wined3d: Store vertex shader integer constants as wined3d_ivec4 structures.
[wine.git] / dlls / wined3d / wined3d_private.h
blobb3e19ff2f4553ae5ba3b7d49e150d70dade39a78
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 GLenum wined3d_gl_mag_filter(enum wined3d_texture_filter_type mag_filter)
206 return magLookup[mag_filter];
209 static inline GLenum wined3d_gl_min_mip_filter(enum wined3d_texture_filter_type min_filter,
210 enum wined3d_texture_filter_type mip_filter)
212 return minMipLookup[min_filter].mip[mip_filter];
215 /* float_16_to_32() and float_32_to_16() (see implementation in
216 * surface_base.c) convert 16 bit floats in the FLOAT16 data type
217 * to standard C floats and vice versa. They do not depend on the encoding
218 * of the C float, so they are platform independent, but slow. On x86 and
219 * other IEEE 754 compliant platforms the conversion can be accelerated by
220 * bit shifting the exponent and mantissa. There are also some SSE-based
221 * assembly routines out there.
223 * See GL_NV_half_float for a reference of the FLOAT16 / GL_HALF format
225 static inline float float_16_to_32(const unsigned short *in)
227 const unsigned short s = ((*in) & 0x8000u);
228 const unsigned short e = ((*in) & 0x7c00u) >> 10;
229 const unsigned short m = (*in) & 0x3ffu;
230 const float sgn = (s ? -1.0f : 1.0f);
232 if(e == 0) {
233 if(m == 0) return sgn * 0.0f; /* +0.0 or -0.0 */
234 else return sgn * powf(2, -14.0f) * ((float)m / 1024.0f);
235 } else if(e < 31) {
236 return sgn * powf(2, (float)e - 15.0f) * (1.0f + ((float)m / 1024.0f));
237 } else {
238 if(m == 0) return sgn * INFINITY;
239 else return NAN;
243 static inline float float_24_to_32(DWORD in)
245 const float sgn = in & 0x800000u ? -1.0f : 1.0f;
246 const unsigned short e = (in & 0x780000u) >> 19;
247 const unsigned int m = in & 0x7ffffu;
249 if (e == 0)
251 if (m == 0) return sgn * 0.0f; /* +0.0 or -0.0 */
252 else return sgn * powf(2, -6.0f) * ((float)m / 524288.0f);
254 else if (e < 15)
256 return sgn * powf(2, (float)e - 7.0f) * (1.0f + ((float)m / 524288.0f));
258 else
260 if (m == 0) return sgn * INFINITY;
261 else return NAN;
265 static inline unsigned int wined3d_popcount(unsigned int x)
267 #ifdef HAVE___BUILTIN_POPCOUNT
268 return __builtin_popcount(x);
269 #else
270 x -= x >> 1 & 0x55555555;
271 x = (x & 0x33333333) + (x >> 2 & 0x33333333);
272 return ((x + (x >> 4)) & 0x0f0f0f0f) * 0x01010101 >> 24;
273 #endif
276 #define ORM_BACKBUFFER 0
277 #define ORM_FBO 1
279 #define PCI_VENDOR_NONE 0xffff /* e.g. 0x8086 for Intel and 0x10de for Nvidia */
280 #define PCI_DEVICE_NONE 0xffff /* e.g. 0x14f for a Geforce6200 */
282 /* NOTE: When adding fields to this structure, make sure to update the default
283 * values in wined3d_main.c as well. */
284 struct wined3d_settings
286 DWORD max_gl_version;
287 BOOL glslRequested;
288 int offscreen_rendering_mode;
289 unsigned short pci_vendor_id;
290 unsigned short pci_device_id;
291 /* Memory tracking and object counting. */
292 UINT64 emulated_textureram;
293 char *logo;
294 int allow_multisampling;
295 unsigned int sample_count;
296 BOOL strict_draw_ordering;
297 BOOL always_offscreen;
298 BOOL check_float_constants;
299 unsigned int max_sm_vs;
300 unsigned int max_sm_hs;
301 unsigned int max_sm_ds;
302 unsigned int max_sm_gs;
303 unsigned int max_sm_ps;
304 BOOL no_3d;
307 extern struct wined3d_settings wined3d_settings DECLSPEC_HIDDEN;
309 enum wined3d_shader_resource_type
311 WINED3D_SHADER_RESOURCE_NONE,
312 WINED3D_SHADER_RESOURCE_BUFFER,
313 WINED3D_SHADER_RESOURCE_TEXTURE_1D,
314 WINED3D_SHADER_RESOURCE_TEXTURE_2D,
315 WINED3D_SHADER_RESOURCE_TEXTURE_2DMS,
316 WINED3D_SHADER_RESOURCE_TEXTURE_3D,
317 WINED3D_SHADER_RESOURCE_TEXTURE_CUBE,
318 WINED3D_SHADER_RESOURCE_TEXTURE_1DARRAY,
319 WINED3D_SHADER_RESOURCE_TEXTURE_2DARRAY,
320 WINED3D_SHADER_RESOURCE_TEXTURE_2DMSARRAY,
323 #define WINED3D_SHADER_CONST_VS_F 0x00000001
324 #define WINED3D_SHADER_CONST_VS_I 0x00000002
325 #define WINED3D_SHADER_CONST_VS_B 0x00000004
326 #define WINED3D_SHADER_CONST_VS_POINTSIZE 0x00000008
327 #define WINED3D_SHADER_CONST_VS_POS_FIXUP 0x00000010
328 #define WINED3D_SHADER_CONST_PS_F 0x00000020
329 #define WINED3D_SHADER_CONST_PS_I 0x00000040
330 #define WINED3D_SHADER_CONST_PS_B 0x00000080
331 #define WINED3D_SHADER_CONST_PS_BUMP_ENV 0x00000100
332 #define WINED3D_SHADER_CONST_PS_FOG 0x00000200
333 #define WINED3D_SHADER_CONST_PS_Y_CORR 0x00000400
334 #define WINED3D_SHADER_CONST_PS_NP2_FIXUP 0x00000800
335 #define WINED3D_SHADER_CONST_FFP_MODELVIEW 0x00001000
336 #define WINED3D_SHADER_CONST_FFP_VERTEXBLEND 0x00002000
337 #define WINED3D_SHADER_CONST_FFP_PROJ 0x00004000
338 #define WINED3D_SHADER_CONST_FFP_TEXMATRIX 0x00008000
339 #define WINED3D_SHADER_CONST_FFP_MATERIAL 0x00010000
340 #define WINED3D_SHADER_CONST_FFP_LIGHTS 0x00020000
341 #define WINED3D_SHADER_CONST_FFP_PS 0x00040000
342 #define WINED3D_SHADER_CONST_FFP_COLOR_KEY 0x00080000
344 enum wined3d_shader_register_type
346 WINED3DSPR_TEMP = 0,
347 WINED3DSPR_INPUT = 1,
348 WINED3DSPR_CONST = 2,
349 WINED3DSPR_ADDR = 3,
350 WINED3DSPR_TEXTURE = 3,
351 WINED3DSPR_RASTOUT = 4,
352 WINED3DSPR_ATTROUT = 5,
353 WINED3DSPR_TEXCRDOUT = 6,
354 WINED3DSPR_OUTPUT = 6,
355 WINED3DSPR_CONSTINT = 7,
356 WINED3DSPR_COLOROUT = 8,
357 WINED3DSPR_DEPTHOUT = 9,
358 WINED3DSPR_SAMPLER = 10,
359 WINED3DSPR_CONST2 = 11,
360 WINED3DSPR_CONST3 = 12,
361 WINED3DSPR_CONST4 = 13,
362 WINED3DSPR_CONSTBOOL = 14,
363 WINED3DSPR_LOOP = 15,
364 WINED3DSPR_TEMPFLOAT16 = 16,
365 WINED3DSPR_MISCTYPE = 17,
366 WINED3DSPR_LABEL = 18,
367 WINED3DSPR_PREDICATE = 19,
368 WINED3DSPR_IMMCONST,
369 WINED3DSPR_CONSTBUFFER,
370 WINED3DSPR_IMMCONSTBUFFER,
371 WINED3DSPR_PRIMID,
372 WINED3DSPR_NULL,
373 WINED3DSPR_RESOURCE,
374 WINED3DSPR_UAV,
375 WINED3DSPR_OUTPOINTID,
376 WINED3DSPR_FORKINSTID,
377 WINED3DSPR_INCONTROLPOINT,
378 WINED3DSPR_PATCHCONST,
379 WINED3DSPR_TESSCOORD,
382 enum wined3d_data_type
384 WINED3D_DATA_FLOAT,
385 WINED3D_DATA_INT,
386 WINED3D_DATA_RESOURCE,
387 WINED3D_DATA_SAMPLER,
388 WINED3D_DATA_UAV,
389 WINED3D_DATA_UINT,
390 WINED3D_DATA_UNORM,
391 WINED3D_DATA_SNORM,
394 enum wined3d_immconst_type
396 WINED3D_IMMCONST_SCALAR,
397 WINED3D_IMMCONST_VEC4,
400 #define WINED3DSP_NOSWIZZLE (0u | (1u << 2) | (2u << 4) | (3u << 6))
402 enum wined3d_shader_src_modifier
404 WINED3DSPSM_NONE = 0,
405 WINED3DSPSM_NEG = 1,
406 WINED3DSPSM_BIAS = 2,
407 WINED3DSPSM_BIASNEG = 3,
408 WINED3DSPSM_SIGN = 4,
409 WINED3DSPSM_SIGNNEG = 5,
410 WINED3DSPSM_COMP = 6,
411 WINED3DSPSM_X2 = 7,
412 WINED3DSPSM_X2NEG = 8,
413 WINED3DSPSM_DZ = 9,
414 WINED3DSPSM_DW = 10,
415 WINED3DSPSM_ABS = 11,
416 WINED3DSPSM_ABSNEG = 12,
417 WINED3DSPSM_NOT = 13,
420 #define WINED3DSP_WRITEMASK_0 0x1u /* .x r */
421 #define WINED3DSP_WRITEMASK_1 0x2u /* .y g */
422 #define WINED3DSP_WRITEMASK_2 0x4u /* .z b */
423 #define WINED3DSP_WRITEMASK_3 0x8u /* .w a */
424 #define WINED3DSP_WRITEMASK_ALL 0xfu /* all */
426 enum wined3d_shader_dst_modifier
428 WINED3DSPDM_NONE = 0,
429 WINED3DSPDM_SATURATE = 1,
430 WINED3DSPDM_PARTIALPRECISION = 2,
431 WINED3DSPDM_MSAMPCENTROID = 4,
434 enum wined3d_shader_interpolation_mode
436 WINED3DSIM_CONSTANT = 1,
437 WINED3DSIM_LINEAR = 2,
438 WINED3DSIM_LINEAR_CENTROID = 3,
439 WINED3DSIM_LINEAR_NOPERSPECTIVE = 4,
440 WINED3DSIM_LINEAR_NOPERSPECTIVE_CENTROID = 5,
441 WINED3DSIM_LINEAR_SAMPLE = 6,
442 WINED3DSIM_LINEAR_NOPERSPECTIVE_SAMPLE = 7,
445 enum wined3d_shader_global_flags
447 WINED3DSGF_REFACTORING_ALLOWED = 0x1,
448 WINED3DSGF_ENABLE_RAW_AND_STRUCTURED_BUFFERS = 0x8,
451 enum wined3d_tessellator_domain
453 WINED3D_TESSELLATOR_DOMAIN_LINE = 1,
454 WINED3D_TESSELLATOR_DOMAIN_TRIANGLE = 2,
455 WINED3D_TESSELLATOR_DOMAIN_QUAD = 3,
458 enum wined3d_tessellator_output_primitive
460 WINED3D_TESSELLATOR_OUTPUT_POINT = 1,
461 WINED3D_TESSELLATOR_OUTPUT_LINE = 2,
462 WINED3D_TESSELLATOR_OUTPUT_TRIANGLE_CW = 3,
463 WINED3D_TESSELLATOR_OUTPUT_TRIANGLE_CCW = 4,
466 enum wined3d_tessellator_partitioning
468 WINED3D_TESSELLATOR_PARTITIONING_INTEGER = 1,
469 WINED3D_TESSELLATOR_PARTITIONING_POW2 = 2,
470 WINED3D_TESSELLATOR_PARTITIONING_FRACTIONAL_ODD = 3,
471 WINED3D_TESSELLATOR_PARTITIONING_FRACTIONAL_EVEN = 4,
474 /* Undocumented opcode control to identify projective texture lookups in ps 2.0 and later */
475 #define WINED3DSI_TEXLD_PROJECT 0x1
476 #define WINED3DSI_TEXLD_BIAS 0x2
477 #define WINED3DSI_INDEXED_DYNAMIC 0x4
478 #define WINED3DSI_RESINFO_RCP_FLOAT 0x1
479 #define WINED3DSI_RESINFO_UINT 0x2
480 #define WINED3DSI_SAMPLER_COMPARISON_MODE 0x1
482 enum wined3d_shader_rel_op
484 WINED3D_SHADER_REL_OP_GT = 1,
485 WINED3D_SHADER_REL_OP_EQ = 2,
486 WINED3D_SHADER_REL_OP_GE = 3,
487 WINED3D_SHADER_REL_OP_LT = 4,
488 WINED3D_SHADER_REL_OP_NE = 5,
489 WINED3D_SHADER_REL_OP_LE = 6,
492 #define WINED3D_SM1_VS 0xfffeu
493 #define WINED3D_SM1_PS 0xffffu
494 #define WINED3D_SM4_PS 0x0000u
495 #define WINED3D_SM4_VS 0x0001u
496 #define WINED3D_SM4_GS 0x0002u
497 #define WINED3D_SM5_HS 0x0003u
498 #define WINED3D_SM5_DS 0x0004u
500 /* Shader version tokens, and shader end tokens */
501 #define WINED3DPS_VERSION(major, minor) ((WINED3D_SM1_PS << 16) | ((major) << 8) | (minor))
502 #define WINED3DVS_VERSION(major, minor) ((WINED3D_SM1_VS << 16) | ((major) << 8) | (minor))
504 /* Shader backends */
506 /* TODO: Make this dynamic, based on shader limits ? */
507 #define MAX_ATTRIBS 16
508 #define MAX_REG_ADDR 1
509 #define MAX_REG_TEMP 32
510 #define MAX_REG_TEXCRD 8
511 #define MAX_REG_INPUT 32
512 #define MAX_REG_OUTPUT 32
513 #define MAX_CONST_B 16
514 #define WINED3D_MAX_CBS 15
515 #define WINED3D_MAX_CONSTS_I 16
516 #define WINED3D_MAX_VS_CONSTS_F 256
517 #define WINED3D_MAX_PS_CONSTS_F 224
519 /* FIXME: This needs to go up to 2048 for
520 * Shader model 3 according to msdn (and for software shaders) */
521 #define MAX_LABELS 16
523 #define MAX_IMMEDIATE_CONSTANT_BUFFER_SIZE 4096
525 struct wined3d_string_buffer
527 struct list entry;
528 char *buffer;
529 unsigned int buffer_size;
530 unsigned int content_size;
533 enum WINED3D_SHADER_INSTRUCTION_HANDLER
535 WINED3DSIH_ABS,
536 WINED3DSIH_ADD,
537 WINED3DSIH_AND,
538 WINED3DSIH_BEM,
539 WINED3DSIH_BREAK,
540 WINED3DSIH_BREAKC,
541 WINED3DSIH_BREAKP,
542 WINED3DSIH_CALL,
543 WINED3DSIH_CALLNZ,
544 WINED3DSIH_CMP,
545 WINED3DSIH_CND,
546 WINED3DSIH_CRS,
547 WINED3DSIH_CUT,
548 WINED3DSIH_DCL,
549 WINED3DSIH_DCL_CONSTANT_BUFFER,
550 WINED3DSIH_DCL_GLOBAL_FLAGS,
551 WINED3DSIH_DCL_HS_FORK_PHASE_INSTANCE_COUNT,
552 WINED3DSIH_DCL_HS_MAX_TESSFACTOR,
553 WINED3DSIH_DCL_IMMEDIATE_CONSTANT_BUFFER,
554 WINED3DSIH_DCL_INPUT,
555 WINED3DSIH_DCL_INPUT_CONTROL_POINT_COUNT,
556 WINED3DSIH_DCL_INPUT_PRIMITIVE,
557 WINED3DSIH_DCL_INPUT_PS,
558 WINED3DSIH_DCL_INPUT_PS_SGV,
559 WINED3DSIH_DCL_INPUT_PS_SIV,
560 WINED3DSIH_DCL_INPUT_SGV,
561 WINED3DSIH_DCL_INPUT_SIV,
562 WINED3DSIH_DCL_OUTPUT,
563 WINED3DSIH_DCL_OUTPUT_CONTROL_POINT_COUNT,
564 WINED3DSIH_DCL_OUTPUT_SIV,
565 WINED3DSIH_DCL_OUTPUT_TOPOLOGY,
566 WINED3DSIH_DCL_RESOURCE_STRUCTURED,
567 WINED3DSIH_DCL_SAMPLER,
568 WINED3DSIH_DCL_TEMPS,
569 WINED3DSIH_DCL_TESSELLATOR_DOMAIN,
570 WINED3DSIH_DCL_TESSELLATOR_OUTPUT_PRIMITIVE,
571 WINED3DSIH_DCL_TESSELLATOR_PARTITIONING,
572 WINED3DSIH_DCL_UAV_TYPED,
573 WINED3DSIH_DCL_VERTICES_OUT,
574 WINED3DSIH_DEF,
575 WINED3DSIH_DEFB,
576 WINED3DSIH_DEFI,
577 WINED3DSIH_DIV,
578 WINED3DSIH_DP2,
579 WINED3DSIH_DP2ADD,
580 WINED3DSIH_DP3,
581 WINED3DSIH_DP4,
582 WINED3DSIH_DST,
583 WINED3DSIH_DSX,
584 WINED3DSIH_DSX_COARSE,
585 WINED3DSIH_DSX_FINE,
586 WINED3DSIH_DSY,
587 WINED3DSIH_DSY_COARSE,
588 WINED3DSIH_DSY_FINE,
589 WINED3DSIH_ELSE,
590 WINED3DSIH_EMIT,
591 WINED3DSIH_ENDIF,
592 WINED3DSIH_ENDLOOP,
593 WINED3DSIH_ENDREP,
594 WINED3DSIH_EQ,
595 WINED3DSIH_EXP,
596 WINED3DSIH_EXPP,
597 WINED3DSIH_FRC,
598 WINED3DSIH_FTOI,
599 WINED3DSIH_FTOU,
600 WINED3DSIH_GE,
601 WINED3DSIH_HS_CONTROL_POINT_PHASE,
602 WINED3DSIH_HS_DECLS,
603 WINED3DSIH_HS_FORK_PHASE,
604 WINED3DSIH_HS_JOIN_PHASE,
605 WINED3DSIH_IADD,
606 WINED3DSIH_IEQ,
607 WINED3DSIH_IF,
608 WINED3DSIH_IFC,
609 WINED3DSIH_IGE,
610 WINED3DSIH_ILT,
611 WINED3DSIH_IMAD,
612 WINED3DSIH_IMAX,
613 WINED3DSIH_IMIN,
614 WINED3DSIH_IMUL,
615 WINED3DSIH_INE,
616 WINED3DSIH_INEG,
617 WINED3DSIH_ISHL,
618 WINED3DSIH_ITOF,
619 WINED3DSIH_LABEL,
620 WINED3DSIH_LD,
621 WINED3DSIH_LD2DMS,
622 WINED3DSIH_LD_STRUCTURED,
623 WINED3DSIH_LIT,
624 WINED3DSIH_LOG,
625 WINED3DSIH_LOGP,
626 WINED3DSIH_LOOP,
627 WINED3DSIH_LRP,
628 WINED3DSIH_LT,
629 WINED3DSIH_M3x2,
630 WINED3DSIH_M3x3,
631 WINED3DSIH_M3x4,
632 WINED3DSIH_M4x3,
633 WINED3DSIH_M4x4,
634 WINED3DSIH_MAD,
635 WINED3DSIH_MAX,
636 WINED3DSIH_MIN,
637 WINED3DSIH_MOV,
638 WINED3DSIH_MOVA,
639 WINED3DSIH_MOVC,
640 WINED3DSIH_MUL,
641 WINED3DSIH_NE,
642 WINED3DSIH_NOP,
643 WINED3DSIH_NOT,
644 WINED3DSIH_NRM,
645 WINED3DSIH_OR,
646 WINED3DSIH_PHASE,
647 WINED3DSIH_POW,
648 WINED3DSIH_RCP,
649 WINED3DSIH_REP,
650 WINED3DSIH_RESINFO,
651 WINED3DSIH_RET,
652 WINED3DSIH_ROUND_NE,
653 WINED3DSIH_ROUND_NI,
654 WINED3DSIH_ROUND_PI,
655 WINED3DSIH_ROUND_Z,
656 WINED3DSIH_RSQ,
657 WINED3DSIH_SAMPLE,
658 WINED3DSIH_SAMPLE_B,
659 WINED3DSIH_SAMPLE_C,
660 WINED3DSIH_SAMPLE_C_LZ,
661 WINED3DSIH_SAMPLE_GRAD,
662 WINED3DSIH_SAMPLE_LOD,
663 WINED3DSIH_SETP,
664 WINED3DSIH_SGE,
665 WINED3DSIH_SGN,
666 WINED3DSIH_SINCOS,
667 WINED3DSIH_SLT,
668 WINED3DSIH_SQRT,
669 WINED3DSIH_STORE_UAV_TYPED,
670 WINED3DSIH_SUB,
671 WINED3DSIH_TEX,
672 WINED3DSIH_TEXBEM,
673 WINED3DSIH_TEXBEML,
674 WINED3DSIH_TEXCOORD,
675 WINED3DSIH_TEXDEPTH,
676 WINED3DSIH_TEXDP3,
677 WINED3DSIH_TEXDP3TEX,
678 WINED3DSIH_TEXKILL,
679 WINED3DSIH_TEXLDD,
680 WINED3DSIH_TEXLDL,
681 WINED3DSIH_TEXM3x2DEPTH,
682 WINED3DSIH_TEXM3x2PAD,
683 WINED3DSIH_TEXM3x2TEX,
684 WINED3DSIH_TEXM3x3,
685 WINED3DSIH_TEXM3x3DIFF,
686 WINED3DSIH_TEXM3x3PAD,
687 WINED3DSIH_TEXM3x3SPEC,
688 WINED3DSIH_TEXM3x3TEX,
689 WINED3DSIH_TEXM3x3VSPEC,
690 WINED3DSIH_TEXREG2AR,
691 WINED3DSIH_TEXREG2GB,
692 WINED3DSIH_TEXREG2RGB,
693 WINED3DSIH_UDIV,
694 WINED3DSIH_UGE,
695 WINED3DSIH_ULT,
696 WINED3DSIH_USHR,
697 WINED3DSIH_UTOF,
698 WINED3DSIH_XOR,
699 WINED3DSIH_TABLE_SIZE
702 enum wined3d_shader_type
704 WINED3D_SHADER_TYPE_PIXEL,
705 WINED3D_SHADER_TYPE_VERTEX,
706 WINED3D_SHADER_TYPE_GEOMETRY,
707 WINED3D_SHADER_TYPE_HULL,
708 WINED3D_SHADER_TYPE_DOMAIN,
709 WINED3D_SHADER_TYPE_COUNT,
712 struct wined3d_shader_version
714 enum wined3d_shader_type type;
715 BYTE major;
716 BYTE minor;
719 struct wined3d_shader_resource_info
721 enum wined3d_shader_resource_type type;
722 enum wined3d_data_type data_type;
725 #define WINED3D_SAMPLER_DEFAULT ~0x0u
727 struct wined3d_shader_sampler_map_entry
729 unsigned int resource_idx;
730 unsigned int sampler_idx;
731 unsigned int bind_idx;
734 struct wined3d_shader_sampler_map
736 struct wined3d_shader_sampler_map_entry *entries;
737 size_t size;
738 size_t count;
741 struct wined3d_shader_immediate_constant_buffer
743 UINT element_count;
744 DWORD data[MAX_IMMEDIATE_CONSTANT_BUFFER_SIZE];
747 #define WINED3D_SHADER_VERSION(major, minor) (((major) << 8) | (minor))
749 struct wined3d_shader_reg_maps
751 struct wined3d_shader_version shader_version;
752 BYTE texcoord; /* MAX_REG_TEXCRD, 8 */
753 BYTE address; /* MAX_REG_ADDR, 1 */
754 WORD labels; /* MAX_LABELS, 16 */
755 DWORD temporary; /* MAX_REG_TEMP, 32 */
756 DWORD *constf; /* pixel, vertex */
