wined3d: Avoid glBegin() / glEnd() in check_fbo_compat() when possible.
[wine.git] / dlls / wined3d / wined3d_private.h
blob27dacb8542a9e99130686956175ed85a4997ab12
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 0, complex_fixup & (1 << 0) ? CHANNEL_SOURCE_COMPLEX1 : CHANNEL_SOURCE_COMPLEX0,
131 0, complex_fixup & (1 << 1) ? CHANNEL_SOURCE_COMPLEX1 : CHANNEL_SOURCE_COMPLEX0,
132 0, complex_fixup & (1 << 2) ? CHANNEL_SOURCE_COMPLEX1 : CHANNEL_SOURCE_COMPLEX0,
133 0, complex_fixup & (1 << 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_same_fixup(struct color_fixup_desc f1, struct color_fixup_desc f2)
150 return f1.x_sign_fixup == f2.x_sign_fixup && f1.x_source == f2.x_source
151 && f1.y_sign_fixup == f2.y_sign_fixup && f1.y_source == f2.y_source
152 && f1.z_sign_fixup == f2.z_sign_fixup && f1.z_source == f2.z_source
153 && f1.w_sign_fixup == f2.w_sign_fixup && f1.w_source == f2.w_source;
156 static inline enum complex_fixup get_complex_fixup(struct color_fixup_desc fixup)
158 enum complex_fixup complex_fixup = 0;
159 if (fixup.x_source == CHANNEL_SOURCE_COMPLEX1) complex_fixup |= (1 << 0);
160 if (fixup.y_source == CHANNEL_SOURCE_COMPLEX1) complex_fixup |= (1 << 1);
161 if (fixup.z_source == CHANNEL_SOURCE_COMPLEX1) complex_fixup |= (1 << 2);
162 if (fixup.w_source == CHANNEL_SOURCE_COMPLEX1) complex_fixup |= (1 << 3);
163 return complex_fixup;
166 void *wined3d_rb_alloc(size_t size) DECLSPEC_HIDDEN;
167 void *wined3d_rb_realloc(void *ptr, size_t size) DECLSPEC_HIDDEN;
168 void wined3d_rb_free(void *ptr) DECLSPEC_HIDDEN;
170 /* Device caps */
171 #define MAX_STREAM_OUT 4
172 #define MAX_STREAMS 16
173 #define MAX_TEXTURES 8
174 #define MAX_FRAGMENT_SAMPLERS 16
175 #define MAX_VERTEX_SAMPLERS 4
176 #define MAX_COMBINED_SAMPLERS (MAX_FRAGMENT_SAMPLERS + MAX_VERTEX_SAMPLERS)
177 #define MAX_ACTIVE_LIGHTS 8
178 #define MAX_CLIPPLANES WINED3DMAXUSERCLIPPLANES
179 #define MAX_CONSTANT_BUFFERS 15
180 #define MAX_SAMPLER_OBJECTS 16
181 #define MAX_SHADER_RESOURCE_VIEWS 128
182 #define MAX_VERTEX_BLENDS 4
184 struct min_lookup
186 GLenum mip[WINED3D_TEXF_LINEAR + 1];
189 extern const struct min_lookup minMipLookup[WINED3D_TEXF_LINEAR + 1] DECLSPEC_HIDDEN;
190 extern const GLenum magLookup[WINED3D_TEXF_LINEAR + 1] DECLSPEC_HIDDEN;
192 GLenum wined3d_gl_compare_func(enum wined3d_cmp_func f) DECLSPEC_HIDDEN;
194 static inline GLenum wined3d_gl_mag_filter(enum wined3d_texture_filter_type mag_filter)
196 return magLookup[mag_filter];
199 static inline GLenum wined3d_gl_min_mip_filter(enum wined3d_texture_filter_type min_filter,
200 enum wined3d_texture_filter_type mip_filter)
202 return minMipLookup[min_filter].mip[mip_filter];
205 /* float_16_to_32() and float_32_to_16() (see implementation in
206 * surface_base.c) convert 16 bit floats in the FLOAT16 data type
207 * to standard C floats and vice versa. They do not depend on the encoding
208 * of the C float, so they are platform independent, but slow. On x86 and
209 * other IEEE 754 compliant platforms the conversion can be accelerated by
210 * bit shifting the exponent and mantissa. There are also some SSE-based
211 * assembly routines out there.
213 * See GL_NV_half_float for a reference of the FLOAT16 / GL_HALF format
215 static inline float float_16_to_32(const unsigned short *in)
217 const unsigned short s = ((*in) & 0x8000);
218 const unsigned short e = ((*in) & 0x7c00) >> 10;
219 const unsigned short m = (*in) & 0x3ff;
220 const float sgn = (s ? -1.0f : 1.0f);
222 if(e == 0) {
223 if(m == 0) return sgn * 0.0f; /* +0.0 or -0.0 */
224 else return sgn * powf(2, -14.0f) * ((float)m / 1024.0f);
225 } else if(e < 31) {
226 return sgn * powf(2, (float)e - 15.0f) * (1.0f + ((float)m / 1024.0f));
227 } else {
228 if(m == 0) return sgn * INFINITY;
229 else return NAN;
233 static inline float float_24_to_32(DWORD in)
235 const float sgn = in & 0x800000 ? -1.0f : 1.0f;
236 const unsigned short e = (in & 0x780000) >> 19;
237 const unsigned int m = in & 0x7ffff;
239 if (e == 0)
241 if (m == 0) return sgn * 0.0f; /* +0.0 or -0.0 */
242 else return sgn * powf(2, -6.0f) * ((float)m / 524288.0f);
244 else if (e < 15)
246 return sgn * powf(2, (float)e - 7.0f) * (1.0f + ((float)m / 524288.0f));
248 else
250 if (m == 0) return sgn * INFINITY;
251 else return NAN;
255 #define ORM_BACKBUFFER 0
256 #define ORM_FBO 1
258 #define PCI_VENDOR_NONE 0xffff /* e.g. 0x8086 for Intel and 0x10de for Nvidia */
259 #define PCI_DEVICE_NONE 0xffff /* e.g. 0x14f for a Geforce6200 */
261 /* NOTE: When adding fields to this structure, make sure to update the default
262 * values in wined3d_main.c as well. */
263 struct wined3d_settings
265 DWORD max_gl_version;
266 BOOL glslRequested;
267 int offscreen_rendering_mode;
268 unsigned short pci_vendor_id;
269 unsigned short pci_device_id;
270 /* Memory tracking and object counting. */
271 UINT64 emulated_textureram;
272 char *logo;
273 int allow_multisampling;
274 BOOL strict_draw_ordering;
275 BOOL always_offscreen;
276 unsigned int max_sm_vs;
277 unsigned int max_sm_gs;
278 unsigned int max_sm_ps;
279 BOOL no_3d;
282 extern struct wined3d_settings wined3d_settings DECLSPEC_HIDDEN;
284 enum wined3d_shader_resource_type
286 WINED3D_SHADER_RESOURCE_NONE,
287 WINED3D_SHADER_RESOURCE_BUFFER,
288 WINED3D_SHADER_RESOURCE_TEXTURE_1D,
289 WINED3D_SHADER_RESOURCE_TEXTURE_2D,
290 WINED3D_SHADER_RESOURCE_TEXTURE_2DMS,
291 WINED3D_SHADER_RESOURCE_TEXTURE_3D,
292 WINED3D_SHADER_RESOURCE_TEXTURE_CUBE,
293 WINED3D_SHADER_RESOURCE_TEXTURE_1DARRAY,
294 WINED3D_SHADER_RESOURCE_TEXTURE_2DARRAY,
295 WINED3D_SHADER_RESOURCE_TEXTURE_2DMSARRAY,
298 #define WINED3D_SHADER_CONST_VS_F 0x00000001
299 #define WINED3D_SHADER_CONST_VS_I 0x00000002
300 #define WINED3D_SHADER_CONST_VS_B 0x00000004
301 #define WINED3D_SHADER_CONST_VS_POINTSIZE 0x00000008
302 #define WINED3D_SHADER_CONST_VS_POS_FIXUP 0x00000010
303 #define WINED3D_SHADER_CONST_PS_F 0x00000020
304 #define WINED3D_SHADER_CONST_PS_I 0x00000040
305 #define WINED3D_SHADER_CONST_PS_B 0x00000080
306 #define WINED3D_SHADER_CONST_PS_BUMP_ENV 0x00000100
307 #define WINED3D_SHADER_CONST_PS_FOG 0x00000200
308 #define WINED3D_SHADER_CONST_PS_Y_CORR 0x00000400
309 #define WINED3D_SHADER_CONST_PS_NP2_FIXUP 0x00000800
310 #define WINED3D_SHADER_CONST_FFP_MODELVIEW 0x00001000
311 #define WINED3D_SHADER_CONST_FFP_VERTEXBLEND 0x00002000
312 #define WINED3D_SHADER_CONST_FFP_PROJ 0x00004000
313 #define WINED3D_SHADER_CONST_FFP_TEXMATRIX 0x00008000
314 #define WINED3D_SHADER_CONST_FFP_MATERIAL 0x00010000
315 #define WINED3D_SHADER_CONST_FFP_LIGHTS 0x00020000
316 #define WINED3D_SHADER_CONST_FFP_PS 0x00040000
317 #define WINED3D_SHADER_CONST_FFP_COLOR_KEY 0x00080000
319 enum wined3d_shader_register_type
321 WINED3DSPR_TEMP = 0,
322 WINED3DSPR_INPUT = 1,
323 WINED3DSPR_CONST = 2,
324 WINED3DSPR_ADDR = 3,
325 WINED3DSPR_TEXTURE = 3,
326 WINED3DSPR_RASTOUT = 4,
327 WINED3DSPR_ATTROUT = 5,
328 WINED3DSPR_TEXCRDOUT = 6,
329 WINED3DSPR_OUTPUT = 6,
330 WINED3DSPR_CONSTINT = 7,
331 WINED3DSPR_COLOROUT = 8,
332 WINED3DSPR_DEPTHOUT = 9,
333 WINED3DSPR_SAMPLER = 10,
334 WINED3DSPR_CONST2 = 11,
335 WINED3DSPR_CONST3 = 12,
336 WINED3DSPR_CONST4 = 13,
337 WINED3DSPR_CONSTBOOL = 14,
338 WINED3DSPR_LOOP = 15,
339 WINED3DSPR_TEMPFLOAT16 = 16,
340 WINED3DSPR_MISCTYPE = 17,
341 WINED3DSPR_LABEL = 18,
342 WINED3DSPR_PREDICATE = 19,
343 WINED3DSPR_IMMCONST,
344 WINED3DSPR_CONSTBUFFER,
345 WINED3DSPR_PRIMID,
346 WINED3DSPR_NULL,
347 WINED3DSPR_RESOURCE,
350 enum wined3d_data_type
352 WINED3D_DATA_FLOAT,
353 WINED3D_DATA_INT,
354 WINED3D_DATA_RESOURCE,
355 WINED3D_DATA_SAMPLER,
356 WINED3D_DATA_UINT,
357 WINED3D_DATA_UNORM,
358 WINED3D_DATA_SNORM,
361 enum wined3d_immconst_type
363 WINED3D_IMMCONST_SCALAR,
364 WINED3D_IMMCONST_VEC4,
367 #define WINED3DSP_NOSWIZZLE (0 | (1 << 2) | (2 << 4) | (3 << 6))
369 enum wined3d_shader_src_modifier
371 WINED3DSPSM_NONE = 0,
372 WINED3DSPSM_NEG = 1,
373 WINED3DSPSM_BIAS = 2,
374 WINED3DSPSM_BIASNEG = 3,
375 WINED3DSPSM_SIGN = 4,
376 WINED3DSPSM_SIGNNEG = 5,
377 WINED3DSPSM_COMP = 6,
378 WINED3DSPSM_X2 = 7,
379 WINED3DSPSM_X2NEG = 8,
380 WINED3DSPSM_DZ = 9,
381 WINED3DSPSM_DW = 10,
382 WINED3DSPSM_ABS = 11,
383 WINED3DSPSM_ABSNEG = 12,
384 WINED3DSPSM_NOT = 13,
387 #define WINED3DSP_WRITEMASK_0 0x1 /* .x r */
388 #define WINED3DSP_WRITEMASK_1 0x2 /* .y g */
389 #define WINED3DSP_WRITEMASK_2 0x4 /* .z b */
390 #define WINED3DSP_WRITEMASK_3 0x8 /* .w a */
391 #define WINED3DSP_WRITEMASK_ALL 0xf /* all */
393 enum wined3d_shader_dst_modifier
395 WINED3DSPDM_NONE = 0,
396 WINED3DSPDM_SATURATE = 1,
397 WINED3DSPDM_PARTIALPRECISION = 2,
398 WINED3DSPDM_MSAMPCENTROID = 4,
401 /* Undocumented opcode control to identify projective texture lookups in ps 2.0 and later */
402 #define WINED3DSI_TEXLD_PROJECT 0x1
403 #define WINED3DSI_TEXLD_BIAS 0x2
404 #define WINED3DSI_INDEXED_DYNAMIC 0x4
406 enum wined3d_shader_rel_op
408 WINED3D_SHADER_REL_OP_GT = 1,
409 WINED3D_SHADER_REL_OP_EQ = 2,
410 WINED3D_SHADER_REL_OP_GE = 3,
411 WINED3D_SHADER_REL_OP_LT = 4,
412 WINED3D_SHADER_REL_OP_NE = 5,
413 WINED3D_SHADER_REL_OP_LE = 6,
416 #define WINED3D_SM1_VS 0xfffe
417 #define WINED3D_SM1_PS 0xffff
418 #define WINED3D_SM4_PS 0x0000
419 #define WINED3D_SM4_VS 0x0001
420 #define WINED3D_SM4_GS 0x0002
422 /* Shader version tokens, and shader end tokens */
423 #define WINED3DPS_VERSION(major, minor) ((WINED3D_SM1_PS << 16) | ((major) << 8) | (minor))
424 #define WINED3DVS_VERSION(major, minor) ((WINED3D_SM1_VS << 16) | ((major) << 8) | (minor))
426 /* Shader backends */
428 /* TODO: Make this dynamic, based on shader limits ? */
429 #define MAX_ATTRIBS 16
430 #define MAX_REG_ADDR 1
431 #define MAX_REG_TEMP 32
432 #define MAX_REG_TEXCRD 8
433 #define MAX_REG_INPUT 32
434 #define MAX_REG_OUTPUT 32
435 #define MAX_CONST_I 16
436 #define MAX_CONST_B 16
437 #define WINED3D_MAX_CBS 15
439 /* FIXME: This needs to go up to 2048 for
440 * Shader model 3 according to msdn (and for software shaders) */
441 #define MAX_LABELS 16
443 struct wined3d_string_buffer
445 struct list entry;
446 char *buffer;
447 unsigned int buffer_size;
448 unsigned int content_size;
451 enum WINED3D_SHADER_INSTRUCTION_HANDLER
453 WINED3DSIH_ABS,
454 WINED3DSIH_ADD,
455 WINED3DSIH_AND,
456 WINED3DSIH_BEM,
457 WINED3DSIH_BREAK,
458 WINED3DSIH_BREAKC,
459 WINED3DSIH_BREAKP,
460 WINED3DSIH_CALL,
461 WINED3DSIH_CALLNZ,
462 WINED3DSIH_CMP,
463 WINED3DSIH_CND,
464 WINED3DSIH_CRS,
465 WINED3DSIH_CUT,
466 WINED3DSIH_DCL,
467 WINED3DSIH_DCL_CONSTANT_BUFFER,
468 WINED3DSIH_DCL_INPUT_PRIMITIVE,
469 WINED3DSIH_DCL_OUTPUT_TOPOLOGY,
470 WINED3DSIH_DCL_VERTICES_OUT,
471 WINED3DSIH_DEF,
472 WINED3DSIH_DEFB,
473 WINED3DSIH_DEFI,
474 WINED3DSIH_DIV,
475 WINED3DSIH_DP2,
476 WINED3DSIH_DP2ADD,
477 WINED3DSIH_DP3,
478 WINED3DSIH_DP4,
479 WINED3DSIH_DST,
480 WINED3DSIH_DSX,
481 WINED3DSIH_DSY,
482 WINED3DSIH_ELSE,
483 WINED3DSIH_EMIT,
484 WINED3DSIH_ENDIF,
485 WINED3DSIH_ENDLOOP,
486 WINED3DSIH_ENDREP,
487 WINED3DSIH_EQ,
488 WINED3DSIH_EXP,
489 WINED3DSIH_EXPP,
490 WINED3DSIH_FRC,
491 WINED3DSIH_FTOI,
492 WINED3DSIH_GE,
493 WINED3DSIH_IADD,
494 WINED3DSIH_IEQ,
495 WINED3DSIH_IF,
496 WINED3DSIH_IFC,
497 WINED3DSIH_IGE,
498 WINED3DSIH_IMUL,
499 WINED3DSIH_ISHL,
500 WINED3DSIH_ITOF,
501 WINED3DSIH_LABEL,
502 WINED3DSIH_LD,
503 WINED3DSIH_LIT,
504 WINED3DSIH_LOG,
505 WINED3DSIH_LOGP,
506 WINED3DSIH_LOOP,
507 WINED3DSIH_LRP,
508 WINED3DSIH_LT,
509 WINED3DSIH_M3x2,
510 WINED3DSIH_M3x3,
511 WINED3DSIH_M3x4,
512 WINED3DSIH_M4x3,
513 WINED3DSIH_M4x4,
514 WINED3DSIH_MAD,
515 WINED3DSIH_MAX,
516 WINED3DSIH_MIN,
517 WINED3DSIH_MOV,
518 WINED3DSIH_MOVA,
519 WINED3DSIH_MOVC,
520 WINED3DSIH_MUL,
521 WINED3DSIH_NE,
522 WINED3DSIH_NOP,
523 WINED3DSIH_NRM,
524 WINED3DSIH_OR,
525 WINED3DSIH_PHASE,
526 WINED3DSIH_POW,
527 WINED3DSIH_RCP,
528 WINED3DSIH_REP,
529 WINED3DSIH_RET,
530 WINED3DSIH_ROUND_NI,
531 WINED3DSIH_RSQ,
532 WINED3DSIH_SAMPLE,
533 WINED3DSIH_SAMPLE_GRAD,
534 WINED3DSIH_SAMPLE_LOD,
535 WINED3DSIH_SETP,
536 WINED3DSIH_SGE,
537 WINED3DSIH_SGN,
538 WINED3DSIH_SINCOS,
539 WINED3DSIH_SLT,
540 WINED3DSIH_SQRT,
541 WINED3DSIH_SUB,
542 WINED3DSIH_TEX,
543 WINED3DSIH_TEXBEM,
544 WINED3DSIH_TEXBEML,
545 WINED3DSIH_TEXCOORD,
546 WINED3DSIH_TEXDEPTH,
547 WINED3DSIH_TEXDP3,
548 WINED3DSIH_TEXDP3TEX,
549 WINED3DSIH_TEXKILL,
550 WINED3DSIH_TEXLDD,
551 WINED3DSIH_TEXLDL,
552 WINED3DSIH_TEXM3x2DEPTH,
553 WINED3DSIH_TEXM3x2PAD,
554 WINED3DSIH_TEXM3x2TEX,
555 WINED3DSIH_TEXM3x3,
556 WINED3DSIH_TEXM3x3DIFF,
557 WINED3DSIH_TEXM3x3PAD,
558 WINED3DSIH_TEXM3x3SPEC,
559 WINED3DSIH_TEXM3x3TEX,
560 WINED3DSIH_TEXM3x3VSPEC,
561 WINED3DSIH_TEXREG2AR,
562 WINED3DSIH_TEXREG2GB,
563 WINED3DSIH_TEXREG2RGB,
564 WINED3DSIH_UDIV,
565 WINED3DSIH_UGE,
566 WINED3DSIH_USHR,
567 WINED3DSIH_UTOF,
568 WINED3DSIH_XOR,
569 WINED3DSIH_TABLE_SIZE
572 enum wined3d_shader_type
574 WINED3D_SHADER_TYPE_PIXEL,
575 WINED3D_SHADER_TYPE_VERTEX,
576 WINED3D_SHADER_TYPE_GEOMETRY,
577 WINED3D_SHADER_TYPE_COUNT,
580 struct wined3d_shader_version
582 enum wined3d_shader_type type;
583 BYTE major;
584 BYTE minor;
587 struct wined3d_shader_resource_info
589 enum wined3d_shader_resource_type type;
590 enum wined3d_data_type data_type;
593 struct wined3d_shader_sampler_map_entry
595 unsigned int resource_idx;
596 unsigned int sampler_idx;
597 unsigned int bind_idx;
600 struct wined3d_shader_sampler_map
602 struct wined3d_shader_sampler_map_entry *entries;
603 size_t size;
604 size_t count;
607 #define WINED3D_SHADER_VERSION(major, minor) (((major) << 8) | (minor))
609 struct wined3d_shader_reg_maps
611 struct wined3d_shader_version shader_version;
612 BYTE texcoord; /* MAX_REG_TEXCRD, 8 */
613 BYTE address; /* MAX_REG_ADDR, 1 */
614 WORD labels; /* MAX_LABELS, 16 */
615 DWORD temporary; /* MAX_REG_TEMP, 32 */
616 DWORD *constf; /* pixel, vertex */
617 DWORD texcoord_mask[MAX_REG_TEXCRD]; /* vertex < 3.0 */
618 DWORD input_registers; /* max(MAX_REG_INPUT, MAX_ATTRIBS), 32 */
619 DWORD output_registers; /* MAX_REG_OUTPUT, 32 */
620 WORD integer_constants; /* MAX_CONST_I, 16 */
621 WORD boolean_constants; /* MAX_CONST_B, 16 */
622 WORD local_int_consts; /* MAX_CONST_I, 16 */
623 WORD local_bool_consts; /* MAX_CONST_B, 16 */
624 UINT cb_sizes[WINED3D_MAX_CBS];
626 struct wined3d_shader_resource_info resource_info[max(MAX_FRAGMENT_SAMPLERS, MAX_VERTEX_SAMPLERS)];
