wined3d: Implement SM4 umax instruction.
[wine.git] / dlls / wined3d / wined3d_private.h
blob473a4b8ea9c697013e9febbd5120e8e317d390f1
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 void *wined3d_rb_alloc(size_t size) DECLSPEC_HIDDEN;
176 void *wined3d_rb_realloc(void *ptr, size_t size) DECLSPEC_HIDDEN;
177 void wined3d_rb_free(void *ptr) DECLSPEC_HIDDEN;
179 /* Device caps */
180 #define MAX_STREAM_OUT 4
181 #define MAX_STREAMS 16
182 #define MAX_TEXTURES 8
183 #define MAX_FRAGMENT_SAMPLERS 16
184 #define MAX_VERTEX_SAMPLERS 4
185 #define MAX_COMBINED_SAMPLERS (MAX_FRAGMENT_SAMPLERS + MAX_VERTEX_SAMPLERS)
186 #define MAX_ACTIVE_LIGHTS 8
187 #define MAX_CLIPPLANES WINED3DMAXUSERCLIPPLANES
188 #define MAX_CONSTANT_BUFFERS 15
189 #define MAX_SAMPLER_OBJECTS 16
190 #define MAX_SHADER_RESOURCE_VIEWS 128
191 #define MAX_VERTEX_BLENDS 4
192 #define MAX_MULTISAMPLE_TYPES 8
194 struct min_lookup
196 GLenum mip[WINED3D_TEXF_LINEAR + 1];
199 extern const struct min_lookup minMipLookup[WINED3D_TEXF_LINEAR + 1] DECLSPEC_HIDDEN;
200 extern const GLenum magLookup[WINED3D_TEXF_LINEAR + 1] DECLSPEC_HIDDEN;
202 GLenum wined3d_gl_compare_func(enum wined3d_cmp_func f) DECLSPEC_HIDDEN;
204 static inline enum wined3d_cmp_func wined3d_sanitize_cmp_func(enum wined3d_cmp_func func)
206 if (func < WINED3D_CMP_NEVER || func > WINED3D_CMP_ALWAYS)
207 return WINED3D_CMP_ALWAYS;
208 return func;
211 static inline GLenum wined3d_gl_mag_filter(enum wined3d_texture_filter_type mag_filter)
213 return magLookup[mag_filter];
216 static inline GLenum wined3d_gl_min_mip_filter(enum wined3d_texture_filter_type min_filter,
217 enum wined3d_texture_filter_type mip_filter)
219 return minMipLookup[min_filter].mip[mip_filter];
222 /* float_16_to_32() and float_32_to_16() (see implementation in
223 * surface_base.c) convert 16 bit floats in the FLOAT16 data type
224 * to standard C floats and vice versa. They do not depend on the encoding
225 * of the C float, so they are platform independent, but slow. On x86 and
226 * other IEEE 754 compliant platforms the conversion can be accelerated by
227 * bit shifting the exponent and mantissa. There are also some SSE-based
228 * assembly routines out there.
230 * See GL_NV_half_float for a reference of the FLOAT16 / GL_HALF format
232 static inline float float_16_to_32(const unsigned short *in)
234 const unsigned short s = ((*in) & 0x8000u);
235 const unsigned short e = ((*in) & 0x7c00u) >> 10;
236 const unsigned short m = (*in) & 0x3ffu;
237 const float sgn = (s ? -1.0f : 1.0f);
239 if(e == 0) {
240 if(m == 0) return sgn * 0.0f; /* +0.0 or -0.0 */
241 else return sgn * powf(2, -14.0f) * ((float)m / 1024.0f);
242 } else if(e < 31) {
243 return sgn * powf(2, (float)e - 15.0f) * (1.0f + ((float)m / 1024.0f));
244 } else {
245 if(m == 0) return sgn * INFINITY;
246 else return NAN;
250 static inline float float_24_to_32(DWORD in)
252 const float sgn = in & 0x800000u ? -1.0f : 1.0f;
253 const unsigned short e = (in & 0x780000u) >> 19;
254 const unsigned int m = in & 0x7ffffu;
256 if (e == 0)
258 if (m == 0) return sgn * 0.0f; /* +0.0 or -0.0 */
259 else return sgn * powf(2, -6.0f) * ((float)m / 524288.0f);
261 else if (e < 15)
263 return sgn * powf(2, (float)e - 7.0f) * (1.0f + ((float)m / 524288.0f));
265 else
267 if (m == 0) return sgn * INFINITY;
268 else return NAN;
272 static inline unsigned int wined3d_popcount(unsigned int x)
274 #ifdef HAVE___BUILTIN_POPCOUNT
275 return __builtin_popcount(x);
276 #else
277 x -= x >> 1 & 0x55555555;
278 x = (x & 0x33333333) + (x >> 2 & 0x33333333);
279 return ((x + (x >> 4)) & 0x0f0f0f0f) * 0x01010101 >> 24;
280 #endif
283 #define ORM_BACKBUFFER 0
284 #define ORM_FBO 1
286 #define PCI_VENDOR_NONE 0xffff /* e.g. 0x8086 for Intel and 0x10de for Nvidia */
287 #define PCI_DEVICE_NONE 0xffff /* e.g. 0x14f for a Geforce6200 */
289 /* NOTE: When adding fields to this structure, make sure to update the default
290 * values in wined3d_main.c as well. */
291 struct wined3d_settings
293 DWORD max_gl_version;
294 BOOL glslRequested;
295 int offscreen_rendering_mode;
296 unsigned short pci_vendor_id;
297 unsigned short pci_device_id;
298 /* Memory tracking and object counting. */
299 UINT64 emulated_textureram;
300 char *logo;
301 int allow_multisampling;
302 unsigned int sample_count;
303 BOOL strict_draw_ordering;
304 BOOL always_offscreen;
305 BOOL check_float_constants;
306 unsigned int max_sm_vs;
307 unsigned int max_sm_hs;
308 unsigned int max_sm_ds;
309 unsigned int max_sm_gs;
310 unsigned int max_sm_ps;
311 BOOL no_3d;
314 extern struct wined3d_settings wined3d_settings DECLSPEC_HIDDEN;
316 enum wined3d_shader_resource_type
318 WINED3D_SHADER_RESOURCE_NONE,
319 WINED3D_SHADER_RESOURCE_BUFFER,
320 WINED3D_SHADER_RESOURCE_TEXTURE_1D,
321 WINED3D_SHADER_RESOURCE_TEXTURE_2D,
322 WINED3D_SHADER_RESOURCE_TEXTURE_2DMS,
323 WINED3D_SHADER_RESOURCE_TEXTURE_3D,
324 WINED3D_SHADER_RESOURCE_TEXTURE_CUBE,
325 WINED3D_SHADER_RESOURCE_TEXTURE_1DARRAY,
326 WINED3D_SHADER_RESOURCE_TEXTURE_2DARRAY,
327 WINED3D_SHADER_RESOURCE_TEXTURE_2DMSARRAY,
330 #define WINED3D_SHADER_CONST_VS_F 0x00000001
331 #define WINED3D_SHADER_CONST_VS_I 0x00000002
332 #define WINED3D_SHADER_CONST_VS_B 0x00000004
333 #define WINED3D_SHADER_CONST_VS_CLIP_PLANES 0x00000008
334 #define WINED3D_SHADER_CONST_VS_POINTSIZE 0x00000010
335 #define WINED3D_SHADER_CONST_POS_FIXUP 0x00000020
336 #define WINED3D_SHADER_CONST_PS_F 0x00000040
337 #define WINED3D_SHADER_CONST_PS_I 0x00000080
338 #define WINED3D_SHADER_CONST_PS_B 0x00000100
339 #define WINED3D_SHADER_CONST_PS_BUMP_ENV 0x00000200
340 #define WINED3D_SHADER_CONST_PS_FOG 0x00000400
341 #define WINED3D_SHADER_CONST_PS_ALPHA_TEST 0x00000800
342 #define WINED3D_SHADER_CONST_PS_Y_CORR 0x00001000
343 #define WINED3D_SHADER_CONST_PS_NP2_FIXUP 0x00002000
344 #define WINED3D_SHADER_CONST_FFP_MODELVIEW 0x00004000
345 #define WINED3D_SHADER_CONST_FFP_VERTEXBLEND 0x00008000
346 #define WINED3D_SHADER_CONST_FFP_PROJ 0x00010000
347 #define WINED3D_SHADER_CONST_FFP_TEXMATRIX 0x00020000
348 #define WINED3D_SHADER_CONST_FFP_MATERIAL 0x00040000
349 #define WINED3D_SHADER_CONST_FFP_LIGHTS 0x00080000
350 #define WINED3D_SHADER_CONST_FFP_PS 0x00100000
351 #define WINED3D_SHADER_CONST_FFP_COLOR_KEY 0x00200000
353 enum wined3d_shader_register_type
355 WINED3DSPR_TEMP = 0,
356 WINED3DSPR_INPUT = 1,
357 WINED3DSPR_CONST = 2,
358 WINED3DSPR_ADDR = 3,
359 WINED3DSPR_TEXTURE = 3,
360 WINED3DSPR_RASTOUT = 4,
361 WINED3DSPR_ATTROUT = 5,
362 WINED3DSPR_TEXCRDOUT = 6,
363 WINED3DSPR_OUTPUT = 6,
364 WINED3DSPR_CONSTINT = 7,
365 WINED3DSPR_COLOROUT = 8,
366 WINED3DSPR_DEPTHOUT = 9,
367 WINED3DSPR_SAMPLER = 10,
368 WINED3DSPR_CONST2 = 11,
369 WINED3DSPR_CONST3 = 12,
370 WINED3DSPR_CONST4 = 13,
371 WINED3DSPR_CONSTBOOL = 14,
372 WINED3DSPR_LOOP = 15,
373 WINED3DSPR_TEMPFLOAT16 = 16,
374 WINED3DSPR_MISCTYPE = 17,
375 WINED3DSPR_LABEL = 18,
376 WINED3DSPR_PREDICATE = 19,
377 WINED3DSPR_IMMCONST,
378 WINED3DSPR_CONSTBUFFER,
379 WINED3DSPR_IMMCONSTBUFFER,
380 WINED3DSPR_PRIMID,
381 WINED3DSPR_NULL,
382 WINED3DSPR_RESOURCE,
383 WINED3DSPR_UAV,
384 WINED3DSPR_OUTPOINTID,
385 WINED3DSPR_FORKINSTID,
386 WINED3DSPR_INCONTROLPOINT,
387 WINED3DSPR_PATCHCONST,
388 WINED3DSPR_TESSCOORD,
391 enum wined3d_data_type
393 WINED3D_DATA_FLOAT,
394 WINED3D_DATA_INT,
395 WINED3D_DATA_RESOURCE,
396 WINED3D_DATA_SAMPLER,
397 WINED3D_DATA_UAV,
398 WINED3D_DATA_UINT,
399 WINED3D_DATA_UNORM,
400 WINED3D_DATA_SNORM,
403 enum wined3d_immconst_type
405 WINED3D_IMMCONST_SCALAR,
406 WINED3D_IMMCONST_VEC4,
409 #define WINED3DSP_NOSWIZZLE (0u | (1u << 2) | (2u << 4) | (3u << 6))
411 enum wined3d_shader_src_modifier
413 WINED3DSPSM_NONE = 0,
414 WINED3DSPSM_NEG = 1,
415 WINED3DSPSM_BIAS = 2,
416 WINED3DSPSM_BIASNEG = 3,
417 WINED3DSPSM_SIGN = 4,
418 WINED3DSPSM_SIGNNEG = 5,
419 WINED3DSPSM_COMP = 6,
420 WINED3DSPSM_X2 = 7,
421 WINED3DSPSM_X2NEG = 8,
422 WINED3DSPSM_DZ = 9,
423 WINED3DSPSM_DW = 10,
424 WINED3DSPSM_ABS = 11,
425 WINED3DSPSM_ABSNEG = 12,
426 WINED3DSPSM_NOT = 13,
429 #define WINED3DSP_WRITEMASK_0 0x1u /* .x r */
430 #define WINED3DSP_WRITEMASK_1 0x2u /* .y g */
431 #define WINED3DSP_WRITEMASK_2 0x4u /* .z b */
432 #define WINED3DSP_WRITEMASK_3 0x8u /* .w a */
433 #define WINED3DSP_WRITEMASK_ALL 0xfu /* all */
435 enum wined3d_shader_dst_modifier
437 WINED3DSPDM_NONE = 0,
438 WINED3DSPDM_SATURATE = 1,
439 WINED3DSPDM_PARTIALPRECISION = 2,
440 WINED3DSPDM_MSAMPCENTROID = 4,
443 enum wined3d_shader_interpolation_mode
445 WINED3DSIM_CONSTANT = 1,
446 WINED3DSIM_LINEAR = 2,
447 WINED3DSIM_LINEAR_CENTROID = 3,
448 WINED3DSIM_LINEAR_NOPERSPECTIVE = 4,
449 WINED3DSIM_LINEAR_NOPERSPECTIVE_CENTROID = 5,
450 WINED3DSIM_LINEAR_SAMPLE = 6,
451 WINED3DSIM_LINEAR_NOPERSPECTIVE_SAMPLE = 7,
454 enum wined3d_shader_global_flags
456 WINED3DSGF_REFACTORING_ALLOWED = 0x1,
457 WINED3DSGF_ENABLE_RAW_AND_STRUCTURED_BUFFERS = 0x8,
460 enum wined3d_tessellator_domain
462 WINED3D_TESSELLATOR_DOMAIN_LINE = 1,
463 WINED3D_TESSELLATOR_DOMAIN_TRIANGLE = 2,
464 WINED3D_TESSELLATOR_DOMAIN_QUAD = 3,
467 enum wined3d_tessellator_output_primitive
469 WINED3D_TESSELLATOR_OUTPUT_POINT = 1,
470 WINED3D_TESSELLATOR_OUTPUT_LINE = 2,
471 WINED3D_TESSELLATOR_OUTPUT_TRIANGLE_CW = 3,
472 WINED3D_TESSELLATOR_OUTPUT_TRIANGLE_CCW = 4,
475 enum wined3d_tessellator_partitioning
477 WINED3D_TESSELLATOR_PARTITIONING_INTEGER = 1,
478 WINED3D_TESSELLATOR_PARTITIONING_POW2 = 2,
479 WINED3D_TESSELLATOR_PARTITIONING_FRACTIONAL_ODD = 3,
480 WINED3D_TESSELLATOR_PARTITIONING_FRACTIONAL_EVEN = 4,
483 /* Undocumented opcode control to identify projective texture lookups in ps 2.0 and later */
484 #define WINED3DSI_TEXLD_PROJECT 0x1
485 #define WINED3DSI_TEXLD_BIAS 0x2
486 #define WINED3DSI_INDEXED_DYNAMIC 0x4
487 #define WINED3DSI_RESINFO_RCP_FLOAT 0x1
488 #define WINED3DSI_RESINFO_UINT 0x2
489 #define WINED3DSI_SAMPLER_COMPARISON_MODE 0x1
491 enum wined3d_shader_rel_op
493 WINED3D_SHADER_REL_OP_GT = 1,
494 WINED3D_SHADER_REL_OP_EQ = 2,
495 WINED3D_SHADER_REL_OP_GE = 3,
496 WINED3D_SHADER_REL_OP_LT = 4,
497 WINED3D_SHADER_REL_OP_NE = 5,
498 WINED3D_SHADER_REL_OP_LE = 6,
501 enum wined3d_shader_conditional_op
503 WINED3D_SHADER_CONDITIONAL_OP_NZ = 0,
504 WINED3D_SHADER_CONDITIONAL_OP_Z = 1
507 #define WINED3D_SM1_VS 0xfffeu
508 #define WINED3D_SM1_PS 0xffffu
509 #define WINED3D_SM4_PS 0x0000u
510 #define WINED3D_SM4_VS 0x0001u
511 #define WINED3D_SM4_GS 0x0002u
512 #define WINED3D_SM5_HS 0x0003u
513 #define WINED3D_SM5_DS 0x0004u
515 /* Shader version tokens, and shader end tokens */
516 #define WINED3DPS_VERSION(major, minor) ((WINED3D_SM1_PS << 16) | ((major) << 8) | (minor))
517 #define WINED3DVS_VERSION(major, minor) ((WINED3D_SM1_VS << 16) | ((major) << 8) | (minor))
519 /* Shader backends */
521 /* TODO: Make this dynamic, based on shader limits ? */
522 #define MAX_ATTRIBS 16
523 #define MAX_REG_ADDR 1
524 #define MAX_REG_TEMP 32
525 #define MAX_REG_TEXCRD 8
526 #define MAX_REG_INPUT 32
527 #define MAX_REG_OUTPUT 32
528 #define WINED3D_MAX_CBS 15
529 #define WINED3D_MAX_CONSTS_B 16
530 #define WINED3D_MAX_CONSTS_I 16
531 #define WINED3D_MAX_VS_CONSTS_F 256
532 #define WINED3D_MAX_PS_CONSTS_F 224
534 /* FIXME: This needs to go up to 2048 for
535 * Shader model 3 according to msdn (and for software shaders) */
536 #define MAX_LABELS 16
538 #define MAX_IMMEDIATE_CONSTANT_BUFFER_SIZE 4096
540 struct wined3d_string_buffer
542 struct list entry;
543 char *buffer;
544 unsigned int buffer_size;
545 unsigned int content_size;
548 enum WINED3D_SHADER_INSTRUCTION_HANDLER
550 WINED3DSIH_ABS,
551 WINED3DSIH_ADD,
552 WINED3DSIH_AND,
553 WINED3DSIH_BEM,
554 WINED3DSIH_BREAK,
555 WINED3DSIH_BREAKC,
556 WINED3DSIH_BREAKP,
557 WINED3DSIH_CALL,
558 WINED3DSIH_CALLNZ,
559 WINED3DSIH_CMP,
560 WINED3DSIH_CND,
561 WINED3DSIH_CRS,
562 WINED3DSIH_CUT,
563 WINED3DSIH_DCL,
564 WINED3DSIH_DCL_CONSTANT_BUFFER,
565 WINED3DSIH_DCL_GLOBAL_FLAGS,
566 WINED3DSIH_DCL_HS_FORK_PHASE_INSTANCE_COUNT,
567 WINED3DSIH_DCL_HS_MAX_TESSFACTOR,
568 WINED3DSIH_DCL_IMMEDIATE_CONSTANT_BUFFER,
569 WINED3DSIH_DCL_INPUT,
570 WINED3DSIH_DCL_INPUT_CONTROL_POINT_COUNT,
571 WINED3DSIH_DCL_INPUT_PRIMITIVE,
