wined3d: Introduce rasterizer state object.
[wine.git] / dlls / wined3d / wined3d_private.h
blob2c30ec6c1b1f74083956d593ad400bef930c26e0
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 unsigned int max_sm_cs;
312 BOOL no_3d;
315 extern struct wined3d_settings wined3d_settings DECLSPEC_HIDDEN;
317 enum wined3d_shader_resource_type
319 WINED3D_SHADER_RESOURCE_NONE,
320 WINED3D_SHADER_RESOURCE_BUFFER,
321 WINED3D_SHADER_RESOURCE_TEXTURE_1D,
322 WINED3D_SHADER_RESOURCE_TEXTURE_2D,
323 WINED3D_SHADER_RESOURCE_TEXTURE_2DMS,
324 WINED3D_SHADER_RESOURCE_TEXTURE_3D,
325 WINED3D_SHADER_RESOURCE_TEXTURE_CUBE,
326 WINED3D_SHADER_RESOURCE_TEXTURE_1DARRAY,
327 WINED3D_SHADER_RESOURCE_TEXTURE_2DARRAY,
328 WINED3D_SHADER_RESOURCE_TEXTURE_2DMSARRAY,
331 #define WINED3D_SHADER_CONST_VS_F 0x00000001
332 #define WINED3D_SHADER_CONST_VS_I 0x00000002
333 #define WINED3D_SHADER_CONST_VS_B 0x00000004
334 #define WINED3D_SHADER_CONST_VS_CLIP_PLANES 0x00000008
335 #define WINED3D_SHADER_CONST_VS_POINTSIZE 0x00000010
336 #define WINED3D_SHADER_CONST_POS_FIXUP 0x00000020
337 #define WINED3D_SHADER_CONST_PS_F 0x00000040
338 #define WINED3D_SHADER_CONST_PS_I 0x00000080
339 #define WINED3D_SHADER_CONST_PS_B 0x00000100
340 #define WINED3D_SHADER_CONST_PS_BUMP_ENV 0x00000200
341 #define WINED3D_SHADER_CONST_PS_FOG 0x00000400
342 #define WINED3D_SHADER_CONST_PS_ALPHA_TEST 0x00000800
343 #define WINED3D_SHADER_CONST_PS_Y_CORR 0x00001000
344 #define WINED3D_SHADER_CONST_PS_NP2_FIXUP 0x00002000
345 #define WINED3D_SHADER_CONST_FFP_MODELVIEW 0x00004000
346 #define WINED3D_SHADER_CONST_FFP_VERTEXBLEND 0x00008000
347 #define WINED3D_SHADER_CONST_FFP_PROJ 0x00010000
348 #define WINED3D_SHADER_CONST_FFP_TEXMATRIX 0x00020000
349 #define WINED3D_SHADER_CONST_FFP_MATERIAL 0x00040000
350 #define WINED3D_SHADER_CONST_FFP_LIGHTS 0x00080000
351 #define WINED3D_SHADER_CONST_FFP_PS 0x00100000
352 #define WINED3D_SHADER_CONST_FFP_COLOR_KEY 0x00200000
354 enum wined3d_shader_register_type
356 WINED3DSPR_TEMP = 0,
357 WINED3DSPR_INPUT = 1,
358 WINED3DSPR_CONST = 2,
359 WINED3DSPR_ADDR = 3,
360 WINED3DSPR_TEXTURE = 3,
361 WINED3DSPR_RASTOUT = 4,
362 WINED3DSPR_ATTROUT = 5,
363 WINED3DSPR_TEXCRDOUT = 6,
364 WINED3DSPR_OUTPUT = 6,
365 WINED3DSPR_CONSTINT = 7,
366 WINED3DSPR_COLOROUT = 8,
367 WINED3DSPR_DEPTHOUT = 9,
368 WINED3DSPR_SAMPLER = 10,
369 WINED3DSPR_CONST2 = 11,
370 WINED3DSPR_CONST3 = 12,
371 WINED3DSPR_CONST4 = 13,
372 WINED3DSPR_CONSTBOOL = 14,
373 WINED3DSPR_LOOP = 15,
374 WINED3DSPR_TEMPFLOAT16 = 16,
375 WINED3DSPR_MISCTYPE = 17,
376 WINED3DSPR_LABEL = 18,
377 WINED3DSPR_PREDICATE = 19,
378 WINED3DSPR_IMMCONST,
379 WINED3DSPR_CONSTBUFFER,
380 WINED3DSPR_IMMCONSTBUFFER,
381 WINED3DSPR_PRIMID,
382 WINED3DSPR_NULL,
383 WINED3DSPR_RESOURCE,
384 WINED3DSPR_UAV,
385 WINED3DSPR_OUTPOINTID,
386 WINED3DSPR_FORKINSTID,
387 WINED3DSPR_INCONTROLPOINT,
388 WINED3DSPR_OUTCONTROLPOINT,
389 WINED3DSPR_PATCHCONST,
390 WINED3DSPR_TESSCOORD,
391 WINED3DSPR_GROUPSHAREDMEM,
392 WINED3DSPR_THREADID,
393 WINED3DSPR_THREADGROUPID,
394 WINED3DSPR_LOCALTHREADID,
395 WINED3DSPR_LOCALTHREADINDEX,
396 WINED3DSPR_IDXTEMP,
397 WINED3DSPR_STREAM,
400 enum wined3d_data_type
402 WINED3D_DATA_FLOAT,
403 WINED3D_DATA_INT,
404 WINED3D_DATA_RESOURCE,
405 WINED3D_DATA_SAMPLER,
406 WINED3D_DATA_UAV,
407 WINED3D_DATA_UINT,
408 WINED3D_DATA_UNORM,
409 WINED3D_DATA_SNORM,
412 enum wined3d_immconst_type
414 WINED3D_IMMCONST_SCALAR,
415 WINED3D_IMMCONST_VEC4,
418 #define WINED3DSP_NOSWIZZLE (0u | (1u << 2) | (2u << 4) | (3u << 6))
420 enum wined3d_shader_src_modifier
422 WINED3DSPSM_NONE = 0,
423 WINED3DSPSM_NEG = 1,
424 WINED3DSPSM_BIAS = 2,
425 WINED3DSPSM_BIASNEG = 3,
426 WINED3DSPSM_SIGN = 4,
427 WINED3DSPSM_SIGNNEG = 5,
428 WINED3DSPSM_COMP = 6,
429 WINED3DSPSM_X2 = 7,
430 WINED3DSPSM_X2NEG = 8,
431 WINED3DSPSM_DZ = 9,
432 WINED3DSPSM_DW = 10,
433 WINED3DSPSM_ABS = 11,
434 WINED3DSPSM_ABSNEG = 12,
435 WINED3DSPSM_NOT = 13,
438 #define WINED3DSP_WRITEMASK_0 0x1u /* .x r */
439 #define WINED3DSP_WRITEMASK_1 0x2u /* .y g */
440 #define WINED3DSP_WRITEMASK_2 0x4u /* .z b */
441 #define WINED3DSP_WRITEMASK_3 0x8u /* .w a */
442 #define WINED3DSP_WRITEMASK_ALL 0xfu /* all */
444 enum wined3d_shader_dst_modifier
446 WINED3DSPDM_NONE = 0,
447 WINED3DSPDM_SATURATE = 1,
448 WINED3DSPDM_PARTIALPRECISION = 2,
449 WINED3DSPDM_MSAMPCENTROID = 4,
452 enum wined3d_shader_interpolation_mode
454 WINED3DSIM_CONSTANT = 1,
455 WINED3DSIM_LINEAR = 2,
456 WINED3DSIM_LINEAR_CENTROID = 3,
457 WINED3DSIM_LINEAR_NOPERSPECTIVE = 4,
458 WINED3DSIM_LINEAR_NOPERSPECTIVE_CENTROID = 5,
459 WINED3DSIM_LINEAR_SAMPLE = 6,
460 WINED3DSIM_LINEAR_NOPERSPECTIVE_SAMPLE = 7,
463 enum wined3d_shader_global_flags
465 WINED3DSGF_REFACTORING_ALLOWED = 0x1,
466 WINED3DSGF_ENABLE_RAW_AND_STRUCTURED_BUFFERS = 0x8,
469 enum wined3d_tessellator_domain
471 WINED3D_TESSELLATOR_DOMAIN_LINE = 1,
472 WINED3D_TESSELLATOR_DOMAIN_TRIANGLE = 2,
473 WINED3D_TESSELLATOR_DOMAIN_QUAD = 3,
476 enum wined3d_tessellator_output_primitive
478 WINED3D_TESSELLATOR_OUTPUT_POINT = 1,
479 WINED3D_TESSELLATOR_OUTPUT_LINE = 2,
480 WINED3D_TESSELLATOR_OUTPUT_TRIANGLE_CW = 3,
481 WINED3D_TESSELLATOR_OUTPUT_TRIANGLE_CCW = 4,
484 enum wined3d_tessellator_partitioning
486 WINED3D_TESSELLATOR_PARTITIONING_INTEGER = 1,
487 WINED3D_TESSELLATOR_PARTITIONING_POW2 = 2,
488 WINED3D_TESSELLATOR_PARTITIONING_FRACTIONAL_ODD = 3,
489 WINED3D_TESSELLATOR_PARTITIONING_FRACTIONAL_EVEN = 4,
492 /* Undocumented opcode control to identify projective texture lookups in ps 2.0 and later */
493 #define WINED3DSI_TEXLD_PROJECT 0x1
494 #define WINED3DSI_TEXLD_BIAS 0x2
495 #define WINED3DSI_INDEXED_DYNAMIC 0x4
496 #define WINED3DSI_RESINFO_RCP_FLOAT 0x1
497 #define WINED3DSI_RESINFO_UINT 0x2
498 #define WINED3DSI_SAMPLE_INFO_UINT 0x1
499 #define WINED3DSI_SAMPLER_COMPARISON_MODE 0x1
501 enum wined3d_shader_rel_op
503 WINED3D_SHADER_REL_OP_GT = 1,
504 WINED3D_SHADER_REL_OP_EQ = 2,
505 WINED3D_SHADER_REL_OP_GE = 3,
506 WINED3D_SHADER_REL_OP_LT = 4,
507 WINED3D_SHADER_REL_OP_NE = 5,
508 WINED3D_SHADER_REL_OP_LE = 6,
511 enum wined3d_shader_conditional_op
513 WINED3D_SHADER_CONDITIONAL_OP_NZ = 0,
514 WINED3D_SHADER_CONDITIONAL_OP_Z = 1
517 #define WINED3D_SM1_VS 0xfffeu
518 #define WINED3D_SM1_PS 0xffffu
519 #define WINED3D_SM4_PS 0x0000u
520 #define WINED3D_SM4_VS 0x0001u
521 #define WINED3D_SM4_GS 0x0002u
522 #define WINED3D_SM5_HS 0x0003u
523 #define WINED3D_SM5_DS 0x0004u
524 #define WINED3D_SM5_CS 0x0005u
526 /* Shader version tokens, and shader end tokens */
527 #define WINED3DPS_VERSION(major, minor) ((WINED3D_SM1_PS << 16) | ((major) << 8) | (minor))
528 #define WINED3DVS_VERSION(major, minor) ((WINED3D_SM1_VS << 16) | ((major) << 8) | (minor))
530 /* Shader backends */
532 /* TODO: Make this dynamic, based on shader limits ? */
533 #define MAX_ATTRIBS 16
534 #define MAX_REG_ADDR 1
535 #define MAX_REG_TEXCRD 8
536 #define MAX_REG_INPUT 32
537 #define MAX_REG_OUTPUT 32
538 #define WINED3D_MAX_CBS 15
539 #define WINED3D_MAX_CONSTS_B 16
540 #define WINED3D_MAX_CONSTS_I 16
541 #define WINED3D_MAX_VS_CONSTS_F 256
542 #define WINED3D_MAX_PS_CONSTS_F 224
544 /* FIXME: This needs to go up to 2048 for
545 * Shader model 3 according to msdn (and for software shaders) */
546 #define MAX_LABELS 16
548 #define MAX_IMMEDIATE_CONSTANT_BUFFER_SIZE 4096
550 struct wined3d_string_buffer
552 struct list entry;
553 char *buffer;
554 unsigned int buffer_size;
555 unsigned int content_size;
558 enum WINED3D_SHADER_INSTRUCTION_HANDLER
560 WINED3DSIH_ABS,
561 WINED3DSIH_ADD,
562 WINED3DSIH_AND,
563 WINED3DSIH_BEM,
564 WINED3DSIH_BFI,
565 WINED3DSIH_BFREV,
566 WINED3DSIH_BREAK,
567 WINED3DSIH_BREAKC,
568 WINED3DSIH_BREAKP,
569 WINED3DSIH_BUFINFO,
570 WINED3DSIH_CALL,
571 WINED3DSIH_CALLNZ,
572 WINED3DSIH_CASE,
573 WINED3DSIH_CMP,
574 WINED3DSIH_CND,
575 WINED3DSIH_CONTINUE,
576 WINED3DSIH_CRS,
577 WINED3DSIH_CUT,
578 WINED3DSIH_CUT_STREAM,
579 WINED3DSIH_DCL,
580 WINED3DSIH_DCL_CONSTANT_BUFFER,
581 WINED3DSIH_DCL_GLOBAL_FLAGS,
582 WINED3DSIH_DCL_HS_FORK_PHASE_INSTANCE_COUNT,
583 WINED3DSIH_DCL_HS_MAX_TESSFACTOR,
584 WINED3DSIH_DCL_IMMEDIATE_CONSTANT_BUFFER,
585 WINED3DSIH_DCL_INDEXABLE_TEMP,
586 WINED3DSIH_DCL_INPUT,
587 WINED3DSIH_DCL_INPUT_CONTROL_POINT_COUNT,
588 WINED3DSIH_DCL_INPUT_PRIMITIVE,
589 WINED3DSIH_DCL_INPUT_PS,
590 WINED3DSIH_DCL_INPUT_PS_SGV,
591 WINED3DSIH_DCL_INPUT_PS_SIV,
592 WINED3DSIH_DCL_INPUT_SGV,
593 WINED3DSIH_DCL_INPUT_SIV,
594 WINED3DSIH_DCL_OUTPUT,
595 WINED3DSIH_DCL_OUTPUT_CONTROL_POINT_COUNT,
596 WINED3DSIH_DCL_OUTPUT_SIV,
597 WINED3DSIH_DCL_OUTPUT_TOPOLOGY,
598 WINED3DSIH_DCL_RESOURCE_STRUCTURED,
599 WINED3DSIH_DCL_SAMPLER,
600 WINED3DSIH_DCL_STREAM,
601 WINED3DSIH_DCL_TEMPS,
602 WINED3DSIH_DCL_TESSELLATOR_DOMAIN,
603 WINED3DSIH_DCL_TESSELLATOR_OUTPUT_PRIMITIVE,
604 WINED3DSIH_DCL_TESSELLATOR_PARTITIONING,
605 WINED3DSIH_DCL_TGSM_RAW,
606 WINED3DSIH_DCL_TGSM_STRUCTURED,
607 WINED3DSIH_DCL_THREAD_GROUP,
608 WINED3DSIH_DCL_UAV_TYPED,
609 WINED3DSIH_DCL_VERTICES_OUT,
610 WINED3DSIH_DEF,
611 WINED3DSIH_DEFAULT,
612 WINED3DSIH_DEFB,
613 WINED3DSIH_DEFI,
614 WINED3DSIH_DIV,
615 WINED3DSIH_DP2,
616 WINED3DSIH_DP2ADD,
617 WINED3DSIH_DP3,
618 WINED3DSIH_DP4,
619 WINED3DSIH_DST,
620 WINED3DSIH_DSX,
621 WINED3DSIH_DSX_COARSE,
622 WINED3DSIH_DSX_FINE,
623 WINED3DSIH_DSY,
624 WINED3DSIH_DSY_COARSE,
625 WINED3DSIH_DSY_FINE,
626 WINED3DSIH_ELSE,
627 WINED3DSIH_EMIT,
628 WINED3DSIH_EMIT_STREAM,
629 WINED3DSIH_ENDIF,
630 WINED3DSIH_ENDLOOP,
631 WINED3DSIH_ENDREP,
632 WINED3DSIH_ENDSWITCH,
633 WINED3DSIH_EQ,
634 WINED3DSIH_EXP,
635 WINED3DSIH_EXPP,
636 WINED3DSIH_FRC,
637 WINED3DSIH_FTOI,
638 WINED3DSIH_FTOU,
639 WINED3DSIH_GATHER4,
640 WINED3DSIH_GATHER4_C,
641 WINED3DSIH_GE,
642 WINED3DSIH_HS_CONTROL_POINT_PHASE,
643 WINED3DSIH_HS_DECLS,
644 WINED3DSIH_HS_FORK_PHASE,
645 WINED3DSIH_HS_JOIN_PHASE,
646 WINED3DSIH_IADD,
647 WINED3DSIH_IEQ,
648 WINED3DSIH_IF,
649 WINED3DSIH_IFC,
650 WINED3DSIH_IGE,
651 WINED3DSIH_ILT,
652 WINED3DSIH_IMAD,
653 WINED3DSIH_IMAX,
654 WINED3DSIH_IMIN,
655 WINED3DSIH_IMM_ATOMIC_ALLOC,
656 WINED3DSIH_IMM_ATOMIC_CONSUME,
657 WINED3DSIH_IMUL,
658 WINED3DSIH_INE,
659 WINED3DSIH_INEG,
660 WINED3DSIH_ISHL,
661 WINED3DSIH_ISHR,
662 WINED3DSIH_ITOF,
663 WINED3DSIH_LABEL,
664 WINED3DSIH_LD,
665 WINED3DSIH_LD2DMS,
666 WINED3DSIH_LD_RAW,
667 WINED3DSIH_LD_STRUCTURED,
668 WINED3DSIH_LD_UAV_TYPED,
669 WINED3DSIH_LIT,
670 WINED3DSIH_LOD,
671 WINED3DSIH_LOG,
672 WINED3DSIH_LOGP,
673 WINED3DSIH_LOOP,
674 WINED3DSIH_LRP,
675 WINED3DSIH_LT,
676 WINED3DSIH_M3x2,
677 WINED3DSIH_M3x3,
678 WINED3DSIH_M3x4,
679 WINED3DSIH_M4x3,
680 WINED3DSIH_M4x4,
681 WINED3DSIH_MAD,
682 WINED3DSIH_MAX,
683 WINED3DSIH_MIN,
684 WINED3DSIH_MOV,
685 WINED3DSIH_MOVA,
686 WINED3DSIH_MOVC,
687 WINED3DSIH_MUL,
688 WINED3DSIH_NE,
689 WINED3DSIH_NOP,
690 WINED3DSIH_NOT,
691 WINED3DSIH_NRM,
692 WINED3DSIH_OR,
693 WINED3DSIH_PHASE,
694 WINED3DSIH_POW,
695 WINED3DSIH_RCP,
696 WINED3DSIH_REP,
697 WINED3DSIH_RESINFO,
698 WINED3DSIH_RET,
699 WINED3DSIH_ROUND_NE,
700 WINED3DSIH_ROUND_NI,
701 WINED3DSIH_ROUND_PI,
702 WINED3DSIH_ROUND_Z,
703 WINED3DSIH_RSQ,
704 WINED3DSIH_SAMPLE,
705 WINED3DSIH_SAMPLE_B,
706 WINED3DSIH_SAMPLE_C,
707 WINED3DSIH_SAMPLE_C_LZ,
708 WINED3DSIH_SAMPLE_GRAD,
709 WINED3DSIH_SAMPLE_INFO,
710 WINED3DSIH_SAMPLE_LOD,
711 WINED3DSIH_SAMPLE_POS,
712 WINED3DSIH_SETP,
713 WINED3DSIH_SGE,
714 WINED3DSIH_SGN,
715 WINED3DSIH_SINCOS,
716 WINED3DSIH_SLT,
717 WINED3DSIH_SQRT,
718 WINED3DSIH_STORE_RAW,
719 WINED3DSIH_STORE_STRUCTURED,
720 WINED3DSIH_STORE_UAV_TYPED,
721 WINED3DSIH_SUB,
722 WINED3DSIH_SWAPC,
723 WINED3DSIH_SWITCH,
724 WINED3DSIH_TEX,
725 WINED3DSIH_TEXBEM,
726 WINED3DSIH_TEXBEML,
727 WINED3DSIH_TEXCOORD,
728 WINED3DSIH_TEXDEPTH,
729 WINED3DSIH_TEXDP3,
730 WINED3DSIH_TEXDP3TEX,
731 WINED3DSIH_TEXKILL,
732 WINED3DSIH_TEXLDD,
733 WINED3DSIH_TEXLDL,
734 WINED3DSIH_TEXM3x2DEPTH,
735 WINED3DSIH_TEXM3x2PAD,
736 WINED3DSIH_TEXM3x2TEX,
737 WINED3DSIH_TEXM3x3,
738 WINED3DSIH_TEXM3x3DIFF,
739 WINED3DSIH_TEXM3x3PAD,
740 WINED3DSIH_TEXM3x3SPEC,
741 WINED3DSIH_TEXM3x3TEX,
742 WINED3DSIH_TEXM3x3VSPEC,
743 WINED3DSIH_TEXREG2AR,
744 WINED3DSIH_TEXREG2GB,
745 WINED3DSIH_TEXREG2RGB,
746 WINED3DSIH_UBFE,
747 WINED3DSIH_UDIV,
748 WINED3DSIH_UGE,
749 WINED3DSIH_ULT,
750 WINED3DSIH_UMAX,
751 WINED3DSIH_UMIN,
752 WINED3DSIH_USHR,
753 WINED3DSIH_UTOF,
754 WINED3DSIH_XOR,
755 WINED3DSIH_TABLE_SIZE
758 enum wined3d_shader_type
760 WINED3D_SHADER_TYPE_PIXEL,
761 WINED3D_SHADER_TYPE_VERTEX,
762 WINED3D_SHADER_TYPE_GEOMETRY,
763 WINED3D_SHADER_TYPE_HULL,
764 WINED3D_SHADER_TYPE_DOMAIN,
765 WINED3D_SHADER_TYPE_COMPUTE,
766 WINED3D_SHADER_TYPE_COUNT,
769 struct wined3d_shader_version
771 enum wined3d_shader_type type;
772 BYTE major;
773 BYTE minor;
776 struct wined3d_shader_resource_info
778 enum wined3d_shader_resource_type type;
779 enum wined3d_data_type data_type;
782 #define WINED3D_SAMPLER_DEFAULT ~0x0u
784 struct wined3d_shader_sampler_map_entry
786 unsigned int resource_idx;
787 unsigned int sampler_idx;
788 unsigned int bind_idx;
791 struct wined3d_shader_sampler_map
793 struct wined3d_shader_sampler_map_entry *entries;
794 size_t size;
795 size_t count;
798 struct wined3d_shader_immediate_constant_buffer
800 unsigned int vec4_count;
801 DWORD data[MAX_IMMEDIATE_CONSTANT_BUFFER_SIZE];
804 struct wined3d_shader_indexable_temp
806 struct list entry;
807 unsigned int register_idx;
808 unsigned int register_size;
809 unsigned int component_count;
812 #define WINED3D_SHADER_VERSION(major, minor) (((major) << 8) | (minor))
814 struct wined3d_shader_reg_maps
816 struct wined3d_shader_version shader_version;
817 BYTE texcoord; /* MAX_REG_TEXCRD, 8 */
818 BYTE address; /* MAX_REG_ADDR, 1 */
819 WORD labels; /* MAX_LABELS, 16 */
820 DWORD temporary; /* 32 */
821 unsigned int temporary_count;
822 DWORD *constf; /* pixel, vertex */
823 struct list indexable_temps;
824 const struct wined3d_shader_immediate_constant_buffer *icb;
825 union
827 DWORD texcoord_mask[MAX_REG_TEXCRD]; /* vertex < 3.0 */
828 BYTE output_registers_mask[MAX_REG_OUTPUT]; /* vertex >= 3.0 */
829 } u;
830 DWORD input_registers; /* max(MAX_REG_INPUT, MAX_ATTRIBS), 32 */
831 DWORD output_registers; /* MAX_REG_OUTPUT, 32 */
832 WORD integer_constants; /* WINED3D_MAX_CONSTS_I, 16 */
833 WORD boolean_constants; /* WINED3D_MAX_CONSTS_B, 16 */
834 WORD local_int_consts; /* WINED3D_MAX_CONSTS_I, 16 */
835 WORD local_bool_consts; /* WINED3D_MAX_CONSTS_B, 16 */
836 UINT cb_sizes[WINED3D_MAX_CBS];
838 struct wined3d_shader_resource_info resource_info[max(MAX_FRAGMENT_SAMPLERS, MAX_VERTEX_SAMPLERS)];
839 struct wined3d_shader_sampler_map sampler_map;
840 DWORD sampler_comparison_mode;
841 BYTE bumpmat; /* MAX_TEXTURES, 8 */
842 BYTE luminanceparams; /* MAX_TEXTURES, 8 */
844 WORD usesnrm : 1;
845 WORD vpos : 1;
846 WORD usesdsx : 1;
847 WORD usesdsy : 1;
848 WORD usestexldd : 1;
849 WORD usesmova : 1;
850 WORD usesfacing : 1;
851 WORD usesrelconstF : 1;
852 WORD fog : 1;
853 WORD usestexldl : 1;
854 WORD usesifc : 1;
855 WORD usescall : 1;
856 WORD usespow : 1;
857 WORD point_size : 1;
858 WORD padding : 2;
860 DWORD rt_mask; /* Used render targets, 32 max. */
862 /* Whether or not loops are used in this shader, and nesting depth */
863 unsigned loop_depth;
864 UINT min_rel_offset, max_rel_offset;
867 /* Keeps track of details for TEX_M#x# instructions which need to maintain
868 * state information between multiple instructions. */
869 struct wined3d_shader_tex_mx
871 unsigned int current_row;
872 DWORD texcoord_w[2];
875 struct wined3d_shader_loop_state
877 UINT current_depth;
878 UINT current_reg;
881 struct wined3d_shader_context
883 const struct wined3d_shader *shader;
884 const struct wined3d_gl_info *gl_info;
