wined3d: Add conservative depth output information to GLSL pixel shaders.
[wine.git] / dlls / wined3d / wined3d_private.h
blob4fca08dbdb730378fa87b283bb9c4c99b8bcb4d7
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/unicode.h"
53 #include "objbase.h"
54 #include "wine/wined3d.h"
55 #include "wined3d_gl.h"
56 #include "wine/list.h"
57 #include "wine/rbtree.h"
58 #include "wine/wgl_driver.h"
60 #ifndef ARRAY_SIZE
61 #define ARRAY_SIZE(array) (sizeof(array) / sizeof((array)[0]))
62 #endif
64 /* Driver quirks */
65 #define WINED3D_QUIRK_ARB_VS_OFFSET_LIMIT 0x00000001
66 #define WINED3D_QUIRK_SET_TEXCOORD_W 0x00000002
67 #define WINED3D_QUIRK_GLSL_CLIP_VARYING 0x00000004
68 #define WINED3D_QUIRK_ALLOWS_SPECULAR_ALPHA 0x00000008
69 #define WINED3D_QUIRK_NV_CLIP_BROKEN 0x00000010
70 #define WINED3D_QUIRK_FBO_TEX_UPDATE 0x00000020
71 #define WINED3D_QUIRK_BROKEN_RGBA16 0x00000040
72 #define WINED3D_QUIRK_INFO_LOG_SPAM 0x00000080
73 #define WINED3D_QUIRK_LIMITED_TEX_FILTERING 0x00000100
74 #define WINED3D_QUIRK_BROKEN_ARB_FOG 0x00000200
76 enum wined3d_ffp_idx
78 WINED3D_FFP_POSITION = 0,
79 WINED3D_FFP_BLENDWEIGHT = 1,
80 WINED3D_FFP_BLENDINDICES = 2,
81 WINED3D_FFP_NORMAL = 3,
82 WINED3D_FFP_PSIZE = 4,
83 WINED3D_FFP_DIFFUSE = 5,
84 WINED3D_FFP_SPECULAR = 6,
85 WINED3D_FFP_TEXCOORD0 = 7,
86 WINED3D_FFP_TEXCOORD1 = 8,
87 WINED3D_FFP_TEXCOORD2 = 9,
88 WINED3D_FFP_TEXCOORD3 = 10,
89 WINED3D_FFP_TEXCOORD4 = 11,
90 WINED3D_FFP_TEXCOORD5 = 12,
91 WINED3D_FFP_TEXCOORD6 = 13,
92 WINED3D_FFP_TEXCOORD7 = 14,
93 WINED3D_FFP_ATTRIBS_COUNT = 15,
96 enum wined3d_ffp_emit_idx
98 WINED3D_FFP_EMIT_FLOAT1,
99 WINED3D_FFP_EMIT_FLOAT2,
100 WINED3D_FFP_EMIT_FLOAT3,
101 WINED3D_FFP_EMIT_FLOAT4,
102 WINED3D_FFP_EMIT_D3DCOLOR,
103 WINED3D_FFP_EMIT_UBYTE4,
104 WINED3D_FFP_EMIT_SHORT2,
105 WINED3D_FFP_EMIT_SHORT4,
106 WINED3D_FFP_EMIT_UBYTE4N,
107 WINED3D_FFP_EMIT_SHORT2N,
108 WINED3D_FFP_EMIT_SHORT4N,
109 WINED3D_FFP_EMIT_USHORT2N,
110 WINED3D_FFP_EMIT_USHORT4N,
111 WINED3D_FFP_EMIT_UDEC3,
112 WINED3D_FFP_EMIT_DEC3N,
113 WINED3D_FFP_EMIT_FLOAT16_2,
114 WINED3D_FFP_EMIT_FLOAT16_4,
115 WINED3D_FFP_EMIT_INVALID,
116 WINED3D_FFP_EMIT_COUNT,
119 /* Texture format fixups */
121 enum fixup_channel_source
123 CHANNEL_SOURCE_ZERO = 0,
124 CHANNEL_SOURCE_ONE = 1,
125 CHANNEL_SOURCE_X = 2,
126 CHANNEL_SOURCE_Y = 3,
127 CHANNEL_SOURCE_Z = 4,
128 CHANNEL_SOURCE_W = 5,
129 CHANNEL_SOURCE_COMPLEX0 = 6,
130 CHANNEL_SOURCE_COMPLEX1 = 7,
133 enum complex_fixup
135 COMPLEX_FIXUP_NONE = 0,
136 COMPLEX_FIXUP_YUY2 = 1,
137 COMPLEX_FIXUP_UYVY = 2,
138 COMPLEX_FIXUP_YV12 = 3,
139 COMPLEX_FIXUP_P8 = 4,
140 COMPLEX_FIXUP_NV12 = 5,
143 #include <pshpack2.h>
144 struct color_fixup_desc
146 unsigned short x_sign_fixup : 1;
147 unsigned short x_source : 3;
148 unsigned short y_sign_fixup : 1;
149 unsigned short y_source : 3;
150 unsigned short z_sign_fixup : 1;
151 unsigned short z_source : 3;
152 unsigned short w_sign_fixup : 1;
153 unsigned short w_source : 3;
155 #include <poppack.h>
157 struct wined3d_d3d_limits
159 unsigned int vs_version, hs_version, ds_version, gs_version, ps_version, cs_version;
160 DWORD vs_uniform_count;
161 DWORD ps_uniform_count;
162 unsigned int varying_count;
163 unsigned int ffp_textures;
164 unsigned int ffp_blend_stages;
165 unsigned int ffp_vertex_blend_matrices;
166 unsigned int active_light_count;
169 typedef void (WINE_GLAPI *wined3d_ffp_attrib_func)(const void *data);
170 typedef void (WINE_GLAPI *wined3d_ffp_texcoord_func)(GLenum unit, const void *data);
171 typedef void (WINE_GLAPI *wined3d_generic_attrib_func)(GLuint idx, const void *data);
172 extern wined3d_ffp_attrib_func specular_func_3ubv DECLSPEC_HIDDEN;
174 struct wined3d_ffp_attrib_ops
176 wined3d_ffp_attrib_func position[WINED3D_FFP_EMIT_COUNT];
177 wined3d_ffp_attrib_func diffuse[WINED3D_FFP_EMIT_COUNT];
178 wined3d_ffp_attrib_func specular[WINED3D_FFP_EMIT_COUNT];
179 wined3d_ffp_attrib_func normal[WINED3D_FFP_EMIT_COUNT];
180 wined3d_ffp_texcoord_func texcoord[WINED3D_FFP_EMIT_COUNT];
181 wined3d_generic_attrib_func generic[WINED3D_FFP_EMIT_COUNT];
184 struct wined3d_d3d_info
186 struct wined3d_d3d_limits limits;
187 struct wined3d_ffp_attrib_ops ffp_attrib_ops;
188 BOOL xyzrhw;
189 BOOL emulated_flatshading;
190 BOOL ffp_generic_attributes;
191 BOOL vs_clipping;
192 BOOL shader_color_key;
193 DWORD valid_rt_mask;
194 DWORD wined3d_creation_flags;
195 BOOL shader_double_precision;
198 static const struct color_fixup_desc COLOR_FIXUP_IDENTITY =
199 {0, CHANNEL_SOURCE_X, 0, CHANNEL_SOURCE_Y, 0, CHANNEL_SOURCE_Z, 0, CHANNEL_SOURCE_W};
201 static inline struct color_fixup_desc create_color_fixup_desc(
202 int sign0, enum fixup_channel_source src0, int sign1, enum fixup_channel_source src1,
203 int sign2, enum fixup_channel_source src2, int sign3, enum fixup_channel_source src3)
205 struct color_fixup_desc fixup =
207 sign0, src0,
208 sign1, src1,
209 sign2, src2,
210 sign3, src3,
212 return fixup;
215 static inline struct color_fixup_desc create_complex_fixup_desc(enum complex_fixup complex_fixup)
217 struct color_fixup_desc fixup =
219 0u, complex_fixup & (1u << 0) ? CHANNEL_SOURCE_COMPLEX1 : CHANNEL_SOURCE_COMPLEX0,
220 0u, complex_fixup & (1u << 1) ? CHANNEL_SOURCE_COMPLEX1 : CHANNEL_SOURCE_COMPLEX0,
221 0u, complex_fixup & (1u << 2) ? CHANNEL_SOURCE_COMPLEX1 : CHANNEL_SOURCE_COMPLEX0,
222 0u, complex_fixup & (1u << 3) ? CHANNEL_SOURCE_COMPLEX1 : CHANNEL_SOURCE_COMPLEX0,
224 return fixup;
227 static inline BOOL is_identity_fixup(struct color_fixup_desc fixup)
229 return !memcmp(&fixup, &COLOR_FIXUP_IDENTITY, sizeof(fixup));
232 static inline BOOL is_complex_fixup(struct color_fixup_desc fixup)
234 return fixup.x_source == CHANNEL_SOURCE_COMPLEX0 || fixup.x_source == CHANNEL_SOURCE_COMPLEX1;
237 static inline BOOL is_scaling_fixup(struct color_fixup_desc fixup)
239 return fixup.x_sign_fixup || fixup.y_sign_fixup || fixup.z_sign_fixup || fixup.w_sign_fixup;
242 static inline BOOL is_same_fixup(struct color_fixup_desc f1, struct color_fixup_desc f2)
244 return f1.x_sign_fixup == f2.x_sign_fixup && f1.x_source == f2.x_source
245 && f1.y_sign_fixup == f2.y_sign_fixup && f1.y_source == f2.y_source
246 && f1.z_sign_fixup == f2.z_sign_fixup && f1.z_source == f2.z_source
247 && f1.w_sign_fixup == f2.w_sign_fixup && f1.w_source == f2.w_source;
250 static inline enum complex_fixup get_complex_fixup(struct color_fixup_desc fixup)
252 enum complex_fixup complex_fixup = 0;
253 if (fixup.x_source == CHANNEL_SOURCE_COMPLEX1) complex_fixup |= (1u << 0);
254 if (fixup.y_source == CHANNEL_SOURCE_COMPLEX1) complex_fixup |= (1u << 1);
255 if (fixup.z_source == CHANNEL_SOURCE_COMPLEX1) complex_fixup |= (1u << 2);
256 if (fixup.w_source == CHANNEL_SOURCE_COMPLEX1) complex_fixup |= (1u << 3);
257 return complex_fixup;
260 /* Device caps */
261 #define MAX_STREAMS 16
262 #define MAX_TEXTURES 8
263 #define MAX_FRAGMENT_SAMPLERS 16
264 #define MAX_VERTEX_SAMPLERS 4
265 #define MAX_COMBINED_SAMPLERS (MAX_FRAGMENT_SAMPLERS + MAX_VERTEX_SAMPLERS)
266 #define MAX_ACTIVE_LIGHTS 8
267 #define MAX_CLIP_DISTANCES WINED3DMAXUSERCLIPPLANES
268 #define MAX_CONSTANT_BUFFERS 15
269 #define MAX_SAMPLER_OBJECTS 16
270 #define MAX_SHADER_RESOURCE_VIEWS 128
271 #define MAX_UNORDERED_ACCESS_VIEWS 8
272 #define MAX_TGSM_REGISTERS 8192
273 #define MAX_VERTEX_BLENDS 4
274 #define MAX_MULTISAMPLE_TYPES 8
276 struct min_lookup
278 GLenum mip[WINED3D_TEXF_LINEAR + 1];
281 extern const struct min_lookup minMipLookup[WINED3D_TEXF_LINEAR + 1] DECLSPEC_HIDDEN;
282 extern const GLenum magLookup[WINED3D_TEXF_LINEAR + 1] DECLSPEC_HIDDEN;
284 GLenum wined3d_gl_compare_func(enum wined3d_cmp_func f) DECLSPEC_HIDDEN;
286 static inline enum wined3d_cmp_func wined3d_sanitize_cmp_func(enum wined3d_cmp_func func)
288 if (func < WINED3D_CMP_NEVER || func > WINED3D_CMP_ALWAYS)
289 return WINED3D_CMP_ALWAYS;
290 return func;
293 static inline GLenum wined3d_gl_mag_filter(enum wined3d_texture_filter_type mag_filter)
295 return magLookup[mag_filter];
298 static inline GLenum wined3d_gl_min_mip_filter(enum wined3d_texture_filter_type min_filter,
299 enum wined3d_texture_filter_type mip_filter)
301 return minMipLookup[min_filter].mip[mip_filter];
304 /* float_16_to_32() and float_32_to_16() (see implementation in
305 * surface_base.c) convert 16 bit floats in the FLOAT16 data type
306 * to standard C floats and vice versa. They do not depend on the encoding
307 * of the C float, so they are platform independent, but slow. On x86 and
308 * other IEEE 754 compliant platforms the conversion can be accelerated by
309 * bit shifting the exponent and mantissa. There are also some SSE-based
310 * assembly routines out there.
312 * See GL_NV_half_float for a reference of the FLOAT16 / GL_HALF format
314 static inline float float_16_to_32(const unsigned short *in)
316 const unsigned short s = ((*in) & 0x8000u);
317 const unsigned short e = ((*in) & 0x7c00u) >> 10;
318 const unsigned short m = (*in) & 0x3ffu;
319 const float sgn = (s ? -1.0f : 1.0f);
321 if(e == 0) {
322 if(m == 0) return sgn * 0.0f; /* +0.0 or -0.0 */
323 else return sgn * powf(2, -14.0f) * ((float)m / 1024.0f);
324 } else if(e < 31) {
325 return sgn * powf(2, (float)e - 15.0f) * (1.0f + ((float)m / 1024.0f));
326 } else {
327 if(m == 0) return sgn * INFINITY;
328 else return NAN;
332 static inline float float_24_to_32(DWORD in)
334 const float sgn = in & 0x800000u ? -1.0f : 1.0f;
335 const unsigned short e = (in & 0x780000u) >> 19;
336 const unsigned int m = in & 0x7ffffu;
338 if (e == 0)
340 if (m == 0) return sgn * 0.0f; /* +0.0 or -0.0 */
341 else return sgn * powf(2, -6.0f) * ((float)m / 524288.0f);
343 else if (e < 15)
345 return sgn * powf(2, (float)e - 7.0f) * (1.0f + ((float)m / 524288.0f));
347 else
349 if (m == 0) return sgn * INFINITY;
350 else return NAN;
354 static inline unsigned int wined3d_popcount(unsigned int x)
356 #ifdef HAVE___BUILTIN_POPCOUNT
357 return __builtin_popcount(x);
358 #else
359 x -= x >> 1 & 0x55555555;
360 x = (x & 0x33333333) + (x >> 2 & 0x33333333);
361 return ((x + (x >> 4)) & 0x0f0f0f0f) * 0x01010101 >> 24;
362 #endif
365 static inline void wined3d_pause(void)
367 #if defined(__GNUC__) && (defined(__i386__) || defined(__x86_64__))
368 __asm__ __volatile__( "rep;nop" : : : "memory" );
369 #endif
372 #define ORM_BACKBUFFER 0
373 #define ORM_FBO 1
375 #define PCI_VENDOR_NONE 0xffff /* e.g. 0x8086 for Intel and 0x10de for Nvidia */
376 #define PCI_DEVICE_NONE 0xffff /* e.g. 0x14f for a Geforce6200 */
378 /* NOTE: When adding fields to this structure, make sure to update the default
379 * values in wined3d_main.c as well. */
380 struct wined3d_settings
382 unsigned int cs_multithreaded;
383 DWORD max_gl_version;
384 BOOL glslRequested;
385 int offscreen_rendering_mode;
386 unsigned short pci_vendor_id;
387 unsigned short pci_device_id;
388 /* Memory tracking and object counting. */
389 UINT64 emulated_textureram;
390 char *logo;
391 unsigned int sample_count;
392 BOOL strict_draw_ordering;
393 BOOL check_float_constants;
394 unsigned int max_sm_vs;
395 unsigned int max_sm_hs;
396 unsigned int max_sm_ds;
397 unsigned int max_sm_gs;
398 unsigned int max_sm_ps;
399 unsigned int max_sm_cs;
400 BOOL no_3d;
403 extern struct wined3d_settings wined3d_settings DECLSPEC_HIDDEN;
405 enum wined3d_shader_resource_type
407 WINED3D_SHADER_RESOURCE_NONE,
408 WINED3D_SHADER_RESOURCE_BUFFER,
409 WINED3D_SHADER_RESOURCE_TEXTURE_1D,
410 WINED3D_SHADER_RESOURCE_TEXTURE_2D,
411 WINED3D_SHADER_RESOURCE_TEXTURE_2DMS,
412 WINED3D_SHADER_RESOURCE_TEXTURE_3D,
413 WINED3D_SHADER_RESOURCE_TEXTURE_CUBE,
414 WINED3D_SHADER_RESOURCE_TEXTURE_1DARRAY,
415 WINED3D_SHADER_RESOURCE_TEXTURE_2DARRAY,
416 WINED3D_SHADER_RESOURCE_TEXTURE_2DMSARRAY,
417 WINED3D_SHADER_RESOURCE_TEXTURE_CUBEARRAY,
420 #define WINED3D_SHADER_CONST_VS_F 0x00000001
421 #define WINED3D_SHADER_CONST_VS_I 0x00000002
422 #define WINED3D_SHADER_CONST_VS_B 0x00000004
423 #define WINED3D_SHADER_CONST_VS_CLIP_PLANES 0x00000008
424 #define WINED3D_SHADER_CONST_VS_POINTSIZE 0x00000010
425 #define WINED3D_SHADER_CONST_POS_FIXUP 0x00000020
426 #define WINED3D_SHADER_CONST_PS_F 0x00000040
427 #define WINED3D_SHADER_CONST_PS_I 0x00000080
428 #define WINED3D_SHADER_CONST_PS_B 0x00000100
429 #define WINED3D_SHADER_CONST_PS_BUMP_ENV 0x00000200
430 #define WINED3D_SHADER_CONST_PS_FOG 0x00000400
431 #define WINED3D_SHADER_CONST_PS_ALPHA_TEST 0x00000800
432 #define WINED3D_SHADER_CONST_PS_Y_CORR 0x00001000
433 #define WINED3D_SHADER_CONST_PS_NP2_FIXUP 0x00002000
434 #define WINED3D_SHADER_CONST_FFP_MODELVIEW 0x00004000
435 #define WINED3D_SHADER_CONST_FFP_VERTEXBLEND 0x00008000
436 #define WINED3D_SHADER_CONST_FFP_PROJ 0x00010000
437 #define WINED3D_SHADER_CONST_FFP_TEXMATRIX 0x00020000
438 #define WINED3D_SHADER_CONST_FFP_MATERIAL 0x00040000
439 #define WINED3D_SHADER_CONST_FFP_LIGHTS 0x00080000
440 #define WINED3D_SHADER_CONST_FFP_PS 0x00100000
441 #define WINED3D_SHADER_CONST_FFP_COLOR_KEY 0x00200000
443 enum wined3d_shader_register_type
445 WINED3DSPR_TEMP = 0,
446 WINED3DSPR_INPUT = 1,
447 WINED3DSPR_CONST = 2,
448 WINED3DSPR_ADDR = 3,
449 WINED3DSPR_TEXTURE = 3,
450 WINED3DSPR_RASTOUT = 4,
451 WINED3DSPR_ATTROUT = 5,
452 WINED3DSPR_TEXCRDOUT = 6,
453 WINED3DSPR_OUTPUT = 6,
454 WINED3DSPR_CONSTINT = 7,
455 WINED3DSPR_COLOROUT = 8,
456 WINED3DSPR_DEPTHOUT = 9,
457 WINED3DSPR_SAMPLER = 10,
458 WINED3DSPR_CONST2 = 11,
459 WINED3DSPR_CONST3 = 12,
460 WINED3DSPR_CONST4 = 13,
461 WINED3DSPR_CONSTBOOL = 14,
462 WINED3DSPR_LOOP = 15,
463 WINED3DSPR_TEMPFLOAT16 = 16,
464 WINED3DSPR_MISCTYPE = 17,
465 WINED3DSPR_LABEL = 18,
466 WINED3DSPR_PREDICATE = 19,
467 WINED3DSPR_IMMCONST,
468 WINED3DSPR_CONSTBUFFER,
469 WINED3DSPR_IMMCONSTBUFFER,
470 WINED3DSPR_PRIMID,
471 WINED3DSPR_NULL,
472 WINED3DSPR_RESOURCE,
473 WINED3DSPR_UAV,
474 WINED3DSPR_OUTPOINTID,
475 WINED3DSPR_FORKINSTID,
476 WINED3DSPR_JOININSTID,
477 WINED3DSPR_INCONTROLPOINT,
478 WINED3DSPR_OUTCONTROLPOINT,
479 WINED3DSPR_PATCHCONST,
480 WINED3DSPR_TESSCOORD,
481 WINED3DSPR_GROUPSHAREDMEM,
482 WINED3DSPR_THREADID,
483 WINED3DSPR_THREADGROUPID,
484 WINED3DSPR_LOCALTHREADID,
485 WINED3DSPR_LOCALTHREADINDEX,
486 WINED3DSPR_IDXTEMP,
487 WINED3DSPR_STREAM,
488 WINED3DSPR_FUNCTIONBODY,
489 WINED3DSPR_FUNCTIONPOINTER,
490 WINED3DSPR_COVERAGE,
491 WINED3DSPR_SAMPLEMASK,
492 WINED3DSPR_GSINSTID,
493 WINED3DSPR_DEPTHOUTGE,
494 WINED3DSPR_DEPTHOUTLE,
497 enum wined3d_data_type
499 WINED3D_DATA_FLOAT,
500 WINED3D_DATA_INT,
501 WINED3D_DATA_RESOURCE,
502 WINED3D_DATA_SAMPLER,
503 WINED3D_DATA_UAV,
504 WINED3D_DATA_UINT,
505 WINED3D_DATA_UNORM,
506 WINED3D_DATA_SNORM,
507 WINED3D_DATA_OPAQUE,
510 enum wined3d_immconst_type
512 WINED3D_IMMCONST_SCALAR,
513 WINED3D_IMMCONST_VEC4,
516 #define WINED3DSP_NOSWIZZLE (0u | (1u << 2) | (2u << 4) | (3u << 6))
518 enum wined3d_shader_src_modifier
520 WINED3DSPSM_NONE = 0,
521 WINED3DSPSM_NEG = 1,
522 WINED3DSPSM_BIAS = 2,
523 WINED3DSPSM_BIASNEG = 3,
524 WINED3DSPSM_SIGN = 4,
525 WINED3DSPSM_SIGNNEG = 5,
526 WINED3DSPSM_COMP = 6,
527 WINED3DSPSM_X2 = 7,
528 WINED3DSPSM_X2NEG = 8,
529 WINED3DSPSM_DZ = 9,
530 WINED3DSPSM_DW = 10,
531 WINED3DSPSM_ABS = 11,
532 WINED3DSPSM_ABSNEG = 12,
533 WINED3DSPSM_NOT = 13,
536 #define WINED3DSP_WRITEMASK_0 0x1u /* .x r */
537 #define WINED3DSP_WRITEMASK_1 0x2u /* .y g */
538 #define WINED3DSP_WRITEMASK_2 0x4u /* .z b */
539 #define WINED3DSP_WRITEMASK_3 0x8u /* .w a */
540 #define WINED3DSP_WRITEMASK_ALL 0xfu /* all */
542 enum wined3d_shader_dst_modifier
544 WINED3DSPDM_NONE = 0,
545 WINED3DSPDM_SATURATE = 1,
546 WINED3DSPDM_PARTIALPRECISION = 2,
547 WINED3DSPDM_MSAMPCENTROID = 4,
550 enum wined3d_shader_interpolation_mode
552 WINED3DSIM_CONSTANT = 1,
553 WINED3DSIM_LINEAR = 2,
554 WINED3DSIM_LINEAR_CENTROID = 3,
555 WINED3DSIM_LINEAR_NOPERSPECTIVE = 4,
556 WINED3DSIM_LINEAR_NOPERSPECTIVE_CENTROID = 5,
557 WINED3DSIM_LINEAR_SAMPLE = 6,
558 WINED3DSIM_LINEAR_NOPERSPECTIVE_SAMPLE = 7,
561 enum wined3d_shader_global_flags
563 WINED3DSGF_REFACTORING_ALLOWED = 0x1,
564 WINED3DSGF_FORCE_EARLY_DEPTH_STENCIL = 0x4,
565 WINED3DSGF_ENABLE_RAW_AND_STRUCTURED_BUFFERS = 0x8,
568 enum wined3d_shader_sync_flags
570 WINED3DSSF_THREAD_GROUP = 0x1,
571 WINED3DSSF_GROUP_SHARED_MEMORY = 0x2,
574 enum wined3d_shader_uav_flags
576 WINED3DSUF_GLOBALLY_COHERENT = 0x2,
577 WINED3DSUF_ORDER_PRESERVING_COUNTER = 0x100,
580 enum wined3d_tessellator_domain
582 WINED3D_TESSELLATOR_DOMAIN_LINE = 1,
583 WINED3D_TESSELLATOR_DOMAIN_TRIANGLE = 2,
584 WINED3D_TESSELLATOR_DOMAIN_QUAD = 3,
587 enum wined3d_tessellator_output_primitive
589 WINED3D_TESSELLATOR_OUTPUT_POINT = 1,
590 WINED3D_TESSELLATOR_OUTPUT_LINE = 2,
591 WINED3D_TESSELLATOR_OUTPUT_TRIANGLE_CW = 3,
592 WINED3D_TESSELLATOR_OUTPUT_TRIANGLE_CCW = 4,
595 enum wined3d_tessellator_partitioning
597 WINED3D_TESSELLATOR_PARTITIONING_INTEGER = 1,
598 WINED3D_TESSELLATOR_PARTITIONING_POW2 = 2,
599 WINED3D_TESSELLATOR_PARTITIONING_FRACTIONAL_ODD = 3,
600 WINED3D_TESSELLATOR_PARTITIONING_FRACTIONAL_EVEN = 4,
603 /* Undocumented opcode control to identify projective texture lookups in ps 2.0 and later */
604 #define WINED3DSI_TEXLD_PROJECT 0x1
605 #define WINED3DSI_TEXLD_BIAS 0x2
606 #define WINED3DSI_INDEXED_DYNAMIC 0x4
607 #define WINED3DSI_RESINFO_RCP_FLOAT 0x1
608 #define WINED3DSI_RESINFO_UINT 0x2
609 #define WINED3DSI_SAMPLE_INFO_UINT 0x1
610 #define WINED3DSI_SAMPLER_COMPARISON_MODE 0x1
612 enum wined3d_shader_rel_op
614 WINED3D_SHADER_REL_OP_GT = 1,
615 WINED3D_SHADER_REL_OP_EQ = 2,
616 WINED3D_SHADER_REL_OP_GE = 3,
617 WINED3D_SHADER_REL_OP_LT = 4,
618 WINED3D_SHADER_REL_OP_NE = 5,
619 WINED3D_SHADER_REL_OP_LE = 6,
622 enum wined3d_shader_conditional_op
624 WINED3D_SHADER_CONDITIONAL_OP_NZ = 0,
625 WINED3D_SHADER_CONDITIONAL_OP_Z = 1
628 #define WINED3D_SM1_VS 0xfffeu
629 #define WINED3D_SM1_PS 0xffffu
630 #define WINED3D_SM4_PS 0x0000u
631 #define WINED3D_SM4_VS 0x0001u
632 #define WINED3D_SM4_GS 0x0002u
633 #define WINED3D_SM5_HS 0x0003u
634 #define WINED3D_SM5_DS 0x0004u
635 #define WINED3D_SM5_CS 0x0005u
637 /* Shader version tokens, and shader end tokens */
638 #define WINED3DPS_VERSION(major, minor) ((WINED3D_SM1_PS << 16) | ((major) << 8) | (minor))
639 #define WINED3DVS_VERSION(major, minor) ((WINED3D_SM1_VS << 16) | ((major) << 8) | (minor))
641 /* Shader backends */
643 /* TODO: Make this dynamic, based on shader limits ? */
644 #define MAX_ATTRIBS 16
645 #define MAX_REG_ADDR 1
646 #define MAX_REG_TEXCRD 8
647 #define MAX_REG_INPUT 32
648 #define MAX_REG_OUTPUT 32
649 #define WINED3D_MAX_CBS 15
