wined3d: Use lower 8 bits only from _ALPHAREF state.
[wine.git] / dlls / wined3d / wined3d_private.h
blobe34d80f65bb60812f83ded3db1b0961ee4d258df
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 <assert.h>
35 #include <stdarg.h>
36 #include <math.h>
37 #include <limits.h>
38 #include "ntstatus.h"
39 #define WIN32_NO_STATUS
40 #define NONAMELESSUNION
41 #define NONAMELESSSTRUCT
42 #define COBJMACROS
43 #include "windef.h"
44 #include "winbase.h"
45 #include "winreg.h"
46 #include "wingdi.h"
47 #include "winuser.h"
48 #include "winternl.h"
49 #include "ddk/d3dkmthk.h"
50 #include "wine/debug.h"
51 #include "wine/heap.h"
52 #include "wine/unicode.h"
54 #include "objbase.h"
55 #include "wine/wined3d.h"
56 #include "wined3d_gl.h"
57 #include "wine/list.h"
58 #include "wine/rbtree.h"
59 #include "wine/wgl_driver.h"
61 #define MAKEDWORD_VERSION(maj, min) (((maj & 0xffffu) << 16) | (min & 0xffffu))
63 /* Driver quirks */
64 #define WINED3D_QUIRK_ARB_VS_OFFSET_LIMIT 0x00000001
65 #define WINED3D_QUIRK_SET_TEXCOORD_W 0x00000002
66 #define WINED3D_QUIRK_GLSL_CLIP_VARYING 0x00000004
67 #define WINED3D_QUIRK_ALLOWS_SPECULAR_ALPHA 0x00000008
68 #define WINED3D_QUIRK_NV_CLIP_BROKEN 0x00000010
69 #define WINED3D_QUIRK_FBO_TEX_UPDATE 0x00000020
70 #define WINED3D_QUIRK_BROKEN_RGBA16 0x00000040
71 #define WINED3D_QUIRK_INFO_LOG_SPAM 0x00000080
72 #define WINED3D_QUIRK_LIMITED_TEX_FILTERING 0x00000100
73 #define WINED3D_QUIRK_BROKEN_ARB_FOG 0x00000200
75 struct fragment_pipeline;
76 struct wined3d_context;
77 struct wined3d_state;
78 struct wined3d_texture_gl;
79 struct wined3d_vertex_pipe_ops;
81 enum wined3d_ffp_idx
83 WINED3D_FFP_POSITION = 0,
84 WINED3D_FFP_BLENDWEIGHT = 1,
85 WINED3D_FFP_BLENDINDICES = 2,
86 WINED3D_FFP_NORMAL = 3,
87 WINED3D_FFP_PSIZE = 4,
88 WINED3D_FFP_DIFFUSE = 5,
89 WINED3D_FFP_SPECULAR = 6,
90 WINED3D_FFP_TEXCOORD0 = 7,
91 WINED3D_FFP_TEXCOORD1 = 8,
92 WINED3D_FFP_TEXCOORD2 = 9,
93 WINED3D_FFP_TEXCOORD3 = 10,
94 WINED3D_FFP_TEXCOORD4 = 11,
95 WINED3D_FFP_TEXCOORD5 = 12,
96 WINED3D_FFP_TEXCOORD6 = 13,
97 WINED3D_FFP_TEXCOORD7 = 14,
98 WINED3D_FFP_ATTRIBS_COUNT = 15,
101 enum wined3d_ffp_emit_idx
103 WINED3D_FFP_EMIT_FLOAT1,
104 WINED3D_FFP_EMIT_FLOAT2,
105 WINED3D_FFP_EMIT_FLOAT3,
106 WINED3D_FFP_EMIT_FLOAT4,
107 WINED3D_FFP_EMIT_D3DCOLOR,
108 WINED3D_FFP_EMIT_UBYTE4,
109 WINED3D_FFP_EMIT_SHORT2,
110 WINED3D_FFP_EMIT_SHORT4,
111 WINED3D_FFP_EMIT_UBYTE4N,
112 WINED3D_FFP_EMIT_SHORT2N,
113 WINED3D_FFP_EMIT_SHORT4N,
114 WINED3D_FFP_EMIT_USHORT2N,
115 WINED3D_FFP_EMIT_USHORT4N,
116 WINED3D_FFP_EMIT_UDEC3,
117 WINED3D_FFP_EMIT_DEC3N,
118 WINED3D_FFP_EMIT_FLOAT16_2,
119 WINED3D_FFP_EMIT_FLOAT16_4,
120 WINED3D_FFP_EMIT_INVALID,
121 WINED3D_FFP_EMIT_COUNT,
124 /* Texture format fixups */
126 enum fixup_channel_source
128 CHANNEL_SOURCE_ZERO = 0,
129 CHANNEL_SOURCE_ONE = 1,
130 CHANNEL_SOURCE_X = 2,
131 CHANNEL_SOURCE_Y = 3,
132 CHANNEL_SOURCE_Z = 4,
133 CHANNEL_SOURCE_W = 5,
134 CHANNEL_SOURCE_COMPLEX0 = 6,
135 CHANNEL_SOURCE_COMPLEX1 = 7,
138 enum complex_fixup
140 COMPLEX_FIXUP_NONE = 0,
141 COMPLEX_FIXUP_YUY2 = 1,
142 COMPLEX_FIXUP_UYVY = 2,
143 COMPLEX_FIXUP_YV12 = 3,
144 COMPLEX_FIXUP_P8 = 4,
145 COMPLEX_FIXUP_NV12 = 5,
148 #include <pshpack2.h>
149 struct color_fixup_desc
151 unsigned short x_sign_fixup : 1;
152 unsigned short x_source : 3;
153 unsigned short y_sign_fixup : 1;
154 unsigned short y_source : 3;
155 unsigned short z_sign_fixup : 1;
156 unsigned short z_source : 3;
157 unsigned short w_sign_fixup : 1;
158 unsigned short w_source : 3;
160 #include <poppack.h>
162 struct wined3d_d3d_limits
164 unsigned int vs_version, hs_version, ds_version, gs_version, ps_version, cs_version;
165 DWORD vs_uniform_count;
166 DWORD ps_uniform_count;
167 unsigned int varying_count;
168 unsigned int ffp_textures;
169 unsigned int ffp_blend_stages;
170 unsigned int ffp_vertex_blend_matrices;
171 unsigned int active_light_count;
173 unsigned int max_rt_count;
174 unsigned int max_clip_distances;
175 unsigned int texture_size;
176 float pointsize_max;
179 typedef void (WINE_GLAPI *wined3d_ffp_attrib_func)(const void *data);
180 typedef void (WINE_GLAPI *wined3d_ffp_texcoord_func)(GLenum unit, const void *data);
181 typedef void (WINE_GLAPI *wined3d_generic_attrib_func)(GLuint idx, const void *data);
182 extern wined3d_ffp_attrib_func specular_func_3ubv DECLSPEC_HIDDEN;
184 struct wined3d_ffp_attrib_ops
186 wined3d_ffp_attrib_func position[WINED3D_FFP_EMIT_COUNT];
187 wined3d_ffp_attrib_func diffuse[WINED3D_FFP_EMIT_COUNT];
188 wined3d_ffp_attrib_func specular[WINED3D_FFP_EMIT_COUNT];
189 wined3d_ffp_attrib_func normal[WINED3D_FFP_EMIT_COUNT];
190 wined3d_ffp_texcoord_func texcoord[WINED3D_FFP_EMIT_COUNT];
191 wined3d_generic_attrib_func generic[WINED3D_FFP_EMIT_COUNT];
194 struct wined3d_d3d_info
196 struct wined3d_d3d_limits limits;
197 struct wined3d_ffp_attrib_ops ffp_attrib_ops;
198 DWORD valid_rt_mask;
199 DWORD wined3d_creation_flags;
200 unsigned int xyzrhw : 1;
201 unsigned int emulated_flatshading : 1;
202 unsigned int ffp_generic_attributes : 1;
203 unsigned int vs_clipping : 1;
204 unsigned int shader_color_key : 1;
205 unsigned int shader_double_precision : 1;
206 unsigned int viewport_array_index_any_shader : 1;
207 unsigned int texture_npot : 1;
208 unsigned int texture_npot_conditional : 1;
209 enum wined3d_feature_level feature_level;
212 static const struct color_fixup_desc COLOR_FIXUP_IDENTITY =
213 {0, CHANNEL_SOURCE_X, 0, CHANNEL_SOURCE_Y, 0, CHANNEL_SOURCE_Z, 0, CHANNEL_SOURCE_W};
215 static inline struct color_fixup_desc create_complex_fixup_desc(enum complex_fixup complex_fixup)
217 struct color_fixup_desc fixup =
219 0u, complex_fixup & (1u << 0) ? CHANNEL_SOURCE_COMPLEX1 : CHANNEL_SOURCE_COMPLEX0,
220 0u, complex_fixup & (1u << 1) ? CHANNEL_SOURCE_COMPLEX1 : CHANNEL_SOURCE_COMPLEX0,
221 0u, complex_fixup & (1u << 2) ? CHANNEL_SOURCE_COMPLEX1 : CHANNEL_SOURCE_COMPLEX0,
222 0u, complex_fixup & (1u << 3) ? CHANNEL_SOURCE_COMPLEX1 : CHANNEL_SOURCE_COMPLEX0,
224 return fixup;
227 static inline BOOL is_identity_fixup(struct color_fixup_desc fixup)
229 return !memcmp(&fixup, &COLOR_FIXUP_IDENTITY, sizeof(fixup));
232 static inline BOOL is_complex_fixup(struct color_fixup_desc fixup)
234 return fixup.x_source == CHANNEL_SOURCE_COMPLEX0 || fixup.x_source == CHANNEL_SOURCE_COMPLEX1;
237 static inline BOOL is_scaling_fixup(struct color_fixup_desc fixup)
239 return fixup.x_sign_fixup || fixup.y_sign_fixup || fixup.z_sign_fixup || fixup.w_sign_fixup;
242 static inline BOOL is_same_fixup(struct color_fixup_desc f1, struct color_fixup_desc f2)
244 return f1.x_sign_fixup == f2.x_sign_fixup && f1.x_source == f2.x_source
245 && f1.y_sign_fixup == f2.y_sign_fixup && f1.y_source == f2.y_source
246 && f1.z_sign_fixup == f2.z_sign_fixup && f1.z_source == f2.z_source
247 && f1.w_sign_fixup == f2.w_sign_fixup && f1.w_source == f2.w_source;
250 static inline enum complex_fixup get_complex_fixup(struct color_fixup_desc fixup)
252 enum complex_fixup complex_fixup = 0;
253 if (fixup.x_source == CHANNEL_SOURCE_COMPLEX1) complex_fixup |= (1u << 0);
254 if (fixup.y_source == CHANNEL_SOURCE_COMPLEX1) complex_fixup |= (1u << 1);
255 if (fixup.z_source == CHANNEL_SOURCE_COMPLEX1) complex_fixup |= (1u << 2);
256 if (fixup.w_source == CHANNEL_SOURCE_COMPLEX1) complex_fixup |= (1u << 3);
257 return complex_fixup;
260 /* Device caps */
261 #define MAX_STREAMS 16
262 #define MAX_TEXTURES 8
263 #define MAX_FRAGMENT_SAMPLERS 16
264 #define MAX_VERTEX_SAMPLERS 4
265 #define MAX_COMBINED_SAMPLERS (MAX_FRAGMENT_SAMPLERS + MAX_VERTEX_SAMPLERS)
266 #define MAX_ACTIVE_LIGHTS 8
267 #define MAX_CLIP_DISTANCES 8
268 #define MAX_CONSTANT_BUFFERS 15
269 #define MAX_SAMPLER_OBJECTS 16
270 #define MAX_SHADER_RESOURCE_VIEWS 128
271 #define MAX_RENDER_TARGET_VIEWS 8
272 #define MAX_UNORDERED_ACCESS_VIEWS 8
273 #define MAX_TGSM_REGISTERS 8192
274 #define MAX_VERTEX_BLENDS 4
276 struct min_lookup
278 GLenum mip[WINED3D_TEXF_LINEAR + 1];
281 extern const struct min_lookup minMipLookup[WINED3D_TEXF_LINEAR + 1] DECLSPEC_HIDDEN;
282 extern const GLenum magLookup[WINED3D_TEXF_LINEAR + 1] DECLSPEC_HIDDEN;
284 GLenum wined3d_gl_compare_func(enum wined3d_cmp_func f) DECLSPEC_HIDDEN;
286 static inline enum wined3d_cmp_func wined3d_sanitize_cmp_func(enum wined3d_cmp_func func)
288 if (func < WINED3D_CMP_NEVER || func > WINED3D_CMP_ALWAYS)
289 return WINED3D_CMP_ALWAYS;
290 return func;
293 static inline GLenum wined3d_gl_mag_filter(enum wined3d_texture_filter_type mag_filter)
295 return magLookup[mag_filter];
298 static inline GLenum wined3d_gl_min_mip_filter(enum wined3d_texture_filter_type min_filter,
299 enum wined3d_texture_filter_type mip_filter)
301 return minMipLookup[min_filter].mip[mip_filter];
304 /* float_16_to_32() and float_32_to_16() (see implementation in
305 * surface_base.c) convert 16 bit floats in the FLOAT16 data type
306 * to standard C floats and vice versa. They do not depend on the encoding
307 * of the C float, so they are platform independent, but slow. On x86 and
308 * other IEEE 754 compliant platforms the conversion can be accelerated by
309 * bit shifting the exponent and mantissa. There are also some SSE-based
310 * assembly routines out there.
312 * See GL_NV_half_float for a reference of the FLOAT16 / GL_HALF format
314 static inline float float_16_to_32(const unsigned short *in)
316 const unsigned short s = ((*in) & 0x8000u);
317 const unsigned short e = ((*in) & 0x7c00u) >> 10;
318 const unsigned short m = (*in) & 0x3ffu;
319 const float sgn = (s ? -1.0f : 1.0f);
321 if(e == 0) {
322 if(m == 0) return sgn * 0.0f; /* +0.0 or -0.0 */
323 else return sgn * powf(2, -14.0f) * ((float)m / 1024.0f);
324 } else if(e < 31) {
325 return sgn * powf(2, (float)e - 15.0f) * (1.0f + ((float)m / 1024.0f));
326 } else {
327 if(m == 0) return sgn * INFINITY;
328 else return NAN;
332 static inline float float_24_to_32(DWORD in)
334 const float sgn = in & 0x800000u ? -1.0f : 1.0f;
335 const unsigned short e = (in & 0x780000u) >> 19;
336 const unsigned int m = in & 0x7ffffu;
338 if (e == 0)
340 if (m == 0) return sgn * 0.0f; /* +0.0 or -0.0 */
341 else return sgn * powf(2, -6.0f) * ((float)m / 524288.0f);
343 else if (e < 15)
345 return sgn * powf(2, (float)e - 7.0f) * (1.0f + ((float)m / 524288.0f));
347 else
349 if (m == 0) return sgn * INFINITY;
350 else return NAN;
354 static inline unsigned int wined3d_popcount(unsigned int x)
356 #ifdef HAVE___BUILTIN_POPCOUNT
357 return __builtin_popcount(x);
358 #else
359 x -= x >> 1 & 0x55555555;
360 x = (x & 0x33333333) + (x >> 2 & 0x33333333);
361 return ((x + (x >> 4)) & 0x0f0f0f0f) * 0x01010101 >> 24;
362 #endif
365 static inline void wined3d_pause(void)
367 #if defined(__GNUC__) && (defined(__i386__) || defined(__x86_64__))
368 __asm__ __volatile__( "rep;nop" : : : "memory" );
369 #endif
372 #define ORM_BACKBUFFER 0
373 #define ORM_FBO 1
375 #define PCI_VENDOR_NONE 0xffff /* e.g. 0x8086 for Intel and 0x10de for Nvidia */
376 #define PCI_DEVICE_NONE 0xffff /* e.g. 0x14f for a Geforce6200 */
378 /* NOTE: When adding fields to this structure, make sure to update the default
379 * values in wined3d_main.c as well. */
380 struct wined3d_settings
382 unsigned int cs_multithreaded;
383 DWORD max_gl_version;
384 BOOL use_glsl;
385 int offscreen_rendering_mode;
386 unsigned short pci_vendor_id;
387 unsigned short pci_device_id;
388 /* Memory tracking and object counting. */
389 UINT64 emulated_textureram;
390 char *logo;
391 unsigned int multisample_textures;
392 unsigned int sample_count;
393 BOOL check_float_constants;
394 unsigned int max_sm_vs;
395 unsigned int max_sm_hs;
396 unsigned int max_sm_ds;
397 unsigned int max_sm_gs;
398 unsigned int max_sm_ps;
399 unsigned int max_sm_cs;
400 BOOL no_3d;
403 extern struct wined3d_settings wined3d_settings DECLSPEC_HIDDEN;
405 enum wined3d_shader_byte_code_format
407 WINED3D_SHADER_BYTE_CODE_FORMAT_SM1,
408 WINED3D_SHADER_BYTE_CODE_FORMAT_SM4,
411 enum wined3d_shader_resource_type
413 WINED3D_SHADER_RESOURCE_NONE,
414 WINED3D_SHADER_RESOURCE_BUFFER,
415 WINED3D_SHADER_RESOURCE_TEXTURE_1D,
416 WINED3D_SHADER_RESOURCE_TEXTURE_2D,
417 WINED3D_SHADER_RESOURCE_TEXTURE_2DMS,
418 WINED3D_SHADER_RESOURCE_TEXTURE_3D,
419 WINED3D_SHADER_RESOURCE_TEXTURE_CUBE,
420 WINED3D_SHADER_RESOURCE_TEXTURE_1DARRAY,
421 WINED3D_SHADER_RESOURCE_TEXTURE_2DARRAY,
422 WINED3D_SHADER_RESOURCE_TEXTURE_2DMSARRAY,
423 WINED3D_SHADER_RESOURCE_TEXTURE_CUBEARRAY,
426 #define WINED3D_SHADER_CONST_VS_F 0x00000001
427 #define WINED3D_SHADER_CONST_VS_I 0x00000002
428 #define WINED3D_SHADER_CONST_VS_B 0x00000004
429 #define WINED3D_SHADER_CONST_VS_CLIP_PLANES 0x00000008
430 #define WINED3D_SHADER_CONST_VS_POINTSIZE 0x00000010
431 #define WINED3D_SHADER_CONST_POS_FIXUP 0x00000020
432 #define WINED3D_SHADER_CONST_PS_F 0x00000040
433 #define WINED3D_SHADER_CONST_PS_I 0x00000080
434 #define WINED3D_SHADER_CONST_PS_B 0x00000100
435 #define WINED3D_SHADER_CONST_PS_BUMP_ENV 0x00000200
436 #define WINED3D_SHADER_CONST_PS_FOG 0x00000400
437 #define WINED3D_SHADER_CONST_PS_ALPHA_TEST 0x00000800
438 #define WINED3D_SHADER_CONST_PS_Y_CORR 0x00001000
439 #define WINED3D_SHADER_CONST_PS_NP2_FIXUP 0x00002000
440 #define WINED3D_SHADER_CONST_FFP_MODELVIEW 0x00004000
441 #define WINED3D_SHADER_CONST_FFP_VERTEXBLEND 0x00008000
442 #define WINED3D_SHADER_CONST_FFP_PROJ 0x00010000
443 #define WINED3D_SHADER_CONST_FFP_TEXMATRIX 0x00020000
444 #define WINED3D_SHADER_CONST_FFP_MATERIAL 0x00040000
445 #define WINED3D_SHADER_CONST_FFP_LIGHTS 0x00080000
446 #define WINED3D_SHADER_CONST_FFP_PS 0x00100000
447 #define WINED3D_SHADER_CONST_FFP_COLOR_KEY 0x00200000
448 #define WINED3D_SHADER_CONST_BASE_VERTEX_ID 0x00400000
450 enum wined3d_shader_register_type
452 WINED3DSPR_TEMP = 0,
453 WINED3DSPR_INPUT = 1,
454 WINED3DSPR_CONST = 2,
455 WINED3DSPR_ADDR = 3,
456 WINED3DSPR_TEXTURE = 3,
457 WINED3DSPR_RASTOUT = 4,
458 WINED3DSPR_ATTROUT = 5,
459 WINED3DSPR_TEXCRDOUT = 6,
460 WINED3DSPR_OUTPUT = 6,
461 WINED3DSPR_CONSTINT = 7,
462 WINED3DSPR_COLOROUT = 8,
463 WINED3DSPR_DEPTHOUT = 9,
464 WINED3DSPR_SAMPLER = 10,
465 WINED3DSPR_CONST2 = 11,
466 WINED3DSPR_CONST3 = 12,
467 WINED3DSPR_CONST4 = 13,
468 WINED3DSPR_CONSTBOOL = 14,
469 WINED3DSPR_LOOP = 15,
470 WINED3DSPR_TEMPFLOAT16 = 16,
471 WINED3DSPR_MISCTYPE = 17,
472 WINED3DSPR_LABEL = 18,
473 WINED3DSPR_PREDICATE = 19,
474 WINED3DSPR_IMMCONST,
475 WINED3DSPR_CONSTBUFFER,
476 WINED3DSPR_IMMCONSTBUFFER,
477 WINED3DSPR_PRIMID,
478 WINED3DSPR_NULL,
479 WINED3DSPR_RESOURCE,
480 WINED3DSPR_UAV,
481 WINED3DSPR_OUTPOINTID,
482 WINED3DSPR_FORKINSTID,
483 WINED3DSPR_JOININSTID,
484 WINED3DSPR_INCONTROLPOINT,
485 WINED3DSPR_OUTCONTROLPOINT,
486 WINED3DSPR_PATCHCONST,
487 WINED3DSPR_TESSCOORD,
488 WINED3DSPR_GROUPSHAREDMEM,
489 WINED3DSPR_THREADID,
490 WINED3DSPR_THREADGROUPID,
491 WINED3DSPR_LOCALTHREADID,
492 WINED3DSPR_LOCALTHREADINDEX,
493 WINED3DSPR_IDXTEMP,
494 WINED3DSPR_STREAM,
495 WINED3DSPR_FUNCTIONBODY,
496 WINED3DSPR_FUNCTIONPOINTER,
497 WINED3DSPR_COVERAGE,
498 WINED3DSPR_SAMPLEMASK,
499 WINED3DSPR_GSINSTID,
500 WINED3DSPR_DEPTHOUTGE,
501 WINED3DSPR_DEPTHOUTLE,
502 WINED3DSPR_RASTERIZER,
505 enum wined3d_data_type
507 WINED3D_DATA_FLOAT,
508 WINED3D_DATA_INT,
509 WINED3D_DATA_RESOURCE,
510 WINED3D_DATA_SAMPLER,
511 WINED3D_DATA_UAV,
512 WINED3D_DATA_UINT,
513 WINED3D_DATA_UNORM,
514 WINED3D_DATA_SNORM,
515 WINED3D_DATA_OPAQUE,
518 enum wined3d_immconst_type
520 WINED3D_IMMCONST_SCALAR,
521 WINED3D_IMMCONST_VEC4,
524 #define WINED3DSP_NOSWIZZLE (0u | (1u << 2) | (2u << 4) | (3u << 6))
526 enum wined3d_shader_src_modifier
528 WINED3DSPSM_NONE = 0,
529 WINED3DSPSM_NEG = 1,
530 WINED3DSPSM_BIAS = 2,
531 WINED3DSPSM_BIASNEG = 3,
532 WINED3DSPSM_SIGN = 4,
533 WINED3DSPSM_SIGNNEG = 5,
534 WINED3DSPSM_COMP = 6,
535 WINED3DSPSM_X2 = 7,
536 WINED3DSPSM_X2NEG = 8,
537 WINED3DSPSM_DZ = 9,
538 WINED3DSPSM_DW = 10,
539 WINED3DSPSM_ABS = 11,
540 WINED3DSPSM_ABSNEG = 12,
541 WINED3DSPSM_NOT = 13,
544 #define WINED3DSP_WRITEMASK_0 0x1u /* .x r */
545 #define WINED3DSP_WRITEMASK_1 0x2u /* .y g */
546 #define WINED3DSP_WRITEMASK_2 0x4u /* .z b */
547 #define WINED3DSP_WRITEMASK_3 0x8u /* .w a */
548 #define WINED3DSP_WRITEMASK_ALL 0xfu /* all */
550 enum wined3d_shader_dst_modifier
552 WINED3DSPDM_NONE = 0,
553 WINED3DSPDM_SATURATE = 1,
554 WINED3DSPDM_PARTIALPRECISION = 2,
555 WINED3DSPDM_MSAMPCENTROID = 4,
558 enum wined3d_shader_interpolation_mode
560 WINED3DSIM_NONE = 0,
561 WINED3DSIM_CONSTANT = 1,
562 WINED3DSIM_LINEAR = 2,
563 WINED3DSIM_LINEAR_CENTROID = 3,
564 WINED3DSIM_LINEAR_NOPERSPECTIVE = 4,
565 WINED3DSIM_LINEAR_NOPERSPECTIVE_CENTROID = 5,
566 WINED3DSIM_LINEAR_SAMPLE = 6,
567 WINED3DSIM_LINEAR_NOPERSPECTIVE_SAMPLE = 7,
570 #define WINED3D_PACKED_INTERPOLATION_SIZE 3
571 #define WINED3D_PACKED_INTERPOLATION_BIT_COUNT 3
573 enum wined3d_shader_global_flags
575 WINED3DSGF_REFACTORING_ALLOWED = 0x1,
576 WINED3DSGF_FORCE_EARLY_DEPTH_STENCIL = 0x4,
577 WINED3DSGF_ENABLE_RAW_AND_STRUCTURED_BUFFERS = 0x8,
580 enum wined3d_shader_sync_flags
582 WINED3DSSF_THREAD_GROUP = 0x1,
583 WINED3DSSF_GROUP_SHARED_MEMORY = 0x2,
586 enum wined3d_shader_uav_flags
588 WINED3DSUF_GLOBALLY_COHERENT = 0x2,
589 WINED3DSUF_ORDER_PRESERVING_COUNTER = 0x100,
592 enum wined3d_tessellator_domain
594 WINED3D_TESSELLATOR_DOMAIN_LINE = 1,
595 WINED3D_TESSELLATOR_DOMAIN_TRIANGLE = 2,
596 WINED3D_TESSELLATOR_DOMAIN_QUAD = 3,
599 enum wined3d_tessellator_output_primitive
601 WINED3D_TESSELLATOR_OUTPUT_POINT = 1,
602 WINED3D_TESSELLATOR_OUTPUT_LINE = 2,
603 WINED3D_TESSELLATOR_OUTPUT_TRIANGLE_CW = 3,
604 WINED3D_TESSELLATOR_OUTPUT_TRIANGLE_CCW = 4,
607 enum wined3d_tessellator_partitioning
609 WINED3D_TESSELLATOR_PARTITIONING_INTEGER = 1,
610 WINED3D_TESSELLATOR_PARTITIONING_POW2 = 2,
611 WINED3D_TESSELLATOR_PARTITIONING_FRACTIONAL_ODD = 3,
612 WINED3D_TESSELLATOR_PARTITIONING_FRACTIONAL_EVEN = 4,
615 /* Undocumented opcode control to identify projective texture lookups in ps 2.0 and later */
616 #define WINED3DSI_TEXLD_PROJECT 0x1
617 #define WINED3DSI_TEXLD_BIAS 0x2
618 #define WINED3DSI_INDEXED_DYNAMIC 0x4
619 #define WINED3DSI_RESINFO_RCP_FLOAT 0x1
620 #define WINED3DSI_RESINFO_UINT 0x2
621 #define WINED3DSI_SAMPLE_INFO_UINT 0x1
622 #define WINED3DSI_SAMPLER_COMPARISON_MODE 0x1
624 #define WINED3DSI_PRECISE_X 0x100
625 #define WINED3DSI_PRECISE_Y 0x200
626 #define WINED3DSI_PRECISE_Z 0x400
627 #define WINED3DSI_PRECISE_W 0x800
628 #define WINED3DSI_PRECISE_XYZW (WINED3DSI_PRECISE_X | WINED3DSI_PRECISE_Y \
629 | WINED3DSI_PRECISE_Z | WINED3DSI_PRECISE_W)
630 #define WINED3DSI_PRECISE_SHIFT 8
632 enum wined3d_shader_rel_op
634 WINED3D_SHADER_REL_OP_GT = 1,
635 WINED3D_SHADER_REL_OP_EQ = 2,
636 WINED3D_SHADER_REL_OP_GE = 3,
637 WINED3D_SHADER_REL_OP_LT = 4,
638 WINED3D_SHADER_REL_OP_NE = 5,
639 WINED3D_SHADER_REL_OP_LE = 6,
642 enum wined3d_shader_conditional_op
644 WINED3D_SHADER_CONDITIONAL_OP_NZ = 0,
645 WINED3D_SHADER_CONDITIONAL_OP_Z = 1
648 #define WINED3D_SM1_VS 0xfffeu
649 #define WINED3D_SM1_PS 0xffffu
650 #define WINED3D_SM4_PS 0x0000u
651 #define WINED3D_SM4_VS 0x0001u
652 #define WINED3D_SM4_GS 0x0002u
653 #define WINED3D_SM5_HS 0x0003u
654 #define WINED3D_SM5_DS 0x0004u