885 const struct wined3d_shader_reg_maps *reg_maps;
886 struct wined3d_string_buffer *buffer;
887 struct wined3d_shader_tex_mx *tex_mx;
888 struct wined3d_shader_loop_state *loop_state;
889 void *backend_data;
892 struct wined3d_shader_register_index
894 const struct wined3d_shader_src_param *rel_addr;
895 unsigned int offset;
898 struct wined3d_shader_register
900 enum wined3d_shader_register_type type;
901 enum wined3d_data_type data_type;
902 struct wined3d_shader_register_index idx[2];
903 enum wined3d_immconst_type immconst_type;
904 DWORD immconst_data[4];
907 struct wined3d_shader_dst_param
909 struct wined3d_shader_register reg;
910 DWORD write_mask;
911 DWORD modifiers;
912 DWORD shift;
915 struct wined3d_shader_src_param
917 struct wined3d_shader_register reg;
918 DWORD swizzle;
919 enum wined3d_shader_src_modifier modifiers;
922 struct wined3d_shader_semantic
924 enum wined3d_decl_usage usage;
925 UINT usage_idx;
926 enum wined3d_shader_resource_type resource_type;
927 enum wined3d_data_type resource_data_type;
928 struct wined3d_shader_dst_param reg;
931 struct wined3d_shader_register_semantic
933 struct wined3d_shader_dst_param reg;
934 enum wined3d_sysval_semantic sysval_semantic;
937 struct wined3d_shader_structured_resource
939 struct wined3d_shader_dst_param reg;
940 unsigned int byte_stride;
943 struct wined3d_shader_tgsm_raw
945 struct wined3d_shader_dst_param reg;
946 unsigned int byte_count;
949 struct wined3d_shader_tgsm_structured
951 struct wined3d_shader_dst_param reg;
952 unsigned int byte_stride;
953 unsigned int structure_count;
956 struct wined3d_shader_thread_group_size
958 unsigned int x, y, z;
961 struct wined3d_shader_texel_offset
963 signed char u, v, w;
966 struct wined3d_shader_instruction
968 const struct wined3d_shader_context *ctx;
969 enum WINED3D_SHADER_INSTRUCTION_HANDLER handler_idx;
970 DWORD flags;
971 BOOL coissue;
972 const struct wined3d_shader_src_param *predicate;
973 UINT dst_count;
974 const struct wined3d_shader_dst_param *dst;
975 UINT src_count;
976 const struct wined3d_shader_src_param *src;
977 struct wined3d_shader_texel_offset texel_offset;
978 union
980 struct wined3d_shader_semantic semantic;
981 struct wined3d_shader_register_semantic register_semantic;
982 enum wined3d_primitive_type primitive_type;
983 struct wined3d_shader_dst_param dst;
984 struct wined3d_shader_src_param src;
985 UINT count;
986 const struct wined3d_shader_immediate_constant_buffer *icb;
987 struct wined3d_shader_structured_resource structured_resource;
988 struct wined3d_shader_tgsm_raw tgsm_raw;
989 struct wined3d_shader_tgsm_structured tgsm_structured;
990 struct wined3d_shader_thread_group_size thread_group_size;
991 enum wined3d_tessellator_domain tessellator_domain;
992 enum wined3d_tessellator_output_primitive tessellator_output_primitive;
993 enum wined3d_tessellator_partitioning tessellator_partitioning;
994 float max_tessellation_factor;
995 struct wined3d_shader_indexable_temp indexable_temp;
996 } declaration;
999 static inline BOOL wined3d_shader_instruction_has_texel_offset(const struct wined3d_shader_instruction *ins)
1001 return ins->texel_offset.u || ins->texel_offset.v || ins->texel_offset.w;
1004 struct wined3d_shader_attribute
1006 enum wined3d_decl_usage usage;
1007 UINT usage_idx;
1010 struct wined3d_shader_loop_control
1012 unsigned int count;
1013 unsigned int start;
1014 int step;
1017 struct wined3d_shader_frontend
1019 void *(*shader_init)(const DWORD *ptr, const struct wined3d_shader_signature *output_signature);
1020 void (*shader_free)(void *data);
1021 void (*shader_read_header)(void *data, const DWORD **ptr, struct wined3d_shader_version *shader_version);
1022 void (*shader_read_instruction)(void *data, const DWORD **ptr, struct wined3d_shader_instruction *ins);
1023 BOOL (*shader_is_end)(void *data, const DWORD **ptr);
1026 extern const struct wined3d_shader_frontend sm1_shader_frontend DECLSPEC_HIDDEN;
1027 extern const struct wined3d_shader_frontend sm4_shader_frontend DECLSPEC_HIDDEN;
1029 typedef void (*SHADER_HANDLER)(const struct wined3d_shader_instruction *);
1031 #define WINED3D_SHADER_CAP_VS_CLIPPING 0x00000001
1032 #define WINED3D_SHADER_CAP_SRGB_WRITE 0x00000002
1034 struct shader_caps
1036 unsigned int vs_version;
1037 unsigned int hs_version;
1038 unsigned int ds_version;
1039 unsigned int gs_version;
1040 unsigned int ps_version;
1041 unsigned int cs_version;
1043 DWORD vs_uniform_count;
1044 DWORD ps_uniform_count;
1045 float ps_1x_max_value;
1046 DWORD varying_count;
1048 DWORD wined3d_caps;
1051 enum wined3d_gl_resource_type
1053 WINED3D_GL_RES_TYPE_TEX_1D = 0,
1054 WINED3D_GL_RES_TYPE_TEX_2D = 1,
1055 WINED3D_GL_RES_TYPE_TEX_3D = 2,
1056 WINED3D_GL_RES_TYPE_TEX_CUBE = 3,
1057 WINED3D_GL_RES_TYPE_TEX_RECT = 4,
1058 WINED3D_GL_RES_TYPE_BUFFER = 5,
1059 WINED3D_GL_RES_TYPE_RB = 6,
1060 WINED3D_GL_RES_TYPE_COUNT = 7,
1063 enum vertexprocessing_mode {
1064 fixedfunction,
1065 vertexshader,
1066 pretransformed
1069 #define WINED3D_CONST_NUM_UNUSED ~0U
1071 enum wined3d_ffp_ps_fog_mode
1073 WINED3D_FFP_PS_FOG_OFF,
1074 WINED3D_FFP_PS_FOG_LINEAR,
1075 WINED3D_FFP_PS_FOG_EXP,
1076 WINED3D_FFP_PS_FOG_EXP2,
1079 /* Stateblock dependent parameters which have to be hardcoded
1080 * into the shader code
1083 #define WINED3D_PSARGS_PROJECTED (1u << 3)
1084 #define WINED3D_PSARGS_TEXTRANSFORM_SHIFT 4
1085 #define WINED3D_PSARGS_TEXTRANSFORM_MASK 0xfu
1086 #define WINED3D_PSARGS_TEXTYPE_SHIFT 2
1087 #define WINED3D_PSARGS_TEXTYPE_MASK 0x3u
1089 /* Used for Shader Model 1 pixel shaders to track the bound texture
1090 * type. 2D and RECT textures are separated through NP2 fixup. */
1091 enum wined3d_shader_tex_types
1093 WINED3D_SHADER_TEX_2D = 0,
1094 WINED3D_SHADER_TEX_3D = 1,
1095 WINED3D_SHADER_TEX_CUBE = 2,
1098 struct ps_compile_args {
1099 struct color_fixup_desc color_fixup[MAX_FRAGMENT_SAMPLERS];
1100 enum vertexprocessing_mode vp_mode;
1101 enum wined3d_ffp_ps_fog_mode fog;
1102 WORD tex_transform; /* ps 1.0-1.3, 4 textures */
1103 WORD tex_types; /* ps 1.0 - 1.4, 6 textures */
1104 WORD srgb_correction;
1105 /* Bitmap for NP2 texcoord fixups (16 samplers max currently).
1106 D3D9 has a limit of 16 samplers and the fixup is superfluous
1107 in D3D10 (unconditional NP2 support mandatory). */
1108 WORD np2_fixup;
1109 WORD shadow; /* MAX_FRAGMENT_SAMPLERS, 16 */
1110 WORD texcoords_initialized; /* MAX_TEXTURES, 8 */
1111 DWORD pointsprite : 1;
1112 DWORD flatshading : 1;
1113 DWORD alpha_test_func : 3;
1114 DWORD padding : 27;
1117 enum fog_src_type {
1118 VS_FOG_Z = 0,
1119 VS_FOG_COORD = 1
1122 struct vs_compile_args
1124 BYTE fog_src;
1125 BYTE clip_enabled : 1;
1126 BYTE point_size : 1;
1127 BYTE per_vertex_point_size : 1;
1128 BYTE flatshading : 1;
1129 BYTE next_shader_type : 3;
1130 BYTE padding : 1;
1131 WORD swizzle_map; /* MAX_ATTRIBS, 16 */
1132 unsigned int next_shader_input_count;
1135 struct gs_compile_args
1137 unsigned int ps_input_count;
1140 struct wined3d_context;
1141 struct wined3d_state;
1142 struct fragment_pipeline;
1143 struct wined3d_vertex_pipe_ops;
1145 struct wined3d_shader_backend_ops
1147 void (*shader_handle_instruction)(const struct wined3d_shader_instruction *);
1148 void (*shader_select)(void *shader_priv, struct wined3d_context *context,
1149 const struct wined3d_state *state);
1150 void (*shader_disable)(void *shader_priv, struct wined3d_context *context);
1151 void (*shader_select_depth_blt)(void *shader_priv, const struct wined3d_gl_info *gl_info,
1152 enum wined3d_gl_resource_type tex_type, const SIZE *ds_mask_size);
1153 void (*shader_deselect_depth_blt)(void *shader_priv, const struct wined3d_gl_info *gl_info);
1154 void (*shader_update_float_vertex_constants)(struct wined3d_device *device, UINT start, UINT count);
1155 void (*shader_update_float_pixel_constants)(struct wined3d_device *device, UINT start, UINT count);
1156 void (*shader_load_constants)(void *shader_priv, struct wined3d_context *context,
1157 const struct wined3d_state *state);
1158 void (*shader_destroy)(struct wined3d_shader *shader);
1159 HRESULT (*shader_alloc_private)(struct wined3d_device *device, const struct wined3d_vertex_pipe_ops *vertex_pipe,
1160 const struct fragment_pipeline *fragment_pipe);
1161 void (*shader_free_private)(struct wined3d_device *device);
1162 BOOL (*shader_allocate_context_data)(struct wined3d_context *context);
1163 void (*shader_free_context_data)(struct wined3d_context *context);
1164 void (*shader_init_context_state)(struct wined3d_context *context);
1165 void (*shader_get_caps)(const struct wined3d_gl_info *gl_info, struct shader_caps *caps);
1166 BOOL (*shader_color_fixup_supported)(struct color_fixup_desc fixup);
1167 BOOL (*shader_has_ffp_proj_control)(void *shader_priv);
1170 extern const struct wined3d_shader_backend_ops glsl_shader_backend DECLSPEC_HIDDEN;
1171 extern const struct wined3d_shader_backend_ops arb_program_shader_backend DECLSPEC_HIDDEN;
1172 extern const struct wined3d_shader_backend_ops none_shader_backend DECLSPEC_HIDDEN;
1174 #define GL_EXTCALL(f) (gl_info->gl_ops.ext.p_##f)
1176 #define D3DCOLOR_B_R(dw) (((dw) >> 16) & 0xff)
1177 #define D3DCOLOR_B_G(dw) (((dw) >> 8) & 0xff)
1178 #define D3DCOLOR_B_B(dw) (((dw) >> 0) & 0xff)
1179 #define D3DCOLOR_B_A(dw) (((dw) >> 24) & 0xff)
1181 static inline void wined3d_color_from_d3dcolor(struct wined3d_color *wined3d_color, DWORD d3d_color)
1183 wined3d_color->r = D3DCOLOR_B_R(d3d_color) / 255.0f;
1184 wined3d_color->g = D3DCOLOR_B_G(d3d_color) / 255.0f;
1185 wined3d_color->b = D3DCOLOR_B_B(d3d_color) / 255.0f;
1186 wined3d_color->a = D3DCOLOR_B_A(d3d_color) / 255.0f;
1189 #define HIGHEST_TRANSFORMSTATE WINED3D_TS_WORLD_MATRIX(255) /* Highest value in wined3d_transform_state. */
1191 void wined3d_check_gl_call(const struct wined3d_gl_info *gl_info,
1192 const char *file, unsigned int line, const char *name) DECLSPEC_HIDDEN;
1194 /* Checking of API calls */
1195 /* --------------------- */
1196 #ifndef WINE_NO_DEBUG_MSGS
1197 #define checkGLcall(A) \
1198 do { \
1199 if (__WINE_IS_DEBUG_ON(_ERR, &__wine_dbch_d3d) \
1200 && !gl_info->supported[ARB_DEBUG_OUTPUT]) \
1201 wined3d_check_gl_call(gl_info, __FILE__, __LINE__, A); \
1202 } while(0)
1203 #else
1204 #define checkGLcall(A) do {} while(0)
1205 #endif
1207 enum wined3d_ffp_idx
1209 WINED3D_FFP_POSITION = 0,
1210 WINED3D_FFP_BLENDWEIGHT = 1,
1211 WINED3D_FFP_BLENDINDICES = 2,
1212 WINED3D_FFP_NORMAL = 3,
1213 WINED3D_FFP_PSIZE = 4,
1214 WINED3D_FFP_DIFFUSE = 5,
1215 WINED3D_FFP_SPECULAR = 6,
1216 WINED3D_FFP_TEXCOORD0 = 7,
1217 WINED3D_FFP_TEXCOORD1 = 8,
1218 WINED3D_FFP_TEXCOORD2 = 9,
1219 WINED3D_FFP_TEXCOORD3 = 10,
1220 WINED3D_FFP_TEXCOORD4 = 11,
1221 WINED3D_FFP_TEXCOORD5 = 12,
1222 WINED3D_FFP_TEXCOORD6 = 13,
1223 WINED3D_FFP_TEXCOORD7 = 14,
1224 WINED3D_FFP_ATTRIBS_COUNT = 15,
1227 enum wined3d_ffp_emit_idx
1229 WINED3D_FFP_EMIT_FLOAT1,
1230 WINED3D_FFP_EMIT_FLOAT2,
1231 WINED3D_FFP_EMIT_FLOAT3,
1232 WINED3D_FFP_EMIT_FLOAT4,
1233 WINED3D_FFP_EMIT_D3DCOLOR,
1234 WINED3D_FFP_EMIT_UBYTE4,
1235 WINED3D_FFP_EMIT_SHORT2,
1236 WINED3D_FFP_EMIT_SHORT4,
1237 WINED3D_FFP_EMIT_UBYTE4N,
1238 WINED3D_FFP_EMIT_SHORT2N,
1239 WINED3D_FFP_EMIT_SHORT4N,
1240 WINED3D_FFP_EMIT_USHORT2N,
1241 WINED3D_FFP_EMIT_USHORT4N,
1242 WINED3D_FFP_EMIT_UDEC3,
1243 WINED3D_FFP_EMIT_DEC3N,
1244 WINED3D_FFP_EMIT_FLOAT16_2,
1245 WINED3D_FFP_EMIT_FLOAT16_4,
1246 WINED3D_FFP_EMIT_INVALID,
1247 WINED3D_FFP_EMIT_COUNT
1250 struct wined3d_bo_address
1252 GLuint buffer_object;
1253 BYTE *addr;
1256 struct wined3d_const_bo_address
1258 GLuint buffer_object;
1259 const BYTE *addr;
1262 static inline struct wined3d_const_bo_address *wined3d_const_bo_address(struct wined3d_bo_address *data)
1264 return (struct wined3d_const_bo_address *)data;
1267 struct wined3d_stream_info_element
1269 const struct wined3d_format *format;
1270 struct wined3d_bo_address data;
1271 GLsizei stride;
1272 unsigned int stream_idx;
1273 unsigned int divisor;
1276 struct wined3d_stream_info
1278 struct wined3d_stream_info_element elements[MAX_ATTRIBS];
1279 DWORD position_transformed : 1;
1280 DWORD all_vbo : 1;
1281 WORD swizzle_map; /* MAX_ATTRIBS, 16 */
1282 WORD use_map; /* MAX_ATTRIBS, 16 */
1285 void draw_primitive(struct wined3d_device *device, const struct wined3d_state *state,
1286 int base_vertex_idx, unsigned int start_idx, unsigned int index_count,
1287 unsigned int start_instance, unsigned int instance_count, BOOL indexed) DECLSPEC_HIDDEN;
1288 DWORD get_flexible_vertex_size(DWORD d3dvtVertexType) DECLSPEC_HIDDEN;
1290 #define eps 1e-8f
1292 #define GET_TEXCOORD_SIZE_FROM_FVF(d3dvtVertexType, tex_num) \
1293 (((((d3dvtVertexType) >> (16 + (2 * (tex_num)))) + 1) & 0x03) + 1)
1295 /* Routines and structures related to state management */
1297 #define STATE_RENDER(a) (a)
1298 #define STATE_IS_RENDER(a) ((a) >= STATE_RENDER(1) && (a) <= STATE_RENDER(WINEHIGHEST_RENDER_STATE))
1300 #define STATE_TEXTURESTAGE(stage, num) (STATE_RENDER(WINEHIGHEST_RENDER_STATE) + 1 + (stage) * (WINED3D_HIGHEST_TEXTURE_STATE + 1) + (num))
1301 #define STATE_IS_TEXTURESTAGE(a) ((a) >= STATE_TEXTURESTAGE(0, 1) && (a) <= STATE_TEXTURESTAGE(MAX_TEXTURES - 1, WINED3D_HIGHEST_TEXTURE_STATE))
1303 /* + 1 because samplers start with 0 */
1304 #define STATE_SAMPLER(num) (STATE_TEXTURESTAGE(MAX_TEXTURES - 1, WINED3D_HIGHEST_TEXTURE_STATE) + 1 + (num))
1305 #define STATE_IS_SAMPLER(num) ((num) >= STATE_SAMPLER(0) && (num) <= STATE_SAMPLER(MAX_COMBINED_SAMPLERS - 1))
1307 #define STATE_SHADER(a) (STATE_SAMPLER(MAX_COMBINED_SAMPLERS) + (a))
1308 #define STATE_IS_SHADER(a) ((a) >= STATE_SHADER(0) && (a) < STATE_SHADER(WINED3D_SHADER_TYPE_COUNT))
1310 #define STATE_CONSTANT_BUFFER(a) (STATE_SHADER(WINED3D_SHADER_TYPE_COUNT) + (a))
1311 #define STATE_IS_CONSTANT_BUFFER(a) ((a) >= STATE_CONSTANT_BUFFER(0) && (a) < STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_COUNT))
1313 #define STATE_SHADER_RESOURCE_BINDING (STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_COUNT))
1314 #define STATE_IS_SHADER_RESOURCE_BINDING(a) ((a) == STATE_SHADER_RESOURCE_BINDING)
1316 #define STATE_TRANSFORM(a) (STATE_SHADER_RESOURCE_BINDING + (a))
1317 #define STATE_IS_TRANSFORM(a) ((a) >= STATE_TRANSFORM(1) && (a) <= STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(255)))
1319 #define STATE_STREAMSRC (STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(255)) + 1)
1320 #define STATE_IS_STREAMSRC(a) ((a) == STATE_STREAMSRC)
1321 #define STATE_INDEXBUFFER (STATE_STREAMSRC + 1)
1322 #define STATE_IS_INDEXBUFFER(a) ((a) == STATE_INDEXBUFFER)
1324 #define STATE_VDECL (STATE_INDEXBUFFER + 1)
1325 #define STATE_IS_VDECL(a) ((a) == STATE_VDECL)
1327 #define STATE_VIEWPORT (STATE_VDECL + 1)
1328 #define STATE_IS_VIEWPORT(a) ((a) == STATE_VIEWPORT)
1330 #define STATE_LIGHT_TYPE (STATE_VIEWPORT + 1)
1331 #define STATE_IS_LIGHT_TYPE(a) ((a) == STATE_LIGHT_TYPE)
1332 #define STATE_ACTIVELIGHT(a) (STATE_LIGHT_TYPE + 1 + (a))
1333 #define STATE_IS_ACTIVELIGHT(a) ((a) >= STATE_ACTIVELIGHT(0) && (a) < STATE_ACTIVELIGHT(MAX_ACTIVE_LIGHTS))
1335 #define STATE_SCISSORRECT (STATE_ACTIVELIGHT(MAX_ACTIVE_LIGHTS - 1) + 1)
1336 #define STATE_IS_SCISSORRECT(a) ((a) == STATE_SCISSORRECT)
1338 #define STATE_CLIPPLANE(a) (STATE_SCISSORRECT + 1 + (a))
1339 #define STATE_IS_CLIPPLANE(a) ((a) >= STATE_CLIPPLANE(0) && (a) <= STATE_CLIPPLANE(MAX_CLIPPLANES - 1))
1341 #define STATE_MATERIAL (STATE_CLIPPLANE(MAX_CLIPPLANES))
1342 #define STATE_IS_MATERIAL(a) ((a) == STATE_MATERIAL)
1344 #define STATE_FRONTFACE (STATE_MATERIAL + 1)
1345 #define STATE_IS_FRONTFACE(a) ((a) == STATE_FRONTFACE)