757 const struct wined3d_shader_immediate_constant_buffer *icb;
758 union
760 DWORD texcoord_mask[MAX_REG_TEXCRD]; /* vertex < 3.0 */
761 BYTE output_registers_mask[MAX_REG_OUTPUT]; /* vertex >= 3.0 */
762 } u;
763 DWORD input_registers; /* max(MAX_REG_INPUT, MAX_ATTRIBS), 32 */
764 DWORD output_registers; /* MAX_REG_OUTPUT, 32 */
765 WORD integer_constants; /* WINED3D_MAX_CONSTS_I, 16 */
766 WORD boolean_constants; /* MAX_CONST_B, 16 */
767 WORD local_int_consts; /* WINED3D_MAX_CONSTS_I, 16 */
768 WORD local_bool_consts; /* MAX_CONST_B, 16 */
769 UINT cb_sizes[WINED3D_MAX_CBS];
771 struct wined3d_shader_resource_info resource_info[max(MAX_FRAGMENT_SAMPLERS, MAX_VERTEX_SAMPLERS)];
772 struct wined3d_shader_sampler_map sampler_map;
773 DWORD sampler_comparison_mode;
774 BYTE bumpmat; /* MAX_TEXTURES, 8 */
775 BYTE luminanceparams; /* MAX_TEXTURES, 8 */
777 WORD usesnrm : 1;
778 WORD vpos : 1;
779 WORD usesdsx : 1;
780 WORD usesdsy : 1;
781 WORD usestexldd : 1;
782 WORD usesmova : 1;
783 WORD usesfacing : 1;
784 WORD usesrelconstF : 1;
785 WORD fog : 1;
786 WORD usestexldl : 1;
787 WORD usesifc : 1;
788 WORD usescall : 1;
789 WORD usespow : 1;
790 WORD point_size : 1;
791 WORD padding : 2;
793 DWORD rt_mask; /* Used render targets, 32 max. */
795 /* Whether or not loops are used in this shader, and nesting depth */
796 unsigned loop_depth;
797 UINT min_rel_offset, max_rel_offset;
800 /* Keeps track of details for TEX_M#x# instructions which need to maintain
801 * state information between multiple instructions. */
802 struct wined3d_shader_tex_mx
804 unsigned int current_row;
805 DWORD texcoord_w[2];
808 struct wined3d_shader_loop_state
810 UINT current_depth;
811 UINT current_reg;
814 struct wined3d_shader_context
816 const struct wined3d_shader *shader;
817 const struct wined3d_gl_info *gl_info;
818 const struct wined3d_shader_reg_maps *reg_maps;
819 struct wined3d_string_buffer *buffer;
820 struct wined3d_shader_tex_mx *tex_mx;
821 struct wined3d_shader_loop_state *loop_state;
822 void *backend_data;
825 struct wined3d_shader_register_index
827 const struct wined3d_shader_src_param *rel_addr;
828 unsigned int offset;
831 struct wined3d_shader_register
833 enum wined3d_shader_register_type type;
834 enum wined3d_data_type data_type;
835 struct wined3d_shader_register_index idx[2];
836 enum wined3d_immconst_type immconst_type;
837 DWORD immconst_data[4];
840 struct wined3d_shader_dst_param
842 struct wined3d_shader_register reg;
843 DWORD write_mask;
844 DWORD modifiers;
845 DWORD shift;
848 struct wined3d_shader_src_param
850 struct wined3d_shader_register reg;
851 DWORD swizzle;
852 enum wined3d_shader_src_modifier modifiers;
855 struct wined3d_shader_semantic
857 enum wined3d_decl_usage usage;
858 UINT usage_idx;
859 enum wined3d_shader_resource_type resource_type;
860 enum wined3d_data_type resource_data_type;
861 struct wined3d_shader_dst_param reg;
864 struct wined3d_shader_register_semantic
866 struct wined3d_shader_dst_param reg;
867 enum wined3d_sysval_semantic sysval_semantic;
870 struct wined3d_shader_structured_resource
872 struct wined3d_shader_dst_param reg;
873 unsigned int byte_stride;
876 struct wined3d_shader_texel_offset
878 signed char u, v, w;
881 struct wined3d_shader_instruction
883 const struct wined3d_shader_context *ctx;
884 enum WINED3D_SHADER_INSTRUCTION_HANDLER handler_idx;
885 DWORD flags;
886 BOOL coissue;
887 const struct wined3d_shader_src_param *predicate;
888 UINT dst_count;
889 const struct wined3d_shader_dst_param *dst;
890 UINT src_count;
891 const struct wined3d_shader_src_param *src;
892 struct wined3d_shader_texel_offset texel_offset;
893 union
895 struct wined3d_shader_semantic semantic;
896 struct wined3d_shader_register_semantic register_semantic;
897 enum wined3d_primitive_type primitive_type;
898 struct wined3d_shader_dst_param dst;
899 struct wined3d_shader_src_param src;
900 UINT count;
901 const struct wined3d_shader_immediate_constant_buffer *icb;
902 struct wined3d_shader_structured_resource structured_resource;
903 enum wined3d_tessellator_domain tessellator_domain;
904 enum wined3d_tessellator_output_primitive tessellator_output_primitive;
905 enum wined3d_tessellator_partitioning tessellator_partitioning;
906 float max_tessellation_factor;
907 } declaration;
910 static inline BOOL wined3d_shader_instruction_has_texel_offset(const struct wined3d_shader_instruction *ins)
912 return ins->texel_offset.u || ins->texel_offset.v || ins->texel_offset.w;
915 struct wined3d_shader_attribute
917 enum wined3d_decl_usage usage;
918 UINT usage_idx;
921 struct wined3d_shader_loop_control
923 unsigned int count;
924 unsigned int start;
925 int step;
928 struct wined3d_shader_frontend
930 void *(*shader_init)(const DWORD *ptr, const struct wined3d_shader_signature *output_signature);
931 void (*shader_free)(void *data);
932 void (*shader_read_header)(void *data, const DWORD **ptr, struct wined3d_shader_version *shader_version);
933 void (*shader_read_instruction)(void *data, const DWORD **ptr, struct wined3d_shader_instruction *ins);
934 BOOL (*shader_is_end)(void *data, const DWORD **ptr);
937 extern const struct wined3d_shader_frontend sm1_shader_frontend DECLSPEC_HIDDEN;
938 extern const struct wined3d_shader_frontend sm4_shader_frontend DECLSPEC_HIDDEN;
940 typedef void (*SHADER_HANDLER)(const struct wined3d_shader_instruction *);
942 #define WINED3D_SHADER_CAP_VS_CLIPPING 0x00000001
943 #define WINED3D_SHADER_CAP_SRGB_WRITE 0x00000002
945 struct shader_caps
947 unsigned int vs_version;
948 unsigned int hs_version;
949 unsigned int ds_version;
950 unsigned int gs_version;
951 unsigned int ps_version;
953 DWORD vs_uniform_count;
954 DWORD ps_uniform_count;
955 float ps_1x_max_value;
956 DWORD varying_count;
958 DWORD wined3d_caps;
961 enum wined3d_gl_resource_type
963 WINED3D_GL_RES_TYPE_TEX_1D = 0,
964 WINED3D_GL_RES_TYPE_TEX_2D = 1,
965 WINED3D_GL_RES_TYPE_TEX_3D = 2,
966 WINED3D_GL_RES_TYPE_TEX_CUBE = 3,
967 WINED3D_GL_RES_TYPE_TEX_RECT = 4,
968 WINED3D_GL_RES_TYPE_BUFFER = 5,
969 WINED3D_GL_RES_TYPE_RB = 6,
970 WINED3D_GL_RES_TYPE_COUNT = 7,
973 enum vertexprocessing_mode {
974 fixedfunction,
975 vertexshader,
976 pretransformed
979 #define WINED3D_CONST_NUM_UNUSED ~0U
981 enum wined3d_ffp_ps_fog_mode
983 WINED3D_FFP_PS_FOG_OFF,
984 WINED3D_FFP_PS_FOG_LINEAR,
985 WINED3D_FFP_PS_FOG_EXP,
986 WINED3D_FFP_PS_FOG_EXP2,
989 /* Stateblock dependent parameters which have to be hardcoded
990 * into the shader code
993 #define WINED3D_PSARGS_PROJECTED (1u << 3)
994 #define WINED3D_PSARGS_TEXTRANSFORM_SHIFT 4
995 #define WINED3D_PSARGS_TEXTRANSFORM_MASK 0xfu
996 #define WINED3D_PSARGS_TEXTYPE_SHIFT 2
997 #define WINED3D_PSARGS_TEXTYPE_MASK 0x3u
999 /* Used for Shader Model 1 pixel shaders to track the bound texture
1000 * type. 2D and RECT textures are separated through NP2 fixup. */
1001 enum wined3d_shader_tex_types
1003 WINED3D_SHADER_TEX_2D = 0,
1004 WINED3D_SHADER_TEX_3D = 1,
1005 WINED3D_SHADER_TEX_CUBE = 2,
1008 struct ps_compile_args {
1009 struct color_fixup_desc color_fixup[MAX_FRAGMENT_SAMPLERS];
1010 enum vertexprocessing_mode vp_mode;
1011 enum wined3d_ffp_ps_fog_mode fog;
1012 WORD tex_transform; /* ps 1.0-1.3, 4 textures */
1013 WORD tex_types; /* ps 1.0 - 1.4, 6 textures */
1014 WORD srgb_correction;
1015 /* Bitmap for NP2 texcoord fixups (16 samplers max currently).
1016 D3D9 has a limit of 16 samplers and the fixup is superfluous
1017 in D3D10 (unconditional NP2 support mandatory). */
1018 WORD np2_fixup;
1019 WORD shadow; /* MAX_FRAGMENT_SAMPLERS, 16 */
1020 WORD texcoords_initialized; /* MAX_TEXTURES, 8 */
1021 BOOL pointsprite;
1022 BOOL flatshading;
1025 enum fog_src_type {
1026 VS_FOG_Z = 0,
1027 VS_FOG_COORD = 1
1030 struct vs_compile_args
1032 BYTE fog_src;
1033 BYTE clip_enabled : 1;
1034 BYTE point_size : 1;
1035 BYTE per_vertex_point_size : 1;
1036 BYTE flatshading : 1;
1037 BYTE padding : 4;
1038 WORD swizzle_map; /* MAX_ATTRIBS, 16 */
1041 struct wined3d_context;
1042 struct wined3d_state;
1043 struct fragment_pipeline;
1044 struct wined3d_vertex_pipe_ops;
1046 struct wined3d_shader_backend_ops
1048 void (*shader_handle_instruction)(const struct wined3d_shader_instruction *);
1049 void (*shader_select)(void *shader_priv, struct wined3d_context *context,
1050 const struct wined3d_state *state);
1051 void (*shader_disable)(void *shader_priv, struct wined3d_context *context);
1052 void (*shader_select_depth_blt)(void *shader_priv, const struct wined3d_gl_info *gl_info,
1053 enum wined3d_gl_resource_type tex_type, const SIZE *ds_mask_size);
1054 void (*shader_deselect_depth_blt)(void *shader_priv, const struct wined3d_gl_info *gl_info);
1055 void (*shader_update_float_vertex_constants)(struct wined3d_device *device, UINT start, UINT count);
1056 void (*shader_update_float_pixel_constants)(struct wined3d_device *device, UINT start, UINT count);
1057 void (*shader_load_constants)(void *shader_priv, struct wined3d_context *context,
1058 const struct wined3d_state *state);
1059 void (*shader_destroy)(struct wined3d_shader *shader);
1060 HRESULT (*shader_alloc_private)(struct wined3d_device *device, const struct wined3d_vertex_pipe_ops *vertex_pipe,
1061 const struct fragment_pipeline *fragment_pipe);
1062 void (*shader_free_private)(struct wined3d_device *device);
1063 BOOL (*shader_allocate_context_data)(struct wined3d_context *context);
1064 void (*shader_free_context_data)(struct wined3d_context *context);
1065 void (*shader_init_context_state)(struct wined3d_context *context);
1066 void (*shader_get_caps)(const struct wined3d_gl_info *gl_info, struct shader_caps *caps);
1067 BOOL (*shader_color_fixup_supported)(struct color_fixup_desc fixup);
1068 BOOL (*shader_has_ffp_proj_control)(void *shader_priv);
1071 extern const struct wined3d_shader_backend_ops glsl_shader_backend DECLSPEC_HIDDEN;
1072 extern const struct wined3d_shader_backend_ops arb_program_shader_backend DECLSPEC_HIDDEN;
1073 extern const struct wined3d_shader_backend_ops none_shader_backend DECLSPEC_HIDDEN;
1075 #define GL_EXTCALL(f) (gl_info->gl_ops.ext.p_##f)
1077 #define D3DCOLOR_B_R(dw) (((dw) >> 16) & 0xff)
1078 #define D3DCOLOR_B_G(dw) (((dw) >> 8) & 0xff)
1079 #define D3DCOLOR_B_B(dw) (((dw) >> 0) & 0xff)
1080 #define D3DCOLOR_B_A(dw) (((dw) >> 24) & 0xff)
1082 static inline void wined3d_color_from_d3dcolor(struct wined3d_color *wined3d_color, DWORD d3d_color)
1084 wined3d_color->r = D3DCOLOR_B_R(d3d_color) / 255.0f;
1085 wined3d_color->g = D3DCOLOR_B_G(d3d_color) / 255.0f;
1086 wined3d_color->b = D3DCOLOR_B_B(d3d_color) / 255.0f;
1087 wined3d_color->a = D3DCOLOR_B_A(d3d_color) / 255.0f;
1090 #define HIGHEST_TRANSFORMSTATE WINED3D_TS_WORLD_MATRIX(255) /* Highest value in wined3d_transform_state. */
1092 /* Checking of API calls */
1093 /* --------------------- */
1094 #ifndef WINE_NO_DEBUG_MSGS
1095 #define checkGLcall(A) \
1096 do { \
1097 GLint err; \
1098 if (!__WINE_IS_DEBUG_ON(_ERR, __wine_dbch___default)) break; \
1099 err = gl_info->gl_ops.gl.p_glGetError(); \
1100 if (err == GL_NO_ERROR) { \
1101 TRACE("%s call ok %s / %d\n", A, __FILE__, __LINE__); \
1103 } else do { \
1104 ERR(">>>>>>>>>>>>>>>>> %s (%#x) from %s @ %s / %d\n", \
1105 debug_glerror(err), err, A, __FILE__, __LINE__); \
1106 err = gl_info->gl_ops.gl.p_glGetError(); \
1107 } while (err != GL_NO_ERROR); \
1108 } while(0)
1109 #else
1110 #define checkGLcall(A) do {} while(0)
1111 #endif
1113 enum wined3d_ffp_idx
1115 WINED3D_FFP_POSITION = 0,
1116 WINED3D_FFP_BLENDWEIGHT = 1,
1117 WINED3D_FFP_BLENDINDICES = 2,
1118 WINED3D_FFP_NORMAL = 3,
1119 WINED3D_FFP_PSIZE = 4,
1120 WINED3D_FFP_DIFFUSE = 5,
1121 WINED3D_FFP_SPECULAR = 6,
1122 WINED3D_FFP_TEXCOORD0 = 7,
1123 WINED3D_FFP_TEXCOORD1 = 8,
1124 WINED3D_FFP_TEXCOORD2 = 9,
1125 WINED3D_FFP_TEXCOORD3 = 10,
1126 WINED3D_FFP_TEXCOORD4 = 11,
1127 WINED3D_FFP_TEXCOORD5 = 12,
1128 WINED3D_FFP_TEXCOORD6 = 13,
1129 WINED3D_FFP_TEXCOORD7 = 14,
1130 WINED3D_FFP_ATTRIBS_COUNT = 15,
1133 enum wined3d_ffp_emit_idx
1135 WINED3D_FFP_EMIT_FLOAT1 = 0,
1136 WINED3D_FFP_EMIT_FLOAT2 = 1,
1137 WINED3D_FFP_EMIT_FLOAT3 = 2,
1138 WINED3D_FFP_EMIT_FLOAT4 = 3,
1139 WINED3D_FFP_EMIT_D3DCOLOR = 4,
1140 WINED3D_FFP_EMIT_UBYTE4 = 5,
1141 WINED3D_FFP_EMIT_SHORT2 = 6,
1142 WINED3D_FFP_EMIT_SHORT4 = 7,
1143 WINED3D_FFP_EMIT_UBYTE4N = 8,
1144 WINED3D_FFP_EMIT_SHORT2N = 9,
1145 WINED3D_FFP_EMIT_SHORT4N = 10,
1146 WINED3D_FFP_EMIT_USHORT2N = 11,
1147 WINED3D_FFP_EMIT_USHORT4N = 12,
1148 WINED3D_FFP_EMIT_UDEC3 = 13,
1149 WINED3D_FFP_EMIT_DEC3N = 14,
1150 WINED3D_FFP_EMIT_FLOAT16_2 = 15,
1151 WINED3D_FFP_EMIT_FLOAT16_4 = 16,
1152 WINED3D_FFP_EMIT_INVALID = 17,
1153 WINED3D_FFP_EMIT_COUNT = 18
1156 struct wined3d_bo_address
1158 GLuint buffer_object;
1159 BYTE *addr;
1162 struct wined3d_const_bo_address
1164 GLuint buffer_object;
1165 const BYTE *addr;
1168 static inline struct wined3d_const_bo_address *wined3d_const_bo_address(struct wined3d_bo_address *data)
1170 return (struct wined3d_const_bo_address *)data;
1173 struct wined3d_stream_info_element
1175 const struct wined3d_format *format;
1176 struct wined3d_bo_address data;
1177 GLsizei stride;
1178 unsigned int stream_idx;
1179 unsigned int divisor;
1182 struct wined3d_stream_info
1184 struct wined3d_stream_info_element elements[MAX_ATTRIBS];
1185 DWORD position_transformed : 1;
1186 DWORD all_vbo : 1;
1187 WORD swizzle_map; /* MAX_ATTRIBS, 16 */
1188 WORD use_map; /* MAX_ATTRIBS, 16 */
1191 void draw_primitive(struct wined3d_device *device, const struct wined3d_state *state,
1192 unsigned int start_idx, unsigned int index_count, unsigned int start_instance,
1193 unsigned int instance_count, BOOL indexed) DECLSPEC_HIDDEN;
1194 DWORD get_flexible_vertex_size(DWORD d3dvtVertexType) DECLSPEC_HIDDEN;
1196 #define eps 1e-8f
1198 #define GET_TEXCOORD_SIZE_FROM_FVF(d3dvtVertexType, tex_num) \
1199 (((((d3dvtVertexType) >> (16 + (2 * (tex_num)))) + 1) & 0x03) + 1)
1201 /* Routines and structures related to state management */
1203 #define STATE_RENDER(a) (a)
1204 #define STATE_IS_RENDER(a) ((a) >= STATE_RENDER(1) && (a) <= STATE_RENDER(WINEHIGHEST_RENDER_STATE))
1206 #define STATE_TEXTURESTAGE(stage, num) (STATE_RENDER(WINEHIGHEST_RENDER_STATE) + 1 + (stage) * (WINED3D_HIGHEST_TEXTURE_STATE + 1) + (num))
1207 #define STATE_IS_TEXTURESTAGE(a) ((a) >= STATE_TEXTURESTAGE(0, 1) && (a) <= STATE_TEXTURESTAGE(MAX_TEXTURES - 1, WINED3D_HIGHEST_TEXTURE_STATE))
1209 /* + 1 because samplers start with 0 */
1210 #define STATE_SAMPLER(num) (STATE_TEXTURESTAGE(MAX_TEXTURES - 1, WINED3D_HIGHEST_TEXTURE_STATE) + 1 + (num))
1211 #define STATE_IS_SAMPLER(num) ((num) >= STATE_SAMPLER(0) && (num) <= STATE_SAMPLER(MAX_COMBINED_SAMPLERS - 1))
1213 #define STATE_SHADER(a) (STATE_SAMPLER(MAX_COMBINED_SAMPLERS) + (a))
1214 #define STATE_IS_SHADER(a) ((a) >= STATE_SHADER(0) && (a) < STATE_SHADER(WINED3D_SHADER_TYPE_COUNT))
1216 #define STATE_CONSTANT_BUFFER(a) (STATE_SHADER(WINED3D_SHADER_TYPE_COUNT) + (a))
1217 #define STATE_IS_CONSTANT_BUFFER(a) ((a) >= STATE_CONSTANT_BUFFER(0) && (a) < STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_COUNT))
1219 #define STATE_SHADER_RESOURCE_BINDING (STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_COUNT))
1220 #define STATE_IS_SHADER_RESOURCE_BINDING(a) ((a) == STATE_SHADER_RESOURCE_BINDING)
1222 #define STATE_TRANSFORM(a) (STATE_SHADER_RESOURCE_BINDING + (a))