627 struct wined3d_shader_sampler_map sampler_map;
628 BYTE bumpmat; /* MAX_TEXTURES, 8 */
629 BYTE luminanceparams; /* MAX_TEXTURES, 8 */
631 WORD usesnrm : 1;
632 WORD vpos : 1;
633 WORD usesdsx : 1;
634 WORD usesdsy : 1;
635 WORD usestexldd : 1;
636 WORD usesmova : 1;
637 WORD usesfacing : 1;
638 WORD usesrelconstF : 1;
639 WORD fog : 1;
640 WORD usestexldl : 1;
641 WORD usesifc : 1;
642 WORD usescall : 1;
643 WORD usespow : 1;
644 WORD point_size : 1;
645 WORD padding : 2;
647 DWORD rt_mask; /* Used render targets, 32 max. */
649 /* Whether or not loops are used in this shader, and nesting depth */
650 unsigned loop_depth;
651 UINT min_rel_offset, max_rel_offset;
654 /* Keeps track of details for TEX_M#x# instructions which need to maintain
655 * state information between multiple instructions. */
656 struct wined3d_shader_tex_mx
658 unsigned int current_row;
659 DWORD texcoord_w[2];
662 struct wined3d_shader_loop_state
664 UINT current_depth;
665 UINT current_reg;
668 struct wined3d_shader_context
670 const struct wined3d_shader *shader;
671 const struct wined3d_gl_info *gl_info;
672 const struct wined3d_shader_reg_maps *reg_maps;
673 struct wined3d_string_buffer *buffer;
674 struct wined3d_shader_tex_mx *tex_mx;
675 struct wined3d_shader_loop_state *loop_state;
676 void *backend_data;
679 struct wined3d_shader_register_index
681 const struct wined3d_shader_src_param *rel_addr;
682 unsigned int offset;
685 struct wined3d_shader_register
687 enum wined3d_shader_register_type type;
688 enum wined3d_data_type data_type;
689 struct wined3d_shader_register_index idx[2];
690 enum wined3d_immconst_type immconst_type;
691 DWORD immconst_data[4];
694 struct wined3d_shader_dst_param
696 struct wined3d_shader_register reg;
697 DWORD write_mask;
698 DWORD modifiers;
699 DWORD shift;
702 struct wined3d_shader_src_param
704 struct wined3d_shader_register reg;
705 DWORD swizzle;
706 enum wined3d_shader_src_modifier modifiers;
709 struct wined3d_shader_semantic
711 enum wined3d_decl_usage usage;
712 UINT usage_idx;
713 enum wined3d_shader_resource_type resource_type;
714 enum wined3d_data_type resource_data_type;
715 struct wined3d_shader_dst_param reg;
718 struct wined3d_shader_instruction
720 const struct wined3d_shader_context *ctx;
721 enum WINED3D_SHADER_INSTRUCTION_HANDLER handler_idx;
722 DWORD flags;
723 BOOL coissue;
724 const struct wined3d_shader_src_param *predicate;
725 UINT dst_count;
726 const struct wined3d_shader_dst_param *dst;
727 UINT src_count;
728 const struct wined3d_shader_src_param *src;
729 union
731 struct wined3d_shader_semantic semantic;
732 enum wined3d_primitive_type primitive_type;
733 struct wined3d_shader_src_param src;
734 UINT count;
735 } declaration;
738 struct wined3d_shader_attribute
740 enum wined3d_decl_usage usage;
741 UINT usage_idx;
744 struct wined3d_shader_loop_control
746 unsigned int count;
747 unsigned int start;
748 int step;
751 struct wined3d_shader_frontend
753 void *(*shader_init)(const DWORD *ptr, const struct wined3d_shader_signature *output_signature);
754 void (*shader_free)(void *data);
755 void (*shader_read_header)(void *data, const DWORD **ptr, struct wined3d_shader_version *shader_version);
756 void (*shader_read_instruction)(void *data, const DWORD **ptr, struct wined3d_shader_instruction *ins);
757 BOOL (*shader_is_end)(void *data, const DWORD **ptr);
760 extern const struct wined3d_shader_frontend sm1_shader_frontend DECLSPEC_HIDDEN;
761 extern const struct wined3d_shader_frontend sm4_shader_frontend DECLSPEC_HIDDEN;
763 typedef void (*SHADER_HANDLER)(const struct wined3d_shader_instruction *);
765 #define WINED3D_SHADER_CAP_VS_CLIPPING 0x00000001
766 #define WINED3D_SHADER_CAP_SRGB_WRITE 0x00000002
768 struct shader_caps
770 UINT vs_version;
771 UINT gs_version;
772 UINT ps_version;
774 DWORD vs_uniform_count;
775 DWORD ps_uniform_count;
776 float ps_1x_max_value;
778 DWORD wined3d_caps;
781 enum wined3d_gl_resource_type
783 WINED3D_GL_RES_TYPE_TEX_1D = 0,
784 WINED3D_GL_RES_TYPE_TEX_2D = 1,
785 WINED3D_GL_RES_TYPE_TEX_3D = 2,
786 WINED3D_GL_RES_TYPE_TEX_CUBE = 3,
787 WINED3D_GL_RES_TYPE_TEX_RECT = 4,
788 WINED3D_GL_RES_TYPE_BUFFER = 5,
789 WINED3D_GL_RES_TYPE_RB = 6,
790 WINED3D_GL_RES_TYPE_COUNT = 7,
793 enum vertexprocessing_mode {
794 fixedfunction,
795 vertexshader,
796 pretransformed
799 #define WINED3D_CONST_NUM_UNUSED ~0U
801 enum wined3d_ffp_ps_fog_mode
803 WINED3D_FFP_PS_FOG_OFF,
804 WINED3D_FFP_PS_FOG_LINEAR,
805 WINED3D_FFP_PS_FOG_EXP,
806 WINED3D_FFP_PS_FOG_EXP2,
809 /* Stateblock dependent parameters which have to be hardcoded
810 * into the shader code
813 #define WINED3D_PSARGS_PROJECTED (1 << 3)
814 #define WINED3D_PSARGS_TEXTRANSFORM_SHIFT 4
815 #define WINED3D_PSARGS_TEXTRANSFORM_MASK 0xf
816 #define WINED3D_PSARGS_TEXTYPE_SHIFT 2
817 #define WINED3D_PSARGS_TEXTYPE_MASK 0x3
819 /* Used for Shader Model 1 pixel shaders to track the bound texture
820 * type. 2D and RECT textures are separated through NP2 fixup. */
821 enum wined3d_shader_tex_types
823 WINED3D_SHADER_TEX_2D = 0,
824 WINED3D_SHADER_TEX_3D = 1,
825 WINED3D_SHADER_TEX_CUBE = 2,
828 struct ps_compile_args {
829 struct color_fixup_desc color_fixup[MAX_FRAGMENT_SAMPLERS];
830 enum vertexprocessing_mode vp_mode;
831 enum wined3d_ffp_ps_fog_mode fog;
832 WORD tex_transform; /* ps 1.0-1.3, 4 textures */
833 WORD tex_types; /* ps 1.0 - 1.4, 6 textures */
834 WORD srgb_correction;
835 WORD np2_fixup;
836 /* Bitmap for NP2 texcoord fixups (16 samplers max currently).
837 D3D9 has a limit of 16 samplers and the fixup is superfluous
838 in D3D10 (unconditional NP2 support mandatory). */
839 WORD shadow; /* MAX_FRAGMENT_SAMPLERS, 16 */
840 BOOL pointsprite;
843 enum fog_src_type {
844 VS_FOG_Z = 0,
845 VS_FOG_COORD = 1
848 struct vs_compile_args
850 BYTE fog_src;
851 BYTE clip_enabled : 1;
852 BYTE point_size : 1;
853 BYTE per_vertex_point_size : 1;
854 BYTE padding : 5;
855 WORD swizzle_map; /* MAX_ATTRIBS, 16 */
858 struct wined3d_context;
859 struct wined3d_state;
860 struct fragment_pipeline;
861 struct wined3d_vertex_pipe_ops;
863 struct wined3d_shader_backend_ops
865 void (*shader_handle_instruction)(const struct wined3d_shader_instruction *);
866 void (*shader_select)(void *shader_priv, struct wined3d_context *context,
867 const struct wined3d_state *state);
868 void (*shader_disable)(void *shader_priv, struct wined3d_context *context);
869 void (*shader_select_depth_blt)(void *shader_priv, const struct wined3d_gl_info *gl_info,
870 enum wined3d_gl_resource_type tex_type, const SIZE *ds_mask_size);
871 void (*shader_deselect_depth_blt)(void *shader_priv, const struct wined3d_gl_info *gl_info);
872 void (*shader_update_float_vertex_constants)(struct wined3d_device *device, UINT start, UINT count);
873 void (*shader_update_float_pixel_constants)(struct wined3d_device *device, UINT start, UINT count);
874 void (*shader_load_constants)(void *shader_priv, struct wined3d_context *context,
875 const struct wined3d_state *state);
876 void (*shader_destroy)(struct wined3d_shader *shader);
877 HRESULT (*shader_alloc_private)(struct wined3d_device *device, const struct wined3d_vertex_pipe_ops *vertex_pipe,
878 const struct fragment_pipeline *fragment_pipe);
879 void (*shader_free_private)(struct wined3d_device *device);
880 BOOL (*shader_allocate_context_data)(struct wined3d_context *context);
881 void (*shader_free_context_data)(struct wined3d_context *context);
882 void (*shader_init_context_state)(struct wined3d_context *context);
883 void (*shader_get_caps)(const struct wined3d_gl_info *gl_info, struct shader_caps *caps);
884 BOOL (*shader_color_fixup_supported)(struct color_fixup_desc fixup);
885 BOOL (*shader_has_ffp_proj_control)(void *shader_priv);
888 extern const struct wined3d_shader_backend_ops glsl_shader_backend DECLSPEC_HIDDEN;
889 extern const struct wined3d_shader_backend_ops arb_program_shader_backend DECLSPEC_HIDDEN;
890 extern const struct wined3d_shader_backend_ops none_shader_backend DECLSPEC_HIDDEN;
892 #define GL_EXTCALL(f) (gl_info->gl_ops.ext.p_##f)
894 #define D3DCOLOR_B_R(dw) (((dw) >> 16) & 0xff)
895 #define D3DCOLOR_B_G(dw) (((dw) >> 8) & 0xff)
896 #define D3DCOLOR_B_B(dw) (((dw) >> 0) & 0xff)
897 #define D3DCOLOR_B_A(dw) (((dw) >> 24) & 0xff)
899 #define D3DCOLOR_R(dw) (((float) (((dw) >> 16) & 0xff)) / 255.0f)
900 #define D3DCOLOR_G(dw) (((float) (((dw) >> 8) & 0xff)) / 255.0f)
901 #define D3DCOLOR_B(dw) (((float) (((dw) >> 0) & 0xff)) / 255.0f)
902 #define D3DCOLOR_A(dw) (((float) (((dw) >> 24) & 0xff)) / 255.0f)
904 #define D3DCOLORTOGLFLOAT4(dw, vec) do { \
905 (vec)[0] = D3DCOLOR_R(dw); \
906 (vec)[1] = D3DCOLOR_G(dw); \
907 (vec)[2] = D3DCOLOR_B(dw); \
908 (vec)[3] = D3DCOLOR_A(dw); \
909 } while(0)
911 #define HIGHEST_TRANSFORMSTATE WINED3D_TS_WORLD_MATRIX(255) /* Highest value in wined3d_transform_state. */
913 /* Checking of API calls */
914 /* --------------------- */
915 #ifndef WINE_NO_DEBUG_MSGS
916 #define checkGLcall(A) \
917 do { \
918 GLint err; \
919 if (!__WINE_IS_DEBUG_ON(_ERR, __wine_dbch___default)) break; \
920 err = gl_info->gl_ops.gl.p_glGetError(); \
921 if (err == GL_NO_ERROR) { \
922 TRACE("%s call ok %s / %d\n", A, __FILE__, __LINE__); \
924 } else do { \
925 ERR(">>>>>>>>>>>>>>>>> %s (%#x) from %s @ %s / %d\n", \
926 debug_glerror(err), err, A, __FILE__, __LINE__); \
927 err = gl_info->gl_ops.gl.p_glGetError(); \
928 } while (err != GL_NO_ERROR); \
929 } while(0)
930 #else
931 #define checkGLcall(A) do {} while(0)
932 #endif
934 enum wined3d_ffp_idx
936 WINED3D_FFP_POSITION = 0,
937 WINED3D_FFP_BLENDWEIGHT = 1,
938 WINED3D_FFP_BLENDINDICES = 2,
939 WINED3D_FFP_NORMAL = 3,
940 WINED3D_FFP_PSIZE = 4,
941 WINED3D_FFP_DIFFUSE = 5,
942 WINED3D_FFP_SPECULAR = 6,
943 WINED3D_FFP_TEXCOORD0 = 7,
944 WINED3D_FFP_TEXCOORD1 = 8,
945 WINED3D_FFP_TEXCOORD2 = 9,
946 WINED3D_FFP_TEXCOORD3 = 10,
947 WINED3D_FFP_TEXCOORD4 = 11,
948 WINED3D_FFP_TEXCOORD5 = 12,
949 WINED3D_FFP_TEXCOORD6 = 13,
950 WINED3D_FFP_TEXCOORD7 = 14,
951 WINED3D_FFP_ATTRIBS_COUNT = 15,
954 enum wined3d_ffp_emit_idx
956 WINED3D_FFP_EMIT_FLOAT1 = 0,
957 WINED3D_FFP_EMIT_FLOAT2 = 1,
958 WINED3D_FFP_EMIT_FLOAT3 = 2,
959 WINED3D_FFP_EMIT_FLOAT4 = 3,
960 WINED3D_FFP_EMIT_D3DCOLOR = 4,
961 WINED3D_FFP_EMIT_UBYTE4 = 5,
962 WINED3D_FFP_EMIT_SHORT2 = 6,
963 WINED3D_FFP_EMIT_SHORT4 = 7,
964 WINED3D_FFP_EMIT_UBYTE4N = 8,
965 WINED3D_FFP_EMIT_SHORT2N = 9,
966 WINED3D_FFP_EMIT_SHORT4N = 10,
967 WINED3D_FFP_EMIT_USHORT2N = 11,
968 WINED3D_FFP_EMIT_USHORT4N = 12,
969 WINED3D_FFP_EMIT_UDEC3 = 13,
970 WINED3D_FFP_EMIT_DEC3N = 14,
971 WINED3D_FFP_EMIT_FLOAT16_2 = 15,
972 WINED3D_FFP_EMIT_FLOAT16_4 = 16,
973 WINED3D_FFP_EMIT_INVALID = 17,
974 WINED3D_FFP_EMIT_COUNT = 18
977 struct wined3d_bo_address
979 GLuint buffer_object;
980 BYTE *addr;
983 struct wined3d_const_bo_address
985 GLuint buffer_object;
986 const BYTE *addr;
989 static inline struct wined3d_const_bo_address *wined3d_const_bo_address(struct wined3d_bo_address *data)
991 return (struct wined3d_const_bo_address *)data;
994 struct wined3d_stream_info_element
996 const struct wined3d_format *format;
997 struct wined3d_bo_address data;
998 GLsizei stride;
999 unsigned int stream_idx;
1000 unsigned int divisor;
1003 struct wined3d_stream_info
1005 struct wined3d_stream_info_element elements[MAX_ATTRIBS];
1006 DWORD position_transformed : 1;
1007 DWORD all_vbo : 1;
1008 WORD swizzle_map; /* MAX_ATTRIBS, 16 */
1009 WORD use_map; /* MAX_ATTRIBS, 16 */
1012 void draw_primitive(struct wined3d_device *device, UINT start_idx, UINT index_count,
1013 UINT start_instance, UINT instance_count, BOOL indexed) DECLSPEC_HIDDEN;
1014 DWORD get_flexible_vertex_size(DWORD d3dvtVertexType) DECLSPEC_HIDDEN;
1016 #define eps 1e-8f
1018 #define GET_TEXCOORD_SIZE_FROM_FVF(d3dvtVertexType, tex_num) \
1019 (((((d3dvtVertexType) >> (16 + (2 * (tex_num)))) + 1) & 0x03) + 1)
1021 /* Routines and structures related to state management */
1023 #define STATE_RENDER(a) (a)
1024 #define STATE_IS_RENDER(a) ((a) >= STATE_RENDER(1) && (a) <= STATE_RENDER(WINEHIGHEST_RENDER_STATE))
1026 #define STATE_TEXTURESTAGE(stage, num) (STATE_RENDER(WINEHIGHEST_RENDER_STATE) + 1 + (stage) * (WINED3D_HIGHEST_TEXTURE_STATE + 1) + (num))
1027 #define STATE_IS_TEXTURESTAGE(a) ((a) >= STATE_TEXTURESTAGE(0, 1) && (a) <= STATE_TEXTURESTAGE(MAX_TEXTURES - 1, WINED3D_HIGHEST_TEXTURE_STATE))
1029 /* + 1 because samplers start with 0 */
1030 #define STATE_SAMPLER(num) (STATE_TEXTURESTAGE(MAX_TEXTURES - 1, WINED3D_HIGHEST_TEXTURE_STATE) + 1 + (num))
1031 #define STATE_IS_SAMPLER(num) ((num) >= STATE_SAMPLER(0) && (num) <= STATE_SAMPLER(MAX_COMBINED_SAMPLERS - 1))
1033 #define STATE_SHADER(a) (STATE_SAMPLER(MAX_COMBINED_SAMPLERS) + (a))
1034 #define STATE_IS_SHADER(a) ((a) >= STATE_SHADER(0) && (a) < STATE_SHADER(WINED3D_SHADER_TYPE_COUNT))
1036 #define STATE_CONSTANT_BUFFER(a) (STATE_SHADER(WINED3D_SHADER_TYPE_COUNT) + (a))
1037 #define STATE_IS_CONSTANT_BUFFER(a) ((a) >= STATE_CONSTANT_BUFFER(0) && (a) < STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_COUNT))
1039 #define STATE_SHADER_RESOURCE_BINDING (STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_COUNT))
1040 #define STATE_IS_SHADER_RESOURCE_BINDING(a) ((a) == STATE_SHADER_RESOURCE_BINDING)
1042 #define STATE_TRANSFORM(a) (STATE_SHADER_RESOURCE_BINDING + (a))
1043 #define STATE_IS_TRANSFORM(a) ((a) >= STATE_TRANSFORM(1) && (a) <= STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(255)))
1045 #define STATE_STREAMSRC (STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(255)) + 1)
1046 #define STATE_IS_STREAMSRC(a) ((a) == STATE_STREAMSRC)
1047 #define STATE_INDEXBUFFER (STATE_STREAMSRC + 1)
1048 #define STATE_IS_INDEXBUFFER(a) ((a) == STATE_INDEXBUFFER)
1050 #define STATE_VDECL (STATE_INDEXBUFFER + 1)
1051 #define STATE_IS_VDECL(a) ((a) == STATE_VDECL)
1053 #define STATE_VIEWPORT (STATE_VDECL + 1)
1054 #define STATE_IS_VIEWPORT(a) ((a) == STATE_VIEWPORT)
1056 #define STATE_LIGHT_TYPE (STATE_VIEWPORT + 1)
1057 #define STATE_IS_LIGHT_TYPE(a) ((a) == STATE_LIGHT_TYPE)
1058 #define STATE_ACTIVELIGHT(a) (STATE_LIGHT_TYPE + 1 + (a))
1059 #define STATE_IS_ACTIVELIGHT(a) ((a) >= STATE_ACTIVELIGHT(0) && (a) < STATE_ACTIVELIGHT(MAX_ACTIVE_LIGHTS))
1061 #define STATE_SCISSORRECT (STATE_ACTIVELIGHT(MAX_ACTIVE_LIGHTS - 1) + 1)
