wined3d: Get rid of the "numberedArraysLoaded" field in struct wined3d_context.
[wine.git] / dlls / wined3d / wined3d_private.h
blob7e6a87fe2fa4fa8df359425d066c79594c3ee3fc
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 #ifndef ARRAY_SIZE
62 #define ARRAY_SIZE(array) (sizeof(array) / sizeof((array)[0]))
63 #endif
65 #define MAKEDWORD_VERSION(maj, min) (((maj & 0xffffu) << 16) | (min & 0xffffu))
67 /* Driver quirks */
68 #define WINED3D_QUIRK_ARB_VS_OFFSET_LIMIT 0x00000001
69 #define WINED3D_QUIRK_SET_TEXCOORD_W 0x00000002
70 #define WINED3D_QUIRK_GLSL_CLIP_VARYING 0x00000004
71 #define WINED3D_QUIRK_ALLOWS_SPECULAR_ALPHA 0x00000008
72 #define WINED3D_QUIRK_NV_CLIP_BROKEN 0x00000010
73 #define WINED3D_QUIRK_FBO_TEX_UPDATE 0x00000020
74 #define WINED3D_QUIRK_BROKEN_RGBA16 0x00000040
75 #define WINED3D_QUIRK_INFO_LOG_SPAM 0x00000080
76 #define WINED3D_QUIRK_LIMITED_TEX_FILTERING 0x00000100
77 #define WINED3D_QUIRK_BROKEN_ARB_FOG 0x00000200
79 enum wined3d_ffp_idx
81 WINED3D_FFP_POSITION = 0,
82 WINED3D_FFP_BLENDWEIGHT = 1,
83 WINED3D_FFP_BLENDINDICES = 2,
84 WINED3D_FFP_NORMAL = 3,
85 WINED3D_FFP_PSIZE = 4,
86 WINED3D_FFP_DIFFUSE = 5,
87 WINED3D_FFP_SPECULAR = 6,
88 WINED3D_FFP_TEXCOORD0 = 7,
89 WINED3D_FFP_TEXCOORD1 = 8,
90 WINED3D_FFP_TEXCOORD2 = 9,
91 WINED3D_FFP_TEXCOORD3 = 10,
92 WINED3D_FFP_TEXCOORD4 = 11,
93 WINED3D_FFP_TEXCOORD5 = 12,
94 WINED3D_FFP_TEXCOORD6 = 13,
95 WINED3D_FFP_TEXCOORD7 = 14,
96 WINED3D_FFP_ATTRIBS_COUNT = 15,
99 enum wined3d_ffp_emit_idx
101 WINED3D_FFP_EMIT_FLOAT1,
102 WINED3D_FFP_EMIT_FLOAT2,
103 WINED3D_FFP_EMIT_FLOAT3,
104 WINED3D_FFP_EMIT_FLOAT4,
105 WINED3D_FFP_EMIT_D3DCOLOR,
106 WINED3D_FFP_EMIT_UBYTE4,
107 WINED3D_FFP_EMIT_SHORT2,
108 WINED3D_FFP_EMIT_SHORT4,
109 WINED3D_FFP_EMIT_UBYTE4N,
110 WINED3D_FFP_EMIT_SHORT2N,
111 WINED3D_FFP_EMIT_SHORT4N,
112 WINED3D_FFP_EMIT_USHORT2N,
113 WINED3D_FFP_EMIT_USHORT4N,
114 WINED3D_FFP_EMIT_UDEC3,
115 WINED3D_FFP_EMIT_DEC3N,
116 WINED3D_FFP_EMIT_FLOAT16_2,
117 WINED3D_FFP_EMIT_FLOAT16_4,
118 WINED3D_FFP_EMIT_INVALID,
119 WINED3D_FFP_EMIT_COUNT,
122 /* Texture format fixups */
124 enum fixup_channel_source
126 CHANNEL_SOURCE_ZERO = 0,
127 CHANNEL_SOURCE_ONE = 1,
128 CHANNEL_SOURCE_X = 2,
129 CHANNEL_SOURCE_Y = 3,
130 CHANNEL_SOURCE_Z = 4,
131 CHANNEL_SOURCE_W = 5,
132 CHANNEL_SOURCE_COMPLEX0 = 6,
133 CHANNEL_SOURCE_COMPLEX1 = 7,
136 enum complex_fixup
138 COMPLEX_FIXUP_NONE = 0,
139 COMPLEX_FIXUP_YUY2 = 1,
140 COMPLEX_FIXUP_UYVY = 2,
141 COMPLEX_FIXUP_YV12 = 3,
142 COMPLEX_FIXUP_P8 = 4,
143 COMPLEX_FIXUP_NV12 = 5,
146 #include <pshpack2.h>
147 struct color_fixup_desc
149 unsigned short x_sign_fixup : 1;
150 unsigned short x_source : 3;
151 unsigned short y_sign_fixup : 1;
152 unsigned short y_source : 3;
153 unsigned short z_sign_fixup : 1;
154 unsigned short z_source : 3;
155 unsigned short w_sign_fixup : 1;
156 unsigned short w_source : 3;
158 #include <poppack.h>
160 struct wined3d_d3d_limits
162 unsigned int vs_version, hs_version, ds_version, gs_version, ps_version, cs_version;
163 DWORD vs_uniform_count;
164 DWORD ps_uniform_count;
165 unsigned int varying_count;
166 unsigned int ffp_textures;
167 unsigned int ffp_blend_stages;
168 unsigned int ffp_vertex_blend_matrices;
169 unsigned int active_light_count;
172 typedef void (WINE_GLAPI *wined3d_ffp_attrib_func)(const void *data);
173 typedef void (WINE_GLAPI *wined3d_ffp_texcoord_func)(GLenum unit, const void *data);
174 typedef void (WINE_GLAPI *wined3d_generic_attrib_func)(GLuint idx, const void *data);
175 extern wined3d_ffp_attrib_func specular_func_3ubv DECLSPEC_HIDDEN;
177 struct wined3d_ffp_attrib_ops
179 wined3d_ffp_attrib_func position[WINED3D_FFP_EMIT_COUNT];
180 wined3d_ffp_attrib_func diffuse[WINED3D_FFP_EMIT_COUNT];
181 wined3d_ffp_attrib_func specular[WINED3D_FFP_EMIT_COUNT];
182 wined3d_ffp_attrib_func normal[WINED3D_FFP_EMIT_COUNT];
183 wined3d_ffp_texcoord_func texcoord[WINED3D_FFP_EMIT_COUNT];
184 wined3d_generic_attrib_func generic[WINED3D_FFP_EMIT_COUNT];
187 struct wined3d_d3d_info
189 struct wined3d_d3d_limits limits;
190 struct wined3d_ffp_attrib_ops ffp_attrib_ops;
191 BOOL xyzrhw;
192 BOOL emulated_flatshading;
193 BOOL ffp_generic_attributes;
194 BOOL vs_clipping;
195 BOOL shader_color_key;
196 DWORD valid_rt_mask;
197 DWORD wined3d_creation_flags;
198 BOOL shader_double_precision;
201 static const struct color_fixup_desc COLOR_FIXUP_IDENTITY =
202 {0, CHANNEL_SOURCE_X, 0, CHANNEL_SOURCE_Y, 0, CHANNEL_SOURCE_Z, 0, CHANNEL_SOURCE_W};
204 static inline struct color_fixup_desc create_color_fixup_desc(
205 int sign0, enum fixup_channel_source src0, int sign1, enum fixup_channel_source src1,
206 int sign2, enum fixup_channel_source src2, int sign3, enum fixup_channel_source src3)
208 struct color_fixup_desc fixup =
210 sign0, src0,
211 sign1, src1,
212 sign2, src2,
213 sign3, src3,
215 return fixup;
218 static inline struct color_fixup_desc create_complex_fixup_desc(enum complex_fixup complex_fixup)
220 struct color_fixup_desc fixup =
222 0u, complex_fixup & (1u << 0) ? CHANNEL_SOURCE_COMPLEX1 : CHANNEL_SOURCE_COMPLEX0,
223 0u, complex_fixup & (1u << 1) ? CHANNEL_SOURCE_COMPLEX1 : CHANNEL_SOURCE_COMPLEX0,
224 0u, complex_fixup & (1u << 2) ? CHANNEL_SOURCE_COMPLEX1 : CHANNEL_SOURCE_COMPLEX0,
225 0u, complex_fixup & (1u << 3) ? CHANNEL_SOURCE_COMPLEX1 : CHANNEL_SOURCE_COMPLEX0,
227 return fixup;
230 static inline BOOL is_identity_fixup(struct color_fixup_desc fixup)
232 return !memcmp(&fixup, &COLOR_FIXUP_IDENTITY, sizeof(fixup));
235 static inline BOOL is_complex_fixup(struct color_fixup_desc fixup)
237 return fixup.x_source == CHANNEL_SOURCE_COMPLEX0 || fixup.x_source == CHANNEL_SOURCE_COMPLEX1;
240 static inline BOOL is_scaling_fixup(struct color_fixup_desc fixup)
242 return fixup.x_sign_fixup || fixup.y_sign_fixup || fixup.z_sign_fixup || fixup.w_sign_fixup;
245 static inline BOOL is_same_fixup(struct color_fixup_desc f1, struct color_fixup_desc f2)
247 return f1.x_sign_fixup == f2.x_sign_fixup && f1.x_source == f2.x_source
248 && f1.y_sign_fixup == f2.y_sign_fixup && f1.y_source == f2.y_source
249 && f1.z_sign_fixup == f2.z_sign_fixup && f1.z_source == f2.z_source
250 && f1.w_sign_fixup == f2.w_sign_fixup && f1.w_source == f2.w_source;
253 static inline enum complex_fixup get_complex_fixup(struct color_fixup_desc fixup)
255 enum complex_fixup complex_fixup = 0;
256 if (fixup.x_source == CHANNEL_SOURCE_COMPLEX1) complex_fixup |= (1u << 0);
257 if (fixup.y_source == CHANNEL_SOURCE_COMPLEX1) complex_fixup |= (1u << 1);
258 if (fixup.z_source == CHANNEL_SOURCE_COMPLEX1) complex_fixup |= (1u << 2);
259 if (fixup.w_source == CHANNEL_SOURCE_COMPLEX1) complex_fixup |= (1u << 3);
260 return complex_fixup;
263 /* Device caps */
264 #define MAX_STREAMS 16
265 #define MAX_TEXTURES 8
266 #define MAX_FRAGMENT_SAMPLERS 16
267 #define MAX_VERTEX_SAMPLERS 4
268 #define MAX_COMBINED_SAMPLERS (MAX_FRAGMENT_SAMPLERS + MAX_VERTEX_SAMPLERS)
269 #define MAX_ACTIVE_LIGHTS 8
270 #define MAX_CLIP_DISTANCES 8
271 #define MAX_CONSTANT_BUFFERS 15
272 #define MAX_SAMPLER_OBJECTS 16
273 #define MAX_SHADER_RESOURCE_VIEWS 128
274 #define MAX_RENDER_TARGET_VIEWS 8
275 #define MAX_UNORDERED_ACCESS_VIEWS 8
276 #define MAX_TGSM_REGISTERS 8192
277 #define MAX_VERTEX_BLENDS 4
278 #define MAX_MULTISAMPLE_TYPES 8
280 struct min_lookup
282 GLenum mip[WINED3D_TEXF_LINEAR + 1];
285 extern const struct min_lookup minMipLookup[WINED3D_TEXF_LINEAR + 1] DECLSPEC_HIDDEN;
286 extern const GLenum magLookup[WINED3D_TEXF_LINEAR + 1] DECLSPEC_HIDDEN;
288 GLenum wined3d_gl_compare_func(enum wined3d_cmp_func f) DECLSPEC_HIDDEN;
290 static inline enum wined3d_cmp_func wined3d_sanitize_cmp_func(enum wined3d_cmp_func func)
292 if (func < WINED3D_CMP_NEVER || func > WINED3D_CMP_ALWAYS)
293 return WINED3D_CMP_ALWAYS;
294 return func;
297 static inline GLenum wined3d_gl_mag_filter(enum wined3d_texture_filter_type mag_filter)
299 return magLookup[mag_filter];
302 static inline GLenum wined3d_gl_min_mip_filter(enum wined3d_texture_filter_type min_filter,
303 enum wined3d_texture_filter_type mip_filter)
305 return minMipLookup[min_filter].mip[mip_filter];
308 /* float_16_to_32() and float_32_to_16() (see implementation in
309 * surface_base.c) convert 16 bit floats in the FLOAT16 data type
310 * to standard C floats and vice versa. They do not depend on the encoding
311 * of the C float, so they are platform independent, but slow. On x86 and
312 * other IEEE 754 compliant platforms the conversion can be accelerated by
313 * bit shifting the exponent and mantissa. There are also some SSE-based
314 * assembly routines out there.
316 * See GL_NV_half_float for a reference of the FLOAT16 / GL_HALF format
318 static inline float float_16_to_32(const unsigned short *in)
320 const unsigned short s = ((*in) & 0x8000u);
321 const unsigned short e = ((*in) & 0x7c00u) >> 10;
322 const unsigned short m = (*in) & 0x3ffu;
323 const float sgn = (s ? -1.0f : 1.0f);
325 if(e == 0) {
326 if(m == 0) return sgn * 0.0f; /* +0.0 or -0.0 */
327 else return sgn * powf(2, -14.0f) * ((float)m / 1024.0f);
328 } else if(e < 31) {
329 return sgn * powf(2, (float)e - 15.0f) * (1.0f + ((float)m / 1024.0f));
330 } else {
331 if(m == 0) return sgn * INFINITY;
332 else return NAN;
336 static inline float float_24_to_32(DWORD in)
338 const float sgn = in & 0x800000u ? -1.0f : 1.0f;
339 const unsigned short e = (in & 0x780000u) >> 19;
340 const unsigned int m = in & 0x7ffffu;
342 if (e == 0)
344 if (m == 0) return sgn * 0.0f; /* +0.0 or -0.0 */
345 else return sgn * powf(2, -6.0f) * ((float)m / 524288.0f);
347 else if (e < 15)
349 return sgn * powf(2, (float)e - 7.0f) * (1.0f + ((float)m / 524288.0f));
351 else
353 if (m == 0) return sgn * INFINITY;
354 else return NAN;
358 static inline unsigned int wined3d_popcount(unsigned int x)
360 #ifdef HAVE___BUILTIN_POPCOUNT
361 return __builtin_popcount(x);
362 #else
363 x -= x >> 1 & 0x55555555;
364 x = (x & 0x33333333) + (x >> 2 & 0x33333333);
365 return ((x + (x >> 4)) & 0x0f0f0f0f) * 0x01010101 >> 24;
366 #endif
369 static inline void wined3d_pause(void)
371 #if defined(__GNUC__) && (defined(__i386__) || defined(__x86_64__))
372 __asm__ __volatile__( "rep;nop" : : : "memory" );
373 #endif
376 #define ORM_BACKBUFFER 0
377 #define ORM_FBO 1
379 #define PCI_VENDOR_NONE 0xffff /* e.g. 0x8086 for Intel and 0x10de for Nvidia */
380 #define PCI_DEVICE_NONE 0xffff /* e.g. 0x14f for a Geforce6200 */
382 /* NOTE: When adding fields to this structure, make sure to update the default
383 * values in wined3d_main.c as well. */
384 struct wined3d_settings
386 unsigned int cs_multithreaded;
387 BOOL explicit_gl_version;
388 DWORD max_gl_version;
389 BOOL glslRequested;
390 int offscreen_rendering_mode;
391 unsigned short pci_vendor_id;
392 unsigned short pci_device_id;
393 /* Memory tracking and object counting. */
394 UINT64 emulated_textureram;
395 char *logo;
396 unsigned int multisample_textures;
397 unsigned int sample_count;
398 BOOL check_float_constants;
399 unsigned int max_sm_vs;
400 unsigned int max_sm_hs;
401 unsigned int max_sm_ds;
402 unsigned int max_sm_gs;
403 unsigned int max_sm_ps;
404 unsigned int max_sm_cs;
405 BOOL no_3d;
408 extern struct wined3d_settings wined3d_settings DECLSPEC_HIDDEN;
410 enum wined3d_shader_resource_type
412 WINED3D_SHADER_RESOURCE_NONE,
413 WINED3D_SHADER_RESOURCE_BUFFER,
414 WINED3D_SHADER_RESOURCE_TEXTURE_1D,
415 WINED3D_SHADER_RESOURCE_TEXTURE_2D,
416 WINED3D_SHADER_RESOURCE_TEXTURE_2DMS,
417 WINED3D_SHADER_RESOURCE_TEXTURE_3D,
418 WINED3D_SHADER_RESOURCE_TEXTURE_CUBE,
419 WINED3D_SHADER_RESOURCE_TEXTURE_1DARRAY,
420 WINED3D_SHADER_RESOURCE_TEXTURE_2DARRAY,
421 WINED3D_SHADER_RESOURCE_TEXTURE_2DMSARRAY,
422 WINED3D_SHADER_RESOURCE_TEXTURE_CUBEARRAY,
425 #define WINED3D_SHADER_CONST_VS_F 0x00000001
426 #define WINED3D_SHADER_CONST_VS_I 0x00000002
427 #define WINED3D_SHADER_CONST_VS_B 0x00000004
428 #define WINED3D_SHADER_CONST_VS_CLIP_PLANES 0x00000008
429 #define WINED3D_SHADER_CONST_VS_POINTSIZE 0x00000010
430 #define WINED3D_SHADER_CONST_POS_FIXUP 0x00000020
431 #define WINED3D_SHADER_CONST_PS_F 0x00000040
432 #define WINED3D_SHADER_CONST_PS_I 0x00000080
433 #define WINED3D_SHADER_CONST_PS_B 0x00000100
434 #define WINED3D_SHADER_CONST_PS_BUMP_ENV 0x00000200
435 #define WINED3D_SHADER_CONST_PS_FOG 0x00000400
436 #define WINED3D_SHADER_CONST_PS_ALPHA_TEST 0x00000800
437 #define WINED3D_SHADER_CONST_PS_Y_CORR 0x00001000
438 #define WINED3D_SHADER_CONST_PS_NP2_FIXUP 0x00002000
439 #define WINED3D_SHADER_CONST_FFP_MODELVIEW 0x00004000
440 #define WINED3D_SHADER_CONST_FFP_VERTEXBLEND 0x00008000
441 #define WINED3D_SHADER_CONST_FFP_PROJ 0x00010000
442 #define WINED3D_SHADER_CONST_FFP_TEXMATRIX 0x00020000
443 #define WINED3D_SHADER_CONST_FFP_MATERIAL 0x00040000
444 #define WINED3D_SHADER_CONST_FFP_LIGHTS 0x00080000
445 #define WINED3D_SHADER_CONST_FFP_PS 0x00100000
446 #define WINED3D_SHADER_CONST_FFP_COLOR_KEY 0x00200000
448 enum wined3d_shader_register_type
450 WINED3DSPR_TEMP = 0,
451 WINED3DSPR_INPUT = 1,
452 WINED3DSPR_CONST = 2,
453 WINED3DSPR_ADDR = 3,
454 WINED3DSPR_TEXTURE = 3,
455 WINED3DSPR_RASTOUT = 4,
456 WINED3DSPR_ATTROUT = 5,
457 WINED3DSPR_TEXCRDOUT = 6,
458 WINED3DSPR_OUTPUT = 6,
459 WINED3DSPR_CONSTINT = 7,
460 WINED3DSPR_COLOROUT = 8,
461 WINED3DSPR_DEPTHOUT = 9,
462 WINED3DSPR_SAMPLER = 10,
463 WINED3DSPR_CONST2 = 11,
464 WINED3DSPR_CONST3 = 12,
465 WINED3DSPR_CONST4 = 13,
466 WINED3DSPR_CONSTBOOL = 14,
467 WINED3DSPR_LOOP = 15,
468 WINED3DSPR_TEMPFLOAT16 = 16,
469 WINED3DSPR_MISCTYPE = 17,
470 WINED3DSPR_LABEL = 18,
471 WINED3DSPR_PREDICATE = 19,
472 WINED3DSPR_IMMCONST,
473 WINED3DSPR_CONSTBUFFER,
474 WINED3DSPR_IMMCONSTBUFFER,
475 WINED3DSPR_PRIMID,
476 WINED3DSPR_NULL,
477 WINED3DSPR_RESOURCE,
478 WINED3DSPR_UAV,
479 WINED3DSPR_OUTPOINTID,
480 WINED3DSPR_FORKINSTID,
481 WINED3DSPR_JOININSTID,
482 WINED3DSPR_INCONTROLPOINT,
483 WINED3DSPR_OUTCONTROLPOINT,
484 WINED3DSPR_PATCHCONST,
485 WINED3DSPR_TESSCOORD,
486 WINED3DSPR_GROUPSHAREDMEM,
487 WINED3DSPR_THREADID,
488 WINED3DSPR_THREADGROUPID,
489 WINED3DSPR_LOCALTHREADID,
490 WINED3DSPR_LOCALTHREADINDEX,
491 WINED3DSPR_IDXTEMP,
492 WINED3DSPR_STREAM,
493 WINED3DSPR_FUNCTIONBODY,
494 WINED3DSPR_FUNCTIONPOINTER,
495 WINED3DSPR_COVERAGE,
496 WINED3DSPR_SAMPLEMASK,
497 WINED3DSPR_GSINSTID,
498 WINED3DSPR_DEPTHOUTGE,
499 WINED3DSPR_DEPTHOUTLE,
502 enum wined3d_data_type
504 WINED3D_DATA_FLOAT,
505 WINED3D_DATA_INT,
506 WINED3D_DATA_RESOURCE,
507 WINED3D_DATA_SAMPLER,
508 WINED3D_DATA_UAV,
509 WINED3D_DATA_UINT,
510 WINED3D_DATA_UNORM,
511 WINED3D_DATA_SNORM,
512 WINED3D_DATA_OPAQUE,
515 enum wined3d_immconst_type
517 WINED3D_IMMCONST_SCALAR,
518 WINED3D_IMMCONST_VEC4,
521 #define WINED3DSP_NOSWIZZLE (0u | (1u << 2) | (2u << 4) | (3u << 6))
523 enum wined3d_shader_src_modifier
525 WINED3DSPSM_NONE = 0,
526 WINED3DSPSM_NEG = 1,
527 WINED3DSPSM_BIAS = 2,
528 WINED3DSPSM_BIASNEG = 3,
529 WINED3DSPSM_SIGN = 4,
530 WINED3DSPSM_SIGNNEG = 5,
531 WINED3DSPSM_COMP = 6,
532 WINED3DSPSM_X2 = 7,
533 WINED3DSPSM_X2NEG = 8,
534 WINED3DSPSM_DZ = 9,
535 WINED3DSPSM_DW = 10,
536 WINED3DSPSM_ABS = 11,
537 WINED3DSPSM_ABSNEG = 12,
538 WINED3DSPSM_NOT = 13,
541 #define WINED3DSP_WRITEMASK_0 0x1u /* .x r */
542 #define WINED3DSP_WRITEMASK_1 0x2u /* .y g */
543 #define WINED3DSP_WRITEMASK_2 0x4u /* .z b */
544 #define WINED3DSP_WRITEMASK_3 0x8u /* .w a */
545 #define WINED3DSP_WRITEMASK_ALL 0xfu /* all */