1223 #define STATE_IS_TRANSFORM(a) ((a) >= STATE_TRANSFORM(1) && (a) <= STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(255)))
1225 #define STATE_STREAMSRC (STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(255)) + 1)
1226 #define STATE_IS_STREAMSRC(a) ((a) == STATE_STREAMSRC)
1227 #define STATE_INDEXBUFFER (STATE_STREAMSRC + 1)
1228 #define STATE_IS_INDEXBUFFER(a) ((a) == STATE_INDEXBUFFER)
1230 #define STATE_VDECL (STATE_INDEXBUFFER + 1)
1231 #define STATE_IS_VDECL(a) ((a) == STATE_VDECL)
1233 #define STATE_VIEWPORT (STATE_VDECL + 1)
1234 #define STATE_IS_VIEWPORT(a) ((a) == STATE_VIEWPORT)
1236 #define STATE_LIGHT_TYPE (STATE_VIEWPORT + 1)
1237 #define STATE_IS_LIGHT_TYPE(a) ((a) == STATE_LIGHT_TYPE)
1238 #define STATE_ACTIVELIGHT(a) (STATE_LIGHT_TYPE + 1 + (a))
1239 #define STATE_IS_ACTIVELIGHT(a) ((a) >= STATE_ACTIVELIGHT(0) && (a) < STATE_ACTIVELIGHT(MAX_ACTIVE_LIGHTS))
1241 #define STATE_SCISSORRECT (STATE_ACTIVELIGHT(MAX_ACTIVE_LIGHTS - 1) + 1)
1242 #define STATE_IS_SCISSORRECT(a) ((a) == STATE_SCISSORRECT)
1244 #define STATE_CLIPPLANE(a) (STATE_SCISSORRECT + 1 + (a))
1245 #define STATE_IS_CLIPPLANE(a) ((a) >= STATE_CLIPPLANE(0) && (a) <= STATE_CLIPPLANE(MAX_CLIPPLANES - 1))
1247 #define STATE_MATERIAL (STATE_CLIPPLANE(MAX_CLIPPLANES))
1248 #define STATE_IS_MATERIAL(a) ((a) == STATE_MATERIAL)
1250 #define STATE_FRONTFACE (STATE_MATERIAL + 1)
1251 #define STATE_IS_FRONTFACE(a) ((a) == STATE_FRONTFACE)
1253 #define STATE_POINTSPRITECOORDORIGIN (STATE_FRONTFACE + 1)
1254 #define STATE_IS_POINTSPRITECOORDORIGIN(a) ((a) == STATE_POINTSPRITECOORDORIGIN)
1256 #define STATE_BASEVERTEXINDEX (STATE_POINTSPRITECOORDORIGIN + 1)
1257 #define STATE_IS_BASEVERTEXINDEX(a) ((a) == STATE_BASEVERTEXINDEX)
1259 #define STATE_FRAMEBUFFER (STATE_BASEVERTEXINDEX + 1)
1260 #define STATE_IS_FRAMEBUFFER(a) ((a) == STATE_FRAMEBUFFER)
1262 #define STATE_POINT_ENABLE (STATE_FRAMEBUFFER + 1)
1263 #define STATE_IS_POINT_ENABLE(a) ((a) == STATE_POINT_ENABLE)
1265 #define STATE_COLOR_KEY (STATE_POINT_ENABLE + 1)
1266 #define STATE_IS_COLOR_KEY(a) ((a) == STATE_COLOR_KEY)
1268 #define STATE_HIGHEST (STATE_COLOR_KEY)
1270 enum fogsource {
1271 FOGSOURCE_FFP,
1272 FOGSOURCE_VS,
1273 FOGSOURCE_COORD,
1276 struct wined3d_occlusion_query
1278 struct list entry;
1279 GLuint id;
1280 struct wined3d_context *context;
1283 union wined3d_gl_query_object
1285 GLuint id;
1286 GLsync sync;
1289 struct wined3d_event_query
1291 struct list entry;
1292 union wined3d_gl_query_object object;
1293 struct wined3d_context *context;
1296 enum wined3d_event_query_result
1298 WINED3D_EVENT_QUERY_OK,
1299 WINED3D_EVENT_QUERY_WAITING,
1300 WINED3D_EVENT_QUERY_NOT_STARTED,
1301 WINED3D_EVENT_QUERY_WRONG_THREAD,
1302 WINED3D_EVENT_QUERY_ERROR
1305 void wined3d_event_query_destroy(struct wined3d_event_query *query) DECLSPEC_HIDDEN;
1306 enum wined3d_event_query_result wined3d_event_query_finish(const struct wined3d_event_query *query,
1307 const struct wined3d_device *device) DECLSPEC_HIDDEN;
1308 void wined3d_event_query_issue(struct wined3d_event_query *query, const struct wined3d_device *device) DECLSPEC_HIDDEN;
1309 BOOL wined3d_event_query_supported(const struct wined3d_gl_info *gl_info) DECLSPEC_HIDDEN;
1311 struct wined3d_timestamp_query
1313 struct list entry;
1314 GLuint id;
1315 struct wined3d_context *context;
1318 void context_alloc_timestamp_query(struct wined3d_context *context, struct wined3d_timestamp_query *query) DECLSPEC_HIDDEN;
1319 void context_free_timestamp_query(struct wined3d_timestamp_query *query) DECLSPEC_HIDDEN;
1321 struct wined3d_context
1323 const struct wined3d_gl_info *gl_info;
1324 const struct wined3d_d3d_info *d3d_info;
1325 const struct StateEntry *state_table;
1326 /* State dirtification
1327 * dirtyArray is an array that contains markers for dirty states. numDirtyEntries states are dirty, their numbers are in indices
1328 * 0...numDirtyEntries - 1. isStateDirty is a redundant copy of the dirtyArray. Technically only one of them would be needed,
1329 * 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
1330 * only numDirtyEntries array elements have to be checked, not STATE_HIGHEST states.
1332 DWORD dirtyArray[STATE_HIGHEST + 1]; /* Won't get bigger than that, a state is never marked dirty 2 times */
1333 DWORD numDirtyEntries;
1334 DWORD isStateDirty[STATE_HIGHEST / (sizeof(DWORD) * CHAR_BIT) + 1]; /* Bitmap to find out quickly if a state is dirty */
1336 struct wined3d_swapchain *swapchain;
1337 struct
1339 struct wined3d_texture *texture;
1340 unsigned int sub_resource_idx;
1341 } current_rt;
1342 DWORD tid; /* Thread ID which owns this context at the moment */
1344 /* Stores some information about the context state for optimization */
1345 DWORD render_offscreen : 1;
1346 DWORD last_was_rhw : 1; /* true iff last draw_primitive was in xyzrhw mode */
1347 DWORD last_was_pshader : 1;
1348 DWORD last_was_vshader : 1;
1349 DWORD last_was_normal : 1;
1350 DWORD namedArraysLoaded : 1;
1351 DWORD numberedArraysLoaded : 1;
1352 DWORD last_was_blit : 1;
1353 DWORD last_was_ckey : 1;
1354 DWORD fog_coord : 1;
1355 DWORD fog_enabled : 1;
1356 DWORD num_untracked_materials : 2; /* Max value 2 */
1357 DWORD current : 1;
1358 DWORD destroyed : 1;
1359 DWORD valid : 1;
1360 DWORD texShaderBumpMap : 8; /* MAX_TEXTURES, 8 */
1361 DWORD lastWasPow2Texture : 8; /* MAX_TEXTURES, 8 */
1362 DWORD fixed_function_usage_map : 8; /* MAX_TEXTURES, 8 */
1363 DWORD lowest_disabled_stage : 4; /* Max MAX_TEXTURES, 8 */
1364 DWORD use_immediate_mode_draw : 1;
1365 DWORD rebind_fbo : 1;
1366 DWORD needs_set : 1;
1367 DWORD hdc_is_private : 1;
1368 DWORD hdc_has_format : 1; /* only meaningful if hdc_is_private */
1369 DWORD update_shader_resource_bindings : 1;
1370 DWORD padding : 14;
1371 DWORD shader_update_mask;
1372 DWORD constant_update_mask;
1373 DWORD numbered_array_mask;
1374 GLenum tracking_parm; /* Which source is tracking current colour */
1375 GLenum untracked_materials[2];
1376 UINT blit_w, blit_h;
1377 enum fogsource fog_source;
1378 DWORD active_texture;
1379 DWORD texture_type[MAX_COMBINED_SAMPLERS];
1381 UINT instance_count;
1383 /* The actual opengl context */
1384 UINT level;
1385 HGLRC restore_ctx;
1386 HDC restore_dc;
1387 int restore_pf;
1388 HWND restore_pf_win;
1389 HGLRC glCtx;
1390 HWND win_handle;
1391 HDC hdc;
1392 int pixel_format;
1393 GLint aux_buffers;
1395 void *shader_backend_data;
1396 void *fragment_pipe_data;
1398 /* FBOs */
1399 UINT fbo_entry_count;
1400 struct list fbo_list;
1401 struct list fbo_destroy_list;
1402 struct fbo_entry *current_fbo;
1403 GLuint fbo_read_binding;
1404 GLuint fbo_draw_binding;
1405 struct wined3d_surface **blit_targets;
1406 struct wined3d_fbo_entry_key *fbo_key;
1407 GLenum *draw_buffers;
1408 DWORD draw_buffers_mask; /* Enabled draw buffers, 31 max. */
1410 /* Queries */
1411 GLuint *free_occlusion_queries;
1412 UINT free_occlusion_query_size;
1413 UINT free_occlusion_query_count;
1414 struct list occlusion_queries;
1416 union wined3d_gl_query_object *free_event_queries;
1417 UINT free_event_query_size;
1418 UINT free_event_query_count;
1419 struct list event_queries;
1421 GLuint *free_timestamp_queries;
1422 UINT free_timestamp_query_size;
1423 UINT free_timestamp_query_count;
1424 struct list timestamp_queries;
1426 struct wined3d_stream_info stream_info;
1428 /* Fences for GL_APPLE_flush_buffer_range */
1429 struct wined3d_event_query *buffer_queries[MAX_ATTRIBS];
1430 unsigned int num_buffer_queries;
1432 DWORD tex_unit_map[MAX_COMBINED_SAMPLERS];
1433 DWORD rev_tex_unit_map[MAX_COMBINED_SAMPLERS];
1435 /* Extension emulation */
1436 GLint gl_fog_source;
1437 GLfloat fog_coord_value;
1438 GLfloat color[4], fogstart, fogend, fogcolor[4];
1439 GLuint dummy_arbfp_prog;
1442 struct wined3d_fb_state
1444 struct wined3d_rendertarget_view **render_targets;
1445 struct wined3d_rendertarget_view *depth_stencil;
1448 typedef void (*APPLYSTATEFUNC)(struct wined3d_context *ctx, const struct wined3d_state *state, DWORD state_id);
1450 struct StateEntry
1452 DWORD representative;
1453 APPLYSTATEFUNC apply;
1456 struct StateEntryTemplate
1458 DWORD state;
1459 struct StateEntry content;
1460 enum wined3d_gl_extension extension;
1463 #define WINED3D_FRAGMENT_CAP_PROJ_CONTROL 0x00000001
1464 #define WINED3D_FRAGMENT_CAP_SRGB_WRITE 0x00000002
1465 #define WINED3D_FRAGMENT_CAP_COLOR_KEY 0x00000004
1467 struct fragment_caps
1469 DWORD wined3d_caps;
1470 DWORD PrimitiveMiscCaps;
1471 DWORD TextureOpCaps;
1472 DWORD MaxTextureBlendStages;
1473 DWORD MaxSimultaneousTextures;
1476 #define GL_EXT_EMUL_ARB_MULTITEXTURE 0x00000001
1477 #define GL_EXT_EMUL_EXT_FOG_COORD 0x00000002
1479 struct fragment_pipeline
1481 void (*enable_extension)(const struct wined3d_gl_info *gl_info, BOOL enable);
1482 void (*get_caps)(const struct wined3d_gl_info *gl_info, struct fragment_caps *caps);
1483 DWORD (*get_emul_mask)(const struct wined3d_gl_info *gl_info);
1484 void *(*alloc_private)(const struct wined3d_shader_backend_ops *shader_backend, void *shader_priv);
1485 void (*free_private)(struct wined3d_device *device);
1486 BOOL (*allocate_context_data)(struct wined3d_context *context);
1487 void (*free_context_data)(struct wined3d_context *context);
1488 BOOL (*color_fixup_supported)(struct color_fixup_desc fixup);
1489 const struct StateEntryTemplate *states;
1492 struct wined3d_vertex_caps
1494 BOOL xyzrhw;
1495 BOOL emulated_flatshading;
1496 BOOL ffp_generic_attributes;
1497 DWORD max_active_lights;
1498 DWORD max_vertex_blend_matrices;
1499 DWORD max_vertex_blend_matrix_index;
1500 DWORD vertex_processing_caps;
1501 DWORD fvf_caps;
1502 DWORD max_user_clip_planes;
1503 DWORD raster_caps;
1506 struct wined3d_vertex_pipe_ops
1508 void (*vp_enable)(const struct wined3d_gl_info *gl_info, BOOL enable);
1509 void (*vp_get_caps)(const struct wined3d_gl_info *gl_info, struct wined3d_vertex_caps *caps);
1510 DWORD (*vp_get_emul_mask)(const struct wined3d_gl_info *gl_info);
1511 void *(*vp_alloc)(const struct wined3d_shader_backend_ops *shader_backend, void *shader_priv);
1512 void (*vp_free)(struct wined3d_device *device);
1513 const struct StateEntryTemplate *vp_states;
1516 extern const struct StateEntryTemplate misc_state_template[] DECLSPEC_HIDDEN;
1517 extern const struct fragment_pipeline none_fragment_pipe DECLSPEC_HIDDEN;
1518 extern const struct fragment_pipeline ffp_fragment_pipeline DECLSPEC_HIDDEN;
1519 extern const struct fragment_pipeline atifs_fragment_pipeline DECLSPEC_HIDDEN;
1520 extern const struct fragment_pipeline arbfp_fragment_pipeline DECLSPEC_HIDDEN;
1521 extern const struct fragment_pipeline nvts_fragment_pipeline DECLSPEC_HIDDEN;
1522 extern const struct fragment_pipeline nvrc_fragment_pipeline DECLSPEC_HIDDEN;
1523 extern const struct fragment_pipeline glsl_fragment_pipe DECLSPEC_HIDDEN;
1525 extern const struct wined3d_vertex_pipe_ops none_vertex_pipe DECLSPEC_HIDDEN;
1526 extern const struct wined3d_vertex_pipe_ops ffp_vertex_pipe DECLSPEC_HIDDEN;
1527 extern const struct wined3d_vertex_pipe_ops glsl_vertex_pipe DECLSPEC_HIDDEN;
1529 /* "Base" state table */
1530 HRESULT compile_state_table(struct StateEntry *StateTable, APPLYSTATEFUNC **dev_multistate_funcs,
1531 const struct wined3d_gl_info *gl_info, const struct wined3d_d3d_info *d3d_info,
1532 const struct wined3d_vertex_pipe_ops *vertex, const struct fragment_pipeline *fragment,
1533 const struct StateEntryTemplate *misc) DECLSPEC_HIDDEN;
1535 enum wined3d_blit_op
1537 WINED3D_BLIT_OP_COLOR_BLIT,
1538 WINED3D_BLIT_OP_COLOR_BLIT_ALPHATEST,
1539 WINED3D_BLIT_OP_COLOR_BLIT_CKEY,
1540 WINED3D_BLIT_OP_COLOR_FILL,
1541 WINED3D_BLIT_OP_DEPTH_FILL,
1542 WINED3D_BLIT_OP_DEPTH_BLIT,
1545 /* Shaders for color conversions in blits. Do not do blit operations while
1546 * already under the GL lock. */
1547 struct blit_shader
1549 HRESULT (*alloc_private)(struct wined3d_device *device);
1550 void (*free_private)(struct wined3d_device *device);
1551 HRESULT (*set_shader)(void *blit_priv, struct wined3d_context *context, const struct wined3d_surface *surface,
1552 const struct wined3d_color_key *color_key);
1553 void (*unset_shader)(const struct wined3d_gl_info *gl_info);
1554 BOOL (*blit_supported)(const struct wined3d_gl_info *gl_info,
1555 const struct wined3d_d3d_info *d3d_info, enum wined3d_blit_op blit_op,
1556 const RECT *src_rect, DWORD src_usage, enum wined3d_pool src_pool, const struct wined3d_format *src_format,
1557 const RECT *dst_rect, DWORD dst_usage, enum wined3d_pool dst_pool, const struct wined3d_format *dst_format);
1558 HRESULT (*color_fill)(struct wined3d_device *device, struct wined3d_rendertarget_view *view,
1559 const RECT *rect, const struct wined3d_color *color);
1560 HRESULT (*depth_fill)(struct wined3d_device *device, struct wined3d_rendertarget_view *view,
1561 const RECT *rect, DWORD clear_flags, float depth, DWORD stencil);
1562 void (*blit_surface)(struct wined3d_device *device, enum wined3d_blit_op op, DWORD filter,
1563 struct wined3d_surface *src_surface, const RECT *src_rect,
1564 struct wined3d_surface *dst_surface, const RECT *dst_rect,
1565 const struct wined3d_color_key *color_key);
1568 extern const struct blit_shader ffp_blit DECLSPEC_HIDDEN;
1569 extern const struct blit_shader arbfp_blit DECLSPEC_HIDDEN;
1570 extern const struct blit_shader cpu_blit DECLSPEC_HIDDEN;
1572 BOOL wined3d_clip_blit(const RECT *clip_rect, RECT *clipped, RECT *other) DECLSPEC_HIDDEN;
1573 const struct blit_shader *wined3d_select_blitter(const struct wined3d_gl_info *gl_info,
1574 const struct wined3d_d3d_info *d3d_info, enum wined3d_blit_op blit_op,
1575 const RECT *src_rect, DWORD src_usage, enum wined3d_pool src_pool, const struct wined3d_format *src_format,
1576 const RECT *dst_rect, DWORD dst_usage, enum wined3d_pool dst_pool, const struct wined3d_format *dst_format)
1577 DECLSPEC_HIDDEN;
1579 struct wined3d_context *context_acquire(const struct wined3d_device *device,
1580 struct wined3d_surface *target) DECLSPEC_HIDDEN;
1581 void context_alloc_event_query(struct wined3d_context *context,
1582 struct wined3d_event_query *query) DECLSPEC_HIDDEN;
1583 void context_alloc_occlusion_query(struct wined3d_context *context,
1584 struct wined3d_occlusion_query *query) DECLSPEC_HIDDEN;
1585 void context_apply_blit_state(struct wined3d_context *context, const struct wined3d_device *device) DECLSPEC_HIDDEN;
1586 BOOL context_apply_clear_state(struct wined3d_context *context, const struct wined3d_state *state,
1587 UINT rt_count, const struct wined3d_fb_state *fb) DECLSPEC_HIDDEN;
1588 BOOL context_apply_draw_state(struct wined3d_context *context,
1589 const struct wined3d_device *device, const struct wined3d_state *state) DECLSPEC_HIDDEN;
1590 void context_apply_fbo_state_blit(struct wined3d_context *context, GLenum target,
1591 struct wined3d_surface *render_target, struct wined3d_surface *depth_stencil, DWORD location) DECLSPEC_HIDDEN;
1592 void context_active_texture(struct wined3d_context *context, const struct wined3d_gl_info *gl_info,
1593 unsigned int unit) DECLSPEC_HIDDEN;
1594 void context_bind_texture(struct wined3d_context *context, GLenum target, GLuint name) DECLSPEC_HIDDEN;
1595 void context_check_fbo_status(const struct wined3d_context *context, GLenum target) DECLSPEC_HIDDEN;