1062 #define STATE_IS_SCISSORRECT(a) ((a) == STATE_SCISSORRECT)
1064 #define STATE_CLIPPLANE(a) (STATE_SCISSORRECT + 1 + (a))
1065 #define STATE_IS_CLIPPLANE(a) ((a) >= STATE_CLIPPLANE(0) && (a) <= STATE_CLIPPLANE(MAX_CLIPPLANES - 1))
1067 #define STATE_MATERIAL (STATE_CLIPPLANE(MAX_CLIPPLANES))
1068 #define STATE_IS_MATERIAL(a) ((a) == STATE_MATERIAL)
1070 #define STATE_FRONTFACE (STATE_MATERIAL + 1)
1071 #define STATE_IS_FRONTFACE(a) ((a) == STATE_FRONTFACE)
1073 #define STATE_POINTSPRITECOORDORIGIN (STATE_FRONTFACE + 1)
1074 #define STATE_IS_POINTSPRITECOORDORIGIN(a) ((a) == STATE_POINTSPRITECOORDORIGIN)
1076 #define STATE_BASEVERTEXINDEX (STATE_POINTSPRITECOORDORIGIN + 1)
1077 #define STATE_IS_BASEVERTEXINDEX(a) ((a) == STATE_BASEVERTEXINDEX)
1079 #define STATE_FRAMEBUFFER (STATE_BASEVERTEXINDEX + 1)
1080 #define STATE_IS_FRAMEBUFFER(a) ((a) == STATE_FRAMEBUFFER)
1082 #define STATE_POINT_ENABLE (STATE_FRAMEBUFFER + 1)
1083 #define STATE_IS_POINT_ENABLE(a) ((a) == STATE_POINT_ENABLE)
1085 #define STATE_COLOR_KEY (STATE_POINT_ENABLE + 1)
1086 #define STATE_IS_COLOR_KEY(a) ((a) == STATE_COLOR_KEY)
1088 #define STATE_HIGHEST (STATE_COLOR_KEY)
1090 enum fogsource {
1091 FOGSOURCE_FFP,
1092 FOGSOURCE_VS,
1093 FOGSOURCE_COORD,
1096 struct wined3d_occlusion_query
1098 struct list entry;
1099 GLuint id;
1100 struct wined3d_context *context;
1103 union wined3d_gl_query_object
1105 GLuint id;
1106 GLsync sync;
1109 struct wined3d_event_query
1111 struct list entry;
1112 union wined3d_gl_query_object object;
1113 struct wined3d_context *context;
1116 enum wined3d_event_query_result
1118 WINED3D_EVENT_QUERY_OK,
1119 WINED3D_EVENT_QUERY_WAITING,
1120 WINED3D_EVENT_QUERY_NOT_STARTED,
1121 WINED3D_EVENT_QUERY_WRONG_THREAD,
1122 WINED3D_EVENT_QUERY_ERROR
1125 void wined3d_event_query_destroy(struct wined3d_event_query *query) DECLSPEC_HIDDEN;
1126 enum wined3d_event_query_result wined3d_event_query_finish(const struct wined3d_event_query *query,
1127 const struct wined3d_device *device) DECLSPEC_HIDDEN;
1128 void wined3d_event_query_issue(struct wined3d_event_query *query, const struct wined3d_device *device) DECLSPEC_HIDDEN;
1129 BOOL wined3d_event_query_supported(const struct wined3d_gl_info *gl_info) DECLSPEC_HIDDEN;
1131 struct wined3d_timestamp_query
1133 struct list entry;
1134 GLuint id;
1135 struct wined3d_context *context;
1138 void context_alloc_timestamp_query(struct wined3d_context *context, struct wined3d_timestamp_query *query) DECLSPEC_HIDDEN;
1139 void context_free_timestamp_query(struct wined3d_timestamp_query *query) DECLSPEC_HIDDEN;
1141 struct wined3d_context
1143 const struct wined3d_gl_info *gl_info;
1144 const struct wined3d_d3d_info *d3d_info;
1145 const struct StateEntry *state_table;
1146 /* State dirtification
1147 * dirtyArray is an array that contains markers for dirty states. numDirtyEntries states are dirty, their numbers are in indices
1148 * 0...numDirtyEntries - 1. isStateDirty is a redundant copy of the dirtyArray. Technically only one of them would be needed,
1149 * 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
1150 * only numDirtyEntries array elements have to be checked, not STATE_HIGHEST states.
1152 DWORD dirtyArray[STATE_HIGHEST + 1]; /* Won't get bigger than that, a state is never marked dirty 2 times */
1153 DWORD numDirtyEntries;
1154 DWORD isStateDirty[STATE_HIGHEST / (sizeof(DWORD) * CHAR_BIT) + 1]; /* Bitmap to find out quickly if a state is dirty */
1156 struct wined3d_swapchain *swapchain;
1157 struct wined3d_surface *current_rt;
1158 DWORD tid; /* Thread ID which owns this context at the moment */
1160 /* Stores some information about the context state for optimization */
1161 DWORD render_offscreen : 1;
1162 DWORD last_was_rhw : 1; /* true iff last draw_primitive was in xyzrhw mode */
1163 DWORD last_was_pshader : 1;
1164 DWORD last_was_vshader : 1;
1165 DWORD namedArraysLoaded : 1;
1166 DWORD numberedArraysLoaded : 1;
1167 DWORD last_was_blit : 1;
1168 DWORD last_was_ckey : 1;
1169 DWORD fog_coord : 1;
1170 DWORD fog_enabled : 1;
1171 DWORD num_untracked_materials : 2; /* Max value 2 */
1172 DWORD current : 1;
1173 DWORD destroyed : 1;
1174 DWORD valid : 1;
1175 DWORD use_immediate_mode_draw : 1;
1176 DWORD texShaderBumpMap : 8; /* MAX_TEXTURES, 8 */
1177 DWORD lastWasPow2Texture : 8; /* MAX_TEXTURES, 8 */
1178 DWORD fixed_function_usage_map : 8; /* MAX_TEXTURES, 8 */
1179 DWORD lowest_disabled_stage : 4; /* Max MAX_TEXTURES, 8 */
1180 DWORD rebind_fbo : 1;
1181 DWORD needs_set : 1;
1182 DWORD hdc_is_private : 1;
1183 DWORD hdc_has_format : 1; /* only meaningful if hdc_is_private */
1184 DWORD update_shader_resource_bindings : 1;
1185 DWORD padding : 15;
1186 DWORD shader_update_mask;
1187 DWORD constant_update_mask;
1188 DWORD numbered_array_mask;
1189 GLenum tracking_parm; /* Which source is tracking current colour */
1190 GLenum untracked_materials[2];
1191 UINT blit_w, blit_h;
1192 enum fogsource fog_source;
1193 DWORD active_texture;
1194 DWORD texture_type[MAX_COMBINED_SAMPLERS];
1196 UINT instance_count;
1198 /* The actual opengl context */
1199 UINT level;
1200 HGLRC restore_ctx;
1201 HDC restore_dc;
1202 int restore_pf;
1203 HWND restore_pf_win;
1204 HGLRC glCtx;
1205 HWND win_handle;
1206 HDC hdc;
1207 int pixel_format;
1208 GLint aux_buffers;
1210 void *shader_backend_data;
1211 void *fragment_pipe_data;
1213 /* FBOs */
1214 UINT fbo_entry_count;
1215 struct list fbo_list;
1216 struct list fbo_destroy_list;
1217 struct fbo_entry *current_fbo;
1218 GLuint fbo_read_binding;
1219 GLuint fbo_draw_binding;
1220 struct wined3d_surface **blit_targets;
1221 GLenum *draw_buffers;
1222 DWORD draw_buffers_mask; /* Enabled draw buffers, 31 max. */
1224 /* Queries */
1225 GLuint *free_occlusion_queries;
1226 UINT free_occlusion_query_size;
1227 UINT free_occlusion_query_count;
1228 struct list occlusion_queries;
1230 union wined3d_gl_query_object *free_event_queries;
1231 UINT free_event_query_size;
1232 UINT free_event_query_count;
1233 struct list event_queries;
1235 GLuint *free_timestamp_queries;
1236 UINT free_timestamp_query_size;
1237 UINT free_timestamp_query_count;
1238 struct list timestamp_queries;
1240 struct wined3d_stream_info stream_info;
1242 /* Fences for GL_APPLE_flush_buffer_range */
1243 struct wined3d_event_query *buffer_queries[MAX_ATTRIBS];
1244 unsigned int num_buffer_queries;
1246 DWORD tex_unit_map[MAX_COMBINED_SAMPLERS];
1247 DWORD rev_tex_unit_map[MAX_COMBINED_SAMPLERS];
1249 /* Extension emulation */
1250 GLint gl_fog_source;
1251 GLfloat fog_coord_value;
1252 GLfloat color[4], fogstart, fogend, fogcolor[4];
1253 GLuint dummy_arbfp_prog;
1256 struct wined3d_fb_state
1258 struct wined3d_rendertarget_view **render_targets;
1259 struct wined3d_rendertarget_view *depth_stencil;
1262 typedef void (*APPLYSTATEFUNC)(struct wined3d_context *ctx, const struct wined3d_state *state, DWORD state_id);
1264 struct StateEntry
1266 DWORD representative;
1267 APPLYSTATEFUNC apply;
1270 struct StateEntryTemplate
1272 DWORD state;
1273 struct StateEntry content;
1274 enum wined3d_gl_extension extension;
1277 #define WINED3D_FRAGMENT_CAP_PROJ_CONTROL 0x00000001
1278 #define WINED3D_FRAGMENT_CAP_SRGB_WRITE 0x00000002
1279 #define WINED3D_FRAGMENT_CAP_COLOR_KEY 0x00000004
1281 struct fragment_caps
1283 DWORD wined3d_caps;
1284 DWORD PrimitiveMiscCaps;
1285 DWORD TextureOpCaps;
1286 DWORD MaxTextureBlendStages;
1287 DWORD MaxSimultaneousTextures;
1290 struct fragment_pipeline
1292 void (*enable_extension)(const struct wined3d_gl_info *gl_info, BOOL enable);
1293 void (*get_caps)(const struct wined3d_gl_info *gl_info, struct fragment_caps *caps);
1294 void *(*alloc_private)(const struct wined3d_shader_backend_ops *shader_backend, void *shader_priv);
1295 void (*free_private)(struct wined3d_device *device);
1296 BOOL (*allocate_context_data)(struct wined3d_context *context);
1297 void (*free_context_data)(struct wined3d_context *context);
1298 BOOL (*color_fixup_supported)(struct color_fixup_desc fixup);
1299 const struct StateEntryTemplate *states;
1302 struct wined3d_vertex_caps
1304 BOOL xyzrhw;
1305 BOOL ffp_generic_attributes;
1306 DWORD max_active_lights;
1307 DWORD max_vertex_blend_matrices;
1308 DWORD max_vertex_blend_matrix_index;
1309 DWORD vertex_processing_caps;
1310 DWORD fvf_caps;
1311 DWORD max_user_clip_planes;
1312 DWORD raster_caps;
1315 struct wined3d_vertex_pipe_ops
1317 void (*vp_enable)(const struct wined3d_gl_info *gl_info, BOOL enable);
1318 void (*vp_get_caps)(const struct wined3d_gl_info *gl_info, struct wined3d_vertex_caps *caps);
1319 void *(*vp_alloc)(const struct wined3d_shader_backend_ops *shader_backend, void *shader_priv);
1320 void (*vp_free)(struct wined3d_device *device);
1321 const struct StateEntryTemplate *vp_states;
1324 extern const struct StateEntryTemplate misc_state_template[] DECLSPEC_HIDDEN;
1325 extern const struct fragment_pipeline none_fragment_pipe DECLSPEC_HIDDEN;
1326 extern const struct fragment_pipeline ffp_fragment_pipeline DECLSPEC_HIDDEN;
1327 extern const struct fragment_pipeline atifs_fragment_pipeline DECLSPEC_HIDDEN;
1328 extern const struct fragment_pipeline arbfp_fragment_pipeline DECLSPEC_HIDDEN;
1329 extern const struct fragment_pipeline nvts_fragment_pipeline DECLSPEC_HIDDEN;
1330 extern const struct fragment_pipeline nvrc_fragment_pipeline DECLSPEC_HIDDEN;
1331 extern const struct fragment_pipeline glsl_fragment_pipe DECLSPEC_HIDDEN;
1333 extern const struct wined3d_vertex_pipe_ops none_vertex_pipe DECLSPEC_HIDDEN;
1334 extern const struct wined3d_vertex_pipe_ops ffp_vertex_pipe DECLSPEC_HIDDEN;
1335 extern const struct wined3d_vertex_pipe_ops glsl_vertex_pipe DECLSPEC_HIDDEN;
1337 /* "Base" state table */
1338 HRESULT compile_state_table(struct StateEntry *StateTable, APPLYSTATEFUNC **dev_multistate_funcs,
1339 const struct wined3d_gl_info *gl_info, const struct wined3d_d3d_info *d3d_info,
1340 const struct wined3d_vertex_pipe_ops *vertex, const struct fragment_pipeline *fragment,
1341 const struct StateEntryTemplate *misc) DECLSPEC_HIDDEN;
1343 enum wined3d_blit_op
1345 WINED3D_BLIT_OP_COLOR_BLIT,
1346 WINED3D_BLIT_OP_COLOR_BLIT_CKEY,
1347 WINED3D_BLIT_OP_COLOR_FILL,
1348 WINED3D_BLIT_OP_DEPTH_FILL,
1349 WINED3D_BLIT_OP_DEPTH_BLIT,
1352 /* Shaders for color conversions in blits. Do not do blit operations while
1353 * already under the GL lock. */
1354 struct blit_shader
1356 HRESULT (*alloc_private)(struct wined3d_device *device);
1357 void (*free_private)(struct wined3d_device *device);
1358 HRESULT (*set_shader)(void *blit_priv, struct wined3d_context *context, const struct wined3d_surface *surface,
1359 const struct wined3d_color_key *color_key);
1360 void (*unset_shader)(const struct wined3d_gl_info *gl_info);
1361 BOOL (*blit_supported)(const struct wined3d_gl_info *gl_info,
1362 const struct wined3d_d3d_info *d3d_info, enum wined3d_blit_op blit_op,
1363 const RECT *src_rect, DWORD src_usage, enum wined3d_pool src_pool, const struct wined3d_format *src_format,
1364 const RECT *dst_rect, DWORD dst_usage, enum wined3d_pool dst_pool, const struct wined3d_format *dst_format);
1365 HRESULT (*color_fill)(struct wined3d_device *device, struct wined3d_surface *dst_surface,
1366 const RECT *dst_rect, const struct wined3d_color *color);
1367 HRESULT (*depth_fill)(struct wined3d_device *device,
1368 struct wined3d_surface *surface, const RECT *rect, float depth);
1369 void (*blit_surface)(struct wined3d_device *device, DWORD filter,
1370 struct wined3d_surface *src_surface, const RECT *src_rect,
1371 struct wined3d_surface *dst_surface, const RECT *dst_rect,
1372 const struct wined3d_color_key *color_key);
1375 extern const struct blit_shader ffp_blit DECLSPEC_HIDDEN;
1376 extern const struct blit_shader arbfp_blit DECLSPEC_HIDDEN;
1377 extern const struct blit_shader cpu_blit DECLSPEC_HIDDEN;
1379 const struct blit_shader *wined3d_select_blitter(const struct wined3d_gl_info *gl_info,
1380 const struct wined3d_d3d_info *d3d_info, enum wined3d_blit_op blit_op,
1381 const RECT *src_rect, DWORD src_usage, enum wined3d_pool src_pool, const struct wined3d_format *src_format,
1382 const RECT *dst_rect, DWORD dst_usage, enum wined3d_pool dst_pool, const struct wined3d_format *dst_format)
1383 DECLSPEC_HIDDEN;
1385 struct wined3d_context *context_acquire(const struct wined3d_device *device,
1386 struct wined3d_surface *target) DECLSPEC_HIDDEN;
1387 void context_alloc_event_query(struct wined3d_context *context,
1388 struct wined3d_event_query *query) DECLSPEC_HIDDEN;
1389 void context_alloc_occlusion_query(struct wined3d_context *context,
1390 struct wined3d_occlusion_query *query) DECLSPEC_HIDDEN;
1391 void context_apply_blit_state(struct wined3d_context *context, const struct wined3d_device *device) DECLSPEC_HIDDEN;
1392 BOOL context_apply_clear_state(struct wined3d_context *context, const struct wined3d_device *device,
1393 UINT rt_count, const struct wined3d_fb_state *fb) DECLSPEC_HIDDEN;
1394 BOOL context_apply_draw_state(struct wined3d_context *context, struct wined3d_device *device) DECLSPEC_HIDDEN;
1395 void context_apply_fbo_state_blit(struct wined3d_context *context, GLenum target,
1396 struct wined3d_surface *render_target, struct wined3d_surface *depth_stencil, DWORD location) DECLSPEC_HIDDEN;
1397 void context_active_texture(struct wined3d_context *context, const struct wined3d_gl_info *gl_info,
1398 unsigned int unit) DECLSPEC_HIDDEN;
1399 void context_bind_texture(struct wined3d_context *context, GLenum target, GLuint name) DECLSPEC_HIDDEN;
1400 void context_check_fbo_status(const struct wined3d_context *context, GLenum target) DECLSPEC_HIDDEN;
1401 struct wined3d_context *context_create(struct wined3d_swapchain *swapchain, struct wined3d_surface *target,
1402 const struct wined3d_format *ds_format) DECLSPEC_HIDDEN;
1403 HGLRC context_create_wgl_attribs(const struct wined3d_gl_info *gl_info, HDC hdc, HGLRC share_ctx) DECLSPEC_HIDDEN;
1404 void context_destroy(struct wined3d_device *device, struct wined3d_context *context) DECLSPEC_HIDDEN;
1405 void context_free_event_query(struct wined3d_event_query *query) DECLSPEC_HIDDEN;
1406 void context_free_occlusion_query(struct wined3d_occlusion_query *query) DECLSPEC_HIDDEN;
1407 struct wined3d_context *context_get_current(void) DECLSPEC_HIDDEN;