572 WINED3DSIH_DCL_INPUT_PS,
573 WINED3DSIH_DCL_INPUT_PS_SGV,
574 WINED3DSIH_DCL_INPUT_PS_SIV,
575 WINED3DSIH_DCL_INPUT_SGV,
576 WINED3DSIH_DCL_INPUT_SIV,
577 WINED3DSIH_DCL_OUTPUT,
578 WINED3DSIH_DCL_OUTPUT_CONTROL_POINT_COUNT,
579 WINED3DSIH_DCL_OUTPUT_SIV,
580 WINED3DSIH_DCL_OUTPUT_TOPOLOGY,
581 WINED3DSIH_DCL_RESOURCE_STRUCTURED,
582 WINED3DSIH_DCL_SAMPLER,
583 WINED3DSIH_DCL_TEMPS,
584 WINED3DSIH_DCL_TESSELLATOR_DOMAIN,
585 WINED3DSIH_DCL_TESSELLATOR_OUTPUT_PRIMITIVE,
586 WINED3DSIH_DCL_TESSELLATOR_PARTITIONING,
587 WINED3DSIH_DCL_UAV_TYPED,
588 WINED3DSIH_DCL_VERTICES_OUT,
589 WINED3DSIH_DEF,
590 WINED3DSIH_DEFB,
591 WINED3DSIH_DEFI,
592 WINED3DSIH_DIV,
593 WINED3DSIH_DP2,
594 WINED3DSIH_DP2ADD,
595 WINED3DSIH_DP3,
596 WINED3DSIH_DP4,
597 WINED3DSIH_DST,
598 WINED3DSIH_DSX,
599 WINED3DSIH_DSX_COARSE,
600 WINED3DSIH_DSX_FINE,
601 WINED3DSIH_DSY,
602 WINED3DSIH_DSY_COARSE,
603 WINED3DSIH_DSY_FINE,
604 WINED3DSIH_ELSE,
605 WINED3DSIH_EMIT,
606 WINED3DSIH_ENDIF,
607 WINED3DSIH_ENDLOOP,
608 WINED3DSIH_ENDREP,
609 WINED3DSIH_EQ,
610 WINED3DSIH_EXP,
611 WINED3DSIH_EXPP,
612 WINED3DSIH_FRC,
613 WINED3DSIH_FTOI,
614 WINED3DSIH_FTOU,
615 WINED3DSIH_GE,
616 WINED3DSIH_HS_CONTROL_POINT_PHASE,
617 WINED3DSIH_HS_DECLS,
618 WINED3DSIH_HS_FORK_PHASE,
619 WINED3DSIH_HS_JOIN_PHASE,
620 WINED3DSIH_IADD,
621 WINED3DSIH_IEQ,
622 WINED3DSIH_IF,
623 WINED3DSIH_IFC,
624 WINED3DSIH_IGE,
625 WINED3DSIH_ILT,
626 WINED3DSIH_IMAD,
627 WINED3DSIH_IMAX,
628 WINED3DSIH_IMIN,
629 WINED3DSIH_IMUL,
630 WINED3DSIH_INE,
631 WINED3DSIH_INEG,
632 WINED3DSIH_ISHL,
633 WINED3DSIH_ISHR,
634 WINED3DSIH_ITOF,
635 WINED3DSIH_LABEL,
636 WINED3DSIH_LD,
637 WINED3DSIH_LD2DMS,
638 WINED3DSIH_LD_STRUCTURED,
639 WINED3DSIH_LIT,
640 WINED3DSIH_LOG,
641 WINED3DSIH_LOGP,
642 WINED3DSIH_LOOP,
643 WINED3DSIH_LRP,
644 WINED3DSIH_LT,
645 WINED3DSIH_M3x2,
646 WINED3DSIH_M3x3,
647 WINED3DSIH_M3x4,
648 WINED3DSIH_M4x3,
649 WINED3DSIH_M4x4,
650 WINED3DSIH_MAD,
651 WINED3DSIH_MAX,
652 WINED3DSIH_MIN,
653 WINED3DSIH_MOV,
654 WINED3DSIH_MOVA,
655 WINED3DSIH_MOVC,
656 WINED3DSIH_MUL,
657 WINED3DSIH_NE,
658 WINED3DSIH_NOP,
659 WINED3DSIH_NOT,
660 WINED3DSIH_NRM,
661 WINED3DSIH_OR,
662 WINED3DSIH_PHASE,
663 WINED3DSIH_POW,
664 WINED3DSIH_RCP,
665 WINED3DSIH_REP,
666 WINED3DSIH_RESINFO,
667 WINED3DSIH_RET,
668 WINED3DSIH_ROUND_NE,
669 WINED3DSIH_ROUND_NI,
670 WINED3DSIH_ROUND_PI,
671 WINED3DSIH_ROUND_Z,
672 WINED3DSIH_RSQ,
673 WINED3DSIH_SAMPLE,
674 WINED3DSIH_SAMPLE_B,
675 WINED3DSIH_SAMPLE_C,
676 WINED3DSIH_SAMPLE_C_LZ,
677 WINED3DSIH_SAMPLE_GRAD,
678 WINED3DSIH_SAMPLE_LOD,
679 WINED3DSIH_SETP,
680 WINED3DSIH_SGE,
681 WINED3DSIH_SGN,
682 WINED3DSIH_SINCOS,
683 WINED3DSIH_SLT,
684 WINED3DSIH_SQRT,
685 WINED3DSIH_STORE_UAV_TYPED,
686 WINED3DSIH_SUB,
687 WINED3DSIH_TEX,
688 WINED3DSIH_TEXBEM,
689 WINED3DSIH_TEXBEML,
690 WINED3DSIH_TEXCOORD,
691 WINED3DSIH_TEXDEPTH,
692 WINED3DSIH_TEXDP3,
693 WINED3DSIH_TEXDP3TEX,
694 WINED3DSIH_TEXKILL,
695 WINED3DSIH_TEXLDD,
696 WINED3DSIH_TEXLDL,
697 WINED3DSIH_TEXM3x2DEPTH,
698 WINED3DSIH_TEXM3x2PAD,
699 WINED3DSIH_TEXM3x2TEX,
700 WINED3DSIH_TEXM3x3,
701 WINED3DSIH_TEXM3x3DIFF,
702 WINED3DSIH_TEXM3x3PAD,
703 WINED3DSIH_TEXM3x3SPEC,
704 WINED3DSIH_TEXM3x3TEX,
705 WINED3DSIH_TEXM3x3VSPEC,
706 WINED3DSIH_TEXREG2AR,
707 WINED3DSIH_TEXREG2GB,
708 WINED3DSIH_TEXREG2RGB,
709 WINED3DSIH_UDIV,
710 WINED3DSIH_UGE,
711 WINED3DSIH_ULT,
712 WINED3DSIH_UMAX,
713 WINED3DSIH_USHR,
714 WINED3DSIH_UTOF,
715 WINED3DSIH_XOR,
716 WINED3DSIH_TABLE_SIZE
719 enum wined3d_shader_type
721 WINED3D_SHADER_TYPE_PIXEL,
722 WINED3D_SHADER_TYPE_VERTEX,
723 WINED3D_SHADER_TYPE_GEOMETRY,
724 WINED3D_SHADER_TYPE_HULL,
725 WINED3D_SHADER_TYPE_DOMAIN,
726 WINED3D_SHADER_TYPE_COUNT,
729 struct wined3d_shader_version
731 enum wined3d_shader_type type;
732 BYTE major;
733 BYTE minor;
736 struct wined3d_shader_resource_info
738 enum wined3d_shader_resource_type type;
739 enum wined3d_data_type data_type;
742 #define WINED3D_SAMPLER_DEFAULT ~0x0u
744 struct wined3d_shader_sampler_map_entry
746 unsigned int resource_idx;
747 unsigned int sampler_idx;
748 unsigned int bind_idx;
751 struct wined3d_shader_sampler_map
753 struct wined3d_shader_sampler_map_entry *entries;
754 size_t size;
755 size_t count;
758 struct wined3d_shader_immediate_constant_buffer
760 UINT element_count;
761 DWORD data[MAX_IMMEDIATE_CONSTANT_BUFFER_SIZE];
764 #define WINED3D_SHADER_VERSION(major, minor) (((major) << 8) | (minor))
766 struct wined3d_shader_reg_maps
768 struct wined3d_shader_version shader_version;
769 BYTE texcoord; /* MAX_REG_TEXCRD, 8 */
770 BYTE address; /* MAX_REG_ADDR, 1 */
771 WORD labels; /* MAX_LABELS, 16 */
772 DWORD temporary; /* MAX_REG_TEMP, 32 */
773 DWORD *constf; /* pixel, vertex */
774 const struct wined3d_shader_immediate_constant_buffer *icb;
775 union
777 DWORD texcoord_mask[MAX_REG_TEXCRD]; /* vertex < 3.0 */
778 BYTE output_registers_mask[MAX_REG_OUTPUT]; /* vertex >= 3.0 */
779 } u;
780 DWORD input_registers; /* max(MAX_REG_INPUT, MAX_ATTRIBS), 32 */
781 DWORD output_registers; /* MAX_REG_OUTPUT, 32 */
782 WORD integer_constants; /* WINED3D_MAX_CONSTS_I, 16 */
783 WORD boolean_constants; /* WINED3D_MAX_CONSTS_B, 16 */
784 WORD local_int_consts; /* WINED3D_MAX_CONSTS_I, 16 */
785 WORD local_bool_consts; /* WINED3D_MAX_CONSTS_B, 16 */
786 UINT cb_sizes[WINED3D_MAX_CBS];
788 struct wined3d_shader_resource_info resource_info[max(MAX_FRAGMENT_SAMPLERS, MAX_VERTEX_SAMPLERS)];
789 struct wined3d_shader_sampler_map sampler_map;
790 DWORD sampler_comparison_mode;
791 BYTE bumpmat; /* MAX_TEXTURES, 8 */
792 BYTE luminanceparams; /* MAX_TEXTURES, 8 */
794 WORD usesnrm : 1;
795 WORD vpos : 1;
796 WORD usesdsx : 1;
797 WORD usesdsy : 1;
798 WORD usestexldd : 1;
799 WORD usesmova : 1;
800 WORD usesfacing : 1;
801 WORD usesrelconstF : 1;
802 WORD fog : 1;
803 WORD usestexldl : 1;
804 WORD usesifc : 1;
805 WORD usescall : 1;
806 WORD usespow : 1;
807 WORD point_size : 1;
808 WORD padding : 2;
810 DWORD rt_mask; /* Used render targets, 32 max. */
812 /* Whether or not loops are used in this shader, and nesting depth */
813 unsigned loop_depth;
814 UINT min_rel_offset, max_rel_offset;
817 /* Keeps track of details for TEX_M#x# instructions which need to maintain
818 * state information between multiple instructions. */
819 struct wined3d_shader_tex_mx
821 unsigned int current_row;
822 DWORD texcoord_w[2];
825 struct wined3d_shader_loop_state
827 UINT current_depth;
828 UINT current_reg;
831 struct wined3d_shader_context
833 const struct wined3d_shader *shader;
834 const struct wined3d_gl_info *gl_info;
835 const struct wined3d_shader_reg_maps *reg_maps;
836 struct wined3d_string_buffer *buffer;
837 struct wined3d_shader_tex_mx *tex_mx;
838 struct wined3d_shader_loop_state *loop_state;
839 void *backend_data;
842 struct wined3d_shader_register_index
844 const struct wined3d_shader_src_param *rel_addr;
845 unsigned int offset;
848 struct wined3d_shader_register
850 enum wined3d_shader_register_type type;
851 enum wined3d_data_type data_type;
852 struct wined3d_shader_register_index idx[2];
853 enum wined3d_immconst_type immconst_type;
854 DWORD immconst_data[4];
857 struct wined3d_shader_dst_param
859 struct wined3d_shader_register reg;
860 DWORD write_mask;
861 DWORD modifiers;
862 DWORD shift;
865 struct wined3d_shader_src_param
867 struct wined3d_shader_register reg;
868 DWORD swizzle;
869 enum wined3d_shader_src_modifier modifiers;
872 struct wined3d_shader_semantic
874 enum wined3d_decl_usage usage;
875 UINT usage_idx;
876 enum wined3d_shader_resource_type resource_type;
877 enum wined3d_data_type resource_data_type;
878 struct wined3d_shader_dst_param reg;
881 struct wined3d_shader_register_semantic
883 struct wined3d_shader_dst_param reg;
884 enum wined3d_sysval_semantic sysval_semantic;
887 struct wined3d_shader_structured_resource
889 struct wined3d_shader_dst_param reg;
890 unsigned int byte_stride;
893 struct wined3d_shader_texel_offset
895 signed char u, v, w;
898 struct wined3d_shader_instruction
900 const struct wined3d_shader_context *ctx;
901 enum WINED3D_SHADER_INSTRUCTION_HANDLER handler_idx;
902 DWORD flags;
903 BOOL coissue;
904 const struct wined3d_shader_src_param *predicate;
905 UINT dst_count;
906 const struct wined3d_shader_dst_param *dst;
907 UINT src_count;
908 const struct wined3d_shader_src_param *src;
909 struct wined3d_shader_texel_offset texel_offset;
910 union
912 struct wined3d_shader_semantic semantic;
913 struct wined3d_shader_register_semantic register_semantic;
914 enum wined3d_primitive_type primitive_type;
915 struct wined3d_shader_dst_param dst;
916 struct wined3d_shader_src_param src;
917 UINT count;
918 const struct wined3d_shader_immediate_constant_buffer *icb;
919 struct wined3d_shader_structured_resource structured_resource;
920 enum wined3d_tessellator_domain tessellator_domain;
921 enum wined3d_tessellator_output_primitive tessellator_output_primitive;
922 enum wined3d_tessellator_partitioning tessellator_partitioning;
923 float max_tessellation_factor;
924 } declaration;
927 static inline BOOL wined3d_shader_instruction_has_texel_offset(const struct wined3d_shader_instruction *ins)
929 return ins->texel_offset.u || ins->texel_offset.v || ins->texel_offset.w;
932 struct wined3d_shader_attribute
934 enum wined3d_decl_usage usage;
935 UINT usage_idx;
938 struct wined3d_shader_loop_control
940 unsigned int count;
941 unsigned int start;
942 int step;
945 struct wined3d_shader_frontend
947 void *(*shader_init)(const DWORD *ptr, const struct wined3d_shader_signature *output_signature);
948 void (*shader_free)(void *data);
949 void (*shader_read_header)(void *data, const DWORD **ptr, struct wined3d_shader_version *shader_version);
950 void (*shader_read_instruction)(void *data, const DWORD **ptr, struct wined3d_shader_instruction *ins);
951 BOOL (*shader_is_end)(void *data, const DWORD **ptr);
954 extern const struct wined3d_shader_frontend sm1_shader_frontend DECLSPEC_HIDDEN;
955 extern const struct wined3d_shader_frontend sm4_shader_frontend DECLSPEC_HIDDEN;
957 typedef void (*SHADER_HANDLER)(const struct wined3d_shader_instruction *);
959 #define WINED3D_SHADER_CAP_VS_CLIPPING 0x00000001
960 #define WINED3D_SHADER_CAP_SRGB_WRITE 0x00000002
962 struct shader_caps
964 unsigned int vs_version;
965 unsigned int hs_version;
966 unsigned int ds_version;
967 unsigned int gs_version;
968 unsigned int ps_version;
970 DWORD vs_uniform_count;
971 DWORD ps_uniform_count;
972 float ps_1x_max_value;
973 DWORD varying_count;
975 DWORD wined3d_caps;
978 enum wined3d_gl_resource_type
980 WINED3D_GL_RES_TYPE_TEX_1D = 0,
981 WINED3D_GL_RES_TYPE_TEX_2D = 1,
982 WINED3D_GL_RES_TYPE_TEX_3D = 2,
983 WINED3D_GL_RES_TYPE_TEX_CUBE = 3,
984 WINED3D_GL_RES_TYPE_TEX_RECT = 4,
985 WINED3D_GL_RES_TYPE_BUFFER = 5,
986 WINED3D_GL_RES_TYPE_RB = 6,
987 WINED3D_GL_RES_TYPE_COUNT = 7,
990 enum vertexprocessing_mode {
991 fixedfunction,
992 vertexshader,
993 pretransformed
996 #define WINED3D_CONST_NUM_UNUSED ~0U
998 enum wined3d_ffp_ps_fog_mode
1000 WINED3D_FFP_PS_FOG_OFF,
1001 WINED3D_FFP_PS_FOG_LINEAR,
1002 WINED3D_FFP_PS_FOG_EXP,
1003 WINED3D_FFP_PS_FOG_EXP2,
1006 /* Stateblock dependent parameters which have to be hardcoded
1007 * into the shader code
1010 #define WINED3D_PSARGS_PROJECTED (1u << 3)
1011 #define WINED3D_PSARGS_TEXTRANSFORM_SHIFT 4
1012 #define WINED3D_PSARGS_TEXTRANSFORM_MASK 0xfu
1013 #define WINED3D_PSARGS_TEXTYPE_SHIFT 2
1014 #define WINED3D_PSARGS_TEXTYPE_MASK 0x3u
1016 /* Used for Shader Model 1 pixel shaders to track the bound texture
1017 * type. 2D and RECT textures are separated through NP2 fixup. */
1018 enum wined3d_shader_tex_types
1020 WINED3D_SHADER_TEX_2D = 0,
1021 WINED3D_SHADER_TEX_3D = 1,
1022 WINED3D_SHADER_TEX_CUBE = 2,
1025 struct ps_compile_args {
1026 struct color_fixup_desc color_fixup[MAX_FRAGMENT_SAMPLERS];
1027 enum vertexprocessing_mode vp_mode;
1028 enum wined3d_ffp_ps_fog_mode fog;
1029 WORD tex_transform; /* ps 1.0-1.3, 4 textures */
1030 WORD tex_types; /* ps 1.0 - 1.4, 6 textures */
1031 WORD srgb_correction;
1032 /* Bitmap for NP2 texcoord fixups (16 samplers max currently).
