigned int constant_bool;
3363 unsigned int packed_output;
3364 unsigned int packed_input;
3367 #ifdef __GNUC__
3368 #define PRINTF_ATTR(fmt,args) __attribute__((format (printf,fmt,args)))
3369 #else
3370 #define PRINTF_ATTR(fmt,args)
3371 #endif
3373 struct wined3d_string_buffer_list
3375 struct list list;
3378 struct wined3d_string_buffer *string_buffer_get(struct wined3d_string_buffer_list *list) DECLSPEC_HIDDEN;
3379 void string_buffer_sprintf(struct wined3d_string_buffer *buffer, const char *format, ...) PRINTF_ATTR(2, 3) DECLSPEC_HIDDEN;
3380 void string_buffer_release(struct wined3d_string_buffer_list *list, struct wined3d_string_buffer *buffer) DECLSPEC_HIDDEN;
3381 void string_buffer_list_init(struct wined3d_string_buffer_list *list) DECLSPEC_HIDDEN;
3382 void string_buffer_list_cleanup(struct wined3d_string_buffer_list *list) DECLSPEC_HIDDEN;
3384 int shader_addline(struct wined3d_string_buffer *buffer, const char *fmt, ...) PRINTF_ATTR(2,3) DECLSPEC_HIDDEN;
3385 BOOL string_buffer_resize(struct wined3d_string_buffer *buffer, int rc) DECLSPEC_HIDDEN;
3386 int shader_vaddline(struct wined3d_string_buffer *buffer, const char *fmt, va_list args) DECLSPEC_HIDDEN;
3388 /* Vertex shader utility functions */
3389 BOOL vshader_get_input(const struct wined3d_shader *shader,
3390 BYTE usage_req, BYTE usage_idx_req, unsigned int *regnum) DECLSPEC_HIDDEN;
3392 struct wined3d_vertex_shader
3394 struct wined3d_shader_attribute attributes[MAX_ATTRIBS];
3397 struct wined3d_geometry_shader
3399 enum wined3d_primitive_type input_type;
3400 enum wined3d_primitive_type output_type;
3401 UINT vertices_out;
3404 struct wined3d_pixel_shader
3406 /* Pixel shader input semantics */
3407 DWORD input_reg_map[MAX_REG_INPUT];
3408 BOOL input_reg_used[MAX_REG_INPUT];
3409 unsigned int declared_in_count;
3411 /* Some information about the shader behavior */
3412 BOOL color0_mov;
3413 DWORD color0_reg;
3416 struct wined3d_shader
3418 LONG ref;
3419 const struct wined3d_shader_limits *limits;
3420 DWORD *function;
3421 UINT functionLength;
3422 BOOL load_local_constsF;
3423 const struct wined3d_shader_frontend *frontend;
3424 void *frontend_data;
3425 void *backend_data;
3427 void *parent;
3428 const struct wined3d_parent_ops *parent_ops;
3430 /* Programs this shader is linked with */
3431 struct list linked_programs;
3433 /* Immediate constants (override global ones) */
3434 struct list constantsB;
3435 struct list constantsF;
3436 struct list constantsI;
3437 struct wined3d_shader_reg_maps reg_maps;
3438 BOOL lconst_inf_or_nan;
3440 struct wined3d_shader_signature input_signature;
3441 struct wined3d_shader_signature output_signature;
3442 char *signature_strings;
3444 /* Pointer to the parent device */
3445 struct wined3d_device *device;
3446 struct list shader_list_entry;
3448 union
3450 struct wined3d_vertex_shader vs;
3451 struct wined3d_geometry_shader gs;
3452 struct wined3d_pixel_shader ps;
3453 } u;
3456 void pixelshader_update_resource_types(struct wined3d_shader *shader, WORD tex_types) DECLSPEC_HIDDEN;
3457 void find_ps_compile_args(const struct wined3d_state *state, const struct wined3d_shader *shader,
3458 BOOL position_transformed, struct ps_compile_args *args,
3459 const struct wined3d_context *context) DECLSPEC_HIDDEN;
3461 void find_vs_compile_args(const struct wined3d_state *state, const struct wined3d_shader *shader,
3462 WORD swizzle_map, struct vs_compile_args *args,
3463 const struct wined3d_d3d_info *d3d_info) DECLSPEC_HIDDEN;
3465 void find_gs_compile_args(const struct wined3d_state *state, const struct wined3d_shader *shader,
3466 struct gs_compile_args *args) DECLSPEC_HIDDEN;
3468 void string_buffer_clear(struct wined3d_string_buffer *buffer) DECLSPEC_HIDDEN;