1596 struct wined3d_context *context_create(struct wined3d_swapchain *swapchain, struct wined3d_texture *target,
1597 const struct wined3d_format *ds_format) DECLSPEC_HIDDEN;
1598 HGLRC context_create_wgl_attribs(const struct wined3d_gl_info *gl_info, HDC hdc, HGLRC share_ctx) DECLSPEC_HIDDEN;
1599 void context_destroy(struct wined3d_device *device, struct wined3d_context *context) DECLSPEC_HIDDEN;
1600 void context_free_event_query(struct wined3d_event_query *query) DECLSPEC_HIDDEN;
1601 void context_free_occlusion_query(struct wined3d_occlusion_query *query) DECLSPEC_HIDDEN;
1602 struct wined3d_context *context_get_current(void) DECLSPEC_HIDDEN;
1603 GLenum context_get_offscreen_gl_buffer(const struct wined3d_context *context) DECLSPEC_HIDDEN;
1604 DWORD context_get_tls_idx(void) DECLSPEC_HIDDEN;
1605 void context_gl_resource_released(struct wined3d_device *device,
1606 GLuint name, BOOL rb_namespace) DECLSPEC_HIDDEN;
1607 void context_invalidate_state(struct wined3d_context *context, DWORD state_id) DECLSPEC_HIDDEN;
1608 void context_release(struct wined3d_context *context) DECLSPEC_HIDDEN;
1609 void context_resource_released(const struct wined3d_device *device,
1610 struct wined3d_resource *resource, enum wined3d_resource_type type) DECLSPEC_HIDDEN;
1611 void context_restore(struct wined3d_context *context, struct wined3d_surface *restore) DECLSPEC_HIDDEN;
1612 BOOL context_set_current(struct wined3d_context *ctx) DECLSPEC_HIDDEN;
1613 void context_set_draw_buffer(struct wined3d_context *context, GLenum buffer) DECLSPEC_HIDDEN;
1614 void context_set_tls_idx(DWORD idx) DECLSPEC_HIDDEN;
1615 void context_state_drawbuf(struct wined3d_context *context,
1616 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
1617 void context_state_fb(struct wined3d_context *context,
1618 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
1619 void context_surface_update(struct wined3d_context *context, const struct wined3d_surface *surface) DECLSPEC_HIDDEN;
1620 void context_stream_info_from_declaration(struct wined3d_context *context,
1621 const struct wined3d_state *state, struct wined3d_stream_info *stream_info) DECLSPEC_HIDDEN;
1623 /*****************************************************************************
1624 * Internal representation of a light
1626 struct wined3d_light_info
1628 struct wined3d_light OriginalParms; /* Note D3D8LIGHT == D3D9LIGHT */
1629 DWORD OriginalIndex;
1630 LONG glIndex;
1631 BOOL enabled;
1633 /* Converted parms to speed up swapping lights */
1634 struct wined3d_vec4 position;
1635 struct wined3d_vec4 direction;
1636 float exponent;
1637 float cutoff;
1639 struct list entry;
1642 /* The default light parameters */
1643 extern const struct wined3d_light WINED3D_default_light DECLSPEC_HIDDEN;
1645 struct wined3d_pixel_format
1647 int iPixelFormat; /* WGL pixel format */
1648 int iPixelType; /* WGL pixel type e.g. WGL_TYPE_RGBA_ARB, WGL_TYPE_RGBA_FLOAT_ARB or WGL_TYPE_COLORINDEX_ARB */
1649 int redSize, greenSize, blueSize, alphaSize, colorSize;
1650 int depthSize, stencilSize;
1651 BOOL windowDrawable;
1652 BOOL doubleBuffer;
1653 int auxBuffers;
1654 int numSamples;
1657 enum wined3d_pci_vendor
1659 HW_VENDOR_SOFTWARE = 0x0000,
1660 HW_VENDOR_AMD = 0x1002,
1661 HW_VENDOR_NVIDIA = 0x10de,
1662 HW_VENDOR_VMWARE = 0x15ad,
1663 HW_VENDOR_INTEL = 0x8086,
1666 enum wined3d_pci_device
1668 CARD_WINE = 0x0000,
1670 CARD_AMD_RAGE_128PRO = 0x5246,
1671 CARD_AMD_RADEON_7200 = 0x5144,
1672 CARD_AMD_RADEON_8500 = 0x514c,
1673 CARD_AMD_RADEON_9500 = 0x4144,
1674 CARD_AMD_RADEON_XPRESS_200M = 0x5955,
1675 CARD_AMD_RADEON_X700 = 0x5e4c,
1676 CARD_AMD_RADEON_X1600 = 0x71c2,
1677 CARD_AMD_RADEON_HD2350 = 0x94c7,
1678 CARD_AMD_RADEON_HD2600 = 0x9581,
1679 CARD_AMD_RADEON_HD2900 = 0x9400,
1680 CARD_AMD_RADEON_HD3200 = 0x9620,
1681 CARD_AMD_RADEON_HD3850 = 0x9515,
1682 CARD_AMD_RADEON_HD4200M = 0x9712,
1683 CARD_AMD_RADEON_HD4350 = 0x954f,
1684 CARD_AMD_RADEON_HD4600 = 0x9495,
1685 CARD_AMD_RADEON_HD4700 = 0x944e,
1686 CARD_AMD_RADEON_HD4800 = 0x944c,
1687 CARD_AMD_RADEON_HD5400 = 0x68f9,
1688 CARD_AMD_RADEON_HD5600 = 0x68d8,
1689 CARD_AMD_RADEON_HD5700 = 0x68be,
1690 CARD_AMD_RADEON_HD5800 = 0x6898,
1691 CARD_AMD_RADEON_HD5900 = 0x689c,
1692 CARD_AMD_RADEON_HD6300 = 0x9803,
1693 CARD_AMD_RADEON_HD6400 = 0x6770,
1694 CARD_AMD_RADEON_HD6410D = 0x9644,
1695 CARD_AMD_RADEON_HD6550D = 0x9640,
1696 CARD_AMD_RADEON_HD6600 = 0x6758,
1697 CARD_AMD_RADEON_HD6600M = 0x6741,
1698 CARD_AMD_RADEON_HD6700 = 0x68ba,
1699 CARD_AMD_RADEON_HD6800 = 0x6739,
1700 CARD_AMD_RADEON_HD6900 = 0x6719,
1701 CARD_AMD_RADEON_HD7660D = 0x9901,
1702 CARD_AMD_RADEON_HD7700 = 0x683d,
1703 CARD_AMD_RADEON_HD7800 = 0x6819,
1704 CARD_AMD_RADEON_HD7900 = 0x679a,
1705 CARD_AMD_RADEON_HD8600M = 0x6660,
1706 CARD_AMD_RADEON_HD8670 = 0x6610,
1707 CARD_AMD_RADEON_HD8770 = 0x665c,
1708 CARD_AMD_RADEON_R3 = 0x9830,
1709 CARD_AMD_RADEON_R7 = 0x130f,
1710 CARD_AMD_RADEON_R9 = 0x67b1,
1712 CARD_NVIDIA_RIVA_128 = 0x0018,
1713 CARD_NVIDIA_RIVA_TNT = 0x0020,
1714 CARD_NVIDIA_RIVA_TNT2 = 0x0028,
1715 CARD_NVIDIA_GEFORCE = 0x0100,
1716 CARD_NVIDIA_GEFORCE2_MX = 0x0110,
1717 CARD_NVIDIA_GEFORCE2 = 0x0150,
1718 CARD_NVIDIA_GEFORCE3 = 0x0200,
1719 CARD_NVIDIA_GEFORCE4_MX = 0x0170,
1720 CARD_NVIDIA_GEFORCE4_TI4200 = 0x0253,
1721 CARD_NVIDIA_GEFORCEFX_5200 = 0x0320,
1722 CARD_NVIDIA_GEFORCEFX_5600 = 0x0312,
1723 CARD_NVIDIA_GEFORCEFX_5800 = 0x0302,
1724 CARD_NVIDIA_GEFORCE_6200 = 0x014f,
1725 CARD_NVIDIA_GEFORCE_6600GT = 0x0140,
1726 CARD_NVIDIA_GEFORCE_6800 = 0x0041,
1727 CARD_NVIDIA_GEFORCE_7300 = 0x01d7, /* GeForce Go 7300 */
1728 CARD_NVIDIA_GEFORCE_7400 = 0x01d8,
1729 CARD_NVIDIA_GEFORCE_7600 = 0x0391,
1730 CARD_NVIDIA_GEFORCE_7800GT = 0x0092,
1731 CARD_NVIDIA_GEFORCE_8200 = 0x0849, /* Other PCI ID 0x084b */
1732 CARD_NVIDIA_GEFORCE_8300GS = 0x0423,
1733 CARD_NVIDIA_GEFORCE_8400GS = 0x0404,
1734 CARD_NVIDIA_GEFORCE_8500GT = 0x0421,
1735 CARD_NVIDIA_GEFORCE_8600GT = 0x0402,
1736 CARD_NVIDIA_GEFORCE_8600MGT = 0x0407,
1737 CARD_NVIDIA_GEFORCE_8800GTS = 0x0193,
1738 CARD_NVIDIA_GEFORCE_8800GTX = 0x0191,
1739 CARD_NVIDIA_GEFORCE_9200 = 0x086d,
1740 CARD_NVIDIA_GEFORCE_9300 = 0x086c,
1741 CARD_NVIDIA_GEFORCE_9400M = 0x0863,
1742 CARD_NVIDIA_GEFORCE_9400GT = 0x042c,
1743 CARD_NVIDIA_GEFORCE_9500GT = 0x0640,
1744 CARD_NVIDIA_GEFORCE_9600GT = 0x0622,
1745 CARD_NVIDIA_GEFORCE_9700MGT = 0x064a,
1746 CARD_NVIDIA_GEFORCE_9800GT = 0x0614,
1747 CARD_NVIDIA_GEFORCE_210 = 0x0a23,
1748 CARD_NVIDIA_GEFORCE_GT220 = 0x0a20,
1749 CARD_NVIDIA_GEFORCE_GT240 = 0x0ca3,
1750 CARD_NVIDIA_GEFORCE_GTX260 = 0x05e2,
1751 CARD_NVIDIA_GEFORCE_GTX275 = 0x05e6,
1752 CARD_NVIDIA_GEFORCE_GTX280 = 0x05e1,
1753 CARD_NVIDIA_GEFORCE_315M = 0x0a7a,
1754 CARD_NVIDIA_GEFORCE_320M = 0x08a3,
1755 CARD_NVIDIA_GEFORCE_GT320M = 0x0a2d,
1756 CARD_NVIDIA_GEFORCE_GT325M = 0x0a35,
1757 CARD_NVIDIA_GEFORCE_GT330 = 0x0ca0,
1758 CARD_NVIDIA_GEFORCE_GTS350M = 0x0cb0,
1759 CARD_NVIDIA_GEFORCE_410M = 0x1055,
1760 CARD_NVIDIA_GEFORCE_GT420 = 0x0de2,
1761 CARD_NVIDIA_GEFORCE_GT425M = 0x0df0,
1762 CARD_NVIDIA_GEFORCE_GT430 = 0x0de1,
1763 CARD_NVIDIA_GEFORCE_GT440 = 0x0de0,
1764 CARD_NVIDIA_GEFORCE_GTS450 = 0x0dc4,
1765 CARD_NVIDIA_GEFORCE_GTX460 = 0x0e22,
1766 CARD_NVIDIA_GEFORCE_GTX460M = 0x0dd1,
1767 CARD_NVIDIA_GEFORCE_GTX465 = 0x06c4,
1768 CARD_NVIDIA_GEFORCE_GTX470 = 0x06cd,
1769 CARD_NVIDIA_GEFORCE_GTX480 = 0x06c0,
1770 CARD_NVIDIA_GEFORCE_GT520 = 0x1040,
1771 CARD_NVIDIA_GEFORCE_GT540M = 0x0df4,
1772 CARD_NVIDIA_GEFORCE_GTX550 = 0x1244,
1773 CARD_NVIDIA_GEFORCE_GT555M = 0x04b8,
1774 CARD_NVIDIA_GEFORCE_GTX560TI = 0x1200,
1775 CARD_NVIDIA_GEFORCE_GTX560 = 0x1201,
1776 CARD_NVIDIA_GEFORCE_GTX570 = 0x1081,
1777 CARD_NVIDIA_GEFORCE_GTX580 = 0x1080,
1778 CARD_NVIDIA_GEFORCE_GT610 = 0x104a,
1779 CARD_NVIDIA_GEFORCE_GT630 = 0x0f00,
1780 CARD_NVIDIA_GEFORCE_GT630M = 0x0de9,
1781 CARD_NVIDIA_GEFORCE_GT640M = 0x0fd2,
1782 CARD_NVIDIA_GEFORCE_GT650M = 0x0fd1,
1783 CARD_NVIDIA_GEFORCE_GTX650 = 0x0fc6,
1784 CARD_NVIDIA_GEFORCE_GTX650TI = 0x11c6,
1785 CARD_NVIDIA_GEFORCE_GTX660 = 0x11c0,
1786 CARD_NVIDIA_GEFORCE_GTX660M = 0x0fd4,
1787 CARD_NVIDIA_GEFORCE_GTX660TI = 0x1183,
1788 CARD_NVIDIA_GEFORCE_GTX670 = 0x1189,
1789 CARD_NVIDIA_GEFORCE_GTX670MX = 0x11a1,
1790 CARD_NVIDIA_GEFORCE_GTX680 = 0x1180,
1791 CARD_NVIDIA_GEFORCE_GT750M = 0x0fe9,
1792 CARD_NVIDIA_GEFORCE_GTX750 = 0x1381,
1793 CARD_NVIDIA_GEFORCE_GTX750TI = 0x1380,
1794 CARD_NVIDIA_GEFORCE_GTX760 = 0x1187,
1795 CARD_NVIDIA_GEFORCE_GTX765M = 0x11e2,
1796 CARD_NVIDIA_GEFORCE_GTX770M = 0x11e0,
1797 CARD_NVIDIA_GEFORCE_GTX770 = 0x1184,
1798 CARD_NVIDIA_GEFORCE_GTX780 = 0x1004,
1799 CARD_NVIDIA_GEFORCE_GTX780TI = 0x100a,
1800 CARD_NVIDIA_GEFORCE_GTXTITAN = 0x1005,
1801 CARD_NVIDIA_GEFORCE_GTXTITANB = 0x100c,
1802 CARD_NVIDIA_GEFORCE_GTXTITANX = 0x17c2,
1803 CARD_NVIDIA_GEFORCE_GTXTITANZ = 0x1001,
1804 CARD_NVIDIA_GEFORCE_820M = 0x0fed,
1805 CARD_NVIDIA_GEFORCE_830M = 0x1340,
1806 CARD_NVIDIA_GEFORCE_840M = 0x1341,
1807 CARD_NVIDIA_GEFORCE_845M = 0x1344,
1808 CARD_NVIDIA_GEFORCE_GTX850M = 0x1391,
1809 CARD_NVIDIA_GEFORCE_GTX860M = 0x1392, /* Other PCI ID 0x119a */
1810 CARD_NVIDIA_GEFORCE_GTX870M = 0x1199,
1811 CARD_NVIDIA_GEFORCE_GTX880M = 0x1198,
1812 CARD_NVIDIA_GEFORCE_GTX950 = 0x1402,
1813 CARD_NVIDIA_GEFORCE_GTX950M = 0x139a,
1814 CARD_NVIDIA_GEFORCE_GTX960 = 0x1401,
1815 CARD_NVIDIA_GEFORCE_GTX960M = 0x139b,
1816 CARD_NVIDIA_GEFORCE_GTX970 = 0x13c2,
1817 CARD_NVIDIA_GEFORCE_GTX970M = 0x13d8,
1818 CARD_NVIDIA_GEFORCE_GTX980 = 0x13c0,
1820 CARD_VMWARE_SVGA3D = 0x0405,
1822 CARD_INTEL_830M = 0x3577,
1823 CARD_INTEL_855GM = 0x3582,
1824 CARD_INTEL_845G = 0x2562,
1825 CARD_INTEL_865G = 0x2572,
1826 CARD_INTEL_915G = 0x2582,
1827 CARD_INTEL_E7221G = 0x258a,
1828 CARD_INTEL_915GM = 0x2592,
1829 CARD_INTEL_945G = 0x2772,
1830 CARD_INTEL_945GM = 0x27a2,
1831 CARD_INTEL_945GME = 0x27ae,
1832 CARD_INTEL_Q35 = 0x29b2,
1833 CARD_INTEL_G33 = 0x29c2,
1834 CARD_INTEL_Q33 = 0x29d2,
1835 CARD_INTEL_PNVG = 0xa001,
1836 CARD_INTEL_PNVM = 0xa011,
1837 CARD_INTEL_965Q = 0x2992,
1838 CARD_INTEL_965G = 0x2982,
1839 CARD_INTEL_946GZ = 0x2972,
1840 CARD_INTEL_965GM = 0x2a02,
1841 CARD_INTEL_965GME = 0x2a12,
1842 CARD_INTEL_GM45 = 0x2a42,
1843 CARD_INTEL_IGD = 0x2e02,
1844 CARD_INTEL_Q45 = 0x2e12,
1845 CARD_INTEL_G45 = 0x2e22,
1846 CARD_INTEL_G41 = 0x2e32,
1847 CARD_INTEL_B43 = 0x2e92,
1848 CARD_INTEL_ILKD = 0x0042,
1849 CARD_INTEL_ILKM = 0x0046,
1850 CARD_INTEL_SNBD = 0x0122,
1851 CARD_INTEL_SNBM = 0x0126,
1852 CARD_INTEL_SNBS = 0x010a,
1853 CARD_INTEL_IVBD = 0x0162,
1854 CARD_INTEL_IVBM = 0x0166,
1855 CARD_INTEL_IVBS = 0x015a,
1856 CARD_INTEL_HWM = 0x0416,
1859 struct wined3d_fbo_ops
1861 GLboolean (WINE_GLAPI *glIsRenderbuffer)(GLuint renderbuffer);
1862 void (WINE_GLAPI *glBindRenderbuffer)(GLenum target, GLuint renderbuffer);
1863 void (WINE_GLAPI *glDeleteRenderbuffers)(GLsizei n, const GLuint *renderbuffers);
1864 void (WINE_GLAPI *glGenRenderbuffers)(GLsizei n, GLuint *renderbuffers);
1865 void (WINE_GLAPI *glRenderbufferStorage)(GLenum target, GLenum internalformat,
1866 GLsizei width, GLsizei height);
1867 void (WINE_GLAPI *glRenderbufferStorageMultisample)(GLenum target, GLsizei samples,
1868 GLenum internalformat, GLsizei width, GLsizei height);
1869 void (WINE_GLAPI *glGetRenderbufferParameteriv)(GLenum target, GLenum pname, GLint *params);
1870 GLboolean (WINE_GLAPI *glIsFramebuffer)(GLuint framebuffer);
1871 void (WINE_GLAPI *glBindFramebuffer)(GLenum target, GLuint framebuffer);
1872 void (WINE_GLAPI *glDeleteFramebuffers)(GLsizei n, const GLuint *framebuffers);
1873 void (WINE_GLAPI *glGenFramebuffers)(GLsizei n, GLuint *framebuffers);
1874 GLenum (WINE_GLAPI *glCheckFramebufferStatus)(GLenum target);
1875 void (WINE_GLAPI *glFramebufferTexture1D)(GLenum target, GLenum attachment,
1876 GLenum textarget, GLuint texture, GLint level);
1877 void (WINE_GLAPI *glFramebufferTexture2D)(GLenum target, GLenum attachment,
1878 GLenum textarget, GLuint texture, GLint level);
1879 void (WINE_GLAPI *glFramebufferTexture3D)(GLenum target, GLenum attachment,
1880 GLenum textarget, GLuint texture, GLint level, GLint layer);
1881 void (WINE_GLAPI *glFramebufferTextureLayer)(GLenum target, GLenum attachment,
1882 GLuint texture, GLint level, GLint layer);
1883 void (WINE_GLAPI *glFramebufferRenderbuffer)(GLenum target, GLenum attachment,
1884 GLenum renderbuffertarget, GLuint renderbuffer);
1885 void (WINE_GLAPI *glGetFramebufferAttachmentParameteriv)(GLenum target, GLenum attachment,
1886 GLenum pname, GLint *params);
1887 void (WINE_GLAPI *glBlitFramebuffer)(GLint srcX0, GLint srcY0, GLint srcX1, GLint srcY1,
1888 GLint dstX0, GLint dstY0, GLint dstX1, GLint dstY1, GLbitfield mask, GLenum filter);
1889 void (WINE_GLAPI *glGenerateMipmap)(GLenum target);
1892 struct wined3d_gl_limits
1894 UINT buffers;
1895 UINT lights;
1896 UINT textures;
1897 UINT texture_coords;
1898 UINT vertex_uniform_blocks;
1899 UINT geometry_uniform_blocks;
1900 UINT fragment_uniform_blocks;
1901 UINT fragment_samplers;
1902 UINT vertex_samplers;
1903 UINT combined_samplers;
1904 UINT general_combiners;
1905 UINT clipplanes;
1906 UINT texture_size;
1907 UINT texture3d_size;
1908 float pointsize_max;
1909 float pointsize_min;
1910 UINT blends;
1911 UINT anisotropy;
1912 float shininess;
1913 UINT samples;
1914 UINT vertex_attribs;
1916 UINT glsl_varyings;
1917 UINT glsl_vs_float_constants;
1918 UINT glsl_ps_float_constants;
1920 UINT arb_vs_float_constants;
1921 UINT arb_vs_native_constants;
1922 UINT arb_vs_instructions;
1923 UINT arb_vs_temps;
1924 UINT arb_ps_float_constants;
1925 UINT arb_ps_local_constants;
1926 UINT arb_ps_native_constants;
1927 UINT arb_ps_instructions;
1928 UINT arb_ps_temps;
1931 struct wined3d_gl_info
1933 DWORD selected_gl_version;
1934 DWORD glsl_version;
1935 struct wined3d_gl_limits limits;
1936 DWORD reserved_glsl_constants, reserved_arb_constants;
1937 DWORD quirks;
1938 BOOL supported[WINED3D_GL_EXT_COUNT];
1939 GLint wrap_lookup[WINED3D_TADDRESS_MIRROR_ONCE - WINED3D_TADDRESS_WRAP + 1];
1940 float fixed_polyoffset_scale, float_polyoffset_scale;
1942 HGLRC (WINAPI *p_wglCreateContextAttribsARB)(HDC dc, HGLRC share, const GLint *attribs);
1943 struct opengl_funcs gl_ops;
1944 struct wined3d_fbo_ops fbo_ops;
1946 struct wined3d_format *formats;
1947 unsigned int format_count;
1950 struct wined3d_driver_info
1952 enum wined3d_pci_vendor vendor;
1953 enum wined3d_pci_device device;
1954 const char *name;
1955 const char *description;
1956 UINT64 vram_bytes;
1957 DWORD version_high;
1958 DWORD version_low;
1961 struct wined3d_d3d_limits
1963 unsigned int vs_version, hs_version, ds_version, gs_version, ps_version;
1964 DWORD vs_uniform_count;
1965 DWORD ps_uniform_count;
1966 UINT varying_count;
1967 UINT ffp_textures;
1968 UINT ffp_blend_stages;
1969 UINT ffp_vertex_blend_matrices;
1972 typedef void (WINE_GLAPI *wined3d_ffp_attrib_func)(const void *data);
1973 typedef void (WINE_GLAPI *wined3d_ffp_texcoord_func)(GLenum unit, const void *data);
1974 typedef void (WINE_GLAPI *wined3d_generic_attrib_func)(GLuint idx, const void *data);
1975 extern wined3d_ffp_attrib_func specular_func_3ubv DECLSPEC_HIDDEN;
1977 struct wined3d_ffp_attrib_ops
1979 wined3d_ffp_attrib_func position[WINED3D_FFP_EMIT_COUNT];
1980 wined3d_ffp_attrib_func diffuse[WINED3D_FFP_EMIT_COUNT];
1981 wined3d_ffp_attrib_func specular[WINED3D_FFP_EMIT_COUNT];
1982 wined3d_ffp_attrib_func normal[WINED3D_FFP_EMIT_COUNT];