650 #define WINED3D_MAX_CONSTS_B 16
651 #define WINED3D_MAX_CONSTS_I 16
652 #define WINED3D_MAX_VS_CONSTS_F 256
653 #define WINED3D_MAX_PS_CONSTS_F 224
655 /* FIXME: This needs to go up to 2048 for
656 * Shader model 3 according to msdn (and for software shaders) */
657 #define MAX_LABELS 16
659 #define MAX_IMMEDIATE_CONSTANT_BUFFER_SIZE 4096
661 struct wined3d_string_buffer
663 struct list entry;
664 char *buffer;
665 unsigned int buffer_size;
666 unsigned int content_size;
669 enum WINED3D_SHADER_INSTRUCTION_HANDLER
671 WINED3DSIH_ABS,
672 WINED3DSIH_ADD,
673 WINED3DSIH_AND,
674 WINED3DSIH_ATOMIC_AND,
675 WINED3DSIH_ATOMIC_CMP_STORE,
676 WINED3DSIH_ATOMIC_IADD,
677 WINED3DSIH_ATOMIC_IMAX,
678 WINED3DSIH_ATOMIC_IMIN,
679 WINED3DSIH_ATOMIC_OR,
680 WINED3DSIH_ATOMIC_UMAX,
681 WINED3DSIH_ATOMIC_UMIN,
682 WINED3DSIH_ATOMIC_XOR,
683 WINED3DSIH_BEM,
684 WINED3DSIH_BFI,
685 WINED3DSIH_BFREV,
686 WINED3DSIH_BREAK,
687 WINED3DSIH_BREAKC,
688 WINED3DSIH_BREAKP,
689 WINED3DSIH_BUFINFO,
690 WINED3DSIH_CALL,
691 WINED3DSIH_CALLNZ,
692 WINED3DSIH_CASE,
693 WINED3DSIH_CMP,
694 WINED3DSIH_CND,
695 WINED3DSIH_CONTINUE,
696 WINED3DSIH_CONTINUEP,
697 WINED3DSIH_COUNTBITS,
698 WINED3DSIH_CRS,
699 WINED3DSIH_CUT,
700 WINED3DSIH_CUT_STREAM,
701 WINED3DSIH_DCL,
702 WINED3DSIH_DCL_CONSTANT_BUFFER,
703 WINED3DSIH_DCL_FUNCTION_BODY,
704 WINED3DSIH_DCL_FUNCTION_TABLE,
705 WINED3DSIH_DCL_GLOBAL_FLAGS,
706 WINED3DSIH_DCL_GS_INSTANCES,
707 WINED3DSIH_DCL_HS_FORK_PHASE_INSTANCE_COUNT,
708 WINED3DSIH_DCL_HS_JOIN_PHASE_INSTANCE_COUNT,
709 WINED3DSIH_DCL_HS_MAX_TESSFACTOR,
710 WINED3DSIH_DCL_IMMEDIATE_CONSTANT_BUFFER,
711 WINED3DSIH_DCL_INDEX_RANGE,
712 WINED3DSIH_DCL_INDEXABLE_TEMP,
713 WINED3DSIH_DCL_INPUT,
714 WINED3DSIH_DCL_INPUT_CONTROL_POINT_COUNT,
715 WINED3DSIH_DCL_INPUT_PRIMITIVE,
716 WINED3DSIH_DCL_INPUT_PS,
717 WINED3DSIH_DCL_INPUT_PS_SGV,
718 WINED3DSIH_DCL_INPUT_PS_SIV,
719 WINED3DSIH_DCL_INPUT_SGV,
720 WINED3DSIH_DCL_INPUT_SIV,
721 WINED3DSIH_DCL_INTERFACE,
722 WINED3DSIH_DCL_OUTPUT,
723 WINED3DSIH_DCL_OUTPUT_CONTROL_POINT_COUNT,
724 WINED3DSIH_DCL_OUTPUT_SIV,
725 WINED3DSIH_DCL_OUTPUT_TOPOLOGY,
726 WINED3DSIH_DCL_RESOURCE_RAW,
727 WINED3DSIH_DCL_RESOURCE_STRUCTURED,
728 WINED3DSIH_DCL_SAMPLER,
729 WINED3DSIH_DCL_STREAM,
730 WINED3DSIH_DCL_TEMPS,
731 WINED3DSIH_DCL_TESSELLATOR_DOMAIN,
732 WINED3DSIH_DCL_TESSELLATOR_OUTPUT_PRIMITIVE,
733 WINED3DSIH_DCL_TESSELLATOR_PARTITIONING,
734 WINED3DSIH_DCL_TGSM_RAW,
735 WINED3DSIH_DCL_TGSM_STRUCTURED,
736 WINED3DSIH_DCL_THREAD_GROUP,
737 WINED3DSIH_DCL_UAV_RAW,
738 WINED3DSIH_DCL_UAV_STRUCTURED,
739 WINED3DSIH_DCL_UAV_TYPED,
740 WINED3DSIH_DCL_VERTICES_OUT,
741 WINED3DSIH_DEF,
742 WINED3DSIH_DEFAULT,
743 WINED3DSIH_DEFB,
744 WINED3DSIH_DEFI,
745 WINED3DSIH_DIV,
746 WINED3DSIH_DP2,
747 WINED3DSIH_DP2ADD,
748 WINED3DSIH_DP3,
749 WINED3DSIH_DP4,
750 WINED3DSIH_DST,
751 WINED3DSIH_DSX,
752 WINED3DSIH_DSX_COARSE,
753 WINED3DSIH_DSX_FINE,
754 WINED3DSIH_DSY,
755 WINED3DSIH_DSY_COARSE,
756 WINED3DSIH_DSY_FINE,
757 WINED3DSIH_ELSE,
758 WINED3DSIH_EMIT,
759 WINED3DSIH_EMIT_STREAM,
760 WINED3DSIH_ENDIF,
761 WINED3DSIH_ENDLOOP,
762 WINED3DSIH_ENDREP,
763 WINED3DSIH_ENDSWITCH,
764 WINED3DSIH_EQ,
765 WINED3DSIH_EXP,
766 WINED3DSIH_EXPP,
767 WINED3DSIH_F16TOF32,
768 WINED3DSIH_F32TOF16,
769 WINED3DSIH_FCALL,
770 WINED3DSIH_FIRSTBIT_HI,
771 WINED3DSIH_FIRSTBIT_LO,
772 WINED3DSIH_FIRSTBIT_SHI,
773 WINED3DSIH_FRC,
774 WINED3DSIH_FTOI,
775 WINED3DSIH_FTOU,
776 WINED3DSIH_GATHER4,
777 WINED3DSIH_GATHER4_C,
778 WINED3DSIH_GATHER4_PO,
779 WINED3DSIH_GATHER4_PO_C,
780 WINED3DSIH_GE,
781 WINED3DSIH_HS_CONTROL_POINT_PHASE,
782 WINED3DSIH_HS_DECLS,
783 WINED3DSIH_HS_FORK_PHASE,
784 WINED3DSIH_HS_JOIN_PHASE,
785 WINED3DSIH_IADD,
786 WINED3DSIH_IBFE,
787 WINED3DSIH_IEQ,
788 WINED3DSIH_IF,
789 WINED3DSIH_IFC,
790 WINED3DSIH_IGE,
791 WINED3DSIH_ILT,
792 WINED3DSIH_IMAD,
793 WINED3DSIH_IMAX,
794 WINED3DSIH_IMIN,
795 WINED3DSIH_IMM_ATOMIC_ALLOC,
796 WINED3DSIH_IMM_ATOMIC_AND,
797 WINED3DSIH_IMM_ATOMIC_CMP_EXCH,
798 WINED3DSIH_IMM_ATOMIC_CONSUME,
799 WINED3DSIH_IMM_ATOMIC_EXCH,
800 WINED3DSIH_IMM_ATOMIC_IADD,
801 WINED3DSIH_IMM_ATOMIC_IMAX,
802 WINED3DSIH_IMM_ATOMIC_IMIN,
803 WINED3DSIH_IMM_ATOMIC_OR,
804 WINED3DSIH_IMM_ATOMIC_UMAX,
805 WINED3DSIH_IMM_ATOMIC_UMIN,
806 WINED3DSIH_IMM_ATOMIC_XOR,
807 WINED3DSIH_IMUL,
808 WINED3DSIH_INE,
809 WINED3DSIH_INEG,
810 WINED3DSIH_ISHL,
811 WINED3DSIH_ISHR,
812 WINED3DSIH_ITOF,
813 WINED3DSIH_LABEL,
814 WINED3DSIH_LD,
815 WINED3DSIH_LD2DMS,
816 WINED3DSIH_LD_RAW,
817 WINED3DSIH_LD_STRUCTURED,
818 WINED3DSIH_LD_UAV_TYPED,
819 WINED3DSIH_LIT,
820 WINED3DSIH_LOD,
821 WINED3DSIH_LOG,
822 WINED3DSIH_LOGP,
823 WINED3DSIH_LOOP,
824 WINED3DSIH_LRP,
825 WINED3DSIH_LT,
826 WINED3DSIH_M3x2,
827 WINED3DSIH_M3x3,
828 WINED3DSIH_M3x4,
829 WINED3DSIH_M4x3,
830 WINED3DSIH_M4x4,
831 WINED3DSIH_MAD,
832 WINED3DSIH_MAX,
833 WINED3DSIH_MIN,
834 WINED3DSIH_MOV,
835 WINED3DSIH_MOVA,
836 WINED3DSIH_MOVC,
837 WINED3DSIH_MUL,
838 WINED3DSIH_NE,
839 WINED3DSIH_NOP,
840 WINED3DSIH_NOT,
841 WINED3DSIH_NRM,
842 WINED3DSIH_OR,
843 WINED3DSIH_PHASE,
844 WINED3DSIH_POW,
845 WINED3DSIH_RCP,
846 WINED3DSIH_REP,
847 WINED3DSIH_RESINFO,
848 WINED3DSIH_RET,
849 WINED3DSIH_RETP,
850 WINED3DSIH_ROUND_NE,
851 WINED3DSIH_ROUND_NI,
852 WINED3DSIH_ROUND_PI,
853 WINED3DSIH_ROUND_Z,
854 WINED3DSIH_RSQ,
855 WINED3DSIH_SAMPLE,
856 WINED3DSIH_SAMPLE_B,
857 WINED3DSIH_SAMPLE_C,
858 WINED3DSIH_SAMPLE_C_LZ,
859 WINED3DSIH_SAMPLE_GRAD,
860 WINED3DSIH_SAMPLE_INFO,
861 WINED3DSIH_SAMPLE_LOD,
862 WINED3DSIH_SAMPLE_POS,
863 WINED3DSIH_SETP,
864 WINED3DSIH_SGE,
865 WINED3DSIH_SGN,
866 WINED3DSIH_SINCOS,
867 WINED3DSIH_SLT,
868 WINED3DSIH_SQRT,
869 WINED3DSIH_STORE_RAW,
870 WINED3DSIH_STORE_STRUCTURED,
871 WINED3DSIH_STORE_UAV_TYPED,
872 WINED3DSIH_SUB,
873 WINED3DSIH_SWAPC,
874 WINED3DSIH_SWITCH,
875 WINED3DSIH_SYNC,
876 WINED3DSIH_TEX,
877 WINED3DSIH_TEXBEM,
878 WINED3DSIH_TEXBEML,
879 WINED3DSIH_TEXCOORD,
880 WINED3DSIH_TEXDEPTH,
881 WINED3DSIH_TEXDP3,
882 WINED3DSIH_TEXDP3TEX,
883 WINED3DSIH_TEXKILL,
884 WINED3DSIH_TEXLDD,
885 WINED3DSIH_TEXLDL,
886 WINED3DSIH_TEXM3x2DEPTH,
887 WINED3DSIH_TEXM3x2PAD,
888 WINED3DSIH_TEXM3x2TEX,
889 WINED3DSIH_TEXM3x3,
890 WINED3DSIH_TEXM3x3DIFF,
891 WINED3DSIH_TEXM3x3PAD,
892 WINED3DSIH_TEXM3x3SPEC,
893 WINED3DSIH_TEXM3x3TEX,
894 WINED3DSIH_TEXM3x3VSPEC,
895 WINED3DSIH_TEXREG2AR,
896 WINED3DSIH_TEXREG2GB,
897 WINED3DSIH_TEXREG2RGB,
898 WINED3DSIH_UBFE,
899 WINED3DSIH_UDIV,
900 WINED3DSIH_UGE,
901 WINED3DSIH_ULT,
902 WINED3DSIH_UMAX,
903 WINED3DSIH_UMIN,
904 WINED3DSIH_UMUL,
905 WINED3DSIH_USHR,
906 WINED3DSIH_UTOF,
907 WINED3DSIH_XOR,
908 WINED3DSIH_TABLE_SIZE
911 enum wined3d_shader_type
913 WINED3D_SHADER_TYPE_PIXEL,
914 WINED3D_SHADER_TYPE_VERTEX,
915 WINED3D_SHADER_TYPE_GEOMETRY,
916 WINED3D_SHADER_TYPE_HULL,
917 WINED3D_SHADER_TYPE_DOMAIN,
918 WINED3D_SHADER_TYPE_GRAPHICS_COUNT,
920 WINED3D_SHADER_TYPE_COMPUTE = WINED3D_SHADER_TYPE_GRAPHICS_COUNT,
921 WINED3D_SHADER_TYPE_COUNT,
924 struct wined3d_shader_version
926 enum wined3d_shader_type type;
927 BYTE major;
928 BYTE minor;
931 struct wined3d_shader_resource_info
933 enum wined3d_shader_resource_type type;
934 enum wined3d_data_type data_type;
935 unsigned int flags;
936 unsigned int stride;
939 #define WINED3D_SAMPLER_DEFAULT ~0x0u
941 struct wined3d_shader_sampler_map_entry
943 unsigned int resource_idx;
944 unsigned int sampler_idx;
945 unsigned int bind_idx;
948 struct wined3d_shader_sampler_map
950 struct wined3d_shader_sampler_map_entry *entries;
951 size_t size;
952 size_t count;
955 struct wined3d_shader_immediate_constant_buffer
957 unsigned int vec4_count;
958 DWORD data[MAX_IMMEDIATE_CONSTANT_BUFFER_SIZE];
961 struct wined3d_shader_indexable_temp
963 struct list entry;
964 unsigned int register_idx;
965 unsigned int register_size;
966 unsigned int component_count;
969 #define WINED3D_SHADER_VERSION(major, minor) (((major) << 8) | (minor))
971 struct wined3d_shader_reg_maps
973 struct wined3d_shader_version shader_version;
974 BYTE texcoord; /* MAX_REG_TEXCRD, 8 */
975 BYTE address; /* MAX_REG_ADDR, 1 */
976 WORD labels; /* MAX_LABELS, 16 */
977 DWORD temporary; /* 32 */
978 unsigned int temporary_count;
979 DWORD *constf; /* pixel, vertex */
980 struct list indexable_temps;
981 const struct wined3d_shader_immediate_constant_buffer *icb;
982 union
984 DWORD texcoord_mask[MAX_REG_TEXCRD]; /* vertex < 3.0 */
985 BYTE output_registers_mask[MAX_REG_OUTPUT]; /* vertex >= 3.0 */
986 } u;
987 DWORD input_registers; /* max(MAX_REG_INPUT, MAX_ATTRIBS), 32 */
988 DWORD output_registers; /* MAX_REG_OUTPUT, 32 */
989 WORD integer_constants; /* WINED3D_MAX_CONSTS_I, 16 */
990 WORD boolean_constants; /* WINED3D_MAX_CONSTS_B, 16 */
991 WORD local_int_consts; /* WINED3D_MAX_CONSTS_I, 16 */
992 WORD local_bool_consts; /* WINED3D_MAX_CONSTS_B, 16 */
993 UINT cb_sizes[WINED3D_MAX_CBS];
995 struct wined3d_shader_resource_info resource_info[MAX_SHADER_RESOURCE_VIEWS];
996 struct wined3d_shader_sampler_map sampler_map;
997 DWORD sampler_comparison_mode;
998 BYTE bumpmat; /* MAX_TEXTURES, 8 */
999 BYTE luminanceparams; /* MAX_TEXTURES, 8 */
1000 struct wined3d_shader_resource_info uav_resource_info[MAX_UNORDERED_ACCESS_VIEWS];
1001 DWORD uav_read_mask; /* MAX_UNORDERED_ACCESS_VIEWS, 8 */
1002 DWORD uav_counter_mask; /* MAX_UNORDERED_ACCESS_VIEWS, 8 */
1004 WORD usesnrm : 1;
1005 WORD vpos : 1;
1006 WORD usesdsx : 1;
1007 WORD usesdsy : 1;
1008 WORD usestexldd : 1;
1009 WORD usesmova : 1;
1010 WORD usesfacing : 1;
1011 WORD usesrelconstF : 1;
1012 WORD fog : 1;
1013 WORD usestexldl : 1;
1014 WORD usesifc : 1;
1015 WORD usescall : 1;
1016 WORD usespow : 1;
1017 WORD point_size : 1;
1018 WORD vocp : 1;
1019 WORD padding : 1;
1021 DWORD rt_mask; /* Used render targets, 32 max. */
1023 /* Whether or not loops are used in this shader, and nesting depth */
1024 unsigned loop_depth;
1025 UINT min_rel_offset, max_rel_offset;
1027 struct wined3d_shader_tgsm *tgsm;
1028 SIZE_T tgsm_capacity;
1029 unsigned int tgsm_count;
1032 /* Keeps track of details for TEX_M#x# instructions which need to maintain
1033 * state information between multiple instructions. */
1034 struct wined3d_shader_tex_mx
1036 unsigned int current_row;
1037 DWORD texcoord_w[2];
1040 struct wined3d_shader_parser_state
1042 unsigned int current_loop_depth;
1043 unsigned int current_loop_reg;
1044 BOOL in_subroutine;
1047 struct wined3d_shader_context
1049 const struct wined3d_shader *shader;
1050 const struct wined3d_gl_info *gl_info;
1051 const struct wined3d_shader_reg_maps *reg_maps;
1052 struct wined3d_string_buffer *buffer;
1053 struct wined3d_shader_tex_mx *tex_mx;
1054 struct wined3d_shader_parser_state *state;
1055 void *backend_data;
1058 struct wined3d_shader_register_index
1060 const struct wined3d_shader_src_param *rel_addr;
1061 unsigned int offset;
1064 struct wined3d_shader_register
1066 enum wined3d_shader_register_type type;
1067 enum wined3d_data_type data_type;
1068 struct wined3d_shader_register_index idx[2];
1069 enum wined3d_immconst_type immconst_type;
1070 union
1072 DWORD immconst_data[4];
1073 unsigned fp_body_idx;
1074 } u;
1077 struct wined3d_shader_dst_param
1079 struct wined3d_shader_register reg;
1080 DWORD write_mask;
1081 DWORD modifiers;
1082 DWORD shift;
1085 struct wined3d_shader_src_param
1087 struct wined3d_shader_register reg;
1088 DWORD swizzle;
1089 enum wined3d_shader_src_modifier modifiers;
1092 struct wined3d_shader_index_range
1094 struct wined3d_shader_dst_param first_register;
1095 unsigned int last_register;
1098 struct wined3d_shader_semantic
1100 enum wined3d_decl_usage usage;
1101 UINT usage_idx;
1102 enum wined3d_shader_resource_type resource_type;
1103 enum wined3d_data_type resource_data_type;
1104 struct wined3d_shader_dst_param reg;
1107 enum wined3d_shader_input_sysval_semantic
1109 WINED3D_SIV_POSITION = 1,
1110 WINED3D_SIV_CLIP_DISTANCE = 2,
1111 WINED3D_SIV_CULL_DISTANCE = 3,
1112 WINED3D_SIV_RENDER_TARGET_ARRAY_INDEX = 4,
1113 WINED3D_SIV_VIEWPORT_ARRAY_INDEX = 5,
1114 WINED3D_SIV_VERTEX_ID = 6,
1115 WINED3D_SIV_PRIMITIVE_ID = 7,
1116 WINED3D_SIV_INSTANCE_ID = 8,
1117 WINED3D_SIV_IS_FRONT_FACE = 9,
1118 WINED3D_SIV_SAMPLE_INDEX = 10,
1119 WINED3D_SIV_QUAD_U0_TESS_FACTOR = 11,
1120 WINED3D_SIV_QUAD_V0_TESS_FACTOR = 12,
1121 WINED3D_SIV_QUAD_U1_TESS_FACTOR = 13,
1122 WINED3D_SIV_QUAD_V1_TESS_FACTOR = 14,
1123 WINED3D_SIV_QUAD_U_INNER_TESS_FACTOR = 15,
1124 WINED3D_SIV_QUAD_V_INNER_TESS_FACTOR = 16,
1125 WINED3D_SIV_TRIANGLE_U_TESS_FACTOR = 17,
1126 WINED3D_SIV_TRIANGLE_V_TESS_FACTOR = 18,
1127 WINED3D_SIV_TRIANGLE_W_TESS_FACTOR = 19,
1128 WINED3D_SIV_TRIANGLE_INNER_TESS_FACTOR = 20,
1129 WINED3D_SIV_LINE_DETAIL_TESS_FACTOR = 21,
1130 WINED3D_SIV_LINE_DENSITY_TESS_FACTOR = 22,
1133 struct wined3d_shader_register_semantic
1135 struct wined3d_shader_dst_param reg;
1136 enum wined3d_shader_input_sysval_semantic sysval_semantic;
1139 struct wined3d_shader_structured_resource
1141 struct wined3d_shader_dst_param reg;
1142 unsigned int byte_stride;
1145 struct wined3d_shader_tgsm
1147 unsigned int size;
1148 unsigned int stride;
1151 struct wined3d_shader_tgsm_raw
1153 struct wined3d_shader_dst_param reg;
1154 unsigned int byte_count;
1157 struct wined3d_shader_tgsm_structured
1159 struct wined3d_shader_dst_param reg;
1160 unsigned int byte_stride;
1161 unsigned int structure_count;
1164 struct wined3d_shader_thread_group_size
1166 unsigned int x, y, z;
1169 struct wined3d_shader_function_table_pointer
1171 unsigned int index;
1172 unsigned int array_size;
1173 unsigned int body_count;
1174 unsigned int table_count;
1177 struct wined3d_shader_texel_offset
1179 signed char u, v, w;
1182 struct wined3d_shader_primitive_type
1184 enum wined3d_primitive_type type;
1185 unsigned int patch_vertex_count;
1188 struct wined3d_shader_instruction
1190 const struct wined3d_shader_context *ctx;
1191 enum WINED3D_SHADER_INSTRUCTION_HANDLER handler_idx;
1192 DWORD flags;
1193 unsigned int dst_count;
1194 unsigned int src_count;
1195 const struct wined3d_shader_dst_param *dst;
1196 const struct wined3d_shader_src_param *src;
1197 struct wined3d_shader_texel_offset texel_offset;
1198 BOOL coissue;
1199 const struct wined3d_shader_src_param *predicate;
1200 union
1202 struct wined3d_shader_semantic semantic;
1203 struct wined3d_shader_register_semantic register_semantic;
1204 struct wined3d_shader_primitive_type primitive_type;
1205 struct wined3d_shader_dst_param dst;
1206 struct wined3d_shader_src_param src;
1207 unsigned int count;
1208 unsigned int index;
1209 const struct wined3d_shader_immediate_constant_buffer *icb;
1210 struct wined3d_shader_structured_resource structured_resource;
1211 struct wined3d_shader_tgsm_raw tgsm_raw;
1212 struct wined3d_shader_tgsm_structured tgsm_structured;
1213 struct wined3d_shader_thread_group_size thread_group_size;
1214 enum wined3d_tessellator_domain tessellator_domain;
1215 enum wined3d_tessellator_output_primitive tessellator_output_primitive;
1216 enum wined3d_tessellator_partitioning tessellator_partitioning;
1217 float max_tessellation_factor;
1218 struct wined3d_shader_index_range index_range;
1219 struct wined3d_shader_indexable_temp indexable_temp;
1220 struct wined3d_shader_function_table_pointer fp;
1221 } declaration;
1224 static inline BOOL wined3d_shader_instruction_has_texel_offset(const struct wined3d_shader_instruction *ins)
1226 return ins->texel_offset.u || ins->texel_offset.v || ins->texel_offset.w;
1229 struct wined3d_shader_attribute
1231 enum wined3d_decl_usage usage;
1232 UINT usage_idx;
1235 struct wined3d_shader_loop_control
1237 unsigned int count;
1238 unsigned int start;
1239 int step;
1242 struct wined3d_shader_frontend
1244 void *(*shader_init)(const DWORD *byte_code, size_t byte_code_size,
1245 const struct wined3d_shader_signature *output_signature);
1246 void (*shader_free)(void *data);
1247 void (*shader_read_header)(void *data, const DWORD **ptr, struct wined3d_shader_version *shader_version);
1248 void (*shader_read_instruction)(void *data, const DWORD **ptr, struct wined3d_shader_instruction *ins);
1249 BOOL (*shader_is_end)(void *data, const DWORD **ptr);
1252 extern const struct wined3d_shader_frontend sm1_shader_frontend DECLSPEC_HIDDEN;
1253 extern const struct wined3d_shader_frontend sm4_shader_frontend DECLSPEC_HIDDEN;
1255 typedef void (*SHADER_HANDLER)(const struct wined3d_shader_instruction *);
1257 #define WINED3D_SHADER_CAP_VS_CLIPPING 0x00000001
1258 #define WINED3D_SHADER_CAP_SRGB_WRITE 0x00000002
1259 #define WINED3D_SHADER_CAP_DOUBLE_PRECISION 0x00000004
1261 struct shader_caps
1263 unsigned int vs_version;
1264 unsigned int hs_version;
1265 unsigned int ds_version;
1266 unsigned int gs_version;
1267 unsigned int ps_version;
1268 unsigned int cs_version;
1270 DWORD vs_uniform_count;
1271 DWORD ps_uniform_count;
1272 float ps_1x_max_value;
1273 DWORD varying_count;
1275 DWORD wined3d_caps;
1278 enum wined3d_gl_resource_type
1280 WINED3D_GL_RES_TYPE_TEX_1D = 0,
1281 WINED3D_GL_RES_TYPE_TEX_2D = 1,
1282 WINED3D_GL_RES_TYPE_TEX_3D = 2,
1283 WINED3D_GL_RES_TYPE_TEX_CUBE = 3,
1284 WINED3D_GL_RES_TYPE_TEX_RECT = 4,
1285 WINED3D_GL_RES_TYPE_BUFFER = 5,
1286 WINED3D_GL_RES_TYPE_RB = 6,
1287 WINED3D_GL_RES_TYPE_COUNT = 7,
1290 enum vertexprocessing_mode {
1291 fixedfunction,
1292 vertexshader,
1293 pretransformed
1296 #define WINED3D_CONST_NUM_UNUSED ~0U
1298 enum wined3d_ffp_ps_fog_mode
1300 WINED3D_FFP_PS_FOG_OFF,
1301 WINED3D_FFP_PS_FOG_LINEAR,
1302 WINED3D_FFP_PS_FOG_EXP,
1303 WINED3D_FFP_PS_FOG_EXP2,
1306 /* Stateblock dependent parameters which have to be hardcoded
1307 * into the shader code
1310 #define WINED3D_PSARGS_PROJECTED (1u << 3)
1311 #define WINED3D_PSARGS_TEXTRANSFORM_SHIFT 4
1312 #define WINED3D_PSARGS_TEXTRANSFORM_MASK 0xfu
1313 #define WINED3D_PSARGS_TEXTYPE_SHIFT 2
1314 #define WINED3D_PSARGS_TEXTYPE_MASK 0x3u
1316 /* Used for Shader Model 1 pixel shaders to track the bound texture
1317 * type. 2D and RECT textures are separated through NP2 fixup. */
1318 enum wined3d_shader_tex_types
1320 WINED3D_SHADER_TEX_2D = 0,
1321 WINED3D_SHADER_TEX_3D = 1,
1322 WINED3D_SHADER_TEX_CUBE = 2,
1325 struct ps_compile_args {
1326 struct color_fixup_desc color_fixup[MAX_FRAGMENT_SAMPLERS];
1327 enum vertexprocessing_mode vp_mode;
1328 enum wined3d_ffp_ps_fog_mode fog;
1329 WORD tex_transform; /* ps 1.0-1.3, 4 textures */
1330 WORD tex_types; /* ps 1.0 - 1.4, 6 textures */
1331 WORD srgb_correction;
1332 /* Bitmap for NP2 texcoord fixups (16 samplers max currently).