547 enum wined3d_shader_dst_modifier
549 WINED3DSPDM_NONE = 0,
550 WINED3DSPDM_SATURATE = 1,
551 WINED3DSPDM_PARTIALPRECISION = 2,
552 WINED3DSPDM_MSAMPCENTROID = 4,
555 enum wined3d_shader_interpolation_mode
557 WINED3DSIM_NONE = 0,
558 WINED3DSIM_CONSTANT = 1,
559 WINED3DSIM_LINEAR = 2,
560 WINED3DSIM_LINEAR_CENTROID = 3,
561 WINED3DSIM_LINEAR_NOPERSPECTIVE = 4,
562 WINED3DSIM_LINEAR_NOPERSPECTIVE_CENTROID = 5,
563 WINED3DSIM_LINEAR_SAMPLE = 6,
564 WINED3DSIM_LINEAR_NOPERSPECTIVE_SAMPLE = 7,
567 #define WINED3D_PACKED_INTERPOLATION_SIZE 3
568 #define WINED3D_PACKED_INTERPOLATION_BIT_COUNT 3
570 enum wined3d_shader_global_flags
572 WINED3DSGF_REFACTORING_ALLOWED = 0x1,
573 WINED3DSGF_FORCE_EARLY_DEPTH_STENCIL = 0x4,
574 WINED3DSGF_ENABLE_RAW_AND_STRUCTURED_BUFFERS = 0x8,
577 enum wined3d_shader_sync_flags
579 WINED3DSSF_THREAD_GROUP = 0x1,
580 WINED3DSSF_GROUP_SHARED_MEMORY = 0x2,
583 enum wined3d_shader_uav_flags
585 WINED3DSUF_GLOBALLY_COHERENT = 0x2,
586 WINED3DSUF_ORDER_PRESERVING_COUNTER = 0x100,
589 enum wined3d_tessellator_domain
591 WINED3D_TESSELLATOR_DOMAIN_LINE = 1,
592 WINED3D_TESSELLATOR_DOMAIN_TRIANGLE = 2,
593 WINED3D_TESSELLATOR_DOMAIN_QUAD = 3,
596 enum wined3d_tessellator_output_primitive
598 WINED3D_TESSELLATOR_OUTPUT_POINT = 1,
599 WINED3D_TESSELLATOR_OUTPUT_LINE = 2,
600 WINED3D_TESSELLATOR_OUTPUT_TRIANGLE_CW = 3,
601 WINED3D_TESSELLATOR_OUTPUT_TRIANGLE_CCW = 4,
604 enum wined3d_tessellator_partitioning
606 WINED3D_TESSELLATOR_PARTITIONING_INTEGER = 1,
607 WINED3D_TESSELLATOR_PARTITIONING_POW2 = 2,
608 WINED3D_TESSELLATOR_PARTITIONING_FRACTIONAL_ODD = 3,
609 WINED3D_TESSELLATOR_PARTITIONING_FRACTIONAL_EVEN = 4,
612 /* Undocumented opcode control to identify projective texture lookups in ps 2.0 and later */
613 #define WINED3DSI_TEXLD_PROJECT 0x1
614 #define WINED3DSI_TEXLD_BIAS 0x2
615 #define WINED3DSI_INDEXED_DYNAMIC 0x4
616 #define WINED3DSI_RESINFO_RCP_FLOAT 0x1
617 #define WINED3DSI_RESINFO_UINT 0x2
618 #define WINED3DSI_SAMPLE_INFO_UINT 0x1
619 #define WINED3DSI_SAMPLER_COMPARISON_MODE 0x1
621 enum wined3d_shader_rel_op
623 WINED3D_SHADER_REL_OP_GT = 1,
624 WINED3D_SHADER_REL_OP_EQ = 2,
625 WINED3D_SHADER_REL_OP_GE = 3,
626 WINED3D_SHADER_REL_OP_LT = 4,
627 WINED3D_SHADER_REL_OP_NE = 5,
628 WINED3D_SHADER_REL_OP_LE = 6,
631 enum wined3d_shader_conditional_op
633 WINED3D_SHADER_CONDITIONAL_OP_NZ = 0,
634 WINED3D_SHADER_CONDITIONAL_OP_Z = 1
637 #define WINED3D_SM1_VS 0xfffeu
638 #define WINED3D_SM1_PS 0xffffu
639 #define WINED3D_SM4_PS 0x0000u
640 #define WINED3D_SM4_VS 0x0001u
641 #define WINED3D_SM4_GS 0x0002u
642 #define WINED3D_SM5_HS 0x0003u
643 #define WINED3D_SM5_DS 0x0004u
644 #define WINED3D_SM5_CS 0x0005u
646 /* Shader version tokens, and shader end tokens */
647 #define WINED3DPS_VERSION(major, minor) ((WINED3D_SM1_PS << 16) | ((major) << 8) | (minor))
648 #define WINED3DVS_VERSION(major, minor) ((WINED3D_SM1_VS << 16) | ((major) << 8) | (minor))
650 /* Shader backends */
652 /* TODO: Make this dynamic, based on shader limits ? */
653 #define MAX_ATTRIBS 16
654 #define MAX_REG_ADDR 1
655 #define MAX_REG_TEXCRD 8
656 #define MAX_REG_INPUT 32
657 #define MAX_REG_OUTPUT 32
658 #define WINED3D_MAX_CBS 15
659 #define WINED3D_MAX_CONSTS_B 16
660 #define WINED3D_MAX_CONSTS_I 16
661 #define WINED3D_MAX_VS_CONSTS_F 256
662 #define WINED3D_MAX_PS_CONSTS_F 224
664 /* FIXME: This needs to go up to 2048 for
665 * Shader model 3 according to msdn (and for software shaders) */
666 #define MAX_LABELS 16
668 #define MAX_IMMEDIATE_CONSTANT_BUFFER_SIZE 4096
670 struct wined3d_string_buffer
672 struct list entry;
673 char *buffer;
674 unsigned int buffer_size;
675 unsigned int content_size;
678 enum WINED3D_SHADER_INSTRUCTION_HANDLER
680 WINED3DSIH_ABS,
681 WINED3DSIH_ADD,
682 WINED3DSIH_AND,
683 WINED3DSIH_ATOMIC_AND,
684 WINED3DSIH_ATOMIC_CMP_STORE,
685 WINED3DSIH_ATOMIC_IADD,
686 WINED3DSIH_ATOMIC_IMAX,
687 WINED3DSIH_ATOMIC_IMIN,
688 WINED3DSIH_ATOMIC_OR,
689 WINED3DSIH_ATOMIC_UMAX,
690 WINED3DSIH_ATOMIC_UMIN,
691 WINED3DSIH_ATOMIC_XOR,
692 WINED3DSIH_BEM,
693 WINED3DSIH_BFI,
694 WINED3DSIH_BFREV,
695 WINED3DSIH_BREAK,
696 WINED3DSIH_BREAKC,
697 WINED3DSIH_BREAKP,
698 WINED3DSIH_BUFINFO,
699 WINED3DSIH_CALL,
700 WINED3DSIH_CALLNZ,
701 WINED3DSIH_CASE,
702 WINED3DSIH_CMP,
703 WINED3DSIH_CND,
704 WINED3DSIH_CONTINUE,
705 WINED3DSIH_CONTINUEP,
706 WINED3DSIH_COUNTBITS,
707 WINED3DSIH_CRS,
708 WINED3DSIH_CUT,
709 WINED3DSIH_CUT_STREAM,
710 WINED3DSIH_DCL,
711 WINED3DSIH_DCL_CONSTANT_BUFFER,
712 WINED3DSIH_DCL_FUNCTION_BODY,
713 WINED3DSIH_DCL_FUNCTION_TABLE,
714 WINED3DSIH_DCL_GLOBAL_FLAGS,
715 WINED3DSIH_DCL_GS_INSTANCES,
716 WINED3DSIH_DCL_HS_FORK_PHASE_INSTANCE_COUNT,
717 WINED3DSIH_DCL_HS_JOIN_PHASE_INSTANCE_COUNT,
718 WINED3DSIH_DCL_HS_MAX_TESSFACTOR,
719 WINED3DSIH_DCL_IMMEDIATE_CONSTANT_BUFFER,
720 WINED3DSIH_DCL_INDEX_RANGE,
721 WINED3DSIH_DCL_INDEXABLE_TEMP,
722 WINED3DSIH_DCL_INPUT,
723 WINED3DSIH_DCL_INPUT_CONTROL_POINT_COUNT,
724 WINED3DSIH_DCL_INPUT_PRIMITIVE,
725 WINED3DSIH_DCL_INPUT_PS,
726 WINED3DSIH_DCL_INPUT_PS_SGV,
727 WINED3DSIH_DCL_INPUT_PS_SIV,
728 WINED3DSIH_DCL_INPUT_SGV,
729 WINED3DSIH_DCL_INPUT_SIV,
730 WINED3DSIH_DCL_INTERFACE,
731 WINED3DSIH_DCL_OUTPUT,
732 WINED3DSIH_DCL_OUTPUT_CONTROL_POINT_COUNT,
733 WINED3DSIH_DCL_OUTPUT_SIV,
734 WINED3DSIH_DCL_OUTPUT_TOPOLOGY,
735 WINED3DSIH_DCL_RESOURCE_RAW,
736 WINED3DSIH_DCL_RESOURCE_STRUCTURED,
737 WINED3DSIH_DCL_SAMPLER,
738 WINED3DSIH_DCL_STREAM,
739 WINED3DSIH_DCL_TEMPS,
740 WINED3DSIH_DCL_TESSELLATOR_DOMAIN,
741 WINED3DSIH_DCL_TESSELLATOR_OUTPUT_PRIMITIVE,
742 WINED3DSIH_DCL_TESSELLATOR_PARTITIONING,
743 WINED3DSIH_DCL_TGSM_RAW,
744 WINED3DSIH_DCL_TGSM_STRUCTURED,
745 WINED3DSIH_DCL_THREAD_GROUP,
746 WINED3DSIH_DCL_UAV_RAW,
747 WINED3DSIH_DCL_UAV_STRUCTURED,
748 WINED3DSIH_DCL_UAV_TYPED,
749 WINED3DSIH_DCL_VERTICES_OUT,
750 WINED3DSIH_DEF,
751 WINED3DSIH_DEFAULT,
752 WINED3DSIH_DEFB,
753 WINED3DSIH_DEFI,
754 WINED3DSIH_DIV,
755 WINED3DSIH_DP2,
756 WINED3DSIH_DP2ADD,
757 WINED3DSIH_DP3,
758 WINED3DSIH_DP4,
759 WINED3DSIH_DST,
760 WINED3DSIH_DSX,
761 WINED3DSIH_DSX_COARSE,
762 WINED3DSIH_DSX_FINE,
763 WINED3DSIH_DSY,
764 WINED3DSIH_DSY_COARSE,
765 WINED3DSIH_DSY_FINE,
766 WINED3DSIH_EVAL_SAMPLE_INDEX,
767 WINED3DSIH_ELSE,
768 WINED3DSIH_EMIT,
769 WINED3DSIH_EMIT_STREAM,
770 WINED3DSIH_ENDIF,
771 WINED3DSIH_ENDLOOP,
772 WINED3DSIH_ENDREP,
773 WINED3DSIH_ENDSWITCH,
774 WINED3DSIH_EQ,
775 WINED3DSIH_EXP,
776 WINED3DSIH_EXPP,
777 WINED3DSIH_F16TOF32,
778 WINED3DSIH_F32TOF16,
779 WINED3DSIH_FCALL,
780 WINED3DSIH_FIRSTBIT_HI,
781 WINED3DSIH_FIRSTBIT_LO,
782 WINED3DSIH_FIRSTBIT_SHI,
783 WINED3DSIH_FRC,
784 WINED3DSIH_FTOI,
785 WINED3DSIH_FTOU,
786 WINED3DSIH_GATHER4,
787 WINED3DSIH_GATHER4_C,
788 WINED3DSIH_GATHER4_PO,
789 WINED3DSIH_GATHER4_PO_C,
790 WINED3DSIH_GE,
791 WINED3DSIH_HS_CONTROL_POINT_PHASE,
792 WINED3DSIH_HS_DECLS,
793 WINED3DSIH_HS_FORK_PHASE,
794 WINED3DSIH_HS_JOIN_PHASE,
795 WINED3DSIH_IADD,
796 WINED3DSIH_IBFE,
797 WINED3DSIH_IEQ,
798 WINED3DSIH_IF,
799 WINED3DSIH_IFC,
800 WINED3DSIH_IGE,
801 WINED3DSIH_ILT,
802 WINED3DSIH_IMAD,
803 WINED3DSIH_IMAX,
804 WINED3DSIH_IMIN,
805 WINED3DSIH_IMM_ATOMIC_ALLOC,
806 WINED3DSIH_IMM_ATOMIC_AND,
807 WINED3DSIH_IMM_ATOMIC_CMP_EXCH,
808 WINED3DSIH_IMM_ATOMIC_CONSUME,
809 WINED3DSIH_IMM_ATOMIC_EXCH,
810 WINED3DSIH_IMM_ATOMIC_IADD,
811 WINED3DSIH_IMM_ATOMIC_IMAX,
812 WINED3DSIH_IMM_ATOMIC_IMIN,
813 WINED3DSIH_IMM_ATOMIC_OR,
814 WINED3DSIH_IMM_ATOMIC_UMAX,
815 WINED3DSIH_IMM_ATOMIC_UMIN,
816 WINED3DSIH_IMM_ATOMIC_XOR,
817 WINED3DSIH_IMUL,
818 WINED3DSIH_INE,
819 WINED3DSIH_INEG,
820 WINED3DSIH_ISHL,
821 WINED3DSIH_ISHR,
822 WINED3DSIH_ITOF,
823 WINED3DSIH_LABEL,
824 WINED3DSIH_LD,
825 WINED3DSIH_LD2DMS,
826 WINED3DSIH_LD_RAW,
827 WINED3DSIH_LD_STRUCTURED,
828 WINED3DSIH_LD_UAV_TYPED,
829 WINED3DSIH_LIT,
830 WINED3DSIH_LOD,
831 WINED3DSIH_LOG,
832 WINED3DSIH_LOGP,
833 WINED3DSIH_LOOP,
834 WINED3DSIH_LRP,
835 WINED3DSIH_LT,
836 WINED3DSIH_M3x2,
837 WINED3DSIH_M3x3,
838 WINED3DSIH_M3x4,
839 WINED3DSIH_M4x3,
840 WINED3DSIH_M4x4,
841 WINED3DSIH_MAD,
842 WINED3DSIH_MAX,
843 WINED3DSIH_MIN,
844 WINED3DSIH_MOV,
845 WINED3DSIH_MOVA,
846 WINED3DSIH_MOVC,
847 WINED3DSIH_MUL,
848 WINED3DSIH_NE,
849 WINED3DSIH_NOP,
850 WINED3DSIH_NOT,
851 WINED3DSIH_NRM,
852 WINED3DSIH_OR,
853 WINED3DSIH_PHASE,
854 WINED3DSIH_POW,
855 WINED3DSIH_RCP,
856 WINED3DSIH_REP,
857 WINED3DSIH_RESINFO,
858 WINED3DSIH_RET,
859 WINED3DSIH_RETP,
860 WINED3DSIH_ROUND_NE,
861 WINED3DSIH_ROUND_NI,
862 WINED3DSIH_ROUND_PI,
863 WINED3DSIH_ROUND_Z,
864 WINED3DSIH_RSQ,
865 WINED3DSIH_SAMPLE,
866 WINED3DSIH_SAMPLE_B,
867 WINED3DSIH_SAMPLE_C,
868 WINED3DSIH_SAMPLE_C_LZ,
869 WINED3DSIH_SAMPLE_GRAD,
870 WINED3DSIH_SAMPLE_INFO,
871 WINED3DSIH_SAMPLE_LOD,
872 WINED3DSIH_SAMPLE_POS,
873 WINED3DSIH_SETP,
874 WINED3DSIH_SGE,
875 WINED3DSIH_SGN,
876 WINED3DSIH_SINCOS,
877 WINED3DSIH_SLT,
878 WINED3DSIH_SQRT,
879 WINED3DSIH_STORE_RAW,
880 WINED3DSIH_STORE_STRUCTURED,
881 WINED3DSIH_STORE_UAV_TYPED,
882 WINED3DSIH_SUB,
883 WINED3DSIH_SWAPC,
884 WINED3DSIH_SWITCH,
885 WINED3DSIH_SYNC,
886 WINED3DSIH_TEX,
887 WINED3DSIH_TEXBEM,
888 WINED3DSIH_TEXBEML,
889 WINED3DSIH_TEXCOORD,
890 WINED3DSIH_TEXDEPTH,
891 WINED3DSIH_TEXDP3,
892 WINED3DSIH_TEXDP3TEX,
893 WINED3DSIH_TEXKILL,
894 WINED3DSIH_TEXLDD,
895 WINED3DSIH_TEXLDL,
896 WINED3DSIH_TEXM3x2DEPTH,
897 WINED3DSIH_TEXM3x2PAD,
898 WINED3DSIH_TEXM3x2TEX,
899 WINED3DSIH_TEXM3x3,
900 WINED3DSIH_TEXM3x3DIFF,
901 WINED3DSIH_TEXM3x3PAD,
902 WINED3DSIH_TEXM3x3SPEC,
903 WINED3DSIH_TEXM3x3TEX,
904 WINED3DSIH_TEXM3x3VSPEC,
905 WINED3DSIH_TEXREG2AR,
906 WINED3DSIH_TEXREG2GB,
907 WINED3DSIH_TEXREG2RGB,
908 WINED3DSIH_UBFE,
909 WINED3DSIH_UDIV,
910 WINED3DSIH_UGE,
911 WINED3DSIH_ULT,
912 WINED3DSIH_UMAX,
913 WINED3DSIH_UMIN,
914 WINED3DSIH_UMUL,
915 WINED3DSIH_USHR,
916 WINED3DSIH_UTOF,
917 WINED3DSIH_XOR,
918 WINED3DSIH_TABLE_SIZE
921 enum wined3d_shader_type
923 WINED3D_SHADER_TYPE_PIXEL,
924 WINED3D_SHADER_TYPE_VERTEX,
925 WINED3D_SHADER_TYPE_GEOMETRY,
926 WINED3D_SHADER_TYPE_HULL,
927 WINED3D_SHADER_TYPE_DOMAIN,
928 WINED3D_SHADER_TYPE_GRAPHICS_COUNT,
930 WINED3D_SHADER_TYPE_COMPUTE = WINED3D_SHADER_TYPE_GRAPHICS_COUNT,
931 WINED3D_SHADER_TYPE_COUNT,
934 struct wined3d_shader_version
936 enum wined3d_shader_type type;
937 BYTE major;
938 BYTE minor;
941 struct wined3d_shader_resource_info
943 enum wined3d_shader_resource_type type;
944 enum wined3d_data_type data_type;
945 unsigned int flags;
946 unsigned int stride;
949 #define WINED3D_SAMPLER_DEFAULT ~0x0u
951 struct wined3d_shader_sampler_map_entry
953 unsigned int resource_idx;
954 unsigned int sampler_idx;
955 unsigned int bind_idx;
958 struct wined3d_shader_sampler_map
960 struct wined3d_shader_sampler_map_entry *entries;
961 size_t size;
962 size_t count;
965 struct wined3d_shader_immediate_constant_buffer
967 unsigned int vec4_count;
968 DWORD data[MAX_IMMEDIATE_CONSTANT_BUFFER_SIZE];
971 struct wined3d_shader_indexable_temp
973 struct list entry;
974 unsigned int register_idx;
975 unsigned int register_size;
976 unsigned int component_count;
979 #define WINED3D_SHADER_VERSION(major, minor) (((major) << 8) | (minor))
981 struct wined3d_shader_reg_maps
983 struct wined3d_shader_version shader_version;
984 BYTE texcoord; /* MAX_REG_TEXCRD, 8 */
985 BYTE address; /* MAX_REG_ADDR, 1 */
986 WORD labels; /* MAX_LABELS, 16 */
987 DWORD temporary; /* 32 */
988 unsigned int temporary_count;
989 DWORD *constf; /* pixel, vertex */
990 struct list indexable_temps;
991 const struct wined3d_shader_immediate_constant_buffer *icb;
992 union
994 DWORD texcoord_mask[MAX_REG_TEXCRD]; /* vertex < 3.0 */
995 BYTE output_registers_mask[MAX_REG_OUTPUT]; /* vertex >= 3.0 */
996 } u;
997 DWORD input_registers; /* max(MAX_REG_INPUT, MAX_ATTRIBS), 32 */
998 DWORD output_registers; /* MAX_REG_OUTPUT, 32 */
999 WORD integer_constants; /* WINED3D_MAX_CONSTS_I, 16 */
1000 WORD boolean_constants; /* WINED3D_MAX_CONSTS_B, 16 */
1001 WORD local_int_consts; /* WINED3D_MAX_CONSTS_I, 16 */
1002 WORD local_bool_consts; /* WINED3D_MAX_CONSTS_B, 16 */
1003 UINT cb_sizes[WINED3D_MAX_CBS];
1005 struct wined3d_shader_resource_info resource_info[MAX_SHADER_RESOURCE_VIEWS];
1006 struct wined3d_shader_sampler_map sampler_map;
1007 DWORD sampler_comparison_mode;
1008 BYTE bumpmat; /* MAX_TEXTURES, 8 */
1009 BYTE luminanceparams; /* MAX_TEXTURES, 8 */
1010 struct wined3d_shader_resource_info uav_resource_info[MAX_UNORDERED_ACCESS_VIEWS];
1011 DWORD uav_read_mask : 8; /* MAX_UNORDERED_ACCESS_VIEWS, 8 */
1012 DWORD uav_counter_mask : 8; /* MAX_UNORDERED_ACCESS_VIEWS, 8 */
1014 DWORD clip_distance_mask : 8; /* MAX_CLIP_DISTANCES, 8 */
1015 DWORD cull_distance_mask : 8; /* MAX_CLIP_DISTANCES, 8 */
1016 DWORD usesnrm : 1;
1017 DWORD vpos : 1;
1018 DWORD usesdsx : 1;
1019 DWORD usesdsy : 1;
1020 DWORD usestexldd : 1;
1021 DWORD usesmova : 1;
1022 DWORD usesfacing : 1;
1023 DWORD usesrelconstF : 1;
1024 DWORD fog : 1;
1025 DWORD usestexldl : 1;
1026 DWORD usesifc : 1;
1027 DWORD usescall : 1;
1028 DWORD usespow : 1;
1029 DWORD point_size : 1;
1030 DWORD vocp : 1;
1031 DWORD input_rel_addressing : 1;
1032 DWORD padding : 16;
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 typedef void (*SHADER_HANDLER)(const struct wined3d_shader_instruction *);
1270 #define WINED3D_SHADER_CAP_VS_CLIPPING 0x00000001
1271 #define WINED3D_SHADER_CAP_SRGB_WRITE 0x00000002
1272 #define WINED3D_SHADER_CAP_DOUBLE_PRECISION 0x00000004
1274 struct shader_caps
1276 unsigned int vs_version;
1277 unsigned int hs_version;
1278 unsigned int ds_version;
1279 unsigned int gs_version;
1280 unsigned int ps_version;
1281 unsigned int cs_version;
1283 DWORD vs_uniform_count;
1284 DWORD ps_uniform_count;
1285 float ps_1x_max_value;
1286 DWORD varying_count;
1288 DWORD wined3d_caps;
1291 enum wined3d_gl_resource_type
1293 WINED3D_GL_RES_TYPE_TEX_1D = 0,
1294 WINED3D_GL_RES_TYPE_TEX_2D = 1,
1295 WINED3D_GL_RES_TYPE_TEX_3D = 2,
1296 WINED3D_GL_RES_TYPE_TEX_CUBE = 3,
1297 WINED3D_GL_RES_TYPE_TEX_RECT = 4,
1298 WINED3D_GL_RES_TYPE_BUFFER = 5,
1299 WINED3D_GL_RES_TYPE_RB = 6,
1300 WINED3D_GL_RES_TYPE_COUNT = 7,
1303 enum wined3d_vertex_processing_mode
1305 WINED3D_VP_MODE_FF,
1306 WINED3D_VP_MODE_SHADER,
1307 WINED3D_VP_MODE_NONE,
1310 #define WINED3D_CONST_NUM_UNUSED ~0U
1312 enum wined3d_ffp_ps_fog_mode
1314 WINED3D_FFP_PS_FOG_OFF,
1315 WINED3D_FFP_PS_FOG_LINEAR,
1316 WINED3D_FFP_PS_FOG_EXP,
1317 WINED3D_FFP_PS_FOG_EXP2,
1320 /* Stateblock dependent parameters which have to be hardcoded
1321 * into the shader code
1324 #define WINED3D_PSARGS_PROJECTED (1u << 3)
1325 #define WINED3D_PSARGS_TEXTRANSFORM_SHIFT 4
1326 #define WINED3D_PSARGS_TEXTRANSFORM_MASK 0xfu
1327 #define WINED3D_PSARGS_TEXTYPE_SHIFT 2
1328 #define WINED3D_PSARGS_TEXTYPE_MASK 0x3u
1330 /* Used for Shader Model 1 pixel shaders to track the bound texture
1331 * type. 2D and RECT textures are separated through NP2 fixup. */
1332 enum wined3d_shader_tex_types
1334 WINED3D_SHADER_TEX_2D = 0,
1335 WINED3D_SHADER_TEX_3D = 1,
1336 WINED3D_SHADER_TEX_CUBE = 2,
1339 struct ps_compile_args
1341 struct color_fixup_desc color_fixup[MAX_FRAGMENT_SAMPLERS];
1342 enum wined3d_vertex_processing_mode vp_mode;
1343 enum wined3d_ffp_ps_fog_mode fog;
1344 WORD tex_transform; /* ps 1.0-1.3, 4 textures */
1345 WORD tex_types; /* ps 1.0 - 1.4, 6 textures */
1346 WORD srgb_correction;
1347 /* Bitmap for NP2 texcoord fixups (16 samplers max currently).
