wined3d: Recognize SM5 vForkInstanceId register.
[wine.git] / dlls / wined3d / wined3d_private.h
blobb86c460eb44be1b0b85443c281a09b771aae0272
1 /*
2 * Direct3D wine internal private include file
4 * Copyright 2002-2003 The wine-d3d team
5 * Copyright 2002-2003 Raphael Junqueira
6 * Copyright 2002-2003, 2004 Jason Edmeades
7 * Copyright 2005 Oliver Stieber
8 * Copyright 2006-2011, 2013 Stefan Dösinger for CodeWeavers
10 * This library is free software; you can redistribute it and/or
11 * modify it under the terms of the GNU Lesser General Public
12 * License as published by the Free Software Foundation; either
13 * version 2.1 of the License, or (at your option) any later version.
15 * This library is distributed in the hope that it will be useful,
16 * but WITHOUT ANY WARRANTY; without even the implied warranty of
17 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
18 * Lesser General Public License for more details.
20 * You should have received a copy of the GNU Lesser General Public
21 * License along with this library; if not, write to the Free Software
22 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
25 #ifndef __WINE_WINED3D_PRIVATE_H
26 #define __WINE_WINED3D_PRIVATE_H
28 #ifdef USE_WIN32_OPENGL
29 #define WINE_GLAPI __stdcall
30 #else
31 #define WINE_GLAPI
32 #endif
34 #include <stdarg.h>
35 #include <math.h>
36 #include <limits.h>
37 #define NONAMELESSUNION
38 #define NONAMELESSSTRUCT
39 #define COBJMACROS
40 #include "windef.h"
41 #include "winbase.h"
42 #include "winreg.h"
43 #include "wingdi.h"
44 #include "winuser.h"
45 #include "wine/debug.h"
46 #include "wine/unicode.h"
48 #include "objbase.h"
49 #include "wine/wined3d.h"
50 #include "wined3d_gl.h"
51 #include "wine/list.h"
52 #include "wine/rbtree.h"
53 #include "wine/wgl_driver.h"
55 #ifndef ARRAY_SIZE
56 #define ARRAY_SIZE(array) (sizeof(array) / sizeof((array)[0]))
57 #endif
59 /* Driver quirks */
60 #define WINED3D_QUIRK_ARB_VS_OFFSET_LIMIT 0x00000001
61 #define WINED3D_QUIRK_SET_TEXCOORD_W 0x00000002
62 #define WINED3D_QUIRK_GLSL_CLIP_VARYING 0x00000004
63 #define WINED3D_QUIRK_ALLOWS_SPECULAR_ALPHA 0x00000008
64 #define WINED3D_QUIRK_NV_CLIP_BROKEN 0x00000010
65 #define WINED3D_QUIRK_FBO_TEX_UPDATE 0x00000020
66 #define WINED3D_QUIRK_BROKEN_RGBA16 0x00000040
67 #define WINED3D_QUIRK_INFO_LOG_SPAM 0x00000080
68 #define WINED3D_QUIRK_LIMITED_TEX_FILTERING 0x00000100
69 #define WINED3D_QUIRK_BROKEN_ARB_FOG 0x00000200
71 /* Texture format fixups */
73 enum fixup_channel_source
75 CHANNEL_SOURCE_ZERO = 0,
76 CHANNEL_SOURCE_ONE = 1,
77 CHANNEL_SOURCE_X = 2,
78 CHANNEL_SOURCE_Y = 3,
79 CHANNEL_SOURCE_Z = 4,
80 CHANNEL_SOURCE_W = 5,
81 CHANNEL_SOURCE_COMPLEX0 = 6,
82 CHANNEL_SOURCE_COMPLEX1 = 7,
85 enum complex_fixup
87 COMPLEX_FIXUP_NONE = 0,
88 COMPLEX_FIXUP_YUY2 = 1,
89 COMPLEX_FIXUP_UYVY = 2,
90 COMPLEX_FIXUP_YV12 = 3,
91 COMPLEX_FIXUP_P8 = 4,
92 COMPLEX_FIXUP_NV12 = 5,
95 #include <pshpack2.h>
96 struct color_fixup_desc
98 unsigned short x_sign_fixup : 1;
99 unsigned short x_source : 3;
100 unsigned short y_sign_fixup : 1;
101 unsigned short y_source : 3;
102 unsigned short z_sign_fixup : 1;
103 unsigned short z_source : 3;
104 unsigned short w_sign_fixup : 1;
105 unsigned short w_source : 3;
107 #include <poppack.h>
109 static const struct color_fixup_desc COLOR_FIXUP_IDENTITY =
110 {0, CHANNEL_SOURCE_X, 0, CHANNEL_SOURCE_Y, 0, CHANNEL_SOURCE_Z, 0, CHANNEL_SOURCE_W};
112 static inline struct color_fixup_desc create_color_fixup_desc(
113 int sign0, enum fixup_channel_source src0, int sign1, enum fixup_channel_source src1,
114 int sign2, enum fixup_channel_source src2, int sign3, enum fixup_channel_source src3)
116 struct color_fixup_desc fixup =
118 sign0, src0,
119 sign1, src1,
120 sign2, src2,
121 sign3, src3,
123 return fixup;
126 static inline struct color_fixup_desc create_complex_fixup_desc(enum complex_fixup complex_fixup)
128 struct color_fixup_desc fixup =
130 0u, complex_fixup & (1u << 0) ? CHANNEL_SOURCE_COMPLEX1 : CHANNEL_SOURCE_COMPLEX0,
131 0u, complex_fixup & (1u << 1) ? CHANNEL_SOURCE_COMPLEX1 : CHANNEL_SOURCE_COMPLEX0,
132 0u, complex_fixup & (1u << 2) ? CHANNEL_SOURCE_COMPLEX1 : CHANNEL_SOURCE_COMPLEX0,
133 0u, complex_fixup & (1u << 3) ? CHANNEL_SOURCE_COMPLEX1 : CHANNEL_SOURCE_COMPLEX0,
135 return fixup;
138 static inline BOOL is_identity_fixup(struct color_fixup_desc fixup)
140 return !memcmp(&fixup, &COLOR_FIXUP_IDENTITY, sizeof(fixup));
143 static inline BOOL is_complex_fixup(struct color_fixup_desc fixup)
145 return fixup.x_source == CHANNEL_SOURCE_COMPLEX0 || fixup.x_source == CHANNEL_SOURCE_COMPLEX1;
148 static inline BOOL is_scaling_fixup(struct color_fixup_desc fixup)
150 return fixup.x_sign_fixup || fixup.y_sign_fixup || fixup.z_sign_fixup || fixup.w_sign_fixup;
153 static inline BOOL is_same_fixup(struct color_fixup_desc f1, struct color_fixup_desc f2)
155 return f1.x_sign_fixup == f2.x_sign_fixup && f1.x_source == f2.x_source
156 && f1.y_sign_fixup == f2.y_sign_fixup && f1.y_source == f2.y_source
157 && f1.z_sign_fixup == f2.z_sign_fixup && f1.z_source == f2.z_source
158 && f1.w_sign_fixup == f2.w_sign_fixup && f1.w_source == f2.w_source;
161 static inline enum complex_fixup get_complex_fixup(struct color_fixup_desc fixup)
163 enum complex_fixup complex_fixup = 0;
164 if (fixup.x_source == CHANNEL_SOURCE_COMPLEX1) complex_fixup |= (1u << 0);
165 if (fixup.y_source == CHANNEL_SOURCE_COMPLEX1) complex_fixup |= (1u << 1);
166 if (fixup.z_source == CHANNEL_SOURCE_COMPLEX1) complex_fixup |= (1u << 2);
167 if (fixup.w_source == CHANNEL_SOURCE_COMPLEX1) complex_fixup |= (1u << 3);
168 return complex_fixup;
171 void *wined3d_rb_alloc(size_t size) DECLSPEC_HIDDEN;
172 void *wined3d_rb_realloc(void *ptr, size_t size) DECLSPEC_HIDDEN;
173 void wined3d_rb_free(void *ptr) DECLSPEC_HIDDEN;
175 /* Device caps */
176 #define MAX_STREAM_OUT 4
177 #define MAX_STREAMS 16
178 #define MAX_TEXTURES 8
179 #define MAX_FRAGMENT_SAMPLERS 16
180 #define MAX_VERTEX_SAMPLERS 4
181 #define MAX_COMBINED_SAMPLERS (MAX_FRAGMENT_SAMPLERS + MAX_VERTEX_SAMPLERS)
182 #define MAX_ACTIVE_LIGHTS 8
183 #define MAX_CLIPPLANES WINED3DMAXUSERCLIPPLANES
184 #define MAX_CONSTANT_BUFFERS 15
185 #define MAX_SAMPLER_OBJECTS 16
186 #define MAX_SHADER_RESOURCE_VIEWS 128
187 #define MAX_VERTEX_BLENDS 4
188 #define MAX_MULTISAMPLE_TYPES 8
190 struct min_lookup
192 GLenum mip[WINED3D_TEXF_LINEAR + 1];
195 extern const struct min_lookup minMipLookup[WINED3D_TEXF_LINEAR + 1] DECLSPEC_HIDDEN;
196 extern const GLenum magLookup[WINED3D_TEXF_LINEAR + 1] DECLSPEC_HIDDEN;
198 GLenum wined3d_gl_compare_func(enum wined3d_cmp_func f) DECLSPEC_HIDDEN;
200 static inline GLenum wined3d_gl_mag_filter(enum wined3d_texture_filter_type mag_filter)
202 return magLookup[mag_filter];
205 static inline GLenum wined3d_gl_min_mip_filter(enum wined3d_texture_filter_type min_filter,
206 enum wined3d_texture_filter_type mip_filter)
208 return minMipLookup[min_filter].mip[mip_filter];
211 /* float_16_to_32() and float_32_to_16() (see implementation in
212 * surface_base.c) convert 16 bit floats in the FLOAT16 data type
213 * to standard C floats and vice versa. They do not depend on the encoding
214 * of the C float, so they are platform independent, but slow. On x86 and
215 * other IEEE 754 compliant platforms the conversion can be accelerated by
216 * bit shifting the exponent and mantissa. There are also some SSE-based
217 * assembly routines out there.
219 * See GL_NV_half_float for a reference of the FLOAT16 / GL_HALF format
221 static inline float float_16_to_32(const unsigned short *in)
223 const unsigned short s = ((*in) & 0x8000u);
224 const unsigned short e = ((*in) & 0x7c00u) >> 10;
225 const unsigned short m = (*in) & 0x3ffu;
226 const float sgn = (s ? -1.0f : 1.0f);
228 if(e == 0) {
229 if(m == 0) return sgn * 0.0f; /* +0.0 or -0.0 */
230 else return sgn * powf(2, -14.0f) * ((float)m / 1024.0f);
231 } else if(e < 31) {
232 return sgn * powf(2, (float)e - 15.0f) * (1.0f + ((float)m / 1024.0f));
233 } else {
234 if(m == 0) return sgn * INFINITY;
235 else return NAN;
239 static inline float float_24_to_32(DWORD in)
241 const float sgn = in & 0x800000u ? -1.0f : 1.0f;
242 const unsigned short e = (in & 0x780000u) >> 19;
243 const unsigned int m = in & 0x7ffffu;
245 if (e == 0)
247 if (m == 0) return sgn * 0.0f; /* +0.0 or -0.0 */
248 else return sgn * powf(2, -6.0f) * ((float)m / 524288.0f);
250 else if (e < 15)
252 return sgn * powf(2, (float)e - 7.0f) * (1.0f + ((float)m / 524288.0f));
254 else
256 if (m == 0) return sgn * INFINITY;
257 else return NAN;
261 static inline unsigned int wined3d_popcount(unsigned int x)
263 #ifdef HAVE___BUILTIN_POPCOUNT
264 return __builtin_popcount(x);
265 #else
266 x -= x >> 1 & 0x55555555;
267 x = (x & 0x33333333) + (x >> 2 & 0x33333333);
268 return ((x + (x >> 4)) & 0x0f0f0f0f) * 0x01010101 >> 24;
269 #endif
272 #define ORM_BACKBUFFER 0
273 #define ORM_FBO 1
275 #define PCI_VENDOR_NONE 0xffff /* e.g. 0x8086 for Intel and 0x10de for Nvidia */
276 #define PCI_DEVICE_NONE 0xffff /* e.g. 0x14f for a Geforce6200 */
278 /* NOTE: When adding fields to this structure, make sure to update the default
279 * values in wined3d_main.c as well. */
280 struct wined3d_settings
282 DWORD max_gl_version;
283 BOOL glslRequested;
284 int offscreen_rendering_mode;
285 unsigned short pci_vendor_id;
286 unsigned short pci_device_id;
287 /* Memory tracking and object counting. */
288 UINT64 emulated_textureram;
289 char *logo;
290 int allow_multisampling;
291 unsigned int sample_count;
292 BOOL strict_draw_ordering;
293 BOOL always_offscreen;
294 BOOL check_float_constants;
295 unsigned int max_sm_vs;
296 unsigned int max_sm_hs;
297 unsigned int max_sm_gs;
298 unsigned int max_sm_ps;
299 BOOL no_3d;
302 extern struct wined3d_settings wined3d_settings DECLSPEC_HIDDEN;
304 enum wined3d_shader_resource_type
306 WINED3D_SHADER_RESOURCE_NONE,
307 WINED3D_SHADER_RESOURCE_BUFFER,
308 WINED3D_SHADER_RESOURCE_TEXTURE_1D,
309 WINED3D_SHADER_RESOURCE_TEXTURE_2D,
310 WINED3D_SHADER_RESOURCE_TEXTURE_2DMS,
311 WINED3D_SHADER_RESOURCE_TEXTURE_3D,
312 WINED3D_SHADER_RESOURCE_TEXTURE_CUBE,
313 WINED3D_SHADER_RESOURCE_TEXTURE_1DARRAY,
314 WINED3D_SHADER_RESOURCE_TEXTURE_2DARRAY,
315 WINED3D_SHADER_RESOURCE_TEXTURE_2DMSARRAY,
318 #define WINED3D_SHADER_CONST_VS_F 0x00000001
319 #define WINED3D_SHADER_CONST_VS_I 0x00000002
320 #define WINED3D_SHADER_CONST_VS_B 0x00000004
321 #define WINED3D_SHADER_CONST_VS_POINTSIZE 0x00000008
322 #define WINED3D_SHADER_CONST_VS_POS_FIXUP 0x00000010
323 #define WINED3D_SHADER_CONST_PS_F 0x00000020
324 #define WINED3D_SHADER_CONST_PS_I 0x00000040
325 #define WINED3D_SHADER_CONST_PS_B 0x00000080
326 #define WINED3D_SHADER_CONST_PS_BUMP_ENV 0x00000100
327 #define WINED3D_SHADER_CONST_PS_FOG 0x00000200
328 #define WINED3D_SHADER_CONST_PS_Y_CORR 0x00000400
329 #define WINED3D_SHADER_CONST_PS_NP2_FIXUP 0x00000800
330 #define WINED3D_SHADER_CONST_FFP_MODELVIEW 0x00001000
331 #define WINED3D_SHADER_CONST_FFP_VERTEXBLEND 0x00002000
332 #define WINED3D_SHADER_CONST_FFP_PROJ 0x00004000
333 #define WINED3D_SHADER_CONST_FFP_TEXMATRIX 0x00008000
334 #define WINED3D_SHADER_CONST_FFP_MATERIAL 0x00010000
335 #define WINED3D_SHADER_CONST_FFP_LIGHTS 0x00020000
336 #define WINED3D_SHADER_CONST_FFP_PS 0x00040000
337 #define WINED3D_SHADER_CONST_FFP_COLOR_KEY 0x00080000
339 enum wined3d_shader_register_type
341 WINED3DSPR_TEMP = 0,
342 WINED3DSPR_INPUT = 1,
343 WINED3DSPR_CONST = 2,
344 WINED3DSPR_ADDR = 3,
345 WINED3DSPR_TEXTURE = 3,
346 WINED3DSPR_RASTOUT = 4,
347 WINED3DSPR_ATTROUT = 5,
348 WINED3DSPR_TEXCRDOUT = 6,
349 WINED3DSPR_OUTPUT = 6,
350 WINED3DSPR_CONSTINT = 7,
351 WINED3DSPR_COLOROUT = 8,
352 WINED3DSPR_DEPTHOUT = 9,
353 WINED3DSPR_SAMPLER = 10,
354 WINED3DSPR_CONST2 = 11,
355 WINED3DSPR_CONST3 = 12,
356 WINED3DSPR_CONST4 = 13,
357 WINED3DSPR_CONSTBOOL = 14,
358 WINED3DSPR_LOOP = 15,
359 WINED3DSPR_TEMPFLOAT16 = 16,
360 WINED3DSPR_MISCTYPE = 17,
361 WINED3DSPR_LABEL = 18,
362 WINED3DSPR_PREDICATE = 19,
363 WINED3DSPR_IMMCONST,
364 WINED3DSPR_CONSTBUFFER,
365 WINED3DSPR_IMMCONSTBUFFER,
366 WINED3DSPR_PRIMID,
367 WINED3DSPR_NULL,
368 WINED3DSPR_RESOURCE,
369 WINED3DSPR_UAV,
370 WINED3DSPR_FORKINSTID,
373 enum wined3d_data_type
375 WINED3D_DATA_FLOAT,
376 WINED3D_DATA_INT,
377 WINED3D_DATA_RESOURCE,
378 WINED3D_DATA_SAMPLER,
379 WINED3D_DATA_UAV,
380 WINED3D_DATA_UINT,
381 WINED3D_DATA_UNORM,
382 WINED3D_DATA_SNORM,
385 enum wined3d_immconst_type
387 WINED3D_IMMCONST_SCALAR,
388 WINED3D_IMMCONST_VEC4,
391 #define WINED3DSP_NOSWIZZLE (0u | (1u << 2) | (2u << 4) | (3u << 6))
393 enum wined3d_shader_src_modifier
395 WINED3DSPSM_NONE = 0,
396 WINED3DSPSM_NEG = 1,
397 WINED3DSPSM_BIAS = 2,
398 WINED3DSPSM_BIASNEG = 3,
399 WINED3DSPSM_SIGN = 4,
400 WINED3DSPSM_SIGNNEG = 5,
401 WINED3DSPSM_COMP = 6,
402 WINED3DSPSM_X2 = 7,
403 WINED3DSPSM_X2NEG = 8,
404 WINED3DSPSM_DZ = 9,
405 WINED3DSPSM_DW = 10,
406 WINED3DSPSM_ABS = 11,
407 WINED3DSPSM_ABSNEG = 12,
408 WINED3DSPSM_NOT = 13,
411 #define WINED3DSP_WRITEMASK_0 0x1u /* .x r */
412 #define WINED3DSP_WRITEMASK_1 0x2u /* .y g */
413 #define WINED3DSP_WRITEMASK_2 0x4u /* .z b */
414 #define WINED3DSP_WRITEMASK_3 0x8u /* .w a */
415 #define WINED3DSP_WRITEMASK_ALL 0xfu /* all */
417 enum wined3d_shader_dst_modifier
419 WINED3DSPDM_NONE = 0,
420 WINED3DSPDM_SATURATE = 1,
421 WINED3DSPDM_PARTIALPRECISION = 2,
422 WINED3DSPDM_MSAMPCENTROID = 4,
425 enum wined3d_shader_interpolation_mode
427 WINED3DSIM_CONSTANT = 1,
428 WINED3DSIM_LINEAR = 2,
429 WINED3DSIM_LINEAR_CENTROID = 3,
430 WINED3DSIM_LINEAR_NOPERSPECTIVE = 4,
431 WINED3DSIM_LINEAR_NOPERSPECTIVE_CENTROID = 5,
432 WINED3DSIM_LINEAR_SAMPLE = 6,
433 WINED3DSIM_LINEAR_NOPERSPECTIVE_SAMPLE = 7,
436 enum wined3d_shader_global_flags
438 WINED3DSGF_REFACTORING_ALLOWED = 0x1,
439 WINED3DSGF_ENABLE_RAW_AND_STRUCTURED_BUFFERS = 0x8,