1333 D3D9 has a limit of 16 samplers and the fixup is superfluous
1334 in D3D10 (unconditional NP2 support mandatory). */
1335 WORD np2_fixup;
1336 WORD shadow; /* MAX_FRAGMENT_SAMPLERS, 16 */
1337 WORD texcoords_initialized; /* MAX_TEXTURES, 8 */
1338 DWORD pointsprite : 1;
1339 DWORD flatshading : 1;
1340 DWORD alpha_test_func : 3;
1341 DWORD render_offscreen : 1;
1342 DWORD padding : 26;
1345 enum fog_src_type {
1346 VS_FOG_Z = 0,
1347 VS_FOG_COORD = 1
1350 struct vs_compile_args
1352 BYTE fog_src;
1353 BYTE clip_enabled : 1;
1354 BYTE point_size : 1;
1355 BYTE per_vertex_point_size : 1;
1356 BYTE flatshading : 1;
1357 BYTE next_shader_type : 3;
1358 BYTE padding : 1;
1359 WORD swizzle_map; /* MAX_ATTRIBS, 16 */
1360 unsigned int next_shader_input_count;
1363 struct ds_compile_args
1365 enum wined3d_tessellator_output_primitive tessellator_output_primitive;
1366 enum wined3d_tessellator_partitioning tessellator_partitioning;
1367 unsigned int output_count : 16;
1368 unsigned int next_shader_type : 3;
1369 unsigned int render_offscreen : 1;
1370 unsigned int padding : 12;
1373 struct gs_compile_args
1375 unsigned int output_count;
1378 struct wined3d_context;
1379 struct wined3d_state;
1380 struct fragment_pipeline;
1381 struct wined3d_vertex_pipe_ops;
1383 struct wined3d_shader_backend_ops
1385 void (*shader_handle_instruction)(const struct wined3d_shader_instruction *);
1386 void (*shader_precompile)(void *shader_priv, struct wined3d_shader *shader);
1387 void (*shader_select)(void *shader_priv, struct wined3d_context *context,
1388 const struct wined3d_state *state);
1389 void (*shader_select_compute)(void *shader_priv, struct wined3d_context *context,
1390 const struct wined3d_state *state);
1391 void (*shader_disable)(void *shader_priv, struct wined3d_context *context);
1392 void (*shader_update_float_vertex_constants)(struct wined3d_device *device, UINT start, UINT count);
1393 void (*shader_update_float_pixel_constants)(struct wined3d_device *device, UINT start, UINT count);
1394 void (*shader_load_constants)(void *shader_priv, struct wined3d_context *context,
1395 const struct wined3d_state *state);
1396 void (*shader_destroy)(struct wined3d_shader *shader);
1397 HRESULT (*shader_alloc_private)(struct wined3d_device *device, const struct wined3d_vertex_pipe_ops *vertex_pipe,
1398 const struct fragment_pipeline *fragment_pipe);
1399 void (*shader_free_private)(struct wined3d_device *device);
1400 BOOL (*shader_allocate_context_data)(struct wined3d_context *context);
1401 void (*shader_free_context_data)(struct wined3d_context *context);
1402 void (*shader_init_context_state)(struct wined3d_context *context);
1403 void (*shader_get_caps)(const struct wined3d_gl_info *gl_info, struct shader_caps *caps);
1404 BOOL (*shader_color_fixup_supported)(struct color_fixup_desc fixup);
1405 BOOL (*shader_has_ffp_proj_control)(void *shader_priv);
1408 extern const struct wined3d_shader_backend_ops glsl_shader_backend DECLSPEC_HIDDEN;
1409 extern const struct wined3d_shader_backend_ops arb_program_shader_backend DECLSPEC_HIDDEN;
1410 extern const struct wined3d_shader_backend_ops none_shader_backend DECLSPEC_HIDDEN;
1412 #define GL_EXTCALL(f) (gl_info->gl_ops.ext.p_##f)
1414 #define D3DCOLOR_B_R(dw) (((dw) >> 16) & 0xff)
1415 #define D3DCOLOR_B_G(dw) (((dw) >> 8) & 0xff)
1416 #define D3DCOLOR_B_B(dw) (((dw) >> 0) & 0xff)
1417 #define D3DCOLOR_B_A(dw) (((dw) >> 24) & 0xff)
1419 static inline void wined3d_color_from_d3dcolor(struct wined3d_color *wined3d_color, DWORD d3d_color)
1421 wined3d_color->r = D3DCOLOR_B_R(d3d_color) / 255.0f;
1422 wined3d_color->g = D3DCOLOR_B_G(d3d_color) / 255.0f;
1423 wined3d_color->b = D3DCOLOR_B_B(d3d_color) / 255.0f;
1424 wined3d_color->a = D3DCOLOR_B_A(d3d_color) / 255.0f;
1427 #define HIGHEST_TRANSFORMSTATE WINED3D_TS_WORLD_MATRIX(255) /* Highest value in wined3d_transform_state. */
1429 void wined3d_check_gl_call(const struct wined3d_gl_info *gl_info,
1430 const char *file, unsigned int line, const char *name) DECLSPEC_HIDDEN;
1432 /* Checking of API calls */
1433 /* --------------------- */
1434 #ifndef WINE_NO_DEBUG_MSGS
1435 #define checkGLcall(A) \
1436 do { \
1437 if (__WINE_IS_DEBUG_ON(_ERR, &__wine_dbch_d3d) \
1438 && !gl_info->supported[ARB_DEBUG_OUTPUT]) \
1439 wined3d_check_gl_call(gl_info, __FILE__, __LINE__, A); \
1440 } while(0)
1441 #else
1442 #define checkGLcall(A) do {} while(0)
1443 #endif
1445 struct wined3d_bo_address
1447 GLuint buffer_object;
1448 BYTE *addr;
1451 struct wined3d_const_bo_address
1453 GLuint buffer_object;
1454 const BYTE *addr;
1457 static inline struct wined3d_const_bo_address *wined3d_const_bo_address(struct wined3d_bo_address *data)
1459 return (struct wined3d_const_bo_address *)data;
1462 struct wined3d_stream_info_element
1464 const struct wined3d_format *format;
1465 struct wined3d_bo_address data;
1466 GLsizei stride;
1467 unsigned int stream_idx;
1468 unsigned int divisor;
1471 struct wined3d_stream_info
1473 struct wined3d_stream_info_element elements[MAX_ATTRIBS];
1474 DWORD position_transformed : 1;
1475 DWORD all_vbo : 1;
1476 WORD swizzle_map; /* MAX_ATTRIBS, 16 */
1477 WORD use_map; /* MAX_ATTRIBS, 16 */
1480 void wined3d_stream_info_from_declaration(struct wined3d_stream_info *stream_info,
1481 const struct wined3d_state *state, const struct wined3d_gl_info *gl_info,
1482 const struct wined3d_d3d_info *d3d_info) DECLSPEC_HIDDEN;
1484 struct wined3d_direct_dispatch_parameters
1486 unsigned int group_count_x;
1487 unsigned int group_count_y;
1488 unsigned int group_count_z;
1491 struct wined3d_indirect_dispatch_parameters
1493 struct wined3d_buffer *buffer;
1494 unsigned int offset;
1497 struct wined3d_dispatch_parameters
1499 BOOL indirect;
1500 union
1502 struct wined3d_direct_dispatch_parameters direct;
1503 struct wined3d_indirect_dispatch_parameters indirect;
1504 } u;
1507 void draw_primitive(struct wined3d_device *device, const struct wined3d_state *state,
1508 int base_vertex_idx, unsigned int start_idx, unsigned int index_count,
1509 unsigned int start_instance, unsigned int instance_count, BOOL indexed) DECLSPEC_HIDDEN;
1510 void dispatch_compute(struct wined3d_device *device, const struct wined3d_state *state,
1511 const struct wined3d_dispatch_parameters *dispatch_parameters) DECLSPEC_HIDDEN;
1512 DWORD get_flexible_vertex_size(DWORD d3dvtVertexType) DECLSPEC_HIDDEN;
1514 #define eps 1e-8f
1516 #define GET_TEXCOORD_SIZE_FROM_FVF(d3dvtVertexType, tex_num) \
1517 (((((d3dvtVertexType) >> (16 + (2 * (tex_num)))) + 1) & 0x03) + 1)
1519 enum wined3d_pipeline
1521 WINED3D_PIPELINE_GRAPHICS,
1522 WINED3D_PIPELINE_COMPUTE,
1523 WINED3D_PIPELINE_COUNT,
1526 /* Routines and structures related to state management */
1528 #define STATE_RENDER(a) (a)
1529 #define STATE_IS_RENDER(a) ((a) >= STATE_RENDER(1) && (a) <= STATE_RENDER(WINEHIGHEST_RENDER_STATE))
1531 #define STATE_TEXTURESTAGE(stage, num) \
1532 (STATE_RENDER(WINEHIGHEST_RENDER_STATE) + 1 + (stage) * (WINED3D_HIGHEST_TEXTURE_STATE + 1) + (num))
1533 #define STATE_IS_TEXTURESTAGE(a) \
1534 ((a) >= STATE_TEXTURESTAGE(0, 1) && (a) <= STATE_TEXTURESTAGE(MAX_TEXTURES - 1, WINED3D_HIGHEST_TEXTURE_STATE))
1536 /* + 1 because samplers start with 0 */
1537 #define STATE_SAMPLER(num) (STATE_TEXTURESTAGE(MAX_TEXTURES - 1, WINED3D_HIGHEST_TEXTURE_STATE) + 1 + (num))
1538 #define STATE_IS_SAMPLER(num) ((num) >= STATE_SAMPLER(0) && (num) <= STATE_SAMPLER(MAX_COMBINED_SAMPLERS - 1))
1540 #define STATE_GRAPHICS_SHADER(a) (STATE_SAMPLER(MAX_COMBINED_SAMPLERS) + (a))
1541 #define STATE_IS_GRAPHICS_SHADER(a) \
1542 ((a) >= STATE_GRAPHICS_SHADER(0) && (a) < STATE_GRAPHICS_SHADER(WINED3D_SHADER_TYPE_GRAPHICS_COUNT))
1544 #define STATE_GRAPHICS_CONSTANT_BUFFER(a) (STATE_GRAPHICS_SHADER(WINED3D_SHADER_TYPE_GRAPHICS_COUNT) + (a))
1545 #define STATE_IS_GRAPHICS_CONSTANT_BUFFER(a) \
1546 ((a) >= STATE_GRAPHICS_CONSTANT_BUFFER(0) \
1547 && (a) < STATE_GRAPHICS_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_GRAPHICS_COUNT))
1549 #define STATE_GRAPHICS_SHADER_RESOURCE_BINDING (STATE_GRAPHICS_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_GRAPHICS_COUNT))
1550 #define STATE_IS_GRAPHICS_SHADER_RESOURCE_BINDING(a) ((a) == STATE_GRAPHICS_SHADER_RESOURCE_BINDING)
1552 #define STATE_GRAPHICS_UNORDERED_ACCESS_VIEW_BINDING (STATE_GRAPHICS_SHADER_RESOURCE_BINDING + 1)
1553 #define STATE_IS_GRAPHICS_UNORDERED_ACCESS_VIEW_BINDING(a) ((a) == STATE_GRAPHICS_UNORDERED_ACCESS_VIEW_BINDING)
1555 #define STATE_TRANSFORM(a) (STATE_GRAPHICS_UNORDERED_ACCESS_VIEW_BINDING + (a))
1556 #define STATE_IS_TRANSFORM(a) ((a) >= STATE_TRANSFORM(1) && (a) <= STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(255)))
1558 #define STATE_STREAMSRC (STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(255)) + 1)
1559 #define STATE_IS_STREAMSRC(a) ((a) == STATE_STREAMSRC)
1560 #define STATE_INDEXBUFFER (STATE_STREAMSRC + 1)
1561 #define STATE_IS_INDEXBUFFER(a) ((a) == STATE_INDEXBUFFER)
1563 #define STATE_VDECL (STATE_INDEXBUFFER + 1)
1564 #define STATE_IS_VDECL(a) ((a) == STATE_VDECL)
1566 #define STATE_VIEWPORT (STATE_VDECL + 1)
1567 #define STATE_IS_VIEWPORT(a) ((a) == STATE_VIEWPORT)
1569 #define STATE_LIGHT_TYPE (STATE_VIEWPORT + 1)
1570 #define STATE_IS_LIGHT_TYPE(a) ((a) == STATE_LIGHT_TYPE)
1571 #define STATE_ACTIVELIGHT(a) (STATE_LIGHT_TYPE + 1 + (a))
1572 #define STATE_IS_ACTIVELIGHT(a) ((a) >= STATE_ACTIVELIGHT(0) && (a) < STATE_ACTIVELIGHT(MAX_ACTIVE_LIGHTS))
1574 #define STATE_SCISSORRECT (STATE_ACTIVELIGHT(MAX_ACTIVE_LIGHTS - 1) + 1)
1575 #define STATE_IS_SCISSORRECT(a) ((a) == STATE_SCISSORRECT)
1577 #define STATE_CLIPPLANE(a) (STATE_SCISSORRECT + 1 + (a))
1578 #define STATE_IS_CLIPPLANE(a) ((a) >= STATE_CLIPPLANE(0) && (a) <= STATE_CLIPPLANE(MAX_CLIP_DISTANCES - 1))
1580 #define STATE_MATERIAL (STATE_CLIPPLANE(MAX_CLIP_DISTANCES))
1581 #define STATE_IS_MATERIAL(a) ((a) == STATE_MATERIAL)
1583 #define STATE_FRONTFACE (STATE_MATERIAL + 1)
1584 #define STATE_IS_FRONTFACE(a) ((a) == STATE_FRONTFACE)
1586 #define STATE_POINTSPRITECOORDORIGIN (STATE_FRONTFACE + 1)
1587 #define STATE_IS_POINTSPRITECOORDORIGIN(a) ((a) == STATE_POINTSPRITECOORDORIGIN)
1589 #define STATE_BASEVERTEXINDEX (STATE_POINTSPRITECOORDORIGIN + 1)
1590 #define STATE_IS_BASEVERTEXINDEX(a) ((a) == STATE_BASEVERTEXINDEX)
1592 #define STATE_FRAMEBUFFER (STATE_BASEVERTEXINDEX + 1)
1593 #define STATE_IS_FRAMEBUFFER(a) ((a) == STATE_FRAMEBUFFER)
1595 #define STATE_POINT_ENABLE (STATE_FRAMEBUFFER + 1)
1596 #define STATE_IS_POINT_ENABLE(a) ((a) == STATE_POINT_ENABLE)
1598 #define STATE_COLOR_KEY (STATE_POINT_ENABLE + 1)
1599 #define STATE_IS_COLOR_KEY(a) ((a) == STATE_COLOR_KEY)
1601 #define STATE_STREAM_OUTPUT (STATE_COLOR_KEY + 1)
1602 #define STATE_IS_STREAM_OUTPUT(a) ((a) == STATE_STREAM_OUTPUT)
1604 #define STATE_COMPUTE_OFFSET (STATE_STREAM_OUTPUT + 1)
1606 #define STATE_COMPUTE_SHADER (STATE_COMPUTE_OFFSET)
1607 #define STATE_IS_COMPUTE_SHADER(a) ((a) == STATE_COMPUTE_SHADER)
1609 #define STATE_COMPUTE_CONSTANT_BUFFER (STATE_COMPUTE_SHADER + 1)
1610 #define STATE_IS_COMPUTE_CONSTANT_BUFFER(a) ((a) == STATE_COMPUTE_CONSTANT_BUFFER)
1612 #define STATE_COMPUTE_SHADER_RESOURCE_BINDING (STATE_COMPUTE_CONSTANT_BUFFER + 1)
1613 #define STATE_IS_COMPUTE_SHADER_RESOURCE_BINDING(a) ((a) == STATE_COMPUTE_SHADER_RESOURCE_BINDING)
1615 #define STATE_COMPUTE_UNORDERED_ACCESS_VIEW_BINDING (STATE_COMPUTE_SHADER_RESOURCE_BINDING + 1)
1616 #define STATE_IS_COMPUTE_UNORDERED_ACCESS_VIEW_BINDING(a) ((a) == STATE_COMPUTE_UNORDERED_ACCESS_VIEW_BINDING)
1618 #define STATE_COMPUTE_HIGHEST (STATE_COMPUTE_UNORDERED_ACCESS_VIEW_BINDING)
1619 #define STATE_HIGHEST (STATE_COMPUTE_UNORDERED_ACCESS_VIEW_BINDING)
1621 #define STATE_IS_COMPUTE(a) ((a) >= STATE_COMPUTE_OFFSET && (a) <= STATE_COMPUTE_HIGHEST)
1622 #define STATE_COMPUTE_COUNT (STATE_COMPUTE_HIGHEST - STATE_COMPUTE_OFFSET + 1)
1624 #define STATE_SHADER(a) ((a) != WINED3D_SHADER_TYPE_COMPUTE ? STATE_GRAPHICS_SHADER(a) : STATE_COMPUTE_SHADER)
1625 #define STATE_CONSTANT_BUFFER(a) \
1626 ((a) != WINED3D_SHADER_TYPE_COMPUTE ? STATE_GRAPHICS_CONSTANT_BUFFER(a) : STATE_COMPUTE_CONSTANT_BUFFER)
1627 #define STATE_UNORDERED_ACCESS_VIEW_BINDING(a) ((a) == WINED3D_PIPELINE_GRAPHICS ? \
1628 STATE_GRAPHICS_UNORDERED_ACCESS_VIEW_BINDING : STATE_COMPUTE_UNORDERED_ACCESS_VIEW_BINDING)
1630 enum fogsource {
1631 FOGSOURCE_FFP,
1632 FOGSOURCE_VS,
1633 FOGSOURCE_COORD,
1636 union wined3d_gl_fence_object
1638 GLuint id;
1639 GLsync sync;
1642 enum wined3d_fence_result
1644 WINED3D_FENCE_OK,
1645 WINED3D_FENCE_WAITING,
1646 WINED3D_FENCE_NOT_STARTED,
1647 WINED3D_FENCE_WRONG_THREAD,
1648 WINED3D_FENCE_ERROR,
1651 struct wined3d_fence
1653 struct list entry;
1654 union wined3d_gl_fence_object object;
1655 struct wined3d_context *context;
1658 HRESULT wined3d_fence_create(struct wined3d_device *device, struct wined3d_fence **fence) DECLSPEC_HIDDEN;
1659 void wined3d_fence_destroy(struct wined3d_fence *fence) DECLSPEC_HIDDEN;
1660 void wined3d_fence_issue(struct wined3d_fence *fence, const struct wined3d_device *device) DECLSPEC_HIDDEN;
1661 enum wined3d_fence_result wined3d_fence_wait(const struct wined3d_fence *fence,
1662 const struct wined3d_device *device) DECLSPEC_HIDDEN;
1664 /* Direct3D terminology with little modifications. We do not have an issued
1665 * state because only the driver knows about it, but we have a created state
1666 * because D3D allows GetData() on a created query, but OpenGL doesn't. */
1667 enum wined3d_query_state
1669 QUERY_CREATED,
1670 QUERY_SIGNALLED,
1671 QUERY_BUILDING
1674 struct wined3d_query_ops
1676 BOOL (*query_poll)(struct wined3d_query *query, DWORD flags);
1677 BOOL (*query_issue)(struct wined3d_query *query, DWORD flags);
1678 void (*query_destroy)(struct wined3d_query *query);
1681 struct wined3d_query
1683 LONG ref;
1685 void *parent;
1686 const struct wined3d_parent_ops *parent_ops;
1687 struct wined3d_device *device;
1688 enum wined3d_query_state state;
1689 enum wined3d_query_type type;
1690 const void *data;
1691 DWORD data_size;
1692 const struct wined3d_query_ops *query_ops;
1694 LONG counter_main, counter_retrieved;
1695 struct list poll_list_entry;
1698 struct wined3d_event_query
1700 struct wined3d_query query;
1702 struct wined3d_fence fence;
1703 BOOL signalled;
1706 struct wined3d_occlusion_query
1708 struct wined3d_query query;
1710 struct list entry;
1711 GLuint id;
1712 struct wined3d_context *context;
1713 UINT64 samples;
1714 BOOL started;
1717 struct wined3d_timestamp_query
1719 struct wined3d_query query;
1721 struct list entry;
1722 GLuint id;
1723 struct wined3d_context *context;
1724 UINT64 timestamp;
1727 void context_alloc_timestamp_query(struct wined3d_context *context, struct wined3d_timestamp_query *query) DECLSPEC_HIDDEN;
1728 void context_free_timestamp_query(struct wined3d_timestamp_query *query) DECLSPEC_HIDDEN;
1730 union wined3d_gl_so_statistics_query
1732 GLuint id[2];
1733 struct
1735 GLuint written;
1736 GLuint generated;
1737 } query;
1740 struct wined3d_so_statistics_query
1742 struct wined3d_query query;
1744 struct list entry;
1745 union wined3d_gl_so_statistics_query u;
1746 struct wined3d_context *context;
1747 unsigned int stream_idx;
1748 struct wined3d_query_data_so_statistics statistics;
1749 BOOL started;
1752 void context_alloc_so_statistics_query(struct wined3d_context *context,
1753 struct wined3d_so_statistics_query *query) DECLSPEC_HIDDEN;
1754 void context_free_so_statistics_query(struct wined3d_so_statistics_query *query) DECLSPEC_HIDDEN;
1756 union wined3d_gl_pipeline_statistics_query
1758 GLuint id[11];
1759 struct
1761 GLuint vertices;
1762 GLuint primitives;
1763 GLuint vertex_shader;
1764 GLuint tess_control_shader;
1765 GLuint tess_eval_shader;
1766 GLuint geometry_shader;
1767 GLuint geometry_primitives;
1768 GLuint fragment_shader;
1769 GLuint compute_shader;
1770 GLuint clipping_input;
1771 GLuint clipping_output;
1772 } query;
1775 struct wined3d_pipeline_statistics_query
1777 struct wined3d_query query;
1779 struct list entry;
1780 union wined3d_gl_pipeline_statistics_query u;
1781 struct wined3d_context *context;
1782 struct wined3d_query_data_pipeline_statistics statistics;
1783 BOOL started;
1786 void context_alloc_pipeline_statistics_query(struct wined3d_context *context,
1787 struct wined3d_pipeline_statistics_query *query) DECLSPEC_HIDDEN;
1788 void context_free_pipeline_statistics_query(struct wined3d_pipeline_statistics_query *query) DECLSPEC_HIDDEN;
1790 struct wined3d_gl_view
1792 GLenum target;
1793 GLuint name;
1796 struct wined3d_rendertarget_info
1798 struct wined3d_gl_view gl_view;
1799 struct wined3d_resource *resource;
1800 unsigned int sub_resource_idx;
1801 unsigned int layer_count;
1804 #define MAX_GL_FRAGMENT_SAMPLERS 32
1806 struct wined3d_context
1808 const struct wined3d_gl_info *gl_info;
1809 const struct wined3d_d3d_info *d3d_info;
1810 const struct StateEntry *state_table;
1811 /* State dirtification
1812 * dirtyArray is an array that contains markers for dirty states. numDirtyEntries states are dirty, their numbers are in indices
1813 * 0...numDirtyEntries - 1. isStateDirty is a redundant copy of the dirtyArray. Technically only one of them would be needed,
1814 * 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
1815 * only numDirtyEntries array elements have to be checked, not STATE_HIGHEST states.