1347 #define STATE_POINTSPRITECOORDORIGIN (STATE_FRONTFACE + 1)
1348 #define STATE_IS_POINTSPRITECOORDORIGIN(a) ((a) == STATE_POINTSPRITECOORDORIGIN)
1350 #define STATE_BASEVERTEXINDEX (STATE_POINTSPRITECOORDORIGIN + 1)
1351 #define STATE_IS_BASEVERTEXINDEX(a) ((a) == STATE_BASEVERTEXINDEX)
1353 #define STATE_FRAMEBUFFER (STATE_BASEVERTEXINDEX + 1)
1354 #define STATE_IS_FRAMEBUFFER(a) ((a) == STATE_FRAMEBUFFER)
1356 #define STATE_POINT_ENABLE (STATE_FRAMEBUFFER + 1)
1357 #define STATE_IS_POINT_ENABLE(a) ((a) == STATE_POINT_ENABLE)
1359 #define STATE_COLOR_KEY (STATE_POINT_ENABLE + 1)
1360 #define STATE_IS_COLOR_KEY(a) ((a) == STATE_COLOR_KEY)
1362 #define STATE_HIGHEST (STATE_COLOR_KEY)
1364 enum fogsource {
1365 FOGSOURCE_FFP,
1366 FOGSOURCE_VS,
1367 FOGSOURCE_COORD,
1370 /* Direct3D terminology with little modifications. We do not have an issued
1371 * state because only the driver knows about it, but we have a created state
1372 * because D3D allows GetData() on a created query, but OpenGL doesn't. */
1373 enum wined3d_query_state
1375 QUERY_CREATED,
1376 QUERY_SIGNALLED,
1377 QUERY_BUILDING
1380 struct wined3d_query_ops
1382 HRESULT (*query_get_data)(struct wined3d_query *query, void *data, DWORD data_size, DWORD flags);
1383 HRESULT (*query_issue)(struct wined3d_query *query, DWORD flags);
1386 struct wined3d_query
1388 LONG ref;
1390 void *parent;
1391 struct wined3d_device *device;
1392 enum wined3d_query_state state;
1393 enum wined3d_query_type type;
1394 DWORD data_size;
1395 const struct wined3d_query_ops *query_ops;
1398 union wined3d_gl_query_object
1400 GLuint id;
1401 GLsync sync;
1404 struct wined3d_event_query
1406 struct wined3d_query query;
1408 struct list entry;
1409 union wined3d_gl_query_object object;
1410 struct wined3d_context *context;
1413 enum wined3d_event_query_result
1415 WINED3D_EVENT_QUERY_OK,
1416 WINED3D_EVENT_QUERY_WAITING,
1417 WINED3D_EVENT_QUERY_NOT_STARTED,
1418 WINED3D_EVENT_QUERY_WRONG_THREAD,
1419 WINED3D_EVENT_QUERY_ERROR
1422 void wined3d_event_query_destroy(struct wined3d_event_query *query) DECLSPEC_HIDDEN;
1423 enum wined3d_event_query_result wined3d_event_query_finish(const struct wined3d_event_query *query,
1424 const struct wined3d_device *device) DECLSPEC_HIDDEN;
1425 void wined3d_event_query_issue(struct wined3d_event_query *query, const struct wined3d_device *device) DECLSPEC_HIDDEN;
1426 BOOL wined3d_event_query_supported(const struct wined3d_gl_info *gl_info) DECLSPEC_HIDDEN;
1428 struct wined3d_occlusion_query
1430 struct wined3d_query query;
1432 struct list entry;
1433 GLuint id;
1434 struct wined3d_context *context;
1437 struct wined3d_timestamp_query
1439 struct wined3d_query query;
1441 struct list entry;
1442 GLuint id;
1443 struct wined3d_context *context;
1446 void context_alloc_timestamp_query(struct wined3d_context *context, struct wined3d_timestamp_query *query) DECLSPEC_HIDDEN;
1447 void context_free_timestamp_query(struct wined3d_timestamp_query *query) DECLSPEC_HIDDEN;
1449 struct wined3d_context
1451 const struct wined3d_gl_info *gl_info;
1452 const struct wined3d_d3d_info *d3d_info;
1453 const struct StateEntry *state_table;
1454 /* State dirtification
1455 * dirtyArray is an array that contains markers for dirty states. numDirtyEntries states are dirty, their numbers are in indices
1456 * 0...numDirtyEntries - 1. isStateDirty is a redundant copy of the dirtyArray. Technically only one of them would be needed,
1457 * but with the help of both it is easy to find out if a state is dirty(just check the array index), and for applying dirty states
1458 * only numDirtyEntries array elements have to be checked, not STATE_HIGHEST states.
1460 DWORD dirtyArray[STATE_HIGHEST + 1]; /* Won't get bigger than that, a state is never marked dirty 2 times */
1461 DWORD numDirtyEntries;
1462 DWORD isStateDirty[STATE_HIGHEST / (sizeof(DWORD) * CHAR_BIT) + 1]; /* Bitmap to find out quickly if a state is dirty */
1464 struct wined3d_swapchain *swapchain;
1465 struct
1467 struct wined3d_texture *texture;
1468 unsigned int sub_resource_idx;
1469 } current_rt;
1470 DWORD tid; /* Thread ID which owns this context at the moment */
1472 /* Stores some information about the context state for optimization */
1473 DWORD render_offscreen : 1;
1474 DWORD last_was_rhw : 1; /* true iff last draw_primitive was in xyzrhw mode */
1475 DWORD last_was_pshader : 1;
1476 DWORD last_was_vshader : 1;
1477 DWORD last_was_normal : 1;
1478 DWORD namedArraysLoaded : 1;
1479 DWORD numberedArraysLoaded : 1;
1480 DWORD last_was_blit : 1;
1481 DWORD last_was_ckey : 1;
1482 DWORD fog_coord : 1;
1483 DWORD fog_enabled : 1;
1484 DWORD num_untracked_materials : 2; /* Max value 2 */
1485 DWORD current : 1;
1486 DWORD destroyed : 1;
1487 DWORD valid : 1;
1488 DWORD texShaderBumpMap : 8; /* MAX_TEXTURES, 8 */
1489 DWORD lastWasPow2Texture : 8; /* MAX_TEXTURES, 8 */
1490 DWORD fixed_function_usage_map : 8; /* MAX_TEXTURES, 8 */
1491 DWORD lowest_disabled_stage : 4; /* Max MAX_TEXTURES, 8 */
1492 DWORD use_immediate_mode_draw : 1;
1493 DWORD rebind_fbo : 1;
1494 DWORD needs_set : 1;
1495 DWORD hdc_is_private : 1;
1496 DWORD hdc_has_format : 1; /* only meaningful if hdc_is_private */
1497 DWORD update_shader_resource_bindings : 1;
1498 DWORD padding : 14;
1499 DWORD last_swizzle_map; /* MAX_ATTRIBS, 16 */
1500 DWORD shader_update_mask;
1501 DWORD constant_update_mask;
1502 DWORD numbered_array_mask;
1503 GLenum tracking_parm; /* Which source is tracking current colour */
1504 GLenum untracked_materials[2];
1505 UINT blit_w, blit_h;
1506 enum fogsource fog_source;
1507 DWORD active_texture;
1508 DWORD texture_type[MAX_COMBINED_SAMPLERS];
1510 UINT instance_count;
1512 /* The actual opengl context */
1513 UINT level;
1514 HGLRC restore_ctx;
1515 HDC restore_dc;
1516 int restore_pf;
1517 HWND restore_pf_win;
1518 HGLRC glCtx;
1519 HWND win_handle;
1520 HDC hdc;
1521 int pixel_format;
1522 GLint aux_buffers;
1524 void *shader_backend_data;
1525 void *fragment_pipe_data;
1527 /* FBOs */
1528 UINT fbo_entry_count;
1529 struct list fbo_list;
1530 struct list fbo_destroy_list;
1531 struct fbo_entry *current_fbo;
1532 GLuint fbo_read_binding;
1533 GLuint fbo_draw_binding;
1534 struct wined3d_surface **blit_targets;
1535 struct wined3d_fbo_entry_key *fbo_key;
1536 GLenum *draw_buffers;
1537 DWORD draw_buffers_mask; /* Enabled draw buffers, 31 max. */
1539 /* Queries */
1540 GLuint *free_occlusion_queries;
1541 UINT free_occlusion_query_size;
1542 UINT free_occlusion_query_count;
1543 struct list occlusion_queries;
1545 union wined3d_gl_query_object *free_event_queries;
1546 UINT free_event_query_size;
1547 UINT free_event_query_count;
1548 struct list event_queries;
1550 GLuint *free_timestamp_queries;
1551 UINT free_timestamp_query_size;
1552 UINT free_timestamp_query_count;
1553 struct list timestamp_queries;
1555 struct wined3d_stream_info stream_info;
1557 /* Fences for GL_APPLE_flush_buffer_range */
1558 struct wined3d_event_query *buffer_queries[MAX_ATTRIBS];
1559 unsigned int num_buffer_queries;
1561 DWORD tex_unit_map[MAX_COMBINED_SAMPLERS];
1562 DWORD rev_tex_unit_map[MAX_COMBINED_SAMPLERS];
1564 /* Extension emulation */
1565 GLint gl_fog_source;
1566 GLfloat fog_coord_value;
1567 GLfloat color[4], fogstart, fogend, fogcolor[4];
1568 GLuint dummy_arbfp_prog;
1571 struct wined3d_fb_state
1573 struct wined3d_rendertarget_view **render_targets;
1574 struct wined3d_rendertarget_view *depth_stencil;
1577 typedef void (*APPLYSTATEFUNC)(struct wined3d_context *ctx, const struct wined3d_state *state, DWORD state_id);
1579 struct StateEntry
1581 DWORD representative;
1582 APPLYSTATEFUNC apply;
1585 struct StateEntryTemplate
1587 DWORD state;
1588 struct StateEntry content;
1589 enum wined3d_gl_extension extension;
1592 #define WINED3D_FRAGMENT_CAP_PROJ_CONTROL 0x00000001
1593 #define WINED3D_FRAGMENT_CAP_SRGB_WRITE 0x00000002
1594 #define WINED3D_FRAGMENT_CAP_COLOR_KEY 0x00000004
1596 struct fragment_caps
1598 DWORD wined3d_caps;
1599 DWORD PrimitiveMiscCaps;
1600 DWORD TextureOpCaps;
1601 DWORD MaxTextureBlendStages;
1602 DWORD MaxSimultaneousTextures;
1605 #define GL_EXT_EMUL_ARB_MULTITEXTURE 0x00000001
1606 #define GL_EXT_EMUL_EXT_FOG_COORD 0x00000002
1608 struct fragment_pipeline
1610 void (*enable_extension)(const struct wined3d_gl_info *gl_info, BOOL enable);
1611 void (*get_caps)(const struct wined3d_gl_info *gl_info, struct fragment_caps *caps);
1612 DWORD (*get_emul_mask)(const struct wined3d_gl_info *gl_info);
1613 void *(*alloc_private)(const struct wined3d_shader_backend_ops *shader_backend, void *shader_priv);
1614 void (*free_private)(struct wined3d_device *device);
1615 BOOL (*allocate_context_data)(struct wined3d_context *context);
1616 void (*free_context_data)(struct wined3d_context *context);
1617 BOOL (*color_fixup_supported)(struct color_fixup_desc fixup);
1618 const struct StateEntryTemplate *states;
1621 struct wined3d_vertex_caps
1623 BOOL xyzrhw;
1624 BOOL emulated_flatshading;
1625 BOOL ffp_generic_attributes;
1626 DWORD max_active_lights;
1627 DWORD max_vertex_blend_matrices;
1628 DWORD max_vertex_blend_matrix_index;
1629 DWORD vertex_processing_caps;
1630 DWORD fvf_caps;
1631 DWORD max_user_clip_planes;
1632 DWORD raster_caps;
1635 struct wined3d_vertex_pipe_ops
1637 void (*vp_enable)(const struct wined3d_gl_info *gl_info, BOOL enable);
1638 void (*vp_get_caps)(const struct wined3d_gl_info *gl_info, struct wined3d_vertex_caps *caps);
1639 DWORD (*vp_get_emul_mask)(const struct wined3d_gl_info *gl_info);
1640 void *(*vp_alloc)(const struct wined3d_shader_backend_ops *shader_backend, void *shader_priv);
1641 void (*vp_free)(struct wined3d_device *device);
1642 const struct StateEntryTemplate *vp_states;
1645 extern const struct StateEntryTemplate misc_state_template[] DECLSPEC_HIDDEN;
1646 extern const struct fragment_pipeline none_fragment_pipe DECLSPEC_HIDDEN;
1647 extern const struct fragment_pipeline ffp_fragment_pipeline DECLSPEC_HIDDEN;
1648 extern const struct fragment_pipeline atifs_fragment_pipeline DECLSPEC_HIDDEN;
1649 extern const struct fragment_pipeline arbfp_fragment_pipeline DECLSPEC_HIDDEN;
1650 extern const struct fragment_pipeline nvts_fragment_pipeline DECLSPEC_HIDDEN;
1651 extern const struct fragment_pipeline nvrc_fragment_pipeline DECLSPEC_HIDDEN;
1652 extern const struct fragment_pipeline glsl_fragment_pipe DECLSPEC_HIDDEN;
1654 extern const struct wined3d_vertex_pipe_ops none_vertex_pipe DECLSPEC_HIDDEN;
1655 extern const struct wined3d_vertex_pipe_ops ffp_vertex_pipe DECLSPEC_HIDDEN;
1656 extern const struct wined3d_vertex_pipe_ops glsl_vertex_pipe DECLSPEC_HIDDEN;
1658 /* "Base" state table */
1659 HRESULT compile_state_table(struct StateEntry *StateTable, APPLYSTATEFUNC **dev_multistate_funcs,
1660 const struct wined3d_gl_info *gl_info, const struct wined3d_d3d_info *d3d_info,
1661 const struct wined3d_vertex_pipe_ops *vertex, const struct fragment_pipeline *fragment,
1662 const struct StateEntryTemplate *misc) DECLSPEC_HIDDEN;
1664 enum wined3d_blit_op
1666 WINED3D_BLIT_OP_COLOR_BLIT,
1667 WINED3D_BLIT_OP_COLOR_BLIT_ALPHATEST,
1668 WINED3D_BLIT_OP_COLOR_BLIT_CKEY,
1669 WINED3D_BLIT_OP_COLOR_FILL,
1670 WINED3D_BLIT_OP_DEPTH_FILL,
1671 WINED3D_BLIT_OP_DEPTH_BLIT,
1674 /* Shaders for color conversions in blits. Do not do blit operations while
1675 * already under the GL lock. */
1676 struct blit_shader
1678 HRESULT (*alloc_private)(struct wined3d_device *device);
1679 void (*free_private)(struct wined3d_device *device);
1680 HRESULT (*set_shader)(void *blit_priv, struct wined3d_context *context, const struct wined3d_surface *surface,
1681 const struct wined3d_color_key *color_key);
1682 void (*unset_shader)(const struct wined3d_gl_info *gl_info);
1683 BOOL (*blit_supported)(const struct wined3d_gl_info *gl_info,
1684 const struct wined3d_d3d_info *d3d_info, enum wined3d_blit_op blit_op,
1685 const RECT *src_rect, DWORD src_usage, enum wined3d_pool src_pool, const struct wined3d_format *src_format,
1686 const RECT *dst_rect, DWORD dst_usage, enum wined3d_pool dst_pool, const struct wined3d_format *dst_format);
1687 HRESULT (*color_fill)(struct wined3d_device *device, struct wined3d_rendertarget_view *view,
1688 const RECT *rect, const struct wined3d_color *color);
1689 HRESULT (*depth_fill)(struct wined3d_device *device, struct wined3d_rendertarget_view *view,
1690 const RECT *rect, DWORD clear_flags, float depth, DWORD stencil);
1691 void (*blit_surface)(struct wined3d_device *device, enum wined3d_blit_op op, DWORD filter,
1692 struct wined3d_surface *src_surface, const RECT *src_rect,
1693 struct wined3d_surface *dst_surface, const RECT *dst_rect,
1694 const struct wined3d_color_key *color_key);
1697 extern const struct blit_shader ffp_blit DECLSPEC_HIDDEN;
1698 extern const struct blit_shader arbfp_blit DECLSPEC_HIDDEN;
1699 extern const struct blit_shader cpu_blit DECLSPEC_HIDDEN;
1701 BOOL wined3d_clip_blit(const RECT *clip_rect, RECT *clipped, RECT *other) DECLSPEC_HIDDEN;
1702 const struct blit_shader *wined3d_select_blitter(const struct wined3d_gl_info *gl_info,
1703 const struct wined3d_d3d_info *d3d_info, enum wined3d_blit_op blit_op,
1704 const RECT *src_rect, DWORD src_usage, enum wined3d_pool src_pool, const struct wined3d_format *src_format,
1705 const RECT *dst_rect, DWORD dst_usage, enum wined3d_pool dst_pool, const struct wined3d_format *dst_format)
1706 DECLSPEC_HIDDEN;
1708 struct wined3d_context *context_acquire(const struct wined3d_device *device,
1709 struct wined3d_surface *target) DECLSPEC_HIDDEN;
1710 void context_alloc_event_query(struct wined3d_context *context,
1711 struct wined3d_event_query *query) DECLSPEC_HIDDEN;
1712 void context_alloc_occlusion_query(struct wined3d_context *context,
1713 struct wined3d_occlusion_query *query) DECLSPEC_HIDDEN;
1714 void context_apply_blit_state(struct wined3d_context *context, const struct wined3d_device *device) DECLSPEC_HIDDEN;
1715 BOOL context_apply_clear_state(struct wined3d_context *context, const struct wined3d_state *state,
1716 UINT rt_count, const struct wined3d_fb_state *fb) DECLSPEC_HIDDEN;
1717 BOOL context_apply_draw_state(struct wined3d_context *context,
1718 const struct wined3d_device *device, const struct wined3d_state *state) DECLSPEC_HIDDEN;
1719 void context_apply_fbo_state_blit(struct wined3d_context *context, GLenum target,
1720 struct wined3d_surface *render_target, struct wined3d_surface *depth_stencil, DWORD location) DECLSPEC_HIDDEN;
1721 void context_active_texture(struct wined3d_context *context, const struct wined3d_gl_info *gl_info,
1722 unsigned int unit) DECLSPEC_HIDDEN;
1723 void context_bind_texture(struct wined3d_context *context, GLenum target, GLuint name) DECLSPEC_HIDDEN;
1724 void context_check_fbo_status(const struct wined3d_context *context, GLenum target) DECLSPEC_HIDDEN;
1725 struct wined3d_context *context_create(struct wined3d_swapchain *swapchain, struct wined3d_texture *target,
1726 const struct wined3d_format *ds_format) DECLSPEC_HIDDEN;
1727 HGLRC context_create_wgl_attribs(const struct wined3d_gl_info *gl_info, HDC hdc, HGLRC share_ctx) DECLSPEC_HIDDEN;
1728 void context_destroy(struct wined3d_device *device, struct wined3d_context *context) DECLSPEC_HIDDEN;
1729 void context_free_event_query(struct wined3d_event_query *query) DECLSPEC_HIDDEN;
1730 void context_free_occlusion_query(struct wined3d_occlusion_query *query) DECLSPEC_HIDDEN;
1731 struct wined3d_context *context_get_current(void) DECLSPEC_HIDDEN;
1732 GLenum context_get_offscreen_gl_buffer(const struct wined3d_context *context) DECLSPEC_HIDDEN;
1733 DWORD context_get_tls_idx(void) DECLSPEC_HIDDEN;