1033 D3D9 has a limit of 16 samplers and the fixup is superfluous
1034 in D3D10 (unconditional NP2 support mandatory). */
1035 WORD np2_fixup;
1036 WORD shadow; /* MAX_FRAGMENT_SAMPLERS, 16 */
1037 WORD texcoords_initialized; /* MAX_TEXTURES, 8 */
1038 DWORD pointsprite : 1;
1039 DWORD flatshading : 1;
1040 DWORD alpha_test_func : 3;
1041 DWORD padding : 27;
1044 enum fog_src_type {
1045 VS_FOG_Z = 0,
1046 VS_FOG_COORD = 1
1049 struct vs_compile_args
1051 BYTE fog_src;
1052 BYTE clip_enabled : 1;
1053 BYTE point_size : 1;
1054 BYTE per_vertex_point_size : 1;
1055 BYTE flatshading : 1;
1056 BYTE next_shader_type : 3;
1057 BYTE padding : 1;
1058 WORD swizzle_map; /* MAX_ATTRIBS, 16 */
1059 unsigned int next_shader_input_count;
1062 struct gs_compile_args
1064 unsigned int ps_input_count;
1067 struct wined3d_context;
1068 struct wined3d_state;
1069 struct fragment_pipeline;
1070 struct wined3d_vertex_pipe_ops;
1072 struct wined3d_shader_backend_ops
1074 void (*shader_handle_instruction)(const struct wined3d_shader_instruction *);
1075 void (*shader_select)(void *shader_priv, struct wined3d_context *context,
1076 const struct wined3d_state *state);
1077 void (*shader_disable)(void *shader_priv, struct wined3d_context *context);
1078 void (*shader_select_depth_blt)(void *shader_priv, const struct wined3d_gl_info *gl_info,
1079 enum wined3d_gl_resource_type tex_type, const SIZE *ds_mask_size);
1080 void (*shader_deselect_depth_blt)(void *shader_priv, const struct wined3d_gl_info *gl_info);
1081 void (*shader_update_float_vertex_constants)(struct wined3d_device *device, UINT start, UINT count);
1082 void (*shader_update_float_pixel_constants)(struct wined3d_device *device, UINT start, UINT count);
1083 void (*shader_load_constants)(void *shader_priv, struct wined3d_context *context,
1084 const struct wined3d_state *state);
1085 void (*shader_destroy)(struct wined3d_shader *shader);
1086 HRESULT (*shader_alloc_private)(struct wined3d_device *device, const struct wined3d_vertex_pipe_ops *vertex_pipe,
1087 const struct fragment_pipeline *fragment_pipe);
1088 void (*shader_free_private)(struct wined3d_device *device);
1089 BOOL (*shader_allocate_context_data)(struct wined3d_context *context);
1090 void (*shader_free_context_data)(struct wined3d_context *context);
1091 void (*shader_init_context_state)(struct wined3d_context *context);
1092 void (*shader_get_caps)(const struct wined3d_gl_info *gl_info, struct shader_caps *caps);
1093 BOOL (*shader_color_fixup_supported)(struct color_fixup_desc fixup);
1094 BOOL (*shader_has_ffp_proj_control)(void *shader_priv);
1097 extern const struct wined3d_shader_backend_ops glsl_shader_backend DECLSPEC_HIDDEN;
1098 extern const struct wined3d_shader_backend_ops arb_program_shader_backend DECLSPEC_HIDDEN;
1099 extern const struct wined3d_shader_backend_ops none_shader_backend DECLSPEC_HIDDEN;
1101 #define GL_EXTCALL(f) (gl_info->gl_ops.ext.p_##f)
1103 #define D3DCOLOR_B_R(dw) (((dw) >> 16) & 0xff)
1104 #define D3DCOLOR_B_G(dw) (((dw) >> 8) & 0xff)
1105 #define D3DCOLOR_B_B(dw) (((dw) >> 0) & 0xff)
1106 #define D3DCOLOR_B_A(dw) (((dw) >> 24) & 0xff)
1108 static inline void wined3d_color_from_d3dcolor(struct wined3d_color *wined3d_color, DWORD d3d_color)
1110 wined3d_color->r = D3DCOLOR_B_R(d3d_color) / 255.0f;
1111 wined3d_color->g = D3DCOLOR_B_G(d3d_color) / 255.0f;
1112 wined3d_color->b = D3DCOLOR_B_B(d3d_color) / 255.0f;
1113 wined3d_color->a = D3DCOLOR_B_A(d3d_color) / 255.0f;
1116 #define HIGHEST_TRANSFORMSTATE WINED3D_TS_WORLD_MATRIX(255) /* Highest value in wined3d_transform_state. */
1118 /* Checking of API calls */
1119 /* --------------------- */
1120 #ifndef WINE_NO_DEBUG_MSGS
1121 #define checkGLcall(A) \
1122 do { \
1123 GLint err; \
1124 if (!__WINE_IS_DEBUG_ON(_ERR, __wine_dbch___default)) break; \
1125 err = gl_info->gl_ops.gl.p_glGetError(); \
1126 if (err == GL_NO_ERROR) { \
1127 TRACE("%s call ok %s / %d\n", A, __FILE__, __LINE__); \
1129 } else do { \
1130 ERR(">>>>>>>>>>>>>>>>> %s (%#x) from %s @ %s / %d\n", \
1131 debug_glerror(err), err, A, __FILE__, __LINE__); \
1132 err = gl_info->gl_ops.gl.p_glGetError(); \
1133 } while (err != GL_NO_ERROR); \
1134 } while(0)
1135 #else
1136 #define checkGLcall(A) do {} while(0)
1137 #endif
1139 enum wined3d_ffp_idx
1141 WINED3D_FFP_POSITION = 0,
1142 WINED3D_FFP_BLENDWEIGHT = 1,
1143 WINED3D_FFP_BLENDINDICES = 2,
1144 WINED3D_FFP_NORMAL = 3,
1145 WINED3D_FFP_PSIZE = 4,
1146 WINED3D_FFP_DIFFUSE = 5,
1147 WINED3D_FFP_SPECULAR = 6,
1148 WINED3D_FFP_TEXCOORD0 = 7,
1149 WINED3D_FFP_TEXCOORD1 = 8,
1150 WINED3D_FFP_TEXCOORD2 = 9,
1151 WINED3D_FFP_TEXCOORD3 = 10,
1152 WINED3D_FFP_TEXCOORD4 = 11,
1153 WINED3D_FFP_TEXCOORD5 = 12,
1154 WINED3D_FFP_TEXCOORD6 = 13,
1155 WINED3D_FFP_TEXCOORD7 = 14,
1156 WINED3D_FFP_ATTRIBS_COUNT = 15,
1159 enum wined3d_ffp_emit_idx
1161 WINED3D_FFP_EMIT_FLOAT1,
1162 WINED3D_FFP_EMIT_FLOAT2,
1163 WINED3D_FFP_EMIT_FLOAT3,
1164 WINED3D_FFP_EMIT_FLOAT4,
1165 WINED3D_FFP_EMIT_D3DCOLOR,
1166 WINED3D_FFP_EMIT_UBYTE4,
1167 WINED3D_FFP_EMIT_SHORT2,
1168 WINED3D_FFP_EMIT_SHORT4,
1169 WINED3D_FFP_EMIT_UBYTE4N,
1170 WINED3D_FFP_EMIT_SHORT2N,
1171 WINED3D_FFP_EMIT_SHORT4N,
1172 WINED3D_FFP_EMIT_USHORT2N,
1173 WINED3D_FFP_EMIT_USHORT4N,
1174 WINED3D_FFP_EMIT_UDEC3,
1175 WINED3D_FFP_EMIT_DEC3N,
1176 WINED3D_FFP_EMIT_FLOAT16_2,
1177 WINED3D_FFP_EMIT_FLOAT16_4,
1178 WINED3D_FFP_EMIT_INVALID,
1179 WINED3D_FFP_EMIT_COUNT
1182 struct wined3d_bo_address
1184 GLuint buffer_object;
1185 BYTE *addr;
1188 struct wined3d_const_bo_address
1190 GLuint buffer_object;
1191 const BYTE *addr;
1194 static inline struct wined3d_const_bo_address *wined3d_const_bo_address(struct wined3d_bo_address *data)
1196 return (struct wined3d_const_bo_address *)data;
1199 struct wined3d_stream_info_element
1201 const struct wined3d_format *format;
1202 struct wined3d_bo_address data;
1203 GLsizei stride;
1204 unsigned int stream_idx;
1205 unsigned int divisor;
1208 struct wined3d_stream_info
1210 struct wined3d_stream_info_element elements[MAX_ATTRIBS];
1211 DWORD position_transformed : 1;
1212 DWORD all_vbo : 1;
1213 WORD swizzle_map; /* MAX_ATTRIBS, 16 */
1214 WORD use_map; /* MAX_ATTRIBS, 16 */
1217 void draw_primitive(struct wined3d_device *device, const struct wined3d_state *state,
1218 unsigned int start_idx, unsigned int index_count, unsigned int start_instance,
1219 unsigned int instance_count, BOOL indexed) DECLSPEC_HIDDEN;
1220 DWORD get_flexible_vertex_size(DWORD d3dvtVertexType) DECLSPEC_HIDDEN;
1222 #define eps 1e-8f
1224 #define GET_TEXCOORD_SIZE_FROM_FVF(d3dvtVertexType, tex_num) \
1225 (((((d3dvtVertexType) >> (16 + (2 * (tex_num)))) + 1) & 0x03) + 1)
1227 /* Routines and structures related to state management */
1229 #define STATE_RENDER(a) (a)
1230 #define STATE_IS_RENDER(a) ((a) >= STATE_RENDER(1) && (a) <= STATE_RENDER(WINEHIGHEST_RENDER_STATE))
1232 #define STATE_TEXTURESTAGE(stage, num) (STATE_RENDER(WINEHIGHEST_RENDER_STATE) + 1 + (stage) * (WINED3D_HIGHEST_TEXTURE_STATE + 1) + (num))
1233 #define STATE_IS_TEXTURESTAGE(a) ((a) >= STATE_TEXTURESTAGE(0, 1) && (a) <= STATE_TEXTURESTAGE(MAX_TEXTURES - 1, WINED3D_HIGHEST_TEXTURE_STATE))
1235 /* + 1 because samplers start with 0 */
1236 #define STATE_SAMPLER(num) (STATE_TEXTURESTAGE(MAX_TEXTURES - 1, WINED3D_HIGHEST_TEXTURE_STATE) + 1 + (num))
1237 #define STATE_IS_SAMPLER(num) ((num) >= STATE_SAMPLER(0) && (num) <= STATE_SAMPLER(MAX_COMBINED_SAMPLERS - 1))
1239 #define STATE_SHADER(a) (STATE_SAMPLER(MAX_COMBINED_SAMPLERS) + (a))
1240 #define STATE_IS_SHADER(a) ((a) >= STATE_SHADER(0) && (a) < STATE_SHADER(WINED3D_SHADER_TYPE_COUNT))
1242 #define STATE_CONSTANT_BUFFER(a) (STATE_SHADER(WINED3D_SHADER_TYPE_COUNT) + (a))
1243 #define STATE_IS_CONSTANT_BUFFER(a) ((a) >= STATE_CONSTANT_BUFFER(0) && (a) < STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_COUNT))
1245 #define STATE_SHADER_RESOURCE_BINDING (STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_COUNT))
1246 #define STATE_IS_SHADER_RESOURCE_BINDING(a) ((a) == STATE_SHADER_RESOURCE_BINDING)
1248 #define STATE_TRANSFORM(a) (STATE_SHADER_RESOURCE_BINDING + (a))
1249 #define STATE_IS_TRANSFORM(a) ((a) >= STATE_TRANSFORM(1) && (a) <= STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(255)))
1251 #define STATE_STREAMSRC (STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(255)) + 1)
1252 #define STATE_IS_STREAMSRC(a) ((a) == STATE_STREAMSRC)
1253 #define STATE_INDEXBUFFER (STATE_STREAMSRC + 1)
1254 #define STATE_IS_INDEXBUFFER(a) ((a) == STATE_INDEXBUFFER)
1256 #define STATE_VDECL (STATE_INDEXBUFFER + 1)
1257 #define STATE_IS_VDECL(a) ((a) == STATE_VDECL)
1259 #define STATE_VIEWPORT (STATE_VDECL + 1)
1260 #define STATE_IS_VIEWPORT(a) ((a) == STATE_VIEWPORT)
1262 #define STATE_LIGHT_TYPE (STATE_VIEWPORT + 1)
1263 #define STATE_IS_LIGHT_TYPE(a) ((a) == STATE_LIGHT_TYPE)
1264 #define STATE_ACTIVELIGHT(a) (STATE_LIGHT_TYPE + 1 + (a))
1265 #define STATE_IS_ACTIVELIGHT(a) ((a) >= STATE_ACTIVELIGHT(0) && (a) < STATE_ACTIVELIGHT(MAX_ACTIVE_LIGHTS))
1267 #define STATE_SCISSORRECT (STATE_ACTIVELIGHT(MAX_ACTIVE_LIGHTS - 1) + 1)
1268 #define STATE_IS_SCISSORRECT(a) ((a) == STATE_SCISSORRECT)
1270 #define STATE_CLIPPLANE(a) (STATE_SCISSORRECT + 1 + (a))
1271 #define STATE_IS_CLIPPLANE(a) ((a) >= STATE_CLIPPLANE(0) && (a) <= STATE_CLIPPLANE(MAX_CLIPPLANES - 1))
1273 #define STATE_MATERIAL (STATE_CLIPPLANE(MAX_CLIPPLANES))
1274 #define STATE_IS_MATERIAL(a) ((a) == STATE_MATERIAL)
1276 #define STATE_FRONTFACE (STATE_MATERIAL + 1)
1277 #define STATE_IS_FRONTFACE(a) ((a) == STATE_FRONTFACE)
1279 #define STATE_POINTSPRITECOORDORIGIN (STATE_FRONTFACE + 1)
1280 #define STATE_IS_POINTSPRITECOORDORIGIN(a) ((a) == STATE_POINTSPRITECOORDORIGIN)
1282 #define STATE_BASEVERTEXINDEX (STATE_POINTSPRITECOORDORIGIN + 1)
1283 #define STATE_IS_BASEVERTEXINDEX(a) ((a) == STATE_BASEVERTEXINDEX)
1285 #define STATE_FRAMEBUFFER (STATE_BASEVERTEXINDEX + 1)
1286 #define STATE_IS_FRAMEBUFFER(a) ((a) == STATE_FRAMEBUFFER)
1288 #define STATE_POINT_ENABLE (STATE_FRAMEBUFFER + 1)
1289 #define STATE_IS_POINT_ENABLE(a) ((a) == STATE_POINT_ENABLE)
1291 #define STATE_COLOR_KEY (STATE_POINT_ENABLE + 1)
1292 #define STATE_IS_COLOR_KEY(a) ((a) == STATE_COLOR_KEY)
1294 #define STATE_HIGHEST (STATE_COLOR_KEY)
1296 enum fogsource {
1297 FOGSOURCE_FFP,
1298 FOGSOURCE_VS,
1299 FOGSOURCE_COORD,
1302 struct wined3d_occlusion_query
1304 struct list entry;
1305 GLuint id;
1306 struct wined3d_context *context;
1309 union wined3d_gl_query_object
1311 GLuint id;
1312 GLsync sync;
1315 struct wined3d_event_query
1317 struct list entry;
1318 union wined3d_gl_query_object object;
1319 struct wined3d_context *context;
1322 enum wined3d_event_query_result
1324 WINED3D_EVENT_QUERY_OK,
1325 WINED3D_EVENT_QUERY_WAITING,
1326 WINED3D_EVENT_QUERY_NOT_STARTED,
1327 WINED3D_EVENT_QUERY_WRONG_THREAD,
1328 WINED3D_EVENT_QUERY_ERROR
1331 void wined3d_event_query_destroy(struct wined3d_event_query *query) DECLSPEC_HIDDEN;
1332 enum wined3d_event_query_result wined3d_event_query_finish(const struct wined3d_event_query *query,
1333 const struct wined3d_device *device) DECLSPEC_HIDDEN;
1334 void wined3d_event_query_issue(struct wined3d_event_query *query, const struct wined3d_device *device) DECLSPEC_HIDDEN;
1335 BOOL wined3d_event_query_supported(const struct wined3d_gl_info *gl_info) DECLSPEC_HIDDEN;
1337 struct wined3d_timestamp_query
1339 struct list entry;
1340 GLuint id;
1341 struct wined3d_context *context;
1344 void context_alloc_timestamp_query(struct wined3d_context *context, struct wined3d_timestamp_query *query) DECLSPEC_HIDDEN;
1345 void context_free_timestamp_query(struct wined3d_timestamp_query *query) DECLSPEC_HIDDEN;
1347 struct wined3d_context
1349 const struct wined3d_gl_info *gl_info;
1350 const struct wined3d_d3d_info *d3d_info;
1351 const struct StateEntry *state_table;
1352 /* State dirtification
1353 * dirtyArray is an array that contains markers for dirty states. numDirtyEntries states are dirty, their numbers are in indices
1354 * 0...numDirtyEntries - 1. isStateDirty is a redundant copy of the dirtyArray. Technically only one of them would be needed,
1355 * 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
1356 * only numDirtyEntries array elements have to be checked, not STATE_HIGHEST states.
1358 DWORD dirtyArray[STATE_HIGHEST + 1]; /* Won't get bigger than that, a state is never marked dirty 2 times */
1359 DWORD numDirtyEntries;
1360 DWORD isStateDirty[STATE_HIGHEST / (sizeof(DWORD) * CHAR_BIT) + 1]; /* Bitmap to find out quickly if a state is dirty */
1362 struct wined3d_swapchain *swapchain;
1363 struct
1365 struct wined3d_texture *texture;
1366 unsigned int sub_resource_idx;
1367 } current_rt;
1368 DWORD tid; /* Thread ID which owns this context at the moment */
1370 /* Stores some information about the context state for optimization */
1371 DWORD render_offscreen : 1;
1372 DWORD last_was_rhw : 1; /* true iff last draw_primitive was in xyzrhw mode */
1373 DWORD last_was_pshader : 1;
1374 DWORD last_was_vshader : 1;
1375 DWORD last_was_normal : 1;
1376 DWORD namedArraysLoaded : 1;
1377 DWORD numberedArraysLoaded : 1;
1378 DWORD last_was_blit : 1;
1379 DWORD last_was_ckey : 1;
1380 DWORD fog_coord : 1;
1381 DWORD fog_enabled : 1;
1382 DWORD num_untracked_materials : 2; /* Max value 2 */
1383 DWORD current : 1;
1384 DWORD destroyed : 1;
1385 DWORD valid : 1;
1386 DWORD texShaderBumpMap : 8; /* MAX_TEXTURES, 8 */
1387 DWORD lastWasPow2Texture : 8; /* MAX_TEXTURES, 8 */
1388 DWORD fixed_function_usage_map : 8; /* MAX_TEXTURES, 8 */
1389 DWORD lowest_disabled_stage : 4; /* Max MAX_TEXTURES, 8 */
1390 DWORD use_immediate_mode_draw : 1;
1391 DWORD rebind_fbo : 1;
1392 DWORD needs_set : 1;
1393 DWORD hdc_is_private : 1;
1394 DWORD hdc_has_format : 1; /* only meaningful if hdc_is_private */
1395 DWORD update_shader_resource_bindings : 1;
1396 DWORD padding : 14;
1397 DWORD shader_update_mask;
1398 DWORD constant_update_mask;
1399 DWORD numbered_array_mask;
1400 GLenum tracking_parm; /* Which source is tracking current colour */
1401 GLenum untracked_materials[2];
1402 UINT blit_w, blit_h;
1403 enum fogsource fog_source;
1404 DWORD active_texture;
1405 DWORD texture_type[MAX_COMBINED_SAMPLERS];
1407 UINT instance_count;
1409 /* The actual opengl context */
1410 UINT level;
1411 HGLRC restore_ctx;
1412 HDC restore_dc;
1413 int restore_pf;
1414 HWND restore_pf_win;
1415 HGLRC glCtx;
1416 HWND win_handle;
1417 HDC hdc;
1418 int pixel_format;
1419 GLint aux_buffers;
1421 void *shader_backend_data;
1422 void *fragment_pipe_data;
1424 /* FBOs */
1425 UINT fbo_entry_count;
1426 struct list fbo_list;
1427 struct list fbo_destroy_list;
1428 struct fbo_entry *current_fbo;
1429 GLuint fbo_read_binding;
1430 GLuint fbo_draw_binding;
1431 struct wined3d_surface **blit_targets;
1432 struct wined3d_fbo_entry_key *fbo_key;
1433 GLenum *draw_buffers;
1434 DWORD draw_buffers_mask; /* Enabled draw buffers, 31 max. */
1436 /* Queries */
1437 GLuint *free_occlusion_queries;
1438 UINT free_occlusion_query_size;
1439 UINT free_occlusion_query_count;
1440 struct list occlusion_queries;
1442 union wined3d_gl_query_object *free_event_queries;
1443 UINT free_event_query_size;
1444 UINT free_event_query_count;
1445 struct list event_queries;
1447 GLuint *free_timestamp_queries;
1448 UINT free_timestamp_query_size;
1449 UINT free_timestamp_query_count;
1450 struct list timestamp_queries;
1452 struct wined3d_stream_info stream_info;
1454 /* Fences for GL_APPLE_flush_buffer_range */
1455 struct wined3d_event_query *buffer_queries[MAX_ATTRIBS];
1456 unsigned int num_buffer_queries;
1458 DWORD tex_unit_map[MAX_COMBINED_SAMPLERS];
1459 DWORD rev_tex_unit_map[MAX_COMBINED_SAMPLERS];
1461 /* Extension emulation */
1462 GLint gl_fog_source;
1463 GLfloat fog_coord_value;
1464 GLfloat color[4], fogstart, fogend, fogcolor[4];
1465 GLuint dummy_arbfp_prog;
1468 struct wined3d_fb_state
1470 struct wined3d_rendertarget_view **render_targets;
1471 struct wined3d_rendertarget_view *depth_stencil;
1474 typedef void (*APPLYSTATEFUNC)(struct wined3d_context *ctx, const struct wined3d_state *state, DWORD state_id);
1476 struct StateEntry
1478 DWORD representative;
1479 APPLYSTATEFUNC apply;
1482 struct StateEntryTemplate
1484 DWORD state;
1485 struct StateEntry content;
1486 enum wined3d_gl_extension extension;
1489 #define WINED3D_FRAGMENT_CAP_PROJ_CONTROL 0x00000001
1490 #define WINED3D_FRAGMENT_CAP_SRGB_WRITE 0x00000002
1491 #define WINED3D_FRAGMENT_CAP_COLOR_KEY 0x00000004
1493 struct fragment_caps
1495 DWORD wined3d_caps;
1496 DWORD PrimitiveMiscCaps;
1497 DWORD TextureOpCaps;
1498 DWORD MaxTextureBlendStages;
1499 DWORD MaxSimultaneousTextures;
1502 #define GL_EXT_EMUL_ARB_MULTITEXTURE 0x00000001
1503 #define GL_EXT_EMUL_EXT_FOG_COORD 0x00000002
1505 struct fragment_pipeline