1983 wined3d_ffp_texcoord_func texcoord[WINED3D_FFP_EMIT_COUNT];
1984 wined3d_generic_attrib_func generic[WINED3D_FFP_EMIT_COUNT];
1987 struct wined3d_d3d_info
1989 struct wined3d_d3d_limits limits;
1990 struct wined3d_ffp_attrib_ops ffp_attrib_ops;
1991 BOOL xyzrhw;
1992 BOOL emulated_flatshading;
1993 BOOL ffp_generic_attributes;
1994 BOOL vs_clipping;
1995 BOOL shader_color_key;
1996 DWORD valid_rt_mask;
1997 DWORD wined3d_creation_flags;
2000 /* The adapter structure */
2001 struct wined3d_adapter
2003 UINT ordinal;
2004 POINT monitor_position;
2005 enum wined3d_format_id screen_format;
2007 struct wined3d_gl_info gl_info;
2008 struct wined3d_d3d_info d3d_info;
2009 struct wined3d_driver_info driver_info;
2010 WCHAR DeviceName[CCHDEVICENAME]; /* DeviceName for use with e.g. ChangeDisplaySettings */
2011 unsigned int cfg_count;
2012 struct wined3d_pixel_format *cfgs;
2013 UINT64 vram_bytes;
2014 UINT64 vram_bytes_used;
2015 LUID luid;
2017 const struct wined3d_vertex_pipe_ops *vertex_pipe;
2018 const struct fragment_pipeline *fragment_pipe;
2019 const struct wined3d_shader_backend_ops *shader_backend;
2020 const struct blit_shader *blitter;
2023 struct wined3d_caps_gl_ctx
2025 HDC dc;
2026 HWND wnd;
2027 HGLRC gl_ctx;
2028 HDC restore_dc;
2029 HGLRC restore_gl_ctx;
2031 const struct wined3d_gl_info *gl_info;
2032 GLuint test_vbo;
2033 GLuint test_program_id;
2036 float wined3d_adapter_find_polyoffset_scale(struct wined3d_caps_gl_ctx *ctx, GLenum format) DECLSPEC_HIDDEN;
2037 BOOL wined3d_adapter_init_format_info(struct wined3d_adapter *adapter,
2038 struct wined3d_caps_gl_ctx *ctx) DECLSPEC_HIDDEN;
2039 UINT64 adapter_adjust_memory(struct wined3d_adapter *adapter, INT64 amount) DECLSPEC_HIDDEN;
2041 BOOL initPixelFormatsNoGL(struct wined3d_gl_info *gl_info) DECLSPEC_HIDDEN;
2042 void install_gl_compat_wrapper(struct wined3d_gl_info *gl_info, enum wined3d_gl_extension ext) DECLSPEC_HIDDEN;
2044 enum projection_types
2046 proj_none = 0,
2047 proj_count3 = 1,
2048 proj_count4 = 2
2051 enum dst_arg
2053 resultreg = 0,
2054 tempreg = 1
2057 /*****************************************************************************
2058 * Fixed function pipeline replacements
2060 #define ARG_UNUSED 0xff
2061 struct texture_stage_op
2063 unsigned cop : 8;
2064 unsigned carg1 : 8;
2065 unsigned carg2 : 8;
2066 unsigned carg0 : 8;
2068 unsigned aop : 8;
2069 unsigned aarg1 : 8;
2070 unsigned aarg2 : 8;
2071 unsigned aarg0 : 8;
2073 struct color_fixup_desc color_fixup;
2074 unsigned tex_type : 3;
2075 unsigned dst : 1;
2076 unsigned projected : 2;
2077 unsigned padding : 10;
2080 struct ffp_frag_settings
2082 struct texture_stage_op op[MAX_TEXTURES];
2083 enum wined3d_ffp_ps_fog_mode fog;
2084 unsigned char sRGB_write;
2085 unsigned char emul_clipplanes;
2086 unsigned char texcoords_initialized;
2087 unsigned char color_key_enabled : 1;
2088 unsigned char pointsprite : 1;
2089 unsigned char flatshading : 1;
2090 unsigned char padding : 5;
2093 struct ffp_frag_desc
2095 struct wine_rb_entry entry;
2096 struct ffp_frag_settings settings;
2099 extern const struct wine_rb_functions wined3d_ffp_frag_program_rb_functions DECLSPEC_HIDDEN;
2100 extern const struct wine_rb_functions wined3d_ffp_vertex_program_rb_functions DECLSPEC_HIDDEN;
2101 extern const struct wined3d_parent_ops wined3d_null_parent_ops DECLSPEC_HIDDEN;
2103 unsigned int wined3d_max_compat_varyings(const struct wined3d_gl_info *gl_info) DECLSPEC_HIDDEN;
2104 void gen_ffp_frag_op(const struct wined3d_context *context, const struct wined3d_state *state,
2105 struct ffp_frag_settings *settings, BOOL ignore_textype) DECLSPEC_HIDDEN;
2106 const struct ffp_frag_desc *find_ffp_frag_shader(const struct wine_rb_tree *fragment_shaders,
2107 const struct ffp_frag_settings *settings) DECLSPEC_HIDDEN;
2108 void add_ffp_frag_shader(struct wine_rb_tree *shaders, struct ffp_frag_desc *desc) DECLSPEC_HIDDEN;
2109 void wined3d_get_draw_rect(const struct wined3d_state *state, RECT *rect) DECLSPEC_HIDDEN;
2110 void wined3d_ftoa(float value, char *s) DECLSPEC_HIDDEN;
2112 extern const float wined3d_srgb_const0[] DECLSPEC_HIDDEN;
2113 extern const float wined3d_srgb_const1[] DECLSPEC_HIDDEN;
2115 enum wined3d_ffp_vs_fog_mode
2117 WINED3D_FFP_VS_FOG_OFF = 0,
2118 WINED3D_FFP_VS_FOG_FOGCOORD = 1,
2119 WINED3D_FFP_VS_FOG_DEPTH = 2,
2120 WINED3D_FFP_VS_FOG_RANGE = 3,
2123 #define WINED3D_FFP_TCI_SHIFT 16
2124 #define WINED3D_FFP_TCI_MASK 0xffu
2126 #define WINED3D_FFP_LIGHT_TYPE_SHIFT(idx) (3 * (idx))
2127 #define WINED3D_FFP_LIGHT_TYPE_MASK 0x7u
2129 struct wined3d_ffp_vs_settings
2131 DWORD light_type : 24; /* MAX_ACTIVE_LIGHTS, 8 * 3 */
2132 DWORD diffuse_source : 2;
2133 DWORD emissive_source : 2;
2134 DWORD ambient_source : 2;
2135 DWORD specular_source : 2;
2137 DWORD transformed : 1;
2138 DWORD vertexblends : 2;
2139 DWORD clipping : 1;
2140 DWORD normal : 1;
2141 DWORD normalize : 1;
2142 DWORD lighting : 1;
2143 DWORD localviewer : 1;
2144 DWORD point_size : 1;
2145 DWORD per_vertex_point_size : 1;
2146 DWORD fog_mode : 2;
2147 DWORD texcoords : 8; /* MAX_TEXTURES */
2148 DWORD ortho_fog : 1;
2149 DWORD flatshading : 1;
2150 DWORD padding : 10;
2152 DWORD texgen[MAX_TEXTURES];
2155 struct wined3d_ffp_vs_desc
2157 struct wine_rb_entry entry;
2158 struct wined3d_ffp_vs_settings settings;
2161 void wined3d_ffp_get_vs_settings(const struct wined3d_context *context,
2162 const struct wined3d_state *state, struct wined3d_ffp_vs_settings *settings) DECLSPEC_HIDDEN;
2164 struct wined3d
2166 LONG ref;
2167 DWORD flags;
2168 UINT adapter_count;
2169 struct wined3d_adapter adapters[1];
2172 HRESULT wined3d_init(struct wined3d *wined3d, DWORD flags) DECLSPEC_HIDDEN;
2173 BOOL wined3d_register_window(HWND window, struct wined3d_device *device) DECLSPEC_HIDDEN;
2174 void wined3d_unregister_window(HWND window) DECLSPEC_HIDDEN;
2176 struct wined3d_stream_output
2178 struct wined3d_buffer *buffer;
2179 UINT offset;
2182 struct wined3d_stream_state
2184 struct wined3d_buffer *buffer;
2185 UINT offset;
2186 UINT stride;
2187 UINT frequency;
2188 UINT flags;
2191 #define WINED3D_STATE_NO_REF 0x00000001
2192 #define WINED3D_STATE_INIT_DEFAULT 0x00000002
2194 struct wined3d_state
2196 DWORD flags;
2197 const struct wined3d_fb_state *fb;
2199 struct wined3d_vertex_declaration *vertex_declaration;
2200 struct wined3d_stream_output stream_output[MAX_STREAM_OUT];
2201 struct wined3d_stream_state streams[MAX_STREAMS + 1 /* tesselated pseudo-stream */];
2202 struct wined3d_buffer *index_buffer;
2203 enum wined3d_format_id index_format;
2204 INT base_vertex_index;
2205 INT load_base_vertex_index; /* Non-indexed drawing needs 0 here, indexed needs base_vertex_index. */
2206 GLenum gl_primitive_type;
2207 struct wined3d_query *predicate;
2208 BOOL predicate_value;
2210 struct wined3d_shader *shader[WINED3D_SHADER_TYPE_COUNT];
2211 struct wined3d_buffer *cb[WINED3D_SHADER_TYPE_COUNT][MAX_CONSTANT_BUFFERS];
2212 struct wined3d_sampler *sampler[WINED3D_SHADER_TYPE_COUNT][MAX_SAMPLER_OBJECTS];
2213 struct wined3d_shader_resource_view *shader_resource_view[WINED3D_SHADER_TYPE_COUNT][MAX_SHADER_RESOURCE_VIEWS];
2215 BOOL vs_consts_b[MAX_CONST_B];
2216 struct wined3d_ivec4 vs_consts_i[WINED3D_MAX_CONSTS_I];
2217 struct wined3d_vec4 vs_consts_f[WINED3D_MAX_VS_CONSTS_F];
2219 BOOL ps_consts_b[MAX_CONST_B];
2220 INT ps_consts_i[WINED3D_MAX_CONSTS_I * 4];
2221 struct wined3d_vec4 ps_consts_f[WINED3D_MAX_PS_CONSTS_F];
2223 struct wined3d_texture *textures[MAX_COMBINED_SAMPLERS];
2224 DWORD sampler_states[MAX_COMBINED_SAMPLERS][WINED3D_HIGHEST_SAMPLER_STATE + 1];
2225 DWORD texture_states[MAX_TEXTURES][WINED3D_HIGHEST_TEXTURE_STATE + 1];
2227 struct wined3d_matrix transforms[HIGHEST_TRANSFORMSTATE + 1];
2228 struct wined3d_vec4 clip_planes[MAX_CLIPPLANES];
2229 struct wined3d_material material;
2230 struct wined3d_viewport viewport;
2231 RECT scissor_rect;
2233 /* Light hashmap. Collisions are handled using linked lists. */
2234 #define LIGHTMAP_SIZE 43
2235 #define LIGHTMAP_HASHFUNC(x) ((x) % LIGHTMAP_SIZE)
2236 struct list light_map[LIGHTMAP_SIZE];
2237 const struct wined3d_light_info *lights[MAX_ACTIVE_LIGHTS];
2239 DWORD render_states[WINEHIGHEST_RENDER_STATE + 1];
2242 #define WINED3D_UNMAPPED_STAGE ~0U
2244 /* Multithreaded flag. Removed from the public header to signal that
2245 * wined3d_device_create() ignores it. */
2246 #define WINED3DCREATE_MULTITHREADED 0x00000004
2248 struct wined3d_device
2250 LONG ref;
2252 /* WineD3D Information */
2253 struct wined3d_device_parent *device_parent;
2254 struct wined3d *wined3d;
2255 struct wined3d_adapter *adapter;
2257 /* Window styles to restore when switching fullscreen mode */
2258 LONG style;
2259 LONG exStyle;
2261 const struct wined3d_shader_backend_ops *shader_backend;
2262 void *shader_priv;
2263 void *fragment_priv;
2264 void *vertex_priv;
2265 void *blit_priv;
2266 struct StateEntry StateTable[STATE_HIGHEST + 1];
2267 /* Array of functions for states which are handled by more than one pipeline part */
2268 APPLYSTATEFUNC *multistate_funcs[STATE_HIGHEST + 1];
2269 const struct blit_shader *blitter;
2271 BYTE vertexBlendUsed : 1; /* To avoid needless setting of the blend matrices */
2272 BYTE bCursorVisible : 1;
2273 BYTE d3d_initialized : 1;
2274 BYTE inScene : 1; /* A flag to check for proper BeginScene / EndScene call pairs */
2275 BYTE softwareVertexProcessing : 1; /* process vertex shaders using software or hardware */
2276 BYTE filter_messages : 1;
2277 BYTE padding : 2;
2279 unsigned char surface_alignment; /* Line Alignment of surfaces */
2281 WORD padding2 : 16;
2283 struct wined3d_state state;
2284 struct wined3d_state *update_state;
2285 struct wined3d_stateblock *recording;
2287 /* Internal use fields */
2288 struct wined3d_device_creation_parameters create_parms;
2289 HWND focus_window;
2291 struct wined3d_rendertarget_view *back_buffer_view;
2292 struct wined3d_swapchain **swapchains;
2293 UINT swapchain_count;
2295 struct list resources; /* a linked list to track resources created by the device */
2296 struct list shaders; /* a linked list to track shaders (pixel and vertex) */
2297 struct wine_rb_tree samplers;
2299 /* Render Target Support */
2300 struct wined3d_fb_state fb;
2301 struct wined3d_surface *onscreen_depth_stencil;
2302 struct wined3d_rendertarget_view *auto_depth_stencil_view;
2304 /* For rendering to a texture using glCopyTexImage */
2305 GLuint depth_blt_texture;
2307 /* Cursor management */
2308 UINT xHotSpot;
2309 UINT yHotSpot;
2310 UINT xScreenSpace;
2311 UINT yScreenSpace;
2312 UINT cursorWidth, cursorHeight;
2313 struct wined3d_texture *cursor_texture;
2314 HCURSOR hardwareCursor;
2316 /* The Wine logo texture */
2317 struct wined3d_texture *logo_texture;
2319 /* Textures for when no other textures are mapped */
2320 GLuint dummy_texture_2d[MAX_COMBINED_SAMPLERS];
2321 GLuint dummy_texture_rect[MAX_COMBINED_SAMPLERS];
2322 GLuint dummy_texture_3d[MAX_COMBINED_SAMPLERS];
2323 GLuint dummy_texture_cube[MAX_COMBINED_SAMPLERS];
2324 GLuint dummy_texture_2d_array[MAX_COMBINED_SAMPLERS];
2326 /* Default sampler used to emulate the direct resource access without using wined3d_sampler */
2327 GLuint default_sampler;
2329 /* Command stream */
2330 struct wined3d_cs *cs;
2332 /* Context management */
2333 struct wined3d_context **contexts;
2334 UINT context_count;
2337 void device_clear_render_targets(struct wined3d_device *device, UINT rt_count, const struct wined3d_fb_state *fb,
2338 UINT rect_count, const RECT *rects, const RECT *draw_rect, DWORD flags,
2339 const struct wined3d_color *color, float depth, DWORD stencil) DECLSPEC_HIDDEN;
2340 BOOL device_context_add(struct wined3d_device *device, struct wined3d_context *context) DECLSPEC_HIDDEN;
2341 void device_context_remove(struct wined3d_device *device, struct wined3d_context *context) DECLSPEC_HIDDEN;
2342 HRESULT device_init(struct wined3d_device *device, struct wined3d *wined3d,
2343 UINT adapter_idx, enum wined3d_device_type device_type, HWND focus_window, DWORD flags,
2344 BYTE surface_alignment, struct wined3d_device_parent *device_parent) DECLSPEC_HIDDEN;
2345 LRESULT device_process_message(struct wined3d_device *device, HWND window, BOOL unicode,
2346 UINT message, WPARAM wparam, LPARAM lparam, WNDPROC proc) DECLSPEC_HIDDEN;
2347 void device_resource_add(struct wined3d_device *device, struct wined3d_resource *resource) DECLSPEC_HIDDEN;
2348 void device_resource_released(struct wined3d_device *device, struct wined3d_resource *resource) DECLSPEC_HIDDEN;
2349 void device_switch_onscreen_ds(struct wined3d_device *device, struct wined3d_context *context,
2350 struct wined3d_surface *depth_stencil) DECLSPEC_HIDDEN;
2351 void device_invalidate_state(const struct wined3d_device *device, DWORD state) DECLSPEC_HIDDEN;
2353 static inline BOOL isStateDirty(const struct wined3d_context *context, DWORD state)
2355 DWORD idx = state / (sizeof(*context->isStateDirty) * CHAR_BIT);
2356 BYTE shift = state & ((sizeof(*context->isStateDirty) * CHAR_BIT) - 1);
2357 return context->isStateDirty[idx] & (1u << shift);
2360 #define WINED3D_RESOURCE_ACCESS_GPU 0x1
2361 #define WINED3D_RESOURCE_ACCESS_CPU 0x2
2363 struct wined3d_resource_ops
2365 ULONG (*resource_incref)(struct wined3d_resource *resource);
2366 ULONG (*resource_decref)(struct wined3d_resource *resource);
2367 void (*resource_unload)(struct wined3d_resource *resource);
2368 HRESULT (*resource_sub_resource_map)(struct wined3d_resource *resource, unsigned int sub_resource_idx,
2369 struct wined3d_map_desc *map_desc, const struct wined3d_box *box, DWORD flags);
2370 HRESULT (*resource_sub_resource_unmap)(struct wined3d_resource *resource, unsigned int sub_resource_idx);
2373 struct wined3d_resource
2375 LONG ref;
2376 LONG bind_count;
2377 LONG map_count;
2378 struct wined3d_device *device;
2379 enum wined3d_resource_type type;
2380 enum wined3d_gl_resource_type gl_type;
2381 const struct wined3d_format *format;
2382 unsigned int format_flags;
2383 enum wined3d_multisample_type multisample_type;
2384 UINT multisample_quality;
2385 DWORD usage;
2386 enum wined3d_pool pool;
2387 DWORD access_flags;
2388 DWORD draw_binding;
2389 DWORD map_binding;
2390 UINT width;
2391 UINT height;
2392 UINT depth;
2393 UINT size;
2394 DWORD priority;
2395 void *heap_memory;
2396 struct list resource_list_entry;
2398 void *parent;
2399 const struct wined3d_parent_ops *parent_ops;
2400 const struct wined3d_resource_ops *resource_ops;
2403 static inline ULONG wined3d_resource_incref(struct wined3d_resource *resource)
2405 return resource->resource_ops->resource_incref(resource);
2408 static inline ULONG wined3d_resource_decref(struct wined3d_resource *resource)
2410 return resource->resource_ops->resource_decref(resource);
2413 void resource_cleanup(struct wined3d_resource *resource) DECLSPEC_HIDDEN;
2414 HRESULT resource_init(struct wined3d_resource *resource, struct wined3d_device *device,
2415 enum wined3d_resource_type type, const struct wined3d_format *format,
2416 enum wined3d_multisample_type multisample_type, UINT multisample_quality,
2417 DWORD usage, enum wined3d_pool pool, UINT width, UINT height, UINT depth, UINT size,
2418 void *parent, const struct wined3d_parent_ops *parent_ops,
2419 const struct wined3d_resource_ops *resource_ops) DECLSPEC_HIDDEN;