442 /* Undocumented opcode control to identify projective texture lookups in ps 2.0 and later */
443 #define WINED3DSI_TEXLD_PROJECT 0x1
444 #define WINED3DSI_TEXLD_BIAS 0x2
445 #define WINED3DSI_INDEXED_DYNAMIC 0x4
446 #define WINED3DSI_RESINFO_RCP_FLOAT 0x1
447 #define WINED3DSI_RESINFO_UINT 0x2
448 #define WINED3DSI_SAMPLER_COMPARISON_MODE 0x1
450 enum wined3d_shader_rel_op
452 WINED3D_SHADER_REL_OP_GT = 1,
453 WINED3D_SHADER_REL_OP_EQ = 2,
454 WINED3D_SHADER_REL_OP_GE = 3,
455 WINED3D_SHADER_REL_OP_LT = 4,
456 WINED3D_SHADER_REL_OP_NE = 5,
457 WINED3D_SHADER_REL_OP_LE = 6,
460 #define WINED3D_SM1_VS 0xfffeu
461 #define WINED3D_SM1_PS 0xffffu
462 #define WINED3D_SM4_PS 0x0000u
463 #define WINED3D_SM4_VS 0x0001u
464 #define WINED3D_SM4_GS 0x0002u
465 #define WINED3D_SM5_HS 0x0003u
467 /* Shader version tokens, and shader end tokens */
468 #define WINED3DPS_VERSION(major, minor) ((WINED3D_SM1_PS << 16) | ((major) << 8) | (minor))
469 #define WINED3DVS_VERSION(major, minor) ((WINED3D_SM1_VS << 16) | ((major) << 8) | (minor))
471 /* Shader backends */
473 /* TODO: Make this dynamic, based on shader limits ? */
474 #define MAX_ATTRIBS 16
475 #define MAX_REG_ADDR 1
476 #define MAX_REG_TEMP 32
477 #define MAX_REG_TEXCRD 8
478 #define MAX_REG_INPUT 32
479 #define MAX_REG_OUTPUT 32
480 #define MAX_CONST_I 16
481 #define MAX_CONST_B 16
482 #define WINED3D_MAX_CBS 15
484 /* FIXME: This needs to go up to 2048 for
485 * Shader model 3 according to msdn (and for software shaders) */
486 #define MAX_LABELS 16
488 #define MAX_IMMEDIATE_CONSTANT_BUFFER_SIZE 4096
490 struct wined3d_string_buffer
492 struct list entry;
493 char *buffer;
494 unsigned int buffer_size;
495 unsigned int content_size;
498 enum WINED3D_SHADER_INSTRUCTION_HANDLER
500 WINED3DSIH_ABS,
501 WINED3DSIH_ADD,
502 WINED3DSIH_AND,
503 WINED3DSIH_BEM,
504 WINED3DSIH_BREAK,
505 WINED3DSIH_BREAKC,
506 WINED3DSIH_BREAKP,
507 WINED3DSIH_CALL,
508 WINED3DSIH_CALLNZ,
509 WINED3DSIH_CMP,
510 WINED3DSIH_CND,
511 WINED3DSIH_CRS,
512 WINED3DSIH_CUT,
513 WINED3DSIH_DCL,
514 WINED3DSIH_DCL_CONSTANT_BUFFER,
515 WINED3DSIH_DCL_GLOBAL_FLAGS,
516 WINED3DSIH_DCL_HS_FORK_PHASE_INSTANCE_COUNT,
517 WINED3DSIH_DCL_HS_MAX_TESSFACTOR,
518 WINED3DSIH_DCL_IMMEDIATE_CONSTANT_BUFFER,
519 WINED3DSIH_DCL_INPUT,
520 WINED3DSIH_DCL_INPUT_CONTROL_POINT_COUNT,
521 WINED3DSIH_DCL_INPUT_PRIMITIVE,
522 WINED3DSIH_DCL_INPUT_PS,
523 WINED3DSIH_DCL_INPUT_PS_SGV,
524 WINED3DSIH_DCL_INPUT_PS_SIV,
525 WINED3DSIH_DCL_INPUT_SGV,
526 WINED3DSIH_DCL_INPUT_SIV,
527 WINED3DSIH_DCL_OUTPUT,
528 WINED3DSIH_DCL_OUTPUT_CONTROL_POINT_COUNT,
529 WINED3DSIH_DCL_OUTPUT_SIV,
530 WINED3DSIH_DCL_OUTPUT_TOPOLOGY,
531 WINED3DSIH_DCL_RESOURCE_STRUCTURED,
532 WINED3DSIH_DCL_SAMPLER,
533 WINED3DSIH_DCL_TEMPS,
534 WINED3DSIH_DCL_UAV_TYPED,
535 WINED3DSIH_DCL_VERTICES_OUT,
536 WINED3DSIH_DEF,
537 WINED3DSIH_DEFB,
538 WINED3DSIH_DEFI,
539 WINED3DSIH_DIV,
540 WINED3DSIH_DP2,
541 WINED3DSIH_DP2ADD,
542 WINED3DSIH_DP3,
543 WINED3DSIH_DP4,
544 WINED3DSIH_DST,
545 WINED3DSIH_DSX,
546 WINED3DSIH_DSX_COARSE,
547 WINED3DSIH_DSX_FINE,
548 WINED3DSIH_DSY,
549 WINED3DSIH_DSY_COARSE,
550 WINED3DSIH_DSY_FINE,
551 WINED3DSIH_ELSE,
552 WINED3DSIH_EMIT,
553 WINED3DSIH_ENDIF,
554 WINED3DSIH_ENDLOOP,
555 WINED3DSIH_ENDREP,
556 WINED3DSIH_EQ,
557 WINED3DSIH_EXP,
558 WINED3DSIH_EXPP,
559 WINED3DSIH_FRC,
560 WINED3DSIH_FTOI,
561 WINED3DSIH_FTOU,
562 WINED3DSIH_GE,
563 WINED3DSIH_HS_DECLS,
564 WINED3DSIH_HS_FORK_PHASE,
565 WINED3DSIH_IADD,
566 WINED3DSIH_IEQ,
567 WINED3DSIH_IF,
568 WINED3DSIH_IFC,
569 WINED3DSIH_IGE,
570 WINED3DSIH_ILT,
571 WINED3DSIH_IMAD,
572 WINED3DSIH_IMAX,
573 WINED3DSIH_IMIN,
574 WINED3DSIH_IMUL,
575 WINED3DSIH_INE,
576 WINED3DSIH_INEG,
577 WINED3DSIH_ISHL,
578 WINED3DSIH_ITOF,
579 WINED3DSIH_LABEL,
580 WINED3DSIH_LD,
581 WINED3DSIH_LD2DMS,
582 WINED3DSIH_LD_STRUCTURED,
583 WINED3DSIH_LIT,
584 WINED3DSIH_LOG,
585 WINED3DSIH_LOGP,
586 WINED3DSIH_LOOP,
587 WINED3DSIH_LRP,
588 WINED3DSIH_LT,
589 WINED3DSIH_M3x2,
590 WINED3DSIH_M3x3,
591 WINED3DSIH_M3x4,
592 WINED3DSIH_M4x3,
593 WINED3DSIH_M4x4,
594 WINED3DSIH_MAD,
595 WINED3DSIH_MAX,
596 WINED3DSIH_MIN,
597 WINED3DSIH_MOV,
598 WINED3DSIH_MOVA,
599 WINED3DSIH_MOVC,
600 WINED3DSIH_MUL,
601 WINED3DSIH_NE,
602 WINED3DSIH_NOP,
603 WINED3DSIH_NOT,
604 WINED3DSIH_NRM,
605 WINED3DSIH_OR,
606 WINED3DSIH_PHASE,
607 WINED3DSIH_POW,
608 WINED3DSIH_RCP,
609 WINED3DSIH_REP,
610 WINED3DSIH_RESINFO,
611 WINED3DSIH_RET,
612 WINED3DSIH_ROUND_NI,
613 WINED3DSIH_ROUND_PI,
614 WINED3DSIH_ROUND_Z,
615 WINED3DSIH_RSQ,
616 WINED3DSIH_SAMPLE,
617 WINED3DSIH_SAMPLE_B,
618 WINED3DSIH_SAMPLE_C,
619 WINED3DSIH_SAMPLE_C_LZ,
620 WINED3DSIH_SAMPLE_GRAD,
621 WINED3DSIH_SAMPLE_LOD,
622 WINED3DSIH_SETP,
623 WINED3DSIH_SGE,
624 WINED3DSIH_SGN,
625 WINED3DSIH_SINCOS,
626 WINED3DSIH_SLT,
627 WINED3DSIH_SQRT,
628 WINED3DSIH_STORE_UAV_TYPED,
629 WINED3DSIH_SUB,
630 WINED3DSIH_TEX,
631 WINED3DSIH_TEXBEM,
632 WINED3DSIH_TEXBEML,
633 WINED3DSIH_TEXCOORD,
634 WINED3DSIH_TEXDEPTH,
635 WINED3DSIH_TEXDP3,
636 WINED3DSIH_TEXDP3TEX,
637 WINED3DSIH_TEXKILL,
638 WINED3DSIH_TEXLDD,
639 WINED3DSIH_TEXLDL,
640 WINED3DSIH_TEXM3x2DEPTH,
641 WINED3DSIH_TEXM3x2PAD,
642 WINED3DSIH_TEXM3x2TEX,
643 WINED3DSIH_TEXM3x3,
644 WINED3DSIH_TEXM3x3DIFF,
645 WINED3DSIH_TEXM3x3PAD,
646 WINED3DSIH_TEXM3x3SPEC,
647 WINED3DSIH_TEXM3x3TEX,
648 WINED3DSIH_TEXM3x3VSPEC,
649 WINED3DSIH_TEXREG2AR,
650 WINED3DSIH_TEXREG2GB,
651 WINED3DSIH_TEXREG2RGB,
652 WINED3DSIH_UDIV,
653 WINED3DSIH_UGE,
654 WINED3DSIH_USHR,
655 WINED3DSIH_UTOF,
656 WINED3DSIH_XOR,
657 WINED3DSIH_TABLE_SIZE
660 enum wined3d_shader_type
662 WINED3D_SHADER_TYPE_PIXEL,
663 WINED3D_SHADER_TYPE_VERTEX,
664 WINED3D_SHADER_TYPE_GEOMETRY,
665 WINED3D_SHADER_TYPE_HULL,
666 WINED3D_SHADER_TYPE_COUNT,
669 struct wined3d_shader_version
671 enum wined3d_shader_type type;
672 BYTE major;
673 BYTE minor;
676 struct wined3d_shader_resource_info
678 enum wined3d_shader_resource_type type;
679 enum wined3d_data_type data_type;
682 #define WINED3D_SAMPLER_DEFAULT ~0x0u
684 struct wined3d_shader_sampler_map_entry
686 unsigned int resource_idx;
687 unsigned int sampler_idx;
688 unsigned int bind_idx;
691 struct wined3d_shader_sampler_map
693 struct wined3d_shader_sampler_map_entry *entries;
694 size_t size;
695 size_t count;
698 struct wined3d_shader_immediate_constant_buffer
700 UINT element_count;
701 DWORD data[MAX_IMMEDIATE_CONSTANT_BUFFER_SIZE];
704 #define WINED3D_SHADER_VERSION(major, minor) (((major) << 8) | (minor))
706 struct wined3d_shader_reg_maps
708 struct wined3d_shader_version shader_version;
709 BYTE texcoord; /* MAX_REG_TEXCRD, 8 */
710 BYTE address; /* MAX_REG_ADDR, 1 */
711 WORD labels; /* MAX_LABELS, 16 */
712 DWORD temporary; /* MAX_REG_TEMP, 32 */
713 DWORD *constf; /* pixel, vertex */
714 const struct wined3d_shader_immediate_constant_buffer *icb;
715 union
717 DWORD texcoord_mask[MAX_REG_TEXCRD]; /* vertex < 3.0 */
718 BYTE output_registers_mask[MAX_REG_OUTPUT]; /* vertex >= 3.0 */
719 } u;
720 DWORD input_registers; /* max(MAX_REG_INPUT, MAX_ATTRIBS), 32 */
721 DWORD output_registers; /* MAX_REG_OUTPUT, 32 */
722 WORD integer_constants; /* MAX_CONST_I, 16 */
723 WORD boolean_constants; /* MAX_CONST_B, 16 */
724 WORD local_int_consts; /* MAX_CONST_I, 16 */
725 WORD local_bool_consts; /* MAX_CONST_B, 16 */
726 UINT cb_sizes[WINED3D_MAX_CBS];
728 struct wined3d_shader_resource_info resource_info[max(MAX_FRAGMENT_SAMPLERS, MAX_VERTEX_SAMPLERS)];
729 struct wined3d_shader_sampler_map sampler_map;
730 DWORD sampler_comparison_mode;
731 BYTE bumpmat; /* MAX_TEXTURES, 8 */
732 BYTE luminanceparams; /* MAX_TEXTURES, 8 */
734 WORD usesnrm : 1;
735 WORD vpos : 1;
736 WORD usesdsx : 1;
737 WORD usesdsy : 1;
738 WORD usestexldd : 1;
739 WORD usesmova : 1;
740 WORD usesfacing : 1;
741 WORD usesrelconstF : 1;
742 WORD fog : 1;
743 WORD usestexldl : 1;
744 WORD usesifc : 1;
745 WORD usescall : 1;
746 WORD usespow : 1;
747 WORD point_size : 1;
748 WORD padding : 2;
750 DWORD rt_mask; /* Used render targets, 32 max. */
752 /* Whether or not loops are used in this shader, and nesting depth */
753 unsigned loop_depth;
754 UINT min_rel_offset, max_rel_offset;
757 /* Keeps track of details for TEX_M#x# instructions which need to maintain
758 * state information between multiple instructions. */
759 struct wined3d_shader_tex_mx
761 unsigned int current_row;
762 DWORD texcoord_w[2];
765 struct wined3d_shader_loop_state
767 UINT current_depth;
768 UINT current_reg;
771 struct wined3d_shader_context
773 const struct wined3d_shader *shader;
774 const struct wined3d_gl_info *gl_info;
775 const struct wined3d_shader_reg_maps *reg_maps;
776 struct wined3d_string_buffer *buffer;
777 struct wined3d_shader_tex_mx *tex_mx;
778 struct wined3d_shader_loop_state *loop_state;
779 void *backend_data;
782 struct wined3d_shader_register_index
784 const struct wined3d_shader_src_param *rel_addr;
785 unsigned int offset;
788 struct wined3d_shader_register
790 enum wined3d_shader_register_type type;
791 enum wined3d_data_type data_type;
792 struct wined3d_shader_register_index idx[2];
793 enum wined3d_immconst_type immconst_type;
794 DWORD immconst_data[4];
797 struct wined3d_shader_dst_param
799 struct wined3d_shader_register reg;
800 DWORD write_mask;
801 DWORD modifiers;
802 DWORD shift;
805 struct wined3d_shader_src_param
807 struct wined3d_shader_register reg;
808 DWORD swizzle;
809 enum wined3d_shader_src_modifier modifiers;
812 struct wined3d_shader_semantic
814 enum wined3d_decl_usage usage;
815 UINT usage_idx;
816 enum wined3d_shader_resource_type resource_type;
817 enum wined3d_data_type resource_data_type;
818 struct wined3d_shader_dst_param reg;
821 struct wined3d_shader_register_semantic
823 struct wined3d_shader_dst_param reg;
824 enum wined3d_sysval_semantic sysval_semantic;
827 struct wined3d_shader_structured_resource
829 struct wined3d_shader_dst_param reg;
830 unsigned int byte_stride;
833 struct wined3d_shader_texel_offset
835 signed char u, v, w;
838 struct wined3d_shader_instruction
840 const struct wined3d_shader_context *ctx;
841 enum WINED3D_SHADER_INSTRUCTION_HANDLER handler_idx;
842 DWORD flags;
843 BOOL coissue;
844 const struct wined3d_shader_src_param *predicate;
845 UINT dst_count;
846 const struct wined3d_shader_dst_param *dst;
847 UINT src_count;
848 const struct wined3d_shader_src_param *src;
849 struct wined3d_shader_texel_offset texel_offset;
850 union
852 struct wined3d_shader_semantic semantic;
853 struct wined3d_shader_register_semantic register_semantic;
854 enum wined3d_primitive_type primitive_type;
855 struct wined3d_shader_dst_param dst;
856 struct wined3d_shader_src_param src;
857 UINT count;
858 const struct wined3d_shader_immediate_constant_buffer *icb;
859 struct wined3d_shader_structured_resource structured_resource;
860 float max_tessellation_factor;
861 } declaration;
864 static inline BOOL wined3d_shader_instruction_has_texel_offset(const struct wined3d_shader_instruction *ins)
866 return ins->texel_offset.u || ins->texel_offset.v || ins->texel_offset.w;
869 struct wined3d_shader_attribute
871 enum wined3d_decl_usage usage;
872 UINT usage_idx;
875 struct wined3d_shader_loop_control
877 unsigned int count;
878 unsigned int start;
879 int step;
882 struct wined3d_shader_frontend
884 void *(*shader_init)(const DWORD *ptr, const struct wined3d_shader_signature *output_signature);
885 void (*shader_free)(void *data);
886 void (*shader_read_header)(void *data, const DWORD **ptr, struct wined3d_shader_version *shader_version);
887 void (*shader_read_instruction)(void *data, const DWORD **ptr, struct wined3d_shader_instruction *ins);
888 BOOL (*shader_is_end)(void *data, const DWORD **ptr);
891 extern const struct wined3d_shader_frontend sm1_shader_frontend DECLSPEC_HIDDEN;
892 extern const struct wined3d_shader_frontend sm4_shader_frontend DECLSPEC_HIDDEN;
894 typedef void (*SHADER_HANDLER)(const struct wined3d_shader_instruction *);
896 #define WINED3D_SHADER_CAP_VS_CLIPPING 0x00000001
897 #define WINED3D_SHADER_CAP_SRGB_WRITE 0x00000002
899 struct shader_caps
901 unsigned int vs_version;
902 unsigned int hs_version;
903 unsigned int gs_version;
904 unsigned int ps_version;
906 DWORD vs_uniform_count;
907 DWORD ps_uniform_count;
908 float ps_1x_max_value;
909 DWORD varying_count;
911 DWORD wined3d_caps;
914 enum wined3d_gl_resource_type
916 WINED3D_GL_RES_TYPE_TEX_1D = 0,
917 WINED3D_GL_RES_TYPE_TEX_2D = 1,
918 WINED3D_GL_RES_TYPE_TEX_3D = 2,
919 WINED3D_GL_RES_TYPE_TEX_CUBE = 3,
920 WINED3D_GL_RES_TYPE_TEX_RECT = 4,
921 WINED3D_GL_RES_TYPE_BUFFER = 5,
922 WINED3D_GL_RES_TYPE_RB = 6,
923 WINED3D_GL_RES_TYPE_COUNT = 7,
926 enum vertexprocessing_mode {
927 fixedfunction,
928 vertexshader,
929 pretransformed
932 #define WINED3D_CONST_NUM_UNUSED ~0U
934 enum wined3d_ffp_ps_fog_mode
936 WINED3D_FFP_PS_FOG_OFF,
937 WINED3D_FFP_PS_FOG_LINEAR,
938 WINED3D_FFP_PS_FOG_EXP,
939 WINED3D_FFP_PS_FOG_EXP2,
942 /* Stateblock dependent parameters which have to be hardcoded
943 * into the shader code
946 #define WINED3D_PSARGS_PROJECTED (1u << 3)
947 #define WINED3D_PSARGS_TEXTRANSFORM_SHIFT 4
948 #define WINED3D_PSARGS_TEXTRANSFORM_MASK 0xfu
949 #define WINED3D_PSARGS_TEXTYPE_SHIFT 2
950 #define WINED3D_PSARGS_TEXTYPE_MASK 0x3u
952 /* Used for Shader Model 1 pixel shaders to track the bound texture
953 * type. 2D and RECT textures are separated through NP2 fixup. */
954 enum wined3d_shader_tex_types
956 WINED3D_SHADER_TEX_2D = 0,
957 WINED3D_SHADER_TEX_3D = 1,
958 WINED3D_SHADER_TEX_CUBE = 2,
961 struct ps_compile_args {
962 struct color_fixup_desc color_fixup[MAX_FRAGMENT_SAMPLERS];
963 enum vertexprocessing_mode vp_mode;
964 enum wined3d_ffp_ps_fog_mode fog;
965 WORD tex_transform; /* ps 1.0-1.3, 4 textures */
966 WORD tex_types; /* ps 1.0 - 1.4, 6 textures */
967 WORD srgb_correction;
968 /* Bitmap for NP2 texcoord fixups (16 samplers max currently).