1507 void (*enable_extension)(const struct wined3d_gl_info *gl_info, BOOL enable);
1508 void (*get_caps)(const struct wined3d_gl_info *gl_info, struct fragment_caps *caps);
1509 DWORD (*get_emul_mask)(const struct wined3d_gl_info *gl_info);
1510 void *(*alloc_private)(const struct wined3d_shader_backend_ops *shader_backend, void *shader_priv);
1511 void (*free_private)(struct wined3d_device *device);
1512 BOOL (*allocate_context_data)(struct wined3d_context *context);
1513 void (*free_context_data)(struct wined3d_context *context);
1514 BOOL (*color_fixup_supported)(struct color_fixup_desc fixup);
1515 const struct StateEntryTemplate *states;
1518 struct wined3d_vertex_caps
1520 BOOL xyzrhw;
1521 BOOL emulated_flatshading;
1522 BOOL ffp_generic_attributes;
1523 DWORD max_active_lights;
1524 DWORD max_vertex_blend_matrices;
1525 DWORD max_vertex_blend_matrix_index;
1526 DWORD vertex_processing_caps;
1527 DWORD fvf_caps;
1528 DWORD max_user_clip_planes;
1529 DWORD raster_caps;
1532 struct wined3d_vertex_pipe_ops
1534 void (*vp_enable)(const struct wined3d_gl_info *gl_info, BOOL enable);
1535 void (*vp_get_caps)(const struct wined3d_gl_info *gl_info, struct wined3d_vertex_caps *caps);
1536 DWORD (*vp_get_emul_mask)(const struct wined3d_gl_info *gl_info);
1537 void *(*vp_alloc)(const struct wined3d_shader_backend_ops *shader_backend, void *shader_priv);
1538 void (*vp_free)(struct wined3d_device *device);
1539 const struct StateEntryTemplate *vp_states;
1542 extern const struct StateEntryTemplate misc_state_template[] DECLSPEC_HIDDEN;
1543 extern const struct fragment_pipeline none_fragment_pipe DECLSPEC_HIDDEN;
1544 extern const struct fragment_pipeline ffp_fragment_pipeline DECLSPEC_HIDDEN;
1545 extern const struct fragment_pipeline atifs_fragment_pipeline DECLSPEC_HIDDEN;
1546 extern const struct fragment_pipeline arbfp_fragment_pipeline DECLSPEC_HIDDEN;
1547 extern const struct fragment_pipeline nvts_fragment_pipeline DECLSPEC_HIDDEN;
1548 extern const struct fragment_pipeline nvrc_fragment_pipeline DECLSPEC_HIDDEN;
1549 extern const struct fragment_pipeline glsl_fragment_pipe DECLSPEC_HIDDEN;
1551 extern const struct wined3d_vertex_pipe_ops none_vertex_pipe DECLSPEC_HIDDEN;
1552 extern const struct wined3d_vertex_pipe_ops ffp_vertex_pipe DECLSPEC_HIDDEN;
1553 extern const struct wined3d_vertex_pipe_ops glsl_vertex_pipe DECLSPEC_HIDDEN;
1555 /* "Base" state table */
1556 HRESULT compile_state_table(struct StateEntry *StateTable, APPLYSTATEFUNC **dev_multistate_funcs,
1557 const struct wined3d_gl_info *gl_info, const struct wined3d_d3d_info *d3d_info,
1558 const struct wined3d_vertex_pipe_ops *vertex, const struct fragment_pipeline *fragment,
1559 const struct StateEntryTemplate *misc) DECLSPEC_HIDDEN;
1561 enum wined3d_blit_op
1563 WINED3D_BLIT_OP_COLOR_BLIT,
1564 WINED3D_BLIT_OP_COLOR_BLIT_ALPHATEST,
1565 WINED3D_BLIT_OP_COLOR_BLIT_CKEY,
1566 WINED3D_BLIT_OP_COLOR_FILL,
1567 WINED3D_BLIT_OP_DEPTH_FILL,
1568 WINED3D_BLIT_OP_DEPTH_BLIT,
1571 /* Shaders for color conversions in blits. Do not do blit operations while
1572 * already under the GL lock. */
1573 struct blit_shader
1575 HRESULT (*alloc_private)(struct wined3d_device *device);
1576 void (*free_private)(struct wined3d_device *device);
1577 HRESULT (*set_shader)(void *blit_priv, struct wined3d_context *context, const struct wined3d_surface *surface,
1578 const struct wined3d_color_key *color_key);
1579 void (*unset_shader)(const struct wined3d_gl_info *gl_info);
1580 BOOL (*blit_supported)(const struct wined3d_gl_info *gl_info,
1581 const struct wined3d_d3d_info *d3d_info, enum wined3d_blit_op blit_op,
1582 const RECT *src_rect, DWORD src_usage, enum wined3d_pool src_pool, const struct wined3d_format *src_format,
1583 const RECT *dst_rect, DWORD dst_usage, enum wined3d_pool dst_pool, const struct wined3d_format *dst_format);
1584 HRESULT (*color_fill)(struct wined3d_device *device, struct wined3d_rendertarget_view *view,
1585 const RECT *rect, const struct wined3d_color *color);
1586 HRESULT (*depth_fill)(struct wined3d_device *device, struct wined3d_rendertarget_view *view,
1587 const RECT *rect, DWORD clear_flags, float depth, DWORD stencil);
1588 void (*blit_surface)(struct wined3d_device *device, enum wined3d_blit_op op, DWORD filter,
1589 struct wined3d_surface *src_surface, const RECT *src_rect,
1590 struct wined3d_surface *dst_surface, const RECT *dst_rect,
1591 const struct wined3d_color_key *color_key);
1594 extern const struct blit_shader ffp_blit DECLSPEC_HIDDEN;
1595 extern const struct blit_shader arbfp_blit DECLSPEC_HIDDEN;
1596 extern const struct blit_shader cpu_blit DECLSPEC_HIDDEN;
1598 BOOL wined3d_clip_blit(const RECT *clip_rect, RECT *clipped, RECT *other) DECLSPEC_HIDDEN;
1599 const struct blit_shader *wined3d_select_blitter(const struct wined3d_gl_info *gl_info,
1600 const struct wined3d_d3d_info *d3d_info, enum wined3d_blit_op blit_op,
1601 const RECT *src_rect, DWORD src_usage, enum wined3d_pool src_pool, const struct wined3d_format *src_format,
1602 const RECT *dst_rect, DWORD dst_usage, enum wined3d_pool dst_pool, const struct wined3d_format *dst_format)
1603 DECLSPEC_HIDDEN;
1605 struct wined3d_context *context_acquire(const struct wined3d_device *device,
1606 struct wined3d_surface *target) DECLSPEC_HIDDEN;
1607 void context_alloc_event_query(struct wined3d_context *context,
1608 struct wined3d_event_query *query) DECLSPEC_HIDDEN;
1609 void context_alloc_occlusion_query(struct wined3d_context *context,
1610 struct wined3d_occlusion_query *query) DECLSPEC_HIDDEN;
1611 void context_apply_blit_state(struct wined3d_context *context, const struct wined3d_device *device) DECLSPEC_HIDDEN;
1612 BOOL context_apply_clear_state(struct wined3d_context *context, const struct wined3d_state *state,
1613 UINT rt_count, const struct wined3d_fb_state *fb) DECLSPEC_HIDDEN;
1614 BOOL context_apply_draw_state(struct wined3d_context *context,
1615 const struct wined3d_device *device, const struct wined3d_state *state) DECLSPEC_HIDDEN;
1616 void context_apply_fbo_state_blit(struct wined3d_context *context, GLenum target,
1617 struct wined3d_surface *render_target, struct wined3d_surface *depth_stencil, DWORD location) DECLSPEC_HIDDEN;
1618 void context_active_texture(struct wined3d_context *context, const struct wined3d_gl_info *gl_info,
1619 unsigned int unit) DECLSPEC_HIDDEN;
1620 void context_bind_texture(struct wined3d_context *context, GLenum target, GLuint name) DECLSPEC_HIDDEN;
1621 void context_check_fbo_status(const struct wined3d_context *context, GLenum target) DECLSPEC_HIDDEN;
1622 struct wined3d_context *context_create(struct wined3d_swapchain *swapchain, struct wined3d_texture *target,
1623 const struct wined3d_format *ds_format) DECLSPEC_HIDDEN;
1624 HGLRC context_create_wgl_attribs(const struct wined3d_gl_info *gl_info, HDC hdc, HGLRC share_ctx) DECLSPEC_HIDDEN;
1625 void context_destroy(struct wined3d_device *device, struct wined3d_context *context) DECLSPEC_HIDDEN;
1626 void context_free_event_query(struct wined3d_event_query *query) DECLSPEC_HIDDEN;
1627 void context_free_occlusion_query(struct wined3d_occlusion_query *query) DECLSPEC_HIDDEN;
1628 struct wined3d_context *context_get_current(void) DECLSPEC_HIDDEN;
1629 GLenum context_get_offscreen_gl_buffer(const struct wined3d_context *context) DECLSPEC_HIDDEN;
1630 DWORD context_get_tls_idx(void) DECLSPEC_HIDDEN;
1631 void context_gl_resource_released(struct wined3d_device *device,
1632 GLuint name, BOOL rb_namespace) DECLSPEC_HIDDEN;
1633 void context_invalidate_state(struct wined3d_context *context, DWORD state_id) DECLSPEC_HIDDEN;
1634 void context_release(struct wined3d_context *context) DECLSPEC_HIDDEN;
1635 void context_resource_released(const struct wined3d_device *device,
1636 struct wined3d_resource *resource, enum wined3d_resource_type type) DECLSPEC_HIDDEN;
1637 void context_restore(struct wined3d_context *context, struct wined3d_surface *restore) DECLSPEC_HIDDEN;
1638 BOOL context_set_current(struct wined3d_context *ctx) DECLSPEC_HIDDEN;
1639 void context_set_draw_buffer(struct wined3d_context *context, GLenum buffer) DECLSPEC_HIDDEN;
1640 void context_set_tls_idx(DWORD idx) DECLSPEC_HIDDEN;
1641 void context_state_drawbuf(struct wined3d_context *context,
1642 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
1643 void context_state_fb(struct wined3d_context *context,
1644 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
1645 void context_surface_update(struct wined3d_context *context, const struct wined3d_surface *surface) DECLSPEC_HIDDEN;
1646 void context_stream_info_from_declaration(struct wined3d_context *context,
1647 const struct wined3d_state *state, struct wined3d_stream_info *stream_info) DECLSPEC_HIDDEN;
1649 /*****************************************************************************
1650 * Internal representation of a light
1652 struct wined3d_light_info
1654 struct wined3d_light OriginalParms; /* Note D3D8LIGHT == D3D9LIGHT */
1655 DWORD OriginalIndex;
1656 LONG glIndex;
1657 BOOL enabled;
1659 /* Converted parms to speed up swapping lights */
1660 struct wined3d_vec4 position;
1661 struct wined3d_vec4 direction;
1662 float exponent;
1663 float cutoff;
1665 struct list entry;
1668 /* The default light parameters */
1669 extern const struct wined3d_light WINED3D_default_light DECLSPEC_HIDDEN;
1671 struct wined3d_pixel_format
1673 int iPixelFormat; /* WGL pixel format */
1674 int iPixelType; /* WGL pixel type e.g. WGL_TYPE_RGBA_ARB, WGL_TYPE_RGBA_FLOAT_ARB or WGL_TYPE_COLORINDEX_ARB */
1675 int redSize, greenSize, blueSize, alphaSize, colorSize;
1676 int depthSize, stencilSize;
1677 BOOL windowDrawable;
1678 BOOL doubleBuffer;
1679 int auxBuffers;
1680 int numSamples;
1683 enum wined3d_pci_vendor
1685 HW_VENDOR_SOFTWARE = 0x0000,
1686 HW_VENDOR_AMD = 0x1002,
1687 HW_VENDOR_NVIDIA = 0x10de,
1688 HW_VENDOR_VMWARE = 0x15ad,
1689 HW_VENDOR_INTEL = 0x8086,
1692 enum wined3d_pci_device
1694 CARD_WINE = 0x0000,
1696 CARD_AMD_RAGE_128PRO = 0x5246,
1697 CARD_AMD_RADEON_7200 = 0x5144,
1698 CARD_AMD_RADEON_8500 = 0x514c,
1699 CARD_AMD_RADEON_9500 = 0x4144,
1700 CARD_AMD_RADEON_XPRESS_200M = 0x5955,
1701 CARD_AMD_RADEON_X700 = 0x5e4c,
1702 CARD_AMD_RADEON_X1600 = 0x71c2,
1703 CARD_AMD_RADEON_HD2350 = 0x94c7,
1704 CARD_AMD_RADEON_HD2600 = 0x9581,
1705 CARD_AMD_RADEON_HD2900 = 0x9400,
1706 CARD_AMD_RADEON_HD3200 = 0x9620,
1707 CARD_AMD_RADEON_HD3850 = 0x9515,
1708 CARD_AMD_RADEON_HD4200M = 0x9712,
1709 CARD_AMD_RADEON_HD4350 = 0x954f,
1710 CARD_AMD_RADEON_HD4600 = 0x9495,
1711 CARD_AMD_RADEON_HD4700 = 0x944e,
1712 CARD_AMD_RADEON_HD4800 = 0x944c,
1713 CARD_AMD_RADEON_HD5400 = 0x68f9,
1714 CARD_AMD_RADEON_HD5600 = 0x68d8,
1715 CARD_AMD_RADEON_HD5700 = 0x68be,
1716 CARD_AMD_RADEON_HD5800 = 0x6898,
1717 CARD_AMD_RADEON_HD5900 = 0x689c,
1718 CARD_AMD_RADEON_HD6300 = 0x9803,
1719 CARD_AMD_RADEON_HD6400 = 0x6770,
1720 CARD_AMD_RADEON_HD6410D = 0x9644,
1721 CARD_AMD_RADEON_HD6550D = 0x9640,
1722 CARD_AMD_RADEON_HD6600 = 0x6758,
1723 CARD_AMD_RADEON_HD6600M = 0x6741,
1724 CARD_AMD_RADEON_HD6700 = 0x68ba,
1725 CARD_AMD_RADEON_HD6800 = 0x6739,
1726 CARD_AMD_RADEON_HD6900 = 0x6719,
1727 CARD_AMD_RADEON_HD7660D = 0x9901,
1728 CARD_AMD_RADEON_HD7700 = 0x683d,
1729 CARD_AMD_RADEON_HD7800 = 0x6819,
1730 CARD_AMD_RADEON_HD7900 = 0x679a,
1731 CARD_AMD_RADEON_HD8600M = 0x6660,
1732 CARD_AMD_RADEON_HD8670 = 0x6610,
1733 CARD_AMD_RADEON_HD8770 = 0x665c,
1734 CARD_AMD_RADEON_R3 = 0x9830,
1735 CARD_AMD_RADEON_R7 = 0x130f,
1736 CARD_AMD_RADEON_R9 = 0x67b1,
1738 CARD_NVIDIA_RIVA_128 = 0x0018,
1739 CARD_NVIDIA_RIVA_TNT = 0x0020,
1740 CARD_NVIDIA_RIVA_TNT2 = 0x0028,
1741 CARD_NVIDIA_GEFORCE = 0x0100,
1742 CARD_NVIDIA_GEFORCE2_MX = 0x0110,
1743 CARD_NVIDIA_GEFORCE2 = 0x0150,
1744 CARD_NVIDIA_GEFORCE3 = 0x0200,
1745 CARD_NVIDIA_GEFORCE4_MX = 0x0170,
1746 CARD_NVIDIA_GEFORCE4_TI4200 = 0x0253,
1747 CARD_NVIDIA_GEFORCEFX_5200 = 0x0320,
1748 CARD_NVIDIA_GEFORCEFX_5600 = 0x0312,
1749 CARD_NVIDIA_GEFORCEFX_5800 = 0x0302,
1750 CARD_NVIDIA_GEFORCE_6200 = 0x014f,
1751 CARD_NVIDIA_GEFORCE_6600GT = 0x0140,
1752 CARD_NVIDIA_GEFORCE_6800 = 0x0041,
1753 CARD_NVIDIA_GEFORCE_7300 = 0x01d7, /* GeForce Go 7300 */
1754 CARD_NVIDIA_GEFORCE_7400 = 0x01d8,
1755 CARD_NVIDIA_GEFORCE_7600 = 0x0391,
1756 CARD_NVIDIA_GEFORCE_7800GT = 0x0092,
1757 CARD_NVIDIA_GEFORCE_8200 = 0x0849, /* Other PCI ID 0x084b */
1758 CARD_NVIDIA_GEFORCE_8300GS = 0x0423,
1759 CARD_NVIDIA_GEFORCE_8400GS = 0x0404,
1760 CARD_NVIDIA_GEFORCE_8500GT = 0x0421,
1761 CARD_NVIDIA_GEFORCE_8600GT = 0x0402,
1762 CARD_NVIDIA_GEFORCE_8600MGT = 0x0407,
1763 CARD_NVIDIA_GEFORCE_8800GTS = 0x0193,
1764 CARD_NVIDIA_GEFORCE_8800GTX = 0x0191,
1765 CARD_NVIDIA_GEFORCE_9200 = 0x086d,
1766 CARD_NVIDIA_GEFORCE_9300 = 0x086c,
1767 CARD_NVIDIA_GEFORCE_9400M = 0x0863,
1768 CARD_NVIDIA_GEFORCE_9400GT = 0x042c,
1769 CARD_NVIDIA_GEFORCE_9500GT = 0x0640,
1770 CARD_NVIDIA_GEFORCE_9600GT = 0x0622,
1771 CARD_NVIDIA_GEFORCE_9700MGT = 0x064a,
1772 CARD_NVIDIA_GEFORCE_9800GT = 0x0614,
1773 CARD_NVIDIA_GEFORCE_210 = 0x0a23,
1774 CARD_NVIDIA_GEFORCE_GT220 = 0x0a20,
1775 CARD_NVIDIA_GEFORCE_GT240 = 0x0ca3,
1776 CARD_NVIDIA_GEFORCE_GTX260 = 0x05e2,
1777 CARD_NVIDIA_GEFORCE_GTX275 = 0x05e6,
1778 CARD_NVIDIA_GEFORCE_GTX280 = 0x05e1,
1779 CARD_NVIDIA_GEFORCE_315M = 0x0a7a,
1780 CARD_NVIDIA_GEFORCE_320M = 0x08a3,
1781 CARD_NVIDIA_GEFORCE_GT320M = 0x0a2d,
1782 CARD_NVIDIA_GEFORCE_GT325M = 0x0a35,
1783 CARD_NVIDIA_GEFORCE_GT330 = 0x0ca0,
1784 CARD_NVIDIA_GEFORCE_GTS350M = 0x0cb0,
1785 CARD_NVIDIA_GEFORCE_410M = 0x1055,
1786 CARD_NVIDIA_GEFORCE_GT420 = 0x0de2,
1787 CARD_NVIDIA_GEFORCE_GT425M = 0x0df0,
1788 CARD_NVIDIA_GEFORCE_GT430 = 0x0de1,
1789 CARD_NVIDIA_GEFORCE_GT440 = 0x0de0,
1790 CARD_NVIDIA_GEFORCE_GTS450 = 0x0dc4,
1791 CARD_NVIDIA_GEFORCE_GTX460 = 0x0e22,
1792 CARD_NVIDIA_GEFORCE_GTX460M = 0x0dd1,
1793 CARD_NVIDIA_GEFORCE_GTX465 = 0x06c4,
1794 CARD_NVIDIA_GEFORCE_GTX470 = 0x06cd,
1795 CARD_NVIDIA_GEFORCE_GTX480 = 0x06c0,
1796 CARD_NVIDIA_GEFORCE_GT520 = 0x1040,
1797 CARD_NVIDIA_GEFORCE_GT540M = 0x0df4,
1798 CARD_NVIDIA_GEFORCE_GTX550 = 0x1244,
1799 CARD_NVIDIA_GEFORCE_GT555M = 0x04b8,
1800 CARD_NVIDIA_GEFORCE_GTX560TI = 0x1200,
1801 CARD_NVIDIA_GEFORCE_GTX560 = 0x1201,
1802 CARD_NVIDIA_GEFORCE_GTX570 = 0x1081,
1803 CARD_NVIDIA_GEFORCE_GTX580 = 0x1080,
1804 CARD_NVIDIA_GEFORCE_GT610 = 0x104a,
1805 CARD_NVIDIA_GEFORCE_GT630 = 0x0f00,
1806 CARD_NVIDIA_GEFORCE_GT630M = 0x0de9,
1807 CARD_NVIDIA_GEFORCE_GT640M = 0x0fd2,
1808 CARD_NVIDIA_GEFORCE_GT650M = 0x0fd1,
1809 CARD_NVIDIA_GEFORCE_GTX650 = 0x0fc6,
1810 CARD_NVIDIA_GEFORCE_GTX650TI = 0x11c6,
1811 CARD_NVIDIA_GEFORCE_GTX660 = 0x11c0,
1812 CARD_NVIDIA_GEFORCE_GTX660M = 0x0fd4,
1813 CARD_NVIDIA_GEFORCE_GTX660TI = 0x1183,
1814 CARD_NVIDIA_GEFORCE_GTX670 = 0x1189,
1815 CARD_NVIDIA_GEFORCE_GTX670MX = 0x11a1,
1816 CARD_NVIDIA_GEFORCE_GTX680 = 0x1180,
1817 CARD_NVIDIA_GEFORCE_GT730M = 0x0fe1,
1818 CARD_NVIDIA_GEFORCE_GT750M = 0x0fe9,
1819 CARD_NVIDIA_GEFORCE_GTX750 = 0x1381,
1820 CARD_NVIDIA_GEFORCE_GTX750TI = 0x1380,
1821 CARD_NVIDIA_GEFORCE_GTX760 = 0x1187,
1822 CARD_NVIDIA_GEFORCE_GTX765M = 0x11e2,
1823 CARD_NVIDIA_GEFORCE_GTX770M = 0x11e0,
1824 CARD_NVIDIA_GEFORCE_GTX770 = 0x1184,
1825 CARD_NVIDIA_GEFORCE_GTX780 = 0x1004,
1826 CARD_NVIDIA_GEFORCE_GTX780TI = 0x100a,
1827 CARD_NVIDIA_GEFORCE_GTXTITAN = 0x1005,
1828 CARD_NVIDIA_GEFORCE_GTXTITANB = 0x100c,
1829 CARD_NVIDIA_GEFORCE_GTXTITANX = 0x17c2,
1830 CARD_NVIDIA_GEFORCE_GTXTITANZ = 0x1001,
1831 CARD_NVIDIA_GEFORCE_820M = 0x0fed,
1832 CARD_NVIDIA_GEFORCE_830M = 0x1340,
1833 CARD_NVIDIA_GEFORCE_840M = 0x1341,
1834 CARD_NVIDIA_GEFORCE_845M = 0x1344,
1835 CARD_NVIDIA_GEFORCE_GTX850M = 0x1391,
1836 CARD_NVIDIA_GEFORCE_GTX860M = 0x1392, /* Other PCI ID 0x119a */
1837 CARD_NVIDIA_GEFORCE_GTX870M = 0x1199,
1838 CARD_NVIDIA_GEFORCE_GTX880M = 0x1198,
1839 CARD_NVIDIA_GEFORCE_GTX950 = 0x1402,
1840 CARD_NVIDIA_GEFORCE_GTX950M = 0x139a,
1841 CARD_NVIDIA_GEFORCE_GTX960 = 0x1401,
1842 CARD_NVIDIA_GEFORCE_GTX960M = 0x139b,
1843 CARD_NVIDIA_GEFORCE_GTX970 = 0x13c2,
1844 CARD_NVIDIA_GEFORCE_GTX970M = 0x13d8,
1845 CARD_NVIDIA_GEFORCE_GTX980 = 0x13c0,
1847 CARD_VMWARE_SVGA3D = 0x0405,
1849 CARD_INTEL_830M = 0x3577,
1850 CARD_INTEL_855GM = 0x3582,
1851 CARD_INTEL_845G = 0x2562,
1852 CARD_INTEL_865G = 0x2572,
1853 CARD_INTEL_915G = 0x2582,
1854 CARD_INTEL_E7221G = 0x258a,
1855 CARD_INTEL_915GM = 0x2592,
1856 CARD_INTEL_945G = 0x2772,
1857 CARD_INTEL_945GM = 0x27a2,
1858 CARD_INTEL_945GME = 0x27ae,
1859 CARD_INTEL_Q35 = 0x29b2,
1860 CARD_INTEL_G33 = 0x29c2,
1861 CARD_INTEL_Q33 = 0x29d2,
1862 CARD_INTEL_PNVG = 0xa001,
1863 CARD_INTEL_PNVM = 0xa011,
1864 CARD_INTEL_965Q = 0x2992,
1865 CARD_INTEL_965G = 0x2982,
1866 CARD_INTEL_946GZ = 0x2972,
1867 CARD_INTEL_965GM = 0x2a02,
1868 CARD_INTEL_965GME = 0x2a12,
1869 CARD_INTEL_GM45 = 0x2a42,
1870 CARD_INTEL_IGD = 0x2e02,
1871 CARD_INTEL_Q45 = 0x2e12,
1872 CARD_INTEL_G45 = 0x2e22,