655 #define WINED3D_SM5_CS 0x0005u
657 /* Shader version tokens, and shader end tokens */
658 #define WINED3DPS_VERSION(major, minor) ((WINED3D_SM1_PS << 16) | ((major) << 8) | (minor))
659 #define WINED3DVS_VERSION(major, minor) ((WINED3D_SM1_VS << 16) | ((major) << 8) | (minor))
661 /* Shader backends */
663 /* TODO: Make this dynamic, based on shader limits ? */
664 #define MAX_ATTRIBS 16
665 #define MAX_REG_ADDR 1
666 #define MAX_REG_TEXCRD 8
667 #define MAX_REG_INPUT 32
668 #define MAX_REG_OUTPUT 32
669 #define WINED3D_MAX_CBS 15
670 #define WINED3D_MAX_CONSTS_B 16
671 #define WINED3D_MAX_CONSTS_I 16
672 #define WINED3D_MAX_VS_CONSTS_F 256
673 #define WINED3D_MAX_PS_CONSTS_F 224
675 /* FIXME: This needs to go up to 2048 for
676 * Shader model 3 according to msdn (and for software shaders) */
677 #define MAX_LABELS 16
679 #define MAX_IMMEDIATE_CONSTANT_BUFFER_SIZE 4096
681 struct wined3d_string_buffer
683 struct list entry;
684 char *buffer;
685 unsigned int buffer_size;
686 unsigned int content_size;
689 enum WINED3D_SHADER_INSTRUCTION_HANDLER
691 WINED3DSIH_ABS,
692 WINED3DSIH_ADD,
693 WINED3DSIH_AND,
694 WINED3DSIH_ATOMIC_AND,
695 WINED3DSIH_ATOMIC_CMP_STORE,
696 WINED3DSIH_ATOMIC_IADD,
697 WINED3DSIH_ATOMIC_IMAX,
698 WINED3DSIH_ATOMIC_IMIN,
699 WINED3DSIH_ATOMIC_OR,
700 WINED3DSIH_ATOMIC_UMAX,
701 WINED3DSIH_ATOMIC_UMIN,
702 WINED3DSIH_ATOMIC_XOR,
703 WINED3DSIH_BEM,
704 WINED3DSIH_BFI,
705 WINED3DSIH_BFREV,
706 WINED3DSIH_BREAK,
707 WINED3DSIH_BREAKC,
708 WINED3DSIH_BREAKP,
709 WINED3DSIH_BUFINFO,
710 WINED3DSIH_CALL,
711 WINED3DSIH_CALLNZ,
712 WINED3DSIH_CASE,
713 WINED3DSIH_CMP,
714 WINED3DSIH_CND,
715 WINED3DSIH_CONTINUE,
716 WINED3DSIH_CONTINUEP,
717 WINED3DSIH_COUNTBITS,
718 WINED3DSIH_CRS,
719 WINED3DSIH_CUT,
720 WINED3DSIH_CUT_STREAM,
721 WINED3DSIH_DCL,
722 WINED3DSIH_DCL_CONSTANT_BUFFER,
723 WINED3DSIH_DCL_FUNCTION_BODY,
724 WINED3DSIH_DCL_FUNCTION_TABLE,
725 WINED3DSIH_DCL_GLOBAL_FLAGS,
726 WINED3DSIH_DCL_GS_INSTANCES,
727 WINED3DSIH_DCL_HS_FORK_PHASE_INSTANCE_COUNT,
728 WINED3DSIH_DCL_HS_JOIN_PHASE_INSTANCE_COUNT,
729 WINED3DSIH_DCL_HS_MAX_TESSFACTOR,
730 WINED3DSIH_DCL_IMMEDIATE_CONSTANT_BUFFER,
731 WINED3DSIH_DCL_INDEX_RANGE,
732 WINED3DSIH_DCL_INDEXABLE_TEMP,
733 WINED3DSIH_DCL_INPUT,
734 WINED3DSIH_DCL_INPUT_CONTROL_POINT_COUNT,
735 WINED3DSIH_DCL_INPUT_PRIMITIVE,
736 WINED3DSIH_DCL_INPUT_PS,
737 WINED3DSIH_DCL_INPUT_PS_SGV,
738 WINED3DSIH_DCL_INPUT_PS_SIV,
739 WINED3DSIH_DCL_INPUT_SGV,
740 WINED3DSIH_DCL_INPUT_SIV,
741 WINED3DSIH_DCL_INTERFACE,
742 WINED3DSIH_DCL_OUTPUT,
743 WINED3DSIH_DCL_OUTPUT_CONTROL_POINT_COUNT,
744 WINED3DSIH_DCL_OUTPUT_SIV,
745 WINED3DSIH_DCL_OUTPUT_TOPOLOGY,
746 WINED3DSIH_DCL_RESOURCE_RAW,
747 WINED3DSIH_DCL_RESOURCE_STRUCTURED,
748 WINED3DSIH_DCL_SAMPLER,
749 WINED3DSIH_DCL_STREAM,
750 WINED3DSIH_DCL_TEMPS,
751 WINED3DSIH_DCL_TESSELLATOR_DOMAIN,
752 WINED3DSIH_DCL_TESSELLATOR_OUTPUT_PRIMITIVE,
753 WINED3DSIH_DCL_TESSELLATOR_PARTITIONING,
754 WINED3DSIH_DCL_TGSM_RAW,
755 WINED3DSIH_DCL_TGSM_STRUCTURED,
756 WINED3DSIH_DCL_THREAD_GROUP,
757 WINED3DSIH_DCL_UAV_RAW,
758 WINED3DSIH_DCL_UAV_STRUCTURED,
759 WINED3DSIH_DCL_UAV_TYPED,
760 WINED3DSIH_DCL_VERTICES_OUT,
761 WINED3DSIH_DEF,
762 WINED3DSIH_DEFAULT,
763 WINED3DSIH_DEFB,
764 WINED3DSIH_DEFI,
765 WINED3DSIH_DIV,
766 WINED3DSIH_DP2,
767 WINED3DSIH_DP2ADD,
768 WINED3DSIH_DP3,
769 WINED3DSIH_DP4,
770 WINED3DSIH_DST,
771 WINED3DSIH_DSX,
772 WINED3DSIH_DSX_COARSE,
773 WINED3DSIH_DSX_FINE,
774 WINED3DSIH_DSY,
775 WINED3DSIH_DSY_COARSE,
776 WINED3DSIH_DSY_FINE,
777 WINED3DSIH_ELSE,
778 WINED3DSIH_EMIT,
779 WINED3DSIH_EMIT_STREAM,
780 WINED3DSIH_ENDIF,
781 WINED3DSIH_ENDLOOP,
782 WINED3DSIH_ENDREP,
783 WINED3DSIH_ENDSWITCH,
784 WINED3DSIH_EQ,
785 WINED3DSIH_EVAL_SAMPLE_INDEX,
786 WINED3DSIH_EXP,
787 WINED3DSIH_EXPP,
788 WINED3DSIH_F16TOF32,
789 WINED3DSIH_F32TOF16,
790 WINED3DSIH_FCALL,
791 WINED3DSIH_FIRSTBIT_HI,
792 WINED3DSIH_FIRSTBIT_LO,
793 WINED3DSIH_FIRSTBIT_SHI,
794 WINED3DSIH_FRC,
795 WINED3DSIH_FTOI,
796 WINED3DSIH_FTOU,
797 WINED3DSIH_GATHER4,
798 WINED3DSIH_GATHER4_C,
799 WINED3DSIH_GATHER4_PO,
800 WINED3DSIH_GATHER4_PO_C,
801 WINED3DSIH_GE,
802 WINED3DSIH_HS_CONTROL_POINT_PHASE,
803 WINED3DSIH_HS_DECLS,
804 WINED3DSIH_HS_FORK_PHASE,
805 WINED3DSIH_HS_JOIN_PHASE,
806 WINED3DSIH_IADD,
807 WINED3DSIH_IBFE,
808 WINED3DSIH_IEQ,
809 WINED3DSIH_IF,
810 WINED3DSIH_IFC,
811 WINED3DSIH_IGE,
812 WINED3DSIH_ILT,
813 WINED3DSIH_IMAD,
814 WINED3DSIH_IMAX,
815 WINED3DSIH_IMIN,
816 WINED3DSIH_IMM_ATOMIC_ALLOC,
817 WINED3DSIH_IMM_ATOMIC_AND,
818 WINED3DSIH_IMM_ATOMIC_CMP_EXCH,
819 WINED3DSIH_IMM_ATOMIC_CONSUME,
820 WINED3DSIH_IMM_ATOMIC_EXCH,
821 WINED3DSIH_IMM_ATOMIC_IADD,
822 WINED3DSIH_IMM_ATOMIC_IMAX,
823 WINED3DSIH_IMM_ATOMIC_IMIN,
824 WINED3DSIH_IMM_ATOMIC_OR,
825 WINED3DSIH_IMM_ATOMIC_UMAX,
826 WINED3DSIH_IMM_ATOMIC_UMIN,
827 WINED3DSIH_IMM_ATOMIC_XOR,
828 WINED3DSIH_IMUL,
829 WINED3DSIH_INE,
830 WINED3DSIH_INEG,
831 WINED3DSIH_ISHL,
832 WINED3DSIH_ISHR,
833 WINED3DSIH_ITOF,
834 WINED3DSIH_LABEL,
835 WINED3DSIH_LD,
836 WINED3DSIH_LD2DMS,
837 WINED3DSIH_LD_RAW,
838 WINED3DSIH_LD_STRUCTURED,
839 WINED3DSIH_LD_UAV_TYPED,
840 WINED3DSIH_LIT,
841 WINED3DSIH_LOD,
842 WINED3DSIH_LOG,
843 WINED3DSIH_LOGP,
844 WINED3DSIH_LOOP,
845 WINED3DSIH_LRP,
846 WINED3DSIH_LT,
847 WINED3DSIH_M3x2,
848 WINED3DSIH_M3x3,
849 WINED3DSIH_M3x4,
850 WINED3DSIH_M4x3,
851 WINED3DSIH_M4x4,
852 WINED3DSIH_MAD,
853 WINED3DSIH_MAX,
854 WINED3DSIH_MIN,
855 WINED3DSIH_MOV,
856 WINED3DSIH_MOVA,
857 WINED3DSIH_MOVC,
858 WINED3DSIH_MUL,
859 WINED3DSIH_NE,
860 WINED3DSIH_NOP,
861 WINED3DSIH_NOT,
862 WINED3DSIH_NRM,
863 WINED3DSIH_OR,
864 WINED3DSIH_PHASE,
865 WINED3DSIH_POW,
866 WINED3DSIH_RCP,
867 WINED3DSIH_REP,
868 WINED3DSIH_RESINFO,
869 WINED3DSIH_RET,
870 WINED3DSIH_RETP,
871 WINED3DSIH_ROUND_NE,
872 WINED3DSIH_ROUND_NI,
873 WINED3DSIH_ROUND_PI,
874 WINED3DSIH_ROUND_Z,
875 WINED3DSIH_RSQ,
876 WINED3DSIH_SAMPLE,
877 WINED3DSIH_SAMPLE_B,
878 WINED3DSIH_SAMPLE_C,
879 WINED3DSIH_SAMPLE_C_LZ,
880 WINED3DSIH_SAMPLE_GRAD,
881 WINED3DSIH_SAMPLE_INFO,
882 WINED3DSIH_SAMPLE_LOD,
883 WINED3DSIH_SAMPLE_POS,
884 WINED3DSIH_SETP,
885 WINED3DSIH_SGE,
886 WINED3DSIH_SGN,
887 WINED3DSIH_SINCOS,
888 WINED3DSIH_SLT,
889 WINED3DSIH_SQRT,
890 WINED3DSIH_STORE_RAW,
891 WINED3DSIH_STORE_STRUCTURED,
892 WINED3DSIH_STORE_UAV_TYPED,
893 WINED3DSIH_SUB,
894 WINED3DSIH_SWAPC,
895 WINED3DSIH_SWITCH,
896 WINED3DSIH_SYNC,
897 WINED3DSIH_TEX,
898 WINED3DSIH_TEXBEM,
899 WINED3DSIH_TEXBEML,
900 WINED3DSIH_TEXCOORD,
901 WINED3DSIH_TEXDEPTH,
902 WINED3DSIH_TEXDP3,
903 WINED3DSIH_TEXDP3TEX,
904 WINED3DSIH_TEXKILL,
905 WINED3DSIH_TEXLDD,
906 WINED3DSIH_TEXLDL,
907 WINED3DSIH_TEXM3x2DEPTH,
908 WINED3DSIH_TEXM3x2PAD,
909 WINED3DSIH_TEXM3x2TEX,
910 WINED3DSIH_TEXM3x3,
911 WINED3DSIH_TEXM3x3DIFF,
912 WINED3DSIH_TEXM3x3PAD,
913 WINED3DSIH_TEXM3x3SPEC,
914 WINED3DSIH_TEXM3x3TEX,
915 WINED3DSIH_TEXM3x3VSPEC,
916 WINED3DSIH_TEXREG2AR,
917 WINED3DSIH_TEXREG2GB,
918 WINED3DSIH_TEXREG2RGB,
919 WINED3DSIH_UBFE,
920 WINED3DSIH_UDIV,
921 WINED3DSIH_UGE,
922 WINED3DSIH_ULT,
923 WINED3DSIH_UMAX,
924 WINED3DSIH_UMIN,
925 WINED3DSIH_UMUL,
926 WINED3DSIH_USHR,
927 WINED3DSIH_UTOF,
928 WINED3DSIH_XOR,
929 WINED3DSIH_TABLE_SIZE
932 struct wined3d_shader_version
934 enum wined3d_shader_type type;
935 BYTE major;
936 BYTE minor;
939 struct wined3d_shader_resource_info
941 enum wined3d_shader_resource_type type;
942 enum wined3d_data_type data_type;
943 unsigned int flags;
944 unsigned int stride;
947 #define WINED3D_SAMPLER_DEFAULT ~0x0u
949 struct wined3d_shader_sampler_map_entry
951 unsigned int resource_idx;
952 unsigned int sampler_idx;
953 unsigned int bind_idx;
956 struct wined3d_shader_sampler_map
958 struct wined3d_shader_sampler_map_entry *entries;
959 size_t size;
960 size_t count;
963 struct wined3d_shader_immediate_constant_buffer
965 unsigned int vec4_count;
966 DWORD data[MAX_IMMEDIATE_CONSTANT_BUFFER_SIZE];
969 struct wined3d_shader_indexable_temp
971 struct list entry;
972 unsigned int register_idx;
973 unsigned int register_size;
974 unsigned int component_count;
977 #define WINED3D_SHADER_VERSION(major, minor) (((major) << 8) | (minor))
979 struct wined3d_shader_reg_maps
981 struct wined3d_shader_version shader_version;
982 BYTE texcoord; /* MAX_REG_TEXCRD, 8 */
983 BYTE address; /* MAX_REG_ADDR, 1 */
984 WORD labels; /* MAX_LABELS, 16 */
985 DWORD temporary; /* 32 */
986 unsigned int temporary_count;
987 DWORD *constf; /* pixel, vertex */
988 struct list indexable_temps;
989 const struct wined3d_shader_immediate_constant_buffer *icb;
990 union
992 DWORD texcoord_mask[MAX_REG_TEXCRD]; /* vertex < 3.0 */
993 BYTE output_registers_mask[MAX_REG_OUTPUT]; /* vertex >= 3.0 */
994 } u;
995 DWORD input_registers; /* max(MAX_REG_INPUT, MAX_ATTRIBS), 32 */
996 DWORD output_registers; /* MAX_REG_OUTPUT, 32 */
997 WORD integer_constants; /* WINED3D_MAX_CONSTS_I, 16 */
998 WORD boolean_constants; /* WINED3D_MAX_CONSTS_B, 16 */
999 WORD local_int_consts; /* WINED3D_MAX_CONSTS_I, 16 */
1000 WORD local_bool_consts; /* WINED3D_MAX_CONSTS_B, 16 */
1001 UINT cb_sizes[WINED3D_MAX_CBS];
1003 struct wined3d_shader_resource_info resource_info[MAX_SHADER_RESOURCE_VIEWS];
1004 struct wined3d_shader_sampler_map sampler_map;
1005 DWORD sampler_comparison_mode;
1006 BYTE bumpmat; /* MAX_TEXTURES, 8 */
1007 BYTE luminanceparams; /* MAX_TEXTURES, 8 */
1008 struct wined3d_shader_resource_info uav_resource_info[MAX_UNORDERED_ACCESS_VIEWS];
1009 DWORD uav_read_mask : 8; /* MAX_UNORDERED_ACCESS_VIEWS, 8 */
1010 DWORD uav_counter_mask : 8; /* MAX_UNORDERED_ACCESS_VIEWS, 8 */
1012 DWORD clip_distance_mask : 8; /* MAX_CLIP_DISTANCES, 8 */
1013 DWORD cull_distance_mask : 8; /* MAX_CLIP_DISTANCES, 8 */
1014 DWORD usesnrm : 1;
1015 DWORD vpos : 1;
1016 DWORD usesdsx : 1;
1017 DWORD usesdsy : 1;
1018 DWORD usestexldd : 1;
1019 DWORD usesmova : 1;
1020 DWORD usesfacing : 1;
1021 DWORD usesrelconstF : 1;
1022 DWORD fog : 1;
1023 DWORD usestexldl : 1;
1024 DWORD usesifc : 1;
1025 DWORD usescall : 1;
1026 DWORD usespow : 1;
1027 DWORD point_size : 1;
1028 DWORD vocp : 1;
1029 DWORD input_rel_addressing : 1;
1030 DWORD viewport_array : 1;
1031 DWORD sample_mask : 1;
1032 DWORD padding : 14;
1034 DWORD rt_mask; /* Used render targets, 32 max. */
1036 /* Whether or not loops are used in this shader, and nesting depth */
1037 unsigned int loop_depth;
1038 unsigned int min_rel_offset, max_rel_offset;
1040 struct wined3d_shader_tgsm *tgsm;
1041 SIZE_T tgsm_capacity;
1042 unsigned int tgsm_count;
1045 /* Keeps track of details for TEX_M#x# instructions which need to maintain
1046 * state information between multiple instructions. */
1047 struct wined3d_shader_tex_mx
1049 unsigned int current_row;
1050 DWORD texcoord_w[2];
1053 struct wined3d_shader_parser_state
1055 unsigned int current_loop_depth;
1056 unsigned int current_loop_reg;
1057 BOOL in_subroutine;
1060 struct wined3d_shader_context
1062 const struct wined3d_shader *shader;
1063 const struct wined3d_gl_info *gl_info;
1064 const struct wined3d_shader_reg_maps *reg_maps;
1065 struct wined3d_string_buffer *buffer;
1066 struct wined3d_shader_tex_mx *tex_mx;
1067 struct wined3d_shader_parser_state *state;
1068 void *backend_data;
1071 struct wined3d_shader_register_index
1073 const struct wined3d_shader_src_param *rel_addr;
1074 unsigned int offset;
1077 struct wined3d_shader_register
1079 enum wined3d_shader_register_type type;
1080 enum wined3d_data_type data_type;
1081 struct wined3d_shader_register_index idx[2];
1082 enum wined3d_immconst_type immconst_type;
1083 union
1085 DWORD immconst_data[4];
1086 unsigned fp_body_idx;
1087 } u;
1090 struct wined3d_shader_dst_param
1092 struct wined3d_shader_register reg;
1093 DWORD write_mask;
1094 DWORD modifiers;
1095 DWORD shift;
1098 struct wined3d_shader_src_param
1100 struct wined3d_shader_register reg;
1101 DWORD swizzle;
1102 enum wined3d_shader_src_modifier modifiers;
1105 struct wined3d_shader_index_range
1107 struct wined3d_shader_dst_param first_register;
1108 unsigned int last_register;
1111 struct wined3d_shader_semantic
1113 enum wined3d_decl_usage usage;
1114 UINT usage_idx;
1115 enum wined3d_shader_resource_type resource_type;
1116 enum wined3d_data_type resource_data_type;
1117 struct wined3d_shader_dst_param reg;
1120 enum wined3d_shader_input_sysval_semantic
1122 WINED3D_SIV_POSITION = 1,
1123 WINED3D_SIV_CLIP_DISTANCE = 2,
1124 WINED3D_SIV_CULL_DISTANCE = 3,
1125 WINED3D_SIV_RENDER_TARGET_ARRAY_INDEX = 4,
1126 WINED3D_SIV_VIEWPORT_ARRAY_INDEX = 5,
1127 WINED3D_SIV_VERTEX_ID = 6,
1128 WINED3D_SIV_PRIMITIVE_ID = 7,
1129 WINED3D_SIV_INSTANCE_ID = 8,
1130 WINED3D_SIV_IS_FRONT_FACE = 9,
1131 WINED3D_SIV_SAMPLE_INDEX = 10,
1132 WINED3D_SIV_QUAD_U0_TESS_FACTOR = 11,
1133 WINED3D_SIV_QUAD_V0_TESS_FACTOR = 12,
1134 WINED3D_SIV_QUAD_U1_TESS_FACTOR = 13,
1135 WINED3D_SIV_QUAD_V1_TESS_FACTOR = 14,
1136 WINED3D_SIV_QUAD_U_INNER_TESS_FACTOR = 15,
1137 WINED3D_SIV_QUAD_V_INNER_TESS_FACTOR = 16,
1138 WINED3D_SIV_TRIANGLE_U_TESS_FACTOR = 17,
1139 WINED3D_SIV_TRIANGLE_V_TESS_FACTOR = 18,
1140 WINED3D_SIV_TRIANGLE_W_TESS_FACTOR = 19,
1141 WINED3D_SIV_TRIANGLE_INNER_TESS_FACTOR = 20,
1142 WINED3D_SIV_LINE_DETAIL_TESS_FACTOR = 21,
1143 WINED3D_SIV_LINE_DENSITY_TESS_FACTOR = 22,
1146 struct wined3d_shader_register_semantic
1148 struct wined3d_shader_dst_param reg;
1149 enum wined3d_shader_input_sysval_semantic sysval_semantic;
1152 struct wined3d_shader_structured_resource
1154 struct wined3d_shader_dst_param reg;
1155 unsigned int byte_stride;
1158 struct wined3d_shader_tgsm
1160 unsigned int size;
1161 unsigned int stride;
1164 struct wined3d_shader_tgsm_raw
1166 struct wined3d_shader_dst_param reg;
1167 unsigned int byte_count;
1170 struct wined3d_shader_tgsm_structured
1172 struct wined3d_shader_dst_param reg;
1173 unsigned int byte_stride;
1174 unsigned int structure_count;
1177 struct wined3d_shader_thread_group_size
1179 unsigned int x, y, z;
1182 struct wined3d_shader_function_table_pointer
1184 unsigned int index;
1185 unsigned int array_size;
1186 unsigned int body_count;
1187 unsigned int table_count;
1190 struct wined3d_shader_texel_offset
1192 signed char u, v, w;
1195 struct wined3d_shader_primitive_type
1197 enum wined3d_primitive_type type;
1198 unsigned int patch_vertex_count;
1201 struct wined3d_shader_instruction
1203 const struct wined3d_shader_context *ctx;
1204 enum WINED3D_SHADER_INSTRUCTION_HANDLER handler_idx;
1205 DWORD flags;
1206 unsigned int dst_count;
1207 unsigned int src_count;
1208 const struct wined3d_shader_dst_param *dst;
1209 const struct wined3d_shader_src_param *src;
1210 struct wined3d_shader_texel_offset texel_offset;
1211 BOOL coissue;
1212 const struct wined3d_shader_src_param *predicate;
1213 union
1215 struct wined3d_shader_semantic semantic;
1216 struct wined3d_shader_register_semantic register_semantic;
1217 struct wined3d_shader_primitive_type primitive_type;
1218 struct wined3d_shader_dst_param dst;
1219 struct wined3d_shader_src_param src;
1220 unsigned int count;
1221 unsigned int index;
1222 const struct wined3d_shader_immediate_constant_buffer *icb;
1223 struct wined3d_shader_structured_resource structured_resource;
1224 struct wined3d_shader_tgsm_raw tgsm_raw;
1225 struct wined3d_shader_tgsm_structured tgsm_structured;
1226 struct wined3d_shader_thread_group_size thread_group_size;
1227 enum wined3d_tessellator_domain tessellator_domain;
1228 enum wined3d_tessellator_output_primitive tessellator_output_primitive;
1229 enum wined3d_tessellator_partitioning tessellator_partitioning;
1230 float max_tessellation_factor;
1231 struct wined3d_shader_index_range index_range;
1232 struct wined3d_shader_indexable_temp indexable_temp;
1233 struct wined3d_shader_function_table_pointer fp;
1234 } declaration;
1237 static inline BOOL wined3d_shader_instruction_has_texel_offset(const struct wined3d_shader_instruction *ins)
1239 return ins->texel_offset.u || ins->texel_offset.v || ins->texel_offset.w;
1242 struct wined3d_shader_attribute
1244 enum wined3d_decl_usage usage;
1245 UINT usage_idx;
1248 struct wined3d_shader_loop_control
1250 unsigned int count;
1251 unsigned int start;
1252 int step;
1255 struct wined3d_shader_frontend
1257 void *(*shader_init)(const DWORD *byte_code, size_t byte_code_size,
1258 const struct wined3d_shader_signature *output_signature);
1259 void (*shader_free)(void *data);
1260 void (*shader_read_header)(void *data, const DWORD **ptr, struct wined3d_shader_version *shader_version);
1261 void (*shader_read_instruction)(void *data, const DWORD **ptr, struct wined3d_shader_instruction *ins);
1262 BOOL (*shader_is_end)(void *data, const DWORD **ptr);
1265 extern const struct wined3d_shader_frontend sm1_shader_frontend DECLSPEC_HIDDEN;
1266 extern const struct wined3d_shader_frontend sm4_shader_frontend DECLSPEC_HIDDEN;
1268 HRESULT shader_extract_from_dxbc(struct wined3d_shader *shader,
1269 unsigned int max_shader_version, enum wined3d_shader_byte_code_format *format);
1271 typedef void (*SHADER_HANDLER)(const struct wined3d_shader_instruction *);
1273 #define WINED3D_SHADER_CAP_VS_CLIPPING 0x00000001
1274 #define WINED3D_SHADER_CAP_SRGB_WRITE 0x00000002
1275 #define WINED3D_SHADER_CAP_DOUBLE_PRECISION 0x00000004
1277 struct shader_caps
1279 unsigned int vs_version;
1280 unsigned int hs_version;
1281 unsigned int ds_version;
1282 unsigned int gs_version;
1283 unsigned int ps_version;
1284 unsigned int cs_version;
1286 DWORD vs_uniform_count;
1287 DWORD ps_uniform_count;
1288 float ps_1x_max_value;
1289 DWORD varying_count;
1291 DWORD wined3d_caps;
1294 enum wined3d_gl_resource_type
1296 WINED3D_GL_RES_TYPE_TEX_1D = 0,
1297 WINED3D_GL_RES_TYPE_TEX_2D = 1,
1298 WINED3D_GL_RES_TYPE_TEX_3D = 2,
1299 WINED3D_GL_RES_TYPE_TEX_CUBE = 3,
1300 WINED3D_GL_RES_TYPE_TEX_RECT = 4,
1301 WINED3D_GL_RES_TYPE_BUFFER = 5,
1302 WINED3D_GL_RES_TYPE_RB = 6,
1303 WINED3D_GL_RES_TYPE_COUNT = 7,
1306 enum wined3d_vertex_processing_mode
1308 WINED3D_VP_MODE_FF,
1309 WINED3D_VP_MODE_SHADER,
1310 WINED3D_VP_MODE_NONE,
1313 #define WINED3D_CONST_NUM_UNUSED ~0U
1315 enum wined3d_ffp_ps_fog_mode
1317 WINED3D_FFP_PS_FOG_OFF,
1318 WINED3D_FFP_PS_FOG_LINEAR,
1319 WINED3D_FFP_PS_FOG_EXP,
1320 WINED3D_FFP_PS_FOG_EXP2,
1323 /* Stateblock dependent parameters which have to be hardcoded
1324 * into the shader code
1327 #define WINED3D_PSARGS_PROJECTED (1u << 3)
1328 #define WINED3D_PSARGS_TEXTRANSFORM_SHIFT 4
1329 #define WINED3D_PSARGS_TEXTRANSFORM_MASK 0xfu
1330 #define WINED3D_PSARGS_TEXTYPE_SHIFT 2
1331 #define WINED3D_PSARGS_TEXTYPE_MASK 0x3u
1333 /* Used for Shader Model 1 pixel shaders to track the bound texture
1334 * type. 2D and RECT textures are separated through NP2 fixup. */
1335 enum wined3d_shader_tex_types
1337 WINED3D_SHADER_TEX_2D = 0,
1338 WINED3D_SHADER_TEX_3D = 1,
1339 WINED3D_SHADER_TEX_CUBE = 2,
1342 struct ps_compile_args
1344 struct color_fixup_desc color_fixup[MAX_FRAGMENT_SAMPLERS];
1345 enum wined3d_vertex_processing_mode vp_mode;
1346 enum wined3d_ffp_ps_fog_mode fog;
1347 WORD tex_transform; /* ps 1.0-1.3, 4 textures */
1348 WORD tex_types; /* ps 1.0 - 1.4, 6 textures */
1349 WORD srgb_correction;
1350 /* Bitmap for NP2 texcoord fixups (16 samplers max currently).