1817 DWORD dirtyArray[STATE_HIGHEST + 1]; /* Won't get bigger than that, a state is never marked dirty 2 times */
1818 DWORD numDirtyEntries;
1819 DWORD isStateDirty[STATE_HIGHEST / (sizeof(DWORD) * CHAR_BIT) + 1]; /* Bitmap to find out quickly if a state is dirty */
1820 unsigned int dirty_compute_states[STATE_COMPUTE_COUNT / (sizeof(unsigned int) * CHAR_BIT) + 1];
1822 struct wined3d_device *device;
1823 struct wined3d_swapchain *swapchain;
1824 struct
1826 struct wined3d_texture *texture;
1827 unsigned int sub_resource_idx;
1828 } current_rt;
1829 DWORD tid; /* Thread ID which owns this context at the moment */
1831 /* Stores some information about the context state for optimization */
1832 DWORD render_offscreen : 1;
1833 DWORD last_was_rhw : 1; /* true iff last draw_primitive was in xyzrhw mode */
1834 DWORD last_was_pshader : 1;
1835 DWORD last_was_vshader : 1;
1836 DWORD last_was_normal : 1;
1837 DWORD namedArraysLoaded : 1;
1838 DWORD numberedArraysLoaded : 1;
1839 DWORD last_was_blit : 1;
1840 DWORD last_was_ckey : 1;
1841 DWORD fog_coord : 1;
1842 DWORD fog_enabled : 1;
1843 DWORD num_untracked_materials : 2; /* Max value 2 */
1844 DWORD current : 1;
1845 DWORD destroyed : 1;
1846 DWORD valid : 1;
1847 DWORD texShaderBumpMap : 8; /* MAX_TEXTURES, 8 */
1848 DWORD lastWasPow2Texture : 8; /* MAX_TEXTURES, 8 */
1849 DWORD fixed_function_usage_map : 8; /* MAX_TEXTURES, 8 */
1850 DWORD lowest_disabled_stage : 4; /* Max MAX_TEXTURES, 8 */
1851 DWORD use_immediate_mode_draw : 1;
1852 DWORD rebind_fbo : 1;
1853 DWORD needs_set : 1;
1854 DWORD hdc_is_private : 1;
1855 DWORD hdc_has_format : 1; /* only meaningful if hdc_is_private */
1856 DWORD update_shader_resource_bindings : 1;
1857 DWORD update_compute_shader_resource_bindings : 1;
1858 DWORD update_unordered_access_view_bindings : 1;
1859 DWORD update_compute_unordered_access_view_bindings : 1;
1860 DWORD uses_uavs : 1;
1861 DWORD destroy_delayed : 1;
1862 DWORD transform_feedback_active : 1;
1863 DWORD transform_feedback_paused : 1;
1864 DWORD padding : 7;
1865 DWORD last_swizzle_map; /* MAX_ATTRIBS, 16 */
1866 DWORD shader_update_mask;
1867 DWORD constant_update_mask;
1868 DWORD numbered_array_mask;
1869 GLenum tracking_parm; /* Which source is tracking current colour */
1870 GLenum untracked_materials[2];
1871 UINT blit_w, blit_h;
1872 enum fogsource fog_source;
1873 DWORD active_texture;
1874 DWORD *texture_type;
1876 UINT instance_count;
1878 /* The actual opengl context */
1879 UINT level;
1880 HGLRC restore_ctx;
1881 HDC restore_dc;
1882 int restore_pf;
1883 HWND restore_pf_win;
1884 HGLRC glCtx;
1885 HWND win_handle;
1886 HDC hdc;
1887 int pixel_format;
1888 GLint aux_buffers;
1890 void *shader_backend_data;
1891 void *fragment_pipe_data;
1893 /* FBOs */
1894 UINT fbo_entry_count;
1895 struct list fbo_list;
1896 struct list fbo_destroy_list;
1897 struct fbo_entry *current_fbo;
1898 GLuint fbo_read_binding;
1899 GLuint fbo_draw_binding;
1900 struct wined3d_rendertarget_info *blit_targets;
1901 struct wined3d_fbo_entry_key *fbo_key;
1902 GLenum *draw_buffers;
1903 DWORD draw_buffers_mask; /* Enabled draw buffers, 31 max. */
1905 /* Queries */
1906 GLuint *free_occlusion_queries;
1907 SIZE_T free_occlusion_query_size;
1908 unsigned int free_occlusion_query_count;
1909 struct list occlusion_queries;
1911 union wined3d_gl_fence_object *free_fences;
1912 SIZE_T free_fence_size;
1913 unsigned int free_fence_count;
1914 struct list fences;
1916 GLuint *free_timestamp_queries;
1917 SIZE_T free_timestamp_query_size;
1918 unsigned int free_timestamp_query_count;
1919 struct list timestamp_queries;
1921 union wined3d_gl_so_statistics_query *free_so_statistics_queries;
1922 SIZE_T free_so_statistics_query_size;
1923 unsigned int free_so_statistics_query_count;
1924 struct list so_statistics_queries;
1926 union wined3d_gl_pipeline_statistics_query *free_pipeline_statistics_queries;
1927 SIZE_T free_pipeline_statistics_query_size;
1928 unsigned int free_pipeline_statistics_query_count;
1929 struct list pipeline_statistics_queries;
1931 struct wined3d_stream_info stream_info;
1933 /* Fences for GL_APPLE_flush_buffer_range */
1934 struct wined3d_fence *buffer_fences[MAX_ATTRIBS];
1935 unsigned int buffer_fence_count;
1937 DWORD tex_unit_map[MAX_COMBINED_SAMPLERS];
1938 DWORD rev_tex_unit_map[MAX_GL_FRAGMENT_SAMPLERS + MAX_VERTEX_SAMPLERS];
1940 /* Extension emulation */
1941 GLint gl_fog_source;
1942 GLfloat fog_coord_value;
1943 GLfloat color[4], fogstart, fogend, fogcolor[4];
1944 GLuint dummy_arbfp_prog;
1947 struct wined3d_fb_state
1949 struct wined3d_rendertarget_view **render_targets;
1950 struct wined3d_rendertarget_view *depth_stencil;
1953 typedef void (*APPLYSTATEFUNC)(struct wined3d_context *ctx, const struct wined3d_state *state, DWORD state_id);
1955 struct StateEntry
1957 DWORD representative;
1958 APPLYSTATEFUNC apply;
1961 struct StateEntryTemplate
1963 DWORD state;
1964 struct StateEntry content;
1965 enum wined3d_gl_extension extension;
1968 #define WINED3D_FRAGMENT_CAP_PROJ_CONTROL 0x00000001
1969 #define WINED3D_FRAGMENT_CAP_SRGB_WRITE 0x00000002
1970 #define WINED3D_FRAGMENT_CAP_COLOR_KEY 0x00000004
1972 struct fragment_caps
1974 DWORD wined3d_caps;
1975 DWORD PrimitiveMiscCaps;
1976 DWORD TextureOpCaps;
1977 DWORD MaxTextureBlendStages;
1978 DWORD MaxSimultaneousTextures;
1981 #define GL_EXT_EMUL_ARB_MULTITEXTURE 0x00000001
1982 #define GL_EXT_EMUL_EXT_FOG_COORD 0x00000002
1984 struct fragment_pipeline
1986 void (*enable_extension)(const struct wined3d_gl_info *gl_info, BOOL enable);
1987 void (*get_caps)(const struct wined3d_gl_info *gl_info, struct fragment_caps *caps);
1988 DWORD (*get_emul_mask)(const struct wined3d_gl_info *gl_info);
1989 void *(*alloc_private)(const struct wined3d_shader_backend_ops *shader_backend, void *shader_priv);
1990 void (*free_private)(struct wined3d_device *device);
1991 BOOL (*allocate_context_data)(struct wined3d_context *context);
1992 void (*free_context_data)(struct wined3d_context *context);
1993 BOOL (*color_fixup_supported)(struct color_fixup_desc fixup);
1994 const struct StateEntryTemplate *states;
1997 struct wined3d_vertex_caps
1999 BOOL xyzrhw;
2000 BOOL emulated_flatshading;
2001 BOOL ffp_generic_attributes;
2002 DWORD max_active_lights;
2003 DWORD max_vertex_blend_matrices;
2004 DWORD max_vertex_blend_matrix_index;
2005 DWORD vertex_processing_caps;
2006 DWORD fvf_caps;
2007 DWORD max_user_clip_planes;
2008 DWORD raster_caps;
2011 struct wined3d_vertex_pipe_ops
2013 void (*vp_enable)(const struct wined3d_gl_info *gl_info, BOOL enable);
2014 void (*vp_get_caps)(const struct wined3d_gl_info *gl_info, struct wined3d_vertex_caps *caps);
2015 DWORD (*vp_get_emul_mask)(const struct wined3d_gl_info *gl_info);
2016 void *(*vp_alloc)(const struct wined3d_shader_backend_ops *shader_backend, void *shader_priv);
2017 void (*vp_free)(struct wined3d_device *device);
2018 const struct StateEntryTemplate *vp_states;
2021 extern const struct StateEntryTemplate misc_state_template[] DECLSPEC_HIDDEN;
2022 extern const struct fragment_pipeline none_fragment_pipe DECLSPEC_HIDDEN;
2023 extern const struct fragment_pipeline ffp_fragment_pipeline DECLSPEC_HIDDEN;
2024 extern const struct fragment_pipeline atifs_fragment_pipeline DECLSPEC_HIDDEN;
2025 extern const struct fragment_pipeline arbfp_fragment_pipeline DECLSPEC_HIDDEN;
2026 extern const struct fragment_pipeline nvts_fragment_pipeline DECLSPEC_HIDDEN;
2027 extern const struct fragment_pipeline nvrc_fragment_pipeline DECLSPEC_HIDDEN;
2028 extern const struct fragment_pipeline glsl_fragment_pipe DECLSPEC_HIDDEN;
2030 extern const struct wined3d_vertex_pipe_ops none_vertex_pipe DECLSPEC_HIDDEN;
2031 extern const struct wined3d_vertex_pipe_ops ffp_vertex_pipe DECLSPEC_HIDDEN;
2032 extern const struct wined3d_vertex_pipe_ops glsl_vertex_pipe DECLSPEC_HIDDEN;
2034 /* "Base" state table */
2035 HRESULT compile_state_table(struct StateEntry *StateTable, APPLYSTATEFUNC **dev_multistate_funcs,
2036 const struct wined3d_gl_info *gl_info, const struct wined3d_d3d_info *d3d_info,
2037 const struct wined3d_vertex_pipe_ops *vertex, const struct fragment_pipeline *fragment,
2038 const struct StateEntryTemplate *misc) DECLSPEC_HIDDEN;
2040 struct wined3d_surface;
2042 enum wined3d_blit_op
2044 WINED3D_BLIT_OP_COLOR_BLIT,
2045 WINED3D_BLIT_OP_COLOR_BLIT_ALPHATEST,
2046 WINED3D_BLIT_OP_COLOR_BLIT_CKEY,
2047 WINED3D_BLIT_OP_COLOR_FILL,
2048 WINED3D_BLIT_OP_DEPTH_FILL,
2049 WINED3D_BLIT_OP_DEPTH_BLIT,
2052 struct wined3d_blitter
2054 const struct wined3d_blitter_ops *ops;
2055 struct wined3d_blitter *next;
2058 struct wined3d_blitter_ops
2060 void (*blitter_destroy)(struct wined3d_blitter *blitter, struct wined3d_context *context);
2061 void (*blitter_clear)(struct wined3d_blitter *blitter, struct wined3d_device *device,
2062 unsigned int rt_count, const struct wined3d_fb_state *fb, unsigned int rect_count, const RECT *clear_rects,
2063 const RECT *draw_rect, DWORD flags, const struct wined3d_color *colour, float depth, DWORD stencil);
2064 DWORD (*blitter_blit)(struct wined3d_blitter *blitter, enum wined3d_blit_op op, struct wined3d_context *context,
2065 struct wined3d_surface *src_surface, DWORD src_location, const RECT *src_rect,
2066 struct wined3d_surface *dst_surface, DWORD dst_location, const RECT *dst_rect,
2067 const struct wined3d_color_key *color_key, enum wined3d_texture_filter_type filter);
2070 void wined3d_arbfp_blitter_create(struct wined3d_blitter **next,
2071 const struct wined3d_device *device) DECLSPEC_HIDDEN;
2072 struct wined3d_blitter *wined3d_cpu_blitter_create(void) DECLSPEC_HIDDEN;
2073 void wined3d_fbo_blitter_create(struct wined3d_blitter **next,
2074 const struct wined3d_gl_info *gl_info) DECLSPEC_HIDDEN;
2075 void wined3d_ffp_blitter_create(struct wined3d_blitter **next,
2076 const struct wined3d_gl_info *gl_info) DECLSPEC_HIDDEN;
2078 BOOL wined3d_clip_blit(const RECT *clip_rect, RECT *clipped, RECT *other) DECLSPEC_HIDDEN;
2080 struct wined3d_context *context_acquire(const struct wined3d_device *device,
2081 struct wined3d_texture *texture, unsigned int sub_resource_idx) DECLSPEC_HIDDEN;
2082 void context_alloc_fence(struct wined3d_context *context, struct wined3d_fence *fence) DECLSPEC_HIDDEN;
2083 void context_alloc_occlusion_query(struct wined3d_context *context,
2084 struct wined3d_occlusion_query *query) DECLSPEC_HIDDEN;
2085 void context_apply_blit_state(struct wined3d_context *context, const struct wined3d_device *device) DECLSPEC_HIDDEN;
2086 BOOL context_apply_clear_state(struct wined3d_context *context, const struct wined3d_state *state,
2087 UINT rt_count, const struct wined3d_fb_state *fb) DECLSPEC_HIDDEN;
2088 void context_apply_compute_state(struct wined3d_context *context,
2089 const struct wined3d_device *device, const struct wined3d_state *state) DECLSPEC_HIDDEN;
2090 BOOL context_apply_draw_state(struct wined3d_context *context,
2091 const struct wined3d_device *device, const struct wined3d_state *state) DECLSPEC_HIDDEN;
2092 void context_apply_fbo_state_blit(struct wined3d_context *context, GLenum target,
2093 struct wined3d_surface *render_target, struct wined3d_surface *depth_stencil, DWORD location) DECLSPEC_HIDDEN;
2094 void context_active_texture(struct wined3d_context *context, const struct wined3d_gl_info *gl_info,
2095 unsigned int unit) DECLSPEC_HIDDEN;
2096 void context_bind_bo(struct wined3d_context *context, GLenum binding, GLuint name) DECLSPEC_HIDDEN;
2097 void context_bind_dummy_textures(const struct wined3d_device *device,
2098 const struct wined3d_context *context) DECLSPEC_HIDDEN;
2099 void context_bind_texture(struct wined3d_context *context, GLenum target, GLuint name) DECLSPEC_HIDDEN;
2100 void context_check_fbo_status(const struct wined3d_context *context, GLenum target) DECLSPEC_HIDDEN;
2101 void context_copy_bo_address(struct wined3d_context *context,
2102 const struct wined3d_bo_address *dst, GLenum dst_binding,
2103 const struct wined3d_bo_address *src, GLenum src_binding, size_t size) DECLSPEC_HIDDEN;
2104 struct wined3d_context *context_create(struct wined3d_swapchain *swapchain, struct wined3d_texture *target,
2105 const struct wined3d_format *ds_format) DECLSPEC_HIDDEN;
2106 HGLRC context_create_wgl_attribs(const struct wined3d_gl_info *gl_info, HDC hdc, HGLRC share_ctx) DECLSPEC_HIDDEN;
2107 void context_destroy(struct wined3d_device *device, struct wined3d_context *context) DECLSPEC_HIDDEN;
2108 void context_end_transform_feedback(struct wined3d_context *context) DECLSPEC_HIDDEN;
2109 void context_free_fence(struct wined3d_fence *fence) DECLSPEC_HIDDEN;
2110 void context_free_occlusion_query(struct wined3d_occlusion_query *query) DECLSPEC_HIDDEN;
2111 struct wined3d_context *context_get_current(void) DECLSPEC_HIDDEN;
2112 GLenum context_get_offscreen_gl_buffer(const struct wined3d_context *context) DECLSPEC_HIDDEN;
2113 const DWORD *context_get_tex_unit_mapping(const struct wined3d_context *context,
2114 const struct wined3d_shader_version *shader_version, unsigned int *base, unsigned int *count) DECLSPEC_HIDDEN;
2115 DWORD context_get_tls_idx(void) DECLSPEC_HIDDEN;
2116 void context_gl_resource_released(struct wined3d_device *device,
2117 GLuint name, BOOL rb_namespace) DECLSPEC_HIDDEN;
2118 void context_invalidate_compute_state(struct wined3d_context *context, DWORD state_id) DECLSPEC_HIDDEN;
2119 void context_invalidate_state(struct wined3d_context *context, DWORD state_id) DECLSPEC_HIDDEN;
2120 void *context_map_bo_address(struct wined3d_context *context, const struct wined3d_bo_address *data,
2121 size_t size, GLenum binding, DWORD flags) DECLSPEC_HIDDEN;
2122 struct wined3d_context *context_reacquire(const struct wined3d_device *device,
2123 struct wined3d_context *context) DECLSPEC_HIDDEN;
2124 void context_release(struct wined3d_context *context) DECLSPEC_HIDDEN;
2125 void context_resource_released(const struct wined3d_device *device,
2126 struct wined3d_resource *resource, enum wined3d_resource_type type) DECLSPEC_HIDDEN;
2127 void context_restore(struct wined3d_context *context, struct wined3d_surface *restore) DECLSPEC_HIDDEN;
2128 BOOL context_set_current(struct wined3d_context *ctx) DECLSPEC_HIDDEN;
2129 void context_set_draw_buffer(struct wined3d_context *context, GLenum buffer) DECLSPEC_HIDDEN;
2130 void context_set_tls_idx(DWORD idx) DECLSPEC_HIDDEN;
2131 void context_state_drawbuf(struct wined3d_context *context,
2132 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
2133 void context_state_fb(struct wined3d_context *context,
2134 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
2135 void context_surface_update(struct wined3d_context *context, const struct wined3d_surface *surface) DECLSPEC_HIDDEN;
2136 void context_unmap_bo_address(struct wined3d_context *context,
2137 const struct wined3d_bo_address *data, GLenum binding) DECLSPEC_HIDDEN;
2139 /*****************************************************************************
2140 * Internal representation of a light
2142 struct wined3d_light_info
2144 struct wined3d_light OriginalParms; /* Note D3D8LIGHT == D3D9LIGHT */
2145 DWORD OriginalIndex;
2146 LONG glIndex;
2147 BOOL enabled;
2149 /* Converted parms to speed up swapping lights */
2150 struct wined3d_vec4 position;
2151 struct wined3d_vec4 direction;
2152 float exponent;
2153 float cutoff;
2155 struct list entry;
2158 /* The default light parameters */
2159 extern const struct wined3d_light WINED3D_default_light DECLSPEC_HIDDEN;
2161 struct wined3d_pixel_format
2163 int iPixelFormat; /* WGL pixel format */
2164 int iPixelType; /* WGL pixel type e.g. WGL_TYPE_RGBA_ARB, WGL_TYPE_RGBA_FLOAT_ARB or WGL_TYPE_COLORINDEX_ARB */
2165 int redSize, greenSize, blueSize, alphaSize, colorSize;
2166 int depthSize, stencilSize;
2167 BOOL windowDrawable;
2168 BOOL doubleBuffer;
2169 int auxBuffers;
2170 int numSamples;
2173 enum wined3d_pci_vendor
2175 HW_VENDOR_SOFTWARE = 0x0000,
2176 HW_VENDOR_AMD = 0x1002,
2177 HW_VENDOR_NVIDIA = 0x10de,
2178 HW_VENDOR_VMWARE = 0x15ad,
2179 HW_VENDOR_INTEL = 0x8086,
2182 enum wined3d_pci_device
2184 CARD_WINE = 0x0000,
2186 CARD_AMD_RAGE_128PRO = 0x5246,
2187 CARD_AMD_RADEON_7200 = 0x5144,
2188 CARD_AMD_RADEON_8500 = 0x514c,
2189 CARD_AMD_RADEON_9500 = 0x4144,
2190 CARD_AMD_RADEON_XPRESS_200M = 0x5955,
2191 CARD_AMD_RADEON_X700 = 0x5e4c,
2192 CARD_AMD_RADEON_X1600 = 0x71c2,
2193 CARD_AMD_RADEON_HD2350 = 0x94c7,
2194 CARD_AMD_RADEON_HD2600 = 0x9581,
2195 CARD_AMD_RADEON_HD2900 = 0x9400,
2196 CARD_AMD_RADEON_HD3200 = 0x9620,
2197 CARD_AMD_RADEON_HD3850 = 0x9515,
2198 CARD_AMD_RADEON_HD4200M = 0x9712,
2199 CARD_AMD_RADEON_HD4350 = 0x954f,
2200 CARD_AMD_RADEON_HD4600 = 0x9495,
2201 CARD_AMD_RADEON_HD4700 = 0x944e,
2202 CARD_AMD_RADEON_HD4800 = 0x944c,
2203 CARD_AMD_RADEON_HD5400 = 0x68f9,
2204 CARD_AMD_RADEON_HD5600 = 0x68d8,
2205 CARD_AMD_RADEON_HD5700 = 0x68be,
2206 CARD_AMD_RADEON_HD5800 = 0x6898,
2207 CARD_AMD_RADEON_HD5900 = 0x689c,
2208 CARD_AMD_RADEON_HD6300 = 0x9803,
2209 CARD_AMD_RADEON_HD6400 = 0x6770,
2210 CARD_AMD_RADEON_HD6410D = 0x9644,
2211 CARD_AMD_RADEON_HD6480G = 0x9648,
2212 CARD_AMD_RADEON_HD6550D = 0x9640,
2213 CARD_AMD_RADEON_HD6600 = 0x6758,
2214 CARD_AMD_RADEON_HD6600M = 0x6741,
2215 CARD_AMD_RADEON_HD6700 = 0x68ba,
2216 CARD_AMD_RADEON_HD6800 = 0x6739,
2217 CARD_AMD_RADEON_HD6900 = 0x6719,
2218 CARD_AMD_RADEON_HD7660D = 0x9901,
2219 CARD_AMD_RADEON_HD7700 = 0x683d,
2220 CARD_AMD_RADEON_HD7800 = 0x6819,
2221 CARD_AMD_RADEON_HD7900 = 0x679a,
2222 CARD_AMD_RADEON_HD8600M = 0x6660,
2223 CARD_AMD_RADEON_HD8670 = 0x6610,
2224 CARD_AMD_RADEON_HD8770 = 0x665c,
2225 CARD_AMD_RADEON_R3 = 0x9830,
2226 CARD_AMD_RADEON_R7 = 0x130f,
2227 CARD_AMD_RADEON_R9_285 = 0x6939,
2228 CARD_AMD_RADEON_R9_290 = 0x67b1,
2229 CARD_AMD_RADEON_R9_FURY = 0x7300,
2230 CARD_AMD_RADEON_RX_460 = 0x67ef,
2231 CARD_AMD_RADEON_RX_480 = 0x67df,
2233 CARD_NVIDIA_RIVA_128 = 0x0018,
2234 CARD_NVIDIA_RIVA_TNT = 0x0020,
2235 CARD_NVIDIA_RIVA_TNT2 = 0x0028,
2236 CARD_NVIDIA_GEFORCE = 0x0100,
2237 CARD_NVIDIA_GEFORCE2_MX = 0x0110,
2238 CARD_NVIDIA_GEFORCE2 = 0x0150,
2239 CARD_NVIDIA_GEFORCE3 = 0x0200,
2240 CARD_NVIDIA_GEFORCE4_MX = 0x0170,
2241 CARD_NVIDIA_GEFORCE4_TI4200 = 0x0253,
2242 CARD_NVIDIA_GEFORCEFX_5200 = 0x0320,
2243 CARD_NVIDIA_GEFORCEFX_5600 = 0x0312,
2244 CARD_NVIDIA_GEFORCEFX_5800 = 0x0302,
2245 CARD_NVIDIA_GEFORCE_6200 = 0x014f,
2246 CARD_NVIDIA_GEFORCE_6600GT = 0x0140,
2247 CARD_NVIDIA_GEFORCE_6800 = 0x0041,
2248 CARD_NVIDIA_GEFORCE_7300 = 0x01d7, /* GeForce Go 7300 */
2249 CARD_NVIDIA_GEFORCE_7400 = 0x01d8,
2250 CARD_NVIDIA_GEFORCE_7600 = 0x0391,
2251 CARD_NVIDIA_GEFORCE_7800GT = 0x0092,
2252 CARD_NVIDIA_GEFORCE_8200 = 0x0849, /* Other PCI ID 0x084b */
2253 CARD_NVIDIA_GEFORCE_8300GS = 0x0423,
2254 CARD_NVIDIA_GEFORCE_8400GS = 0x0404,
2255 CARD_NVIDIA_GEFORCE_8500GT = 0x0421,
2256 CARD_NVIDIA_GEFORCE_8600GT = 0x0402,
2257 CARD_NVIDIA_GEFORCE_8600MGT = 0x0407,
2258 CARD_NVIDIA_GEFORCE_8800GTS = 0x0193,
2259 CARD_NVIDIA_GEFORCE_8800GTX = 0x0191,
2260 CARD_NVIDIA_GEFORCE_9200 = 0x086d,
2261 CARD_NVIDIA_GEFORCE_9300 = 0x086c,
2262 CARD_NVIDIA_GEFORCE_9400M = 0x0863,
2263 CARD_NVIDIA_GEFORCE_9400GT = 0x042c,
2264 CARD_NVIDIA_GEFORCE_9500GT = 0x0640,
2265 CARD_NVIDIA_GEFORCE_9600GT = 0x0622,
2266 CARD_NVIDIA_GEFORCE_9700MGT = 0x064a,
2267 CARD_NVIDIA_GEFORCE_9800GT = 0x0614,
2268 CARD_NVIDIA_GEFORCE_210 = 0x0a23,
2269 CARD_NVIDIA_GEFORCE_GT220 = 0x0a20,
2270 CARD_NVIDIA_GEFORCE_GT240 = 0x0ca3,
2271 CARD_NVIDIA_GEFORCE_GTS250 = 0x0615,
2272 CARD_NVIDIA_GEFORCE_GTX260 = 0x05e2,
2273 CARD_NVIDIA_GEFORCE_GTX275 = 0x05e6,
2274 CARD_NVIDIA_GEFORCE_GTX280 = 0x05e1,
2275 CARD_NVIDIA_GEFORCE_315M = 0x0a7a,
2276 CARD_NVIDIA_GEFORCE_320M = 0x08a3,
2277 CARD_NVIDIA_GEFORCE_GT320M = 0x0a2d,
2278 CARD_NVIDIA_GEFORCE_GT325M = 0x0a35,
2279 CARD_NVIDIA_GEFORCE_GT330 = 0x0ca0,
2280 CARD_NVIDIA_GEFORCE_GTS350M = 0x0cb0,
2281 CARD_NVIDIA_GEFORCE_410M = 0x1055,
2282 CARD_NVIDIA_GEFORCE_GT420 = 0x0de2,
2283 CARD_NVIDIA_GEFORCE_GT425M = 0x0df0,