1873 CARD_INTEL_G41 = 0x2e32,
1874 CARD_INTEL_B43 = 0x2e92,
1875 CARD_INTEL_ILKD = 0x0042,
1876 CARD_INTEL_ILKM = 0x0046,
1877 CARD_INTEL_SNBD = 0x0122,
1878 CARD_INTEL_SNBM = 0x0126,
1879 CARD_INTEL_SNBS = 0x010a,
1880 CARD_INTEL_IVBD = 0x0162,
1881 CARD_INTEL_IVBM = 0x0166,
1882 CARD_INTEL_IVBS = 0x015a,
1883 CARD_INTEL_HWM = 0x0416,
1886 struct wined3d_fbo_ops
1888 GLboolean (WINE_GLAPI *glIsRenderbuffer)(GLuint renderbuffer);
1889 void (WINE_GLAPI *glBindRenderbuffer)(GLenum target, GLuint renderbuffer);
1890 void (WINE_GLAPI *glDeleteRenderbuffers)(GLsizei n, const GLuint *renderbuffers);
1891 void (WINE_GLAPI *glGenRenderbuffers)(GLsizei n, GLuint *renderbuffers);
1892 void (WINE_GLAPI *glRenderbufferStorage)(GLenum target, GLenum internalformat,
1893 GLsizei width, GLsizei height);
1894 void (WINE_GLAPI *glRenderbufferStorageMultisample)(GLenum target, GLsizei samples,
1895 GLenum internalformat, GLsizei width, GLsizei height);
1896 void (WINE_GLAPI *glGetRenderbufferParameteriv)(GLenum target, GLenum pname, GLint *params);
1897 GLboolean (WINE_GLAPI *glIsFramebuffer)(GLuint framebuffer);
1898 void (WINE_GLAPI *glBindFramebuffer)(GLenum target, GLuint framebuffer);
1899 void (WINE_GLAPI *glDeleteFramebuffers)(GLsizei n, const GLuint *framebuffers);
1900 void (WINE_GLAPI *glGenFramebuffers)(GLsizei n, GLuint *framebuffers);
1901 GLenum (WINE_GLAPI *glCheckFramebufferStatus)(GLenum target);
1902 void (WINE_GLAPI *glFramebufferTexture1D)(GLenum target, GLenum attachment,
1903 GLenum textarget, GLuint texture, GLint level);
1904 void (WINE_GLAPI *glFramebufferTexture2D)(GLenum target, GLenum attachment,
1905 GLenum textarget, GLuint texture, GLint level);
1906 void (WINE_GLAPI *glFramebufferTexture3D)(GLenum target, GLenum attachment,
1907 GLenum textarget, GLuint texture, GLint level, GLint layer);
1908 void (WINE_GLAPI *glFramebufferTextureLayer)(GLenum target, GLenum attachment,
1909 GLuint texture, GLint level, GLint layer);
1910 void (WINE_GLAPI *glFramebufferRenderbuffer)(GLenum target, GLenum attachment,
1911 GLenum renderbuffertarget, GLuint renderbuffer);
1912 void (WINE_GLAPI *glGetFramebufferAttachmentParameteriv)(GLenum target, GLenum attachment,
1913 GLenum pname, GLint *params);
1914 void (WINE_GLAPI *glBlitFramebuffer)(GLint srcX0, GLint srcY0, GLint srcX1, GLint srcY1,
1915 GLint dstX0, GLint dstY0, GLint dstX1, GLint dstY1, GLbitfield mask, GLenum filter);
1916 void (WINE_GLAPI *glGenerateMipmap)(GLenum target);
1919 struct wined3d_gl_limits
1921 UINT buffers;
1922 UINT lights;
1923 UINT textures;
1924 UINT texture_coords;
1925 UINT vertex_uniform_blocks;
1926 UINT geometry_uniform_blocks;
1927 UINT fragment_uniform_blocks;
1928 UINT fragment_samplers;
1929 UINT vertex_samplers;
1930 UINT combined_samplers;
1931 UINT general_combiners;
1932 UINT clipplanes;
1933 UINT texture_size;
1934 UINT texture3d_size;
1935 float pointsize_max;
1936 float pointsize_min;
1937 UINT blends;
1938 UINT anisotropy;
1939 float shininess;
1940 UINT samples;
1941 UINT vertex_attribs;
1943 UINT glsl_varyings;
1944 UINT glsl_vs_float_constants;
1945 UINT glsl_ps_float_constants;
1947 UINT arb_vs_float_constants;
1948 UINT arb_vs_native_constants;
1949 UINT arb_vs_instructions;
1950 UINT arb_vs_temps;
1951 UINT arb_ps_float_constants;
1952 UINT arb_ps_local_constants;
1953 UINT arb_ps_native_constants;
1954 UINT arb_ps_instructions;
1955 UINT arb_ps_temps;
1958 struct wined3d_gl_info
1960 DWORD selected_gl_version;
1961 DWORD glsl_version;
1962 struct wined3d_gl_limits limits;
1963 DWORD reserved_glsl_constants, reserved_arb_constants;
1964 DWORD quirks;
1965 BOOL supported[WINED3D_GL_EXT_COUNT];
1966 GLint wrap_lookup[WINED3D_TADDRESS_MIRROR_ONCE - WINED3D_TADDRESS_WRAP + 1];
1967 float fixed_polyoffset_scale, float_polyoffset_scale;
1969 HGLRC (WINAPI *p_wglCreateContextAttribsARB)(HDC dc, HGLRC share, const GLint *attribs);
1970 struct opengl_funcs gl_ops;
1971 struct wined3d_fbo_ops fbo_ops;
1973 struct wined3d_format *formats;
1974 unsigned int format_count;
1977 struct wined3d_driver_info
1979 enum wined3d_pci_vendor vendor;
1980 enum wined3d_pci_device device;
1981 const char *name;
1982 const char *description;
1983 UINT64 vram_bytes;
1984 DWORD version_high;
1985 DWORD version_low;
1988 struct wined3d_d3d_limits
1990 unsigned int vs_version, hs_version, ds_version, gs_version, ps_version;
1991 DWORD vs_uniform_count;
1992 DWORD ps_uniform_count;
1993 UINT varying_count;
1994 UINT ffp_textures;
1995 UINT ffp_blend_stages;
1996 UINT ffp_vertex_blend_matrices;
1999 typedef void (WINE_GLAPI *wined3d_ffp_attrib_func)(const void *data);
2000 typedef void (WINE_GLAPI *wined3d_ffp_texcoord_func)(GLenum unit, const void *data);
2001 typedef void (WINE_GLAPI *wined3d_generic_attrib_func)(GLuint idx, const void *data);
2002 extern wined3d_ffp_attrib_func specular_func_3ubv DECLSPEC_HIDDEN;
2004 struct wined3d_ffp_attrib_ops
2006 wined3d_ffp_attrib_func position[WINED3D_FFP_EMIT_COUNT];
2007 wined3d_ffp_attrib_func diffuse[WINED3D_FFP_EMIT_COUNT];
2008 wined3d_ffp_attrib_func specular[WINED3D_FFP_EMIT_COUNT];
2009 wined3d_ffp_attrib_func normal[WINED3D_FFP_EMIT_COUNT];
2010 wined3d_ffp_texcoord_func texcoord[WINED3D_FFP_EMIT_COUNT];
2011 wined3d_generic_attrib_func generic[WINED3D_FFP_EMIT_COUNT];
2014 struct wined3d_d3d_info
2016 struct wined3d_d3d_limits limits;
2017 struct wined3d_ffp_attrib_ops ffp_attrib_ops;
2018 BOOL xyzrhw;
2019 BOOL emulated_flatshading;
2020 BOOL ffp_generic_attributes;
2021 BOOL vs_clipping;
2022 BOOL shader_color_key;
2023 DWORD valid_rt_mask;
2024 DWORD wined3d_creation_flags;
2027 /* The adapter structure */
2028 struct wined3d_adapter
2030 UINT ordinal;
2031 POINT monitor_position;
2032 enum wined3d_format_id screen_format;
2034 struct wined3d_gl_info gl_info;
2035 struct wined3d_d3d_info d3d_info;
2036 struct wined3d_driver_info driver_info;
2037 WCHAR DeviceName[CCHDEVICENAME]; /* DeviceName for use with e.g. ChangeDisplaySettings */
2038 unsigned int cfg_count;
2039 struct wined3d_pixel_format *cfgs;
2040 UINT64 vram_bytes;
2041 UINT64 vram_bytes_used;
2042 LUID luid;
2044 const struct wined3d_vertex_pipe_ops *vertex_pipe;
2045 const struct fragment_pipeline *fragment_pipe;
2046 const struct wined3d_shader_backend_ops *shader_backend;
2047 const struct blit_shader *blitter;
2050 struct wined3d_caps_gl_ctx
2052 HDC dc;
2053 HWND wnd;
2054 HGLRC gl_ctx;
2055 HDC restore_dc;
2056 HGLRC restore_gl_ctx;
2058 const struct wined3d_gl_info *gl_info;
2059 GLuint test_vbo;
2060 GLuint test_program_id;
2063 float wined3d_adapter_find_polyoffset_scale(struct wined3d_caps_gl_ctx *ctx, GLenum format) DECLSPEC_HIDDEN;
2064 BOOL wined3d_adapter_init_format_info(struct wined3d_adapter *adapter,
2065 struct wined3d_caps_gl_ctx *ctx) DECLSPEC_HIDDEN;
2066 UINT64 adapter_adjust_memory(struct wined3d_adapter *adapter, INT64 amount) DECLSPEC_HIDDEN;
2068 BOOL initPixelFormatsNoGL(struct wined3d_gl_info *gl_info) DECLSPEC_HIDDEN;
2069 void install_gl_compat_wrapper(struct wined3d_gl_info *gl_info, enum wined3d_gl_extension ext) DECLSPEC_HIDDEN;
2071 enum projection_types
2073 proj_none = 0,
2074 proj_count3 = 1,
2075 proj_count4 = 2
2078 enum dst_arg
2080 resultreg = 0,
2081 tempreg = 1
2084 /*****************************************************************************
2085 * Fixed function pipeline replacements
2087 #define ARG_UNUSED 0xff
2088 struct texture_stage_op
2090 unsigned cop : 8;
2091 unsigned carg1 : 8;
2092 unsigned carg2 : 8;
2093 unsigned carg0 : 8;
2095 unsigned aop : 8;
2096 unsigned aarg1 : 8;
2097 unsigned aarg2 : 8;
2098 unsigned aarg0 : 8;
2100 struct color_fixup_desc color_fixup;
2101 unsigned tex_type : 3;
2102 unsigned dst : 1;
2103 unsigned projected : 2;
2104 unsigned padding : 10;
2107 struct ffp_frag_settings
2109 struct texture_stage_op op[MAX_TEXTURES];
2110 enum wined3d_ffp_ps_fog_mode fog;
2111 unsigned char sRGB_write;
2112 unsigned char emul_clipplanes;
2113 unsigned char texcoords_initialized;
2114 unsigned char color_key_enabled : 1;
2115 unsigned char pointsprite : 1;
2116 unsigned char flatshading : 1;
2117 unsigned char alpha_test_func : 3;
2118 unsigned char padding : 2;
2121 struct ffp_frag_desc
2123 struct wine_rb_entry entry;
2124 struct ffp_frag_settings settings;
2127 extern const struct wine_rb_functions wined3d_ffp_frag_program_rb_functions DECLSPEC_HIDDEN;
2128 extern const struct wine_rb_functions wined3d_ffp_vertex_program_rb_functions DECLSPEC_HIDDEN;
2129 extern const struct wined3d_parent_ops wined3d_null_parent_ops DECLSPEC_HIDDEN;
2131 unsigned int wined3d_max_compat_varyings(const struct wined3d_gl_info *gl_info) DECLSPEC_HIDDEN;
2132 void gen_ffp_frag_op(const struct wined3d_context *context, const struct wined3d_state *state,
2133 struct ffp_frag_settings *settings, BOOL ignore_textype) DECLSPEC_HIDDEN;
2134 const struct ffp_frag_desc *find_ffp_frag_shader(const struct wine_rb_tree *fragment_shaders,
2135 const struct ffp_frag_settings *settings) DECLSPEC_HIDDEN;
2136 void add_ffp_frag_shader(struct wine_rb_tree *shaders, struct ffp_frag_desc *desc) DECLSPEC_HIDDEN;
2137 void wined3d_get_draw_rect(const struct wined3d_state *state, RECT *rect) DECLSPEC_HIDDEN;
2138 void wined3d_ftoa(float value, char *s) DECLSPEC_HIDDEN;
2140 extern const float wined3d_srgb_const0[] DECLSPEC_HIDDEN;
2141 extern const float wined3d_srgb_const1[] DECLSPEC_HIDDEN;
2143 enum wined3d_ffp_vs_fog_mode
2145 WINED3D_FFP_VS_FOG_OFF = 0,
2146 WINED3D_FFP_VS_FOG_FOGCOORD = 1,
2147 WINED3D_FFP_VS_FOG_DEPTH = 2,
2148 WINED3D_FFP_VS_FOG_RANGE = 3,
2151 #define WINED3D_FFP_TCI_SHIFT 16
2152 #define WINED3D_FFP_TCI_MASK 0xffu
2154 #define WINED3D_FFP_LIGHT_TYPE_SHIFT(idx) (3 * (idx))
2155 #define WINED3D_FFP_LIGHT_TYPE_MASK 0x7u
2157 struct wined3d_ffp_vs_settings
2159 DWORD light_type : 24; /* MAX_ACTIVE_LIGHTS, 8 * 3 */
2160 DWORD diffuse_source : 2;
2161 DWORD emissive_source : 2;
2162 DWORD ambient_source : 2;
2163 DWORD specular_source : 2;
2165 DWORD transformed : 1;
2166 DWORD vertexblends : 2;
2167 DWORD clipping : 1;
2168 DWORD normal : 1;
2169 DWORD normalize : 1;
2170 DWORD lighting : 1;
2171 DWORD localviewer : 1;
2172 DWORD point_size : 1;
2173 DWORD per_vertex_point_size : 1;
2174 DWORD fog_mode : 2;
2175 DWORD texcoords : 8; /* MAX_TEXTURES */
2176 DWORD ortho_fog : 1;
2177 DWORD flatshading : 1;
2178 DWORD padding : 10;
2180 DWORD texgen[MAX_TEXTURES];
2183 struct wined3d_ffp_vs_desc
2185 struct wine_rb_entry entry;
2186 struct wined3d_ffp_vs_settings settings;
2189 void wined3d_ffp_get_vs_settings(const struct wined3d_context *context,
2190 const struct wined3d_state *state, struct wined3d_ffp_vs_settings *settings) DECLSPEC_HIDDEN;
2192 struct wined3d
2194 LONG ref;
2195 DWORD flags;
2196 UINT adapter_count;
2197 struct wined3d_adapter adapters[1];
2200 HRESULT wined3d_init(struct wined3d *wined3d, DWORD flags) DECLSPEC_HIDDEN;
2201 BOOL wined3d_register_window(HWND window, struct wined3d_device *device) DECLSPEC_HIDDEN;
2202 void wined3d_unregister_window(HWND window) DECLSPEC_HIDDEN;
2204 struct wined3d_stream_output
2206 struct wined3d_buffer *buffer;
2207 UINT offset;
2210 struct wined3d_stream_state
2212 struct wined3d_buffer *buffer;
2213 UINT offset;
2214 UINT stride;
2215 UINT frequency;
2216 UINT flags;
2219 #define WINED3D_STATE_NO_REF 0x00000001
2220 #define WINED3D_STATE_INIT_DEFAULT 0x00000002
2222 struct wined3d_state
2224 DWORD flags;
2225 const struct wined3d_fb_state *fb;
2227 struct wined3d_vertex_declaration *vertex_declaration;
2228 struct wined3d_stream_output stream_output[MAX_STREAM_OUT];
2229 struct wined3d_stream_state streams[MAX_STREAMS + 1 /* tesselated pseudo-stream */];
2230 struct wined3d_buffer *index_buffer;
2231 enum wined3d_format_id index_format;
2232 unsigned int index_offset;
2233 int base_vertex_index;
2234 int load_base_vertex_index; /* Non-indexed drawing needs 0 here, indexed needs base_vertex_index. */
2235 GLenum gl_primitive_type;
2236 struct wined3d_query *predicate;
2237 BOOL predicate_value;
2239 struct wined3d_shader *shader[WINED3D_SHADER_TYPE_COUNT];
2240 struct wined3d_buffer *cb[WINED3D_SHADER_TYPE_COUNT][MAX_CONSTANT_BUFFERS];
2241 struct wined3d_sampler *sampler[WINED3D_SHADER_TYPE_COUNT][MAX_SAMPLER_OBJECTS];
2242 struct wined3d_shader_resource_view *shader_resource_view[WINED3D_SHADER_TYPE_COUNT][MAX_SHADER_RESOURCE_VIEWS];
2244 BOOL vs_consts_b[WINED3D_MAX_CONSTS_B];
2245 struct wined3d_ivec4 vs_consts_i[WINED3D_MAX_CONSTS_I];
2246 struct wined3d_vec4 vs_consts_f[WINED3D_MAX_VS_CONSTS_F];
2248 BOOL ps_consts_b[WINED3D_MAX_CONSTS_B];
2249 struct wined3d_ivec4 ps_consts_i[WINED3D_MAX_CONSTS_I];
2250 struct wined3d_vec4 ps_consts_f[WINED3D_MAX_PS_CONSTS_F];
2252 struct wined3d_texture *textures[MAX_COMBINED_SAMPLERS];
2253 DWORD sampler_states[MAX_COMBINED_SAMPLERS][WINED3D_HIGHEST_SAMPLER_STATE + 1];
2254 DWORD texture_states[MAX_TEXTURES][WINED3D_HIGHEST_TEXTURE_STATE + 1];
2256 struct wined3d_matrix transforms[HIGHEST_TRANSFORMSTATE + 1];
2257 struct wined3d_vec4 clip_planes[MAX_CLIPPLANES];
2258 struct wined3d_material material;
2259 struct wined3d_viewport viewport;
2260 RECT scissor_rect;
2262 /* Light hashmap. Collisions are handled using linked lists. */
2263 #define LIGHTMAP_SIZE 43
2264 #define LIGHTMAP_HASHFUNC(x) ((x) % LIGHTMAP_SIZE)
2265 struct list light_map[LIGHTMAP_SIZE];
2266 const struct wined3d_light_info *lights[MAX_ACTIVE_LIGHTS];
2268 DWORD render_states[WINEHIGHEST_RENDER_STATE + 1];
2271 #define WINED3D_UNMAPPED_STAGE ~0U
2273 /* Multithreaded flag. Removed from the public header to signal that
2274 * wined3d_device_create() ignores it. */
2275 #define WINED3DCREATE_MULTITHREADED 0x00000004
2277 struct wined3d_device
2279 LONG ref;
2281 /* WineD3D Information */
2282 struct wined3d_device_parent *device_parent;
2283 struct wined3d *wined3d;
2284 struct wined3d_adapter *adapter;
2286 /* Window styles to restore when switching fullscreen mode */
2287 LONG style;
2288 LONG exStyle;
2290 const struct wined3d_shader_backend_ops *shader_backend;
2291 void *shader_priv;
2292 void *fragment_priv;
2293 void *vertex_priv;
2294 void *blit_priv;
2295 struct StateEntry StateTable[STATE_HIGHEST + 1];
2296 /* Array of functions for states which are handled by more than one pipeline part */
2297 APPLYSTATEFUNC *multistate_funcs[STATE_HIGHEST + 1];
2298 const struct blit_shader *blitter;
2300 BYTE vertexBlendUsed : 1; /* To avoid needless setting of the blend matrices */
2301 BYTE bCursorVisible : 1;
2302 BYTE d3d_initialized : 1;
2303 BYTE inScene : 1; /* A flag to check for proper BeginScene / EndScene call pairs */
2304 BYTE softwareVertexProcessing : 1; /* process vertex shaders using software or hardware */
2305 BYTE filter_messages : 1;
2306 BYTE padding : 2;
2308 unsigned char surface_alignment; /* Line Alignment of surfaces */
2310 WORD padding2 : 16;
2312 struct wined3d_state state;
2313 struct wined3d_state *update_state;
2314 struct wined3d_stateblock *recording;
2316 /* Internal use fields */
2317 struct wined3d_device_creation_parameters create_parms;
2318 HWND focus_window;
2320 struct wined3d_rendertarget_view *back_buffer_view;
2321 struct wined3d_swapchain **swapchains;
2322 UINT swapchain_count;
2324 struct list resources; /* a linked list to track resources created by the device */
2325 struct list shaders; /* a linked list to track shaders (pixel and vertex) */
2326 struct wine_rb_tree samplers;
2328 /* Render Target Support */
2329 struct wined3d_fb_state fb;
2330 struct wined3d_surface *onscreen_depth_stencil;
2331 struct wined3d_rendertarget_view *auto_depth_stencil_view;
2333 /* For rendering to a texture using glCopyTexImage */
2334 GLuint depth_blt_texture;
2336 /* Cursor management */
2337 UINT xHotSpot;
2338 UINT yHotSpot;
2339 UINT xScreenSpace;
2340 UINT yScreenSpace;
2341 UINT cursorWidth, cursorHeight;
2342 struct wined3d_texture *cursor_texture;
2343 HCURSOR hardwareCursor;
2345 /* The Wine logo texture */
2346 struct wined3d_texture *logo_texture;
2348 /* Textures for when no other textures are mapped */
2349 GLuint dummy_texture_2d[MAX_COMBINED_SAMPLERS];
2350 GLuint dummy_texture_rect[MAX_COMBINED_SAMPLERS];
2351 GLuint dummy_texture_3d[MAX_COMBINED_SAMPLERS];
2352 GLuint dummy_texture_cube[MAX_COMBINED_SAMPLERS];
2353 GLuint dummy_texture_2d_array[MAX_COMBINED_SAMPLERS];
2355 /* Default sampler used to emulate the direct resource access without using wined3d_sampler */
2356 GLuint default_sampler;
2357 GLuint null_sampler;
2359 /* Command stream */
2360 struct wined3d_cs *cs;
2362 /* Context management */
2363 struct wined3d_context **contexts;
2364 UINT context_count;
2367 void device_clear_render_targets(struct wined3d_device *device, UINT rt_count, const struct wined3d_fb_state *fb,
2368 UINT rect_count, const RECT *rects, const RECT *draw_rect, DWORD flags,