2420 void resource_unload(struct wined3d_resource *resource) DECLSPEC_HIDDEN;
2421 BOOL wined3d_resource_allocate_sysmem(struct wined3d_resource *resource) DECLSPEC_HIDDEN;
2422 void wined3d_resource_free_sysmem(struct wined3d_resource *resource) DECLSPEC_HIDDEN;
2423 GLbitfield wined3d_resource_gl_map_flags(DWORD d3d_flags) DECLSPEC_HIDDEN;
2424 GLenum wined3d_resource_gl_legacy_map_flags(DWORD d3d_flags) DECLSPEC_HIDDEN;
2425 BOOL wined3d_resource_is_offscreen(struct wined3d_resource *resource) DECLSPEC_HIDDEN;
2426 DWORD wined3d_resource_sanitize_map_flags(const struct wined3d_resource *resource, DWORD flags) DECLSPEC_HIDDEN;
2427 void wined3d_resource_update_draw_binding(struct wined3d_resource *resource) DECLSPEC_HIDDEN;
2429 /* Tests show that the start address of resources is 32 byte aligned */
2430 #define RESOURCE_ALIGNMENT 16
2432 struct gl_texture
2434 struct wined3d_sampler_desc sampler_desc;
2435 unsigned int base_level;
2436 GLuint name;
2439 struct wined3d_texture_ops
2441 void (*texture_upload_data)(struct wined3d_texture *texture, unsigned int sub_resource_idx,
2442 const struct wined3d_context *context, const struct wined3d_sub_resource_data *data);
2443 BOOL (*texture_load_location)(struct wined3d_texture *texture, unsigned int sub_resource_idx,
2444 struct wined3d_context *context, DWORD location);
2445 void (*texture_prepare_texture)(struct wined3d_texture *texture,
2446 struct wined3d_context *context, BOOL srgb);
2447 void (*texture_cleanup_sub_resources)(struct wined3d_texture *texture);
2450 #define WINED3D_TEXTURE_COND_NP2 0x00000001
2451 #define WINED3D_TEXTURE_COND_NP2_EMULATED 0x00000002
2452 #define WINED3D_TEXTURE_POW2_MAT_IDENT 0x00000004
2453 #define WINED3D_TEXTURE_IS_SRGB 0x00000008
2454 #define WINED3D_TEXTURE_RGB_ALLOCATED 0x00000010
2455 #define WINED3D_TEXTURE_RGB_VALID 0x00000020
2456 #define WINED3D_TEXTURE_SRGB_ALLOCATED 0x00000040
2457 #define WINED3D_TEXTURE_SRGB_VALID 0x00000080
2458 #define WINED3D_TEXTURE_CONVERTED 0x00000100
2459 #define WINED3D_TEXTURE_PIN_SYSMEM 0x00000200
2460 #define WINED3D_TEXTURE_NORMALIZED_COORDS 0x00000400
2461 #define WINED3D_TEXTURE_GET_DC_LENIENT 0x00000800
2462 #define WINED3D_TEXTURE_DC_IN_USE 0x00001000
2463 #define WINED3D_TEXTURE_DISCARD 0x00002000
2465 #define WINED3D_TEXTURE_ASYNC_COLOR_KEY 0x00000001
2467 struct wined3d_texture
2469 struct wined3d_resource resource;
2470 const struct wined3d_texture_ops *texture_ops;
2471 struct gl_texture texture_rgb, texture_srgb;
2472 struct wined3d_swapchain *swapchain;
2473 unsigned int pow2_width;
2474 unsigned int pow2_height;
2475 UINT layer_count;
2476 UINT level_count;
2477 unsigned int download_count;
2478 unsigned int sysmem_count;
2479 float pow2_matrix[16];
2480 UINT lod;
2481 enum wined3d_texture_filter_type filter_type;
2482 DWORD sampler;
2483 DWORD flags;
2484 GLenum target;
2485 DWORD update_map_binding;
2487 GLuint rb_multisample;
2488 GLuint rb_resolved;
2490 void *user_memory;
2491 unsigned int row_pitch;
2492 unsigned int slice_pitch;
2494 /* May only be accessed from the command stream worker thread. */
2495 struct wined3d_texture_async
2497 DWORD flags;
2499 /* Color keys for DDraw */
2500 struct wined3d_color_key dst_blt_color_key;
2501 struct wined3d_color_key src_blt_color_key;
2502 struct wined3d_color_key dst_overlay_color_key;
2503 struct wined3d_color_key src_overlay_color_key;
2504 struct wined3d_color_key gl_color_key;
2505 DWORD color_key_flags;
2506 } async;
2508 struct wined3d_texture_sub_resource
2510 void *parent;
2511 const struct wined3d_parent_ops *parent_ops;
2513 union
2515 struct wined3d_surface *surface;
2516 struct wined3d_volume *volume;
2517 } u;
2518 unsigned int offset;
2519 unsigned int size;
2521 unsigned int map_count;
2522 DWORD locations;
2523 GLuint buffer_object;
2524 } sub_resources[1];
2527 static inline struct wined3d_texture *texture_from_resource(struct wined3d_resource *resource)
2529 return CONTAINING_RECORD(resource, struct wined3d_texture, resource);
2532 static inline struct gl_texture *wined3d_texture_get_gl_texture(struct wined3d_texture *texture,
2533 BOOL srgb)
2535 return srgb ? &texture->texture_srgb : &texture->texture_rgb;
2538 static inline unsigned int wined3d_texture_get_level_width(const struct wined3d_texture *texture,
2539 unsigned int level)
2541 return max(1, texture->resource.width >> level);
2544 static inline unsigned int wined3d_texture_get_level_height(const struct wined3d_texture *texture,
2545 unsigned int level)
2547 return max(1, texture->resource.height >> level);
2550 static inline unsigned int wined3d_texture_get_level_depth(const struct wined3d_texture *texture,
2551 unsigned int level)
2553 return max(1, texture->resource.depth >> level);
2556 static inline unsigned int wined3d_texture_get_level_pow2_width(const struct wined3d_texture *texture,
2557 unsigned int level)
2559 return max(1, texture->pow2_width >> level);
2562 static inline unsigned int wined3d_texture_get_level_pow2_height(const struct wined3d_texture *texture,
2563 unsigned int level)
2565 return max(1, texture->pow2_height >> level);
2568 void wined3d_texture_apply_sampler_desc(struct wined3d_texture *texture,
2569 const struct wined3d_sampler_desc *sampler_desc, const struct wined3d_context *context) DECLSPEC_HIDDEN;
2570 void wined3d_texture_bind(struct wined3d_texture *texture,
2571 struct wined3d_context *context, BOOL srgb) DECLSPEC_HIDDEN;
2572 void wined3d_texture_bind_and_dirtify(struct wined3d_texture *texture,
2573 struct wined3d_context *context, BOOL srgb) DECLSPEC_HIDDEN;
2574 BOOL wined3d_texture_check_block_align(const struct wined3d_texture *texture,
2575 unsigned int level, const struct wined3d_box *box) DECLSPEC_HIDDEN;
2576 GLenum wined3d_texture_get_gl_buffer(const struct wined3d_texture *texture) DECLSPEC_HIDDEN;
2577 void wined3d_texture_get_memory(struct wined3d_texture *texture, unsigned int sub_resource_idx,
2578 struct wined3d_bo_address *data, DWORD locations) DECLSPEC_HIDDEN;
2579 struct wined3d_texture_sub_resource *wined3d_texture_get_sub_resource(struct wined3d_texture *texture,
2580 unsigned int sub_resource_idx) DECLSPEC_HIDDEN;
2581 void wined3d_texture_invalidate_location(struct wined3d_texture *texture,
2582 unsigned int sub_resource_idx, DWORD location) DECLSPEC_HIDDEN;
2583 void wined3d_texture_load(struct wined3d_texture *texture,
2584 struct wined3d_context *context, BOOL srgb) DECLSPEC_HIDDEN;
2585 void *wined3d_texture_map_bo_address(const struct wined3d_bo_address *data, size_t size,
2586 const struct wined3d_gl_info *gl_info, GLenum binding, DWORD flags) DECLSPEC_HIDDEN;
2587 BOOL wined3d_texture_prepare_location(struct wined3d_texture *texture, unsigned int sub_resource_idx,
2588 struct wined3d_context *context, DWORD location) DECLSPEC_HIDDEN;
2589 void wined3d_texture_prepare_texture(struct wined3d_texture *texture,
2590 struct wined3d_context *context, BOOL srgb) DECLSPEC_HIDDEN;
2591 void wined3d_texture_set_map_binding(struct wined3d_texture *texture, DWORD map_binding) DECLSPEC_HIDDEN;
2592 void wined3d_texture_set_swapchain(struct wined3d_texture *texture,
2593 struct wined3d_swapchain *swapchain) DECLSPEC_HIDDEN;
2594 void wined3d_texture_unmap_bo_address(const struct wined3d_bo_address *data,
2595 const struct wined3d_gl_info *gl_info, GLenum binding) DECLSPEC_HIDDEN;
2596 void wined3d_texture_validate_location(struct wined3d_texture *texture,
2597 unsigned int sub_resource_idx, DWORD location) DECLSPEC_HIDDEN;
2599 #define WINED3D_LOCATION_DISCARDED 0x00000001
2600 #define WINED3D_LOCATION_SYSMEM 0x00000002
2601 #define WINED3D_LOCATION_USER_MEMORY 0x00000004
2602 #define WINED3D_LOCATION_BUFFER 0x00000008
2603 #define WINED3D_LOCATION_TEXTURE_RGB 0x00000010
2604 #define WINED3D_LOCATION_TEXTURE_SRGB 0x00000020
2605 #define WINED3D_LOCATION_DRAWABLE 0x00000040
2606 #define WINED3D_LOCATION_RB_MULTISAMPLE 0x00000080
2607 #define WINED3D_LOCATION_RB_RESOLVED 0x00000100
2609 const char *wined3d_debug_location(DWORD location) DECLSPEC_HIDDEN;
2611 struct wined3d_volume
2613 struct wined3d_texture *container;
2615 GLint texture_level;
2618 BOOL wined3d_volume_load_location(struct wined3d_volume *volume,
2619 struct wined3d_context *context, DWORD location) DECLSPEC_HIDDEN;
2620 void wined3d_volume_upload_data(struct wined3d_texture *texture, unsigned int sub_resource_idx,
2621 const struct wined3d_context *context, const struct wined3d_const_bo_address *data) DECLSPEC_HIDDEN;
2623 struct wined3d_renderbuffer_entry
2625 struct list entry;
2626 GLuint id;
2627 UINT width;
2628 UINT height;
2631 struct wined3d_fbo_resource
2633 GLuint object;
2634 GLenum target;
2635 GLuint level, layer;
2638 #define WINED3D_FBO_ENTRY_FLAG_ATTACHED 0x1
2639 #define WINED3D_FBO_ENTRY_FLAG_DEPTH 0x2
2640 #define WINED3D_FBO_ENTRY_FLAG_STENCIL 0x4
2642 struct fbo_entry
2644 struct list entry;
2645 DWORD flags;
2646 DWORD rt_mask;
2647 GLuint id;
2648 struct wined3d_fbo_entry_key
2650 DWORD rb_namespace;
2651 struct wined3d_fbo_resource objects[1];
2652 } key;
2655 struct wined3d_surface
2657 struct wined3d_texture *container;
2659 GLenum texture_target;
2660 unsigned int texture_level;
2661 unsigned int texture_layer;
2663 /* For GetDC */
2664 HBITMAP bitmap;
2665 HDC dc;
2667 struct list renderbuffers;
2668 const struct wined3d_renderbuffer_entry *current_renderbuffer;
2669 SIZE ds_current_size;
2671 /* DirectDraw Overlay handling */
2672 RECT overlay_srcrect;
2673 RECT overlay_destrect;
2674 struct wined3d_surface *overlay_dest;
2675 struct list overlays;
2676 struct list overlay_entry;
2679 static inline BOOL needs_separate_srgb_gl_texture(const struct wined3d_context *context)
2681 return !context->gl_info->supported[EXT_TEXTURE_SRGB_DECODE]
2682 && context->d3d_info->wined3d_creation_flags & WINED3D_SRGB_READ_WRITE_CONTROL;
2685 static inline unsigned int surface_get_sub_resource_idx(const struct wined3d_surface *surface)
2687 return surface->texture_layer * surface->container->level_count + surface->texture_level;
2690 static inline struct wined3d_texture_sub_resource *surface_get_sub_resource(struct wined3d_surface *surface)
2692 return &surface->container->sub_resources[surface_get_sub_resource_idx(surface)];
2695 static inline GLuint surface_get_texture_name(const struct wined3d_surface *surface,
2696 const struct wined3d_context *context, BOOL srgb)
2698 return srgb && needs_separate_srgb_gl_texture(context)
2699 ? surface->container->texture_srgb.name : surface->container->texture_rgb.name;
2702 HRESULT wined3d_surface_blt(struct wined3d_surface *dst_surface, const RECT *dst_rect,
2703 struct wined3d_surface *src_surface, const RECT *src_rect, DWORD flags,
2704 const struct wined3d_blt_fx *blt_fx, enum wined3d_texture_filter_type filter) DECLSPEC_HIDDEN;
2705 HRESULT surface_color_fill(struct wined3d_surface *s,
2706 const RECT *rect, const struct wined3d_color *color) DECLSPEC_HIDDEN;
2707 HRESULT wined3d_surface_create_dc(struct wined3d_surface *surface) DECLSPEC_HIDDEN;
2708 void wined3d_surface_destroy_dc(struct wined3d_surface *surface) DECLSPEC_HIDDEN;
2709 void surface_get_drawable_size(const struct wined3d_surface *surface, const struct wined3d_context *context,
2710 unsigned int *width, unsigned int *height) DECLSPEC_HIDDEN;
2711 void surface_load_fb_texture(struct wined3d_surface *surface, BOOL srgb,
2712 struct wined3d_context *context) DECLSPEC_HIDDEN;
2713 HRESULT surface_load_location(struct wined3d_surface *surface,
2714 struct wined3d_context *context, DWORD location) DECLSPEC_HIDDEN;
2715 void surface_modify_ds_location(struct wined3d_surface *surface, DWORD location, UINT w, UINT h) DECLSPEC_HIDDEN;
2716 void wined3d_surface_prepare(struct wined3d_surface *surface, struct wined3d_context *context,
2717 DWORD location) DECLSPEC_HIDDEN;
2718 void surface_set_compatible_renderbuffer(struct wined3d_surface *surface,
2719 const struct wined3d_surface *rt) DECLSPEC_HIDDEN;
2720 void surface_set_dirty(struct wined3d_surface *surface) DECLSPEC_HIDDEN;
2721 void surface_set_texture_target(struct wined3d_surface *surface, GLenum target, GLint level) DECLSPEC_HIDDEN;
2722 void surface_translate_drawable_coords(const struct wined3d_surface *surface, HWND window, RECT *rect) DECLSPEC_HIDDEN;
2723 HRESULT surface_upload_from_surface(struct wined3d_surface *dst_surface, const POINT *dst_point,
2724 struct wined3d_surface *src_surface, const RECT *src_rect) DECLSPEC_HIDDEN;
2725 void wined3d_surface_upload_data(struct wined3d_surface *surface, const struct wined3d_gl_info *gl_info,
2726 const struct wined3d_format *format, const RECT *src_rect, UINT src_pitch, const POINT *dst_point,
2727 BOOL srgb, const struct wined3d_const_bo_address *data) DECLSPEC_HIDDEN;
2729 void draw_textured_quad(const struct wined3d_surface *src_surface, struct wined3d_context *context,
2730 const RECT *src_rect, const RECT *dst_rect, enum wined3d_texture_filter_type filter) DECLSPEC_HIDDEN;
2732 struct wined3d_sampler
2734 struct wine_rb_entry entry;
2735 LONG refcount;
2736 struct wined3d_device *device;
2737 void *parent;
2738 struct wined3d_sampler_desc desc;
2739 GLuint name;
2742 struct wined3d_vertex_declaration_element
2744 const struct wined3d_format *format;
2745 BOOL ffp_valid;
2746 unsigned int input_slot;
2747 unsigned int offset;
2748 unsigned int output_slot;
2749 enum wined3d_input_classification input_slot_class;
2750 unsigned int instance_data_step_rate;
2751 BYTE method;
2752 BYTE usage;
2753 BYTE usage_idx;
2756 struct wined3d_vertex_declaration
2758 LONG ref;
2759 void *parent;
2760 const struct wined3d_parent_ops *parent_ops;
2761 struct wined3d_device *device;
2763 struct wined3d_vertex_declaration_element *elements;
2764 UINT element_count;
2766 BOOL position_transformed;
2767 BOOL half_float_conv_needed;
2770 struct wined3d_saved_states
2772 DWORD transform[(HIGHEST_TRANSFORMSTATE >> 5) + 1];
2773 WORD streamSource; /* MAX_STREAMS, 16 */
2774 WORD streamFreq; /* MAX_STREAMS, 16 */
2775 DWORD renderState[(WINEHIGHEST_RENDER_STATE >> 5) + 1];
2776 DWORD textureState[MAX_TEXTURES]; /* WINED3D_HIGHEST_TEXTURE_STATE + 1, 18 */
2777 WORD samplerState[MAX_COMBINED_SAMPLERS]; /* WINED3D_HIGHEST_SAMPLER_STATE + 1, 14 */
2778 DWORD clipplane; /* WINED3DMAXUSERCLIPPLANES, 32 */
2779 WORD pixelShaderConstantsB; /* MAX_CONST_B, 16 */
2780 WORD pixelShaderConstantsI; /* WINED3D_MAX_CONSTS_I, 16 */
2781 BOOL ps_consts_f[WINED3D_MAX_PS_CONSTS_F];
2782 WORD vertexShaderConstantsB; /* MAX_CONST_B, 16 */
2783 WORD vertexShaderConstantsI; /* WINED3D_MAX_CONSTS_I, 16 */
2784 BOOL vs_consts_f[WINED3D_MAX_VS_CONSTS_F];
2785 DWORD textures : 20; /* MAX_COMBINED_SAMPLERS, 20 */
2786 DWORD primitive_type : 1;
2787 DWORD indices : 1;
2788 DWORD material : 1;
2789 DWORD viewport : 1;
2790 DWORD vertexDecl : 1;
2791 DWORD pixelShader : 1;
2792 DWORD vertexShader : 1;
2793 DWORD scissorRect : 1;
2794 DWORD padding : 4;
2797 struct StageState {
2798 DWORD stage;
2799 DWORD state;
2802 struct wined3d_stateblock
2804 LONG ref; /* Note: Ref counting not required */
2805 struct wined3d_device *device;
2807 /* Array indicating whether things have been set or changed */
2808 struct wined3d_saved_states changed;
2809 struct wined3d_state state;
2811 /* Contained state management */
2812 DWORD contained_render_states[WINEHIGHEST_RENDER_STATE + 1];