2284 CARD_NVIDIA_GEFORCE_GT430 = 0x0de1,
2285 CARD_NVIDIA_GEFORCE_GT440 = 0x0de0,
2286 CARD_NVIDIA_GEFORCE_GTS450 = 0x0dc4,
2287 CARD_NVIDIA_GEFORCE_GTX460 = 0x0e22,
2288 CARD_NVIDIA_GEFORCE_GTX460M = 0x0dd1,
2289 CARD_NVIDIA_GEFORCE_GTX465 = 0x06c4,
2290 CARD_NVIDIA_GEFORCE_GTX470 = 0x06cd,
2291 CARD_NVIDIA_GEFORCE_GTX480 = 0x06c0,
2292 CARD_NVIDIA_GEFORCE_GT520 = 0x1040,
2293 CARD_NVIDIA_GEFORCE_GT525M = 0x0dec,
2294 CARD_NVIDIA_GEFORCE_GT540M = 0x0df4,
2295 CARD_NVIDIA_GEFORCE_GTX550 = 0x1244,
2296 CARD_NVIDIA_GEFORCE_GT555M = 0x04b8,
2297 CARD_NVIDIA_GEFORCE_GTX560TI = 0x1200,
2298 CARD_NVIDIA_GEFORCE_GTX560 = 0x1201,
2299 CARD_NVIDIA_GEFORCE_GTX570 = 0x1081,
2300 CARD_NVIDIA_GEFORCE_GTX580 = 0x1080,
2301 CARD_NVIDIA_GEFORCE_GT610 = 0x104a,
2302 CARD_NVIDIA_GEFORCE_GT630 = 0x0f00,
2303 CARD_NVIDIA_GEFORCE_GT630M = 0x0de9,
2304 CARD_NVIDIA_GEFORCE_GT640M = 0x0fd2,
2305 CARD_NVIDIA_GEFORCE_GT650M = 0x0fd1,
2306 CARD_NVIDIA_GEFORCE_GTX650 = 0x0fc6,
2307 CARD_NVIDIA_GEFORCE_GTX650TI = 0x11c6,
2308 CARD_NVIDIA_GEFORCE_GTX660 = 0x11c0,
2309 CARD_NVIDIA_GEFORCE_GTX660M = 0x0fd4,
2310 CARD_NVIDIA_GEFORCE_GTX660TI = 0x1183,
2311 CARD_NVIDIA_GEFORCE_GTX670 = 0x1189,
2312 CARD_NVIDIA_GEFORCE_GTX670MX = 0x11a1,
2313 CARD_NVIDIA_GEFORCE_GTX675MX = 0x11a7,
2314 CARD_NVIDIA_GEFORCE_GTX680 = 0x1180,
2315 CARD_NVIDIA_GEFORCE_GTX690 = 0x1188,
2316 CARD_NVIDIA_GEFORCE_GT730 = 0x1287,
2317 CARD_NVIDIA_GEFORCE_GT730M = 0x0fe1,
2318 CARD_NVIDIA_GEFORCE_GT740M = 0x1292,
2319 CARD_NVIDIA_GEFORCE_GT750M = 0x0fe9,
2320 CARD_NVIDIA_GEFORCE_GTX750 = 0x1381,
2321 CARD_NVIDIA_GEFORCE_GTX750TI = 0x1380,
2322 CARD_NVIDIA_GEFORCE_GTX760 = 0x1187,
2323 CARD_NVIDIA_GEFORCE_GTX760TI = 0x1193,
2324 CARD_NVIDIA_GEFORCE_GTX765M = 0x11e2,
2325 CARD_NVIDIA_GEFORCE_GTX770M = 0x11e0,
2326 CARD_NVIDIA_GEFORCE_GTX770 = 0x1184,
2327 CARD_NVIDIA_GEFORCE_GTX780 = 0x1004,
2328 CARD_NVIDIA_GEFORCE_GTX780TI = 0x100a,
2329 CARD_NVIDIA_GEFORCE_GTXTITAN = 0x1005,
2330 CARD_NVIDIA_GEFORCE_GTXTITANB = 0x100c,
2331 CARD_NVIDIA_GEFORCE_GTXTITANX = 0x17c2,
2332 CARD_NVIDIA_GEFORCE_GTXTITANZ = 0x1001,
2333 CARD_NVIDIA_GEFORCE_820M = 0x0fed,
2334 CARD_NVIDIA_GEFORCE_830M = 0x1340,
2335 CARD_NVIDIA_GEFORCE_840M = 0x1341,
2336 CARD_NVIDIA_GEFORCE_845M = 0x1344,
2337 CARD_NVIDIA_GEFORCE_GTX850M = 0x1391,
2338 CARD_NVIDIA_GEFORCE_GTX860M = 0x1392, /* Other PCI ID 0x119a */
2339 CARD_NVIDIA_GEFORCE_GTX870M = 0x1199,
2340 CARD_NVIDIA_GEFORCE_GTX880M = 0x1198,
2341 CARD_NVIDIA_GEFORCE_940M = 0x1347,
2342 CARD_NVIDIA_GEFORCE_GTX950 = 0x1402,
2343 CARD_NVIDIA_GEFORCE_GTX950M = 0x139a,
2344 CARD_NVIDIA_GEFORCE_GTX960 = 0x1401,
2345 CARD_NVIDIA_GEFORCE_GTX960M = 0x139b,
2346 CARD_NVIDIA_GEFORCE_GTX970 = 0x13c2,
2347 CARD_NVIDIA_GEFORCE_GTX970M = 0x13d8,
2348 CARD_NVIDIA_GEFORCE_GTX980 = 0x13c0,
2349 CARD_NVIDIA_GEFORCE_GTX980TI = 0x17c8,
2350 CARD_NVIDIA_GEFORCE_GTX1050 = 0x1c81,
2351 CARD_NVIDIA_GEFORCE_GTX1060 = 0x1c03,
2352 CARD_NVIDIA_GEFORCE_GTX1070 = 0x1b81,
2353 CARD_NVIDIA_GEFORCE_GTX1080 = 0x1b80,
2354 CARD_NVIDIA_GEFORCE_GTX1080TI = 0x1b06,
2355 CARD_NVIDIA_TITANX_PASCAL = 0x1b00,
2357 CARD_VMWARE_SVGA3D = 0x0405,
2359 CARD_INTEL_830M = 0x3577,
2360 CARD_INTEL_855GM = 0x3582,
2361 CARD_INTEL_845G = 0x2562,
2362 CARD_INTEL_865G = 0x2572,
2363 CARD_INTEL_915G = 0x2582,
2364 CARD_INTEL_E7221G = 0x258a,
2365 CARD_INTEL_915GM = 0x2592,
2366 CARD_INTEL_945G = 0x2772,
2367 CARD_INTEL_945GM = 0x27a2,
2368 CARD_INTEL_945GME = 0x27ae,
2369 CARD_INTEL_Q35 = 0x29b2,
2370 CARD_INTEL_G33 = 0x29c2,
2371 CARD_INTEL_Q33 = 0x29d2,
2372 CARD_INTEL_PNVG = 0xa001,
2373 CARD_INTEL_PNVM = 0xa011,
2374 CARD_INTEL_965Q = 0x2992,
2375 CARD_INTEL_965G = 0x2982,
2376 CARD_INTEL_946GZ = 0x2972,
2377 CARD_INTEL_965GM = 0x2a02,
2378 CARD_INTEL_965GME = 0x2a12,
2379 CARD_INTEL_GM45 = 0x2a42,
2380 CARD_INTEL_IGD = 0x2e02,
2381 CARD_INTEL_Q45 = 0x2e12,
2382 CARD_INTEL_G45 = 0x2e22,
2383 CARD_INTEL_G41 = 0x2e32,
2384 CARD_INTEL_B43 = 0x2e92,
2385 CARD_INTEL_ILKD = 0x0042,
2386 CARD_INTEL_ILKM = 0x0046,
2387 CARD_INTEL_SNBD = 0x0122,
2388 CARD_INTEL_SNBM = 0x0126,
2389 CARD_INTEL_SNBS = 0x010a,
2390 CARD_INTEL_IVBD = 0x0162,
2391 CARD_INTEL_IVBM = 0x0166,
2392 CARD_INTEL_IVBS = 0x015a,
2393 CARD_INTEL_HWD = 0x0412,
2394 CARD_INTEL_HWM = 0x0416,
2395 CARD_INTEL_I5100_1 = 0x0a22,
2396 CARD_INTEL_I5100_2 = 0x0a2a,
2397 CARD_INTEL_I5100_3 = 0x0a2b,
2398 CARD_INTEL_I5100_4 = 0x0a2e,
2399 CARD_INTEL_IP5200_1 = 0x0d22,
2400 CARD_INTEL_IP5200_2 = 0x0d26,
2401 CARD_INTEL_IP5200_3 = 0x0d2a,
2402 CARD_INTEL_IP5200_4 = 0x0d2b,
2403 CARD_INTEL_IP5200_5 = 0x0d2e,
2404 CARD_INTEL_HD5300 = 0x161e,
2405 CARD_INTEL_HD5500 = 0x1616,
2406 CARD_INTEL_HD5600 = 0x1612,
2407 CARD_INTEL_HD6000 = 0x1626,
2408 CARD_INTEL_I6100 = 0x162b,
2409 CARD_INTEL_IP6200 = 0x1622,
2410 CARD_INTEL_IPP6300 = 0x162a,
2411 CARD_INTEL_HD510_1 = 0x1902,
2412 CARD_INTEL_HD510_2 = 0x1906,
2413 CARD_INTEL_HD510_3 = 0x190b,
2414 CARD_INTEL_HD515 = 0x191e,
2415 CARD_INTEL_HD520_1 = 0x1916,
2416 CARD_INTEL_HD520_2 = 0x1921,
2417 CARD_INTEL_HD530_1 = 0x1912,
2418 CARD_INTEL_HD530_2 = 0x191b,
2419 CARD_INTEL_HDP530 = 0x191d,
2420 CARD_INTEL_I540 = 0x1926,
2421 CARD_INTEL_I550 = 0x1927,
2422 CARD_INTEL_I555 = 0x192b,
2423 CARD_INTEL_IP555 = 0x192d,
2424 CARD_INTEL_IP580_1 = 0x1932,
2425 CARD_INTEL_IP580_2 = 0x193b,
2426 CARD_INTEL_IPP580_1 = 0x193a,
2427 CARD_INTEL_IPP580_2 = 0x193d,
2430 struct wined3d_fbo_ops
2432 GLboolean (WINE_GLAPI *glIsRenderbuffer)(GLuint renderbuffer);
2433 void (WINE_GLAPI *glBindRenderbuffer)(GLenum target, GLuint renderbuffer);
2434 void (WINE_GLAPI *glDeleteRenderbuffers)(GLsizei n, const GLuint *renderbuffers);
2435 void (WINE_GLAPI *glGenRenderbuffers)(GLsizei n, GLuint *renderbuffers);
2436 void (WINE_GLAPI *glRenderbufferStorage)(GLenum target, GLenum internalformat,
2437 GLsizei width, GLsizei height);
2438 void (WINE_GLAPI *glRenderbufferStorageMultisample)(GLenum target, GLsizei samples,
2439 GLenum internalformat, GLsizei width, GLsizei height);
2440 void (WINE_GLAPI *glGetRenderbufferParameteriv)(GLenum target, GLenum pname, GLint *params);
2441 GLboolean (WINE_GLAPI *glIsFramebuffer)(GLuint framebuffer);
2442 void (WINE_GLAPI *glBindFramebuffer)(GLenum target, GLuint framebuffer);
2443 void (WINE_GLAPI *glDeleteFramebuffers)(GLsizei n, const GLuint *framebuffers);
2444 void (WINE_GLAPI *glGenFramebuffers)(GLsizei n, GLuint *framebuffers);
2445 GLenum (WINE_GLAPI *glCheckFramebufferStatus)(GLenum target);
2446 void (WINE_GLAPI *glFramebufferTexture)(GLenum target, GLenum attachment,
2447 GLuint texture, GLint level);
2448 void (WINE_GLAPI *glFramebufferTexture1D)(GLenum target, GLenum attachment,
2449 GLenum textarget, GLuint texture, GLint level);
2450 void (WINE_GLAPI *glFramebufferTexture2D)(GLenum target, GLenum attachment,
2451 GLenum textarget, GLuint texture, GLint level);
2452 void (WINE_GLAPI *glFramebufferTexture3D)(GLenum target, GLenum attachment,
2453 GLenum textarget, GLuint texture, GLint level, GLint layer);
2454 void (WINE_GLAPI *glFramebufferTextureLayer)(GLenum target, GLenum attachment,
2455 GLuint texture, GLint level, GLint layer);
2456 void (WINE_GLAPI *glFramebufferRenderbuffer)(GLenum target, GLenum attachment,
2457 GLenum renderbuffertarget, GLuint renderbuffer);
2458 void (WINE_GLAPI *glGetFramebufferAttachmentParameteriv)(GLenum target, GLenum attachment,
2459 GLenum pname, GLint *params);
2460 void (WINE_GLAPI *glBlitFramebuffer)(GLint srcX0, GLint srcY0, GLint srcX1, GLint srcY1,
2461 GLint dstX0, GLint dstY0, GLint dstX1, GLint dstY1, GLbitfield mask, GLenum filter);
2462 void (WINE_GLAPI *glGenerateMipmap)(GLenum target);
2465 struct wined3d_gl_limits
2467 UINT buffers;
2468 UINT lights;
2469 UINT textures;
2470 UINT texture_coords;
2471 unsigned int uniform_blocks[WINED3D_SHADER_TYPE_COUNT];
2472 unsigned int samplers[WINED3D_SHADER_TYPE_COUNT];
2473 unsigned int graphics_samplers;
2474 unsigned int combined_samplers;
2475 UINT general_combiners;
2476 UINT user_clip_distances;
2477 UINT texture_size;
2478 UINT texture3d_size;
2479 float pointsize_max;
2480 float pointsize_min;
2481 UINT blends;
2482 UINT anisotropy;
2483 float shininess;
2484 UINT samples;
2485 UINT vertex_attribs;
2487 unsigned int texture_buffer_offset_alignment;
2489 UINT glsl_varyings;
2490 UINT glsl_vs_float_constants;
2491 UINT glsl_ps_float_constants;
2493 UINT arb_vs_float_constants;
2494 UINT arb_vs_native_constants;
2495 UINT arb_vs_instructions;
2496 UINT arb_vs_temps;
2497 UINT arb_ps_float_constants;
2498 UINT arb_ps_local_constants;
2499 UINT arb_ps_native_constants;
2500 UINT arb_ps_instructions;
2501 UINT arb_ps_temps;
2504 void wined3d_gl_limits_get_texture_unit_range(const struct wined3d_gl_limits *gl_limits,
2505 enum wined3d_shader_type shader_type, unsigned int *base, unsigned int *count) DECLSPEC_HIDDEN;
2506 void wined3d_gl_limits_get_uniform_block_range(const struct wined3d_gl_limits *gl_limits,
2507 enum wined3d_shader_type shader_type, unsigned int *base, unsigned int *count) DECLSPEC_HIDDEN;
2509 struct wined3d_gl_info
2511 DWORD selected_gl_version;
2512 DWORD glsl_version;
2513 struct wined3d_gl_limits limits;
2514 DWORD reserved_glsl_constants, reserved_arb_constants;
2515 DWORD quirks;
2516 BOOL supported[WINED3D_GL_EXT_COUNT];
2517 GLint wrap_lookup[WINED3D_TADDRESS_MIRROR_ONCE - WINED3D_TADDRESS_WRAP + 1];
2518 float fixed_polyoffset_scale, float_polyoffset_scale;
2520 HGLRC (WINAPI *p_wglCreateContextAttribsARB)(HDC dc, HGLRC share, const GLint *attribs);
2521 struct opengl_funcs gl_ops;
2522 struct wined3d_fbo_ops fbo_ops;
2524 struct wined3d_format *formats;
2525 unsigned int format_count;
2528 struct wined3d_driver_info
2530 enum wined3d_pci_vendor vendor;
2531 enum wined3d_pci_device device;
2532 const char *name;
2533 const char *description;
2534 UINT64 vram_bytes;
2535 DWORD version_high;
2536 DWORD version_low;
2539 /* The adapter structure */
2540 struct wined3d_adapter
2542 UINT ordinal;
2543 POINT monitor_position;
2544 enum wined3d_format_id screen_format;
2546 struct wined3d_gl_info gl_info;
2547 struct wined3d_d3d_info d3d_info;
2548 struct wined3d_driver_info driver_info;
2549 WCHAR DeviceName[CCHDEVICENAME]; /* DeviceName for use with e.g. ChangeDisplaySettings */
2550 unsigned int cfg_count;
2551 struct wined3d_pixel_format *cfgs;
2552 UINT64 vram_bytes;
2553 UINT64 vram_bytes_used;
2554 LUID luid;
2556 const struct wined3d_vertex_pipe_ops *vertex_pipe;
2557 const struct fragment_pipeline *fragment_pipe;
2558 const struct wined3d_shader_backend_ops *shader_backend;
2561 struct wined3d_caps_gl_ctx
2563 HDC dc;
2564 HWND wnd;
2565 HGLRC gl_ctx;
2566 HDC restore_dc;
2567 HGLRC restore_gl_ctx;
2569 const struct wined3d_gl_info *gl_info;
2570 GLuint test_vbo;
2571 GLuint test_program_id;
2574 float wined3d_adapter_find_polyoffset_scale(struct wined3d_caps_gl_ctx *ctx, GLenum format) DECLSPEC_HIDDEN;
2575 BOOL wined3d_adapter_init_format_info(struct wined3d_adapter *adapter,
2576 struct wined3d_caps_gl_ctx *ctx) DECLSPEC_HIDDEN;
2577 UINT64 adapter_adjust_memory(struct wined3d_adapter *adapter, INT64 amount) DECLSPEC_HIDDEN;
2579 BOOL wined3d_caps_gl_ctx_test_viewport_subpixel_bits(struct wined3d_caps_gl_ctx *ctx) DECLSPEC_HIDDEN;
2581 void install_gl_compat_wrapper(struct wined3d_gl_info *gl_info, enum wined3d_gl_extension ext) DECLSPEC_HIDDEN;
2583 enum projection_types
2585 proj_none = 0,
2586 proj_count3 = 1,
2587 proj_count4 = 2
2590 enum dst_arg
2592 resultreg = 0,
2593 tempreg = 1
2596 /*****************************************************************************
2597 * Fixed function pipeline replacements
2599 #define ARG_UNUSED 0xff
2600 struct texture_stage_op
2602 unsigned cop : 8;
2603 unsigned carg1 : 8;
2604 unsigned carg2 : 8;
2605 unsigned carg0 : 8;
2607 unsigned aop : 8;
2608 unsigned aarg1 : 8;
2609 unsigned aarg2 : 8;
2610 unsigned aarg0 : 8;
2612 struct color_fixup_desc color_fixup;
2613 unsigned tex_type : 3;
2614 unsigned dst : 1;
2615 unsigned projected : 2;
2616 unsigned padding : 10;
2619 struct ffp_frag_settings
2621 struct texture_stage_op op[MAX_TEXTURES];
2622 enum wined3d_ffp_ps_fog_mode fog;
2623 unsigned char sRGB_write;
2624 unsigned char emul_clipplanes;
2625 unsigned char texcoords_initialized;
2626 unsigned char color_key_enabled : 1;
2627 unsigned char pointsprite : 1;
2628 unsigned char flatshading : 1;
2629 unsigned char alpha_test_func : 3;
2630 unsigned char padding : 2;
2633 struct ffp_frag_desc
2635 struct wine_rb_entry entry;
2636 struct ffp_frag_settings settings;
2639 int wined3d_ffp_frag_program_key_compare(const void *key, const struct wine_rb_entry *entry) DECLSPEC_HIDDEN;
2640 int wined3d_ffp_vertex_program_key_compare(const void *key, const struct wine_rb_entry *entry) DECLSPEC_HIDDEN;
2642 extern const struct wined3d_parent_ops wined3d_null_parent_ops DECLSPEC_HIDDEN;
2644 unsigned int wined3d_max_compat_varyings(const struct wined3d_gl_info *gl_info) DECLSPEC_HIDDEN;
2645 void gen_ffp_frag_op(const struct wined3d_context *context, const struct wined3d_state *state,
2646 struct ffp_frag_settings *settings, BOOL ignore_textype) DECLSPEC_HIDDEN;
2647 const struct ffp_frag_desc *find_ffp_frag_shader(const struct wine_rb_tree *fragment_shaders,
2648 const struct ffp_frag_settings *settings) DECLSPEC_HIDDEN;
2649 void add_ffp_frag_shader(struct wine_rb_tree *shaders, struct ffp_frag_desc *desc) DECLSPEC_HIDDEN;
2650 void wined3d_get_draw_rect(const struct wined3d_state *state, RECT *rect) DECLSPEC_HIDDEN;
2651 void wined3d_ftoa(float value, char *s) DECLSPEC_HIDDEN;
2653 extern const float wined3d_srgb_const0[] DECLSPEC_HIDDEN;
2654 extern const float wined3d_srgb_const1[] DECLSPEC_HIDDEN;
2656 enum wined3d_ffp_vs_fog_mode
2658 WINED3D_FFP_VS_FOG_OFF = 0,
2659 WINED3D_FFP_VS_FOG_FOGCOORD = 1,
2660 WINED3D_FFP_VS_FOG_DEPTH = 2,
2661 WINED3D_FFP_VS_FOG_RANGE = 3,
2664 #define WINED3D_FFP_TCI_SHIFT 16
2665 #define WINED3D_FFP_TCI_MASK 0xffu
2667 #define WINED3D_FFP_LIGHT_TYPE_SHIFT(idx) (3 * (idx))
2668 #define WINED3D_FFP_LIGHT_TYPE_MASK 0x7u
2670 struct wined3d_ffp_vs_settings
2672 DWORD point_light_count : 4;
2673 DWORD spot_light_count : 4;
2674 DWORD directional_light_count : 4;
2675 DWORD parallel_point_light_count : 4;
2676 DWORD diffuse_source : 2;
2677 DWORD emissive_source : 2;
2678 DWORD ambient_source : 2;
2679 DWORD specular_source : 2;
2680 DWORD transformed : 1;
2681 DWORD vertexblends : 2;
2682 DWORD clipping : 1;
2683 DWORD normal : 1;
2684 DWORD normalize : 1;
2685 DWORD lighting : 1;
2686 DWORD localviewer : 1;
2688 DWORD point_size : 1;
2689 DWORD per_vertex_point_size : 1;
2690 DWORD fog_mode : 2;
2691 DWORD texcoords : 8; /* MAX_TEXTURES */
2692 DWORD ortho_fog : 1;
2693 DWORD flatshading : 1;
2694 DWORD swizzle_map : 16; /* MAX_ATTRIBS, 16 */
2695 DWORD padding : 2;
2697 DWORD texgen[MAX_TEXTURES];
2700 struct wined3d_ffp_vs_desc
2702 struct wine_rb_entry entry;
2703 struct wined3d_ffp_vs_settings settings;
2706 void wined3d_ffp_get_vs_settings(const struct wined3d_context *context,
2707 const struct wined3d_state *state, struct wined3d_ffp_vs_settings *settings) DECLSPEC_HIDDEN;
2709 struct wined3d
2711 LONG ref;
2712 DWORD flags;
2713 UINT adapter_count;
2714 struct wined3d_adapter adapters[1];
2717 HRESULT wined3d_init(struct wined3d *wined3d, DWORD flags) DECLSPEC_HIDDEN;
2718 BOOL wined3d_register_window(HWND window, struct wined3d_device *device) DECLSPEC_HIDDEN;
2719 void wined3d_unregister_window(HWND window) DECLSPEC_HIDDEN;
2721 struct wined3d_rasterizer_state
2723 LONG refcount;
2724 struct wined3d_rasterizer_state_desc desc;
2726 void *parent;
2727 const struct wined3d_parent_ops *parent_ops;
2729 struct wined3d_device *device;
2732 struct wined3d_stream_output
2734 struct wined3d_buffer *buffer;
2735 UINT offset;
2738 struct wined3d_stream_state
2740 struct wined3d_buffer *buffer;
2741 UINT offset;
2742 UINT stride;
2743 UINT frequency;
2744 UINT flags;
2747 #define WINED3D_STATE_NO_REF 0x00000001
2748 #define WINED3D_STATE_INIT_DEFAULT 0x00000002
2750 struct wined3d_state
2752 DWORD flags;
2753 const struct wined3d_fb_state *fb;
2755 struct wined3d_vertex_declaration *vertex_declaration;
2756 struct wined3d_stream_output stream_output[WINED3D_MAX_STREAM_OUTPUT_BUFFERS];
2757 struct wined3d_stream_state streams[MAX_STREAMS + 1 /* tesselated pseudo-stream */];
2758 struct wined3d_buffer *index_buffer;
2759 enum wined3d_format_id index_format;
2760 unsigned int index_offset;
2761 int base_vertex_index;
2762 int load_base_vertex_index; /* Non-indexed drawing needs 0 here, indexed needs base_vertex_index. */
2763 GLenum gl_primitive_type;
2764 GLint gl_patch_vertices;
2765 struct wined3d_query *predicate;
2766 BOOL predicate_value;
2768 struct wined3d_shader *shader[WINED3D_SHADER_TYPE_COUNT];
2769 struct wined3d_buffer *cb[WINED3D_SHADER_TYPE_COUNT][MAX_CONSTANT_BUFFERS];
2770 struct wined3d_sampler *sampler[WINED3D_SHADER_TYPE_COUNT][MAX_SAMPLER_OBJECTS];
2771 struct wined3d_shader_resource_view *shader_resource_view[WINED3D_SHADER_TYPE_COUNT][MAX_SHADER_RESOURCE_VIEWS];
2772 struct wined3d_unordered_access_view *unordered_access_view[WINED3D_PIPELINE_COUNT][MAX_UNORDERED_ACCESS_VIEWS];
2774 BOOL vs_consts_b[WINED3D_MAX_CONSTS_B];
2775 struct wined3d_ivec4 vs_consts_i[WINED3D_MAX_CONSTS_I];
2776 struct wined3d_vec4 vs_consts_f[WINED3D_MAX_VS_CONSTS_F];
2778 BOOL ps_consts_b[WINED3D_MAX_CONSTS_B];
2779 struct wined3d_ivec4 ps_consts_i[WINED3D_MAX_CONSTS_I];
2780 struct wined3d_vec4 ps_consts_f[WINED3D_MAX_PS_CONSTS_F];
2782 struct wined3d_texture *textures[MAX_COMBINED_SAMPLERS];
2783 DWORD sampler_states[MAX_COMBINED_SAMPLERS][WINED3D_HIGHEST_SAMPLER_STATE + 1];
2784 DWORD texture_states[MAX_TEXTURES][WINED3D_HIGHEST_TEXTURE_STATE + 1];
2786 struct wined3d_matrix transforms[HIGHEST_TRANSFORMSTATE + 1];
2787 struct wined3d_vec4 clip_planes[MAX_CLIP_DISTANCES];
2788 struct wined3d_material material;
2789 struct wined3d_viewport viewport;
2790 RECT scissor_rect;
2792 /* Light hashmap. Collisions are handled using linked lists. */
2793 #define LIGHTMAP_SIZE 43
2794 #define LIGHTMAP_HASHFUNC(x) ((x) % LIGHTMAP_SIZE)
2795 struct list light_map[LIGHTMAP_SIZE];
2796 const struct wined3d_light_info *lights[MAX_ACTIVE_LIGHTS];
2798 DWORD render_states[WINEHIGHEST_RENDER_STATE + 1];
2799 struct wined3d_rasterizer_state *rasterizer_state;
2802 #define WINED3D_UNMAPPED_STAGE ~0u
2804 /* Multithreaded flag. Removed from the public header to signal that
2805 * wined3d_device_create() ignores it. */
2806 #define WINED3DCREATE_MULTITHREADED 0x00000004
2808 struct wined3d_device
2810 LONG ref;
2812 /* WineD3D Information */
2813 struct wined3d_device_parent *device_parent;
2814 struct wined3d *wined3d;
2815 struct wined3d_adapter *adapter;
2817 /* Window styles to restore when switching fullscreen mode */
2818 LONG style;
2819 LONG exStyle;
2821 const struct wined3d_shader_backend_ops *shader_backend;
2822 void *shader_priv;
2823 void *fragment_priv;
2824 void *vertex_priv;
2825 struct StateEntry StateTable[STATE_HIGHEST + 1];
2826 /* Array of functions for states which are handled by more than one pipeline part */
2827 APPLYSTATEFUNC *multistate_funcs[STATE_HIGHEST + 1];
2828 struct wined3d_blitter *blitter;
2830 BYTE vertexBlendUsed : 1; /* To avoid needless setting of the blend matrices */
2831 BYTE bCursorVisible : 1;
2832 BYTE d3d_initialized : 1;
2833 BYTE inScene : 1; /* A flag to check for proper BeginScene / EndScene call pairs */
2834 BYTE softwareVertexProcessing : 1; /* process vertex shaders using software or hardware */
2835 BYTE filter_messages : 1;
2836 BYTE padding : 2;
2838 unsigned char surface_alignment; /* Line Alignment of surfaces */
2840 WORD padding2 : 16;
2842 struct wined3d_state state;
2843 struct wined3d_state *update_state;
2844 struct wined3d_stateblock *recording;
2846 /* Internal use fields */
2847 struct wined3d_device_creation_parameters create_parms;
2848 HWND focus_window;
2850 struct wined3d_rendertarget_view *back_buffer_view;