2369 const struct wined3d_color *color, float depth, DWORD stencil) DECLSPEC_HIDDEN;
2370 BOOL device_context_add(struct wined3d_device *device, struct wined3d_context *context) DECLSPEC_HIDDEN;
2371 void device_context_remove(struct wined3d_device *device, struct wined3d_context *context) DECLSPEC_HIDDEN;
2372 HRESULT device_init(struct wined3d_device *device, struct wined3d *wined3d,
2373 UINT adapter_idx, enum wined3d_device_type device_type, HWND focus_window, DWORD flags,
2374 BYTE surface_alignment, struct wined3d_device_parent *device_parent) DECLSPEC_HIDDEN;
2375 LRESULT device_process_message(struct wined3d_device *device, HWND window, BOOL unicode,
2376 UINT message, WPARAM wparam, LPARAM lparam, WNDPROC proc) DECLSPEC_HIDDEN;
2377 void device_resource_add(struct wined3d_device *device, struct wined3d_resource *resource) DECLSPEC_HIDDEN;
2378 void device_resource_released(struct wined3d_device *device, struct wined3d_resource *resource) DECLSPEC_HIDDEN;
2379 void device_switch_onscreen_ds(struct wined3d_device *device, struct wined3d_context *context,
2380 struct wined3d_surface *depth_stencil) DECLSPEC_HIDDEN;
2381 void device_invalidate_state(const struct wined3d_device *device, DWORD state) DECLSPEC_HIDDEN;
2383 static inline BOOL isStateDirty(const struct wined3d_context *context, DWORD state)
2385 DWORD idx = state / (sizeof(*context->isStateDirty) * CHAR_BIT);
2386 BYTE shift = state & ((sizeof(*context->isStateDirty) * CHAR_BIT) - 1);
2387 return context->isStateDirty[idx] & (1u << shift);
2390 #define WINED3D_RESOURCE_ACCESS_GPU 0x1
2391 #define WINED3D_RESOURCE_ACCESS_CPU 0x2
2393 struct wined3d_resource_ops
2395 ULONG (*resource_incref)(struct wined3d_resource *resource);
2396 ULONG (*resource_decref)(struct wined3d_resource *resource);
2397 void (*resource_unload)(struct wined3d_resource *resource);
2398 HRESULT (*resource_sub_resource_map)(struct wined3d_resource *resource, unsigned int sub_resource_idx,
2399 struct wined3d_map_desc *map_desc, const struct wined3d_box *box, DWORD flags);
2400 HRESULT (*resource_sub_resource_unmap)(struct wined3d_resource *resource, unsigned int sub_resource_idx);
2403 struct wined3d_resource
2405 LONG ref;
2406 LONG bind_count;
2407 LONG map_count;
2408 struct wined3d_device *device;
2409 enum wined3d_resource_type type;
2410 enum wined3d_gl_resource_type gl_type;
2411 const struct wined3d_format *format;
2412 unsigned int format_flags;
2413 enum wined3d_multisample_type multisample_type;
2414 UINT multisample_quality;
2415 DWORD usage;
2416 enum wined3d_pool pool;
2417 DWORD access_flags;
2418 DWORD draw_binding;
2419 DWORD map_binding;
2420 UINT width;
2421 UINT height;
2422 UINT depth;
2423 UINT size;
2424 DWORD priority;
2425 void *heap_memory;
2426 struct list resource_list_entry;
2428 void *parent;
2429 const struct wined3d_parent_ops *parent_ops;
2430 const struct wined3d_resource_ops *resource_ops;
2433 static inline ULONG wined3d_resource_incref(struct wined3d_resource *resource)
2435 return resource->resource_ops->resource_incref(resource);
2438 static inline ULONG wined3d_resource_decref(struct wined3d_resource *resource)
2440 return resource->resource_ops->resource_decref(resource);
2443 void resource_cleanup(struct wined3d_resource *resource) DECLSPEC_HIDDEN;
2444 HRESULT resource_init(struct wined3d_resource *resource, struct wined3d_device *device,
2445 enum wined3d_resource_type type, const struct wined3d_format *format,
2446 enum wined3d_multisample_type multisample_type, UINT multisample_quality,
2447 DWORD usage, enum wined3d_pool pool, UINT width, UINT height, UINT depth, UINT size,
2448 void *parent, const struct wined3d_parent_ops *parent_ops,
2449 const struct wined3d_resource_ops *resource_ops) DECLSPEC_HIDDEN;
2450 void resource_unload(struct wined3d_resource *resource) DECLSPEC_HIDDEN;
2451 BOOL wined3d_resource_allocate_sysmem(struct wined3d_resource *resource) DECLSPEC_HIDDEN;
2452 void wined3d_resource_free_sysmem(struct wined3d_resource *resource) DECLSPEC_HIDDEN;
2453 GLbitfield wined3d_resource_gl_map_flags(DWORD d3d_flags) DECLSPEC_HIDDEN;
2454 GLenum wined3d_resource_gl_legacy_map_flags(DWORD d3d_flags) DECLSPEC_HIDDEN;
2455 BOOL wined3d_resource_is_offscreen(struct wined3d_resource *resource) DECLSPEC_HIDDEN;
2456 DWORD wined3d_resource_sanitize_map_flags(const struct wined3d_resource *resource, DWORD flags) DECLSPEC_HIDDEN;
2457 void wined3d_resource_update_draw_binding(struct wined3d_resource *resource) DECLSPEC_HIDDEN;
2459 /* Tests show that the start address of resources is 32 byte aligned */
2460 #define RESOURCE_ALIGNMENT 16
2462 struct gl_texture
2464 struct wined3d_sampler_desc sampler_desc;
2465 unsigned int base_level;
2466 GLuint name;
2469 struct wined3d_texture_ops
2471 void (*texture_upload_data)(struct wined3d_texture *texture, unsigned int sub_resource_idx,
2472 const struct wined3d_context *context, const struct wined3d_sub_resource_data *data);
2473 BOOL (*texture_load_location)(struct wined3d_texture *texture, unsigned int sub_resource_idx,
2474 struct wined3d_context *context, DWORD location);
2475 void (*texture_prepare_texture)(struct wined3d_texture *texture,
2476 struct wined3d_context *context, BOOL srgb);
2477 void (*texture_cleanup_sub_resources)(struct wined3d_texture *texture);
2480 #define WINED3D_TEXTURE_COND_NP2 0x00000001
2481 #define WINED3D_TEXTURE_COND_NP2_EMULATED 0x00000002
2482 #define WINED3D_TEXTURE_POW2_MAT_IDENT 0x00000004
2483 #define WINED3D_TEXTURE_IS_SRGB 0x00000008
2484 #define WINED3D_TEXTURE_RGB_ALLOCATED 0x00000010
2485 #define WINED3D_TEXTURE_RGB_VALID 0x00000020
2486 #define WINED3D_TEXTURE_SRGB_ALLOCATED 0x00000040
2487 #define WINED3D_TEXTURE_SRGB_VALID 0x00000080
2488 #define WINED3D_TEXTURE_CONVERTED 0x00000100
2489 #define WINED3D_TEXTURE_PIN_SYSMEM 0x00000200
2490 #define WINED3D_TEXTURE_NORMALIZED_COORDS 0x00000400
2491 #define WINED3D_TEXTURE_GET_DC_LENIENT 0x00000800
2492 #define WINED3D_TEXTURE_DC_IN_USE 0x00001000
2493 #define WINED3D_TEXTURE_DISCARD 0x00002000
2495 #define WINED3D_TEXTURE_ASYNC_COLOR_KEY 0x00000001
2497 struct wined3d_texture
2499 struct wined3d_resource resource;
2500 const struct wined3d_texture_ops *texture_ops;
2501 struct gl_texture texture_rgb, texture_srgb;
2502 struct wined3d_swapchain *swapchain;
2503 unsigned int pow2_width;
2504 unsigned int pow2_height;
2505 UINT layer_count;
2506 UINT level_count;
2507 unsigned int download_count;
2508 unsigned int sysmem_count;
2509 float pow2_matrix[16];
2510 UINT lod;
2511 enum wined3d_texture_filter_type filter_type;
2512 DWORD sampler;
2513 DWORD flags;
2514 GLenum target;
2515 DWORD update_map_binding;
2517 GLuint rb_multisample;
2518 GLuint rb_resolved;
2520 void *user_memory;
2521 unsigned int row_pitch;
2522 unsigned int slice_pitch;
2524 /* May only be accessed from the command stream worker thread. */
2525 struct wined3d_texture_async
2527 DWORD flags;
2529 /* Color keys for DDraw */
2530 struct wined3d_color_key dst_blt_color_key;
2531 struct wined3d_color_key src_blt_color_key;
2532 struct wined3d_color_key dst_overlay_color_key;
2533 struct wined3d_color_key src_overlay_color_key;
2534 struct wined3d_color_key gl_color_key;
2535 DWORD color_key_flags;
2536 } async;
2538 struct wined3d_texture_sub_resource
2540 void *parent;
2541 const struct wined3d_parent_ops *parent_ops;
2543 union
2545 struct wined3d_surface *surface;
2546 struct wined3d_volume *volume;
2547 } u;
2548 unsigned int offset;
2549 unsigned int size;
2551 unsigned int map_count;
2552 DWORD locations;
2553 GLuint buffer_object;
2554 } sub_resources[1];
2557 static inline struct wined3d_texture *texture_from_resource(struct wined3d_resource *resource)
2559 return CONTAINING_RECORD(resource, struct wined3d_texture, resource);
2562 static inline struct gl_texture *wined3d_texture_get_gl_texture(struct wined3d_texture *texture,
2563 BOOL srgb)
2565 return srgb ? &texture->texture_srgb : &texture->texture_rgb;
2568 static inline unsigned int wined3d_texture_get_level_width(const struct wined3d_texture *texture,
2569 unsigned int level)
2571 return max(1, texture->resource.width >> level);
2574 static inline unsigned int wined3d_texture_get_level_height(const struct wined3d_texture *texture,
2575 unsigned int level)
2577 return max(1, texture->resource.height >> level);
2580 static inline unsigned int wined3d_texture_get_level_depth(const struct wined3d_texture *texture,
2581 unsigned int level)
2583 return max(1, texture->resource.depth >> level);
2586 static inline unsigned int wined3d_texture_get_level_pow2_width(const struct wined3d_texture *texture,
2587 unsigned int level)
2589 return max(1, texture->pow2_width >> level);
2592 static inline unsigned int wined3d_texture_get_level_pow2_height(const struct wined3d_texture *texture,
2593 unsigned int level)
2595 return max(1, texture->pow2_height >> level);
2598 void wined3d_texture_apply_sampler_desc(struct wined3d_texture *texture,
2599 const struct wined3d_sampler_desc *sampler_desc, const struct wined3d_context *context) DECLSPEC_HIDDEN;
2600 void wined3d_texture_bind(struct wined3d_texture *texture,
2601 struct wined3d_context *context, BOOL srgb) DECLSPEC_HIDDEN;
2602 void wined3d_texture_bind_and_dirtify(struct wined3d_texture *texture,
2603 struct wined3d_context *context, BOOL srgb) DECLSPEC_HIDDEN;
2604 BOOL wined3d_texture_check_block_align(const struct wined3d_texture *texture,
2605 unsigned int level, const struct wined3d_box *box) DECLSPEC_HIDDEN;
2606 GLenum wined3d_texture_get_gl_buffer(const struct wined3d_texture *texture) DECLSPEC_HIDDEN;
2607 void wined3d_texture_get_memory(struct wined3d_texture *texture, unsigned int sub_resource_idx,
2608 struct wined3d_bo_address *data, DWORD locations) DECLSPEC_HIDDEN;
2609 struct wined3d_texture_sub_resource *wined3d_texture_get_sub_resource(struct wined3d_texture *texture,
2610 unsigned int sub_resource_idx) DECLSPEC_HIDDEN;
2611 void wined3d_texture_invalidate_location(struct wined3d_texture *texture,
2612 unsigned int sub_resource_idx, DWORD location) DECLSPEC_HIDDEN;
2613 void wined3d_texture_load(struct wined3d_texture *texture,
2614 struct wined3d_context *context, BOOL srgb) DECLSPEC_HIDDEN;
2615 void *wined3d_texture_map_bo_address(const struct wined3d_bo_address *data, size_t size,
2616 const struct wined3d_gl_info *gl_info, GLenum binding, DWORD flags) DECLSPEC_HIDDEN;
2617 BOOL wined3d_texture_prepare_location(struct wined3d_texture *texture, unsigned int sub_resource_idx,
2618 struct wined3d_context *context, DWORD location) DECLSPEC_HIDDEN;
2619 void wined3d_texture_prepare_texture(struct wined3d_texture *texture,
2620 struct wined3d_context *context, BOOL srgb) DECLSPEC_HIDDEN;
2621 void wined3d_texture_set_map_binding(struct wined3d_texture *texture, DWORD map_binding) DECLSPEC_HIDDEN;
2622 void wined3d_texture_set_swapchain(struct wined3d_texture *texture,
2623 struct wined3d_swapchain *swapchain) DECLSPEC_HIDDEN;
2624 void wined3d_texture_unmap_bo_address(const struct wined3d_bo_address *data,
2625 const struct wined3d_gl_info *gl_info, GLenum binding) DECLSPEC_HIDDEN;
2626 void wined3d_texture_validate_location(struct wined3d_texture *texture,
2627 unsigned int sub_resource_idx, DWORD location) DECLSPEC_HIDDEN;
2629 #define WINED3D_LOCATION_DISCARDED 0x00000001
2630 #define WINED3D_LOCATION_SYSMEM 0x00000002
2631 #define WINED3D_LOCATION_USER_MEMORY 0x00000004
2632 #define WINED3D_LOCATION_BUFFER 0x00000008
2633 #define WINED3D_LOCATION_TEXTURE_RGB 0x00000010
2634 #define WINED3D_LOCATION_TEXTURE_SRGB 0x00000020
2635 #define WINED3D_LOCATION_DRAWABLE 0x00000040
2636 #define WINED3D_LOCATION_RB_MULTISAMPLE 0x00000080
2637 #define WINED3D_LOCATION_RB_RESOLVED 0x00000100
2639 const char *wined3d_debug_location(DWORD location) DECLSPEC_HIDDEN;
2641 struct wined3d_volume
2643 struct wined3d_texture *container;
2645 GLint texture_level;
2648 BOOL wined3d_volume_load_location(struct wined3d_volume *volume,
2649 struct wined3d_context *context, DWORD location) DECLSPEC_HIDDEN;
2650 void wined3d_volume_upload_data(struct wined3d_texture *texture, unsigned int sub_resource_idx,
2651 const struct wined3d_context *context, const struct wined3d_const_bo_address *data) DECLSPEC_HIDDEN;
2653 struct wined3d_renderbuffer_entry
2655 struct list entry;
2656 GLuint id;
2657 UINT width;
2658 UINT height;
2661 struct wined3d_fbo_resource
2663 GLuint object;
2664 GLenum target;
2665 GLuint level, layer;
2668 #define WINED3D_FBO_ENTRY_FLAG_ATTACHED 0x1
2669 #define WINED3D_FBO_ENTRY_FLAG_DEPTH 0x2
2670 #define WINED3D_FBO_ENTRY_FLAG_STENCIL 0x4
2672 struct fbo_entry
2674 struct list entry;
2675 DWORD flags;
2676 DWORD rt_mask;
2677 GLuint id;
2678 struct wined3d_fbo_entry_key
2680 DWORD rb_namespace;
2681 struct wined3d_fbo_resource objects[1];
2682 } key;
2685 struct wined3d_surface
2687 struct wined3d_texture *container;
2689 GLenum texture_target;
2690 unsigned int texture_level;
2691 unsigned int texture_layer;
2693 /* For GetDC */
2694 HBITMAP bitmap;
2695 HDC dc;
2697 struct list renderbuffers;
2698 const struct wined3d_renderbuffer_entry *current_renderbuffer;
2699 SIZE ds_current_size;
2701 /* DirectDraw Overlay handling */
2702 RECT overlay_srcrect;
2703 RECT overlay_destrect;
2704 struct wined3d_surface *overlay_dest;
2705 struct list overlays;
2706 struct list overlay_entry;
2709 static inline BOOL needs_separate_srgb_gl_texture(const struct wined3d_context *context)
2711 return !context->gl_info->supported[EXT_TEXTURE_SRGB_DECODE]
2712 && context->d3d_info->wined3d_creation_flags & WINED3D_SRGB_READ_WRITE_CONTROL;
2715 static inline unsigned int surface_get_sub_resource_idx(const struct wined3d_surface *surface)
2717 return surface->texture_layer * surface->container->level_count + surface->texture_level;
2720 static inline struct wined3d_texture_sub_resource *surface_get_sub_resource(struct wined3d_surface *surface)
2722 return &surface->container->sub_resources[surface_get_sub_resource_idx(surface)];
2725 static inline GLuint surface_get_texture_name(const struct wined3d_surface *surface,
2726 const struct wined3d_context *context, BOOL srgb)
2728 return srgb && needs_separate_srgb_gl_texture(context)
2729 ? surface->container->texture_srgb.name : surface->container->texture_rgb.name;
2732 HRESULT wined3d_surface_blt(struct wined3d_surface *dst_surface, const RECT *dst_rect,
2733 struct wined3d_surface *src_surface, const RECT *src_rect, DWORD flags,
2734 const struct wined3d_blt_fx *blt_fx, enum wined3d_texture_filter_type filter) DECLSPEC_HIDDEN;
2735 HRESULT surface_color_fill(struct wined3d_surface *s,
2736 const RECT *rect, const struct wined3d_color *color) DECLSPEC_HIDDEN;
2737 HRESULT wined3d_surface_create_dc(struct wined3d_surface *surface) DECLSPEC_HIDDEN;
2738 void wined3d_surface_destroy_dc(struct wined3d_surface *surface) DECLSPEC_HIDDEN;
2739 void surface_get_drawable_size(const struct wined3d_surface *surface, const struct wined3d_context *context,
2740 unsigned int *width, unsigned int *height) DECLSPEC_HIDDEN;
2741 void surface_load_fb_texture(struct wined3d_surface *surface, BOOL srgb,
2742 struct wined3d_context *context) DECLSPEC_HIDDEN;
2743 HRESULT surface_load_location(struct wined3d_surface *surface,
2744 struct wined3d_context *context, DWORD location) DECLSPEC_HIDDEN;
2745 void surface_modify_ds_location(struct wined3d_surface *surface, DWORD location, UINT w, UINT h) DECLSPEC_HIDDEN;
2746 void surface_set_compatible_renderbuffer(struct wined3d_surface *surface,
2747 const struct wined3d_surface *rt) DECLSPEC_HIDDEN;
2748 void surface_translate_drawable_coords(const struct wined3d_surface *surface, HWND window, RECT *rect) DECLSPEC_HIDDEN;
2749 HRESULT surface_upload_from_surface(struct wined3d_surface *dst_surface, const POINT *dst_point,
2750 struct wined3d_surface *src_surface, const RECT *src_rect) DECLSPEC_HIDDEN;
2751 void wined3d_surface_upload_data(struct wined3d_surface *surface, const struct wined3d_gl_info *gl_info,
2752 const struct wined3d_format *format, const RECT *src_rect, UINT src_pitch, const POINT *dst_point,
2753 BOOL srgb, const struct wined3d_const_bo_address *data) DECLSPEC_HIDDEN;
2755 void draw_textured_quad(const struct wined3d_surface *src_surface, struct wined3d_context *context,
2756 const RECT *src_rect, const RECT *dst_rect, enum wined3d_texture_filter_type filter) DECLSPEC_HIDDEN;
2758 struct wined3d_sampler
2760 struct wine_rb_entry entry;
2761 LONG refcount;
2762 struct wined3d_device *device;
2763 void *parent;
2764 struct wined3d_sampler_desc desc;
2765 GLuint name;
2768 struct wined3d_vertex_declaration_element
2770 const struct wined3d_format *format;
2771 BOOL ffp_valid;
2772 unsigned int input_slot;
2773 unsigned int offset;
2774 unsigned int output_slot;
2775 enum wined3d_input_classification input_slot_class;
2776 unsigned int instance_data_step_rate;