1408 DWORD context_get_tls_idx(void) DECLSPEC_HIDDEN;
1409 void context_invalidate_state(struct wined3d_context *context, DWORD state_id) DECLSPEC_HIDDEN;
1410 void context_release(struct wined3d_context *context) DECLSPEC_HIDDEN;
1411 void context_resource_released(const struct wined3d_device *device,
1412 struct wined3d_resource *resource, enum wined3d_resource_type type) DECLSPEC_HIDDEN;
1413 void context_resource_unloaded(const struct wined3d_device *device,
1414 struct wined3d_resource *resource, enum wined3d_resource_type type) DECLSPEC_HIDDEN;
1415 BOOL context_set_current(struct wined3d_context *ctx) DECLSPEC_HIDDEN;
1416 void context_set_draw_buffer(struct wined3d_context *context, GLenum buffer) DECLSPEC_HIDDEN;
1417 void context_set_tls_idx(DWORD idx) DECLSPEC_HIDDEN;
1418 void context_state_drawbuf(struct wined3d_context *context,
1419 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
1420 void context_state_fb(struct wined3d_context *context,
1421 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
1422 void context_surface_update(struct wined3d_context *context, const struct wined3d_surface *surface) DECLSPEC_HIDDEN;
1423 void context_stream_info_from_declaration(struct wined3d_context *context,
1424 const struct wined3d_state *state, struct wined3d_stream_info *stream_info) DECLSPEC_HIDDEN;
1426 /*****************************************************************************
1427 * Internal representation of a light
1429 struct wined3d_light_info
1431 struct wined3d_light OriginalParms; /* Note D3D8LIGHT == D3D9LIGHT */
1432 DWORD OriginalIndex;
1433 LONG glIndex;
1434 BOOL enabled;
1436 /* Converted parms to speed up swapping lights */
1437 struct wined3d_vec4 position;
1438 struct wined3d_vec4 direction;
1439 float exponent;
1440 float cutoff;
1442 struct list entry;
1445 /* The default light parameters */
1446 extern const struct wined3d_light WINED3D_default_light DECLSPEC_HIDDEN;
1448 struct wined3d_pixel_format
1450 int iPixelFormat; /* WGL pixel format */
1451 int iPixelType; /* WGL pixel type e.g. WGL_TYPE_RGBA_ARB, WGL_TYPE_RGBA_FLOAT_ARB or WGL_TYPE_COLORINDEX_ARB */
1452 int redSize, greenSize, blueSize, alphaSize, colorSize;
1453 int depthSize, stencilSize;
1454 BOOL windowDrawable;
1455 BOOL doubleBuffer;
1456 int auxBuffers;
1457 int numSamples;
1460 enum wined3d_pci_vendor
1462 HW_VENDOR_SOFTWARE = 0x0000,
1463 HW_VENDOR_AMD = 0x1002,
1464 HW_VENDOR_NVIDIA = 0x10de,
1465 HW_VENDOR_VMWARE = 0x15ad,
1466 HW_VENDOR_INTEL = 0x8086,
1469 enum wined3d_pci_device
1471 CARD_WINE = 0x0000,
1473 CARD_AMD_RAGE_128PRO = 0x5246,
1474 CARD_AMD_RADEON_7200 = 0x5144,
1475 CARD_AMD_RADEON_8500 = 0x514c,
1476 CARD_AMD_RADEON_9500 = 0x4144,
1477 CARD_AMD_RADEON_XPRESS_200M = 0x5955,
1478 CARD_AMD_RADEON_X700 = 0x5e4c,
1479 CARD_AMD_RADEON_X1600 = 0x71c2,
1480 CARD_AMD_RADEON_HD2350 = 0x94c7,
1481 CARD_AMD_RADEON_HD2600 = 0x9581,
1482 CARD_AMD_RADEON_HD2900 = 0x9400,
1483 CARD_AMD_RADEON_HD3200 = 0x9620,
1484 CARD_AMD_RADEON_HD4200M = 0x9712,
1485 CARD_AMD_RADEON_HD4350 = 0x954f,
1486 CARD_AMD_RADEON_HD4600 = 0x9495,
1487 CARD_AMD_RADEON_HD4700 = 0x944e,
1488 CARD_AMD_RADEON_HD4800 = 0x944c,
1489 CARD_AMD_RADEON_HD5400 = 0x68f9,
1490 CARD_AMD_RADEON_HD5600 = 0x68d8,
1491 CARD_AMD_RADEON_HD5700 = 0x68be,
1492 CARD_AMD_RADEON_HD5800 = 0x6898,
1493 CARD_AMD_RADEON_HD5900 = 0x689c,
1494 CARD_AMD_RADEON_HD6300 = 0x9803,
1495 CARD_AMD_RADEON_HD6400 = 0x6770,
1496 CARD_AMD_RADEON_HD6410D = 0x9644,
1497 CARD_AMD_RADEON_HD6550D = 0x9640,
1498 CARD_AMD_RADEON_HD6600 = 0x6758,
1499 CARD_AMD_RADEON_HD6600M = 0x6741,
1500 CARD_AMD_RADEON_HD6700 = 0x68ba,
1501 CARD_AMD_RADEON_HD6800 = 0x6739,
1502 CARD_AMD_RADEON_HD6900 = 0x6719,
1503 CARD_AMD_RADEON_HD7660D = 0x9901,
1504 CARD_AMD_RADEON_HD7700 = 0x683d,
1505 CARD_AMD_RADEON_HD7800 = 0x6819,
1506 CARD_AMD_RADEON_HD7900 = 0x679a,
1507 CARD_AMD_RADEON_HD8600M = 0x6660,
1508 CARD_AMD_RADEON_HD8670 = 0x6610,
1509 CARD_AMD_RADEON_HD8770 = 0x665c,
1510 CARD_AMD_RADEON_R3 = 0x9830,
1511 CARD_AMD_RADEON_R7 = 0x130f,
1512 CARD_AMD_RADEON_R9 = 0x67b1,
1514 CARD_NVIDIA_RIVA_128 = 0x0018,
1515 CARD_NVIDIA_RIVA_TNT = 0x0020,
1516 CARD_NVIDIA_RIVA_TNT2 = 0x0028,
1517 CARD_NVIDIA_GEFORCE = 0x0100,
1518 CARD_NVIDIA_GEFORCE2_MX = 0x0110,
1519 CARD_NVIDIA_GEFORCE2 = 0x0150,
1520 CARD_NVIDIA_GEFORCE3 = 0x0200,
1521 CARD_NVIDIA_GEFORCE4_MX = 0x0170,
1522 CARD_NVIDIA_GEFORCE4_TI4200 = 0x0253,
1523 CARD_NVIDIA_GEFORCEFX_5200 = 0x0320,
1524 CARD_NVIDIA_GEFORCEFX_5600 = 0x0312,
1525 CARD_NVIDIA_GEFORCEFX_5800 = 0x0302,
1526 CARD_NVIDIA_GEFORCE_6200 = 0x014f,
1527 CARD_NVIDIA_GEFORCE_6600GT = 0x0140,
1528 CARD_NVIDIA_GEFORCE_6800 = 0x0041,
1529 CARD_NVIDIA_GEFORCE_7300 = 0x01d7, /* GeForce Go 7300 */
1530 CARD_NVIDIA_GEFORCE_7400 = 0x01d8,
1531 CARD_NVIDIA_GEFORCE_7600 = 0x0391,
1532 CARD_NVIDIA_GEFORCE_7800GT = 0x0092,
1533 CARD_NVIDIA_GEFORCE_8200 = 0x0849, /* Other PCI ID 0x084b */
1534 CARD_NVIDIA_GEFORCE_8300GS = 0x0423,
1535 CARD_NVIDIA_GEFORCE_8400GS = 0x0404,
1536 CARD_NVIDIA_GEFORCE_8500GT = 0x0421,
1537 CARD_NVIDIA_GEFORCE_8600GT = 0x0402,
1538 CARD_NVIDIA_GEFORCE_8600MGT = 0x0407,
1539 CARD_NVIDIA_GEFORCE_8800GTS = 0x0193,
1540 CARD_NVIDIA_GEFORCE_8800GTX = 0x0191,
1541 CARD_NVIDIA_GEFORCE_9200 = 0x086d,
1542 CARD_NVIDIA_GEFORCE_9300 = 0x086c,
1543 CARD_NVIDIA_GEFORCE_9400M = 0x0863,
1544 CARD_NVIDIA_GEFORCE_9400GT = 0x042c,
1545 CARD_NVIDIA_GEFORCE_9500GT = 0x0640,
1546 CARD_NVIDIA_GEFORCE_9600GT = 0x0622,
1547 CARD_NVIDIA_GEFORCE_9800GT = 0x0614,
1548 CARD_NVIDIA_GEFORCE_210 = 0x0a23,
1549 CARD_NVIDIA_GEFORCE_GT220 = 0x0a20,
1550 CARD_NVIDIA_GEFORCE_GT240 = 0x0ca3,
1551 CARD_NVIDIA_GEFORCE_GTX260 = 0x05e2,
1552 CARD_NVIDIA_GEFORCE_GTX275 = 0x05e6,
1553 CARD_NVIDIA_GEFORCE_GTX280 = 0x05e1,
1554 CARD_NVIDIA_GEFORCE_315M = 0x0a7a,
1555 CARD_NVIDIA_GEFORCE_320M = 0x08a3,
1556 CARD_NVIDIA_GEFORCE_GT320M = 0x0a2d,
1557 CARD_NVIDIA_GEFORCE_GT325M = 0x0a35,
1558 CARD_NVIDIA_GEFORCE_GT330 = 0x0ca0,
1559 CARD_NVIDIA_GEFORCE_GTS350M = 0x0cb0,
1560 CARD_NVIDIA_GEFORCE_410M = 0x1055,
1561 CARD_NVIDIA_GEFORCE_GT420 = 0x0de2,
1562 CARD_NVIDIA_GEFORCE_GT430 = 0x0de1,
1563 CARD_NVIDIA_GEFORCE_GT440 = 0x0de0,
1564 CARD_NVIDIA_GEFORCE_GTS450 = 0x0dc4,
1565 CARD_NVIDIA_GEFORCE_GTX460 = 0x0e22,
1566 CARD_NVIDIA_GEFORCE_GTX460M = 0x0dd1,
1567 CARD_NVIDIA_GEFORCE_GTX465 = 0x06c4,
1568 CARD_NVIDIA_GEFORCE_GTX470 = 0x06cd,
1569 CARD_NVIDIA_GEFORCE_GTX480 = 0x06c0,
1570 CARD_NVIDIA_GEFORCE_GT520 = 0x1040,
1571 CARD_NVIDIA_GEFORCE_GT540M = 0x0df4,
1572 CARD_NVIDIA_GEFORCE_GTX550 = 0x1244,
1573 CARD_NVIDIA_GEFORCE_GT555M = 0x04b8,
1574 CARD_NVIDIA_GEFORCE_GTX560TI = 0x1200,
1575 CARD_NVIDIA_GEFORCE_GTX560 = 0x1201,
1576 CARD_NVIDIA_GEFORCE_GTX570 = 0x1081,
1577 CARD_NVIDIA_GEFORCE_GTX580 = 0x1080,
1578 CARD_NVIDIA_GEFORCE_GT610 = 0x104a,
1579 CARD_NVIDIA_GEFORCE_GT630 = 0x0f00,
1580 CARD_NVIDIA_GEFORCE_GT630M = 0x0de9,
1581 CARD_NVIDIA_GEFORCE_GT640M = 0x0fd2,
1582 CARD_NVIDIA_GEFORCE_GT650M = 0x0fd1,
1583 CARD_NVIDIA_GEFORCE_GTX650 = 0x0fc6,
1584 CARD_NVIDIA_GEFORCE_GTX650TI = 0x11c6,
1585 CARD_NVIDIA_GEFORCE_GTX660 = 0x11c0,
1586 CARD_NVIDIA_GEFORCE_GTX660M = 0x0fd4,
1587 CARD_NVIDIA_GEFORCE_GTX660TI = 0x1183,
1588 CARD_NVIDIA_GEFORCE_GTX670 = 0x1189,
1589 CARD_NVIDIA_GEFORCE_GTX670MX = 0x11a1,
1590 CARD_NVIDIA_GEFORCE_GTX680 = 0x1180,
1591 CARD_NVIDIA_GEFORCE_GT750M = 0x0fe9,
1592 CARD_NVIDIA_GEFORCE_GTX750 = 0x1381,
1593 CARD_NVIDIA_GEFORCE_GTX750TI = 0x1380,
1594 CARD_NVIDIA_GEFORCE_GTX760 = 0x1187,
1595 CARD_NVIDIA_GEFORCE_GTX765M = 0x11e2,
1596 CARD_NVIDIA_GEFORCE_GTX770M = 0x11e0,
1597 CARD_NVIDIA_GEFORCE_GTX770 = 0x1184,
1598 CARD_NVIDIA_GEFORCE_GTX780 = 0x1004,
1599 CARD_NVIDIA_GEFORCE_GTX780TI = 0x100a,
1600 CARD_NVIDIA_GEFORCE_GTX970 = 0x13c2,
1601 CARD_NVIDIA_GEFORCE_GTX970M = 0x13d8,
1603 CARD_VMWARE_SVGA3D = 0x0405,
1605 CARD_INTEL_830M = 0x3577,
1606 CARD_INTEL_855GM = 0x3582,
1607 CARD_INTEL_845G = 0x2562,
1608 CARD_INTEL_865G = 0x2572,
1609 CARD_INTEL_915G = 0x2582,
1610 CARD_INTEL_E7221G = 0x258a,
1611 CARD_INTEL_915GM = 0x2592,
1612 CARD_INTEL_945G = 0x2772,
1613 CARD_INTEL_945GM = 0x27a2,
1614 CARD_INTEL_945GME = 0x27ae,
1615 CARD_INTEL_Q35 = 0x29b2,
1616 CARD_INTEL_G33 = 0x29c2,
1617 CARD_INTEL_Q33 = 0x29d2,
1618 CARD_INTEL_PNVG = 0xa001,
1619 CARD_INTEL_PNVM = 0xa011,
1620 CARD_INTEL_965Q = 0x2992,
1621 CARD_INTEL_965G = 0x2982,
1622 CARD_INTEL_946GZ = 0x2972,
1623 CARD_INTEL_965GM = 0x2a02,
1624 CARD_INTEL_965GME = 0x2a12,
1625 CARD_INTEL_GM45 = 0x2a42,
1626 CARD_INTEL_IGD = 0x2e02,
1627 CARD_INTEL_Q45 = 0x2e12,
1628 CARD_INTEL_G45 = 0x2e22,
1629 CARD_INTEL_G41 = 0x2e32,
1630 CARD_INTEL_B43 = 0x2e92,
1631 CARD_INTEL_ILKD = 0x0042,
1632 CARD_INTEL_ILKM = 0x0046,
1633 CARD_INTEL_SNBD = 0x0122,
1634 CARD_INTEL_SNBM = 0x0126,
1635 CARD_INTEL_SNBS = 0x010a,
1636 CARD_INTEL_IVBD = 0x0162,
1637 CARD_INTEL_IVBM = 0x0166,
1638 CARD_INTEL_IVBS = 0x015a,
1639 CARD_INTEL_HWM = 0x0416,
1642 struct wined3d_fbo_ops
1644 GLboolean (WINE_GLAPI *glIsRenderbuffer)(GLuint renderbuffer);
1645 void (WINE_GLAPI *glBindRenderbuffer)(GLenum target, GLuint renderbuffer);
1646 void (WINE_GLAPI *glDeleteRenderbuffers)(GLsizei n, const GLuint *renderbuffers);
1647 void (WINE_GLAPI *glGenRenderbuffers)(GLsizei n, GLuint *renderbuffers);
1648 void (WINE_GLAPI *glRenderbufferStorage)(GLenum target, GLenum internalformat,
1649 GLsizei width, GLsizei height);
1650 void (WINE_GLAPI *glRenderbufferStorageMultisample)(GLenum target, GLsizei samples,
1651 GLenum internalformat, GLsizei width, GLsizei height);
1652 void (WINE_GLAPI *glGetRenderbufferParameteriv)(GLenum target, GLenum pname, GLint *params);
1653 GLboolean (WINE_GLAPI *glIsFramebuffer)(GLuint framebuffer);
1654 void (WINE_GLAPI *glBindFramebuffer)(GLenum target, GLuint framebuffer);
1655 void (WINE_GLAPI *glDeleteFramebuffers)(GLsizei n, const GLuint *framebuffers);
1656 void (WINE_GLAPI *glGenFramebuffers)(GLsizei n, GLuint *framebuffers);
1657 GLenum (WINE_GLAPI *glCheckFramebufferStatus)(GLenum target);
1658 void (WINE_GLAPI *glFramebufferTexture1D)(GLenum target, GLenum attachment,
1659 GLenum textarget, GLuint texture, GLint level);
1660 void (WINE_GLAPI *glFramebufferTexture2D)(GLenum target, GLenum attachment,
1661 GLenum textarget, GLuint texture, GLint level);
1662 void (WINE_GLAPI *glFramebufferTexture3D)(GLenum target, GLenum attachment,
1663 GLenum textarget, GLuint texture, GLint level, GLint layer);
1664 void (WINE_GLAPI *glFramebufferRenderbuffer)(GLenum target, GLenum attachment,
1665 GLenum renderbuffertarget, GLuint renderbuffer);
1666 void (WINE_GLAPI *glGetFramebufferAttachmentParameteriv)(GLenum target, GLenum attachment,
1667 GLenum pname, GLint *params);
1668 void (WINE_GLAPI *glBlitFramebuffer)(GLint srcX0, GLint srcY0, GLint srcX1, GLint srcY1,
1669 GLint dstX0, GLint dstY0, GLint dstX1, GLint dstY1, GLbitfield mask, GLenum filter);
1670 void (WINE_GLAPI *glGenerateMipmap)(GLenum target);
1673 struct wined3d_gl_limits
1675 UINT buffers;
1676 UINT lights;
1677 UINT textures;
1678 UINT texture_coords;
1679 UINT vertex_uniform_blocks;
1680 UINT geometry_uniform_blocks;
1681 UINT fragment_uniform_blocks;
1682 UINT fragment_samplers;
1683 UINT vertex_samplers;
1684 UINT combined_samplers;
1685 UINT general_combiners;
1686 UINT clipplanes;
1687 UINT texture_size;
1688 UINT texture3d_size;
1689 float pointsize_max;
1690 float pointsize_min;
1691 UINT blends;
1692 UINT anisotropy;
1693 float shininess;
1694 UINT samples;
1695 UINT vertex_attribs;
1697 UINT glsl_varyings;
1698 UINT glsl_vs_float_constants;
1699 UINT glsl_ps_float_constants;
1701 UINT arb_vs_float_constants;
1702 UINT arb_vs_native_constants;
1703 UINT arb_vs_instructions;
1704 UINT arb_vs_temps;
1705 UINT arb_ps_float_constants;
1706 UINT arb_ps_local_constants;
1707 UINT arb_ps_native_constants;
1708 UINT arb_ps_instructions;
1709 UINT arb_ps_temps;
1712 struct wined3d_gl_info
1714 DWORD selected_gl_version;
1715 DWORD glsl_version;
1716 struct wined3d_gl_limits limits;
1717 DWORD reserved_glsl_constants, reserved_arb_constants;
1718 DWORD quirks;
1719 BOOL supported[WINED3D_GL_EXT_COUNT];
1720 GLint wrap_lookup[WINED3D_TADDRESS_MIRROR_ONCE - WINED3D_TADDRESS_WRAP + 1];
1722 HGLRC (WINAPI *p_wglCreateContextAttribsARB)(HDC dc, HGLRC share, const GLint *attribs);
1723 struct opengl_funcs gl_ops;
1724 struct wined3d_fbo_ops fbo_ops;
1726 struct wined3d_format *formats;
1729 struct wined3d_driver_info
1731 enum wined3d_pci_vendor vendor;
1732 enum wined3d_pci_device device;
1733 const char *name;
1734 const char *description;
1735 UINT64 vram_bytes;
1736 DWORD version_high;
1737 DWORD version_low;
1740 struct wined3d_d3d_limits
1742 UINT vs_version, gs_version, ps_version;
1743 DWORD vs_uniform_count;
1744 DWORD ps_uniform_count;
1745 UINT ffp_textures;
1746 UINT ffp_blend_stages;
1747 UINT ffp_vertex_blend_matrices;
1750 typedef void (WINE_GLAPI *wined3d_ffp_attrib_func)(const void *data);
1751 typedef void (WINE_GLAPI *wined3d_ffp_texcoord_func)(GLenum unit, const void *data);
1752 extern wined3d_ffp_attrib_func specular_func_3ubv DECLSPEC_HIDDEN;
1754 struct wined3d_ffp_attrib_ops
1756 wined3d_ffp_attrib_func position[WINED3D_FFP_EMIT_COUNT];
1757 wined3d_ffp_attrib_func diffuse[WINED3D_FFP_EMIT_COUNT];
1758 wined3d_ffp_attrib_func specular[WINED3D_FFP_EMIT_COUNT];
1759 wined3d_ffp_attrib_func normal[WINED3D_FFP_EMIT_COUNT];
1760 wined3d_ffp_texcoord_func texcoord[WINED3D_FFP_EMIT_COUNT];
1763 struct wined3d_d3d_info
1765 struct wined3d_d3d_limits limits;
1766 struct wined3d_ffp_attrib_ops ffp_attrib_ops;
1767 BOOL xyzrhw;
1768 BOOL ffp_generic_attributes;
1769 BOOL vs_clipping;
1770 BOOL shader_color_key;
1771 DWORD valid_rt_mask;
1774 /* The adapter structure */
1775 struct wined3d_adapter
1777 UINT ordinal;
1778 POINT monitorPoint;
1779 enum wined3d_format_id screen_format;
1781 struct wined3d_gl_info gl_info;
1782 struct wined3d_d3d_info d3d_info;
1783 struct wined3d_driver_info driver_info;
1784 WCHAR DeviceName[CCHDEVICENAME]; /* DeviceName for use with e.g. ChangeDisplaySettings */
1785 unsigned int cfg_count;
1786 struct wined3d_pixel_format *cfgs;
1787 UINT64 vram_bytes;
1788 UINT64 vram_bytes_used;
1789 LUID luid;
1791 const struct wined3d_vertex_pipe_ops *vertex_pipe;
1792 const struct fragment_pipeline *fragment_pipe;