1734 void context_gl_resource_released(struct wined3d_device *device,
1735 GLuint name, BOOL rb_namespace) DECLSPEC_HIDDEN;
1736 void context_invalidate_state(struct wined3d_context *context, DWORD state_id) DECLSPEC_HIDDEN;
1737 void context_release(struct wined3d_context *context) DECLSPEC_HIDDEN;
1738 void context_resource_released(const struct wined3d_device *device,
1739 struct wined3d_resource *resource, enum wined3d_resource_type type) DECLSPEC_HIDDEN;
1740 void context_restore(struct wined3d_context *context, struct wined3d_surface *restore) DECLSPEC_HIDDEN;
1741 BOOL context_set_current(struct wined3d_context *ctx) DECLSPEC_HIDDEN;
1742 void context_set_draw_buffer(struct wined3d_context *context, GLenum buffer) DECLSPEC_HIDDEN;
1743 void context_set_tls_idx(DWORD idx) DECLSPEC_HIDDEN;
1744 void context_state_drawbuf(struct wined3d_context *context,
1745 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
1746 void context_state_fb(struct wined3d_context *context,
1747 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
1748 void context_surface_update(struct wined3d_context *context, const struct wined3d_surface *surface) DECLSPEC_HIDDEN;
1749 void context_stream_info_from_declaration(struct wined3d_context *context,
1750 const struct wined3d_state *state, struct wined3d_stream_info *stream_info) DECLSPEC_HIDDEN;
1752 /*****************************************************************************
1753 * Internal representation of a light
1755 struct wined3d_light_info
1757 struct wined3d_light OriginalParms; /* Note D3D8LIGHT == D3D9LIGHT */
1758 DWORD OriginalIndex;
1759 LONG glIndex;
1760 BOOL enabled;
1762 /* Converted parms to speed up swapping lights */
1763 struct wined3d_vec4 position;
1764 struct wined3d_vec4 direction;
1765 float exponent;
1766 float cutoff;
1768 struct list entry;
1771 /* The default light parameters */
1772 extern const struct wined3d_light WINED3D_default_light DECLSPEC_HIDDEN;
1774 struct wined3d_pixel_format
1776 int iPixelFormat; /* WGL pixel format */
1777 int iPixelType; /* WGL pixel type e.g. WGL_TYPE_RGBA_ARB, WGL_TYPE_RGBA_FLOAT_ARB or WGL_TYPE_COLORINDEX_ARB */
1778 int redSize, greenSize, blueSize, alphaSize, colorSize;
1779 int depthSize, stencilSize;
1780 BOOL windowDrawable;
1781 BOOL doubleBuffer;
1782 int auxBuffers;
1783 int numSamples;
1786 enum wined3d_pci_vendor
1788 HW_VENDOR_SOFTWARE = 0x0000,
1789 HW_VENDOR_AMD = 0x1002,
1790 HW_VENDOR_NVIDIA = 0x10de,
1791 HW_VENDOR_VMWARE = 0x15ad,
1792 HW_VENDOR_INTEL = 0x8086,
1795 enum wined3d_pci_device
1797 CARD_WINE = 0x0000,
1799 CARD_AMD_RAGE_128PRO = 0x5246,
1800 CARD_AMD_RADEON_7200 = 0x5144,
1801 CARD_AMD_RADEON_8500 = 0x514c,
1802 CARD_AMD_RADEON_9500 = 0x4144,
1803 CARD_AMD_RADEON_XPRESS_200M = 0x5955,
1804 CARD_AMD_RADEON_X700 = 0x5e4c,
1805 CARD_AMD_RADEON_X1600 = 0x71c2,
1806 CARD_AMD_RADEON_HD2350 = 0x94c7,
1807 CARD_AMD_RADEON_HD2600 = 0x9581,
1808 CARD_AMD_RADEON_HD2900 = 0x9400,
1809 CARD_AMD_RADEON_HD3200 = 0x9620,
1810 CARD_AMD_RADEON_HD3850 = 0x9515,
1811 CARD_AMD_RADEON_HD4200M = 0x9712,
1812 CARD_AMD_RADEON_HD4350 = 0x954f,
1813 CARD_AMD_RADEON_HD4600 = 0x9495,
1814 CARD_AMD_RADEON_HD4700 = 0x944e,
1815 CARD_AMD_RADEON_HD4800 = 0x944c,
1816 CARD_AMD_RADEON_HD5400 = 0x68f9,
1817 CARD_AMD_RADEON_HD5600 = 0x68d8,
1818 CARD_AMD_RADEON_HD5700 = 0x68be,
1819 CARD_AMD_RADEON_HD5800 = 0x6898,
1820 CARD_AMD_RADEON_HD5900 = 0x689c,
1821 CARD_AMD_RADEON_HD6300 = 0x9803,
1822 CARD_AMD_RADEON_HD6400 = 0x6770,
1823 CARD_AMD_RADEON_HD6410D = 0x9644,
1824 CARD_AMD_RADEON_HD6550D = 0x9640,
1825 CARD_AMD_RADEON_HD6600 = 0x6758,
1826 CARD_AMD_RADEON_HD6600M = 0x6741,
1827 CARD_AMD_RADEON_HD6700 = 0x68ba,
1828 CARD_AMD_RADEON_HD6800 = 0x6739,
1829 CARD_AMD_RADEON_HD6900 = 0x6719,
1830 CARD_AMD_RADEON_HD7660D = 0x9901,
1831 CARD_AMD_RADEON_HD7700 = 0x683d,
1832 CARD_AMD_RADEON_HD7800 = 0x6819,
1833 CARD_AMD_RADEON_HD7900 = 0x679a,
1834 CARD_AMD_RADEON_HD8600M = 0x6660,
1835 CARD_AMD_RADEON_HD8670 = 0x6610,
1836 CARD_AMD_RADEON_HD8770 = 0x665c,
1837 CARD_AMD_RADEON_R3 = 0x9830,
1838 CARD_AMD_RADEON_R7 = 0x130f,
1839 CARD_AMD_RADEON_R9 = 0x67b1,
1841 CARD_NVIDIA_RIVA_128 = 0x0018,
1842 CARD_NVIDIA_RIVA_TNT = 0x0020,
1843 CARD_NVIDIA_RIVA_TNT2 = 0x0028,
1844 CARD_NVIDIA_GEFORCE = 0x0100,
1845 CARD_NVIDIA_GEFORCE2_MX = 0x0110,
1846 CARD_NVIDIA_GEFORCE2 = 0x0150,
1847 CARD_NVIDIA_GEFORCE3 = 0x0200,
1848 CARD_NVIDIA_GEFORCE4_MX = 0x0170,
1849 CARD_NVIDIA_GEFORCE4_TI4200 = 0x0253,
1850 CARD_NVIDIA_GEFORCEFX_5200 = 0x0320,
1851 CARD_NVIDIA_GEFORCEFX_5600 = 0x0312,
1852 CARD_NVIDIA_GEFORCEFX_5800 = 0x0302,
1853 CARD_NVIDIA_GEFORCE_6200 = 0x014f,
1854 CARD_NVIDIA_GEFORCE_6600GT = 0x0140,
1855 CARD_NVIDIA_GEFORCE_6800 = 0x0041,
1856 CARD_NVIDIA_GEFORCE_7300 = 0x01d7, /* GeForce Go 7300 */
1857 CARD_NVIDIA_GEFORCE_7400 = 0x01d8,
1858 CARD_NVIDIA_GEFORCE_7600 = 0x0391,
1859 CARD_NVIDIA_GEFORCE_7800GT = 0x0092,
1860 CARD_NVIDIA_GEFORCE_8200 = 0x0849, /* Other PCI ID 0x084b */
1861 CARD_NVIDIA_GEFORCE_8300GS = 0x0423,
1862 CARD_NVIDIA_GEFORCE_8400GS = 0x0404,
1863 CARD_NVIDIA_GEFORCE_8500GT = 0x0421,
1864 CARD_NVIDIA_GEFORCE_8600GT = 0x0402,
1865 CARD_NVIDIA_GEFORCE_8600MGT = 0x0407,
1866 CARD_NVIDIA_GEFORCE_8800GTS = 0x0193,
1867 CARD_NVIDIA_GEFORCE_8800GTX = 0x0191,
1868 CARD_NVIDIA_GEFORCE_9200 = 0x086d,
1869 CARD_NVIDIA_GEFORCE_9300 = 0x086c,
1870 CARD_NVIDIA_GEFORCE_9400M = 0x0863,
1871 CARD_NVIDIA_GEFORCE_9400GT = 0x042c,
1872 CARD_NVIDIA_GEFORCE_9500GT = 0x0640,
1873 CARD_NVIDIA_GEFORCE_9600GT = 0x0622,
1874 CARD_NVIDIA_GEFORCE_9700MGT = 0x064a,
1875 CARD_NVIDIA_GEFORCE_9800GT = 0x0614,
1876 CARD_NVIDIA_GEFORCE_210 = 0x0a23,
1877 CARD_NVIDIA_GEFORCE_GT220 = 0x0a20,
1878 CARD_NVIDIA_GEFORCE_GT240 = 0x0ca3,
1879 CARD_NVIDIA_GEFORCE_GTS250 = 0x0615,
1880 CARD_NVIDIA_GEFORCE_GTX260 = 0x05e2,
1881 CARD_NVIDIA_GEFORCE_GTX275 = 0x05e6,
1882 CARD_NVIDIA_GEFORCE_GTX280 = 0x05e1,
1883 CARD_NVIDIA_GEFORCE_315M = 0x0a7a,
1884 CARD_NVIDIA_GEFORCE_320M = 0x08a3,
1885 CARD_NVIDIA_GEFORCE_GT320M = 0x0a2d,
1886 CARD_NVIDIA_GEFORCE_GT325M = 0x0a35,
1887 CARD_NVIDIA_GEFORCE_GT330 = 0x0ca0,
1888 CARD_NVIDIA_GEFORCE_GTS350M = 0x0cb0,
1889 CARD_NVIDIA_GEFORCE_410M = 0x1055,
1890 CARD_NVIDIA_GEFORCE_GT420 = 0x0de2,
1891 CARD_NVIDIA_GEFORCE_GT425M = 0x0df0,
1892 CARD_NVIDIA_GEFORCE_GT430 = 0x0de1,
1893 CARD_NVIDIA_GEFORCE_GT440 = 0x0de0,
1894 CARD_NVIDIA_GEFORCE_GTS450 = 0x0dc4,
1895 CARD_NVIDIA_GEFORCE_GTX460 = 0x0e22,
1896 CARD_NVIDIA_GEFORCE_GTX460M = 0x0dd1,
1897 CARD_NVIDIA_GEFORCE_GTX465 = 0x06c4,
1898 CARD_NVIDIA_GEFORCE_GTX470 = 0x06cd,
1899 CARD_NVIDIA_GEFORCE_GTX480 = 0x06c0,
1900 CARD_NVIDIA_GEFORCE_GT520 = 0x1040,
1901 CARD_NVIDIA_GEFORCE_GT540M = 0x0df4,
1902 CARD_NVIDIA_GEFORCE_GTX550 = 0x1244,
1903 CARD_NVIDIA_GEFORCE_GT555M = 0x04b8,
1904 CARD_NVIDIA_GEFORCE_GTX560TI = 0x1200,
1905 CARD_NVIDIA_GEFORCE_GTX560 = 0x1201,
1906 CARD_NVIDIA_GEFORCE_GTX570 = 0x1081,
1907 CARD_NVIDIA_GEFORCE_GTX580 = 0x1080,
1908 CARD_NVIDIA_GEFORCE_GT610 = 0x104a,
1909 CARD_NVIDIA_GEFORCE_GT630 = 0x0f00,
1910 CARD_NVIDIA_GEFORCE_GT630M = 0x0de9,
1911 CARD_NVIDIA_GEFORCE_GT640M = 0x0fd2,
1912 CARD_NVIDIA_GEFORCE_GT650M = 0x0fd1,
1913 CARD_NVIDIA_GEFORCE_GTX650 = 0x0fc6,
1914 CARD_NVIDIA_GEFORCE_GTX650TI = 0x11c6,
1915 CARD_NVIDIA_GEFORCE_GTX660 = 0x11c0,
1916 CARD_NVIDIA_GEFORCE_GTX660M = 0x0fd4,
1917 CARD_NVIDIA_GEFORCE_GTX660TI = 0x1183,
1918 CARD_NVIDIA_GEFORCE_GTX670 = 0x1189,
1919 CARD_NVIDIA_GEFORCE_GTX670MX = 0x11a1,
1920 CARD_NVIDIA_GEFORCE_GTX680 = 0x1180,
1921 CARD_NVIDIA_GEFORCE_GT730 = 0x1287,
1922 CARD_NVIDIA_GEFORCE_GT730M = 0x0fe1,
1923 CARD_NVIDIA_GEFORCE_GT750M = 0x0fe9,
1924 CARD_NVIDIA_GEFORCE_GTX750 = 0x1381,
1925 CARD_NVIDIA_GEFORCE_GTX750TI = 0x1380,
1926 CARD_NVIDIA_GEFORCE_GTX760 = 0x1187,
1927 CARD_NVIDIA_GEFORCE_GTX765M = 0x11e2,
1928 CARD_NVIDIA_GEFORCE_GTX770M = 0x11e0,
1929 CARD_NVIDIA_GEFORCE_GTX770 = 0x1184,
1930 CARD_NVIDIA_GEFORCE_GTX780 = 0x1004,
1931 CARD_NVIDIA_GEFORCE_GTX780TI = 0x100a,
1932 CARD_NVIDIA_GEFORCE_GTXTITAN = 0x1005,
1933 CARD_NVIDIA_GEFORCE_GTXTITANB = 0x100c,
1934 CARD_NVIDIA_GEFORCE_GTXTITANX = 0x17c2,
1935 CARD_NVIDIA_GEFORCE_GTXTITANZ = 0x1001,
1936 CARD_NVIDIA_GEFORCE_820M = 0x0fed,
1937 CARD_NVIDIA_GEFORCE_830M = 0x1340,
1938 CARD_NVIDIA_GEFORCE_840M = 0x1341,
1939 CARD_NVIDIA_GEFORCE_845M = 0x1344,
1940 CARD_NVIDIA_GEFORCE_GTX850M = 0x1391,
1941 CARD_NVIDIA_GEFORCE_GTX860M = 0x1392, /* Other PCI ID 0x119a */
1942 CARD_NVIDIA_GEFORCE_GTX870M = 0x1199,
1943 CARD_NVIDIA_GEFORCE_GTX880M = 0x1198,
1944 CARD_NVIDIA_GEFORCE_GTX950 = 0x1402,
1945 CARD_NVIDIA_GEFORCE_GTX950M = 0x139a,
1946 CARD_NVIDIA_GEFORCE_GTX960 = 0x1401,
1947 CARD_NVIDIA_GEFORCE_GTX960M = 0x139b,
1948 CARD_NVIDIA_GEFORCE_GTX970 = 0x13c2,
1949 CARD_NVIDIA_GEFORCE_GTX970M = 0x13d8,
1950 CARD_NVIDIA_GEFORCE_GTX980 = 0x13c0,
1952 CARD_VMWARE_SVGA3D = 0x0405,
1954 CARD_INTEL_830M = 0x3577,
1955 CARD_INTEL_855GM = 0x3582,
1956 CARD_INTEL_845G = 0x2562,
1957 CARD_INTEL_865G = 0x2572,
1958 CARD_INTEL_915G = 0x2582,
1959 CARD_INTEL_E7221G = 0x258a,
1960 CARD_INTEL_915GM = 0x2592,
1961 CARD_INTEL_945G = 0x2772,
1962 CARD_INTEL_945GM = 0x27a2,
1963 CARD_INTEL_945GME = 0x27ae,
1964 CARD_INTEL_Q35 = 0x29b2,
1965 CARD_INTEL_G33 = 0x29c2,
1966 CARD_INTEL_Q33 = 0x29d2,
1967 CARD_INTEL_PNVG = 0xa001,
1968 CARD_INTEL_PNVM = 0xa011,
1969 CARD_INTEL_965Q = 0x2992,
1970 CARD_INTEL_965G = 0x2982,
1971 CARD_INTEL_946GZ = 0x2972,
1972 CARD_INTEL_965GM = 0x2a02,
1973 CARD_INTEL_965GME = 0x2a12,
1974 CARD_INTEL_GM45 = 0x2a42,
1975 CARD_INTEL_IGD = 0x2e02,
1976 CARD_INTEL_Q45 = 0x2e12,
1977 CARD_INTEL_G45 = 0x2e22,
1978 CARD_INTEL_G41 = 0x2e32,
1979 CARD_INTEL_B43 = 0x2e92,
1980 CARD_INTEL_ILKD = 0x0042,
1981 CARD_INTEL_ILKM = 0x0046,
1982 CARD_INTEL_SNBD = 0x0122,
1983 CARD_INTEL_SNBM = 0x0126,
1984 CARD_INTEL_SNBS = 0x010a,
1985 CARD_INTEL_IVBD = 0x0162,
1986 CARD_INTEL_IVBM = 0x0166,
1987 CARD_INTEL_IVBS = 0x015a,
1988 CARD_INTEL_HWD = 0x0412,
1989 CARD_INTEL_HWM = 0x0416,
1990 CARD_INTEL_IG6100 = 0x162b,
1991 CARD_INTEL_IP6200 = 0x1622,
1992 CARD_INTEL_HD520 = 0x1916,
1993 CARD_INTEL_HD530_1 = 0x1912,
1994 CARD_INTEL_HD530_2 = 0x191b,
1995 CARD_INTEL_HD540 = 0x1926,
1996 CARD_INTEL_IPP580 = 0x193d,
1999 struct wined3d_fbo_ops
2001 GLboolean (WINE_GLAPI *glIsRenderbuffer)(GLuint renderbuffer);
2002 void (WINE_GLAPI *glBindRenderbuffer)(GLenum target, GLuint renderbuffer);
2003 void (WINE_GLAPI *glDeleteRenderbuffers)(GLsizei n, const GLuint *renderbuffers);
2004 void (WINE_GLAPI *glGenRenderbuffers)(GLsizei n, GLuint *renderbuffers);
2005 void (WINE_GLAPI *glRenderbufferStorage)(GLenum target, GLenum internalformat,
2006 GLsizei width, GLsizei height);
2007 void (WINE_GLAPI *glRenderbufferStorageMultisample)(GLenum target, GLsizei samples,
2008 GLenum internalformat, GLsizei width, GLsizei height);
2009 void (WINE_GLAPI *glGetRenderbufferParameteriv)(GLenum target, GLenum pname, GLint *params);
2010 GLboolean (WINE_GLAPI *glIsFramebuffer)(GLuint framebuffer);
2011 void (WINE_GLAPI *glBindFramebuffer)(GLenum target, GLuint framebuffer);
2012 void (WINE_GLAPI *glDeleteFramebuffers)(GLsizei n, const GLuint *framebuffers);
2013 void (WINE_GLAPI *glGenFramebuffers)(GLsizei n, GLuint *framebuffers);
2014 GLenum (WINE_GLAPI *glCheckFramebufferStatus)(GLenum target);
2015 void (WINE_GLAPI *glFramebufferTexture1D)(GLenum target, GLenum attachment,
2016 GLenum textarget, GLuint texture, GLint level);
2017 void (WINE_GLAPI *glFramebufferTexture2D)(GLenum target, GLenum attachment,
2018 GLenum textarget, GLuint texture, GLint level);
2019 void (WINE_GLAPI *glFramebufferTexture3D)(GLenum target, GLenum attachment,
2020 GLenum textarget, GLuint texture, GLint level, GLint layer);
2021 void (WINE_GLAPI *glFramebufferTextureLayer)(GLenum target, GLenum attachment,
2022 GLuint texture, GLint level, GLint layer);
2023 void (WINE_GLAPI *glFramebufferRenderbuffer)(GLenum target, GLenum attachment,
2024 GLenum renderbuffertarget, GLuint renderbuffer);
2025 void (WINE_GLAPI *glGetFramebufferAttachmentParameteriv)(GLenum target, GLenum attachment,
2026 GLenum pname, GLint *params);
2027 void (WINE_GLAPI *glBlitFramebuffer)(GLint srcX0, GLint srcY0, GLint srcX1, GLint srcY1,
2028 GLint dstX0, GLint dstY0, GLint dstX1, GLint dstY1, GLbitfield mask, GLenum filter);
2029 void (WINE_GLAPI *glGenerateMipmap)(GLenum target);
2032 struct wined3d_gl_limits
2034 UINT buffers;
2035 UINT lights;
2036 UINT textures;
2037 UINT texture_coords;
2038 unsigned int vertex_uniform_blocks;
2039 unsigned int geometry_uniform_blocks;
2040 unsigned int fragment_uniform_blocks;
2041 UINT fragment_samplers;
2042 UINT vertex_samplers;
2043 UINT combined_samplers;
2044 UINT general_combiners;
2045 UINT clipplanes;
2046 UINT texture_size;
2047 UINT texture3d_size;
2048 float pointsize_max;
2049 float pointsize_min;
2050 UINT blends;
2051 UINT anisotropy;
2052 float shininess;
2053 UINT samples;
2054 UINT vertex_attribs;
2056 UINT glsl_varyings;
2057 UINT glsl_vs_float_constants;
2058 UINT glsl_ps_float_constants;
2060 UINT arb_vs_float_constants;
2061 UINT arb_vs_native_constants;
2062 UINT arb_vs_instructions;
2063 UINT arb_vs_temps;
2064 UINT arb_ps_float_constants;
2065 UINT arb_ps_local_constants;
2066 UINT arb_ps_native_constants;
2067 UINT arb_ps_instructions;
2068 UINT arb_ps_temps;
2071 void wined3d_gl_limits_get_uniform_block_range(const struct wined3d_gl_limits *gl_limits,
2072 enum wined3d_shader_type shader_type, unsigned int *base, unsigned int *count) DECLSPEC_HIDDEN;
2074 struct wined3d_gl_info
2076 DWORD selected_gl_version;
2077 DWORD glsl_version;
2078 struct wined3d_gl_limits limits;
2079 DWORD reserved_glsl_constants, reserved_arb_constants;
2080 DWORD quirks;
2081 BOOL supported[WINED3D_GL_EXT_COUNT];
2082 GLint wrap_lookup[WINED3D_TADDRESS_MIRROR_ONCE - WINED3D_TADDRESS_WRAP + 1];
2083 float fixed_polyoffset_scale, float_polyoffset_scale;
2085 HGLRC (WINAPI *p_wglCreateContextAttribsARB)(HDC dc, HGLRC share, const GLint *attribs);
2086 struct opengl_funcs gl_ops;
2087 struct wined3d_fbo_ops fbo_ops;
2089 struct wined3d_format *formats;
2090 unsigned int format_count;
2093 struct wined3d_driver_info
2095 enum wined3d_pci_vendor vendor;
2096 enum wined3d_pci_device device;
2097 const char *name;
2098 const char *description;
2099 UINT64 vram_bytes;
2100 DWORD version_high;
2101 DWORD version_low;
2104 struct wined3d_d3d_limits
2106 unsigned int vs_version, hs_version, ds_version, gs_version, ps_version, cs_version;
2107 DWORD vs_uniform_count;
2108 DWORD ps_uniform_count;
2109 UINT varying_count;
2110 UINT ffp_textures;
2111 UINT ffp_blend_stages;
2112 UINT ffp_vertex_blend_matrices;
2115 typedef void (WINE_GLAPI *wined3d_ffp_attrib_func)(const void *data);
2116 typedef void (WINE_GLAPI *wined3d_ffp_texcoord_func)(GLenum unit, const void *data);
2117 typedef void (WINE_GLAPI *wined3d_generic_attrib_func)(GLuint idx, const void *data);
2118 extern wined3d_ffp_attrib_func specular_func_3ubv DECLSPEC_HIDDEN;
2120 struct wined3d_ffp_attrib_ops
2122 wined3d_ffp_attrib_func position[WINED3D_FFP_EMIT_COUNT];
2123 wined3d_ffp_attrib_func diffuse[WINED3D_FFP_EMIT_COUNT];
2124 wined3d_ffp_attrib_func specular[WINED3D_FFP_EMIT_COUNT];
2125 wined3d_ffp_attrib_func normal[WINED3D_FFP_EMIT_COUNT];
2126 wined3d_ffp_texcoord_func texcoord[WINED3D_FFP_EMIT_COUNT];
2127 wined3d_generic_attrib_func generic[WINED3D_FFP_EMIT_COUNT];
2130 struct wined3d_d3d_info
2132 struct wined3d_d3d_limits limits;
2133 struct wined3d_ffp_attrib_ops ffp_attrib_ops;
2134 BOOL xyzrhw;
2135 BOOL emulated_flatshading;
2136 BOOL ffp_generic_attributes;
2137 BOOL vs_clipping;
2138 BOOL shader_color_key;
2139 DWORD valid_rt_mask;
2140 DWORD wined3d_creation_flags;
2143 /* The adapter structure */