2813 unsigned int num_contained_render_states;
2814 DWORD contained_transform_states[HIGHEST_TRANSFORMSTATE + 1];
2815 unsigned int num_contained_transform_states;
2816 DWORD contained_vs_consts_i[WINED3D_MAX_CONSTS_I];
2817 unsigned int num_contained_vs_consts_i;
2818 DWORD contained_vs_consts_b[MAX_CONST_B];
2819 unsigned int num_contained_vs_consts_b;
2820 DWORD contained_vs_consts_f[WINED3D_MAX_VS_CONSTS_F];
2821 unsigned int num_contained_vs_consts_f;
2822 DWORD contained_ps_consts_i[WINED3D_MAX_CONSTS_I];
2823 unsigned int num_contained_ps_consts_i;
2824 DWORD contained_ps_consts_b[MAX_CONST_B];
2825 unsigned int num_contained_ps_consts_b;
2826 DWORD contained_ps_consts_f[WINED3D_MAX_PS_CONSTS_F];
2827 unsigned int num_contained_ps_consts_f;
2828 struct StageState contained_tss_states[MAX_TEXTURES * (WINED3D_HIGHEST_TEXTURE_STATE + 1)];
2829 unsigned int num_contained_tss_states;
2830 struct StageState contained_sampler_states[MAX_COMBINED_SAMPLERS * WINED3D_HIGHEST_SAMPLER_STATE];
2831 unsigned int num_contained_sampler_states;
2834 void stateblock_init_contained_states(struct wined3d_stateblock *stateblock) DECLSPEC_HIDDEN;
2836 void state_cleanup(struct wined3d_state *state) DECLSPEC_HIDDEN;
2837 void state_init(struct wined3d_state *state, struct wined3d_fb_state *fb,
2838 const struct wined3d_gl_info *gl_info, const struct wined3d_d3d_info *d3d_info,
2839 DWORD flags) DECLSPEC_HIDDEN;
2840 void state_unbind_resources(struct wined3d_state *state) DECLSPEC_HIDDEN;
2842 struct wined3d_cs_ops
2844 void *(*require_space)(struct wined3d_cs *cs, size_t size);
2845 void (*submit)(struct wined3d_cs *cs);
2848 struct wined3d_cs
2850 const struct wined3d_cs_ops *ops;
2851 struct wined3d_device *device;
2852 struct wined3d_fb_state fb;
2853 struct wined3d_state state;
2855 size_t data_size;
2856 void *data;
2859 struct wined3d_cs *wined3d_cs_create(struct wined3d_device *device) DECLSPEC_HIDDEN;
2860 void wined3d_cs_destroy(struct wined3d_cs *cs) DECLSPEC_HIDDEN;
2862 void wined3d_cs_emit_clear(struct wined3d_cs *cs, DWORD rect_count, const RECT *rects,
2863 DWORD flags, const struct wined3d_color *color, float depth, DWORD stencil) DECLSPEC_HIDDEN;
2864 void wined3d_cs_emit_draw(struct wined3d_cs *cs, UINT start_idx, UINT index_count,
2865 UINT start_instance, UINT instance_count, BOOL indexed) DECLSPEC_HIDDEN;
2866 void wined3d_cs_emit_present(struct wined3d_cs *cs, struct wined3d_swapchain *swapchain,
2867 const RECT *src_rect, const RECT *dst_rect, HWND dst_window_override, DWORD flags) DECLSPEC_HIDDEN;
2868 void wined3d_cs_emit_reset_state(struct wined3d_cs *cs) DECLSPEC_HIDDEN;
2869 void wined3d_cs_emit_set_clip_plane(struct wined3d_cs *cs, UINT plane_idx,
2870 const struct wined3d_vec4 *plane) DECLSPEC_HIDDEN;
2871 void wined3d_cs_emit_set_color_key(struct wined3d_cs *cs, struct wined3d_texture *texture,
2872 WORD flags, const struct wined3d_color_key *color_key) DECLSPEC_HIDDEN;
2873 void wined3d_cs_emit_set_constant_buffer(struct wined3d_cs *cs, enum wined3d_shader_type type,
2874 UINT cb_idx, struct wined3d_buffer *buffer) DECLSPEC_HIDDEN;
2875 void wined3d_cs_emit_set_depth_stencil_view(struct wined3d_cs *cs,
2876 struct wined3d_rendertarget_view *view) DECLSPEC_HIDDEN;
2877 void wined3d_cs_emit_set_index_buffer(struct wined3d_cs *cs, struct wined3d_buffer *buffer,
2878 enum wined3d_format_id format_id) DECLSPEC_HIDDEN;
2879 void wined3d_cs_emit_set_material(struct wined3d_cs *cs, const struct wined3d_material *material) DECLSPEC_HIDDEN;
2880 void wined3d_cs_emit_set_predication(struct wined3d_cs *cs,
2881 struct wined3d_query *predicate, BOOL value) DECLSPEC_HIDDEN;
2882 void wined3d_cs_emit_set_render_state(struct wined3d_cs *cs,
2883 enum wined3d_render_state state, DWORD value) DECLSPEC_HIDDEN;
2884 void wined3d_cs_emit_set_rendertarget_view(struct wined3d_cs *cs, unsigned int view_idx,
2885 struct wined3d_rendertarget_view *view) DECLSPEC_HIDDEN;
2886 void wined3d_cs_emit_set_shader_resource_view(struct wined3d_cs *cs, enum wined3d_shader_type type,
2887 UINT view_idx, struct wined3d_shader_resource_view *view) DECLSPEC_HIDDEN;
2888 void wined3d_cs_emit_set_sampler(struct wined3d_cs *cs, enum wined3d_shader_type type,
2889 UINT sampler_idx, struct wined3d_sampler *sampler) DECLSPEC_HIDDEN;
2890 void wined3d_cs_emit_set_sampler_state(struct wined3d_cs *cs, UINT sampler_idx,
2891 enum wined3d_sampler_state state, DWORD value) DECLSPEC_HIDDEN;
2892 void wined3d_cs_emit_set_scissor_rect(struct wined3d_cs *cs, const RECT *rect) DECLSPEC_HIDDEN;
2893 void wined3d_cs_emit_set_shader(struct wined3d_cs *cs, enum wined3d_shader_type type,
2894 struct wined3d_shader *shader) DECLSPEC_HIDDEN;
2895 void wined3d_cs_emit_set_stream_output(struct wined3d_cs *cs, UINT stream_idx,
2896 struct wined3d_buffer *buffer, UINT offset) DECLSPEC_HIDDEN;
2897 void wined3d_cs_emit_set_stream_source(struct wined3d_cs *cs, UINT stream_idx,
2898 struct wined3d_buffer *buffer, UINT offset, UINT stride) DECLSPEC_HIDDEN;
2899 void wined3d_cs_emit_set_stream_source_freq(struct wined3d_cs *cs, UINT stream_idx,
2900 UINT frequency, UINT flags) DECLSPEC_HIDDEN;
2901 void wined3d_cs_emit_set_texture(struct wined3d_cs *cs, UINT stage, struct wined3d_texture *texture) DECLSPEC_HIDDEN;
2902 void wined3d_cs_emit_set_texture_state(struct wined3d_cs *cs, UINT stage,
2903 enum wined3d_texture_stage_state state, DWORD value) DECLSPEC_HIDDEN;
2904 void wined3d_cs_emit_set_transform(struct wined3d_cs *cs, enum wined3d_transform_state state,
2905 const struct wined3d_matrix *matrix) DECLSPEC_HIDDEN;
2906 void wined3d_cs_emit_set_vertex_declaration(struct wined3d_cs *cs,
2907 struct wined3d_vertex_declaration *declaration) DECLSPEC_HIDDEN;
2908 void wined3d_cs_emit_set_viewport(struct wined3d_cs *cs, const struct wined3d_viewport *viewport) DECLSPEC_HIDDEN;
2910 /* Direct3D terminology with little modifications. We do not have an issued state
2911 * because only the driver knows about it, but we have a created state because d3d
2912 * allows GetData on a created issue, but opengl doesn't
2914 enum query_state {
2915 QUERY_CREATED,
2916 QUERY_SIGNALLED,
2917 QUERY_BUILDING
2920 struct wined3d_query_ops
2922 HRESULT (*query_get_data)(struct wined3d_query *query, void *data, DWORD data_size, DWORD flags);
2923 HRESULT (*query_issue)(struct wined3d_query *query, DWORD flags);
2926 struct wined3d_query
2928 LONG ref;
2930 void *parent;
2931 const struct wined3d_query_ops *query_ops;
2932 struct wined3d_device *device;
2933 enum query_state state;
2934 enum wined3d_query_type type;
2935 DWORD data_size;
2936 void *extendedData;
2939 /* TODO: Add tests and support for FLOAT16_4 POSITIONT, D3DCOLOR position, other
2940 * fixed function semantics as D3DCOLOR or FLOAT16 */
2941 enum wined3d_buffer_conversion_type
2943 CONV_NONE,
2944 CONV_D3DCOLOR,
2945 CONV_POSITIONT,
2948 struct wined3d_map_range
2950 UINT offset;
2951 UINT size;
2954 struct wined3d_buffer
2956 struct wined3d_resource resource;
2958 struct wined3d_buffer_desc desc;
2960 GLuint buffer_object;
2961 GLenum buffer_object_usage;
2962 GLenum buffer_type_hint;
2963 DWORD flags;
2964 void *map_ptr;
2966 struct wined3d_map_range *maps;
2967 ULONG maps_size, modified_areas;
2968 struct wined3d_event_query *query;
2970 /* conversion stuff */
2971 UINT decl_change_count, full_conversion_count;
2972 UINT draw_count;
2973 UINT stride; /* 0 if no conversion */
2974 UINT conversion_stride; /* 0 if no shifted conversion */
2975 enum wined3d_buffer_conversion_type *conversion_map; /* NULL if no conversion */
2978 static inline struct wined3d_buffer *buffer_from_resource(struct wined3d_resource *resource)
2980 return CONTAINING_RECORD(resource, struct wined3d_buffer, resource);
2983 void buffer_get_memory(struct wined3d_buffer *buffer, struct wined3d_context *context,
2984 struct wined3d_bo_address *data) DECLSPEC_HIDDEN;
2985 BYTE *buffer_get_sysmem(struct wined3d_buffer *buffer, struct wined3d_context *context) DECLSPEC_HIDDEN;
2986 void buffer_internal_preload(struct wined3d_buffer *buffer, struct wined3d_context *context,
2987 const struct wined3d_state *state) DECLSPEC_HIDDEN;
2988 void buffer_mark_used(struct wined3d_buffer *buffer) DECLSPEC_HIDDEN;
2989 HRESULT wined3d_buffer_copy(struct wined3d_buffer *dst_buffer, unsigned int dst_offset,
2990 struct wined3d_buffer *src_buffer, unsigned int src_offset, unsigned int size) DECLSPEC_HIDDEN;
2991 HRESULT wined3d_buffer_upload_data(struct wined3d_buffer *buffer,
2992 const struct wined3d_box *box, const void *data) DECLSPEC_HIDDEN;
2994 struct wined3d_rendertarget_view
2996 LONG refcount;
2998 struct wined3d_resource *resource;
2999 void *parent;
3000 const struct wined3d_parent_ops *parent_ops;
3002 const struct wined3d_format *format;
3003 unsigned int format_flags;
3004 unsigned int sub_resource_idx;
3005 unsigned int buffer_offset;
3007 unsigned int width;
3008 unsigned int height;
3009 unsigned int depth;
3012 static inline struct wined3d_surface *wined3d_rendertarget_view_get_surface(
3013 const struct wined3d_rendertarget_view *view)
3015 struct wined3d_texture *texture;
3017 if (!view || view->resource->type != WINED3D_RTYPE_TEXTURE_2D)
3018 return NULL;
3020 texture = texture_from_resource(view->resource);
3022 return texture->sub_resources[view->sub_resource_idx].u.surface;
3025 struct wined3d_shader_resource_view
3027 LONG refcount;
3029 struct wined3d_resource *resource;
3030 void *parent;
3031 const struct wined3d_parent_ops *parent_ops;
3034 struct wined3d_swapchain_ops
3036 void (*swapchain_present)(struct wined3d_swapchain *swapchain,
3037 const RECT *src_rect, const RECT *dst_rect, DWORD flags);
3038 void (*swapchain_frontbuffer_updated)(struct wined3d_swapchain *swaphchain);
3041 struct wined3d_swapchain
3043 LONG ref;
3044 void *parent;
3045 const struct wined3d_parent_ops *parent_ops;
3046 const struct wined3d_swapchain_ops *swapchain_ops;
3047 struct wined3d_device *device;
3049 struct wined3d_texture **back_buffers;
3050 struct wined3d_texture *front_buffer;
3051 struct wined3d_swapchain_desc desc;
3052 struct wined3d_display_mode original_mode, d3d_mode;
3053 struct wined3d_gamma_ramp orig_gamma;
3054 BOOL render_to_fbo, reapply_mode;
3055 const struct wined3d_format *ds_format;
3056 struct wined3d_palette *palette;
3057 RECT front_buffer_update;
3059 LONG prev_time, frames; /* Performance tracking */
3061 struct wined3d_context **context;
3062 unsigned int num_contexts;
3064 HWND win_handle;
3065 HWND device_window;
3067 HDC backup_dc;
3068 HWND backup_wnd;
3071 void wined3d_swapchain_activate(struct wined3d_swapchain *swapchain, BOOL activate) DECLSPEC_HIDDEN;
3072 struct wined3d_context *swapchain_get_context(struct wined3d_swapchain *swapchain) DECLSPEC_HIDDEN;
3073 void swapchain_destroy_contexts(struct wined3d_swapchain *swapchain) DECLSPEC_HIDDEN;
3074 HDC swapchain_get_backup_dc(struct wined3d_swapchain *swapchain) DECLSPEC_HIDDEN;
3075 void swapchain_update_draw_bindings(struct wined3d_swapchain *swapchain) DECLSPEC_HIDDEN;
3076 void swapchain_update_swap_interval(struct wined3d_swapchain *swapchain) DECLSPEC_HIDDEN;
3078 /*****************************************************************************
3079 * Utility function prototypes
3082 /* Trace routines */
3083 const char *debug_box(const struct wined3d_box *box) DECLSPEC_HIDDEN;
3084 const char *debug_color(const struct wined3d_color *color) DECLSPEC_HIDDEN;
3085 const char *debug_d3dshaderinstructionhandler(enum WINED3D_SHADER_INSTRUCTION_HANDLER handler_idx) DECLSPEC_HIDDEN;
3086 const char *debug_d3dformat(enum wined3d_format_id format_id) DECLSPEC_HIDDEN;
3087 const char *debug_d3ddevicetype(enum wined3d_device_type device_type) DECLSPEC_HIDDEN;
3088 const char *debug_d3dresourcetype(enum wined3d_resource_type resource_type) DECLSPEC_HIDDEN;
3089 const char *debug_d3dusage(DWORD usage) DECLSPEC_HIDDEN;
3090 const char *debug_d3dusagequery(DWORD usagequery) DECLSPEC_HIDDEN;
3091 const char *debug_d3ddeclmethod(enum wined3d_decl_method method) DECLSPEC_HIDDEN;
3092 const char *debug_d3ddeclusage(enum wined3d_decl_usage usage) DECLSPEC_HIDDEN;
3093 const char *debug_d3dinput_classification(enum wined3d_input_classification classification) DECLSPEC_HIDDEN;
3094 const char *debug_d3dprimitivetype(enum wined3d_primitive_type primitive_type) DECLSPEC_HIDDEN;
3095 const char *debug_d3drenderstate(enum wined3d_render_state state) DECLSPEC_HIDDEN;
3096 const char *debug_d3dsamplerstate(enum wined3d_sampler_state state) DECLSPEC_HIDDEN;
3097 const char *debug_d3dstate(DWORD state) DECLSPEC_HIDDEN;
3098 const char *debug_d3dtexturefiltertype(enum wined3d_texture_filter_type filter_type) DECLSPEC_HIDDEN;
3099 const char *debug_d3dtexturestate(enum wined3d_texture_stage_state state) DECLSPEC_HIDDEN;
3100 const char *debug_d3dtop(enum wined3d_texture_op d3dtop) DECLSPEC_HIDDEN;
3101 const char *debug_d3dtstype(enum wined3d_transform_state tstype) DECLSPEC_HIDDEN;
3102 const char *debug_d3dpool(enum wined3d_pool pool) DECLSPEC_HIDDEN;
3103 const char *debug_fboattachment(GLenum attachment) DECLSPEC_HIDDEN;
3104 const char *debug_fbostatus(GLenum status) DECLSPEC_HIDDEN;
3105 const char *debug_glerror(GLenum error) DECLSPEC_HIDDEN;
3106 const char *debug_ivec4(const struct wined3d_ivec4 *v) DECLSPEC_HIDDEN;
3107 const char *debug_shader_type(enum wined3d_shader_type shader_type) DECLSPEC_HIDDEN;
3108 const char *debug_vec4(const struct wined3d_vec4 *v) DECLSPEC_HIDDEN;
3109 void dump_color_fixup_desc(struct color_fixup_desc fixup) DECLSPEC_HIDDEN;
3111 BOOL is_invalid_op(const struct wined3d_state *state, int stage,
3112 enum wined3d_texture_op op, DWORD arg1, DWORD arg2, DWORD arg3) DECLSPEC_HIDDEN;
3113 void set_tex_op_nvrc(const struct wined3d_gl_info *gl_info, const struct wined3d_state *state,
3114 BOOL is_alpha, int stage, enum wined3d_texture_op op, DWORD arg1, DWORD arg2, DWORD arg3,
3115 INT texture_idx, DWORD dst) DECLSPEC_HIDDEN;
3116 void texture_activate_dimensions(const struct wined3d_texture *texture,
3117 const struct wined3d_gl_info *gl_info) DECLSPEC_HIDDEN;
3118 void sampler_texdim(struct wined3d_context *context,
3119 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
3120 void tex_alphaop(struct wined3d_context *context,
3121 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
3122 void apply_pixelshader(struct wined3d_context *context,
3123 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
3124 void state_alpha_test(struct wined3d_context *context,
3125 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
3126 void state_fogcolor(struct wined3d_context *context,
3127 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
3128 void state_fogdensity(struct wined3d_context *context,
3129 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
3130 void state_fogstartend(struct wined3d_context *context,
3131 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
3132 void state_fog_fragpart(struct wined3d_context *context,
3133 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
3134 void state_nop(struct wined3d_context *context,
3135 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
3136 void state_srgbwrite(struct wined3d_context *context,
3137 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
3139 void state_clipping(struct wined3d_context *context,