969 D3D9 has a limit of 16 samplers and the fixup is superfluous
970 in D3D10 (unconditional NP2 support mandatory). */
971 WORD np2_fixup;
972 WORD shadow; /* MAX_FRAGMENT_SAMPLERS, 16 */
973 WORD texcoords_initialized; /* MAX_TEXTURES, 8 */
974 BOOL pointsprite;
975 BOOL flatshading;
978 enum fog_src_type {
979 VS_FOG_Z = 0,
980 VS_FOG_COORD = 1
983 struct vs_compile_args
985 BYTE fog_src;
986 BYTE clip_enabled : 1;
987 BYTE point_size : 1;
988 BYTE per_vertex_point_size : 1;
989 BYTE flatshading : 1;
990 BYTE padding : 4;
991 WORD swizzle_map; /* MAX_ATTRIBS, 16 */
994 struct wined3d_context;
995 struct wined3d_state;
996 struct fragment_pipeline;
997 struct wined3d_vertex_pipe_ops;
999 struct wined3d_shader_backend_ops
1001 void (*shader_handle_instruction)(const struct wined3d_shader_instruction *);
1002 void (*shader_select)(void *shader_priv, struct wined3d_context *context,
1003 const struct wined3d_state *state);
1004 void (*shader_disable)(void *shader_priv, struct wined3d_context *context);
1005 void (*shader_select_depth_blt)(void *shader_priv, const struct wined3d_gl_info *gl_info,
1006 enum wined3d_gl_resource_type tex_type, const SIZE *ds_mask_size);
1007 void (*shader_deselect_depth_blt)(void *shader_priv, const struct wined3d_gl_info *gl_info);
1008 void (*shader_update_float_vertex_constants)(struct wined3d_device *device, UINT start, UINT count);
1009 void (*shader_update_float_pixel_constants)(struct wined3d_device *device, UINT start, UINT count);
1010 void (*shader_load_constants)(void *shader_priv, struct wined3d_context *context,
1011 const struct wined3d_state *state);
1012 void (*shader_destroy)(struct wined3d_shader *shader);
1013 HRESULT (*shader_alloc_private)(struct wined3d_device *device, const struct wined3d_vertex_pipe_ops *vertex_pipe,
1014 const struct fragment_pipeline *fragment_pipe);
1015 void (*shader_free_private)(struct wined3d_device *device);
1016 BOOL (*shader_allocate_context_data)(struct wined3d_context *context);
1017 void (*shader_free_context_data)(struct wined3d_context *context);
1018 void (*shader_init_context_state)(struct wined3d_context *context);
1019 void (*shader_get_caps)(const struct wined3d_gl_info *gl_info, struct shader_caps *caps);
1020 BOOL (*shader_color_fixup_supported)(struct color_fixup_desc fixup);
1021 BOOL (*shader_has_ffp_proj_control)(void *shader_priv);
1024 extern const struct wined3d_shader_backend_ops glsl_shader_backend DECLSPEC_HIDDEN;
1025 extern const struct wined3d_shader_backend_ops arb_program_shader_backend DECLSPEC_HIDDEN;
1026 extern const struct wined3d_shader_backend_ops none_shader_backend DECLSPEC_HIDDEN;
1028 #define GL_EXTCALL(f) (gl_info->gl_ops.ext.p_##f)
1030 #define D3DCOLOR_B_R(dw) (((dw) >> 16) & 0xff)
1031 #define D3DCOLOR_B_G(dw) (((dw) >> 8) & 0xff)
1032 #define D3DCOLOR_B_B(dw) (((dw) >> 0) & 0xff)
1033 #define D3DCOLOR_B_A(dw) (((dw) >> 24) & 0xff)
1035 static inline void wined3d_color_from_d3dcolor(struct wined3d_color *wined3d_color, DWORD d3d_color)
1037 wined3d_color->r = D3DCOLOR_B_R(d3d_color) / 255.0f;
1038 wined3d_color->g = D3DCOLOR_B_G(d3d_color) / 255.0f;
1039 wined3d_color->b = D3DCOLOR_B_B(d3d_color) / 255.0f;
1040 wined3d_color->a = D3DCOLOR_B_A(d3d_color) / 255.0f;
1043 #define HIGHEST_TRANSFORMSTATE WINED3D_TS_WORLD_MATRIX(255) /* Highest value in wined3d_transform_state. */
1045 /* Checking of API calls */
1046 /* --------------------- */
1047 #ifndef WINE_NO_DEBUG_MSGS
1048 #define checkGLcall(A) \
1049 do { \
1050 GLint err; \
1051 if (!__WINE_IS_DEBUG_ON(_ERR, __wine_dbch___default)) break; \
1052 err = gl_info->gl_ops.gl.p_glGetError(); \
1053 if (err == GL_NO_ERROR) { \
1054 TRACE("%s call ok %s / %d\n", A, __FILE__, __LINE__); \
1056 } else do { \
1057 ERR(">>>>>>>>>>>>>>>>> %s (%#x) from %s @ %s / %d\n", \
1058 debug_glerror(err), err, A, __FILE__, __LINE__); \
1059 err = gl_info->gl_ops.gl.p_glGetError(); \
1060 } while (err != GL_NO_ERROR); \
1061 } while(0)
1062 #else
1063 #define checkGLcall(A) do {} while(0)
1064 #endif
1066 enum wined3d_ffp_idx
1068 WINED3D_FFP_POSITION = 0,
1069 WINED3D_FFP_BLENDWEIGHT = 1,
1070 WINED3D_FFP_BLENDINDICES = 2,
1071 WINED3D_FFP_NORMAL = 3,
1072 WINED3D_FFP_PSIZE = 4,
1073 WINED3D_FFP_DIFFUSE = 5,
1074 WINED3D_FFP_SPECULAR = 6,
1075 WINED3D_FFP_TEXCOORD0 = 7,
1076 WINED3D_FFP_TEXCOORD1 = 8,
1077 WINED3D_FFP_TEXCOORD2 = 9,
1078 WINED3D_FFP_TEXCOORD3 = 10,
1079 WINED3D_FFP_TEXCOORD4 = 11,
1080 WINED3D_FFP_TEXCOORD5 = 12,
1081 WINED3D_FFP_TEXCOORD6 = 13,
1082 WINED3D_FFP_TEXCOORD7 = 14,
1083 WINED3D_FFP_ATTRIBS_COUNT = 15,
1086 enum wined3d_ffp_emit_idx
1088 WINED3D_FFP_EMIT_FLOAT1 = 0,
1089 WINED3D_FFP_EMIT_FLOAT2 = 1,
1090 WINED3D_FFP_EMIT_FLOAT3 = 2,
1091 WINED3D_FFP_EMIT_FLOAT4 = 3,
1092 WINED3D_FFP_EMIT_D3DCOLOR = 4,
1093 WINED3D_FFP_EMIT_UBYTE4 = 5,
1094 WINED3D_FFP_EMIT_SHORT2 = 6,
1095 WINED3D_FFP_EMIT_SHORT4 = 7,
1096 WINED3D_FFP_EMIT_UBYTE4N = 8,
1097 WINED3D_FFP_EMIT_SHORT2N = 9,
1098 WINED3D_FFP_EMIT_SHORT4N = 10,
1099 WINED3D_FFP_EMIT_USHORT2N = 11,
1100 WINED3D_FFP_EMIT_USHORT4N = 12,
1101 WINED3D_FFP_EMIT_UDEC3 = 13,
1102 WINED3D_FFP_EMIT_DEC3N = 14,
1103 WINED3D_FFP_EMIT_FLOAT16_2 = 15,
1104 WINED3D_FFP_EMIT_FLOAT16_4 = 16,
1105 WINED3D_FFP_EMIT_INVALID = 17,
1106 WINED3D_FFP_EMIT_COUNT = 18
1109 struct wined3d_bo_address
1111 GLuint buffer_object;
1112 BYTE *addr;
1115 struct wined3d_const_bo_address
1117 GLuint buffer_object;
1118 const BYTE *addr;
1121 static inline struct wined3d_const_bo_address *wined3d_const_bo_address(struct wined3d_bo_address *data)
1123 return (struct wined3d_const_bo_address *)data;
1126 struct wined3d_stream_info_element
1128 const struct wined3d_format *format;
1129 struct wined3d_bo_address data;
1130 GLsizei stride;
1131 unsigned int stream_idx;
1132 unsigned int divisor;
1135 struct wined3d_stream_info
1137 struct wined3d_stream_info_element elements[MAX_ATTRIBS];
1138 DWORD position_transformed : 1;
1139 DWORD all_vbo : 1;
1140 WORD swizzle_map; /* MAX_ATTRIBS, 16 */
1141 WORD use_map; /* MAX_ATTRIBS, 16 */
1144 void draw_primitive(struct wined3d_device *device, UINT start_idx, UINT index_count,
1145 UINT start_instance, UINT instance_count, BOOL indexed) DECLSPEC_HIDDEN;
1146 DWORD get_flexible_vertex_size(DWORD d3dvtVertexType) DECLSPEC_HIDDEN;
1148 #define eps 1e-8f
1150 #define GET_TEXCOORD_SIZE_FROM_FVF(d3dvtVertexType, tex_num) \
1151 (((((d3dvtVertexType) >> (16 + (2 * (tex_num)))) + 1) & 0x03) + 1)
1153 /* Routines and structures related to state management */
1155 #define STATE_RENDER(a) (a)
1156 #define STATE_IS_RENDER(a) ((a) >= STATE_RENDER(1) && (a) <= STATE_RENDER(WINEHIGHEST_RENDER_STATE))
1158 #define STATE_TEXTURESTAGE(stage, num) (STATE_RENDER(WINEHIGHEST_RENDER_STATE) + 1 + (stage) * (WINED3D_HIGHEST_TEXTURE_STATE + 1) + (num))
1159 #define STATE_IS_TEXTURESTAGE(a) ((a) >= STATE_TEXTURESTAGE(0, 1) && (a) <= STATE_TEXTURESTAGE(MAX_TEXTURES - 1, WINED3D_HIGHEST_TEXTURE_STATE))
1161 /* + 1 because samplers start with 0 */
1162 #define STATE_SAMPLER(num) (STATE_TEXTURESTAGE(MAX_TEXTURES - 1, WINED3D_HIGHEST_TEXTURE_STATE) + 1 + (num))
1163 #define STATE_IS_SAMPLER(num) ((num) >= STATE_SAMPLER(0) && (num) <= STATE_SAMPLER(MAX_COMBINED_SAMPLERS - 1))
1165 #define STATE_SHADER(a) (STATE_SAMPLER(MAX_COMBINED_SAMPLERS) + (a))
1166 #define STATE_IS_SHADER(a) ((a) >= STATE_SHADER(0) && (a) < STATE_SHADER(WINED3D_SHADER_TYPE_COUNT))
1168 #define STATE_CONSTANT_BUFFER(a) (STATE_SHADER(WINED3D_SHADER_TYPE_COUNT) + (a))
1169 #define STATE_IS_CONSTANT_BUFFER(a) ((a) >= STATE_CONSTANT_BUFFER(0) && (a) < STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_COUNT))
1171 #define STATE_SHADER_RESOURCE_BINDING (STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_COUNT))
1172 #define STATE_IS_SHADER_RESOURCE_BINDING(a) ((a) == STATE_SHADER_RESOURCE_BINDING)
1174 #define STATE_TRANSFORM(a) (STATE_SHADER_RESOURCE_BINDING + (a))
1175 #define STATE_IS_TRANSFORM(a) ((a) >= STATE_TRANSFORM(1) && (a) <= STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(255)))
1177 #define STATE_STREAMSRC (STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(255)) + 1)
1178 #define STATE_IS_STREAMSRC(a) ((a) == STATE_STREAMSRC)
1179 #define STATE_INDEXBUFFER (STATE_STREAMSRC + 1)
1180 #define STATE_IS_INDEXBUFFER(a) ((a) == STATE_INDEXBUFFER)
1182 #define STATE_VDECL (STATE_INDEXBUFFER + 1)
1183 #define STATE_IS_VDECL(a) ((a) == STATE_VDECL)
1185 #define STATE_VIEWPORT (STATE_VDECL + 1)
1186 #define STATE_IS_VIEWPORT(a) ((a) == STATE_VIEWPORT)
1188 #define STATE_LIGHT_TYPE (STATE_VIEWPORT + 1)
1189 #define STATE_IS_LIGHT_TYPE(a) ((a) == STATE_LIGHT_TYPE)
1190 #define STATE_ACTIVELIGHT(a) (STATE_LIGHT_TYPE + 1 + (a))
1191 #define STATE_IS_ACTIVELIGHT(a) ((a) >= STATE_ACTIVELIGHT(0) && (a) < STATE_ACTIVELIGHT(MAX_ACTIVE_LIGHTS))
1193 #define STATE_SCISSORRECT (STATE_ACTIVELIGHT(MAX_ACTIVE_LIGHTS - 1) + 1)
1194 #define STATE_IS_SCISSORRECT(a) ((a) == STATE_SCISSORRECT)
1196 #define STATE_CLIPPLANE(a) (STATE_SCISSORRECT + 1 + (a))
1197 #define STATE_IS_CLIPPLANE(a) ((a) >= STATE_CLIPPLANE(0) && (a) <= STATE_CLIPPLANE(MAX_CLIPPLANES - 1))
1199 #define STATE_MATERIAL (STATE_CLIPPLANE(MAX_CLIPPLANES))
1200 #define STATE_IS_MATERIAL(a) ((a) == STATE_MATERIAL)
1202 #define STATE_FRONTFACE (STATE_MATERIAL + 1)
1203 #define STATE_IS_FRONTFACE(a) ((a) == STATE_FRONTFACE)
1205 #define STATE_POINTSPRITECOORDORIGIN (STATE_FRONTFACE + 1)
1206 #define STATE_IS_POINTSPRITECOORDORIGIN(a) ((a) == STATE_POINTSPRITECOORDORIGIN)
1208 #define STATE_BASEVERTEXINDEX (STATE_POINTSPRITECOORDORIGIN + 1)
1209 #define STATE_IS_BASEVERTEXINDEX(a) ((a) == STATE_BASEVERTEXINDEX)
1211 #define STATE_FRAMEBUFFER (STATE_BASEVERTEXINDEX + 1)
1212 #define STATE_IS_FRAMEBUFFER(a) ((a) == STATE_FRAMEBUFFER)
1214 #define STATE_POINT_ENABLE (STATE_FRAMEBUFFER + 1)
1215 #define STATE_IS_POINT_ENABLE(a) ((a) == STATE_POINT_ENABLE)
1217 #define STATE_COLOR_KEY (STATE_POINT_ENABLE + 1)
1218 #define STATE_IS_COLOR_KEY(a) ((a) == STATE_COLOR_KEY)
1220 #define STATE_HIGHEST (STATE_COLOR_KEY)
1222 enum fogsource {
1223 FOGSOURCE_FFP,
1224 FOGSOURCE_VS,
1225 FOGSOURCE_COORD,
1228 struct wined3d_occlusion_query
1230 struct list entry;
1231 GLuint id;
1232 struct wined3d_context *context;
1235 union wined3d_gl_query_object
1237 GLuint id;
1238 GLsync sync;
1241 struct wined3d_event_query
1243 struct list entry;
1244 union wined3d_gl_query_object object;
1245 struct wined3d_context *context;
1248 enum wined3d_event_query_result
1250 WINED3D_EVENT_QUERY_OK,
1251 WINED3D_EVENT_QUERY_WAITING,
1252 WINED3D_EVENT_QUERY_NOT_STARTED,
1253 WINED3D_EVENT_QUERY_WRONG_THREAD,
1254 WINED3D_EVENT_QUERY_ERROR
1257 void wined3d_event_query_destroy(struct wined3d_event_query *query) DECLSPEC_HIDDEN;
1258 enum wined3d_event_query_result wined3d_event_query_finish(const struct wined3d_event_query *query,
1259 const struct wined3d_device *device) DECLSPEC_HIDDEN;
1260 void wined3d_event_query_issue(struct wined3d_event_query *query, const struct wined3d_device *device) DECLSPEC_HIDDEN;
1261 BOOL wined3d_event_query_supported(const struct wined3d_gl_info *gl_info) DECLSPEC_HIDDEN;
1263 struct wined3d_timestamp_query
1265 struct list entry;
1266 GLuint id;
1267 struct wined3d_context *context;
1270 void context_alloc_timestamp_query(struct wined3d_context *context, struct wined3d_timestamp_query *query) DECLSPEC_HIDDEN;
1271 void context_free_timestamp_query(struct wined3d_timestamp_query *query) DECLSPEC_HIDDEN;
1273 struct wined3d_context
1275 const struct wined3d_gl_info *gl_info;
1276 const struct wined3d_d3d_info *d3d_info;
1277 const struct StateEntry *state_table;
1278 /* State dirtification
1279 * dirtyArray is an array that contains markers for dirty states. numDirtyEntries states are dirty, their numbers are in indices
1280 * 0...numDirtyEntries - 1. isStateDirty is a redundant copy of the dirtyArray. Technically only one of them would be needed,
1281 * 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
1282 * only numDirtyEntries array elements have to be checked, not STATE_HIGHEST states.