1793 const struct wined3d_shader_backend_ops *shader_backend;
1794 const struct blit_shader *blitter;
1797 struct wined3d_caps_gl_ctx
1799 HDC dc;
1800 HWND wnd;
1801 HGLRC gl_ctx;
1802 HDC restore_dc;
1803 HGLRC restore_gl_ctx;
1805 const struct wined3d_gl_info *gl_info;
1806 GLuint test_vbo;
1807 GLuint test_program_id;
1810 BOOL wined3d_adapter_init_format_info(struct wined3d_adapter *adapter,
1811 struct wined3d_caps_gl_ctx *ctx) DECLSPEC_HIDDEN;
1812 UINT64 adapter_adjust_memory(struct wined3d_adapter *adapter, INT64 amount) DECLSPEC_HIDDEN;
1814 BOOL initPixelFormatsNoGL(struct wined3d_gl_info *gl_info) DECLSPEC_HIDDEN;
1815 extern void add_gl_compat_wrappers(struct wined3d_gl_info *gl_info) DECLSPEC_HIDDEN;
1817 enum projection_types
1819 proj_none = 0,
1820 proj_count3 = 1,
1821 proj_count4 = 2
1824 enum dst_arg
1826 resultreg = 0,
1827 tempreg = 1
1830 /*****************************************************************************
1831 * Fixed function pipeline replacements
1833 #define ARG_UNUSED 0xff
1834 struct texture_stage_op
1836 unsigned cop : 8;
1837 unsigned carg1 : 8;
1838 unsigned carg2 : 8;
1839 unsigned carg0 : 8;
1841 unsigned aop : 8;
1842 unsigned aarg1 : 8;
1843 unsigned aarg2 : 8;
1844 unsigned aarg0 : 8;
1846 struct color_fixup_desc color_fixup;
1847 unsigned tex_type : 3;
1848 unsigned dst : 1;
1849 unsigned projected : 2;
1850 unsigned padding : 10;
1853 struct ffp_frag_settings
1855 struct texture_stage_op op[MAX_TEXTURES];
1856 enum wined3d_ffp_ps_fog_mode fog;
1857 unsigned char sRGB_write;
1858 unsigned char emul_clipplanes;
1859 unsigned char color_key_enabled;
1860 unsigned char padding;
1863 struct ffp_frag_desc
1865 struct wine_rb_entry entry;
1866 struct ffp_frag_settings settings;
1869 extern const struct wine_rb_functions wined3d_ffp_frag_program_rb_functions DECLSPEC_HIDDEN;
1870 extern const struct wine_rb_functions wined3d_ffp_vertex_program_rb_functions DECLSPEC_HIDDEN;
1871 extern const struct wined3d_parent_ops wined3d_null_parent_ops DECLSPEC_HIDDEN;
1873 void gen_ffp_frag_op(const struct wined3d_context *context, const struct wined3d_state *state,
1874 struct ffp_frag_settings *settings, BOOL ignore_textype) DECLSPEC_HIDDEN;
1875 const struct ffp_frag_desc *find_ffp_frag_shader(const struct wine_rb_tree *fragment_shaders,
1876 const struct ffp_frag_settings *settings) DECLSPEC_HIDDEN;
1877 void add_ffp_frag_shader(struct wine_rb_tree *shaders, struct ffp_frag_desc *desc) DECLSPEC_HIDDEN;
1878 void wined3d_get_draw_rect(const struct wined3d_state *state, RECT *rect) DECLSPEC_HIDDEN;
1879 void wined3d_ftoa(float value, char *s) DECLSPEC_HIDDEN;
1881 extern const float wined3d_srgb_const0[] DECLSPEC_HIDDEN;
1882 extern const float wined3d_srgb_const1[] DECLSPEC_HIDDEN;
1884 enum wined3d_ffp_vs_fog_mode
1886 WINED3D_FFP_VS_FOG_OFF = 0,
1887 WINED3D_FFP_VS_FOG_FOGCOORD = 1,
1888 WINED3D_FFP_VS_FOG_DEPTH = 2,
1889 WINED3D_FFP_VS_FOG_RANGE = 3,
1892 #define WINED3D_FFP_TCI_SHIFT 16
1893 #define WINED3D_FFP_TCI_MASK 0xff
1895 #define WINED3D_FFP_LIGHT_TYPE_SHIFT(idx) (3 * (idx))
1896 #define WINED3D_FFP_LIGHT_TYPE_MASK 0x7
1898 struct wined3d_ffp_vs_settings
1900 DWORD light_type : 24; /* MAX_ACTIVE_LIGHTS, 8 * 3 */
1901 DWORD diffuse_source : 2;
1902 DWORD emissive_source : 2;
1903 DWORD ambient_source : 2;
1904 DWORD specular_source : 2;
1906 DWORD transformed : 1;
1907 DWORD vertexblends : 2;
1908 DWORD clipping : 1;
1909 DWORD normal : 1;
1910 DWORD normalize : 1;
1911 DWORD lighting : 1;
1912 DWORD localviewer : 1;
1913 DWORD point_size : 1;
1914 DWORD per_vertex_point_size : 1;
1915 DWORD fog_mode : 2;
1916 DWORD texcoords : 8; /* MAX_TEXTURES */
1917 DWORD ortho_fog : 1;
1918 DWORD padding : 11;
1920 DWORD texgen[MAX_TEXTURES];
1923 struct wined3d_ffp_vs_desc
1925 struct wine_rb_entry entry;
1926 struct wined3d_ffp_vs_settings settings;
1929 void wined3d_ffp_get_vs_settings(const struct wined3d_state *state, const struct wined3d_stream_info *si,
1930 struct wined3d_ffp_vs_settings *settings) DECLSPEC_HIDDEN;
1932 struct wined3d
1934 LONG ref;
1935 DWORD flags;
1936 UINT adapter_count;
1937 struct wined3d_adapter adapters[1];
1940 HRESULT wined3d_init(struct wined3d *wined3d, DWORD flags) DECLSPEC_HIDDEN;
1941 BOOL wined3d_register_window(HWND window, struct wined3d_device *device) DECLSPEC_HIDDEN;
1942 void wined3d_unregister_window(HWND window) DECLSPEC_HIDDEN;
1944 struct wined3d_stream_output
1946 struct wined3d_buffer *buffer;
1947 UINT offset;
1950 struct wined3d_stream_state
1952 struct wined3d_buffer *buffer;
1953 UINT offset;
1954 UINT stride;
1955 UINT frequency;
1956 UINT flags;
1959 #define WINED3D_STATE_NO_REF 0x00000001
1960 #define WINED3D_STATE_INIT_DEFAULT 0x00000002
1962 struct wined3d_state
1964 DWORD flags;
1965 const struct wined3d_fb_state *fb;
1967 struct wined3d_vertex_declaration *vertex_declaration;
1968 struct wined3d_stream_output stream_output[MAX_STREAM_OUT];
1969 struct wined3d_stream_state streams[MAX_STREAMS + 1 /* tesselated pseudo-stream */];
1970 struct wined3d_buffer *index_buffer;
1971 enum wined3d_format_id index_format;
1972 INT base_vertex_index;
1973 INT load_base_vertex_index; /* Non-indexed drawing needs 0 here, indexed needs base_vertex_index. */
1974 GLenum gl_primitive_type;
1975 struct wined3d_query *predicate;
1976 BOOL predicate_value;
1978 struct wined3d_shader *shader[WINED3D_SHADER_TYPE_COUNT];
1979 struct wined3d_buffer *cb[WINED3D_SHADER_TYPE_COUNT][MAX_CONSTANT_BUFFERS];
1980 struct wined3d_sampler *sampler[WINED3D_SHADER_TYPE_COUNT][MAX_SAMPLER_OBJECTS];
1981 struct wined3d_shader_resource_view *shader_resource_view[WINED3D_SHADER_TYPE_COUNT][MAX_SHADER_RESOURCE_VIEWS];
1983 BOOL vs_consts_b[MAX_CONST_B];
1984 INT vs_consts_i[MAX_CONST_I * 4];
1985 float *vs_consts_f;
1987 BOOL ps_consts_b[MAX_CONST_B];
1988 INT ps_consts_i[MAX_CONST_I * 4];
1989 float *ps_consts_f;
1991 struct wined3d_texture *textures[MAX_COMBINED_SAMPLERS];
1992 DWORD sampler_states[MAX_COMBINED_SAMPLERS][WINED3D_HIGHEST_SAMPLER_STATE + 1];
1993 DWORD texture_states[MAX_TEXTURES][WINED3D_HIGHEST_TEXTURE_STATE + 1];
1995 struct wined3d_matrix transforms[HIGHEST_TRANSFORMSTATE + 1];
1996 struct wined3d_vec4 clip_planes[MAX_CLIPPLANES];
1997 struct wined3d_material material;
1998 struct wined3d_viewport viewport;
1999 RECT scissor_rect;
2001 /* Light hashmap. Collisions are handled using linked lists. */
2002 #define LIGHTMAP_SIZE 43
2003 #define LIGHTMAP_HASHFUNC(x) ((x) % LIGHTMAP_SIZE)
2004 struct list light_map[LIGHTMAP_SIZE];
2005 const struct wined3d_light_info *lights[MAX_ACTIVE_LIGHTS];
2007 DWORD render_states[WINEHIGHEST_RENDER_STATE + 1];
2010 #define WINED3D_UNMAPPED_STAGE ~0U
2012 /* Multithreaded flag. Removed from the public header to signal that
2013 * wined3d_device_create() ignores it. */
2014 #define WINED3DCREATE_MULTITHREADED 0x00000004
2016 struct wined3d_device
2018 LONG ref;
2020 /* WineD3D Information */
2021 struct wined3d_device_parent *device_parent;
2022 struct wined3d *wined3d;
2023 struct wined3d_adapter *adapter;
2025 /* Window styles to restore when switching fullscreen mode */
2026 LONG style;
2027 LONG exStyle;
2029 /* X and GL Information */
2030 GLenum offscreenBuffer;
2032 const struct wined3d_shader_backend_ops *shader_backend;
2033 void *shader_priv;
2034 void *fragment_priv;
2035 void *vertex_priv;
2036 void *blit_priv;
2037 struct StateEntry StateTable[STATE_HIGHEST + 1];
2038 /* Array of functions for states which are handled by more than one pipeline part */
2039 APPLYSTATEFUNC *multistate_funcs[STATE_HIGHEST + 1];
2040 const struct blit_shader *blitter;
2042 BYTE vertexBlendUsed : 1; /* To avoid needless setting of the blend matrices */
2043 BYTE bCursorVisible : 1;
2044 BYTE d3d_initialized : 1;
2045 BYTE inScene : 1; /* A flag to check for proper BeginScene / EndScene call pairs */
2046 BYTE softwareVertexProcessing : 1; /* process vertex shaders using software or hardware */
2047 BYTE filter_messages : 1;
2048 BYTE padding : 2;
2050 unsigned char surface_alignment; /* Line Alignment of surfaces */
2052 WORD padding2 : 16;
2054 struct wined3d_state state;
2055 struct wined3d_state *update_state;
2056 struct wined3d_stateblock *recording;
2058 /* Internal use fields */
2059 struct wined3d_device_creation_parameters create_parms;
2060 HWND focus_window;
2062 struct wined3d_rendertarget_view *back_buffer_view;
2063 struct wined3d_swapchain **swapchains;
2064 UINT swapchain_count;
2066 struct list resources; /* a linked list to track resources created by the device */
2067 struct list shaders; /* a linked list to track shaders (pixel and vertex) */
2068 struct wine_rb_tree samplers;
2070 /* Render Target Support */
2071 struct wined3d_fb_state fb;
2072 struct wined3d_surface *onscreen_depth_stencil;
2073 struct wined3d_rendertarget_view *auto_depth_stencil_view;
2075 /* For rendering to a texture using glCopyTexImage */
2076 GLuint depth_blt_texture;
2078 /* Cursor management */
2079 UINT xHotSpot;
2080 UINT yHotSpot;
2081 UINT xScreenSpace;
2082 UINT yScreenSpace;
2083 UINT cursorWidth, cursorHeight;
2084 struct wined3d_texture *cursor_texture;
2085 HCURSOR hardwareCursor;
2087 /* The Wine logo texture */
2088 struct wined3d_texture *logo_texture;
2090 /* Textures for when no other textures are mapped */
2091 UINT dummy_texture_2d[MAX_COMBINED_SAMPLERS];
2092 UINT dummy_texture_rect[MAX_COMBINED_SAMPLERS];
2093 UINT dummy_texture_3d[MAX_COMBINED_SAMPLERS];
2094 UINT dummy_texture_cube[MAX_COMBINED_SAMPLERS];
2096 /* Command stream */
2097 struct wined3d_cs *cs;
2099 /* Context management */
2100 struct wined3d_context **contexts;
2101 UINT context_count;
2104 void device_clear_render_targets(struct wined3d_device *device, UINT rt_count, const struct wined3d_fb_state *fb,
2105 UINT rect_count, const RECT *rects, const RECT *draw_rect, DWORD flags,
2106 const struct wined3d_color *color, float depth, DWORD stencil) DECLSPEC_HIDDEN;
2107 BOOL device_context_add(struct wined3d_device *device, struct wined3d_context *context) DECLSPEC_HIDDEN;
2108 void device_context_remove(struct wined3d_device *device, struct wined3d_context *context) DECLSPEC_HIDDEN;
2109 HRESULT device_init(struct wined3d_device *device, struct wined3d *wined3d,
2110 UINT adapter_idx, enum wined3d_device_type device_type, HWND focus_window, DWORD flags,
2111 BYTE surface_alignment, struct wined3d_device_parent *device_parent) DECLSPEC_HIDDEN;
2112 LRESULT device_process_message(struct wined3d_device *device, HWND window, BOOL unicode,
2113 UINT message, WPARAM wparam, LPARAM lparam, WNDPROC proc) DECLSPEC_HIDDEN;
2114 void device_resource_add(struct wined3d_device *device, struct wined3d_resource *resource) DECLSPEC_HIDDEN;
2115 void device_resource_released(struct wined3d_device *device, struct wined3d_resource *resource) DECLSPEC_HIDDEN;
2116 void device_switch_onscreen_ds(struct wined3d_device *device, struct wined3d_context *context,
2117 struct wined3d_surface *depth_stencil) DECLSPEC_HIDDEN;
2118 void device_invalidate_state(const struct wined3d_device *device, DWORD state) DECLSPEC_HIDDEN;
2120 static inline BOOL isStateDirty(const struct wined3d_context *context, DWORD state)
2122 DWORD idx = state / (sizeof(*context->isStateDirty) * CHAR_BIT);
2123 BYTE shift = state & ((sizeof(*context->isStateDirty) * CHAR_BIT) - 1);
2124 return context->isStateDirty[idx] & (1 << shift);
2127 #define WINED3D_RESOURCE_ACCESS_GPU 0x1
2128 #define WINED3D_RESOURCE_ACCESS_CPU 0x2
2130 struct wined3d_resource_ops
2132 ULONG (*resource_incref)(struct wined3d_resource *resource);
2133 ULONG (*resource_decref)(struct wined3d_resource *resource);
2134 void (*resource_unload)(struct wined3d_resource *resource);
2137 struct wined3d_resource
2139 LONG ref;
2140 LONG bind_count;
2141 LONG map_count;
2142 struct wined3d_device *device;
2143 enum wined3d_resource_type type;
2144 enum wined3d_gl_resource_type gl_type;
2145 const struct wined3d_format *format;
2146 unsigned int format_flags;
2147 enum wined3d_multisample_type multisample_type;
2148 UINT multisample_quality;
2149 DWORD usage;
2150 enum wined3d_pool pool;
2151 DWORD access_flags;
2152 DWORD draw_binding;
2153 DWORD map_binding;
2154 UINT width;
2155 UINT height;
2156 UINT depth;
2157 UINT size;
2158 DWORD priority;
2159 void *heap_memory;
2160 struct list resource_list_entry;
2162 void *parent;
2163 const struct wined3d_parent_ops *parent_ops;
2164 const struct wined3d_resource_ops *resource_ops;
2167 static inline ULONG wined3d_resource_incref(struct wined3d_resource *resource)
2169 return resource->resource_ops->resource_incref(resource);
2172 static inline ULONG wined3d_resource_decref(struct wined3d_resource *resource)
2174 return resource->resource_ops->resource_decref(resource);
2177 void resource_cleanup(struct wined3d_resource *resource) DECLSPEC_HIDDEN;
2178 HRESULT resource_init(struct wined3d_resource *resource, struct wined3d_device *device,
2179 enum wined3d_resource_type type, const struct wined3d_format *format,
2180 enum wined3d_multisample_type multisample_type, UINT multisample_quality,
2181 DWORD usage, enum wined3d_pool pool, UINT width, UINT height, UINT depth, UINT size,
2182 void *parent, const struct wined3d_parent_ops *parent_ops,
2183 const struct wined3d_resource_ops *resource_ops) DECLSPEC_HIDDEN;
2184 void resource_unload(struct wined3d_resource *resource) DECLSPEC_HIDDEN;
2185 BOOL wined3d_resource_allocate_sysmem(struct wined3d_resource *resource) DECLSPEC_HIDDEN;
2186 void wined3d_resource_free_sysmem(struct wined3d_resource *resource) DECLSPEC_HIDDEN;
2187 GLbitfield wined3d_resource_gl_map_flags(DWORD d3d_flags) DECLSPEC_HIDDEN;
2188 GLenum wined3d_resource_gl_legacy_map_flags(DWORD d3d_flags) DECLSPEC_HIDDEN;
2189 BOOL wined3d_resource_is_offscreen(struct wined3d_resource *resource) DECLSPEC_HIDDEN;
2190 DWORD wined3d_resource_sanitize_map_flags(const struct wined3d_resource *resource, DWORD flags) DECLSPEC_HIDDEN;
2191 void wined3d_resource_update_draw_binding(struct wined3d_resource *resource) DECLSPEC_HIDDEN;
2193 /* Tests show that the start address of resources is 32 byte aligned */
2194 #define RESOURCE_ALIGNMENT 16
2196 struct gl_texture
2198 struct wined3d_sampler_desc sampler_desc;
2199 unsigned int base_level;
2200 GLuint name;
2203 struct wined3d_texture_ops