2144 struct wined3d_adapter
2146 UINT ordinal;
2147 POINT monitor_position;
2148 enum wined3d_format_id screen_format;
2150 struct wined3d_gl_info gl_info;
2151 struct wined3d_d3d_info d3d_info;
2152 struct wined3d_driver_info driver_info;
2153 WCHAR DeviceName[CCHDEVICENAME]; /* DeviceName for use with e.g. ChangeDisplaySettings */
2154 unsigned int cfg_count;
2155 struct wined3d_pixel_format *cfgs;
2156 UINT64 vram_bytes;
2157 UINT64 vram_bytes_used;
2158 LUID luid;
2160 const struct wined3d_vertex_pipe_ops *vertex_pipe;
2161 const struct fragment_pipeline *fragment_pipe;
2162 const struct wined3d_shader_backend_ops *shader_backend;
2163 const struct blit_shader *blitter;
2166 struct wined3d_caps_gl_ctx
2168 HDC dc;
2169 HWND wnd;
2170 HGLRC gl_ctx;
2171 HDC restore_dc;
2172 HGLRC restore_gl_ctx;
2174 const struct wined3d_gl_info *gl_info;
2175 GLuint test_vbo;
2176 GLuint test_program_id;
2179 float wined3d_adapter_find_polyoffset_scale(struct wined3d_caps_gl_ctx *ctx, GLenum format) DECLSPEC_HIDDEN;
2180 BOOL wined3d_adapter_init_format_info(struct wined3d_adapter *adapter,
2181 struct wined3d_caps_gl_ctx *ctx) DECLSPEC_HIDDEN;
2182 UINT64 adapter_adjust_memory(struct wined3d_adapter *adapter, INT64 amount) DECLSPEC_HIDDEN;
2184 BOOL initPixelFormatsNoGL(struct wined3d_gl_info *gl_info) DECLSPEC_HIDDEN;
2185 void install_gl_compat_wrapper(struct wined3d_gl_info *gl_info, enum wined3d_gl_extension ext) DECLSPEC_HIDDEN;
2187 enum projection_types
2189 proj_none = 0,
2190 proj_count3 = 1,
2191 proj_count4 = 2
2194 enum dst_arg
2196 resultreg = 0,
2197 tempreg = 1
2200 /*****************************************************************************
2201 * Fixed function pipeline replacements
2203 #define ARG_UNUSED 0xff
2204 struct texture_stage_op
2206 unsigned cop : 8;
2207 unsigned carg1 : 8;
2208 unsigned carg2 : 8;
2209 unsigned carg0 : 8;
2211 unsigned aop : 8;
2212 unsigned aarg1 : 8;
2213 unsigned aarg2 : 8;
2214 unsigned aarg0 : 8;
2216 struct color_fixup_desc color_fixup;
2217 unsigned tex_type : 3;
2218 unsigned dst : 1;
2219 unsigned projected : 2;
2220 unsigned padding : 10;
2223 struct ffp_frag_settings
2225 struct texture_stage_op op[MAX_TEXTURES];
2226 enum wined3d_ffp_ps_fog_mode fog;
2227 unsigned char sRGB_write;
2228 unsigned char emul_clipplanes;
2229 unsigned char texcoords_initialized;
2230 unsigned char color_key_enabled : 1;
2231 unsigned char pointsprite : 1;
2232 unsigned char flatshading : 1;
2233 unsigned char alpha_test_func : 3;
2234 unsigned char padding : 2;
2237 struct ffp_frag_desc
2239 struct wine_rb_entry entry;
2240 struct ffp_frag_settings settings;
2243 extern const struct wine_rb_functions wined3d_ffp_frag_program_rb_functions DECLSPEC_HIDDEN;
2244 extern const struct wine_rb_functions wined3d_ffp_vertex_program_rb_functions DECLSPEC_HIDDEN;
2245 extern const struct wined3d_parent_ops wined3d_null_parent_ops DECLSPEC_HIDDEN;
2247 unsigned int wined3d_max_compat_varyings(const struct wined3d_gl_info *gl_info) DECLSPEC_HIDDEN;
2248 void gen_ffp_frag_op(const struct wined3d_context *context, const struct wined3d_state *state,
2249 struct ffp_frag_settings *settings, BOOL ignore_textype) DECLSPEC_HIDDEN;
2250 const struct ffp_frag_desc *find_ffp_frag_shader(const struct wine_rb_tree *fragment_shaders,
2251 const struct ffp_frag_settings *settings) DECLSPEC_HIDDEN;
2252 void add_ffp_frag_shader(struct wine_rb_tree *shaders, struct ffp_frag_desc *desc) DECLSPEC_HIDDEN;
2253 void wined3d_get_draw_rect(const struct wined3d_state *state, RECT *rect) DECLSPEC_HIDDEN;
2254 void wined3d_ftoa(float value, char *s) DECLSPEC_HIDDEN;
2256 extern const float wined3d_srgb_const0[] DECLSPEC_HIDDEN;
2257 extern const float wined3d_srgb_const1[] DECLSPEC_HIDDEN;
2259 enum wined3d_ffp_vs_fog_mode
2261 WINED3D_FFP_VS_FOG_OFF = 0,
2262 WINED3D_FFP_VS_FOG_FOGCOORD = 1,
2263 WINED3D_FFP_VS_FOG_DEPTH = 2,
2264 WINED3D_FFP_VS_FOG_RANGE = 3,
2267 #define WINED3D_FFP_TCI_SHIFT 16
2268 #define WINED3D_FFP_TCI_MASK 0xffu
2270 #define WINED3D_FFP_LIGHT_TYPE_SHIFT(idx) (3 * (idx))
2271 #define WINED3D_FFP_LIGHT_TYPE_MASK 0x7u
2273 struct wined3d_ffp_vs_settings
2275 DWORD light_type : 24; /* MAX_ACTIVE_LIGHTS, 8 * 3 */
2276 DWORD diffuse_source : 2;
2277 DWORD emissive_source : 2;
2278 DWORD ambient_source : 2;
2279 DWORD specular_source : 2;
2281 DWORD transformed : 1;
2282 DWORD vertexblends : 2;
2283 DWORD clipping : 1;
2284 DWORD normal : 1;
2285 DWORD normalize : 1;
2286 DWORD lighting : 1;
2287 DWORD localviewer : 1;
2288 DWORD point_size : 1;
2289 DWORD per_vertex_point_size : 1;
2290 DWORD fog_mode : 2;
2291 DWORD texcoords : 8; /* MAX_TEXTURES */
2292 DWORD ortho_fog : 1;
2293 DWORD flatshading : 1;
2294 DWORD padding : 10;
2296 DWORD texgen[MAX_TEXTURES];
2299 struct wined3d_ffp_vs_desc
2301 struct wine_rb_entry entry;
2302 struct wined3d_ffp_vs_settings settings;
2305 void wined3d_ffp_get_vs_settings(const struct wined3d_context *context,
2306 const struct wined3d_state *state, struct wined3d_ffp_vs_settings *settings) DECLSPEC_HIDDEN;
2308 struct wined3d
2310 LONG ref;
2311 DWORD flags;
2312 UINT adapter_count;
2313 struct wined3d_adapter adapters[1];
2316 HRESULT wined3d_init(struct wined3d *wined3d, DWORD flags) DECLSPEC_HIDDEN;
2317 BOOL wined3d_register_window(HWND window, struct wined3d_device *device) DECLSPEC_HIDDEN;
2318 void wined3d_unregister_window(HWND window) DECLSPEC_HIDDEN;
2320 struct wined3d_rasterizer_state
2322 LONG refcount;
2323 struct wined3d_rasterizer_state_desc desc;
2325 struct wined3d_device *device;
2328 struct wined3d_stream_output
2330 struct wined3d_buffer *buffer;
2331 UINT offset;
2334 struct wined3d_stream_state
2336 struct wined3d_buffer *buffer;
2337 UINT offset;
2338 UINT stride;
2339 UINT frequency;
2340 UINT flags;
2343 #define WINED3D_STATE_NO_REF 0x00000001
2344 #define WINED3D_STATE_INIT_DEFAULT 0x00000002
2346 struct wined3d_state
2348 DWORD flags;
2349 const struct wined3d_fb_state *fb;
2351 struct wined3d_vertex_declaration *vertex_declaration;
2352 struct wined3d_stream_output stream_output[MAX_STREAM_OUT];
2353 struct wined3d_stream_state streams[MAX_STREAMS + 1 /* tesselated pseudo-stream */];
2354 struct wined3d_buffer *index_buffer;
2355 enum wined3d_format_id index_format;
2356 unsigned int index_offset;
2357 int base_vertex_index;
2358 int load_base_vertex_index; /* Non-indexed drawing needs 0 here, indexed needs base_vertex_index. */
2359 GLenum gl_primitive_type;
2360 struct wined3d_query *predicate;
2361 BOOL predicate_value;
2363 struct wined3d_shader *shader[WINED3D_SHADER_TYPE_COUNT];
2364 struct wined3d_buffer *cb[WINED3D_SHADER_TYPE_COUNT][MAX_CONSTANT_BUFFERS];
2365 struct wined3d_sampler *sampler[WINED3D_SHADER_TYPE_COUNT][MAX_SAMPLER_OBJECTS];
2366 struct wined3d_shader_resource_view *shader_resource_view[WINED3D_SHADER_TYPE_COUNT][MAX_SHADER_RESOURCE_VIEWS];
2368 BOOL vs_consts_b[WINED3D_MAX_CONSTS_B];
2369 struct wined3d_ivec4 vs_consts_i[WINED3D_MAX_CONSTS_I];
2370 struct wined3d_vec4 vs_consts_f[WINED3D_MAX_VS_CONSTS_F];
2372 BOOL ps_consts_b[WINED3D_MAX_CONSTS_B];
2373 struct wined3d_ivec4 ps_consts_i[WINED3D_MAX_CONSTS_I];
2374 struct wined3d_vec4 ps_consts_f[WINED3D_MAX_PS_CONSTS_F];
2376 struct wined3d_texture *textures[MAX_COMBINED_SAMPLERS];
2377 DWORD sampler_states[MAX_COMBINED_SAMPLERS][WINED3D_HIGHEST_SAMPLER_STATE + 1];
2378 DWORD texture_states[MAX_TEXTURES][WINED3D_HIGHEST_TEXTURE_STATE + 1];
2380 struct wined3d_matrix transforms[HIGHEST_TRANSFORMSTATE + 1];
2381 struct wined3d_vec4 clip_planes[MAX_CLIPPLANES];
2382 struct wined3d_material material;
2383 struct wined3d_viewport viewport;
2384 RECT scissor_rect;
2386 /* Light hashmap. Collisions are handled using linked lists. */
2387 #define LIGHTMAP_SIZE 43
2388 #define LIGHTMAP_HASHFUNC(x) ((x) % LIGHTMAP_SIZE)
2389 struct list light_map[LIGHTMAP_SIZE];
2390 const struct wined3d_light_info *lights[MAX_ACTIVE_LIGHTS];
2392 DWORD render_states[WINEHIGHEST_RENDER_STATE + 1];
2393 struct wined3d_rasterizer_state *rasterizer_state;
2396 #define WINED3D_UNMAPPED_STAGE ~0U
2398 /* Multithreaded flag. Removed from the public header to signal that
2399 * wined3d_device_create() ignores it. */
2400 #define WINED3DCREATE_MULTITHREADED 0x00000004
2402 struct wined3d_device
2404 LONG ref;
2406 /* WineD3D Information */
2407 struct wined3d_device_parent *device_parent;
2408 struct wined3d *wined3d;
2409 struct wined3d_adapter *adapter;
2411 /* Window styles to restore when switching fullscreen mode */
2412 LONG style;
2413 LONG exStyle;
2415 const struct wined3d_shader_backend_ops *shader_backend;
2416 void *shader_priv;
2417 void *fragment_priv;
2418 void *vertex_priv;
2419 void *blit_priv;
2420 struct StateEntry StateTable[STATE_HIGHEST + 1];
2421 /* Array of functions for states which are handled by more than one pipeline part */
2422 APPLYSTATEFUNC *multistate_funcs[STATE_HIGHEST + 1];
2423 const struct blit_shader *blitter;
2425 BYTE vertexBlendUsed : 1; /* To avoid needless setting of the blend matrices */
2426 BYTE bCursorVisible : 1;
2427 BYTE d3d_initialized : 1;
2428 BYTE inScene : 1; /* A flag to check for proper BeginScene / EndScene call pairs */
2429 BYTE softwareVertexProcessing : 1; /* process vertex shaders using software or hardware */
2430 BYTE filter_messages : 1;
2431 BYTE padding : 2;
2433 unsigned char surface_alignment; /* Line Alignment of surfaces */
2435 WORD padding2 : 16;
2437 struct wined3d_state state;
2438 struct wined3d_state *update_state;
2439 struct wined3d_stateblock *recording;
2441 /* Internal use fields */
2442 struct wined3d_device_creation_parameters create_parms;
2443 HWND focus_window;
2445 struct wined3d_rendertarget_view *back_buffer_view;
2446 struct wined3d_swapchain **swapchains;
2447 UINT swapchain_count;
2449 struct list resources; /* a linked list to track resources created by the device */
2450 struct list shaders; /* a linked list to track shaders (pixel and vertex) */
2451 struct wine_rb_tree samplers;
2453 /* Render Target Support */
2454 struct wined3d_fb_state fb;
2455 struct wined3d_surface *onscreen_depth_stencil;
2456 struct wined3d_rendertarget_view *auto_depth_stencil_view;
2458 /* For rendering to a texture using glCopyTexImage */
2459 GLuint depth_blt_texture;
2461 /* Cursor management */
2462 UINT xHotSpot;
2463 UINT yHotSpot;
2464 UINT xScreenSpace;
2465 UINT yScreenSpace;
2466 UINT cursorWidth, cursorHeight;
2467 struct wined3d_texture *cursor_texture;
2468 HCURSOR hardwareCursor;
2470 /* The Wine logo texture */
2471 struct wined3d_texture *logo_texture;
2473 /* Textures for when no other textures are mapped */
2474 GLuint dummy_texture_2d[MAX_COMBINED_SAMPLERS];
2475 GLuint dummy_texture_rect[MAX_COMBINED_SAMPLERS];
2476 GLuint dummy_texture_3d[MAX_COMBINED_SAMPLERS];
2477 GLuint dummy_texture_cube[MAX_COMBINED_SAMPLERS];
2478 GLuint dummy_texture_2d_array[MAX_COMBINED_SAMPLERS];
2480 /* Default sampler used to emulate the direct resource access without using wined3d_sampler */
2481 GLuint default_sampler;
2482 GLuint null_sampler;
2484 /* Command stream */
2485 struct wined3d_cs *cs;
2487 /* Context management */
2488 struct wined3d_context **contexts;
2489 UINT context_count;
2492 void device_clear_render_targets(struct wined3d_device *device, UINT rt_count, const struct wined3d_fb_state *fb,
2493 UINT rect_count, const RECT *rects, const RECT *draw_rect, DWORD flags,
2494 const struct wined3d_color *color, float depth, DWORD stencil) DECLSPEC_HIDDEN;
2495 BOOL device_context_add(struct wined3d_device *device, struct wined3d_context *context) DECLSPEC_HIDDEN;
2496 void device_context_remove(struct wined3d_device *device, struct wined3d_context *context) DECLSPEC_HIDDEN;
2497 HRESULT device_init(struct wined3d_device *device, struct wined3d *wined3d,
2498 UINT adapter_idx, enum wined3d_device_type device_type, HWND focus_window, DWORD flags,
2499 BYTE surface_alignment, struct wined3d_device_parent *device_parent) DECLSPEC_HIDDEN;
2500 LRESULT device_process_message(struct wined3d_device *device, HWND window, BOOL unicode,
2501 UINT message, WPARAM wparam, LPARAM lparam, WNDPROC proc) DECLSPEC_HIDDEN;
2502 void device_resource_add(struct wined3d_device *device, struct wined3d_resource *resource) DECLSPEC_HIDDEN;
2503 void device_resource_released(struct wined3d_device *device, struct wined3d_resource *resource) DECLSPEC_HIDDEN;
2504 void device_switch_onscreen_ds(struct wined3d_device *device, struct wined3d_context *context,
2505 struct wined3d_surface *depth_stencil) DECLSPEC_HIDDEN;
2506 void device_invalidate_state(const struct wined3d_device *device, DWORD state) DECLSPEC_HIDDEN;
2508 static inline BOOL isStateDirty(const struct wined3d_context *context, DWORD state)
2510 DWORD idx = state / (sizeof(*context->isStateDirty) * CHAR_BIT);
2511 BYTE shift = state & ((sizeof(*context->isStateDirty) * CHAR_BIT) - 1);
2512 return context->isStateDirty[idx] & (1u << shift);
2515 #define WINED3D_RESOURCE_ACCESS_GPU 0x1
2516 #define WINED3D_RESOURCE_ACCESS_CPU 0x2
2518 struct wined3d_resource_ops
2520 ULONG (*resource_incref)(struct wined3d_resource *resource);
2521 ULONG (*resource_decref)(struct wined3d_resource *resource);
2522 void (*resource_unload)(struct wined3d_resource *resource);
2523 HRESULT (*resource_sub_resource_map)(struct wined3d_resource *resource, unsigned int sub_resource_idx,
2524 struct wined3d_map_desc *map_desc, const struct wined3d_box *box, DWORD flags);
2525 HRESULT (*resource_sub_resource_unmap)(struct wined3d_resource *resource, unsigned int sub_resource_idx);
2528 struct wined3d_resource
2530 LONG ref;
2531 LONG bind_count;
2532 LONG map_count;
2533 struct wined3d_device *device;
2534 enum wined3d_resource_type type;
2535 enum wined3d_gl_resource_type gl_type;
2536 const struct wined3d_format *format;
2537 unsigned int format_flags;
2538 enum wined3d_multisample_type multisample_type;
2539 UINT multisample_quality;
2540 DWORD usage;
2541 enum wined3d_pool pool;
2542 DWORD access_flags;
2543 DWORD draw_binding;
2544 DWORD map_binding;
2545 UINT width;
2546 UINT height;
2547 UINT depth;
2548 UINT size;
2549 DWORD priority;
2550 void *heap_memory;
2551 struct list resource_list_entry;
2552 LONG access_count;
2554 void *parent;
2555 const struct wined3d_parent_ops *parent_ops;
2556 const struct wined3d_resource_ops *resource_ops;
2559 static inline ULONG wined3d_resource_incref(struct wined3d_resource *resource)
2561 return resource->resource_ops->resource_incref(resource);
2564 static inline ULONG wined3d_resource_decref(struct wined3d_resource *resource)
2566 return resource->resource_ops->resource_decref(resource);
2569 static inline void wined3d_resource_acquire(struct wined3d_resource *resource)
2571 InterlockedIncrement(&resource->access_count);
2574 static inline void wined3d_resource_release(struct wined3d_resource *resource)
2576 InterlockedDecrement(&resource->access_count);
2579 static inline void wined3d_resource_wait_idle(struct wined3d_resource *resource)
2581 while (InterlockedCompareExchange(&resource->access_count, 0, 0));
2584 void resource_cleanup(struct wined3d_resource *resource) DECLSPEC_HIDDEN;
2585 HRESULT resource_init(struct wined3d_resource *resource, struct wined3d_device *device,
2586 enum wined3d_resource_type type, const struct wined3d_format *format,
2587 enum wined3d_multisample_type multisample_type, UINT multisample_quality,
2588 DWORD usage, enum wined3d_pool pool, UINT width, UINT height, UINT depth, UINT size,
2589 void *parent, const struct wined3d_parent_ops *parent_ops,
2590 const struct wined3d_resource_ops *resource_ops) DECLSPEC_HIDDEN;