2777 BYTE method;
2778 BYTE usage;
2779 BYTE usage_idx;
2782 struct wined3d_vertex_declaration
2784 LONG ref;
2785 void *parent;
2786 const struct wined3d_parent_ops *parent_ops;
2787 struct wined3d_device *device;
2789 struct wined3d_vertex_declaration_element *elements;
2790 UINT element_count;
2792 BOOL position_transformed;
2793 BOOL half_float_conv_needed;
2796 struct wined3d_saved_states
2798 DWORD transform[(HIGHEST_TRANSFORMSTATE >> 5) + 1];
2799 WORD streamSource; /* MAX_STREAMS, 16 */
2800 WORD streamFreq; /* MAX_STREAMS, 16 */
2801 DWORD renderState[(WINEHIGHEST_RENDER_STATE >> 5) + 1];
2802 DWORD textureState[MAX_TEXTURES]; /* WINED3D_HIGHEST_TEXTURE_STATE + 1, 18 */
2803 WORD samplerState[MAX_COMBINED_SAMPLERS]; /* WINED3D_HIGHEST_SAMPLER_STATE + 1, 14 */
2804 DWORD clipplane; /* WINED3DMAXUSERCLIPPLANES, 32 */
2805 WORD pixelShaderConstantsB; /* WINED3D_MAX_CONSTS_B, 16 */
2806 WORD pixelShaderConstantsI; /* WINED3D_MAX_CONSTS_I, 16 */
2807 BOOL ps_consts_f[WINED3D_MAX_PS_CONSTS_F];
2808 WORD vertexShaderConstantsB; /* WINED3D_MAX_CONSTS_B, 16 */
2809 WORD vertexShaderConstantsI; /* WINED3D_MAX_CONSTS_I, 16 */
2810 BOOL vs_consts_f[WINED3D_MAX_VS_CONSTS_F];
2811 DWORD textures : 20; /* MAX_COMBINED_SAMPLERS, 20 */
2812 DWORD primitive_type : 1;
2813 DWORD indices : 1;
2814 DWORD material : 1;
2815 DWORD viewport : 1;
2816 DWORD vertexDecl : 1;
2817 DWORD pixelShader : 1;
2818 DWORD vertexShader : 1;
2819 DWORD scissorRect : 1;
2820 DWORD padding : 4;
2823 struct StageState {
2824 DWORD stage;
2825 DWORD state;
2828 struct wined3d_stateblock
2830 LONG ref; /* Note: Ref counting not required */
2831 struct wined3d_device *device;
2833 /* Array indicating whether things have been set or changed */
2834 struct wined3d_saved_states changed;
2835 struct wined3d_state state;
2837 /* Contained state management */
2838 DWORD contained_render_states[WINEHIGHEST_RENDER_STATE + 1];
2839 unsigned int num_contained_render_states;
2840 DWORD contained_transform_states[HIGHEST_TRANSFORMSTATE + 1];
2841 unsigned int num_contained_transform_states;
2842 DWORD contained_vs_consts_i[WINED3D_MAX_CONSTS_I];
2843 unsigned int num_contained_vs_consts_i;
2844 DWORD contained_vs_consts_b[WINED3D_MAX_CONSTS_B];
2845 unsigned int num_contained_vs_consts_b;
2846 DWORD contained_vs_consts_f[WINED3D_MAX_VS_CONSTS_F];
2847 unsigned int num_contained_vs_consts_f;
2848 DWORD contained_ps_consts_i[WINED3D_MAX_CONSTS_I];
2849 unsigned int num_contained_ps_consts_i;
2850 DWORD contained_ps_consts_b[WINED3D_MAX_CONSTS_B];
2851 unsigned int num_contained_ps_consts_b;
2852 DWORD contained_ps_consts_f[WINED3D_MAX_PS_CONSTS_F];
2853 unsigned int num_contained_ps_consts_f;
2854 struct StageState contained_tss_states[MAX_TEXTURES * (WINED3D_HIGHEST_TEXTURE_STATE + 1)];
2855 unsigned int num_contained_tss_states;
2856 struct StageState contained_sampler_states[MAX_COMBINED_SAMPLERS * WINED3D_HIGHEST_SAMPLER_STATE];
2857 unsigned int num_contained_sampler_states;
2860 void stateblock_init_contained_states(struct wined3d_stateblock *stateblock) DECLSPEC_HIDDEN;
2862 void state_cleanup(struct wined3d_state *state) DECLSPEC_HIDDEN;
2863 void state_init(struct wined3d_state *state, struct wined3d_fb_state *fb,
2864 const struct wined3d_gl_info *gl_info, const struct wined3d_d3d_info *d3d_info,
2865 DWORD flags) DECLSPEC_HIDDEN;
2866 void state_unbind_resources(struct wined3d_state *state) DECLSPEC_HIDDEN;
2868 enum wined3d_push_constants
2870 WINED3D_PUSH_CONSTANTS_VS_F,
2871 WINED3D_PUSH_CONSTANTS_PS_F,
2872 WINED3D_PUSH_CONSTANTS_VS_I,
2873 WINED3D_PUSH_CONSTANTS_PS_I,
2874 WINED3D_PUSH_CONSTANTS_VS_B,
2875 WINED3D_PUSH_CONSTANTS_PS_B,
2878 struct wined3d_cs_ops
2880 void *(*require_space)(struct wined3d_cs *cs, size_t size);
2881 void (*submit)(struct wined3d_cs *cs);
2882 void (*push_constants)(struct wined3d_cs *cs, enum wined3d_push_constants p,
2883 unsigned int start_idx, unsigned int count, const void *constants);
2886 struct wined3d_cs
2888 const struct wined3d_cs_ops *ops;
2889 struct wined3d_device *device;
2890 struct wined3d_fb_state fb;
2891 struct wined3d_state state;
2893 size_t data_size;
2894 void *data;
2897 struct wined3d_cs *wined3d_cs_create(struct wined3d_device *device) DECLSPEC_HIDDEN;
2898 void wined3d_cs_destroy(struct wined3d_cs *cs) DECLSPEC_HIDDEN;
2900 void wined3d_cs_emit_clear(struct wined3d_cs *cs, DWORD rect_count, const RECT *rects,
2901 DWORD flags, const struct wined3d_color *color, float depth, DWORD stencil) DECLSPEC_HIDDEN;
2902 void wined3d_cs_emit_draw(struct wined3d_cs *cs, UINT start_idx, UINT index_count,
2903 UINT start_instance, UINT instance_count, BOOL indexed) DECLSPEC_HIDDEN;
2904 void wined3d_cs_emit_present(struct wined3d_cs *cs, struct wined3d_swapchain *swapchain,
2905 const RECT *src_rect, const RECT *dst_rect, HWND dst_window_override, DWORD flags) DECLSPEC_HIDDEN;
2906 void wined3d_cs_emit_reset_state(struct wined3d_cs *cs) DECLSPEC_HIDDEN;
2907 void wined3d_cs_emit_set_clip_plane(struct wined3d_cs *cs, UINT plane_idx,
2908 const struct wined3d_vec4 *plane) DECLSPEC_HIDDEN;
2909 void wined3d_cs_emit_set_color_key(struct wined3d_cs *cs, struct wined3d_texture *texture,
2910 WORD flags, const struct wined3d_color_key *color_key) DECLSPEC_HIDDEN;
2911 void wined3d_cs_emit_set_constant_buffer(struct wined3d_cs *cs, enum wined3d_shader_type type,
2912 UINT cb_idx, struct wined3d_buffer *buffer) DECLSPEC_HIDDEN;
2913 void wined3d_cs_emit_set_depth_stencil_view(struct wined3d_cs *cs,
2914 struct wined3d_rendertarget_view *view) DECLSPEC_HIDDEN;
2915 void wined3d_cs_emit_set_index_buffer(struct wined3d_cs *cs, struct wined3d_buffer *buffer,
2916 enum wined3d_format_id format_id, unsigned int offset) DECLSPEC_HIDDEN;
2917 void wined3d_cs_emit_set_material(struct wined3d_cs *cs, const struct wined3d_material *material) DECLSPEC_HIDDEN;
2918 void wined3d_cs_emit_set_predication(struct wined3d_cs *cs,
2919 struct wined3d_query *predicate, BOOL value) DECLSPEC_HIDDEN;
2920 void wined3d_cs_emit_set_render_state(struct wined3d_cs *cs,
2921 enum wined3d_render_state state, DWORD value) DECLSPEC_HIDDEN;
2922 void wined3d_cs_emit_set_rendertarget_view(struct wined3d_cs *cs, unsigned int view_idx,
2923 struct wined3d_rendertarget_view *view) DECLSPEC_HIDDEN;
2924 void wined3d_cs_emit_set_shader_resource_view(struct wined3d_cs *cs, enum wined3d_shader_type type,
2925 UINT view_idx, struct wined3d_shader_resource_view *view) DECLSPEC_HIDDEN;
2926 void wined3d_cs_emit_set_sampler(struct wined3d_cs *cs, enum wined3d_shader_type type,
2927 UINT sampler_idx, struct wined3d_sampler *sampler) DECLSPEC_HIDDEN;
2928 void wined3d_cs_emit_set_sampler_state(struct wined3d_cs *cs, UINT sampler_idx,
2929 enum wined3d_sampler_state state, DWORD value) DECLSPEC_HIDDEN;
2930 void wined3d_cs_emit_set_scissor_rect(struct wined3d_cs *cs, const RECT *rect) DECLSPEC_HIDDEN;
2931 void wined3d_cs_emit_set_shader(struct wined3d_cs *cs, enum wined3d_shader_type type,
2932 struct wined3d_shader *shader) DECLSPEC_HIDDEN;
2933 void wined3d_cs_emit_set_stream_output(struct wined3d_cs *cs, UINT stream_idx,
2934 struct wined3d_buffer *buffer, UINT offset) DECLSPEC_HIDDEN;
2935 void wined3d_cs_emit_set_stream_source(struct wined3d_cs *cs, UINT stream_idx,
2936 struct wined3d_buffer *buffer, UINT offset, UINT stride) DECLSPEC_HIDDEN;
2937 void wined3d_cs_emit_set_stream_source_freq(struct wined3d_cs *cs, UINT stream_idx,
2938 UINT frequency, UINT flags) DECLSPEC_HIDDEN;
2939 void wined3d_cs_emit_set_texture(struct wined3d_cs *cs, UINT stage, struct wined3d_texture *texture) DECLSPEC_HIDDEN;
2940 void wined3d_cs_emit_set_texture_state(struct wined3d_cs *cs, UINT stage,
2941 enum wined3d_texture_stage_state state, DWORD value) DECLSPEC_HIDDEN;
2942 void wined3d_cs_emit_set_transform(struct wined3d_cs *cs, enum wined3d_transform_state state,
2943 const struct wined3d_matrix *matrix) DECLSPEC_HIDDEN;
2944 void wined3d_cs_emit_set_vertex_declaration(struct wined3d_cs *cs,
2945 struct wined3d_vertex_declaration *declaration) DECLSPEC_HIDDEN;
2946 void wined3d_cs_emit_set_viewport(struct wined3d_cs *cs, const struct wined3d_viewport *viewport) DECLSPEC_HIDDEN;
2948 static inline void wined3d_cs_push_constants(struct wined3d_cs *cs, enum wined3d_push_constants p,
2949 unsigned int start_idx, unsigned int count, const void *constants)
2951 cs->ops->push_constants(cs, p, start_idx, count, constants);
2954 /* Direct3D terminology with little modifications. We do not have an issued state
2955 * because only the driver knows about it, but we have a created state because d3d
2956 * allows GetData on a created issue, but opengl doesn't
2958 enum query_state {
2959 QUERY_CREATED,
2960 QUERY_SIGNALLED,
2961 QUERY_BUILDING
2964 struct wined3d_query_ops
2966 HRESULT (*query_get_data)(struct wined3d_query *query, void *data, DWORD data_size, DWORD flags);
2967 HRESULT (*query_issue)(struct wined3d_query *query, DWORD flags);
2970 struct wined3d_query
2972 LONG ref;
2974 void *parent;
2975 const struct wined3d_query_ops *query_ops;
2976 struct wined3d_device *device;
2977 enum query_state state;
2978 enum wined3d_query_type type;
2979 DWORD data_size;
2980 void *extendedData;
2983 /* TODO: Add tests and support for FLOAT16_4 POSITIONT, D3DCOLOR position, other
2984 * fixed function semantics as D3DCOLOR or FLOAT16 */
2985 enum wined3d_buffer_conversion_type
2987 CONV_NONE,
2988 CONV_D3DCOLOR,
2989 CONV_POSITIONT,
2992 struct wined3d_map_range
2994 UINT offset;
2995 UINT size;
2998 struct wined3d_buffer
3000 struct wined3d_resource resource;
3002 struct wined3d_buffer_desc desc;
3004 GLuint buffer_object;
3005 GLenum buffer_object_usage;
3006 GLenum buffer_type_hint;
3007 DWORD flags;
3008 void *map_ptr;
3010 struct wined3d_map_range *maps;
3011 ULONG maps_size, modified_areas;
3012 struct wined3d_event_query *query;
3014 /* conversion stuff */
3015 UINT decl_change_count, full_conversion_count;
3016 UINT draw_count;
3017 UINT stride; /* 0 if no conversion */
3018 UINT conversion_stride; /* 0 if no shifted conversion */
3019 enum wined3d_buffer_conversion_type *conversion_map; /* NULL if no conversion */
3022 static inline struct wined3d_buffer *buffer_from_resource(struct wined3d_resource *resource)
3024 return CONTAINING_RECORD(resource, struct wined3d_buffer, resource);
3027 void buffer_get_memory(struct wined3d_buffer *buffer, struct wined3d_context *context,
3028 struct wined3d_bo_address *data) DECLSPEC_HIDDEN;
3029 BYTE *buffer_get_sysmem(struct wined3d_buffer *buffer, struct wined3d_context *context) DECLSPEC_HIDDEN;
3030 void buffer_internal_preload(struct wined3d_buffer *buffer, struct wined3d_context *context,
3031 const struct wined3d_state *state) DECLSPEC_HIDDEN;
3032 void buffer_mark_used(struct wined3d_buffer *buffer) DECLSPEC_HIDDEN;
3033 HRESULT wined3d_buffer_copy(struct wined3d_buffer *dst_buffer, unsigned int dst_offset,
3034 struct wined3d_buffer *src_buffer, unsigned int src_offset, unsigned int size) DECLSPEC_HIDDEN;
3035 HRESULT wined3d_buffer_upload_data(struct wined3d_buffer *buffer,
3036 const struct wined3d_box *box, const void *data) DECLSPEC_HIDDEN;
3038 struct wined3d_rendertarget_view
3040 LONG refcount;
3042 struct wined3d_resource *resource;
3043 void *parent;
3044 const struct wined3d_parent_ops *parent_ops;
3046 const struct wined3d_format *format;
3047 unsigned int format_flags;
3048 unsigned int sub_resource_idx;
3049 unsigned int buffer_offset;
3051 unsigned int width;
3052 unsigned int height;
3053 unsigned int depth;
3056 static inline struct wined3d_surface *wined3d_rendertarget_view_get_surface(
3057 const struct wined3d_rendertarget_view *view)
3059 struct wined3d_texture *texture;
3061 if (!view || view->resource->type != WINED3D_RTYPE_TEXTURE_2D)
3062 return NULL;
3064 texture = texture_from_resource(view->resource);
3066 return texture->sub_resources[view->sub_resource_idx].u.surface;
3069 struct wined3d_shader_resource_view
3071 LONG refcount;
3073 struct wined3d_resource *resource;
3074 void *parent;
3075 const struct wined3d_parent_ops *parent_ops;
3078 struct wined3d_swapchain_ops
3080 void (*swapchain_present)(struct wined3d_swapchain *swapchain,
3081 const RECT *src_rect, const RECT *dst_rect, DWORD flags);
3082 void (*swapchain_frontbuffer_updated)(struct wined3d_swapchain *swapchain);
3085 struct wined3d_swapchain
3087 LONG ref;
3088 void *parent;
3089 const struct wined3d_parent_ops *parent_ops;
3090 const struct wined3d_swapchain_ops *swapchain_ops;
3091 struct wined3d_device *device;
3093 struct wined3d_texture **back_buffers;
3094 struct wined3d_texture *front_buffer;
3095 struct wined3d_swapchain_desc desc;
3096 struct wined3d_display_mode original_mode, d3d_mode;
3097 struct wined3d_gamma_ramp orig_gamma;
3098 BOOL render_to_fbo, reapply_mode;
3099 const struct wined3d_format *ds_format;
3100 struct wined3d_palette *palette;
3101 RECT front_buffer_update;
3103 LONG prev_time, frames; /* Performance tracking */
3105 struct wined3d_context **context;
3106 unsigned int num_contexts;
3108 HWND win_handle;
3109 HWND device_window;
3111 HDC backup_dc;
3112 HWND backup_wnd;
3115 void wined3d_swapchain_activate(struct wined3d_swapchain *swapchain, BOOL activate) DECLSPEC_HIDDEN;
3116 struct wined3d_context *swapchain_get_context(struct wined3d_swapchain *swapchain) DECLSPEC_HIDDEN;
3117 void swapchain_destroy_contexts(struct wined3d_swapchain *swapchain) DECLSPEC_HIDDEN;
3118 HDC swapchain_get_backup_dc(struct wined3d_swapchain *swapchain) DECLSPEC_HIDDEN;
3119 void swapchain_update_draw_bindings(struct wined3d_swapchain *swapchain) DECLSPEC_HIDDEN;
3120 void swapchain_update_swap_interval(struct wined3d_swapchain *swapchain) DECLSPEC_HIDDEN;
3122 /*****************************************************************************
3123 * Utility function prototypes
3126 /* Trace routines */
3127 const char *debug_box(const struct wined3d_box *box) DECLSPEC_HIDDEN;
3128 const char *debug_color(const struct wined3d_color *color) DECLSPEC_HIDDEN;
3129 const char *debug_d3dshaderinstructionhandler(enum WINED3D_SHADER_INSTRUCTION_HANDLER handler_idx) DECLSPEC_HIDDEN;
3130 const char *debug_d3dformat(enum wined3d_format_id format_id) DECLSPEC_HIDDEN;
3131 const char *debug_d3ddevicetype(enum wined3d_device_type device_type) DECLSPEC_HIDDEN;
3132 const char *debug_d3dresourcetype(enum wined3d_resource_type resource_type) DECLSPEC_HIDDEN;
3133 const char *debug_d3dusage(DWORD usage) DECLSPEC_HIDDEN;
3134 const char *debug_d3dusagequery(DWORD usagequery) DECLSPEC_HIDDEN;
3135 const char *debug_d3ddeclmethod(enum wined3d_decl_method method) DECLSPEC_HIDDEN;
3136 const char *debug_d3ddeclusage(enum wined3d_decl_usage usage) DECLSPEC_HIDDEN;
3137 const char *debug_d3dinput_classification(enum wined3d_input_classification classification) DECLSPEC_HIDDEN;
3138 const char *debug_d3dprimitivetype(enum wined3d_primitive_type primitive_type) DECLSPEC_HIDDEN;
3139 const char *debug_d3drenderstate(enum wined3d_render_state state) DECLSPEC_HIDDEN;
3140 const char *debug_d3dsamplerstate(enum wined3d_sampler_state state) DECLSPEC_HIDDEN;
3141 const char *debug_d3dstate(DWORD state) DECLSPEC_HIDDEN;
3142 const char *debug_d3dtexturefiltertype(enum wined3d_texture_filter_type filter_type) DECLSPEC_HIDDEN;
3143 const char *debug_d3dtexturestate(enum wined3d_texture_stage_state state) DECLSPEC_HIDDEN;
3144 const char *debug_d3dtop(enum wined3d_texture_op d3dtop) DECLSPEC_HIDDEN;
3145 const char *debug_d3dtstype(enum wined3d_transform_state tstype) DECLSPEC_HIDDEN;
3146 const char *debug_d3dpool(enum wined3d_pool pool) DECLSPEC_HIDDEN;
3147 const char *debug_fboattachment(GLenum attachment) DECLSPEC_HIDDEN;
3148 const char *debug_fbostatus(GLenum status) DECLSPEC_HIDDEN;
3149 const char *debug_glerror(GLenum error) DECLSPEC_HIDDEN;
3150 const char *debug_ivec4(const struct wined3d_ivec4 *v) DECLSPEC_HIDDEN;
3151 const char *debug_shader_type(enum wined3d_shader_type shader_type) DECLSPEC_HIDDEN;
3152 const char *debug_vec4(const struct wined3d_vec4 *v) DECLSPEC_HIDDEN;
3153 void dump_color_fixup_desc(struct color_fixup_desc fixup) DECLSPEC_HIDDEN;
3155 BOOL is_invalid_op(const struct wined3d_state *state, int stage,
3156 enum wined3d_texture_op op, DWORD arg1, DWORD arg2, DWORD arg3) DECLSPEC_HIDDEN;
3157 void set_tex_op_nvrc(const struct wined3d_gl_info *gl_info, const struct wined3d_state *state,
3158 BOOL is_alpha, int stage, enum wined3d_texture_op op, DWORD arg1, DWORD arg2, DWORD arg3,
3159 INT texture_idx, DWORD dst) DECLSPEC_HIDDEN;
3160 void texture_activate_dimensions(const struct wined3d_texture *texture,
3161 const struct wined3d_gl_info *gl_info) DECLSPEC_HIDDEN;
3162 void sampler_texdim(struct wined3d_context *context,
3163 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
3164 void tex_alphaop(struct wined3d_context *context,