2205 void (*texture_sub_resource_load)(struct wined3d_resource *sub_resource,
2206 struct wined3d_context *context, BOOL srgb);
2207 void (*texture_sub_resource_add_dirty_region)(struct wined3d_resource *sub_resource,
2208 const struct wined3d_box *dirty_region);
2209 void (*texture_sub_resource_cleanup)(struct wined3d_resource *sub_resource);
2210 void (*texture_sub_resource_invalidate_location)(struct wined3d_resource *sub_resource, DWORD location);
2211 void (*texture_sub_resource_validate_location)(struct wined3d_resource *sub_resource, DWORD location);
2212 void (*texture_sub_resource_upload_data)(struct wined3d_resource *sub_resource,
2213 const struct wined3d_context *context, const struct wined3d_sub_resource_data *data);
2214 void (*texture_prepare_texture)(struct wined3d_texture *texture,
2215 struct wined3d_context *context, BOOL srgb);
2218 #define WINED3D_TEXTURE_COND_NP2 0x00000001
2219 #define WINED3D_TEXTURE_POW2_MAT_IDENT 0x00000002
2220 #define WINED3D_TEXTURE_IS_SRGB 0x00000004
2221 #define WINED3D_TEXTURE_RGB_ALLOCATED 0x00000008
2222 #define WINED3D_TEXTURE_RGB_VALID 0x00000010
2223 #define WINED3D_TEXTURE_SRGB_ALLOCATED 0x00000020
2224 #define WINED3D_TEXTURE_SRGB_VALID 0x00000040
2225 #define WINED3D_TEXTURE_CONVERTED 0x00000080
2226 #define WINED3D_TEXTURE_PIN_SYSMEM 0x00000100
2227 #define WINED3D_TEXTURE_DYNAMIC_MAP 0x00000200
2228 #define WINED3D_TEXTURE_NORMALIZED_COORDS 0x00000400
2230 #define WINED3D_TEXTURE_ASYNC_COLOR_KEY 0x00000001
2232 struct wined3d_texture
2234 struct wined3d_resource resource;
2235 const struct wined3d_texture_ops *texture_ops;
2236 struct gl_texture texture_rgb, texture_srgb;
2237 struct wined3d_resource **sub_resources;
2238 struct wined3d_swapchain *swapchain;
2239 UINT layer_count;
2240 UINT level_count;
2241 float pow2_matrix[16];
2242 UINT lod;
2243 enum wined3d_texture_filter_type filter_type;
2244 DWORD sampler;
2245 DWORD flags;
2246 GLenum target;
2248 /* May only be accessed from the command stream worker thread. */
2249 struct wined3d_texture_async
2251 DWORD flags;
2253 /* Color keys for DDraw */
2254 struct wined3d_color_key dst_blt_color_key;
2255 struct wined3d_color_key src_blt_color_key;
2256 struct wined3d_color_key dst_overlay_color_key;
2257 struct wined3d_color_key src_overlay_color_key;
2258 struct wined3d_color_key gl_color_key;
2259 DWORD color_key_flags;
2260 } async;
2263 static inline struct wined3d_texture *wined3d_texture_from_resource(struct wined3d_resource *resource)
2265 return CONTAINING_RECORD(resource, struct wined3d_texture, resource);
2268 static inline struct gl_texture *wined3d_texture_get_gl_texture(struct wined3d_texture *texture,
2269 BOOL srgb)
2271 return srgb ? &texture->texture_srgb : &texture->texture_rgb;
2274 void wined3d_texture_apply_sampler_desc(struct wined3d_texture *texture,
2275 const struct wined3d_sampler_desc *sampler_desc, const struct wined3d_gl_info *gl_info) DECLSPEC_HIDDEN;
2276 void wined3d_texture_bind(struct wined3d_texture *texture,
2277 struct wined3d_context *context, BOOL srgb) DECLSPEC_HIDDEN;
2278 void wined3d_texture_bind_and_dirtify(struct wined3d_texture *texture,
2279 struct wined3d_context *context, BOOL srgb) DECLSPEC_HIDDEN;
2280 void wined3d_texture_force_reload(struct wined3d_texture *texture) DECLSPEC_HIDDEN;
2281 void wined3d_texture_load(struct wined3d_texture *texture,
2282 struct wined3d_context *context, BOOL srgb) DECLSPEC_HIDDEN;
2283 void wined3d_texture_prepare_texture(struct wined3d_texture *texture,
2284 struct wined3d_context *context, BOOL srgb) DECLSPEC_HIDDEN;
2285 void wined3d_texture_set_dirty(struct wined3d_texture *texture) DECLSPEC_HIDDEN;
2286 void wined3d_texture_set_swapchain(struct wined3d_texture *texture,
2287 struct wined3d_swapchain *swapchain) DECLSPEC_HIDDEN;
2289 #define WINED3D_LOCATION_DISCARDED 0x00000001
2290 #define WINED3D_LOCATION_SYSMEM 0x00000002
2291 #define WINED3D_LOCATION_USER_MEMORY 0x00000004
2292 #define WINED3D_LOCATION_DIB 0x00000008
2293 #define WINED3D_LOCATION_BUFFER 0x00000010
2294 #define WINED3D_LOCATION_TEXTURE_RGB 0x00000020
2295 #define WINED3D_LOCATION_TEXTURE_SRGB 0x00000040
2296 #define WINED3D_LOCATION_DRAWABLE 0x00000080
2297 #define WINED3D_LOCATION_RB_MULTISAMPLE 0x00000100
2298 #define WINED3D_LOCATION_RB_RESOLVED 0x00000200
2300 const char *wined3d_debug_location(DWORD location) DECLSPEC_HIDDEN;
2302 #define WINED3D_VFLAG_CLIENT_STORAGE 0x00000001
2304 struct wined3d_volume
2306 struct wined3d_resource resource;
2307 struct wined3d_texture *container;
2309 DWORD flags, locations;
2310 GLint texture_level;
2311 DWORD download_count;
2312 GLuint pbo;
2315 static inline struct wined3d_volume *volume_from_resource(struct wined3d_resource *resource)
2317 return CONTAINING_RECORD(resource, struct wined3d_volume, resource);
2320 BOOL volume_prepare_system_memory(struct wined3d_volume *volume) DECLSPEC_HIDDEN;
2321 HRESULT wined3d_volume_create(struct wined3d_texture *container, const struct wined3d_resource_desc *desc,
2322 unsigned int level, struct wined3d_volume **volume) DECLSPEC_HIDDEN;
2323 void wined3d_volume_destroy(struct wined3d_volume *volume) DECLSPEC_HIDDEN;
2324 void wined3d_volume_get_pitch(const struct wined3d_volume *volume, UINT *row_pitch, UINT *slice_pitch) DECLSPEC_HIDDEN;
2325 void wined3d_volume_load(struct wined3d_volume *volume, struct wined3d_context *context,
2326 BOOL srgb_mode) DECLSPEC_HIDDEN;
2327 void wined3d_volume_invalidate_location(struct wined3d_volume *volume, DWORD location) DECLSPEC_HIDDEN;
2328 void wined3d_volume_validate_location(struct wined3d_volume *volume, DWORD location) DECLSPEC_HIDDEN;
2329 void wined3d_volume_upload_data(struct wined3d_volume *volume, const struct wined3d_context *context,
2330 const struct wined3d_const_bo_address *data) DECLSPEC_HIDDEN;
2332 struct wined3d_surface_dib
2334 HBITMAP DIBsection;
2335 void *bitmap_data;
2336 UINT bitmap_size;
2339 struct wined3d_renderbuffer_entry
2341 struct list entry;
2342 GLuint id;
2343 UINT width;
2344 UINT height;
2347 struct fbo_entry
2349 struct list entry;
2350 struct wined3d_surface **render_targets;
2351 struct wined3d_surface *depth_stencil;
2352 DWORD color_location, ds_location;
2353 DWORD rt_mask;
2354 BOOL attached;
2355 GLuint id;
2358 struct wined3d_surface_ops
2360 HRESULT (*surface_private_setup)(struct wined3d_surface *surface);
2361 void (*surface_unmap)(struct wined3d_surface *surface);
2364 struct wined3d_surface
2366 struct wined3d_resource resource;
2367 const struct wined3d_surface_ops *surface_ops;
2368 struct wined3d_texture *container;
2369 void *user_memory;
2370 DWORD locations;
2372 DWORD flags;
2374 UINT pitch;
2375 UINT pow2Width;
2376 UINT pow2Height;
2378 /* PBO */
2379 GLuint pbo;
2380 GLuint rb_multisample;
2381 GLuint rb_resolved;
2382 GLenum texture_target;
2383 unsigned int texture_level;
2384 unsigned int texture_layer;
2386 RECT lockedRect;
2387 int lockCount;
2389 /* For GetDC */
2390 struct wined3d_surface_dib dib;
2391 HDC hDC;
2393 struct list renderbuffers;
2394 const struct wined3d_renderbuffer_entry *current_renderbuffer;
2395 SIZE ds_current_size;
2397 /* DirectDraw Overlay handling */
2398 RECT overlay_srcrect;
2399 RECT overlay_destrect;
2400 struct wined3d_surface *overlay_dest;
2401 struct list overlays;
2402 struct list overlay_entry;
2405 static inline struct wined3d_surface *surface_from_resource(struct wined3d_resource *resource)
2407 return CONTAINING_RECORD(resource, struct wined3d_surface, resource);
2410 static inline GLuint surface_get_texture_name(const struct wined3d_surface *surface,
2411 const struct wined3d_gl_info *gl_info, BOOL srgb)
2413 return srgb && !gl_info->supported[EXT_TEXTURE_SRGB_DECODE]
2414 ? surface->container->texture_srgb.name : surface->container->texture_rgb.name;
2417 void surface_set_dirty(struct wined3d_surface *surface) DECLSPEC_HIDDEN;
2418 HRESULT surface_color_fill(struct wined3d_surface *s,
2419 const RECT *rect, const struct wined3d_color *color) DECLSPEC_HIDDEN;
2420 GLenum surface_get_gl_buffer(const struct wined3d_surface *surface) DECLSPEC_HIDDEN;
2421 void surface_get_drawable_size(const struct wined3d_surface *surface, const struct wined3d_context *context,
2422 unsigned int *width, unsigned int *height) DECLSPEC_HIDDEN;
2423 void surface_invalidate_location(struct wined3d_surface *surface, DWORD location) DECLSPEC_HIDDEN;
2424 void surface_load(struct wined3d_surface *surface, BOOL srgb) DECLSPEC_HIDDEN;
2425 void surface_load_ds_location(struct wined3d_surface *surface,
2426 struct wined3d_context *context, DWORD location) DECLSPEC_HIDDEN;
2427 void surface_load_fb_texture(struct wined3d_surface *surface, BOOL srgb) DECLSPEC_HIDDEN;
2428 HRESULT surface_load_location(struct wined3d_surface *surface, DWORD location) DECLSPEC_HIDDEN;
2429 void surface_modify_ds_location(struct wined3d_surface *surface, DWORD location, UINT w, UINT h) DECLSPEC_HIDDEN;
2430 void surface_prepare_rb(struct wined3d_surface *surface,
2431 const struct wined3d_gl_info *gl_info, BOOL multisample) DECLSPEC_HIDDEN;
2432 void surface_set_compatible_renderbuffer(struct wined3d_surface *surface,
2433 const struct wined3d_surface *rt) DECLSPEC_HIDDEN;
2434 void surface_set_texture_target(struct wined3d_surface *surface, GLenum target, GLint level) DECLSPEC_HIDDEN;
2435 void surface_translate_drawable_coords(const struct wined3d_surface *surface, HWND window, RECT *rect) DECLSPEC_HIDDEN;
2436 HRESULT wined3d_surface_update_desc(struct wined3d_surface *surface,
2437 const struct wined3d_gl_info *gl_info, void *mem, unsigned int pitch) DECLSPEC_HIDDEN;
2438 HRESULT surface_upload_from_surface(struct wined3d_surface *dst_surface, const POINT *dst_point,
2439 struct wined3d_surface *src_surface, const RECT *src_rect) DECLSPEC_HIDDEN;
2440 void surface_validate_location(struct wined3d_surface *surface, DWORD location) DECLSPEC_HIDDEN;
2441 HRESULT wined3d_surface_create(struct wined3d_texture *container, const struct wined3d_resource_desc *desc,
2442 GLenum target, unsigned int level, unsigned int layer, DWORD flags,
2443 struct wined3d_surface **surface) DECLSPEC_HIDDEN;
2444 void wined3d_surface_destroy(struct wined3d_surface *surface) DECLSPEC_HIDDEN;
2445 void surface_prepare_map_memory(struct wined3d_surface *surface) DECLSPEC_HIDDEN;
2446 void wined3d_surface_upload_data(struct wined3d_surface *surface, const struct wined3d_gl_info *gl_info,
2447 const struct wined3d_format *format, const RECT *src_rect, UINT src_pitch, const POINT *dst_point,
2448 BOOL srgb, const struct wined3d_const_bo_address *data) DECLSPEC_HIDDEN;
2450 void draw_textured_quad(const struct wined3d_surface *src_surface, struct wined3d_context *context,
2451 const RECT *src_rect, const RECT *dst_rect, enum wined3d_texture_filter_type filter) DECLSPEC_HIDDEN;
2452 void flip_surface(struct wined3d_surface *front, struct wined3d_surface *back) DECLSPEC_HIDDEN;
2454 /* Surface flags: */
2455 #define SFLAG_DIBSECTION 0x00000001 /* Has a DIB section attached for GetDC. */
2456 #define SFLAG_DISCARD 0x00000002 /* ??? */
2457 #define SFLAG_NONPOW2 0x00000004 /* Surface sizes are not a power of 2 */
2458 #define SFLAG_LOST 0x00000008 /* Surface lost flag for ddraw. */
2459 #define SFLAG_CLIENT 0x00000010 /* GL_APPLE_client_storage is used with this surface. */
2460 #define SFLAG_DCINUSE 0x00000020 /* Set between GetDC and ReleaseDC calls. */
2462 struct wined3d_sampler
2464 struct wine_rb_entry entry;
2465 LONG refcount;
2466 struct wined3d_device *device;
2467 void *parent;
2468 struct wined3d_sampler_desc desc;
2469 GLuint name;
2472 struct wined3d_vertex_declaration_element
2474 const struct wined3d_format *format;
2475 BOOL ffp_valid;
2476 unsigned int input_slot;
2477 unsigned int offset;
2478 unsigned int output_slot;
2479 enum wined3d_input_classification input_slot_class;
2480 unsigned int instance_data_step_rate;
2481 BYTE method;
2482 BYTE usage;
2483 BYTE usage_idx;
2486 struct wined3d_vertex_declaration
2488 LONG ref;
2489 void *parent;
2490 const struct wined3d_parent_ops *parent_ops;
2491 struct wined3d_device *device;
2493 struct wined3d_vertex_declaration_element *elements;
2494 UINT element_count;
2496 BOOL position_transformed;
2497 BOOL half_float_conv_needed;
2500 struct wined3d_saved_states
2502 DWORD transform[(HIGHEST_TRANSFORMSTATE >> 5) + 1];
2503 WORD streamSource; /* MAX_STREAMS, 16 */
2504 WORD streamFreq; /* MAX_STREAMS, 16 */
2505 DWORD renderState[(WINEHIGHEST_RENDER_STATE >> 5) + 1];
2506 DWORD textureState[MAX_TEXTURES]; /* WINED3D_HIGHEST_TEXTURE_STATE + 1, 18 */
2507 WORD samplerState[MAX_COMBINED_SAMPLERS]; /* WINED3D_HIGHEST_SAMPLER_STATE + 1, 14 */
2508 DWORD clipplane; /* WINED3DMAXUSERCLIPPLANES, 32 */
2509 WORD pixelShaderConstantsB; /* MAX_CONST_B, 16 */
2510 WORD pixelShaderConstantsI; /* MAX_CONST_I, 16 */
2511 BOOL *pixelShaderConstantsF;
2512 WORD vertexShaderConstantsB; /* MAX_CONST_B, 16 */
2513 WORD vertexShaderConstantsI; /* MAX_CONST_I, 16 */
2514 BOOL *vertexShaderConstantsF;
2515 DWORD textures : 20; /* MAX_COMBINED_SAMPLERS, 20 */
2516 DWORD primitive_type : 1;
2517 DWORD indices : 1;
2518 DWORD material : 1;
2519 DWORD viewport : 1;
2520 DWORD vertexDecl : 1;
2521 DWORD pixelShader : 1;
2522 DWORD vertexShader : 1;
2523 DWORD scissorRect : 1;
2524 DWORD padding : 4;
2527 struct StageState {
2528 DWORD stage;
2529 DWORD state;
2532 struct wined3d_stateblock
2534 LONG ref; /* Note: Ref counting not required */
2535 struct wined3d_device *device;
2537 /* Array indicating whether things have been set or changed */
2538 struct wined3d_saved_states changed;
2539 struct wined3d_state state;
2541 /* Contained state management */
2542 DWORD contained_render_states[WINEHIGHEST_RENDER_STATE + 1];
2543 unsigned int num_contained_render_states;
2544 DWORD contained_transform_states[HIGHEST_TRANSFORMSTATE + 1];
2545 unsigned int num_contained_transform_states;
2546 DWORD contained_vs_consts_i[MAX_CONST_I];
2547 unsigned int num_contained_vs_consts_i;
2548 DWORD contained_vs_consts_b[MAX_CONST_B];
2549 unsigned int num_contained_vs_consts_b;
2550 DWORD *contained_vs_consts_f;
2551 unsigned int num_contained_vs_consts_f;
2552 DWORD contained_ps_consts_i[MAX_CONST_I];
2553 unsigned int num_contained_ps_consts_i;