1284 DWORD dirtyArray[STATE_HIGHEST + 1]; /* Won't get bigger than that, a state is never marked dirty 2 times */
1285 DWORD numDirtyEntries;
1286 DWORD isStateDirty[STATE_HIGHEST / (sizeof(DWORD) * CHAR_BIT) + 1]; /* Bitmap to find out quickly if a state is dirty */
1288 struct wined3d_swapchain *swapchain;
1289 struct
1291 struct wined3d_texture *texture;
1292 unsigned int sub_resource_idx;
1293 } current_rt;
1294 DWORD tid; /* Thread ID which owns this context at the moment */
1296 /* Stores some information about the context state for optimization */
1297 DWORD render_offscreen : 1;
1298 DWORD last_was_rhw : 1; /* true iff last draw_primitive was in xyzrhw mode */
1299 DWORD last_was_pshader : 1;
1300 DWORD last_was_vshader : 1;
1301 DWORD last_was_normal : 1;
1302 DWORD namedArraysLoaded : 1;
1303 DWORD numberedArraysLoaded : 1;
1304 DWORD last_was_blit : 1;
1305 DWORD last_was_ckey : 1;
1306 DWORD fog_coord : 1;
1307 DWORD fog_enabled : 1;
1308 DWORD num_untracked_materials : 2; /* Max value 2 */
1309 DWORD current : 1;
1310 DWORD destroyed : 1;
1311 DWORD valid : 1;
1312 DWORD texShaderBumpMap : 8; /* MAX_TEXTURES, 8 */
1313 DWORD lastWasPow2Texture : 8; /* MAX_TEXTURES, 8 */
1314 DWORD fixed_function_usage_map : 8; /* MAX_TEXTURES, 8 */
1315 DWORD lowest_disabled_stage : 4; /* Max MAX_TEXTURES, 8 */
1316 DWORD use_immediate_mode_draw : 1;
1317 DWORD rebind_fbo : 1;
1318 DWORD needs_set : 1;
1319 DWORD hdc_is_private : 1;
1320 DWORD hdc_has_format : 1; /* only meaningful if hdc_is_private */
1321 DWORD update_shader_resource_bindings : 1;
1322 DWORD padding : 14;
1323 DWORD shader_update_mask;
1324 DWORD constant_update_mask;
1325 DWORD numbered_array_mask;
1326 GLenum tracking_parm; /* Which source is tracking current colour */
1327 GLenum untracked_materials[2];
1328 UINT blit_w, blit_h;
1329 enum fogsource fog_source;
1330 DWORD active_texture;
1331 DWORD texture_type[MAX_COMBINED_SAMPLERS];
1333 UINT instance_count;
1335 /* The actual opengl context */
1336 UINT level;
1337 HGLRC restore_ctx;
1338 HDC restore_dc;
1339 int restore_pf;
1340 HWND restore_pf_win;
1341 HGLRC glCtx;
1342 HWND win_handle;
1343 HDC hdc;
1344 int pixel_format;
1345 GLint aux_buffers;
1347 void *shader_backend_data;
1348 void *fragment_pipe_data;
1350 /* FBOs */
1351 UINT fbo_entry_count;
1352 struct list fbo_list;
1353 struct list fbo_destroy_list;
1354 struct fbo_entry *current_fbo;
1355 GLuint fbo_read_binding;
1356 GLuint fbo_draw_binding;
1357 struct wined3d_surface **blit_targets;
1358 struct wined3d_fbo_entry_key *fbo_key;
1359 GLenum *draw_buffers;
1360 DWORD draw_buffers_mask; /* Enabled draw buffers, 31 max. */
1362 /* Queries */
1363 GLuint *free_occlusion_queries;
1364 UINT free_occlusion_query_size;
1365 UINT free_occlusion_query_count;
1366 struct list occlusion_queries;
1368 union wined3d_gl_query_object *free_event_queries;
1369 UINT free_event_query_size;
1370 UINT free_event_query_count;
1371 struct list event_queries;
1373 GLuint *free_timestamp_queries;
1374 UINT free_timestamp_query_size;
1375 UINT free_timestamp_query_count;
1376 struct list timestamp_queries;
1378 struct wined3d_stream_info stream_info;
1380 /* Fences for GL_APPLE_flush_buffer_range */
1381 struct wined3d_event_query *buffer_queries[MAX_ATTRIBS];
1382 unsigned int num_buffer_queries;
1384 DWORD tex_unit_map[MAX_COMBINED_SAMPLERS];
1385 DWORD rev_tex_unit_map[MAX_COMBINED_SAMPLERS];
1387 /* Extension emulation */
1388 GLint gl_fog_source;
1389 GLfloat fog_coord_value;
1390 GLfloat color[4], fogstart, fogend, fogcolor[4];
1391 GLuint dummy_arbfp_prog;
1394 struct wined3d_fb_state
1396 struct wined3d_rendertarget_view **render_targets;
1397 struct wined3d_rendertarget_view *depth_stencil;
1400 typedef void (*APPLYSTATEFUNC)(struct wined3d_context *ctx, const struct wined3d_state *state, DWORD state_id);
1402 struct StateEntry
1404 DWORD representative;
1405 APPLYSTATEFUNC apply;
1408 struct StateEntryTemplate
1410 DWORD state;
1411 struct StateEntry content;
1412 enum wined3d_gl_extension extension;
1415 #define WINED3D_FRAGMENT_CAP_PROJ_CONTROL 0x00000001
1416 #define WINED3D_FRAGMENT_CAP_SRGB_WRITE 0x00000002
1417 #define WINED3D_FRAGMENT_CAP_COLOR_KEY 0x00000004
1419 struct fragment_caps
1421 DWORD wined3d_caps;
1422 DWORD PrimitiveMiscCaps;
1423 DWORD TextureOpCaps;
1424 DWORD MaxTextureBlendStages;
1425 DWORD MaxSimultaneousTextures;
1428 #define GL_EXT_EMUL_ARB_MULTITEXTURE 0x00000001
1429 #define GL_EXT_EMUL_EXT_FOG_COORD 0x00000002
1431 struct fragment_pipeline
1433 void (*enable_extension)(const struct wined3d_gl_info *gl_info, BOOL enable);
1434 void (*get_caps)(const struct wined3d_gl_info *gl_info, struct fragment_caps *caps);
1435 DWORD (*get_emul_mask)(const struct wined3d_gl_info *gl_info);
1436 void *(*alloc_private)(const struct wined3d_shader_backend_ops *shader_backend, void *shader_priv);
1437 void (*free_private)(struct wined3d_device *device);
1438 BOOL (*allocate_context_data)(struct wined3d_context *context);
1439 void (*free_context_data)(struct wined3d_context *context);
1440 BOOL (*color_fixup_supported)(struct color_fixup_desc fixup);
1441 const struct StateEntryTemplate *states;
1444 struct wined3d_vertex_caps
1446 BOOL xyzrhw;
1447 BOOL emulated_flatshading;
1448 BOOL ffp_generic_attributes;
1449 DWORD max_active_lights;
1450 DWORD max_vertex_blend_matrices;
1451 DWORD max_vertex_blend_matrix_index;
1452 DWORD vertex_processing_caps;
1453 DWORD fvf_caps;
1454 DWORD max_user_clip_planes;
1455 DWORD raster_caps;
1458 struct wined3d_vertex_pipe_ops
1460 void (*vp_enable)(const struct wined3d_gl_info *gl_info, BOOL enable);
1461 void (*vp_get_caps)(const struct wined3d_gl_info *gl_info, struct wined3d_vertex_caps *caps);
1462 DWORD (*vp_get_emul_mask)(const struct wined3d_gl_info *gl_info);
1463 void *(*vp_alloc)(const struct wined3d_shader_backend_ops *shader_backend, void *shader_priv);
1464 void (*vp_free)(struct wined3d_device *device);
1465 const struct StateEntryTemplate *vp_states;
1468 extern const struct StateEntryTemplate misc_state_template[] DECLSPEC_HIDDEN;
1469 extern const struct fragment_pipeline none_fragment_pipe DECLSPEC_HIDDEN;
1470 extern const struct fragment_pipeline ffp_fragment_pipeline DECLSPEC_HIDDEN;
1471 extern const struct fragment_pipeline atifs_fragment_pipeline DECLSPEC_HIDDEN;
1472 extern const struct fragment_pipeline arbfp_fragment_pipeline DECLSPEC_HIDDEN;
1473 extern const struct fragment_pipeline nvts_fragment_pipeline DECLSPEC_HIDDEN;
1474 extern const struct fragment_pipeline nvrc_fragment_pipeline DECLSPEC_HIDDEN;
1475 extern const struct fragment_pipeline glsl_fragment_pipe DECLSPEC_HIDDEN;
1477 extern const struct wined3d_vertex_pipe_ops none_vertex_pipe DECLSPEC_HIDDEN;
1478 extern const struct wined3d_vertex_pipe_ops ffp_vertex_pipe DECLSPEC_HIDDEN;
1479 extern const struct wined3d_vertex_pipe_ops glsl_vertex_pipe DECLSPEC_HIDDEN;
1481 /* "Base" state table */
1482 HRESULT compile_state_table(struct StateEntry *StateTable, APPLYSTATEFUNC **dev_multistate_funcs,
1483 const struct wined3d_gl_info *gl_info, const struct wined3d_d3d_info *d3d_info,
1484 const struct wined3d_vertex_pipe_ops *vertex, const struct fragment_pipeline *fragment,
1485 const struct StateEntryTemplate *misc) DECLSPEC_HIDDEN;
1487 enum wined3d_blit_op
1489 WINED3D_BLIT_OP_COLOR_BLIT,
1490 WINED3D_BLIT_OP_COLOR_BLIT_ALPHATEST,
1491 WINED3D_BLIT_OP_COLOR_BLIT_CKEY,
1492 WINED3D_BLIT_OP_COLOR_FILL,
1493 WINED3D_BLIT_OP_DEPTH_FILL,
1494 WINED3D_BLIT_OP_DEPTH_BLIT,
1497 /* Shaders for color conversions in blits. Do not do blit operations while
1498 * already under the GL lock. */
1499 struct blit_shader
1501 HRESULT (*alloc_private)(struct wined3d_device *device);
1502 void (*free_private)(struct wined3d_device *device);
1503 HRESULT (*set_shader)(void *blit_priv, struct wined3d_context *context, const struct wined3d_surface *surface,
1504 const struct wined3d_color_key *color_key);
1505 void (*unset_shader)(const struct wined3d_gl_info *gl_info);
1506 BOOL (*blit_supported)(const struct wined3d_gl_info *gl_info,
1507 const struct wined3d_d3d_info *d3d_info, enum wined3d_blit_op blit_op,
1508 const RECT *src_rect, DWORD src_usage, enum wined3d_pool src_pool, const struct wined3d_format *src_format,
1509 const RECT *dst_rect, DWORD dst_usage, enum wined3d_pool dst_pool, const struct wined3d_format *dst_format);
1510 HRESULT (*color_fill)(struct wined3d_device *device, struct wined3d_rendertarget_view *view,
1511 const RECT *rect, const struct wined3d_color *color);
1512 HRESULT (*depth_fill)(struct wined3d_device *device, struct wined3d_rendertarget_view *view,
1513 const RECT *rect, DWORD clear_flags, float depth, DWORD stencil);
1514 void (*blit_surface)(struct wined3d_device *device, enum wined3d_blit_op op, DWORD filter,
1515 struct wined3d_surface *src_surface, const RECT *src_rect,
1516 struct wined3d_surface *dst_surface, const RECT *dst_rect,
1517 const struct wined3d_color_key *color_key);
1520 extern const struct blit_shader ffp_blit DECLSPEC_HIDDEN;
1521 extern const struct blit_shader arbfp_blit DECLSPEC_HIDDEN;
1522 extern const struct blit_shader cpu_blit DECLSPEC_HIDDEN;
1524 BOOL wined3d_clip_blit(const RECT *clip_rect, RECT *clipped, RECT *other) DECLSPEC_HIDDEN;
1525 const struct blit_shader *wined3d_select_blitter(const struct wined3d_gl_info *gl_info,
1526 const struct wined3d_d3d_info *d3d_info, enum wined3d_blit_op blit_op,
1527 const RECT *src_rect, DWORD src_usage, enum wined3d_pool src_pool, const struct wined3d_format *src_format,
1528 const RECT *dst_rect, DWORD dst_usage, enum wined3d_pool dst_pool, const struct wined3d_format *dst_format)
1529 DECLSPEC_HIDDEN;
1531 struct wined3d_context *context_acquire(const struct wined3d_device *device,
1532 struct wined3d_surface *target) DECLSPEC_HIDDEN;
1533 void context_alloc_event_query(struct wined3d_context *context,
1534 struct wined3d_event_query *query) DECLSPEC_HIDDEN;
1535 void context_alloc_occlusion_query(struct wined3d_context *context,
1536 struct wined3d_occlusion_query *query) DECLSPEC_HIDDEN;
1537 void context_apply_blit_state(struct wined3d_context *context, const struct wined3d_device *device) DECLSPEC_HIDDEN;
1538 BOOL context_apply_clear_state(struct wined3d_context *context, const struct wined3d_device *device,
1539 UINT rt_count, const struct wined3d_fb_state *fb) DECLSPEC_HIDDEN;
1540 BOOL context_apply_draw_state(struct wined3d_context *context, struct wined3d_device *device) DECLSPEC_HIDDEN;
1541 void context_apply_fbo_state_blit(struct wined3d_context *context, GLenum target,
1542 struct wined3d_surface *render_target, struct wined3d_surface *depth_stencil, DWORD location) DECLSPEC_HIDDEN;
1543 void context_active_texture(struct wined3d_context *context, const struct wined3d_gl_info *gl_info,
1544 unsigned int unit) DECLSPEC_HIDDEN;
1545 void context_bind_texture(struct wined3d_context *context, GLenum target, GLuint name) DECLSPEC_HIDDEN;
1546 void context_check_fbo_status(const struct wined3d_context *context, GLenum target) DECLSPEC_HIDDEN;
1547 struct wined3d_context *context_create(struct wined3d_swapchain *swapchain, struct wined3d_texture *target,
1548 const struct wined3d_format *ds_format) DECLSPEC_HIDDEN;
1549 HGLRC context_create_wgl_attribs(const struct wined3d_gl_info *gl_info, HDC hdc, HGLRC share_ctx) DECLSPEC_HIDDEN;
1550 void context_destroy(struct wined3d_device *device, struct wined3d_context *context) DECLSPEC_HIDDEN;
1551 void context_free_event_query(struct wined3d_event_query *query) DECLSPEC_HIDDEN;
1552 void context_free_occlusion_query(struct wined3d_occlusion_query *query) DECLSPEC_HIDDEN;
1553 struct wined3d_context *context_get_current(void) DECLSPEC_HIDDEN;
1554 GLenum context_get_offscreen_gl_buffer(const struct wined3d_context *context) DECLSPEC_HIDDEN;
1555 DWORD context_get_tls_idx(void) DECLSPEC_HIDDEN;
1556 void context_gl_resource_released(struct wined3d_device *device,
1557 GLuint name, BOOL rb_namespace) DECLSPEC_HIDDEN;
1558 void context_invalidate_state(struct wined3d_context *context, DWORD state_id) DECLSPEC_HIDDEN;
1559 void context_release(struct wined3d_context *context) DECLSPEC_HIDDEN;
1560 void context_resource_released(const struct wined3d_device *device,
1561 struct wined3d_resource *resource, enum wined3d_resource_type type) DECLSPEC_HIDDEN;
1562 void context_restore(struct wined3d_context *context, struct wined3d_surface *restore) DECLSPEC_HIDDEN;
1563 BOOL context_set_current(struct wined3d_context *ctx) DECLSPEC_HIDDEN;
1564 void context_set_draw_buffer(struct wined3d_context *context, GLenum buffer) DECLSPEC_HIDDEN;
1565 void context_set_tls_idx(DWORD idx) DECLSPEC_HIDDEN;
1566 void context_state_drawbuf(struct wined3d_context *context,
1567 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
1568 void context_state_fb(struct wined3d_context *context,
1569 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
1570 void context_surface_update(struct wined3d_context *context, const struct wined3d_surface *surface) DECLSPEC_HIDDEN;
1571 void context_stream_info_from_declaration(struct wined3d_context *context,
1572 const struct wined3d_state *state, struct wined3d_stream_info *stream_info) DECLSPEC_HIDDEN;
1574 /*****************************************************************************
1575 * Internal representation of a light
1577 struct wined3d_light_info
1579 struct wined3d_light OriginalParms; /* Note D3D8LIGHT == D3D9LIGHT */
1580 DWORD OriginalIndex;
1581 LONG glIndex;
1582 BOOL enabled;
1584 /* Converted parms to speed up swapping lights */
1585 struct wined3d_vec4 position;
1586 struct wined3d_vec4 direction;
1587 float exponent;
1588 float cutoff;
1590 struct list entry;
1593 /* The default light parameters */
1594 extern const struct wined3d_light WINED3D_default_light DECLSPEC_HIDDEN;
1596 struct wined3d_pixel_format
1598 int iPixelFormat; /* WGL pixel format */
1599 int iPixelType; /* WGL pixel type e.g. WGL_TYPE_RGBA_ARB, WGL_TYPE_RGBA_FLOAT_ARB or WGL_TYPE_COLORINDEX_ARB */
1600 int redSize, greenSize, blueSize, alphaSize, colorSize;
1601 int depthSize, stencilSize;
1602 BOOL windowDrawable;
1603 BOOL doubleBuffer;
1604 int auxBuffers;
1605 int numSamples;
1608 enum wined3d_pci_vendor
1610 HW_VENDOR_SOFTWARE = 0x0000,
1611 HW_VENDOR_AMD = 0x1002,
1612 HW_VENDOR_NVIDIA = 0x10de,
1613 HW_VENDOR_VMWARE = 0x15ad,
1614 HW_VENDOR_INTEL = 0x8086,
1617 enum wined3d_pci_device
1619 CARD_WINE = 0x0000,
1621 CARD_AMD_RAGE_128PRO = 0x5246,
1622 CARD_AMD_RADEON_7200 = 0x5144,
1623 CARD_AMD_RADEON_8500 = 0x514c,
1624 CARD_AMD_RADEON_9500 = 0x4144,
1625 CARD_AMD_RADEON_XPRESS_200M = 0x5955,
1626 CARD_AMD_RADEON_X700 = 0x5e4c,
1627 CARD_AMD_RADEON_X1600 = 0x71c2,
1628 CARD_AMD_RADEON_HD2350 = 0x94c7,
1629 CARD_AMD_RADEON_HD2600 = 0x9581,
1630 CARD_AMD_RADEON_HD2900 = 0x9400,
1631 CARD_AMD_RADEON_HD3200 = 0x9620,
1632 CARD_AMD_RADEON_HD3850 = 0x9515,
1633 CARD_AMD_RADEON_HD4200M = 0x9712,
1634 CARD_AMD_RADEON_HD4350 = 0x954f,
1635 CARD_AMD_RADEON_HD4600 = 0x9495,
1636 CARD_AMD_RADEON_HD4700 = 0x944e,
1637 CARD_AMD_RADEON_HD4800 = 0x944c,
1638 CARD_AMD_RADEON_HD5400 = 0x68f9,
1639 CARD_AMD_RADEON_HD5600 = 0x68d8,
1640 CARD_AMD_RADEON_HD5700 = 0x68be,
1641 CARD_AMD_RADEON_HD5800 = 0x6898,
1642 CARD_AMD_RADEON_HD5900 = 0x689c,
1643 CARD_AMD_RADEON_HD6300 = 0x9803,
1644 CARD_AMD_RADEON_HD6400 = 0x6770,
1645 CARD_AMD_RADEON_HD6410D = 0x9644,
1646 CARD_AMD_RADEON_HD6550D = 0x9640,
1647 CARD_AMD_RADEON_HD6600 = 0x6758,
1648 CARD_AMD_RADEON_HD6600M = 0x6741,
1649 CARD_AMD_RADEON_HD6700 = 0x68ba,
1650 CARD_AMD_RADEON_HD6800 = 0x6739,
1651 CARD_AMD_RADEON_HD6900 = 0x6719,
1652 CARD_AMD_RADEON_HD7660D = 0x9901,
1653 CARD_AMD_RADEON_HD7700 = 0x683d,
1654 CARD_AMD_RADEON_HD7800 = 0x6819,
1655 CARD_AMD_RADEON_HD7900 = 0x679a,
1656 CARD_AMD_RADEON_HD8600M = 0x6660,
1657 CARD_AMD_RADEON_HD8670 = 0x6610,
1658 CARD_AMD_RADEON_HD8770 = 0x665c,
1659 CARD_AMD_RADEON_R3 = 0x9830,
1660 CARD_AMD_RADEON_R7 = 0x130f,
1661 CARD_AMD_RADEON_R9 = 0x67b1,
1663 CARD_NVIDIA_RIVA_128 = 0x0018,
1664 CARD_NVIDIA_RIVA_TNT = 0x0020,
1665 CARD_NVIDIA_RIVA_TNT2 = 0x0028,
1666 CARD_NVIDIA_GEFORCE = 0x0100,
1667 CARD_NVIDIA_GEFORCE2_MX = 0x0110,
1668 CARD_NVIDIA_GEFORCE2 = 0x0150,
1669 CARD_NVIDIA_GEFORCE3 = 0x0200,
1670 CARD_NVIDIA_GEFORCE4_MX = 0x0170,
1671 CARD_NVIDIA_GEFORCE4_TI4200 = 0x0253,
1672 CARD_NVIDIA_GEFORCEFX_5200 = 0x0320,
1673 CARD_NVIDIA_GEFORCEFX_5600 = 0x0312,
1674 CARD_NVIDIA_GEFORCEFX_5800 = 0x0302,
1675 CARD_NVIDIA_GEFORCE_6200 = 0x014f,
1676 CARD_NVIDIA_GEFORCE_6600GT = 0x0140,
1677 CARD_NVIDIA_GEFORCE_6800 = 0x0041,
1678 CARD_NVIDIA_GEFORCE_7300 = 0x01d7, /* GeForce Go 7300 */
1679 CARD_NVIDIA_GEFORCE_7400 = 0x01d8,
1680 CARD_NVIDIA_GEFORCE_7600 = 0x0391,
1681 CARD_NVIDIA_GEFORCE_7800GT = 0x0092,
1682 CARD_NVIDIA_GEFORCE_8200 = 0x0849, /* Other PCI ID 0x084b */
1683 CARD_NVIDIA_GEFORCE_8300GS = 0x0423,
1684 CARD_NVIDIA_GEFORCE_8400GS = 0x0404,
1685 CARD_NVIDIA_GEFORCE_8500GT = 0x0421,
1686 CARD_NVIDIA_GEFORCE_8600GT = 0x0402,
1687 CARD_NVIDIA_GEFORCE_8600MGT = 0x0407,
1688 CARD_NVIDIA_GEFORCE_8800GTS = 0x0193,
1689 CARD_NVIDIA_GEFORCE_8800GTX = 0x0191,
1690 CARD_NVIDIA_GEFORCE_9200 = 0x086d,
1691 CARD_NVIDIA_GEFORCE_9300 = 0x086c,
1692 CARD_NVIDIA_GEFORCE_9400M = 0x0863,
1693 CARD_NVIDIA_GEFORCE_9400GT = 0x042c,
1694 CARD_NVIDIA_GEFORCE_9500GT = 0x0640,
1695 CARD_NVIDIA_GEFORCE_9600GT = 0x0622,
1696 CARD_NVIDIA_GEFORCE_9800GT = 0x0614,
1697 CARD_NVIDIA_GEFORCE_210 = 0x0a23,
1698 CARD_NVIDIA_GEFORCE_GT220 = 0x0a20,