1351 D3D9 has a limit of 16 samplers and the fixup is superfluous
1352 in D3D10 (unconditional NP2 support mandatory). */
1353 WORD np2_fixup;
1354 WORD shadow; /* MAX_FRAGMENT_SAMPLERS, 16 */
1355 WORD texcoords_initialized; /* MAX_TEXTURES, 8 */
1356 DWORD pointsprite : 1;
1357 DWORD flatshading : 1;
1358 DWORD alpha_test_func : 3;
1359 DWORD render_offscreen : 1;
1360 DWORD rt_alpha_swizzle : 8; /* MAX_RENDER_TARGET_VIEWS, 8 */
1361 DWORD padding : 18;
1364 enum fog_src_type
1366 VS_FOG_Z = 0,
1367 VS_FOG_COORD = 1
1370 struct vs_compile_args
1372 BYTE fog_src;
1373 BYTE clip_enabled : 1;
1374 BYTE point_size : 1;
1375 BYTE per_vertex_point_size : 1;
1376 BYTE flatshading : 1;
1377 BYTE next_shader_type : 3;
1378 BYTE padding : 1;
1379 WORD swizzle_map; /* MAX_ATTRIBS, 16 */
1380 unsigned int next_shader_input_count;
1381 DWORD interpolation_mode[WINED3D_PACKED_INTERPOLATION_SIZE];
1384 struct ds_compile_args
1386 enum wined3d_tessellator_output_primitive tessellator_output_primitive;
1387 enum wined3d_tessellator_partitioning tessellator_partitioning;
1388 unsigned int output_count : 16;
1389 unsigned int next_shader_type : 3;
1390 unsigned int render_offscreen : 1;
1391 unsigned int padding : 12;
1392 DWORD interpolation_mode[WINED3D_PACKED_INTERPOLATION_SIZE];
1395 struct gs_compile_args
1397 unsigned int output_count;
1398 enum wined3d_primitive_type primitive_type;
1399 DWORD interpolation_mode[WINED3D_PACKED_INTERPOLATION_SIZE];
1402 struct wined3d_shader_backend_ops
1404 void (*shader_handle_instruction)(const struct wined3d_shader_instruction *);
1405 void (*shader_precompile)(void *shader_priv, struct wined3d_shader *shader);
1406 void (*shader_select)(void *shader_priv, struct wined3d_context *context,
1407 const struct wined3d_state *state);
1408 void (*shader_select_compute)(void *shader_priv, struct wined3d_context *context,
1409 const struct wined3d_state *state);
1410 void (*shader_disable)(void *shader_priv, struct wined3d_context *context);
1411 void (*shader_update_float_vertex_constants)(struct wined3d_device *device, UINT start, UINT count);
1412 void (*shader_update_float_pixel_constants)(struct wined3d_device *device, UINT start, UINT count);
1413 void (*shader_load_constants)(void *shader_priv, struct wined3d_context *context,
1414 const struct wined3d_state *state);
1415 void (*shader_destroy)(struct wined3d_shader *shader);
1416 HRESULT (*shader_alloc_private)(struct wined3d_device *device, const struct wined3d_vertex_pipe_ops *vertex_pipe,
1417 const struct fragment_pipeline *fragment_pipe);
1418 void (*shader_free_private)(struct wined3d_device *device);
1419 BOOL (*shader_allocate_context_data)(struct wined3d_context *context);
1420 void (*shader_free_context_data)(struct wined3d_context *context);
1421 void (*shader_init_context_state)(struct wined3d_context *context);
1422 void (*shader_get_caps)(const struct wined3d_gl_info *gl_info, struct shader_caps *caps);
1423 BOOL (*shader_color_fixup_supported)(struct color_fixup_desc fixup);
1424 BOOL (*shader_has_ffp_proj_control)(void *shader_priv);
1427 extern const struct wined3d_shader_backend_ops glsl_shader_backend DECLSPEC_HIDDEN;
1428 extern const struct wined3d_shader_backend_ops arb_program_shader_backend DECLSPEC_HIDDEN;
1429 extern const struct wined3d_shader_backend_ops none_shader_backend DECLSPEC_HIDDEN;
1431 #define GL_EXTCALL(f) (gl_info->gl_ops.ext.p_##f)
1433 #define D3DCOLOR_B_R(dw) (((dw) >> 16) & 0xff)
1434 #define D3DCOLOR_B_G(dw) (((dw) >> 8) & 0xff)
1435 #define D3DCOLOR_B_B(dw) (((dw) >> 0) & 0xff)
1436 #define D3DCOLOR_B_A(dw) (((dw) >> 24) & 0xff)
1438 static inline void wined3d_color_from_d3dcolor(struct wined3d_color *wined3d_color, DWORD d3d_color)
1440 wined3d_color->r = D3DCOLOR_B_R(d3d_color) / 255.0f;
1441 wined3d_color->g = D3DCOLOR_B_G(d3d_color) / 255.0f;
1442 wined3d_color->b = D3DCOLOR_B_B(d3d_color) / 255.0f;
1443 wined3d_color->a = D3DCOLOR_B_A(d3d_color) / 255.0f;
1446 #define HIGHEST_TRANSFORMSTATE WINED3D_TS_WORLD_MATRIX(255) /* Highest value in wined3d_transform_state. */
1448 void wined3d_check_gl_call(const struct wined3d_gl_info *gl_info,
1449 const char *file, unsigned int line, const char *name) DECLSPEC_HIDDEN;
1451 /* Checking of API calls */
1452 /* --------------------- */
1453 #ifndef WINE_NO_DEBUG_MSGS
1454 #define checkGLcall(A) \
1455 do { \
1456 if (__WINE_IS_DEBUG_ON(_ERR, &__wine_dbch_d3d) \
1457 && !gl_info->supported[ARB_DEBUG_OUTPUT]) \
1458 wined3d_check_gl_call(gl_info, __FILE__, __LINE__, A); \
1459 } while(0)
1460 #else
1461 #define checkGLcall(A) do {} while(0)
1462 #endif
1464 struct wined3d_bo_address
1466 UINT_PTR buffer_object;
1467 BYTE *addr;
1470 struct wined3d_const_bo_address
1472 UINT_PTR buffer_object;
1473 const BYTE *addr;
1476 static inline struct wined3d_const_bo_address *wined3d_const_bo_address(struct wined3d_bo_address *data)
1478 return (struct wined3d_const_bo_address *)data;
1481 struct wined3d_stream_info_element
1483 const struct wined3d_format *format;
1484 struct wined3d_bo_address data;
1485 GLsizei stride;
1486 unsigned int stream_idx;
1487 unsigned int divisor;
1490 struct wined3d_stream_info
1492 struct wined3d_stream_info_element elements[MAX_ATTRIBS];
1493 DWORD position_transformed : 1;
1494 DWORD all_vbo : 1;
1495 WORD swizzle_map; /* MAX_ATTRIBS, 16 */
1496 WORD use_map; /* MAX_ATTRIBS, 16 */
1499 void wined3d_stream_info_from_declaration(struct wined3d_stream_info *stream_info,
1500 const struct wined3d_state *state, const struct wined3d_gl_info *gl_info,
1501 const struct wined3d_d3d_info *d3d_info) DECLSPEC_HIDDEN;
1503 struct wined3d_direct_dispatch_parameters
1505 unsigned int group_count_x;
1506 unsigned int group_count_y;
1507 unsigned int group_count_z;
1510 struct wined3d_indirect_dispatch_parameters
1512 struct wined3d_buffer *buffer;
1513 unsigned int offset;
1516 struct wined3d_dispatch_parameters
1518 BOOL indirect;
1519 union
1521 struct wined3d_direct_dispatch_parameters direct;
1522 struct wined3d_indirect_dispatch_parameters indirect;
1523 } u;
1526 struct wined3d_direct_draw_parameters
1528 int base_vertex_idx;
1529 unsigned int start_idx;
1530 unsigned int index_count;
1531 unsigned int start_instance;
1532 unsigned int instance_count;
1535 struct wined3d_indirect_draw_parameters
1537 struct wined3d_buffer *buffer;
1538 unsigned int offset;
1541 struct wined3d_draw_parameters
1543 BOOL indirect;
1544 union
1546 struct wined3d_direct_draw_parameters direct;
1547 struct wined3d_indirect_draw_parameters indirect;
1548 } u;
1549 BOOL indexed;
1552 void draw_primitive(struct wined3d_device *device, const struct wined3d_state *state,
1553 const struct wined3d_draw_parameters *draw_parameters) DECLSPEC_HIDDEN;
1554 void dispatch_compute(struct wined3d_device *device, const struct wined3d_state *state,
1555 const struct wined3d_dispatch_parameters *dispatch_parameters) DECLSPEC_HIDDEN;
1557 #define eps 1e-8f
1559 #define GET_TEXCOORD_SIZE_FROM_FVF(d3dvtVertexType, tex_num) \
1560 (((((d3dvtVertexType) >> (16 + (2 * (tex_num)))) + 1) & 0x03) + 1)
1562 enum wined3d_pipeline
1564 WINED3D_PIPELINE_GRAPHICS,
1565 WINED3D_PIPELINE_COMPUTE,
1566 WINED3D_PIPELINE_COUNT,
1569 /* Routines and structures related to state management */
1571 #define STATE_RENDER(a) (a)
1572 #define STATE_IS_RENDER(a) ((a) >= STATE_RENDER(1) && (a) <= STATE_RENDER(WINEHIGHEST_RENDER_STATE))
1574 #define STATE_TEXTURESTAGE(stage, num) \
1575 (STATE_RENDER(WINEHIGHEST_RENDER_STATE) + 1 + (stage) * (WINED3D_HIGHEST_TEXTURE_STATE + 1) + (num))
1576 #define STATE_IS_TEXTURESTAGE(a) \
1577 ((a) >= STATE_TEXTURESTAGE(0, 1) && (a) <= STATE_TEXTURESTAGE(MAX_TEXTURES - 1, WINED3D_HIGHEST_TEXTURE_STATE))
1579 /* + 1 because samplers start with 0 */
1580 #define STATE_SAMPLER(num) (STATE_TEXTURESTAGE(MAX_TEXTURES - 1, WINED3D_HIGHEST_TEXTURE_STATE) + 1 + (num))
1581 #define STATE_IS_SAMPLER(num) ((num) >= STATE_SAMPLER(0) && (num) <= STATE_SAMPLER(MAX_COMBINED_SAMPLERS - 1))
1583 #define STATE_GRAPHICS_SHADER(a) (STATE_SAMPLER(MAX_COMBINED_SAMPLERS) + (a))
1584 #define STATE_IS_GRAPHICS_SHADER(a) \
1585 ((a) >= STATE_GRAPHICS_SHADER(0) && (a) < STATE_GRAPHICS_SHADER(WINED3D_SHADER_TYPE_GRAPHICS_COUNT))
1587 #define STATE_GRAPHICS_CONSTANT_BUFFER(a) (STATE_GRAPHICS_SHADER(WINED3D_SHADER_TYPE_GRAPHICS_COUNT) + (a))
1588 #define STATE_IS_GRAPHICS_CONSTANT_BUFFER(a) \
1589 ((a) >= STATE_GRAPHICS_CONSTANT_BUFFER(0) \
1590 && (a) < STATE_GRAPHICS_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_GRAPHICS_COUNT))
1592 #define STATE_GRAPHICS_SHADER_RESOURCE_BINDING (STATE_GRAPHICS_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_GRAPHICS_COUNT))
1593 #define STATE_IS_GRAPHICS_SHADER_RESOURCE_BINDING(a) ((a) == STATE_GRAPHICS_SHADER_RESOURCE_BINDING)
1595 #define STATE_GRAPHICS_UNORDERED_ACCESS_VIEW_BINDING (STATE_GRAPHICS_SHADER_RESOURCE_BINDING + 1)
1596 #define STATE_IS_GRAPHICS_UNORDERED_ACCESS_VIEW_BINDING(a) ((a) == STATE_GRAPHICS_UNORDERED_ACCESS_VIEW_BINDING)
1598 #define STATE_TRANSFORM(a) (STATE_GRAPHICS_UNORDERED_ACCESS_VIEW_BINDING + (a))
1599 #define STATE_IS_TRANSFORM(a) ((a) >= STATE_TRANSFORM(1) && (a) <= STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(255)))
1601 #define STATE_STREAMSRC (STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(255)) + 1)
1602 #define STATE_IS_STREAMSRC(a) ((a) == STATE_STREAMSRC)
1603 #define STATE_INDEXBUFFER (STATE_STREAMSRC + 1)
1604 #define STATE_IS_INDEXBUFFER(a) ((a) == STATE_INDEXBUFFER)
1606 #define STATE_VDECL (STATE_INDEXBUFFER + 1)
1607 #define STATE_IS_VDECL(a) ((a) == STATE_VDECL)
1609 #define STATE_VIEWPORT (STATE_VDECL + 1)
1610 #define STATE_IS_VIEWPORT(a) ((a) == STATE_VIEWPORT)
1612 #define STATE_LIGHT_TYPE (STATE_VIEWPORT + 1)
1613 #define STATE_IS_LIGHT_TYPE(a) ((a) == STATE_LIGHT_TYPE)
1614 #define STATE_ACTIVELIGHT(a) (STATE_LIGHT_TYPE + 1 + (a))
1615 #define STATE_IS_ACTIVELIGHT(a) ((a) >= STATE_ACTIVELIGHT(0) && (a) < STATE_ACTIVELIGHT(MAX_ACTIVE_LIGHTS))
1617 #define STATE_SCISSORRECT (STATE_ACTIVELIGHT(MAX_ACTIVE_LIGHTS - 1) + 1)
1618 #define STATE_IS_SCISSORRECT(a) ((a) == STATE_SCISSORRECT)
1620 #define STATE_CLIPPLANE(a) (STATE_SCISSORRECT + 1 + (a))
1621 #define STATE_IS_CLIPPLANE(a) ((a) >= STATE_CLIPPLANE(0) && (a) <= STATE_CLIPPLANE(MAX_CLIP_DISTANCES - 1))
1623 #define STATE_MATERIAL (STATE_CLIPPLANE(MAX_CLIP_DISTANCES))
1624 #define STATE_IS_MATERIAL(a) ((a) == STATE_MATERIAL)
1626 #define STATE_RASTERIZER (STATE_MATERIAL + 1)
1627 #define STATE_IS_RASTERIZER(a) ((a) == STATE_RASTERIZER)
1629 #define STATE_POINTSPRITECOORDORIGIN (STATE_RASTERIZER + 1)
1630 #define STATE_IS_POINTSPRITECOORDORIGIN(a) ((a) == STATE_POINTSPRITECOORDORIGIN)
1632 #define STATE_BASEVERTEXINDEX (STATE_POINTSPRITECOORDORIGIN + 1)
1633 #define STATE_IS_BASEVERTEXINDEX(a) ((a) == STATE_BASEVERTEXINDEX)
1635 #define STATE_FRAMEBUFFER (STATE_BASEVERTEXINDEX + 1)
1636 #define STATE_IS_FRAMEBUFFER(a) ((a) == STATE_FRAMEBUFFER)
1638 #define STATE_POINT_ENABLE (STATE_FRAMEBUFFER + 1)
1639 #define STATE_IS_POINT_ENABLE(a) ((a) == STATE_POINT_ENABLE)
1641 #define STATE_COLOR_KEY (STATE_POINT_ENABLE + 1)
1642 #define STATE_IS_COLOR_KEY(a) ((a) == STATE_COLOR_KEY)
1644 #define STATE_STREAM_OUTPUT (STATE_COLOR_KEY + 1)
1645 #define STATE_IS_STREAM_OUTPUT(a) ((a) == STATE_STREAM_OUTPUT)
1647 #define STATE_BLEND (STATE_STREAM_OUTPUT + 1)
1648 #define STATE_IS_BLEND(a) ((a) == STATE_BLEND)
1650 #define STATE_BLEND_FACTOR (STATE_BLEND + 1)
1651 #define STATE_IS_BLEND_FACTOR(a) ((a) == STATE_BLEND_FACTOR)
1653 #define STATE_COMPUTE_OFFSET (STATE_BLEND_FACTOR + 1)
1655 #define STATE_COMPUTE_SHADER (STATE_COMPUTE_OFFSET)
1656 #define STATE_IS_COMPUTE_SHADER(a) ((a) == STATE_COMPUTE_SHADER)
1658 #define STATE_COMPUTE_CONSTANT_BUFFER (STATE_COMPUTE_SHADER + 1)
1659 #define STATE_IS_COMPUTE_CONSTANT_BUFFER(a) ((a) == STATE_COMPUTE_CONSTANT_BUFFER)
1661 #define STATE_COMPUTE_SHADER_RESOURCE_BINDING (STATE_COMPUTE_CONSTANT_BUFFER + 1)
1662 #define STATE_IS_COMPUTE_SHADER_RESOURCE_BINDING(a) ((a) == STATE_COMPUTE_SHADER_RESOURCE_BINDING)
1664 #define STATE_COMPUTE_UNORDERED_ACCESS_VIEW_BINDING (STATE_COMPUTE_SHADER_RESOURCE_BINDING + 1)
1665 #define STATE_IS_COMPUTE_UNORDERED_ACCESS_VIEW_BINDING(a) ((a) == STATE_COMPUTE_UNORDERED_ACCESS_VIEW_BINDING)
1667 #define STATE_COMPUTE_HIGHEST (STATE_COMPUTE_UNORDERED_ACCESS_VIEW_BINDING)
1668 #define STATE_HIGHEST (STATE_COMPUTE_UNORDERED_ACCESS_VIEW_BINDING)
1670 #define STATE_IS_COMPUTE(a) ((a) >= STATE_COMPUTE_OFFSET && (a) <= STATE_COMPUTE_HIGHEST)
1671 #define STATE_COMPUTE_COUNT (STATE_COMPUTE_HIGHEST - STATE_COMPUTE_OFFSET + 1)
1673 #define STATE_SHADER(a) ((a) != WINED3D_SHADER_TYPE_COMPUTE ? STATE_GRAPHICS_SHADER(a) : STATE_COMPUTE_SHADER)
1674 #define STATE_CONSTANT_BUFFER(a) \
1675 ((a) != WINED3D_SHADER_TYPE_COMPUTE ? STATE_GRAPHICS_CONSTANT_BUFFER(a) : STATE_COMPUTE_CONSTANT_BUFFER)
1676 #define STATE_UNORDERED_ACCESS_VIEW_BINDING(a) ((a) == WINED3D_PIPELINE_GRAPHICS ? \
1677 STATE_GRAPHICS_UNORDERED_ACCESS_VIEW_BINDING : STATE_COMPUTE_UNORDERED_ACCESS_VIEW_BINDING)
1679 enum fogsource {
1680 FOGSOURCE_FFP,
1681 FOGSOURCE_VS,
1682 FOGSOURCE_COORD,
1685 union wined3d_gl_fence_object
1687 GLuint id;
1688 GLsync sync;
1691 enum wined3d_fence_result
1693 WINED3D_FENCE_OK,
1694 WINED3D_FENCE_WAITING,
1695 WINED3D_FENCE_NOT_STARTED,
1696 WINED3D_FENCE_WRONG_THREAD,
1697 WINED3D_FENCE_ERROR,
1700 struct wined3d_fence
1702 struct list entry;
1703 union wined3d_gl_fence_object object;
1704 struct wined3d_context *context;
1707 HRESULT wined3d_fence_create(struct wined3d_device *device, struct wined3d_fence **fence) DECLSPEC_HIDDEN;
1708 void wined3d_fence_destroy(struct wined3d_fence *fence) DECLSPEC_HIDDEN;
1709 void wined3d_fence_issue(struct wined3d_fence *fence, const struct wined3d_device *device) DECLSPEC_HIDDEN;
1710 enum wined3d_fence_result wined3d_fence_wait(const struct wined3d_fence *fence,
1711 const struct wined3d_device *device) DECLSPEC_HIDDEN;
1713 /* Direct3D terminology with little modifications. We do not have an issued
1714 * state because only the driver knows about it, but we have a created state
1715 * because D3D allows GetData() on a created query, but OpenGL doesn't. */
1716 enum wined3d_query_state
1718 QUERY_CREATED,
1719 QUERY_SIGNALLED,
1720 QUERY_BUILDING
1723 struct wined3d_query_ops
1725 BOOL (*query_poll)(struct wined3d_query *query, DWORD flags);
1726 BOOL (*query_issue)(struct wined3d_query *query, DWORD flags);
1727 void (*query_destroy)(struct wined3d_query *query);
1730 struct wined3d_query
1732 LONG ref;
1734 void *parent;
1735 const struct wined3d_parent_ops *parent_ops;
1736 struct wined3d_device *device;
1737 enum wined3d_query_state state;
1738 enum wined3d_query_type type;
1739 const void *data;
1740 DWORD data_size;
1741 const struct wined3d_query_ops *query_ops;
1743 LONG counter_main, counter_retrieved;
1744 struct list poll_list_entry;
1746 GLuint buffer_object;
1747 UINT64 *map_ptr;
1750 struct wined3d_event_query
1752 struct wined3d_query query;
1754 struct wined3d_fence fence;
1755 BOOL signalled;
1758 struct wined3d_occlusion_query
1760 struct wined3d_query query;
1762 struct list entry;
1763 GLuint id;
1764 struct wined3d_context *context;
1765 UINT64 samples;
1766 BOOL started;
1769 struct wined3d_timestamp_query
1771 struct wined3d_query query;
1773 struct list entry;
1774 GLuint id;
1775 struct wined3d_context *context;
1776 UINT64 timestamp;
1779 void context_alloc_timestamp_query(struct wined3d_context *context, struct wined3d_timestamp_query *query) DECLSPEC_HIDDEN;
1780 void context_free_timestamp_query(struct wined3d_timestamp_query *query) DECLSPEC_HIDDEN;
1782 union wined3d_gl_so_statistics_query
1784 GLuint id[2];
1785 struct
1787 GLuint written;
1788 GLuint generated;
1789 } query;
1792 struct wined3d_so_statistics_query
1794 struct wined3d_query query;
1796 struct list entry;
1797 union wined3d_gl_so_statistics_query u;
1798 struct wined3d_context *context;
1799 unsigned int stream_idx;
1800 struct wined3d_query_data_so_statistics statistics;
1801 BOOL started;
1804 void context_alloc_so_statistics_query(struct wined3d_context *context,
1805 struct wined3d_so_statistics_query *query) DECLSPEC_HIDDEN;
1806 void context_free_so_statistics_query(struct wined3d_so_statistics_query *query) DECLSPEC_HIDDEN;
1808 union wined3d_gl_pipeline_statistics_query
1810 GLuint id[11];
1811 struct
1813 GLuint vertices;
1814 GLuint primitives;
1815 GLuint vertex_shader;
1816 GLuint tess_control_shader;
1817 GLuint tess_eval_shader;
1818 GLuint geometry_shader;
1819 GLuint geometry_primitives;
1820 GLuint fragment_shader;
1821 GLuint compute_shader;
1822 GLuint clipping_input;
1823 GLuint clipping_output;
1824 } query;
1827 struct wined3d_pipeline_statistics_query
1829 struct wined3d_query query;
1831 struct list entry;
1832 union wined3d_gl_pipeline_statistics_query u;
1833 struct wined3d_context *context;
1834 struct wined3d_query_data_pipeline_statistics statistics;
1835 BOOL started;
1838 void context_alloc_pipeline_statistics_query(struct wined3d_context *context,
1839 struct wined3d_pipeline_statistics_query *query) DECLSPEC_HIDDEN;
1840 void context_free_pipeline_statistics_query(struct wined3d_pipeline_statistics_query *query) DECLSPEC_HIDDEN;
1842 struct wined3d_gl_view
1844 GLenum target;
1845 GLuint name;
1848 struct wined3d_rendertarget_info
1850 struct wined3d_gl_view gl_view;
1851 struct wined3d_resource *resource;
1852 unsigned int sub_resource_idx;
1853 unsigned int layer_count;
1856 #define MAX_GL_FRAGMENT_SAMPLERS 32
1858 struct wined3d_context
1860 const struct wined3d_gl_info *gl_info;
1861 const struct wined3d_d3d_info *d3d_info;
1862 const struct StateEntry *state_table;
1863 /* State dirtification
1864 * dirtyArray is an array that contains markers for dirty states. numDirtyEntries states are dirty, their numbers are in indices
1865 * 0...numDirtyEntries - 1. isStateDirty is a redundant copy of the dirtyArray. Technically only one of them would be needed,
1866 * 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
1867 * only numDirtyEntries array elements have to be checked, not STATE_HIGHEST states.