2554 DWORD contained_ps_consts_b[MAX_CONST_B];
2555 unsigned int num_contained_ps_consts_b;
2556 DWORD *contained_ps_consts_f;
2557 unsigned int num_contained_ps_consts_f;
2558 struct StageState contained_tss_states[MAX_TEXTURES * (WINED3D_HIGHEST_TEXTURE_STATE + 1)];
2559 unsigned int num_contained_tss_states;
2560 struct StageState contained_sampler_states[MAX_COMBINED_SAMPLERS * WINED3D_HIGHEST_SAMPLER_STATE];
2561 unsigned int num_contained_sampler_states;
2564 void stateblock_init_contained_states(struct wined3d_stateblock *stateblock) DECLSPEC_HIDDEN;
2566 void state_cleanup(struct wined3d_state *state) DECLSPEC_HIDDEN;
2567 HRESULT state_init(struct wined3d_state *state, struct wined3d_fb_state *fb,
2568 const struct wined3d_gl_info *gl_info, const struct wined3d_d3d_info *d3d_info,
2569 DWORD flags) DECLSPEC_HIDDEN;
2570 void state_unbind_resources(struct wined3d_state *state) DECLSPEC_HIDDEN;
2572 struct wined3d_cs_ops
2574 void *(*require_space)(struct wined3d_cs *cs, size_t size);
2575 void (*submit)(struct wined3d_cs *cs);
2578 struct wined3d_cs
2580 const struct wined3d_cs_ops *ops;
2581 struct wined3d_device *device;
2582 struct wined3d_fb_state fb;
2583 struct wined3d_state state;
2585 size_t data_size;
2586 void *data;
2589 struct wined3d_cs *wined3d_cs_create(struct wined3d_device *device) DECLSPEC_HIDDEN;
2590 void wined3d_cs_destroy(struct wined3d_cs *cs) DECLSPEC_HIDDEN;
2592 void wined3d_cs_emit_clear(struct wined3d_cs *cs, DWORD rect_count, const RECT *rects,
2593 DWORD flags, const struct wined3d_color *color, float depth, DWORD stencil) DECLSPEC_HIDDEN;
2594 void wined3d_cs_emit_draw(struct wined3d_cs *cs, UINT start_idx, UINT index_count,
2595 UINT start_instance, UINT instance_count, BOOL indexed) DECLSPEC_HIDDEN;
2596 void wined3d_cs_emit_present(struct wined3d_cs *cs, struct wined3d_swapchain *swapchain,
2597 const RECT *src_rect, const RECT *dst_rect, HWND dst_window_override,
2598 const RGNDATA *dirty_region, DWORD flags) DECLSPEC_HIDDEN;
2599 void wined3d_cs_emit_reset_state(struct wined3d_cs *cs) DECLSPEC_HIDDEN;
2600 void wined3d_cs_emit_set_clip_plane(struct wined3d_cs *cs, UINT plane_idx,
2601 const struct wined3d_vec4 *plane) DECLSPEC_HIDDEN;
2602 void wined3d_cs_emit_set_color_key(struct wined3d_cs *cs, struct wined3d_texture *texture,
2603 WORD flags, const struct wined3d_color_key *color_key) DECLSPEC_HIDDEN;
2604 void wined3d_cs_emit_set_constant_buffer(struct wined3d_cs *cs, enum wined3d_shader_type type,
2605 UINT cb_idx, struct wined3d_buffer *buffer) DECLSPEC_HIDDEN;
2606 void wined3d_cs_emit_set_depth_stencil_view(struct wined3d_cs *cs,
2607 struct wined3d_rendertarget_view *view) DECLSPEC_HIDDEN;
2608 void wined3d_cs_emit_set_index_buffer(struct wined3d_cs *cs, struct wined3d_buffer *buffer,
2609 enum wined3d_format_id format_id) DECLSPEC_HIDDEN;
2610 void wined3d_cs_emit_set_material(struct wined3d_cs *cs, const struct wined3d_material *material) DECLSPEC_HIDDEN;
2611 void wined3d_cs_emit_set_predication(struct wined3d_cs *cs,
2612 struct wined3d_query *predicate, BOOL value) DECLSPEC_HIDDEN;
2613 void wined3d_cs_emit_set_render_state(struct wined3d_cs *cs,
2614 enum wined3d_render_state state, DWORD value) DECLSPEC_HIDDEN;
2615 void wined3d_cs_emit_set_rendertarget_view(struct wined3d_cs *cs, unsigned int view_idx,
2616 struct wined3d_rendertarget_view *view) DECLSPEC_HIDDEN;
2617 void wined3d_cs_emit_set_shader_resource_view(struct wined3d_cs *cs, enum wined3d_shader_type type,
2618 UINT view_idx, struct wined3d_shader_resource_view *view) DECLSPEC_HIDDEN;
2619 void wined3d_cs_emit_set_sampler(struct wined3d_cs *cs, enum wined3d_shader_type type,
2620 UINT sampler_idx, struct wined3d_sampler *sampler) DECLSPEC_HIDDEN;
2621 void wined3d_cs_emit_set_sampler_state(struct wined3d_cs *cs, UINT sampler_idx,
2622 enum wined3d_sampler_state state, DWORD value) DECLSPEC_HIDDEN;
2623 void wined3d_cs_emit_set_scissor_rect(struct wined3d_cs *cs, const RECT *rect) DECLSPEC_HIDDEN;
2624 void wined3d_cs_emit_set_shader(struct wined3d_cs *cs, enum wined3d_shader_type type,
2625 struct wined3d_shader *shader) DECLSPEC_HIDDEN;
2626 void wined3d_cs_emit_set_stream_output(struct wined3d_cs *cs, UINT stream_idx,
2627 struct wined3d_buffer *buffer, UINT offset) DECLSPEC_HIDDEN;
2628 void wined3d_cs_emit_set_stream_source(struct wined3d_cs *cs, UINT stream_idx,
2629 struct wined3d_buffer *buffer, UINT offset, UINT stride) DECLSPEC_HIDDEN;
2630 void wined3d_cs_emit_set_stream_source_freq(struct wined3d_cs *cs, UINT stream_idx,
2631 UINT frequency, UINT flags) DECLSPEC_HIDDEN;
2632 void wined3d_cs_emit_set_texture(struct wined3d_cs *cs, UINT stage, struct wined3d_texture *texture) DECLSPEC_HIDDEN;
2633 void wined3d_cs_emit_set_texture_state(struct wined3d_cs *cs, UINT stage,
2634 enum wined3d_texture_stage_state state, DWORD value) DECLSPEC_HIDDEN;
2635 void wined3d_cs_emit_set_transform(struct wined3d_cs *cs, enum wined3d_transform_state state,
2636 const struct wined3d_matrix *matrix) DECLSPEC_HIDDEN;
2637 void wined3d_cs_emit_set_vertex_declaration(struct wined3d_cs *cs,
2638 struct wined3d_vertex_declaration *declaration) DECLSPEC_HIDDEN;
2639 void wined3d_cs_emit_set_viewport(struct wined3d_cs *cs, const struct wined3d_viewport *viewport) DECLSPEC_HIDDEN;
2641 /* Direct3D terminology with little modifications. We do not have an issued state
2642 * because only the driver knows about it, but we have a created state because d3d
2643 * allows GetData on a created issue, but opengl doesn't
2645 enum query_state {
2646 QUERY_CREATED,
2647 QUERY_SIGNALLED,
2648 QUERY_BUILDING
2651 struct wined3d_query_ops
2653 HRESULT (*query_get_data)(struct wined3d_query *query, void *data, DWORD data_size, DWORD flags);
2654 HRESULT (*query_issue)(struct wined3d_query *query, DWORD flags);
2657 struct wined3d_query
2659 LONG ref;
2661 void *parent;
2662 const struct wined3d_query_ops *query_ops;
2663 struct wined3d_device *device;
2664 enum query_state state;
2665 enum wined3d_query_type type;
2666 DWORD data_size;
2667 void *extendedData;
2670 /* TODO: Add tests and support for FLOAT16_4 POSITIONT, D3DCOLOR position, other
2671 * fixed function semantics as D3DCOLOR or FLOAT16 */
2672 enum wined3d_buffer_conversion_type
2674 CONV_NONE,
2675 CONV_D3DCOLOR,
2676 CONV_POSITIONT,
2679 struct wined3d_map_range
2681 UINT offset;
2682 UINT size;
2685 struct wined3d_buffer
2687 struct wined3d_resource resource;
2689 struct wined3d_buffer_desc desc;
2691 GLuint buffer_object;
2692 GLenum buffer_object_usage;
2693 GLenum buffer_type_hint;
2694 DWORD flags;
2695 void *map_ptr;
2697 struct wined3d_map_range *maps;
2698 ULONG maps_size, modified_areas;
2699 struct wined3d_event_query *query;
2701 /* conversion stuff */
2702 UINT decl_change_count, full_conversion_count;
2703 UINT draw_count;
2704 UINT stride; /* 0 if no conversion */
2705 UINT conversion_stride; /* 0 if no shifted conversion */
2706 enum wined3d_buffer_conversion_type *conversion_map; /* NULL if no conversion */
2709 static inline struct wined3d_buffer *buffer_from_resource(struct wined3d_resource *resource)
2711 return CONTAINING_RECORD(resource, struct wined3d_buffer, resource);
2714 void buffer_get_memory(struct wined3d_buffer *buffer, struct wined3d_context *context,
2715 struct wined3d_bo_address *data) DECLSPEC_HIDDEN;
2716 BYTE *buffer_get_sysmem(struct wined3d_buffer *This, struct wined3d_context *context) DECLSPEC_HIDDEN;
2717 void buffer_internal_preload(struct wined3d_buffer *buffer, struct wined3d_context *context,
2718 const struct wined3d_state *state) DECLSPEC_HIDDEN;
2719 void buffer_mark_used(struct wined3d_buffer *buffer) DECLSPEC_HIDDEN;
2721 struct wined3d_rendertarget_view
2723 LONG refcount;
2725 struct wined3d_resource *resource;
2726 void *parent;
2727 const struct wined3d_parent_ops *parent_ops;
2729 const struct wined3d_format *format;
2730 unsigned int format_flags;
2731 unsigned int sub_resource_idx;
2732 unsigned int buffer_offset;
2734 unsigned int width;
2735 unsigned int height;
2736 unsigned int depth;
2739 static inline struct wined3d_surface *wined3d_rendertarget_view_get_surface(
2740 const struct wined3d_rendertarget_view *view)
2742 struct wined3d_resource *resource;
2743 struct wined3d_texture *texture;
2745 if (!view)
2746 return NULL;
2748 if (view->resource->type != WINED3D_RTYPE_TEXTURE && view->resource->type != WINED3D_RTYPE_CUBE_TEXTURE)
2749 return NULL;
2751 texture = wined3d_texture_from_resource(view->resource);
2752 if (!(resource = wined3d_texture_get_sub_resource(texture, view->sub_resource_idx)))
2753 return NULL;
2755 return surface_from_resource(resource);
2758 struct wined3d_shader_resource_view
2760 LONG refcount;
2762 struct wined3d_resource *resource;
2763 void *parent;
2764 const struct wined3d_parent_ops *parent_ops;
2767 struct wined3d_swapchain_ops
2769 void (*swapchain_present)(struct wined3d_swapchain *swapchain, const RECT *src_rect,
2770 const RECT *dst_rect, const RGNDATA *dirty_region, DWORD flags);
2773 struct wined3d_swapchain
2775 LONG ref;
2776 void *parent;
2777 const struct wined3d_parent_ops *parent_ops;
2778 const struct wined3d_swapchain_ops *swapchain_ops;
2779 struct wined3d_device *device;
2781 struct wined3d_texture **back_buffers;
2782 struct wined3d_texture *front_buffer;
2783 struct wined3d_swapchain_desc desc;
2784 struct wined3d_display_mode original_mode, d3d_mode;
2785 struct wined3d_gamma_ramp orig_gamma;
2786 BOOL render_to_fbo, reapply_mode;
2787 const struct wined3d_format *ds_format;
2788 struct wined3d_palette *palette;
2790 LONG prev_time, frames; /* Performance tracking */
2792 struct wined3d_context **context;
2793 unsigned int num_contexts;
2795 HWND win_handle;
2796 HWND device_window;
2798 HDC backup_dc;
2799 HWND backup_wnd;
2802 void x11_copy_to_screen(const struct wined3d_swapchain *swapchain, const RECT *rect) DECLSPEC_HIDDEN;
2804 void wined3d_swapchain_activate(struct wined3d_swapchain *swapchain, BOOL activate) DECLSPEC_HIDDEN;
2805 struct wined3d_context *swapchain_get_context(struct wined3d_swapchain *swapchain) DECLSPEC_HIDDEN;
2806 void swapchain_destroy_contexts(struct wined3d_swapchain *swapchain) DECLSPEC_HIDDEN;
2807 HDC swapchain_get_backup_dc(struct wined3d_swapchain *swapchain) DECLSPEC_HIDDEN;
2808 void swapchain_update_draw_bindings(struct wined3d_swapchain *swapchain) DECLSPEC_HIDDEN;
2809 void swapchain_update_render_to_fbo(struct wined3d_swapchain *swapchain) DECLSPEC_HIDDEN;
2811 /*****************************************************************************
2812 * Utility function prototypes
2815 /* Trace routines */
2816 const char *debug_d3dformat(enum wined3d_format_id format_id) DECLSPEC_HIDDEN;
2817 const char *debug_d3ddevicetype(enum wined3d_device_type device_type) DECLSPEC_HIDDEN;
2818 const char *debug_d3dresourcetype(enum wined3d_resource_type resource_type) DECLSPEC_HIDDEN;
2819 const char *debug_d3dusage(DWORD usage) DECLSPEC_HIDDEN;
2820 const char *debug_d3dusagequery(DWORD usagequery) DECLSPEC_HIDDEN;
2821 const char *debug_d3ddeclmethod(enum wined3d_decl_method method) DECLSPEC_HIDDEN;
2822 const char *debug_d3ddeclusage(enum wined3d_decl_usage usage) DECLSPEC_HIDDEN;
2823 const char *debug_d3dinput_classification(enum wined3d_input_classification classification) DECLSPEC_HIDDEN;
2824 const char *debug_d3dprimitivetype(enum wined3d_primitive_type primitive_type) DECLSPEC_HIDDEN;
2825 const char *debug_d3drenderstate(enum wined3d_render_state state) DECLSPEC_HIDDEN;
2826 const char *debug_d3dsamplerstate(enum wined3d_sampler_state state) DECLSPEC_HIDDEN;
2827 const char *debug_d3dstate(DWORD state) DECLSPEC_HIDDEN;
2828 const char *debug_d3dtexturefiltertype(enum wined3d_texture_filter_type filter_type) DECLSPEC_HIDDEN;
2829 const char *debug_d3dtexturestate(enum wined3d_texture_stage_state state) DECLSPEC_HIDDEN;
2830 const char *debug_d3dtstype(enum wined3d_transform_state tstype) DECLSPEC_HIDDEN;
2831 const char *debug_d3dpool(enum wined3d_pool pool) DECLSPEC_HIDDEN;
2832 const char *debug_fbostatus(GLenum status) DECLSPEC_HIDDEN;
2833 const char *debug_glerror(GLenum error) DECLSPEC_HIDDEN;
2834 const char *debug_d3dtop(enum wined3d_texture_op d3dtop) DECLSPEC_HIDDEN;
2835 void dump_color_fixup_desc(struct color_fixup_desc fixup) DECLSPEC_HIDDEN;
2837 BOOL is_invalid_op(const struct wined3d_state *state, int stage,
2838 enum wined3d_texture_op op, DWORD arg1, DWORD arg2, DWORD arg3) DECLSPEC_HIDDEN;
2839 void set_tex_op_nvrc(const struct wined3d_gl_info *gl_info, const struct wined3d_state *state,
2840 BOOL is_alpha, int stage, enum wined3d_texture_op op, DWORD arg1, DWORD arg2, DWORD arg3,
2841 INT texture_idx, DWORD dst) DECLSPEC_HIDDEN;
2842 void texture_activate_dimensions(const struct wined3d_texture *texture,
2843 const struct wined3d_gl_info *gl_info) DECLSPEC_HIDDEN;
2844 void sampler_texdim(struct wined3d_context *context,
2845 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
2846 void tex_alphaop(struct wined3d_context *context,
2847 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
2848 void apply_pixelshader(struct wined3d_context *context,
2849 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
2850 void state_alpha_test(struct wined3d_context *context,
2851 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
2852 void state_fogcolor(struct wined3d_context *context,
2853 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
2854 void state_fogdensity(struct wined3d_context *context,
2855 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
2856 void state_fogstartend(struct wined3d_context *context,
2857 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
2858 void state_fog_fragpart(struct wined3d_context *context,
2859 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
2860 void state_nop(struct wined3d_context *context,
2861 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
2862 void state_srgbwrite(struct wined3d_context *context,
2863 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
2865 void state_clipping(struct wined3d_context *context,
2866 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
2867 void clipplane(struct wined3d_context *context,
2868 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
2869 void state_pointsprite_w(struct wined3d_context *context,