2591 void resource_unload(struct wined3d_resource *resource) DECLSPEC_HIDDEN;
2592 BOOL wined3d_resource_allocate_sysmem(struct wined3d_resource *resource) DECLSPEC_HIDDEN;
2593 void wined3d_resource_free_sysmem(struct wined3d_resource *resource) DECLSPEC_HIDDEN;
2594 GLbitfield wined3d_resource_gl_map_flags(DWORD d3d_flags) DECLSPEC_HIDDEN;
2595 GLenum wined3d_resource_gl_legacy_map_flags(DWORD d3d_flags) DECLSPEC_HIDDEN;
2596 BOOL wined3d_resource_is_offscreen(struct wined3d_resource *resource) DECLSPEC_HIDDEN;
2597 DWORD wined3d_resource_sanitize_map_flags(const struct wined3d_resource *resource, DWORD flags) DECLSPEC_HIDDEN;
2598 void wined3d_resource_update_draw_binding(struct wined3d_resource *resource) DECLSPEC_HIDDEN;
2600 /* Tests show that the start address of resources is 32 byte aligned */
2601 #define RESOURCE_ALIGNMENT 16
2603 struct gl_texture
2605 struct wined3d_sampler_desc sampler_desc;
2606 unsigned int base_level;
2607 GLuint name;
2610 struct wined3d_texture_ops
2612 void (*texture_upload_data)(struct wined3d_texture *texture, unsigned int sub_resource_idx,
2613 const struct wined3d_context *context, const struct wined3d_sub_resource_data *data);
2614 BOOL (*texture_load_location)(struct wined3d_texture *texture, unsigned int sub_resource_idx,
2615 struct wined3d_context *context, DWORD location);
2616 void (*texture_prepare_texture)(struct wined3d_texture *texture,
2617 struct wined3d_context *context, BOOL srgb);
2618 void (*texture_cleanup_sub_resources)(struct wined3d_texture *texture);
2621 #define WINED3D_TEXTURE_COND_NP2 0x00000001
2622 #define WINED3D_TEXTURE_COND_NP2_EMULATED 0x00000002
2623 #define WINED3D_TEXTURE_POW2_MAT_IDENT 0x00000004
2624 #define WINED3D_TEXTURE_IS_SRGB 0x00000008
2625 #define WINED3D_TEXTURE_RGB_ALLOCATED 0x00000010
2626 #define WINED3D_TEXTURE_RGB_VALID 0x00000020
2627 #define WINED3D_TEXTURE_SRGB_ALLOCATED 0x00000040
2628 #define WINED3D_TEXTURE_SRGB_VALID 0x00000080
2629 #define WINED3D_TEXTURE_CONVERTED 0x00000100
2630 #define WINED3D_TEXTURE_PIN_SYSMEM 0x00000200
2631 #define WINED3D_TEXTURE_NORMALIZED_COORDS 0x00000400
2632 #define WINED3D_TEXTURE_GET_DC_LENIENT 0x00000800
2633 #define WINED3D_TEXTURE_DC_IN_USE 0x00001000
2634 #define WINED3D_TEXTURE_DISCARD 0x00002000
2636 #define WINED3D_TEXTURE_ASYNC_COLOR_KEY 0x00000001
2638 struct wined3d_texture
2640 struct wined3d_resource resource;
2641 const struct wined3d_texture_ops *texture_ops;
2642 struct gl_texture texture_rgb, texture_srgb;
2643 struct wined3d_swapchain *swapchain;
2644 unsigned int pow2_width;
2645 unsigned int pow2_height;
2646 UINT layer_count;
2647 UINT level_count;
2648 unsigned int download_count;
2649 unsigned int sysmem_count;
2650 float pow2_matrix[16];
2651 UINT lod;
2652 enum wined3d_texture_filter_type filter_type;
2653 DWORD sampler;
2654 DWORD flags;
2655 GLenum target;
2656 DWORD update_map_binding;
2658 GLuint rb_multisample;
2659 GLuint rb_resolved;
2661 void *user_memory;
2662 unsigned int row_pitch;
2663 unsigned int slice_pitch;
2665 /* May only be accessed from the command stream worker thread. */
2666 struct wined3d_texture_async
2668 DWORD flags;
2670 /* Color keys for DDraw */
2671 struct wined3d_color_key dst_blt_color_key;
2672 struct wined3d_color_key src_blt_color_key;
2673 struct wined3d_color_key dst_overlay_color_key;
2674 struct wined3d_color_key src_overlay_color_key;
2675 struct wined3d_color_key gl_color_key;
2676 DWORD color_key_flags;
2677 } async;
2679 struct wined3d_texture_sub_resource
2681 void *parent;
2682 const struct wined3d_parent_ops *parent_ops;
2684 union
2686 struct wined3d_surface *surface;
2687 struct wined3d_volume *volume;
2688 } u;
2689 unsigned int offset;
2690 unsigned int size;
2692 unsigned int map_count;
2693 DWORD locations;
2694 GLuint buffer_object;
2695 } sub_resources[1];
2698 static inline struct wined3d_texture *texture_from_resource(struct wined3d_resource *resource)
2700 return CONTAINING_RECORD(resource, struct wined3d_texture, resource);
2703 static inline struct gl_texture *wined3d_texture_get_gl_texture(struct wined3d_texture *texture,
2704 BOOL srgb)
2706 return srgb ? &texture->texture_srgb : &texture->texture_rgb;
2709 static inline unsigned int wined3d_texture_get_level_width(const struct wined3d_texture *texture,
2710 unsigned int level)
2712 return max(1, texture->resource.width >> level);
2715 static inline unsigned int wined3d_texture_get_level_height(const struct wined3d_texture *texture,
2716 unsigned int level)
2718 return max(1, texture->resource.height >> level);
2721 static inline unsigned int wined3d_texture_get_level_depth(const struct wined3d_texture *texture,
2722 unsigned int level)
2724 return max(1, texture->resource.depth >> level);
2727 static inline unsigned int wined3d_texture_get_level_pow2_width(const struct wined3d_texture *texture,
2728 unsigned int level)
2730 return max(1, texture->pow2_width >> level);
2733 static inline unsigned int wined3d_texture_get_level_pow2_height(const struct wined3d_texture *texture,
2734 unsigned int level)
2736 return max(1, texture->pow2_height >> level);
2739 void wined3d_texture_apply_sampler_desc(struct wined3d_texture *texture,
2740 const struct wined3d_sampler_desc *sampler_desc, const struct wined3d_context *context) DECLSPEC_HIDDEN;
2741 void wined3d_texture_bind(struct wined3d_texture *texture,
2742 struct wined3d_context *context, BOOL srgb) DECLSPEC_HIDDEN;
2743 void wined3d_texture_bind_and_dirtify(struct wined3d_texture *texture,
2744 struct wined3d_context *context, BOOL srgb) DECLSPEC_HIDDEN;
2745 BOOL wined3d_texture_check_block_align(const struct wined3d_texture *texture,
2746 unsigned int level, const struct wined3d_box *box) DECLSPEC_HIDDEN;
2747 GLenum wined3d_texture_get_gl_buffer(const struct wined3d_texture *texture) DECLSPEC_HIDDEN;
2748 void wined3d_texture_get_memory(struct wined3d_texture *texture, unsigned int sub_resource_idx,
2749 struct wined3d_bo_address *data, DWORD locations) DECLSPEC_HIDDEN;
2750 struct wined3d_texture_sub_resource *wined3d_texture_get_sub_resource(struct wined3d_texture *texture,
2751 unsigned int sub_resource_idx) DECLSPEC_HIDDEN;
2752 void wined3d_texture_invalidate_location(struct wined3d_texture *texture,
2753 unsigned int sub_resource_idx, DWORD location) DECLSPEC_HIDDEN;
2754 void wined3d_texture_load(struct wined3d_texture *texture,
2755 struct wined3d_context *context, BOOL srgb) DECLSPEC_HIDDEN;
2756 void *wined3d_texture_map_bo_address(const struct wined3d_bo_address *data, size_t size,
2757 const struct wined3d_gl_info *gl_info, GLenum binding, DWORD flags) DECLSPEC_HIDDEN;
2758 BOOL wined3d_texture_prepare_location(struct wined3d_texture *texture, unsigned int sub_resource_idx,
2759 struct wined3d_context *context, DWORD location) DECLSPEC_HIDDEN;
2760 void wined3d_texture_prepare_texture(struct wined3d_texture *texture,
2761 struct wined3d_context *context, BOOL srgb) DECLSPEC_HIDDEN;
2762 void wined3d_texture_set_map_binding(struct wined3d_texture *texture, DWORD map_binding) DECLSPEC_HIDDEN;
2763 void wined3d_texture_set_swapchain(struct wined3d_texture *texture,
2764 struct wined3d_swapchain *swapchain) DECLSPEC_HIDDEN;
2765 void wined3d_texture_unmap_bo_address(const struct wined3d_bo_address *data,
2766 const struct wined3d_gl_info *gl_info, GLenum binding) DECLSPEC_HIDDEN;
2767 void wined3d_texture_validate_location(struct wined3d_texture *texture,
2768 unsigned int sub_resource_idx, DWORD location) DECLSPEC_HIDDEN;
2770 #define WINED3D_LOCATION_DISCARDED 0x00000001
2771 #define WINED3D_LOCATION_SYSMEM 0x00000002
2772 #define WINED3D_LOCATION_USER_MEMORY 0x00000004
2773 #define WINED3D_LOCATION_BUFFER 0x00000008
2774 #define WINED3D_LOCATION_TEXTURE_RGB 0x00000010
2775 #define WINED3D_LOCATION_TEXTURE_SRGB 0x00000020
2776 #define WINED3D_LOCATION_DRAWABLE 0x00000040
2777 #define WINED3D_LOCATION_RB_MULTISAMPLE 0x00000080
2778 #define WINED3D_LOCATION_RB_RESOLVED 0x00000100
2780 const char *wined3d_debug_location(DWORD location) DECLSPEC_HIDDEN;
2782 struct wined3d_volume
2784 struct wined3d_texture *container;
2786 GLint texture_level;
2789 BOOL wined3d_volume_load_location(struct wined3d_volume *volume,
2790 struct wined3d_context *context, DWORD location) DECLSPEC_HIDDEN;
2791 void wined3d_volume_upload_data(struct wined3d_texture *texture, unsigned int sub_resource_idx,
2792 const struct wined3d_context *context, const struct wined3d_const_bo_address *data) DECLSPEC_HIDDEN;
2794 struct wined3d_renderbuffer_entry
2796 struct list entry;
2797 GLuint id;
2798 UINT width;
2799 UINT height;
2802 struct wined3d_fbo_resource
2804 GLuint object;
2805 GLenum target;
2806 GLuint level, layer;
2809 #define WINED3D_FBO_ENTRY_FLAG_ATTACHED 0x1
2810 #define WINED3D_FBO_ENTRY_FLAG_DEPTH 0x2
2811 #define WINED3D_FBO_ENTRY_FLAG_STENCIL 0x4
2813 struct fbo_entry
2815 struct list entry;
2816 DWORD flags;
2817 DWORD rt_mask;
2818 GLuint id;
2819 struct wined3d_fbo_entry_key
2821 DWORD rb_namespace;
2822 struct wined3d_fbo_resource objects[1];
2823 } key;
2826 struct wined3d_surface
2828 struct wined3d_texture *container;
2830 GLenum texture_target;
2831 unsigned int texture_level;
2832 unsigned int texture_layer;
2834 /* For GetDC */
2835 HBITMAP bitmap;
2836 HDC dc;
2838 struct list renderbuffers;
2839 const struct wined3d_renderbuffer_entry *current_renderbuffer;
2840 SIZE ds_current_size;
2842 /* DirectDraw Overlay handling */
2843 RECT overlay_srcrect;
2844 RECT overlay_destrect;
2845 struct wined3d_surface *overlay_dest;
2846 struct list overlays;
2847 struct list overlay_entry;
2850 static inline BOOL needs_separate_srgb_gl_texture(const struct wined3d_context *context)
2852 return !context->gl_info->supported[EXT_TEXTURE_SRGB_DECODE]
2853 && context->d3d_info->wined3d_creation_flags & WINED3D_SRGB_READ_WRITE_CONTROL;
2856 static inline unsigned int surface_get_sub_resource_idx(const struct wined3d_surface *surface)
2858 return surface->texture_layer * surface->container->level_count + surface->texture_level;
2861 static inline struct wined3d_texture_sub_resource *surface_get_sub_resource(struct wined3d_surface *surface)
2863 return &surface->container->sub_resources[surface_get_sub_resource_idx(surface)];
2866 static inline GLuint surface_get_texture_name(const struct wined3d_surface *surface,
2867 const struct wined3d_context *context, BOOL srgb)
2869 return srgb && needs_separate_srgb_gl_texture(context)
2870 ? surface->container->texture_srgb.name : surface->container->texture_rgb.name;
2873 HRESULT wined3d_surface_blt(struct wined3d_surface *dst_surface, const RECT *dst_rect,
2874 struct wined3d_surface *src_surface, const RECT *src_rect, DWORD flags,
2875 const struct wined3d_blt_fx *blt_fx, enum wined3d_texture_filter_type filter) DECLSPEC_HIDDEN;
2876 HRESULT surface_color_fill(struct wined3d_surface *s,
2877 const RECT *rect, const struct wined3d_color *color) DECLSPEC_HIDDEN;
2878 HRESULT wined3d_surface_create_dc(struct wined3d_surface *surface) DECLSPEC_HIDDEN;
2879 void wined3d_surface_destroy_dc(struct wined3d_surface *surface) DECLSPEC_HIDDEN;
2880 void surface_get_drawable_size(const struct wined3d_surface *surface, const struct wined3d_context *context,
2881 unsigned int *width, unsigned int *height) DECLSPEC_HIDDEN;
2882 void surface_load_fb_texture(struct wined3d_surface *surface, BOOL srgb,
2883 struct wined3d_context *context) DECLSPEC_HIDDEN;
2884 HRESULT surface_load_location(struct wined3d_surface *surface,
2885 struct wined3d_context *context, DWORD location) DECLSPEC_HIDDEN;
2886 void surface_modify_ds_location(struct wined3d_surface *surface, DWORD location, UINT w, UINT h) DECLSPEC_HIDDEN;
2887 void surface_set_compatible_renderbuffer(struct wined3d_surface *surface,
2888 const struct wined3d_surface *rt) DECLSPEC_HIDDEN;
2889 void surface_translate_drawable_coords(const struct wined3d_surface *surface, HWND window, RECT *rect) DECLSPEC_HIDDEN;
2890 HRESULT surface_upload_from_surface(struct wined3d_surface *dst_surface, const POINT *dst_point,
2891 struct wined3d_surface *src_surface, const RECT *src_rect) DECLSPEC_HIDDEN;
2892 void wined3d_surface_upload_data(struct wined3d_surface *surface, const struct wined3d_gl_info *gl_info,
2893 const struct wined3d_format *format, const RECT *src_rect, UINT src_pitch, const POINT *dst_point,
2894 BOOL srgb, const struct wined3d_const_bo_address *data) DECLSPEC_HIDDEN;
2896 void draw_textured_quad(const struct wined3d_surface *src_surface, struct wined3d_context *context,
2897 const RECT *src_rect, const RECT *dst_rect, enum wined3d_texture_filter_type filter) DECLSPEC_HIDDEN;
2899 struct wined3d_sampler
2901 struct wine_rb_entry entry;
2902 LONG refcount;
2903 struct wined3d_device *device;
2904 void *parent;
2905 struct wined3d_sampler_desc desc;
2906 GLuint name;
2909 struct wined3d_vertex_declaration_element
2911 const struct wined3d_format *format;
2912 BOOL ffp_valid;
2913 unsigned int input_slot;
2914 unsigned int offset;
2915 unsigned int output_slot;
2916 enum wined3d_input_classification input_slot_class;
2917 unsigned int instance_data_step_rate;
2918 BYTE method;
2919 BYTE usage;
2920 BYTE usage_idx;
2923 struct wined3d_vertex_declaration
2925 LONG ref;
2926 void *parent;
2927 const struct wined3d_parent_ops *parent_ops;
2928 struct wined3d_device *device;
2930 struct wined3d_vertex_declaration_element *elements;
2931 UINT element_count;
2933 BOOL position_transformed;
2934 BOOL half_float_conv_needed;
2937 struct wined3d_saved_states
2939 DWORD transform[(HIGHEST_TRANSFORMSTATE >> 5) + 1];
2940 WORD streamSource; /* MAX_STREAMS, 16 */
2941 WORD streamFreq; /* MAX_STREAMS, 16 */
2942 DWORD renderState[(WINEHIGHEST_RENDER_STATE >> 5) + 1];
2943 DWORD textureState[MAX_TEXTURES]; /* WINED3D_HIGHEST_TEXTURE_STATE + 1, 18 */
2944 WORD samplerState[MAX_COMBINED_SAMPLERS]; /* WINED3D_HIGHEST_SAMPLER_STATE + 1, 14 */
2945 DWORD clipplane; /* WINED3DMAXUSERCLIPPLANES, 32 */
2946 WORD pixelShaderConstantsB; /* WINED3D_MAX_CONSTS_B, 16 */
2947 WORD pixelShaderConstantsI; /* WINED3D_MAX_CONSTS_I, 16 */
2948 BOOL ps_consts_f[WINED3D_MAX_PS_CONSTS_F];
2949 WORD vertexShaderConstantsB; /* WINED3D_MAX_CONSTS_B, 16 */
2950 WORD vertexShaderConstantsI; /* WINED3D_MAX_CONSTS_I, 16 */
2951 BOOL vs_consts_f[WINED3D_MAX_VS_CONSTS_F];
2952 DWORD textures : 20; /* MAX_COMBINED_SAMPLERS, 20 */
2953 DWORD primitive_type : 1;
2954 DWORD indices : 1;
2955 DWORD material : 1;
2956 DWORD viewport : 1;
2957 DWORD vertexDecl : 1;
2958 DWORD pixelShader : 1;
2959 DWORD vertexShader : 1;
2960 DWORD scissorRect : 1;
2961 DWORD padding : 4;
2964 struct StageState {
2965 DWORD stage;
2966 DWORD state;
2969 struct wined3d_stateblock
2971 LONG ref; /* Note: Ref counting not required */
2972 struct wined3d_device *device;
2974 /* Array indicating whether things have been set or changed */
2975 struct wined3d_saved_states changed;
2976 struct wined3d_state state;
2978 /* Contained state management */
2979 DWORD contained_render_states[WINEHIGHEST_RENDER_STATE + 1];
2980 unsigned int num_contained_render_states;
2981 DWORD contained_transform_states[HIGHEST_TRANSFORMSTATE + 1];
2982 unsigned int num_contained_transform_states;
2983 DWORD contained_vs_consts_i[WINED3D_MAX_CONSTS_I];
2984 unsigned int num_contained_vs_consts_i;
2985 DWORD contained_vs_consts_b[WINED3D_MAX_CONSTS_B];
2986 unsigned int num_contained_vs_consts_b;
2987 DWORD contained_vs_consts_f[WINED3D_MAX_VS_CONSTS_F];
2988 unsigned int num_contained_vs_consts_f;
2989 DWORD contained_ps_consts_i[WINED3D_MAX_CONSTS_I];
2990 unsigned int num_contained_ps_consts_i;
2991 DWORD contained_ps_consts_b[WINED3D_MAX_CONSTS_B];