1348 D3D9 has a limit of 16 samplers and the fixup is superfluous
1349 in D3D10 (unconditional NP2 support mandatory). */
1350 WORD np2_fixup;
1351 WORD shadow; /* MAX_FRAGMENT_SAMPLERS, 16 */
1352 WORD texcoords_initialized; /* MAX_TEXTURES, 8 */
1353 DWORD pointsprite : 1;
1354 DWORD flatshading : 1;
1355 DWORD alpha_test_func : 3;
1356 DWORD render_offscreen : 1;
1357 DWORD padding : 26;
1360 enum fog_src_type
1362 VS_FOG_Z = 0,
1363 VS_FOG_COORD = 1
1366 struct vs_compile_args
1368 BYTE fog_src;
1369 BYTE clip_enabled : 1;
1370 BYTE point_size : 1;
1371 BYTE per_vertex_point_size : 1;
1372 BYTE flatshading : 1;
1373 BYTE next_shader_type : 3;
1374 BYTE padding : 1;
1375 WORD swizzle_map; /* MAX_ATTRIBS, 16 */
1376 unsigned int next_shader_input_count;
1377 DWORD interpolation_mode[WINED3D_PACKED_INTERPOLATION_SIZE];
1380 struct ds_compile_args
1382 enum wined3d_tessellator_output_primitive tessellator_output_primitive;
1383 enum wined3d_tessellator_partitioning tessellator_partitioning;
1384 unsigned int output_count : 16;
1385 unsigned int next_shader_type : 3;
1386 unsigned int render_offscreen : 1;
1387 unsigned int padding : 12;
1388 DWORD interpolation_mode[WINED3D_PACKED_INTERPOLATION_SIZE];
1391 struct gs_compile_args
1393 unsigned int output_count;
1394 DWORD interpolation_mode[WINED3D_PACKED_INTERPOLATION_SIZE];
1397 struct wined3d_context;
1398 struct wined3d_state;
1399 struct fragment_pipeline;
1400 struct wined3d_vertex_pipe_ops;
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 GLuint buffer_object;
1467 BYTE *addr;
1470 struct wined3d_const_bo_address
1472 GLuint 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;
1556 DWORD get_flexible_vertex_size(DWORD d3dvtVertexType) DECLSPEC_HIDDEN;
1558 #define eps 1e-8f
1560 #define GET_TEXCOORD_SIZE_FROM_FVF(d3dvtVertexType, tex_num) \
1561 (((((d3dvtVertexType) >> (16 + (2 * (tex_num)))) + 1) & 0x03) + 1)
1563 enum wined3d_pipeline
1565 WINED3D_PIPELINE_GRAPHICS,
1566 WINED3D_PIPELINE_COMPUTE,
1567 WINED3D_PIPELINE_COUNT,
1570 /* Routines and structures related to state management */
1572 #define STATE_RENDER(a) (a)
1573 #define STATE_IS_RENDER(a) ((a) >= STATE_RENDER(1) && (a) <= STATE_RENDER(WINEHIGHEST_RENDER_STATE))
1575 #define STATE_TEXTURESTAGE(stage, num) \
1576 (STATE_RENDER(WINEHIGHEST_RENDER_STATE) + 1 + (stage) * (WINED3D_HIGHEST_TEXTURE_STATE + 1) + (num))
1577 #define STATE_IS_TEXTURESTAGE(a) \
1578 ((a) >= STATE_TEXTURESTAGE(0, 1) && (a) <= STATE_TEXTURESTAGE(MAX_TEXTURES - 1, WINED3D_HIGHEST_TEXTURE_STATE))
1580 /* + 1 because samplers start with 0 */
1581 #define STATE_SAMPLER(num) (STATE_TEXTURESTAGE(MAX_TEXTURES - 1, WINED3D_HIGHEST_TEXTURE_STATE) + 1 + (num))
1582 #define STATE_IS_SAMPLER(num) ((num) >= STATE_SAMPLER(0) && (num) <= STATE_SAMPLER(MAX_COMBINED_SAMPLERS - 1))
1584 #define STATE_GRAPHICS_SHADER(a) (STATE_SAMPLER(MAX_COMBINED_SAMPLERS) + (a))
1585 #define STATE_IS_GRAPHICS_SHADER(a) \
1586 ((a) >= STATE_GRAPHICS_SHADER(0) && (a) < STATE_GRAPHICS_SHADER(WINED3D_SHADER_TYPE_GRAPHICS_COUNT))
1588 #define STATE_GRAPHICS_CONSTANT_BUFFER(a) (STATE_GRAPHICS_SHADER(WINED3D_SHADER_TYPE_GRAPHICS_COUNT) + (a))
1589 #define STATE_IS_GRAPHICS_CONSTANT_BUFFER(a) \
1590 ((a) >= STATE_GRAPHICS_CONSTANT_BUFFER(0) \
1591 && (a) < STATE_GRAPHICS_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_GRAPHICS_COUNT))
1593 #define STATE_GRAPHICS_SHADER_RESOURCE_BINDING (STATE_GRAPHICS_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_GRAPHICS_COUNT))
1594 #define STATE_IS_GRAPHICS_SHADER_RESOURCE_BINDING(a) ((a) == STATE_GRAPHICS_SHADER_RESOURCE_BINDING)
1596 #define STATE_GRAPHICS_UNORDERED_ACCESS_VIEW_BINDING (STATE_GRAPHICS_SHADER_RESOURCE_BINDING + 1)
1597 #define STATE_IS_GRAPHICS_UNORDERED_ACCESS_VIEW_BINDING(a) ((a) == STATE_GRAPHICS_UNORDERED_ACCESS_VIEW_BINDING)
1599 #define STATE_TRANSFORM(a) (STATE_GRAPHICS_UNORDERED_ACCESS_VIEW_BINDING + (a))
1600 #define STATE_IS_TRANSFORM(a) ((a) >= STATE_TRANSFORM(1) && (a) <= STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(255)))
1602 #define STATE_STREAMSRC (STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(255)) + 1)
1603 #define STATE_IS_STREAMSRC(a) ((a) == STATE_STREAMSRC)
1604 #define STATE_INDEXBUFFER (STATE_STREAMSRC + 1)
1605 #define STATE_IS_INDEXBUFFER(a) ((a) == STATE_INDEXBUFFER)
1607 #define STATE_VDECL (STATE_INDEXBUFFER + 1)
1608 #define STATE_IS_VDECL(a) ((a) == STATE_VDECL)
1610 #define STATE_VIEWPORT (STATE_VDECL + 1)
1611 #define STATE_IS_VIEWPORT(a) ((a) == STATE_VIEWPORT)
1613 #define STATE_LIGHT_TYPE (STATE_VIEWPORT + 1)
1614 #define STATE_IS_LIGHT_TYPE(a) ((a) == STATE_LIGHT_TYPE)
1615 #define STATE_ACTIVELIGHT(a) (STATE_LIGHT_TYPE + 1 + (a))
1616 #define STATE_IS_ACTIVELIGHT(a) ((a) >= STATE_ACTIVELIGHT(0) && (a) < STATE_ACTIVELIGHT(MAX_ACTIVE_LIGHTS))
1618 #define STATE_SCISSORRECT (STATE_ACTIVELIGHT(MAX_ACTIVE_LIGHTS - 1) + 1)
1619 #define STATE_IS_SCISSORRECT(a) ((a) == STATE_SCISSORRECT)
1621 #define STATE_CLIPPLANE(a) (STATE_SCISSORRECT + 1 + (a))
1622 #define STATE_IS_CLIPPLANE(a) ((a) >= STATE_CLIPPLANE(0) && (a) <= STATE_CLIPPLANE(MAX_CLIP_DISTANCES - 1))
1624 #define STATE_MATERIAL (STATE_CLIPPLANE(MAX_CLIP_DISTANCES))
1625 #define STATE_IS_MATERIAL(a) ((a) == STATE_MATERIAL)
1627 #define STATE_FRONTFACE (STATE_MATERIAL + 1)
1628 #define STATE_IS_FRONTFACE(a) ((a) == STATE_FRONTFACE)
1630 #define STATE_POINTSPRITECOORDORIGIN (STATE_FRONTFACE + 1)
1631 #define STATE_IS_POINTSPRITECOORDORIGIN(a) ((a) == STATE_POINTSPRITECOORDORIGIN)
1633 #define STATE_BASEVERTEXINDEX (STATE_POINTSPRITECOORDORIGIN + 1)
1634 #define STATE_IS_BASEVERTEXINDEX(a) ((a) == STATE_BASEVERTEXINDEX)
1636 #define STATE_FRAMEBUFFER (STATE_BASEVERTEXINDEX + 1)
1637 #define STATE_IS_FRAMEBUFFER(a) ((a) == STATE_FRAMEBUFFER)
1639 #define STATE_POINT_ENABLE (STATE_FRAMEBUFFER + 1)
1640 #define STATE_IS_POINT_ENABLE(a) ((a) == STATE_POINT_ENABLE)
1642 #define STATE_COLOR_KEY (STATE_POINT_ENABLE + 1)
1643 #define STATE_IS_COLOR_KEY(a) ((a) == STATE_COLOR_KEY)
1645 #define STATE_STREAM_OUTPUT (STATE_COLOR_KEY + 1)
1646 #define STATE_IS_STREAM_OUTPUT(a) ((a) == STATE_STREAM_OUTPUT)
1648 #define STATE_BLEND (STATE_STREAM_OUTPUT + 1)
1649 #define STATE_IS_BLEND(a) ((a) == STATE_BLEND)
1651 #define STATE_COMPUTE_OFFSET (STATE_BLEND + 1)
1653 #define STATE_COMPUTE_SHADER (STATE_COMPUTE_OFFSET)
1654 #define STATE_IS_COMPUTE_SHADER(a) ((a) == STATE_COMPUTE_SHADER)
1656 #define STATE_COMPUTE_CONSTANT_BUFFER (STATE_COMPUTE_SHADER + 1)
1657 #define STATE_IS_COMPUTE_CONSTANT_BUFFER(a) ((a) == STATE_COMPUTE_CONSTANT_BUFFER)
1659 #define STATE_COMPUTE_SHADER_RESOURCE_BINDING (STATE_COMPUTE_CONSTANT_BUFFER + 1)
1660 #define STATE_IS_COMPUTE_SHADER_RESOURCE_BINDING(a) ((a) == STATE_COMPUTE_SHADER_RESOURCE_BINDING)
1662 #define STATE_COMPUTE_UNORDERED_ACCESS_VIEW_BINDING (STATE_COMPUTE_SHADER_RESOURCE_BINDING + 1)
1663 #define STATE_IS_COMPUTE_UNORDERED_ACCESS_VIEW_BINDING(a) ((a) == STATE_COMPUTE_UNORDERED_ACCESS_VIEW_BINDING)
1665 #define STATE_COMPUTE_HIGHEST (STATE_COMPUTE_UNORDERED_ACCESS_VIEW_BINDING)
1666 #define STATE_HIGHEST (STATE_COMPUTE_UNORDERED_ACCESS_VIEW_BINDING)
1668 #define STATE_IS_COMPUTE(a) ((a) >= STATE_COMPUTE_OFFSET && (a) <= STATE_COMPUTE_HIGHEST)
1669 #define STATE_COMPUTE_COUNT (STATE_COMPUTE_HIGHEST - STATE_COMPUTE_OFFSET + 1)
1671 #define STATE_SHADER(a) ((a) != WINED3D_SHADER_TYPE_COMPUTE ? STATE_GRAPHICS_SHADER(a) : STATE_COMPUTE_SHADER)
1672 #define STATE_CONSTANT_BUFFER(a) \
1673 ((a) != WINED3D_SHADER_TYPE_COMPUTE ? STATE_GRAPHICS_CONSTANT_BUFFER(a) : STATE_COMPUTE_CONSTANT_BUFFER)
1674 #define STATE_UNORDERED_ACCESS_VIEW_BINDING(a) ((a) == WINED3D_PIPELINE_GRAPHICS ? \
1675 STATE_GRAPHICS_UNORDERED_ACCESS_VIEW_BINDING : STATE_COMPUTE_UNORDERED_ACCESS_VIEW_BINDING)
1677 enum fogsource {
1678 FOGSOURCE_FFP,
1679 FOGSOURCE_VS,
1680 FOGSOURCE_COORD,
1683 union wined3d_gl_fence_object
1685 GLuint id;
1686 GLsync sync;
1689 enum wined3d_fence_result
1691 WINED3D_FENCE_OK,
1692 WINED3D_FENCE_WAITING,
1693 WINED3D_FENCE_NOT_STARTED,
1694 WINED3D_FENCE_WRONG_THREAD,
1695 WINED3D_FENCE_ERROR,
1698 struct wined3d_fence
1700 struct list entry;
1701 union wined3d_gl_fence_object object;
1702 struct wined3d_context *context;
1705 HRESULT wined3d_fence_create(struct wined3d_device *device, struct wined3d_fence **fence) DECLSPEC_HIDDEN;
1706 void wined3d_fence_destroy(struct wined3d_fence *fence) DECLSPEC_HIDDEN;
1707 void wined3d_fence_issue(struct wined3d_fence *fence, const struct wined3d_device *device) DECLSPEC_HIDDEN;
1708 enum wined3d_fence_result wined3d_fence_wait(const struct wined3d_fence *fence,
1709 const struct wined3d_device *device) DECLSPEC_HIDDEN;
1711 /* Direct3D terminology with little modifications. We do not have an issued
1712 * state because only the driver knows about it, but we have a created state
1713 * because D3D allows GetData() on a created query, but OpenGL doesn't. */
1714 enum wined3d_query_state
1716 QUERY_CREATED,
1717 QUERY_SIGNALLED,
1718 QUERY_BUILDING
1721 struct wined3d_query_ops
1723 BOOL (*query_poll)(struct wined3d_query *query, DWORD flags);
1724 BOOL (*query_issue)(struct wined3d_query *query, DWORD flags);
1725 void (*query_destroy)(struct wined3d_query *query);
1728 struct wined3d_query
1730 LONG ref;
1732 void *parent;
1733 const struct wined3d_parent_ops *parent_ops;
1734 struct wined3d_device *device;
1735 enum wined3d_query_state state;
1736 enum wined3d_query_type type;
1737 const void *data;
1738 DWORD data_size;
1739 const struct wined3d_query_ops *query_ops;
1741 LONG counter_main, counter_retrieved;
1742 struct list poll_list_entry;
1745 struct wined3d_event_query
1747 struct wined3d_query query;
1749 struct wined3d_fence fence;
1750 BOOL signalled;
1753 struct wined3d_occlusion_query
1755 struct wined3d_query query;
1757 struct list entry;
1758 GLuint id;
1759 struct wined3d_context *context;
1760 UINT64 samples;
1761 BOOL started;
1764 struct wined3d_timestamp_query
1766 struct wined3d_query query;
1768 struct list entry;
1769 GLuint id;
1770 struct wined3d_context *context;
1771 UINT64 timestamp;
1774 void context_alloc_timestamp_query(struct wined3d_context *context, struct wined3d_timestamp_query *query) DECLSPEC_HIDDEN;
1775 void context_free_timestamp_query(struct wined3d_timestamp_query *query) DECLSPEC_HIDDEN;
1777 union wined3d_gl_so_statistics_query
1779 GLuint id[2];
1780 struct
1782 GLuint written;
1783 GLuint generated;
1784 } query;
1787 struct wined3d_so_statistics_query
1789 struct wined3d_query query;
1791 struct list entry;
1792 union wined3d_gl_so_statistics_query u;
1793 struct wined3d_context *context;
1794 unsigned int stream_idx;
1795 struct wined3d_query_data_so_statistics statistics;
1796 BOOL started;
1799 void context_alloc_so_statistics_query(struct wined3d_context *context,
1800 struct wined3d_so_statistics_query *query) DECLSPEC_HIDDEN;
1801 void context_free_so_statistics_query(struct wined3d_so_statistics_query *query) DECLSPEC_HIDDEN;
1803 union wined3d_gl_pipeline_statistics_query
1805 GLuint id[11];
1806 struct
1808 GLuint vertices;
1809 GLuint primitives;
1810 GLuint vertex_shader;
1811 GLuint tess_control_shader;
1812 GLuint tess_eval_shader;
1813 GLuint geometry_shader;
1814 GLuint geometry_primitives;
1815 GLuint fragment_shader;
1816 GLuint compute_shader;
1817 GLuint clipping_input;
1818 GLuint clipping_output;
1819 } query;
1822 struct wined3d_pipeline_statistics_query
1824 struct wined3d_query query;
1826 struct list entry;
1827 union wined3d_gl_pipeline_statistics_query u;
1828 struct wined3d_context *context;
1829 struct wined3d_query_data_pipeline_statistics statistics;
1830 BOOL started;
1833 void context_alloc_pipeline_statistics_query(struct wined3d_context *context,
1834 struct wined3d_pipeline_statistics_query *query) DECLSPEC_HIDDEN;
1835 void context_free_pipeline_statistics_query(struct wined3d_pipeline_statistics_query *query) DECLSPEC_HIDDEN;
1837 struct wined3d_gl_view
1839 GLenum target;
1840 GLuint name;
1843 struct wined3d_rendertarget_info
1845 struct wined3d_gl_view gl_view;
1846 struct wined3d_resource *resource;
1847 unsigned int sub_resource_idx;
1848 unsigned int layer_count;
1851 #define MAX_GL_FRAGMENT_SAMPLERS 32
1853 struct wined3d_context
1855 const struct wined3d_gl_info *gl_info;
1856 const struct wined3d_d3d_info *d3d_info;
1857 const struct StateEntry *state_table;
1858 /* State dirtification
1859 * dirtyArray is an array that contains markers for dirty states. numDirtyEntries states are dirty, their numbers are in indices
1860 * 0...numDirtyEntries - 1. isStateDirty is a redundant copy of the dirtyArray. Technically only one of them would be needed,
1861 * 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
1862 * only numDirtyEntries array elements have to be checked, not STATE_HIGHEST states.
1864 DWORD dirtyArray[STATE_HIGHEST + 1]; /* Won't get bigger than that, a state is never marked dirty 2 times */
1865 DWORD numDirtyEntries;
1866 DWORD isStateDirty[STATE_HIGHEST / (sizeof(DWORD) * CHAR_BIT) + 1]; /* Bitmap to find out quickly if a state is dirty */
1867 unsigned int dirty_compute_states[STATE_COMPUTE_COUNT / (sizeof(unsigned int) * CHAR_BIT) + 1];
1869 struct wined3d_device *device;
1870 struct wined3d_swapchain *swapchain;
1871 struct
1873 struct wined3d_texture *texture;
1874 unsigned int sub_resource_idx;
1875 } current_rt;
1876 DWORD tid; /* Thread ID which owns this context at the moment */
1878 /* Stores some information about the context state for optimization */
1879 DWORD render_offscreen : 1;
1880 DWORD last_was_rhw : 1; /* true iff last draw_primitive was in xyzrhw mode */
1881 DWORD last_swizzle_map : 16; /* MAX_ATTRIBS, 16 */
1882 DWORD last_was_pshader : 1;
1883 DWORD last_was_vshader : 1;
1884 DWORD last_was_normal : 1;
1885 DWORD namedArraysLoaded : 1;
1886 DWORD last_was_ffp_blit : 1;
1887 DWORD last_was_blit : 1;
1888 DWORD last_was_ckey : 1;
1889 DWORD fog_coord : 1;
1890 DWORD fog_enabled : 1;
1891 DWORD num_untracked_materials : 2; /* Max value 2 */
1892 DWORD current : 1;
1893 DWORD destroyed : 1;
1894 DWORD valid : 1;
1896 DWORD texShaderBumpMap : 8; /* MAX_TEXTURES, 8 */
1897 DWORD lastWasPow2Texture : 8; /* MAX_TEXTURES, 8 */
1898 DWORD fixed_function_usage_map : 8; /* MAX_TEXTURES, 8 */
1899 DWORD lowest_disabled_stage : 4; /* Max MAX_TEXTURES, 8 */
1900 DWORD use_immediate_mode_draw : 1;
1901 DWORD rebind_fbo : 1;
1902 DWORD needs_set : 1;
1903 DWORD hdc_is_private : 1;
1905 DWORD hdc_has_format : 1; /* only meaningful if hdc_is_private */
1906 DWORD update_shader_resource_bindings : 1;
1907 DWORD update_compute_shader_resource_bindings : 1;
1908 DWORD update_unordered_access_view_bindings : 1;
1909 DWORD update_compute_unordered_access_view_bindings : 1;
1910 DWORD uses_uavs : 1;
1911 DWORD destroy_delayed : 1;
1912 DWORD transform_feedback_active : 1;
1913 DWORD transform_feedback_paused : 1;
1914 DWORD shader_update_mask : 6; /* WINED3D_SHADER_TYPE_COUNT, 6 */
1915 DWORD clip_distance_mask : 8; /* MAX_CLIP_DISTANCES, 8 */
1916 DWORD padding : 9;
1918 DWORD constant_update_mask;
1919 DWORD numbered_array_mask;
1920 GLenum tracking_parm; /* Which source is tracking current colour */
1921 GLenum untracked_materials[2];
1922 UINT blit_w, blit_h;
1923 enum fogsource fog_source;
1924 DWORD active_texture;
1925 DWORD *texture_type;
1927 UINT instance_count;
1929 /* The actual opengl context */
1930 UINT level;
1931 HGLRC restore_ctx;
1932 HDC restore_dc;
1933 int restore_pf;
1934 HWND restore_pf_win;
1935 HGLRC glCtx;
1936 HWND win_handle;
1937 HDC hdc;
1938 int pixel_format;
1939 GLint aux_buffers;
1941 void *shader_backend_data;
1942 void *fragment_pipe_data;
1944 /* FBOs */
1945 UINT fbo_entry_count;
1946 struct list fbo_list;
1947 struct list fbo_destroy_list;
1948 struct fbo_entry *current_fbo;
1949 GLuint fbo_read_binding;
1950 GLuint fbo_draw_binding;
1951 struct wined3d_rendertarget_info blit_targets[MAX_RENDER_TARGET_VIEWS];
1952 DWORD draw_buffers_mask; /* Enabled draw buffers, 31 max. */
1954 /* Queries */
1955 GLuint *free_occlusion_queries;
1956 SIZE_T free_occlusion_query_size;
1957 unsigned int free_occlusion_query_count;
1958 struct list occlusion_queries;
1960 union wined3d_gl_fence_object *free_fences;
1961 SIZE_T free_fence_size;
1962 unsigned int free_fence_count;
1963 struct list fences;
1965 GLuint *free_timestamp_queries;
1966 SIZE_T free_timestamp_query_size;
1967 unsigned int free_timestamp_query_count;
1968 struct list timestamp_queries;
1970 union wined3d_gl_so_statistics_query *free_so_statistics_queries;
1971 SIZE_T free_so_statistics_query_size;
1972 unsigned int free_so_statistics_query_count;
1973 struct list so_statistics_queries;
1975 union wined3d_gl_pipeline_statistics_query *free_pipeline_statistics_queries;
1976 SIZE_T free_pipeline_statistics_query_size;
1977 unsigned int free_pipeline_statistics_query_count;
1978 struct list pipeline_statistics_queries;
1980 struct wined3d_stream_info stream_info;
1982 /* Fences for GL_APPLE_flush_buffer_range */
1983 struct wined3d_fence *buffer_fences[MAX_ATTRIBS];
1984 unsigned int buffer_fence_count;
1986 DWORD tex_unit_map[MAX_COMBINED_SAMPLERS];
1987 DWORD rev_tex_unit_map[MAX_GL_FRAGMENT_SAMPLERS + MAX_VERTEX_SAMPLERS];
1989 /* Extension emulation */
1990 GLint gl_fog_source;
1991 GLfloat fog_coord_value;
1992 GLfloat color[4], fogstart, fogend, fogcolor[4];
1993 GLuint dummy_arbfp_prog;
1995 unsigned int viewport_count;
1998 struct wined3d_fb_state
2000 struct wined3d_rendertarget_view *render_targets[MAX_RENDER_TARGET_VIEWS];
2001 struct wined3d_rendertarget_view *depth_stencil;
2004 typedef void (*APPLYSTATEFUNC)(struct wined3d_context *ctx, const struct wined3d_state *state, DWORD state_id);
2006 struct StateEntry
2008 DWORD representative;
2009 APPLYSTATEFUNC apply;
2012 struct StateEntryTemplate
2014 DWORD state;
2015 struct StateEntry content;
2016 enum wined3d_gl_extension extension;
2019 #define WINED3D_FRAGMENT_CAP_PROJ_CONTROL 0x00000001
2020 #define WINED3D_FRAGMENT_CAP_SRGB_WRITE 0x00000002
2021 #define WINED3D_FRAGMENT_CAP_COLOR_KEY 0x00000004
2023 struct fragment_caps
2025 DWORD wined3d_caps;
2026 DWORD PrimitiveMiscCaps;
2027 DWORD TextureOpCaps;
2028 DWORD MaxTextureBlendStages;
2029 DWORD MaxSimultaneousTextures;
2032 #define GL_EXT_EMUL_ARB_MULTITEXTURE 0x00000001
2033 #define GL_EXT_EMUL_EXT_FOG_COORD 0x00000002
2035 struct fragment_pipeline
2037 void (*enable_extension)(const struct wined3d_gl_info *gl_info, BOOL enable);
2038 void (*get_caps)(const struct wined3d_gl_info *gl_info, struct fragment_caps *caps);
2039 DWORD (*get_emul_mask)(const struct wined3d_gl_info *gl_info);
2040 void *(*alloc_private)(const struct wined3d_shader_backend_ops *shader_backend, void *shader_priv);
2041 void (*free_private)(struct wined3d_device *device);
2042 BOOL (*allocate_context_data)(struct wined3d_context *context);
2043 void (*free_context_data)(struct wined3d_context *context);
2044 BOOL (*color_fixup_supported)(struct color_fixup_desc fixup);
2045 const struct StateEntryTemplate *states;
2048 struct wined3d_vertex_caps
2050 BOOL xyzrhw;
2051 BOOL emulated_flatshading;
2052 BOOL ffp_generic_attributes;
2053 DWORD max_active_lights;
2054 DWORD max_vertex_blend_matrices;
2055 DWORD max_vertex_blend_matrix_index;
2056 DWORD vertex_processing_caps;
2057 DWORD fvf_caps;
2058 DWORD max_user_clip_planes;
2059 DWORD raster_caps;
2062 struct wined3d_vertex_pipe_ops
2064 void (*vp_enable)(const struct wined3d_gl_info *gl_info, BOOL enable);
2065 void (*vp_get_caps)(const struct wined3d_gl_info *gl_info, struct wined3d_vertex_caps *caps);