2870 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
2871 void state_pointsprite(struct wined3d_context *context,
2872 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
2874 BOOL getColorBits(const struct wined3d_format *format,
2875 BYTE *redSize, BYTE *greenSize, BYTE *blueSize, BYTE *alphaSize, BYTE *totalSize) DECLSPEC_HIDDEN;
2876 BOOL getDepthStencilBits(const struct wined3d_format *format,
2877 BYTE *depthSize, BYTE *stencilSize) DECLSPEC_HIDDEN;
2878 GLenum gl_primitive_type_from_d3d(enum wined3d_primitive_type primitive_type) DECLSPEC_HIDDEN;
2880 /* Math utils */
2881 void multiply_matrix(struct wined3d_matrix *dest, const struct wined3d_matrix *src1,
2882 const struct wined3d_matrix *src2) DECLSPEC_HIDDEN;
2883 unsigned int count_bits(unsigned int mask) DECLSPEC_HIDDEN;
2885 void wined3d_release_dc(HWND window, HDC dc) DECLSPEC_HIDDEN;
2887 struct wined3d_shader_lconst
2889 struct list entry;
2890 unsigned int idx;
2891 DWORD value[4];
2894 struct wined3d_shader_limits
2896 unsigned int sampler;
2897 unsigned int constant_int;
2898 unsigned int constant_float;
2899 unsigned int constant_bool;
2900 unsigned int packed_output;
2901 unsigned int packed_input;
2904 #ifdef __GNUC__
2905 #define PRINTF_ATTR(fmt,args) __attribute__((format (printf,fmt,args)))
2906 #else
2907 #define PRINTF_ATTR(fmt,args)
2908 #endif
2910 struct wined3d_string_buffer_list
2912 struct list list;
2915 struct wined3d_string_buffer *string_buffer_get(struct wined3d_string_buffer_list *list) DECLSPEC_HIDDEN;
2916 void string_buffer_sprintf(struct wined3d_string_buffer *buffer, const char *format, ...) PRINTF_ATTR(2, 3) DECLSPEC_HIDDEN;
2917 void string_buffer_release(struct wined3d_string_buffer_list *list, struct wined3d_string_buffer *buffer) DECLSPEC_HIDDEN;
2918 void string_buffer_list_init(struct wined3d_string_buffer_list *list) DECLSPEC_HIDDEN;
2919 void string_buffer_list_cleanup(struct wined3d_string_buffer_list *list) DECLSPEC_HIDDEN;
2921 int shader_addline(struct wined3d_string_buffer *buffer, const char *fmt, ...) PRINTF_ATTR(2,3) DECLSPEC_HIDDEN;
2922 BOOL string_buffer_resize(struct wined3d_string_buffer *buffer, int rc) DECLSPEC_HIDDEN;
2923 int shader_vaddline(struct wined3d_string_buffer *buffer, const char *fmt, va_list args) DECLSPEC_HIDDEN;
2925 /* Vertex shader utility functions */
2926 BOOL vshader_get_input(const struct wined3d_shader *shader,
2927 BYTE usage_req, BYTE usage_idx_req, unsigned int *regnum) DECLSPEC_HIDDEN;
2929 struct wined3d_vertex_shader
2931 struct wined3d_shader_attribute attributes[MAX_ATTRIBS];
2934 struct wined3d_geometry_shader
2936 enum wined3d_primitive_type input_type;
2937 enum wined3d_primitive_type output_type;
2938 UINT vertices_out;
2941 struct wined3d_pixel_shader
2943 /* Pixel shader input semantics */
2944 DWORD input_reg_map[MAX_REG_INPUT];
2945 BOOL input_reg_used[MAX_REG_INPUT];
2946 unsigned int declared_in_count;
2948 /* Some information about the shader behavior */
2949 BOOL color0_mov;
2950 DWORD color0_reg;
2953 struct wined3d_shader
2955 LONG ref;
2956 const struct wined3d_shader_limits *limits;
2957 DWORD *function;
2958 UINT functionLength;
2959 BOOL load_local_constsF;
2960 const struct wined3d_shader_frontend *frontend;
2961 void *frontend_data;
2962 void *backend_data;
2964 void *parent;
2965 const struct wined3d_parent_ops *parent_ops;
2967 /* Programs this shader is linked with */
2968 struct list linked_programs;
2970 /* Immediate constants (override global ones) */
2971 struct list constantsB;
2972 struct list constantsF;
2973 struct list constantsI;
2974 struct wined3d_shader_reg_maps reg_maps;
2975 BOOL lconst_inf_or_nan;
2977 struct wined3d_shader_signature input_signature;
2978 struct wined3d_shader_signature output_signature;
2979 char *signature_strings;
2981 /* Pointer to the parent device */
2982 struct wined3d_device *device;
2983 struct list shader_list_entry;
2985 union
2987 struct wined3d_vertex_shader vs;
2988 struct wined3d_geometry_shader gs;
2989 struct wined3d_pixel_shader ps;
2990 } u;
2993 void pixelshader_update_resource_types(struct wined3d_shader *shader, WORD tex_types) DECLSPEC_HIDDEN;
2994 void find_ps_compile_args(const struct wined3d_state *state, const struct wined3d_shader *shader,
2995 BOOL position_transformed, struct ps_compile_args *args,
2996 const struct wined3d_gl_info *gl_info) DECLSPEC_HIDDEN;
2998 void find_vs_compile_args(const struct wined3d_state *state, const struct wined3d_shader *shader,
2999 WORD swizzle_map, struct vs_compile_args *args) DECLSPEC_HIDDEN;
3001 void string_buffer_clear(struct wined3d_string_buffer *buffer) DECLSPEC_HIDDEN;
3002 BOOL string_buffer_init(struct wined3d_string_buffer *buffer) DECLSPEC_HIDDEN;
3003 void string_buffer_free(struct wined3d_string_buffer *buffer) DECLSPEC_HIDDEN;
3004 void shader_dump_src_param(const struct wined3d_shader_src_param *param,
3005 const struct wined3d_shader_version *shader_version) DECLSPEC_HIDDEN;
3006 void shader_dump_dst_param(const struct wined3d_shader_dst_param *param,
3007 const struct wined3d_shader_version *shader_version) DECLSPEC_HIDDEN;
3008 unsigned int shader_find_free_input_register(const struct wined3d_shader_reg_maps *reg_maps,
3009 unsigned int max) DECLSPEC_HIDDEN;
3010 void shader_generate_main(const struct wined3d_shader *shader, struct wined3d_string_buffer *buffer,
3011 const struct wined3d_shader_reg_maps *reg_maps, const DWORD *byte_code, void *backend_ctx) DECLSPEC_HIDDEN;
3012 BOOL shader_match_semantic(const char *semantic_name, enum wined3d_decl_usage usage) DECLSPEC_HIDDEN;
3014 static inline BOOL shader_is_scalar(const struct wined3d_shader_register *reg)
3016 switch (reg->type)
3018 case WINED3DSPR_RASTOUT:
3019 /* oFog & oPts */
3020 if (reg->idx[0].offset)
3021 return TRUE;
3022 /* oPos */
3023 return FALSE;
3025 case WINED3DSPR_DEPTHOUT: /* oDepth */
3026 case WINED3DSPR_CONSTBOOL: /* b# */
3027 case WINED3DSPR_LOOP: /* aL */
3028 case WINED3DSPR_PREDICATE: /* p0 */
3029 case WINED3DSPR_PRIMID: /* primID */
3030 return TRUE;
3032 case WINED3DSPR_MISCTYPE:
3033 switch (reg->idx[0].offset)
3035 case 0: /* vPos */
3036 return FALSE;
3037 case 1: /* vFace */
3038 return TRUE;
3039 default:
3040 return FALSE;
3043 case WINED3DSPR_IMMCONST:
3044 return reg->immconst_type == WINED3D_IMMCONST_SCALAR;
3046 default:
3047 return FALSE;
3051 static inline void shader_get_position_fixup(const struct wined3d_context *context,
3052 const struct wined3d_state *state, float *position_fixup)
3054 float center_offset;
3056 if (context->swapchain->device->wined3d->flags & WINED3D_PIXEL_CENTER_INTEGER)
3057 center_offset = 63.0f / 64.0f;
3058 else
3059 center_offset = -1.0f / 64.0f;
3061 position_fixup[0] = 1.0f;
3062 position_fixup[1] = 1.0f;
3063 position_fixup[2] = center_offset / state->viewport.width;
3064 position_fixup[3] = -center_offset / state->viewport.height;
3066 if (context->render_offscreen)
3068 position_fixup[1] *= -1.0f;
3069 position_fixup[3] *= -1.0f;
3073 static inline BOOL shader_constant_is_local(const struct wined3d_shader *shader, DWORD reg)
3075 struct wined3d_shader_lconst *lconst;
3077 if (shader->load_local_constsF)
3078 return FALSE;
3080 LIST_FOR_EACH_ENTRY(lconst, &shader->constantsF, struct wined3d_shader_lconst, entry)
3082 if (lconst->idx == reg)
3083 return TRUE;
3086 return FALSE;
3089 void get_identity_matrix(struct wined3d_matrix *mat) DECLSPEC_HIDDEN;
3090 void get_modelview_matrix(const struct wined3d_context *context, const struct wined3d_state *state,
3091 unsigned int index, struct wined3d_matrix *mat) DECLSPEC_HIDDEN;
3092 void get_projection_matrix(const struct wined3d_context *context, const struct wined3d_state *state,
3093 struct wined3d_matrix *mat) DECLSPEC_HIDDEN;
3094 void get_texture_matrix(const struct wined3d_context *context, const struct wined3d_state *state,
3095 unsigned int tex, struct wined3d_matrix *mat) DECLSPEC_HIDDEN;
3096 void get_pointsize_minmax(const struct wined3d_context *context, const struct wined3d_state *state,
3097 float *out_min, float *out_max) DECLSPEC_HIDDEN;
3098 void get_pointsize(const struct wined3d_context *context, const struct wined3d_state *state,
3099 float *out_pointsize, float *out_att) DECLSPEC_HIDDEN;
3100 void get_fog_start_end(const struct wined3d_context *context, const struct wined3d_state *state,
3101 float *start, float *end) DECLSPEC_HIDDEN;
3103 /* Using additional shader constants (uniforms in GLSL / program environment
3104 * or local parameters in ARB) is costly:
3105 * ARB only knows float4 parameters and GLSL compiler are not really smart
3106 * when it comes to efficiently pack float2 uniforms, so no space is wasted
3107 * (in fact most compilers map a float2 to a full float4 uniform).
3109 * For NP2 texcoord fixup we only need 2 floats (width and height) for each
3110 * 2D texture used in the shader. We therefore pack fixup info for 2 textures
3111 * into a single shader constant (uniform / program parameter).
3113 * This structure is shared between the GLSL and the ARB backend.*/
3114 struct ps_np2fixup_info {
3115 unsigned char idx[MAX_FRAGMENT_SAMPLERS]; /* indices to the real constant */
3116 WORD active; /* bitfield indicating if we can apply the fixup */
3117 WORD num_consts;
3120 void print_glsl_info_log(const struct wined3d_gl_info *gl_info, GLuint id, BOOL program) DECLSPEC_HIDDEN;
3121 void shader_glsl_validate_link(const struct wined3d_gl_info *gl_info, GLuint program) DECLSPEC_HIDDEN;
3123 struct wined3d_palette
3125 LONG ref;
3126 struct wined3d_device *device;
3128 unsigned int size;
3129 RGBQUAD colors[256];
3130 DWORD flags;
3133 /* DirectDraw utility functions */
3134 extern enum wined3d_format_id pixelformat_for_depth(DWORD depth) DECLSPEC_HIDDEN;
3136 /*****************************************************************************
3137 * Pixel format management
3140 /* WineD3D pixel format flags */
3141 #define WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING 0x00000001
3142 #define WINED3DFMT_FLAG_FILTERING 0x00000002
3143 #define WINED3DFMT_FLAG_DEPTH 0x00000004
3144 #define WINED3DFMT_FLAG_STENCIL 0x00000008
3145 #define WINED3DFMT_FLAG_RENDERTARGET 0x00000010
3146 #define WINED3DFMT_FLAG_FBO_ATTACHABLE 0x00000040
3147 #define WINED3DFMT_FLAG_FBO_ATTACHABLE_SRGB 0x00000080
3148 #define WINED3DFMT_FLAG_GETDC 0x00000100
3149 #define WINED3DFMT_FLAG_FLOAT 0x00000200
3150 #define WINED3DFMT_FLAG_BUMPMAP 0x00000400
3151 #define WINED3DFMT_FLAG_SRGB_READ 0x00000800
3152 #define WINED3DFMT_FLAG_SRGB_WRITE 0x00001000
3153 #define WINED3DFMT_FLAG_VTF 0x00002000
3154 #define WINED3DFMT_FLAG_SHADOW 0x00004000
3155 #define WINED3DFMT_FLAG_COMPRESSED 0x00008000
3156 #define WINED3DFMT_FLAG_BROKEN_PITCH 0x00010000
3157 #define WINED3DFMT_FLAG_BLOCKS 0x00020000
3158 #define WINED3DFMT_FLAG_HEIGHT_SCALE 0x00040000
3159 #define WINED3DFMT_FLAG_TEXTURE 0x00080000
3160 #define WINED3DFMT_FLAG_BLOCKS_NO_VERIFY 0x00100000
3162 struct wined3d_rational
3164 UINT numerator;
3165 UINT denominator;
3168 struct wined3d_color_key_conversion
3170 enum wined3d_format_id dst_format;
3171 void (*convert)(const BYTE *src, unsigned int src_pitch, BYTE *dst, unsigned int dst_pitch, unsigned int width,
3172 unsigned int height, const struct wined3d_palette *palette, const struct wined3d_color_key *color_key);
3175 struct wined3d_format
3177 enum wined3d_format_id id;
3179 DWORD red_size;
3180 DWORD green_size;
3181 DWORD blue_size;
3182 DWORD alpha_size;
3183 DWORD red_offset;
3184 DWORD green_offset;
3185 DWORD blue_offset;
3186 DWORD alpha_offset;
3187 UINT byte_count;
3188 BYTE depth_size;
3189 BYTE stencil_size;
3191 UINT block_width;
3192 UINT block_height;
3193 UINT block_byte_count;
3195 enum wined3d_ffp_emit_idx emit_idx;
3196 GLint component_count;
3197 GLenum gl_vtx_type;
3198 GLint gl_vtx_format;
3199 GLboolean gl_normalized;
3200 unsigned int component_size;
3202 GLint glInternal;
3203 GLint glGammaInternal;
3204 GLint rtInternal;
3205 GLint glFormat;
3206 GLint glType;
3207 UINT conv_byte_count;
3208 unsigned int flags[WINED3D_GL_RES_TYPE_COUNT];
3209 struct wined3d_rational height_scale;
3210 struct color_fixup_desc color_fixup;
3211 void (*convert)(const BYTE *src, BYTE *dst, UINT src_row_pitch, UINT src_slice_pitch,
3212 UINT dst_row_pitch, UINT dst_slice_pitch, UINT width, UINT height, UINT depth);
3215 const struct wined3d_format *wined3d_get_format(const struct wined3d_gl_info *gl_info,
3216 enum wined3d_format_id format_id) DECLSPEC_HIDDEN;
3217 UINT wined3d_format_calculate_pitch(const struct wined3d_format *format, UINT width) DECLSPEC_HIDDEN;
3218 UINT wined3d_format_calculate_size(const struct wined3d_format *format,
3219 UINT alignment, UINT width, UINT height, UINT depth) DECLSPEC_HIDDEN;
3220 DWORD wined3d_format_convert_from_float(const struct wined3d_surface *surface,
3221 const struct wined3d_color *color) DECLSPEC_HIDDEN;
3222 BOOL wined3d_format_convert_color_to_float(const struct wined3d_format *format,
3223 const struct wined3d_palette *palette, DWORD color, struct wined3d_color *float_color) DECLSPEC_HIDDEN;
3224 const struct wined3d_color_key_conversion * wined3d_format_get_color_key_conversion(
3225 const struct wined3d_texture *texture, BOOL need_alpha_ck) DECLSPEC_HIDDEN;
3227 static inline BOOL use_vs(const struct wined3d_state *state)
3229 /* Check state->vertex_declaration to allow this to be used before the
3230 * stream info is validated, for example in device_update_tex_unit_map(). */
3231 return state->shader[WINED3D_SHADER_TYPE_VERTEX] && !state->vertex_declaration->position_transformed;
3234 static inline BOOL use_ps(const struct wined3d_state *state)
3236 return !!state->shader[WINED3D_SHADER_TYPE_PIXEL];
3239 static inline void context_apply_state(struct wined3d_context *context,
3240 const struct wined3d_state *state, DWORD state_id)
3242 const struct StateEntry *state_table = context->state_table;
3243 DWORD rep = state_table[state_id].representative;
3244 state_table[rep].apply(context, state, rep);
3247 /* The WNDCLASS-Name for the fake window which we use to retrieve the GL capabilities */
3248 #define WINED3D_OPENGL_WINDOW_CLASS_NAME "WineD3D_OpenGL"
3250 #define MAKEDWORD_VERSION(maj, min) (((maj & 0xffff) << 16) | (min & 0xffff))
3252 #endif