2851 struct wined3d_swapchain **swapchains;
2852 UINT swapchain_count;
2854 struct list resources; /* a linked list to track resources created by the device */
2855 struct list shaders; /* a linked list to track shaders (pixel and vertex) */
2856 struct wine_rb_tree samplers;
2858 /* Render Target Support */
2859 struct wined3d_fb_state fb;
2860 struct wined3d_rendertarget_view *auto_depth_stencil_view;
2862 /* Cursor management */
2863 UINT xHotSpot;
2864 UINT yHotSpot;
2865 UINT xScreenSpace;
2866 UINT yScreenSpace;
2867 UINT cursorWidth, cursorHeight;
2868 struct wined3d_texture *cursor_texture;
2869 HCURSOR hardwareCursor;
2871 /* The Wine logo texture */
2872 struct wined3d_texture *logo_texture;
2874 /* Textures for when no other textures are mapped */
2875 struct
2877 GLuint tex_2d;
2878 GLuint tex_rect;
2879 GLuint tex_3d;
2880 GLuint tex_cube;
2881 GLuint tex_cube_array;
2882 GLuint tex_2d_array;
2883 GLuint tex_buffer;
2884 } dummy_textures;
2886 /* Default sampler used to emulate the direct resource access without using wined3d_sampler */
2887 struct wined3d_sampler *default_sampler;
2888 struct wined3d_sampler *null_sampler;
2890 /* Command stream */
2891 struct wined3d_cs *cs;
2893 /* Context management */
2894 struct wined3d_context **contexts;
2895 UINT context_count;
2898 void device_clear_render_targets(struct wined3d_device *device, UINT rt_count, const struct wined3d_fb_state *fb,
2899 UINT rect_count, const RECT *rects, const RECT *draw_rect, DWORD flags,
2900 const struct wined3d_color *color, float depth, DWORD stencil) DECLSPEC_HIDDEN;
2901 BOOL device_context_add(struct wined3d_device *device, struct wined3d_context *context) DECLSPEC_HIDDEN;
2902 void device_context_remove(struct wined3d_device *device, struct wined3d_context *context) DECLSPEC_HIDDEN;
2903 HRESULT device_init(struct wined3d_device *device, struct wined3d *wined3d,
2904 UINT adapter_idx, enum wined3d_device_type device_type, HWND focus_window, DWORD flags,
2905 BYTE surface_alignment, struct wined3d_device_parent *device_parent) DECLSPEC_HIDDEN;
2906 LRESULT device_process_message(struct wined3d_device *device, HWND window, BOOL unicode,
2907 UINT message, WPARAM wparam, LPARAM lparam, WNDPROC proc) DECLSPEC_HIDDEN;
2908 void device_resource_add(struct wined3d_device *device, struct wined3d_resource *resource) DECLSPEC_HIDDEN;
2909 void device_resource_released(struct wined3d_device *device, struct wined3d_resource *resource) DECLSPEC_HIDDEN;
2910 void device_invalidate_state(const struct wined3d_device *device, DWORD state) DECLSPEC_HIDDEN;
2912 static inline BOOL isStateDirty(const struct wined3d_context *context, DWORD state)
2914 DWORD idx = state / (sizeof(*context->isStateDirty) * CHAR_BIT);
2915 BYTE shift = state & ((sizeof(*context->isStateDirty) * CHAR_BIT) - 1);
2916 return context->isStateDirty[idx] & (1u << shift);
2919 #define WINED3D_RESOURCE_ACCESS_GPU 0x1
2920 #define WINED3D_RESOURCE_ACCESS_CPU 0x2
2922 struct wined3d_resource_ops
2924 ULONG (*resource_incref)(struct wined3d_resource *resource);
2925 ULONG (*resource_decref)(struct wined3d_resource *resource);
2926 void (*resource_preload)(struct wined3d_resource *resource);
2927 void (*resource_unload)(struct wined3d_resource *resource);
2928 HRESULT (*resource_sub_resource_map)(struct wined3d_resource *resource, unsigned int sub_resource_idx,
2929 struct wined3d_map_desc *map_desc, const struct wined3d_box *box, DWORD flags);
2930 HRESULT (*resource_sub_resource_unmap)(struct wined3d_resource *resource, unsigned int sub_resource_idx);
2933 struct wined3d_resource
2935 LONG ref;
2936 LONG bind_count;
2937 LONG map_count;
2938 LONG access_count;
2939 struct wined3d_device *device;
2940 enum wined3d_resource_type type;
2941 enum wined3d_gl_resource_type gl_type;
2942 const struct wined3d_format *format;
2943 unsigned int format_flags;
2944 enum wined3d_multisample_type multisample_type;
2945 UINT multisample_quality;
2946 DWORD usage;
2947 enum wined3d_pool pool;
2948 DWORD access_flags;
2949 WORD draw_binding;
2950 WORD map_binding;
2951 UINT width;
2952 UINT height;
2953 UINT depth;
2954 UINT size;
2955 DWORD priority;
2956 void *heap_memory;
2958 void *parent;
2959 const struct wined3d_parent_ops *parent_ops;
2960 const struct wined3d_resource_ops *resource_ops;
2962 struct list resource_list_entry;
2965 static inline ULONG wined3d_resource_incref(struct wined3d_resource *resource)
2967 return resource->resource_ops->resource_incref(resource);
2970 static inline ULONG wined3d_resource_decref(struct wined3d_resource *resource)
2972 return resource->resource_ops->resource_decref(resource);
2975 static inline void wined3d_resource_acquire(struct wined3d_resource *resource)
2977 InterlockedIncrement(&resource->access_count);
2980 static inline void wined3d_resource_release(struct wined3d_resource *resource)
2982 InterlockedDecrement(&resource->access_count);
2985 void resource_cleanup(struct wined3d_resource *resource) DECLSPEC_HIDDEN;
2986 HRESULT resource_init(struct wined3d_resource *resource, struct wined3d_device *device,
2987 enum wined3d_resource_type type, const struct wined3d_format *format,
2988 enum wined3d_multisample_type multisample_type, UINT multisample_quality,
2989 DWORD usage, enum wined3d_pool pool, UINT width, UINT height, UINT depth, UINT size,
2990 void *parent, const struct wined3d_parent_ops *parent_ops,
2991 const struct wined3d_resource_ops *resource_ops) DECLSPEC_HIDDEN;
2992 void resource_unload(struct wined3d_resource *resource) DECLSPEC_HIDDEN;
2993 BOOL wined3d_resource_allocate_sysmem(struct wined3d_resource *resource) DECLSPEC_HIDDEN;
2994 void wined3d_resource_free_sysmem(struct wined3d_resource *resource) DECLSPEC_HIDDEN;
2995 GLbitfield wined3d_resource_gl_map_flags(DWORD d3d_flags) DECLSPEC_HIDDEN;
2996 GLenum wined3d_resource_gl_legacy_map_flags(DWORD d3d_flags) DECLSPEC_HIDDEN;
2997 BOOL wined3d_resource_is_offscreen(struct wined3d_resource *resource) DECLSPEC_HIDDEN;
2998 void wined3d_resource_update_draw_binding(struct wined3d_resource *resource) DECLSPEC_HIDDEN;
3000 /* Tests show that the start address of resources is 32 byte aligned */
3001 #define RESOURCE_ALIGNMENT 16
3002 #define WINED3D_CONSTANT_BUFFER_ALIGNMENT 16
3004 struct gl_texture
3006 struct wined3d_sampler_desc sampler_desc;
3007 unsigned int base_level;
3008 GLuint name;
3011 struct wined3d_texture_ops
3013 void (*texture_upload_data)(struct wined3d_texture *texture, unsigned int sub_resource_idx,
3014 const struct wined3d_context *context, const struct wined3d_box *box,
3015 const struct wined3d_const_bo_address *data, unsigned int row_pitch, unsigned int slice_pitch);
3016 BOOL (*texture_load_location)(struct wined3d_texture *texture, unsigned int sub_resource_idx,
3017 struct wined3d_context *context, DWORD location);
3018 void (*texture_prepare_texture)(struct wined3d_texture *texture,
3019 struct wined3d_context *context, BOOL srgb);
3020 void (*texture_cleanup_sub_resources)(struct wined3d_texture *texture);
3023 #define WINED3D_TEXTURE_COND_NP2 0x00000001
3024 #define WINED3D_TEXTURE_COND_NP2_EMULATED 0x00000002
3025 #define WINED3D_TEXTURE_POW2_MAT_IDENT 0x00000004
3026 #define WINED3D_TEXTURE_IS_SRGB 0x00000008
3027 #define WINED3D_TEXTURE_RGB_ALLOCATED 0x00000010
3028 #define WINED3D_TEXTURE_RGB_VALID 0x00000020
3029 #define WINED3D_TEXTURE_SRGB_ALLOCATED 0x00000040
3030 #define WINED3D_TEXTURE_SRGB_VALID 0x00000080
3031 #define WINED3D_TEXTURE_CONVERTED 0x00000100
3032 #define WINED3D_TEXTURE_PIN_SYSMEM 0x00000200
3033 #define WINED3D_TEXTURE_NORMALIZED_COORDS 0x00000400
3034 #define WINED3D_TEXTURE_GET_DC_LENIENT 0x00000800
3035 #define WINED3D_TEXTURE_DC_IN_USE 0x00001000
3036 #define WINED3D_TEXTURE_DISCARD 0x00002000
3037 #define WINED3D_TEXTURE_GET_DC 0x00004000
3039 #define WINED3D_TEXTURE_ASYNC_COLOR_KEY 0x00000001
3041 struct wined3d_texture
3043 struct wined3d_resource resource;
3044 const struct wined3d_texture_ops *texture_ops;
3045 struct gl_texture texture_rgb, texture_srgb;
3046 struct wined3d_swapchain *swapchain;
3047 unsigned int pow2_width;
3048 unsigned int pow2_height;
3049 UINT layer_count;
3050 UINT level_count;
3051 unsigned int download_count;
3052 unsigned int sysmem_count;
3053 float pow2_matrix[16];
3054 UINT lod;
3055 enum wined3d_texture_filter_type filter_type;
3056 DWORD sampler;
3057 DWORD flags;
3058 GLenum target;
3059 DWORD update_map_binding;
3061 GLuint rb_multisample;
3062 GLuint rb_resolved;
3064 void *user_memory;
3065 unsigned int row_pitch;
3066 unsigned int slice_pitch;
3068 /* May only be accessed from the command stream worker thread. */
3069 struct wined3d_texture_async
3071 DWORD flags;
3073 /* Color keys for DDraw */
3074 struct wined3d_color_key dst_blt_color_key;
3075 struct wined3d_color_key src_blt_color_key;
3076 struct wined3d_color_key dst_overlay_color_key;
3077 struct wined3d_color_key src_overlay_color_key;
3078 struct wined3d_color_key gl_color_key;
3079 DWORD color_key_flags;
3080 } async;
3082 struct wined3d_texture_sub_resource
3084 void *parent;
3085 const struct wined3d_parent_ops *parent_ops;
3087 union
3089 struct wined3d_surface *surface;
3090 } u;
3091 unsigned int offset;
3092 unsigned int size;
3094 unsigned int map_count;
3095 DWORD locations;
3096 GLuint buffer_object;
3097 } sub_resources[1];
3100 static inline struct wined3d_texture *texture_from_resource(struct wined3d_resource *resource)
3102 return CONTAINING_RECORD(resource, struct wined3d_texture, resource);
3105 static inline struct gl_texture *wined3d_texture_get_gl_texture(struct wined3d_texture *texture,
3106 BOOL srgb)
3108 return srgb ? &texture->texture_srgb : &texture->texture_rgb;
3111 static inline unsigned int wined3d_texture_get_level_width(const struct wined3d_texture *texture,
3112 unsigned int level)
3114 return max(1, texture->resource.width >> level);
3117 static inline unsigned int wined3d_texture_get_level_height(const struct wined3d_texture *texture,
3118 unsigned int level)
3120 return max(1, texture->resource.height >> level);
3123 static inline unsigned int wined3d_texture_get_level_depth(const struct wined3d_texture *texture,
3124 unsigned int level)
3126 return max(1, texture->resource.depth >> level);
3129 static inline unsigned int wined3d_texture_get_level_pow2_width(const struct wined3d_texture *texture,
3130 unsigned int level)
3132 return max(1, texture->pow2_width >> level);
3135 static inline unsigned int wined3d_texture_get_level_pow2_height(const struct wined3d_texture *texture,
3136 unsigned int level)
3138 return max(1, texture->pow2_height >> level);
3141 void wined3d_texture_apply_sampler_desc(struct wined3d_texture *texture,
3142 const struct wined3d_sampler_desc *sampler_desc, const struct wined3d_context *context) DECLSPEC_HIDDEN;
3143 void wined3d_texture_bind(struct wined3d_texture *texture,
3144 struct wined3d_context *context, BOOL srgb) DECLSPEC_HIDDEN;
3145 void wined3d_texture_bind_and_dirtify(struct wined3d_texture *texture,
3146 struct wined3d_context *context, BOOL srgb) DECLSPEC_HIDDEN;
3147 HRESULT wined3d_texture_check_box_dimensions(const struct wined3d_texture *texture,
3148 unsigned int level, const struct wined3d_box *box) DECLSPEC_HIDDEN;
3149 GLenum wined3d_texture_get_gl_buffer(const struct wined3d_texture *texture) DECLSPEC_HIDDEN;
3150 void wined3d_texture_get_memory(struct wined3d_texture *texture, unsigned int sub_resource_idx,
3151 struct wined3d_bo_address *data, DWORD locations) DECLSPEC_HIDDEN;
3152 void wined3d_texture_invalidate_location(struct wined3d_texture *texture,
3153 unsigned int sub_resource_idx, DWORD location) DECLSPEC_HIDDEN;
3154 void wined3d_texture_load(struct wined3d_texture *texture,
3155 struct wined3d_context *context, BOOL srgb) DECLSPEC_HIDDEN;
3156 BOOL wined3d_texture_load_location(struct wined3d_texture *texture,
3157 unsigned int sub_resource_idx, struct wined3d_context *context, DWORD location) DECLSPEC_HIDDEN;
3158 BOOL wined3d_texture_prepare_location(struct wined3d_texture *texture, unsigned int sub_resource_idx,
3159 struct wined3d_context *context, DWORD location) DECLSPEC_HIDDEN;
3160 void wined3d_texture_prepare_texture(struct wined3d_texture *texture,
3161 struct wined3d_context *context, BOOL srgb) DECLSPEC_HIDDEN;
3162 void wined3d_texture_set_map_binding(struct wined3d_texture *texture, DWORD map_binding) DECLSPEC_HIDDEN;
3163 void wined3d_texture_set_swapchain(struct wined3d_texture *texture,
3164 struct wined3d_swapchain *swapchain) DECLSPEC_HIDDEN;
3165 void wined3d_texture_upload_data(struct wined3d_texture *texture, unsigned int sub_resource_idx,
3166 const struct wined3d_context *context, const struct wined3d_box *box,
3167 const struct wined3d_const_bo_address *data, unsigned int row_pitch, unsigned int slice_pitch) DECLSPEC_HIDDEN;
3168 void wined3d_texture_validate_location(struct wined3d_texture *texture,
3169 unsigned int sub_resource_idx, DWORD location) DECLSPEC_HIDDEN;
3171 #define WINED3D_LOCATION_DISCARDED 0x00000001
3172 #define WINED3D_LOCATION_SYSMEM 0x00000002
3173 #define WINED3D_LOCATION_USER_MEMORY 0x00000004
3174 #define WINED3D_LOCATION_BUFFER 0x00000008
3175 #define WINED3D_LOCATION_TEXTURE_RGB 0x00000010
3176 #define WINED3D_LOCATION_TEXTURE_SRGB 0x00000020
3177 #define WINED3D_LOCATION_DRAWABLE 0x00000040
3178 #define WINED3D_LOCATION_RB_MULTISAMPLE 0x00000080
3179 #define WINED3D_LOCATION_RB_RESOLVED 0x00000100
3181 const char *wined3d_debug_location(DWORD location) DECLSPEC_HIDDEN;
3183 struct wined3d_renderbuffer_entry
3185 struct list entry;
3186 GLuint id;
3187 UINT width;
3188 UINT height;
3191 struct wined3d_fbo_resource
3193 GLuint object;
3194 GLenum target;
3195 GLuint level, layer;
3198 #define WINED3D_FBO_ENTRY_FLAG_ATTACHED 0x1
3199 #define WINED3D_FBO_ENTRY_FLAG_DEPTH 0x2
3200 #define WINED3D_FBO_ENTRY_FLAG_STENCIL 0x4
3202 struct fbo_entry
3204 struct list entry;
3205 DWORD flags;
3206 DWORD rt_mask;
3207 GLuint id;
3208 struct wined3d_fbo_entry_key
3210 DWORD rb_namespace;
3211 struct wined3d_fbo_resource objects[1];
3212 } key;
3215 struct wined3d_surface
3217 struct wined3d_texture *container;
3219 GLenum texture_target;
3220 unsigned int texture_level;
3221 unsigned int texture_layer;
3223 /* For GetDC */
3224 HBITMAP bitmap;
3225 HDC dc;
3227 struct list renderbuffers;
3228 const struct wined3d_renderbuffer_entry *current_renderbuffer;
3230 /* DirectDraw Overlay handling */
3231 RECT overlay_srcrect;
3232 RECT overlay_destrect;
3233 struct wined3d_surface *overlay_dest;
3234 struct list overlays;
3235 struct list overlay_entry;
3238 static inline unsigned int surface_get_sub_resource_idx(const struct wined3d_surface *surface)
3240 return surface->texture_layer * surface->container->level_count + surface->texture_level;
3243 static inline struct wined3d_texture_sub_resource *surface_get_sub_resource(struct wined3d_surface *surface)
3245 return &surface->container->sub_resources[surface_get_sub_resource_idx(surface)];
3248 HRESULT wined3d_surface_blt(struct wined3d_surface *dst_surface, const RECT *dst_rect,
3249 struct wined3d_surface *src_surface, const RECT *src_rect, DWORD flags,
3250 const struct wined3d_blt_fx *blt_fx, enum wined3d_texture_filter_type filter) DECLSPEC_HIDDEN;
3251 void surface_load_fb_texture(struct wined3d_surface *surface, BOOL srgb,
3252 struct wined3d_context *context) DECLSPEC_HIDDEN;
3253 BOOL surface_load_location(struct wined3d_surface *surface,
3254 struct wined3d_context *context, DWORD location) DECLSPEC_HIDDEN;
3255 void surface_set_compatible_renderbuffer(struct wined3d_surface *surface,
3256 const struct wined3d_rendertarget_info *rt) DECLSPEC_HIDDEN;
3257 void surface_translate_drawable_coords(const struct wined3d_surface *surface, HWND window, RECT *rect) DECLSPEC_HIDDEN;
3258 void wined3d_surface_upload_data(struct wined3d_surface *surface, const struct wined3d_gl_info *gl_info,
3259 const struct wined3d_format *format, const RECT *src_rect, UINT src_pitch, const POINT *dst_point,
3260 BOOL srgb, const struct wined3d_const_bo_address *data) DECLSPEC_HIDDEN;
3262 void draw_textured_quad(const struct wined3d_surface *src_surface, struct wined3d_context *context,
3263 const RECT *src_rect, const RECT *dst_rect, enum wined3d_texture_filter_type filter) DECLSPEC_HIDDEN;
3265 struct wined3d_sampler
3267 struct wine_rb_entry entry;
3268 LONG refcount;
3269 GLuint name;
3270 struct wined3d_device *device;
3271 void *parent;
3272 const struct wined3d_parent_ops *parent_ops;
3273 struct wined3d_sampler_desc desc;
3276 void wined3d_sampler_bind(struct wined3d_sampler *sampler, unsigned int unit,
3277 struct wined3d_texture *texture, const struct wined3d_context *context) DECLSPEC_HIDDEN;
3279 struct wined3d_vertex_declaration_element
3281 const struct wined3d_format *format;
3282 BOOL ffp_valid;
3283 unsigned int input_slot;
3284 unsigned int offset;
3285 unsigned int output_slot;
3286 enum wined3d_input_classification input_slot_class;
3287 unsigned int instance_data_step_rate;
3288 BYTE method;
3289 BYTE usage;
3290 BYTE usage_idx;
3293 struct wined3d_vertex_declaration
3295 LONG ref;
3296 void *parent;
3297 const struct wined3d_parent_ops *parent_ops;
3298 struct wined3d_device *device;
3300 struct wined3d_vertex_declaration_element *elements;
3301 UINT element_count;
3303 BOOL position_transformed;
3304 BOOL half_float_conv_needed;
3307 struct wined3d_saved_states
3309 DWORD transform[(HIGHEST_TRANSFORMSTATE >> 5) + 1];
3310 WORD streamSource; /* MAX_STREAMS, 16 */
3311 WORD streamFreq; /* MAX_STREAMS, 16 */
3312 DWORD renderState[(WINEHIGHEST_RENDER_STATE >> 5) + 1];
3313 DWORD textureState[MAX_TEXTURES]; /* WINED3D_HIGHEST_TEXTURE_STATE + 1, 18 */
3314 WORD samplerState[MAX_COMBINED_SAMPLERS]; /* WINED3D_HIGHEST_SAMPLER_STATE + 1, 14 */
3315 DWORD clipplane; /* WINED3DMAXUSERCLIPPLANES, 32 */
3316 WORD pixelShaderConstantsB; /* WINED3D_MAX_CONSTS_B, 16 */
3317 WORD pixelShaderConstantsI; /* WINED3D_MAX_CONSTS_I, 16 */
3318 BOOL ps_consts_f[WINED3D_MAX_PS_CONSTS_F];
3319 WORD vertexShaderConstantsB; /* WINED3D_MAX_CONSTS_B, 16 */
3320 WORD vertexShaderConstantsI; /* WINED3D_MAX_CONSTS_I, 16 */
3321 BOOL vs_consts_f[WINED3D_MAX_VS_CONSTS_F];
3322 DWORD textures : 20; /* MAX_COMBINED_SAMPLERS, 20 */
3323 DWORD indices : 1;
3324 DWORD material : 1;
3325 DWORD viewport : 1;
3326 DWORD vertexDecl : 1;
3327 DWORD pixelShader : 1;
3328 DWORD vertexShader : 1;
3329 DWORD scissorRect : 1;
3330 DWORD padding : 5;
3333 struct StageState {
3334 DWORD stage;
3335 DWORD state;
3338 struct wined3d_stateblock
3340 LONG ref; /* Note: Ref counting not required */
3341 struct wined3d_device *device;
3343 /* Array indicating whether things have been set or changed */
3344 struct wined3d_saved_states changed;
3345 struct wined3d_state state;
3347 /* Contained state management */
3348 DWORD contained_render_states[WINEHIGHEST_RENDER_STATE + 1];
3349 unsigned int num_contained_render_states;
3350 DWORD contained_transform_states[HIGHEST_TRANSFORMSTATE + 1];
3351 unsigned int num_contained_transform_states;
3352 DWORD contained_vs_consts_i[WINED3D_MAX_CONSTS_I];
3353 unsigned int num_contained_vs_consts_i;
3354 DWORD contained_vs_consts_b[WINED3D_MAX_CONSTS_B];
3355 unsigned int num_contained_vs_consts_b;
3356 DWORD contained_vs_consts_f[WINED3D_MAX_VS_CONSTS_F];
3357 unsigned int num_contained_vs_consts_f;
3358 DWORD contained_ps_consts_i[WINED3D_MAX_CONSTS_I];
3359 unsigned int num_contained_ps_consts_i;
3360 DWORD contained_ps_consts_b[WINED3D_MAX_CONSTS_B];
3361 unsigned int num_contained_ps_consts_b;
3362 DWORD contained_ps_consts_f[WINED3D_MAX_PS_CONSTS_F];
3363 unsigned int num_contained_ps_consts_f;
3364 struct StageState contained_tss_states[MAX_TEXTURES * (WINED3D_HIGHEST_TEXTURE_STATE + 1)];
3365 unsigned int num_contained_tss_states;
3366 struct StageState contained_sampler_states[MAX_COMBINED_SAMPLERS * WINED3D_HIGHEST_SAMPLER_STATE];
3367 unsigned int num_contained_sampler_states;