2066 DWORD (*vp_get_emul_mask)(const struct wined3d_gl_info *gl_info);
2067 void *(*vp_alloc)(const struct wined3d_shader_backend_ops *shader_backend, void *shader_priv);
2068 void (*vp_free)(struct wined3d_device *device);
2069 const struct StateEntryTemplate *vp_states;
2072 extern const struct StateEntryTemplate misc_state_template[] DECLSPEC_HIDDEN;
2073 extern const struct fragment_pipeline none_fragment_pipe DECLSPEC_HIDDEN;
2074 extern const struct fragment_pipeline ffp_fragment_pipeline DECLSPEC_HIDDEN;
2075 extern const struct fragment_pipeline atifs_fragment_pipeline DECLSPEC_HIDDEN;
2076 extern const struct fragment_pipeline arbfp_fragment_pipeline DECLSPEC_HIDDEN;
2077 extern const struct fragment_pipeline nvts_fragment_pipeline DECLSPEC_HIDDEN;
2078 extern const struct fragment_pipeline nvrc_fragment_pipeline DECLSPEC_HIDDEN;
2079 extern const struct fragment_pipeline glsl_fragment_pipe DECLSPEC_HIDDEN;
2081 extern const struct wined3d_vertex_pipe_ops none_vertex_pipe DECLSPEC_HIDDEN;
2082 extern const struct wined3d_vertex_pipe_ops ffp_vertex_pipe DECLSPEC_HIDDEN;
2083 extern const struct wined3d_vertex_pipe_ops glsl_vertex_pipe DECLSPEC_HIDDEN;
2085 /* "Base" state table */
2086 HRESULT compile_state_table(struct StateEntry *StateTable, APPLYSTATEFUNC **dev_multistate_funcs,
2087 const struct wined3d_gl_info *gl_info, const struct wined3d_d3d_info *d3d_info,
2088 const struct wined3d_vertex_pipe_ops *vertex, const struct fragment_pipeline *fragment,
2089 const struct StateEntryTemplate *misc) DECLSPEC_HIDDEN;
2091 enum wined3d_blit_op
2093 WINED3D_BLIT_OP_COLOR_BLIT,
2094 WINED3D_BLIT_OP_COLOR_BLIT_ALPHATEST,
2095 WINED3D_BLIT_OP_COLOR_BLIT_CKEY,
2096 WINED3D_BLIT_OP_COLOR_FILL,
2097 WINED3D_BLIT_OP_DEPTH_FILL,
2098 WINED3D_BLIT_OP_DEPTH_BLIT,
2099 WINED3D_BLIT_OP_RAW_BLIT,
2102 struct wined3d_blitter
2104 const struct wined3d_blitter_ops *ops;
2105 struct wined3d_blitter *next;
2108 struct wined3d_blitter_ops
2110 void (*blitter_destroy)(struct wined3d_blitter *blitter, struct wined3d_context *context);
2111 void (*blitter_clear)(struct wined3d_blitter *blitter, struct wined3d_device *device,
2112 unsigned int rt_count, const struct wined3d_fb_state *fb, unsigned int rect_count, const RECT *clear_rects,
2113 const RECT *draw_rect, DWORD flags, const struct wined3d_color *colour, float depth, DWORD stencil);
2114 DWORD (*blitter_blit)(struct wined3d_blitter *blitter, enum wined3d_blit_op op, struct wined3d_context *context,
2115 struct wined3d_texture *src_texture, unsigned int src_sub_resource_idx, DWORD src_location,
2116 const RECT *src_rect, struct wined3d_texture *dst_texture, unsigned int dst_sub_resource_idx,
2117 DWORD dst_location, const RECT *dst_rect, const struct wined3d_color_key *colour_key,
2118 enum wined3d_texture_filter_type filter);
2121 void wined3d_arbfp_blitter_create(struct wined3d_blitter **next,
2122 const struct wined3d_device *device) DECLSPEC_HIDDEN;
2123 struct wined3d_blitter *wined3d_cpu_blitter_create(void) DECLSPEC_HIDDEN;
2124 void wined3d_fbo_blitter_create(struct wined3d_blitter **next,
2125 const struct wined3d_gl_info *gl_info) DECLSPEC_HIDDEN;
2126 void wined3d_ffp_blitter_create(struct wined3d_blitter **next,
2127 const struct wined3d_gl_info *gl_info) DECLSPEC_HIDDEN;
2128 void wined3d_glsl_blitter_create(struct wined3d_blitter **next,
2129 const struct wined3d_device *device) DECLSPEC_HIDDEN;
2130 void wined3d_raw_blitter_create(struct wined3d_blitter **next,
2131 const struct wined3d_gl_info *gl_info) DECLSPEC_HIDDEN;
2133 BOOL wined3d_clip_blit(const RECT *clip_rect, RECT *clipped, RECT *other) DECLSPEC_HIDDEN;
2135 struct wined3d_context *context_acquire(const struct wined3d_device *device,
2136 struct wined3d_texture *texture, unsigned int sub_resource_idx) DECLSPEC_HIDDEN;
2137 void context_alloc_fence(struct wined3d_context *context, struct wined3d_fence *fence) DECLSPEC_HIDDEN;
2138 void context_alloc_occlusion_query(struct wined3d_context *context,
2139 struct wined3d_occlusion_query *query) DECLSPEC_HIDDEN;
2140 void context_apply_blit_state(struct wined3d_context *context, const struct wined3d_device *device) DECLSPEC_HIDDEN;
2141 BOOL context_apply_clear_state(struct wined3d_context *context, const struct wined3d_state *state,
2142 UINT rt_count, const struct wined3d_fb_state *fb) DECLSPEC_HIDDEN;
2143 void context_apply_fbo_state_blit(struct wined3d_context *context, GLenum target,
2144 struct wined3d_resource *rt, unsigned int rt_sub_resource_idx,
2145 struct wined3d_resource *ds, unsigned int ds_sub_resource_idx, DWORD location) DECLSPEC_HIDDEN;
2146 void context_apply_ffp_blit_state(struct wined3d_context *context,
2147 const struct wined3d_device *device) DECLSPEC_HIDDEN;
2148 void context_active_texture(struct wined3d_context *context, const struct wined3d_gl_info *gl_info,
2149 unsigned int unit) DECLSPEC_HIDDEN;
2150 void context_bind_bo(struct wined3d_context *context, GLenum binding, GLuint name) DECLSPEC_HIDDEN;
2151 void context_bind_dummy_textures(const struct wined3d_device *device,
2152 const struct wined3d_context *context) DECLSPEC_HIDDEN;
2153 void context_bind_texture(struct wined3d_context *context, GLenum target, GLuint name) DECLSPEC_HIDDEN;
2154 void context_check_fbo_status(const struct wined3d_context *context, GLenum target) DECLSPEC_HIDDEN;
2155 void context_copy_bo_address(struct wined3d_context *context,
2156 const struct wined3d_bo_address *dst, GLenum dst_binding,
2157 const struct wined3d_bo_address *src, GLenum src_binding, size_t size) DECLSPEC_HIDDEN;
2158 struct wined3d_context *context_create(struct wined3d_swapchain *swapchain, struct wined3d_texture *target,
2159 const struct wined3d_format *ds_format) DECLSPEC_HIDDEN;
2160 HGLRC context_create_wgl_attribs(const struct wined3d_gl_info *gl_info, HDC hdc, HGLRC share_ctx) DECLSPEC_HIDDEN;
2161 void context_destroy(struct wined3d_device *device, struct wined3d_context *context) DECLSPEC_HIDDEN;
2162 void context_draw_shaded_quad(struct wined3d_context *context, struct wined3d_texture *texture,
2163 unsigned int sub_resource_idx, const RECT *src_rect, const RECT *dst_rect,
2164 enum wined3d_texture_filter_type filter) DECLSPEC_HIDDEN;
2165 void context_draw_textured_quad(struct wined3d_context *context, struct wined3d_texture *texture,
2166 unsigned int sub_resource_idx, const RECT *src_rect, const RECT *dst_rect,
2167 enum wined3d_texture_filter_type filter) DECLSPEC_HIDDEN;
2168 void context_enable_clip_distances(struct wined3d_context *context, unsigned int mask) DECLSPEC_HIDDEN;
2169 void context_end_transform_feedback(struct wined3d_context *context) DECLSPEC_HIDDEN;
2170 void context_free_fence(struct wined3d_fence *fence) DECLSPEC_HIDDEN;
2171 void context_free_occlusion_query(struct wined3d_occlusion_query *query) DECLSPEC_HIDDEN;
2172 struct wined3d_context *context_get_current(void) DECLSPEC_HIDDEN;
2173 GLenum context_get_offscreen_gl_buffer(const struct wined3d_context *context) DECLSPEC_HIDDEN;
2174 const DWORD *context_get_tex_unit_mapping(const struct wined3d_context *context,
2175 const struct wined3d_shader_version *shader_version, unsigned int *base, unsigned int *count) DECLSPEC_HIDDEN;
2176 DWORD context_get_tls_idx(void) DECLSPEC_HIDDEN;
2177 void context_gl_resource_released(struct wined3d_device *device,
2178 GLuint name, BOOL rb_namespace) DECLSPEC_HIDDEN;
2179 void context_invalidate_compute_state(struct wined3d_context *context, DWORD state_id) DECLSPEC_HIDDEN;
2180 void context_invalidate_state(struct wined3d_context *context, DWORD state_id) DECLSPEC_HIDDEN;
2181 void *context_map_bo_address(struct wined3d_context *context, const struct wined3d_bo_address *data,
2182 size_t size, GLenum binding, DWORD flags) DECLSPEC_HIDDEN;
2183 struct wined3d_context *context_reacquire(const struct wined3d_device *device,
2184 struct wined3d_context *context) DECLSPEC_HIDDEN;
2185 void context_release(struct wined3d_context *context) DECLSPEC_HIDDEN;
2186 void context_resource_released(const struct wined3d_device *device, struct wined3d_resource *resource) DECLSPEC_HIDDEN;
2187 void context_restore(struct wined3d_context *context, struct wined3d_texture *texture,
2188 unsigned int sub_resource_idx) DECLSPEC_HIDDEN;
2189 BOOL context_set_current(struct wined3d_context *ctx) DECLSPEC_HIDDEN;
2190 void context_set_draw_buffer(struct wined3d_context *context, GLenum buffer) DECLSPEC_HIDDEN;
2191 void context_set_tls_idx(DWORD idx) DECLSPEC_HIDDEN;
2192 void context_state_drawbuf(struct wined3d_context *context,
2193 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
2194 void context_state_fb(struct wined3d_context *context,
2195 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
2196 void context_texture_update(struct wined3d_context *context, const struct wined3d_texture *texture) DECLSPEC_HIDDEN;
2197 void context_unmap_bo_address(struct wined3d_context *context,
2198 const struct wined3d_bo_address *data, GLenum binding) DECLSPEC_HIDDEN;
2200 /*****************************************************************************
2201 * Internal representation of a light
2203 struct wined3d_light_info
2205 struct wined3d_light OriginalParms; /* Note D3D8LIGHT == D3D9LIGHT */
2206 DWORD OriginalIndex;
2207 LONG glIndex;
2208 BOOL enabled;
2210 /* Converted parms to speed up swapping lights */
2211 struct wined3d_vec4 position;
2212 struct wined3d_vec4 direction;
2213 float exponent;
2214 float cutoff;
2216 struct list entry;
2219 /* The default light parameters */
2220 extern const struct wined3d_light WINED3D_default_light DECLSPEC_HIDDEN;
2222 struct wined3d_pixel_format
2224 int iPixelFormat; /* WGL pixel format */
2225 int iPixelType; /* WGL pixel type e.g. WGL_TYPE_RGBA_ARB, WGL_TYPE_RGBA_FLOAT_ARB or WGL_TYPE_COLORINDEX_ARB */
2226 int redSize, greenSize, blueSize, alphaSize, colorSize;
2227 int depthSize, stencilSize;
2228 BOOL windowDrawable;
2229 BOOL doubleBuffer;
2230 int auxBuffers;
2231 int numSamples;
2234 enum wined3d_pci_vendor
2236 HW_VENDOR_SOFTWARE = 0x0000,
2237 HW_VENDOR_AMD = 0x1002,
2238 HW_VENDOR_NVIDIA = 0x10de,
2239 HW_VENDOR_VMWARE = 0x15ad,
2240 HW_VENDOR_INTEL = 0x8086,
2243 enum wined3d_pci_device
2245 CARD_WINE = 0x0000,
2247 CARD_AMD_RAGE_128PRO = 0x5246,
2248 CARD_AMD_RADEON_7200 = 0x5144,
2249 CARD_AMD_RADEON_8500 = 0x514c,
2250 CARD_AMD_RADEON_9500 = 0x4144,
2251 CARD_AMD_RADEON_XPRESS_200M = 0x5955,
2252 CARD_AMD_RADEON_X700 = 0x5e4c,
2253 CARD_AMD_RADEON_X1600 = 0x71c2,
2254 CARD_AMD_RADEON_HD2350 = 0x94c7,
2255 CARD_AMD_RADEON_HD2600 = 0x9581,
2256 CARD_AMD_RADEON_HD2900 = 0x9400,
2257 CARD_AMD_RADEON_HD3200 = 0x9620,
2258 CARD_AMD_RADEON_HD3850 = 0x9515,
2259 CARD_AMD_RADEON_HD4200M = 0x9712,
2260 CARD_AMD_RADEON_HD4350 = 0x954f,
2261 CARD_AMD_RADEON_HD4600 = 0x9495,
2262 CARD_AMD_RADEON_HD4700 = 0x944e,
2263 CARD_AMD_RADEON_HD4800 = 0x944c,
2264 CARD_AMD_RADEON_HD5400 = 0x68f9,
2265 CARD_AMD_RADEON_HD5600 = 0x68d8,
2266 CARD_AMD_RADEON_HD5700 = 0x68be,
2267 CARD_AMD_RADEON_HD5800 = 0x6898,
2268 CARD_AMD_RADEON_HD5900 = 0x689c,
2269 CARD_AMD_RADEON_HD6300 = 0x9803,
2270 CARD_AMD_RADEON_HD6400 = 0x6770,
2271 CARD_AMD_RADEON_HD6410D = 0x9644,
2272 CARD_AMD_RADEON_HD6480G = 0x9648,
2273 CARD_AMD_RADEON_HD6550D = 0x9640,
2274 CARD_AMD_RADEON_HD6600 = 0x6758,
2275 CARD_AMD_RADEON_HD6600M = 0x6741,
2276 CARD_AMD_RADEON_HD6700 = 0x68ba,
2277 CARD_AMD_RADEON_HD6800 = 0x6739,
2278 CARD_AMD_RADEON_HD6900 = 0x6719,
2279 CARD_AMD_RADEON_HD7660D = 0x9901,
2280 CARD_AMD_RADEON_HD7700 = 0x683d,
2281 CARD_AMD_RADEON_HD7800 = 0x6819,
2282 CARD_AMD_RADEON_HD7900 = 0x679a,
2283 CARD_AMD_RADEON_HD8600M = 0x6660,
2284 CARD_AMD_RADEON_HD8670 = 0x6610,
2285 CARD_AMD_RADEON_HD8770 = 0x665c,
2286 CARD_AMD_RADEON_R3 = 0x9830,
2287 CARD_AMD_RADEON_R7 = 0x130f,
2288 CARD_AMD_RADEON_R9_285 = 0x6939,
2289 CARD_AMD_RADEON_R9_290 = 0x67b1,
2290 CARD_AMD_RADEON_R9_FURY = 0x7300,
2291 CARD_AMD_RADEON_RX_460 = 0x67ef,
2292 CARD_AMD_RADEON_RX_480 = 0x67df,
2294 CARD_NVIDIA_RIVA_128 = 0x0018,
2295 CARD_NVIDIA_RIVA_TNT = 0x0020,
2296 CARD_NVIDIA_RIVA_TNT2 = 0x0028,
2297 CARD_NVIDIA_GEFORCE = 0x0100,
2298 CARD_NVIDIA_GEFORCE2_MX = 0x0110,
2299 CARD_NVIDIA_GEFORCE2 = 0x0150,
2300 CARD_NVIDIA_GEFORCE3 = 0x0200,
2301 CARD_NVIDIA_GEFORCE4_MX = 0x0170,
2302 CARD_NVIDIA_GEFORCE4_TI4200 = 0x0253,
2303 CARD_NVIDIA_GEFORCEFX_5200 = 0x0320,
2304 CARD_NVIDIA_GEFORCEFX_5600 = 0x0312,
2305 CARD_NVIDIA_GEFORCEFX_5800 = 0x0302,
2306 CARD_NVIDIA_GEFORCE_6200 = 0x014f,
2307 CARD_NVIDIA_GEFORCE_6600GT = 0x0140,
2308 CARD_NVIDIA_GEFORCE_6800 = 0x0041,
2309 CARD_NVIDIA_GEFORCE_7300 = 0x01d7, /* GeForce Go 7300 */
2310 CARD_NVIDIA_GEFORCE_7400 = 0x01d8,
2311 CARD_NVIDIA_GEFORCE_7600 = 0x0391,
2312 CARD_NVIDIA_GEFORCE_7800GT = 0x0092,
2313 CARD_NVIDIA_GEFORCE_8200 = 0x0849, /* Other PCI ID 0x084b */
2314 CARD_NVIDIA_GEFORCE_8300GS = 0x0423,
2315 CARD_NVIDIA_GEFORCE_8400GS = 0x0404,
2316 CARD_NVIDIA_GEFORCE_8500GT = 0x0421,
2317 CARD_NVIDIA_GEFORCE_8600GT = 0x0402,
2318 CARD_NVIDIA_GEFORCE_8600MGT = 0x0407,
2319 CARD_NVIDIA_GEFORCE_8800GTS = 0x0193,
2320 CARD_NVIDIA_GEFORCE_8800GTX = 0x0191,
2321 CARD_NVIDIA_GEFORCE_9200 = 0x086d,
2322 CARD_NVIDIA_GEFORCE_9300 = 0x086c,
2323 CARD_NVIDIA_GEFORCE_9400M = 0x0863,
2324 CARD_NVIDIA_GEFORCE_9400GT = 0x042c,
2325 CARD_NVIDIA_GEFORCE_9500GT = 0x0640,
2326 CARD_NVIDIA_GEFORCE_9600GT = 0x0622,
2327 CARD_NVIDIA_GEFORCE_9700MGT = 0x064a,
2328 CARD_NVIDIA_GEFORCE_9800GT = 0x0614,
2329 CARD_NVIDIA_GEFORCE_210 = 0x0a23,
2330 CARD_NVIDIA_GEFORCE_GT220 = 0x0a20,
2331 CARD_NVIDIA_GEFORCE_GT240 = 0x0ca3,
2332 CARD_NVIDIA_GEFORCE_GTS250 = 0x0615,
2333 CARD_NVIDIA_GEFORCE_GTX260 = 0x05e2,
2334 CARD_NVIDIA_GEFORCE_GTX275 = 0x05e6,
2335 CARD_NVIDIA_GEFORCE_GTX280 = 0x05e1,
2336 CARD_NVIDIA_GEFORCE_315M = 0x0a7a,
2337 CARD_NVIDIA_GEFORCE_320M = 0x08a3,
2338 CARD_NVIDIA_GEFORCE_GT320M = 0x0a2d,
2339 CARD_NVIDIA_GEFORCE_GT325M = 0x0a35,
2340 CARD_NVIDIA_GEFORCE_GT330 = 0x0ca0,
2341 CARD_NVIDIA_GEFORCE_GTS350M = 0x0cb0,
2342 CARD_NVIDIA_GEFORCE_410M = 0x1055,
2343 CARD_NVIDIA_GEFORCE_GT420 = 0x0de2,
2344 CARD_NVIDIA_GEFORCE_GT425M = 0x0df0,
2345 CARD_NVIDIA_GEFORCE_GT430 = 0x0de1,
2346 CARD_NVIDIA_GEFORCE_GT440 = 0x0de0,
2347 CARD_NVIDIA_GEFORCE_GTS450 = 0x0dc4,
2348 CARD_NVIDIA_GEFORCE_GTX460 = 0x0e22,
2349 CARD_NVIDIA_GEFORCE_GTX460M = 0x0dd1,
2350 CARD_NVIDIA_GEFORCE_GTX465 = 0x06c4,
2351 CARD_NVIDIA_GEFORCE_GTX470 = 0x06cd,
2352 CARD_NVIDIA_GEFORCE_GTX480 = 0x06c0,
2353 CARD_NVIDIA_GEFORCE_GT520 = 0x1040,
2354 CARD_NVIDIA_GEFORCE_GT525M = 0x0dec,
2355 CARD_NVIDIA_GEFORCE_GT540M = 0x0df4,
2356 CARD_NVIDIA_GEFORCE_GTX550 = 0x1244,
2357 CARD_NVIDIA_GEFORCE_GT555M = 0x04b8,
2358 CARD_NVIDIA_GEFORCE_GTX560TI = 0x1200,
2359 CARD_NVIDIA_GEFORCE_GTX560M = 0x1251,
2360 CARD_NVIDIA_GEFORCE_GTX560 = 0x1201,
2361 CARD_NVIDIA_GEFORCE_GTX570 = 0x1081,
2362 CARD_NVIDIA_GEFORCE_GTX580 = 0x1080,
2363 CARD_NVIDIA_GEFORCE_GT610 = 0x104a,
2364 CARD_NVIDIA_GEFORCE_GT630 = 0x0f00,
2365 CARD_NVIDIA_GEFORCE_GT630M = 0x0de9,
2366 CARD_NVIDIA_GEFORCE_GT640M = 0x0fd2,
2367 CARD_NVIDIA_GEFORCE_GT650M = 0x0fd1,
2368 CARD_NVIDIA_GEFORCE_GTX650 = 0x0fc6,
2369 CARD_NVIDIA_GEFORCE_GTX650TI = 0x11c6,
2370 CARD_NVIDIA_GEFORCE_GTX660 = 0x11c0,
2371 CARD_NVIDIA_GEFORCE_GTX660M = 0x0fd4,
2372 CARD_NVIDIA_GEFORCE_GTX660TI = 0x1183,
2373 CARD_NVIDIA_GEFORCE_GTX670 = 0x1189,
2374 CARD_NVIDIA_GEFORCE_GTX670MX = 0x11a1,
2375 CARD_NVIDIA_GEFORCE_GTX675MX = 0x11a7,
2376 CARD_NVIDIA_GEFORCE_GTX680 = 0x1180,
2377 CARD_NVIDIA_GEFORCE_GTX690 = 0x1188,
2378 CARD_NVIDIA_GEFORCE_GT730 = 0x1287,
2379 CARD_NVIDIA_GEFORCE_GT730M = 0x0fe1,
2380 CARD_NVIDIA_GEFORCE_GT740M = 0x1292,
2381 CARD_NVIDIA_GEFORCE_GT750M = 0x0fe9,
2382 CARD_NVIDIA_GEFORCE_GTX750 = 0x1381,
2383 CARD_NVIDIA_GEFORCE_GTX750TI = 0x1380,
2384 CARD_NVIDIA_GEFORCE_GTX760 = 0x1187,
2385 CARD_NVIDIA_GEFORCE_GTX760TI = 0x1193,
2386 CARD_NVIDIA_GEFORCE_GTX765M = 0x11e2,
2387 CARD_NVIDIA_GEFORCE_GTX770M = 0x11e0,
2388 CARD_NVIDIA_GEFORCE_GTX770 = 0x1184,
2389 CARD_NVIDIA_GEFORCE_GTX780 = 0x1004,
2390 CARD_NVIDIA_GEFORCE_GTX780TI = 0x100a,
2391 CARD_NVIDIA_GEFORCE_GTXTITAN = 0x1005,
2392 CARD_NVIDIA_GEFORCE_GTXTITANB = 0x100c,
2393 CARD_NVIDIA_GEFORCE_GTXTITANX = 0x17c2,
2394 CARD_NVIDIA_GEFORCE_GTXTITANZ = 0x1001,
2395 CARD_NVIDIA_GEFORCE_820M = 0x0fed,
2396 CARD_NVIDIA_GEFORCE_830M = 0x1340,
2397 CARD_NVIDIA_GEFORCE_840M = 0x1341,
2398 CARD_NVIDIA_GEFORCE_845M = 0x1344,
2399 CARD_NVIDIA_GEFORCE_GTX850M = 0x1391,
2400 CARD_NVIDIA_GEFORCE_GTX860M = 0x1392, /* Other PCI ID 0x119a */
2401 CARD_NVIDIA_GEFORCE_GTX870M = 0x1199,
2402 CARD_NVIDIA_GEFORCE_GTX880M = 0x1198,
2403 CARD_NVIDIA_GEFORCE_940M = 0x1347,
2404 CARD_NVIDIA_GEFORCE_GTX950 = 0x1402,
2405 CARD_NVIDIA_GEFORCE_GTX950M = 0x139a,
2406 CARD_NVIDIA_GEFORCE_GTX960 = 0x1401,
2407 CARD_NVIDIA_GEFORCE_GTX960M = 0x139b,
2408 CARD_NVIDIA_GEFORCE_GTX970 = 0x13c2,
2409 CARD_NVIDIA_GEFORCE_GTX970M = 0x13d8,
2410 CARD_NVIDIA_GEFORCE_GTX980 = 0x13c0,
2411 CARD_NVIDIA_GEFORCE_GTX980TI = 0x17c8,
2412 CARD_NVIDIA_GEFORCE_GTX1050 = 0x1c81,
2413 CARD_NVIDIA_GEFORCE_GTX1050TI = 0x1c82,
2414 CARD_NVIDIA_GEFORCE_GTX1060 = 0x1c03,
2415 CARD_NVIDIA_GEFORCE_GTX1070 = 0x1b81,
2416 CARD_NVIDIA_GEFORCE_GTX1080 = 0x1b80,
2417 CARD_NVIDIA_GEFORCE_GTX1080TI = 0x1b06,
2418 CARD_NVIDIA_TITANX_PASCAL = 0x1b00,
2420 CARD_VMWARE_SVGA3D = 0x0405,
2422 CARD_INTEL_830M = 0x3577,
2423 CARD_INTEL_855GM = 0x3582,
2424 CARD_INTEL_845G = 0x2562,
2425 CARD_INTEL_865G = 0x2572,
2426 CARD_INTEL_915G = 0x2582,
2427 CARD_INTEL_E7221G = 0x258a,
2428 CARD_INTEL_915GM = 0x2592,
2429 CARD_INTEL_945G = 0x2772,
2430 CARD_INTEL_945GM = 0x27a2,
2431 CARD_INTEL_945GME = 0x27ae,
2432 CARD_INTEL_Q35 = 0x29b2,
2433 CARD_INTEL_G33 = 0x29c2,
2434 CARD_INTEL_Q33 = 0x29d2,
2435 CARD_INTEL_PNVG = 0xa001,
2436 CARD_INTEL_PNVM = 0xa011,
2437 CARD_INTEL_965Q = 0x2992,
2438 CARD_INTEL_965G = 0x2982,
2439 CARD_INTEL_946GZ = 0x2972,
2440 CARD_INTEL_965GM = 0x2a02,
2441 CARD_INTEL_965GME = 0x2a12,
2442 CARD_INTEL_GM45 = 0x2a42,
2443 CARD_INTEL_IGD = 0x2e02,
2444 CARD_INTEL_Q45 = 0x2e12,
2445 CARD_INTEL_G45 = 0x2e22,
2446 CARD_INTEL_G41 = 0x2e32,
2447 CARD_INTEL_B43 = 0x2e92,
2448 CARD_INTEL_ILKD = 0x0042,
2449 CARD_INTEL_ILKM = 0x0046,
2450 CARD_INTEL_SNBD = 0x0122,
2451 CARD_INTEL_SNBM = 0x0126,
2452 CARD_INTEL_SNBS = 0x010a,
2453 CARD_INTEL_IVBD = 0x0162,
2454 CARD_INTEL_IVBM = 0x0166,
2455 CARD_INTEL_IVBS = 0x015a,
2456 CARD_INTEL_HWD = 0x0412,
2457 CARD_INTEL_HWM = 0x0416,
2458 CARD_INTEL_HD5000 = 0x0a26,
2459 CARD_INTEL_I5100_1 = 0x0a22,
2460 CARD_INTEL_I5100_2 = 0x0a2a,
2461 CARD_INTEL_I5100_3 = 0x0a2b,
2462 CARD_INTEL_I5100_4 = 0x0a2e,
2463 CARD_INTEL_IP5200_1 = 0x0d22,
2464 CARD_INTEL_IP5200_2 = 0x0d26,
2465 CARD_INTEL_IP5200_3 = 0x0d2a,
2466 CARD_INTEL_IP5200_4 = 0x0d2b,
2467 CARD_INTEL_IP5200_5 = 0x0d2e,
2468 CARD_INTEL_HD5300 = 0x161e,
2469 CARD_INTEL_HD5500 = 0x1616,
2470 CARD_INTEL_HD5600 = 0x1612,
2471 CARD_INTEL_HD6000 = 0x1626,
2472 CARD_INTEL_I6100 = 0x162b,
2473 CARD_INTEL_IP6200 = 0x1622,
2474 CARD_INTEL_IPP6300 = 0x162a,
2475 CARD_INTEL_HD510_1 = 0x1902,
2476 CARD_INTEL_HD510_2 = 0x1906,
2477 CARD_INTEL_HD510_3 = 0x190b,
2478 CARD_INTEL_HD515 = 0x191e,
2479 CARD_INTEL_HD520_1 = 0x1916,
2480 CARD_INTEL_HD520_2 = 0x1921,
2481 CARD_INTEL_HD530_1 = 0x1912,
2482 CARD_INTEL_HD530_2 = 0x191b,
2483 CARD_INTEL_HDP530 = 0x191d,
2484 CARD_INTEL_I540 = 0x1926,
2485 CARD_INTEL_I550 = 0x1927,
2486 CARD_INTEL_I555 = 0x192b,
2487 CARD_INTEL_IP555 = 0x192d,
2488 CARD_INTEL_IP580_1 = 0x1932,
2489 CARD_INTEL_IP580_2 = 0x193b,
2490 CARD_INTEL_IPP580_1 = 0x193a,