1699 CARD_NVIDIA_GEFORCE_GT240 = 0x0ca3,
1700 CARD_NVIDIA_GEFORCE_GTX260 = 0x05e2,
1701 CARD_NVIDIA_GEFORCE_GTX275 = 0x05e6,
1702 CARD_NVIDIA_GEFORCE_GTX280 = 0x05e1,
1703 CARD_NVIDIA_GEFORCE_315M = 0x0a7a,
1704 CARD_NVIDIA_GEFORCE_320M = 0x08a3,
1705 CARD_NVIDIA_GEFORCE_GT320M = 0x0a2d,
1706 CARD_NVIDIA_GEFORCE_GT325M = 0x0a35,
1707 CARD_NVIDIA_GEFORCE_GT330 = 0x0ca0,
1708 CARD_NVIDIA_GEFORCE_GTS350M = 0x0cb0,
1709 CARD_NVIDIA_GEFORCE_410M = 0x1055,
1710 CARD_NVIDIA_GEFORCE_GT420 = 0x0de2,
1711 CARD_NVIDIA_GEFORCE_GT430 = 0x0de1,
1712 CARD_NVIDIA_GEFORCE_GT440 = 0x0de0,
1713 CARD_NVIDIA_GEFORCE_GTS450 = 0x0dc4,
1714 CARD_NVIDIA_GEFORCE_GTX460 = 0x0e22,
1715 CARD_NVIDIA_GEFORCE_GTX460M = 0x0dd1,
1716 CARD_NVIDIA_GEFORCE_GTX465 = 0x06c4,
1717 CARD_NVIDIA_GEFORCE_GTX470 = 0x06cd,
1718 CARD_NVIDIA_GEFORCE_GTX480 = 0x06c0,
1719 CARD_NVIDIA_GEFORCE_GT520 = 0x1040,
1720 CARD_NVIDIA_GEFORCE_GT540M = 0x0df4,
1721 CARD_NVIDIA_GEFORCE_GTX550 = 0x1244,
1722 CARD_NVIDIA_GEFORCE_GT555M = 0x04b8,
1723 CARD_NVIDIA_GEFORCE_GTX560TI = 0x1200,
1724 CARD_NVIDIA_GEFORCE_GTX560 = 0x1201,
1725 CARD_NVIDIA_GEFORCE_GTX570 = 0x1081,
1726 CARD_NVIDIA_GEFORCE_GTX580 = 0x1080,
1727 CARD_NVIDIA_GEFORCE_GT610 = 0x104a,
1728 CARD_NVIDIA_GEFORCE_GT630 = 0x0f00,
1729 CARD_NVIDIA_GEFORCE_GT630M = 0x0de9,
1730 CARD_NVIDIA_GEFORCE_GT640M = 0x0fd2,
1731 CARD_NVIDIA_GEFORCE_GT650M = 0x0fd1,
1732 CARD_NVIDIA_GEFORCE_GTX650 = 0x0fc6,
1733 CARD_NVIDIA_GEFORCE_GTX650TI = 0x11c6,
1734 CARD_NVIDIA_GEFORCE_GTX660 = 0x11c0,
1735 CARD_NVIDIA_GEFORCE_GTX660M = 0x0fd4,
1736 CARD_NVIDIA_GEFORCE_GTX660TI = 0x1183,
1737 CARD_NVIDIA_GEFORCE_GTX670 = 0x1189,
1738 CARD_NVIDIA_GEFORCE_GTX670MX = 0x11a1,
1739 CARD_NVIDIA_GEFORCE_GTX680 = 0x1180,
1740 CARD_NVIDIA_GEFORCE_GT750M = 0x0fe9,
1741 CARD_NVIDIA_GEFORCE_GTX750 = 0x1381,
1742 CARD_NVIDIA_GEFORCE_GTX750TI = 0x1380,
1743 CARD_NVIDIA_GEFORCE_GTX760 = 0x1187,
1744 CARD_NVIDIA_GEFORCE_GTX765M = 0x11e2,
1745 CARD_NVIDIA_GEFORCE_GTX770M = 0x11e0,
1746 CARD_NVIDIA_GEFORCE_GTX770 = 0x1184,
1747 CARD_NVIDIA_GEFORCE_GTX780 = 0x1004,
1748 CARD_NVIDIA_GEFORCE_GTX780TI = 0x100a,
1749 CARD_NVIDIA_GEFORCE_GTX860M = 0x1392, /* Other PCI ID 0x119a */
1750 CARD_NVIDIA_GEFORCE_GTX950 = 0x1402,
1751 CARD_NVIDIA_GEFORCE_GTX950M = 0x139a,
1752 CARD_NVIDIA_GEFORCE_GTX960 = 0x1401,
1753 CARD_NVIDIA_GEFORCE_GTX960M = 0x139b,
1754 CARD_NVIDIA_GEFORCE_GTX970 = 0x13c2,
1755 CARD_NVIDIA_GEFORCE_GTX970M = 0x13d8,
1756 CARD_NVIDIA_GEFORCE_GTX980 = 0x13c0,
1758 CARD_VMWARE_SVGA3D = 0x0405,
1760 CARD_INTEL_830M = 0x3577,
1761 CARD_INTEL_855GM = 0x3582,
1762 CARD_INTEL_845G = 0x2562,
1763 CARD_INTEL_865G = 0x2572,
1764 CARD_INTEL_915G = 0x2582,
1765 CARD_INTEL_E7221G = 0x258a,
1766 CARD_INTEL_915GM = 0x2592,
1767 CARD_INTEL_945G = 0x2772,
1768 CARD_INTEL_945GM = 0x27a2,
1769 CARD_INTEL_945GME = 0x27ae,
1770 CARD_INTEL_Q35 = 0x29b2,
1771 CARD_INTEL_G33 = 0x29c2,
1772 CARD_INTEL_Q33 = 0x29d2,
1773 CARD_INTEL_PNVG = 0xa001,
1774 CARD_INTEL_PNVM = 0xa011,
1775 CARD_INTEL_965Q = 0x2992,
1776 CARD_INTEL_965G = 0x2982,
1777 CARD_INTEL_946GZ = 0x2972,
1778 CARD_INTEL_965GM = 0x2a02,
1779 CARD_INTEL_965GME = 0x2a12,
1780 CARD_INTEL_GM45 = 0x2a42,
1781 CARD_INTEL_IGD = 0x2e02,
1782 CARD_INTEL_Q45 = 0x2e12,
1783 CARD_INTEL_G45 = 0x2e22,
1784 CARD_INTEL_G41 = 0x2e32,
1785 CARD_INTEL_B43 = 0x2e92,
1786 CARD_INTEL_ILKD = 0x0042,
1787 CARD_INTEL_ILKM = 0x0046,
1788 CARD_INTEL_SNBD = 0x0122,
1789 CARD_INTEL_SNBM = 0x0126,
1790 CARD_INTEL_SNBS = 0x010a,
1791 CARD_INTEL_IVBD = 0x0162,
1792 CARD_INTEL_IVBM = 0x0166,
1793 CARD_INTEL_IVBS = 0x015a,
1794 CARD_INTEL_HWM = 0x0416,
1797 struct wined3d_fbo_ops
1799 GLboolean (WINE_GLAPI *glIsRenderbuffer)(GLuint renderbuffer);
1800 void (WINE_GLAPI *glBindRenderbuffer)(GLenum target, GLuint renderbuffer);
1801 void (WINE_GLAPI *glDeleteRenderbuffers)(GLsizei n, const GLuint *renderbuffers);
1802 void (WINE_GLAPI *glGenRenderbuffers)(GLsizei n, GLuint *renderbuffers);
1803 void (WINE_GLAPI *glRenderbufferStorage)(GLenum target, GLenum internalformat,
1804 GLsizei width, GLsizei height);
1805 void (WINE_GLAPI *glRenderbufferStorageMultisample)(GLenum target, GLsizei samples,
1806 GLenum internalformat, GLsizei width, GLsizei height);
1807 void (WINE_GLAPI *glGetRenderbufferParameteriv)(GLenum target, GLenum pname, GLint *params);
1808 GLboolean (WINE_GLAPI *glIsFramebuffer)(GLuint framebuffer);
1809 void (WINE_GLAPI *glBindFramebuffer)(GLenum target, GLuint framebuffer);
1810 void (WINE_GLAPI *glDeleteFramebuffers)(GLsizei n, const GLuint *framebuffers);
1811 void (WINE_GLAPI *glGenFramebuffers)(GLsizei n, GLuint *framebuffers);
1812 GLenum (WINE_GLAPI *glCheckFramebufferStatus)(GLenum target);
1813 void (WINE_GLAPI *glFramebufferTexture1D)(GLenum target, GLenum attachment,
1814 GLenum textarget, GLuint texture, GLint level);
1815 void (WINE_GLAPI *glFramebufferTexture2D)(GLenum target, GLenum attachment,
1816 GLenum textarget, GLuint texture, GLint level);
1817 void (WINE_GLAPI *glFramebufferTexture3D)(GLenum target, GLenum attachment,
1818 GLenum textarget, GLuint texture, GLint level, GLint layer);
1819 void (WINE_GLAPI *glFramebufferRenderbuffer)(GLenum target, GLenum attachment,
1820 GLenum renderbuffertarget, GLuint renderbuffer);
1821 void (WINE_GLAPI *glGetFramebufferAttachmentParameteriv)(GLenum target, GLenum attachment,
1822 GLenum pname, GLint *params);
1823 void (WINE_GLAPI *glBlitFramebuffer)(GLint srcX0, GLint srcY0, GLint srcX1, GLint srcY1,
1824 GLint dstX0, GLint dstY0, GLint dstX1, GLint dstY1, GLbitfield mask, GLenum filter);
1825 void (WINE_GLAPI *glGenerateMipmap)(GLenum target);
1828 struct wined3d_gl_limits
1830 UINT buffers;
1831 UINT lights;
1832 UINT textures;
1833 UINT texture_coords;
1834 UINT vertex_uniform_blocks;
1835 UINT geometry_uniform_blocks;
1836 UINT fragment_uniform_blocks;
1837 UINT fragment_samplers;
1838 UINT vertex_samplers;
1839 UINT combined_samplers;
1840 UINT general_combiners;
1841 UINT clipplanes;
1842 UINT texture_size;
1843 UINT texture3d_size;
1844 float pointsize_max;
1845 float pointsize_min;
1846 UINT blends;
1847 UINT anisotropy;
1848 float shininess;
1849 UINT samples;
1850 UINT vertex_attribs;
1852 UINT glsl_varyings;
1853 UINT glsl_vs_float_constants;
1854 UINT glsl_ps_float_constants;
1856 UINT arb_vs_float_constants;
1857 UINT arb_vs_native_constants;
1858 UINT arb_vs_instructions;
1859 UINT arb_vs_temps;
1860 UINT arb_ps_float_constants;
1861 UINT arb_ps_local_constants;
1862 UINT arb_ps_native_constants;
1863 UINT arb_ps_instructions;
1864 UINT arb_ps_temps;
1867 struct wined3d_gl_info
1869 DWORD selected_gl_version;
1870 DWORD glsl_version;
1871 struct wined3d_gl_limits limits;
1872 DWORD reserved_glsl_constants, reserved_arb_constants;
1873 DWORD quirks;
1874 BOOL supported[WINED3D_GL_EXT_COUNT];
1875 GLint wrap_lookup[WINED3D_TADDRESS_MIRROR_ONCE - WINED3D_TADDRESS_WRAP + 1];
1876 float fixed_polyoffset_scale, float_polyoffset_scale;
1878 HGLRC (WINAPI *p_wglCreateContextAttribsARB)(HDC dc, HGLRC share, const GLint *attribs);
1879 struct opengl_funcs gl_ops;
1880 struct wined3d_fbo_ops fbo_ops;
1882 struct wined3d_format *formats;
1883 unsigned int format_count;
1886 struct wined3d_driver_info
1888 enum wined3d_pci_vendor vendor;
1889 enum wined3d_pci_device device;
1890 const char *name;
1891 const char *description;
1892 UINT64 vram_bytes;
1893 DWORD version_high;
1894 DWORD version_low;
1897 struct wined3d_d3d_limits
1899 unsigned int vs_version, hs_version, gs_version, ps_version;
1900 DWORD vs_uniform_count;
1901 DWORD ps_uniform_count;
1902 UINT varying_count;
1903 UINT ffp_textures;
1904 UINT ffp_blend_stages;
1905 UINT ffp_vertex_blend_matrices;
1908 typedef void (WINE_GLAPI *wined3d_ffp_attrib_func)(const void *data);
1909 typedef void (WINE_GLAPI *wined3d_ffp_texcoord_func)(GLenum unit, const void *data);
1910 extern wined3d_ffp_attrib_func specular_func_3ubv DECLSPEC_HIDDEN;
1912 struct wined3d_ffp_attrib_ops
1914 wined3d_ffp_attrib_func position[WINED3D_FFP_EMIT_COUNT];
1915 wined3d_ffp_attrib_func diffuse[WINED3D_FFP_EMIT_COUNT];
1916 wined3d_ffp_attrib_func specular[WINED3D_FFP_EMIT_COUNT];
1917 wined3d_ffp_attrib_func normal[WINED3D_FFP_EMIT_COUNT];
1918 wined3d_ffp_texcoord_func texcoord[WINED3D_FFP_EMIT_COUNT];
1921 struct wined3d_d3d_info
1923 struct wined3d_d3d_limits limits;
1924 struct wined3d_ffp_attrib_ops ffp_attrib_ops;
1925 BOOL xyzrhw;
1926 BOOL emulated_flatshading;
1927 BOOL ffp_generic_attributes;
1928 BOOL vs_clipping;
1929 BOOL shader_color_key;
1930 DWORD valid_rt_mask;
1931 DWORD wined3d_creation_flags;
1934 /* The adapter structure */
1935 struct wined3d_adapter
1937 UINT ordinal;
1938 POINT monitor_position;
1939 enum wined3d_format_id screen_format;
1941 struct wined3d_gl_info gl_info;
1942 struct wined3d_d3d_info d3d_info;
1943 struct wined3d_driver_info driver_info;
1944 WCHAR DeviceName[CCHDEVICENAME]; /* DeviceName for use with e.g. ChangeDisplaySettings */
1945 unsigned int cfg_count;
1946 struct wined3d_pixel_format *cfgs;
1947 UINT64 vram_bytes;
1948 UINT64 vram_bytes_used;
1949 LUID luid;
1951 const struct wined3d_vertex_pipe_ops *vertex_pipe;
1952 const struct fragment_pipeline *fragment_pipe;
1953 const struct wined3d_shader_backend_ops *shader_backend;
1954 const struct blit_shader *blitter;
1957 struct wined3d_caps_gl_ctx
1959 HDC dc;
1960 HWND wnd;
1961 HGLRC gl_ctx;
1962 HDC restore_dc;
1963 HGLRC restore_gl_ctx;
1965 const struct wined3d_gl_info *gl_info;
1966 GLuint test_vbo;
1967 GLuint test_program_id;
1970 float wined3d_adapter_find_polyoffset_scale(struct wined3d_caps_gl_ctx *ctx, GLenum format) DECLSPEC_HIDDEN;
1971 BOOL wined3d_adapter_init_format_info(struct wined3d_adapter *adapter,
1972 struct wined3d_caps_gl_ctx *ctx) DECLSPEC_HIDDEN;
1973 UINT64 adapter_adjust_memory(struct wined3d_adapter *adapter, INT64 amount) DECLSPEC_HIDDEN;
1975 BOOL initPixelFormatsNoGL(struct wined3d_gl_info *gl_info) DECLSPEC_HIDDEN;
1976 void install_gl_compat_wrapper(struct wined3d_gl_info *gl_info, enum wined3d_gl_extension ext) DECLSPEC_HIDDEN;
1978 enum projection_types
1980 proj_none = 0,
1981 proj_count3 = 1,
1982 proj_count4 = 2
1985 enum dst_arg
1987 resultreg = 0,
1988 tempreg = 1
1991 /*****************************************************************************
1992 * Fixed function pipeline replacements
1994 #define ARG_UNUSED 0xff
1995 struct texture_stage_op
1997 unsigned cop : 8;
1998 unsigned carg1 : 8;
1999 unsigned carg2 : 8;
2000 unsigned carg0 : 8;
2002 unsigned aop : 8;
2003 unsigned aarg1 : 8;
2004 unsigned aarg2 : 8;
2005 unsigned aarg0 : 8;
2007 struct color_fixup_desc color_fixup;
2008 unsigned tex_type : 3;
2009 unsigned dst : 1;
2010 unsigned projected : 2;
2011 unsigned padding : 10;
2014 struct ffp_frag_settings
2016 struct texture_stage_op op[MAX_TEXTURES];
2017 enum wined3d_ffp_ps_fog_mode fog;
2018 unsigned char sRGB_write;
2019 unsigned char emul_clipplanes;
2020 unsigned char texcoords_initialized;
2021 unsigned char color_key_enabled : 1;
2022 unsigned char pointsprite : 1;
2023 unsigned char flatshading : 1;
2024 unsigned char padding : 5;
2027 struct ffp_frag_desc
2029 struct wine_rb_entry entry;
2030 struct ffp_frag_settings settings;
2033 extern const struct wine_rb_functions wined3d_ffp_frag_program_rb_functions DECLSPEC_HIDDEN;
2034 extern const struct wine_rb_functions wined3d_ffp_vertex_program_rb_functions DECLSPEC_HIDDEN;
2035 extern const struct wined3d_parent_ops wined3d_null_parent_ops DECLSPEC_HIDDEN;
2037 unsigned int wined3d_max_compat_varyings(const struct wined3d_gl_info *gl_info) DECLSPEC_HIDDEN;
2038 void gen_ffp_frag_op(const struct wined3d_context *context, const struct wined3d_state *state,
2039 struct ffp_frag_settings *settings, BOOL ignore_textype) DECLSPEC_HIDDEN;
2040 const struct ffp_frag_desc *find_ffp_frag_shader(const struct wine_rb_tree *fragment_shaders,
2041 const struct ffp_frag_settings *settings) DECLSPEC_HIDDEN;
2042 void add_ffp_frag_shader(struct wine_rb_tree *shaders, struct ffp_frag_desc *desc) DECLSPEC_HIDDEN;
2043 void wined3d_get_draw_rect(const struct wined3d_state *state, RECT *rect) DECLSPEC_HIDDEN;
2044 void wined3d_ftoa(float value, char *s) DECLSPEC_HIDDEN;
2046 extern const float wined3d_srgb_const0[] DECLSPEC_HIDDEN;
2047 extern const float wined3d_srgb_const1[] DECLSPEC_HIDDEN;
2049 enum wined3d_ffp_vs_fog_mode
2051 WINED3D_FFP_VS_FOG_OFF = 0,
2052 WINED3D_FFP_VS_FOG_FOGCOORD = 1,
2053 WINED3D_FFP_VS_FOG_DEPTH = 2,
2054 WINED3D_FFP_VS_FOG_RANGE = 3,
2057 #define WINED3D_FFP_TCI_SHIFT 16
2058 #define WINED3D_FFP_TCI_MASK 0xffu
2060 #define WINED3D_FFP_LIGHT_TYPE_SHIFT(idx) (3 * (idx))
2061 #define WINED3D_FFP_LIGHT_TYPE_MASK 0x7u
2063 struct wined3d_ffp_vs_settings
2065 DWORD light_type : 24; /* MAX_ACTIVE_LIGHTS, 8 * 3 */
2066 DWORD diffuse_source : 2;
2067 DWORD emissive_source : 2;
2068 DWORD ambient_source : 2;
2069 DWORD specular_source : 2;
2071 DWORD transformed : 1;
2072 DWORD vertexblends : 2;
2073 DWORD clipping : 1;
2074 DWORD normal : 1;
2075 DWORD normalize : 1;
2076 DWORD lighting : 1;
2077 DWORD localviewer : 1;
2078 DWORD point_size : 1;
2079 DWORD per_vertex_point_size : 1;
2080 DWORD fog_mode : 2;
2081 DWORD texcoords : 8; /* MAX_TEXTURES */
2082 DWORD ortho_fog : 1;
2083 DWORD flatshading : 1;
2084 DWORD padding : 10;
2086 DWORD texgen[MAX_TEXTURES];
2089 struct wined3d_ffp_vs_desc
2091 struct wine_rb_entry entry;
2092 struct wined3d_ffp_vs_settings settings;
2095 void wined3d_ffp_get_vs_settings(const struct wined3d_context *context,
2096 const struct wined3d_state *state, struct wined3d_ffp_vs_settings *settings) DECLSPEC_HIDDEN;
2098 struct wined3d
2100 LONG ref;
2101 DWORD flags;
2102 UINT adapter_count;
2103 struct wined3d_adapter adapters[1];
2106 HRESULT wined3d_init(struct wined3d *wined3d, DWORD flags) DECLSPEC_HIDDEN;
2107 BOOL wined3d_register_window(HWND window, struct wined3d_device *device) DECLSPEC_HIDDEN;
2108 void wined3d_unregister_window(HWND window) DECLSPEC_HIDDEN;
2110 struct wined3d_stream_output
2112 struct wined3d_buffer *buffer;
2113 UINT offset;
2116 struct wined3d_stream_state
2118 struct wined3d_buffer *buffer;
2119 UINT offset;
2120 UINT stride;
2121 UINT frequency;
2122 UINT flags;
2125 #define WINED3D_STATE_NO_REF 0x00000001
2126 #define WINED3D_STATE_INIT_DEFAULT 0x00000002
2128 struct wined3d_state
2130 DWORD flags;
2131 const struct wined3d_fb_state *fb;
2133 struct wined3d_vertex_declaration *vertex_declaration;
2134 struct wined3d_stream_output stream_output[MAX_STREAM_OUT];
2135 struct wined3d_stream_state streams[MAX_STREAMS + 1 /* tesselated pseudo-stream */];
2136 struct wined3d_buffer *index_buffer;
2137 enum wined3d_format_id index_format;
2138 INT base_vertex_index;
2139 INT load_base_vertex_index; /* Non-indexed drawing needs 0 here, indexed needs base_vertex_index. */
2140 GLenum gl_primitive_type;
2141 struct wined3d_query *predicate;
2142 BOOL predicate_value;
2144 struct wined3d_shader *shader[WINED3D_SHADER_TYPE_COUNT];
2145 struct wined3d_buffer *cb[WINED3D_SHADER_TYPE_COUNT][MAX_CONSTANT_BUFFERS];
2146 struct wined3d_sampler *sampler[WINED3D_SHADER_TYPE_COUNT][MAX_SAMPLER_OBJECTS];
2147 struct wined3d_shader_resource_view *shader_resource_view[WINED3D_SHADER_TYPE_COUNT][MAX_SHADER_RESOURCE_VIEWS];
2149 BOOL vs_consts_b[MAX_CONST_B];
2150 INT vs_consts_i[MAX_CONST_I * 4];
2151 float *vs_consts_f;
2153 BOOL ps_consts_b[MAX_CONST_B];
2154 INT ps_consts_i[MAX_CONST_I * 4];
2155 float *ps_consts_f;
2157 struct wined3d_texture *textures[MAX_COMBINED_SAMPLERS];
2158 DWORD sampler_states[MAX_COMBINED_SAMPLERS][WINED3D_HIGHEST_SAMPLER_STATE + 1];
2159 DWORD texture_states[MAX_TEXTURES][WINED3D_HIGHEST_TEXTURE_STATE + 1];
2161 struct wined3d_matrix transforms[HIGHEST_TRANSFORMSTATE + 1];
2162 struct wined3d_vec4 clip_planes[MAX_CLIPPLANES];
2163 struct wined3d_material material;
2164 struct wined3d_viewport viewport;
2165 RECT scissor_rect;
2167 /* Light hashmap. Collisions are handled using linked lists. */
2168 #define LIGHTMAP_SIZE 43
2169 #define LIGHTMAP_HASHFUNC(x) ((x) % LIGHTMAP_SIZE)
2170 struct list light_map[LIGHTMAP_SIZE];
2171 const struct wined3d_light_info *lights[MAX_ACTIVE_LIGHTS];
2173 DWORD render_states[WINEHIGHEST_RENDER_STATE + 1];
2176 #define WINED3D_UNMAPPED_STAGE ~0U
2178 /* Multithreaded flag. Removed from the public header to signal that
2179 * wined3d_device_create() ignores it. */
2180 #define WINED3DCREATE_MULTITHREADED 0x00000004
2182 struct wined3d_device
2184 LONG ref;
2186 /* WineD3D Information */
2187 struct wined3d_device_parent *device_parent;
2188 struct wined3d *wined3d;
2189 struct wined3d_adapter *adapter;
2191 /* Window styles to restore when switching fullscreen mode */
2192 LONG style;
2193 LONG exStyle;
2195 const struct wined3d_shader_backend_ops *shader_backend;
2196 void *shader_priv;
2197 void *fragment_priv;
2198 void *vertex_priv;
2199 void *blit_priv;
2200 struct StateEntry StateTable[STATE_HIGHEST + 1];
2201 /* Array of functions for states which are handled by more than one pipeline part */
2202 APPLYSTATEFUNC *multistate_funcs[STATE_HIGHEST + 1];
2203 const struct blit_shader *blitter;
2205 BYTE vertexBlendUsed : 1; /* To avoid needless setting of the blend matrices */
2206 BYTE bCursorVisible : 1;
2207 BYTE d3d_initialized : 1;
2208 BYTE inScene : 1; /* A flag to check for proper BeginScene / EndScene call pairs */
2209 BYTE softwareVertexProcessing : 1; /* process vertex shaders using software or hardware */
2210 BYTE filter_messages : 1;
2211 BYTE padding : 2;