3370 void stateblock_init_contained_states(struct wined3d_stateblock *stateblock) DECLSPEC_HIDDEN;
3372 void state_cleanup(struct wined3d_state *state) DECLSPEC_HIDDEN;
3373 void wined3d_state_enable_light(struct wined3d_state *state, const struct wined3d_d3d_info *d3d_info,
3374 struct wined3d_light_info *light_info, BOOL enable) DECLSPEC_HIDDEN;
3375 struct wined3d_light_info *wined3d_state_get_light(const struct wined3d_state *state,
3376 unsigned int idx) DECLSPEC_HIDDEN;
3377 void state_init(struct wined3d_state *state, struct wined3d_fb_state *fb,
3378 const struct wined3d_gl_info *gl_info, const struct wined3d_d3d_info *d3d_info,
3379 DWORD flags) DECLSPEC_HIDDEN;
3380 void state_unbind_resources(struct wined3d_state *state) DECLSPEC_HIDDEN;
3382 enum wined3d_cs_queue_id
3384 WINED3D_CS_QUEUE_DEFAULT = 0,
3385 WINED3D_CS_QUEUE_MAP,
3386 WINED3D_CS_QUEUE_COUNT,
3389 enum wined3d_push_constants
3391 WINED3D_PUSH_CONSTANTS_VS_F,
3392 WINED3D_PUSH_CONSTANTS_PS_F,
3393 WINED3D_PUSH_CONSTANTS_VS_I,
3394 WINED3D_PUSH_CONSTANTS_PS_I,
3395 WINED3D_PUSH_CONSTANTS_VS_B,
3396 WINED3D_PUSH_CONSTANTS_PS_B,
3399 #define WINED3D_CS_QUERY_POLL_INTERVAL 10u
3400 #define WINED3D_CS_QUEUE_SIZE 0x100000u
3401 #define WINED3D_CS_SPIN_COUNT 10000000u
3403 struct wined3d_cs_queue
3405 LONG head, tail;
3406 BYTE data[WINED3D_CS_QUEUE_SIZE];
3409 struct wined3d_cs_ops
3411 void *(*require_space)(struct wined3d_cs *cs, size_t size, enum wined3d_cs_queue_id queue_id);
3412 void (*submit)(struct wined3d_cs *cs, enum wined3d_cs_queue_id queue_id);
3413 void (*finish)(struct wined3d_cs *cs, enum wined3d_cs_queue_id queue_id);
3414 void (*push_constants)(struct wined3d_cs *cs, enum wined3d_push_constants p,
3415 unsigned int start_idx, unsigned int count, const void *constants);
3418 struct wined3d_cs
3420 const struct wined3d_cs_ops *ops;
3421 struct wined3d_device *device;
3422 struct wined3d_fb_state fb;
3423 struct wined3d_state state;
3424 HMODULE wined3d_module;
3425 HANDLE thread;
3426 DWORD thread_id;
3428 struct wined3d_cs_queue queue[WINED3D_CS_QUEUE_COUNT];
3429 size_t data_size, start, end;
3430 void *data;
3431 struct list query_poll_list;
3432 BOOL queries_flushed;
3434 HANDLE event;
3435 BOOL waiting_for_event;
3436 LONG pending_presents;
3439 struct wined3d_cs *wined3d_cs_create(struct wined3d_device *device) DECLSPEC_HIDDEN;
3440 void wined3d_cs_destroy(struct wined3d_cs *cs) DECLSPEC_HIDDEN;
3441 void wined3d_cs_destroy_object(struct wined3d_cs *cs,
3442 void (*callback)(void *object), void *object) DECLSPEC_HIDDEN;
3443 void wined3d_cs_emit_add_dirty_texture_region(struct wined3d_cs *cs,
3444 struct wined3d_texture *texture, unsigned int layer) DECLSPEC_HIDDEN;
3445 void wined3d_cs_emit_blt_sub_resource(struct wined3d_cs *cs, struct wined3d_resource *dst_resource,
3446 unsigned int dst_sub_resource_idx, const struct wined3d_box *dst_box, struct wined3d_resource *src_resource,
3447 unsigned int src_sub_resource_idx, const struct wined3d_box *src_box, DWORD flags,
3448 const struct wined3d_blt_fx *fx, enum wined3d_texture_filter_type filter) DECLSPEC_HIDDEN;
3449 void wined3d_cs_emit_clear(struct wined3d_cs *cs, DWORD rect_count, const RECT *rects,
3450 DWORD flags, const struct wined3d_color *color, float depth, DWORD stencil) DECLSPEC_HIDDEN;
3451 void wined3d_cs_emit_clear_rendertarget_view(struct wined3d_cs *cs, struct wined3d_rendertarget_view *view,
3452 const RECT *rect, DWORD flags, const struct wined3d_color *color, float depth, DWORD stencil) DECLSPEC_HIDDEN;
3453 void wined3d_cs_emit_clear_unordered_access_view_uint(struct wined3d_cs *cs,
3454 struct wined3d_unordered_access_view *view, const struct wined3d_uvec4 *clear_value) DECLSPEC_HIDDEN;
3455 void wined3d_cs_emit_copy_uav_counter(struct wined3d_cs *cs, struct wined3d_buffer *dst_buffer,
3456 unsigned int offset, struct wined3d_unordered_access_view *uav) DECLSPEC_HIDDEN;
3457 void wined3d_cs_emit_dispatch(struct wined3d_cs *cs,
3458 unsigned int group_count_x, unsigned int group_count_y, unsigned int group_count_z) DECLSPEC_HIDDEN;
3459 void wined3d_cs_emit_dispatch_indirect(struct wined3d_cs *cs,
3460 struct wined3d_buffer *buffer, unsigned int offset) DECLSPEC_HIDDEN;
3461 void wined3d_cs_emit_draw(struct wined3d_cs *cs, GLenum primitive_type, unsigned int patch_vertex_count,
3462 int base_vertex_idx, unsigned int start_idx, unsigned int index_count,
3463 unsigned int start_instance, unsigned int instance_count, BOOL indexed) DECLSPEC_HIDDEN;
3464 void wined3d_cs_emit_flush(struct wined3d_cs *cs) DECLSPEC_HIDDEN;
3465 void wined3d_cs_emit_preload_resource(struct wined3d_cs *cs, struct wined3d_resource *resource) DECLSPEC_HIDDEN;
3466 void wined3d_cs_emit_present(struct wined3d_cs *cs, struct wined3d_swapchain *swapchain,
3467 const RECT *src_rect, const RECT *dst_rect, HWND dst_window_override, DWORD flags) DECLSPEC_HIDDEN;
3468 void wined3d_cs_emit_query_issue(struct wined3d_cs *cs, struct wined3d_query *query, DWORD flags) DECLSPEC_HIDDEN;
3469 void wined3d_cs_emit_reset_state(struct wined3d_cs *cs) DECLSPEC_HIDDEN;
3470 void wined3d_cs_emit_set_clip_plane(struct wined3d_cs *cs, UINT plane_idx,
3471 const struct wined3d_vec4 *plane) DECLSPEC_HIDDEN;
3472 void wined3d_cs_emit_set_color_key(struct wined3d_cs *cs, struct wined3d_texture *texture,
3473 WORD flags, const struct wined3d_color_key *color_key) DECLSPEC_HIDDEN;
3474 void wined3d_cs_emit_set_constant_buffer(struct wined3d_cs *cs, enum wined3d_shader_type type,
3475 UINT cb_idx, struct wined3d_buffer *buffer) DECLSPEC_HIDDEN;
3476 void wined3d_cs_emit_set_depth_stencil_view(struct wined3d_cs *cs,
3477 struct wined3d_rendertarget_view *view) DECLSPEC_HIDDEN;
3478 void wined3d_cs_emit_set_index_buffer(struct wined3d_cs *cs, struct wined3d_buffer *buffer,
3479 enum wined3d_format_id format_id, unsigned int offset) DECLSPEC_HIDDEN;
3480 void wined3d_cs_emit_set_light(struct wined3d_cs *cs, const struct wined3d_light_info *light) DECLSPEC_HIDDEN;
3481 void wined3d_cs_emit_set_light_enable(struct wined3d_cs *cs, unsigned int idx, BOOL enable) DECLSPEC_HIDDEN;
3482 void wined3d_cs_emit_set_material(struct wined3d_cs *cs, const struct wined3d_material *material) DECLSPEC_HIDDEN;
3483 void wined3d_cs_emit_set_predication(struct wined3d_cs *cs,
3484 struct wined3d_query *predicate, BOOL value) DECLSPEC_HIDDEN;
3485 void wined3d_cs_emit_set_rasterizer_state(struct wined3d_cs *cs,
3486 struct wined3d_rasterizer_state *rasterizer_state) DECLSPEC_HIDDEN;
3487 void wined3d_cs_emit_set_render_state(struct wined3d_cs *cs,
3488 enum wined3d_render_state state, DWORD value) DECLSPEC_HIDDEN;
3489 void wined3d_cs_emit_set_rendertarget_view(struct wined3d_cs *cs, unsigned int view_idx,
3490 struct wined3d_rendertarget_view *view) DECLSPEC_HIDDEN;
3491 void wined3d_cs_emit_set_shader_resource_view(struct wined3d_cs *cs, enum wined3d_shader_type type,
3492 UINT view_idx, struct wined3d_shader_resource_view *view) DECLSPEC_HIDDEN;
3493 void wined3d_cs_emit_set_sampler(struct wined3d_cs *cs, enum wined3d_shader_type type,
3494 UINT sampler_idx, struct wined3d_sampler *sampler) DECLSPEC_HIDDEN;
3495 void wined3d_cs_emit_set_sampler_state(struct wined3d_cs *cs, UINT sampler_idx,
3496 enum wined3d_sampler_state state, DWORD value) DECLSPEC_HIDDEN;
3497 void wined3d_cs_emit_set_scissor_rect(struct wined3d_cs *cs, const RECT *rect) DECLSPEC_HIDDEN;
3498 void wined3d_cs_emit_set_shader(struct wined3d_cs *cs, enum wined3d_shader_type type,
3499 struct wined3d_shader *shader) DECLSPEC_HIDDEN;
3500 void wined3d_cs_emit_set_stream_output(struct wined3d_cs *cs, UINT stream_idx,
3501 struct wined3d_buffer *buffer, UINT offset) DECLSPEC_HIDDEN;
3502 void wined3d_cs_emit_set_stream_source(struct wined3d_cs *cs, UINT stream_idx,
3503 struct wined3d_buffer *buffer, UINT offset, UINT stride) DECLSPEC_HIDDEN;
3504 void wined3d_cs_emit_set_stream_source_freq(struct wined3d_cs *cs, UINT stream_idx,
3505 UINT frequency, UINT flags) DECLSPEC_HIDDEN;
3506 void wined3d_cs_emit_set_texture(struct wined3d_cs *cs, UINT stage, struct wined3d_texture *texture) DECLSPEC_HIDDEN;
3507 void wined3d_cs_emit_set_texture_state(struct wined3d_cs *cs, UINT stage,
3508 enum wined3d_texture_stage_state state, DWORD value) DECLSPEC_HIDDEN;
3509 void wined3d_cs_emit_set_transform(struct wined3d_cs *cs, enum wined3d_transform_state state,
3510 const struct wined3d_matrix *matrix) DECLSPEC_HIDDEN;
3511 void wined3d_cs_emit_set_unordered_access_view(struct wined3d_cs *cs, enum wined3d_pipeline pipeline,
3512 unsigned int view_idx, struct wined3d_unordered_access_view *view,
3513 unsigned int initial_count) DECLSPEC_HIDDEN;
3514 void wined3d_cs_emit_set_vertex_declaration(struct wined3d_cs *cs,
3515 struct wined3d_vertex_declaration *declaration) DECLSPEC_HIDDEN;
3516 void wined3d_cs_emit_set_viewport(struct wined3d_cs *cs, const struct wined3d_viewport *viewport) DECLSPEC_HIDDEN;
3517 void wined3d_cs_emit_unload_resource(struct wined3d_cs *cs, struct wined3d_resource *resource) DECLSPEC_HIDDEN;
3518 void wined3d_cs_emit_update_sub_resource(struct wined3d_cs *cs, struct wined3d_resource *resource,
3519 unsigned int sub_resource_idx, const struct wined3d_box *box, const void *data, unsigned int row_pitch,
3520 unsigned int slice_pitch) DECLSPEC_HIDDEN;
3521 void wined3d_cs_init_object(struct wined3d_cs *cs,
3522 void (*callback)(void *object), void *object) DECLSPEC_HIDDEN;
3523 HRESULT wined3d_cs_map(struct wined3d_cs *cs, struct wined3d_resource *resource, unsigned int sub_resource_idx,
3524 struct wined3d_map_desc *map_desc, const struct wined3d_box *box, unsigned int flags) DECLSPEC_HIDDEN;
3525 HRESULT wined3d_cs_unmap(struct wined3d_cs *cs, struct wined3d_resource *resource,
3526 unsigned int sub_resource_idx) DECLSPEC_HIDDEN;
3528 static inline void wined3d_cs_push_constants(struct wined3d_cs *cs, enum wined3d_push_constants p,
3529 unsigned int start_idx, unsigned int count, const void *constants)
3531 cs->ops->push_constants(cs, p, start_idx, count, constants);
3534 static inline void wined3d_resource_wait_idle(struct wined3d_resource *resource)
3536 const struct wined3d_cs *cs = resource->device->cs;
3538 if (!cs->thread || cs->thread_id == GetCurrentThreadId())
3539 return;
3541 while (InterlockedCompareExchange(&resource->access_count, 0, 0))
3542 wined3d_pause();
3545 /* TODO: Add tests and support for FLOAT16_4 POSITIONT, D3DCOLOR position, other
3546 * fixed function semantics as D3DCOLOR or FLOAT16 */
3547 enum wined3d_buffer_conversion_type
3549 CONV_NONE,
3550 CONV_D3DCOLOR,
3551 CONV_POSITIONT,
3554 struct wined3d_map_range
3556 UINT offset;
3557 UINT size;
3560 struct wined3d_buffer
3562 struct wined3d_resource resource;
3564 struct wined3d_buffer_desc desc;
3566 GLuint buffer_object;
3567 GLenum buffer_object_usage;
3568 GLenum buffer_type_hint;
3569 unsigned int bind_flags;
3570 DWORD flags;
3571 DWORD locations;
3572 void *map_ptr;
3574 struct wined3d_map_range *maps;
3575 SIZE_T maps_size, modified_areas;
3576 struct wined3d_fence *fence;
3578 /* conversion stuff */
3579 UINT decl_change_count, full_conversion_count;
3580 UINT draw_count;
3581 UINT stride; /* 0 if no conversion */
3582 enum wined3d_buffer_conversion_type *conversion_map; /* NULL if no conversion */
3583 UINT conversion_stride; /* 0 if no shifted conversion */
3586 static inline struct wined3d_buffer *buffer_from_resource(struct wined3d_resource *resource)
3588 return CONTAINING_RECORD(resource, struct wined3d_buffer, resource);
3591 DWORD wined3d_buffer_get_memory(struct wined3d_buffer *buffer,
3592 struct wined3d_bo_address *data, DWORD locations) DECLSPEC_HIDDEN;
3593 void wined3d_buffer_invalidate_location(struct wined3d_buffer *buffer, DWORD location) DECLSPEC_HIDDEN;
3594 void wined3d_buffer_load(struct wined3d_buffer *buffer, struct wined3d_context *context,
3595 const struct wined3d_state *state) DECLSPEC_HIDDEN;
3596 BOOL wined3d_buffer_load_location(struct wined3d_buffer *buffer,
3597 struct wined3d_context *context, DWORD location) DECLSPEC_HIDDEN;
3598 BYTE *wined3d_buffer_load_sysmem(struct wined3d_buffer *buffer, struct wined3d_context *context) DECLSPEC_HIDDEN;
3599 void wined3d_buffer_copy(struct wined3d_buffer *dst_buffer, unsigned int dst_offset,
3600 struct wined3d_buffer *src_buffer, unsigned int src_offset, unsigned int size) DECLSPEC_HIDDEN;
3601 void wined3d_buffer_upload_data(struct wined3d_buffer *buffer, struct wined3d_context *context,
3602 const struct wined3d_box *box, const void *data) DECLSPEC_HIDDEN;
3604 struct wined3d_rendertarget_view
3606 LONG refcount;
3608 struct wined3d_resource *resource;
3609 void *parent;
3610 const struct wined3d_parent_ops *parent_ops;
3612 struct wined3d_gl_view gl_view;
3613 const struct wined3d_format *format;
3614 unsigned int format_flags;
3615 unsigned int sub_resource_idx;
3616 unsigned int layer_count;
3618 unsigned int width;
3619 unsigned int height;
3621 struct wined3d_view_desc desc;
3624 static inline struct wined3d_surface *wined3d_rendertarget_view_get_surface(
3625 const struct wined3d_rendertarget_view *view)
3627 struct wined3d_texture *texture;
3629 if (!view || view->resource->type != WINED3D_RTYPE_TEXTURE_2D)
3630 return NULL;
3632 texture = texture_from_resource(view->resource);
3634 return texture->sub_resources[view->sub_resource_idx].u.surface;
3637 void wined3d_rendertarget_view_get_drawable_size(const struct wined3d_rendertarget_view *view,
3638 const struct wined3d_context *context, unsigned int *width, unsigned int *height) DECLSPEC_HIDDEN;
3639 void wined3d_rendertarget_view_invalidate_location(struct wined3d_rendertarget_view *view,
3640 DWORD location) DECLSPEC_HIDDEN;
3641 void wined3d_rendertarget_view_load_location(struct wined3d_rendertarget_view *view,
3642 struct wined3d_context *context, DWORD location) DECLSPEC_HIDDEN;
3643 void wined3d_rendertarget_view_prepare_location(struct wined3d_rendertarget_view *view,
3644 struct wined3d_context *context, DWORD location) DECLSPEC_HIDDEN;
3645 void wined3d_rendertarget_view_validate_location(struct wined3d_rendertarget_view *view,
3646 DWORD location) DECLSPEC_HIDDEN;
3648 struct wined3d_shader_resource_view
3650 LONG refcount;
3652 struct wined3d_resource *resource;
3653 void *parent;
3654 const struct wined3d_parent_ops *parent_ops;
3656 struct wined3d_gl_view gl_view;
3657 const struct wined3d_format *format;
3659 struct wined3d_view_desc desc;
3662 void wined3d_shader_resource_view_bind(struct wined3d_shader_resource_view *view, unsigned int unit,
3663 struct wined3d_sampler *sampler, struct wined3d_context *context) DECLSPEC_HIDDEN;
3665 struct wined3d_unordered_access_view
3667 LONG refcount;
3669 struct wined3d_resource *resource;
3670 void *parent;
3671 const struct wined3d_parent_ops *parent_ops;
3673 struct wined3d_gl_view gl_view;
3674 const struct wined3d_format *format;
3675 GLuint counter_bo;
3677 struct wined3d_view_desc desc;
3680 void wined3d_unordered_access_view_clear_uint(struct wined3d_unordered_access_view *view,
3681 const struct wined3d_uvec4 *clear_value, struct wined3d_context *context) DECLSPEC_HIDDEN;
3682 void wined3d_unordered_access_view_copy_counter(struct wined3d_unordered_access_view *view,
3683 struct wined3d_buffer *buffer, unsigned int offset, struct wined3d_context *context) DECLSPEC_HIDDEN;
3684 void wined3d_unordered_access_view_invalidate_location(struct wined3d_unordered_access_view *view,
3685 DWORD location) DECLSPEC_HIDDEN;
3686 void wined3d_unordered_access_view_set_counter(struct wined3d_unordered_access_view *view,
3687 unsigned int value) DECLSPEC_HIDDEN;
3689 struct wined3d_swapchain_ops
3691 void (*swapchain_present)(struct wined3d_swapchain *swapchain,
3692 const RECT *src_rect, const RECT *dst_rect, DWORD flags);
3693 void (*swapchain_frontbuffer_updated)(struct wined3d_swapchain *swapchain);
3696 struct wined3d_swapchain
3698 LONG ref;
3699 void *parent;
3700 const struct wined3d_parent_ops *parent_ops;
3701 const struct wined3d_swapchain_ops *swapchain_ops;
3702 struct wined3d_device *device;
3704 struct wined3d_texture **back_buffers;
3705 struct wined3d_texture *front_buffer;
3706 struct wined3d_swapchain_desc desc;
3707 struct wined3d_display_mode original_mode, d3d_mode;
3708 RECT original_window_rect;
3709 struct wined3d_gamma_ramp orig_gamma;
3710 BOOL render_to_fbo, reapply_mode;
3711 const struct wined3d_format *ds_format;
3712 struct wined3d_palette *palette;
3713 RECT front_buffer_update;
3715 LONG prev_time, frames; /* Performance tracking */
3717 struct wined3d_context **context;
3718 unsigned int num_contexts;
3720 HWND win_handle;
3721 HWND device_window;
3723 HDC backup_dc;
3724 HWND backup_wnd;
3727 void wined3d_swapchain_activate(struct wined3d_swapchain *swapchain, BOOL activate) DECLSPEC_HIDDEN;
3728 struct wined3d_context *swapchain_get_context(struct wined3d_swapchain *swapchain) DECLSPEC_HIDDEN;
3729 void swapchain_destroy_contexts(struct wined3d_swapchain *swapchain) DECLSPEC_HIDDEN;
3730 HDC swapchain_get_backup_dc(struct wined3d_swapchain *swapchain) DECLSPEC_HIDDEN;
3731 void swapchain_update_draw_bindings(struct wined3d_swapchain *swapchain) DECLSPEC_HIDDEN;
3732 void swapchain_update_swap_interval(struct wined3d_swapchain *swapchain) DECLSPEC_HIDDEN;
3734 /*****************************************************************************
3735 * Utility function prototypes
3738 /* Trace routines */
3739 const char *debug_box(const struct wined3d_box *box) DECLSPEC_HIDDEN;
3740 const char *debug_color(const struct wined3d_color *color) DECLSPEC_HIDDEN;
3741 const char *debug_d3dshaderinstructionhandler(enum WINED3D_SHADER_INSTRUCTION_HANDLER handler_idx) DECLSPEC_HIDDEN;
3742 const char *debug_d3dformat(enum wined3d_format_id format_id) DECLSPEC_HIDDEN;
3743 const char *debug_d3ddevicetype(enum wined3d_device_type device_type) DECLSPEC_HIDDEN;
3744 const char *debug_d3dresourcetype(enum wined3d_resource_type resource_type) DECLSPEC_HIDDEN;
3745 const char *debug_d3dusage(DWORD usage) DECLSPEC_HIDDEN;
3746 const char *debug_d3dusagequery(DWORD usagequery) DECLSPEC_HIDDEN;
3747 const char *debug_d3ddeclmethod(enum wined3d_decl_method method) DECLSPEC_HIDDEN;
3748 const char *debug_d3ddeclusage(enum wined3d_decl_usage usage) DECLSPEC_HIDDEN;
3749 const char *debug_d3dinput_classification(enum wined3d_input_classification classification) DECLSPEC_HIDDEN;
3750 const char *debug_d3dprimitivetype(enum wined3d_primitive_type primitive_type) DECLSPEC_HIDDEN;
3751 const char *debug_d3drenderstate(enum wined3d_render_state state) DECLSPEC_HIDDEN;
3752 const char *debug_d3dsamplerstate(enum wined3d_sampler_state state) DECLSPEC_HIDDEN;
3753 const char *debug_d3dstate(DWORD state) DECLSPEC_HIDDEN;
3754 const char *debug_d3dtexturefiltertype(enum wined3d_texture_filter_type filter_type) DECLSPEC_HIDDEN;
3755 const char *debug_d3dtexturestate(enum wined3d_texture_stage_state state) DECLSPEC_HIDDEN;
3756 const char *debug_d3dtop(enum wined3d_texture_op d3dtop) DECLSPEC_HIDDEN;
3757 const char *debug_d3dtstype(enum wined3d_transform_state tstype) DECLSPEC_HIDDEN;
3758 const char *debug_d3dpool(enum wined3d_pool pool) DECLSPEC_HIDDEN;
3759 const char *debug_fboattachment(GLenum attachment) DECLSPEC_HIDDEN;
3760 const char *debug_fbostatus(GLenum status) DECLSPEC_HIDDEN;
3761 const char *debug_glerror(GLenum error) DECLSPEC_HIDDEN;
3762 const char *debug_ivec4(const struct wined3d_ivec4 *v) DECLSPEC_HIDDEN;
3763 const char *debug_uvec4(const struct wined3d_uvec4 *v) DECLSPEC_HIDDEN;
3764 const char *debug_shader_type(enum wined3d_shader_type shader_type) DECLSPEC_HIDDEN;
3765 const char *debug_vec4(const struct wined3d_vec4 *v) DECLSPEC_HIDDEN;
3766 void dump_color_fixup_desc(struct color_fixup_desc fixup) DECLSPEC_HIDDEN;
3768 BOOL is_invalid_op(const struct wined3d_state *state, int stage,
3769 enum wined3d_texture_op op, DWORD arg1, DWORD arg2, DWORD arg3) DECLSPEC_HIDDEN;
3770 void set_tex_op_nvrc(const struct wined3d_gl_info *gl_info, const struct wined3d_state *state,