2491 CARD_INTEL_IPP580_2 = 0x193d,
2494 struct wined3d_fbo_ops
2496 GLboolean (WINE_GLAPI *glIsRenderbuffer)(GLuint renderbuffer);
2497 void (WINE_GLAPI *glBindRenderbuffer)(GLenum target, GLuint renderbuffer);
2498 void (WINE_GLAPI *glDeleteRenderbuffers)(GLsizei n, const GLuint *renderbuffers);
2499 void (WINE_GLAPI *glGenRenderbuffers)(GLsizei n, GLuint *renderbuffers);
2500 void (WINE_GLAPI *glRenderbufferStorage)(GLenum target, GLenum internalformat,
2501 GLsizei width, GLsizei height);
2502 void (WINE_GLAPI *glRenderbufferStorageMultisample)(GLenum target, GLsizei samples,
2503 GLenum internalformat, GLsizei width, GLsizei height);
2504 void (WINE_GLAPI *glGetRenderbufferParameteriv)(GLenum target, GLenum pname, GLint *params);
2505 GLboolean (WINE_GLAPI *glIsFramebuffer)(GLuint framebuffer);
2506 void (WINE_GLAPI *glBindFramebuffer)(GLenum target, GLuint framebuffer);
2507 void (WINE_GLAPI *glDeleteFramebuffers)(GLsizei n, const GLuint *framebuffers);
2508 void (WINE_GLAPI *glGenFramebuffers)(GLsizei n, GLuint *framebuffers);
2509 GLenum (WINE_GLAPI *glCheckFramebufferStatus)(GLenum target);
2510 void (WINE_GLAPI *glFramebufferTexture)(GLenum target, GLenum attachment,
2511 GLuint texture, GLint level);
2512 void (WINE_GLAPI *glFramebufferTexture1D)(GLenum target, GLenum attachment,
2513 GLenum textarget, GLuint texture, GLint level);
2514 void (WINE_GLAPI *glFramebufferTexture2D)(GLenum target, GLenum attachment,
2515 GLenum textarget, GLuint texture, GLint level);
2516 void (WINE_GLAPI *glFramebufferTexture3D)(GLenum target, GLenum attachment,
2517 GLenum textarget, GLuint texture, GLint level, GLint layer);
2518 void (WINE_GLAPI *glFramebufferTextureLayer)(GLenum target, GLenum attachment,
2519 GLuint texture, GLint level, GLint layer);
2520 void (WINE_GLAPI *glFramebufferRenderbuffer)(GLenum target, GLenum attachment,
2521 GLenum renderbuffertarget, GLuint renderbuffer);
2522 void (WINE_GLAPI *glGetFramebufferAttachmentParameteriv)(GLenum target, GLenum attachment,
2523 GLenum pname, GLint *params);
2524 void (WINE_GLAPI *glBlitFramebuffer)(GLint srcX0, GLint srcY0, GLint srcX1, GLint srcY1,
2525 GLint dstX0, GLint dstY0, GLint dstX1, GLint dstY1, GLbitfield mask, GLenum filter);
2526 void (WINE_GLAPI *glGenerateMipmap)(GLenum target);
2529 struct wined3d_gl_limits
2531 UINT buffers;
2532 UINT lights;
2533 UINT textures;
2534 UINT texture_coords;
2535 unsigned int uniform_blocks[WINED3D_SHADER_TYPE_COUNT];
2536 unsigned int samplers[WINED3D_SHADER_TYPE_COUNT];
2537 unsigned int graphics_samplers;
2538 unsigned int combined_samplers;
2539 UINT general_combiners;
2540 UINT user_clip_distances;
2541 UINT texture_size;
2542 UINT texture3d_size;
2543 float pointsize_max;
2544 float pointsize_min;
2545 UINT anisotropy;
2546 float shininess;
2547 UINT samples;
2548 UINT vertex_attribs;
2550 unsigned int texture_buffer_offset_alignment;
2552 unsigned int framebuffer_width;
2553 unsigned int framebuffer_height;
2555 UINT glsl_varyings;
2556 UINT glsl_vs_float_constants;
2557 UINT glsl_ps_float_constants;
2559 UINT arb_vs_float_constants;
2560 UINT arb_vs_native_constants;
2561 UINT arb_vs_instructions;
2562 UINT arb_vs_temps;
2563 UINT arb_ps_float_constants;
2564 UINT arb_ps_local_constants;
2565 UINT arb_ps_native_constants;
2566 UINT arb_ps_instructions;
2567 UINT arb_ps_temps;
2570 void wined3d_gl_limits_get_texture_unit_range(const struct wined3d_gl_limits *gl_limits,
2571 enum wined3d_shader_type shader_type, unsigned int *base, unsigned int *count) DECLSPEC_HIDDEN;
2572 void wined3d_gl_limits_get_uniform_block_range(const struct wined3d_gl_limits *gl_limits,
2573 enum wined3d_shader_type shader_type, unsigned int *base, unsigned int *count) DECLSPEC_HIDDEN;
2575 struct wined3d_gl_info
2577 DWORD selected_gl_version;
2578 DWORD glsl_version;
2579 struct wined3d_gl_limits limits;
2580 DWORD reserved_glsl_constants, reserved_arb_constants;
2581 DWORD quirks;
2582 BOOL supported[WINED3D_GL_EXT_COUNT];
2583 GLint wrap_lookup[WINED3D_TADDRESS_MIRROR_ONCE - WINED3D_TADDRESS_WRAP + 1];
2585 HGLRC (WINAPI *p_wglCreateContextAttribsARB)(HDC dc, HGLRC share, const GLint *attribs);
2586 struct opengl_funcs gl_ops;
2587 struct wined3d_fbo_ops fbo_ops;
2589 struct wined3d_format *formats;
2590 unsigned int format_count;
2593 struct wined3d_driver_info
2595 enum wined3d_pci_vendor vendor;
2596 enum wined3d_pci_device device;
2597 const char *name;
2598 const char *description;
2599 UINT64 vram_bytes;
2600 DWORD version_high;
2601 DWORD version_low;
2604 /* The adapter structure */
2605 struct wined3d_adapter
2607 UINT ordinal;
2608 POINT monitor_position;
2609 enum wined3d_format_id screen_format;
2611 struct wined3d_gl_info gl_info;
2612 struct wined3d_d3d_info d3d_info;
2613 struct wined3d_driver_info driver_info;
2614 WCHAR DeviceName[CCHDEVICENAME]; /* DeviceName for use with e.g. ChangeDisplaySettings */
2615 unsigned int cfg_count;
2616 struct wined3d_pixel_format *cfgs;
2617 UINT64 vram_bytes;
2618 UINT64 vram_bytes_used;
2619 LUID luid;
2621 const struct wined3d_vertex_pipe_ops *vertex_pipe;
2622 const struct fragment_pipeline *fragment_pipe;
2623 const struct wined3d_shader_backend_ops *shader_backend;
2626 struct wined3d_caps_gl_ctx
2628 HDC dc;
2629 HWND wnd;
2630 HGLRC gl_ctx;
2631 HDC restore_dc;
2632 HGLRC restore_gl_ctx;
2634 const struct wined3d_gl_info *gl_info;
2635 GLuint test_vbo;
2636 GLuint test_program_id;
2639 BOOL wined3d_adapter_init_format_info(struct wined3d_adapter *adapter,
2640 struct wined3d_caps_gl_ctx *ctx) DECLSPEC_HIDDEN;
2641 UINT64 adapter_adjust_memory(struct wined3d_adapter *adapter, INT64 amount) DECLSPEC_HIDDEN;
2643 BOOL wined3d_caps_gl_ctx_test_viewport_subpixel_bits(struct wined3d_caps_gl_ctx *ctx) DECLSPEC_HIDDEN;
2645 void install_gl_compat_wrapper(struct wined3d_gl_info *gl_info, enum wined3d_gl_extension ext) DECLSPEC_HIDDEN;
2647 enum wined3d_projection_type
2649 WINED3D_PROJECTION_NONE = 0,
2650 WINED3D_PROJECTION_COUNT3 = 1,
2651 WINED3D_PROJECTION_COUNT4 = 2
2654 /*****************************************************************************
2655 * Fixed function pipeline replacements
2657 #define ARG_UNUSED 0xff
2658 struct texture_stage_op
2660 unsigned cop : 8;
2661 unsigned carg1 : 8;
2662 unsigned carg2 : 8;
2663 unsigned carg0 : 8;
2665 unsigned aop : 8;
2666 unsigned aarg1 : 8;
2667 unsigned aarg2 : 8;
2668 unsigned aarg0 : 8;
2670 struct color_fixup_desc color_fixup;
2671 unsigned tex_type : 3;
2672 unsigned tmp_dst : 1;
2673 unsigned projected : 2;
2674 unsigned padding : 10;
2677 struct ffp_frag_settings
2679 struct texture_stage_op op[MAX_TEXTURES];
2680 enum wined3d_ffp_ps_fog_mode fog;
2681 unsigned char sRGB_write;
2682 unsigned char emul_clipplanes;
2683 unsigned char texcoords_initialized;
2684 unsigned char color_key_enabled : 1;
2685 unsigned char pointsprite : 1;
2686 unsigned char flatshading : 1;
2687 unsigned char alpha_test_func : 3;
2688 unsigned char padding : 2;
2691 struct ffp_frag_desc
2693 struct wine_rb_entry entry;
2694 struct ffp_frag_settings settings;
2697 int wined3d_ffp_frag_program_key_compare(const void *key, const struct wine_rb_entry *entry) DECLSPEC_HIDDEN;
2698 int wined3d_ffp_vertex_program_key_compare(const void *key, const struct wine_rb_entry *entry) DECLSPEC_HIDDEN;
2700 extern const struct wined3d_parent_ops wined3d_null_parent_ops DECLSPEC_HIDDEN;
2702 unsigned int wined3d_max_compat_varyings(const struct wined3d_gl_info *gl_info) DECLSPEC_HIDDEN;
2703 void gen_ffp_frag_op(const struct wined3d_context *context, const struct wined3d_state *state,
2704 struct ffp_frag_settings *settings, BOOL ignore_textype) DECLSPEC_HIDDEN;
2705 const struct ffp_frag_desc *find_ffp_frag_shader(const struct wine_rb_tree *fragment_shaders,
2706 const struct ffp_frag_settings *settings) DECLSPEC_HIDDEN;
2707 void add_ffp_frag_shader(struct wine_rb_tree *shaders, struct ffp_frag_desc *desc) DECLSPEC_HIDDEN;
2708 void wined3d_ftoa(float value, char *s) DECLSPEC_HIDDEN;
2710 extern const float wined3d_srgb_const0[] DECLSPEC_HIDDEN;
2711 extern const float wined3d_srgb_const1[] DECLSPEC_HIDDEN;
2713 enum wined3d_ffp_vs_fog_mode
2715 WINED3D_FFP_VS_FOG_OFF = 0,
2716 WINED3D_FFP_VS_FOG_FOGCOORD = 1,
2717 WINED3D_FFP_VS_FOG_DEPTH = 2,
2718 WINED3D_FFP_VS_FOG_RANGE = 3,
2721 #define WINED3D_FFP_TCI_SHIFT 16
2722 #define WINED3D_FFP_TCI_MASK 0xffu
2724 #define WINED3D_FFP_LIGHT_TYPE_SHIFT(idx) (3 * (idx))
2725 #define WINED3D_FFP_LIGHT_TYPE_MASK 0x7u
2727 struct wined3d_ffp_vs_settings
2729 DWORD point_light_count : 4;
2730 DWORD spot_light_count : 4;
2731 DWORD directional_light_count : 4;
2732 DWORD parallel_point_light_count : 4;
2733 DWORD diffuse_source : 2;
2734 DWORD emissive_source : 2;
2735 DWORD ambient_source : 2;
2736 DWORD specular_source : 2;
2737 DWORD transformed : 1;
2738 DWORD vertexblends : 2;
2739 DWORD clipping : 1;
2740 DWORD normal : 1;
2741 DWORD normalize : 1;
2742 DWORD lighting : 1;
2743 DWORD localviewer : 1;
2745 DWORD point_size : 1;
2746 DWORD per_vertex_point_size : 1;
2747 DWORD fog_mode : 2;
2748 DWORD texcoords : 8; /* MAX_TEXTURES */
2749 DWORD ortho_fog : 1;
2750 DWORD flatshading : 1;
2751 DWORD swizzle_map : 16; /* MAX_ATTRIBS, 16 */
2752 DWORD padding : 2;
2754 DWORD texgen[MAX_TEXTURES];
2757 struct wined3d_ffp_vs_desc
2759 struct wine_rb_entry entry;
2760 struct wined3d_ffp_vs_settings settings;
2763 void wined3d_ffp_get_vs_settings(const struct wined3d_context *context,
2764 const struct wined3d_state *state, struct wined3d_ffp_vs_settings *settings) DECLSPEC_HIDDEN;
2766 struct wined3d
2768 LONG ref;
2769 DWORD flags;
2770 UINT adapter_count;
2771 struct wined3d_adapter adapters[1];
2774 HRESULT wined3d_init(struct wined3d *wined3d, DWORD flags) DECLSPEC_HIDDEN;
2775 BOOL wined3d_register_window(HWND window, struct wined3d_device *device) DECLSPEC_HIDDEN;
2776 void wined3d_unregister_window(HWND window) DECLSPEC_HIDDEN;
2778 struct wined3d_blend_state
2780 LONG refcount;
2781 struct wined3d_blend_state_desc desc;
2783 void *parent;
2784 const struct wined3d_parent_ops *parent_ops;
2786 struct wined3d_device *device;
2789 struct wined3d_rasterizer_state
2791 LONG refcount;
2792 struct wined3d_rasterizer_state_desc desc;
2794 void *parent;
2795 const struct wined3d_parent_ops *parent_ops;
2797 struct wined3d_device *device;
2800 struct wined3d_stream_output
2802 struct wined3d_buffer *buffer;
2803 UINT offset;
2806 struct wined3d_stream_state
2808 struct wined3d_buffer *buffer;
2809 UINT offset;
2810 UINT stride;
2811 UINT frequency;
2812 UINT flags;
2815 #define WINED3D_STATE_NO_REF 0x00000001
2816 #define WINED3D_STATE_INIT_DEFAULT 0x00000002
2818 struct wined3d_state
2820 DWORD flags;
2821 const struct wined3d_fb_state *fb;
2823 struct wined3d_vertex_declaration *vertex_declaration;
2824 struct wined3d_stream_output stream_output[WINED3D_MAX_STREAM_OUTPUT_BUFFERS];
2825 struct wined3d_stream_state streams[MAX_STREAMS + 1 /* tesselated pseudo-stream */];
2826 struct wined3d_buffer *index_buffer;
2827 enum wined3d_format_id index_format;
2828 unsigned int index_offset;
2829 int base_vertex_index;
2830 int load_base_vertex_index; /* Non-indexed drawing needs 0 here, indexed needs base_vertex_index. */
2831 GLenum gl_primitive_type;
2832 GLint gl_patch_vertices;
2833 struct wined3d_query *predicate;
2834 BOOL predicate_value;
2836 struct wined3d_shader *shader[WINED3D_SHADER_TYPE_COUNT];
2837 struct wined3d_buffer *cb[WINED3D_SHADER_TYPE_COUNT][MAX_CONSTANT_BUFFERS];
2838 struct wined3d_sampler *sampler[WINED3D_SHADER_TYPE_COUNT][MAX_SAMPLER_OBJECTS];
2839 struct wined3d_shader_resource_view *shader_resource_view[WINED3D_SHADER_TYPE_COUNT][MAX_SHADER_RESOURCE_VIEWS];
2840 struct wined3d_unordered_access_view *unordered_access_view[WINED3D_PIPELINE_COUNT][MAX_UNORDERED_ACCESS_VIEWS];
2842 BOOL vs_consts_b[WINED3D_MAX_CONSTS_B];
2843 struct wined3d_ivec4 vs_consts_i[WINED3D_MAX_CONSTS_I];
2844 struct wined3d_vec4 vs_consts_f[WINED3D_MAX_VS_CONSTS_F];
2846 BOOL ps_consts_b[WINED3D_MAX_CONSTS_B];
2847 struct wined3d_ivec4 ps_consts_i[WINED3D_MAX_CONSTS_I];
2848 struct wined3d_vec4 ps_consts_f[WINED3D_MAX_PS_CONSTS_F];
2850 struct wined3d_texture *textures[MAX_COMBINED_SAMPLERS];
2851 DWORD sampler_states[MAX_COMBINED_SAMPLERS][WINED3D_HIGHEST_SAMPLER_STATE + 1];
2852 DWORD texture_states[MAX_TEXTURES][WINED3D_HIGHEST_TEXTURE_STATE + 1];
2854 struct wined3d_matrix transforms[HIGHEST_TRANSFORMSTATE + 1];
2855 struct wined3d_vec4 clip_planes[MAX_CLIP_DISTANCES];
2856 struct wined3d_material material;
2857 struct wined3d_viewport viewports[WINED3D_MAX_VIEWPORTS];
2858 unsigned int viewport_count;
2859 RECT scissor_rect;
2861 /* Light hashmap. Collisions are handled using linked lists. */
2862 #define LIGHTMAP_SIZE 43
2863 #define LIGHTMAP_HASHFUNC(x) ((x) % LIGHTMAP_SIZE)
2864 struct list light_map[LIGHTMAP_SIZE];
2865 const struct wined3d_light_info *lights[MAX_ACTIVE_LIGHTS];
2867 DWORD render_states[WINEHIGHEST_RENDER_STATE + 1];
2868 struct wined3d_blend_state *blend_state;
2869 struct wined3d_rasterizer_state *rasterizer_state;
2872 struct wined3d_dummy_textures
2874 GLuint tex_1d;
2875 GLuint tex_2d;
2876 GLuint tex_rect;
2877 GLuint tex_3d;
2878 GLuint tex_cube;
2879 GLuint tex_cube_array;
2880 GLuint tex_1d_array;
2881 GLuint tex_2d_array;
2882 GLuint tex_buffer;
2883 GLuint tex_2d_ms;
2884 GLuint tex_2d_ms_array;
2887 #define WINED3D_UNMAPPED_STAGE ~0u
2889 /* Multithreaded flag. Removed from the public header to signal that
2890 * wined3d_device_create() ignores it. */
2891 #define WINED3DCREATE_MULTITHREADED 0x00000004
2893 struct wined3d_device
2895 LONG ref;
2897 /* WineD3D Information */
2898 struct wined3d_device_parent *device_parent;
2899 struct wined3d *wined3d;
2900 struct wined3d_adapter *adapter;
2902 /* Window styles to restore when switching fullscreen mode */
2903 LONG style;
2904 LONG exStyle;
2906 const struct wined3d_shader_backend_ops *shader_backend;
2907 void *shader_priv;
2908 void *fragment_priv;
2909 void *vertex_priv;
2910 struct StateEntry StateTable[STATE_HIGHEST + 1];
2911 /* Array of functions for states which are handled by more than one pipeline part */
2912 APPLYSTATEFUNC *multistate_funcs[STATE_HIGHEST + 1];
2913 struct wined3d_blitter *blitter;
2915 BYTE bCursorVisible : 1;
2916 BYTE d3d_initialized : 1;
2917 BYTE inScene : 1; /* A flag to check for proper BeginScene / EndScene call pairs */
2918 BYTE softwareVertexProcessing : 1; /* process vertex shaders using software or hardware */
2919 BYTE filter_messages : 1;
2920 BYTE padding : 3;
2922 unsigned char surface_alignment; /* Line Alignment of surfaces */
2924 WORD padding2 : 16;
2926 struct wined3d_state state;
2927 struct wined3d_state *update_state;
2928 struct wined3d_stateblock *recording;
2930 /* Internal use fields */
2931 struct wined3d_device_creation_parameters create_parms;
2932 HWND focus_window;
2934 struct wined3d_rendertarget_view *back_buffer_view;
2935 struct wined3d_swapchain **swapchains;
2936 UINT swapchain_count;
2938 struct list resources; /* a linked list to track resources created by the device */
2939 struct list shaders; /* a linked list to track shaders (pixel and vertex) */
2940 struct wine_rb_tree samplers;
2942 /* Render Target Support */
2943 struct wined3d_fb_state fb;
2944 struct wined3d_rendertarget_view *auto_depth_stencil_view;
2946 /* Cursor management */
2947 UINT xHotSpot;
2948 UINT yHotSpot;
2949 UINT xScreenSpace;
2950 UINT yScreenSpace;
2951 UINT cursorWidth, cursorHeight;
2952 struct wined3d_texture *cursor_texture;
2953 HCURSOR hardwareCursor;
2955 /* The Wine logo texture */
2956 struct wined3d_texture *logo_texture;
2958 /* Textures for when no other textures are mapped */
2959 struct wined3d_dummy_textures dummy_textures;
2961 /* Default sampler used to emulate the direct resource access without using wined3d_sampler */
2962 struct wined3d_sampler *default_sampler;
2963 struct wined3d_sampler *null_sampler;
2965 /* Command stream */
2966 struct wined3d_cs *cs;
2968 /* Context management */
2969 struct wined3d_context **contexts;
2970 UINT context_count;
2973 void device_clear_render_targets(struct wined3d_device *device, UINT rt_count, const struct wined3d_fb_state *fb,
2974 UINT rect_count, const RECT *rects, const RECT *draw_rect, DWORD flags,
2975 const struct wined3d_color *color, float depth, DWORD stencil) DECLSPEC_HIDDEN;
2976 BOOL device_context_add(struct wined3d_device *device, struct wined3d_context *context) DECLSPEC_HIDDEN;
2977 void device_context_remove(struct wined3d_device *device, struct wined3d_context *context) DECLSPEC_HIDDEN;
2978 HRESULT device_init(struct wined3d_device *device, struct wined3d *wined3d,
2979 UINT adapter_idx, enum wined3d_device_type device_type, HWND focus_window, DWORD flags,
2980 BYTE surface_alignment, struct wined3d_device_parent *device_parent) DECLSPEC_HIDDEN;
2981 LRESULT device_process_message(struct wined3d_device *device, HWND window, BOOL unicode,
2982 UINT message, WPARAM wparam, LPARAM lparam, WNDPROC proc) DECLSPEC_HIDDEN;
2983 void device_resource_add(struct wined3d_device *device, struct wined3d_resource *resource) DECLSPEC_HIDDEN;
2984 void device_resource_released(struct wined3d_device *device, struct wined3d_resource *resource) DECLSPEC_HIDDEN;
2985 void device_invalidate_state(const struct wined3d_device *device, DWORD state) DECLSPEC_HIDDEN;
2987 static inline BOOL isStateDirty(const struct wined3d_context *context, DWORD state)
2989 DWORD idx = state / (sizeof(*context->isStateDirty) * CHAR_BIT);
2990 BYTE shift = state & ((sizeof(*context->isStateDirty) * CHAR_BIT) - 1);
2991 return context->isStateDirty[idx] & (1u << shift);
2994 const char *wined3d_debug_resource_access(DWORD access) DECLSPEC_HIDDEN;
2996 static inline BOOL wined3d_resource_access_is_managed(unsigned int access)
2998 return !(~access & (WINED3D_RESOURCE_ACCESS_GPU | WINED3D_RESOURCE_ACCESS_CPU));
3001 struct wined3d_resource_ops
3003 ULONG (*resource_incref)(struct wined3d_resource *resource);
3004 ULONG (*resource_decref)(struct wined3d_resource *resource);
3005 void (*resource_preload)(struct wined3d_resource *resource);
3006 void (*resource_unload)(struct wined3d_resource *resource);
3007 HRESULT (*resource_sub_resource_map)(struct wined3d_resource *resource, unsigned int sub_resource_idx,
3008 struct wined3d_map_desc *map_desc, const struct wined3d_box *box, DWORD flags);
3009 HRESULT (*resource_sub_resource_unmap)(struct wined3d_resource *resource, unsigned int sub_resource_idx);
3012 struct wined3d_resource
3014 LONG ref;
3015 LONG bind_count;
3016 LONG map_count;
3017 LONG access_count;
3018 struct wined3d_device *device;
3019 enum wined3d_resource_type type;
3020 enum wined3d_gl_resource_type gl_type;
3021 const struct wined3d_format *format;
3022 unsigned int format_flags;
3023 enum wined3d_multisample_type multisample_type;
3024 UINT multisample_quality;
3025 DWORD usage;
3026 unsigned int access;
3027 WORD draw_binding;
3028 WORD map_binding;
3029 UINT width;
3030 UINT height;
3031 UINT depth;
3032 UINT size;
3033 DWORD priority;
3034 void *heap_memory;
3036 void *parent;
3037 const struct wined3d_parent_ops *parent_ops;
3038 const struct wined3d_resource_ops *resource_ops;
3040 struct list resource_list_entry;
3043 static inline ULONG wined3d_resource_incref(struct wined3d_resource *resource)
3045 return resource->resource_ops->resource_incref(resource);
3048 static inline ULONG wined3d_resource_decref(struct wined3d_resource *resource)
3050 return resource->resource_ops->resource_decref(resource);