1869 DWORD dirtyArray[STATE_HIGHEST + 1]; /* Won't get bigger than that, a state is never marked dirty 2 times */
1870 DWORD numDirtyEntries;
1871 DWORD isStateDirty[STATE_HIGHEST / (sizeof(DWORD) * CHAR_BIT) + 1]; /* Bitmap to find out quickly if a state is dirty */
1872 unsigned int dirty_compute_states[STATE_COMPUTE_COUNT / (sizeof(unsigned int) * CHAR_BIT) + 1];
1874 struct wined3d_device *device;
1875 struct wined3d_swapchain *swapchain;
1876 struct
1878 struct wined3d_texture *texture;
1879 unsigned int sub_resource_idx;
1880 } current_rt;
1881 DWORD tid; /* Thread ID which owns this context at the moment */
1883 /* Stores some information about the context state for optimization */
1884 DWORD render_offscreen : 1;
1885 DWORD last_was_rhw : 1; /* true iff last draw_primitive was in xyzrhw mode */
1886 DWORD last_swizzle_map : 16; /* MAX_ATTRIBS, 16 */
1887 DWORD last_was_pshader : 1;
1888 DWORD last_was_vshader : 1;
1889 DWORD last_was_diffuse : 1;
1890 DWORD last_was_specular : 1;
1891 DWORD last_was_normal : 1;
1892 DWORD namedArraysLoaded : 1;
1893 DWORD last_was_ffp_blit : 1;
1894 DWORD last_was_blit : 1;
1895 DWORD last_was_ckey : 1;
1896 DWORD fog_coord : 1;
1897 DWORD fog_enabled : 1;
1898 DWORD current : 1;
1899 DWORD destroyed : 1;
1900 DWORD valid : 1;
1902 DWORD texShaderBumpMap : 8; /* MAX_TEXTURES, 8 */
1903 DWORD lastWasPow2Texture : 8; /* MAX_TEXTURES, 8 */
1904 DWORD fixed_function_usage_map : 8; /* MAX_TEXTURES, 8 */
1905 DWORD lowest_disabled_stage : 4; /* Max MAX_TEXTURES, 8 */
1906 DWORD use_immediate_mode_draw : 1;
1907 DWORD rebind_fbo : 1;
1908 DWORD needs_set : 1;
1909 DWORD hdc_is_private : 1;
1911 DWORD hdc_has_format : 1; /* only meaningful if hdc_is_private */
1912 DWORD update_shader_resource_bindings : 1;
1913 DWORD update_compute_shader_resource_bindings : 1;
1914 DWORD update_unordered_access_view_bindings : 1;
1915 DWORD update_compute_unordered_access_view_bindings : 1;
1916 DWORD uses_uavs : 1;
1917 DWORD destroy_delayed : 1;
1918 DWORD transform_feedback_active : 1;
1919 DWORD transform_feedback_paused : 1;
1920 DWORD shader_update_mask : 6; /* WINED3D_SHADER_TYPE_COUNT, 6 */
1921 DWORD clip_distance_mask : 8; /* MAX_CLIP_DISTANCES, 8 */
1922 DWORD num_untracked_materials : 2; /* Max value 2 */
1923 DWORD padding : 7;
1925 DWORD constant_update_mask;
1926 DWORD numbered_array_mask;
1927 GLenum tracking_parm; /* Which source is tracking current colour */
1928 GLenum untracked_materials[2];
1929 UINT blit_w, blit_h;
1930 enum fogsource fog_source;
1931 DWORD active_texture;
1932 DWORD *texture_type;
1934 UINT instance_count;
1936 /* The actual opengl context */
1937 UINT level;
1938 HGLRC restore_ctx;
1939 HDC restore_dc;
1940 int restore_pf;
1941 HWND restore_pf_win;
1942 HGLRC glCtx;
1943 HWND win_handle;
1944 HDC hdc;
1945 int pixel_format;
1946 GLint aux_buffers;
1948 void *shader_backend_data;
1949 void *fragment_pipe_data;
1951 /* FBOs */
1952 UINT fbo_entry_count;
1953 struct list fbo_list;
1954 struct list fbo_destroy_list;
1955 struct fbo_entry *current_fbo;
1956 GLuint fbo_read_binding;
1957 GLuint fbo_draw_binding;
1958 struct wined3d_rendertarget_info blit_targets[MAX_RENDER_TARGET_VIEWS];
1959 DWORD draw_buffers_mask; /* Enabled draw buffers, 31 max. */
1961 /* Queries */
1962 GLuint *free_occlusion_queries;
1963 SIZE_T free_occlusion_query_size;
1964 unsigned int free_occlusion_query_count;
1965 struct list occlusion_queries;
1967 union wined3d_gl_fence_object *free_fences;
1968 SIZE_T free_fence_size;
1969 unsigned int free_fence_count;
1970 struct list fences;
1972 GLuint *free_timestamp_queries;
1973 SIZE_T free_timestamp_query_size;
1974 unsigned int free_timestamp_query_count;
1975 struct list timestamp_queries;
1977 union wined3d_gl_so_statistics_query *free_so_statistics_queries;
1978 SIZE_T free_so_statistics_query_size;
1979 unsigned int free_so_statistics_query_count;
1980 struct list so_statistics_queries;
1982 union wined3d_gl_pipeline_statistics_query *free_pipeline_statistics_queries;
1983 SIZE_T free_pipeline_statistics_query_size;
1984 unsigned int free_pipeline_statistics_query_count;
1985 struct list pipeline_statistics_queries;
1987 struct wined3d_stream_info stream_info;
1989 /* Fences for GL_APPLE_flush_buffer_range */
1990 struct wined3d_fence *buffer_fences[MAX_ATTRIBS];
1991 unsigned int buffer_fence_count;
1993 GLuint blit_vbo;
1995 DWORD tex_unit_map[MAX_COMBINED_SAMPLERS];
1996 DWORD rev_tex_unit_map[MAX_GL_FRAGMENT_SAMPLERS + MAX_VERTEX_SAMPLERS];
1998 /* Extension emulation */
1999 GLint gl_fog_source;
2000 GLfloat fog_coord_value;
2001 GLfloat color[4], fogstart, fogend, fogcolor[4];
2002 GLuint dummy_arbfp_prog;
2004 unsigned int viewport_count;
2005 unsigned int scissor_rect_count;
2008 struct wined3d_fb_state
2010 struct wined3d_rendertarget_view *render_targets[MAX_RENDER_TARGET_VIEWS];
2011 struct wined3d_rendertarget_view *depth_stencil;
2014 typedef void (*APPLYSTATEFUNC)(struct wined3d_context *ctx, const struct wined3d_state *state, DWORD state_id);
2016 struct StateEntry
2018 DWORD representative;
2019 APPLYSTATEFUNC apply;
2022 struct StateEntryTemplate
2024 DWORD state;
2025 struct StateEntry content;
2026 enum wined3d_gl_extension extension;
2029 #define WINED3D_FRAGMENT_CAP_PROJ_CONTROL 0x00000001
2030 #define WINED3D_FRAGMENT_CAP_SRGB_WRITE 0x00000002
2031 #define WINED3D_FRAGMENT_CAP_COLOR_KEY 0x00000004
2033 struct fragment_caps
2035 DWORD wined3d_caps;
2036 DWORD PrimitiveMiscCaps;
2037 DWORD TextureOpCaps;
2038 DWORD MaxTextureBlendStages;
2039 DWORD MaxSimultaneousTextures;
2042 #define GL_EXT_EMUL_ARB_MULTITEXTURE 0x00000001
2043 #define GL_EXT_EMUL_EXT_FOG_COORD 0x00000002
2045 struct fragment_pipeline
2047 void (*enable_extension)(const struct wined3d_gl_info *gl_info, BOOL enable);
2048 void (*get_caps)(const struct wined3d_gl_info *gl_info, struct fragment_caps *caps);
2049 DWORD (*get_emul_mask)(const struct wined3d_gl_info *gl_info);
2050 void *(*alloc_private)(const struct wined3d_shader_backend_ops *shader_backend, void *shader_priv);
2051 void (*free_private)(struct wined3d_device *device);
2052 BOOL (*allocate_context_data)(struct wined3d_context *context);
2053 void (*free_context_data)(struct wined3d_context *context);
2054 BOOL (*color_fixup_supported)(struct color_fixup_desc fixup);
2055 const struct StateEntryTemplate *states;
2058 struct wined3d_vertex_caps
2060 BOOL xyzrhw;
2061 BOOL emulated_flatshading;
2062 BOOL ffp_generic_attributes;
2063 DWORD max_active_lights;
2064 DWORD max_vertex_blend_matrices;
2065 DWORD max_vertex_blend_matrix_index;
2066 DWORD vertex_processing_caps;
2067 DWORD fvf_caps;
2068 DWORD max_user_clip_planes;
2069 DWORD raster_caps;
2072 struct wined3d_vertex_pipe_ops
2074 void (*vp_enable)(const struct wined3d_gl_info *gl_info, BOOL enable);
2075 void (*vp_get_caps)(const struct wined3d_gl_info *gl_info, struct wined3d_vertex_caps *caps);
2076 DWORD (*vp_get_emul_mask)(const struct wined3d_gl_info *gl_info);
2077 void *(*vp_alloc)(const struct wined3d_shader_backend_ops *shader_backend, void *shader_priv);
2078 void (*vp_free)(struct wined3d_device *device);
2079 const struct StateEntryTemplate *vp_states;
2082 extern const struct StateEntryTemplate misc_state_template[] DECLSPEC_HIDDEN;
2083 extern const struct fragment_pipeline none_fragment_pipe DECLSPEC_HIDDEN;
2084 extern const struct fragment_pipeline ffp_fragment_pipeline DECLSPEC_HIDDEN;
2085 extern const struct fragment_pipeline atifs_fragment_pipeline DECLSPEC_HIDDEN;
2086 extern const struct fragment_pipeline arbfp_fragment_pipeline DECLSPEC_HIDDEN;
2087 extern const struct fragment_pipeline nvts_fragment_pipeline DECLSPEC_HIDDEN;
2088 extern const struct fragment_pipeline nvrc_fragment_pipeline DECLSPEC_HIDDEN;
2089 extern const struct fragment_pipeline glsl_fragment_pipe DECLSPEC_HIDDEN;
2091 extern const struct wined3d_vertex_pipe_ops none_vertex_pipe DECLSPEC_HIDDEN;
2092 extern const struct wined3d_vertex_pipe_ops ffp_vertex_pipe DECLSPEC_HIDDEN;
2093 extern const struct wined3d_vertex_pipe_ops glsl_vertex_pipe DECLSPEC_HIDDEN;
2095 /* "Base" state table */
2096 HRESULT compile_state_table(struct StateEntry *StateTable, APPLYSTATEFUNC **dev_multistate_funcs,
2097 const struct wined3d_gl_info *gl_info, const struct wined3d_d3d_info *d3d_info,
2098 const struct wined3d_vertex_pipe_ops *vertex, const struct fragment_pipeline *fragment,
2099 const struct StateEntryTemplate *misc) DECLSPEC_HIDDEN;
2101 enum wined3d_blit_op
2103 WINED3D_BLIT_OP_COLOR_BLIT,
2104 WINED3D_BLIT_OP_COLOR_BLIT_ALPHATEST,
2105 WINED3D_BLIT_OP_COLOR_BLIT_CKEY,
2106 WINED3D_BLIT_OP_COLOR_FILL,
2107 WINED3D_BLIT_OP_DEPTH_FILL,
2108 WINED3D_BLIT_OP_DEPTH_BLIT,
2109 WINED3D_BLIT_OP_RAW_BLIT,
2112 struct wined3d_blitter
2114 const struct wined3d_blitter_ops *ops;
2115 struct wined3d_blitter *next;
2118 struct wined3d_blitter_ops
2120 void (*blitter_destroy)(struct wined3d_blitter *blitter, struct wined3d_context *context);
2121 void (*blitter_clear)(struct wined3d_blitter *blitter, struct wined3d_device *device,
2122 unsigned int rt_count, const struct wined3d_fb_state *fb, unsigned int rect_count, const RECT *clear_rects,
2123 const RECT *draw_rect, DWORD flags, const struct wined3d_color *colour, float depth, DWORD stencil);
2124 DWORD (*blitter_blit)(struct wined3d_blitter *blitter, enum wined3d_blit_op op, struct wined3d_context *context,
2125 struct wined3d_texture *src_texture, unsigned int src_sub_resource_idx, DWORD src_location,
2126 const RECT *src_rect, struct wined3d_texture *dst_texture, unsigned int dst_sub_resource_idx,
2127 DWORD dst_location, const RECT *dst_rect, const struct wined3d_color_key *colour_key,
2128 enum wined3d_texture_filter_type filter);
2131 void wined3d_arbfp_blitter_create(struct wined3d_blitter **next,
2132 const struct wined3d_device *device) DECLSPEC_HIDDEN;
2133 struct wined3d_blitter *wined3d_cpu_blitter_create(void) DECLSPEC_HIDDEN;
2134 void wined3d_fbo_blitter_create(struct wined3d_blitter **next,
2135 const struct wined3d_gl_info *gl_info) DECLSPEC_HIDDEN;
2136 void wined3d_ffp_blitter_create(struct wined3d_blitter **next,
2137 const struct wined3d_gl_info *gl_info) DECLSPEC_HIDDEN;
2138 struct wined3d_blitter *wined3d_glsl_blitter_create(struct wined3d_blitter **next,
2139 const struct wined3d_device *device) DECLSPEC_HIDDEN;
2140 void wined3d_raw_blitter_create(struct wined3d_blitter **next,
2141 const struct wined3d_gl_info *gl_info) DECLSPEC_HIDDEN;
2143 BOOL wined3d_clip_blit(const RECT *clip_rect, RECT *clipped, RECT *other) DECLSPEC_HIDDEN;
2145 struct wined3d_context *context_acquire(const struct wined3d_device *device,
2146 struct wined3d_texture *texture, unsigned int sub_resource_idx) DECLSPEC_HIDDEN;
2147 void context_alloc_fence(struct wined3d_context *context, struct wined3d_fence *fence) DECLSPEC_HIDDEN;
2148 void context_alloc_occlusion_query(struct wined3d_context *context,
2149 struct wined3d_occlusion_query *query) DECLSPEC_HIDDEN;
2150 void context_apply_blit_state(struct wined3d_context *context, const struct wined3d_device *device) DECLSPEC_HIDDEN;
2151 BOOL context_apply_clear_state(struct wined3d_context *context, const struct wined3d_state *state,
2152 UINT rt_count, const struct wined3d_fb_state *fb) DECLSPEC_HIDDEN;
2153 void context_apply_fbo_state_blit(struct wined3d_context *context, GLenum target,
2154 struct wined3d_resource *rt, unsigned int rt_sub_resource_idx,
2155 struct wined3d_resource *ds, unsigned int ds_sub_resource_idx, DWORD location) DECLSPEC_HIDDEN;
2156 void context_apply_ffp_blit_state(struct wined3d_context *context,
2157 const struct wined3d_device *device) DECLSPEC_HIDDEN;
2158 void context_active_texture(struct wined3d_context *context, const struct wined3d_gl_info *gl_info,
2159 unsigned int unit) DECLSPEC_HIDDEN;
2160 void context_bind_bo(struct wined3d_context *context, GLenum binding, GLuint name) DECLSPEC_HIDDEN;
2161 void context_bind_dummy_textures(const struct wined3d_context *context) DECLSPEC_HIDDEN;
2162 void context_bind_texture(struct wined3d_context *context, GLenum target, GLuint name) DECLSPEC_HIDDEN;
2163 void context_check_fbo_status(const struct wined3d_context *context, GLenum target) DECLSPEC_HIDDEN;
2164 void context_copy_bo_address(struct wined3d_context *context,
2165 const struct wined3d_bo_address *dst, GLenum dst_binding,
2166 const struct wined3d_bo_address *src, GLenum src_binding, size_t size) DECLSPEC_HIDDEN;
2167 struct wined3d_context *context_create(struct wined3d_swapchain *swapchain, struct wined3d_texture *target,
2168 const struct wined3d_format *ds_format) DECLSPEC_HIDDEN;
2169 HGLRC context_create_wgl_attribs(const struct wined3d_gl_info *gl_info, HDC hdc, HGLRC share_ctx) DECLSPEC_HIDDEN;
2170 void context_destroy(struct wined3d_device *device, struct wined3d_context *context) DECLSPEC_HIDDEN;
2171 void context_draw_shaded_quad(struct wined3d_context *context, struct wined3d_texture_gl *texture_gl,
2172 unsigned int sub_resource_idx, const RECT *src_rect, const RECT *dst_rect,
2173 enum wined3d_texture_filter_type filter) DECLSPEC_HIDDEN;
2174 void context_draw_textured_quad(struct wined3d_context *context, struct wined3d_texture_gl *texture_gl,
2175 unsigned int sub_resource_idx, const RECT *src_rect, const RECT *dst_rect,
2176 enum wined3d_texture_filter_type filter) DECLSPEC_HIDDEN;
2177 void context_enable_clip_distances(struct wined3d_context *context, unsigned int mask) DECLSPEC_HIDDEN;
2178 void context_end_transform_feedback(struct wined3d_context *context) DECLSPEC_HIDDEN;
2179 void context_free_fence(struct wined3d_fence *fence) DECLSPEC_HIDDEN;
2180 void context_free_occlusion_query(struct wined3d_occlusion_query *query) DECLSPEC_HIDDEN;
2181 struct wined3d_context *context_get_current(void) DECLSPEC_HIDDEN;
2182 GLenum context_get_offscreen_gl_buffer(const struct wined3d_context *context) DECLSPEC_HIDDEN;
2183 const DWORD *context_get_tex_unit_mapping(const struct wined3d_context *context,
2184 const struct wined3d_shader_version *shader_version, unsigned int *base, unsigned int *count) DECLSPEC_HIDDEN;
2185 DWORD context_get_tls_idx(void) DECLSPEC_HIDDEN;
2186 void context_gl_resource_released(struct wined3d_device *device,
2187 GLuint name, BOOL rb_namespace) DECLSPEC_HIDDEN;
2188 void context_invalidate_compute_state(struct wined3d_context *context, DWORD state_id) DECLSPEC_HIDDEN;
2189 void context_invalidate_state(struct wined3d_context *context, DWORD state_id) DECLSPEC_HIDDEN;
2190 void context_load_tex_coords(const struct wined3d_context *context, const struct wined3d_stream_info *si,
2191 GLuint *current_bo, const struct wined3d_state *state) DECLSPEC_HIDDEN;
2192 void *context_map_bo_address(struct wined3d_context *context, const struct wined3d_bo_address *data,
2193 size_t size, GLenum binding, DWORD flags) DECLSPEC_HIDDEN;
2194 struct wined3d_context *context_reacquire(const struct wined3d_device *device,
2195 struct wined3d_context *context) DECLSPEC_HIDDEN;
2196 void context_release(struct wined3d_context *context) DECLSPEC_HIDDEN;
2197 void context_resource_released(const struct wined3d_device *device, struct wined3d_resource *resource) DECLSPEC_HIDDEN;
2198 void context_restore(struct wined3d_context *context, struct wined3d_texture *texture,
2199 unsigned int sub_resource_idx) DECLSPEC_HIDDEN;
2200 BOOL context_set_current(struct wined3d_context *ctx) DECLSPEC_HIDDEN;
2201 void context_set_draw_buffer(struct wined3d_context *context, GLenum buffer) DECLSPEC_HIDDEN;
2202 void context_set_tls_idx(DWORD idx) DECLSPEC_HIDDEN;
2203 void context_state_drawbuf(struct wined3d_context *context,
2204 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
2205 void context_state_fb(struct wined3d_context *context,
2206 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
2207 void context_texture_update(struct wined3d_context *context,
2208 const struct wined3d_texture_gl *texture_gl) DECLSPEC_HIDDEN;
2209 void context_unload_tex_coords(const struct wined3d_context *context) DECLSPEC_HIDDEN;
2210 void context_unmap_bo_address(struct wined3d_context *context,
2211 const struct wined3d_bo_address *data, GLenum binding) DECLSPEC_HIDDEN;
2212 void context_update_stream_sources(struct wined3d_context *context,
2213 const struct wined3d_state *state) DECLSPEC_HIDDEN;
2215 /*****************************************************************************
2216 * Internal representation of a light
2218 struct wined3d_light_info
2220 struct wined3d_light OriginalParms; /* Note D3D8LIGHT == D3D9LIGHT */
2221 DWORD OriginalIndex;
2222 LONG glIndex;
2223 BOOL enabled;
2225 /* Converted parms to speed up swapping lights */
2226 struct wined3d_vec4 position;
2227 struct wined3d_vec4 direction;
2228 float exponent;
2229 float cutoff;
2231 struct list entry;
2234 /* The default light parameters */
2235 extern const struct wined3d_light WINED3D_default_light DECLSPEC_HIDDEN;
2237 struct wined3d_pixel_format
2239 int iPixelFormat; /* WGL pixel format */
2240 int iPixelType; /* WGL pixel type e.g. WGL_TYPE_RGBA_ARB, WGL_TYPE_RGBA_FLOAT_ARB or WGL_TYPE_COLORINDEX_ARB */
2241 int redSize, greenSize, blueSize, alphaSize, colorSize;
2242 int depthSize, stencilSize;
2243 BOOL windowDrawable;
2244 BOOL doubleBuffer;
2245 int auxBuffers;
2246 int numSamples;
2249 enum wined3d_pci_vendor
2251 HW_VENDOR_SOFTWARE = 0x0000,
2252 HW_VENDOR_AMD = 0x1002,
2253 HW_VENDOR_NVIDIA = 0x10de,
2254 HW_VENDOR_VMWARE = 0x15ad,
2255 HW_VENDOR_REDHAT = 0x1af4,
2256 HW_VENDOR_INTEL = 0x8086,
2259 enum wined3d_pci_device
2261 CARD_WINE = 0x0000,
2263 CARD_AMD_RAGE_128PRO = 0x5246,
2264 CARD_AMD_RADEON_7200 = 0x5144,
2265 CARD_AMD_RADEON_8500 = 0x514c,
2266 CARD_AMD_RADEON_9500 = 0x4144,
2267 CARD_AMD_RADEON_XPRESS_200M = 0x5955,
2268 CARD_AMD_RADEON_X700 = 0x5e4c,
2269 CARD_AMD_RADEON_X1600 = 0x71c2,
2270 CARD_AMD_RADEON_HD2350 = 0x94c7,
2271 CARD_AMD_RADEON_HD2600 = 0x9581,
2272 CARD_AMD_RADEON_HD2900 = 0x9400,
2273 CARD_AMD_RADEON_HD3200 = 0x9620,
2274 CARD_AMD_RADEON_HD3850 = 0x9515,
2275 CARD_AMD_RADEON_HD4200M = 0x9712,
2276 CARD_AMD_RADEON_HD4350 = 0x954f,
2277 CARD_AMD_RADEON_HD4600 = 0x9495,
2278 CARD_AMD_RADEON_HD4700 = 0x944e,
2279 CARD_AMD_RADEON_HD4800 = 0x944c,
2280 CARD_AMD_RADEON_HD5400 = 0x68f9,
2281 CARD_AMD_RADEON_HD5600 = 0x68d8,
2282 CARD_AMD_RADEON_HD5700 = 0x68be,
2283 CARD_AMD_RADEON_HD5800 = 0x6898,
2284 CARD_AMD_RADEON_HD5900 = 0x689c,
2285 CARD_AMD_RADEON_HD6300 = 0x9803,
2286 CARD_AMD_RADEON_HD6400 = 0x6770,
2287 CARD_AMD_RADEON_HD6410D = 0x9644,
2288 CARD_AMD_RADEON_HD6480G = 0x9648,
2289 CARD_AMD_RADEON_HD6550D = 0x9640,
2290 CARD_AMD_RADEON_HD6600 = 0x6758,
2291 CARD_AMD_RADEON_HD6600M = 0x6741,
2292 CARD_AMD_RADEON_HD6700 = 0x68ba,
2293 CARD_AMD_RADEON_HD6800 = 0x6739,
2294 CARD_AMD_RADEON_HD6900 = 0x6719,
2295 CARD_AMD_RADEON_HD7660D = 0x9901,
2296 CARD_AMD_RADEON_HD7700 = 0x683d,
2297 CARD_AMD_RADEON_HD7800 = 0x6819,
2298 CARD_AMD_RADEON_HD7900 = 0x679a,
2299 CARD_AMD_RADEON_HD8600M = 0x6660,
2300 CARD_AMD_RADEON_HD8670 = 0x6610,
2301 CARD_AMD_RADEON_HD8770 = 0x665c,
2302 CARD_AMD_RADEON_R3 = 0x9830,
2303 CARD_AMD_RADEON_R7 = 0x130f,
2304 CARD_AMD_RADEON_R9_285 = 0x6939,
2305 CARD_AMD_RADEON_R9_290 = 0x67b1,
2306 CARD_AMD_RADEON_R9_FURY = 0x7300,
2307 CARD_AMD_RADEON_RX_460 = 0x67ef,
2308 CARD_AMD_RADEON_RX_480 = 0x67df,
2309 CARD_AMD_RADEON_RX_VEGA = 0x687f,
2311 CARD_NVIDIA_RIVA_128 = 0x0018,
2312 CARD_NVIDIA_RIVA_TNT = 0x0020,
2313 CARD_NVIDIA_RIVA_TNT2 = 0x0028,
2314 CARD_NVIDIA_GEFORCE = 0x0100,
2315 CARD_NVIDIA_GEFORCE2_MX = 0x0110,
2316 CARD_NVIDIA_GEFORCE2 = 0x0150,
2317 CARD_NVIDIA_GEFORCE3 = 0x0200,
2318 CARD_NVIDIA_GEFORCE4_MX = 0x0170,
2319 CARD_NVIDIA_GEFORCE4_TI4200 = 0x0253,
2320 CARD_NVIDIA_GEFORCEFX_5200 = 0x0320,
2321 CARD_NVIDIA_GEFORCEFX_5600 = 0x0312,
2322 CARD_NVIDIA_GEFORCEFX_5800 = 0x0302,
2323 CARD_NVIDIA_GEFORCE_6200 = 0x014f,
2324 CARD_NVIDIA_GEFORCE_6600GT = 0x0140,
2325 CARD_NVIDIA_GEFORCE_6800 = 0x0041,
2326 CARD_NVIDIA_GEFORCE_7300 = 0x01d7, /* GeForce Go 7300 */
2327 CARD_NVIDIA_GEFORCE_7400 = 0x01d8,
2328 CARD_NVIDIA_GEFORCE_7600 = 0x0391,
2329 CARD_NVIDIA_GEFORCE_7800GT = 0x0092,
2330 CARD_NVIDIA_GEFORCE_8200 = 0x0849, /* Other PCI ID 0x084b */
2331 CARD_NVIDIA_GEFORCE_8300GS = 0x0423,
2332 CARD_NVIDIA_GEFORCE_8400GS = 0x0404,
2333 CARD_NVIDIA_GEFORCE_8500GT = 0x0421,
2334 CARD_NVIDIA_GEFORCE_8600GT = 0x0402,
2335 CARD_NVIDIA_GEFORCE_8600MGT = 0x0407,
2336 CARD_NVIDIA_GEFORCE_8800GTS = 0x0193,
2337 CARD_NVIDIA_GEFORCE_8800GTX = 0x0191,
2338 CARD_NVIDIA_GEFORCE_9200 = 0x086d,
2339 CARD_NVIDIA_GEFORCE_9300 = 0x086c,
2340 CARD_NVIDIA_GEFORCE_9400M = 0x0863,
2341 CARD_NVIDIA_GEFORCE_9400GT = 0x042c,
2342 CARD_NVIDIA_GEFORCE_9500GT = 0x0640,
2343 CARD_NVIDIA_GEFORCE_9600GT = 0x0622,
2344 CARD_NVIDIA_GEFORCE_9700MGT = 0x064a,
2345 CARD_NVIDIA_GEFORCE_9800GT = 0x0614,
2346 CARD_NVIDIA_GEFORCE_210 = 0x0a23,
2347 CARD_NVIDIA_GEFORCE_GT220 = 0x0a20,
2348 CARD_NVIDIA_GEFORCE_GT240 = 0x0ca3,
2349 CARD_NVIDIA_GEFORCE_GTS250 = 0x0615,
2350 CARD_NVIDIA_GEFORCE_GTX260 = 0x05e2,
2351 CARD_NVIDIA_GEFORCE_GTX275 = 0x05e6,
2352 CARD_NVIDIA_GEFORCE_GTX280 = 0x05e1,
2353 CARD_NVIDIA_GEFORCE_315M = 0x0a7a,
2354 CARD_NVIDIA_GEFORCE_320M = 0x08a3,
2355 CARD_NVIDIA_GEFORCE_GT320M = 0x0a2d,
2356 CARD_NVIDIA_GEFORCE_GT325M = 0x0a35,
2357 CARD_NVIDIA_GEFORCE_GT330 = 0x0ca0,
2358 CARD_NVIDIA_GEFORCE_GTS350M = 0x0cb0,
2359 CARD_NVIDIA_GEFORCE_410M = 0x1055,
2360 CARD_NVIDIA_GEFORCE_GT420 = 0x0de2,
2361 CARD_NVIDIA_GEFORCE_GT425M = 0x0df0,
2362 CARD_NVIDIA_GEFORCE_GT430 = 0x0de1,
2363 CARD_NVIDIA_GEFORCE_GT440 = 0x0de0,
2364 CARD_NVIDIA_GEFORCE_GTS450 = 0x0dc4,
2365 CARD_NVIDIA_GEFORCE_GTX460 = 0x0e22,
2366 CARD_NVIDIA_GEFORCE_GTX460M = 0x0dd1,
2367 CARD_NVIDIA_GEFORCE_GTX465 = 0x06c4,
2368 CARD_NVIDIA_GEFORCE_GTX470 = 0x06cd,
2369 CARD_NVIDIA_GEFORCE_GTX480 = 0x06c0,
2370 CARD_NVIDIA_GEFORCE_GT520 = 0x1040,
2371 CARD_NVIDIA_GEFORCE_GT525M = 0x0dec,
2372 CARD_NVIDIA_GEFORCE_GT540M = 0x0df4,
2373 CARD_NVIDIA_GEFORCE_GTX550 = 0x1244,
2374 CARD_NVIDIA_GEFORCE_GT555M = 0x04b8,
2375 CARD_NVIDIA_GEFORCE_GTX560TI = 0x1200,
2376 CARD_NVIDIA_GEFORCE_GTX560M = 0x1251,
2377 CARD_NVIDIA_GEFORCE_GTX560 = 0x1201,
2378 CARD_NVIDIA_GEFORCE_GTX570 = 0x1081,
2379 CARD_NVIDIA_GEFORCE_GTX580 = 0x1080,
2380 CARD_NVIDIA_GEFORCE_GT610 = 0x104a,
2381 CARD_NVIDIA_GEFORCE_GT630 = 0x0f00,
2382 CARD_NVIDIA_GEFORCE_GT630M = 0x0de9,
2383 CARD_NVIDIA_GEFORCE_GT640M = 0x0fd2,
2384 CARD_NVIDIA_GEFORCE_GT650M = 0x0fd1,
2385 CARD_NVIDIA_GEFORCE_GTX650 = 0x0fc6,
2386 CARD_NVIDIA_GEFORCE_GTX650TI = 0x11c6,