2213 unsigned char surface_alignment; /* Line Alignment of surfaces */
2215 WORD padding2 : 16;
2217 struct wined3d_state state;
2218 struct wined3d_state *update_state;
2219 struct wined3d_stateblock *recording;
2221 /* Internal use fields */
2222 struct wined3d_device_creation_parameters create_parms;
2223 HWND focus_window;
2225 struct wined3d_rendertarget_view *back_buffer_view;
2226 struct wined3d_swapchain **swapchains;
2227 UINT swapchain_count;
2229 struct list resources; /* a linked list to track resources created by the device */
2230 struct list shaders; /* a linked list to track shaders (pixel and vertex) */
2231 struct wine_rb_tree samplers;
2233 /* Render Target Support */
2234 struct wined3d_fb_state fb;
2235 struct wined3d_surface *onscreen_depth_stencil;
2236 struct wined3d_rendertarget_view *auto_depth_stencil_view;
2238 /* For rendering to a texture using glCopyTexImage */
2239 GLuint depth_blt_texture;
2241 /* Cursor management */
2242 UINT xHotSpot;
2243 UINT yHotSpot;
2244 UINT xScreenSpace;
2245 UINT yScreenSpace;
2246 UINT cursorWidth, cursorHeight;
2247 struct wined3d_texture *cursor_texture;
2248 HCURSOR hardwareCursor;
2250 /* The Wine logo texture */
2251 struct wined3d_texture *logo_texture;
2253 /* Textures for when no other textures are mapped */
2254 UINT dummy_texture_2d[MAX_COMBINED_SAMPLERS];
2255 UINT dummy_texture_rect[MAX_COMBINED_SAMPLERS];
2256 UINT dummy_texture_3d[MAX_COMBINED_SAMPLERS];
2257 UINT dummy_texture_cube[MAX_COMBINED_SAMPLERS];
2259 /* Default sampler used to emulate the direct resource access without using wined3d_sampler */
2260 GLuint default_sampler;
2262 /* Command stream */
2263 struct wined3d_cs *cs;
2265 /* Context management */
2266 struct wined3d_context **contexts;
2267 UINT context_count;
2270 void device_clear_render_targets(struct wined3d_device *device, UINT rt_count, const struct wined3d_fb_state *fb,
2271 UINT rect_count, const RECT *rects, const RECT *draw_rect, DWORD flags,
2272 const struct wined3d_color *color, float depth, DWORD stencil) DECLSPEC_HIDDEN;
2273 BOOL device_context_add(struct wined3d_device *device, struct wined3d_context *context) DECLSPEC_HIDDEN;
2274 void device_context_remove(struct wined3d_device *device, struct wined3d_context *context) DECLSPEC_HIDDEN;
2275 HRESULT device_init(struct wined3d_device *device, struct wined3d *wined3d,
2276 UINT adapter_idx, enum wined3d_device_type device_type, HWND focus_window, DWORD flags,
2277 BYTE surface_alignment, struct wined3d_device_parent *device_parent) DECLSPEC_HIDDEN;
2278 LRESULT device_process_message(struct wined3d_device *device, HWND window, BOOL unicode,
2279 UINT message, WPARAM wparam, LPARAM lparam, WNDPROC proc) DECLSPEC_HIDDEN;
2280 void device_resource_add(struct wined3d_device *device, struct wined3d_resource *resource) DECLSPEC_HIDDEN;
2281 void device_resource_released(struct wined3d_device *device, struct wined3d_resource *resource) DECLSPEC_HIDDEN;
2282 void device_switch_onscreen_ds(struct wined3d_device *device, struct wined3d_context *context,
2283 struct wined3d_surface *depth_stencil) DECLSPEC_HIDDEN;
2284 void device_invalidate_state(const struct wined3d_device *device, DWORD state) DECLSPEC_HIDDEN;
2286 static inline BOOL isStateDirty(const struct wined3d_context *context, DWORD state)
2288 DWORD idx = state / (sizeof(*context->isStateDirty) * CHAR_BIT);
2289 BYTE shift = state & ((sizeof(*context->isStateDirty) * CHAR_BIT) - 1);
2290 return context->isStateDirty[idx] & (1u << shift);
2293 #define WINED3D_RESOURCE_ACCESS_GPU 0x1
2294 #define WINED3D_RESOURCE_ACCESS_CPU 0x2
2296 struct wined3d_resource_ops
2298 ULONG (*resource_incref)(struct wined3d_resource *resource);
2299 ULONG (*resource_decref)(struct wined3d_resource *resource);
2300 void (*resource_unload)(struct wined3d_resource *resource);
2301 HRESULT (*resource_sub_resource_map)(struct wined3d_resource *resource, unsigned int sub_resource_idx,
2302 struct wined3d_map_desc *map_desc, const struct wined3d_box *box, DWORD flags);
2303 HRESULT (*resource_sub_resource_unmap)(struct wined3d_resource *resource, unsigned int sub_resource_idx);
2306 struct wined3d_resource
2308 LONG ref;
2309 LONG bind_count;
2310 LONG map_count;
2311 struct wined3d_device *device;
2312 enum wined3d_resource_type type;
2313 enum wined3d_gl_resource_type gl_type;
2314 const struct wined3d_format *format;
2315 unsigned int format_flags;
2316 enum wined3d_multisample_type multisample_type;
2317 UINT multisample_quality;
2318 DWORD usage;
2319 enum wined3d_pool pool;
2320 DWORD access_flags;
2321 DWORD draw_binding;
2322 DWORD map_binding;
2323 UINT width;
2324 UINT height;
2325 UINT depth;
2326 UINT size;
2327 DWORD priority;
2328 void *heap_memory;
2329 struct list resource_list_entry;
2331 void *parent;
2332 const struct wined3d_parent_ops *parent_ops;
2333 const struct wined3d_resource_ops *resource_ops;
2336 static inline ULONG wined3d_resource_incref(struct wined3d_resource *resource)
2338 return resource->resource_ops->resource_incref(resource);
2341 static inline ULONG wined3d_resource_decref(struct wined3d_resource *resource)
2343 return resource->resource_ops->resource_decref(resource);
2346 void resource_cleanup(struct wined3d_resource *resource) DECLSPEC_HIDDEN;
2347 HRESULT resource_init(struct wined3d_resource *resource, struct wined3d_device *device,
2348 enum wined3d_resource_type type, const struct wined3d_format *format,
2349 enum wined3d_multisample_type multisample_type, UINT multisample_quality,
2350 DWORD usage, enum wined3d_pool pool, UINT width, UINT height, UINT depth, UINT size,
2351 void *parent, const struct wined3d_parent_ops *parent_ops,
2352 const struct wined3d_resource_ops *resource_ops) DECLSPEC_HIDDEN;
2353 void resource_unload(struct wined3d_resource *resource) DECLSPEC_HIDDEN;
2354 BOOL wined3d_resource_allocate_sysmem(struct wined3d_resource *resource) DECLSPEC_HIDDEN;
2355 void wined3d_resource_free_sysmem(struct wined3d_resource *resource) DECLSPEC_HIDDEN;
2356 GLbitfield wined3d_resource_gl_map_flags(DWORD d3d_flags) DECLSPEC_HIDDEN;
2357 GLenum wined3d_resource_gl_legacy_map_flags(DWORD d3d_flags) DECLSPEC_HIDDEN;
2358 BOOL wined3d_resource_is_offscreen(struct wined3d_resource *resource) DECLSPEC_HIDDEN;
2359 DWORD wined3d_resource_sanitize_map_flags(const struct wined3d_resource *resource, DWORD flags) DECLSPEC_HIDDEN;
2360 void wined3d_resource_update_draw_binding(struct wined3d_resource *resource) DECLSPEC_HIDDEN;
2362 /* Tests show that the start address of resources is 32 byte aligned */
2363 #define RESOURCE_ALIGNMENT 16
2365 struct gl_texture
2367 struct wined3d_sampler_desc sampler_desc;
2368 unsigned int base_level;
2369 GLuint name;
2372 struct wined3d_texture_ops
2374 void (*texture_sub_resource_load)(struct wined3d_resource *sub_resource,
2375 struct wined3d_context *context, BOOL srgb);
2376 void (*texture_sub_resource_upload_data)(struct wined3d_resource *sub_resource,
2377 const struct wined3d_context *context, const struct wined3d_sub_resource_data *data);
2378 BOOL (*texture_load_location)(struct wined3d_texture *texture, unsigned int sub_resource_idx,
2379 struct wined3d_context *context, DWORD location);
2380 BOOL (*texture_prepare_location)(struct wined3d_texture *texture, unsigned int sub_resource_idx,
2381 struct wined3d_context *context, DWORD location);
2382 void (*texture_prepare_texture)(struct wined3d_texture *texture,
2383 struct wined3d_context *context, BOOL srgb);
2384 void (*texture_cleanup_sub_resources)(struct wined3d_texture *texture);
2387 #define WINED3D_TEXTURE_COND_NP2 0x00000001
2388 #define WINED3D_TEXTURE_COND_NP2_EMULATED 0x00000002
2389 #define WINED3D_TEXTURE_POW2_MAT_IDENT 0x00000004
2390 #define WINED3D_TEXTURE_IS_SRGB 0x00000008
2391 #define WINED3D_TEXTURE_RGB_ALLOCATED 0x00000010
2392 #define WINED3D_TEXTURE_RGB_VALID 0x00000020
2393 #define WINED3D_TEXTURE_SRGB_ALLOCATED 0x00000040
2394 #define WINED3D_TEXTURE_SRGB_VALID 0x00000080
2395 #define WINED3D_TEXTURE_CONVERTED 0x00000100
2396 #define WINED3D_TEXTURE_PIN_SYSMEM 0x00000200
2397 #define WINED3D_TEXTURE_NORMALIZED_COORDS 0x00000400
2399 #define WINED3D_TEXTURE_ASYNC_COLOR_KEY 0x00000001
2401 struct wined3d_texture
2403 struct wined3d_resource resource;
2404 const struct wined3d_texture_ops *texture_ops;
2405 struct gl_texture texture_rgb, texture_srgb;
2406 struct wined3d_swapchain *swapchain;
2407 UINT layer_count;
2408 UINT level_count;
2409 unsigned int download_count;
2410 float pow2_matrix[16];
2411 UINT lod;
2412 enum wined3d_texture_filter_type filter_type;
2413 DWORD sampler;
2414 DWORD flags;
2415 GLenum target;
2417 void *user_memory;
2418 unsigned int row_pitch;
2419 unsigned int slice_pitch;
2421 /* May only be accessed from the command stream worker thread. */
2422 struct wined3d_texture_async
2424 DWORD flags;
2426 /* Color keys for DDraw */
2427 struct wined3d_color_key dst_blt_color_key;
2428 struct wined3d_color_key src_blt_color_key;
2429 struct wined3d_color_key dst_overlay_color_key;
2430 struct wined3d_color_key src_overlay_color_key;
2431 struct wined3d_color_key gl_color_key;
2432 DWORD color_key_flags;
2433 } async;
2435 struct wined3d_texture_sub_resource
2437 struct wined3d_resource *resource;
2438 union
2440 struct wined3d_surface *surface;
2441 struct wined3d_volume *volume;
2442 } u;
2444 DWORD locations;
2445 GLuint buffer_object;
2446 } sub_resources[1];
2449 static inline struct wined3d_texture *wined3d_texture_from_resource(struct wined3d_resource *resource)
2451 return CONTAINING_RECORD(resource, struct wined3d_texture, resource);
2454 static inline struct gl_texture *wined3d_texture_get_gl_texture(struct wined3d_texture *texture,
2455 BOOL srgb)
2457 return srgb ? &texture->texture_srgb : &texture->texture_rgb;
2460 static inline unsigned int wined3d_texture_get_level_width(const struct wined3d_texture *texture,
2461 unsigned int level)
2463 return max(1, texture->resource.width >> level);
2466 static inline unsigned int wined3d_texture_get_level_height(const struct wined3d_texture *texture,
2467 unsigned int level)
2469 return max(1, texture->resource.height >> level);
2472 static inline unsigned int wined3d_texture_get_level_depth(const struct wined3d_texture *texture,
2473 unsigned int level)
2475 return max(1, texture->resource.depth >> level);
2478 void wined3d_texture_apply_sampler_desc(struct wined3d_texture *texture,
2479 const struct wined3d_sampler_desc *sampler_desc, const struct wined3d_context *context) DECLSPEC_HIDDEN;
2480 void wined3d_texture_bind(struct wined3d_texture *texture,
2481 struct wined3d_context *context, BOOL srgb) DECLSPEC_HIDDEN;
2482 void wined3d_texture_bind_and_dirtify(struct wined3d_texture *texture,
2483 struct wined3d_context *context, BOOL srgb) DECLSPEC_HIDDEN;
2484 BOOL wined3d_texture_check_block_align(const struct wined3d_texture *texture,
2485 unsigned int level, const struct wined3d_box *box) DECLSPEC_HIDDEN;
2486 GLenum wined3d_texture_get_gl_buffer(const struct wined3d_texture *texture) DECLSPEC_HIDDEN;
2487 struct wined3d_resource *wined3d_texture_get_sub_resource(const struct wined3d_texture *texture,
2488 UINT sub_resource_idx) DECLSPEC_HIDDEN;
2489 void wined3d_texture_invalidate_location(struct wined3d_texture *texture,
2490 unsigned int sub_resource_idx, DWORD location) DECLSPEC_HIDDEN;
2491 void wined3d_texture_load(struct wined3d_texture *texture,
2492 struct wined3d_context *context, BOOL srgb) DECLSPEC_HIDDEN;
2493 void wined3d_texture_prepare_buffer_object(struct wined3d_texture *texture,
2494 unsigned int sub_resource_idx, const struct wined3d_gl_info *gl_info) DECLSPEC_HIDDEN;
2495 void wined3d_texture_prepare_texture(struct wined3d_texture *texture,
2496 struct wined3d_context *context, BOOL srgb) DECLSPEC_HIDDEN;
2497 void wined3d_texture_remove_buffer_object(struct wined3d_texture *texture,
2498 unsigned int sub_resource_idx, const struct wined3d_gl_info *gl_info) DECLSPEC_HIDDEN;
2499 void wined3d_texture_set_dirty(struct wined3d_texture *texture) DECLSPEC_HIDDEN;
2500 void wined3d_texture_set_swapchain(struct wined3d_texture *texture,
2501 struct wined3d_swapchain *swapchain) DECLSPEC_HIDDEN;
2502 BOOL wined3d_texture_use_pbo(const struct wined3d_texture *texture,
2503 const struct wined3d_gl_info *gl_info) DECLSPEC_HIDDEN;
2504 void wined3d_texture_validate_location(struct wined3d_texture *texture,
2505 unsigned int sub_resource_idx, DWORD location) DECLSPEC_HIDDEN;
2507 #define WINED3D_LOCATION_DISCARDED 0x00000001
2508 #define WINED3D_LOCATION_SYSMEM 0x00000002
2509 #define WINED3D_LOCATION_USER_MEMORY 0x00000004
2510 #define WINED3D_LOCATION_DIB 0x00000008
2511 #define WINED3D_LOCATION_BUFFER 0x00000010
2512 #define WINED3D_LOCATION_TEXTURE_RGB 0x00000020
2513 #define WINED3D_LOCATION_TEXTURE_SRGB 0x00000040
2514 #define WINED3D_LOCATION_DRAWABLE 0x00000080
2515 #define WINED3D_LOCATION_RB_MULTISAMPLE 0x00000100
2516 #define WINED3D_LOCATION_RB_RESOLVED 0x00000200
2518 const char *wined3d_debug_location(DWORD location) DECLSPEC_HIDDEN;
2520 struct wined3d_volume
2522 struct wined3d_resource resource;
2523 struct wined3d_texture *container;
2525 GLint texture_level;
2528 static inline struct wined3d_volume *volume_from_resource(struct wined3d_resource *resource)
2530 return CONTAINING_RECORD(resource, struct wined3d_volume, resource);
2533 void wined3d_volume_cleanup(struct wined3d_volume *volume) DECLSPEC_HIDDEN;
2534 HRESULT wined3d_volume_init(struct wined3d_volume *volume, struct wined3d_texture *container,
2535 const struct wined3d_resource_desc *desc, UINT level) DECLSPEC_HIDDEN;
2536 void wined3d_volume_invalidate_location(struct wined3d_volume *volume, DWORD location) DECLSPEC_HIDDEN;
2537 void wined3d_volume_load(struct wined3d_volume *volume, struct wined3d_context *context,
2538 BOOL srgb_mode) DECLSPEC_HIDDEN;
2539 BOOL wined3d_volume_load_location(struct wined3d_volume *volume,
2540 struct wined3d_context *context, DWORD location) DECLSPEC_HIDDEN;
2541 BOOL wined3d_volume_prepare_location(struct wined3d_volume *volume,
2542 struct wined3d_context *context, DWORD location) DECLSPEC_HIDDEN;
2543 void wined3d_volume_upload_data(struct wined3d_volume *volume, const struct wined3d_context *context,
2544 const struct wined3d_const_bo_address *data) DECLSPEC_HIDDEN;
2546 struct wined3d_surface_dib
2548 HBITMAP DIBsection;
2549 void *bitmap_data;
2550 UINT bitmap_size;
2553 struct wined3d_renderbuffer_entry
2555 struct list entry;
2556 GLuint id;
2557 UINT width;
2558 UINT height;
2561 struct wined3d_fbo_resource
2563 GLuint object;
2564 GLuint level, target;
2567 #define WINED3D_FBO_ENTRY_FLAG_ATTACHED 0x1
2568 #define WINED3D_FBO_ENTRY_FLAG_DEPTH 0x2
2569 #define WINED3D_FBO_ENTRY_FLAG_STENCIL 0x4
2571 struct fbo_entry
2573 struct list entry;
2574 DWORD flags;
2575 DWORD rt_mask;
2576 GLuint id;
2577 struct wined3d_fbo_entry_key
2579 DWORD rb_namespace;
2580 struct wined3d_fbo_resource objects[1];
2581 } key;
2584 struct wined3d_surface
2586 struct wined3d_resource resource;
2587 struct wined3d_texture *container;
2589 DWORD flags;
2591 UINT pow2Width;
2592 UINT pow2Height;
2593 GLuint rb_multisample;
2594 GLuint rb_resolved;
2595 GLenum texture_target;
2596 unsigned int texture_level;
2597 unsigned int texture_layer;
2599 /* For GetDC */
2600 struct wined3d_surface_dib dib;
2601 HDC hDC;
2603 struct list renderbuffers;
2604 const struct wined3d_renderbuffer_entry *current_renderbuffer;
2605 SIZE ds_current_size;
2607 /* DirectDraw Overlay handling */
2608 RECT overlay_srcrect;
2609 RECT overlay_destrect;
2610 struct wined3d_surface *overlay_dest;
2611 struct list overlays;
2612 struct list overlay_entry;
2615 static inline struct wined3d_surface *surface_from_resource(struct wined3d_resource *resource)
2617 return CONTAINING_RECORD(resource, struct wined3d_surface, resource);
2620 static inline BOOL needs_separate_srgb_gl_texture(const struct wined3d_context *context)
2622 return !context->gl_info->supported[EXT_TEXTURE_SRGB_DECODE]
2623 && context->d3d_info->wined3d_creation_flags & WINED3D_SRGB_READ_WRITE_CONTROL;
2626 static inline unsigned int surface_get_sub_resource_idx(const struct wined3d_surface *surface)
2628 return surface->texture_layer * surface->container->level_count + surface->texture_level;
2631 static inline struct wined3d_texture_sub_resource *surface_get_sub_resource(struct wined3d_surface *surface)
2633 return &surface->container->sub_resources[surface_get_sub_resource_idx(surface)];
2636 static inline GLuint surface_get_texture_name(const struct wined3d_surface *surface,
2637 const struct wined3d_context *context, BOOL srgb)
2639 return srgb && needs_separate_srgb_gl_texture(context)
2640 ? surface->container->texture_srgb.name : surface->container->texture_rgb.name;
2643 HRESULT wined3d_surface_blt(struct wined3d_surface *dst_surface, const RECT *dst_rect,
2644 struct wined3d_surface *src_surface, const RECT *src_rect, DWORD flags,
2645 const struct wined3d_blt_fx *blt_fx, enum wined3d_texture_filter_type filter) DECLSPEC_HIDDEN;
2646 void wined3d_surface_cleanup(struct wined3d_surface *surface) DECLSPEC_HIDDEN;
2647 HRESULT surface_color_fill(struct wined3d_surface *s,
2648 const RECT *rect, const struct wined3d_color *color) DECLSPEC_HIDDEN;
2649 HRESULT surface_create_dib_section(struct wined3d_surface *surface) DECLSPEC_HIDDEN;
2650 void surface_get_drawable_size(const struct wined3d_surface *surface, const struct wined3d_context *context,