3053 static inline void wined3d_resource_acquire(struct wined3d_resource *resource)
3055 InterlockedIncrement(&resource->access_count);
3058 static inline void wined3d_resource_release(struct wined3d_resource *resource)
3060 InterlockedDecrement(&resource->access_count);
3063 void resource_cleanup(struct wined3d_resource *resource) DECLSPEC_HIDDEN;
3064 HRESULT resource_init(struct wined3d_resource *resource, struct wined3d_device *device,
3065 enum wined3d_resource_type type, const struct wined3d_format *format,
3066 enum wined3d_multisample_type multisample_type, unsigned int multisample_quality,
3067 unsigned int usage, unsigned int access, unsigned int width, unsigned int height, unsigned int depth,
3068 unsigned int size, void *parent, const struct wined3d_parent_ops *parent_ops,
3069 const struct wined3d_resource_ops *resource_ops) DECLSPEC_HIDDEN;
3070 void resource_unload(struct wined3d_resource *resource) DECLSPEC_HIDDEN;
3071 BOOL wined3d_resource_allocate_sysmem(struct wined3d_resource *resource) DECLSPEC_HIDDEN;
3072 void wined3d_resource_free_sysmem(struct wined3d_resource *resource) DECLSPEC_HIDDEN;
3073 GLbitfield wined3d_resource_gl_map_flags(DWORD d3d_flags) DECLSPEC_HIDDEN;
3074 GLenum wined3d_resource_gl_legacy_map_flags(DWORD d3d_flags) DECLSPEC_HIDDEN;
3075 BOOL wined3d_resource_is_offscreen(struct wined3d_resource *resource) DECLSPEC_HIDDEN;
3076 void wined3d_resource_update_draw_binding(struct wined3d_resource *resource) DECLSPEC_HIDDEN;
3078 /* Tests show that the start address of resources is 32 byte aligned */
3079 #define RESOURCE_ALIGNMENT 16
3080 #define WINED3D_CONSTANT_BUFFER_ALIGNMENT 16
3082 struct gl_texture
3084 struct wined3d_sampler_desc sampler_desc;
3085 unsigned int base_level;
3086 GLuint name;
3089 struct wined3d_blt_info
3091 GLenum bind_target;
3092 struct wined3d_vec3 texcoords[4];
3095 struct wined3d_texture_ops
3097 BOOL (*texture_load_location)(struct wined3d_texture *texture, unsigned int sub_resource_idx,
3098 struct wined3d_context *context, DWORD location);
3101 #define WINED3D_TEXTURE_COND_NP2 0x00000001
3102 #define WINED3D_TEXTURE_COND_NP2_EMULATED 0x00000002
3103 #define WINED3D_TEXTURE_POW2_MAT_IDENT 0x00000004
3104 #define WINED3D_TEXTURE_IS_SRGB 0x00000008
3105 #define WINED3D_TEXTURE_RGB_ALLOCATED 0x00000010
3106 #define WINED3D_TEXTURE_RGB_VALID 0x00000020
3107 #define WINED3D_TEXTURE_SRGB_ALLOCATED 0x00000040
3108 #define WINED3D_TEXTURE_SRGB_VALID 0x00000080
3109 #define WINED3D_TEXTURE_CONVERTED 0x00000100
3110 #define WINED3D_TEXTURE_PIN_SYSMEM 0x00000200
3111 #define WINED3D_TEXTURE_NORMALIZED_COORDS 0x00000400
3112 #define WINED3D_TEXTURE_GET_DC_LENIENT 0x00000800
3113 #define WINED3D_TEXTURE_DC_IN_USE 0x00001000
3114 #define WINED3D_TEXTURE_DISCARD 0x00002000
3115 #define WINED3D_TEXTURE_GET_DC 0x00004000
3116 #define WINED3D_TEXTURE_GENERATE_MIPMAPS 0x00008000
3118 #define WINED3D_TEXTURE_ASYNC_COLOR_KEY 0x00000001
3120 struct wined3d_texture
3122 struct wined3d_resource resource;
3123 const struct wined3d_texture_ops *texture_ops;
3124 struct gl_texture texture_rgb, texture_srgb;
3125 struct wined3d_swapchain *swapchain;
3126 unsigned int pow2_width;
3127 unsigned int pow2_height;
3128 UINT layer_count;
3129 UINT level_count;
3130 unsigned int download_count;
3131 unsigned int sysmem_count;
3132 float pow2_matrix[16];
3133 UINT lod;
3134 DWORD sampler;
3135 DWORD flags;
3136 GLenum target;
3137 DWORD update_map_binding;
3139 GLuint rb_multisample;
3140 GLuint rb_resolved;
3142 void *user_memory;
3143 unsigned int row_pitch;
3144 unsigned int slice_pitch;
3146 /* May only be accessed from the command stream worker thread. */
3147 struct wined3d_texture_async
3149 DWORD flags;
3151 /* Color keys for DDraw */
3152 struct wined3d_color_key dst_blt_color_key;
3153 struct wined3d_color_key src_blt_color_key;
3154 struct wined3d_color_key dst_overlay_color_key;
3155 struct wined3d_color_key src_overlay_color_key;
3156 struct wined3d_color_key gl_color_key;
3157 DWORD color_key_flags;
3158 } async;
3160 struct wined3d_overlay_info
3162 struct list entry;
3163 struct list overlays;
3164 struct wined3d_texture *dst_texture;
3165 unsigned int dst_sub_resource_idx;
3166 RECT src_rect;
3167 RECT dst_rect;
3168 } *overlay_info;
3170 struct wined3d_dc_info
3172 HBITMAP bitmap;
3173 HDC dc;
3174 } *dc_info;
3176 struct list renderbuffers;
3177 const struct wined3d_renderbuffer_entry *current_renderbuffer;
3179 struct wined3d_texture_sub_resource
3181 void *parent;
3182 const struct wined3d_parent_ops *parent_ops;
3184 unsigned int offset;
3185 unsigned int size;
3187 unsigned int map_count;
3188 DWORD locations;
3189 GLuint buffer_object;
3190 } sub_resources[1];
3193 static inline struct wined3d_texture *texture_from_resource(struct wined3d_resource *resource)
3195 return CONTAINING_RECORD(resource, struct wined3d_texture, resource);
3198 static inline GLenum wined3d_texture_get_sub_resource_target(const struct wined3d_texture *texture,
3199 unsigned int sub_resource_idx)
3201 static const GLenum cube_targets[] =
3203 GL_TEXTURE_CUBE_MAP_POSITIVE_X_ARB,
3204 GL_TEXTURE_CUBE_MAP_NEGATIVE_X_ARB,
3205 GL_TEXTURE_CUBE_MAP_POSITIVE_Y_ARB,
3206 GL_TEXTURE_CUBE_MAP_NEGATIVE_Y_ARB,
3207 GL_TEXTURE_CUBE_MAP_POSITIVE_Z_ARB,
3208 GL_TEXTURE_CUBE_MAP_NEGATIVE_Z_ARB,
3211 return texture->resource.usage & WINED3DUSAGE_LEGACY_CUBEMAP
3212 ? cube_targets[sub_resource_idx / texture->level_count] : texture->target;
3215 static inline struct gl_texture *wined3d_texture_get_gl_texture(struct wined3d_texture *texture,
3216 BOOL srgb)
3218 return srgb ? &texture->texture_srgb : &texture->texture_rgb;
3221 static inline unsigned int wined3d_texture_get_level_width(const struct wined3d_texture *texture,
3222 unsigned int level)
3224 return max(1, texture->resource.width >> level);
3227 static inline unsigned int wined3d_texture_get_level_height(const struct wined3d_texture *texture,
3228 unsigned int level)
3230 return max(1, texture->resource.height >> level);
3233 static inline unsigned int wined3d_texture_get_level_depth(const struct wined3d_texture *texture,
3234 unsigned int level)
3236 return max(1, texture->resource.depth >> level);
3239 static inline unsigned int wined3d_texture_get_level_pow2_width(const struct wined3d_texture *texture,
3240 unsigned int level)
3242 return max(1, texture->pow2_width >> level);
3245 static inline unsigned int wined3d_texture_get_level_pow2_height(const struct wined3d_texture *texture,
3246 unsigned int level)
3248 return max(1, texture->pow2_height >> level);
3251 static inline void wined3d_texture_get_level_box(const struct wined3d_texture *texture,
3252 unsigned int level, struct wined3d_box *box)
3254 wined3d_box_set(box, 0, 0,
3255 wined3d_texture_get_level_width(texture, level),
3256 wined3d_texture_get_level_height(texture, level),
3257 0, wined3d_texture_get_level_depth(texture, level));
3260 HRESULT texture2d_blt(struct wined3d_texture *dst_texture, unsigned int dst_sub_resource_idx,
3261 const struct wined3d_box *dst_box, struct wined3d_texture *src_texture,
3262 unsigned int src_sub_resource_idx, const struct wined3d_box *src_box, DWORD flags,
3263 const struct wined3d_blt_fx *blt_fx, enum wined3d_texture_filter_type filter) DECLSPEC_HIDDEN;
3264 void texture2d_get_blt_info(const struct wined3d_texture *texture, unsigned int sub_resource_idx,
3265 const RECT *rect, struct wined3d_blt_info *info) DECLSPEC_HIDDEN;
3266 BOOL texture2d_load_drawable(struct wined3d_texture *texture, unsigned int sub_resource_idx,
3267 struct wined3d_context *context) DECLSPEC_HIDDEN;
3268 void texture2d_load_fb_texture(struct wined3d_texture *texture, unsigned int sub_resource_idx,
3269 BOOL srgb, struct wined3d_context *context) DECLSPEC_HIDDEN;
3270 BOOL texture2d_load_renderbuffer(struct wined3d_texture *texture, unsigned int sub_resource_idx,
3271 struct wined3d_context *context, DWORD dst_location) DECLSPEC_HIDDEN;
3272 BOOL texture2d_load_sysmem(struct wined3d_texture *texture, unsigned int sub_resource_idx,
3273 struct wined3d_context *context, DWORD dst_location) DECLSPEC_HIDDEN;
3274 BOOL texture2d_load_texture(struct wined3d_texture *texture, unsigned int sub_resource_idx,
3275 struct wined3d_context *context, BOOL srgb) DECLSPEC_HIDDEN;
3277 void wined3d_texture_apply_sampler_desc(struct wined3d_texture *texture,
3278 const struct wined3d_sampler_desc *sampler_desc, const struct wined3d_context *context) DECLSPEC_HIDDEN;
3279 void wined3d_texture_bind(struct wined3d_texture *texture,
3280 struct wined3d_context *context, BOOL srgb) DECLSPEC_HIDDEN;
3281 void wined3d_texture_bind_and_dirtify(struct wined3d_texture *texture,
3282 struct wined3d_context *context, BOOL srgb) DECLSPEC_HIDDEN;
3283 HRESULT wined3d_texture_check_box_dimensions(const struct wined3d_texture *texture,
3284 unsigned int level, const struct wined3d_box *box) DECLSPEC_HIDDEN;
3285 GLenum wined3d_texture_get_gl_buffer(const struct wined3d_texture *texture) DECLSPEC_HIDDEN;
3286 void wined3d_texture_get_memory(struct wined3d_texture *texture, unsigned int sub_resource_idx,
3287 struct wined3d_bo_address *data, DWORD locations) DECLSPEC_HIDDEN;
3288 void wined3d_texture_invalidate_location(struct wined3d_texture *texture,
3289 unsigned int sub_resource_idx, DWORD location) DECLSPEC_HIDDEN;
3290 void wined3d_texture_load(struct wined3d_texture *texture,
3291 struct wined3d_context *context, BOOL srgb) DECLSPEC_HIDDEN;
3292 BOOL wined3d_texture_load_location(struct wined3d_texture *texture,
3293 unsigned int sub_resource_idx, struct wined3d_context *context, DWORD location) DECLSPEC_HIDDEN;
3294 BOOL wined3d_texture_prepare_location(struct wined3d_texture *texture, unsigned int sub_resource_idx,
3295 struct wined3d_context *context, DWORD location) DECLSPEC_HIDDEN;
3296 void wined3d_texture_prepare_texture(struct wined3d_texture *texture,
3297 struct wined3d_context *context, BOOL srgb) DECLSPEC_HIDDEN;
3298 void wined3d_texture_set_compatible_renderbuffer(struct wined3d_texture *texture,
3299 unsigned int level, const struct wined3d_rendertarget_info *rt) DECLSPEC_HIDDEN;
3300 void wined3d_texture_set_map_binding(struct wined3d_texture *texture, DWORD map_binding) DECLSPEC_HIDDEN;
3301 void wined3d_texture_set_swapchain(struct wined3d_texture *texture,
3302 struct wined3d_swapchain *swapchain) DECLSPEC_HIDDEN;
3303 void wined3d_texture_translate_drawable_coords(const struct wined3d_texture *texture,
3304 HWND window, RECT *rect) DECLSPEC_HIDDEN;
3305 void wined3d_texture_upload_data(struct wined3d_texture *texture, unsigned int sub_resource_idx,
3306 struct wined3d_context *context, const struct wined3d_format *format, const struct wined3d_box *src_box,
3307 const struct wined3d_const_bo_address *data, unsigned int row_pitch, unsigned int slice_pitch,
3308 unsigned int dst_x, unsigned int dst_y, unsigned int dst_z, BOOL srgb) DECLSPEC_HIDDEN;
3309 void wined3d_texture_upload_from_texture(struct wined3d_texture *dst_texture, unsigned int dst_sub_resource_idx,
3310 unsigned int dst_x, unsigned int dst_y, unsigned int dst_z, struct wined3d_texture *src_texture,
3311 unsigned int src_sub_resource_idx, const struct wined3d_box *src_box) DECLSPEC_HIDDEN;
3312 void wined3d_texture_validate_location(struct wined3d_texture *texture,
3313 unsigned int sub_resource_idx, DWORD location) DECLSPEC_HIDDEN;
3315 #define WINED3D_LOCATION_DISCARDED 0x00000001
3316 #define WINED3D_LOCATION_SYSMEM 0x00000002
3317 #define WINED3D_LOCATION_USER_MEMORY 0x00000004
3318 #define WINED3D_LOCATION_BUFFER 0x00000008
3319 #define WINED3D_LOCATION_TEXTURE_RGB 0x00000010
3320 #define WINED3D_LOCATION_TEXTURE_SRGB 0x00000020
3321 #define WINED3D_LOCATION_DRAWABLE 0x00000040
3322 #define WINED3D_LOCATION_RB_MULTISAMPLE 0x00000080
3323 #define WINED3D_LOCATION_RB_RESOLVED 0x00000100
3325 const char *wined3d_debug_location(DWORD location) DECLSPEC_HIDDEN;
3327 struct wined3d_renderbuffer_entry
3329 struct list entry;
3330 GLuint id;
3331 UINT width;
3332 UINT height;
3335 struct wined3d_fbo_resource
3337 GLuint object;
3338 GLenum target;
3339 GLuint level, layer;
3342 #define WINED3D_FBO_ENTRY_FLAG_ATTACHED 0x1
3343 #define WINED3D_FBO_ENTRY_FLAG_DEPTH 0x2
3344 #define WINED3D_FBO_ENTRY_FLAG_STENCIL 0x4
3346 struct fbo_entry
3348 struct list entry;
3349 DWORD flags;
3350 DWORD rt_mask;
3351 GLuint id;
3352 struct wined3d_fbo_entry_key
3354 DWORD rb_namespace;
3355 struct wined3d_fbo_resource objects[MAX_RENDER_TARGET_VIEWS + 1];
3356 } key;
3359 struct wined3d_sampler
3361 struct wine_rb_entry entry;
3362 LONG refcount;
3363 GLuint name;
3364 struct wined3d_device *device;
3365 void *parent;
3366 const struct wined3d_parent_ops *parent_ops;
3367 struct wined3d_sampler_desc desc;
3370 void wined3d_sampler_bind(struct wined3d_sampler *sampler, unsigned int unit,
3371 struct wined3d_texture *texture, const struct wined3d_context *context) DECLSPEC_HIDDEN;
3373 struct wined3d_vertex_declaration_element
3375 const struct wined3d_format *format;
3376 BOOL ffp_valid;
3377 unsigned int input_slot;
3378 unsigned int offset;
3379 unsigned int output_slot;
3380 enum wined3d_input_classification input_slot_class;
3381 unsigned int instance_data_step_rate;
3382 BYTE method;
3383 BYTE usage;
3384 BYTE usage_idx;
3387 struct wined3d_vertex_declaration
3389 LONG ref;
3390 void *parent;
3391 const struct wined3d_parent_ops *parent_ops;
3392 struct wined3d_device *device;
3394 struct wined3d_vertex_declaration_element *elements;
3395 UINT element_count;
3397 BOOL position_transformed;
3398 BOOL half_float_conv_needed;
3401 struct wined3d_saved_states
3403 DWORD transform[(HIGHEST_TRANSFORMSTATE >> 5) + 1];
3404 WORD streamSource; /* MAX_STREAMS, 16 */
3405 WORD streamFreq; /* MAX_STREAMS, 16 */
3406 DWORD renderState[(WINEHIGHEST_RENDER_STATE >> 5) + 1];
3407 DWORD textureState[MAX_TEXTURES]; /* WINED3D_HIGHEST_TEXTURE_STATE + 1, 18 */
3408 WORD samplerState[MAX_COMBINED_SAMPLERS]; /* WINED3D_HIGHEST_SAMPLER_STATE + 1, 14 */
3409 DWORD clipplane; /* WINED3D_MAX_USER_CLIP_PLANES, 32 */
3410 WORD pixelShaderConstantsB; /* WINED3D_MAX_CONSTS_B, 16 */
3411 WORD pixelShaderConstantsI; /* WINED3D_MAX_CONSTS_I, 16 */
3412 BOOL ps_consts_f[WINED3D_MAX_PS_CONSTS_F];
3413 WORD vertexShaderConstantsB; /* WINED3D_MAX_CONSTS_B, 16 */
3414 WORD vertexShaderConstantsI; /* WINED3D_MAX_CONSTS_I, 16 */
3415 BOOL vs_consts_f[WINED3D_MAX_VS_CONSTS_F];
3416 DWORD textures : 20; /* MAX_COMBINED_SAMPLERS, 20 */
3417 DWORD indices : 1;
3418 DWORD material : 1;
3419 DWORD viewport : 1;
3420 DWORD vertexDecl : 1;
3421 DWORD pixelShader : 1;
3422 DWORD vertexShader : 1;
3423 DWORD scissorRect : 1;
3424 DWORD padding : 5;
3427 struct StageState {
3428 DWORD stage;
3429 DWORD state;
3432 struct wined3d_stateblock
3434 LONG ref; /* Note: Ref counting not required */
3435 struct wined3d_device *device;
3437 /* Array indicating whether things have been set or changed */
3438 struct wined3d_saved_states changed;
3439 struct wined3d_state state;
3441 /* Contained state management */
3442 DWORD contained_render_states[WINEHIGHEST_RENDER_STATE + 1];
3443 unsigned int num_contained_render_states;
3444 DWORD contained_transform_states[HIGHEST_TRANSFORMSTATE + 1];
3445 unsigned int num_contained_transform_states;
3446 DWORD contained_vs_consts_i[WINED3D_MAX_CONSTS_I];
3447 unsigned int num_contained_vs_consts_i;
3448 DWORD contained_vs_consts_b[WINED3D_MAX_CONSTS_B];
3449 unsigned int num_contained_vs_consts_b;
3450 DWORD contained_vs_consts_f[WINED3D_MAX_VS_CONSTS_F];
3451 unsigned int num_contained_vs_consts_f;
3452 DWORD contained_ps_consts_i[WINED3D_MAX_CONSTS_I];
3453 unsigned int num_contained_ps_consts_i;
3454 DWORD contained_ps_consts_b[WINED3D_MAX_CONSTS_B];
3455 unsigned int num_contained_ps_consts_b;
3456 DWORD contained_ps_consts_f[WINED3D_MAX_PS_CONSTS_F];
3457 unsigned int num_contained_ps_consts_f;
3458 struct StageState contained_tss_states[MAX_TEXTURES * (WINED3D_HIGHEST_TEXTURE_STATE + 1)];
3459 unsigned int num_contained_tss_states;
3460 struct StageState contained_sampler_states[MAX_COMBINED_SAMPLERS * WINED3D_HIGHEST_SAMPLER_STATE];
3461 unsigned int num_contained_sampler_states;
3464 void stateblock_init_contained_states(struct wined3d_stateblock *stateblock) DECLSPEC_HIDDEN;
3466 void state_cleanup(struct wined3d_state *state) DECLSPEC_HIDDEN;
3467 void wined3d_state_enable_light(struct wined3d_state *state, const struct wined3d_d3d_info *d3d_info,
3468 struct wined3d_light_info *light_info, BOOL enable) DECLSPEC_HIDDEN;
3469 struct wined3d_light_info *wined3d_state_get_light(const struct wined3d_state *state,
3470 unsigned int idx) DECLSPEC_HIDDEN;
3471 void state_init(struct wined3d_state *state, struct wined3d_fb_state *fb,
3472 const struct wined3d_gl_info *gl_info, const struct wined3d_d3d_info *d3d_info,
3473 DWORD flags) DECLSPEC_HIDDEN;
3474 void state_unbind_resources(struct wined3d_state *state) DECLSPEC_HIDDEN;
3476 enum wined3d_cs_queue_id
3478 WINED3D_CS_QUEUE_DEFAULT = 0,
3479 WINED3D_CS_QUEUE_MAP,
3480 WINED3D_CS_QUEUE_COUNT,
3483 enum wined3d_push_constants
3485 WINED3D_PUSH_CONSTANTS_VS_F,
3486 WINED3D_PUSH_CONSTANTS_PS_F,
3487 WINED3D_PUSH_CONSTANTS_VS_I,
3488 WINED3D_PUSH_CONSTANTS_PS_I,
3489 WINED3D_PUSH_CONSTANTS_VS_B,
3490 WINED3D_PUSH_CONSTANTS_PS_B,
3493 #define WINED3D_CS_QUERY_POLL_INTERVAL 10u
3494 #define WINED3D_CS_QUEUE_SIZE 0x100000u
3495 #define WINED3D_CS_SPIN_COUNT 10000000u
3497 struct wined3d_cs_queue
3499 LONG head, tail;
3500 BYTE data[WINED3D_CS_QUEUE_SIZE];
3503 struct wined3d_cs_ops
3505 void *(*require_space)(struct wined3d_cs *cs, size_t size, enum wined3d_cs_queue_id queue_id);
3506 void (*submit)(struct wined3d_cs *cs, enum wined3d_cs_queue_id queue_id);
3507 void (*finish)(struct wined3d_cs *cs, enum wined3d_cs_queue_id queue_id);
3508 void (*push_constants)(struct wined3d_cs *cs, enum wined3d_push_constants p,
3509 unsigned int start_idx, unsigned int count, const void *constants);
3512 struct wined3d_cs
3514 const struct wined3d_cs_ops *ops;
3515 struct wined3d_device *device;
3516 struct wined3d_fb_state fb;
3517 struct wined3d_state state;
3518 HMODULE wined3d_module;
3519 HANDLE thread;
3520 DWORD thread_id;
3522 struct wined3d_cs_queue queue[WINED3D_CS_QUEUE_COUNT];
3523 size_t data_size, start, end;
3524 void *data;
3525 struct list query_poll_list;
3526 BOOL queries_flushed;
3528 HANDLE event;
3529 BOOL waiting_for_event;
3530 LONG pending_presents;
3533 struct wined3d_cs *wined3d_cs_create(struct wined3d_device *device) DECLSPEC_HIDDEN;
3534 void wined3d_cs_destroy(struct wined3d_cs *cs) DECLSPEC_HIDDEN;
3535 void wined3d_cs_destroy_object(struct wined3d_cs *cs,
3536 void (*callback)(void *object), void *object) DECLSPEC_HIDDEN;
3537 void wined3d_cs_emit_add_dirty_texture_region(struct wined3d_cs *cs,
3538 struct wined3d_texture *texture, unsigned int layer) DECLSPEC_HIDDEN;
3539 void wined3d_cs_emit_blt_sub_resource(struct wined3d_cs *cs, struct wined3d_resource *dst_resource,
3540 unsigned int dst_sub_resource_idx, const struct wined3d_box *dst_box, struct wined3d_resource *src_resource,
3541 unsigned int src_sub_resource_idx, const struct wined3d_box *src_box, DWORD flags,
3542 const struct wined3d_blt_fx *fx, enum wined3d_texture_filter_type filter) DECLSPEC_HIDDEN;
3543 void wined3d_cs_emit_clear(struct wined3d_cs *cs, DWORD rect_count, const RECT *rects,
3544 DWORD flags, const struct wined3d_color *color, float depth, DWORD stencil) DECLSPEC_HIDDEN;
3545 void wined3d_cs_emit_clear_rendertarget_view(struct wined3d_cs *cs, struct wined3d_rendertarget_view *view,