2387 CARD_NVIDIA_GEFORCE_GTX660 = 0x11c0,
2388 CARD_NVIDIA_GEFORCE_GTX660M = 0x0fd4,
2389 CARD_NVIDIA_GEFORCE_GTX660TI = 0x1183,
2390 CARD_NVIDIA_GEFORCE_GTX670 = 0x1189,
2391 CARD_NVIDIA_GEFORCE_GTX670MX = 0x11a1,
2392 CARD_NVIDIA_GEFORCE_GTX675MX = 0x11a7,
2393 CARD_NVIDIA_GEFORCE_GTX680 = 0x1180,
2394 CARD_NVIDIA_GEFORCE_GTX690 = 0x1188,
2395 CARD_NVIDIA_GEFORCE_GT720 = 0x128b,
2396 CARD_NVIDIA_GEFORCE_GT730 = 0x1287,
2397 CARD_NVIDIA_GEFORCE_GT730M = 0x0fe1,
2398 CARD_NVIDIA_GEFORCE_GT740M = 0x1292,
2399 CARD_NVIDIA_GEFORCE_GT750M = 0x0fe9,
2400 CARD_NVIDIA_GEFORCE_GTX750 = 0x1381,
2401 CARD_NVIDIA_GEFORCE_GTX750TI = 0x1380,
2402 CARD_NVIDIA_GEFORCE_GTX760 = 0x1187,
2403 CARD_NVIDIA_GEFORCE_GTX760TI = 0x1193,
2404 CARD_NVIDIA_GEFORCE_GTX765M = 0x11e2,
2405 CARD_NVIDIA_GEFORCE_GTX770M = 0x11e0,
2406 CARD_NVIDIA_GEFORCE_GTX770 = 0x1184,
2407 CARD_NVIDIA_GEFORCE_GTX780 = 0x1004,
2408 CARD_NVIDIA_GEFORCE_GTX780TI = 0x100a,
2409 CARD_NVIDIA_GEFORCE_GTXTITAN = 0x1005,
2410 CARD_NVIDIA_GEFORCE_GTXTITANB = 0x100c,
2411 CARD_NVIDIA_GEFORCE_GTXTITANX = 0x17c2,
2412 CARD_NVIDIA_GEFORCE_GTXTITANZ = 0x1001,
2413 CARD_NVIDIA_GEFORCE_820M = 0x0fed,
2414 CARD_NVIDIA_GEFORCE_830M = 0x1340,
2415 CARD_NVIDIA_GEFORCE_840M = 0x1341,
2416 CARD_NVIDIA_GEFORCE_845M = 0x1344,
2417 CARD_NVIDIA_GEFORCE_GTX850M = 0x1391,
2418 CARD_NVIDIA_GEFORCE_GTX860M = 0x1392, /* Other PCI ID 0x119a */
2419 CARD_NVIDIA_GEFORCE_GTX870M = 0x1199,
2420 CARD_NVIDIA_GEFORCE_GTX880M = 0x1198,
2421 CARD_NVIDIA_GEFORCE_940M = 0x1347,
2422 CARD_NVIDIA_GEFORCE_GTX950 = 0x1402,
2423 CARD_NVIDIA_GEFORCE_GTX950M = 0x139a,
2424 CARD_NVIDIA_GEFORCE_GTX960 = 0x1401,
2425 CARD_NVIDIA_GEFORCE_GTX960M = 0x139b,
2426 CARD_NVIDIA_GEFORCE_GTX970 = 0x13c2,
2427 CARD_NVIDIA_GEFORCE_GTX970M = 0x13d8,
2428 CARD_NVIDIA_GEFORCE_GTX980 = 0x13c0,
2429 CARD_NVIDIA_GEFORCE_GTX980TI = 0x17c8,
2430 CARD_NVIDIA_GEFORCE_GTX1050 = 0x1c81,
2431 CARD_NVIDIA_GEFORCE_GTX1050TI = 0x1c82,
2432 CARD_NVIDIA_GEFORCE_GTX1060 = 0x1c03,
2433 CARD_NVIDIA_GEFORCE_GTX1070 = 0x1b81,
2434 CARD_NVIDIA_GEFORCE_GTX1080 = 0x1b80,
2435 CARD_NVIDIA_GEFORCE_GTX1080TI = 0x1b06,
2436 CARD_NVIDIA_TITANX_PASCAL = 0x1b00,
2437 CARD_NVIDIA_TITANV = 0x1d81,
2439 CARD_REDHAT_VIRGL = 0x1010,
2441 CARD_VMWARE_SVGA3D = 0x0405,
2443 CARD_INTEL_830M = 0x3577,
2444 CARD_INTEL_855GM = 0x3582,
2445 CARD_INTEL_845G = 0x2562,
2446 CARD_INTEL_865G = 0x2572,
2447 CARD_INTEL_915G = 0x2582,
2448 CARD_INTEL_E7221G = 0x258a,
2449 CARD_INTEL_915GM = 0x2592,
2450 CARD_INTEL_945G = 0x2772,
2451 CARD_INTEL_945GM = 0x27a2,
2452 CARD_INTEL_945GME = 0x27ae,
2453 CARD_INTEL_Q35 = 0x29b2,
2454 CARD_INTEL_G33 = 0x29c2,
2455 CARD_INTEL_Q33 = 0x29d2,
2456 CARD_INTEL_PNVG = 0xa001,
2457 CARD_INTEL_PNVM = 0xa011,
2458 CARD_INTEL_965Q = 0x2992,
2459 CARD_INTEL_965G = 0x2982,
2460 CARD_INTEL_946GZ = 0x2972,
2461 CARD_INTEL_965GM = 0x2a02,
2462 CARD_INTEL_965GME = 0x2a12,
2463 CARD_INTEL_GM45 = 0x2a42,
2464 CARD_INTEL_IGD = 0x2e02,
2465 CARD_INTEL_Q45 = 0x2e12,
2466 CARD_INTEL_G45 = 0x2e22,
2467 CARD_INTEL_G41 = 0x2e32,
2468 CARD_INTEL_B43 = 0x2e92,
2469 CARD_INTEL_ILKD = 0x0042,
2470 CARD_INTEL_ILKM = 0x0046,
2471 CARD_INTEL_SNBD = 0x0122,
2472 CARD_INTEL_SNBM = 0x0126,
2473 CARD_INTEL_SNBS = 0x010a,
2474 CARD_INTEL_IVBD = 0x0162,
2475 CARD_INTEL_IVBM = 0x0166,
2476 CARD_INTEL_IVBS = 0x015a,
2477 CARD_INTEL_HWD = 0x0412,
2478 CARD_INTEL_HWM = 0x0416,
2479 CARD_INTEL_HD5000 = 0x0a26,
2480 CARD_INTEL_I5100_1 = 0x0a22,
2481 CARD_INTEL_I5100_2 = 0x0a2a,
2482 CARD_INTEL_I5100_3 = 0x0a2b,
2483 CARD_INTEL_I5100_4 = 0x0a2e,
2484 CARD_INTEL_IP5200_1 = 0x0d22,
2485 CARD_INTEL_IP5200_2 = 0x0d26,
2486 CARD_INTEL_IP5200_3 = 0x0d2a,
2487 CARD_INTEL_IP5200_4 = 0x0d2b,
2488 CARD_INTEL_IP5200_5 = 0x0d2e,
2489 CARD_INTEL_HD5300 = 0x161e,
2490 CARD_INTEL_HD5500 = 0x1616,
2491 CARD_INTEL_HD5600 = 0x1612,
2492 CARD_INTEL_HD6000 = 0x1626,
2493 CARD_INTEL_I6100 = 0x162b,
2494 CARD_INTEL_IP6200 = 0x1622,
2495 CARD_INTEL_IPP6300 = 0x162a,
2496 CARD_INTEL_HD510_1 = 0x1902,
2497 CARD_INTEL_HD510_2 = 0x1906,
2498 CARD_INTEL_HD510_3 = 0x190b,
2499 CARD_INTEL_HD515 = 0x191e,
2500 CARD_INTEL_HD520_1 = 0x1916,
2501 CARD_INTEL_HD520_2 = 0x1921,
2502 CARD_INTEL_HD530_1 = 0x1912,
2503 CARD_INTEL_HD530_2 = 0x191b,
2504 CARD_INTEL_HDP530 = 0x191d,
2505 CARD_INTEL_I540 = 0x1926,
2506 CARD_INTEL_I550 = 0x1927,
2507 CARD_INTEL_I555 = 0x192b,
2508 CARD_INTEL_IP555 = 0x192d,
2509 CARD_INTEL_IP580_1 = 0x1932,
2510 CARD_INTEL_IP580_2 = 0x193b,
2511 CARD_INTEL_IPP580_1 = 0x193a,
2512 CARD_INTEL_IPP580_2 = 0x193d,
2513 CARD_INTEL_HD630 = 0x5912,
2516 struct wined3d_fbo_ops
2518 GLboolean (WINE_GLAPI *glIsRenderbuffer)(GLuint renderbuffer);
2519 void (WINE_GLAPI *glBindRenderbuffer)(GLenum target, GLuint renderbuffer);
2520 void (WINE_GLAPI *glDeleteRenderbuffers)(GLsizei n, const GLuint *renderbuffers);
2521 void (WINE_GLAPI *glGenRenderbuffers)(GLsizei n, GLuint *renderbuffers);
2522 void (WINE_GLAPI *glRenderbufferStorage)(GLenum target, GLenum internalformat,
2523 GLsizei width, GLsizei height);
2524 void (WINE_GLAPI *glRenderbufferStorageMultisample)(GLenum target, GLsizei samples,
2525 GLenum internalformat, GLsizei width, GLsizei height);
2526 void (WINE_GLAPI *glGetRenderbufferParameteriv)(GLenum target, GLenum pname, GLint *params);
2527 GLboolean (WINE_GLAPI *glIsFramebuffer)(GLuint framebuffer);
2528 void (WINE_GLAPI *glBindFramebuffer)(GLenum target, GLuint framebuffer);
2529 void (WINE_GLAPI *glDeleteFramebuffers)(GLsizei n, const GLuint *framebuffers);
2530 void (WINE_GLAPI *glGenFramebuffers)(GLsizei n, GLuint *framebuffers);
2531 GLenum (WINE_GLAPI *glCheckFramebufferStatus)(GLenum target);
2532 void (WINE_GLAPI *glFramebufferTexture)(GLenum target, GLenum attachment,
2533 GLuint texture, GLint level);
2534 void (WINE_GLAPI *glFramebufferTexture1D)(GLenum target, GLenum attachment,
2535 GLenum textarget, GLuint texture, GLint level);
2536 void (WINE_GLAPI *glFramebufferTexture2D)(GLenum target, GLenum attachment,
2537 GLenum textarget, GLuint texture, GLint level);
2538 void (WINE_GLAPI *glFramebufferTexture3D)(GLenum target, GLenum attachment,
2539 GLenum textarget, GLuint texture, GLint level, GLint layer);
2540 void (WINE_GLAPI *glFramebufferTextureLayer)(GLenum target, GLenum attachment,
2541 GLuint texture, GLint level, GLint layer);
2542 void (WINE_GLAPI *glFramebufferRenderbuffer)(GLenum target, GLenum attachment,
2543 GLenum renderbuffertarget, GLuint renderbuffer);
2544 void (WINE_GLAPI *glGetFramebufferAttachmentParameteriv)(GLenum target, GLenum attachment,
2545 GLenum pname, GLint *params);
2546 void (WINE_GLAPI *glBlitFramebuffer)(GLint srcX0, GLint srcY0, GLint srcX1, GLint srcY1,
2547 GLint dstX0, GLint dstY0, GLint dstX1, GLint dstY1, GLbitfield mask, GLenum filter);
2548 void (WINE_GLAPI *glGenerateMipmap)(GLenum target);
2551 struct wined3d_gl_limits
2553 UINT buffers;
2554 UINT lights;
2555 UINT textures;
2556 UINT texture_coords;
2557 unsigned int uniform_blocks[WINED3D_SHADER_TYPE_COUNT];
2558 unsigned int samplers[WINED3D_SHADER_TYPE_COUNT];
2559 unsigned int graphics_samplers;
2560 unsigned int combined_samplers;
2561 UINT general_combiners;
2562 UINT user_clip_distances;
2563 UINT texture3d_size;
2564 UINT anisotropy;
2565 float shininess;
2566 UINT samples;
2567 UINT vertex_attribs;
2569 unsigned int texture_buffer_offset_alignment;
2571 unsigned int framebuffer_width;
2572 unsigned int framebuffer_height;
2574 UINT glsl_varyings;
2575 UINT glsl_vs_float_constants;
2576 UINT glsl_ps_float_constants;
2578 UINT arb_vs_float_constants;
2579 UINT arb_vs_native_constants;
2580 UINT arb_vs_instructions;
2581 UINT arb_vs_temps;
2582 UINT arb_ps_float_constants;
2583 UINT arb_ps_local_constants;
2584 UINT arb_ps_native_constants;
2585 UINT arb_ps_instructions;
2586 UINT arb_ps_temps;
2589 void wined3d_gl_limits_get_texture_unit_range(const struct wined3d_gl_limits *gl_limits,
2590 enum wined3d_shader_type shader_type, unsigned int *base, unsigned int *count) DECLSPEC_HIDDEN;
2591 void wined3d_gl_limits_get_uniform_block_range(const struct wined3d_gl_limits *gl_limits,
2592 enum wined3d_shader_type shader_type, unsigned int *base, unsigned int *count) DECLSPEC_HIDDEN;
2594 struct wined3d_gl_info
2596 DWORD selected_gl_version;
2597 DWORD glsl_version;
2598 struct wined3d_gl_limits limits;
2599 DWORD reserved_glsl_constants, reserved_arb_constants;
2600 DWORD quirks;
2601 BOOL supported[WINED3D_GL_EXT_COUNT];
2602 GLint wrap_lookup[WINED3D_TADDRESS_MIRROR_ONCE - WINED3D_TADDRESS_WRAP + 1];
2604 HGLRC (WINAPI *p_wglCreateContextAttribsARB)(HDC dc, HGLRC share, const GLint *attribs);
2605 struct opengl_funcs gl_ops;
2606 struct wined3d_fbo_ops fbo_ops;
2609 /* The driver names reflect the lowest GPU supported
2610 * by a certain driver, so DRIVER_AMD_R300 supports
2611 * R3xx, R4xx and R5xx GPUs. */
2612 enum wined3d_display_driver
2614 DRIVER_AMD_RAGE_128PRO,
2615 DRIVER_AMD_R100,
2616 DRIVER_AMD_R300,
2617 DRIVER_AMD_R600,
2618 DRIVER_AMD_RX,
2619 DRIVER_INTEL_GMA800,
2620 DRIVER_INTEL_GMA900,
2621 DRIVER_INTEL_GMA950,
2622 DRIVER_INTEL_GMA3000,
2623 DRIVER_INTEL_HD4000,
2624 DRIVER_NVIDIA_TNT,
2625 DRIVER_NVIDIA_GEFORCE2MX,
2626 DRIVER_NVIDIA_GEFORCEFX,
2627 DRIVER_NVIDIA_GEFORCE6,
2628 DRIVER_NVIDIA_GEFORCE8,
2629 DRIVER_REDHAT_VIRGL,
2630 DRIVER_VMWARE,
2631 DRIVER_WINE,
2632 DRIVER_UNKNOWN,
2635 struct wined3d_gpu_description
2637 enum wined3d_pci_vendor vendor;
2638 enum wined3d_pci_device device;
2639 const char *description;
2640 enum wined3d_display_driver driver;
2641 unsigned int vidmem;
2644 const struct wined3d_gpu_description *wined3d_get_gpu_description(enum wined3d_pci_vendor vendor,
2645 enum wined3d_pci_device device) DECLSPEC_HIDDEN;
2646 enum wined3d_pci_device wined3d_gpu_from_feature_level(enum wined3d_pci_vendor *vendor,
2647 enum wined3d_feature_level feature_level) DECLSPEC_HIDDEN;
2649 struct wined3d_driver_info
2651 enum wined3d_pci_vendor vendor;
2652 enum wined3d_pci_device device;
2653 const char *name;
2654 const char *description;
2655 UINT64 vram_bytes;
2656 UINT64 sysmem_bytes;
2657 DWORD version_high;
2658 DWORD version_low;
2661 void wined3d_driver_info_init(struct wined3d_driver_info *driver_info,
2662 const struct wined3d_gpu_description *gpu_description, UINT64 vram_bytes) DECLSPEC_HIDDEN;
2664 struct wined3d_adapter_ops
2666 BOOL (*adapter_create_context)(struct wined3d_context *context,
2667 struct wined3d_texture *target, const struct wined3d_format *ds_format);
2670 BOOL wined3d_adapter_gl_create_context(struct wined3d_context *context,
2671 struct wined3d_texture *target, const struct wined3d_format *ds_format) DECLSPEC_HIDDEN;
2673 /* The adapter structure */
2674 struct wined3d_adapter
2676 UINT ordinal;
2677 POINT monitor_position;
2678 enum wined3d_format_id screen_format;
2680 struct wined3d_gl_info gl_info;
2681 struct wined3d_d3d_info d3d_info;
2682 struct wined3d_driver_info driver_info;
2683 UINT64 vram_bytes_used;
2684 LUID luid;
2686 WCHAR device_name[CCHDEVICENAME]; /* for use with e.g. ChangeDisplaySettings() */
2687 unsigned int cfg_count;
2688 struct wined3d_pixel_format *cfgs;
2690 void *formats;
2691 size_t format_size;
2693 const struct wined3d_vertex_pipe_ops *vertex_pipe;
2694 const struct fragment_pipeline *fragment_pipe;
2695 const struct wined3d_shader_backend_ops *shader_backend;
2696 const struct wined3d_adapter_ops *adapter_ops;
2699 BOOL wined3d_adapter_gl_init(struct wined3d_adapter *adapter, DWORD wined3d_creation_flags) DECLSPEC_HIDDEN;
2701 struct wined3d_caps_gl_ctx
2703 HDC dc;
2704 HWND wnd;
2705 HGLRC gl_ctx;
2706 HDC restore_dc;
2707 HGLRC restore_gl_ctx;
2709 const struct wined3d_gl_info *gl_info;
2710 GLuint test_vbo;
2711 GLuint test_program_id;
2714 BOOL wined3d_adapter_gl_init_format_info(struct wined3d_adapter *adapter,
2715 struct wined3d_caps_gl_ctx *ctx) DECLSPEC_HIDDEN;
2716 BOOL wined3d_adapter_no3d_init_format_info(struct wined3d_adapter *adapter) DECLSPEC_HIDDEN;
2717 UINT64 adapter_adjust_memory(struct wined3d_adapter *adapter, INT64 amount) DECLSPEC_HIDDEN;
2719 BOOL wined3d_caps_gl_ctx_test_viewport_subpixel_bits(struct wined3d_caps_gl_ctx *ctx) DECLSPEC_HIDDEN;
2721 void install_gl_compat_wrapper(struct wined3d_gl_info *gl_info, enum wined3d_gl_extension ext) DECLSPEC_HIDDEN;
2723 enum wined3d_projection_type
2725 WINED3D_PROJECTION_NONE = 0,
2726 WINED3D_PROJECTION_COUNT3 = 1,
2727 WINED3D_PROJECTION_COUNT4 = 2
2730 /*****************************************************************************
2731 * Fixed function pipeline replacements
2733 #define ARG_UNUSED 0xff
2734 struct texture_stage_op
2736 unsigned cop : 8;
2737 unsigned carg1 : 8;
2738 unsigned carg2 : 8;
2739 unsigned carg0 : 8;
2741 unsigned aop : 8;
2742 unsigned aarg1 : 8;
2743 unsigned aarg2 : 8;
2744 unsigned aarg0 : 8;
2746 struct color_fixup_desc color_fixup;
2747 unsigned tex_type : 3;
2748 unsigned tmp_dst : 1;
2749 unsigned projected : 2;
2750 unsigned padding : 10;
2753 struct ffp_frag_settings
2755 struct texture_stage_op op[MAX_TEXTURES];
2756 enum wined3d_ffp_ps_fog_mode fog;
2757 unsigned char sRGB_write;
2758 unsigned char emul_clipplanes;
2759 unsigned char texcoords_initialized;
2760 unsigned char color_key_enabled : 1;
2761 unsigned char pointsprite : 1;
2762 unsigned char flatshading : 1;
2763 unsigned char alpha_test_func : 3;
2764 unsigned char padding : 2;
2767 struct ffp_frag_desc
2769 struct wine_rb_entry entry;
2770 struct ffp_frag_settings settings;
2773 int wined3d_ffp_frag_program_key_compare(const void *key, const struct wine_rb_entry *entry) DECLSPEC_HIDDEN;
2774 int wined3d_ffp_vertex_program_key_compare(const void *key, const struct wine_rb_entry *entry) DECLSPEC_HIDDEN;
2776 extern const struct wined3d_parent_ops wined3d_null_parent_ops DECLSPEC_HIDDEN;
2778 unsigned int wined3d_max_compat_varyings(const struct wined3d_gl_info *gl_info) DECLSPEC_HIDDEN;
2779 void gen_ffp_frag_op(const struct wined3d_context *context, const struct wined3d_state *state,
2780 struct ffp_frag_settings *settings, BOOL ignore_textype) DECLSPEC_HIDDEN;
2781 const struct ffp_frag_desc *find_ffp_frag_shader(const struct wine_rb_tree *fragment_shaders,
2782 const struct ffp_frag_settings *settings) DECLSPEC_HIDDEN;
2783 void add_ffp_frag_shader(struct wine_rb_tree *shaders, struct ffp_frag_desc *desc) DECLSPEC_HIDDEN;
2784 void wined3d_ftoa(float value, char *s) DECLSPEC_HIDDEN;
2786 extern const float wined3d_srgb_const0[] DECLSPEC_HIDDEN;
2787 extern const float wined3d_srgb_const1[] DECLSPEC_HIDDEN;
2789 enum wined3d_ffp_vs_fog_mode
2791 WINED3D_FFP_VS_FOG_OFF = 0,
2792 WINED3D_FFP_VS_FOG_FOGCOORD = 1,
2793 WINED3D_FFP_VS_FOG_DEPTH = 2,
2794 WINED3D_FFP_VS_FOG_RANGE = 3,
2797 #define WINED3D_FFP_TCI_SHIFT 16
2798 #define WINED3D_FFP_TCI_MASK 0xffu
2800 #define WINED3D_FFP_LIGHT_TYPE_SHIFT(idx) (3 * (idx))
2801 #define WINED3D_FFP_LIGHT_TYPE_MASK 0x7u
2803 struct wined3d_ffp_vs_settings
2805 DWORD point_light_count : 4;
2806 DWORD spot_light_count : 4;
2807 DWORD directional_light_count : 4;
2808 DWORD parallel_point_light_count : 4;
2809 DWORD diffuse_source : 2;
2810 DWORD emissive_source : 2;
2811 DWORD ambient_source : 2;
2812 DWORD specular_source : 2;
2813 DWORD transformed : 1;
2814 DWORD vertexblends : 2;
2815 DWORD clipping : 1;
2816 DWORD normal : 1;
2817 DWORD normalize : 1;
2818 DWORD lighting : 1;
2819 DWORD localviewer : 1;
2821 DWORD point_size : 1;
2822 DWORD per_vertex_point_size : 1;
2823 DWORD fog_mode : 2;
2824 DWORD texcoords : 8; /* MAX_TEXTURES */
2825 DWORD ortho_fog : 1;
2826 DWORD flatshading : 1;
2827 DWORD swizzle_map : 16; /* MAX_ATTRIBS, 16 */
2828 DWORD padding : 2;
2830 DWORD texgen[MAX_TEXTURES];
2833 struct wined3d_ffp_vs_desc
2835 struct wine_rb_entry entry;
2836 struct wined3d_ffp_vs_settings settings;
2839 void wined3d_ffp_get_vs_settings(const struct wined3d_context *context,
2840 const struct wined3d_state *state, struct wined3d_ffp_vs_settings *settings) DECLSPEC_HIDDEN;
2842 struct wined3d
2844 LONG ref;
2845 DWORD flags;
2846 UINT adapter_count;
2847 struct wined3d_adapter adapters[1];
2850 HRESULT wined3d_init(struct wined3d *wined3d, DWORD flags) DECLSPEC_HIDDEN;
2851 BOOL wined3d_register_window(HWND window, struct wined3d_device *device) DECLSPEC_HIDDEN;
2852 void wined3d_unregister_window(HWND window) DECLSPEC_HIDDEN;
2854 struct wined3d_blend_state
2856 LONG refcount;
2857 struct wined3d_blend_state_desc desc;
2859 void *parent;
2860 const struct wined3d_parent_ops *parent_ops;
2862 struct wined3d_device *device;
2865 struct wined3d_rasterizer_state
2867 LONG refcount;
2868 struct wined3d_rasterizer_state_desc desc;
2870 void *parent;
2871 const struct wined3d_parent_ops *parent_ops;
2873 struct wined3d_device *device;
2876 struct wined3d_stream_output
2878 struct wined3d_buffer *buffer;
2879 UINT offset;
2882 struct wined3d_stream_state
2884 struct wined3d_buffer *buffer;
2885 UINT offset;
2886 UINT stride;
2887 UINT frequency;
2888 UINT flags;
2891 #define WINED3D_STATE_NO_REF 0x00000001
2892 #define WINED3D_STATE_INIT_DEFAULT 0x00000002
2894 struct wined3d_state
2896 DWORD flags;
2897 const struct wined3d_fb_state *fb;
2899 struct wined3d_vertex_declaration *vertex_declaration;
2900 struct wined3d_stream_output stream_output[WINED3D_MAX_STREAM_OUTPUT_BUFFERS];
2901 struct wined3d_stream_state streams[MAX_STREAMS + 1 /* tesselated pseudo-stream */];
2902 struct wined3d_buffer *index_buffer;
2903 enum wined3d_format_id index_format;
2904 unsigned int index_offset;
2905 int base_vertex_index;
2906 int load_base_vertex_index; /* Non-indexed drawing needs 0 here, indexed needs base_vertex_index. */
2907 GLenum gl_primitive_type;
2908 GLint gl_patch_vertices;
2909 struct wined3d_query *predicate;
2910 BOOL predicate_value;
2912 struct wined3d_shader *shader[WINED3D_SHADER_TYPE_COUNT];
2913 struct wined3d_buffer *cb[WINED3D_SHADER_TYPE_COUNT][MAX_CONSTANT_BUFFERS];
2914 struct wined3d_sampler *sampler[WINED3D_SHADER_TYPE_COUNT][MAX_SAMPLER_OBJECTS];
2915 struct wined3d_shader_resource_view *shader_resource_view[WINED3D_SHADER_TYPE_COUNT][MAX_SHADER_RESOURCE_VIEWS];
2916 struct wined3d_unordered_access_view *unordered_access_view[WINED3D_PIPELINE_COUNT][MAX_UNORDERED_ACCESS_VIEWS];
2918 BOOL vs_consts_b[WINED3D_MAX_CONSTS_B];
2919 struct wined3d_ivec4 vs_consts_i[WINED3D_MAX_CONSTS_I];
2920 struct wined3d_vec4 vs_consts_f[WINED3D_MAX_VS_CONSTS_F];
2922 BOOL ps_consts_b[WINED3D_MAX_CONSTS_B];
2923 struct wined3d_ivec4 ps_consts_i[WINED3D_MAX_CONSTS_I];
2924 struct wined3d_vec4 ps_consts_f[WINED3D_MAX_PS_CONSTS_F];
2926 struct wined3d_texture *textures[MAX_COMBINED_SAMPLERS];
2927 DWORD sampler_states[MAX_COMBINED_SAMPLERS][WINED3D_HIGHEST_SAMPLER_STATE + 1];
2928 DWORD texture_states[MAX_TEXTURES][WINED3D_HIGHEST_TEXTURE_STATE + 1];
2930 struct wined3d_matrix transforms[HIGHEST_TRANSFORMSTATE + 1];
2931 struct wined3d_vec4 clip_planes[MAX_CLIP_DISTANCES];
2932 struct wined3d_material material;
2933 struct wined3d_viewport viewports[WINED3D_MAX_VIEWPORTS];
2934 unsigned int viewport_count;
2935 RECT scissor_rects[WINED3D_MAX_VIEWPORTS];
2936 unsigned int scissor_rect_count;
2938 /* Light hashmap. Collisions are handled using linked lists. */
2939 #define LIGHTMAP_SIZE 43
2940 #define LIGHTMAP_HASHFUNC(x) ((x) % LIGHTMAP_SIZE)
2941 struct list light_map[LIGHTMAP_SIZE];
2942 const struct wined3d_light_info *lights[MAX_ACTIVE_LIGHTS];
2944 DWORD render_states[WINEHIGHEST_RENDER_STATE + 1];
2945 struct wined3d_blend_state *blend_state;
2946 struct wined3d_color blend_factor;
2947 struct wined3d_rasterizer_state *rasterizer_state;
2950 struct wined3d_dummy_textures
2952 GLuint tex_1d;
2953 GLuint tex_2d;
2954 GLuint tex_rect;
2955 GLuint tex_3d;
2956 GLuint tex_cube;
2957 GLuint tex_cube_array;
2958 GLuint tex_1d_array;
2959 GLuint tex_2d_array;
2960 GLuint tex_buffer;
2961 GLuint tex_2d_ms;
2962 GLuint tex_2d_ms_array;
2965 #define WINED3D_UNMAPPED_STAGE ~0u
2967 /* Multithreaded flag. Removed from the public header to signal that
2968 * wined3d_device_create() ignores it. */
2969 #define WINED3DCREATE_MULTITHREADED 0x00000004
2971 struct wined3d_stateblock_state
2973 struct wined3d_shader *vs;
2974 struct wined3d_vec4 vs_consts_f[WINED3D_MAX_VS_CONSTS_F];
2975 struct wined3d_ivec4 vs_consts_i[WINED3D_MAX_CONSTS_I];
2976 BOOL vs_consts_b[WINED3D_MAX_CONSTS_B];
2978 struct wined3d_shader *ps;
2979 struct wined3d_vec4 ps_consts_f[WINED3D_MAX_PS_CONSTS_F];
2980 struct wined3d_ivec4 ps_consts_i[WINED3D_MAX_CONSTS_I];
2981 BOOL ps_consts_b[WINED3D_MAX_CONSTS_B];
2983 DWORD rs[WINEHIGHEST_RENDER_STATE + 1];
2986 struct wined3d_device
2988 LONG ref;
2990 /* WineD3D Information */
2991 struct wined3d_device_parent *device_parent;
2992 struct wined3d *wined3d;
2993 struct wined3d_adapter *adapter;
2995 /* Window styles to restore when switching fullscreen mode */
2996 LONG style;
2997 LONG exStyle;
2999 const struct wined3d_shader_backend_ops *shader_backend;
3000 void *shader_priv;
3001 void *fragment_priv;
3002 void *vertex_priv;
3003 struct StateEntry StateTable[STATE_HIGHEST + 1];
3004 /* Array of functions for states which are handled by more than one pipeline part */
3005 APPLYSTATEFUNC *multistate_funcs[STATE_HIGHEST + 1];
3006 struct wined3d_blitter *blitter;
3008 BYTE bCursorVisible : 1;
3009 BYTE d3d_initialized : 1;
3010 BYTE inScene : 1; /* A flag to check for proper BeginScene / EndScene call pairs */
3011 BYTE softwareVertexProcessing : 1; /* process vertex shaders using software or hardware */
3012 BYTE filter_messages : 1;
3013 BYTE padding : 3;
3015 unsigned char surface_alignment; /* Line Alignment of surfaces */
3017 WORD padding2 : 16;
3019 enum wined3d_feature_level feature_level;
3021 struct wined3d_state state;
3022 struct wined3d_state *update_state;
3023 struct wined3d_stateblock *recording;
3024 struct wined3d_stateblock_state stateblock_state;
3025 struct wined3d_stateblock_state *update_stateblock_state;
3027 /* Internal use fields */
3028 struct wined3d_device_creation_parameters create_parms;
3029 HWND focus_window;
3031 struct wined3d_rendertarget_view *back_buffer_view;
3032 struct wined3d_swapchain **swapchains;
3033 UINT swapchain_count;
3034 unsigned int max_frame_latency;
3036 struct list resources; /* a linked list to track resources created by the device */
3037 struct list shaders; /* a linked list to track shaders (pixel and vertex) */
3038 struct wine_rb_tree samplers;
3040 /* Render Target Support */
3041 struct wined3d_fb_state fb;
3042 struct wined3d_rendertarget_view *auto_depth_stencil_view;