3140 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
3141 void clipplane(struct wined3d_context *context,
3142 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
3143 void state_pointsprite_w(struct wined3d_context *context,
3144 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
3145 void state_pointsprite(struct wined3d_context *context,
3146 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
3147 void state_shademode(struct wined3d_context *context,
3148 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
3150 GLenum gl_primitive_type_from_d3d(enum wined3d_primitive_type primitive_type) DECLSPEC_HIDDEN;
3152 /* Math utils */
3153 void multiply_matrix(struct wined3d_matrix *dest, const struct wined3d_matrix *src1,
3154 const struct wined3d_matrix *src2) DECLSPEC_HIDDEN;
3156 void wined3d_release_dc(HWND window, HDC dc) DECLSPEC_HIDDEN;
3158 struct wined3d_shader_lconst
3160 struct list entry;
3161 unsigned int idx;
3162 DWORD value[4];
3165 struct wined3d_shader_limits
3167 unsigned int sampler;
3168 unsigned int constant_int;
3169 unsigned int constant_float;
3170 unsigned int constant_bool;
3171 unsigned int packed_output;
3172 unsigned int packed_input;
3175 #ifdef __GNUC__
3176 #define PRINTF_ATTR(fmt,args) __attribute__((format (printf,fmt,args)))
3177 #else
3178 #define PRINTF_ATTR(fmt,args)
3179 #endif
3181 struct wined3d_string_buffer_list
3183 struct list list;
3186 struct wined3d_string_buffer *string_buffer_get(struct wined3d_string_buffer_list *list) DECLSPEC_HIDDEN;
3187 void string_buffer_sprintf(struct wined3d_string_buffer *buffer, const char *format, ...) PRINTF_ATTR(2, 3) DECLSPEC_HIDDEN;
3188 void string_buffer_release(struct wined3d_string_buffer_list *list, struct wined3d_string_buffer *buffer) DECLSPEC_HIDDEN;
3189 void string_buffer_list_init(struct wined3d_string_buffer_list *list) DECLSPEC_HIDDEN;
3190 void string_buffer_list_cleanup(struct wined3d_string_buffer_list *list) DECLSPEC_HIDDEN;
3192 int shader_addline(struct wined3d_string_buffer *buffer, const char *fmt, ...) PRINTF_ATTR(2,3) DECLSPEC_HIDDEN;
3193 BOOL string_buffer_resize(struct wined3d_string_buffer *buffer, int rc) DECLSPEC_HIDDEN;
3194 int shader_vaddline(struct wined3d_string_buffer *buffer, const char *fmt, va_list args) DECLSPEC_HIDDEN;
3196 /* Vertex shader utility functions */
3197 BOOL vshader_get_input(const struct wined3d_shader *shader,
3198 BYTE usage_req, BYTE usage_idx_req, unsigned int *regnum) DECLSPEC_HIDDEN;
3200 struct wined3d_vertex_shader
3202 struct wined3d_shader_attribute attributes[MAX_ATTRIBS];
3205 struct wined3d_geometry_shader
3207 enum wined3d_primitive_type input_type;
3208 enum wined3d_primitive_type output_type;
3209 UINT vertices_out;
3212 struct wined3d_pixel_shader
3214 /* Pixel shader input semantics */
3215 DWORD input_reg_map[MAX_REG_INPUT];
3216 BOOL input_reg_used[MAX_REG_INPUT];
3217 unsigned int declared_in_count;
3219 /* Some information about the shader behavior */
3220 BOOL color0_mov;
3221 DWORD color0_reg;
3224 struct wined3d_shader
3226 LONG ref;
3227 const struct wined3d_shader_limits *limits;
3228 DWORD *function;
3229 UINT functionLength;
3230 BOOL load_local_constsF;
3231 const struct wined3d_shader_frontend *frontend;
3232 void *frontend_data;
3233 void *backend_data;
3235 void *parent;
3236 const struct wined3d_parent_ops *parent_ops;
3238 /* Programs this shader is linked with */
3239 struct list linked_programs;
3241 /* Immediate constants (override global ones) */
3242 struct list constantsB;
3243 struct list constantsF;
3244 struct list constantsI;
3245 struct wined3d_shader_reg_maps reg_maps;
3246 BOOL lconst_inf_or_nan;
3248 struct wined3d_shader_signature input_signature;
3249 struct wined3d_shader_signature output_signature;
3250 char *signature_strings;
3252 /* Pointer to the parent device */
3253 struct wined3d_device *device;
3254 struct list shader_list_entry;
3256 union
3258 struct wined3d_vertex_shader vs;
3259 struct wined3d_geometry_shader gs;
3260 struct wined3d_pixel_shader ps;
3261 } u;
3264 void pixelshader_update_resource_types(struct wined3d_shader *shader, WORD tex_types) DECLSPEC_HIDDEN;
3265 void find_ps_compile_args(const struct wined3d_state *state, const struct wined3d_shader *shader,
3266 BOOL position_transformed, struct ps_compile_args *args,
3267 const struct wined3d_context *context) DECLSPEC_HIDDEN;
3269 void find_vs_compile_args(const struct wined3d_state *state, const struct wined3d_shader *shader,
3270 WORD swizzle_map, struct vs_compile_args *args,
3271 const struct wined3d_d3d_info *d3d_info) DECLSPEC_HIDDEN;
3273 void string_buffer_clear(struct wined3d_string_buffer *buffer) DECLSPEC_HIDDEN;
3274 BOOL string_buffer_init(struct wined3d_string_buffer *buffer) DECLSPEC_HIDDEN;
3275 void string_buffer_free(struct wined3d_string_buffer *buffer) DECLSPEC_HIDDEN;
3276 unsigned int shader_find_free_input_register(const struct wined3d_shader_reg_maps *reg_maps,
3277 unsigned int max) DECLSPEC_HIDDEN;
3278 void shader_generate_main(const struct wined3d_shader *shader, struct wined3d_string_buffer *buffer,
3279 const struct wined3d_shader_reg_maps *reg_maps, const DWORD *byte_code, void *backend_ctx) DECLSPEC_HIDDEN;
3280 BOOL shader_match_semantic(const char *semantic_name, enum wined3d_decl_usage usage) DECLSPEC_HIDDEN;
3282 static inline BOOL shader_is_scalar(const struct wined3d_shader_register *reg)
3284 switch (reg->type)
3286 case WINED3DSPR_RASTOUT:
3287 /* oFog & oPts */
3288 if (reg->idx[0].offset)
3289 return TRUE;
3290 /* oPos */
3291 return FALSE;
3293 case WINED3DSPR_DEPTHOUT: /* oDepth */
3294 case WINED3DSPR_CONSTBOOL: /* b# */
3295 case WINED3DSPR_LOOP: /* aL */
3296 case WINED3DSPR_PREDICATE: /* p0 */
3297 case WINED3DSPR_PRIMID: /* primID */
3298 return TRUE;
3300 case WINED3DSPR_MISCTYPE:
3301 switch (reg->idx[0].offset)
3303 case 0: /* vPos */
3304 return FALSE;
3305 case 1: /* vFace */
3306 return TRUE;
3307 default:
3308 return FALSE;
3311 case WINED3DSPR_IMMCONST:
3312 return reg->immconst_type == WINED3D_IMMCONST_SCALAR;
3314 default:
3315 return FALSE;
3319 static inline void shader_get_position_fixup(const struct wined3d_context *context,
3320 const struct wined3d_state *state, float *position_fixup)
3322 float center_offset;
3324 if (context->swapchain->device->wined3d->flags & WINED3D_PIXEL_CENTER_INTEGER)
3325 center_offset = 63.0f / 64.0f;
3326 else
3327 center_offset = -1.0f / 64.0f;
3329 position_fixup[0] = 1.0f;
3330 position_fixup[1] = 1.0f;
3331 position_fixup[2] = center_offset / state->viewport.width;
3332 position_fixup[3] = -center_offset / state->viewport.height;
3334 if (context->render_offscreen)
3336 position_fixup[1] *= -1.0f;
3337 position_fixup[3] *= -1.0f;
3341 static inline BOOL shader_constant_is_local(const struct wined3d_shader *shader, DWORD reg)
3343 struct wined3d_shader_lconst *lconst;
3345 if (shader->load_local_constsF)
3346 return FALSE;
3348 LIST_FOR_EACH_ENTRY(lconst, &shader->constantsF, struct wined3d_shader_lconst, entry)
3350 if (lconst->idx == reg)
3351 return TRUE;
3354 return FALSE;
3357 void get_identity_matrix(struct wined3d_matrix *mat) DECLSPEC_HIDDEN;
3358 void get_modelview_matrix(const struct wined3d_context *context, const struct wined3d_state *state,
3359 unsigned int index, struct wined3d_matrix *mat) DECLSPEC_HIDDEN;
3360 void get_projection_matrix(const struct wined3d_context *context, const struct wined3d_state *state,
3361 struct wined3d_matrix *mat) DECLSPEC_HIDDEN;
3362 void get_texture_matrix(const struct wined3d_context *context, const struct wined3d_state *state,
3363 unsigned int tex, struct wined3d_matrix *mat) DECLSPEC_HIDDEN;
3364 void get_pointsize_minmax(const struct wined3d_context *context, const struct wined3d_state *state,
3365 float *out_min, float *out_max) DECLSPEC_HIDDEN;
3366 void get_pointsize(const struct wined3d_context *context, const struct wined3d_state *state,
3367 float *out_pointsize, float *out_att) DECLSPEC_HIDDEN;
3368 void get_fog_start_end(const struct wined3d_context *context, const struct wined3d_state *state,
3369 float *start, float *end) DECLSPEC_HIDDEN;
3371 /* Using additional shader constants (uniforms in GLSL / program environment
3372 * or local parameters in ARB) is costly:
3373 * ARB only knows float4 parameters and GLSL compiler are not really smart
3374 * when it comes to efficiently pack float2 uniforms, so no space is wasted
3375 * (in fact most compilers map a float2 to a full float4 uniform).
3377 * For NP2 texcoord fixup we only need 2 floats (width and height) for each
3378 * 2D texture used in the shader. We therefore pack fixup info for 2 textures
3379 * into a single shader constant (uniform / program parameter).
3381 * This structure is shared between the GLSL and the ARB backend.*/
3382 struct ps_np2fixup_info {
3383 unsigned char idx[MAX_FRAGMENT_SAMPLERS]; /* indices to the real constant */
3384 WORD active; /* bitfield indicating if we can apply the fixup */
3385 WORD num_consts;
3388 void print_glsl_info_log(const struct wined3d_gl_info *gl_info, GLuint id, BOOL program) DECLSPEC_HIDDEN;
3389 void shader_glsl_validate_link(const struct wined3d_gl_info *gl_info, GLuint program) DECLSPEC_HIDDEN;
3391 struct wined3d_palette
3393 LONG ref;
3394 struct wined3d_device *device;
3396 unsigned int size;
3397 RGBQUAD colors[256];
3398 DWORD flags;
3401 /* DirectDraw utility functions */
3402 extern enum wined3d_format_id pixelformat_for_depth(DWORD depth) DECLSPEC_HIDDEN;
3404 /*****************************************************************************
3405 * Pixel format management
3408 /* WineD3D pixel format flags */
3409 #define WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING 0x00000001
3410 #define WINED3DFMT_FLAG_FILTERING 0x00000002
3411 #define WINED3DFMT_FLAG_DEPTH 0x00000004
3412 #define WINED3DFMT_FLAG_STENCIL 0x00000008
3413 #define WINED3DFMT_FLAG_RENDERTARGET 0x00000010
3414 #define WINED3DFMT_FLAG_FBO_ATTACHABLE 0x00000040
3415 #define WINED3DFMT_FLAG_FBO_ATTACHABLE_SRGB 0x00000080
3416 #define WINED3DFMT_FLAG_GETDC 0x00000100
3417 #define WINED3DFMT_FLAG_FLOAT 0x00000200
3418 #define WINED3DFMT_FLAG_BUMPMAP 0x00000400
3419 #define WINED3DFMT_FLAG_SRGB_READ 0x00000800
3420 #define WINED3DFMT_FLAG_SRGB_WRITE 0x00001000
3421 #define WINED3DFMT_FLAG_VTF 0x00002000
3422 #define WINED3DFMT_FLAG_SHADOW 0x00004000
3423 #define WINED3DFMT_FLAG_COMPRESSED 0x00008000
3424 #define WINED3DFMT_FLAG_BROKEN_PITCH 0x00010000
3425 #define WINED3DFMT_FLAG_BLOCKS 0x00020000
3426 #define WINED3DFMT_FLAG_HEIGHT_SCALE 0x00040000
3427 #define WINED3DFMT_FLAG_TEXTURE 0x00080000
3428 #define WINED3DFMT_FLAG_BLOCKS_NO_VERIFY 0x00100000
3429 #define WINED3DFMT_FLAG_INTEGER 0x00200000
3431 struct wined3d_rational
3433 UINT numerator;
3434 UINT denominator;
3437 struct wined3d_color_key_conversion
3439 enum wined3d_format_id dst_format;
3440 void (*convert)(const BYTE *src, unsigned int src_pitch, BYTE *dst, unsigned int dst_pitch, unsigned int width,
3441 unsigned int height, const struct wined3d_palette *palette, const struct wined3d_color_key *color_key);
3444 struct wined3d_format
3446 enum wined3d_format_id id;
3448 D3DDDIFORMAT ddi_format;
3449 DWORD red_size;
3450 DWORD green_size;
3451 DWORD blue_size;
3452 DWORD alpha_size;
3453 DWORD red_offset;
3454 DWORD green_offset;
3455 DWORD blue_offset;
3456 DWORD alpha_offset;
3457 UINT byte_count;
3458 BYTE depth_size;
3459 BYTE stencil_size;
3461 UINT block_width;
3462 UINT block_height;
3463 UINT block_byte_count;
3465 enum wined3d_ffp_emit_idx emit_idx;
3466 GLint component_count;
3467 GLenum gl_vtx_type;
3468 GLint gl_vtx_format;
3469 GLboolean gl_normalized;
3470 unsigned int component_size;
3472 GLint glInternal;
3473 GLint glGammaInternal;
3474 GLint rtInternal;
3475 GLint glFormat;
3476 GLint glType;
3477 UINT conv_byte_count;
3478 DWORD multisample_types;
3479 unsigned int flags[WINED3D_GL_RES_TYPE_COUNT];
3480 struct wined3d_rational height_scale;
3481 struct color_fixup_desc color_fixup;
3482 void (*convert)(const BYTE *src, BYTE *dst, UINT src_row_pitch, UINT src_slice_pitch,
3483 UINT dst_row_pitch, UINT dst_slice_pitch, UINT width, UINT height, UINT depth);
3486 const struct wined3d_format *wined3d_get_format(const struct wined3d_gl_info *gl_info,
3487 enum wined3d_format_id format_id) DECLSPEC_HIDDEN;
3488 void wined3d_format_calculate_pitch(const struct wined3d_format *format, unsigned int alignment,
3489 unsigned int width, unsigned int height, unsigned int *row_pitch, unsigned int *slice_pitch) DECLSPEC_HIDDEN;
3490 UINT wined3d_format_calculate_size(const struct wined3d_format *format,
3491 UINT alignment, UINT width, UINT height, UINT depth) DECLSPEC_HIDDEN;
3492 DWORD wined3d_format_convert_from_float(const struct wined3d_format *format,
3493 const struct wined3d_color *color) DECLSPEC_HIDDEN;
3494 BOOL wined3d_format_convert_color_to_float(const struct wined3d_format *format,
3495 const struct wined3d_palette *palette, DWORD color, struct wined3d_color *float_color) DECLSPEC_HIDDEN;
3496 void wined3d_format_get_float_color_key(const struct wined3d_format *format,
3497 const struct wined3d_color_key *key, struct wined3d_color *float_colors) DECLSPEC_HIDDEN;
3498 const struct wined3d_color_key_conversion * wined3d_format_get_color_key_conversion(
3499 const struct wined3d_texture *texture, BOOL need_alpha_ck) DECLSPEC_HIDDEN;
3501 static inline BOOL use_vs(const struct wined3d_state *state)
3503 /* Check state->vertex_declaration to allow this to be used before the
3504 * stream info is validated, for example in device_update_tex_unit_map(). */
3505 return state->shader[WINED3D_SHADER_TYPE_VERTEX] && !state->vertex_declaration->position_transformed;
3508 static inline BOOL use_ps(const struct wined3d_state *state)
3510 return !!state->shader[WINED3D_SHADER_TYPE_PIXEL];
3513 static inline void context_apply_state(struct wined3d_context *context,
3514 const struct wined3d_state *state, DWORD state_id)
3516 const struct StateEntry *state_table = context->state_table;
3517 DWORD rep = state_table[state_id].representative;
3518 state_table[rep].apply(context, state, rep);
3521 static inline BOOL needs_srgb_write(const struct wined3d_context *context,
3522 const struct wined3d_state *state, const struct wined3d_fb_state *fb)
3524 return (!(context->d3d_info->wined3d_creation_flags & WINED3D_SRGB_READ_WRITE_CONTROL)
3525 || state->render_states[WINED3D_RS_SRGBWRITEENABLE])
3526 && fb->render_targets[0] && fb->render_targets[0]->format_flags & WINED3DFMT_FLAG_SRGB_WRITE;
3529 static inline BOOL can_use_texture_swizzle(const struct wined3d_gl_info *gl_info, const struct wined3d_format *format)
3531 return gl_info->supported[ARB_TEXTURE_SWIZZLE] && !is_complex_fixup(format->color_fixup)
3532 && !is_scaling_fixup(format->color_fixup);
3535 static inline struct wined3d_surface *context_get_rt_surface(const struct wined3d_context *context)
3537 struct wined3d_texture *texture = context->current_rt.texture;
3539 if (!texture)
3540 return NULL;
3541 return texture->sub_resources[context->current_rt.sub_resource_idx].u.surface;
3544 /* The WNDCLASS-Name for the fake window which we use to retrieve the GL capabilities */
3545 #define WINED3D_OPENGL_WINDOW_CLASS_NAME "WineD3D_OpenGL"
3547 #define MAKEDWORD_VERSION(maj, min) (((maj & 0xffffu) << 16) | (min & 0xffffu))
3549 #endif