3469 BOOL string_buffer_init(struct wined3d_string_buffer *buffer) DECLSPEC_HIDDEN;
3470 void string_buffer_free(struct wined3d_string_buffer *buffer) DECLSPEC_HIDDEN;
3471 unsigned int shader_find_free_input_register(const struct wined3d_shader_reg_maps *reg_maps,
3472 unsigned int max) DECLSPEC_HIDDEN;
3473 void shader_generate_main(const struct wined3d_shader *shader, struct wined3d_string_buffer *buffer,
3474 const struct wined3d_shader_reg_maps *reg_maps, const DWORD *byte_code, void *backend_ctx) DECLSPEC_HIDDEN;
3475 BOOL shader_match_semantic(const char *semantic_name, enum wined3d_decl_usage usage) DECLSPEC_HIDDEN;
3477 static inline BOOL shader_is_scalar(const struct wined3d_shader_register *reg)
3479 switch (reg->type)
3481 case WINED3DSPR_RASTOUT:
3482 /* oFog & oPts */
3483 if (reg->idx[0].offset)
3484 return TRUE;
3485 /* oPos */
3486 return FALSE;
3488 case WINED3DSPR_DEPTHOUT: /* oDepth */
3489 case WINED3DSPR_CONSTBOOL: /* b# */
3490 case WINED3DSPR_LOOP: /* aL */
3491 case WINED3DSPR_PREDICATE: /* p0 */
3492 case WINED3DSPR_PRIMID: /* primID */
3493 return TRUE;
3495 case WINED3DSPR_MISCTYPE:
3496 switch (reg->idx[0].offset)
3498 case 0: /* vPos */
3499 return FALSE;
3500 case 1: /* vFace */
3501 return TRUE;
3502 default:
3503 return FALSE;
3506 case WINED3DSPR_IMMCONST:
3507 return reg->immconst_type == WINED3D_IMMCONST_SCALAR;
3509 default:
3510 return FALSE;
3514 static inline void shader_get_position_fixup(const struct wined3d_context *context,
3515 const struct wined3d_state *state, float *position_fixup)
3517 float center_offset;
3519 if (context->swapchain->device->wined3d->flags & WINED3D_PIXEL_CENTER_INTEGER)
3520 center_offset = 63.0f / 64.0f;
3521 else
3522 center_offset = -1.0f / 64.0f;
3524 position_fixup[0] = 1.0f;
3525 position_fixup[1] = 1.0f;
3526 position_fixup[2] = center_offset / state->viewport.width;
3527 position_fixup[3] = -center_offset / state->viewport.height;
3529 if (context->render_offscreen)
3531 position_fixup[1] *= -1.0f;
3532 position_fixup[3] *= -1.0f;
3536 static inline BOOL shader_constant_is_local(const struct wined3d_shader *shader, DWORD reg)
3538 struct wined3d_shader_lconst *lconst;
3540 if (shader->load_local_constsF)
3541 return FALSE;
3543 LIST_FOR_EACH_ENTRY(lconst, &shader->constantsF, struct wined3d_shader_lconst, entry)
3545 if (lconst->idx == reg)
3546 return TRUE;
3549 return FALSE;
3552 void get_identity_matrix(struct wined3d_matrix *mat) DECLSPEC_HIDDEN;
3553 void get_modelview_matrix(const struct wined3d_context *context, const struct wined3d_state *state,
3554 unsigned int index, struct wined3d_matrix *mat) DECLSPEC_HIDDEN;
3555 void get_projection_matrix(const struct wined3d_context *context, const struct wined3d_state *state,
3556 struct wined3d_matrix *mat) DECLSPEC_HIDDEN;
3557 void get_texture_matrix(const struct wined3d_context *context, const struct wined3d_state *state,
3558 unsigned int tex, struct wined3d_matrix *mat) DECLSPEC_HIDDEN;
3559 void get_pointsize_minmax(const struct wined3d_context *context, const struct wined3d_state *state,
3560 float *out_min, float *out_max) DECLSPEC_HIDDEN;
3561 void get_pointsize(const struct wined3d_context *context, const struct wined3d_state *state,
3562 float *out_pointsize, float *out_att) DECLSPEC_HIDDEN;
3563 void get_fog_start_end(const struct wined3d_context *context, const struct wined3d_state *state,
3564 float *start, float *end) DECLSPEC_HIDDEN;
3566 /* Using additional shader constants (uniforms in GLSL / program environment
3567 * or local parameters in ARB) is costly:
3568 * ARB only knows float4 parameters and GLSL compiler are not really smart
3569 * when it comes to efficiently pack float2 uniforms, so no space is wasted
3570 * (in fact most compilers map a float2 to a full float4 uniform).