2992 unsigned int num_contained_ps_consts_b;
2993 DWORD contained_ps_consts_f[WINED3D_MAX_PS_CONSTS_F];
2994 unsigned int num_contained_ps_consts_f;
2995 struct StageState contained_tss_states[MAX_TEXTURES * (WINED3D_HIGHEST_TEXTURE_STATE + 1)];
2996 unsigned int num_contained_tss_states;
2997 struct StageState contained_sampler_states[MAX_COMBINED_SAMPLERS * WINED3D_HIGHEST_SAMPLER_STATE];
2998 unsigned int num_contained_sampler_states;
3001 void stateblock_init_contained_states(struct wined3d_stateblock *stateblock) DECLSPEC_HIDDEN;
3003 void state_cleanup(struct wined3d_state *state) DECLSPEC_HIDDEN;
3004 void state_init(struct wined3d_state *state, struct wined3d_fb_state *fb,
3005 const struct wined3d_gl_info *gl_info, const struct wined3d_d3d_info *d3d_info,
3006 DWORD flags) DECLSPEC_HIDDEN;
3007 void state_unbind_resources(struct wined3d_state *state) DECLSPEC_HIDDEN;
3009 enum wined3d_push_constants
3011 WINED3D_PUSH_CONSTANTS_VS_F,
3012 WINED3D_PUSH_CONSTANTS_PS_F,
3013 WINED3D_PUSH_CONSTANTS_VS_I,
3014 WINED3D_PUSH_CONSTANTS_PS_I,
3015 WINED3D_PUSH_CONSTANTS_VS_B,
3016 WINED3D_PUSH_CONSTANTS_PS_B,
3019 struct wined3d_cs_ops
3021 void *(*require_space)(struct wined3d_cs *cs, size_t size);
3022 void (*submit)(struct wined3d_cs *cs);
3023 void (*push_constants)(struct wined3d_cs *cs, enum wined3d_push_constants p,
3024 unsigned int start_idx, unsigned int count, const void *constants);
3027 struct wined3d_cs
3029 const struct wined3d_cs_ops *ops;
3030 struct wined3d_device *device;
3031 struct wined3d_fb_state fb;
3032 struct wined3d_state state;
3034 size_t data_size;
3035 void *data;
3038 struct wined3d_cs *wined3d_cs_create(struct wined3d_device *device) DECLSPEC_HIDDEN;
3039 void wined3d_cs_destroy(struct wined3d_cs *cs) DECLSPEC_HIDDEN;
3041 void wined3d_cs_emit_clear(struct wined3d_cs *cs, DWORD rect_count, const RECT *rects,
3042 DWORD flags, const struct wined3d_color *color, float depth, DWORD stencil) DECLSPEC_HIDDEN;
3043 void wined3d_cs_emit_destroy_object(struct wined3d_cs *cs,
3044 void (*callback)(void *object), void *object) DECLSPEC_HIDDEN;
3045 void wined3d_cs_emit_draw(struct wined3d_cs *cs, int base_vertex_idx, unsigned int start_idx, unsigned int index_count,
3046 unsigned int start_instance, unsigned int instance_count, BOOL indexed) DECLSPEC_HIDDEN;
3047 void wined3d_cs_emit_present(struct wined3d_cs *cs, struct wined3d_swapchain *swapchain,
3048 const RECT *src_rect, const RECT *dst_rect, HWND dst_window_override, DWORD flags) DECLSPEC_HIDDEN;
3049 void wined3d_cs_emit_reset_state(struct wined3d_cs *cs) DECLSPEC_HIDDEN;
3050 void wined3d_cs_emit_set_clip_plane(struct wined3d_cs *cs, UINT plane_idx,
3051 const struct wined3d_vec4 *plane) DECLSPEC_HIDDEN;
3052 void wined3d_cs_emit_set_color_key(struct wined3d_cs *cs, struct wined3d_texture *texture,
3053 WORD flags, const struct wined3d_color_key *color_key) DECLSPEC_HIDDEN;
3054 void wined3d_cs_emit_set_constant_buffer(struct wined3d_cs *cs, enum wined3d_shader_type type,
3055 UINT cb_idx, struct wined3d_buffer *buffer) DECLSPEC_HIDDEN;
3056 void wined3d_cs_emit_set_depth_stencil_view(struct wined3d_cs *cs,
3057 struct wined3d_rendertarget_view *view) DECLSPEC_HIDDEN;
3058 void wined3d_cs_emit_set_index_buffer(struct wined3d_cs *cs, struct wined3d_buffer *buffer,
3059 enum wined3d_format_id format_id, unsigned int offset) DECLSPEC_HIDDEN;
3060 void wined3d_cs_emit_set_material(struct wined3d_cs *cs, const struct wined3d_material *material) DECLSPEC_HIDDEN;
3061 void wined3d_cs_emit_set_predication(struct wined3d_cs *cs,
3062 struct wined3d_query *predicate, BOOL value) DECLSPEC_HIDDEN;
3063 void wined3d_cs_emit_set_rasterizer_state(struct wined3d_cs *cs,
3064 struct wined3d_rasterizer_state *rasterizer_state) DECLSPEC_HIDDEN;
3065 void wined3d_cs_emit_set_render_state(struct wined3d_cs *cs,
3066 enum wined3d_render_state state, DWORD value) DECLSPEC_HIDDEN;
3067 void wined3d_cs_emit_set_rendertarget_view(struct wined3d_cs *cs, unsigned int view_idx,
3068 struct wined3d_rendertarget_view *view) DECLSPEC_HIDDEN;
3069 void wined3d_cs_emit_set_shader_resource_view(struct wined3d_cs *cs, enum wined3d_shader_type type,
3070 UINT view_idx, struct wined3d_shader_resource_view *view) DECLSPEC_HIDDEN;
3071 void wined3d_cs_emit_set_sampler(struct wined3d_cs *cs, enum wined3d_shader_type type,
3072 UINT sampler_idx, struct wined3d_sampler *sampler) DECLSPEC_HIDDEN;
3073 void wined3d_cs_emit_set_sampler_state(struct wined3d_cs *cs, UINT sampler_idx,
3074 enum wined3d_sampler_state state, DWORD value) DECLSPEC_HIDDEN;
3075 void wined3d_cs_emit_set_scissor_rect(struct wined3d_cs *cs, const RECT *rect) DECLSPEC_HIDDEN;
3076 void wined3d_cs_emit_set_shader(struct wined3d_cs *cs, enum wined3d_shader_type type,
3077 struct wined3d_shader *shader) DECLSPEC_HIDDEN;
3078 void wined3d_cs_emit_set_stream_output(struct wined3d_cs *cs, UINT stream_idx,
3079 struct wined3d_buffer *buffer, UINT offset) DECLSPEC_HIDDEN;
3080 void wined3d_cs_emit_set_stream_source(struct wined3d_cs *cs, UINT stream_idx,
3081 struct wined3d_buffer *buffer, UINT offset, UINT stride) DECLSPEC_HIDDEN;
3082 void wined3d_cs_emit_set_stream_source_freq(struct wined3d_cs *cs, UINT stream_idx,
3083 UINT frequency, UINT flags) DECLSPEC_HIDDEN;
3084 void wined3d_cs_emit_set_texture(struct wined3d_cs *cs, UINT stage, struct wined3d_texture *texture) DECLSPEC_HIDDEN;
3085 void wined3d_cs_emit_set_texture_state(struct wined3d_cs *cs, UINT stage,
3086 enum wined3d_texture_stage_state state, DWORD value) DECLSPEC_HIDDEN;
3087 void wined3d_cs_emit_set_transform(struct wined3d_cs *cs, enum wined3d_transform_state state,
3088 const struct wined3d_matrix *matrix) DECLSPEC_HIDDEN;
3089 void wined3d_cs_emit_set_vertex_declaration(struct wined3d_cs *cs,
3090 struct wined3d_vertex_declaration *declaration) DECLSPEC_HIDDEN;
3091 void wined3d_cs_emit_set_viewport(struct wined3d_cs *cs, const struct wined3d_viewport *viewport) DECLSPEC_HIDDEN;
3093 static inline void wined3d_cs_push_constants(struct wined3d_cs *cs, enum wined3d_push_constants p,
3094 unsigned int start_idx, unsigned int count, const void *constants)
3096 cs->ops->push_constants(cs, p, start_idx, count, constants);
3099 /* TODO: Add tests and support for FLOAT16_4 POSITIONT, D3DCOLOR position, other
3100 * fixed function semantics as D3DCOLOR or FLOAT16 */
3101 enum wined3d_buffer_conversion_type
3103 CONV_NONE,
3104 CONV_D3DCOLOR,
3105 CONV_POSITIONT,
3108 struct wined3d_map_range
3110 UINT offset;
3111 UINT size;
3114 struct wined3d_buffer
3116 struct wined3d_resource resource;
3118 struct wined3d_buffer_desc desc;
3120 GLuint buffer_object;
3121 GLenum buffer_object_usage;
3122 GLenum buffer_type_hint;
3123 DWORD flags;
3124 void *map_ptr;
3126 struct wined3d_map_range *maps;
3127 ULONG maps_size, modified_areas;
3128 struct wined3d_event_query *query;
3130 /* conversion stuff */
3131 UINT decl_change_count, full_conversion_count;
3132 UINT draw_count;
3133 UINT stride; /* 0 if no conversion */
3134 UINT conversion_stride; /* 0 if no shifted conversion */
3135 enum wined3d_buffer_conversion_type *conversion_map; /* NULL if no conversion */
3138 static inline struct wined3d_buffer *buffer_from_resource(struct wined3d_resource *resource)
3140 return CONTAINING_RECORD(resource, struct wined3d_buffer, resource);
3143 void buffer_get_memory(struct wined3d_buffer *buffer, struct wined3d_context *context,
3144 struct wined3d_bo_address *data) DECLSPEC_HIDDEN;
3145 BYTE *buffer_get_sysmem(struct wined3d_buffer *buffer, struct wined3d_context *context) DECLSPEC_HIDDEN;
3146 void buffer_internal_preload(struct wined3d_buffer *buffer, struct wined3d_context *context,
3147 const struct wined3d_state *state) DECLSPEC_HIDDEN;
3148 void buffer_mark_used(struct wined3d_buffer *buffer) DECLSPEC_HIDDEN;
3149 HRESULT wined3d_buffer_copy(struct wined3d_buffer *dst_buffer, unsigned int dst_offset,
3150 struct wined3d_buffer *src_buffer, unsigned int src_offset, unsigned int size) DECLSPEC_HIDDEN;
3151 HRESULT wined3d_buffer_upload_data(struct wined3d_buffer *buffer,
3152 const struct wined3d_box *box, const void *data) DECLSPEC_HIDDEN;
3154 struct wined3d_rendertarget_view
3156 LONG refcount;
3158 struct wined3d_resource *resource;
3159 void *parent;
3160 const struct wined3d_parent_ops *parent_ops;
3162 const struct wined3d_format *format;
3163 unsigned int format_flags;
3164 unsigned int sub_resource_idx;
3165 unsigned int buffer_offset;
3167 unsigned int width;
3168 unsigned int height;
3169 unsigned int depth;
3172 static inline struct wined3d_surface *wined3d_rendertarget_view_get_surface(
3173 const struct wined3d_rendertarget_view *view)
3175 struct wined3d_texture *texture;
3177 if (!view || view->resource->type != WINED3D_RTYPE_TEXTURE_2D)
3178 return NULL;
3180 texture = texture_from_resource(view->resource);
3182 return texture->sub_resources[view->sub_resource_idx].u.surface;
3185 struct wined3d_shader_resource_view
3187 LONG refcount;
3189 struct wined3d_resource *resource;
3190 void *parent;
3191 const struct wined3d_parent_ops *parent_ops;
3193 GLenum target;
3194 GLuint object;
3197 void wined3d_shader_resource_view_bind(struct wined3d_shader_resource_view *view,
3198 struct wined3d_context *context) DECLSPEC_HIDDEN;
3200 struct wined3d_unordered_access_view
3202 LONG refcount;
3204 struct wined3d_resource *resource;
3205 void *parent;
3206 const struct wined3d_parent_ops *parent_ops;
3208 const struct wined3d_format *format;
3211 struct wined3d_swapchain_ops
3213 void (*swapchain_present)(struct wined3d_swapchain *swapchain,
3214 const RECT *src_rect, const RECT *dst_rect, DWORD flags);
3215 void (*swapchain_frontbuffer_updated)(struct wined3d_swapchain *swapchain);
3218 struct wined3d_swapchain
3220 LONG ref;
3221 void *parent;
3222 const struct wined3d_parent_ops *parent_ops;
3223 const struct wined3d_swapchain_ops *swapchain_ops;
3224 struct wined3d_device *device;
3226 struct wined3d_texture **back_buffers;
3227 struct wined3d_texture *front_buffer;
3228 struct wined3d_swapchain_desc desc;
3229 struct wined3d_display_mode original_mode, d3d_mode;
3230 struct wined3d_gamma_ramp orig_gamma;
3231 BOOL render_to_fbo, reapply_mode;
3232 const struct wined3d_format *ds_format;
3233 struct wined3d_palette *palette;
3234 RECT front_buffer_update;
3236 LONG prev_time, frames; /* Performance tracking */
3238 struct wined3d_context **context;
3239 unsigned int num_contexts;
3241 HWND win_handle;
3242 HWND device_window;
3244 HDC backup_dc;
3245 HWND backup_wnd;
3248 void wined3d_swapchain_activate(struct wined3d_swapchain *swapchain, BOOL activate) DECLSPEC_HIDDEN;
3249 struct wined3d_context *swapchain_get_context(struct wined3d_swapchain *swapchain) DECLSPEC_HIDDEN;
3250 void swapchain_destroy_contexts(struct wined3d_swapchain *swapchain) DECLSPEC_HIDDEN;
3251 HDC swapchain_get_backup_dc(struct wined3d_swapchain *swapchain) DECLSPEC_HIDDEN;
3252 void swapchain_update_draw_bindings(struct wined3d_swapchain *swapchain) DECLSPEC_HIDDEN;
3253 void swapchain_update_swap_interval(struct wined3d_swapchain *swapchain) DECLSPEC_HIDDEN;
3255 /*****************************************************************************
3256 * Utility function prototypes
3259 /* Trace routines */
3260 const char *debug_box(const struct wined3d_box *box) DECLSPEC_HIDDEN;
3261 const char *debug_color(const struct wined3d_color *color) DECLSPEC_HIDDEN;
3262 const char *debug_d3dshaderinstructionhandler(enum WINED3D_SHADER_INSTRUCTION_HANDLER handler_idx) DECLSPEC_HIDDEN;
3263 const char *debug_d3dformat(enum wined3d_format_id format_id) DECLSPEC_HIDDEN;
3264 const char *debug_d3ddevicetype(enum wined3d_device_type device_type) DECLSPEC_HIDDEN;
3265 const char *debug_d3dresourcetype(enum wined3d_resource_type resource_type) DECLSPEC_HIDDEN;
3266 const char *debug_d3dusage(DWORD usage) DECLSPEC_HIDDEN;
3267 const char *debug_d3dusagequery(DWORD usagequery) DECLSPEC_HIDDEN;
3268 const char *debug_d3ddeclmethod(enum wined3d_decl_method method) DECLSPEC_HIDDEN;
3269 const char *debug_d3ddeclusage(enum wined3d_decl_usage usage) DECLSPEC_HIDDEN;
3270 const char *debug_d3dinput_classification(enum wined3d_input_classification classification) DECLSPEC_HIDDEN;
3271 const char *debug_d3dprimitivetype(enum wined3d_primitive_type primitive_type) DECLSPEC_HIDDEN;
3272 const char *debug_d3drenderstate(enum wined3d_render_state state) DECLSPEC_HIDDEN;
3273 const char *debug_d3dsamplerstate(enum wined3d_sampler_state state) DECLSPEC_HIDDEN;
3274 const char *debug_d3dstate(DWORD state) DECLSPEC_HIDDEN;
3275 const char *debug_d3dtexturefiltertype(enum wined3d_texture_filter_type filter_type) DECLSPEC_HIDDEN;
3276 const char *debug_d3dtexturestate(enum wined3d_texture_stage_state state) DECLSPEC_HIDDEN;
3277 const char *debug_d3dtop(enum wined3d_texture_op d3dtop) DECLSPEC_HIDDEN;
3278 const char *debug_d3dtstype(enum wined3d_transform_state tstype) DECLSPEC_HIDDEN;
3279 const char *debug_d3dpool(enum wined3d_pool pool) DECLSPEC_HIDDEN;
3280 const char *debug_fboattachment(GLenum attachment) DECLSPEC_HIDDEN;
3281 const char *debug_fbostatus(GLenum status) DECLSPEC_HIDDEN;
3282 const char *debug_glerror(GLenum error) DECLSPEC_HIDDEN;
3283 const char *debug_ivec4(const struct wined3d_ivec4 *v) DECLSPEC_HIDDEN;
3284 const char *debug_shader_type(enum wined3d_shader_type shader_type) DECLSPEC_HIDDEN;
3285 const char *debug_vec4(const struct wined3d_vec4 *v) DECLSPEC_HIDDEN;
3286 void dump_color_fixup_desc(struct color_fixup_desc fixup) DECLSPEC_HIDDEN;
3288 BOOL is_invalid_op(const struct wined3d_state *state, int stage,
3289 enum wined3d_texture_op op, DWORD arg1, DWORD arg2, DWORD arg3) DECLSPEC_HIDDEN;
3290 void set_tex_op_nvrc(const struct wined3d_gl_info *gl_info, const struct wined3d_state *state,
3291 BOOL is_alpha, int stage, enum wined3d_texture_op op, DWORD arg1, DWORD arg2, DWORD arg3,
3292 INT texture_idx, DWORD dst) DECLSPEC_HIDDEN;
3293 void texture_activate_dimensions(const struct wined3d_texture *texture,
3294 const struct wined3d_gl_info *gl_info) DECLSPEC_HIDDEN;
3295 void sampler_texdim(struct wined3d_context *context,
3296 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
3297 void tex_alphaop(struct wined3d_context *context,
3298 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
3299 void apply_pixelshader(struct wined3d_context *context,
3300 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
3301 void state_alpha_test(struct wined3d_context *context,
3302 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
3303 void state_fogcolor(struct wined3d_context *context,
3304 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
3305 void state_fogdensity(struct wined3d_context *context,
3306 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
3307 void state_fogstartend(struct wined3d_context *context,
3308 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
3309 void state_fog_fragpart(struct wined3d_context *context,
3310 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
3311 void state_nop(struct wined3d_context *context,
3312 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
3313 void state_srgbwrite(struct wined3d_context *context,
3314 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
3316 void state_clipping(struct wined3d_context *context,
3317 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
3318 void clipplane(struct wined3d_context *context,
3319 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
3320 void state_pointsprite_w(struct wined3d_context *context,
3321 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
3322 void state_pointsprite(struct wined3d_context *context,