2651 unsigned int *width, unsigned int *height) DECLSPEC_HIDDEN;
2652 HRESULT wined3d_surface_init(struct wined3d_surface *surface,
2653 struct wined3d_texture *container, const struct wined3d_resource_desc *desc,
2654 GLenum target, unsigned int level, unsigned int layer, DWORD flags) DECLSPEC_HIDDEN;
2655 void surface_load(struct wined3d_surface *surface, struct wined3d_context *context, BOOL srgb) DECLSPEC_HIDDEN;
2656 void surface_load_fb_texture(struct wined3d_surface *surface, BOOL srgb,
2657 struct wined3d_context *context) DECLSPEC_HIDDEN;
2658 HRESULT surface_load_location(struct wined3d_surface *surface,
2659 struct wined3d_context *context, DWORD location) DECLSPEC_HIDDEN;
2660 void surface_modify_ds_location(struct wined3d_surface *surface, DWORD location, UINT w, UINT h) DECLSPEC_HIDDEN;
2661 void wined3d_surface_prepare(struct wined3d_surface *surface, struct wined3d_context *context,
2662 DWORD location) DECLSPEC_HIDDEN;
2663 void surface_set_compatible_renderbuffer(struct wined3d_surface *surface,
2664 const struct wined3d_surface *rt) DECLSPEC_HIDDEN;
2665 void surface_set_dirty(struct wined3d_surface *surface) DECLSPEC_HIDDEN;
2666 void surface_set_texture_target(struct wined3d_surface *surface, GLenum target, GLint level) DECLSPEC_HIDDEN;
2667 void surface_translate_drawable_coords(const struct wined3d_surface *surface, HWND window, RECT *rect) DECLSPEC_HIDDEN;
2668 HRESULT surface_upload_from_surface(struct wined3d_surface *dst_surface, const POINT *dst_point,
2669 struct wined3d_surface *src_surface, const RECT *src_rect) DECLSPEC_HIDDEN;
2670 void wined3d_surface_upload_data(struct wined3d_surface *surface, const struct wined3d_gl_info *gl_info,
2671 const struct wined3d_format *format, const RECT *src_rect, UINT src_pitch, const POINT *dst_point,
2672 BOOL srgb, const struct wined3d_const_bo_address *data) DECLSPEC_HIDDEN;
2674 void draw_textured_quad(const struct wined3d_surface *src_surface, struct wined3d_context *context,
2675 const RECT *src_rect, const RECT *dst_rect, enum wined3d_texture_filter_type filter) DECLSPEC_HIDDEN;
2677 /* Surface flags: */
2678 #define SFLAG_DIBSECTION 0x00000001 /* Has a DIB section attached for GetDC. */
2679 #define SFLAG_DISCARD 0x00000002 /* ??? */
2680 #define SFLAG_DCINUSE 0x00000020 /* Set between GetDC and ReleaseDC calls. */
2682 struct wined3d_sampler
2684 struct wine_rb_entry entry;
2685 LONG refcount;
2686 struct wined3d_device *device;
2687 void *parent;
2688 struct wined3d_sampler_desc desc;
2689 GLuint name;
2692 struct wined3d_vertex_declaration_element
2694 const struct wined3d_format *format;
2695 BOOL ffp_valid;
2696 unsigned int input_slot;
2697 unsigned int offset;
2698 unsigned int output_slot;
2699 enum wined3d_input_classification input_slot_class;
2700 unsigned int instance_data_step_rate;
2701 BYTE method;
2702 BYTE usage;
2703 BYTE usage_idx;
2706 struct wined3d_vertex_declaration
2708 LONG ref;
2709 void *parent;
2710 const struct wined3d_parent_ops *parent_ops;
2711 struct wined3d_device *device;
2713 struct wined3d_vertex_declaration_element *elements;
2714 UINT element_count;
2716 BOOL position_transformed;
2717 BOOL half_float_conv_needed;
2720 struct wined3d_saved_states
2722 DWORD transform[(HIGHEST_TRANSFORMSTATE >> 5) + 1];
2723 WORD streamSource; /* MAX_STREAMS, 16 */
2724 WORD streamFreq; /* MAX_STREAMS, 16 */
2725 DWORD renderState[(WINEHIGHEST_RENDER_STATE >> 5) + 1];
2726 DWORD textureState[MAX_TEXTURES]; /* WINED3D_HIGHEST_TEXTURE_STATE + 1, 18 */
2727 WORD samplerState[MAX_COMBINED_SAMPLERS]; /* WINED3D_HIGHEST_SAMPLER_STATE + 1, 14 */
2728 DWORD clipplane; /* WINED3DMAXUSERCLIPPLANES, 32 */
2729 WORD pixelShaderConstantsB; /* MAX_CONST_B, 16 */
2730 WORD pixelShaderConstantsI; /* MAX_CONST_I, 16 */
2731 BOOL *pixelShaderConstantsF;
2732 WORD vertexShaderConstantsB; /* MAX_CONST_B, 16 */
2733 WORD vertexShaderConstantsI; /* MAX_CONST_I, 16 */
2734 BOOL *vertexShaderConstantsF;
2735 DWORD textures : 20; /* MAX_COMBINED_SAMPLERS, 20 */
2736 DWORD primitive_type : 1;
2737 DWORD indices : 1;
2738 DWORD material : 1;
2739 DWORD viewport : 1;
2740 DWORD vertexDecl : 1;
2741 DWORD pixelShader : 1;
2742 DWORD vertexShader : 1;
2743 DWORD scissorRect : 1;
2744 DWORD padding : 4;
2747 struct StageState {
2748 DWORD stage;
2749 DWORD state;
2752 struct wined3d_stateblock
2754 LONG ref; /* Note: Ref counting not required */
2755 struct wined3d_device *device;
2757 /* Array indicating whether things have been set or changed */
2758 struct wined3d_saved_states changed;
2759 struct wined3d_state state;
2761 /* Contained state management */
2762 DWORD contained_render_states[WINEHIGHEST_RENDER_STATE + 1];
2763 unsigned int num_contained_render_states;
2764 DWORD contained_transform_states[HIGHEST_TRANSFORMSTATE + 1];
2765 unsigned int num_contained_transform_states;
2766 DWORD contained_vs_consts_i[MAX_CONST_I];
2767 unsigned int num_contained_vs_consts_i;
2768 DWORD contained_vs_consts_b[MAX_CONST_B];
2769 unsigned int num_contained_vs_consts_b;
2770 DWORD *contained_vs_consts_f;
2771 unsigned int num_contained_vs_consts_f;
2772 DWORD contained_ps_consts_i[MAX_CONST_I];
2773 unsigned int num_contained_ps_consts_i;
2774 DWORD contained_ps_consts_b[MAX_CONST_B];
2775 unsigned int num_contained_ps_consts_b;
2776 DWORD *contained_ps_consts_f;
2777 unsigned int num_contained_ps_consts_f;
2778 struct StageState contained_tss_states[MAX_TEXTURES * (WINED3D_HIGHEST_TEXTURE_STATE + 1)];
2779 unsigned int num_contained_tss_states;
2780 struct StageState contained_sampler_states[MAX_COMBINED_SAMPLERS * WINED3D_HIGHEST_SAMPLER_STATE];
2781 unsigned int num_contained_sampler_states;
2784 void stateblock_init_contained_states(struct wined3d_stateblock *stateblock) DECLSPEC_HIDDEN;
2786 void state_cleanup(struct wined3d_state *state) DECLSPEC_HIDDEN;
2787 HRESULT state_init(struct wined3d_state *state, struct wined3d_fb_state *fb,
2788 const struct wined3d_gl_info *gl_info, const struct wined3d_d3d_info *d3d_info,
2789 DWORD flags) DECLSPEC_HIDDEN;
2790 void state_unbind_resources(struct wined3d_state *state) DECLSPEC_HIDDEN;
2792 struct wined3d_cs_ops
2794 void *(*require_space)(struct wined3d_cs *cs, size_t size);
2795 void (*submit)(struct wined3d_cs *cs);
2798 struct wined3d_cs
2800 const struct wined3d_cs_ops *ops;
2801 struct wined3d_device *device;
2802 struct wined3d_fb_state fb;
2803 struct wined3d_state state;
2805 size_t data_size;
2806 void *data;
2809 struct wined3d_cs *wined3d_cs_create(struct wined3d_device *device) DECLSPEC_HIDDEN;
2810 void wined3d_cs_destroy(struct wined3d_cs *cs) DECLSPEC_HIDDEN;
2812 void wined3d_cs_emit_clear(struct wined3d_cs *cs, DWORD rect_count, const RECT *rects,
2813 DWORD flags, const struct wined3d_color *color, float depth, DWORD stencil) DECLSPEC_HIDDEN;
2814 void wined3d_cs_emit_draw(struct wined3d_cs *cs, UINT start_idx, UINT index_count,
2815 UINT start_instance, UINT instance_count, BOOL indexed) DECLSPEC_HIDDEN;
2816 void wined3d_cs_emit_present(struct wined3d_cs *cs, struct wined3d_swapchain *swapchain,
2817 const RECT *src_rect, const RECT *dst_rect, HWND dst_window_override, DWORD flags) DECLSPEC_HIDDEN;
2818 void wined3d_cs_emit_reset_state(struct wined3d_cs *cs) DECLSPEC_HIDDEN;
2819 void wined3d_cs_emit_set_clip_plane(struct wined3d_cs *cs, UINT plane_idx,
2820 const struct wined3d_vec4 *plane) DECLSPEC_HIDDEN;
2821 void wined3d_cs_emit_set_color_key(struct wined3d_cs *cs, struct wined3d_texture *texture,
2822 WORD flags, const struct wined3d_color_key *color_key) DECLSPEC_HIDDEN;
2823 void wined3d_cs_emit_set_constant_buffer(struct wined3d_cs *cs, enum wined3d_shader_type type,
2824 UINT cb_idx, struct wined3d_buffer *buffer) DECLSPEC_HIDDEN;
2825 void wined3d_cs_emit_set_depth_stencil_view(struct wined3d_cs *cs,
2826 struct wined3d_rendertarget_view *view) DECLSPEC_HIDDEN;
2827 void wined3d_cs_emit_set_index_buffer(struct wined3d_cs *cs, struct wined3d_buffer *buffer,
2828 enum wined3d_format_id format_id) DECLSPEC_HIDDEN;
2829 void wined3d_cs_emit_set_material(struct wined3d_cs *cs, const struct wined3d_material *material) DECLSPEC_HIDDEN;
2830 void wined3d_cs_emit_set_predication(struct wined3d_cs *cs,
2831 struct wined3d_query *predicate, BOOL value) DECLSPEC_HIDDEN;
2832 void wined3d_cs_emit_set_render_state(struct wined3d_cs *cs,
2833 enum wined3d_render_state state, DWORD value) DECLSPEC_HIDDEN;
2834 void wined3d_cs_emit_set_rendertarget_view(struct wined3d_cs *cs, unsigned int view_idx,
2835 struct wined3d_rendertarget_view *view) DECLSPEC_HIDDEN;
2836 void wined3d_cs_emit_set_shader_resource_view(struct wined3d_cs *cs, enum wined3d_shader_type type,
2837 UINT view_idx, struct wined3d_shader_resource_view *view) DECLSPEC_HIDDEN;
2838 void wined3d_cs_emit_set_sampler(struct wined3d_cs *cs, enum wined3d_shader_type type,
2839 UINT sampler_idx, struct wined3d_sampler *sampler) DECLSPEC_HIDDEN;
2840 void wined3d_cs_emit_set_sampler_state(struct wined3d_cs *cs, UINT sampler_idx,
2841 enum wined3d_sampler_state state, DWORD value) DECLSPEC_HIDDEN;
2842 void wined3d_cs_emit_set_scissor_rect(struct wined3d_cs *cs, const RECT *rect) DECLSPEC_HIDDEN;
2843 void wined3d_cs_emit_set_shader(struct wined3d_cs *cs, enum wined3d_shader_type type,
2844 struct wined3d_shader *shader) DECLSPEC_HIDDEN;
2845 void wined3d_cs_emit_set_stream_output(struct wined3d_cs *cs, UINT stream_idx,
2846 struct wined3d_buffer *buffer, UINT offset) DECLSPEC_HIDDEN;
2847 void wined3d_cs_emit_set_stream_source(struct wined3d_cs *cs, UINT stream_idx,
2848 struct wined3d_buffer *buffer, UINT offset, UINT stride) DECLSPEC_HIDDEN;
2849 void wined3d_cs_emit_set_stream_source_freq(struct wined3d_cs *cs, UINT stream_idx,
2850 UINT frequency, UINT flags) DECLSPEC_HIDDEN;
2851 void wined3d_cs_emit_set_texture(struct wined3d_cs *cs, UINT stage, struct wined3d_texture *texture) DECLSPEC_HIDDEN;
2852 void wined3d_cs_emit_set_texture_state(struct wined3d_cs *cs, UINT stage,
2853 enum wined3d_texture_stage_state state, DWORD value) DECLSPEC_HIDDEN;
2854 void wined3d_cs_emit_set_transform(struct wined3d_cs *cs, enum wined3d_transform_state state,
2855 const struct wined3d_matrix *matrix) DECLSPEC_HIDDEN;
2856 void wined3d_cs_emit_set_vertex_declaration(struct wined3d_cs *cs,
2857 struct wined3d_vertex_declaration *declaration) DECLSPEC_HIDDEN;
2858 void wined3d_cs_emit_set_viewport(struct wined3d_cs *cs, const struct wined3d_viewport *viewport) DECLSPEC_HIDDEN;
2860 /* Direct3D terminology with little modifications. We do not have an issued state
2861 * because only the driver knows about it, but we have a created state because d3d
2862 * allows GetData on a created issue, but opengl doesn't
2864 enum query_state {
2865 QUERY_CREATED,
2866 QUERY_SIGNALLED,
2867 QUERY_BUILDING
2870 struct wined3d_query_ops
2872 HRESULT (*query_get_data)(struct wined3d_query *query, void *data, DWORD data_size, DWORD flags);
2873 HRESULT (*query_issue)(struct wined3d_query *query, DWORD flags);
2876 struct wined3d_query
2878 LONG ref;
2880 void *parent;
2881 const struct wined3d_query_ops *query_ops;
2882 struct wined3d_device *device;
2883 enum query_state state;
2884 enum wined3d_query_type type;
2885 DWORD data_size;
2886 void *extendedData;
2889 /* TODO: Add tests and support for FLOAT16_4 POSITIONT, D3DCOLOR position, other
2890 * fixed function semantics as D3DCOLOR or FLOAT16 */
2891 enum wined3d_buffer_conversion_type
2893 CONV_NONE,
2894 CONV_D3DCOLOR,
2895 CONV_POSITIONT,
2898 struct wined3d_map_range
2900 UINT offset;
2901 UINT size;
2904 struct wined3d_buffer
2906 struct wined3d_resource resource;
2908 struct wined3d_buffer_desc desc;
2910 GLuint buffer_object;
2911 GLenum buffer_object_usage;
2912 GLenum buffer_type_hint;
2913 DWORD flags;
2914 void *map_ptr;
2916 struct wined3d_map_range *maps;
2917 ULONG maps_size, modified_areas;
2918 struct wined3d_event_query *query;
2920 /* conversion stuff */
2921 UINT decl_change_count, full_conversion_count;
2922 UINT draw_count;
2923 UINT stride; /* 0 if no conversion */
2924 UINT conversion_stride; /* 0 if no shifted conversion */
2925 enum wined3d_buffer_conversion_type *conversion_map; /* NULL if no conversion */
2928 static inline struct wined3d_buffer *buffer_from_resource(struct wined3d_resource *resource)
2930 return CONTAINING_RECORD(resource, struct wined3d_buffer, resource);
2933 void buffer_get_memory(struct wined3d_buffer *buffer, struct wined3d_context *context,
2934 struct wined3d_bo_address *data) DECLSPEC_HIDDEN;
2935 BYTE *buffer_get_sysmem(struct wined3d_buffer *buffer, struct wined3d_context *context) DECLSPEC_HIDDEN;
2936 void buffer_internal_preload(struct wined3d_buffer *buffer, struct wined3d_context *context,
2937 const struct wined3d_state *state) DECLSPEC_HIDDEN;
2938 void buffer_mark_used(struct wined3d_buffer *buffer) DECLSPEC_HIDDEN;
2939 HRESULT wined3d_buffer_copy(struct wined3d_buffer *dst_buffer, unsigned int dst_offset,
2940 struct wined3d_buffer *src_buffer, unsigned int src_offset, unsigned int size) DECLSPEC_HIDDEN;
2941 HRESULT wined3d_buffer_upload_data(struct wined3d_buffer *buffer,
2942 const struct wined3d_box *box, const void *data) DECLSPEC_HIDDEN;
2944 struct wined3d_rendertarget_view
2946 LONG refcount;
2948 struct wined3d_resource *resource;
2949 void *parent;
2950 const struct wined3d_parent_ops *parent_ops;
2952 const struct wined3d_format *format;
2953 unsigned int format_flags;
2954 unsigned int sub_resource_idx;
2955 unsigned int buffer_offset;
2957 unsigned int width;
2958 unsigned int height;
2959 unsigned int depth;
2962 static inline struct wined3d_surface *wined3d_rendertarget_view_get_surface(
2963 const struct wined3d_rendertarget_view *view)
2965 struct wined3d_texture *texture;
2967 if (!view || view->resource->type != WINED3D_RTYPE_TEXTURE_2D)
2968 return NULL;
2970 texture = wined3d_texture_from_resource(view->resource);
2972 return texture->sub_resources[view->sub_resource_idx].u.surface;
2975 struct wined3d_shader_resource_view
2977 LONG refcount;
2979 struct wined3d_resource *resource;
2980 void *parent;
2981 const struct wined3d_parent_ops *parent_ops;
2984 struct wined3d_swapchain_ops
2986 void (*swapchain_present)(struct wined3d_swapchain *swapchain,
2987 const RECT *src_rect, const RECT *dst_rect, DWORD flags);
2988 void (*swapchain_frontbuffer_updated)(struct wined3d_swapchain *swaphchain);
2991 struct wined3d_swapchain
2993 LONG ref;
2994 void *parent;
2995 const struct wined3d_parent_ops *parent_ops;
2996 const struct wined3d_swapchain_ops *swapchain_ops;
2997 struct wined3d_device *device;
2999 struct wined3d_texture **back_buffers;
3000 struct wined3d_texture *front_buffer;
3001 struct wined3d_swapchain_desc desc;
3002 struct wined3d_display_mode original_mode, d3d_mode;
3003 struct wined3d_gamma_ramp orig_gamma;
3004 BOOL render_to_fbo, reapply_mode;
3005 const struct wined3d_format *ds_format;
3006 struct wined3d_palette *palette;
3007 RECT front_buffer_update;
3009 LONG prev_time, frames; /* Performance tracking */
3011 struct wined3d_context **context;
3012 unsigned int num_contexts;
3014 HWND win_handle;
3015 HWND device_window;
3017 HDC backup_dc;
3018 HWND backup_wnd;
3021 void wined3d_swapchain_activate(struct wined3d_swapchain *swapchain, BOOL activate) DECLSPEC_HIDDEN;
3022 struct wined3d_context *swapchain_get_context(struct wined3d_swapchain *swapchain) DECLSPEC_HIDDEN;
3023 void swapchain_destroy_contexts(struct wined3d_swapchain *swapchain) DECLSPEC_HIDDEN;
3024 HDC swapchain_get_backup_dc(struct wined3d_swapchain *swapchain) DECLSPEC_HIDDEN;
3025 void swapchain_update_draw_bindings(struct wined3d_swapchain *swapchain) DECLSPEC_HIDDEN;
3027 /*****************************************************************************
3028 * Utility function prototypes
3031 /* Trace routines */
3032 const char *debug_box(const struct wined3d_box *box) DECLSPEC_HIDDEN;
3033 const char *debug_color(const struct wined3d_color *color) DECLSPEC_HIDDEN;
3034 const char *debug_d3dshaderinstructionhandler(enum WINED3D_SHADER_INSTRUCTION_HANDLER handler_idx) DECLSPEC_HIDDEN;
3035 const char *debug_d3dformat(enum wined3d_format_id format_id) DECLSPEC_HIDDEN;
3036 const char *debug_d3ddevicetype(enum wined3d_device_type device_type) DECLSPEC_HIDDEN;
3037 const char *debug_d3dresourcetype(enum wined3d_resource_type resource_type) DECLSPEC_HIDDEN;
3038 const char *debug_d3dusage(DWORD usage) DECLSPEC_HIDDEN;
3039 const char *debug_d3dusagequery(DWORD usagequery) DECLSPEC_HIDDEN;
3040 const char *debug_d3ddeclmethod(enum wined3d_decl_method method) DECLSPEC_HIDDEN;
3041 const char *debug_d3ddeclusage(enum wined3d_decl_usage usage) DECLSPEC_HIDDEN;
3042 const char *debug_d3dinput_classification(enum wined3d_input_classification classification) DECLSPEC_HIDDEN;
3043 const char *debug_d3dprimitivetype(enum wined3d_primitive_type primitive_type) DECLSPEC_HIDDEN;
3044 const char *debug_d3drenderstate(enum wined3d_render_state state) DECLSPEC_HIDDEN;
3045 const char *debug_d3dsamplerstate(enum wined3d_sampler_state state) DECLSPEC_HIDDEN;
3046 const char *debug_d3dstate(DWORD state) DECLSPEC_HIDDEN;
3047 const char *debug_d3dtexturefiltertype(enum wined3d_texture_filter_type filter_type) DECLSPEC_HIDDEN;
3048 const char *debug_d3dtexturestate(enum wined3d_texture_stage_state state) DECLSPEC_HIDDEN;
3049 const char *debug_d3dtstype(enum wined3d_transform_state tstype) DECLSPEC_HIDDEN;
3050 const char *debug_d3dpool(enum wined3d_pool pool) DECLSPEC_HIDDEN;
3051 const char *debug_fboattachment(GLenum attachment) DECLSPEC_HIDDEN;