3044 /* Cursor management */
3045 UINT xHotSpot;
3046 UINT yHotSpot;
3047 UINT xScreenSpace;
3048 UINT yScreenSpace;
3049 UINT cursorWidth, cursorHeight;
3050 struct wined3d_texture *cursor_texture;
3051 HCURSOR hardwareCursor;
3053 /* The Wine logo texture */
3054 struct wined3d_texture *logo_texture;
3056 /* Default sampler used to emulate the direct resource access without using wined3d_sampler */
3057 struct wined3d_sampler *default_sampler;
3058 struct wined3d_sampler *null_sampler;
3060 /* Command stream */
3061 struct wined3d_cs *cs;
3063 /* Context management */
3064 struct wined3d_context **contexts;
3065 UINT context_count;
3068 void device_clear_render_targets(struct wined3d_device *device, UINT rt_count, const struct wined3d_fb_state *fb,
3069 UINT rect_count, const RECT *rects, const RECT *draw_rect, DWORD flags,
3070 const struct wined3d_color *color, float depth, DWORD stencil) DECLSPEC_HIDDEN;
3071 BOOL device_context_add(struct wined3d_device *device, struct wined3d_context *context) DECLSPEC_HIDDEN;
3072 void device_context_remove(struct wined3d_device *device, struct wined3d_context *context) DECLSPEC_HIDDEN;
3073 HRESULT device_init(struct wined3d_device *device, struct wined3d *wined3d,
3074 UINT adapter_idx, enum wined3d_device_type device_type, HWND focus_window, DWORD flags,
3075 BYTE surface_alignment, const enum wined3d_feature_level *levels, unsigned int level_count,
3076 struct wined3d_device_parent *device_parent) DECLSPEC_HIDDEN;
3077 LRESULT device_process_message(struct wined3d_device *device, HWND window, BOOL unicode,
3078 UINT message, WPARAM wparam, LPARAM lparam, WNDPROC proc) DECLSPEC_HIDDEN;
3079 void device_resource_add(struct wined3d_device *device, struct wined3d_resource *resource) DECLSPEC_HIDDEN;
3080 void device_resource_released(struct wined3d_device *device, struct wined3d_resource *resource) DECLSPEC_HIDDEN;
3081 void device_invalidate_state(const struct wined3d_device *device, DWORD state) DECLSPEC_HIDDEN;
3083 struct wined3d_device_gl
3085 struct wined3d_device d;
3087 /* Textures for when no other textures are bound. */
3088 struct wined3d_dummy_textures dummy_textures;
3091 static inline struct wined3d_device_gl *wined3d_device_gl(struct wined3d_device *device)
3093 return CONTAINING_RECORD(device, struct wined3d_device_gl, d);
3096 static inline BOOL isStateDirty(const struct wined3d_context *context, DWORD state)
3098 DWORD idx = state / (sizeof(*context->isStateDirty) * CHAR_BIT);
3099 BYTE shift = state & ((sizeof(*context->isStateDirty) * CHAR_BIT) - 1);
3100 return context->isStateDirty[idx] & (1u << shift);
3103 static inline float wined3d_alpha_ref(const struct wined3d_state *state)
3105 return (state->render_states[WINED3D_RS_ALPHAREF] & 0xff) / 255.0f;
3108 const char *wined3d_debug_resource_access(DWORD access) DECLSPEC_HIDDEN;
3109 const char *wined3d_debug_bind_flags(DWORD bind_flags) DECLSPEC_HIDDEN;
3110 const char *wined3d_debug_view_desc(const struct wined3d_view_desc *d,
3111 const struct wined3d_resource *resource) DECLSPEC_HIDDEN;
3113 static inline BOOL wined3d_resource_access_is_managed(unsigned int access)
3115 return !(~access & (WINED3D_RESOURCE_ACCESS_GPU | WINED3D_RESOURCE_ACCESS_CPU));
3118 struct wined3d_resource_ops
3120 ULONG (*resource_incref)(struct wined3d_resource *resource);
3121 ULONG (*resource_decref)(struct wined3d_resource *resource);
3122 void (*resource_preload)(struct wined3d_resource *resource);
3123 void (*resource_unload)(struct wined3d_resource *resource);
3124 HRESULT (*resource_sub_resource_map)(struct wined3d_resource *resource, unsigned int sub_resource_idx,
3125 struct wined3d_map_desc *map_desc, const struct wined3d_box *box, DWORD flags);
3126 HRESULT (*resource_sub_resource_unmap)(struct wined3d_resource *resource, unsigned int sub_resource_idx);
3129 struct wined3d_resource
3131 LONG ref;
3132 LONG bind_count;
3133 LONG map_count;
3134 LONG access_count;
3135 struct wined3d_device *device;
3136 enum wined3d_resource_type type;
3137 enum wined3d_gl_resource_type gl_type;
3138 const struct wined3d_format *format;
3139 unsigned int format_flags;
3140 enum wined3d_multisample_type multisample_type;
3141 UINT multisample_quality;
3142 DWORD usage;
3143 unsigned int bind_flags;
3144 unsigned int access;
3145 WORD draw_binding;
3146 WORD map_binding;
3147 UINT width;
3148 UINT height;
3149 UINT depth;
3150 UINT size;
3151 DWORD priority;
3152 void *heap_memory;
3154 void *parent;
3155 const struct wined3d_parent_ops *parent_ops;
3156 const struct wined3d_resource_ops *resource_ops;
3158 struct list resource_list_entry;
3161 static inline ULONG wined3d_resource_incref(struct wined3d_resource *resource)
3163 return resource->resource_ops->resource_incref(resource);
3166 static inline ULONG wined3d_resource_decref(struct wined3d_resource *resource)
3168 return resource->resource_ops->resource_decref(resource);
3171 static inline void wined3d_resource_acquire(struct wined3d_resource *resource)
3173 InterlockedIncrement(&resource->access_count);
3176 static inline void wined3d_resource_release(struct wined3d_resource *resource)
3178 InterlockedDecrement(&resource->access_count);
3181 void resource_cleanup(struct wined3d_resource *resource) DECLSPEC_HIDDEN;
3182 HRESULT resource_init(struct wined3d_resource *resource, struct wined3d_device *device,
3183 enum wined3d_resource_type type, const struct wined3d_format *format,
3184 enum wined3d_multisample_type multisample_type, unsigned int multisample_quality, unsigned int usage,
3185 unsigned int bind_flags, unsigned int access, unsigned int width, unsigned int height, unsigned int depth,
3186 unsigned int size, void *parent, const struct wined3d_parent_ops *parent_ops,
3187 const struct wined3d_resource_ops *resource_ops) DECLSPEC_HIDDEN;
3188 void resource_unload(struct wined3d_resource *resource) DECLSPEC_HIDDEN;
3189 BOOL wined3d_resource_allocate_sysmem(struct wined3d_resource *resource) DECLSPEC_HIDDEN;
3190 void wined3d_resource_free_sysmem(struct wined3d_resource *resource) DECLSPEC_HIDDEN;
3191 const struct wined3d_format *wined3d_resource_get_decompress_format(
3192 const struct wined3d_resource *resource) DECLSPEC_HIDDEN;
3193 GLbitfield wined3d_resource_gl_map_flags(DWORD d3d_flags) DECLSPEC_HIDDEN;
3194 GLenum wined3d_resource_gl_legacy_map_flags(DWORD d3d_flags) DECLSPEC_HIDDEN;
3195 BOOL wined3d_resource_is_offscreen(struct wined3d_resource *resource) DECLSPEC_HIDDEN;
3196 void wined3d_resource_update_draw_binding(struct wined3d_resource *resource) DECLSPEC_HIDDEN;
3198 /* Tests show that the start address of resources is 32 byte aligned */
3199 #define RESOURCE_ALIGNMENT 16
3200 #define WINED3D_CONSTANT_BUFFER_ALIGNMENT 16
3202 struct wined3d_blt_info
3204 GLenum bind_target;
3205 struct wined3d_vec3 texcoords[4];
3208 struct wined3d_texture_ops
3210 BOOL (*texture_load_location)(struct wined3d_texture *texture, unsigned int sub_resource_idx,
3211 struct wined3d_context *context, DWORD location);
3214 #define WINED3D_TEXTURE_COND_NP2 0x00000001
3215 #define WINED3D_TEXTURE_COND_NP2_EMULATED 0x00000002
3216 #define WINED3D_TEXTURE_POW2_MAT_IDENT 0x00000004
3217 #define WINED3D_TEXTURE_IS_SRGB 0x00000008
3218 #define WINED3D_TEXTURE_RGB_ALLOCATED 0x00000010
3219 #define WINED3D_TEXTURE_RGB_VALID 0x00000020
3220 #define WINED3D_TEXTURE_SRGB_ALLOCATED 0x00000040
3221 #define WINED3D_TEXTURE_SRGB_VALID 0x00000080
3222 #define WINED3D_TEXTURE_CONVERTED 0x00000100
3223 #define WINED3D_TEXTURE_PIN_SYSMEM 0x00000200
3224 #define WINED3D_TEXTURE_NORMALIZED_COORDS 0x00000400
3225 #define WINED3D_TEXTURE_GET_DC_LENIENT 0x00000800
3226 #define WINED3D_TEXTURE_DC_IN_USE 0x00001000
3227 #define WINED3D_TEXTURE_DISCARD 0x00002000
3228 #define WINED3D_TEXTURE_GET_DC 0x00004000
3229 #define WINED3D_TEXTURE_GENERATE_MIPMAPS 0x00008000
3231 #define WINED3D_TEXTURE_ASYNC_COLOR_KEY 0x00000001
3233 struct wined3d_texture
3235 struct wined3d_resource resource;
3236 const struct wined3d_texture_ops *texture_ops;
3237 struct wined3d_swapchain *swapchain;
3238 unsigned int pow2_width;
3239 unsigned int pow2_height;
3240 UINT layer_count;
3241 UINT level_count;
3242 unsigned int download_count;
3243 unsigned int sysmem_count;
3244 float pow2_matrix[16];
3245 UINT lod;
3246 DWORD sampler;
3247 DWORD flags;
3248 DWORD update_map_binding;
3250 void *user_memory;
3251 unsigned int row_pitch;
3252 unsigned int slice_pitch;
3254 /* May only be accessed from the command stream worker thread. */
3255 struct wined3d_texture_async
3257 DWORD flags;
3259 /* Color keys for DDraw */
3260 struct wined3d_color_key dst_blt_color_key;
3261 struct wined3d_color_key src_blt_color_key;
3262 struct wined3d_color_key dst_overlay_color_key;
3263 struct wined3d_color_key src_overlay_color_key;
3264 struct wined3d_color_key gl_color_key;
3265 DWORD color_key_flags;
3266 } async;
3268 struct wined3d_overlay_info
3270 struct list entry;
3271 struct list overlays;
3272 struct wined3d_texture *dst_texture;
3273 unsigned int dst_sub_resource_idx;
3274 RECT src_rect;
3275 RECT dst_rect;
3276 } *overlay_info;
3278 struct wined3d_dc_info
3280 HBITMAP bitmap;
3281 HDC dc;
3282 } *dc_info;
3284 struct wined3d_texture_sub_resource
3286 void *parent;
3287 const struct wined3d_parent_ops *parent_ops;
3289 unsigned int offset;
3290 unsigned int size;
3292 unsigned int map_count;
3293 DWORD locations;
3294 GLuint buffer_object;
3295 } *sub_resources;
3298 static inline struct wined3d_texture *texture_from_resource(struct wined3d_resource *resource)
3300 return CONTAINING_RECORD(resource, struct wined3d_texture, resource);
3303 static inline unsigned int wined3d_texture_get_level_width(const struct wined3d_texture *texture,
3304 unsigned int level)
3306 return max(1, texture->resource.width >> level);
3309 static inline unsigned int wined3d_texture_get_level_height(const struct wined3d_texture *texture,
3310 unsigned int level)
3312 return max(1, texture->resource.height >> level);
3315 static inline unsigned int wined3d_texture_get_level_depth(const struct wined3d_texture *texture,
3316 unsigned int level)
3318 return max(1, texture->resource.depth >> level);
3321 static inline unsigned int wined3d_texture_get_level_pow2_width(const struct wined3d_texture *texture,
3322 unsigned int level)
3324 return max(1, texture->pow2_width >> level);
3327 static inline unsigned int wined3d_texture_get_level_pow2_height(const struct wined3d_texture *texture,
3328 unsigned int level)
3330 return max(1, texture->pow2_height >> level);
3333 static inline void wined3d_texture_get_level_box(const struct wined3d_texture *texture,
3334 unsigned int level, struct wined3d_box *box)
3336 wined3d_box_set(box, 0, 0,
3337 wined3d_texture_get_level_width(texture, level),
3338 wined3d_texture_get_level_height(texture, level),
3339 0, wined3d_texture_get_level_depth(texture, level));
3342 HRESULT texture2d_blt(struct wined3d_texture *dst_texture, unsigned int dst_sub_resource_idx,
3343 const struct wined3d_box *dst_box, struct wined3d_texture *src_texture,
3344 unsigned int src_sub_resource_idx, const struct wined3d_box *src_box, DWORD flags,
3345 const struct wined3d_blt_fx *blt_fx, enum wined3d_texture_filter_type filter) DECLSPEC_HIDDEN;
3346 void texture2d_get_blt_info(const struct wined3d_texture_gl *texture_gl, unsigned int sub_resource_idx,
3347 const RECT *rect, struct wined3d_blt_info *info) DECLSPEC_HIDDEN;
3348 BOOL texture2d_load_drawable(struct wined3d_texture *texture, unsigned int sub_resource_idx,
3349 struct wined3d_context *context) DECLSPEC_HIDDEN;
3350 void texture2d_load_fb_texture(struct wined3d_texture_gl *texture_gl, unsigned int sub_resource_idx,
3351 BOOL srgb, struct wined3d_context *context) DECLSPEC_HIDDEN;
3352 BOOL texture2d_load_renderbuffer(struct wined3d_texture *texture, unsigned int sub_resource_idx,
3353 struct wined3d_context *context, DWORD dst_location) DECLSPEC_HIDDEN;
3354 BOOL texture2d_load_sysmem(struct wined3d_texture *texture, unsigned int sub_resource_idx,
3355 struct wined3d_context *context, DWORD dst_location) DECLSPEC_HIDDEN;
3356 BOOL texture2d_load_texture(struct wined3d_texture *texture, unsigned int sub_resource_idx,
3357 struct wined3d_context *context, BOOL srgb) DECLSPEC_HIDDEN;
3359 HRESULT wined3d_texture_check_box_dimensions(const struct wined3d_texture *texture,
3360 unsigned int level, const struct wined3d_box *box) DECLSPEC_HIDDEN;
3361 void wined3d_texture_download_data(struct wined3d_texture *texture, unsigned int sub_resource_idx,
3362 struct wined3d_context *context, const struct wined3d_bo_address *data) DECLSPEC_HIDDEN;
3363 void wined3d_texture_download_from_texture(struct wined3d_texture *dst_texture, unsigned int dst_sub_resource_idx,
3364 struct wined3d_texture *src_texture, unsigned int src_sub_resource_idx) DECLSPEC_HIDDEN;
3365 GLenum wined3d_texture_get_gl_buffer(const struct wined3d_texture *texture) DECLSPEC_HIDDEN;
3366 void wined3d_texture_get_memory(struct wined3d_texture *texture, unsigned int sub_resource_idx,
3367 struct wined3d_bo_address *data, DWORD locations) DECLSPEC_HIDDEN;
3368 void wined3d_texture_invalidate_location(struct wined3d_texture *texture,
3369 unsigned int sub_resource_idx, DWORD location) DECLSPEC_HIDDEN;
3370 void wined3d_texture_load(struct wined3d_texture *texture,
3371 struct wined3d_context *context, BOOL srgb) DECLSPEC_HIDDEN;
3372 BOOL wined3d_texture_load_location(struct wined3d_texture *texture,
3373 unsigned int sub_resource_idx, struct wined3d_context *context, DWORD location) DECLSPEC_HIDDEN;
3374 BOOL wined3d_texture_prepare_location(struct wined3d_texture *texture, unsigned int sub_resource_idx,
3375 struct wined3d_context *context, DWORD location) DECLSPEC_HIDDEN;
3376 void wined3d_texture_prepare_texture(struct wined3d_texture *texture,
3377 struct wined3d_context *context, BOOL srgb) DECLSPEC_HIDDEN;
3378 void wined3d_texture_set_map_binding(struct wined3d_texture *texture, DWORD map_binding) DECLSPEC_HIDDEN;
3379 void wined3d_texture_set_swapchain(struct wined3d_texture *texture,
3380 struct wined3d_swapchain *swapchain) DECLSPEC_HIDDEN;
3381 void wined3d_texture_translate_drawable_coords(const struct wined3d_texture *texture,
3382 HWND window, RECT *rect) DECLSPEC_HIDDEN;
3383 void wined3d_texture_upload_data(struct wined3d_texture *texture, unsigned int sub_resource_idx,
3384 struct wined3d_context *context, const struct wined3d_format *format, const struct wined3d_box *src_box,
3385 const struct wined3d_const_bo_address *data, unsigned int row_pitch, unsigned int slice_pitch,
3386 unsigned int dst_x, unsigned int dst_y, unsigned int dst_z, BOOL srgb) DECLSPEC_HIDDEN;
3387 void wined3d_texture_upload_from_texture(struct wined3d_texture *dst_texture, unsigned int dst_sub_resource_idx,
3388 unsigned int dst_x, unsigned int dst_y, unsigned int dst_z, struct wined3d_texture *src_texture,
3389 unsigned int src_sub_resource_idx, const struct wined3d_box *src_box) DECLSPEC_HIDDEN;
3390 void wined3d_texture_validate_location(struct wined3d_texture *texture,
3391 unsigned int sub_resource_idx, DWORD location) DECLSPEC_HIDDEN;
3393 void wined3d_gl_texture_swizzle_from_color_fixup(GLint swizzle[4], struct color_fixup_desc fixup) DECLSPEC_HIDDEN;
3395 struct gl_texture
3397 struct wined3d_sampler_desc sampler_desc;
3398 unsigned int base_level;
3399 GLuint name;
3402 struct wined3d_texture_gl
3404 struct wined3d_texture t;
3406 struct gl_texture texture_rgb, texture_srgb;
3408 GLenum target;
3410 GLuint rb_multisample;
3411 GLuint rb_resolved;
3413 struct list renderbuffers;
3414 const struct wined3d_renderbuffer_entry *current_renderbuffer;
3417 static inline struct wined3d_texture_gl *wined3d_texture_gl(struct wined3d_texture *texture)
3419 return CONTAINING_RECORD(texture, struct wined3d_texture_gl, t);
3422 static inline struct gl_texture *wined3d_texture_gl_get_gl_texture(struct wined3d_texture_gl *texture_gl,
3423 BOOL srgb)
3425 return srgb ? &texture_gl->texture_srgb : &texture_gl->texture_rgb;
3428 static inline GLenum wined3d_texture_gl_get_sub_resource_target(const struct wined3d_texture_gl *texture_gl,
3429 unsigned int sub_resource_idx)
3431 static const GLenum cube_targets[] =
3433 GL_TEXTURE_CUBE_MAP_POSITIVE_X_ARB,
3434 GL_TEXTURE_CUBE_MAP_NEGATIVE_X_ARB,
3435 GL_TEXTURE_CUBE_MAP_POSITIVE_Y_ARB,
3436 GL_TEXTURE_CUBE_MAP_NEGATIVE_Y_ARB,
3437 GL_TEXTURE_CUBE_MAP_POSITIVE_Z_ARB,
3438 GL_TEXTURE_CUBE_MAP_NEGATIVE_Z_ARB,
3441 return texture_gl->t.resource.usage & WINED3DUSAGE_LEGACY_CUBEMAP
3442 ? cube_targets[sub_resource_idx / texture_gl->t.level_count] : texture_gl->target;
3445 void wined3d_texture_gl_apply_sampler_desc(struct wined3d_texture_gl *texture_gl,
3446 const struct wined3d_sampler_desc *sampler_desc, const struct wined3d_context *context) DECLSPEC_HIDDEN;
3447 void wined3d_texture_gl_bind(struct wined3d_texture_gl *texture_gl,
3448 struct wined3d_context *context, BOOL srgb) DECLSPEC_HIDDEN;
3449 void wined3d_texture_gl_bind_and_dirtify(struct wined3d_texture_gl *texture_gl,
3450 struct wined3d_context *context, BOOL srgb) DECLSPEC_HIDDEN;
3451 void wined3d_texture_gl_set_compatible_renderbuffer(struct wined3d_texture_gl *texture_gl,
3452 struct wined3d_context *context, unsigned int level,
3453 const struct wined3d_rendertarget_info *rt) DECLSPEC_HIDDEN;
3455 #define WINED3D_LOCATION_DISCARDED 0x00000001
3456 #define WINED3D_LOCATION_SYSMEM 0x00000002
3457 #define WINED3D_LOCATION_USER_MEMORY 0x00000004
3458 #define WINED3D_LOCATION_BUFFER 0x00000008
3459 #define WINED3D_LOCATION_TEXTURE_RGB 0x00000010
3460 #define WINED3D_LOCATION_TEXTURE_SRGB 0x00000020
3461 #define WINED3D_LOCATION_DRAWABLE 0x00000040
3462 #define WINED3D_LOCATION_RB_MULTISAMPLE 0x00000080
3463 #define WINED3D_LOCATION_RB_RESOLVED 0x00000100
3465 const char *wined3d_debug_location(DWORD location) DECLSPEC_HIDDEN;
3467 struct wined3d_renderbuffer_entry
3469 struct list entry;
3470 GLuint id;
3471 UINT width;
3472 UINT height;
3475 struct wined3d_fbo_resource
3477 GLuint object;
3478 GLenum target;
3479 GLuint level, layer;
3482 #define WINED3D_FBO_ENTRY_FLAG_ATTACHED 0x1
3483 #define WINED3D_FBO_ENTRY_FLAG_DEPTH 0x2
3484 #define WINED3D_FBO_ENTRY_FLAG_STENCIL 0x4
3486 struct fbo_entry
3488 struct list entry;
3489 DWORD flags;
3490 DWORD rt_mask;
3491 GLuint id;
3492 struct wined3d_fbo_entry_key
3494 DWORD rb_namespace;
3495 struct wined3d_fbo_resource objects[MAX_RENDER_TARGET_VIEWS + 1];
3496 } key;
3499 struct wined3d_sampler
3501 struct wine_rb_entry entry;
3502 LONG refcount;
3503 GLuint name;
3504 struct wined3d_device *device;
3505 void *parent;
3506 const struct wined3d_parent_ops *parent_ops;
3507 struct wined3d_sampler_desc desc;
3510 void wined3d_sampler_bind(struct wined3d_sampler *sampler, unsigned int unit,
3511 struct wined3d_texture_gl *texture_gl, const struct wined3d_context *context) DECLSPEC_HIDDEN;
3513 struct wined3d_vertex_declaration_element
3515 const struct wined3d_format *format;
3516 BOOL ffp_valid;
3517 unsigned int input_slot;
3518 unsigned int offset;
3519 unsigned int output_slot;
3520 enum wined3d_input_classification input_slot_class;
3521 unsigned int instance_data_step_rate;
3522 BYTE method;
3523 BYTE usage;
3524 BYTE usage_idx;
3527 struct wined3d_vertex_declaration
3529 LONG ref;
3530 void *parent;
3531 const struct wined3d_parent_ops *parent_ops;
3532 struct wined3d_device *device;
3534 struct wined3d_vertex_declaration_element *elements;
3535 unsigned int element_count;
3537 BOOL position_transformed;
3538 BOOL have_half_floats;
3541 struct wined3d_saved_states
3543 DWORD transform[(HIGHEST_TRANSFORMSTATE >> 5) + 1];
3544 WORD streamSource; /* MAX_STREAMS, 16 */
3545 WORD streamFreq; /* MAX_STREAMS, 16 */
3546 DWORD renderState[(WINEHIGHEST_RENDER_STATE >> 5) + 1];
3547 DWORD textureState[MAX_TEXTURES]; /* WINED3D_HIGHEST_TEXTURE_STATE + 1, 18 */
3548 WORD samplerState[MAX_COMBINED_SAMPLERS]; /* WINED3D_HIGHEST_SAMPLER_STATE + 1, 14 */
3549 DWORD clipplane; /* WINED3D_MAX_USER_CLIP_PLANES, 32 */
3550 WORD pixelShaderConstantsB; /* WINED3D_MAX_CONSTS_B, 16 */
3551 WORD pixelShaderConstantsI; /* WINED3D_MAX_CONSTS_I, 16 */
3552 BOOL ps_consts_f[WINED3D_MAX_PS_CONSTS_F];
3553 WORD vertexShaderConstantsB; /* WINED3D_MAX_CONSTS_B, 16 */
3554 WORD vertexShaderConstantsI; /* WINED3D_MAX_CONSTS_I, 16 */
3555 BOOL vs_consts_f[WINED3D_MAX_VS_CONSTS_F];
3556 DWORD textures : 20; /* MAX_COMBINED_SAMPLERS, 20 */
3557 DWORD indices : 1;
3558 DWORD material : 1;
3559 DWORD viewport : 1;
3560 DWORD vertexDecl : 1;
3561 DWORD pixelShader : 1;
3562 DWORD vertexShader : 1;
3563 DWORD scissorRect : 1;
3564 DWORD blend_state : 1;
3565 DWORD padding : 4;
3568 struct StageState {
3569 DWORD stage;
3570 DWORD state;
3573 struct wined3d_stateblock
3575 LONG ref; /* Note: Ref counting not required */
3576 struct wined3d_device *device;
3578 /* Array indicating whether things have been set or changed */
3579 struct wined3d_saved_states changed;
3580 struct wined3d_state state;
3581 struct wined3d_stateblock_state stateblock_state;
3583 /* Contained state management */
3584 DWORD contained_render_states[WINEHIGHEST_RENDER_STATE + 1];
3585 unsigned int num_contained_render_states;
3586 DWORD contained_transform_states[HIGHEST_TRANSFORMSTATE + 1];
3587 unsigned int num_contained_transform_states;
3588 DWORD contained_vs_consts_i[WINED3D_MAX_CONSTS_I];
3589 unsigned int num_contained_vs_consts_i;
3590 DWORD contained_vs_consts_b[WINED3D_MAX_CONSTS_B];
3591 unsigned int num_contained_vs_consts_b;
3592 DWORD contained_vs_consts_f[WINED3D_MAX_VS_CONSTS_F];
3593 unsigned int num_contained_vs_consts_f;
3594 DWORD contained_ps_consts_i[WINED3D_MAX_CONSTS_I];
3595 unsigned int num_contained_ps_consts_i;
3596 DWORD contained_ps_consts_b[WINED3D_MAX_CONSTS_B];
3597 unsigned int num_contained_ps_consts_b;
3598 DWORD contained_ps_consts_f[WINED3D_MAX_PS_CONSTS_F];
3599 unsigned int num_contained_ps_consts_f;
3600 struct StageState contained_tss_states[MAX_TEXTURES * (WINED3D_HIGHEST_TEXTURE_STATE + 1)];
3601 unsigned int num_contained_tss_states;
3602 struct StageState contained_sampler_states[MAX_COMBINED_SAMPLERS * WINED3D_HIGHEST_SAMPLER_STATE];
3603 unsigned int num_contained_sampler_states;
3606 void stateblock_init_contained_states(struct wined3d_stateblock *stateblock) DECLSPEC_HIDDEN;
3608 void wined3d_stateblock_state_init(struct wined3d_stateblock_state *state,
3609 const struct wined3d_device *device, DWORD flags) DECLSPEC_HIDDEN;