3546 const RECT *rect, DWORD flags, const struct wined3d_color *color, float depth, DWORD stencil) DECLSPEC_HIDDEN;
3547 void wined3d_cs_emit_clear_unordered_access_view_uint(struct wined3d_cs *cs,
3548 struct wined3d_unordered_access_view *view, const struct wined3d_uvec4 *clear_value) DECLSPEC_HIDDEN;
3549 void wined3d_cs_emit_copy_uav_counter(struct wined3d_cs *cs, struct wined3d_buffer *dst_buffer,
3550 unsigned int offset, struct wined3d_unordered_access_view *uav) DECLSPEC_HIDDEN;
3551 void wined3d_cs_emit_dispatch(struct wined3d_cs *cs,
3552 unsigned int group_count_x, unsigned int group_count_y, unsigned int group_count_z) DECLSPEC_HIDDEN;
3553 void wined3d_cs_emit_dispatch_indirect(struct wined3d_cs *cs,
3554 struct wined3d_buffer *buffer, unsigned int offset) DECLSPEC_HIDDEN;
3555 void wined3d_cs_emit_draw(struct wined3d_cs *cs, GLenum primitive_type, unsigned int patch_vertex_count,
3556 int base_vertex_idx, unsigned int start_idx, unsigned int index_count,
3557 unsigned int start_instance, unsigned int instance_count, BOOL indexed) DECLSPEC_HIDDEN;
3558 void wined3d_cs_emit_draw_indirect(struct wined3d_cs *cs, GLenum primitive_type, unsigned int patch_vertex_count,
3559 struct wined3d_buffer *buffer, unsigned int offset, BOOL indexed) DECLSPEC_HIDDEN;
3560 void wined3d_cs_emit_flush(struct wined3d_cs *cs) DECLSPEC_HIDDEN;
3561 void wined3d_cs_emit_generate_mipmaps(struct wined3d_cs *cs, struct wined3d_shader_resource_view *view) DECLSPEC_HIDDEN;
3562 void wined3d_cs_emit_preload_resource(struct wined3d_cs *cs, struct wined3d_resource *resource) DECLSPEC_HIDDEN;
3563 void wined3d_cs_emit_present(struct wined3d_cs *cs, struct wined3d_swapchain *swapchain, const RECT *src_rect,
3564 const RECT *dst_rect, HWND dst_window_override, unsigned int swap_interval, DWORD flags) DECLSPEC_HIDDEN;
3565 void wined3d_cs_emit_query_issue(struct wined3d_cs *cs, struct wined3d_query *query, DWORD flags) DECLSPEC_HIDDEN;
3566 void wined3d_cs_emit_reset_state(struct wined3d_cs *cs) DECLSPEC_HIDDEN;
3567 void wined3d_cs_emit_set_blend_state(struct wined3d_cs *cs, struct wined3d_blend_state *state) DECLSPEC_HIDDEN;
3568 void wined3d_cs_emit_set_clip_plane(struct wined3d_cs *cs, UINT plane_idx,
3569 const struct wined3d_vec4 *plane) DECLSPEC_HIDDEN;
3570 void wined3d_cs_emit_set_color_key(struct wined3d_cs *cs, struct wined3d_texture *texture,
3571 WORD flags, const struct wined3d_color_key *color_key) DECLSPEC_HIDDEN;
3572 void wined3d_cs_emit_set_constant_buffer(struct wined3d_cs *cs, enum wined3d_shader_type type,
3573 UINT cb_idx, struct wined3d_buffer *buffer) DECLSPEC_HIDDEN;
3574 void wined3d_cs_emit_set_depth_stencil_view(struct wined3d_cs *cs,
3575 struct wined3d_rendertarget_view *view) DECLSPEC_HIDDEN;
3576 void wined3d_cs_emit_set_index_buffer(struct wined3d_cs *cs, struct wined3d_buffer *buffer,
3577 enum wined3d_format_id format_id, unsigned int offset) DECLSPEC_HIDDEN;
3578 void wined3d_cs_emit_set_light(struct wined3d_cs *cs, const struct wined3d_light_info *light) DECLSPEC_HIDDEN;
3579 void wined3d_cs_emit_set_light_enable(struct wined3d_cs *cs, unsigned int idx, BOOL enable) DECLSPEC_HIDDEN;
3580 void wined3d_cs_emit_set_material(struct wined3d_cs *cs, const struct wined3d_material *material) DECLSPEC_HIDDEN;
3581 void wined3d_cs_emit_set_predication(struct wined3d_cs *cs,
3582 struct wined3d_query *predicate, BOOL value) DECLSPEC_HIDDEN;
3583 void wined3d_cs_emit_set_rasterizer_state(struct wined3d_cs *cs,
3584 struct wined3d_rasterizer_state *rasterizer_state) DECLSPEC_HIDDEN;
3585 void wined3d_cs_emit_set_render_state(struct wined3d_cs *cs,
3586 enum wined3d_render_state state, DWORD value) DECLSPEC_HIDDEN;
3587 void wined3d_cs_emit_set_rendertarget_view(struct wined3d_cs *cs, unsigned int view_idx,
3588 struct wined3d_rendertarget_view *view) DECLSPEC_HIDDEN;
3589 void wined3d_cs_emit_set_shader_resource_view(struct wined3d_cs *cs, enum wined3d_shader_type type,
3590 UINT view_idx, struct wined3d_shader_resource_view *view) DECLSPEC_HIDDEN;
3591 void wined3d_cs_emit_set_sampler(struct wined3d_cs *cs, enum wined3d_shader_type type,
3592 UINT sampler_idx, struct wined3d_sampler *sampler) DECLSPEC_HIDDEN;
3593 void wined3d_cs_emit_set_sampler_state(struct wined3d_cs *cs, UINT sampler_idx,
3594 enum wined3d_sampler_state state, DWORD value) DECLSPEC_HIDDEN;
3595 void wined3d_cs_emit_set_scissor_rect(struct wined3d_cs *cs, const RECT *rect) DECLSPEC_HIDDEN;
3596 void wined3d_cs_emit_set_shader(struct wined3d_cs *cs, enum wined3d_shader_type type,
3597 struct wined3d_shader *shader) DECLSPEC_HIDDEN;
3598 void wined3d_cs_emit_set_stream_output(struct wined3d_cs *cs, UINT stream_idx,
3599 struct wined3d_buffer *buffer, UINT offset) DECLSPEC_HIDDEN;
3600 void wined3d_cs_emit_set_stream_source(struct wined3d_cs *cs, UINT stream_idx,
3601 struct wined3d_buffer *buffer, UINT offset, UINT stride) DECLSPEC_HIDDEN;
3602 void wined3d_cs_emit_set_stream_source_freq(struct wined3d_cs *cs, UINT stream_idx,
3603 UINT frequency, UINT flags) DECLSPEC_HIDDEN;
3604 void wined3d_cs_emit_set_texture(struct wined3d_cs *cs, UINT stage, struct wined3d_texture *texture) DECLSPEC_HIDDEN;
3605 void wined3d_cs_emit_set_texture_state(struct wined3d_cs *cs, UINT stage,
3606 enum wined3d_texture_stage_state state, DWORD value) DECLSPEC_HIDDEN;
3607 void wined3d_cs_emit_set_transform(struct wined3d_cs *cs, enum wined3d_transform_state state,
3608 const struct wined3d_matrix *matrix) DECLSPEC_HIDDEN;
3609 void wined3d_cs_emit_set_unordered_access_view(struct wined3d_cs *cs, enum wined3d_pipeline pipeline,
3610 unsigned int view_idx, struct wined3d_unordered_access_view *view,
3611 unsigned int initial_count) DECLSPEC_HIDDEN;
3612 void wined3d_cs_emit_set_vertex_declaration(struct wined3d_cs *cs,
3613 struct wined3d_vertex_declaration *declaration) DECLSPEC_HIDDEN;
3614 void wined3d_cs_emit_set_viewports(struct wined3d_cs *cs, unsigned int viewport_count, const struct wined3d_viewport *viewports) DECLSPEC_HIDDEN;
3615 void wined3d_cs_emit_unload_resource(struct wined3d_cs *cs, struct wined3d_resource *resource) DECLSPEC_HIDDEN;
3616 void wined3d_cs_emit_update_sub_resource(struct wined3d_cs *cs, struct wined3d_resource *resource,
3617 unsigned int sub_resource_idx, const struct wined3d_box *box, const void *data, unsigned int row_pitch,
3618 unsigned int slice_pitch) DECLSPEC_HIDDEN;
3619 void wined3d_cs_init_object(struct wined3d_cs *cs,
3620 void (*callback)(void *object), void *object) DECLSPEC_HIDDEN;
3621 HRESULT wined3d_cs_map(struct wined3d_cs *cs, struct wined3d_resource *resource, unsigned int sub_resource_idx,
3622 struct wined3d_map_desc *map_desc, const struct wined3d_box *box, unsigned int flags) DECLSPEC_HIDDEN;
3623 HRESULT wined3d_cs_unmap(struct wined3d_cs *cs, struct wined3d_resource *resource,
3624 unsigned int sub_resource_idx) DECLSPEC_HIDDEN;
3626 static inline void wined3d_cs_push_constants(struct wined3d_cs *cs, enum wined3d_push_constants p,
3627 unsigned int start_idx, unsigned int count, const void *constants)
3629 cs->ops->push_constants(cs, p, start_idx, count, constants);
3632 static inline void wined3d_resource_wait_idle(struct wined3d_resource *resource)
3634 const struct wined3d_cs *cs = resource->device->cs;
3636 if (!cs->thread || cs->thread_id == GetCurrentThreadId())
3637 return;
3639 while (InterlockedCompareExchange(&resource->access_count, 0, 0))
3640 wined3d_pause();
3643 /* TODO: Add tests and support for FLOAT16_4 POSITIONT, D3DCOLOR position, other
3644 * fixed function semantics as D3DCOLOR or FLOAT16 */
3645 enum wined3d_buffer_conversion_type
3647 CONV_NONE,
3648 CONV_D3DCOLOR,
3649 CONV_POSITIONT,
3652 struct wined3d_map_range
3654 UINT offset;
3655 UINT size;
3658 struct wined3d_buffer
3660 struct wined3d_resource resource;
3662 struct wined3d_buffer_desc desc;
3664 GLuint buffer_object;
3665 GLenum buffer_object_usage;
3666 GLenum buffer_type_hint;
3667 unsigned int bind_flags;
3668 DWORD flags;
3669 DWORD locations;
3670 void *map_ptr;
3672 struct wined3d_map_range *maps;
3673 SIZE_T maps_size, modified_areas;
3674 struct wined3d_fence *fence;
3676 /* conversion stuff */
3677 UINT decl_change_count, full_conversion_count;
3678 UINT draw_count;
3679 UINT stride; /* 0 if no conversion */
3680 enum wined3d_buffer_conversion_type *conversion_map; /* NULL if no conversion */
3681 UINT conversion_stride; /* 0 if no shifted conversion */
3684 static inline struct wined3d_buffer *buffer_from_resource(struct wined3d_resource *resource)
3686 return CONTAINING_RECORD(resource, struct wined3d_buffer, resource);
3689 DWORD wined3d_buffer_get_memory(struct wined3d_buffer *buffer,
3690 struct wined3d_bo_address *data, DWORD locations) DECLSPEC_HIDDEN;
3691 void wined3d_buffer_invalidate_location(struct wined3d_buffer *buffer, DWORD location) DECLSPEC_HIDDEN;
3692 void wined3d_buffer_load(struct wined3d_buffer *buffer, struct wined3d_context *context,
3693 const struct wined3d_state *state) DECLSPEC_HIDDEN;
3694 BOOL wined3d_buffer_load_location(struct wined3d_buffer *buffer,
3695 struct wined3d_context *context, DWORD location) DECLSPEC_HIDDEN;
3696 BYTE *wined3d_buffer_load_sysmem(struct wined3d_buffer *buffer, struct wined3d_context *context) DECLSPEC_HIDDEN;
3697 void wined3d_buffer_copy(struct wined3d_buffer *dst_buffer, unsigned int dst_offset,
3698 struct wined3d_buffer *src_buffer, unsigned int src_offset, unsigned int size) DECLSPEC_HIDDEN;
3699 void wined3d_buffer_upload_data(struct wined3d_buffer *buffer, struct wined3d_context *context,
3700 const struct wined3d_box *box, const void *data) DECLSPEC_HIDDEN;
3702 struct wined3d_rendertarget_view
3704 LONG refcount;
3706 struct wined3d_resource *resource;
3707 void *parent;
3708 const struct wined3d_parent_ops *parent_ops;
3710 struct wined3d_gl_view gl_view;
3711 const struct wined3d_format *format;
3712 unsigned int format_flags;
3713 unsigned int sub_resource_idx;
3714 unsigned int layer_count;
3716 unsigned int width;
3717 unsigned int height;
3719 struct wined3d_view_desc desc;
3722 void wined3d_rendertarget_view_get_drawable_size(const struct wined3d_rendertarget_view *view,
3723 const struct wined3d_context *context, unsigned int *width, unsigned int *height) DECLSPEC_HIDDEN;
3724 void wined3d_rendertarget_view_invalidate_location(struct wined3d_rendertarget_view *view,
3725 DWORD location) DECLSPEC_HIDDEN;
3726 void wined3d_rendertarget_view_load_location(struct wined3d_rendertarget_view *view,
3727 struct wined3d_context *context, DWORD location) DECLSPEC_HIDDEN;
3728 void wined3d_rendertarget_view_prepare_location(struct wined3d_rendertarget_view *view,
3729 struct wined3d_context *context, DWORD location) DECLSPEC_HIDDEN;
3730 void wined3d_rendertarget_view_validate_location(struct wined3d_rendertarget_view *view,
3731 DWORD location) DECLSPEC_HIDDEN;
3733 struct wined3d_shader_resource_view
3735 LONG refcount;
3737 struct wined3d_resource *resource;
3738 void *parent;
3739 const struct wined3d_parent_ops *parent_ops;
3741 struct wined3d_gl_view gl_view;
3742 const struct wined3d_format *format;
3744 struct wined3d_view_desc desc;
3747 void shader_resource_view_generate_mipmaps(struct wined3d_shader_resource_view *view) DECLSPEC_HIDDEN;
3748 void wined3d_shader_resource_view_bind(struct wined3d_shader_resource_view *view, unsigned int unit,
3749 struct wined3d_sampler *sampler, struct wined3d_context *context) DECLSPEC_HIDDEN;
3751 struct wined3d_unordered_access_view
3753 LONG refcount;
3755 struct wined3d_resource *resource;
3756 void *parent;
3757 const struct wined3d_parent_ops *parent_ops;
3759 struct wined3d_gl_view gl_view;
3760 const struct wined3d_format *format;
3761 GLuint counter_bo;
3763 struct wined3d_view_desc desc;
3766 void wined3d_unordered_access_view_clear_uint(struct wined3d_unordered_access_view *view,
3767 const struct wined3d_uvec4 *clear_value, struct wined3d_context *context) DECLSPEC_HIDDEN;
3768 void wined3d_unordered_access_view_copy_counter(struct wined3d_unordered_access_view *view,
3769 struct wined3d_buffer *buffer, unsigned int offset, struct wined3d_context *context) DECLSPEC_HIDDEN;
3770 void wined3d_unordered_access_view_invalidate_location(struct wined3d_unordered_access_view *view,
3771 DWORD location) DECLSPEC_HIDDEN;
3772 void wined3d_unordered_access_view_set_counter(struct wined3d_unordered_access_view *view,
3773 unsigned int value) DECLSPEC_HIDDEN;
3775 struct wined3d_swapchain_ops
3777 void (*swapchain_present)(struct wined3d_swapchain *swapchain,
3778 const RECT *src_rect, const RECT *dst_rect, DWORD flags);
3779 void (*swapchain_frontbuffer_updated)(struct wined3d_swapchain *swapchain);
3782 struct wined3d_swapchain
3784 LONG ref;
3785 void *parent;
3786 const struct wined3d_parent_ops *parent_ops;
3787 const struct wined3d_swapchain_ops *swapchain_ops;
3788 struct wined3d_device *device;
3790 struct wined3d_texture **back_buffers;
3791 struct wined3d_texture *front_buffer;
3792 struct wined3d_swapchain_desc desc;
3793 struct wined3d_display_mode original_mode, d3d_mode;
3794 RECT original_window_rect;
3795 struct wined3d_gamma_ramp orig_gamma;
3796 BOOL render_to_fbo, reapply_mode;
3797 const struct wined3d_format *ds_format;
3798 struct wined3d_palette *palette;
3799 RECT front_buffer_update;
3800 unsigned int swap_interval;
3802 LONG prev_time, frames; /* Performance tracking */
3804 struct wined3d_context **context;
3805 unsigned int num_contexts;
3807 HWND win_handle;
3808 HWND device_window;
3810 HDC backup_dc;
3811 HWND backup_wnd;
3814 void wined3d_swapchain_activate(struct wined3d_swapchain *swapchain, BOOL activate) DECLSPEC_HIDDEN;
3815 void wined3d_swapchain_set_swap_interval(struct wined3d_swapchain *swapchain,
3816 unsigned int swap_interval) DECLSPEC_HIDDEN;
3817 struct wined3d_context *swapchain_get_context(struct wined3d_swapchain *swapchain) DECLSPEC_HIDDEN;
3818 void swapchain_destroy_contexts(struct wined3d_swapchain *swapchain) DECLSPEC_HIDDEN;
3819 HDC swapchain_get_backup_dc(struct wined3d_swapchain *swapchain) DECLSPEC_HIDDEN;
3820 void swapchain_update_draw_bindings(struct wined3d_swapchain *swapchain) DECLSPEC_HIDDEN;
3822 /*****************************************************************************
3823 * Utility function prototypes
3826 /* Trace routines */
3827 const char *debug_box(const struct wined3d_box *box) DECLSPEC_HIDDEN;
3828 const char *debug_color(const struct wined3d_color *color) DECLSPEC_HIDDEN;
3829 const char *debug_d3dshaderinstructionhandler(enum WINED3D_SHADER_INSTRUCTION_HANDLER handler_idx) DECLSPEC_HIDDEN;
3830 const char *debug_d3dformat(enum wined3d_format_id format_id) DECLSPEC_HIDDEN;
3831 const char *debug_d3ddevicetype(enum wined3d_device_type device_type) DECLSPEC_HIDDEN;
3832 const char *debug_d3dresourcetype(enum wined3d_resource_type resource_type) DECLSPEC_HIDDEN;
3833 const char *debug_d3dusage(DWORD usage) DECLSPEC_HIDDEN;
3834 const char *debug_d3dusagequery(DWORD usagequery) DECLSPEC_HIDDEN;
3835 const char *debug_d3ddeclmethod(enum wined3d_decl_method method) DECLSPEC_HIDDEN;
3836 const char *debug_d3ddeclusage(enum wined3d_decl_usage usage) DECLSPEC_HIDDEN;
3837 const char *debug_d3dinput_classification(enum wined3d_input_classification classification) DECLSPEC_HIDDEN;
3838 const char *debug_d3dprimitivetype(enum wined3d_primitive_type primitive_type) DECLSPEC_HIDDEN;
3839 const char *debug_d3drenderstate(enum wined3d_render_state state) DECLSPEC_HIDDEN;
3840 const char *debug_d3dsamplerstate(enum wined3d_sampler_state state) DECLSPEC_HIDDEN;
3841 const char *debug_d3dstate(DWORD state) DECLSPEC_HIDDEN;
3842 const char *debug_d3dtexturefiltertype(enum wined3d_texture_filter_type filter_type) DECLSPEC_HIDDEN;
3843 const char *debug_d3dtexturestate(enum wined3d_texture_stage_state state) DECLSPEC_HIDDEN;
3844 const char *debug_d3dtop(enum wined3d_texture_op d3dtop) DECLSPEC_HIDDEN;
3845 const char *debug_d3dtstype(enum wined3d_transform_state tstype) DECLSPEC_HIDDEN;
3846 const char *debug_fboattachment(GLenum attachment) DECLSPEC_HIDDEN;
3847 const char *debug_fbostatus(GLenum status) DECLSPEC_HIDDEN;
3848 const char *debug_glerror(GLenum error) DECLSPEC_HIDDEN;
3849 const char *debug_ivec4(const struct wined3d_ivec4 *v) DECLSPEC_HIDDEN;
3850 const char *debug_uvec4(const struct wined3d_uvec4 *v) DECLSPEC_HIDDEN;
3851 const char *debug_shader_type(enum wined3d_shader_type shader_type) DECLSPEC_HIDDEN;
3852 const char *debug_vec4(const struct wined3d_vec4 *v) DECLSPEC_HIDDEN;
3853 void dump_color_fixup_desc(struct color_fixup_desc fixup) DECLSPEC_HIDDEN;
3855 BOOL is_invalid_op(const struct wined3d_state *state, int stage,
3856 enum wined3d_texture_op op, DWORD arg1, DWORD arg2, DWORD arg3) DECLSPEC_HIDDEN;
3857 void set_tex_op_nvrc(const struct wined3d_gl_info *gl_info, const struct wined3d_state *state,
3858 BOOL is_alpha, int stage, enum wined3d_texture_op op, DWORD arg1, DWORD arg2, DWORD arg3,
3859 INT texture_idx, DWORD dst) DECLSPEC_HIDDEN;
3860 void texture_activate_dimensions(const struct wined3d_texture *texture,
3861 const struct wined3d_gl_info *gl_info) DECLSPEC_HIDDEN;
3862 void sampler_texdim(struct wined3d_context *context,
3863 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
3864 void tex_alphaop(struct wined3d_context *context,
3865 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
3866 void apply_pixelshader(struct wined3d_context *context,
3867 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
3868 void state_alpha_test(struct wined3d_context *context,
3869 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
3870 void state_fogcolor(struct wined3d_context *context,
3871 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
3872 void state_fogdensity(struct wined3d_context *context,
3873 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
3874 void state_fogstartend(struct wined3d_context *context,
3875 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
3876 void state_fog_fragpart(struct wined3d_context *context,
3877 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
3878 void state_nop(struct wined3d_context *context,
3879 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
3880 void state_srgbwrite(struct wined3d_context *context,
3881 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
3883 void state_clipping(struct wined3d_context *context,
3884 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
3885 void clipplane(struct wined3d_context *context,
3886 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
3887 void state_pointsprite_w(struct wined3d_context *context,
3888 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
3889 void state_pointsprite(struct wined3d_context *context,
3890 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
3891 void state_shademode(struct wined3d_context *context,
3892 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
3894 GLenum gl_primitive_type_from_d3d(enum wined3d_primitive_type primitive_type) DECLSPEC_HIDDEN;
3896 /* Math utils */
3897 void multiply_matrix(struct wined3d_matrix *dest, const struct wined3d_matrix *src1,
3898 const struct wined3d_matrix *src2) DECLSPEC_HIDDEN;
3900 void wined3d_release_dc(HWND window, HDC dc) DECLSPEC_HIDDEN;
3902 struct wined3d_shader_lconst
3904 struct list entry;
3905 unsigned int idx;
3906 DWORD value[4];
3909 struct wined3d_shader_limits
3911 unsigned int sampler;
3912 unsigned int constant_int;
3913 unsigned int constant_float;
3914 unsigned int constant_bool;
3915 unsigned int packed_output;
3916 unsigned int packed_input;
3919 #ifdef __GNUC__