3052 const char *debug_fbostatus(GLenum status) DECLSPEC_HIDDEN;
3053 const char *debug_glerror(GLenum error) DECLSPEC_HIDDEN;
3054 const char *debug_d3dtop(enum wined3d_texture_op d3dtop) DECLSPEC_HIDDEN;
3055 const char *debug_shader_type(enum wined3d_shader_type shader_type) DECLSPEC_HIDDEN;
3056 void dump_color_fixup_desc(struct color_fixup_desc fixup) DECLSPEC_HIDDEN;
3058 BOOL is_invalid_op(const struct wined3d_state *state, int stage,
3059 enum wined3d_texture_op op, DWORD arg1, DWORD arg2, DWORD arg3) DECLSPEC_HIDDEN;
3060 void set_tex_op_nvrc(const struct wined3d_gl_info *gl_info, const struct wined3d_state *state,
3061 BOOL is_alpha, int stage, enum wined3d_texture_op op, DWORD arg1, DWORD arg2, DWORD arg3,
3062 INT texture_idx, DWORD dst) DECLSPEC_HIDDEN;
3063 void texture_activate_dimensions(const struct wined3d_texture *texture,
3064 const struct wined3d_gl_info *gl_info) DECLSPEC_HIDDEN;
3065 void sampler_texdim(struct wined3d_context *context,
3066 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
3067 void tex_alphaop(struct wined3d_context *context,
3068 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
3069 void apply_pixelshader(struct wined3d_context *context,
3070 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
3071 void state_alpha_test(struct wined3d_context *context,
3072 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
3073 void state_fogcolor(struct wined3d_context *context,
3074 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
3075 void state_fogdensity(struct wined3d_context *context,
3076 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
3077 void state_fogstartend(struct wined3d_context *context,
3078 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
3079 void state_fog_fragpart(struct wined3d_context *context,
3080 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
3081 void state_nop(struct wined3d_context *context,
3082 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
3083 void state_srgbwrite(struct wined3d_context *context,
3084 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
3086 void state_clipping(struct wined3d_context *context,
3087 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
3088 void clipplane(struct wined3d_context *context,
3089 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
3090 void state_pointsprite_w(struct wined3d_context *context,
3091 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
3092 void state_pointsprite(struct wined3d_context *context,
3093 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
3094 void state_shademode(struct wined3d_context *context,
3095 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
3097 GLenum gl_primitive_type_from_d3d(enum wined3d_primitive_type primitive_type) DECLSPEC_HIDDEN;
3099 /* Math utils */
3100 void multiply_matrix(struct wined3d_matrix *dest, const struct wined3d_matrix *src1,
3101 const struct wined3d_matrix *src2) DECLSPEC_HIDDEN;
3103 void wined3d_release_dc(HWND window, HDC dc) DECLSPEC_HIDDEN;
3105 struct wined3d_shader_lconst
3107 struct list entry;
3108 unsigned int idx;
3109 DWORD value[4];
3112 struct wined3d_shader_limits
3114 unsigned int sampler;
3115 unsigned int constant_int;
3116 unsigned int constant_float;
3117 unsigned int constant_bool;
3118 unsigned int packed_output;
3119 unsigned int packed_input;
3122 #ifdef __GNUC__
3123 #define PRINTF_ATTR(fmt,args) __attribute__((format (printf,fmt,args)))
3124 #else
3125 #define PRINTF_ATTR(fmt,args)
3126 #endif
3128 struct wined3d_string_buffer_list
3130 struct list list;
3133 struct wined3d_string_buffer *string_buffer_get(struct wined3d_string_buffer_list *list) DECLSPEC_HIDDEN;
3134 void string_buffer_sprintf(struct wined3d_string_buffer *buffer, const char *format, ...) PRINTF_ATTR(2, 3) DECLSPEC_HIDDEN;
3135 void string_buffer_release(struct wined3d_string_buffer_list *list, struct wined3d_string_buffer *buffer) DECLSPEC_HIDDEN;
3136 void string_buffer_list_init(struct wined3d_string_buffer_list *list) DECLSPEC_HIDDEN;
3137 void string_buffer_list_cleanup(struct wined3d_string_buffer_list *list) DECLSPEC_HIDDEN;
3139 int shader_addline(struct wined3d_string_buffer *buffer, const char *fmt, ...) PRINTF_ATTR(2,3) DECLSPEC_HIDDEN;
3140 BOOL string_buffer_resize(struct wined3d_string_buffer *buffer, int rc) DECLSPEC_HIDDEN;
3141 int shader_vaddline(struct wined3d_string_buffer *buffer, const char *fmt, va_list args) DECLSPEC_HIDDEN;
3143 /* Vertex shader utility functions */
3144 BOOL vshader_get_input(const struct wined3d_shader *shader,
3145 BYTE usage_req, BYTE usage_idx_req, unsigned int *regnum) DECLSPEC_HIDDEN;
3147 struct wined3d_vertex_shader
3149 struct wined3d_shader_attribute attributes[MAX_ATTRIBS];
3152 struct wined3d_geometry_shader
3154 enum wined3d_primitive_type input_type;
3155 enum wined3d_primitive_type output_type;
3156 UINT vertices_out;
3159 struct wined3d_pixel_shader
3161 /* Pixel shader input semantics */
3162 DWORD input_reg_map[MAX_REG_INPUT];
3163 BOOL input_reg_used[MAX_REG_INPUT];
3164 unsigned int declared_in_count;
3166 /* Some information about the shader behavior */
3167 BOOL color0_mov;
3168 DWORD color0_reg;
3171 struct wined3d_shader
3173 LONG ref;
3174 const struct wined3d_shader_limits *limits;
3175 DWORD *function;
3176 UINT functionLength;
3177 BOOL load_local_constsF;
3178 const struct wined3d_shader_frontend *frontend;
3179 void *frontend_data;
3180 void *backend_data;
3182 void *parent;
3183 const struct wined3d_parent_ops *parent_ops;
3185 /* Programs this shader is linked with */
3186 struct list linked_programs;
3188 /* Immediate constants (override global ones) */
3189 struct list constantsB;
3190 struct list constantsF;
3191 struct list constantsI;
3192 struct wined3d_shader_reg_maps reg_maps;
3193 BOOL lconst_inf_or_nan;
3195 struct wined3d_shader_signature input_signature;
3196 struct wined3d_shader_signature output_signature;
3197 char *signature_strings;
3199 /* Pointer to the parent device */
3200 struct wined3d_device *device;
3201 struct list shader_list_entry;
3203 union
3205 struct wined3d_vertex_shader vs;
3206 struct wined3d_geometry_shader gs;
3207 struct wined3d_pixel_shader ps;
3208 } u;
3211 void pixelshader_update_resource_types(struct wined3d_shader *shader, WORD tex_types) DECLSPEC_HIDDEN;
3212 void find_ps_compile_args(const struct wined3d_state *state, const struct wined3d_shader *shader,
3213 BOOL position_transformed, struct ps_compile_args *args,
3214 const struct wined3d_context *context) DECLSPEC_HIDDEN;
3216 void find_vs_compile_args(const struct wined3d_state *state, const struct wined3d_shader *shader,
3217 WORD swizzle_map, struct vs_compile_args *args,
3218 const struct wined3d_d3d_info *d3d_info) DECLSPEC_HIDDEN;
3220 void string_buffer_clear(struct wined3d_string_buffer *buffer) DECLSPEC_HIDDEN;
3221 BOOL string_buffer_init(struct wined3d_string_buffer *buffer) DECLSPEC_HIDDEN;
3222 void string_buffer_free(struct wined3d_string_buffer *buffer) DECLSPEC_HIDDEN;
3223 unsigned int shader_find_free_input_register(const struct wined3d_shader_reg_maps *reg_maps,
3224 unsigned int max) DECLSPEC_HIDDEN;
3225 void shader_generate_main(const struct wined3d_shader *shader, struct wined3d_string_buffer *buffer,
3226 const struct wined3d_shader_reg_maps *reg_maps, const DWORD *byte_code, void *backend_ctx) DECLSPEC_HIDDEN;
3227 BOOL shader_match_semantic(const char *semantic_name, enum wined3d_decl_usage usage) DECLSPEC_HIDDEN;
3229 static inline BOOL shader_is_scalar(const struct wined3d_shader_register *reg)
3231 switch (reg->type)
3233 case WINED3DSPR_RASTOUT:
3234 /* oFog & oPts */
3235 if (reg->idx[0].offset)
3236 return TRUE;
3237 /* oPos */
3238 return FALSE;
3240 case WINED3DSPR_DEPTHOUT: /* oDepth */
3241 case WINED3DSPR_CONSTBOOL: /* b# */
3242 case WINED3DSPR_LOOP: /* aL */
3243 case WINED3DSPR_PREDICATE: /* p0 */
3244 case WINED3DSPR_PRIMID: /* primID */
3245 return TRUE;
3247 case WINED3DSPR_MISCTYPE:
3248 switch (reg->idx[0].offset)
3250 case 0: /* vPos */
3251 return FALSE;
3252 case 1: /* vFace */
3253 return TRUE;
3254 default:
3255 return FALSE;
3258 case WINED3DSPR_IMMCONST:
3259 return reg->immconst_type == WINED3D_IMMCONST_SCALAR;
3261 default:
3262 return FALSE;
3266 static inline void shader_get_position_fixup(const struct wined3d_context *context,
3267 const struct wined3d_state *state, float *position_fixup)
3269 float center_offset;
3271 if (context->swapchain->device->wined3d->flags & WINED3D_PIXEL_CENTER_INTEGER)
3272 center_offset = 63.0f / 64.0f;
3273 else
3274 center_offset = -1.0f / 64.0f;
3276 position_fixup[0] = 1.0f;
3277 position_fixup[1] = 1.0f;
3278 position_fixup[2] = center_offset / state->viewport.width;
3279 position_fixup[3] = -center_offset / state->viewport.height;
3281 if (context->render_offscreen)
3283 position_fixup[1] *= -1.0f;
3284 position_fixup[3] *= -1.0f;
3288 static inline BOOL shader_constant_is_local(const struct wined3d_shader *shader, DWORD reg)
3290 struct wined3d_shader_lconst *lconst;
3292 if (shader->load_local_constsF)
3293 return FALSE;
3295 LIST_FOR_EACH_ENTRY(lconst, &shader->constantsF, struct wined3d_shader_lconst, entry)
3297 if (lconst->idx == reg)
3298 return TRUE;
3301 return FALSE;
3304 void get_identity_matrix(struct wined3d_matrix *mat) DECLSPEC_HIDDEN;
3305 void get_modelview_matrix(const struct wined3d_context *context, const struct wined3d_state *state,
3306 unsigned int index, struct wined3d_matrix *mat) DECLSPEC_HIDDEN;
3307 void get_projection_matrix(const struct wined3d_context *context, const struct wined3d_state *state,
3308 struct wined3d_matrix *mat) DECLSPEC_HIDDEN;
3309 void get_texture_matrix(const struct wined3d_context *context, const struct wined3d_state *state,
3310 unsigned int tex, struct wined3d_matrix *mat) DECLSPEC_HIDDEN;
3311 void get_pointsize_minmax(const struct wined3d_context *context, const struct wined3d_state *state,
3312 float *out_min, float *out_max) DECLSPEC_HIDDEN;
3313 void get_pointsize(const struct wined3d_context *context, const struct wined3d_state *state,
3314 float *out_pointsize, float *out_att) DECLSPEC_HIDDEN;
3315 void get_fog_start_end(const struct wined3d_context *context, const struct wined3d_state *state,
3316 float *start, float *end) DECLSPEC_HIDDEN;
3318 /* Using additional shader constants (uniforms in GLSL / program environment
3319 * or local parameters in ARB) is costly:
3320 * ARB only knows float4 parameters and GLSL compiler are not really smart
3321 * when it comes to efficiently pack float2 uniforms, so no space is wasted
3322 * (in fact most compilers map a float2 to a full float4 uniform).
3324 * For NP2 texcoord fixup we only need 2 floats (width and height) for each
3325 * 2D texture used in the shader. We therefore pack fixup info for 2 textures
3326 * into a single shader constant (uniform / program parameter).
3328 * This structure is shared between the GLSL and the ARB backend.*/
3329 struct ps_np2fixup_info {
3330 unsigned char idx[MAX_FRAGMENT_SAMPLERS]; /* indices to the real constant */
3331 WORD active; /* bitfield indicating if we can apply the fixup */
3332 WORD num_consts;
3335 void print_glsl_info_log(const struct wined3d_gl_info *gl_info, GLuint id, BOOL program) DECLSPEC_HIDDEN;
3336 void shader_glsl_validate_link(const struct wined3d_gl_info *gl_info, GLuint program) DECLSPEC_HIDDEN;
3338 struct wined3d_palette
3340 LONG ref;
3341 struct wined3d_device *device;
3343 unsigned int size;
3344 RGBQUAD colors[256];
3345 DWORD flags;
3348 /* DirectDraw utility functions */
3349 extern enum wined3d_format_id pixelformat_for_depth(DWORD depth) DECLSPEC_HIDDEN;
3351 /*****************************************************************************
3352 * Pixel format management
3355 /* WineD3D pixel format flags */
3356 #define WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING 0x00000001
3357 #define WINED3DFMT_FLAG_FILTERING 0x00000002
3358 #define WINED3DFMT_FLAG_DEPTH 0x00000004
3359 #define WINED3DFMT_FLAG_STENCIL 0x00000008
3360 #define WINED3DFMT_FLAG_RENDERTARGET 0x00000010
3361 #define WINED3DFMT_FLAG_FBO_ATTACHABLE 0x00000040
3362 #define WINED3DFMT_FLAG_FBO_ATTACHABLE_SRGB 0x00000080
3363 #define WINED3DFMT_FLAG_GETDC 0x00000100
3364 #define WINED3DFMT_FLAG_FLOAT 0x00000200
3365 #define WINED3DFMT_FLAG_BUMPMAP 0x00000400
3366 #define WINED3DFMT_FLAG_SRGB_READ 0x00000800
3367 #define WINED3DFMT_FLAG_SRGB_WRITE 0x00001000
3368 #define WINED3DFMT_FLAG_VTF 0x00002000
3369 #define WINED3DFMT_FLAG_SHADOW 0x00004000
3370 #define WINED3DFMT_FLAG_COMPRESSED 0x00008000
3371 #define WINED3DFMT_FLAG_BROKEN_PITCH 0x00010000
3372 #define WINED3DFMT_FLAG_BLOCKS 0x00020000
3373 #define WINED3DFMT_FLAG_HEIGHT_SCALE 0x00040000
3374 #define WINED3DFMT_FLAG_TEXTURE 0x00080000
3375 #define WINED3DFMT_FLAG_BLOCKS_NO_VERIFY 0x00100000
3376 #define WINED3DFMT_FLAG_INTEGER 0x00200000
3378 struct wined3d_rational
3380 UINT numerator;
3381 UINT denominator;
3384 struct wined3d_color_key_conversion
3386 enum wined3d_format_id dst_format;
3387 void (*convert)(const BYTE *src, unsigned int src_pitch, BYTE *dst, unsigned int dst_pitch, unsigned int width,
3388 unsigned int height, const struct wined3d_palette *palette, const struct wined3d_color_key *color_key);
3391 struct wined3d_format
3393 enum wined3d_format_id id;
3395 DWORD red_size;
3396 DWORD green_size;
3397 DWORD blue_size;
3398 DWORD alpha_size;
3399 DWORD red_offset;
3400 DWORD green_offset;
3401 DWORD blue_offset;
3402 DWORD alpha_offset;
3403 UINT byte_count;
3404 BYTE depth_size;
3405 BYTE stencil_size;
3407 UINT block_width;
3408 UINT block_height;
3409 UINT block_byte_count;
3411 enum wined3d_ffp_emit_idx emit_idx;
3412 GLint component_count;
3413 GLenum gl_vtx_type;
3414 GLint gl_vtx_format;
3415 GLboolean gl_normalized;
3416 unsigned int component_size;
3418 GLint glInternal;
3419 GLint glGammaInternal;
3420 GLint rtInternal;
3421 GLint glFormat;
3422 GLint glType;
3423 UINT conv_byte_count;
3424 DWORD multisample_types;
3425 unsigned int flags[WINED3D_GL_RES_TYPE_COUNT];
3426 struct wined3d_rational height_scale;
3427 struct color_fixup_desc color_fixup;
3428 void (*convert)(const BYTE *src, BYTE *dst, UINT src_row_pitch, UINT src_slice_pitch,
3429 UINT dst_row_pitch, UINT dst_slice_pitch, UINT width, UINT height, UINT depth);
3432 const struct wined3d_format *wined3d_get_format(const struct wined3d_gl_info *gl_info,
3433 enum wined3d_format_id format_id) DECLSPEC_HIDDEN;
3434 void wined3d_format_calculate_pitch(const struct wined3d_format *format, unsigned int alignment,
3435 unsigned int width, unsigned int height, unsigned int *row_pitch, unsigned int *slice_pitch) DECLSPEC_HIDDEN;
3436 UINT wined3d_format_calculate_size(const struct wined3d_format *format,
3437 UINT alignment, UINT width, UINT height, UINT depth) DECLSPEC_HIDDEN;
3438 DWORD wined3d_format_convert_from_float(const struct wined3d_format *format,
3439 const struct wined3d_color *color) DECLSPEC_HIDDEN;
3440 BOOL wined3d_format_convert_color_to_float(const struct wined3d_format *format,
3441 const struct wined3d_palette *palette, DWORD color, struct wined3d_color *float_color) DECLSPEC_HIDDEN;
3442 void wined3d_format_get_float_color_key(const struct wined3d_format *format,
3443 const struct wined3d_color_key *key, struct wined3d_color *float_colors) DECLSPEC_HIDDEN;
3444 const struct wined3d_color_key_conversion * wined3d_format_get_color_key_conversion(
3445 const struct wined3d_texture *texture, BOOL need_alpha_ck) DECLSPEC_HIDDEN;
3447 static inline BOOL use_vs(const struct wined3d_state *state)
3449 /* Check state->vertex_declaration to allow this to be used before the
3450 * stream info is validated, for example in device_update_tex_unit_map(). */
3451 return state->shader[WINED3D_SHADER_TYPE_VERTEX] && !state->vertex_declaration->position_transformed;
3454 static inline BOOL use_ps(const struct wined3d_state *state)
3456 return !!state->shader[WINED3D_SHADER_TYPE_PIXEL];
3459 static inline void context_apply_state(struct wined3d_context *context,
3460 const struct wined3d_state *state, DWORD state_id)
3462 const struct StateEntry *state_table = context->state_table;
3463 DWORD rep = state_table[state_id].representative;
3464 state_table[rep].apply(context, state, rep);
3467 static inline BOOL needs_srgb_write(const struct wined3d_context *context,
3468 const struct wined3d_state *state, const struct wined3d_fb_state *fb)
3470 return (!(context->d3d_info->wined3d_creation_flags & WINED3D_SRGB_READ_WRITE_CONTROL)
3471 || state->render_states[WINED3D_RS_SRGBWRITEENABLE])
3472 && fb->render_targets[0] && fb->render_targets[0]->format_flags & WINED3DFMT_FLAG_SRGB_WRITE;
3475 static inline BOOL can_use_texture_swizzle(const struct wined3d_gl_info *gl_info, const struct wined3d_format *format)
3477 return gl_info->supported[ARB_TEXTURE_SWIZZLE] && !is_complex_fixup(format->color_fixup)
3478 && !is_scaling_fixup(format->color_fixup);
3481 static inline struct wined3d_surface *context_get_rt_surface(const struct wined3d_context *context)
3483 struct wined3d_texture *texture = context->current_rt.texture;
3485 if (!texture)
3486 return NULL;
3487 return texture->sub_resources[context->current_rt.sub_resource_idx].u.surface;
3490 /* The WNDCLASS-Name for the fake window which we use to retrieve the GL capabilities */
3491 #define WINED3D_OPENGL_WINDOW_CLASS_NAME "WineD3D_OpenGL"
3493 #define MAKEDWORD_VERSION(maj, min) (((maj & 0xffffu) << 16) | (min & 0xffffu))
3495 #endif