3610 void wined3d_stateblock_state_cleanup(struct wined3d_stateblock_state *state) DECLSPEC_HIDDEN;
3612 void state_cleanup(struct wined3d_state *state) DECLSPEC_HIDDEN;
3613 void wined3d_state_enable_light(struct wined3d_state *state, const struct wined3d_d3d_info *d3d_info,
3614 struct wined3d_light_info *light_info, BOOL enable) DECLSPEC_HIDDEN;
3615 struct wined3d_light_info *wined3d_state_get_light(const struct wined3d_state *state,
3616 unsigned int idx) DECLSPEC_HIDDEN;
3617 void state_init(struct wined3d_state *state, struct wined3d_fb_state *fb,
3618 const struct wined3d_d3d_info *d3d_info, DWORD flags) DECLSPEC_HIDDEN;
3619 void state_unbind_resources(struct wined3d_state *state) DECLSPEC_HIDDEN;
3621 enum wined3d_cs_queue_id
3623 WINED3D_CS_QUEUE_DEFAULT = 0,
3624 WINED3D_CS_QUEUE_MAP,
3625 WINED3D_CS_QUEUE_COUNT,
3628 enum wined3d_push_constants
3630 WINED3D_PUSH_CONSTANTS_VS_F,
3631 WINED3D_PUSH_CONSTANTS_PS_F,
3632 WINED3D_PUSH_CONSTANTS_VS_I,
3633 WINED3D_PUSH_CONSTANTS_PS_I,
3634 WINED3D_PUSH_CONSTANTS_VS_B,
3635 WINED3D_PUSH_CONSTANTS_PS_B,
3638 #define WINED3D_CS_QUERY_POLL_INTERVAL 10u
3639 #define WINED3D_CS_QUEUE_SIZE 0x100000u
3640 #define WINED3D_CS_SPIN_COUNT 10000000u
3642 struct wined3d_cs_queue
3644 LONG head, tail;
3645 BYTE data[WINED3D_CS_QUEUE_SIZE];
3648 struct wined3d_cs_ops
3650 void *(*require_space)(struct wined3d_cs *cs, size_t size, enum wined3d_cs_queue_id queue_id);
3651 void (*submit)(struct wined3d_cs *cs, enum wined3d_cs_queue_id queue_id);
3652 void (*finish)(struct wined3d_cs *cs, enum wined3d_cs_queue_id queue_id);
3653 void (*push_constants)(struct wined3d_cs *cs, enum wined3d_push_constants p,
3654 unsigned int start_idx, unsigned int count, const void *constants);
3657 struct wined3d_cs
3659 const struct wined3d_cs_ops *ops;
3660 struct wined3d_device *device;
3661 struct wined3d_fb_state fb;
3662 struct wined3d_state state;
3663 HMODULE wined3d_module;
3664 HANDLE thread;
3665 DWORD thread_id;
3667 struct wined3d_cs_queue queue[WINED3D_CS_QUEUE_COUNT];
3668 size_t data_size, start, end;
3669 void *data;
3670 struct list query_poll_list;
3671 BOOL queries_flushed;
3673 HANDLE event;
3674 BOOL waiting_for_event;
3675 LONG pending_presents;
3678 struct wined3d_cs *wined3d_cs_create(struct wined3d_device *device) DECLSPEC_HIDDEN;
3679 void wined3d_cs_destroy(struct wined3d_cs *cs) DECLSPEC_HIDDEN;
3680 void wined3d_cs_destroy_object(struct wined3d_cs *cs,
3681 void (*callback)(void *object), void *object) DECLSPEC_HIDDEN;
3682 void wined3d_cs_emit_add_dirty_texture_region(struct wined3d_cs *cs,
3683 struct wined3d_texture *texture, unsigned int layer) DECLSPEC_HIDDEN;
3684 void wined3d_cs_emit_blt_sub_resource(struct wined3d_cs *cs, struct wined3d_resource *dst_resource,
3685 unsigned int dst_sub_resource_idx, const struct wined3d_box *dst_box, struct wined3d_resource *src_resource,
3686 unsigned int src_sub_resource_idx, const struct wined3d_box *src_box, DWORD flags,
3687 const struct wined3d_blt_fx *fx, enum wined3d_texture_filter_type filter) DECLSPEC_HIDDEN;
3688 void wined3d_cs_emit_clear(struct wined3d_cs *cs, DWORD rect_count, const RECT *rects,
3689 DWORD flags, const struct wined3d_color *color, float depth, DWORD stencil) DECLSPEC_HIDDEN;
3690 void wined3d_cs_emit_clear_rendertarget_view(struct wined3d_cs *cs, struct wined3d_rendertarget_view *view,
3691 const RECT *rect, DWORD flags, const struct wined3d_color *color, float depth, DWORD stencil) DECLSPEC_HIDDEN;
3692 void wined3d_cs_emit_clear_unordered_access_view_uint(struct wined3d_cs *cs,
3693 struct wined3d_unordered_access_view *view, const struct wined3d_uvec4 *clear_value) DECLSPEC_HIDDEN;
3694 void wined3d_cs_emit_copy_uav_counter(struct wined3d_cs *cs, struct wined3d_buffer *dst_buffer,
3695 unsigned int offset, struct wined3d_unordered_access_view *uav) DECLSPEC_HIDDEN;
3696 void wined3d_cs_emit_dispatch(struct wined3d_cs *cs,
3697 unsigned int group_count_x, unsigned int group_count_y, unsigned int group_count_z) DECLSPEC_HIDDEN;
3698 void wined3d_cs_emit_dispatch_indirect(struct wined3d_cs *cs,
3699 struct wined3d_buffer *buffer, unsigned int offset) DECLSPEC_HIDDEN;
3700 void wined3d_cs_emit_draw(struct wined3d_cs *cs, GLenum primitive_type, unsigned int patch_vertex_count,
3701 int base_vertex_idx, unsigned int start_idx, unsigned int index_count,
3702 unsigned int start_instance, unsigned int instance_count, BOOL indexed) DECLSPEC_HIDDEN;
3703 void wined3d_cs_emit_draw_indirect(struct wined3d_cs *cs, GLenum primitive_type, unsigned int patch_vertex_count,
3704 struct wined3d_buffer *buffer, unsigned int offset, BOOL indexed) DECLSPEC_HIDDEN;
3705 void wined3d_cs_emit_flush(struct wined3d_cs *cs) DECLSPEC_HIDDEN;
3706 void wined3d_cs_emit_generate_mipmaps(struct wined3d_cs *cs, struct wined3d_shader_resource_view *view) DECLSPEC_HIDDEN;
3707 void wined3d_cs_emit_preload_resource(struct wined3d_cs *cs, struct wined3d_resource *resource) DECLSPEC_HIDDEN;
3708 void wined3d_cs_emit_present(struct wined3d_cs *cs, struct wined3d_swapchain *swapchain, const RECT *src_rect,
3709 const RECT *dst_rect, HWND dst_window_override, unsigned int swap_interval, DWORD flags) DECLSPEC_HIDDEN;
3710 void wined3d_cs_emit_query_issue(struct wined3d_cs *cs, struct wined3d_query *query, DWORD flags) DECLSPEC_HIDDEN;
3711 void wined3d_cs_emit_reset_state(struct wined3d_cs *cs) DECLSPEC_HIDDEN;
3712 void wined3d_cs_emit_set_blend_state(struct wined3d_cs *cs, struct wined3d_blend_state *state,
3713 const struct wined3d_color *blend_factor) DECLSPEC_HIDDEN;
3714 void wined3d_cs_emit_set_clip_plane(struct wined3d_cs *cs, UINT plane_idx,
3715 const struct wined3d_vec4 *plane) DECLSPEC_HIDDEN;
3716 void wined3d_cs_emit_set_color_key(struct wined3d_cs *cs, struct wined3d_texture *texture,
3717 WORD flags, const struct wined3d_color_key *color_key) DECLSPEC_HIDDEN;
3718 void wined3d_cs_emit_set_constant_buffer(struct wined3d_cs *cs, enum wined3d_shader_type type,
3719 UINT cb_idx, struct wined3d_buffer *buffer) DECLSPEC_HIDDEN;
3720 void wined3d_cs_emit_set_depth_stencil_view(struct wined3d_cs *cs,
3721 struct wined3d_rendertarget_view *view) DECLSPEC_HIDDEN;
3722 void wined3d_cs_emit_set_index_buffer(struct wined3d_cs *cs, struct wined3d_buffer *buffer,
3723 enum wined3d_format_id format_id, unsigned int offset) DECLSPEC_HIDDEN;
3724 void wined3d_cs_emit_set_light(struct wined3d_cs *cs, const struct wined3d_light_info *light) DECLSPEC_HIDDEN;
3725 void wined3d_cs_emit_set_light_enable(struct wined3d_cs *cs, unsigned int idx, BOOL enable) DECLSPEC_HIDDEN;
3726 void wined3d_cs_emit_set_material(struct wined3d_cs *cs, const struct wined3d_material *material) DECLSPEC_HIDDEN;
3727 void wined3d_cs_emit_set_predication(struct wined3d_cs *cs,
3728 struct wined3d_query *predicate, BOOL value) DECLSPEC_HIDDEN;
3729 void wined3d_cs_emit_set_rasterizer_state(struct wined3d_cs *cs,
3730 struct wined3d_rasterizer_state *rasterizer_state) DECLSPEC_HIDDEN;
3731 void wined3d_cs_emit_set_render_state(struct wined3d_cs *cs,
3732 enum wined3d_render_state state, DWORD value) DECLSPEC_HIDDEN;
3733 void wined3d_cs_emit_set_rendertarget_view(struct wined3d_cs *cs, unsigned int view_idx,
3734 struct wined3d_rendertarget_view *view) DECLSPEC_HIDDEN;
3735 void wined3d_cs_emit_set_shader_resource_view(struct wined3d_cs *cs, enum wined3d_shader_type type,
3736 UINT view_idx, struct wined3d_shader_resource_view *view) DECLSPEC_HIDDEN;
3737 void wined3d_cs_emit_set_sampler(struct wined3d_cs *cs, enum wined3d_shader_type type,
3738 UINT sampler_idx, struct wined3d_sampler *sampler) DECLSPEC_HIDDEN;
3739 void wined3d_cs_emit_set_sampler_state(struct wined3d_cs *cs, UINT sampler_idx,
3740 enum wined3d_sampler_state state, DWORD value) DECLSPEC_HIDDEN;
3741 void wined3d_cs_emit_set_scissor_rects(struct wined3d_cs *cs, unsigned int rect_count, const RECT *rects) DECLSPEC_HIDDEN;
3742 void wined3d_cs_emit_set_shader(struct wined3d_cs *cs, enum wined3d_shader_type type,
3743 struct wined3d_shader *shader) DECLSPEC_HIDDEN;
3744 void wined3d_cs_emit_set_stream_output(struct wined3d_cs *cs, UINT stream_idx,
3745 struct wined3d_buffer *buffer, UINT offset) DECLSPEC_HIDDEN;
3746 void wined3d_cs_emit_set_stream_source(struct wined3d_cs *cs, UINT stream_idx,
3747 struct wined3d_buffer *buffer, UINT offset, UINT stride) DECLSPEC_HIDDEN;
3748 void wined3d_cs_emit_set_stream_source_freq(struct wined3d_cs *cs, UINT stream_idx,
3749 UINT frequency, UINT flags) DECLSPEC_HIDDEN;
3750 void wined3d_cs_emit_set_texture(struct wined3d_cs *cs, UINT stage, struct wined3d_texture *texture) DECLSPEC_HIDDEN;
3751 void wined3d_cs_emit_set_texture_state(struct wined3d_cs *cs, UINT stage,
3752 enum wined3d_texture_stage_state state, DWORD value) DECLSPEC_HIDDEN;
3753 void wined3d_cs_emit_set_transform(struct wined3d_cs *cs, enum wined3d_transform_state state,
3754 const struct wined3d_matrix *matrix) DECLSPEC_HIDDEN;
3755 void wined3d_cs_emit_set_unordered_access_view(struct wined3d_cs *cs, enum wined3d_pipeline pipeline,
3756 unsigned int view_idx, struct wined3d_unordered_access_view *view,
3757 unsigned int initial_count) DECLSPEC_HIDDEN;
3758 void wined3d_cs_emit_set_vertex_declaration(struct wined3d_cs *cs,
3759 struct wined3d_vertex_declaration *declaration) DECLSPEC_HIDDEN;
3760 void wined3d_cs_emit_set_viewports(struct wined3d_cs *cs, unsigned int viewport_count, const struct wined3d_viewport *viewports) DECLSPEC_HIDDEN;
3761 void wined3d_cs_emit_unload_resource(struct wined3d_cs *cs, struct wined3d_resource *resource) DECLSPEC_HIDDEN;
3762 void wined3d_cs_emit_update_sub_resource(struct wined3d_cs *cs, struct wined3d_resource *resource,
3763 unsigned int sub_resource_idx, const struct wined3d_box *box, const void *data, unsigned int row_pitch,
3764 unsigned int slice_pitch) DECLSPEC_HIDDEN;
3765 void wined3d_cs_init_object(struct wined3d_cs *cs,
3766 void (*callback)(void *object), void *object) DECLSPEC_HIDDEN;
3767 HRESULT wined3d_cs_map(struct wined3d_cs *cs, struct wined3d_resource *resource, unsigned int sub_resource_idx,
3768 struct wined3d_map_desc *map_desc, const struct wined3d_box *box, unsigned int flags) DECLSPEC_HIDDEN;
3769 HRESULT wined3d_cs_unmap(struct wined3d_cs *cs, struct wined3d_resource *resource,
3770 unsigned int sub_resource_idx) DECLSPEC_HIDDEN;
3772 static inline void wined3d_cs_finish(struct wined3d_cs *cs, enum wined3d_cs_queue_id queue_id)
3774 cs->ops->finish(cs, queue_id);
3777 static inline void wined3d_cs_push_constants(struct wined3d_cs *cs, enum wined3d_push_constants p,
3778 unsigned int start_idx, unsigned int count, const void *constants)
3780 cs->ops->push_constants(cs, p, start_idx, count, constants);
3783 static inline void wined3d_resource_wait_idle(struct wined3d_resource *resource)
3785 const struct wined3d_cs *cs = resource->device->cs;
3787 if (!cs->thread || cs->thread_id == GetCurrentThreadId())
3788 return;
3790 while (InterlockedCompareExchange(&resource->access_count, 0, 0))
3791 wined3d_pause();
3794 /* TODO: Add tests and support for FLOAT16_4 POSITIONT, D3DCOLOR position, other
3795 * fixed function semantics as D3DCOLOR or FLOAT16 */
3796 enum wined3d_buffer_conversion_type
3798 CONV_NONE,
3799 CONV_D3DCOLOR,
3800 CONV_POSITIONT,
3803 struct wined3d_map_range
3805 UINT offset;
3806 UINT size;
3809 struct wined3d_buffer
3811 struct wined3d_resource resource;
3813 unsigned int structure_byte_stride;
3814 DWORD flags;
3815 DWORD locations;
3816 void *map_ptr;
3818 struct wined3d_map_range *maps;
3819 SIZE_T maps_size, modified_areas;
3820 struct wined3d_fence *fence;
3822 /* conversion stuff */
3823 UINT decl_change_count, full_conversion_count;
3824 UINT draw_count;
3825 UINT stride; /* 0 if no conversion */
3826 enum wined3d_buffer_conversion_type *conversion_map; /* NULL if no conversion */
3827 UINT conversion_stride; /* 0 if no shifted conversion */
3830 static inline struct wined3d_buffer *buffer_from_resource(struct wined3d_resource *resource)
3832 return CONTAINING_RECORD(resource, struct wined3d_buffer, resource);
3835 DWORD wined3d_buffer_get_memory(struct wined3d_buffer *buffer,
3836 struct wined3d_bo_address *data, DWORD locations) DECLSPEC_HIDDEN;
3837 void wined3d_buffer_invalidate_location(struct wined3d_buffer *buffer, DWORD location) DECLSPEC_HIDDEN;
3838 void wined3d_buffer_load(struct wined3d_buffer *buffer, struct wined3d_context *context,
3839 const struct wined3d_state *state) DECLSPEC_HIDDEN;
3840 BOOL wined3d_buffer_load_location(struct wined3d_buffer *buffer,
3841 struct wined3d_context *context, DWORD location) DECLSPEC_HIDDEN;
3842 BYTE *wined3d_buffer_load_sysmem(struct wined3d_buffer *buffer, struct wined3d_context *context) DECLSPEC_HIDDEN;
3843 void wined3d_buffer_copy(struct wined3d_buffer *dst_buffer, unsigned int dst_offset,
3844 struct wined3d_buffer *src_buffer, unsigned int src_offset, unsigned int size) DECLSPEC_HIDDEN;
3845 void wined3d_buffer_upload_data(struct wined3d_buffer *buffer, struct wined3d_context *context,
3846 const struct wined3d_box *box, const void *data) DECLSPEC_HIDDEN;
3848 struct wined3d_buffer_gl
3850 struct wined3d_buffer b;
3852 GLuint buffer_object;
3853 GLenum buffer_object_usage;
3854 GLenum buffer_type_hint;
3857 static inline struct wined3d_buffer_gl *wined3d_buffer_gl(struct wined3d_buffer *buffer)
3859 return CONTAINING_RECORD(buffer, struct wined3d_buffer_gl, b);
3862 struct wined3d_rendertarget_view
3864 LONG refcount;
3866 struct wined3d_resource *resource;
3867 void *parent;
3868 const struct wined3d_parent_ops *parent_ops;
3870 const struct wined3d_format *format;
3871 unsigned int format_flags;
3872 unsigned int sub_resource_idx;
3873 unsigned int layer_count;
3875 unsigned int width;
3876 unsigned int height;
3878 struct wined3d_view_desc desc;
3881 void wined3d_rendertarget_view_get_drawable_size(const struct wined3d_rendertarget_view *view,
3882 const struct wined3d_context *context, unsigned int *width, unsigned int *height) DECLSPEC_HIDDEN;
3883 void wined3d_rendertarget_view_invalidate_location(struct wined3d_rendertarget_view *view,
3884 DWORD location) DECLSPEC_HIDDEN;
3885 void wined3d_rendertarget_view_load_location(struct wined3d_rendertarget_view *view,
3886 struct wined3d_context *context, DWORD location) DECLSPEC_HIDDEN;
3887 void wined3d_rendertarget_view_prepare_location(struct wined3d_rendertarget_view *view,
3888 struct wined3d_context *context, DWORD location) DECLSPEC_HIDDEN;
3889 void wined3d_rendertarget_view_validate_location(struct wined3d_rendertarget_view *view,
3890 DWORD location) DECLSPEC_HIDDEN;
3892 struct wined3d_rendertarget_view_gl
3894 struct wined3d_rendertarget_view v;
3895 struct wined3d_gl_view gl_view;
3898 static inline struct wined3d_rendertarget_view_gl *wined3d_rendertarget_view_gl(
3899 struct wined3d_rendertarget_view *view)
3901 return CONTAINING_RECORD(view, struct wined3d_rendertarget_view_gl, v);
3904 struct wined3d_shader_resource_view
3906 LONG refcount;
3908 struct wined3d_resource *resource;
3909 void *parent;
3910 const struct wined3d_parent_ops *parent_ops;
3912 const struct wined3d_format *format;
3914 struct wined3d_view_desc desc;
3917 void shader_resource_view_generate_mipmaps(struct wined3d_shader_resource_view *view) DECLSPEC_HIDDEN;
3919 struct wined3d_shader_resource_view_gl
3921 struct wined3d_shader_resource_view v;
3922 struct wined3d_gl_view gl_view;
3925 static inline struct wined3d_shader_resource_view_gl *wined3d_shader_resource_view_gl(
3926 struct wined3d_shader_resource_view *view)
3928 return CONTAINING_RECORD(view, struct wined3d_shader_resource_view_gl, v);
3931 void wined3d_shader_resource_view_gl_bind(struct wined3d_shader_resource_view_gl *view_gl, unsigned int unit,
3932 struct wined3d_sampler *sampler, struct wined3d_context *context) DECLSPEC_HIDDEN;
3934 struct wined3d_unordered_access_view
3936 LONG refcount;
3938 struct wined3d_resource *resource;
3939 void *parent;
3940 const struct wined3d_parent_ops *parent_ops;
3942 const struct wined3d_format *format;
3944 struct wined3d_view_desc desc;
3947 void wined3d_unordered_access_view_clear_uint(struct wined3d_unordered_access_view *view,
3948 const struct wined3d_uvec4 *clear_value, struct wined3d_context *context) DECLSPEC_HIDDEN;
3949 void wined3d_unordered_access_view_copy_counter(struct wined3d_unordered_access_view *view,
3950 struct wined3d_buffer *buffer, unsigned int offset, struct wined3d_context *context) DECLSPEC_HIDDEN;
3951 void wined3d_unordered_access_view_invalidate_location(struct wined3d_unordered_access_view *view,
3952 DWORD location) DECLSPEC_HIDDEN;
3953 void wined3d_unordered_access_view_set_counter(struct wined3d_unordered_access_view *view,
3954 unsigned int value) DECLSPEC_HIDDEN;
3956 struct wined3d_unordered_access_view_gl
3958 struct wined3d_unordered_access_view v;
3959 struct wined3d_gl_view gl_view;
3960 GLuint counter_bo;
3963 static inline struct wined3d_unordered_access_view_gl *wined3d_unordered_access_view_gl(
3964 struct wined3d_unordered_access_view *view)
3966 return CONTAINING_RECORD(view, struct wined3d_unordered_access_view_gl, v);
3969 struct wined3d_swapchain_ops
3971 void (*swapchain_present)(struct wined3d_swapchain *swapchain,
3972 const RECT *src_rect, const RECT *dst_rect, DWORD flags);
3973 void (*swapchain_frontbuffer_updated)(struct wined3d_swapchain *swapchain);
3976 struct wined3d_swapchain
3978 LONG ref;
3979 void *parent;
3980 const struct wined3d_parent_ops *parent_ops;
3981 const struct wined3d_swapchain_ops *swapchain_ops;
3982 struct wined3d_device *device;
3984 struct wined3d_texture **back_buffers;
3985 struct wined3d_texture *front_buffer;
3986 struct wined3d_swapchain_desc desc;
3987 struct wined3d_display_mode original_mode, d3d_mode;
3988 RECT original_window_rect;
3989 struct wined3d_gamma_ramp orig_gamma;
3990 BOOL render_to_fbo, reapply_mode;
3991 const struct wined3d_format *ds_format;
3992 struct wined3d_palette *palette;
3993 RECT front_buffer_update;
3994 unsigned int swap_interval;
3995 unsigned int max_frame_latency;
3997 LONG prev_time, frames; /* Performance tracking */
3999 struct wined3d_context **context;
4000 unsigned int num_contexts;
4002 HWND win_handle;
4003 HWND device_window;
4005 HDC backup_dc;
4006 HWND backup_wnd;
4009 void wined3d_swapchain_activate(struct wined3d_swapchain *swapchain, BOOL activate) DECLSPEC_HIDDEN;
4010 void wined3d_swapchain_set_swap_interval(struct wined3d_swapchain *swapchain,
4011 unsigned int swap_interval) DECLSPEC_HIDDEN;
4012 struct wined3d_context *swapchain_get_context(struct wined3d_swapchain *swapchain) DECLSPEC_HIDDEN;
4013 void swapchain_destroy_contexts(struct wined3d_swapchain *swapchain) DECLSPEC_HIDDEN;
4014 HDC swapchain_get_backup_dc(struct wined3d_swapchain *swapchain) DECLSPEC_HIDDEN;
4015 void swapchain_update_draw_bindings(struct wined3d_swapchain *swapchain) DECLSPEC_HIDDEN;
4016 void swapchain_set_max_frame_latency(struct wined3d_swapchain *swapchain,
4017 const struct wined3d_device *device) DECLSPEC_HIDDEN;
4019 /*****************************************************************************
4020 * Utility function prototypes
4023 /* Trace routines */
4024 const char *debug_bo_address(const struct wined3d_bo_address *address) DECLSPEC_HIDDEN;
4025 const char *debug_box(const struct wined3d_box *box) DECLSPEC_HIDDEN;
4026 const char *debug_color(const struct wined3d_color *color) DECLSPEC_HIDDEN;
4027 const char *debug_const_bo_address(const struct wined3d_const_bo_address *address) DECLSPEC_HIDDEN;
4028 const char *debug_d3dshaderinstructionhandler(enum WINED3D_SHADER_INSTRUCTION_HANDLER handler_idx) DECLSPEC_HIDDEN;
4029 const char *debug_d3dformat(enum wined3d_format_id format_id) DECLSPEC_HIDDEN;
4030 const char *debug_d3ddevicetype(enum wined3d_device_type device_type) DECLSPEC_HIDDEN;
4031 const char *debug_d3dresourcetype(enum wined3d_resource_type resource_type) DECLSPEC_HIDDEN;
4032 const char *debug_d3dusage(DWORD usage) DECLSPEC_HIDDEN;
4033 const char *debug_d3dusagequery(DWORD usagequery) DECLSPEC_HIDDEN;
4034 const char *debug_d3ddeclmethod(enum wined3d_decl_method method) DECLSPEC_HIDDEN;
4035 const char *debug_d3ddeclusage(enum wined3d_decl_usage usage) DECLSPEC_HIDDEN;
4036 const char *debug_d3dinput_classification(enum wined3d_input_classification classification) DECLSPEC_HIDDEN;
4037 const char *debug_d3dprimitivetype(enum wined3d_primitive_type primitive_type) DECLSPEC_HIDDEN;
4038 const char *debug_d3drenderstate(enum wined3d_render_state state) DECLSPEC_HIDDEN;
4039 const char *debug_d3dsamplerstate(enum wined3d_sampler_state state) DECLSPEC_HIDDEN;
4040 const char *debug_d3dstate(DWORD state) DECLSPEC_HIDDEN;
4041 const char *debug_d3dtexturefiltertype(enum wined3d_texture_filter_type filter_type) DECLSPEC_HIDDEN;
4042 const char *debug_d3dtexturestate(enum wined3d_texture_stage_state state) DECLSPEC_HIDDEN;
4043 const char *debug_d3dtop(enum wined3d_texture_op d3dtop) DECLSPEC_HIDDEN;
4044 const char *debug_d3dtstype(enum wined3d_transform_state tstype) DECLSPEC_HIDDEN;
4045 const char *debug_fboattachment(GLenum attachment) DECLSPEC_HIDDEN;
4046 const char *debug_fbostatus(GLenum status) DECLSPEC_HIDDEN;
4047 const char *debug_glerror(GLenum error) DECLSPEC_HIDDEN;
4048 const char *debug_ivec4(const struct wined3d_ivec4 *v) DECLSPEC_HIDDEN;
4049 const char *debug_uvec4(const struct wined3d_uvec4 *v) DECLSPEC_HIDDEN;
4050 const char *debug_shader_type(enum wined3d_shader_type shader_type) DECLSPEC_HIDDEN;
4051 const char *debug_vec4(const struct wined3d_vec4 *v) DECLSPEC_HIDDEN;
4052 const char *wined3d_debug_feature_level(enum wined3d_feature_level level) DECLSPEC_HIDDEN;
4053 void dump_color_fixup_desc(struct color_fixup_desc fixup) DECLSPEC_HIDDEN;
4055 BOOL is_invalid_op(const struct wined3d_state *state, int stage,
4056 enum wined3d_texture_op op, DWORD arg1, DWORD arg2, DWORD arg3) DECLSPEC_HIDDEN;
4057 void set_tex_op_nvrc(const struct wined3d_gl_info *gl_info, const struct wined3d_state *state,
4058 BOOL is_alpha, int stage, enum wined3d_texture_op op, DWORD arg1, DWORD arg2, DWORD arg3,
4059 INT texture_idx, DWORD dst) DECLSPEC_HIDDEN;
4060 void texture_activate_dimensions(struct wined3d_texture *texture,
4061 const struct wined3d_gl_info *gl_info) DECLSPEC_HIDDEN;
4062 void sampler_texdim(struct wined3d_context *context,
4063 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
4064 void tex_alphaop(struct wined3d_context *context,
4065 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
4066 void apply_pixelshader(struct wined3d_context *context,