3771 BOOL is_alpha, int stage, enum wined3d_texture_op op, DWORD arg1, DWORD arg2, DWORD arg3,
3772 INT texture_idx, DWORD dst) DECLSPEC_HIDDEN;
3773 void texture_activate_dimensions(const struct wined3d_texture *texture,
3774 const struct wined3d_gl_info *gl_info) DECLSPEC_HIDDEN;
3775 void sampler_texdim(struct wined3d_context *context,
3776 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
3777 void tex_alphaop(struct wined3d_context *context,
3778 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
3779 void apply_pixelshader(struct wined3d_context *context,
3780 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
3781 void state_alpha_test(struct wined3d_context *context,
3782 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
3783 void state_fogcolor(struct wined3d_context *context,
3784 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
3785 void state_fogdensity(struct wined3d_context *context,
3786 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
3787 void state_fogstartend(struct wined3d_context *context,
3788 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
3789 void state_fog_fragpart(struct wined3d_context *context,
3790 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
3791 void state_nop(struct wined3d_context *context,
3792 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
3793 void state_srgbwrite(struct wined3d_context *context,
3794 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
3796 void state_clipping(struct wined3d_context *context,
3797 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
3798 void clipplane(struct wined3d_context *context,
3799 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
3800 void state_pointsprite_w(struct wined3d_context *context,
3801 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
3802 void state_pointsprite(struct wined3d_context *context,
3803 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
3804 void state_shademode(struct wined3d_context *context,
3805 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
3807 GLenum gl_primitive_type_from_d3d(enum wined3d_primitive_type primitive_type) DECLSPEC_HIDDEN;
3809 /* Math utils */
3810 void multiply_matrix(struct wined3d_matrix *dest, const struct wined3d_matrix *src1,
3811 const struct wined3d_matrix *src2) DECLSPEC_HIDDEN;
3813 void wined3d_release_dc(HWND window, HDC dc) DECLSPEC_HIDDEN;
3815 struct wined3d_shader_lconst
3817 struct list entry;
3818 unsigned int idx;
3819 DWORD value[4];
3822 struct wined3d_shader_limits
3824 unsigned int sampler;
3825 unsigned int constant_int;
3826 unsigned int constant_float;
3827 unsigned int constant_bool;
3828 unsigned int packed_output;
3829 unsigned int packed_input;
3832 #ifdef __GNUC__
3833 #define PRINTF_ATTR(fmt,args) __attribute__((format (printf,fmt,args)))
3834 #else
3835 #define PRINTF_ATTR(fmt,args)
3836 #endif
3838 struct wined3d_string_buffer_list
3840 struct list list;
3843 struct wined3d_string_buffer *string_buffer_get(struct wined3d_string_buffer_list *list) DECLSPEC_HIDDEN;
3844 void string_buffer_sprintf(struct wined3d_string_buffer *buffer, const char *format, ...) PRINTF_ATTR(2, 3) DECLSPEC_HIDDEN;
3845 void string_buffer_release(struct wined3d_string_buffer_list *list, struct wined3d_string_buffer *buffer) DECLSPEC_HIDDEN;
3846 void string_buffer_list_init(struct wined3d_string_buffer_list *list) DECLSPEC_HIDDEN;
3847 void string_buffer_list_cleanup(struct wined3d_string_buffer_list *list) DECLSPEC_HIDDEN;
3849 int shader_addline(struct wined3d_string_buffer *buffer, const char *fmt, ...) PRINTF_ATTR(2,3) DECLSPEC_HIDDEN;
3850 BOOL string_buffer_resize(struct wined3d_string_buffer *buffer, int rc) DECLSPEC_HIDDEN;
3851 int shader_vaddline(struct wined3d_string_buffer *buffer, const char *fmt, va_list args) DECLSPEC_HIDDEN;
3853 struct wined3d_shader_phase
3855 const DWORD *start;
3856 const DWORD *end;
3857 unsigned int instance_count;
3858 unsigned int temporary_count;
3861 struct wined3d_vertex_shader
3863 struct wined3d_shader_attribute attributes[MAX_ATTRIBS];
3866 struct wined3d_hull_shader
3868 struct
3870 struct wined3d_shader_phase *control_point;
3871 unsigned int fork_count;
3872 unsigned int join_count;
3873 struct wined3d_shader_phase *fork;
3874 SIZE_T fork_size;
3875 struct wined3d_shader_phase *join;
3876 SIZE_T join_size;
3877 } phases;
3878 unsigned int output_vertex_count;
3879 enum wined3d_tessellator_output_primitive tessellator_output_primitive;
3880 enum wined3d_tessellator_partitioning tessellator_partitioning;
3883 struct wined3d_domain_shader
3885 enum wined3d_tessellator_domain tessellator_domain;
3888 struct wined3d_geometry_shader
3890 enum wined3d_primitive_type input_type;
3891 enum wined3d_primitive_type output_type;
3892 unsigned int vertices_out;
3893 unsigned int instance_count;
3895 struct wined3d_stream_output_desc so_desc;
3898 struct wined3d_pixel_shader
3900 /* Pixel shader input semantics */
3901 DWORD input_reg_map[MAX_REG_INPUT];
3902 DWORD input_reg_used; /* MAX_REG_INPUT, 32 */
3903 unsigned int declared_in_count;
3905 /* Some information about the shader behavior */
3906 BOOL color0_mov;
3907 DWORD color0_reg;
3909 BOOL force_early_depth_stencil;
3910 enum wined3d_shader_register_type depth_output;
3913 struct wined3d_compute_shader
3915 struct wined3d_shader_thread_group_size thread_group_size;
3918 struct wined3d_shader
3920 LONG ref;
3921 const struct wined3d_shader_limits *limits;
3922 DWORD *function;
3923 UINT functionLength;
3924 BOOL load_local_constsF;
3925 const struct wined3d_shader_frontend *frontend;
3926 void *frontend_data;
3927 void *backend_data;
3929 void *parent;
3930 const struct wined3d_parent_ops *parent_ops;
3932 /* Programs this shader is linked with */
3933 struct list linked_programs;
3935 /* Immediate constants (override global ones) */
3936 struct list constantsB;
3937 struct list constantsF;
3938 struct list constantsI;
3939 struct wined3d_shader_reg_maps reg_maps;
3940 BOOL lconst_inf_or_nan;
3942 struct wined3d_shader_signature input_signature;
3943 struct wined3d_shader_signature output_signature;
3944 struct wined3d_shader_signature patch_constant_signature;
3945 char *signature_strings;
3947 /* Pointer to the parent device */
3948 struct wined3d_device *device;
3949 struct list shader_list_entry;
3951 union
3953 struct wined3d_vertex_shader vs;
3954 struct wined3d_hull_shader hs;
3955 struct wined3d_domain_shader ds;
3956 struct wined3d_geometry_shader gs;
3957 struct wined3d_pixel_shader ps;
3958 struct wined3d_compute_shader cs;
3959 } u;
3962 void pixelshader_update_resource_types(struct wined3d_shader *shader, WORD tex_types) DECLSPEC_HIDDEN;
3963 void find_ps_compile_args(const struct wined3d_state *state, const struct wined3d_shader *shader,
3964 BOOL position_transformed, struct ps_compile_args *args,
3965 const struct wined3d_context *context) DECLSPEC_HIDDEN;
3967 BOOL vshader_get_input(const struct wined3d_shader *shader,
3968 BYTE usage_req, BYTE usage_idx_req, unsigned int *regnum) DECLSPEC_HIDDEN;
3969 void find_vs_compile_args(const struct wined3d_state *state, const struct wined3d_shader *shader,
3970 WORD swizzle_map, struct vs_compile_args *args,
3971 const struct wined3d_d3d_info *d3d_info) DECLSPEC_HIDDEN;
3973 void find_ds_compile_args(const struct wined3d_state *state, const struct wined3d_shader *shader,
3974 struct ds_compile_args *args, const struct wined3d_context *context) DECLSPEC_HIDDEN;
3976 void find_gs_compile_args(const struct wined3d_state *state, const struct wined3d_shader *shader,
3977 struct gs_compile_args *args) DECLSPEC_HIDDEN;
3979 void string_buffer_clear(struct wined3d_string_buffer *buffer) DECLSPEC_HIDDEN;
3980 BOOL string_buffer_init(struct wined3d_string_buffer *buffer) DECLSPEC_HIDDEN;
3981 void string_buffer_free(struct wined3d_string_buffer *buffer) DECLSPEC_HIDDEN;
3982 unsigned int shader_find_free_input_register(const struct wined3d_shader_reg_maps *reg_maps,
3983 unsigned int max) DECLSPEC_HIDDEN;
3984 HRESULT shader_generate_code(const struct wined3d_shader *shader, struct wined3d_string_buffer *buffer,
3985 const struct wined3d_shader_reg_maps *reg_maps, void *backend_ctx,
3986 const DWORD *start, const DWORD *end) DECLSPEC_HIDDEN;
3987 BOOL shader_match_semantic(const char *semantic_name, enum wined3d_decl_usage usage) DECLSPEC_HIDDEN;
3989 static inline BOOL shader_is_scalar(const struct wined3d_shader_register *reg)
3991 switch (reg->type)
3993 case WINED3DSPR_RASTOUT:
3994 /* oFog & oPts */
3995 if (reg->idx[0].offset)
3996 return TRUE;
3997 /* oPos */
3998 return FALSE;
4000 case WINED3DSPR_DEPTHOUT: /* oDepth */
4001 case WINED3DSPR_DEPTHOUTGE:
4002 case WINED3DSPR_DEPTHOUTLE:
4003 case WINED3DSPR_CONSTBOOL: /* b# */
4004 case WINED3DSPR_LOOP: /* aL */
4005 case WINED3DSPR_PREDICATE: /* p0 */
4006 case WINED3DSPR_PRIMID: /* primID */
4007 return TRUE;
4009 case WINED3DSPR_MISCTYPE:
4010 switch (reg->idx[0].offset)
4012 case 0: /* vPos */
4013 return FALSE;
4014 case 1: /* vFace */
4015 return TRUE;
4016 default:
4017 return FALSE;
4020 case WINED3DSPR_IMMCONST:
4021 return reg->immconst_type == WINED3D_IMMCONST_SCALAR;
4023 default:
4024 return FALSE;
4028 static inline void shader_get_position_fixup(const struct wined3d_context *context,
4029 const struct wined3d_state *state, float *position_fixup)
4031 float center_offset;
4033 if (context->d3d_info->wined3d_creation_flags & WINED3D_PIXEL_CENTER_INTEGER)
4034 center_offset = 63.0f / 64.0f;
4035 else
4036 center_offset = -1.0f / 64.0f;
4038 position_fixup[0] = 1.0f;
4039 position_fixup[1] = 1.0f;
4040 position_fixup[2] = center_offset / state->viewport.width;
4041 position_fixup[3] = -center_offset / state->viewport.height;
4043 if (context->render_offscreen)
4045 position_fixup[1] *= -1.0f;
4046 position_fixup[3] *= -1.0f;
4050 static inline BOOL shader_constant_is_local(const struct wined3d_shader *shader, DWORD reg)
4052 struct wined3d_shader_lconst *lconst;
4054 if (shader->load_local_constsF)
4055 return FALSE;
4057 LIST_FOR_EACH_ENTRY(lconst, &shader->constantsF, struct wined3d_shader_lconst, entry)
4059 if (lconst->idx == reg)
4060 return TRUE;
4063 return FALSE;
4066 void get_identity_matrix(struct wined3d_matrix *mat) DECLSPEC_HIDDEN;
4067 void get_modelview_matrix(const struct wined3d_context *context, const struct wined3d_state *state,
4068 unsigned int index, struct wined3d_matrix *mat) DECLSPEC_HIDDEN;
4069 void get_projection_matrix(const struct wined3d_context *context, const struct wined3d_state *state,
4070 struct wined3d_matrix *mat) DECLSPEC_HIDDEN;
4071 void get_texture_matrix(const struct wined3d_context *context, const struct wined3d_state *state,
4072 unsigned int tex, struct wined3d_matrix *mat) DECLSPEC_HIDDEN;
4073 void get_pointsize_minmax(const struct wined3d_context *context, const struct wined3d_state *state,
4074 float *out_min, float *out_max) DECLSPEC_HIDDEN;
4075 void get_pointsize(const struct wined3d_context *context, const struct wined3d_state *state,
4076 float *out_pointsize, float *out_att) DECLSPEC_HIDDEN;
4077 void get_fog_start_end(const struct wined3d_context *context, const struct wined3d_state *state,
4078 float *start, float *end) DECLSPEC_HIDDEN;
4080 /* Using additional shader constants (uniforms in GLSL / program environment
4081 * or local parameters in ARB) is costly:
4082 * ARB only knows float4 parameters and GLSL compiler are not really smart
4083 * when it comes to efficiently pack float2 uniforms, so no space is wasted
4084 * (in fact most compilers map a float2 to a full float4 uniform).
4086 * For NP2 texcoord fixup we only need 2 floats (width and height) for each
4087 * 2D texture used in the shader. We therefore pack fixup info for 2 textures
4088 * into a single shader constant (uniform / program parameter).
4090 * This structure is shared between the GLSL and the ARB backend.*/
4091 struct ps_np2fixup_info {
4092 unsigned char idx[MAX_FRAGMENT_SAMPLERS]; /* indices to the real constant */
4093 WORD active; /* bitfield indicating if we can apply the fixup */
4094 WORD num_consts;
4097 void print_glsl_info_log(const struct wined3d_gl_info *gl_info, GLuint id, BOOL program) DECLSPEC_HIDDEN;
4098 void shader_glsl_validate_link(const struct wined3d_gl_info *gl_info, GLuint program) DECLSPEC_HIDDEN;
4100 struct wined3d_palette
4102 LONG ref;
4103 struct wined3d_device *device;
4105 unsigned int size;
4106 RGBQUAD colors[256];
4107 DWORD flags;
4110 /* DirectDraw utility functions */
4111 extern enum wined3d_format_id pixelformat_for_depth(DWORD depth) DECLSPEC_HIDDEN;
4113 /*****************************************************************************
4114 * Pixel format management
4117 /* WineD3D pixel format flags */
4118 #define WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING 0x00000001
4119 #define WINED3DFMT_FLAG_FILTERING 0x00000002
4120 #define WINED3DFMT_FLAG_DEPTH 0x00000004
4121 #define WINED3DFMT_FLAG_STENCIL 0x00000008
4122 #define WINED3DFMT_FLAG_RENDERTARGET 0x00000010
4123 #define WINED3DFMT_FLAG_EXTENSION 0x00000020
4124 #define WINED3DFMT_FLAG_FBO_ATTACHABLE 0x00000040
4125 #define WINED3DFMT_FLAG_FBO_ATTACHABLE_SRGB 0x00000080
4126 #define WINED3DFMT_FLAG_FLOAT 0x00000200
4127 #define WINED3DFMT_FLAG_BUMPMAP 0x00000400
4128 #define WINED3DFMT_FLAG_SRGB_READ 0x00000800
4129 #define WINED3DFMT_FLAG_SRGB_WRITE 0x00001000
4130 #define WINED3DFMT_FLAG_VTF 0x00002000
4131 #define WINED3DFMT_FLAG_SHADOW 0x00004000
4132 #define WINED3DFMT_FLAG_COMPRESSED 0x00008000
4133 #define WINED3DFMT_FLAG_BROKEN_PITCH 0x00010000
4134 #define WINED3DFMT_FLAG_BLOCKS 0x00020000
4135 #define WINED3DFMT_FLAG_HEIGHT_SCALE 0x00040000
4136 #define WINED3DFMT_FLAG_TEXTURE 0x00080000
4137 #define WINED3DFMT_FLAG_BLOCKS_NO_VERIFY 0x00100000
4138 #define WINED3DFMT_FLAG_INTEGER 0x00200000
4140 struct wined3d_rational
4142 UINT numerator;
4143 UINT denominator;
4146 struct wined3d_color_key_conversion
4148 enum wined3d_format_id dst_format;
4149 void (*convert)(const BYTE *src, unsigned int src_pitch, BYTE *dst, unsigned int dst_pitch, unsigned int width,
4150 unsigned int height, const struct wined3d_palette *palette, const struct wined3d_color_key *color_key);
4153 struct wined3d_format
4155 enum wined3d_format_id id;
4157 D3DDDIFORMAT ddi_format;
4158 DWORD red_size;
4159 DWORD green_size;
4160 DWORD blue_size;
4161 DWORD alpha_size;
4162 DWORD red_offset;
4163 DWORD green_offset;
4164 DWORD blue_offset;
4165 DWORD alpha_offset;
4166 UINT byte_count;
4167 BYTE depth_size;
4168 BYTE stencil_size;
4170 UINT block_width;
4171 UINT block_height;
4172 UINT block_byte_count;
4174 enum wined3d_ffp_emit_idx emit_idx;
4175 GLint component_count;
4176 GLenum gl_vtx_type;
4177 GLint gl_vtx_format;
4178 GLboolean gl_normalized;
4179 unsigned int attribute_size;
4181 GLint glInternal;
4182 GLint glGammaInternal;
4183 GLint rtInternal;
4184 GLint glFormat;
4185 GLint glType;
4186 UINT conv_byte_count;
4187 DWORD multisample_types;
4188 unsigned int flags[WINED3D_GL_RES_TYPE_COUNT];
4189 struct wined3d_rational height_scale;
4190 struct color_fixup_desc color_fixup;
4191 void (*convert)(const BYTE *src, BYTE *dst, UINT src_row_pitch, UINT src_slice_pitch,
4192 UINT dst_row_pitch, UINT dst_slice_pitch, UINT width, UINT height, UINT depth);
4194 enum wined3d_format_id typeless_id;
4195 GLenum gl_view_class;
4198 const struct wined3d_format *wined3d_get_format(const struct wined3d_gl_info *gl_info,
4199 enum wined3d_format_id format_id, unsigned int resource_usage) DECLSPEC_HIDDEN;
4200 void wined3d_format_calculate_pitch(const struct wined3d_format *format, unsigned int alignment,
4201 unsigned int width, unsigned int height, unsigned int *row_pitch, unsigned int *slice_pitch) DECLSPEC_HIDDEN;
4202 UINT wined3d_format_calculate_size(const struct wined3d_format *format,
4203 UINT alignment, UINT width, UINT height, UINT depth) DECLSPEC_HIDDEN;
4204 DWORD wined3d_format_convert_from_float(const struct wined3d_format *format,
4205 const struct wined3d_color *color) DECLSPEC_HIDDEN;
4206 void wined3d_format_get_float_color_key(const struct wined3d_format *format,
4207 const struct wined3d_color_key *key, struct wined3d_color *float_colors) DECLSPEC_HIDDEN;
4208 const struct wined3d_color_key_conversion * wined3d_format_get_color_key_conversion(
4209 const struct wined3d_texture *texture, BOOL need_alpha_ck) DECLSPEC_HIDDEN;
4211 BOOL wined3d_array_reserve(void **elements, SIZE_T *capacity, SIZE_T count, SIZE_T size) DECLSPEC_HIDDEN;
4213 static inline BOOL wined3d_format_is_typeless(const struct wined3d_format *format)
4215 return format->id == format->typeless_id && format->id != WINED3DFMT_UNKNOWN;
4218 static inline void *wined3d_calloc(SIZE_T count, SIZE_T size)
4220 if (count > ~(SIZE_T)0 / size)
4221 return NULL;
4222 return HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, count * size);
4225 static inline BOOL use_vs(const struct wined3d_state *state)
4227 /* Check state->vertex_declaration to allow this to be used before the
4228 * stream info is validated, for example in device_update_tex_unit_map(). */
4229 return state->shader[WINED3D_SHADER_TYPE_VERTEX]
4230 && (!state->vertex_declaration || !state->vertex_declaration->position_transformed);
4233 static inline BOOL use_ps(const struct wined3d_state *state)
4235 return !!state->shader[WINED3D_SHADER_TYPE_PIXEL];
4238 static inline void context_apply_state(struct wined3d_context *context,
4239 const struct wined3d_state *state, DWORD state_id)
4241 const struct StateEntry *state_table = context->state_table;
4242 DWORD rep = state_table[state_id].representative;
4243 state_table[rep].apply(context, state, rep);
4246 static inline BOOL needs_separate_srgb_gl_texture(const struct wined3d_context *context,
4247 const struct wined3d_texture *texture)
4249 unsigned int flags = texture->resource.format_flags
4250 & (WINED3DFMT_FLAG_SRGB_READ | WINED3DFMT_FLAG_SRGB_WRITE);
4252 return (!context->gl_info->supported[EXT_TEXTURE_SRGB_DECODE]
4253 || (flags && flags != (WINED3DFMT_FLAG_SRGB_READ | WINED3DFMT_FLAG_SRGB_WRITE)))
4254 && context->d3d_info->wined3d_creation_flags & WINED3D_SRGB_READ_WRITE_CONTROL;
4257 static inline BOOL needs_srgb_write(const struct wined3d_context *context,
4258 const struct wined3d_state *state, const struct wined3d_fb_state *fb)
4260 return (!(context->d3d_info->wined3d_creation_flags & WINED3D_SRGB_READ_WRITE_CONTROL)
4261 || state->render_states[WINED3D_RS_SRGBWRITEENABLE])
4262 && fb->render_targets[0] && fb->render_targets[0]->format_flags & WINED3DFMT_FLAG_SRGB_WRITE;
4265 static inline GLuint wined3d_texture_get_texture_name(const struct wined3d_texture *texture,
4266 const struct wined3d_context *context, BOOL srgb)
4268 return srgb && needs_separate_srgb_gl_texture(context, texture)
4269 ? texture->texture_srgb.name : texture->texture_rgb.name;
4272 static inline BOOL can_use_texture_swizzle(const struct wined3d_gl_info *gl_info, const struct wined3d_format *format)
4274 return gl_info->supported[ARB_TEXTURE_SWIZZLE] && !is_complex_fixup(format->color_fixup)
4275 && !is_scaling_fixup(format->color_fixup);
4278 static inline struct wined3d_surface *context_get_rt_surface(const struct wined3d_context *context)
4280 struct wined3d_texture *texture = context->current_rt.texture;
4282 if (!texture)
4283 return NULL;
4284 return texture->sub_resources[context->current_rt.sub_resource_idx].u.surface;
4287 static inline void wined3d_from_cs(const struct wined3d_cs *cs)
4289 if (cs->thread)
4290 assert(cs->thread_id == GetCurrentThreadId());
4293 static inline void wined3d_not_from_cs(struct wined3d_cs *cs)
4295 assert(cs->thread_id != GetCurrentThreadId());
4298 /* The WNDCLASS-Name for the fake window which we use to retrieve the GL capabilities */
4299 #define WINED3D_OPENGL_WINDOW_CLASS_NAME "WineD3D_OpenGL"
4301 #define MAKEDWORD_VERSION(maj, min) (((maj & 0xffffu) << 16) | (min & 0xffffu))
4303 #endif