3572 * For NP2 texcoord fixup we only need 2 floats (width and height) for each
3573 * 2D texture used in the shader. We therefore pack fixup info for 2 textures
3574 * into a single shader constant (uniform / program parameter).
3576 * This structure is shared between the GLSL and the ARB backend.*/
3577 struct ps_np2fixup_info {
3578 unsigned char idx[MAX_FRAGMENT_SAMPLERS]; /* indices to the real constant */
3579 WORD active; /* bitfield indicating if we can apply the fixup */
3580 WORD num_consts;
3583 void print_glsl_info_log(const struct wined3d_gl_info *gl_info, GLuint id, BOOL program) DECLSPEC_HIDDEN;
3584 void shader_glsl_validate_link(const struct wined3d_gl_info *gl_info, GLuint program) DECLSPEC_HIDDEN;
3586 struct wined3d_palette
3588 LONG ref;
3589 struct wined3d_device *device;
3591 unsigned int size;
3592 RGBQUAD colors[256];
3593 DWORD flags;
3596 /* DirectDraw utility functions */
3597 extern enum wined3d_format_id pixelformat_for_depth(DWORD depth) DECLSPEC_HIDDEN;
3599 /*****************************************************************************
3600 * Pixel format management
3603 /* WineD3D pixel format flags */
3604 #define WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING 0x00000001
3605 #define WINED3DFMT_FLAG_FILTERING 0x00000002
3606 #define WINED3DFMT_FLAG_DEPTH 0x00000004
3607 #define WINED3DFMT_FLAG_STENCIL 0x00000008
3608 #define WINED3DFMT_FLAG_RENDERTARGET 0x00000010
3609 #define WINED3DFMT_FLAG_FBO_ATTACHABLE 0x00000040
3610 #define WINED3DFMT_FLAG_FBO_ATTACHABLE_SRGB 0x00000080
3611 #define WINED3DFMT_FLAG_GETDC 0x00000100
3612 #define WINED3DFMT_FLAG_FLOAT 0x00000200
3613 #define WINED3DFMT_FLAG_BUMPMAP 0x00000400
3614 #define WINED3DFMT_FLAG_SRGB_READ 0x00000800
3615 #define WINED3DFMT_FLAG_SRGB_WRITE 0x00001000
3616 #define WINED3DFMT_FLAG_VTF 0x00002000
3617 #define WINED3DFMT_FLAG_SHADOW 0x00004000
3618 #define WINED3DFMT_FLAG_COMPRESSED 0x00008000
3619 #define WINED3DFMT_FLAG_BROKEN_PITCH 0x00010000
3620 #define WINED3DFMT_FLAG_BLOCKS 0x00020000
3621 #define WINED3DFMT_FLAG_HEIGHT_SCALE 0x00040000
3622 #define WINED3DFMT_FLAG_TEXTURE 0x00080000
3623 #define WINED3DFMT_FLAG_BLOCKS_NO_VERIFY 0x00100000
3624 #define WINED3DFMT_FLAG_INTEGER 0x00200000
3626 struct wined3d_rational
3628 UINT numerator;
3629 UINT denominator;
3632 struct wined3d_color_key_conversion
3634 enum wined3d_format_id dst_format;
3635 void (*convert)(const BYTE *src, unsigned int src_pitch, BYTE *dst, unsigned int dst_pitch, unsigned int width,
3636 unsigned int height, const struct wined3d_palette *palette, const struct wined3d_color_key *color_key);
3639 struct wined3d_format
3641 enum wined3d_format_id id;
3643 D3DDDIFORMAT ddi_format;
3644 DWORD red_size;
3645 DWORD green_size;
3646 DWORD blue_size;
3647 DWORD alpha_size;
3648 DWORD red_offset;
3649 DWORD green_offset;
3650 DWORD blue_offset;
3651 DWORD alpha_offset;
3652 UINT byte_count;
3653 BYTE depth_size;
3654 BYTE stencil_size;
3656 UINT block_width;
3657 UINT block_height;
3658 UINT block_byte_count;
3660 enum wined3d_ffp_emit_idx emit_idx;
3661 GLint component_count;
3662 GLenum gl_vtx_type;
3663 GLint gl_vtx_format;
3664 GLboolean gl_normalized;
3665 unsigned int attribute_size;
3667 GLint glInternal;
3668 GLint glGammaInternal;
3669 GLint rtInternal;
3670 GLint glFormat;
3671 GLint glType;
3672 UINT conv_byte_count;
3673 DWORD multisample_types;
3674 unsigned int flags[WINED3D_GL_RES_TYPE_COUNT];
3675 struct wined3d_rational height_scale;
3676 struct color_fixup_desc color_fixup;
3677 void (*convert)(const BYTE *src, BYTE *dst, UINT src_row_pitch, UINT src_slice_pitch,
3678 UINT dst_row_pitch, UINT dst_slice_pitch, UINT width, UINT height, UINT depth);