3920 #define PRINTF_ATTR(fmt,args) __attribute__((format (printf,fmt,args)))
3921 #else
3922 #define PRINTF_ATTR(fmt,args)
3923 #endif
3925 struct wined3d_string_buffer_list
3927 struct list list;
3930 struct wined3d_string_buffer *string_buffer_get(struct wined3d_string_buffer_list *list) DECLSPEC_HIDDEN;
3931 void string_buffer_sprintf(struct wined3d_string_buffer *buffer, const char *format, ...) PRINTF_ATTR(2, 3) DECLSPEC_HIDDEN;
3932 void string_buffer_release(struct wined3d_string_buffer_list *list, struct wined3d_string_buffer *buffer) DECLSPEC_HIDDEN;
3933 void string_buffer_list_init(struct wined3d_string_buffer_list *list) DECLSPEC_HIDDEN;
3934 void string_buffer_list_cleanup(struct wined3d_string_buffer_list *list) DECLSPEC_HIDDEN;
3936 int shader_addline(struct wined3d_string_buffer *buffer, const char *fmt, ...) PRINTF_ATTR(2,3) DECLSPEC_HIDDEN;
3937 BOOL string_buffer_resize(struct wined3d_string_buffer *buffer, int rc) DECLSPEC_HIDDEN;
3938 int shader_vaddline(struct wined3d_string_buffer *buffer, const char *fmt, va_list args) DECLSPEC_HIDDEN;
3940 struct wined3d_shader_phase
3942 const DWORD *start;
3943 const DWORD *end;
3944 unsigned int instance_count;
3945 unsigned int temporary_count;
3948 struct wined3d_vertex_shader
3950 struct wined3d_shader_attribute attributes[MAX_ATTRIBS];
3953 struct wined3d_hull_shader
3955 struct
3957 struct wined3d_shader_phase *control_point;
3958 unsigned int fork_count;
3959 unsigned int join_count;
3960 struct wined3d_shader_phase *fork;
3961 SIZE_T fork_size;
3962 struct wined3d_shader_phase *join;
3963 SIZE_T join_size;
3964 } phases;
3965 unsigned int output_vertex_count;
3966 enum wined3d_tessellator_output_primitive tessellator_output_primitive;
3967 enum wined3d_tessellator_partitioning tessellator_partitioning;
3970 struct wined3d_domain_shader
3972 enum wined3d_tessellator_domain tessellator_domain;
3975 struct wined3d_geometry_shader
3977 enum wined3d_primitive_type input_type;
3978 enum wined3d_primitive_type output_type;
3979 unsigned int vertices_out;
3980 unsigned int instance_count;
3982 struct wined3d_stream_output_desc so_desc;
3985 struct wined3d_pixel_shader
3987 /* Pixel shader input semantics */
3988 DWORD input_reg_map[MAX_REG_INPUT];
3989 DWORD input_reg_used; /* MAX_REG_INPUT, 32 */
3990 unsigned int declared_in_count;
3992 /* Some information about the shader behavior */
3993 BOOL color0_mov;
3994 DWORD color0_reg;
3996 BOOL force_early_depth_stencil;
3997 enum wined3d_shader_register_type depth_output;
3998 DWORD interpolation_mode[WINED3D_PACKED_INTERPOLATION_SIZE];
4001 struct wined3d_compute_shader
4003 struct wined3d_shader_thread_group_size thread_group_size;
4006 struct wined3d_shader
4008 LONG ref;
4009 const struct wined3d_shader_limits *limits;
4010 DWORD *function;
4011 UINT functionLength;
4012 BOOL load_local_constsF;
4013 const struct wined3d_shader_frontend *frontend;
4014 void *frontend_data;
4015 void *backend_data;
4017 void *parent;
4018 const struct wined3d_parent_ops *parent_ops;
4020 /* Programs this shader is linked with */
4021 struct list linked_programs;
4023 /* Immediate constants (override global ones) */
4024 struct list constantsB;
4025 struct list constantsF;
4026 struct list constantsI;
4027 struct wined3d_shader_reg_maps reg_maps;
4028 BOOL lconst_inf_or_nan;
4030 struct wined3d_shader_signature input_signature;
4031 struct wined3d_shader_signature output_signature;
4032 struct wined3d_shader_signature patch_constant_signature;
4033 char *signature_strings;
4035 /* Pointer to the parent device */
4036 struct wined3d_device *device;
4037 struct list shader_list_entry;
4039 union
4041 struct wined3d_vertex_shader vs;
4042 struct wined3d_hull_shader hs;
4043 struct wined3d_domain_shader ds;
4044 struct wined3d_geometry_shader gs;
4045 struct wined3d_pixel_shader ps;
4046 struct wined3d_compute_shader cs;
4047 } u;
4050 void pixelshader_update_resource_types(struct wined3d_shader *shader, WORD tex_types) DECLSPEC_HIDDEN;
4051 void find_ps_compile_args(const struct wined3d_state *state, const struct wined3d_shader *shader,
4052 BOOL position_transformed, struct ps_compile_args *args,
4053 const struct wined3d_context *context) DECLSPEC_HIDDEN;
4055 BOOL vshader_get_input(const struct wined3d_shader *shader,
4056 BYTE usage_req, BYTE usage_idx_req, unsigned int *regnum) DECLSPEC_HIDDEN;
4057 void find_vs_compile_args(const struct wined3d_state *state, const struct wined3d_shader *shader,
4058 WORD swizzle_map, struct vs_compile_args *args,
4059 const struct wined3d_context *context) DECLSPEC_HIDDEN;
4061 void find_ds_compile_args(const struct wined3d_state *state, const struct wined3d_shader *shader,
4062 struct ds_compile_args *args, const struct wined3d_context *context) DECLSPEC_HIDDEN;
4064 void find_gs_compile_args(const struct wined3d_state *state, const struct wined3d_shader *shader,
4065 struct gs_compile_args *args, const struct wined3d_context *context) DECLSPEC_HIDDEN;
4067 void string_buffer_clear(struct wined3d_string_buffer *buffer) DECLSPEC_HIDDEN;
4068 BOOL string_buffer_init(struct wined3d_string_buffer *buffer) DECLSPEC_HIDDEN;
4069 void string_buffer_free(struct wined3d_string_buffer *buffer) DECLSPEC_HIDDEN;
4070 unsigned int shader_find_free_input_register(const struct wined3d_shader_reg_maps *reg_maps,
4071 unsigned int max) DECLSPEC_HIDDEN;
4072 HRESULT shader_generate_code(const struct wined3d_shader *shader, struct wined3d_string_buffer *buffer,
4073 const struct wined3d_shader_reg_maps *reg_maps, void *backend_ctx,
4074 const DWORD *start, const DWORD *end) DECLSPEC_HIDDEN;
4075 BOOL shader_match_semantic(const char *semantic_name, enum wined3d_decl_usage usage) DECLSPEC_HIDDEN;
4077 static inline BOOL shader_is_scalar(const struct wined3d_shader_register *reg)
4079 switch (reg->type)
4081 case WINED3DSPR_RASTOUT:
4082 /* oFog & oPts */
4083 if (reg->idx[0].offset)
4084 return TRUE;
4085 /* oPos */
4086 return FALSE;
4088 case WINED3DSPR_DEPTHOUT: /* oDepth */
4089 case WINED3DSPR_DEPTHOUTGE:
4090 case WINED3DSPR_DEPTHOUTLE:
4091 case WINED3DSPR_CONSTBOOL: /* b# */
4092 case WINED3DSPR_LOOP: /* aL */
4093 case WINED3DSPR_PREDICATE: /* p0 */
4094 case WINED3DSPR_PRIMID: /* primID */
4095 return TRUE;
4097 case WINED3DSPR_MISCTYPE:
4098 switch (reg->idx[0].offset)
4100 case 0: /* vPos */
4101 return FALSE;
4102 case 1: /* vFace */
4103 return TRUE;
4104 default:
4105 return FALSE;
4108 case WINED3DSPR_IMMCONST:
4109 return reg->immconst_type == WINED3D_IMMCONST_SCALAR;
4111 default:
4112 return FALSE;
4116 static inline void shader_get_position_fixup(const struct wined3d_context *context,
4117 const struct wined3d_state *state, unsigned int fixup_count, float *position_fixup)
4119 float center_offset;
4120 unsigned int i;
4122 if (context->d3d_info->wined3d_creation_flags & WINED3D_PIXEL_CENTER_INTEGER)
4123 center_offset = 63.0f / 64.0f;
4124 else
4125 center_offset = -1.0f / 64.0f;
4127 for (i = 0; i < fixup_count; ++i)
4129 position_fixup[4 * i ] = 1.0f;
4130 position_fixup[4 * i + 1] = 1.0f;
4131 position_fixup[4 * i + 2] = center_offset / state->viewports[i].width;
4132 position_fixup[4 * i + 3] = -center_offset / state->viewports[i].height;
4134 if (context->render_offscreen)
4136 position_fixup[4 * i + 1] *= -1.0f;
4137 position_fixup[4 * i + 3] *= -1.0f;
4142 static inline BOOL shader_constant_is_local(const struct wined3d_shader *shader, DWORD reg)
4144 struct wined3d_shader_lconst *lconst;
4146 if (shader->load_local_constsF)
4147 return FALSE;
4149 LIST_FOR_EACH_ENTRY(lconst, &shader->constantsF, struct wined3d_shader_lconst, entry)
4151 if (lconst->idx == reg)
4152 return TRUE;
4155 return FALSE;
4158 void get_identity_matrix(struct wined3d_matrix *mat) DECLSPEC_HIDDEN;
4159 void get_modelview_matrix(const struct wined3d_context *context, const struct wined3d_state *state,
4160 unsigned int index, struct wined3d_matrix *mat) DECLSPEC_HIDDEN;
4161 void get_projection_matrix(const struct wined3d_context *context, const struct wined3d_state *state,
4162 struct wined3d_matrix *mat) DECLSPEC_HIDDEN;
4163 void get_texture_matrix(const struct wined3d_context *context, const struct wined3d_state *state,
4164 unsigned int tex, struct wined3d_matrix *mat) DECLSPEC_HIDDEN;
4165 void get_pointsize_minmax(const struct wined3d_context *context, const struct wined3d_state *state,
4166 float *out_min, float *out_max) DECLSPEC_HIDDEN;
4167 void get_pointsize(const struct wined3d_context *context, const struct wined3d_state *state,
4168 float *out_pointsize, float *out_att) DECLSPEC_HIDDEN;
4169 void get_fog_start_end(const struct wined3d_context *context, const struct wined3d_state *state,
4170 float *start, float *end) DECLSPEC_HIDDEN;
4172 /* Using additional shader constants (uniforms in GLSL / program environment
4173 * or local parameters in ARB) is costly:
4174 * ARB only knows float4 parameters and GLSL compiler are not really smart
4175 * when it comes to efficiently pack float2 uniforms, so no space is wasted
4176 * (in fact most compilers map a float2 to a full float4 uniform).
4178 * For NP2 texcoord fixup we only need 2 floats (width and height) for each
4179 * 2D texture used in the shader. We therefore pack fixup info for 2 textures
4180 * into a single shader constant (uniform / program parameter).
4182 * This structure is shared between the GLSL and the ARB backend.*/
4183 struct ps_np2fixup_info {
4184 unsigned char idx[MAX_FRAGMENT_SAMPLERS]; /* indices to the real constant */
4185 WORD active; /* bitfield indicating if we can apply the fixup */
4186 WORD num_consts;
4189 void print_glsl_info_log(const struct wined3d_gl_info *gl_info, GLuint id, BOOL program) DECLSPEC_HIDDEN;
4190 void shader_glsl_validate_link(const struct wined3d_gl_info *gl_info, GLuint program) DECLSPEC_HIDDEN;
4192 struct wined3d_palette
4194 LONG ref;
4195 struct wined3d_device *device;
4197 unsigned int size;
4198 RGBQUAD colors[256];
4199 DWORD flags;
4202 /* DirectDraw utility functions */
4203 extern enum wined3d_format_id pixelformat_for_depth(DWORD depth) DECLSPEC_HIDDEN;
4205 /*****************************************************************************
4206 * Pixel format management
4209 /* WineD3D pixel format flags */
4210 #define WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING 0x00000001
4211 #define WINED3DFMT_FLAG_FILTERING 0x00000002
4212 #define WINED3DFMT_FLAG_DEPTH 0x00000004
4213 #define WINED3DFMT_FLAG_STENCIL 0x00000008
4214 #define WINED3DFMT_FLAG_RENDERTARGET 0x00000010
4215 #define WINED3DFMT_FLAG_EXTENSION 0x00000020
4216 #define WINED3DFMT_FLAG_FBO_ATTACHABLE 0x00000040
4217 #define WINED3DFMT_FLAG_FBO_ATTACHABLE_SRGB 0x00000080
4218 #define WINED3DFMT_FLAG_FLOAT 0x00000200
4219 #define WINED3DFMT_FLAG_BUMPMAP 0x00000400
4220 #define WINED3DFMT_FLAG_SRGB_READ 0x00000800
4221 #define WINED3DFMT_FLAG_SRGB_WRITE 0x00001000
4222 #define WINED3DFMT_FLAG_VTF 0x00002000
4223 #define WINED3DFMT_FLAG_SHADOW 0x00004000
4224 #define WINED3DFMT_FLAG_COMPRESSED 0x00008000
4225 #define WINED3DFMT_FLAG_BROKEN_PITCH 0x00010000
4226 #define WINED3DFMT_FLAG_BLOCKS 0x00020000
4227 #define WINED3DFMT_FLAG_HEIGHT_SCALE 0x00040000
4228 #define WINED3DFMT_FLAG_TEXTURE 0x00080000
4229 #define WINED3DFMT_FLAG_BLOCKS_NO_VERIFY 0x00100000
4230 #define WINED3DFMT_FLAG_INTEGER 0x00200000
4231 #define WINED3DFMT_FLAG_GEN_MIPMAP 0x00400000
4233 struct wined3d_rational
4235 UINT numerator;
4236 UINT denominator;
4239 struct wined3d_color_key_conversion
4241 enum wined3d_format_id dst_format;
4242 void (*convert)(const BYTE *src, unsigned int src_pitch, BYTE *dst, unsigned int dst_pitch,
4243 unsigned int width, unsigned int height, const struct wined3d_color_key *colour_key);
4246 struct wined3d_format
4248 enum wined3d_format_id id;
4250 D3DDDIFORMAT ddi_format;
4251 DWORD red_size;
4252 DWORD green_size;
4253 DWORD blue_size;
4254 DWORD alpha_size;
4255 DWORD red_offset;
4256 DWORD green_offset;
4257 DWORD blue_offset;
4258 DWORD alpha_offset;
4259 UINT byte_count;
4260 BYTE depth_size;
4261 BYTE stencil_size;
4263 UINT block_width;
4264 UINT block_height;
4265 UINT block_byte_count;
4267 enum wined3d_ffp_emit_idx emit_idx;
4268 GLint component_count;
4269 GLenum gl_vtx_type;
4270 GLint gl_vtx_format;
4271 GLboolean gl_normalized;
4272 unsigned int attribute_size;
4274 GLint glInternal;
4275 GLint glGammaInternal;
4276 GLint rtInternal;
4277 GLint glFormat;
4278 GLint glType;
4279 UINT conv_byte_count;
4280 DWORD multisample_types;
4281 unsigned int flags[WINED3D_GL_RES_TYPE_COUNT];
4282 float depth_bias_scale;
4283 struct wined3d_rational height_scale;
4284 struct color_fixup_desc color_fixup;
4285 void (*upload)(const BYTE *src, BYTE *dst, unsigned int src_row_pitch, unsigned int src_slice_pitch,
4286 unsigned int dst_row_pitch, unsigned dst_slice_pitch,
4287 unsigned int width, unsigned int height, unsigned int depth);
4288 void (*download)(const BYTE *src, BYTE *dst, unsigned int src_row_pitch, unsigned int src_slice_pitch,
4289 unsigned int dst_row_pitch, unsigned dst_slice_pitch,
4290 unsigned int width, unsigned int height, unsigned int depth);
4292 enum wined3d_format_id typeless_id;
4293 GLenum gl_view_class;
4296 const struct wined3d_format *wined3d_get_format(const struct wined3d_gl_info *gl_info,
4297 enum wined3d_format_id format_id, unsigned int resource_usage) DECLSPEC_HIDDEN;
4298 void wined3d_format_calculate_pitch(const struct wined3d_format *format, unsigned int alignment,
4299 unsigned int width, unsigned int height, unsigned int *row_pitch, unsigned int *slice_pitch) DECLSPEC_HIDDEN;
4300 UINT wined3d_format_calculate_size(const struct wined3d_format *format,
4301 UINT alignment, UINT width, UINT height, UINT depth) DECLSPEC_HIDDEN;
4302 DWORD wined3d_format_convert_from_float(const struct wined3d_format *format,
4303 const struct wined3d_color *color) DECLSPEC_HIDDEN;
4304 void wined3d_format_get_float_color_key(const struct wined3d_format *format,
4305 const struct wined3d_color_key *key, struct wined3d_color *float_colors) DECLSPEC_HIDDEN;
4306 BOOL wined3d_format_is_depth_view(enum wined3d_format_id resource_format_id,
4307 enum wined3d_format_id view_format_id) DECLSPEC_HIDDEN;
4308 const struct wined3d_color_key_conversion * wined3d_format_get_color_key_conversion(
4309 const struct wined3d_texture *texture, BOOL need_alpha_ck) DECLSPEC_HIDDEN;
4310 BOOL wined3d_formats_are_srgb_variants(enum wined3d_format_id format1,
4311 enum wined3d_format_id format2) DECLSPEC_HIDDEN;
4313 BOOL wined3d_array_reserve(void **elements, SIZE_T *capacity, SIZE_T count, SIZE_T size) DECLSPEC_HIDDEN;
4315 static inline BOOL wined3d_format_is_typeless(const struct wined3d_format *format)
4317 return format->id == format->typeless_id && format->id != WINED3DFMT_UNKNOWN;
4320 static inline BOOL use_vs(const struct wined3d_state *state)
4322 /* Check state->vertex_declaration to allow this to be used before the
4323 * stream info is validated, for example in device_update_tex_unit_map(). */
4324 return state->shader[WINED3D_SHADER_TYPE_VERTEX]
4325 && (!state->vertex_declaration || !state->vertex_declaration->position_transformed);
4328 static inline BOOL use_ps(const struct wined3d_state *state)
4330 return !!state->shader[WINED3D_SHADER_TYPE_PIXEL];
4333 static inline void context_apply_state(struct wined3d_context *context,
4334 const struct wined3d_state *state, DWORD state_id)
4336 const struct StateEntry *state_table = context->state_table;
4337 DWORD rep = state_table[state_id].representative;
4338 state_table[rep].apply(context, state, rep);
4341 static inline BOOL needs_separate_srgb_gl_texture(const struct wined3d_context *context,
4342 const struct wined3d_texture *texture)
4344 unsigned int flags = texture->resource.format_flags
4345 & (WINED3DFMT_FLAG_SRGB_READ | WINED3DFMT_FLAG_SRGB_WRITE);
4347 return (!context->gl_info->supported[EXT_TEXTURE_SRGB_DECODE]
4348 || (flags && flags != (WINED3DFMT_FLAG_SRGB_READ | WINED3DFMT_FLAG_SRGB_WRITE)))
4349 && context->d3d_info->wined3d_creation_flags & WINED3D_SRGB_READ_WRITE_CONTROL;
4352 static inline BOOL needs_srgb_write(const struct wined3d_context *context,
4353 const struct wined3d_state *state, const struct wined3d_fb_state *fb)
4355 return (!(context->d3d_info->wined3d_creation_flags & WINED3D_SRGB_READ_WRITE_CONTROL)
4356 || state->render_states[WINED3D_RS_SRGBWRITEENABLE])
4357 && fb->render_targets[0] && fb->render_targets[0]->format_flags & WINED3DFMT_FLAG_SRGB_WRITE;
4360 static inline GLuint wined3d_texture_get_texture_name(const struct wined3d_texture *texture,
4361 const struct wined3d_context *context, BOOL srgb)
4363 return srgb && needs_separate_srgb_gl_texture(context, texture)
4364 ? texture->texture_srgb.name : texture->texture_rgb.name;
4367 static inline BOOL can_use_texture_swizzle(const struct wined3d_gl_info *gl_info, const struct wined3d_format *format)
4369 return gl_info->supported[ARB_TEXTURE_SWIZZLE] && !is_complex_fixup(format->color_fixup)
4370 && !is_scaling_fixup(format->color_fixup);
4373 static inline BOOL needs_interpolation_qualifiers_for_shader_outputs(const struct wined3d_gl_info *gl_info)
4375 /* In GLSL 4.40+ it is fine to specify interpolation qualifiers only in
4376 * fragment shaders. In older GLSL versions interpolation qualifiers must
4377 * match between shader stages.
4379 return gl_info->glsl_version < MAKEDWORD_VERSION(4, 40);
4382 static inline BOOL is_rasterization_disabled(const struct wined3d_shader *geometry_shader)
4384 return geometry_shader
4385 && geometry_shader->u.gs.so_desc.rasterizer_stream_idx == WINED3D_NO_RASTERIZER_STREAM;
4388 static inline int wined3d_bit_scan(unsigned int *x)
4390 int bit_offset = ffs(*x) - 1;
4391 *x ^= 1u << bit_offset;
4392 return bit_offset;
4395 static inline DWORD wined3d_extract_bits(const DWORD *bitstream,
4396 unsigned int offset, unsigned int count)
4398 const unsigned int word_bit_count = sizeof(*bitstream) * CHAR_BIT;
4399 const unsigned int idx = offset / word_bit_count;
4400 const unsigned int shift = offset % word_bit_count;
4401 DWORD mask = (1u << count) - 1;
4402 DWORD ret;
4404 ret = (bitstream[idx] >> shift) & mask;
4405 if (shift + count > word_bit_count)
4407 const unsigned int extracted_bit_count = word_bit_count - shift;
4408 const unsigned int remaining_bit_count = count - extracted_bit_count;
4409 mask = (1u << remaining_bit_count) - 1;
4410 ret |= (bitstream[idx + 1] & mask) << extracted_bit_count;
4412 return ret;
4415 static inline void wined3d_insert_bits(DWORD *bitstream,
4416 unsigned int offset, unsigned int count, DWORD bits)
4418 const unsigned int word_bit_count = sizeof(*bitstream) * CHAR_BIT;
4419 const unsigned int idx = offset / word_bit_count;
4420 const unsigned int shift = offset % word_bit_count;
4421 DWORD mask = (1u << count) - 1;
4423 bitstream[idx] |= (bits & mask) << shift;
4424 if (shift + count > word_bit_count)
4426 const unsigned int inserted_bit_count = word_bit_count - shift;
4427 const unsigned int remaining_bit_count = count - inserted_bit_count;
4428 mask = (1u << remaining_bit_count) - 1;
4429 bitstream[idx + 1] |= (bits >> inserted_bit_count) & mask;
4433 static inline void wined3d_from_cs(const struct wined3d_cs *cs)
4435 if (cs->thread)
4436 assert(cs->thread_id == GetCurrentThreadId());
4439 static inline void wined3d_not_from_cs(struct wined3d_cs *cs)
4441 assert(cs->thread_id != GetCurrentThreadId());
4444 /* The WNDCLASS-Name for the fake window which we use to retrieve the GL capabilities */
4445 #define WINED3D_OPENGL_WINDOW_CLASS_NAME "WineD3D_OpenGL"
4447 #endif