4067 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
4068 void state_alpha_test(struct wined3d_context *context,
4069 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
4070 void state_fogcolor(struct wined3d_context *context,
4071 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
4072 void state_fogdensity(struct wined3d_context *context,
4073 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
4074 void state_fogstartend(struct wined3d_context *context,
4075 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
4076 void state_fog_fragpart(struct wined3d_context *context,
4077 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
4078 void state_nop(struct wined3d_context *context,
4079 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
4080 void state_srgbwrite(struct wined3d_context *context,
4081 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
4083 void state_clipping(struct wined3d_context *context,
4084 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
4085 void clipplane(struct wined3d_context *context,
4086 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
4087 void state_pointsprite_w(struct wined3d_context *context,
4088 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
4089 void state_pointsprite(struct wined3d_context *context,
4090 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
4091 void state_shademode(struct wined3d_context *context,
4092 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
4094 GLenum gl_primitive_type_from_d3d(enum wined3d_primitive_type primitive_type) DECLSPEC_HIDDEN;
4095 enum wined3d_primitive_type d3d_primitive_type_from_gl(GLenum primitive_type) DECLSPEC_HIDDEN;
4097 /* Math utils */
4098 void multiply_matrix(struct wined3d_matrix *dest, const struct wined3d_matrix *src1,
4099 const struct wined3d_matrix *src2) DECLSPEC_HIDDEN;
4101 void wined3d_release_dc(HWND window, HDC dc) DECLSPEC_HIDDEN;
4103 struct wined3d_shader_lconst
4105 struct list entry;
4106 unsigned int idx;
4107 DWORD value[4];
4110 struct wined3d_shader_limits
4112 unsigned int sampler;
4113 unsigned int constant_int;
4114 unsigned int constant_float;
4115 unsigned int constant_bool;
4116 unsigned int packed_output;
4117 unsigned int packed_input;
4120 #ifdef __GNUC__
4121 #define PRINTF_ATTR(fmt,args) __attribute__((format (printf,fmt,args)))
4122 #else
4123 #define PRINTF_ATTR(fmt,args)
4124 #endif
4126 struct wined3d_string_buffer_list
4128 struct list list;
4131 struct wined3d_string_buffer *string_buffer_get(struct wined3d_string_buffer_list *list) DECLSPEC_HIDDEN;
4132 void string_buffer_sprintf(struct wined3d_string_buffer *buffer, const char *format, ...) PRINTF_ATTR(2, 3) DECLSPEC_HIDDEN;
4133 void string_buffer_release(struct wined3d_string_buffer_list *list, struct wined3d_string_buffer *buffer) DECLSPEC_HIDDEN;
4134 void string_buffer_list_init(struct wined3d_string_buffer_list *list) DECLSPEC_HIDDEN;
4135 void string_buffer_list_cleanup(struct wined3d_string_buffer_list *list) DECLSPEC_HIDDEN;
4137 int shader_addline(struct wined3d_string_buffer *buffer, const char *fmt, ...) PRINTF_ATTR(2,3) DECLSPEC_HIDDEN;
4138 BOOL string_buffer_resize(struct wined3d_string_buffer *buffer, int rc) DECLSPEC_HIDDEN;
4139 int shader_vaddline(struct wined3d_string_buffer *buffer, const char *fmt, va_list args) DECLSPEC_HIDDEN;
4141 struct wined3d_shader_phase
4143 const DWORD *start;
4144 const DWORD *end;
4145 unsigned int instance_count;
4146 unsigned int temporary_count;
4149 struct wined3d_vertex_shader
4151 struct wined3d_shader_attribute attributes[MAX_ATTRIBS];
4154 struct wined3d_hull_shader
4156 struct
4158 struct wined3d_shader_phase *control_point;
4159 unsigned int fork_count;
4160 unsigned int join_count;
4161 struct wined3d_shader_phase *fork;
4162 SIZE_T fork_size;
4163 struct wined3d_shader_phase *join;
4164 SIZE_T join_size;
4165 } phases;
4166 unsigned int output_vertex_count;
4167 enum wined3d_tessellator_output_primitive tessellator_output_primitive;
4168 enum wined3d_tessellator_partitioning tessellator_partitioning;
4171 struct wined3d_domain_shader
4173 enum wined3d_tessellator_domain tessellator_domain;
4176 struct wined3d_geometry_shader
4178 enum wined3d_primitive_type input_type;
4179 enum wined3d_primitive_type output_type;
4180 unsigned int vertices_out;
4181 unsigned int instance_count;
4183 struct wined3d_stream_output_desc so_desc;
4186 struct wined3d_pixel_shader
4188 /* Pixel shader input semantics */
4189 DWORD input_reg_map[MAX_REG_INPUT];
4190 DWORD input_reg_used; /* MAX_REG_INPUT, 32 */
4191 unsigned int declared_in_count;
4193 /* Some information about the shader behavior */
4194 BOOL color0_mov;
4195 DWORD color0_reg;
4197 BOOL force_early_depth_stencil;
4198 enum wined3d_shader_register_type depth_output;
4199 DWORD interpolation_mode[WINED3D_PACKED_INTERPOLATION_SIZE];
4202 struct wined3d_compute_shader
4204 struct wined3d_shader_thread_group_size thread_group_size;
4207 struct wined3d_shader
4209 LONG ref;
4210 const struct wined3d_shader_limits *limits;
4211 const DWORD *function;
4212 unsigned int functionLength;
4213 void *byte_code;
4214 unsigned int byte_code_size;
4215 BOOL load_local_constsF;
4216 const struct wined3d_shader_frontend *frontend;
4217 void *frontend_data;
4218 void *backend_data;
4220 void *parent;
4221 const struct wined3d_parent_ops *parent_ops;
4223 /* Programs this shader is linked with */
4224 struct list linked_programs;
4226 /* Immediate constants (override global ones) */
4227 struct list constantsB;
4228 struct list constantsF;
4229 struct list constantsI;
4230 struct wined3d_shader_reg_maps reg_maps;
4231 BOOL lconst_inf_or_nan;
4233 struct wined3d_shader_signature input_signature;
4234 struct wined3d_shader_signature output_signature;
4235 struct wined3d_shader_signature patch_constant_signature;
4237 /* Pointer to the parent device */
4238 struct wined3d_device *device;
4239 struct list shader_list_entry;
4241 union
4243 struct wined3d_vertex_shader vs;
4244 struct wined3d_hull_shader hs;
4245 struct wined3d_domain_shader ds;
4246 struct wined3d_geometry_shader gs;
4247 struct wined3d_pixel_shader ps;
4248 struct wined3d_compute_shader cs;
4249 } u;
4252 void pixelshader_update_resource_types(struct wined3d_shader *shader, WORD tex_types) DECLSPEC_HIDDEN;
4253 void find_ps_compile_args(const struct wined3d_state *state, const struct wined3d_shader *shader,
4254 BOOL position_transformed, struct ps_compile_args *args,
4255 const struct wined3d_context *context) DECLSPEC_HIDDEN;
4257 BOOL vshader_get_input(const struct wined3d_shader *shader,
4258 BYTE usage_req, BYTE usage_idx_req, unsigned int *regnum) DECLSPEC_HIDDEN;
4259 void find_vs_compile_args(const struct wined3d_state *state, const struct wined3d_shader *shader,
4260 WORD swizzle_map, struct vs_compile_args *args,
4261 const struct wined3d_context *context) DECLSPEC_HIDDEN;
4263 void find_ds_compile_args(const struct wined3d_state *state, const struct wined3d_shader *shader,
4264 struct ds_compile_args *args, const struct wined3d_context *context) DECLSPEC_HIDDEN;
4266 void find_gs_compile_args(const struct wined3d_state *state, const struct wined3d_shader *shader,
4267 struct gs_compile_args *args, const struct wined3d_context *context) DECLSPEC_HIDDEN;
4269 void string_buffer_clear(struct wined3d_string_buffer *buffer) DECLSPEC_HIDDEN;
4270 BOOL string_buffer_init(struct wined3d_string_buffer *buffer) DECLSPEC_HIDDEN;
4271 void string_buffer_free(struct wined3d_string_buffer *buffer) DECLSPEC_HIDDEN;
4272 unsigned int shader_find_free_input_register(const struct wined3d_shader_reg_maps *reg_maps,
4273 unsigned int max) DECLSPEC_HIDDEN;
4274 HRESULT shader_generate_code(const struct wined3d_shader *shader, struct wined3d_string_buffer *buffer,
4275 const struct wined3d_shader_reg_maps *reg_maps, void *backend_ctx,
4276 const DWORD *start, const DWORD *end) DECLSPEC_HIDDEN;
4277 BOOL shader_match_semantic(const char *semantic_name, enum wined3d_decl_usage usage) DECLSPEC_HIDDEN;
4279 static inline BOOL shader_is_scalar(const struct wined3d_shader_register *reg)
4281 switch (reg->type)
4283 case WINED3DSPR_RASTOUT:
4284 /* oFog & oPts */
4285 if (reg->idx[0].offset)
4286 return TRUE;
4287 /* oPos */
4288 return FALSE;
4290 case WINED3DSPR_CONSTBOOL: /* b# */
4291 case WINED3DSPR_DEPTHOUT: /* oDepth */
4292 case WINED3DSPR_DEPTHOUTGE:
4293 case WINED3DSPR_DEPTHOUTLE:
4294 case WINED3DSPR_LOOP: /* aL */
4295 case WINED3DSPR_OUTPOINTID:
4296 case WINED3DSPR_PREDICATE: /* p0 */
4297 case WINED3DSPR_PRIMID: /* primID */
4298 case WINED3DSPR_COVERAGE: /* vCoverage */
4299 case WINED3DSPR_SAMPLEMASK: /* oMask */
4300 return TRUE;
4302 case WINED3DSPR_MISCTYPE:
4303 switch (reg->idx[0].offset)
4305 case 0: /* vPos */
4306 return FALSE;
4307 case 1: /* vFace */
4308 return TRUE;
4309 default:
4310 return FALSE;
4313 case WINED3DSPR_IMMCONST:
4314 return reg->immconst_type == WINED3D_IMMCONST_SCALAR;
4316 default:
4317 return FALSE;
4321 static inline void shader_get_position_fixup(const struct wined3d_context *context,
4322 const struct wined3d_state *state, unsigned int fixup_count, float *position_fixup)
4324 float center_offset;
4325 unsigned int i;
4327 if (context->d3d_info->wined3d_creation_flags & WINED3D_PIXEL_CENTER_INTEGER)
4328 center_offset = 63.0f / 64.0f;
4329 else
4330 center_offset = -1.0f / 64.0f;
4332 for (i = 0; i < fixup_count; ++i)
4334 position_fixup[4 * i ] = 1.0f;
4335 position_fixup[4 * i + 1] = 1.0f;
4336 position_fixup[4 * i + 2] = center_offset / state->viewports[i].width;
4337 position_fixup[4 * i + 3] = -center_offset / state->viewports[i].height;
4339 if (context->render_offscreen)
4341 position_fixup[4 * i + 1] *= -1.0f;
4342 position_fixup[4 * i + 3] *= -1.0f;
4347 static inline BOOL shader_constant_is_local(const struct wined3d_shader *shader, DWORD reg)
4349 struct wined3d_shader_lconst *lconst;
4351 if (shader->load_local_constsF)
4352 return FALSE;
4354 LIST_FOR_EACH_ENTRY(lconst, &shader->constantsF, struct wined3d_shader_lconst, entry)
4356 if (lconst->idx == reg)
4357 return TRUE;
4360 return FALSE;
4363 void get_identity_matrix(struct wined3d_matrix *mat) DECLSPEC_HIDDEN;
4364 void get_modelview_matrix(const struct wined3d_context *context, const struct wined3d_state *state,
4365 unsigned int index, struct wined3d_matrix *mat) DECLSPEC_HIDDEN;
4366 void get_projection_matrix(const struct wined3d_context *context, const struct wined3d_state *state,
4367 struct wined3d_matrix *mat) DECLSPEC_HIDDEN;
4368 void get_texture_matrix(const struct wined3d_context *context, const struct wined3d_state *state,
4369 unsigned int tex, struct wined3d_matrix *mat) DECLSPEC_HIDDEN;
4370 void get_pointsize_minmax(const struct wined3d_context *context, const struct wined3d_state *state,
4371 float *out_min, float *out_max) DECLSPEC_HIDDEN;
4372 void get_pointsize(const struct wined3d_context *context, const struct wined3d_state *state,
4373 float *out_pointsize, float *out_att) DECLSPEC_HIDDEN;
4374 void get_fog_start_end(const struct wined3d_context *context, const struct wined3d_state *state,
4375 float *start, float *end) DECLSPEC_HIDDEN;
4377 /* Using additional shader constants (uniforms in GLSL / program environment
4378 * or local parameters in ARB) is costly:
4379 * ARB only knows float4 parameters and GLSL compiler are not really smart
4380 * when it comes to efficiently pack float2 uniforms, so no space is wasted
4381 * (in fact most compilers map a float2 to a full float4 uniform).
4383 * For NP2 texcoord fixup we only need 2 floats (width and height) for each
4384 * 2D texture used in the shader. We therefore pack fixup info for 2 textures
4385 * into a single shader constant (uniform / program parameter).
4387 * This structure is shared between the GLSL and the ARB backend.*/
4388 struct ps_np2fixup_info {
4389 unsigned char idx[MAX_FRAGMENT_SAMPLERS]; /* indices to the real constant */
4390 WORD active; /* bitfield indicating if we can apply the fixup */
4391 WORD num_consts;
4394 void print_glsl_info_log(const struct wined3d_gl_info *gl_info, GLuint id, BOOL program) DECLSPEC_HIDDEN;
4395 void shader_glsl_validate_link(const struct wined3d_gl_info *gl_info, GLuint program) DECLSPEC_HIDDEN;
4397 struct wined3d_palette
4399 LONG ref;
4400 struct wined3d_device *device;
4402 unsigned int size;
4403 RGBQUAD colors[256];
4404 DWORD flags;
4407 /* DirectDraw utility functions */
4408 extern enum wined3d_format_id pixelformat_for_depth(DWORD depth) DECLSPEC_HIDDEN;
4410 /*****************************************************************************
4411 * Pixel format management
4414 /* WineD3D pixel format flags */
4415 #define WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING 0x00000001
4416 #define WINED3DFMT_FLAG_FILTERING 0x00000002
4417 #define WINED3DFMT_FLAG_DEPTH 0x00000004
4418 #define WINED3DFMT_FLAG_STENCIL 0x00000008
4419 #define WINED3DFMT_FLAG_RENDERTARGET 0x00000010
4420 #define WINED3DFMT_FLAG_EXTENSION 0x00000020
4421 #define WINED3DFMT_FLAG_FBO_ATTACHABLE 0x00000040
4422 #define WINED3DFMT_FLAG_FBO_ATTACHABLE_SRGB 0x00000080
4423 #define WINED3DFMT_FLAG_DECOMPRESS 0x00000100
4424 #define WINED3DFMT_FLAG_FLOAT 0x00000200
4425 #define WINED3DFMT_FLAG_BUMPMAP 0x00000400
4426 #define WINED3DFMT_FLAG_SRGB_READ 0x00000800
4427 #define WINED3DFMT_FLAG_SRGB_WRITE 0x00001000
4428 #define WINED3DFMT_FLAG_VTF 0x00002000
4429 #define WINED3DFMT_FLAG_SHADOW 0x00004000
4430 #define WINED3DFMT_FLAG_COMPRESSED 0x00008000
4431 #define WINED3DFMT_FLAG_BROKEN_PITCH 0x00010000
4432 #define WINED3DFMT_FLAG_BLOCKS 0x00020000
4433 #define WINED3DFMT_FLAG_HEIGHT_SCALE 0x00040000
4434 #define WINED3DFMT_FLAG_TEXTURE 0x00080000
4435 #define WINED3DFMT_FLAG_BLOCKS_NO_VERIFY 0x00100000
4436 #define WINED3DFMT_FLAG_INTEGER 0x00200000
4437 #define WINED3DFMT_FLAG_GEN_MIPMAP 0x00400000
4438 #define WINED3DFMT_FLAG_NORMALISED 0x00800000
4439 #define WINED3DFMT_FLAG_VERTEX_ATTRIBUTE 0x01000000
4440 #define WINED3DFMT_FLAG_BLIT 0x02000000
4441 #define WINED3DFMT_FLAG_MAPPABLE 0x04000000
4443 struct wined3d_rational
4445 UINT numerator;
4446 UINT denominator;
4449 struct wined3d_color_key_conversion
4451 enum wined3d_format_id dst_format;
4452 void (*convert)(const BYTE *src, unsigned int src_pitch, BYTE *dst, unsigned int dst_pitch,
4453 unsigned int width, unsigned int height, const struct wined3d_color_key *colour_key);
4456 struct wined3d_format
4458 enum wined3d_format_id id;
4460 D3DDDIFORMAT ddi_format;
4461 unsigned int component_count;
4462 DWORD red_size;
4463 DWORD green_size;
4464 DWORD blue_size;
4465 DWORD alpha_size;
4466 DWORD red_offset;
4467 DWORD green_offset;
4468 DWORD blue_offset;
4469 DWORD alpha_offset;
4470 UINT byte_count;
4471 BYTE depth_size;
4472 BYTE stencil_size;
4474 UINT block_width;
4475 UINT block_height;
4476 UINT block_byte_count;
4478 enum wined3d_ffp_emit_idx emit_idx;
4480 UINT conv_byte_count;
4481 DWORD multisample_types;
4482 unsigned int flags[WINED3D_GL_RES_TYPE_COUNT];
4483 float depth_bias_scale;
4484 struct wined3d_rational height_scale;
4485 struct color_fixup_desc color_fixup;
4486 void (*upload)(const BYTE *src, BYTE *dst, unsigned int src_row_pitch, unsigned int src_slice_pitch,
4487 unsigned int dst_row_pitch, unsigned dst_slice_pitch,
4488 unsigned int width, unsigned int height, unsigned int depth);
4489 void (*download)(const BYTE *src, BYTE *dst, unsigned int src_row_pitch, unsigned int src_slice_pitch,
4490 unsigned int dst_row_pitch, unsigned dst_slice_pitch,
4491 unsigned int width, unsigned int height, unsigned int depth);
4492 void (*decompress)(const BYTE *src, BYTE *dst, unsigned int src_row_pitch, unsigned int src_slice_pitch,
4493 unsigned int dst_row_pitch, unsigned dst_slice_pitch,
4494 unsigned int width, unsigned int height, unsigned int depth);
4496 enum wined3d_format_id typeless_id;
4499 const struct wined3d_format *wined3d_get_format(const struct wined3d_adapter *adapter,
4500 enum wined3d_format_id format_id, unsigned int bind_flags) DECLSPEC_HIDDEN;
4501 void wined3d_format_calculate_pitch(const struct wined3d_format *format, unsigned int alignment,
4502 unsigned int width, unsigned int height, unsigned int *row_pitch, unsigned int *slice_pitch) DECLSPEC_HIDDEN;
4503 UINT wined3d_format_calculate_size(const struct wined3d_format *format,
4504 UINT alignment, UINT width, UINT height, UINT depth) DECLSPEC_HIDDEN;
4505 DWORD wined3d_format_convert_from_float(const struct wined3d_format *format,
4506 const struct wined3d_color *color) DECLSPEC_HIDDEN;
4507 void wined3d_format_get_float_color_key(const struct wined3d_format *format,
4508 const struct wined3d_color_key *key, struct wined3d_color *float_colors) DECLSPEC_HIDDEN;
4509 BOOL wined3d_format_is_depth_view(enum wined3d_format_id resource_format_id,
4510 enum wined3d_format_id view_format_id) DECLSPEC_HIDDEN;
4511 const struct wined3d_color_key_conversion * wined3d_format_get_color_key_conversion(
4512 const struct wined3d_texture *texture, BOOL need_alpha_ck) DECLSPEC_HIDDEN;
4513 BOOL wined3d_formats_are_srgb_variants(enum wined3d_format_id format1,
4514 enum wined3d_format_id format2) DECLSPEC_HIDDEN;
4516 struct wined3d_format_gl
4518 struct wined3d_format f;
4520 GLenum vtx_type;
4521 GLint vtx_format;
4523 GLint internal;
4524 GLint srgb_internal;
4525 GLint rt_internal;
4526 GLint format;
4527 GLint type;
4529 GLenum view_class;
4532 static inline const struct wined3d_format_gl *wined3d_format_gl(const struct wined3d_format *format)
4534 return CONTAINING_RECORD(format, struct wined3d_format_gl, f);
4537 BOOL wined3d_array_reserve(void **elements, SIZE_T *capacity, SIZE_T count, SIZE_T size) DECLSPEC_HIDDEN;
4539 static inline BOOL wined3d_format_is_typeless(const struct wined3d_format *format)
4541 return format->id == format->typeless_id && format->id != WINED3DFMT_UNKNOWN;
4544 static inline BOOL use_vs(const struct wined3d_state *state)
4546 /* Check state->vertex_declaration to allow this to be used before the
4547 * stream info is validated, for example in device_update_tex_unit_map(). */
4548 return state->shader[WINED3D_SHADER_TYPE_VERTEX]
4549 && (!state->vertex_declaration || !state->vertex_declaration->position_transformed);
4552 static inline BOOL use_ps(const struct wined3d_state *state)
4554 return !!state->shader[WINED3D_SHADER_TYPE_PIXEL];
4557 static inline void context_apply_state(struct wined3d_context *context,
4558 const struct wined3d_state *state, DWORD state_id)
4560 const struct StateEntry *state_table = context->state_table;
4561 DWORD rep = state_table[state_id].representative;
4562 state_table[rep].apply(context, state, rep);
4565 static inline BOOL needs_separate_srgb_gl_texture(const struct wined3d_context *context,
4566 const struct wined3d_texture *texture)
4568 unsigned int flags = texture->resource.format_flags
4569 & (WINED3DFMT_FLAG_SRGB_READ | WINED3DFMT_FLAG_SRGB_WRITE);
4571 return (!context->gl_info->supported[EXT_TEXTURE_SRGB_DECODE]
4572 || (flags && flags != (WINED3DFMT_FLAG_SRGB_READ | WINED3DFMT_FLAG_SRGB_WRITE)))
4573 && context->d3d_info->wined3d_creation_flags & WINED3D_SRGB_READ_WRITE_CONTROL;
4576 static inline BOOL needs_srgb_write(const struct wined3d_context *context,
4577 const struct wined3d_state *state, const struct wined3d_fb_state *fb)
4579 return (!(context->d3d_info->wined3d_creation_flags & WINED3D_SRGB_READ_WRITE_CONTROL)
4580 || state->render_states[WINED3D_RS_SRGBWRITEENABLE])
4581 && fb->render_targets[0] && fb->render_targets[0]->format_flags & WINED3DFMT_FLAG_SRGB_WRITE;
4584 static inline GLuint wined3d_texture_gl_get_texture_name(const struct wined3d_texture_gl *texture_gl,
4585 const struct wined3d_context *context, BOOL srgb)
4587 return srgb && needs_separate_srgb_gl_texture(context, &texture_gl->t)
4588 ? texture_gl->texture_srgb.name : texture_gl->texture_rgb.name;
4591 static inline BOOL can_use_texture_swizzle(const struct wined3d_gl_info *gl_info, const struct wined3d_format *format)
4593 return gl_info->supported[ARB_TEXTURE_SWIZZLE] && !is_complex_fixup(format->color_fixup)
4594 && !is_scaling_fixup(format->color_fixup);
4597 static inline BOOL needs_interpolation_qualifiers_for_shader_outputs(const struct wined3d_gl_info *gl_info)
4599 /* In GLSL 4.40+ it is fine to specify interpolation qualifiers only in
4600 * fragment shaders. In older GLSL versions interpolation qualifiers must
4601 * match between shader stages.
4603 return gl_info->glsl_version < MAKEDWORD_VERSION(4, 40);
4606 static inline BOOL is_rasterization_disabled(const struct wined3d_shader *geometry_shader)
4608 return geometry_shader
4609 && geometry_shader->u.gs.so_desc.rasterizer_stream_idx == WINED3D_NO_RASTERIZER_STREAM;
4612 static inline DWORD wined3d_extract_bits(const DWORD *bitstream,
4613 unsigned int offset, unsigned int count)
4615 const unsigned int word_bit_count = sizeof(*bitstream) * CHAR_BIT;
4616 const unsigned int idx = offset / word_bit_count;
4617 const unsigned int shift = offset % word_bit_count;
4618 DWORD mask = (1u << count) - 1;
4619 DWORD ret;
4621 ret = (bitstream[idx] >> shift) & mask;
4622 if (shift + count > word_bit_count)
4624 const unsigned int extracted_bit_count = word_bit_count - shift;
4625 const unsigned int remaining_bit_count = count - extracted_bit_count;
4626 mask = (1u << remaining_bit_count) - 1;
4627 ret |= (bitstream[idx + 1] & mask) << extracted_bit_count;
4629 return ret;
4632 static inline void wined3d_insert_bits(DWORD *bitstream,
4633 unsigned int offset, unsigned int count, DWORD bits)
4635 const unsigned int word_bit_count = sizeof(*bitstream) * CHAR_BIT;
4636 const unsigned int idx = offset / word_bit_count;
4637 const unsigned int shift = offset % word_bit_count;
4638 DWORD mask = (1u << count) - 1;
4640 bitstream[idx] |= (bits & mask) << shift;
4641 if (shift + count > word_bit_count)
4643 const unsigned int inserted_bit_count = word_bit_count - shift;
4644 const unsigned int remaining_bit_count = count - inserted_bit_count;
4645 mask = (1u << remaining_bit_count) - 1;
4646 bitstream[idx + 1] |= (bits >> inserted_bit_count) & mask;
4650 static inline void wined3d_from_cs(const struct wined3d_cs *cs)
4652 if (cs->thread)
4653 assert(cs->thread_id == GetCurrentThreadId());
4656 static inline void wined3d_not_from_cs(struct wined3d_cs *cs)
4658 assert(cs->thread_id != GetCurrentThreadId());
4661 /* The WNDCLASS-Name for the fake window which we use to retrieve the GL capabilities */
4662 #define WINED3D_OPENGL_WINDOW_CLASS_NAME "WineD3D_OpenGL"
4664 #endif