3165 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
3166 void apply_pixelshader(struct wined3d_context *context,
3167 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
3168 void state_alpha_test(struct wined3d_context *context,
3169 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
3170 void state_fogcolor(struct wined3d_context *context,
3171 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
3172 void state_fogdensity(struct wined3d_context *context,
3173 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
3174 void state_fogstartend(struct wined3d_context *context,
3175 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
3176 void state_fog_fragpart(struct wined3d_context *context,
3177 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
3178 void state_nop(struct wined3d_context *context,
3179 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
3180 void state_srgbwrite(struct wined3d_context *context,
3181 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
3183 void state_clipping(struct wined3d_context *context,
3184 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
3185 void clipplane(struct wined3d_context *context,
3186 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
3187 void state_pointsprite_w(struct wined3d_context *context,
3188 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
3189 void state_pointsprite(struct wined3d_context *context,
3190 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
3191 void state_shademode(struct wined3d_context *context,
3192 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
3194 GLenum gl_primitive_type_from_d3d(enum wined3d_primitive_type primitive_type) DECLSPEC_HIDDEN;
3196 /* Math utils */
3197 void multiply_matrix(struct wined3d_matrix *dest, const struct wined3d_matrix *src1,
3198 const struct wined3d_matrix *src2) DECLSPEC_HIDDEN;
3200 void wined3d_release_dc(HWND window, HDC dc) DECLSPEC_HIDDEN;
3202 struct wined3d_shader_lconst
3204 struct list entry;
3205 unsigned int idx;
3206 DWORD value[4];
3209 struct wined3d_shader_limits
3211 unsigned int sampler;
3212 unsigned int constant_int;
3213 unsigned int constant_float;
3214 unsigned int constant_bool;
3215 unsigned int packed_output;
3216 unsigned int packed_input;
3219 #ifdef __GNUC__
3220 #define PRINTF_ATTR(fmt,args) __attribute__((format (printf,fmt,args)))
3221 #else
3222 #define PRINTF_ATTR(fmt,args)
3223 #endif
3225 struct wined3d_string_buffer_list
3227 struct list list;
3230 struct wined3d_string_buffer *string_buffer_get(struct wined3d_string_buffer_list *list) DECLSPEC_HIDDEN;
3231 void string_buffer_sprintf(struct wined3d_string_buffer *buffer, const char *format, ...) PRINTF_ATTR(2, 3) DECLSPEC_HIDDEN;
3232 void string_buffer_release(struct wined3d_string_buffer_list *list, struct wined3d_string_buffer *buffer) DECLSPEC_HIDDEN;
3233 void string_buffer_list_init(struct wined3d_string_buffer_list *list) DECLSPEC_HIDDEN;
3234 void string_buffer_list_cleanup(struct wined3d_string_buffer_list *list) DECLSPEC_HIDDEN;
3236 int shader_addline(struct wined3d_string_buffer *buffer, const char *fmt, ...) PRINTF_ATTR(2,3) DECLSPEC_HIDDEN;
3237 BOOL string_buffer_resize(struct wined3d_string_buffer *buffer, int rc) DECLSPEC_HIDDEN;
3238 int shader_vaddline(struct wined3d_string_buffer *buffer, const char *fmt, va_list args) DECLSPEC_HIDDEN;
3240 /* Vertex shader utility functions */
3241 BOOL vshader_get_input(const struct wined3d_shader *shader,
3242 BYTE usage_req, BYTE usage_idx_req, unsigned int *regnum) DECLSPEC_HIDDEN;
3244 struct wined3d_vertex_shader
3246 struct wined3d_shader_attribute attributes[MAX_ATTRIBS];
3249 struct wined3d_geometry_shader
3251 enum wined3d_primitive_type input_type;
3252 enum wined3d_primitive_type output_type;
3253 UINT vertices_out;
3256 struct wined3d_pixel_shader
3258 /* Pixel shader input semantics */
3259 DWORD input_reg_map[MAX_REG_INPUT];
3260 BOOL input_reg_used[MAX_REG_INPUT];
3261 unsigned int declared_in_count;
3263 /* Some information about the shader behavior */
3264 BOOL color0_mov;
3265 DWORD color0_reg;
3268 struct wined3d_shader
3270 LONG ref;
3271 const struct wined3d_shader_limits *limits;
3272 DWORD *function;
3273 UINT functionLength;
3274 BOOL load_local_constsF;
3275 const struct wined3d_shader_frontend *frontend;
3276 void *frontend_data;
3277 void *backend_data;
3279 void *parent;
3280 const struct wined3d_parent_ops *parent_ops;
3282 /* Programs this shader is linked with */
3283 struct list linked_programs;
3285 /* Immediate constants (override global ones) */
3286 struct list constantsB;
3287 struct list constantsF;
3288 struct list constantsI;
3289 struct wined3d_shader_reg_maps reg_maps;
3290 BOOL lconst_inf_or_nan;
3292 struct wined3d_shader_signature input_signature;
3293 struct wined3d_shader_signature output_signature;
3294 char *signature_strings;
3296 /* Pointer to the parent device */
3297 struct wined3d_device *device;
3298 struct list shader_list_entry;
3300 union
3302 struct wined3d_vertex_shader vs;
3303 struct wined3d_geometry_shader gs;
3304 struct wined3d_pixel_shader ps;
3305 } u;
3308 void pixelshader_update_resource_types(struct wined3d_shader *shader, WORD tex_types) DECLSPEC_HIDDEN;
3309 void find_ps_compile_args(const struct wined3d_state *state, const struct wined3d_shader *shader,
3310 BOOL position_transformed, struct ps_compile_args *args,
3311 const struct wined3d_context *context) DECLSPEC_HIDDEN;
3313 void find_vs_compile_args(const struct wined3d_state *state, const struct wined3d_shader *shader,
3314 WORD swizzle_map, struct vs_compile_args *args,
3315 const struct wined3d_d3d_info *d3d_info) DECLSPEC_HIDDEN;
3317 void find_gs_compile_args(const struct wined3d_state *state, const struct wined3d_shader *shader,
3318 struct gs_compile_args *args) DECLSPEC_HIDDEN;
3320 void string_buffer_clear(struct wined3d_string_buffer *buffer) DECLSPEC_HIDDEN;
3321 BOOL string_buffer_init(struct wined3d_string_buffer *buffer) DECLSPEC_HIDDEN;
3322 void string_buffer_free(struct wined3d_string_buffer *buffer) DECLSPEC_HIDDEN;
3323 unsigned int shader_find_free_input_register(const struct wined3d_shader_reg_maps *reg_maps,
3324 unsigned int max) DECLSPEC_HIDDEN;
3325 void shader_generate_main(const struct wined3d_shader *shader, struct wined3d_string_buffer *buffer,
3326 const struct wined3d_shader_reg_maps *reg_maps, const DWORD *byte_code, void *backend_ctx) DECLSPEC_HIDDEN;
3327 BOOL shader_match_semantic(const char *semantic_name, enum wined3d_decl_usage usage) DECLSPEC_HIDDEN;
3329 static inline BOOL shader_is_scalar(const struct wined3d_shader_register *reg)
3331 switch (reg->type)
3333 case WINED3DSPR_RASTOUT:
3334 /* oFog & oPts */
3335 if (reg->idx[0].offset)
3336 return TRUE;
3337 /* oPos */
3338 return FALSE;
3340 case WINED3DSPR_DEPTHOUT: /* oDepth */
3341 case WINED3DSPR_CONSTBOOL: /* b# */
3342 case WINED3DSPR_LOOP: /* aL */
3343 case WINED3DSPR_PREDICATE: /* p0 */
3344 case WINED3DSPR_PRIMID: /* primID */
3345 return TRUE;
3347 case WINED3DSPR_MISCTYPE:
3348 switch (reg->idx[0].offset)
3350 case 0: /* vPos */
3351 return FALSE;
3352 case 1: /* vFace */
3353 return TRUE;
3354 default:
3355 return FALSE;
3358 case WINED3DSPR_IMMCONST:
3359 return reg->immconst_type == WINED3D_IMMCONST_SCALAR;
3361 default:
3362 return FALSE;
3366 static inline void shader_get_position_fixup(const struct wined3d_context *context,
3367 const struct wined3d_state *state, float *position_fixup)
3369 float center_offset;
3371 if (context->swapchain->device->wined3d->flags & WINED3D_PIXEL_CENTER_INTEGER)
3372 center_offset = 63.0f / 64.0f;
3373 else
3374 center_offset = -1.0f / 64.0f;
3376 position_fixup[0] = 1.0f;
3377 position_fixup[1] = 1.0f;
3378 position_fixup[2] = center_offset / state->viewport.width;
3379 position_fixup[3] = -center_offset / state->viewport.height;
3381 if (context->render_offscreen)
3383 position_fixup[1] *= -1.0f;
3384 position_fixup[3] *= -1.0f;
3388 static inline BOOL shader_constant_is_local(const struct wined3d_shader *shader, DWORD reg)
3390 struct wined3d_shader_lconst *lconst;
3392 if (shader->load_local_constsF)
3393 return FALSE;
3395 LIST_FOR_EACH_ENTRY(lconst, &shader->constantsF, struct wined3d_shader_lconst, entry)
3397 if (lconst->idx == reg)
3398 return TRUE;
3401 return FALSE;
3404 void get_identity_matrix(struct wined3d_matrix *mat) DECLSPEC_HIDDEN;
3405 void get_modelview_matrix(const struct wined3d_context *context, const struct wined3d_state *state,
3406 unsigned int index, struct wined3d_matrix *mat) DECLSPEC_HIDDEN;
3407 void get_projection_matrix(const struct wined3d_context *context, const struct wined3d_state *state,
3408 struct wined3d_matrix *mat) DECLSPEC_HIDDEN;
3409 void get_texture_matrix(const struct wined3d_context *context, const struct wined3d_state *state,
3410 unsigned int tex, struct wined3d_matrix *mat) DECLSPEC_HIDDEN;
3411 void get_pointsize_minmax(const struct wined3d_context *context, const struct wined3d_state *state,
3412 float *out_min, float *out_max) DECLSPEC_HIDDEN;
3413 void get_pointsize(const struct wined3d_context *context, const struct wined3d_state *state,
3414 float *out_pointsize, float *out_att) DECLSPEC_HIDDEN;
3415 void get_fog_start_end(const struct wined3d_context *context, const struct wined3d_state *state,
3416 float *start, float *end) DECLSPEC_HIDDEN;
3418 /* Using additional shader constants (uniforms in GLSL / program environment
3419 * or local parameters in ARB) is costly:
3420 * ARB only knows float4 parameters and GLSL compiler are not really smart
3421 * when it comes to efficiently pack float2 uniforms, so no space is wasted
3422 * (in fact most compilers map a float2 to a full float4 uniform).
3424 * For NP2 texcoord fixup we only need 2 floats (width and height) for each
3425 * 2D texture used in the shader. We therefore pack fixup info for 2 textures
3426 * into a single shader constant (uniform / program parameter).
3428 * This structure is shared between the GLSL and the ARB backend.*/
3429 struct ps_np2fixup_info {
3430 unsigned char idx[MAX_FRAGMENT_SAMPLERS]; /* indices to the real constant */
3431 WORD active; /* bitfield indicating if we can apply the fixup */
3432 WORD num_consts;
3435 void print_glsl_info_log(const struct wined3d_gl_info *gl_info, GLuint id, BOOL program) DECLSPEC_HIDDEN;
3436 void shader_glsl_validate_link(const struct wined3d_gl_info *gl_info, GLuint program) DECLSPEC_HIDDEN;
3438 struct wined3d_palette
3440 LONG ref;
3441 struct wined3d_device *device;
3443 unsigned int size;
3444 RGBQUAD colors[256];
3445 DWORD flags;
3448 /* DirectDraw utility functions */
3449 extern enum wined3d_format_id pixelformat_for_depth(DWORD depth) DECLSPEC_HIDDEN;
3451 /*****************************************************************************
3452 * Pixel format management
3455 /* WineD3D pixel format flags */
3456 #define WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING 0x00000001
3457 #define WINED3DFMT_FLAG_FILTERING 0x00000002
3458 #define WINED3DFMT_FLAG_DEPTH 0x00000004
3459 #define WINED3DFMT_FLAG_STENCIL 0x00000008
3460 #define WINED3DFMT_FLAG_RENDERTARGET 0x00000010
3461 #define WINED3DFMT_FLAG_FBO_ATTACHABLE 0x00000040
3462 #define WINED3DFMT_FLAG_FBO_ATTACHABLE_SRGB 0x00000080
3463 #define WINED3DFMT_FLAG_GETDC 0x00000100
3464 #define WINED3DFMT_FLAG_FLOAT 0x00000200
3465 #define WINED3DFMT_FLAG_BUMPMAP 0x00000400
3466 #define WINED3DFMT_FLAG_SRGB_READ 0x00000800
3467 #define WINED3DFMT_FLAG_SRGB_WRITE 0x00001000
3468 #define WINED3DFMT_FLAG_VTF 0x00002000
3469 #define WINED3DFMT_FLAG_SHADOW 0x00004000
3470 #define WINED3DFMT_FLAG_COMPRESSED 0x00008000
3471 #define WINED3DFMT_FLAG_BROKEN_PITCH 0x00010000
3472 #define WINED3DFMT_FLAG_BLOCKS 0x00020000
3473 #define WINED3DFMT_FLAG_HEIGHT_SCALE 0x00040000
3474 #define WINED3DFMT_FLAG_TEXTURE 0x00080000
3475 #define WINED3DFMT_FLAG_BLOCKS_NO_VERIFY 0x00100000
3476 #define WINED3DFMT_FLAG_INTEGER 0x00200000
3478 struct wined3d_rational
3480 UINT numerator;
3481 UINT denominator;
3484 struct wined3d_color_key_conversion
3486 enum wined3d_format_id dst_format;
3487 void (*convert)(const BYTE *src, unsigned int src_pitch, BYTE *dst, unsigned int dst_pitch, unsigned int width,
3488 unsigned int height, const struct wined3d_palette *palette, const struct wined3d_color_key *color_key);
3491 struct wined3d_format
3493 enum wined3d_format_id id;
3495 D3DDDIFORMAT ddi_format;
3496 DWORD red_size;
3497 DWORD green_size;
3498 DWORD blue_size;
3499 DWORD alpha_size;
3500 DWORD red_offset;
3501 DWORD green_offset;
3502 DWORD blue_offset;
3503 DWORD alpha_offset;
3504 UINT byte_count;
3505 BYTE depth_size;
3506 BYTE stencil_size;
3508 UINT block_width;
3509 UINT block_height;
3510 UINT block_byte_count;
3512 enum wined3d_ffp_emit_idx emit_idx;
3513 GLint component_count;
3514 GLenum gl_vtx_type;
3515 GLint gl_vtx_format;
3516 GLboolean gl_normalized;
3517 unsigned int component_size;
3519 GLint glInternal;
3520 GLint glGammaInternal;
3521 GLint rtInternal;
3522 GLint glFormat;
3523 GLint glType;
3524 UINT conv_byte_count;
3525 DWORD multisample_types;
3526 unsigned int flags[WINED3D_GL_RES_TYPE_COUNT];
3527 struct wined3d_rational height_scale;
3528 struct color_fixup_desc color_fixup;
3529 void (*convert)(const BYTE *src, BYTE *dst, UINT src_row_pitch, UINT src_slice_pitch,
3530 UINT dst_row_pitch, UINT dst_slice_pitch, UINT width, UINT height, UINT depth);
3533 const struct wined3d_format *wined3d_get_format(const struct wined3d_gl_info *gl_info,
3534 enum wined3d_format_id format_id) DECLSPEC_HIDDEN;
3535 void wined3d_format_calculate_pitch(const struct wined3d_format *format, unsigned int alignment,
3536 unsigned int width, unsigned int height, unsigned int *row_pitch, unsigned int *slice_pitch) DECLSPEC_HIDDEN;
3537 UINT wined3d_format_calculate_size(const struct wined3d_format *format,
3538 UINT alignment, UINT width, UINT height, UINT depth) DECLSPEC_HIDDEN;
3539 DWORD wined3d_format_convert_from_float(const struct wined3d_format *format,
3540 const struct wined3d_color *color) DECLSPEC_HIDDEN;
3541 BOOL wined3d_format_convert_color_to_float(const struct wined3d_format *format,
3542 const struct wined3d_palette *palette, DWORD color, struct wined3d_color *float_color) DECLSPEC_HIDDEN;
3543 void wined3d_format_get_float_color_key(const struct wined3d_format *format,
3544 const struct wined3d_color_key *key, struct wined3d_color *float_colors) DECLSPEC_HIDDEN;
3545 const struct wined3d_color_key_conversion * wined3d_format_get_color_key_conversion(
3546 const struct wined3d_texture *texture, BOOL need_alpha_ck) DECLSPEC_HIDDEN;
3548 static inline void *wined3d_calloc(SIZE_T count, SIZE_T size)
3550 if (count > ~(SIZE_T)0 / size)
3551 return NULL;
3552 return HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, count * size);
3555 static inline BOOL use_vs(const struct wined3d_state *state)
3557 /* Check state->vertex_declaration to allow this to be used before the
3558 * stream info is validated, for example in device_update_tex_unit_map(). */
3559 return state->shader[WINED3D_SHADER_TYPE_VERTEX]
3560 && (!state->vertex_declaration || !state->vertex_declaration->position_transformed);
3563 static inline BOOL use_ps(const struct wined3d_state *state)
3565 return !!state->shader[WINED3D_SHADER_TYPE_PIXEL];
3568 static inline void context_apply_state(struct wined3d_context *context,
3569 const struct wined3d_state *state, DWORD state_id)
3571 const struct StateEntry *state_table = context->state_table;
3572 DWORD rep = state_table[state_id].representative;
3573 state_table[rep].apply(context, state, rep);
3576 static inline BOOL needs_srgb_write(const struct wined3d_context *context,
3577 const struct wined3d_state *state, const struct wined3d_fb_state *fb)
3579 return (!(context->d3d_info->wined3d_creation_flags & WINED3D_SRGB_READ_WRITE_CONTROL)
3580 || state->render_states[WINED3D_RS_SRGBWRITEENABLE])
3581 && fb->render_targets[0] && fb->render_targets[0]->format_flags & WINED3DFMT_FLAG_SRGB_WRITE;
3584 static inline BOOL can_use_texture_swizzle(const struct wined3d_gl_info *gl_info, const struct wined3d_format *format)
3586 return gl_info->supported[ARB_TEXTURE_SWIZZLE] && !is_complex_fixup(format->color_fixup)
3587 && !is_scaling_fixup(format->color_fixup);
3590 static inline struct wined3d_surface *context_get_rt_surface(const struct wined3d_context *context)
3592 struct wined3d_texture *texture = context->current_rt.texture;
3594 if (!texture)
3595 return NULL;
3596 return texture->sub_resources[context->current_rt.sub_resource_idx].u.surface;
3599 /* The WNDCLASS-Name for the fake window which we use to retrieve the GL capabilities */
3600 #define WINED3D_OPENGL_WINDOW_CLASS_NAME "WineD3D_OpenGL"
3602 #define MAKEDWORD_VERSION(maj, min) (((maj & 0xffffu) << 16) | (min & 0xffffu))
3604 #endif