3680 enum wined3d_format_id typeless_id;
3681 GLenum gl_view_class;
3684 const struct wined3d_format *wined3d_get_format(const struct wined3d_gl_info *gl_info,
3685 enum wined3d_format_id format_id) DECLSPEC_HIDDEN;
3686 void wined3d_format_calculate_pitch(const struct wined3d_format *format, unsigned int alignment,
3687 unsigned int width, unsigned int height, unsigned int *row_pitch, unsigned int *slice_pitch) DECLSPEC_HIDDEN;
3688 UINT wined3d_format_calculate_size(const struct wined3d_format *format,
3689 UINT alignment, UINT width, UINT height, UINT depth) DECLSPEC_HIDDEN;
3690 DWORD wined3d_format_convert_from_float(const struct wined3d_format *format,
3691 const struct wined3d_color *color) DECLSPEC_HIDDEN;
3692 BOOL wined3d_format_convert_color_to_float(const struct wined3d_format *format,
3693 const struct wined3d_palette *palette, DWORD color, struct wined3d_color *float_color) DECLSPEC_HIDDEN;
3694 void wined3d_format_get_float_color_key(const struct wined3d_format *format,
3695 const struct wined3d_color_key *key, struct wined3d_color *float_colors) DECLSPEC_HIDDEN;
3696 const struct wined3d_color_key_conversion * wined3d_format_get_color_key_conversion(
3697 const struct wined3d_texture *texture, BOOL need_alpha_ck) DECLSPEC_HIDDEN;
3699 static inline BOOL wined3d_format_is_typeless(const struct wined3d_format *format)
3701 return format->id == format->typeless_id && format->id != WINED3DFMT_UNKNOWN;
3704 static inline void *wined3d_calloc(SIZE_T count, SIZE_T size)
3706 if (count > ~(SIZE_T)0 / size)
3707 return NULL;
3708 return HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, count * size);
3711 static inline BOOL use_vs(const struct wined3d_state *state)
3713 /* Check state->vertex_declaration to allow this to be used before the
3714 * stream info is validated, for example in device_update_tex_unit_map(). */
3715 return state->shader[WINED3D_SHADER_TYPE_VERTEX]
3716 && (!state->vertex_declaration || !state->vertex_declaration->position_transformed);
3719 static inline BOOL use_ps(const struct wined3d_state *state)
3721 return !!state->shader[WINED3D_SHADER_TYPE_PIXEL];
3724 static inline void context_apply_state(struct wined3d_context *context,
3725 const struct wined3d_state *state, DWORD state_id)
3727 const struct StateEntry *state_table = context->state_table;
3728 DWORD rep = state_table[state_id].representative;
3729 state_table[rep].apply(context, state, rep);
3732 static inline BOOL needs_srgb_write(const struct wined3d_context *context,
3733 const struct wined3d_state *state, const struct wined3d_fb_state *fb)
3735 return (!(context->d3d_info->wined3d_creation_flags & WINED3D_SRGB_READ_WRITE_CONTROL)
3736 || state->render_states[WINED3D_RS_SRGBWRITEENABLE])
3737 && fb->render_targets[0] && fb->render_targets[0]->format_flags & WINED3DFMT_FLAG_SRGB_WRITE;
3740 static inline BOOL can_use_texture_swizzle(const struct wined3d_gl_info *gl_info, const struct wined3d_format *format)
3742 return gl_info->supported[ARB_TEXTURE_SWIZZLE] && !is_complex_fixup(format->color_fixup)
3743 && !is_scaling_fixup(format->color_fixup);
3746 static inline struct wined3d_surface *context_get_rt_surface(const struct wined3d_context *context)
3748 struct wined3d_texture *texture = context->current_rt.texture;
3750 if (!texture)
3751 return NULL;
3752 return texture->sub_resources[context->current_rt.sub_resource_idx].u.surface;
3755 /* The WNDCLASS-Name for the fake window which we use to retrieve the GL capabilities */
3756 #define WINED3D_OPENGL_WINDOW_CLASS_NAME "WineD3D_OpenGL"
3758 #define MAKEDWORD_VERSION(maj, min) (((maj & 0xffffu) << 16) | (min & 0xffffu))
3760 #endif