3323 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
3324 void state_shademode(struct wined3d_context *context,
3325 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
3327 GLenum gl_primitive_type_from_d3d(enum wined3d_primitive_type primitive_type) DECLSPEC_HIDDEN;
3329 /* Math utils */
3330 void multiply_matrix(struct wined3d_matrix *dest, const struct wined3d_matrix *src1,
3331 const struct wined3d_matrix *src2) DECLSPEC_HIDDEN;
3333 void wined3d_release_dc(HWND window, HDC dc) DECLSPEC_HIDDEN;
3335 struct wined3d_shader_lconst
3337 struct list entry;
3338 unsigned int idx;
3339 DWORD value[4];
3342 struct wined3d_shader_limits
3344 unsigned int sampler;
3345 unsigned int constant_int;
3346 unsigned int constant_float;
3347 unsigned int constant_bool;
3348 unsigned int packed_output;
3349 unsigned int packed_input;
3352 #ifdef __GNUC__
3353 #define PRINTF_ATTR(fmt,args) __attribute__((format (printf,fmt,args)))
3354 #else
3355 #define PRINTF_ATTR(fmt,args)
3356 #endif
3358 struct wined3d_string_buffer_list
3360 struct list list;
3363 struct wined3d_string_buffer *string_buffer_get(struct wined3d_string_buffer_list *list) DECLSPEC_HIDDEN;
3364 void string_buffer_sprintf(struct wined3d_string_buffer *buffer, const char *format, ...) PRINTF_ATTR(2, 3) DECLSPEC_HIDDEN;
3365 void string_buffer_release(struct wined3d_string_buffer_list *list, struct wined3d_string_buffer *buffer) DECLSPEC_HIDDEN;
3366 void string_buffer_list_init(struct wined3d_string_buffer_list *list) DECLSPEC_HIDDEN;
3367 void string_buffer_list_cleanup(struct wined3d_string_buffer_list *list) DECLSPEC_HIDDEN;
3369 int shader_addline(struct wined3d_string_buffer *buffer, const char *fmt, ...) PRINTF_ATTR(2,3) DECLSPEC_HIDDEN;
3370 BOOL string_buffer_resize(struct wined3d_string_buffer *buffer, int rc) DECLSPEC_HIDDEN;
3371 int shader_vaddline(struct wined3d_string_buffer *buffer, const char *fmt, va_list args) DECLSPEC_HIDDEN;
3373 /* Vertex shader utility functions */
3374 BOOL vshader_get_input(const struct wined3d_shader *shader,
3375 BYTE usage_req, BYTE usage_idx_req, unsigned int *regnum) DECLSPEC_HIDDEN;
3377 struct wined3d_vertex_shader
3379 struct wined3d_shader_attribute attributes[MAX_ATTRIBS];
3382 struct wined3d_geometry_shader
3384 enum wined3d_primitive_type input_type;
3385 enum wined3d_primitive_type output_type;
3386 UINT vertices_out;
3389 struct wined3d_pixel_shader
3391 /* Pixel shader input semantics */
3392 DWORD input_reg_map[MAX_REG_INPUT];
3393 BOOL input_reg_used[MAX_REG_INPUT];
3394 unsigned int declared_in_count;
3396 /* Some information about the shader behavior */
3397 BOOL color0_mov;
3398 DWORD color0_reg;
3401 struct wined3d_shader
3403 LONG ref;
3404 const struct wined3d_shader_limits *limits;
3405 DWORD *function;
3406 UINT functionLength;
3407 BOOL load_local_constsF;
3408 const struct wined3d_shader_frontend *frontend;
3409 void *frontend_data;
3410 void *backend_data;
3412 void *parent;
3413 const struct wined3d_parent_ops *parent_ops;
3415 /* Programs this shader is linked with */
3416 struct list linked_programs;
3418 /* Immediate constants (override global ones) */
3419 struct list constantsB;
3420 struct list constantsF;
3421 struct list constantsI;
3422 struct wined3d_shader_reg_maps reg_maps;
3423 BOOL lconst_inf_or_nan;
3425 struct wined3d_shader_signature input_signature;
3426 struct wined3d_shader_signature output_signature;
3427 char *signature_strings;
3429 /* Pointer to the parent device */
3430 struct wined3d_device *device;
3431 struct list shader_list_entry;
3433 union
3435 struct wined3d_vertex_shader vs;
3436 struct wined3d_geometry_shader gs;
3437 struct wined3d_pixel_shader ps;
3438 } u;
3441 void pixelshader_update_resource_types(struct wined3d_shader *shader, WORD tex_types) DECLSPEC_HIDDEN;
3442 void find_ps_compile_args(const struct wined3d_state *state, const struct wined3d_shader *shader,
3443 BOOL position_transformed, struct ps_compile_args *args,
3444 const struct wined3d_context *context) DECLSPEC_HIDDEN;
3446 void find_vs_compile_args(const struct wined3d_state *state, const struct wined3d_shader *shader,
3447 WORD swizzle_map, struct vs_compile_args *args,
3448 const struct wined3d_d3d_info *d3d_info) DECLSPEC_HIDDEN;
3450 void find_gs_compile_args(const struct wined3d_state *state, const struct wined3d_shader *shader,
3451 struct gs_compile_args *args) DECLSPEC_HIDDEN;
3453 void string_buffer_clear(struct wined3d_string_buffer *buffer) DECLSPEC_HIDDEN;
3454 BOOL string_buffer_init(struct wined3d_string_buffer *buffer) DECLSPEC_HIDDEN;
3455 void string_buffer_free(struct wined3d_string_buffer *buffer) DECLSPEC_HIDDEN;
3456 unsigned int shader_find_free_input_register(const struct wined3d_shader_reg_maps *reg_maps,
3457 unsigned int max) DECLSPEC_HIDDEN;
3458 void shader_generate_main(const struct wined3d_shader *shader, struct wined3d_string_buffer *buffer,
3459 const struct wined3d_shader_reg_maps *reg_maps, const DWORD *byte_code, void *backend_ctx) DECLSPEC_HIDDEN;
3460 BOOL shader_match_semantic(const char *semantic_name, enum wined3d_decl_usage usage) DECLSPEC_HIDDEN;
3462 static inline BOOL shader_is_scalar(const struct wined3d_shader_register *reg)
3464 switch (reg->type)
3466 case WINED3DSPR_RASTOUT:
3467 /* oFog & oPts */
3468 if (reg->idx[0].offset)
3469 return TRUE;
3470 /* oPos */
3471 return FALSE;
3473 case WINED3DSPR_DEPTHOUT: /* oDepth */
3474 case WINED3DSPR_CONSTBOOL: /* b# */
3475 case WINED3DSPR_LOOP: /* aL */
3476 case WINED3DSPR_PREDICATE: /* p0 */
3477 case WINED3DSPR_PRIMID: /* primID */
3478 return TRUE;
3480 case WINED3DSPR_MISCTYPE:
3481 switch (reg->idx[0].offset)
3483 case 0: /* vPos */
3484 return FALSE;
3485 case 1: /* vFace */
3486 return TRUE;
3487 default:
3488 return FALSE;
3491 case WINED3DSPR_IMMCONST:
3492 return reg->immconst_type == WINED3D_IMMCONST_SCALAR;
3494 default:
3495 return FALSE;
3499 static inline void shader_get_position_fixup(const struct wined3d_context *context,
3500 const struct wined3d_state *state, float *position_fixup)
3502 float center_offset;
3504 if (context->swapchain->device->wined3d->flags & WINED3D_PIXEL_CENTER_INTEGER)
3505 center_offset = 63.0f / 64.0f;
3506 else
3507 center_offset = -1.0f / 64.0f;
3509 position_fixup[0] = 1.0f;
3510 position_fixup[1] = 1.0f;
3511 position_fixup[2] = center_offset / state->viewport.width;
3512 position_fixup[3] = -center_offset / state->viewport.height;
3514 if (context->render_offscreen)
3516 position_fixup[1] *= -1.0f;
3517 position_fixup[3] *= -1.0f;
3521 static inline BOOL shader_constant_is_local(const struct wined3d_shader *shader, DWORD reg)
3523 struct wined3d_shader_lconst *lconst;
3525 if (shader->load_local_constsF)
3526 return FALSE;
3528 LIST_FOR_EACH_ENTRY(lconst, &shader->constantsF, struct wined3d_shader_lconst, entry)
3530 if (lconst->idx == reg)
3531 return TRUE;
3534 return FALSE;
3537 void get_identity_matrix(struct wined3d_matrix *mat) DECLSPEC_HIDDEN;
3538 void get_modelview_matrix(const struct wined3d_context *context, const struct wined3d_state *state,
3539 unsigned int index, struct wined3d_matrix *mat) DECLSPEC_HIDDEN;
3540 void get_projection_matrix(const struct wined3d_context *context, const struct wined3d_state *state,
3541 struct wined3d_matrix *mat) DECLSPEC_HIDDEN;
3542 void get_texture_matrix(const struct wined3d_context *context, const struct wined3d_state *state,
3543 unsigned int tex, struct wined3d_matrix *mat) DECLSPEC_HIDDEN;
3544 void get_pointsize_minmax(const struct wined3d_context *context, const struct wined3d_state *state,
3545 float *out_min, float *out_max) DECLSPEC_HIDDEN;
3546 void get_pointsize(const struct wined3d_context *context, const struct wined3d_state *state,
3547 float *out_pointsize, float *out_att) DECLSPEC_HIDDEN;
3548 void get_fog_start_end(const struct wined3d_context *context, const struct wined3d_state *state,
3549 float *start, float *end) DECLSPEC_HIDDEN;
3551 /* Using additional shader constants (uniforms in GLSL / program environment
3552 * or local parameters in ARB) is costly:
3553 * ARB only knows float4 parameters and GLSL compiler are not really smart
3554 * when it comes to efficiently pack float2 uniforms, so no space is wasted
3555 * (in fact most compilers map a float2 to a full float4 uniform).
3557 * For NP2 texcoord fixup we only need 2 floats (width and height) for each
3558 * 2D texture used in the shader. We therefore pack fixup info for 2 textures
3559 * into a single shader constant (uniform / program parameter).
3561 * This structure is shared between the GLSL and the ARB backend.*/
3562 struct ps_np2fixup_info {
3563 unsigned char idx[MAX_FRAGMENT_SAMPLERS]; /* indices to the real constant */
3564 WORD active; /* bitfield indicating if we can apply the fixup */
3565 WORD num_consts;
3568 void print_glsl_info_log(const struct wined3d_gl_info *gl_info, GLuint id, BOOL program) DECLSPEC_HIDDEN;
3569 void shader_glsl_validate_link(const struct wined3d_gl_info *gl_info, GLuint program) DECLSPEC_HIDDEN;
3571 struct wined3d_palette
3573 LONG ref;
3574 struct wined3d_device *device;
3576 unsigned int size;
3577 RGBQUAD colors[256];
3578 DWORD flags;
3581 /* DirectDraw utility functions */
3582 extern enum wined3d_format_id pixelformat_for_depth(DWORD depth) DECLSPEC_HIDDEN;
3584 /*****************************************************************************
3585 * Pixel format management
3588 /* WineD3D pixel format flags */
3589 #define WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING 0x00000001
3590 #define WINED3DFMT_FLAG_FILTERING 0x00000002
3591 #define WINED3DFMT_FLAG_DEPTH 0x00000004
3592 #define WINED3DFMT_FLAG_STENCIL 0x00000008
3593 #define WINED3DFMT_FLAG_RENDERTARGET 0x00000010
3594 #define WINED3DFMT_FLAG_FBO_ATTACHABLE 0x00000040
3595 #define WINED3DFMT_FLAG_FBO_ATTACHABLE_SRGB 0x00000080
3596 #define WINED3DFMT_FLAG_GETDC 0x00000100
3597 #define WINED3DFMT_FLAG_FLOAT 0x00000200
3598 #define WINED3DFMT_FLAG_BUMPMAP 0x00000400
3599 #define WINED3DFMT_FLAG_SRGB_READ 0x00000800
3600 #define WINED3DFMT_FLAG_SRGB_WRITE 0x00001000
3601 #define WINED3DFMT_FLAG_VTF 0x00002000
3602 #define WINED3DFMT_FLAG_SHADOW 0x00004000
3603 #define WINED3DFMT_FLAG_COMPRESSED 0x00008000
3604 #define WINED3DFMT_FLAG_BROKEN_PITCH 0x00010000
3605 #define WINED3DFMT_FLAG_BLOCKS 0x00020000
3606 #define WINED3DFMT_FLAG_HEIGHT_SCALE 0x00040000
3607 #define WINED3DFMT_FLAG_TEXTURE 0x00080000
3608 #define WINED3DFMT_FLAG_BLOCKS_NO_VERIFY 0x00100000
3609 #define WINED3DFMT_FLAG_INTEGER 0x00200000
3611 struct wined3d_rational
3613 UINT numerator;
3614 UINT denominator;
3617 struct wined3d_color_key_conversion
3619 enum wined3d_format_id dst_format;
3620 void (*convert)(const BYTE *src, unsigned int src_pitch, BYTE *dst, unsigned int dst_pitch, unsigned int width,
3621 unsigned int height, const struct wined3d_palette *palette, const struct wined3d_color_key *color_key);
3624 struct wined3d_format
3626 enum wined3d_format_id id;
3628 D3DDDIFORMAT ddi_format;
3629 DWORD red_size;
3630 DWORD green_size;
3631 DWORD blue_size;
3632 DWORD alpha_size;
3633 DWORD red_offset;
3634 DWORD green_offset;
3635 DWORD blue_offset;
3636 DWORD alpha_offset;
3637 UINT byte_count;
3638 BYTE depth_size;
3639 BYTE stencil_size;
3641 UINT block_width;
3642 UINT block_height;
3643 UINT block_byte_count;
3645 enum wined3d_ffp_emit_idx emit_idx;
3646 GLint component_count;
3647 GLenum gl_vtx_type;
3648 GLint gl_vtx_format;
3649 GLboolean gl_normalized;
3650 unsigned int attribute_size;
3652 GLint glInternal;
3653 GLint glGammaInternal;
3654 GLint rtInternal;
3655 GLint glFormat;
3656 GLint glType;
3657 UINT conv_byte_count;
3658 DWORD multisample_types;
3659 unsigned int flags[WINED3D_GL_RES_TYPE_COUNT];
3660 struct wined3d_rational height_scale;
3661 struct color_fixup_desc color_fixup;
3662 void (*convert)(const BYTE *src, BYTE *dst, UINT src_row_pitch, UINT src_slice_pitch,
3663 UINT dst_row_pitch, UINT dst_slice_pitch, UINT width, UINT height, UINT depth);
3665 enum wined3d_format_id typeless_id;
3666 GLenum gl_view_class;
3669 const struct wined3d_format *wined3d_get_format(const struct wined3d_gl_info *gl_info,
3670 enum wined3d_format_id format_id) DECLSPEC_HIDDEN;
3671 void wined3d_format_calculate_pitch(const struct wined3d_format *format, unsigned int alignment,
3672 unsigned int width, unsigned int height, unsigned int *row_pitch, unsigned int *slice_pitch) DECLSPEC_HIDDEN;
3673 UINT wined3d_format_calculate_size(const struct wined3d_format *format,
3674 UINT alignment, UINT width, UINT height, UINT depth) DECLSPEC_HIDDEN;
3675 DWORD wined3d_format_convert_from_float(const struct wined3d_format *format,
3676 const struct wined3d_color *color) DECLSPEC_HIDDEN;
3677 BOOL wined3d_format_convert_color_to_float(const struct wined3d_format *format,
3678 const struct wined3d_palette *palette, DWORD color, struct wined3d_color *float_color) DECLSPEC_HIDDEN;
3679 void wined3d_format_get_float_color_key(const struct wined3d_format *format,
3680 const struct wined3d_color_key *key, struct wined3d_color *float_colors) DECLSPEC_HIDDEN;
3681 const struct wined3d_color_key_conversion * wined3d_format_get_color_key_conversion(
3682 const struct wined3d_texture *texture, BOOL need_alpha_ck) DECLSPEC_HIDDEN;
3684 static inline BOOL wined3d_format_is_typeless(const struct wined3d_format *format)
3686 return format->id == format->typeless_id && format->id != WINED3DFMT_UNKNOWN;
3689 static inline void *wined3d_calloc(SIZE_T count, SIZE_T size)
3691 if (count > ~(SIZE_T)0 / size)
3692 return NULL;
3693 return HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, count * size);
3696 static inline BOOL use_vs(const struct wined3d_state *state)
3698 /* Check state->vertex_declaration to allow this to be used before the
3699 * stream info is validated, for example in device_update_tex_unit_map(). */
3700 return state->shader[WINED3D_SHADER_TYPE_VERTEX]
3701 && (!state->vertex_declaration || !state->vertex_declaration->position_transformed);
3704 static inline BOOL use_ps(const struct wined3d_state *state)
3706 return !!state->shader[WINED3D_SHADER_TYPE_PIXEL];
3709 static inline void context_apply_state(struct wined3d_context *context,
3710 const struct wined3d_state *state, DWORD state_id)
3712 const struct StateEntry *state_table = context->state_table;
3713 DWORD rep = state_table[state_id].representative;
3714 state_table[rep].apply(context, state, rep);
3717 static inline BOOL needs_srgb_write(const struct wined3d_context *context,
3718 const struct wined3d_state *state, const struct wined3d_fb_state *fb)
3720 return (!(context->d3d_info->wined3d_creation_flags & WINED3D_SRGB_READ_WRITE_CONTROL)
3721 || state->render_states[WINED3D_RS_SRGBWRITEENABLE])
3722 && fb->render_targets[0] && fb->render_targets[0]->format_flags & WINED3DFMT_FLAG_SRGB_WRITE;
3725 static inline BOOL can_use_texture_swizzle(const struct wined3d_gl_info *gl_info, const struct wined3d_format *format)
3727 return gl_info->supported[ARB_TEXTURE_SWIZZLE] && !is_complex_fixup(format->color_fixup)
3728 && !is_scaling_fixup(format->color_fixup);
3731 static inline struct wined3d_surface *context_get_rt_surface(const struct wined3d_context *context)
3733 struct wined3d_texture *texture = context->current_rt.texture;
3735 if (!texture)
3736 return NULL;
3737 return texture->sub_resources[context->current_rt.sub_resource_idx].u.surface;
3740 /* The WNDCLASS-Name for the fake window which we use to retrieve the GL capabilities */
3741 #define WINED3D_OPENGL_WINDOW_CLASS_NAME "WineD3D_OpenGL"
3743 #define MAKEDWORD_VERSION(maj, min) (((maj & 0xffffu) << 16) | (min & 0xffffu))
3745 #endif